Avernum 5 hack




















Many unusual enemies that will require clever tactics to defeat. Not just the same old elves and hobbits. The surface world is ruled by the Empire. Its power is absolute. Its control is unchallenged. And, as a soldier of the Empire, you have a good, comfortable life ahead of you. But then a rebel named Dorikas tried to assassinate the Empress, and everything went wrong for you. The villain fled somewhere into Avernum, an underworld nation of eccentrics, misfits, and barely civilized monsters, most of whom hate the Empire.

And that is where you are going. You must find Dorikas, while dealing with spies, betrayal, and assassins at every turn. The enemy is waiting for you.

They will become unlocked as you complete her quests. Lark's first quest is to kill the Aranea Barquba Do so for a free point in spellcraft for all your characters. Next she wants you to kill the Venomous Mongbat You get a free point in quick action for finishing this quest.

Next she wants the brain of a pit crawler Do so for a point in magical efficiency. She then wants some of the ectoplasm from the lost shade Moref Do so for a point of Parry. She then wants you to hunt the Mindwarp Chitrach, which is in the anama lands You can also now explore her top floor one room, anyway. Enter it, kill the lizard, then read the book for a point in strong daze. Once you return with the Mindwarp Chitrach's mandibles, Lark cooks up another stew that gets you a point in Resistance.

She then asks you to hunt for the Whirling Thrasher Bring in the Thrasher's claw for a point in riposte nice! Lark will then request the eyes of a Hraithe Lord. Bringing this item to Lark will get you a point of magery, and she will open up her rooms upstairs, allowing you to read a book on Arcane Blow, and grab a wisdom crystal and a shadow band. Her last hunt quest for you is the Black Horror C1. This is easily the most difficulty battle in the game, but it's well worth it.

When you have its skin, come back. That's it, the end of one of the most involved quests in the game! Mother Alice gives you a quest to depose of the rat lord. She also wants you to inform her of his removal first. Upstairs she has a magically-locked door with a piercing crystal woo!

After you depose of the rat lord, you can choose to tell either Goodman Wulf or Mother Alice about it. Telling Goodman Wulf first gets you a Chilling band from him and 20c from her. Telling Mother Alice first gets you c and nothing from Goodman Wulf. The money is probably a bit more useful in the long run.

These are the bugs desired for a quest in the Blackchasm outpost. Occasionally, when you kill a scuttler or you'll get an eye from it it's a special item. Try to collect nine. Go down below and collect even more. You may want to reload if you kill a batch without getting any eyes, since there are limited numbers of the things. Not all scuttler batches will drop eyes, so don't try too many times.

Beneath Paulette's house is a secret door that will get you a curing potion. Also, Storgald the scum farmer sells a variety of herbs, none of which are direly necessary.

Go down his stairs and loot his stuff for some more herbs and the ultra-useful invulnerability elixir. Go through the tunnels and head west after cleaning them out. Go back up the stairs and you'll encounter Dirty Darius.

Get rid of him however you'd like, then go north and fight Dirty Desiree. Kill her for a nimble chain, and loot her stuff. You'll get a bar of fine steel from her stuff. Watch out for the guards as they're not too friendly. Try going to the north and west till you receive a note along the lines of, "It's not your job to invade the fort", then head south and get a similar note. That's all you need to do for the job board quest.

First talk with Techtar, he will help you get ready. Then head south, killing all the slimes. When you reach the SE, the slime will run away. However, hang around the lizard talk with Techtar to get one , and it'll return. Kill it and it'll drop a few nice items. Tell Techtar and he'll tell you about some other slimes that live under the swamp. He'll also sell you some stuff, most notably a piece of mandrake buy it!

He also warns you of a slime living underneath the swamps. Head underneath the swamps and kill the batches of slimes nearby. Make your way to the NW, and bless, shield and haste your characters. Then go north. Wait for the slime to attack you, then lay into it with all you've got.

If you don't do a lot of damage to it, then when it splits, the second slime will be as strong as the first. Kill it and take its stuff bladeshield chain, nice minor items. You are teleported here whenever you touch a pylon. This is an excellent place to store your junk.

Drop everything you want on the floor. When you get here the first time, Sergeant Cienna will talk with you. She will want an update every time you find something new which is fairly often. Talk with Portmaster Pirro and you'll get a quest to kill some shades. Also explore the southern staircase to get another piercing crystal. Then take the northern staircase and fight the shades.

One has a lot of HP and should only be attacked with missiles and spells, otherwise it will frighten your melee attacker. Once they are dead, explore the area. The magic barrier to the south is guarding a shining silver band, which is a fairly weak ring.

You can use Pirro's book for a point in Summon shade for your victory. He will have a second quest for you when you get to Tranquility. The second shade is a fragmented shade. Hit it hard with spells and take it out. Use your melee attackers to kill the spawned shades and occasionally hit the fragmented one. Once dead you get a point in minor summon. He has a third quest once you get to the Azure Gallery or soon thereafter.

Several shades have taken up residence again. The Shamanic Spirit is the leader of three shades. If you hit it with melee, it may freeze your characters. Try using your meleers on the accomplice shades and focus magic attacks and missiles on the shamanic spirit.

When it dies it drops a ghostly blade, which has the quite powerful ability to curse those it hits. It's a very cool weapon. You also get a point of summon aid for your time. Underneath this area you'll find some goblins.

Not too big of a deal. As you enter Fortunado's room, he is attacked by some goop. Kill it with him. He doesn't have too much to say, but will give you a quest to kill a crocolisk.

He can also make potions for you, if you like. Don't drink from either of his basins. Tess is more interesting, as she sells some interesting items, most notably a knowledge brew and invulnerability potion. Check his basement for a lot of herbs and a spellbook for the daze spell.

Head to the north and walk along the coast with a fish in your inventory. You will be attacked by Fortunado's crocolisk.

Tell him after you kill it for a focusing crystal, fine steel, and fine leather. Otherwise, this area is just there to hinder you in your pursuit of Hirickis. Underneath Northwest Harston you'll find a lot of spiders. Fortunately, they're fairly easy to beat. A bit north you'll find some slimes guarding herbs.

Towards the center of the underground you'll find Baquba the aranea. It's a fairly easy enemy, and drops a blessed bauble on death. There are lots of scuttlers around on the surface. Kill them all and take as many eyes as you can you need 8, and can check on them in your special items.

Try to at least have 6 by completing the upper area. You can summon some scuttlers with the gong pick up the whip as well! Go down the NW passage and you'll find Hirickis. He runs away initially, after taunting you with a bit of funny dialogue. Grab the scroll of raise dead wow! Use the gong, and if you have the whip, two scuttlers will be friendly. There are three gongs on this level, and each one will give you two more friendly scuttlers. When ready, pillage the main fortress. There's a secret door that leads to some nice armor and a piercing crystal in the room with the red blocks, at the very least grab the crystal.

When ready, charge Hirickis. He's not too difficult, especially if you have scuttlers helping you. When he gets to about a third of his life, he will plead with you to spare him.

If you want to spare him, you can claim his hidden treasure, 3 rubies, a blessed silk tunic, and a focusing crystal. Otherwise kill him for the blessed silk tunic. Sometimes mercy is the better route as far as loot , as in this case. Explore his stuff for a book that teaches you slow, and some decent armor.

Ascend his stairs, and kill the altered scuttler haste and bless beforehand. It drops a warmth ring on death. There's a barrier nearby, go ahead and use a piercing crystal to get a warmth shield and some other goods.

Kill Apprentice Kvell for an apprentice belt. You're done here, so head on back to New Harston to tell them your success. To the north you'll fight the rat lord, to the south, a bunch of goblins. Take your pick. Underneath this level to the NW you'll find some shades guarding some crystals. Two of caches include a piercing crystal and a wisdom crystal, very nice. If you head to the SE, you'll find a secret door that leads to a room loaded with barriers. Bring them down then open the door and kill the wight.

Claim its nimble sandals. If you head west, a golem will stop you. So long as you have the crystals for the pylons, you'll be safe. Otherwise, you will have to fight it. Two rubies are your reward. Kill them all. Grab the swampwalker leather off of the shaman to the SW. Grab the tribal symbol off of the altar and kill the demon that pops up. There are four routes to the caves below.

The first two are near the altar. If you go down these, you will have to use missiles and spells to take out some goblin flingers. Another route is to the north, and takes you to the upper ledge which is tactically a slightly better position.

The final route is a secret door to the SE, which takes you directly to Chief Throngul, who on death will drop a coated cloak. Take stairs down to the north and then head west for a spellbook of minor heal. Head east from the same door to find Chef Vorlag who drops a fine cleaver on death great for archers. To the west you'll find a courier satchel, which you should show to Minister Pilhofer. To the east you'll find Marrowsucker the giant.

Talk with him and tell him Dominicio's request. He'll agree. If you want, after you've cleaned up that quest, you can kill Marrowsucker. Rob his stuff, and kill his giant spawn. You can get a point of smite as well.

This is the home of the Rat Lord, another Avernite crazy. He'll taunt you from his ledge. Go ahead and chase after him. Go down the stairs, and you'll get into a series of fights with the rat lord's rats. Foul rats are the end rats of the first two, and an oozing stinkrat is the last one of the third.

When you make it out, be on the lookout for a secret door that gives you access to a fine steel cache. Head a bit north and you'll come to a room with some swamp boots. Head up the north passageway to face the rat lord. The rat lord calls some well-bred rats to help him fight. Kill him and he'll drop a bonding knife. There is a cache with a woven golden chain and a few lizards.

You can't really go too far here without having taken care of Hirickis. Once Hirickis is removed, head back here to get your boat. Hasen, a mage, intercepts you and tells you he will help you escape some darkside loyalists. Follow him, and then fight the loyalists.

Hasen drops a shielding knife on death. You can get underneath this area by coming from Northern Isles 15 You can get here by starting near the spider caves 10 , and going underground then north. Alternatively, you can get here later when you get a quest to do so.

This area will be revisited in the post-demo section. Harston Docks 17 Q: Revenge on Ronaldo. You have a lot you can do here, and there's a message board ripe for quest giving. Talk with Schwarz to tell someone about the assassination attempt. He'll tell you about what to expect around here.

Aspen will trade with you. The last person to talk with is Duaria, an empire spy. She gives you a quest to kill Ronaldo, an evil avernite When you do, return for no real reward. When you're ready, grab your boat and head on out!

If you follow this walkthrough, you will use two of them to explore the drake pillars and fulfill a minor job board quest. You should always have one spare. The eastern island has lizards and a path down to a lizard den full of crystals. Clean it out. Head out the NW ladder to grab some blessed gauntlets, then head down to the SW and kill the basilisks fulfilling a Harston Docks quest.

For your troubles, you get a pair of grounded boots and a piercing crystal. That's it. Shanker is a mage on the run from the empire with a number of helpful merchants. She has a job board as well.

Explore the area thoroughly to see what's available. There's a pylon here as well, and a boat in case you need to use one in the late game. Horyn is an alchemist living to the SW.

She's quite weird, and gives you a quest to take care of her cauldron. Head up her stairs, then use the cauldron. Prepare for a fight. Make it through the three and talk to Horyn for your reward- an energy potion, an invulnerability potion, and a knowledge brew Wow! Sage Belkin will sell you scrolls, and will take your paper if you've got his quest.

He gives you some powerful scrolls in exchange. Sarramor is a nephil crystal worker who will sell you a wisdom crystal c, the most expensive to purchase. Still, quite worthwhile though maybe not immediately. He also gives you a quest to find and clear a field of crystals.

Once you do, you get some beautiful crystals, a piercing crystal, and a wisdom crystal. Landman will also trade with you. He has two barriers upstairs, one of which is too strong to bring down with a piercing crystal.

Come back here later and loot this place. Finally you should talk with Shanker. She is upset that empire soldiers have found her, but if you promise to help her remain hidden from the empire, she'll help you a lot. It's in your best interest to do so, so I'd say to go ahead and lie to Cienna the next time you see her.

Shanker will teach you magic pretty average prices , will teach you skills post-lying to Cienna and give you a few quests. Buy points in magery for all of your magic-using characters from her, she has the best prices early in the game. You may also want to buy some points in magical efficiency, though you can get those points for cheaper a lot later on in the game. I would prioritize with magery, then magical efficiency.

Also, if you lie to Cienna, she will give you a magestone band ring. Her first quest for you is to go calm down an ogre servant. Go up the stairs, break the barrier, go south, then haste, shield, and bless your characters, and thwack away at the ogre.

Tell Shanker to get an aranea silk tunic and a spellbook of haste. Next she wants you to get some tools from Solberg to repair some of her stuff upstairs. Go on upstairs. Bring down the barriers if you're strong enough you can bring down the ones to the NE for an enchanter's robe and mandrake. Go up to the room with the machine. Buff up. Then insert a crystal. Four shades appear. If you're strong enough, kill them don't bother with physical damage- fire, disruption, and energy all work very well though.

If not, avoid them, and insert a new crystal into the machine every turns. Return to Shanker for your reward- a symbiotic cloak and the ability to read another book Terror. She has one final quest for you- the Mad Crystal. To complete the mad crystal, you will first need to find some vahnatai A5. Once you know what to do, go ahead and go up the stairs. Dispel the NW barrier, then go talk with Festante. Get him to become hostile, then hit him as hard as you can no melee!

You will probably have to use missiles and ice to take him to half his health, then he'll be friendly. Go down and tell Shanker for your reward, a silk-woven cord and book of arcane shield. Now let's explore this area, since we got the quest from Shanker, "Skull of the Black Wight". Land on the shore, and kill the undead. Make your way to the altar and kill the ruby skeleton. Claim its gems and the sword on the altar. Go down the SW stairs. Ring the gong and fight the undead.

The nearby gate should open for you. Head east, and then fight the wight. It's not too tough. You can read the enduring shield book after you kill it and its fellow undead.

Also, use the nearby secret door. Goodman Grando will sell you a mandrake root. On the island a bit north, Claudia will talk with you and ask you to clear away her island immediately east.

Go there, grab the caches, then head down the pit. Kill the worm-eaten zombie at the end of the pit. It drops a girdle of endurance and some other minor goods. Tell Claudia 25c and she will be a bit more talkative. The way in is slightly hidden for both islands, but carefully patrol the perimeter of both and you'll see a way in. The southern island is home to a sea ogre. Go ahead and kill it. The northern island is home to a bunch of testy nepharim.

Kill them if you like, one drops a girdle of dexterity. Head north, and there's a small pullout from the water. Go down the pit and you'll face a number of spiny stoneworms. Use spells to kill them. Then kill the lurking gargoyle again with spells.

It drops a ruby breastplate on death. Row your boat diagonally to get through the rocks to get them. You now come upon one of your first dilemmas in the game- whether or not to be geased by Gladwell. But first, you can investigate his stuff. Antrobus will trade with you, and has the best prices if you are geased. Sabina is in charge of the inn and will give you a healing potion periodically if geased. The last person of interest here is Maggie, who doesn't say much.

Everyone on the island acts a bit funny, which isn't too much of a surprise. Rat Cave 14 I: Archer's Band. Come here briefly to pick up some herbs and use a stairway to get an "archer's band" ring. You can also use the little land jut for a quick and easy way to kill the rat king. Give him the message for a batch of potions. Talk with him.

You now have your first good Avernum 5 dilemma. Will you be geased by Gladwell? Or will you explore freely. Take the Geas at least once for a playthrough, if only to see what it does. What Gladwell would like from you is your help in retrieving certain items. The geas will tell you when you need to get the item. You can talk with him first, though. This is a hefty bonus. You will also learn a fair bit on what is going on around here- whether Dorikas came through the region, and will be able to trade with him townies.

Also, when you complete some of his tasks you will be given a shadow key which will enable you to open doors in his basement and grab the supplies and use the fountains for an experience boost. However, being geased by Gladwell will prevent you from dealing with one character, and you will not have as many items as you might like for trade with others. The biggest set- back is obtaining his items. In three of five cases, getting the items he desires will result in the town where those items are based becoming mad with you.

Generally, that's not game-ending, though it can be frustrating when you can't finish a quest or trade with the townsfolk. In two of the other cases you can get the item without a fight but at significant cost for one of the items. If you take the geas and decide you don't like it any more, you can remove it after getting the second item. Note that if you don't get the item, you will be cursed nastily. Not taking the geas gives you a lot more freedom to explore and enjoy towns, and gives you the chance to trade the items wanted by Gladwell for other services by other Avernite Powers.

If you really don't like it, end it midway through the game. When you trade him one of these items, you can go into his basement and collect your prize. There are three options- spells, armor, and weapons. In each case you also get to use a basin for some xp granting fluid. If you choose the room of the blade you get a rod of battle and seeking rapier for your first key, and a chaotic halberd and rod of alacrity for your second key. Finally, if you choose the room of the shield you get an assassin's shield and some invulnerability potions for your first key, and a mercuric plate and some invulnerability elixirs for the second.

If you want to maximize your output, choose which of these is the most appealing the second door rewards are many times better than the first time rewards , and stick with it.

Note that the anama scrolls and the crystal spiral are both desired by others, but that the drakeskin and the crystal soul chip are not. You could kill Gladwell after trading the items that only he desires, and give the others away. Northern Isles 25 Q: Farmhouse Ghost? Explore the items a little bit to collect some caches. Then head to the NE to the mainland.

Talk with Fae. She is being bothered by a ghost, apparently. Yes, the lock doors are suspicious. Anyways, head down to the south building and get trapped. Go through the passage, and grab the swamp boots, kill the rats, then talk with the slith. It points to a secret button, push it then escape.

Grab the miscellaneous goods on your way out, then go up the stairs. Kill the thugs the nephil drops treated leather , grab there stuff, then head out the door. You can either kill Fae or let her go. Either way you get a platinum ring for your troubles. Look around elsewhere, exploring the passageways as you see them- one to the NW, the next one east has some grounded boots, the next your passage to the SW island, the next some bats. The NE passage holds Ronaldo. Go ahead and get into a fight with him.

He drops a coated cloak on death. When ready take the middle passage and go down the tunnel. You'll have to fight a lot of fast bats, thorny fungi turrets from Geneforge , but none are too difficult. Go down the south passageway to find the venomous mongbat. When you attack it, it summons a bunch of weak help. Blow the bats it calls away with a few blasts of icy rain. Then take the bat down to get its wing for Lark. You can leave these tunnels by the west, though there's less for you to do there.

Head down her stairs. Shoot one plant from a distance. All will explode, clearing the area. Then go kill the lizards. Go talk with her and if you want to craft anything out of your fine leathers and focusing crystals, go ahead. You can also get two more leathers from the poisoned vat room to the NE.

The Mercuric Leather is fairly good if you can stomach the strength loss. She is weird. Submit a cheat! Help out other Avernum 5 players on the PC by adding a cheat or secret that you know!

Please contribute by clicking this link. Write Review for Avernum 5! View all Avernum 5 cheats. Cheats Code - Cheat box. Hints Secret - Hello its a new avernum game. View all Avernum 5 walkthroughs. Avernum 5 trainers.



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