First and foremost, please note that the information that I have is very out-to-date. This is
an old DOS game, and I don't know if it is still available somewhere. I would call it abandonware.
I kept this page as a tribute to a old-fashioned roleplay game that I've enjoyed during the year
1998. That's all. Now that you've read the disclaimer (and already surfed elsewhere,
well, most of you), here it goes.
I found that this is a worthwhile CRPG. Also, what is nice in the
shareware version is that it allows to become familiar with the actual features
of the registered game. but gives a rather complete picture about how fun and
complex this game is, the only limit being that some areas are off limits for
the sharewarist. (This word does not exist, but who cares?).
This is an unofficial & unauthorized walkthrough of Aethra Chronicles,
written by myself, a not-so-cunning player.
It refers to the registered version only. The basic hints are of
course given by the on-line help and the spell booklet that comes with the game.
I will then try not to repeat here anything is already dealt with. As every
walkthrough, this is a spoiler. This especially concerns the last section, where
the game is described in detail.
I would like to acknowledge two people who recently helped me to improve this walkthrough. One is Binh Vu, who in March 2007 kindly provided the solution
of Kahzreen puzzle and wrote it down for me (see no. 19). Another is Blimix,
who has explained how the fate of the baby prince is decided (see no. 24).
The latter runs the Unofficial Aethra Pages, that among other things carries information on race bonuses and other stats.
Another interesting page on this game is The Aethra Chronicles, that also
contains game files and scripts.
All trades take place in stores, to be found in almost every city. The unit
is the Golden Crown (referred to as GC).
Almost every item may be sold. The value of an item visualised on a shop may
give clues on its nature. The buying price is greater than selling price, so you
lose money if sell and then buy again an item. Both prices are affected by the
trading skill of the character who is bargaining.
Bottles, flasks and food cannot be sold. Besides, I found no use for them in this game.
Cursed items cannot be sold, even when the curse has been removed. Smelly,
swirling and mauve potions can be sold.
Resting in Inns is quite cheap, so it is better than pay for healing at
Temples. An exception is Resurrection, only Temples and spells can attain it. On
the other hand, dead characters are very cooperative and keep following you
anyway, carrying their own possessions. In other games, like Savage Empire,
alive people should carry their bodies. Lazy, lazy bodies!
If all of the slots of your party members are full, and still you have to
receive something, the game will not allow you to escape. You should re-boot the
system, or else buy another computer. I recommend the former.
No store accepts to buy a leather coif. If you don't need this item, it is
useless to carry it.
In some games only the three core characters are allowed to sell items.
Let me tell you some easy ways to get stuck and never complete the game, or
anyway get useless trouble.
The simplest is to lose forever an item that is actually needed. For
instance, there is only one Power Gem for each colour. Drop it in city or country,
and your game will never be won.
Another bad idea is to attack the Red Dragon when that option appears. Even
if you are able to kill him, you'll not have his possessions. And if you return
there, you'll find the monster still alive. But your game is doomed, because you
will never have the Red Gem: the Dragon is now your enemy. Unlike real life, in
this game you know for sure your enemies. They attack you immediately.
Similar remarks as the above applies to the Salamander. This time you can win
the game anyway, for you may find the Oracle even without his help.
Another stupid thing to do is to pick or destroy the marsh flower. Do that,
and you will never have marsh flowers and fruits to use.
A beginner's option is to upload the game with a pregenerated party. That is
not a tutorial, but may help. The first three people are your core characters,
the other three were
hired from guilds.
Alternatively, you can create your own customized party of three core characters, and
hire up to other three later. When busy with this creation, you are allowed to re-roll at will
if not satisfied by the outcome. Remember that you are setting the primary
skills, that may not be changed later! So go ahead re-rolling until
In addition to the core of your party, consisting of the three characters
that you have created, you will hire other NPC to fill the remaining three
character slots. There are four possibilities.
You may easily realize that, as usual for such games, you don't need to play
them in the exact order. In particular, it is recommended to jump from 19 to 22
and then back to 19. Furthermore, as soon as your experience points raise, every
now and then you will go and visit a guild to train your characters, not to mention
hiring or dismissing them when you find it appropriate.
Ready to go now? Then fasten your sword and proceed...
1. The Old Vizir
You start the game at home of the old man,
who will give you a map of the region. He will tell you about the Book of Profecy
that you must recover. Go to the Kings Castle and ask the guard to speak with your
Father. You'll not be allowed to do it any more, until you've completed your
2. The Cemetary of Stormhaven
Two secret doors at E and W walls of the hall, gold and stuff. The body of
father Gyman is located NE. Beware a poison trap nearby, walk on golden path.
The Temple of Sunne will pay you 100 GC reward.
3. Two Bandit Caves near Stormhaven
There is a short road NW Stormhaven. Two caves are along that, the latter is
the Galoran hideout. Kill the bandits, scavenge their treasures and take the
head of Galoran. The Merchenary Guild will pay you 1000 GC reward.
4. The Bandit Lair in the House
This place is acceded to in Stormhaven, not far from the Crafts Guild.
Several secret doors, both levels. Level 1 a square hall south, with NW stairs, has a
secret door in the small room placed SW, at W wall. This leads to the bandit
leader. The west wall of that room contains the Painting that Harmon wants.
(This should allow you to find it. Anyway, another copy of that may be found in
a shop at Dask, and bought for a cheap price). Level 2 a secret door leading to a
dungeon full of undead monsters. Near a minotaur you'll find the Blue Gem. Equipping it,
as for the other power gems, will enhance your magical stamina.
5. Journey onwards
Upon receipt of the Painting, the merchant Harmon will give you the map of
Monastry. You will continue there your main quest. Be prepared to venture
outside and face random attacks. Flee if needed: at this point the level of
your three basic characters will be 3 or 4. Enough to confront bandits, orcs or
ratmen, but avoid dark elves or Toneath cultists. If you wish, make a detour to
Drensea to recruit some skilled men at arms (there are three appropriate guilds:
warriors, paladins and ashikari). The trip to Eagles Rest, where the Monastry is
located, passes through Da'kar, Dask, Manask and Musol. You may wish to deal
with the following two side quests.
6. The Bandits Cave near Manask
A Lord in Dask will ask you to get rid of the bandits located NW Manask.
Among the other stuff, in this cave you'll find an amulet, the Seal of Water. Don't lose it!
7. The Cemetary of Puero
A townsman in Puero asks you to clean the dungeon under the cemetary from the
monsters lurking there. If you succeed, he will give you the Seal
8. Eagles Rest
A very little town (neither inns nor stores). Nothing but two dungeons: one
is the Monastry where you'll find next clue. The other one contains items and
dangers (two secret doors are). Both dungeons have a troll warrior inside, still
a dangerous foe at this point of the game. They are quite resistant to magic.
Another map lies in the Monastry.
9. The Caves of the Guardian
The location you should reach is north Dask, so go back there. Meet the
guardian of that sacred place, the Red Dragon and ask him of the Book of
Profecy. He will promise it, in excange for cleaning his caves from all nasties
below there. These caves are wider than the ones you've seen up to now. Lots of
orcs and two parties of dark elves (the latter are more challenging). Plenty of
interesting stuff, including Model Bridge, Elven Longbow and Swift Killer. Here
and afterwards, before asking for a reward be sure that one people in your party has
a free spot in his inventory. Otherwise the game is blocked and eventually you
must reboot your system.
10. Journey to Naedarn
Bring the book to the Old Vizir. Written in a foreign language, he cannot
read it, so sends you to his friend Babbage of Drensea. Nope, he's unable to
translate too. He suggests to seek the Oracle. Clues about him are in the town
of Naedarn. Talking in shops and inns there, you may have the idea to visit the
11. The Cave of Naedarn
A cave is located SE the dow. Enter if you dare! At level 2 there is a Small
Figurine, at level 3 the Bow of Truth. Many traps and closed doors, not to
mention the Vampire Lord.
12. The Desert Rose
You will see three oases. One is right south Naedarn, the other two are east
of that. Go to the first one, you'll confront the Salamander. Asking info on the
book, he will claim the Desert Rose. You will find it in the northern of
the other two oases. In exchange for the Desert Rose, he will tell you to reach the
northern swamp. Besides, offer him as a gift the Small Figurine, that actually
is a Salamander Idol. He will give you the Star of Sunne.
13. Meet the Oracle
It is easy to locate the swamp and somewhat to travel to the town. From
Naedarn, head north then a little west. The ancient town of Merel, now in ruins,
is inhabited only by the Oracle. He asks you to find the four gems of
power. He gives you a clue on the location on each one. (If you followed this walkthrough, you already got the Blue Gem).
14. A Letter to a Maiden
Among the three remaining gems, the simplest task is to have the red one from
the Red Dragon, who is already your friend, isn't he? Return to him, and he will
give you a letter to deliver to his elf friend Cyntia. As a postman, you'll go
to Da'kar, then head east, cross two bridges, and finally south. One of the two
towns is Pettis. There there is a pink house where the elf lives. Then bring
back her answer to the dragon, and you'll have the Red Gem.
15. The Forest Beast
A huge cave is north the town of Galia. The entrance is not as evident as for
other ones. Once you accept the duty from the Elves Queen, she will advise you
to hire her son Timmar, a level 10 ranger. He will join
you for free. Once you met and slain the Beast (almost impervious to magic,
carries both poison and disease), take its Head and the Elven Grey Sword you'll
find nearby. Grey Swords are the most effective weapons against demons: you've better to collect all three of them. Take the Head to the Queen, but be careful: Timmar will leave your
party as soon as she takes it. If you gave him some items, they are lost
forever! Also, don't allow him to take the reward, or else you cannot even
finish the game! Then you have also the Green Gem now.
16. The Dwarven King Sword
Take the road leading to Eagles Rest, only don't go towards Musol, but head
west. You will reach the Dwarven city of Barkol. There the King will promise you
the White Gem. His son Khaled may be hired. Same conditions
as for Timmar, and same warnings! The cave of Giants where the sword lies is NW
the town, at the end of a path. The entrance is a matter of clicking (what about
your mouseclicking skill); a little patience and you'll enter. Aside from
battling giants and finding the sword, in another room you will find a
prisoner. Free him and he will reward you as soon as you return at Barkol and
seek him (east). He owns the Dwarven Grey Sword, he will give that to you. Now
you have all of the four power gems.
17. Farewell to the Oracle
Give him the gems, but pay to know the future. He will give some clues on
what to do next. He will also give you the Key Talisman, necessary to enter the
caves of Toneath.
18. The Marsh Monster
This monster is located in the swamp NW Stormhaven, take the road to Da'kar.
Slain it and leave the flower alone. Then return (any time, even immediately
after) and you may collect at will both Marsh Fruits (healing spells) and Marsh
Flower (weapons against demons). Most demons die after 2-4 flowers used.
19. The Abode of a Kahzreen Vader
I. This place may be called a secret area.
It is accessed SW of Galia, in a mountain past a river. A bridge spell is
needed to enter. There are lots of traps and some treasures here. If you clean this area, you have a safe way out from
There is a teleporter placed north, after a secret door. In order to activate it, you must solve a puzzle as described below.
You start off at the bottom of a long three screen hallway with a
chamber in the middle. Each screen has two exits to both the east and west,
making six other screens in all. At the end of the long hallway to the
north is a secret doorset in the wall. Behind that door is the puzzle
First you have to collect the puzzle pieces. Each puzzle piece is in
one of the six chambers. The bottom left chamberwith the large monsters
contains a rough stone lying on a rug. The middle left screen has a
hollow sphere sitting on a table. The upper leftt screen has a metal disk
on a table. The upper right screen has a glass rod on a table as well.
The middle right chamber with the vampires has a burning candle on an
altar. The lower right part, shaped like a candelbra and filled with
traps, has some water in a chest. Bring all these to the puzzle room at the
The puzzle room has four colored tiles in the corners, as well as some
checked tiles at the top. An item must be placed on its respective tile.
In the upper right is a yellow square, on that goes the hollow spere,
representing air. The lower right is red, and on that goes the
candle, symbolizing fire. The lower left is blue, and on that goes the
water. The upper right is a tiled metallic box, on that the stone is
placed, representing earth. I do not know what the disk and rod are for
but held them anyway. Once you place this you get warped to Kahzreen's
Room. As soon as you are done there (see no. 22), come back here the same way.
20. Fighting Demons
Equip an overcoat for each party member (alternatively, cast the spell Lothar
Parka for each) and have a rich supply of Marsh Flowers. You should also have the Seals
(Earth and Water). Each Grey Sword you have should be equipped by a character of the corresponding race (half-elves count as elves). For the best result you should have at least one character per race (except the Hobbit), in order to exploit all three Grey Swords.
21. In the Center of the Ring
Entering the central dungeon, you will see three paths. The red one is deadly
hot, the blue one is deadly cold, the green one is OK. Collect the items there:
an Element Staff, a Chain of Mages (magical armor for mages) and a Brest Plate.
The central door is closed. Take the lateral doors. Give Seal of
Earth to the spirit of Earth, and of Seal of
Water to the spirit of Water. They will give you half keys that can open the
central door. If you happen not have one or both, be prepared to fight. Each of
those spirits has about 800 HP and is hardy to magic.
22. Kahzreen Vader once again
You may enter this now if you dare! By Pass Through Stone, instead of opening
the double door, you may bypass Toneath room and enter a secret room placed
straight south. Alternatively, you came here by teleportation after solving the puzzle.
Either way, there you'll find Kahzreen Vader and the Human Grey Sword. A
scoll in the library gives clues on use of flowers. But you probably know this
Regardless to how you came, you may teleport returning the abode, if
you feel that your party is not ready for fighting the final battle, or cast
another Pass Throu Stone and return before the door. Warning: the program may not work
properly if you don't open that door.
23. Final Confrontation
You have two battles to fight. Your run away option is disabled for each (but
the spell Soothing the Savage Beastye still works). The first is against the
Vizir, the Queen and their soldiers. The second is against Toneath himself
and his servants. Make sure to have at least one marsh flower left for this last fight,
you'll soon see why.
As explained by Blimix, if you don't use any marsh flower against Toneath,
on death he'll leave the "Dead Baby". If you use at least one marsh flower on him,
you'll find the "Baby".
In the former case, the "Dead Baby" can be identified as "Dead Baby Prince".
Take him and bring him to the King.
You Father will be immediately released and the game end. Sad for the
baby's death though.
In the latter, the "Baby" can be identified as "Baby Prince". Bring him to the
King. Your Father will be released and will give you the Champion Sword.
This is the happy end.