Immortals Of Aveum: How To Escape The Aristeya Temple In Yltheum

Quick Links
- How To Beat The Nightblades
- How To Leave The Temple
Once you've completed the tutorial in Immortals Of Aveum, you'll be dropped into your first major battle of the Everwar. FIghting your way through squads of Nightblades, including dangerous Brutes, you'll stumble upon an enemy patrol exploring a ruined temple.
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Getting into the Temple of Aristeya is the easy part, but it's a one-way trip; you won't be able to climb back out the way you came. Once the Nightblades inside are dealt with, it will take some puzzling to make your way back to the surface. If you're stuck in your pursuit of The Hand, this guide will get you back in the sunlight.
How To Beat The Nightblades
The enemies both outside the entrance to the Temple and in the Inner Sanctum consist mostly of basic Nightblade troops, plus a Brute and a Shieldsman. The Brute will be your biggest threat in both cases; use Blink to dodge his charges while blasting him with Green Strikes
Your Red Strike, Breachfire, is a great spell for dealing lots of damage to a Brute quickly, but be sure to get out of range of his flail before he can counterattack!
Don't be afraid to use Shatter and Blastwave if you get surrounded; the enemies here drop plenty of Mana Crystals. If you save the Shieldsman for last, you can conserve mana by slowly chipping away at his shield with Blue Strikes.
Lastly, remember that headshots are considered critical hits and deal extra damage, especially with Blue Magic.
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How To Leave The Temple
After the fight in the inner sanctum, you'll need to pursue The Handupward through the ceiling. Your objective marker is directly above the center of the room, but it's very hard to see the path up.
Make your way to the bright green door on the far side of the room. You can't pass through it for now; instead, look to the right. You'll see a cluster of purple fungus and crystals. These crystals show the outline of a staircase that would otherwise be hidden in total darkness. Use the stairs to reach the Spell Altar on the second floor.
Take the Totem from the altar, and you'll gain a new ability, Limpets. This will slow the movement of enemies and green objects.
Return to the first floor and switch to the Blue Sigil. Fire a Shrikebolt at the glyph above the green door to activate it, then quickly toss Limpets while the door is opening; this will give you enough time to sprint down the corridor before the door closes.
On the other side, you'll receive a communication from Kirkan. When the conversation stops, torches will automatically light up, showing you the path out of the Temple.
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