Walking the Path

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The goal of the game is to walk the Path of Achra in an attempt to escape the rising World-Ending Sea; the Pilgrim is to face many different locations on the Path, full of dangers and treasures.

Areas

The player character's pilgrimage, if the game if completed, goes on for 21 days. Each day corresponds with an area that the Pilgrim needs to pass through. Each area is composed of a number of levels and contains a randomized set of items and enemies. When you finish all levels of an area, a day passes and you are allowed to choose one from 2 to 3 areas to go to next. It is impossible to backtrack to previous areas as they are swallowed by the World-Ending Sea as you move. The game is divided into two worlds, that being Path of Achra, constituting days 1 to 13 of the pilgrimage, and The Void, constituting days 14 to 21; each contain their own sets of areas. The difference between them is mostly cosmetic; some, however, are special areas and provide a reward in exchange for a greater danger.

Path of Achra Areas

Generic Areas

The difference between the generic areas is mostly cosmetic. Each area contains 1 to 4 items on the final level, with a total of 3 levels. Path of Achra's areas are divided into 3 groups, each of which draws from a progressively stronger enemy pool, the early lands starting from day 1, the middle lands from day 5 and the late lands from day 8.

Towers

Tower are special areas which have an increased number of floors at 5 up to 8; the last floor always contains a powerful tower guardian. They always contain 4 enemy types picked at random from the same enemy pool as other areas on the same day. Towers generally offer more items than generic areas at 3 to 7. If the Pilgrim worships Eris, defeating tower guardians also awards them with a powerful 'of Eris' modifier for their weapon. There are three towers in total.

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The Green Tower is always found on day 3 and may contain the Firedrake, Deathdrake, Slagh Astromancer, Burrow King, Gil-Elga, Golden Litter or Hamidrake guardians.

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The Purple Tower is found on days 5 to 7 and may contain the Thunderdrake, Fumedrake, Umbrarch, Irga Knight, Ikuma, Ruk, Cave Worm, Red Flower or Fey Partisan guardians.

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The Red Tower is found on days 8 to 11 and may contain the Ogre, Hierophant, Metalith, Basilisk, Tupilaq, Keliot, Tethic Knight or Agarithum guardians.

Forbidden Places

Forbidden places contain only one floor and 3 to 7 items, just like the towers. They only contain one enemy type taken from The Void's enemy pool, presenting a considerable risk.

The Obelisk

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The Obelisk is the only choice on day 12 and contains 3 to 7 items and 5 to 8 floors, with the god at the end of the world on the top. Defeat it to proceed into The Void. Gods at the end of the world include the Horror Giant, the Voggite, the Robak and the Jeweled Visage.

The Void Areas

Generic Areas

The Void's generic areas function mostly similarly to the Paths, with 3 levels. Each of them contains a single void item; those possess unorthodox and powerful effects.

Special Areas

The Void always has one special area on day 18, chosen at random. Each area has its own set of enemies not encountered anywhere else and is 3 levels long. Defeating a guardian in a special area yields 3 void items and 2 'of Eris' boons, applied at once.

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The Fey Trod contains Trod Beasts, Fey Red-Crests and Fey Blue-Crests and is presided by Banrion, the Fey Queen. A forest from the time of ancient earth, exiled to the stars with its Fey-folk, full of contempt for mortals.

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The Eaten Star contains Okokorpora, Okonic Beds and Krampites and is presided by the Okon-Moksha. A decomposing, swollen corpse of a dead star.

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The Blood Void contains Kasharites, Yearning Eyes and Blood-Wretches and is presided by the Prince in Red, the master of the inner blood. A "fount in which all history vanishes".

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The Astral Swamp contains Alga-Sebek, Glimmering Buds and Khanas and is presided by the Waking Flower. An "estuary between starlight and flesh", now taken over by an eldritch growth.

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The Mind Warren contains Masked Acolytes and Fruiting Mind Palms. It is presided by the Queen in Yellow, an exile of the broken tower and the King's regent. A dimension beyond the gate of horn, were all thought originates.

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The Blue Tower contains Granga Gut-Spillers and Granga Radiants who are presided by the Granga Respledent, the many-masked one who awaits the return of their Queen. Created from blue ice, it once stood on earth within the crevasse-lands.

The Astrolith

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The Astrolith is the only choice on day 20 and always contains 5 floors. On the final floor, the King of Many Colors awaits. Defeat him to win the game.