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Otto
Otto: "Perhaps we had best stop this conversation here."
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Aventheim Castle 1

A view of Aventheim

The Aventheim Castle (古城アーヴェンヘイム Kojo Avenheim?), also called The Old Castle, is the residence of Gleivnir's royalty in Knights in the Nightmare. The castle is situated on the isolated landmass of St. Celestina island, separated from the continent by Lake Noir. It can only be approached by way of Fort Gerhard.

Story[]

Under construction.

List of locations[]

Route to Aventheim[]

  • Lana Road grows wider here as it nears Aventheim Castle. It was very busy here during the autumn harvest festivals, when many booths would line the road and people celebrated another year of life.

The stretch of road connecting Fort Gerhard and the cliff where Aventheim stands proudly. After the old casle was usurped, the angel's shadow was frequently seen by the few travelers and scavenging monsters as she scouted the kingdom for Ancardia. No one can recognize it until the armoured maiden makes her lonely way to St. Celestina. While on Lana Road, she senses her other half's frustration and follows its course towards the old castle.

Front Garden[]

  • The forecourt to Castle Aventheim was constantly kept clean, as it hosted official events and military parades. Flowers for all seasons were kept here, giving warmth to the dignified castle.

The grounds before the castle proper, where public ceremonies used to be held in times of peace. After Zolgonark's emergence, Dotaurus and his pack of Underworld hounds were brought here to watch for intruders.

During the prologue, the armored maiden passes through the gardens when she makes her escape with the king's soul, and is glimpsed by Anette.

Later, when the Wisp makes its return, it is reunited with the armored maiden in the garden after she is denied entrance into the castle grounds. Together, the two challenge and defeat the arrogant Dotaurus. To the beastmaster's horror and disbelief, he recognizes the Wisp's power as that of the Arbitrator. With his last breath, Dotaurus communicates the intruder's identity to Zolgonark.

Entrance[]

  • The entryway into the old castle. This gate has seen untold numbers of knights pass through it on the way to war. It is said that the knights would pray at the statue here for valor and victory.

A protective barrier has been placed over the gate by the King of the Underworld to keep away uninvited guests. Both Maria and Mellia are stopped by it in their attempt to break into the castle. It is then that they sense the presence of Dotaurus, and return to aid the Wisp in its battle.

Around the time Capehorn prepares his coup, several of the king's supporters gather here to share their suspicions about the cardinal and his protege Yelma. Their meeting is interrupted by the witch, who mockingly hints she is well aware of the dissidents.

Aventheim Couvets Steps

Couvet's Steps[]

  • A stairway between the massive walls of Aventheim Castle. This is where the hero Couvet held off an entire invading army single-handedly, then died of his injuries after reporting to the king.

At one point, the knights of the 12th Order are shown gossiping in this place about the strange events in the kingdom, including the theft of the king's soul, the sudden promotion of Yelma and the appearance of a werewolf in Valde Forest. The mercenaries turn out to be sharper-witted and better informed than they let on, going as far as to deduce the reason behind cardinal's support of the witch.

When the Wisp and the armored maiden enter the castle by Couvet's Steps, they find the fallen angel standing in their way yet again.

Aventheim Dreslows Garden

Dreslow's Garden[]

  • A courtyard deep within the castle. Flowers bloomed here all year round. The ancient bard Dreslow reportedly loved this garden, and his songs of longing and loss moved many to tears.

The castle's inner court. In Scene 6, Aquina is seen here first as she makes her way to Capehorn's Sanctum with a report of the theft of the king's soul. The concealed entrance to the castle treasury lies here, disguised cleverly as a incospicuous tile in the pavement.

Later, Algiery is arrested here on pretenses of assassinating the king.

Aventheim Treasury 2

Treasure Room[]

  • A room containing the treasures of the kingdom, collected over generations. The last king was a fair-minded man who supported and improved the kingdom, so the treasury is emptier than it once was.

The royal treasury, where Gleivnir's peerless wealth was contained once. The entrance to the treasury is discovered by General Granitz accidentally. What he never expected to find along, though, was its titanic prisoner, Scoppio the Hideous, brought from the Underworld by Zolgonark. The knight makes a valiant stand, but finds his skill with bow and arrows no match for the abomination's cursed hide.

Later, when Wilmgard enters the treasury and is challenged by Scoppio, Zolgonark is seen speculating upon the possible outcome of the encounter. It is revealed the beast's ferocity and strength far surpass Zolgonark's. For the first time, Zolgonark considers the possibility of his own defeat if the Wisp were to come out victorious.

Unknown to all, the holy staff from Asgard, Ancardia, has been hidden within the catacombs here.

Aventheim Goliaths Archive

Goliath's Archives[]

  • The royal library contains an incredible number of books. This treasure trove of knowledge was created by the great historian Goliath, and the vast wealth of information is now empty and silent.

Around the time Wisp arrives at the castle library, the crypt of the late king sees the first assault by Yelma's monsters. The knights attending the tomb suffer heavy losses but stand their grounds.



Aventheim Round Table

The Round Table[]

  • A room containing the great round table said to belong to the legendary knight Geref, who slew a dragon. The mere presence of this testament to bravery inspires all who see it.

The castle's meeting hall. Outside missions, general Leonil idles his time away here. On one occasion, he is seen being lectured by Aquina for his lack of discipline. However, Leonil proves to have a keen observant mind behind his lackadaisical demeanour. When the archer goes to mention her dedication to cardinal's cause, the assassin warns her against following Capehorn blindly, although his words fall on deaf ears.



Aventheim Stillwater Hall

Stillwater Hall[]

  • This room, situated near the top of the old castle, holds a tub of pure water that never runs dry. They say that this pool reflects the true heart of anyone who gazes into its waters.

The day before the king departs on a tour of the kingdom, he entrusts Rudolf with the Aventheim affairs and, in particular, the care of crown prince. After the loyal knight leaves, Wilmgard is approached by General Algiery who is troubled by a premonition. Despite the king's best efforts to cheer her up, Algiery insists something terrible is going to happen. Concerned for her liege and lover's well-being, she presents the king with a good luck charm containing a lock of her hair.



Aventheim Flaniers Rampart

Flanier's Rampart[]

  • The court witch Flanier was framed as a traitor by those who feared and were jealous of her power, and she was tried and crucified here. The stains of her blood and ashes still color the walls.

Flanier's Rampart serves as a meeting place for castle factions, in particular Capehorn and his lieutenants. On one such occasion, Yelma fails to make an appearance, leading Capehorn to question her loyalty. The cardinal summons General Vishna, who is tasked with supervising the witch's actions. Both Aquina and Leonil advise the cardinal against giving Yelma freedom to act as she pleases. The latter goes as far as to suggest killing the witch before she becomes too troublesome to contain. However, Capehorn chooses to let the matter rest for the time, while Yelma remains useful to his plan.

Later, General Morozof is seen here speaking to his friend Rondine. The two have learned about the unusual monster activity near Wilmgard's crypt, and its possible connections to Yelma and Capehorn. Accompanied by his right-hand man, Rondine sets out to move the late king's body to a safer place while Morozof starts rallying the remaining loyal knights in an attempt to depose the cardinal.


Aventheim Ults Corridor

Ult's Corridor[]

  • This room is believed to be the exact spiritual midpoint between heaven and earth. The sage Ult lost his way here, and was unable to return. It is said his soul still wanders, lost and alone.

As the cardinal's plot progressess, Prince Nordich begins to suspect the truth about Capehorn's intentions. By chance, the prince deduces that the king's demise was in fact an orchestrated murder. However, he only has time to share his guess with a retainer (Cougar in Mellia's story) before Yelma interrupts, intent to silence the prince now that he is a threat to the scheme. After slaying the knight, the witch places a curse on Nordich before he can escape and spread the word.

If Ancardia has been recovered from the castle treasury in Maria's story, the armored maiden is seen wielding the staff for the first time here, preparing to retaliate against the evil that took root within Aventheim.

Aventheim Capehorn Sanctum
Aventheim Capehorn Sanctum 2

Capehorn's Sanctum[]

  • A room used by Cardinal Capehorn, a high-ranking cabinet member in the Knight Kingdom, as his office. It sits in the upper reaches of the castle, and entry is restricted.

The Cardinal's office, where Capehorn receives visitors and retires for his studies of magic. The only other person to have access to Capehorn's study is his protegee Yelma, who makes frequent misuse of this liberty.

The first time the Sanctum is shown, General Aquina and her subordinate report to Cardinal the theft of the king's soul. Although disturbed by the news, Capehorn writes the event off as a desperate act by the remains of the Wilmgard's supporters. In the discussion that follows the Cardinal's true colours are slowly revealed, as he appears to have a hand in the assassination of the Tiamat delegates and the disappearance of Prince Nordich.

The second time, Capehorn enters his study to see Yelma engaged in reading instead of attending a war council. His reprimands fall on deaf ears as the witch counters with an accusation of her own. To Capehorn's shock, Yelma turns out to be well-informed about the recent setbacks in the plan, a fact that the cardinal was keeping to himself. Thus, the witch refuses to cooperate with Capehorn's men for hiding information from her. When Capehorn tries to threaten and negotiate alternatively, Yelma points out he may have a bigger problem with the rogue angel in Zolgonark's service.

The third time, a knight brings the news of Grand Marshal Gunther's mysterious death. It is here that Capehorn realizes the threat posed by the Wisp and begins to fear for his life and plans. In despair, the cardinal's thoughts turn to the Arbitrator's power as his last hope. However, he chooses to keep these developments from Zolgonark - a decision that he is soon to regret.

On the final day, Capehorn, pushed to the brink by the loss of Piche and left without allies, senses the Wisp approaching and chooses to take all his work to the grave with him. With his last breath, Capehorn curses both the gods who abandoned the Tiamat race and the Tiamats who wouldn't see his purpose.

Aventheim Moonlit Sanctuary

Moonlit Sanctuary[]

  • A holy shrine high in the castle's upper levels. It is said that only moonlight can truly shine in this place. The shrine was originally used for rituals, but has not been used in some time.

An isolated shrine where the castle's inhabitants retire to think in the quiet. Marietta made her pact with Zolgonark here, and her angelic half frequents the shrine later.



Piche's room[]

A room in one of the castle's wings where Capehorn's granddaughter lives.

Aventheim Piches Room Aventheim Piches Room 2

Innocent's Prison[]

The castle's dungeon, where Algiery is locked after the coup. On Zolgonark's orders, Yelma comes here to put a spell on the imprisoned general and sends her new thrall to retrieve the king's body.

Aventheim Sealed Hall Aventheim Innocents Prison

Dark Room[]

An isolated room where the archangel comes to be alone.

King's Hall[]

The throne room of the king of Aventheim. This is where Zolgonark was summoned, and where he made his seat of power.

Aventheim Kings Hall ending

Lord's Room[]

A hidden room where the narrator lives with his black cat,

Notable inhabitants[]

  • Wilmgard
  • Nordich
  • Capehorn
  • Piche
  • The Seven Braves
  • Leonil
  • Aquina

Music themes[]

Aventheim Castle has several battle themes associated with it. The first, "Battle at the Entrance", plays during Scene 21. It is also included in the Symphony of Souls release under the name "Battle at the Gate" (track #13).

The rest of generic battles are accompanied by "Battle in the Ancient Castle of Aventheim" (track #16, Official Soundtrack release). In addition to that, a unique arrangement of angels' boss themes can be heard during the decisive fight in the Moonlit Sanctuary (Scene 30). Depending on the story path, it is called "Fallen Angel Battle in the Moonlight" (Melissa; track #21) or "Seraph Battle in the Moonlight" (Marietta; track #22).

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