THE PEAKS OF TIME
Peaks of Time is a very fascinating riddle mode in AFK Arena that focuses on solving the puzzles. The purpose of this building is to find all treasure chests and rewards on the map. Rewards are being offered only one time, so you just need to finish them in 100% once. You can begin and finish them unlimited number of times, so don’t stress if you fail through it. Only one mercenary may be used per formation within the Peaks of Time, however, the number of times that a mercenary can be used is unlimited.
This building is unlocked after Chapter 6: Stage 4 is completed.
The Peaks of Time adventures are divided into two modes of play: Wandering Balloon and Historic Ventures mode. Enemies within the Historic Ventures mode do not grow stronger and are unaffected by the player’s own strength.
Chapter 1: Ranhorn’s Strife
This is a genuinely straightforward experience to do. You shouldn’t have any issues finishing it. Reward from this adventure is an extremely strong artifact called Dura’s Grace and besides normal combat stats (HP and dodge) it also offers and special effect – a divine shield that blocks up to 120% damage that activates after casting hero’s ultimate.
Chapter Reward: Dura’s Grace Artifact
Ranhorn’s Strife Lore
Ranhorn has once again fallen into chaos. Demonic invaders have made their way into the city in an unprecedented fervor, as if something within its walls were drawing them there.
Chapter 2: Unrelenting Blaze
Second chapter is likewise the first one – easy and pretty straightforward. There are no puzzles no riddles here, just simply kill every camp that you can see and you are set!
Chapter Reward: Minor prize: Scrolls for summons, Diamonds and Gold.
Unrelenting Blaze Lore
For thousands of years a fine balance has persisted between the elements. Now with the outbreak of war, the elements have lost their equilibrium, causing chaos and bringing destruction to the land.
Chapter 3: Secrets of the Forest
For the first time in this type of adventure things are becoming more interesting, because only a small amount of players are understanding what’s going on on the Secrets of the Forest after few times of resetting this instance. This stage contains vines that are growing from defeating enemy camps and in the end block the entirety of the ways you can go.
Chapter Reward: Dura’s Eye Artifact
Secrets of the Forest Lore
There are countless discoveries to be made within the forest. Those that dare venture into it often find it hard to find their way back home again. It’s also said that only those who’ve passed its trials are worthy of revealing its secrets.
Did you stuck in your progress through this chapter? Look at our Secrets of the Forest guide!
Chapter 4: Rest in Peace
The primary objective of this part of Peaks of Time is to clear away all three curses on the doors which are hindering the way to the final crystal chest. The curses are being removed simply by touching all 3 headstones on this adventure.
Chapter Reward: Dura’s Call Artifact
Rest in Peace Lore
This is a sacred land shrouded by mystery. The elders of the forest firmly believe setting foot on this land is sacrilege, yet others believe there are many undiscovered power waiting to be found here.
Did you stuck in your progress through this chapter? Look at our Rest in Peace guide!
Chapter 5: The Ancient Ruins
The Ancient Ruins chapter is clearly one of the most dubious chapters in Historic Ventures towards the start of adventures in AFK Arena.
In this chapter you will find many levers that needs to be triggered to move walls with the same colors that are impeding your ways. There is a lot of work to do here to finish this chapter and claim final reward.
Chapter Reward: Diamonds, Scroll of Summons, Gold and much more!
The Ancient Ruins Lore
Eternal life is a desire many mortals possess. Many have tried to uncover the secrets to eternal life and many have failed. Now the mortal’s attention has been turned toward the distant ruins, wherein lies the remnants of something mystical. A mysterious nobleman and two young girls have arrived to seek out the secrets within, but nobody knows what they will find…
Did you stuck in your progress through this chapter? Look at our The Ancient Ruins guide!
Chapter 6: Far Frontier
The key to obtain final prize of The Far Frontier adventure is to beat Chief Enemies. Nonetheless if you try to defeat them from the start you are going to have a problem because enemies are going to be stronger and stronger.
Chapter Reward: Dura’s Drape Artifact
The Far Frontier Lore
The Far Frontier is the infamous place where Commander Hogan made a name for himself. Trapped on the far reaches of the Lightbearer kingdom, completely surrounded and outnumbered, Hogan had only one way to escape: victory.
Did you stuck in your progress through this chapter? Look at our The Far Frontier guide!
Chapter 7: The Divine Realm
To fully finish The Divine Realm chapter you need to complete it 2 times with two different paths. There is no possibility to do it in one run because every time you progress by defeating enemies the farthest tile will go away.
Chapter Reward: Elite Shemira, Dura’s Grace (fragments), Diamonds, Hero’s Essence, Gold.
The Divine Realm Lore
Once a place that only the gods could enter, this divine place was laid bare for all to see when it was ripped apart by the unholy powers of The Barred Gate. Many brave mortals have stepped into this realm only to be trapped for an eternity. Only the smartest of adventurers are able to loot the divine realm of its treasures and make it out again in one piece.
Did you stuck in your progress through this chapter? Look at our The Divine Realm guide!
Chapter 8: Rancid Forest
This chapter is about “building” a bridge by standing on green/blue symbols on the map in order of getting to the final boss and getting Crystal Chest reward. There are two ways of completing this map, but we prefer the shorter way as it is easier to get final prize.
Chapter Reward: Diamonds, Gold and much more.
Rancid Forest Lore
Rancid Forest reeks with a thick stench. It is the place where the followers of the demon occult gather. Their ruler Kane can be found deep within the forest. To get a glimpse of Kane, they must offer up sacrifices to their cruel ruler on altars scattered throughout the forest which opens the passage to his throne. His devout followers lie within the dark shadows of the forest hidden beneath thick vegetation. They await those who dare to come looking for Kane and threaten his rule.
Did you stuck in your progress through this chapter? Look at our Rancid Forest guide!
Chapter 9: Viper’s Marsh
This is a pretty simple and direct chapter, there are no riddles, puzzling or some kind of gimmicks that are blocking you from finishing Viper’s Marsh. All you need to do is to obtain Relics to strengthen your heroes and defeat powerful Chief Enemies.
Chapter Reward: Dura’s Blade Artifact.
Viper’s Marsh Lore
Viper’s Marsh is situated tp the western wastelands of Esperia. Though it does not fall within the territory of any faction, they all wish to clam it as their own. It is rich in magical crystal and boasts and ideal strategic position, making it highly contested. In order to gain control of Viper’s Marsh, each faction has a garrison of its own within the marshlands. The factions signed treaties on the resources of the islands, though from time to time conflicts break out between them. These treaties are by no means binding – they are merely a pile of useless papers. Only force can put an end to the ongoing deadlock.
Did you stuck in your progress through this chapter? Look at our Viper’s Marsh guide!
Chapter 10: The Dismal Descent
This chapter is really long and exhausting, it has multiple portals and multiple paths to move around the map. The correct way to complete The Dismal Descent is to stand on emblems in the correct order to arrive in specific parts of this adventure.
Chapter Reward: Diamonds, Gold, Artifact Fragments and much more!
The Dismal Descent Lore
The unusual land is most difficult to traverse. The mountains here seem to have been moved by great magic, moved into peculiar locations, as if they were trying to hide something. The only way to traverse this land is through its magical portals. But one must be careful, those that enter the portals rashly may soon find themselves lost. There is surely some sort of method to their madness, perhaps a hidden code. Only the smart and cunning may uncover this realm’s hidden secrets.
Did you stuck in your progress through this chapter? Look at our The Dismal Descent guide!
Chapter 11: The Savage Wastes
On this adventure your heroes are going to lose health and energy after each fight. Watering Holes are recovering your characters health to help you progress in this chapter. We recommending taking some healers in your team comps (especially Nemora!) to deny this chapter losing health gimmick after every battle.
Chapter Reward: Dura’s Chalice of Vitality Artifact
The Savage Wastes Lore
Buried deep below the sands of this inhospitable wasteland lies the remnants of a civilization that once was great – a civilization that existed in an era where gods and mortals stood shoulder to shoulder. The hubris of mortal men brought about disaster that led to their own downfall. Mortal mages initiated a powerful arcane ritual that grew too strong for them to control, causing the city to be engulfed by desert sand. Now, all that remains of this once great civilization are its marvelous riches that lie somewhere beneath the desert’s dusty surface.
Did you stuck in your progress through this chapter? Look at our The Savage Wastes guide!
Chapter 12: The Solar Plane
This experience is tied in killing 6 strong overleveled mighty bosses in order to obtain final Crystal Chest in the middle of the map. This is the first time when you will encounter camps with only one enemy and for sure they are not so easy to be defeated!
Chapter Reward: Dura’s Conviction Artifact
The Solar Plane Lore
Within the solar plane stands a vast valley which few adventurers have set foot in. Somewhere deep within the valley, is said to be an artifact of immense power. This artifact, however, is protected by a powerful order – “The Order of the Sun”. These protectors have devoted their lives to ensuring that this powerful artifact does not fall into the wrong hands. Thus, they built a great maze for which they use to hide it from the world. Only the worthy may claim what they seek here.
Did you stuck in your progress through this chapter? Look at our The Solar Plane guide!
Chapter 13: The Burning Woods
If you want to full clear this stage you have to finish it twice with different routes since going to battle one boss will burn the chance to get to the second boss camp and it’s reward. For first time you will meet Ira and help her, in second run you are going to help Vurk in his adventure.
Chapter Reward: Mythic Item, 10 Summon Scrolls, Hero’s Essence and Gold
The Burning Woods Lore
The area of woods is said to be scattered with several ancient altars, each altar is said to embody a different type of elemental magic, whether or not the magic within these altars is good or evil is anybodies guess. As a way of maintaining balance between the elements found in this mystical land, ancient Wilder sages created an altar that is now home to a powerful water elemental Treasures were also spoken of by the ancient Wilder sages, however your only way of finding these treasures is to enter through a portal, hidden somewhere deep within the woods. Two of your scouts have been reconnoitering the woods and are now awaiting your arrival.
Did you stuck in your progress through this chapter? Look at our The Burning Woods guide!
Chapter 14: Abysmal Delves
This adventure is pretty simple there are no riddles here, you just need to move through map with pure brute force and defeat enemy one by one in order to obtain final rewards.
Chapter Reward: Mythic Item, Hero’s Essence and Dura’s Chalice of Vitality fragments.
The Abysmal Delves Lore
A once tranquil paradise, this land is changed. Where before pristine streams cut glittering paths through lush, soft grass and colorful birds flitted lazily between the boughs, fire and ice now reign. In the blink of an eye, a clash between two powerful elementals reached its cataclysmic zenith. Both entities were destroyed along with the landscape, but an enterprising adventurer may still have reason to travel here. If the stories of the two elemental war hammers hidden away in this place are true, it would be worth risking the avalanches and rivers of magma to find them.
Did you stuck in your progress through this chapter? Look at our The Abysmal Delves guide!
Chapter 15: The Contorted Realm
The Contorted Realm is pretty confusing chapter with many portals, jump gates and disappearing bridges. In order to finishing this stage it is recommended to have heroes with levels 240+ because Boss camps in front of Crystal Chests are quite powerful and overleveled.
Chapter Reward: Mythic Item, many different Artifact fragments and much more.
The Contorted Realm Lore
A place where the physical and intangible intertwine, this strange realm seems unbound from the laws of nature. Odd things drift among wavering shadow, seeking fresh victims, and visitors are confronted with a vast, dreamlike void. Unsurprisingly, seekers of adventure, fortune, and knowledge are drawn here with hopes of uncovering great bounties. Most find only early, terrifying deaths. The bizarre forces that course through this place are so strong that even the structural integrity of the realm itself is tenuous. One must always watch the twisting paths here. One wrong footstep can send an adventurer to their death. Many explorers claim that they’d have never made it out had it not been for a fortuitous finding of one of the ancient jump gates.
Did you stuck in your progress through this chapter? Look at our The Contorted Realm guide!
Chapter 16: The Forgotten Mine
The Forgotten Mine is pretty straightforward map with few magical turrets that you have to move and deliver fire to them. You will find here 3 Crystal Chests behind three boss camps. This episode, even though it occurs later, is easier than the previous one – The Contorted Realm.
Chapter Reward: Stone of Cleverness, Stone of Quickness, Hero’s Essence and much more.
The Forgotten Mine Lore
In order to exploit the rich mineral deposits buried in this continent, the pioneering dwarves dug deep, winding underground mines, in which they constructed railroad tracks in all directions. As the minerals began to dwindle, the area became increasingly desolate, with many of the dwarves choosing to find work elsewhere. Magical turrets were also built by pioneering dwarves to fend off the hostile natives that tried to disrupt their mining efforts. The turrets use fire for ammunition and are one of the many technological masterpieces the dwarves have created However, after the mine was abandoned and forgotten about, most of the turrets are now inactive and need to be reactivated.
Did you stuck in your progress through this chapter? Look at our The Forgotten Mine guide!