Vampire: The Masquerade Rendemption Walkthrough

Save it to your Hard disk!!!

I. Prague

The Silver Mines (Part One):
The game begins in the church here. After a short combat you are asked to save the mines of the city
from evil. Choose to do so and you can leave the city. At this time roam the city and locate the barrels
that you're able to attack. If I recall correctly there are a total of 5 in the city iself. These may drop
some weapons and rags for you. Once you've collected all of these items make your way to the inn and
pick up the healing potion on the counter. (You should do this as often as possible while human, it's
free and an easy way to live or make money.) After visiting the four stags head for the weapon smith
and purchase a buckler (and any other nifty items you may afford).

Once you've finished with the blacksmith you can visit the gypsy for a bit of lore or you can head to the
mines for a bit of action. When you hit the mines you should be much more capable than any of the
monsters within. Walk carefully, but you needn't be too cautious. Your goal is two fold while you're in
the mines: First, loot everything and maximize your profit down there. Second, treat holy water and
healing ointments like gifts from god. (As they are, I suppose.) If you play this dungeon correctly you
should burn only one or two ointments and have a full inventory when you leave. (You may even have to
leave some items behind. I'd recommend leaving the rats first myself.)

Two monsters are of note in the mines, the war ghoul and the vampire at the end.

The war ghoul is the biggest monster in the mines prior to the vampire at the end. Dealing with the
ghoul is relatively easy. Use the switch to activate the water wheel to lower the water level. Move
forward until the ghoul aggros, then dart back so that you can fight it on the land bridge. Move forward
and attack the ghoul, then move back and let his swing miss. Repeat this process for a while and you'll
beat the ghoul. Admittedly it's not the most heroic tactic, but you're mortal damn it - you'll live with it.

The head vampire is a relatively easy fight as far as vampires go since she doesn't use disciplines.
You'll want to fill your quick inventory slots with one holy water and healing potions. As soon as you
see the vampire throw a holy water at her, run to the other side of the circle and repeat the process.
Once you're out of holy waters move in for some toe to toe action (if needed) and finish her off with your
blade. The fight should be fairly easy. When the fight ends you'll see the character manipulation screen
for the first time. (Unless you choose to access it before now in the church.) I strongly recommend you
spend all available experience raising your strength to 35, then raising manipulation score. At such low
levels you have option to learn disciplines and your other stats are of no inherent importance.

After setting your stats, collect the change below her portrait and head back to Prague.

A Night In Prague (Part Two):
When you return to Prague you'll find out that you're now serving as a night time guard for the city of
Prague. Leave the church and hit the inn to snag the healing potion (more money), then head for the
blacksmith. On your way you'll bump into two baddies. Dispose of them quickly, then head for the
blacksmith. You'll notice that your increased score in manipulation has bettered your prices with the
merchant. You should be able to upgrade your armor and get a better weapon than the broadsword (if
you didn't get one in the mines.)

Once you're done with the smith make your way to the gypsy (if needed), then move toward the church.
Near the south end of town you'll run into three ghouls who would like nothing more than to paint the
town red with your blood. As soon as the dialogue ends, run quickly to the small alley on the NW side
of the street and head for the end. This should allow at most two, though generally just one of the
ghouls to beat on you. Once you finish beating down the ghouls head towards the scream in the church
and save Anezka from evil once more. (Two ghouls and a lesser floor mite.)

After this scene Christof is sent to be embraced and ends his life as a human.

The Monks (Part Three):
After a bit of animation and furthering of the plot, you're left with Wilhelm to explore the monastary on
the Western side of town to recover a stolen nod fragment. When you're returned to the city enter your
haven and choose to rest. If possible raise your blood healing. If not, add what you can to manipulation.


Once you exit the haven, wander the city snagging rats (you are fairly low on blood), then make your
way to the gypsy. It's time to sell all those healing potions, you'll never use one again. On your way to
the gypsy you'll feed on your first person on the bridge. (Too bad you scare the drunk off, he's never
there again.) After they gypsy it's time to hit the monastary. (Note: I recommend buying a scroll of
Walk the Abyss.)

One thing should be noted about the monastary - this is the one place to feed freely in Prague. The
guards will not come while you suck the monks down. This is true for both those inside the monastary
and those out. So, once you get low make a trip here and bleed a few monks. You'll feel better and
you'll do it in safety.

Search the top floor for the goods it has, then make your way downstairs. You'll meet two aggro monks
downstairs. Beat these two impudent fools to dust and pick up the leather on the floor. (Wilhelm
definately looks good in leather.) Make your way down and proceed through the monastary.

The monastary is mostly an easy trip. Stay on your toes and don't pull rooms full of baddies and you
should meet with much success down here. The loot is much better and the exp is much more liberal.
Zombu, skeletons and robed males and females are your foes. The Zombu's are by far the weakest,
then the skeletons and the vamps.

Work your way through the dungeon. This dungeon is full of minor puzzles and only one major foe,
Mercurio. I recommend you use the Walk the Abyss scroll just before entering Mercurios room. (I
recommend keeping 3 of these on you at all times, they're your best way to save the game and train
before big combats.) This is a good time to train in blood healing if you can for Christof, though you
should also remember to raise your manipulation. (Your first goals are 35 str, 100 manipulation, 5
feeding, 5 blood healing.) Wilhelm should train ignore manipulation, prioritizing blood healing and
feeding. Ensure you have several holy waters (3 to 5) and head back to the monastary. Pay Mercurio a
visit and bath him in the water. If he's any fight left after you burn through the divine dousing it should be
a quick melee session. Be sure to keep both characters out of his disease breath and you should do
fine. (If you use the femur here, which I don't recommend, there are better weapons, I'd recommend
banking it after this.)

The Golem (Part Four):
After hitting the haven, the smith and the gyspy again you'll head for North Prague to lay waste to a
golem gone awry. This guy is tough and generates a large number of posts on the message boards.
Fortunatley, the game saves as you enter the zone. For what it's worth I've tried blunts and slashers
against him. I've yet to win with blunts and I've bested him 3 times with swords. (No, I refuse to disclose
how many times I've lost. :P) The best strategy that I can concoct for the golem is to have both vamps
ready to celerity as soon as you enter the golem area. When his intro is done playing, celerity both
vamps (use Tab to switch between the two), then run Christof forward and attack. As soon as the
golem hits one of the vamps, switch to that vamp, run away a bit and heal up. Be sure to keep both
vamps in celerity, relatively high in health and you should win the fight. It may take a few goes. This
guy is rough. Arguably the hardest mob in the game in my opinion. You're low level, don't have fully
functional disciplines and he's got a lot of health. Endure and you will prevail.

After killing the golem take the tablet to the monestary and pick up your third coterie member, (NAME).
If you've got some cash hit the smith and equip her, then head for the haven and train.
The Tomb (Part Five):
When you wake you're given the quest to head to speak to the Nosferatu head in the cemetary. (Note
that while you're speaking to the prince if you choose to be persisitent and contrary he will punish you
by restoring 10 humanity.) Head there and listen to his request for blood. Head back to the university,
get the blood and return to the cemetary. Then head down for the tomb.

The tomb is full of rats, nosferatu and more zombie like creatures. All are relatively easy mobs, though
the latter two have a tendency to go invisible. Of course, you'll find that you get way too many heighten
senses scrolls, so keeping track of the baddies shouldn't be too hard.

Proceed with mild caution through the dungeon keeping in mind that the NPCs don't hit too often, but
they hit very hard. The first monster of significance appears on the second level of the caves. You'll
come to an area where you travel up a ledge and go through a hole in the wall to a long hall with two
coffins on one and and two vamps and an axe wielder on the other end. The combat here is tricky.
(Note: This is a good place to use a walk the abyss scroll.) Disband your party at the end of the ramp,
leaving only Christof (or whomever you choose to pull with) in the coterie. Then head up the ramp and
inch into the doorway. Your goal here is to pull just one of the guys down the hall. Once he begins to
move toward you run down the ramp. As you're running active the other two coterie members, then
horde the enemy once he hits the base of the ramp. If you do this right you'll sandwich the bad guy,
then demolish him in a matter of seconds. The axe wielder is a mildly difficult fight using this method.
His ability is to berserk your characters quickly, so keep the heals ready and be prepared for the worst
case scenario: One of your characters goes berserk and starts sucking on the other. The axe he drops
is high damage, but low speed and the effect is a pretty big drawback. I really recommend that you sell
it.

Push down the hall after this and you'll see two halls. One leads to Golden Lane (allowing you to sell to
the gypsy and pick up vitae if needed), the other leads to a maze / puzzle of sorts. In the maze, read
the plaques and choose the door with an icon that matches the story slightly. If you're still having
trouble picking the correct path then trial and error should lead you to the last level.

This level is a cake walk. After progressing a ways into the tomb you'll come to an arch that leads to a
room with a counter with two piles of coins and a single tomb. Entering this room summons Vaclav, a
wraith. I've yet to lose the battle here, it is faily easy, but he hits hard so be on your toes. Once you
best him, enter the next room and reclaim the requiary and some items. Head back to the city after
completing this quest for the prince and present him with the requiary.

Tremere Chantry (Part Six):
One enters Ardan's chantry through a shop in Golden Lane. Work your way through a couple of doors
and you'll find yourself heading down into the world of the mage. These are by far the hardest non-boss
type monster in the game (casters). Casters can do massive amounts of damage quickly and alter the
way your characters resond in a situation via spells. (Ex: Berserking your characters quickly, icing
them to prevent movement or awing them to eliminate the threat.) Treat casters with great amounts of
care. You can expect to run into Temere casters, hoppers, elementals and wraiths down in the chantry.


As you travel through the chantry note the glyphs on the floor. As you approach these something will
spawn. You can get a bloodstone, a hopper, an elemental or a wraith.

On level 3 of the chantry you will find Erik strapped to a pipe about to be turned into a golem. He
quickly joins your party. This is a good time to either walk the abyss and equip the brute or toss him
what you've gathered so far.

Proceeding further in the dungeon you eventually come to Ardan. Ardan is one of the easiest bosses to
beat in my opinion. Celerity up and it should be an easy fight. About the most annoying thing I've seen
Ardan do is us awe to disable a party member. This can be quite frustrating right after celeritying and
clawing . :)

After besting Ardan you're off to Vienna in search of Anezka and the slaves.


II. Vienna

Orsi's Dirty Work (Part One):
You arrive in Venice at the grounds of a worn church. This is your haven. Enter the church, pop the
switch and descend to your home in the snow. Once you've acquianted yourself it's time to hit the
town. The outer courtyard is host to the weapons shop, the east end of the city holds the local gyspy,
Orvus, and the green frog inn. Visit the merchants, if needed, then make your way to the inn. You'll see
a group of vamps here. Talk to them and they invite you to Count Orsi's gathering. Take the invitation
and make your way to the west side of the city. Enter Orsi's estate and follow the dialogue. Once you
finish here it's time to head off to slay a man of the church. If you're worried about your scroll or vitae
supply, this is the time to hit the shops and stock up. The next two areas do not allow you to use walk
the abyss, so your supplies need to be well stocked.

To enter the church head for the inner ring of the city, make your way to the inner house door and go
upstairs. At the top of the stairs exit the window and follow the rooftops until you see the entrance to
Stephasdom. The first two areas of this level present a unique problem - sunlight. You're venturing in
the day and the blazing day star is aching to turn you to ash. Navigation is the trickiest part of the
game here as the NPC variety is fairly easy. (Ghouls and rats). I suggest disabling the group after
killing the first two Lasombra ghouls, then moving each character individually past the sunlight in the
hall. After that, open the door and single pull the NPCs in the next area to the hall, regrouping once the
baddie arrives for a hasty treatment of death. (Alternatively, if your feed is high on a character I'd just
walk in, kill the rats and feed on the ghouls one by one. Time consuming, but as safe as can be.)

After disposing of five ghouls you'll come to an area that requires you to dash through quite a long
stretch of sun. Be sure to disband all party members from the coterie (I have a bad habit of leaving
Christof in, forcing him to run through the light 3 times, hehe.) Move the first character down to the base
of the clock structure. Use this character and explore the area gathering the loot. Then use the scroll of
mist to move past the swinging arm. Now move the three others down to the clock tower. By this time
the first should be in vamp form again. Have that character press the switch to stop the swinging arm.

Once you're past the base of the clock tower navigate to the large area with three switches on the wall.
(Do not cross the sunlight to get the rat and two ghouls, you'll get to them in a bit.) Once you've got all
four coterie members down here you can form the group again and head into the hall. Clear out the
gathering of ghouls, collect the loot, then move up the stairs and finish off the rat and ghouls. Once
you've finished disposing of the ghouls, proceed to the switches again and open the door to go to level
2.

This is a fairly short run packed fairly tightly with ghouls and loot. Have fun as you make your way
through the area. There are two patches of sunlight in the area you should be wary of: One is in the loot
cubby hole before the ramp to enter the church, the other is the lit area just before the door to the
church. Be mindful of your party in these areas and you should have no issues.

Once you've entered the compound the ghoul slaying fest continues, punctuated only with stops for
loot. You'll eventually come to a gate that won't open. To open the gate use the five switches that sit
over the fireplace. I believe the order to press the switches changes each time you enter the level, and
I'm happy to see that. Once you have the gate open, kill the ghoul and move into the church.

Things change in the church a bit. You have the ghouls, but now you also have dark hunters to deal
with. The hunters are hard and can take a long time if you're using standard swords. I recommend you
have a character using celerity and claws. Such a character can quickly cut through several ghouls and
hunters generally. Make your way to the top of the church and you'll find Luther Black laying on his
silver cross. After a bit of dialogue you have two options, kill the wimp or don't kill kim. If you choose to
kill him move up one level to the roof and use celerity to flip the two switches quickly. (You have 5
seconds to get both.) The sun pours in a cooks the martyr. If you chose to leave the man to his own
end he curses you and sends the sun in while you stand in the room. Get your party out of the room
quickly and you'll note you've gained 10 humanity. Heal up and make your way downstairs.
Escape! (Part Two):
After the interaction with Orsi you'll find yourself in the basement of the Teutonic base. This is my
favorite segment of the game honestly. I love the death animation on the Teutons and I really enjoy a
solid hack and slash level. (Though most of the game appeals to this game style, this level makes not
pretenses. Heavily armored vampires vs. heavily armored humans.) The level contains three types of
Teutons: Knights, Lord and Captains. Knights being the easiest and Captains the hardest. A few
Tremere float about, but not enough to present a substantial front in any room. You'll also have your
first ghoul spiders and the occasional rat.

Stay on your toes and remember that your opponents only real advantage is numbers. Remove that
from them by carefully entering rooms and you can easily work your way through this level with minimal
effort and maximum fun.

Two areas present reasonable challenge. The first is the first room you encounter with a captain in it.
This room also has 2 lords and 3 knights. (Perhaps 4 knights, my memory is a bit hazy.) Be careful
with your pulling here. A good party can take 4 or 5 Teutons, but if they get lucky you're toast. The
other area I recommend you be particulary mindful of is the storage area. This is a group of 5 closely
grouped rooms. If you're not careful with your moves in here you can end up attracting the attention of
many Teutons very quickly. Move into the rooms carefully and dispatch your foes quickly and you
should be more than fine.

As you progress through the levels you'll discover an amulet you need to deliver to Orvus in Vienna.

Once you've killed the last captain, looted his exquisite axe and dispatech of the Tremere upstairs you
can flip the switch and escape the Teuton clutches.

(Note: One of my favorite weapons, the Ainkurn sword, is obtained here.)

The Haus De Hexe (Part Three):
The Haus is a fairly straightforward run. You must travel through each of the three doors and obtain a
piece to the floor piece near the entrance door. Once you have all three of those pieces, the door
upstairs opens and allows you to retrieve the journal and battle Etrius. (Note: After defeating each level
and placing the piece in the floor I recommend you exit and re-enter the Haus, saving the game.)

I recommend you travel down the left most door first, which takes you to an area filled with gargoyles
and Tremere. After clearing the area you'll meet Virstania. She's an easy kill with no special combat
tips. Attack! Get the piece and move on once she's dead.

The second area I recommend you go through is the middle door, which leads to the laboratory. This
area is filled with Tremere (ranging to Lords) and hoppers. A few areas contain more than one Lord and
these you should be particularly leary of. Lord are very rough; they're fond of the lightning damage spell,
fire damage and have a fairly impressive hand to hand attack. When you combat one dispatch it
quickly. Once you have the floor piece for the entry puzzle move to the next area, the Library. (Note,
the first time I ever found gold bullion was in the Laboratory. With 96 manipulation I can sell each bar for
over 1k.)

The library is fiarly straightforward. The three hardest rooms by far are the three on the bottom level.
Lords abound down here. Base in the large central area and use one party member to pull the Tremere
one or two at a time. So long as you're careful and attentive things should go very smoothly for you
(though you will still take quite a bit of damage from the Lords.)

Once you've completed the floor puzzle strip Erik of all his gear, then head up the stairs to grab the
journal and face Etrius. Etrius is a fairly difficult fight, but one that can be managed. You must first fight
Erik, though the equipment free version can easily and quickly be dispatched with celerity and claws.
Once Erik's fight is over immediately charge Etrius. Space out your characters and be SURE that you
do not group them together. If you group Etrius will rain fire on you and do MASSIVE damage. If you
keep your characters well spaced he won't cast this spell and the fight is fairly easy. I recommend that
you send two character after Etrius at the start and leave one to dispose of the elemental. With claws
and celerity I can usually dispose of the elemental in one to two rounds of combat. After that with care
and discipline the fight against Etrius can be fairly easy.

Once Etrius is dead hit the city and restock on any items you may be lacking. You're on your way
back to Prague but won't have access to vendors while you're there. Once you're finished, head by the
church, save if needed and make your way back to Prague.


III. Prague

Vysehrad Castle (Part One):
Returning to Prague, it's time to end the battle and beseige a castle (WOO!). Make your way to the
south gate and you'll see the castle. Approach the castle and you'll enter it. You'll note something
about the guide from here, it gets shorter. That's because your coterie is a machine of death and
disgrace, so working through the dungeons is much more an exp harvesting foray than a cautious
plunge into perilous depths.

You'll find Tzimisce, Szlatchta, rats, Premysl Revenants, War ghouls and wolfs throughout both levels
of the castle. The war ghouls are by far the hardest, but should be easily dispatched. Sometimes their
attacks will do large amounts of damage though, so be wary of your party's health while you're in
combat. Aside from that, this is a plunge for the large double doors on the second floor. Through these
doors lies your first exposure to a Vozhd, a HUGE war ghoul. I recommend walking the abyss before
opening to doors to ensure the combat goes smoothly, and that you use the exp points on Wilhem and
Serena (since you don't get the chance again and they should be at their best for the combat.) (Note:
You should put some good gear in your vault at this time. When you get to London items from your
vault and Christof's inventory are carried with you. This also means you should bail on the crappy gear.
I have one specific suggestion - a heart shield. I know it sounds hokey, but I've not had any other armor
carry through with me and the shield definately helps the near naked Christof when battling hordes of
stake bearing lab workers and soldiers.)

I've played two types of parties against the Vozhd. In one, my character had lots of disciplines and
some stats, being somewhat effective in combat and very effective with spells/abilities. In this coterie I
played Serena and used the fire line of disciplines to nuke the hulking mass of flesh down while Christof
and Wilhem did their best to keep it busy. In the second coterie type, I had tremendously high stats for
combat and no damage oriented disciplines. In this group I played Christof, using my maxed celerity
and feral claws before entering the room, then going crazy on the Vozhd.

The second combat type was much more effective. Later in the game you meet such a beast (the
Vozhd) twice more. By the late game he was still a minor challenge for the casting coterie, but was
often killed in one to two rounds with the combat oriented party.

Once you've defeated Vozhd, move through the doors and you'll see Anezka (your goal, remember?).
Standing at her side is Libussa, the vampire bent on raising Vukodlak. After a bit of dialogue and
cinematics, you'll enter a long topor. (Note: When you do return to the game you'll have 10 less
humanity. Apparently the long slumber has put you more in touch with your inner beasty.)
IV. London

Escape from the society of Leopold (Part One):
The modern era greets you when you are risen from your slumber. Christof, a bit disenheartened after
the course of events, rises a bitter man from his coffin and enters the new world. Search the room for
various bits and items and collect them. Equip yourself and head through to door to make your way
through Leopold's building.

Two types of baddies wait to stop you from entering London, lab workers and soldiers. Each has
advantages and disadavantages. The lab worker is a holy man, he has the ability to cast a damage
spell at will and will carry either holy water, a tazer or a stake. The tazer worker is the weakest. The
others can both be difficult. If you are staked chances are you will die. Generally I'll attack those with
stakes first. On the other hand, those throwing holy water can do large amounts of damage, though
they generally do that damage slowly. All lab workers can be drained of their blood, thankfully, so when
presented a room with soldiers and lab workers one should generally kill the soldiers, heal up, then
drain the lab worker. In terms of the soldiers, they can carry stakes, guns or flame throwers. The gun
bearers are there for decorative purposes as near as I can figure. The stake and incinerator soldiers are
the true threats. I recommend going for those with stakes first, then disposing of the fire throwing
freaks. (For reference, when you're staked you fall to your knees and can do nothing for a VERY LONG
time. Being staked sucks. Have I mentioned it SUCKS? It really, really, really, really sucks.)

After making your way through the facility and the mansion you'll run into father Leopold. He's a very
easy fight, (most likely due to the fact that you have virtually no equipment still) though you may want
to take the safe option and return to the previous level before the fight to get a quick autosave. Once the
fight is finished, return to the first room of the mansion and a door will have been opened. Move through
the door, kill the remaining NPCs and make your way to the streets of London.

The Streets Of London (Part Two):
Now is a good time to become familiar with London. East London houses the gypsy and a vitae store
(full of girls to suck down if you're not in the mood to actually pay for the product.) This vitae bar is also
where you pick up Pink. West London holds your haven (a building near the water), the weapon/armor
vendor named Otto in a van, the tower of London, the boat docks and the brothel the Setites call home
(another area full of people to safely feed on.) The brothel holds Lily, another to add to your coterie.

When shopping for equipment I recommend you avoid guns. They're inaccurate, do very little damage
and require you to carry massive amounts of ammo. Nothing quite beats the good ugly stick, even in
the modern day.

Once you have your coterie assembled and feel comfortable with their gear it's time to move deeper into
the borthel. Enter the building, take a left at the intersection and follow the hall to it's left. You'll enter a
storage room. On the east wall near the floor is a switch you can press to open a door. This door leads
to the Setite temple.

The Setite Temple (Part Three):
This is essentially a straightforward hack fest, though you won't be able to walk they abyss in this
temple. Two types of NPCs wait throughout the temple, vipers and Setites. Setites are generally weak,
though they have a tendency to awe your party members, causing a bit of disruption in combat. They'll
carry stakes, guns, incinerators and machetes. You should have some armor by now, so even the
stake wielders are a relative non-threat. There are a few rooms in the temple in which 4 or more Setites
can attack you; these are the areas in which you must be on your toes and aware. If you attract the
attention of a massive baldie horde, then it's time to do as much damage as quickly as possible. If the
coterie member you're controlling gets awed, quickly switch to another and resume combat using tab.

Proceed through the dungeon and solve the minor puzzles that lie within. You'll eventually find Lucretia
(who, I do believe, has a VERY revealing transparent green dress on.) If you choose to defend Lily as
the dialogue progresses you'll gain 10 humanity points. Eventually, you'll be forced to combat Lucretia
(my reflection.) Both times I've fought Lucretia I've gone with combat oriented gameplay, using claws
and celerity with the characters spaced around her. Both times she's fallen very quickly and easily.

Once you've beat Lucretia, make your way through the temple again and head for the tower of London
near your haven.

The Tower Of London (Part Four):
The tower of London reminds me much of the Teutonic base, you push your way from room to room,
beating on a few monsters that possess no threat left to small numbers and only really gather an
impressive display of force when they horde the coterie. The tower holds ghouls spiders (both the large
and small variety), vipers, and wraiths.

The biggest threat are the wraiths, and they truly gather force when in groups of 3 or more. To easily
dispose of the wraiths I recommend you pick your primary combat character and keep this character in
celerity and feral claws. This coterie member should easily be able to demolish wraiths while the rest of
the coterie plays cleanup.

Enjoy the large amounts of exp and push your way throught his fairly easy area. At the top of the tower
you'll find Lucretia's heart and be forced to fight a few annoying vipers. Make your way from the tower to
return to London.

The Return Ro London (Part Five):
As you exit the tower and make your way to return to the haven area you'll be attacked by a werewolf.
The werewolf is capable of dealing massive amounts of damage very quickly, though learning to fight
the werewolf is a good way to learn to fight Vukodlak at the end of the game (if you're going to melee
him.) Claws and celerity definately help here. The best method I've found (and it's still shakey, this guy
is MEAN) is to move Christof forward after buffing, then dash back. Have the coterie attack when he
nears them, then push Christof forward and attack. Use the tab key to quickly switch to the coterie
member last hit and back off to heal. Your goal at this point is to survive the attack, nothing more.
Survive long enough and the two people beating on the wolf should eventually take him down.
Fortunately, if you fail the autosave is but a matter of feet away. :)

The Return To The Setitie Temple (Part Six):
On returning to the temple you're greeted by a Setite at the door and sent down to Lucretia. After a bit
of bitter dialogue you'll do combat with her once more, though this time she assumes the form of a
large snake. Treat this combat exactly as you did the last and she should be of no worry whatsoever.
Once she's dead, you can either drain the heart and lose some humanity or destroy it. (Note: Choosing
to destroy the heart does not raise your humanity, or it won't raise it from 90.) Either way Christof gains
the discipline of Serpentis. (A GREAT discipline, train theft of vitae to full as soon as you possible can.)


Boarding The Magdelena (Part Seven):
Board the ship on the docks, fight the two Nosferatu there and you'll begin you journey to the States.
V. New York

Once you arrive in New York you'll want to talk to the agent on the sidewalk. After finishing his dialogue
move along the sidewalk. Note the warehouse to your right, then move toward the Nosferatu up the
street. These 3 are picking on a poor guy named Samuel. Show them what a real vampire can do, then
take Samuel into the party. (I think I like this guy for one reason - he looks cool when using the
shrivelled hand.) Once you have Samuel, finish exploring downtown New York. You'll find the gun shop,
a cab that leads to uptown New York, the entrance to the sewers and a ladder leading to Dev/Null's
apartment, your new haven.

The spare bedroom has a coffin for you, the save game ankh and a vault. The computer room houses
Dev/Null, whom you need to speak to. Dev/Null gives you a transponder uplink to attach to FBI CC line
#204 in the sewers. While a bunch of the standard Dev/Null gibberish, the important bit of information to
glean is "in the sewers", so it's time to crawl down that manhole just outside the window of Dev/Null's
apartment.

The Sewers (Part Two):
New York begins a new element to the vampire game, domination. Your coterie will absolutely crush
anything that steps in their way so long as you don't allow massive hordes of beasts to beset the
group. Keep claws and celerity on Christof in every dungeon from the sewers to the cathedral of flesh
and you will be able to press through anything other than the "bosses" with marginal difficulty at best.
(Note, using claws, celerity, healing to full, then theft of vitaeing a mob is a great way to keep Christof
full of vitae and buffs at all times. It's even damn addictive.) :)

The sewers are filled with rats, ghoul spiders, Nosferatu, and albino alligators. The only mildly difficult
creature of those on the list are the gators, and there are only 4 of them, so don't worry too much until
you see the skiff. For the rest just show them a whirling machine of death and flying heads and you'll
find the exp and loot pour in quickly.

After moving through the dungeon and solving a few minor puzzles you'll come to an area with a small
lake and a small skiff to cross the lake. I recommend walking the abyss here to ensure the combat on
the other side will go smoothly. Then hop on the skiff and watch the cinematic. You'll meet the gators
on the other side, all four. If you're careful you'll face one at a time, if you're not you can get all 4 at
once. I would imagine 4 at once is certain death for nearly any party, though one at a time is faily easy.
The gators are fairly comparable to beefed up war ghouls - they have attacks that can do massive
damage and quite a bit of health. Don't underestimate the gators ability to do damage and you should
be fine here.

Moving down the hall past the gators leads you to the Underprince, the head vamp of the sewer
dwelling Nosferatu. There are two hard elements to the underprince fight, first he likes to go invisible.
Second, lots of rats get in the way. I suggest quickly stealing all of the princes vitae with Christof, then
rebuffing if needed and clearing out the rats. (Yes, the rats first.) The prince will be berserk at this point
and will pop out to suck some blood from your party members. This is when you attack him. He's not
got a lot of health, so the combat should be a fairly straightforward process for you.

After the Underprince is dead, move down the halls and you'll find a box that you can place the
transponder in. After doing so, head back to Dev/Null's using the elevator (which drops you off in uptown
New York. Here you'll find Barclay south, Orsi's factory, the cathedral of flash, the gypsy shop, the
Barclay storage room and the cab to downtown NY.)

Giovanni's Warehouse (Part Three):
Once you've finished with Dev/Null enter the warehouse in downtown New York. Giovanni's crew
consists of Giovanni's (vamps) and wraiths. The wraiths are the hardest here, though the Giovanni's can
occasionally carry some mean weapons. Push through this in standard late game fashion (claws,
celerity, theft of vitae, a bit of caution, but lots of daring).

After slaying enough baddies to put the death count from the invasion scene in Saving Private Ryan to
shame, you'll arrive at Allesandro Giovanni's desk. It's time to strip Pink of his goods and pawn them off
on others. Approach Giovanni, watch Pink go to work, then pick up the Shrivelled hand, the ledger on
the desk and equip Wilhelm with Pink's old gear.

Once you're finished, use the elevator and head uptown.

Uptown (Part Four):
It's time to visit the Barclay south. Enter the building, go through the dialogue, head up the elevator to
Orsi's penthouse and locate the artists palette on the floor. Leave Barclay south and make your way to
the streets by the gypsy shop. The street heading north holds the door to the Barclay storage area.
Enter this area and find Alexandra. After her dialogue is over you'll be attacked by two Ventrue.
Dispose of them easily, grab the painting and make your way to Orsi's factory on the NW side of
uptown New York. It's time to show that fool that bad business never pays.

Orsi's factory (Part Five):
The factory is on par with the warehouse, though I feel it's easier on the whole. You'll run into Ventrue,
war ghouls, Tzimisce, and Szlachtas here. So long as you don't let 4 or more of these get on you
(aside from Szlachtas, it's safe to ignore them), you should be fine at all times. Your characters are
really coming into their own by now, and your abilities in combat should be impressing you.

After wading through several levels of the factory you'll arrive at Orsi's office. He won't attack on sight,
he waits for you to initiate dialogue. Orsi does only one thing that's annoying, he likes to dread fear
coterie members, removing them from combat. Aside from that, he's a pushover. A few hits from
anyone and the fight ends rather dramatically.

Having disposed of Orsi, move on to the last remaining area, the Cathedral of flesh on the West side of
New York.

The Cathedral Of Flesh (Part Six):
Another instance of total party domination. The cathedral is filled with war ghouls, Tzimisce, Szlachta,
two Vozhds and demonhounds. The only one of these that should give you even mild difficulty are the
Vozhds. Work your way through the cathedral using claws, celerity and theft of vitae. The first Vozhd
you'll run into shouldn't present much of a challenge. His company is fairly weak and the Vozhd himself
should be fairly weak when compared to the coterie.

As you move through the dungeon you'll meet Libussa on level two. She tells you Vukodlak has risen
and you're too late. (Too bad you can't kill her for such insolence, eh?) Continue the descent and you'll
find the second Vozhd shortly after. This room is a bit harder as he has four demon hounds for
company. You should be able to pick off most of the hounds before facing the Vozhd, and I would
recommend doing so. Once the room is mostly clear head in and show the big brute that size really
doesn't matter.

After you've finished the second Vozhd, I recommend you walk and save the game. (Yes, actually
choose to save it.) Around the corner is Vukodlak, and he's really not that happy to see you.

The most effective combat strategy against Vukodlak is to use prison of ice repeatedly on him (if you
were fortunate enough to get the discipline, I didn't in my second game.) You nullify him from being
anything other than a target for your group in donig so and can easily ensure the only person to die is
Vukodlak himself.

The other strategy involves a lot of patience. Charge forth, do what damage you can after draining his
vitae, and when left with just one character (hopefully Christof or Wilhem) keep celerity and claws up
while running forward, tagging Vukodlak for some damage, then running away and healing. This gets
old fast, but you are doing damage. Eventually, if you get lucky enough, you'll kill him with melee
damage. (Of course, if you're really lucky you will kill him in the initial charge and not have to resort to
this, though it's highly unlikely.)

(Note: If you walk the abyss at any point to leave the cathedral and heal your party, (you can't use
awaken in different areas from the corpse) Vukodlak keeps the damage. This means you can leave,
heal your party, restock on items and damaging scrolls (black death, athrophy,etc...), then head down
to dispose of the fiend.)

With a lot of luck and a lot of persistence you'll see the end to the game and have finished what is on
the whole an entertaining game. Congratulations. :)

 

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