Vampire: The Masquerade-Redemption ------------------------------------------------------------------------ Of medal nurses and silver mines. You are torn suddenly in the middle at the night by cry from your dreams. You branch on it halfnaked out of your bed and storm into the lying close space, in order to see after that to rights. Here see you, how Anezka is attacked by two Szlachtas, makes with the rogues short process and break down briefly thereafter because of your heavy violations. When you awake again, Anezka tells you that the monsters from the Silver Mines in the east, interspersed by vermin, came up. Thus our hero decides to pull immediately into the mines, in order to make for there resident Gesindel from. You leave the convention, taken the money in the restaurant still one heal-climb and looks with Smithy the schmied past. This sells not only a practical sign to you, but tells you also after some promises of the loading of the witch Unorna. Well equipped leave you the city and enter the Silver Mines. This first Dungeon is filled of smaller opponents and offers only one way version, why a specification is unnecessary. After the second paragraph was loaded, can you both a new sign and a rat from the crate beside it in-collect. A piece must you first on the right beside a water wheel a lever continued to use, in order to arrive at the other page. There a be Ghoul, which you defeat best with short attacks and regular healing already, expects you. In the right corner receive to it now a new weapon, the output again is in the left corner. In the next space you find both one upward and a course leading downward. Run you upward, obtain to it an improved sword and some stakes. Down against it all characters point to an attendanceattendance attendance. After the input entered it, the executive committeeexecutive committee executive committee in the left crate a fashionable shirt, according to which it on the right into the main space arrived, donates you in order the first Vampir of your career from to make. After short maintenance both opponents fall themselves into the fight, which their thanks Weihwasser and sufficient welfare watering places get over victoriously. Now the account of the Vampires beside its throne is gepluendert, its meter is seized and gathered on the return the coincidentally found Amulett of the holy Judas. Back in the city, you make you first on to the schmied, sell unnecessary weapons and Items, meet you thereafter with the bishop in the cathedral and still run in the end to the convention, in order to tell also Anezka from the occurrences. When you return from it again, the bishop already expects you to clean in order to assign you, the Prager roads. Long nights in Prague You leave the convention and make yourself on the way over the Judith Bridge too UN-RACE Shop. From you receive to it global information about the myth the IrishIrish Irish and different clan. When you return, it works before and in the convention again hot. All IrishIrish Irish defeated you, their Anezka confesses your love and storms briefly thereafter, because the hopelessness the same detected it, outside into the night. To her awaked as Vampir in the university and see yourself suddenly placed before the question whether it now with your former enemies should co-operate. When it even want to flee, Wilhem steps in addition and tries to convince you of Ecaterinas opinion. You give you thus a jerk and decide to follow it after a mission. The first job To be stolen your target is a in demand book it in the Petrin Hill Monastery to be broken in and. After the university left it, receive you from Wilhem that under the university a sleep chamber or a coffin for you is. Anyhow you open you to the Judith Bridge and into the art of the Blutsaugens are purposefully inaugurated there. On the other page leads on the left of a small course to the monastery. Here can do you still or other monk anknabbern, before it the building by right side input enter. Also this Dungeon is rather linear structured. It generally applies to apply old Diablo tactics. That is called you instead of to before-storm, gropes it best slowly forward and waits, until it by an opponent after the other one are attacked. Within the monastery you descend on the left of the stairs and follow the given way. **time-out** you arrive a little late to two torture chamber, in which it in each case a switch use must, in order the resume Tuere open. The next switch expects you at the wall beside that graves of this clan. Thereupon a lattice opens in the lying close space. In the next space you snatch you still the gold unterm altar, before you dare you downward into the third monastery paragraph. Here carry forward you left a David asterisk and come to it to a crossing with two doors and stairs. Enter the space behind the " normal " or nameless Tuere, you the gold and the holy statue in the space snatch and run the stairs upward. Here go you you far for the end of the course before the vergitterte gate and use at the soil beside the column a switch around the lattice to open. Behind it stairs lead you upward into the fight and further stairs upward. There you find the looked up bone key at a painting and run back to the interspersed door of two floors further down on the right page. It entered you, can take to it in the rear chamber first a dolch from the chest and afterwards the book on the desk read, in order to experience from your future Endboss. With Wilhem carry forward you still the statue on the desk and run the stairs down to Mercurio. With it must you you to a longer fight adjust. To change tried repeatedly the position, in order to escape its breath and not to let you exhaust (view from above). Additionally the acceleration message and some bottles with holy water are very useful, if their quite relaxed want to defeat it. After it released itself in air, take to it the looked up document and Mercurios book and leave the monastery again. A short maintenance with Anezka follows, after which you regain you on the roads of Prague. Here can you you still with an old woman maintain, before you look up again the university, in order to conclude the mission. But the next one waits already. Are to open you for it to the northern quarter, in order to blow that resident out GOLEM there the life light. Since the waiting period from three days appears to you to for a long time, strike you to break open forwards immediately and also immediately on the journey are thus sent. Before it you into the battle go, should you however again the schmied look up, in order to equip you with forcing. That GOLEM You achieve the quarter by means of a drawn in gate and detect immediately the arranged mischief. On the other page you cross the left tunnel and meet a mysterioesen man. Your maintenance terminated you, you also still the tunnel behind it occur, in order to arrive at the GOLEM. With a strong weapon and speedy legs he should be quite simple to defeat, whereupon it the beside-being situated book take up and to Mendel return. From it receive you some over Golems, IrishIrish Irish and similar creatures and thereupon to Garinol skillfully. You find, receive it before the monastery a new Mitstreiterin and return for the time being to the university. Now the events estimate themselves, so that your clan decides a maintenance with the prince to lead. Even if it agree not quite with it a in demand piece for the prince to procure, assures it nevertheless and goes from the lock again into the northern quarter. **time-out** here do you by a Tuere, beside the place to that it the GOLEM defeat have, by a gate the cemetery enter. You find Josef in the grave chamber behind the large woman statue. It wants to grant you however only against something blood of a beautiful Mrs. the admission to the tunnel. Ecaterina puts it to you in the university helpfully at the disposal, whereupon expectationful the tunnel unterm cemetery may enter it. Josefs tunnel Even if the tunnel seems to degenerate into the cathedral at the beginning in a labyrinth, both branchings lead to the same target into the lower area of the city. Here you cross immediately the way with the first switch, which opens quite surprisingly the gate lying behind. Stairs downward lead you to the next switch, by which you arrive upward into a hall with a large chest and a spiral stair. You provide for dying some monsters and leave stocks by the only output toward second tunnel paragraph. This brings however no further surprises, so that their problem-free, although carefully, can cross him. With the entrance into the walls should it carefully again the opponents first to you send, in order to be able to fight it individually. Over the spiral stair you arrive finally again at the surface. In UN-RACE Shop procures to her you some welfare watering places, before again downward into the third part Dungeon are. A small labyrinth in it follows first by the red, then by the yellow, thereupon the green, afterwards the blue and in the end the orangene Tuere to go must. Afterwards you come into a space with two switching surfaces, on which desired jewels are. Take to it these, shoot a fire ball from the wall. In the space you find also a lever for the Gittertuere. Behind it is a second lever, in order to open the other gate. After mounting the stairs must you still another space of full coffins cross, at whose pages still Health bottles are. At the end of the space the Showdown between you and the spirit takes place. With strong weapons it should not represent a problem for you and Wilhem and your companion. After dying the spirit you get you still the artifact from the space behind it and bring it to the termination of the mission to the prince in the palace. The pharmacy According to the prince your next job leads you into the pharmacy, in order to clear the there dominant circumstances up. You find the input, if it beside UN-RACE Shop the road run upward. The house entered you, it goes by several chambers to the rear area, where you discover some lebensbaeume, between which it descending can. Down should you to your camera perspective pay attention, in order not of nerve-end to frogs to be surprised. The Magier is easy in close combat to complete, withdraws itself however repeatedly, in order to traktieren you with fire balls. Additionally the pharmacy emerges as enormous weapon arsenal, why a small trip is worthwhile itself to the schmied in any case. At the first branching run their first further forward and smash the small Magierversammlung. Afterwards it goes through the gate of right back to the left finds to her in the secondary room a practical elbow and runs through the left door and the stairs behind it upward. You should consider you generally twice whether you come the blue fires too close, since there frequently very strong stone monsters emerge. Under the stairs you come to the second paragraph. Your way leads you across stairs downward, into the next space, by the course behind it and to small stairs with two resuming doors. First take to it the right and collect in the space behind it everything in, which comes you between the fingers. Afterwards run you the stairs downward and into the next space, in order to free the first prisoners by opening the Zellentuere. Besides the stairs lead downward to a tangle from several spaces, which geleiten however you all to the same target, i.e. to the input to paragraph three. Their and discovers Erik continues to descend also here hanging on the wall. **time-out** when their it free want, it of a very strong Gargoyle attack. Only after their with cover of your comrades defeated it, the Trio changes itself to a quartet, since Eric would like to accompany you from now on. Before it continues to go, should you " mill the Abyss" message to use to fit out in order to arrive back to Prague, Erik and refurbish you somewhat. Back in the Dungeon leave you the hall over the stairs on the other page and enter paragraph four. Here Mr. Vampir Sklaventreiber Arabertouch Ardan, which indicates you already, expects you that Anezka is in Vienna. Thereupon you find your hundredth Magiertrophaee in it and return to the university. You repeated several times your request before Ecaterina to want to save Anezka until she finally gives way, and open you with your three companions by the eastern gate to Vienna. Arrival in Vienna You emerge on the northern struggle race. In the entweihten church on the right of you you find a sleep workstation, leave it however immediately again, run for the end of the struggle race and cross a large gate now find it to you in the outside ring road and can from here from to all other sections of the city go. Additionally the resident schmied leads exzellente weapons, which cannot carry for it out you to a large extent however yet. On the eastern struggle race you find a Shop, to which with UN-RACE loading is more comparable, and which hotel " to the green frog ", after whose entering Kazi an invitation gives you. Thus leave you the hotel again, return to the outside ring road and enter the large building in the western struggle race. There the hausherr already expects you and gives to you the job a priest to find. On the roofs of Vienna In order to be able to fulfill your job, must enter you there first in the city center and the only house with an open Tuere. Inside rises their two floors upward and from the window on the roof. Two roofs further can enter you the cathedral directly by the kirchturmuhr. Thereupon you rise downward the stairs and arrive at a very brenzligen part. You must always remain in the shadow, since you lose some with sun contact at energy. Alone actually is no problem, however the illogical behavior of the fellow combatants makes for you to create. The best possibility consists of adjusting all three partners to defensive and free-vacating even the way. If you follow the way, then you achieve short time later the lower part of the clock mechanism, can some treasures einheimsen, on the right of a switch use leave and left beside the input after walls outside. You pass through left between the walls and achieve again a wall opening. In the meantime the entire quartet should be operational, since it at the input are already expected. The easier version consists of drawing an opponent out after the other one. In the space behind it must you the two of the outside three switches use, in order to open the Tuere for paragraph two. Up to the next gate your job consists again once of slaughtering the numerous opponents, whereby to lever chest contactors should be particularly paid attention. At the gate beforehand specified you arrive, by sprintet as fast as possible by an sun-illuminated area at the end of the cave. In the crate beside the door is situated a schickes chain shirt, which does not continue to help to you however with the opening of the check beams of two rooms. How possibly noticed it, left five buttons are beside the beams. **time-out** which it press must experience it, by it you turn and in the mirror see (like be that, Irish have nevertheless actually no mirror image In the next space then the Tuere follows to the third paragraph also equal. Here you rise upward and get society of black spirit. With these shapes the claw message works true wonders. Arrived above, you cross still another space with ancestor pictures, run left a wood bar upward and find Luther in its Gemach. It asks you to carry for it out sterbehilfe which you back and forth also assure after some. In order to help it, run by the lattice gate beside its room the stairs upward and use there both switches within five seconds. Best you set one to each page and change to it fast. If Josef is pulverized, your job to it fulfilled, but your orderer thinks for recompencing not in the dream to it you, but puts you into a cell. In detention After some time you succeed in breaking out with magic assistance of the cell. The heavy knights are to be defeated only by raw force. On the right beside the cell output can you you the torture chamber enter, must however alone defend, because the Tuere closes immediately again. In the cells you appear or other Items, before it goes upward over the only stairs. First guarded passage leads to a small cell zellentrakt and the guarded gate beside it to the next paragraph. Here when entering the first gate again first is included and must defend itself without other assistance. The ways lead both farther back by a type stocks to the fight against some old acquaintance from the Prager pharmacy. Before you climb the stairs to the second paragraph, should you on the left of two spaces of Magiern clean and beside the desk a Amulett take up, in order to receive an additional job. In paragraph two must you first on the lower level three vaults and a Magierraum out-smoke, in order to arrive at several thousand gold coins. Afterwards you climb the stairs, clean the rundgang of opponents, receive at the model of the city information about the plans of the knights and dare you finally carefully to the guarded sword before the mural. Here must watch out you extremely, in order to hackfleisch to be converted within seconds. Thus you switch the entire troop off piece for piece and take thereafter the guarded sword. If their already can carry it, are you now the absolute knight fright. At paragraph unity arrives to it by the course in relation to the space with the city model. Here you come briefly to fresh air, in order to enter directly again the lying close building. Now you cross a type church and run farther back stairs up, in order to above use a lever, which opens the Tuere to the escape. Only times a excursion follows to the schmied and to the Vampirshop, in order to bring the troop back in shot. To the latter should bring her according to job the beforehand found Amulett and now also about the house of the witch are informed. And there it you exactly open you immediately with the Amulett in the hand and fall you into the next adventure. The house of the witch The house entered you, run you over the bridge to the main gate. **time-out** behind it have you the selection between three Dungeon, in which it in each case a piece the triangle receive, which however because of their very gradlinigen structure no close explanation require. All Dungeon lead on briefly or long direct to the desired triangle. When you the last piece want to acquire it, have you a small rendezvous with a Magierin. It tried repeatedly the freezing up message and wants to tap you, but against the team it does not have a chance. With the complete triangle you beamt by the vortex back and use it in the center of the main hall. **time-out** it open itself now the upper Tuere to opponent, which it however (still) not enter should. First back Eriks goes complete equipment into the city and sells. Afterwards you fill up all except Erik completely with energy and blood and buy you some good attack message roles. Back in the house of the witch you climb this time the stairs and take the book of the desk. A longer maintenance with the Endboss follows, whereupon Erik is transformed into a Gargoyle. In order to be able to survive even, kills their it and makes themselves afterwards to defeat the Vampirmeister. Because of the strong spells a frequent position change is very important. A Speedup provides and adjusts your partners to aggressive behavior for. To Eriks dying and disappearing the Vampirmeisters go to it again back to Prague and receive from Ecaterina in the university the next job. Prague: Vysehrad Castle You are to infiltrate the lock, which sounds itself in the first moment interesting, however finally from the previous missions does not differ. Beforehand can you naturally still extensively at the urban population nibble. You achieve the input by the gate to the mountain behind the convention. When you climb the stairs, you listen to the words of a rebel briefly and enter thereafter on the left side the walls. On the left of in the back in the corner and above you find sorted chests, before it continues on the right in the back. You are expected already by some opponents, makes with them short process and enter a piece farther back paragraph two. The target is it at the gate of paragraph three to be arrived downward. The way leads without larger approximately to the other page. Only before the be Ghouls should take you to it in eight and it first from the distance with spells attack, before you change into close combat. In paragraph three then the lower Tuere leads you to Vozhd. Here have their two possibilities: **time-out** either you try its impact and grasp evade and from time to time attack, or it sprintet too third direct on it too and hit on it in, which the things hold. By the Tuere lying behind you descend to the fourth part of the lock. The last paragraph consists only of a space and catapults themselves after a discussion with in the meantime the very much changed Anezka to London into the present. Many years later... ... awakes to her from your sleep and have only one thought. Where is Anezka? **time-out** the verdutzte worker have you anything oppose, so that it its weapon, which sword behind you and the document, by which it besides experience, where it you at present find, take up can. In the lying close space you notice besides that also are not quite unknown to humans in the present IrishIrish Irish. You complete it all and enter above the next space. The Tuere directly before you leads to a secondary room with some useful articles. Subsequently, it continues on the left of. The first branching on the right brings in again some Items for you. Farther back must open at the left branching in the lying close space with the lever the gate in the hauptgang for it. The Tuere below leads you again into small stocks, which naturally positively affects your inventory. It continues to go through the evenly opened Tuere. The following course leads you to a computer with further information and it enters the cell zellentrakt by the next door. Opens both cells with the switches beside the door. Outside under way still another further secondary room waits for you, before it goes upward into the next paragraph. With the opponents particularly those have with stakes and Weihwasser armed priority, since you a direct hit with one of these weapons can laehmen either or hurt seriously. On level two must to the left turn you you first, to the end of the course pierce and to the Durchgangstuere on the right run there. In the secondary rooms receive to it besides various Items. From the ground floor run you the stairs upward and search the secondary rooms. In one of these can by a switch in the library a showcase open. Finally you place you to the Endboss. It attacks you with a staff, so that your sword should be sufficient to the victory. In the meantime down the output opened and it enters the roads of London. In the east of London you find your sleep workstation in the tower and besides in the camper a weapon dealer. In west London you discover the Curio Shop and meet in the Tenebrae club a Punk, which informs you about the current occurrences and you finally follows. According to log the next stop is in the east in a Londoner brothel. In the brothel You enter the popular building and find also equal a new companion. Before you continue, should equip you you with the camper and afterwards back in the joy house the hauptgang along downward in stocks run. Here you use the lever behind a picture for the temple and enter this. In the temple above all the Setiten makes for you to create, which can switch you or one off of your companions with the " Eyes OF the Serpent" message. You master the Dungeon best, by proceeding slowly, you regularly claws to grow let in and or other opponents your Beisserchen more near bring. Fortunately can do you however with " mill the Abyss" message to at any time store. Entering the temple crosses it right after a Tuere, runs the stairs behind it downward and sees behind the right course a nice wandmalerei. The left course however leads you to a lever, which opens the main gate. Further down you find again left the looked up switch and on the right of the gate to the second paragraph. **time-out** on this level it first on the bridge with ball traktiert, those it only by constant movement escape can and open after left by switch the right and on the right of the left gate it enter the Tuere on the linken left side and use in resume course on each page a switch. Afterwards also the lattice is opened, which opens the way to the next switch. **time-out** this open a course in space, which it by one the zu at the beginning open door enter can, which you in the third paragraph lead. You run first directly forward the stairs highly and on the other page. Here you use a switch on each page and open so two resuming doors in the main hall. This geleiten you short time later into a large space with a central pyramid. On the right of and left of your position you find some Goodies and in the center continue to go it into a similar space, which releases you the way to the final opponent. Since you the nice lady would not like to tell to anything, their it makes short and sends it into the underworld. According to log the next job in the east of London waits. Your function consists of finding in the Tower OF London Lucretias heart. You find the input, by it on the right beside the small tower with the storage point continue. Tower OF London In the Tower must you mainly to the spider eggs in the corners of the spaces pay attention. Destroys it as fast as possible with distance weapons as for example the flame thrower, in order not to be suspended the attacks of further small animals. Besides it applies to be able to be grown as being always careful to set on conventional armament so that the ammunition cannot go out, and now and then claws. From the input you pluendert first the spaces on the right page and run thereafter further to the left. **time-out** next come you to a branching, to which it in the next space straightforward continue should, in order all important collect, and only after the branching to the right take, which you without large upward to paragraph two lead. Again once it concerns one standard level of full crates, opponents, eggs and Wraiths, which it your claws feel let should. Also at level three it concerns an amazingly small paragraph. At the wall you discover a secret space, which can open for it by the not particularly inconspicuous switch beside it. Over the stairs you go a floor more highly. Here can take you also directly behind the next Tuere the heart of the Lucretia in receipt and the Tower again leave. Before the building a attack-merry who wolf already expects you, for which you care you best from the distance. Back in the stockroom of the already well-known brothel a servant Lucretias already expects you. It leads you to it and after the heart transferred it, it attacks you, instead of showing up perceptibly. Here you go to the servant their heart exactly the same before as with the who wolf and steal after dying the queue, in order to destroy it. Around London to leave must enter you now only still the ship at the port and the two creatures lauernden there complete. New York first With the arrival in New York meet you at the port the most diverse persons. After your acquaintance with George receive to it the job to find an access code. Samuel, which you release helpfully from its aggressors, shows up however determined, you with a hacker admits to make, who could procure the looked up code. Before it with a taxi the port leave, should you still in the Gun Heaven by-look, in order to cover you up with sufficiently strong weapons. In Uptown can nerve-end to it you in the Magiershop a protection against the stakes to procure. The dwelling of the ominoesen hacker is in the docks beside the locked acces to the sewer. You enter it over a ladder, maintain you briefly with it, receive an additional job and leave the dwelling again by the window. In wondrous way in the meantime the duct cover opened, so that it and make you to the way can descend. Only times always run after the nose, until you come to a correct crossing. Now enter you first the left tube and must at a space with one large terminal and two switches have arrived. You use both and run again back for crossing, take this time the other way, run farther back beside the wall the stairs downward and arrive finally at level two. Equal to beginning you cross a bridge and run behind it the course along. This leads you into the central space of the level. In the secondary room on the right their two switches find, under way before you a further and by to right course finally arrive to it at the passage at level three. Next you follow the given way and discover a passage in the wall, which is lit with red lamps. In the rear area on the right page run you downward and directly further into the next tube, as soon as all Items in-collected it. Now it goes directly from space to space, at a secondary room behind the tube sheet past and by raft over the river. Here must their still three alligators complete, without coming them all too close, before their further can. On level four now the relatively weak final opponent must be only defeated, who attacks you despite peaceful intentions simply. Now their it so well created. **time-out** the look up box be itself in course behind it, in which it you after complete your function also by elevator again after Uptown go can. Back with Dev it indicates the access code to you, so that now the depot opposite the homeless person woman can enter it. The depot You cross some spaces, find above a locked gate the appropriate switch, open also in the next hall the locked Tuere by the switch on the right of in the back in the secondary room, meet an old acquaintance again and rise down there to level two. Also in this floor you pursue again the usual mirror-image moose to open by switches in the secondary rooms the important doors. This occurs twice consecutively, according to which the remainder of the level consists of a lining up of spaces, which promise and directly into the next floor lead the hero after sharpening its claws Metzelspass purely. Behind the nicely decorated door meet you the Boss of the depot. Since it would not like to tell you particularly much, instruct their it to rise. But before can react to it, your companion results it. Now suddenly Wilhem emerges and indicates you that it concerns with your partner not an allied companion, but a hinterhaeltigen killer. Thus it and Wilhem disappear attach you. The elevator carries you again upward and lets you a surprising discovery make. With that ulterior motives the circumstances of disappearing your Undercover agent to clear up later, leave you the depot and drive to Uptown. You enter the hotel not far from the taxi at the corner and run to the closed elevator. Opens it with the switch at the page, drive upward and gather in the apartment the farbpalette. Outside of the hotel run you on the right to the page and find there in another building Alexandra. You you with you maintained, opens for it you to the factory in the north. Owing to your farbpalette the guards leave to you through into the Dungeon. A Standardklopperei follows on several levels, which might not to be brought as you to veterans however from the peace. The monsters consist of all possible, already well-known types. When Christof meets on Orsi, the latter already says good-bye after short maintenance from the window. When leaving meet you its daughter and get after the following discussion still another sequence of the awaking Vuklodaks to see. The cathedral Before you open you to the final fight into the cathedral, should store you again, all unnecessary one sell and everyone up your Streiter with in great quantities blood reserves cover. For the fights in the cathedral I do not recommend to use you close-range weapons, but as strong a MGs as possible to buy rocket launchers and the like with massively ammunition. Hold against most opponents distance and fight it from the distance. Sooner or later you arrive at the first fight against Vukodlak and should also from it keep itself away, in order to complete it from the distance. Also regular blood healing may not you thereby under any circumstances forget. Their sufficient points of life from it off took, you arrive at a deeper level into a space with several speaking headings of the sister Anezka. Maintain you with everyone, in order to get ahead and decides in the following discussion with Libussa to trust her in order to enter the final battleground. Like each final fight also this is very heavy. The only method consists of it, everything that one has at ammunition and messages to fire on it. Afterwards follows immediately remove.