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Vampire - Die Maskerade: Redemption (e)

Cover
Vampire: The Masquerade-Redemption


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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.