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³Ravenloft : Strahd's Possession³
³ from SSI ³
³ ÄÄÄÄÄÄÄÄ ³
³ Solve, Tutorial & Saved Games ³
³ ÄÄÄÄÄÄÄÄ ³
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³Prologue³
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`Here follows the relatively accurate History of the Land of Borovia, as told
by Elvias Glassbow, Master Bard, having himself heard it from Sir Kent the
Paladin, during a Banquet at Lord Dehlt's Manor, following the heroes'return
from that Fabled Land...'
It is a twisted Fate that the Gods dealt to the people of Borovia. As far
as any can remember, the land suffered from the tyranical rule of twisted
Lords.
Baron Alabain, an evil and wicked sorcerer, plundered the land without
mercy. His rule was violently tumultuous, and his icy grip over the Land
absolute.
But there was a glimmer of hope in these terrible times. The Brotherhood
of the Raven held councils in hidden catacombs, planning to overthrow the
despotic leader. They convinced and agenced the intervention of the Banner
of the Von Zarovich. The last two of this noble and proud bloodline, Strahd
and Sergei, came to the Land of Borovia, leading a strong army of Elves
and Humans. All rode under the banner of the Gods of light, Helm the
Guardian, and Lathander Morninglord.
The Evil Wizard was defeated, but as he died, a curse isolating the land
of Borovia from the rest of the world became a constant reality for the
Victors, and liberated people. Deadly Mysts surrounded the land, and none
was able to leave it, although from time to time, travelers would be magically
transported to this land that would never let them return from whence they
came.
Whether it was a result of the curse, or of the prolongued imprisonment,
the newcomers became preys of their desires. Love, that transcendant emotion,
grew within the heart of the Heirs of House Von Zarovich. Sergei, the
youngest, brought back his bethroted, Tatyana, to Castle Ravenloft. Strahd
was infuriated by the news. He had plans for his brother, and marriage was
not permitted for aspirants to the Church of Helm's High Clergy. But even
more infuriating was the undeniable passion that smote him upon seing fair
Tatyana.
On the day Sergei and Tatyana married, a Ba'al Verzi assassin plunged his
mighty dagger in the heart of the young Sergei. Despite all his attempts at
quenching her sorrow, Strahd helplessly witnessed Lady Tatyana plunge to her
death from the highest of the Castle's Towers.
Since the death of Tatyana, Count Strahd Von Zarovich has taken over the
Land's very soul, holding its people in an cold iron grip. Known by few was
the fact that enraged over the loss of his love, Strahd made a pact with Death
itself, letting his body and essence be consumed by the Evil born from his
tormented heart. He became a Nosferatu, a Vampire, Lord of the night, and
undertook researches in the field of Necromancy. He then sent his legions of
undead tear the Land and its denizens apart.
In his quest for power, Strahd soon ran into problems. Beside the
constraint imposed by the Myst bodering his land, a newcomer had taken over
the neighboring land of Darkon, proclaiming itself its Lord. Azalim was a
Lich, a power-crazed wizard who chose undeath to further his goals. Strahd
could not easily dispose of the creature, by far his superior in the dark
art of Necromancy.
The Sire of Castle Ravenloft watches over the puny land he so tormented
for now decades, from a balcony, atop the tallest spire of his manor. He
awaits a new development which will allow him supremacy over Darkon, and,
maybe, a way to breach the curse of Alabain. He too, has heard of the
works of the mage Trimia, author of the Catalog of Outer Planes' Artifacts.
Items of power exist that may serve his dark purposes, and destiny is just
about to deliver him with the means of achieving his goals.
You are companions of Lord Dehlt, a strong devout to the cause of Helm,
the guardian God. His manor is a stronghold build in honor of the Deity. It
stands proud in the border of the savage untaimed lands of the north, and
aims at ensuring the security of the cities and villages to the south, by
preventing marauding Trolls, Goblins, Orcs or other vile humanoids tribes
to invade the southern realms.
As you went on your daily patrol, seeking traces of passages to the
Bugbears that have been reported to raid the caravans linking the Icy
expands of the far north to this area, the Manor was attacked. A single
assassin, heavily armed with potent magic blasted into the hold and almost
succeeded at taking the life of Lord Dehlt and his Lady-Wizard. While your
Lord and friend survived, the vilain escaped with an icon of honor, Lord
Dehlt's Holy Symbol of Helm.
Upon hearing the news, you ruch past the gates into the nearby woods, and
soon find the trail of the assassin. As you reach him, you easily dodge his
attacks and kill him. But as you proceed to recover your Lord's property,
the world grows mysty, and you loose your bearing. Moments later. as you
regain consciousness, you find yourself in a dark wood. Straight ahead lays
a small structure. Will you make it in time to avoid the bare fangs of
the Goblins-led Worgs running toward you?
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ÚÄÄÄÄÄÄÄÄÄÄÄÄ¿
³Introduction³
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This game is simply a breath of fresh air. It spells: CRPGs are alive
and well! Classic in the AD&D line, the game features the latest of SSI's
interfaces. A large panoramic screen and full rotational motion allow you
to better appreciate every details of the adventure.
The graphics are good. The animated features (monsters) are not as well
defined as the sceneries, but the landscape is often very impressive: watch
and behold the moon over the montains from the Village of Borovia. At
some special ocasions, highly refined SVGA graphics put an emphasis on the
plot. Such graphics occur during the introduction, when you first meet
Strahd Von Zarovich, when you re-enter Castle Ravenloft, and on its balcony,
upon obtaining the Amulet of the Ravenkind, and pre/post battling Strahd.
The musical background is most gothic and appropriate. Played with a
soundcard with Stereo capabilities, the creepy noises of Castle Ravenloft,
and the distant wail of the approaching Undeads will mesmerize you. The
sounds & music are so gripping in fact, that you will litterally jump in
surprise when sneaked upon by a creature.
The Plot, although a classic, is Excellent. It boosts the action way
beyond a simple hack'em up RPG. Multiple texts, tomes and carved inscriptions
will feed you a multitude of hints that will spice up the game and slowly
define your purpose. This variation on the Vampire theme is incredibly
entertaining, considering it could have easily been `Deja Vu'.
The action is divided in two major components: The main Quest: getting
out of these Myst-bound Lands. This follows some sense of hierarchy of events,
and some steps constraint you to a chronology. The Local Quests, the smaller
events that generally take you to different locations and handle a unique
scenario. These are agenced so as to provide a great diversity. They are,
in themselves subdivided: on one side, you have the battle & collect treasure
action, typical of RPGs. On the other side you face mind buggling puzzles,
and especially an intensive exploration of the dungeons to reach their heart.
Secret passages, hidden keys and levers will require the player to be fully
involved in the game or spent hours of aimless wandering.
One aspect of the game that may need serious work is the involvement of
the NPCs. They tend to be bound to the specific geographic locations they are
encountered in. If you do as much as follow a differnt route to reach a
specific destination, they will leave, and in most case will not be reacheable
for the rest of the game. Also, I did not encounter any Magic User NPCs.
One Elven female claimed to be one, but she was a fighter. However, now
that I think about it, she may have been a Multi-Classed Fighter/Magic User.
In any case, the NPCs are all but well developped. And that tends to defeat
the purpose of the limited party (two PCs) in favor of two possible NPCs.
I hereby present you with a very simple and succint tutorial on how to
solve the game. I assume that most people reading this text know, by now,
the basics of AD&D rules in computer games.
This text includes:
+ Prologue : The Story line
+ Introduction : A review of the game
+ Picking your Character: a Small guide
+ Casting Spells : a Small guide
+ Monsters : a complete bestiary
+ The Plot : Steps to fully solve the Plot
+ The Quests : Strategy in facing the individual steps
+ Conclusion : Wrapping it up
In addition to this text file, I added the full anotated ASCII maps of
Ivilys and 2 individually packed Saved games. To install them, make
sub-directories within your main game directory called SAVE01 to SAVE10,
and unzip the file into them.
- RAVFIN1.ZIP : Places you just before the final battle against Strahd.
Just proceed forward in the hallway before you.
- RAVFIN2.ZIP : Places you right after the final battle, just click on the
book held by Rector Pratt to view the Conclusion of the game.
Here follows the list of maps:
MAP 1 : The Svalich Woods
MAP 2 : Basement Under the Ruins in the Svalich Woods
MAP 3 : The Old Svalich Road South Part 1
MAP 4 : Part 2
MAP 5 : The Village of Borovia: Exterior Locations
MAP 6 : : Interior Locations
MAP 7 : The Blood on the Vine Tavern
MAP 8 : The Burgmeister's Manor
MAP 9 : The Woods West of Borovia
MAP 10 : The Werewolf's Cavern
MAP 11 : The Caverns below Ivilys
MAP 12 : The Old Church's Grounds
MAP 13 : The Old Church: Main Floor
MAP 14 : : Lower Level 1
MAP 15 : The Cemetary
MAP 16 : The Elven Crypt: Lower Level 1
MAP 17 : : Lower Level 2
MAP 18 : The Old Svalich Road North
MAP 19 : Castle Ravenloft: Main Floor
MAP 20 : : Basement
MAP 21 : : The Count's Court
MAP 22 : : Main & Secondary Towers
MAP 23 : The Catacombs
MAP 24 : The Old Church: Lower Level 2
MAP 25 : The Undead Forest
MAP 26 : Castle Ravenloft: The Weeping Rooms
MAP 27 : : The Dungeons
I hope this will help some of you. I know it would have helped me finish
the game a lot faster.
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³Picking your Characters³
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You can have only 2 characters in this adventure, and will be able to
recruit up to 2 Non Player Characters (NPCs) along the way. Being limited
to only couple characters, the way to go may be Demi-Humans. You should
limit your choice to:
-Elves
If you want any combination of Fighter/Magic User/Thief.
-Half Elves
If you want any combination of Fighter or Ranger/Magic User/Cleric.
The other Demi-Human races are not really worth it.
For Humans, you need a Strong-Arm:
-Fighter
-Paladin
-Ranger
Then you need a spell caster. Although I too love Magic Users, I fear
you NEED a Cleric in this game, to cast healing spells, read clerical scrolls
and turn the Undead.
I finished the game with little difficulty with:
1-A Human paladin
2-A Human Lawful Good Cleric
Fireballs are fun, but you need a fighter-type and cleric, so unless you
take a Multi-Class Demi-Human, it's the way to go. Multi-Class characters
have to divide any earned experience points equally between each class they
have, and that makes progression in levels (and therefore hit points,
fighting skill and spells) slow and tedious.
Since you're fighting Undeads, keep the Alignement GOOD. Although I am
not sure the game's engine keeps track of such details, some spells dealing
with the undead are more efficient in the hands of Good Aligned Clerics.
Moreover, the adventure is a classic along the lines of the fight between
Good and Evil, Day and Night etc... So just play along.
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³Casting Spells³
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Clerical Spells:
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Basically, you want to go with the basic following spells:
- Detect Magic (Lvl 1) Only mean to tell an item is magical
- Cure/Cause Light Wounds (Lvl 1)
- Hold Person (Lvl 2) Only Works on Goblins & Brigands
- Aid (Lvl 2) Before a particularily tough battle
- Cure Disease (Lvl 3)
- Dispel Magic (Lvl 3)
- Negative Plane Protection (Lvl 3) Before fighting Undeads
- Prayer (Lvl 3) Before a particularily tough battle
- Cure/Cause Serious Wound (Lvl 4)
- Neutralize Poison (Lvl 4)
- Fortify (Lvl 4) Before a particularity tough battle
- Flame Strike (Lvl 5)
- Cure/Cause Critical Wounds(Lvl 5)
- Raise Dead (Lvl 5)
- Heal (Lvl 6)
- Harm (Lvl 6)
You will find a multitude of scrolls. NEVER discard them without
carefull consideration. You will need the 3 following scolls at some point:
- Atonment
- Cure Disease
- Remove Curse
These scrolls can all be found in the Church, and you should make
sure keep them. I'll explain later why.
+ Magic User Spells:
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
If you selected a Magic User, You may as well select amongst the
basic offensive arsenal:
- Magic Missiles (Lvl 1)
- Fireball (Lvl 3)
- Lightning Bolt (Lvl 3)
Several new Spells are available which you can experience for
yourself. But I personnally think that the Magic-User aresenal is way too
limited to make a strinking difference in this particular game. For instance
you will notice that fireballs lack of their usual large sphere area of effect
and seem to affect only one or occasionally two creatures.
Other greatly needed spellsfor the perpose of finding and would
identifying magical items would be:
- Detect Magic (Lvl 1)
- Improved Identify (Lvl 2)
And of course, you may try the spells of Knock, although I doubt
it will be effective enough to avoid you the endless search for keys in every
dungeons, and True Seing, although I also am unsure whether it'll save you
considerable time in finding secret passages.
Since I didn't play a Mage, I'll leave you most of the pleasure
trying what works well or not. But I persist in saying, you NEED a Cleric,
so that is a priority over a Mage.
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³Monsters³
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- Banshee : Elven groaning Spirit with a lethal scream. DO NOT CONFRONT
HER! There is a way around that. She guards the Elven Crypt
in the Cemetary.
- Bone Golem : Very Tough Undead! Guard important locations in the Caverns
below Ivilys.
- Brigand : Humans.
- Broken One : Unsure, freaks basically.
- Darkling : Undead-like, use Poison.
- Doom Guard : Undead/Animated guards of Castle Ravenloft.
- Ghast : Undead, much like ghouls, but need magical weapons to
strike.
- Ghoul : Undead, touch causes paralysis
- Goblin : Humanoids.
- Hellhound : Breathe Fire. Impervious to fire.
- Pyre Elemental: Impervious to fire. Guard the Elven Lower Crypt.
- Revenant : Undead. Need magical weapons to strike.
- Shadow : Undead, drains Strength although not permanently.
- Skeleton : Use Blunt weapons rather than sharp blades against them.
- Spectre : Undead. Drains Levels. Need magical weapons to strike.
- Treant : Walking Trees. Generally not evil, but quite agressive
here, in the Undead Forest.
- Vampire : Drains levels. Need magical weapons to strike.
- Werewolf : Need Magical/Silver weapons to strike. The Progenitor is
a great Albino Werewolf that lurks in the woods around the
entrance of the caverns.
- Wight : Drains Levels.
- Worg : Big Wolves, generally in presence of Goblins.
- Wraith : Undead, need magical weapons to hit.
- Zombie : Undead.
- Zombie Golem : Very Tough Undead! Guard important locations in Castle
ravenloft.
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ÚÄÄÄÄÄÄÄÄ¿
³The Plot³
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1- You start in the Forest, north of the Castle of Lord Dehlt. Kill
the assassin. BEFORE you pick the items, your spell casters should
memorize their spells, and you should rest. THEN pick-up the items.
You'll be transported to the next step.
2- The Svalich Woods: MAP1.TXT
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+ Here you can visit the Ruin: MAP2.TXT
In the ruin there is a lever on the wall. This opens the trapdoor.
In the lower level you'll find 2 rooms with equipment. Beware, you
may contract deseases down there. Make sure your Cleric memorized
Cure desease.
+ There also is the Goblin Camp. There a man is held prisoner:
Fhalker, a 5th level Fighter, he will temporarily join you.
+ There are items on the floor at other battle sites.
Monters : Worgs & Goblins.
Startegy: Battle them, then go rest in the Ruins when weak.
Next : Go to the Old Svalich Road.
3- The Old Svalich Road: MAP3.TXT & MAP4.TXT
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
+ If you proceed along the path, you will be attacked by a large
number of Brigands, members of a gang called the Blades. As
you fight them, the last one will beg for mercy. Let him survive.
He'll tell you of his camp located north, along the path and
indicated with a maker pointing to a section of the wall that can
be opened.
+ You will also meet a Vistani Gypsie. He will talk of a Vistani
potion, needed to cross the Myst. Pay him no heed. You may
re-contact him in the village of Borovia, at the Tavern.
+ A section of the wall will reveal a secret passage, and you may
want to investigate it. (Cf MAP3)
Monsters: Brigands, Darklings
Strategy: Beware of the Darklings, their blades are poisoned.
Next : Go to the Village of Borovia.
4- The Village of Borovia: MAP5.TXT, MAP6.TXT, MAP7.TXT, MAP8.TXT
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
+ One of the Houses, marked as Jeweler's Ghost House on MAPS 5 & 6
is to be AVOIDED at first. The spirit of the jeweler will possess
one of your characters if you enter it. Once that happens, it will
instruct you to go Kill a Ghoul named Grymig, and will give you a
key to its crypt. WAIT until you've completed the steps up to
the church to get possessed, or the possessed character WILL NOT
be able to partake in the fight within the Old Church.
Once You Kill Grymig in the Cemetary, the Spirit will release your
PC and give you the key to the locked portion of his house. This
will allow you to take possession of the FIRE GEM, one of the 5
items necessary to end the game.
+ In several houses you will find treasure, make sure to visit them
all.
+ Go to the Blood on the Vine Tavern. MAP7.TXT
Meet Bray Martikova, the barkeep. He is a member of the secret
brotherhood of the Raven. You will need to talk to him in later
steps, after you have freed the Wereraven Prisoner in the Tower
of Castle Ravenloft.
Talk to the Vistani again. Let him blindfold you and take you to
camp. It is necessary for what comes next.
You may encounter couple female NPCs. One of them is Irmgarde,
a cleric. She will not join you here, but you'll meet her again
as you proceed toward the Caverns below Ivilys.
+ Go to the large Wall bounded house: the Burgmeister's Manor: MAP8.TXT
Visit the manor, there are a few items lying around. Then meet the
Burgmeister. He will give you invitations to Castle Ravenloft, from
Count Strahd von Zarovich. Before letting him have you taken to the
castle, you may want to converse with the Elven Fighter(/Mage?)
Titian. Then Accept the invitation. You will be taken to the
Castle, and enjoy Strahd's hospitality. He will give you a KEY to
open the portal of CAVERNS below Ivilys. Then you will be returned
to the Village.
Also in the Mayor's House is a book: Von Ritchen's Guide to Werebats.
It says that to cure a Lycanthrope (Werewolf in our context)
- Kill the Progenitor
- While the Werebeast is in this shape, cast in rapid succession:
+ Atonment
+ Cure Desease
+ Remove Curse
You will need that later on.
+ In one house there is a man mourning his son. You may have
previously encountered him in the Start-Up area. He does not
seem to be relevant to the action.
+ In another house, there is an old woman holding a doll. Talk to
her! She may sound crazy, but actually gives valuable clues.
+ In yet another house, there is a visible trap on the floor. The
trap can only be opened from below. It'll be your way out of the
Catacombs in later steps.
+ Another house has a Red Lock on a door. You will obtain the key
to it later on, as you cure the Werewolf in the Werewolf Cave. He
will give you the blood key to it. Behind the door are various
objects that may be of help.
+ Several houses are inhabited by Brigands, and others by the Broken
Ones, so be carefull upon selecting houses to rest in.
Monsters: Brigands and Darklings abound at night.
Strategy: Fight and rest in houses, but beware of resident brigands
and Broken Ones.
Next : Go to the Woods West of Borovia.
5- The Woods West of Borovia: MAP9.TXT, MAP10.TXT
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+ First of all: At night, you will encounter Werewolves here. Make
sure to wander until you meet the Albino Werewolf, and kill it.
He is the Progenitor, and in order to cure the werewolf in the
Werewolf's Cavern you need to slay it.
+ Here you will find the entrance to the Werewolf's cavern: MAP10.TXT
You will meet the werewolf you need to cure. You need to kill
the Albino Werewolf first, then cast the 3 spells from scrolls
(Atonment, Cure Desease, Remove Curse). You will find the Scrolls
in the Old Church. Return with them, and cast them in the right
order. The cured man will give you the Blood Key, to enter his
house in town (marked Werewolf's House)
+ You will find the entrance to the Caverns below Ivilys. You may
as Irmgarde to join you, she is a cleric. She is NOT necessary,
unlike what she claims. The caverns are discussed below.
The key to open the gate is given to you by Count Strahd Von
Zarovich upon accepting his invitation.
Monsters: Werewolves & 1 Albino Werewolf
Strategy: Just battle them and go rest in the Werewolf's Cave or
the entrance to the Caverns.
Next : Enter the Caverns Below Ivilys.
6- The Caverns below Ivilys: MAP11.TXT
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
+ As you enter you will meet a wandering 7th Level Fighter. This is,
in fact a disguised form of Count Strahd Von Zarovich. And NO!
Getting him killed will not get you rid of Strahd :). Anyway, he
will ask to join, and may be of help.
+ Every gate you encounter may be opened either by a key, or by
walking to it from behind, if frontal approach does not work.
There are 4 Jade Keys, shaped differently, and therefore 4
types of keyholes. You need to find the keys to open the right
door, then be teleported through one of the many teleporting
spots to the next key area.
+ Behind locked doors tend to be Bone Golems, very tough to defeat.
I recommend using a Wand of Fireball on those.
+ You will find several treasures, but you need to get the CHURCH
KEY!. Also, I am not sure, but close to it may be a Wand of
rebirth (then again it may be in the church). Keep an eye out for
it anyway.
+ Toward the end, there are couple secret passages to uncover before
finding the exit which will teleport you back to trhe Woods West of
Borovia.
Monsters: Skeletons & Bone Golems
Strategy: Find yourself Maces & Warhammers (blunt weapons) to inflict
full crushing damage on these creatures. Do not hesitate
to use magic (wand of Fireball/magic missiles) on the
Bone golems. Save your game before opening locked portals.
Next : Go to the Old Church Grounds.
7- The Old Church Grounds: MAP12.TXT
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
+ Here you will find the entrance to the Old Church. The Key is
located in the Caverns below Ivilys
+ Here also is the entrance to the cemetary, and the Key is located
inside the Old Church's Lower level.
Monsters: Zombies and Ghouls Roam the area at night
Strategy: Beware of the Ghoul's claws: they paralize. Seek refuge in
the church's vestibule to rest.
Next : Enter the Old Church.
8- The Old Church: Upper Level: MAP13.TXT
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
+ You will find the Head Priest in a catatonic state: his soul is
imprisoned in the Mirror. Pick up the books lying around. In order
to free the soul, you need the Tome of Evil Artifacts. The missing
page is downstairs.
+ Couple rooms may be opened using levers. In one of them are
several healing & etra healing potions.
+ ONCE you are done DOWNSTAIRS, and you free the Soul, talk to the
head priest: he will give you the key to the Cemetary
Monsters: Hellhounds
Strategy: Take them, and retreat outside to rest. However, beware,
at night there are Zombies and Ghouls wandering around the
Church.
Next : Go down the stairs to Lower Level 1.
9- The Old Church: Lower Level 1: MAP14.TXT
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
+ You will find a Gold Church Key that will allow you access to locked
rooms in this level. There are couple Secret passages (cf the map).
+ You need to Locate 4 pieces of parchement, and put them back in the
Tome of Evil Artifacts found upstairs: these are the Words of Power
to speak in order to free the Soul in the Mirror.
+ You will find 3 Clerical Scrools with the Spells:
-Atonment
-Cure Disease
-Remove Curse
You need to keep them in order to cure the Werewolf in the Werewolf
Cavern (near the entrance to the Caverns below Ivilys).
+ You will find a book: Trimia's Catalog, and a scroll: Trimia's
List. You need the CATALOG to end the game. The list mentions
5 items required to escape this world:
1- The Fire Gem (Get possessed, kill Grymig, then the jeweler
will give you the key to his house, and there
is the Fire Gem).
2- The Elven Crown (Complete the Elven Crypt to get it)
3- The Feather of a Wereraven (Free the Wereraven Prisonner in
castle Ravenloft to get it)
4- The Card: The Mysts (Located in Castle Ravenloft, behind the
Blood-Bat Lock Door)
5- Lord Dehlt's Holy Symbol (around Strahd'd neck: final battle)
Once you have all the components, just read the Catalog to end
the game.
+ You will find a brown-colored skeleton on the floor. You need to
use the Wand of Rebirth on it. This is the priest that escaped the
Castle Ravenloft. He will hand you the Keys to the Castle.
NOTE: The wand of rebirth is either located here or in the Caverns
below Ivilys next to the location on the Church's Key.
Monsters: Zombies.
Strategy: Take them head front, one by one. They are not that tough.
Retreat to empty rooms to rest (close the door in case...)
Next : You SHOULD go back to the Werewolf's Caverns and Cure him
using the 3 scrolls. Then Upon getting the Blood Key, go
open the Werewolf's House in the Village.
THEN If you are NOT possessed yet, RETURN to the Village, and
enter the Jeweler's House to get possessed. Then Go to the
Cemetary. If you ARE already possessed then just go to the
Cemetary.
10- The Cemetary: MAP15.TXT
ÄÄÄÄÄÄÄÄÄÄÄÄ
+ First of all: If you venture in the realm of the living dead, make
sure to be armed with magical weapons, for some of the loathsome
creatures within this garden of evil are impervious to blades
forged of natural ores.
+ Second of all: You are now facing level draining Vampires! Save
your game REGULARLY. Before saving your game, however, keep
track of your level. If you lost a level during a combat, I suggest
you start over from the previous saved game.
+ You will find a locked crypt. Use the key given to you by the
jeweler's ghost. Then enter the crypt and kill Grymig, the Ghoul
Lord. After you killed it, and upon leaving its crypt, the
ghost will release the PC it was possessing, and it'll reward you
with a key to its house in the Village. In the locked room, you
will be able to find the FIRE GEM, one of the 5 items you need.
+ You need to find 2 pouches of a strange golden dust. One is located
behind a crypt, and the other inside anoth crypt.
NOTE: for the time being, stay clear of the Two-Story Crypt!
+ In a few crypts you will find Vampires, Ghasts and/or treasure.
+ You may find Vuko, a 7th level Thief, and ask him to join.
+ Once you have the 2 pouches of dust, go to the Two-Story Crypt: the
Elven Warrior's Crypt. Use the pouches on each of the statues on
either sides of the door. The statues are the sisters of the
Banshee guarding the entrance to the lower levels. You stand NO
CHANCE to slay the Banshee. However, talk to the statues until
they BOTH grant you their blessing, then the Banshee will vanish.
Then proceed into the Elven Crypt.
Monsters: Ghouls, Vampires.
Strategy: As mentioned earlier, save the game often, especially prior
to battles with vampires, and if they drain your PC's levels
try the batlle again.
Next : Enter the Elven Crypt.
11- The Elven Crypt: Lower Level 1: MAP16.TXT
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+ Talk to the tormented ghost of the Elven Warrior. His a tale of
sorrow. He will beg you to retrieve his locket from the lower
crypt. Once you get it, bring it back to him. He will reward you
by giving you a full suit of magical Plate mail, a good magical
sword and the Elven Crown, one of the 5 items needed to end the
game.
+ The Basic puzzle goes this way: you have 4 teleporting spots
in order to complete the level. Couple of them are open at the
begining. Within the areas you uncover, you need to find Levers
to open the other, then teleport back to the main section. As
you reach the last of the 4 teleporting areas, you will find a key
that will open the door to Lower Level 2
+ Beware of the Lightning Bolt Paths.
Monsters: Werewolves, Wights
Strategy: Beware! The wights drain levels! Make sure to save your
game before fighting them, and if you beat them, make sure
you didn't loose levels before saving again.
Next : The Elven Crypt: Lower Level 2.
12- The Elven Crypt: Lower Level 2: MAP17.TXT
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+ The basic puzzle here is to open a succession of doors that lead
straight to the Signet. In order to do that, the key here is
to locate a series of Levers. They are spread throughout the level.
(about 5 or more Levers). In order to find them, use the map, and
be attentive to your surroundings.
+ There are couple teleporting spots that may help you reach a
destination faster.
+ Beware of several Fireball Paths.
Monsters: Pyre Elementals, Spectre.
Strategy: Pyre elementals are impervious to Fire. However, a wand
of Frost inflicts great damage on those denizens of the
plane of Fire.
Beware! Spectres drain levels.
Next : Return to the Lower Level 1 and give the signet to the
Elven Ghost, he'll reward you with several treasures,
including the Elven Crown, on of the 5 items needed to
end the game.
If you haven't done it yet, return to the Village, and get
the Red Gem from the Jeweler's house.
Then, take the Old Svalich Road (North) toward Castle
Ravenloft!
13- The Old Svalich Road: North: MAP18.TXT
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+ You will find the entrance to Castle Ravenloft along this path.
The key was given to you by the Young Cleric that you resurected
from his bones, in the Lower levels of the Church, using the
Wand of Rebirth.
Monsters: Zombies.
Strategy: By now, you do not fear Zombies!
Next : Enter Castle Ravenloft!
14- Castle Ravenloft: Main Floor: MAP19.TXT
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+ On this level are 2 of the 3 keys you need. The Blood Bat key
is located behind a secret passage and lever activated passage.
It is guarded by couple Zombie Golems.
The other key, the Axe key, is located in a little room that must
be reached by first going downstairs it is guarded by a Zombie
Golem.
Castle Ravenloft: Lower Level: MAP20.TXT
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+ Here are the stairs to the two towers. Find those that
lead to the Axe Key room (located north) and go upstairs
+ If you wich to explore, the level has a series of rooms
inhabited by skeletons, wights, vampires and zombies.
+ As of now, you want the Axe key. Go downstairs, then take the
stairs up to the room of the key. The key open the door to the
main tower. To reach it, take the stairs leading up located
near the key.
Monsters: Doom Guards, Zombie Golem, Vampires, Gargoyles.
Strategy: Doom Guards are weak, but Zombie Golems are probably the
TOUGHEST monsters (except for Strahd).
Next : Go to the Count's Court (Level 2).
15- Castle Ravenloft: The Count's Court (Level 2): MAP21.TXT
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+ Find a secret passage leading you into the Main tower base. Take
the nearest stairs up. That will lead you to the Weeping Rooms
level (Covered later). Keep on going up with the next flight of
stairs up.
+ If you wish to explore the level has several treasure areas,
protected by shifting spots and secret passages.
+ The Monsters are the same as in the previous level: The Main Floor.
16- Castle Ravenloft: Main & Secondary Towers : MAP22.TXT
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+ Keep climbing the tower. Eventually you will enter a room guarded
by the Inquisitor and a few Doom Guards. Kill them then talk
to the Prisoner. He is a Wereraven, member of the Raven Brotherhood.
While he will not join you, he will give you a Wereraven Feather,
one of the 5 items needed to finish the game. He also will
instruct you to go talk to Bray, the Barkeep of the Blood on the
Vine Tavern in the Village.
Monsters: Doom Guards, Inquisitor.
Strategy: Attack head front, they aren't that strong.
Next : Go back to the Village, Talk to the Barkeep. He will then
send you to the old Merchant's Pride, a building in the
Broken Ones are of town. There, you will meet another
member of the secret order of the Raven. Let him drug
you, and he'll take you to the Catacombs.
17- The Catacombs below Borovia: MAP23.TXT
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+ You meet the Grand Master of the Order of the Raven. He tells you
of the wonders of the Amulet of the Ravenkind, a long lost artifact.
He provides you with a Reading Glass to decipher Sasha's clues
concerning the location of the Holy Item. He also gives you a key to
the Second Lower Level below the Old Church, where Sasha's scrolls
were stored. Then you're on your own to escape the catacombs.
+ The basic idea is simple: There are 4 types of Keys and Keyholes:
-Sapphire
-Ruby
-Emerauld
-Onyx
You need to find the proper keys to unlock the doors. That will lead
you to the ladder leading to the Trapdoor House in the Village.
+ To complicate your escape, couple passages must be activated by
levers, and there are secret passages to discover. Check the map
for details.
+ You need to collect 15 Coins disseminated throughout the Catacombs.
They are the payment the Vistani Gypsie at the Tavern in the Village
expects for his Vistani Potion.
+ Beware of the Fireball Paths!
Monsters: Hellhounds and Wraiths.
Strategy: Wraiths Drain Levels!
Next : Go to the Blood on the Vine Tavern, and give the Gypsie the
15 coins in exchange for the Vistani Potion.
You could simply proceed to the nearest Myst barrier to
seek the Amulet of the Ravenkind, but if you are sport,
first go back to the Church.
18- The Old Church: Lower Level 2: MAP24.TXT
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+ Go to the lower level one map (MAP14.TXT). There is a secret
passage in the north wall leding to a locked door. Use the
Gold key given by the Wereraven Patriarch to unlock it and
proceed to the Lowerlevel 2.
+ Here all you need to do is locate the secret passages hiding the
location of the Teardrop Key from you. Once you obtain it, you
will be able to unlock all the doors. Then you need to locate
more secret passages and find the 2 Scrolls coded by Sasha.
Monsters: Shadows
Strategy: Shadows Drain Strength: Make sure to rest between battle
to recuperate your lost strength.
Next : Upon reading Sacha's Scrolls with the Reading Glass (hold
a scroll in one hand and the device in the other), you
will head toward the nearest Myst barrier (any will do, but
you might as well proceed to that bordering the Old Church's
grounds.
19- The Undead Forest: MAP25.TXT
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+ The objective is to collect 2 Morninglords' Seeds. One is located
within the Circle of stones, the other one is lying around,
amongst various treasures.
+ Once you obtain the 2 seeds, proceed to the cloud of myst located
on your map the closest to the barrier on the right hand-side of
the map. This will take you to the past, at the same location.
+ Then collect 2 more Morninglord's Seed.
+ Place a seed in each of the inner Stone Circles around the Mighty
Oak, standing proud in the center of the outer Ring of Stones.
Upon completing that, the Oak will burst open, revealing the
Amulet of the Ravenkind. You may then retrieve it.
Monsters: MANY Treants.
Strategy: You should not run around. Upon walking into the forest,
battle the Treants that first attack you. Do not hesitate
to use your arsenal of wands to get rid of that initial rush.
Then proceed slowly until you encounter more. They'll attack
upon seing you. Wait for them: do not expose yourself to
being seen by too many at a time. Rest in `Clean' corners
between encounters. Then proceed to the Past, doing the same
routine.
Next : Return to Castle Ravenloft.
Then climb to the Weeping Rooms (Level 3).
20- Castle Ravenloft: The Weeping Rooms: MAP26.TXT
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+ First, locate the Silver Key. Then, climb down all the way to
the Lower level of the castle. Then climb back up in the secondary
tower. At the to you will free a fighter NPC which may be of
help.
+ Second, go back to the main floor and obtain the Blood Bat Key.
+ Come back in the weeping rooms. In the central room, a Level
will reveal a room behind a bookshelf. There, against the wall
is a Lock. Use the Blood Bat Key on it. It will open a wall
revealing a flight of stairs leading down to the Dungeons and
on the floor before it is the Tarokkian Card `the Mysts', one of
the 5 items needed to end the game.
Monsters: Same as the other floors of the castle
Strategy: Same as Earlier. Be rested before proceeding downstairs.
Next : Go to the Dungeons.
21- Castle Ravenloft: The Dungeons: MAP27.TXT
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+ First explore the are, then go the `Crypts Room'. the main puzzle
here is to go in the 2 side rooms and push the Lever in each. This
will open up the center crypt, which you could not open otherwise.
When you enter the center crypt, you will be teleported into the
third side room that you could not previously reach.
Monsters: Zombies, Vampires, and a LOT of Zombie Golems.
Strategy: There is no shame in retreating to a confined area in order
to rest.
+ Once in the there, prepare yourself for the final battle. Weapon
selections, wands preparation and an inventory of curative magic
would be appropriate.
+ Then armed ESPECIALLY with the Amulet of the Ravenkind, proceed
down the hallway and battle the Master of Castle Ravenloft.
Strategy: Move a LOT. He will teleport about, and cast seriest of
fireballs. Hit him with a Sunblast from the Amulet of the
Ravenkind and eventually, you'll dispose of him...
+ Then Pick up Lord Dehlt's Holy Symbol of Helm, and read Trimia's
Catalog. This will end the game.
******************************************************************************
ÚÄÄÄÄÄÄÄÄÄÄ¿
³Conclusion³
ÀÄÄÄÄÄÄÄÄÄÄÙ
The Artifacts of power converge the energy of the Trimia's Spell. There
is a sudden flash of blinding light. Slowly you recover your senses. You
are walking an etheral plane. A heavenly landscape plunges you in a deep
feeling of awe and peace. You drift before a huge throne, and suddenly
realize that you are facing the great Helm, a giant bearing armors and
weapons shining an aura of power such that you can barely remain concious.
Your knees buckle under you and you are filled with adoration for the
Godly figure.
A soothing yet clearly powerful voice reaches your minds. The God thanks
you for your prowess in defending one of his most loyal servants, Lord Dehlt.
As a reward, he instantly teleports you back to your liege's court.
You dare not speak of the event, for you are not sure wether you did or
not dream it. Lord Dehlt throws huge festivities to celebrate your safe
return and success. And it is an amazed assembly that listens to the tales
of a land governed by a creature of the night. But the emotion and the
Cormyrian Wine take the best of you, and soon you are asleep in your quarters,
finally in the security of your Lord's Castle walls.
But far, far away, in another world. A myst drifts through grottos
of an underground maze. It finally comes to rest within a Large Coffin
made of Stone, Oak and lined with satin. From within the majestuous
receptacle, the mysts rematerializes and Strahd Von Zarovich, too, begins
to rest, but from within a a dream that only a creature from the land
beyond may dream and sanely survive, errupts an hateful and obsessive
laughter.
The Nosferatu laughed, for he would be back... very soon, indeed...
Fanfan la Tulipe