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    Guide 9 - Escaping the Tuetonic Knights Base

How to Get There:

No need to worry about this one this time. Orsi has thrown you in there..

General Strategy:

Well this one is a fairly easy mission. All you need to be able to do is fight hordes of oncoming knights. You shouldn't run away unless you are near death. The XP is pretty good. Navigating is fairly easy also, there are just corridors that circle 'round and 'round. Remember to loot all of the cells.

Tuetonic Knights Base 4:

After the cinematic is over and the gate is open, kill the knights that run to stop you. This level is made up of cells overlooking a huge pit in the center. Check out the cells opposite of of yours for loot and then proceed. As you move out of the cell block, Serena mocks the knights who come out to attack you. Straight ahead there should be a sort of torture chamber. There's a battle axe in there that would make a good weapon for Erik to use. Follow the corridor left, fighting past guards until you enter another cell block and another torture room. Stairs lead up from here, and the walls change from gray to red. There's more cells here. Beyond these rooms stairs lead upward to the next level.

Tuetonic Knights Base 3:

Follow the ramp up, when you enter a room with stacked with crates, knights will attempt to ambush you. Kill them and search the 4 rooms for weapons and cash you can use. The exit is at the far side of the room farthest from where you entered. Climb a staircase and you'll come out into a corridor that overlooks the beginning of the level. There are some knights for you to kill out here. The corridor twists and turns before coming onto a staircase. At the top is a tremere warlock. As you reach a locked portcullis, hoppers come out and attack you. Four more warlocks and their hoppers attack you as you enter the room. Kill them and enter the small chamber. The gate shuts behind you and you must fight a tremere lord. When he dies he drops an amulet. Pick it up, you need it later. Search the chamber and you'll find the tome of Thaumaturgy. Beyond the portcullis, stairs lead up.

Tuetonic Knights Base 2:

To your right, stairs lead into the main part of this level. Before you follow them, check all the rooms to the left and straight ahead. You'll have to fight knights and Tremere. The four rooms can be accessed from the main corridor so take it one at a time. When you're finished, head back to the stairs. Knights guard the hallways here. Follow the chamber to the left. In the area behind the mural, you see a map of the city and the Tremere and Tuetonic leaders conspirating planning out a campaign. Kill them and then continue your course, opposite the archway where you entered in a large chapel. When you enter you'll be attacked by a group of knights. Kill them and approach the altar. Hanging there is the Ainkurn Blade. Get it and then continue killing everything in that room. Follow the long hall by the door, then fight your way past the knights under the chandeliers to the exit.

Tuetonic Knights Base 1:

Go up fighting through large rooms filled with knights. Use your newly aqcuired Ainkurn Sword to do a little more damage and take some blood. Continue up until you come upon a door that opens up into a courtyard. Kill the knights and head through the other door. Kill the Tremere in the little church area of the building. More knights emerge from pews in the chapel. Eventually you'll come into the main entranceway of the fortress. There is a large group of knights lead by the Dark Knight. The main doors open to the Inner Stradt. Go to the East Ring Strasse and take the Tremere amulet to Orvus. He will enchant it to let you enter the Haus de Hexe.

-The End...?
Tune in next time for the Haus de Hexe strategy! Same umm...time and umm channel fans!

~Strykr~

 

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