Vampire: The Masquerade – Night Road – Tricks, Strategies,Guide, Cheats, Tips and Secrets
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Vampire: The Masquerade – Night Road – Tricks, Strategies,Guide, Cheats, Tips and Secrets

Synopsis Vampire: The Masquerade – Night Road – Tricks, Strategies,Guide, Cheats, Tips and Secrets

Vampire: The Masquerade – Night

Cheat Codes:
Submitted by: David K.

How to Save Progress:
Written by Farsight

Saving your progress can be somewhat tricky for an uninitiated neonate of
the night,
but this humble guide hopes to assist you in flipping final death the

-=Save Progress Guide=-
Saving the Game

-=Advanced Users=-
Go to C:\Steam\userdata\your id\1290270 and copy the folder there called
“Remote” and
paste it somewhere. I keep all mine in a folder on the desktop.
Then to load, you delete the “Remote” folder in 1290270, and C+P
your earlier save.

-=Basic Users=-
First navigate to your Steam userdata folder which will be some variation

C:\Program Files\Steam\userdata

Then open the folder there (this folder is the same as your Steam

For example it’s: 54657306

Then either look for (or use the search bar) to find a folder named
this is the games unique id, and in this case it will be the same for you.

Open “1290270” and copy the folder named “Remote” and
paste it somewhere for safe
keeping, I recommend a new folder on the desktop.

To load your game, delete the “Remote” folder in “1290270”
and then copy the “Remote”
you saved to the folder on your desktop earlier, and paste it in the
“1290270” folder.

Start up the game, and enjoy.

-=Editing Saved Games=-
While not the intended purpose of this guide, I may as well explain how to
do it while
we’re here.

If you open the “Remote” folder you will see a few word

The file named “storePSnightroadPSstate” is the games primary
save file.

Editing it you can change a few things, such as your characters name, as
well as your
sires name.

You can also edit your stats, such as your Attributes and Skills, as well
how much
money you have, or the state of your humanity. You can mess about to
achieve some
truly spectacular, or downright ludicrous results.

Forewarning though. If you max out stats such as “Attributes and
Skills” before you’ve
gained the ability to buy them with exp, then it could cause the game to
freeze, as
those stats reaching 6 or 4 respectively, breaks the game. Exiting the game
and locating
the offending stat and lowering it back down to 5 or 3 will fix the

Similarly options which run on a % can cause the game to break if the
numbers drop
below 0% or above 99%, again exiting, setting these numbers back down, and
the game will fix any freezes you encounter.

Sometimes though there are breaks so severe that you’ll need to do a
complete reset.
to do this you’ll need to turn off the games cloud save function, delete
the “Remote”
folder, start the game which creates a fresh save, then exit, turn on cloud
saves, and
then run the game and choose to upload to the cloud. That will set
everything back on

Gzors Nightmare Tips:
Written by Omni

-=General Tips=-
These are just some quick and unorganized thoughts that may help some
people who are
struggling with Nightmare but don’t want to downgrade the difficulty or
rely on a

The first half to two-thirds of Naheulbeuk are quite difficult, with a few
fights being particularly troublesome. But at some point, if you’re
well-geared and
have strong builds and use good tactics, the game can become very easy to
the point
of being somewhat boring (except for the final battle). That happens around
when the
party reaches the 6th Floor and can buy silver/gold gear from the vendors

*Use Randomia frequently, especially powers #1 and #2 (I used #3 once and
#4 never).
Don’t let it fill and stay there because subsequent increases will be

*Save before the end of every fight. Sometimes immediately after a battle
there is
a second battle or you are forced to make a choice and you might want to

*Fully explore every area, complete every side-quest before progressing,
and always
fully level your characters before fighting. There’s cheap respec potions
to optimize
yourself later.

*After the first few chapters and you have some money, buy every respec
potion you can.
They are cheap and you may want to respec frequently to optimize or try
different builds.

*Visit each shop at the start of every new chapter, and regularly buy gear
upgrades and
good but limited consumables (like ice bombs and regen potions). Gear sells
for almost
as much as it costs so you don’t lose much by buying something and then
replacing later.

*Use the Ogre’s and Dwarf’s passives to get more loot and earn more gold,
and then respec
out of them in the late game. Don’t sell anything until the Dwarf has the
second +gold

*I didn’t find any uses for junk besides a sock and a rope, so I think the
rest can
safely be sold.

*Try not to use potions to heal after battle. In the early chapters when
the party is very
poor, using the inn is generally cheaper than using potions/bandages.
Sometimes it is
possible to avoid the inn by healing at the end of a fight
with spells and then using bandages.

*Get and improve everyone’s healing skills (except the Wizardess’ which can
be kept at
level 1).

*Agility stacking is legit. With a high enough Agility (and Ranger’s
Tactic: Protection
plus other skills and gear that increase Dodge/Parry), characters will
dodge or parry
many attacks and they’ll never miss (unless the enemy dodges or parries).
Don’t bother
increasing Strength or Constitution on anyone as sufficient damage and
defense will come
from better weapons/armor, better active and passive skills, buffs, and
general attack

*There are some exceptions to full Agility stacking. The first exception is
needs some amount of Courage to go first every round, with the Priestess
having the most
so that she goes first and casts her AoE buff (which will give everyone +5
 My Priestess ended up with 30
Courage (24+6 from gear), Ranger at 22 (to use Anticipation),
Barbarian at 21 (to use War Cry +crit), everyone else at 20, and then Dwarf
at 19 (so
that he acts immediately after the Ogre tosses him).

*The second exception to Agility stacking is the Wizardess, who needs
Intelligence to
improve her spell damage. I generally went 50/50 Agility/Intelligence on

*The last exception to Agility stacking is the Priestess, who will not
usually be
attacking and doesn’t use Precision with the chain lightning spell.
Instead, stack
Courage and Charisma on her.

*I cannot speak for the Paladin or Bard, but the Priestess and her heals
and AoE buff
were invaluable. Make her a heal bot plus the AoE buff and chain lightning

*CC is king! Go for skill and spell upgrades (and ice bombs with the
Thief’s bomb
passive) that cause Stun/Knock Down/Frozen instead of more damage. Enemies
Nightmare have a lot of HP and defense, so killing them outright with one
or two
attacks is not usually possible. A helpless enemy loses their turn and is
much easier
to hit, which more than makes up for the loss in damage potential.

*Range is queen! Generally speaking, if you have the choice between upgrading

something’s damage or range, pick range. The flexibility that additional
provides is incredibly useful. The one exception to this is the Ogre’s
Dwarf Toss,
for two reasons. One, the Ogre’s base damage is so high that the upgrade’s
increase is a massive buff. Second, I generally didn’t want to toss the
Dwarf so
far away that I couldn’t heal him later.

*Ignore the party adjacency passives. They rarely come into play and your
should be dictated by the ever-changing battle, not those bonuses. The
are the Thief’s +crit, which is awesome, and the Ogre’s +impact because he
have a better option.

*+HP regen gear is much better than it appears. This is because it even
works when
the character is knocked out, meaning it will raise them up at the start of
turn! Spread out all +HP regen gear among your team until the late game

*when other silver/gold gear is much better. But always keep one piece on
Priestess who acts first and therefore cannot be raised with Randomia’s #2
power if
she falls at the end of a turn. Note, there is currently a bug with +HP
regen gear
where you must reequip it after every fight or the regen won’t work.

*The standard procedure for most mid to late game fights is: Start grouped
and let the buffers buff the team, and then everyone else delays their turn
to let
the enemies run towards them while clustering together. Then, AoE CC/damage
them with
spells and abilities during the first and second turns, and then focus fire
the weak
ones down. The Dwarf and Ogre are frontline while Barb and Ranger are
backup tanks.
Spread out a bit to make enemy AoEs less effective and minimize friendly
fire, but
don’t overextend.

*The exception to overextending is the Dwarf. At a certain point, he should
be tanky
enough to be tossed by the Ogre into a dangerous group of enemies and
long enough for the rest of the team to kill the enemies that overextended
He can also be healed from afar if needed.

*In some battles, you start in a bad position and should not delay your
first turn
to let the enemies act first. In those battles, use each character’s first
turn to
move them into a safer location together.

*Overwatch is not particularly useful. Not only do you not get to choose if
or which
enemies are attacked, it’s easy to cancel, the character cannot parry, and
they do
not have a zone of control. I found mass Overwatch turns to be very
damage-wise and then result in the party being swarmed.

*The standard procedure for early game fights is: Focus fire enemies down
and don’t
overextend. The party doesn’t have enough attack, defense, CC, or healing
to dictate
how the battle goes, so you have to rely on killing each individual enemy
as quickly
as possible and also some luck. The Thief throwing 3×3 ice bombs was a
throughout the early and mid game, so buy all that you can.

-=Early Game: Agility and Constiution?=-
One reasonable suggestion regarding the early game is to not only get
Agility but
also add some Constitution for general survivability, then respec into
stacking later. While more HP is valuable against unavoidable magical
attacks, I
still think stacking Agility from the get-go is optimal:

*In terms of defense against weapon attacks, Agility is much better than
Avoiding an attack is strictly better than having the HP to absorb it. Not
only does
a character not have to waste their turn healing that damage (or money on
the target doesn’t risk getting its status effect.

*Unavoidable damage from enemy AoE spells can be mitigated somewhat by good
Then, if a character isn’t getting hit by a spell, they aren’t benefitting
from the
additional HP that the investment into Constitution was for.

*Constitution improves Stamina Regen, but that isn’t useful until mid game+
characters have more skills. But by then you should be Agility stacking,
and fights
are usually almost over by the time the party is running low on stamina.

*Early game characters miss their attacks frequently. Increasing Agility is
the best
way to improve their accuracy and therefore end fights faster and more
Not to mention the best defense is a good offense.

-=Final Boss Tips=-
*The final boss fight has a unique mechanic where you must destroy his
shield before he can be damaged. On his next turn after you have
successfully destroyed
his shield, he will automatically recast it as a free action.

*He is deadly if approached the same way as previous fights, but not so bad
if you
ignore him and focus on his adds.

-=Fight Preparation=-
*This is a long fight, so consumables that last the entire battle are very
Bring HP and Stamina Regen potions (meleers, Priestess), Murderhobo potions

(Barbarian, Ogre, Elf, Thief), Pop-Twit candy (Elf, Wizardress), and an
potion (Wizardress). My Wizardress and Priestess were never starved of
mana, so I
didn’t bother with those potions. (Regen potions are particularly nice
because you
can get two regen ticks per round by delaying your turn).

*Besides dealing direct damage, Zangdar uses Magical-based CC like
Hailstorm and a
single-target Scare spell. Resisting the CC of these spells lessens his
significantly, though he still does strong AoE damage. Having high Courage
plus the
Ranger’s Tactic: Protection skill is sufficient to resist them most of the
time, but
it’s still a good idea to change the Priestess’ healing spells to cure
(Recovery, Lay Hands).

-=Fight General Tips=-
*Zangdar is invulnerable most of the time.

*Without his shield, he is still very resistant to CC. Perhaps not immune,
but he
resisted every Stun/Frozen/Knock Down attempt.

*Every time his shield breaks, he deals 5-30 global damage to all

*It is possible to speed up destruction of his shield is by delaying a
turn. Like regen ticks, a character can get two instrument plays per round
by delaying.

*Breaking his shield quickly also requires grouping together, which makes
the party
susceptible to AoE attacks.

*Reinforcement waves start joining the battle during the third round, and
every third
round after (6, 9, etc).

Because of this, on my second attempt I chose to not try and burst him down
steadily damage him with the Barbarian’s Crom’s Brawn skill while the rest
of the party
dealt with the golem and reinforcements. With this, I was able to do
150-200 damage to
him every 2-3 rounds while minimizing the global/AoE damage he deals and
dealing with the adds.

However, towards the end of the fight I realized that:

Reinforcement waves are not infinite and there are 4 or 5 total

Therefore, don’t bother with Crom’s Brawn and just focus on killing
Zangdar’s adds first.

-=Fight Per Round Tips=-
*During the first round, buff the party with the buffers. Then immediately
spread out
your non-buffing party members and have them consume their potions. Utilize
#1 power every time it is available to give characters additional actions
to consume
potions faster (or give potions to others).

*On the second round, attack the golem (and finish potion drinking). The
goal is to kill
the golem as quickly as possible while also minimizing Zangdar’s AoE damage
and the amount
of instrument playing (to minimize global damage from his shield

*It is possible to kill the golem before the first reinforcement wave acts.
Do that, and
then switch focus to the new adds. Try to kill each wave of reinforcements
before the
next wave begins their actions. The starting locations of each wave
alternate between
the back of the room and the front.

*Keep moving the more vulnerable characters (Priestess, Wizardress, Elf,
Thief) around
the room, forward and back, to stay in healing/buffing/support range while
not getting
swarmed by the new waves. The other characters should generally stay
towards the middle
of the room to intercept the adds and stay in range of healing.

*After all the reinforcements are dead, Zangdar is a piece of cake.

Chapter Vampire: The Masquerade – Night Road – Tricks, Strategies,Guide, Cheats, Tips and Secrets


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