A quick run-through of the last three dungeons of Ravenloft 2.
The Sacred Burial Hall:
# This dungeon is so much filler it ain't even funny. Starting with the Sphinx dungeon and onwards there are talking mouths dotted about, and they provide you with badly needed exposition and clues for completing each dungeon.
# One mouth gives you a sequence of directions: North, South, East, West. Coincidentally the first chamber has four teleporters on each wall. Go through the teleporters in this order and eventually you'll cover the whole dungeon and find the keys you need in the proper order.
# Make sure you grab the third Hierophant Seal piece while you're at it.
# The goal of this entire dungeon is to reach the Guardian of the Dead who will then Judge you. If you're found worthy (more on that later) you'll be shown a long cutscene where the only member of Gloriantha's party to escape alive from Senmet tells of his fate... and of the Scroll of Return that he had. A guaranteed ticket home, except it's located past the Wall of Ra, the "border" of the desert map and a wall of searing heat that seems to only cook flesh and not a simple parchment lying out in the open.
# There's nothing more to do here, so next stop is the Buried Temple of Ra.
The Temple of Ra:
# Reaching here requires following the map found in the Sphinx that provides instructions on finding the invisible entrance.
# The Temple of Ra is easily the worst dungeon in the game, it's 99% filler and purposefully made to take the maximum possible time to complete.
# The goal is to find the 8 Tears of Ra and place them in their proper sockets, to gain access to a game-vital item.
# Of course the 8 tears are scattered all over the temple (5 on the upper floor, 3 on the lower floor) and you'll be dealing with monsters, traps, secret buttons, illusionary walls and every conceivable speed bump imaginable along the way.
# Once you finally find the 8 Tears of Ra, a cutscene plays (sigh) where they somehow form a laser beam that bounces between each tear and melts down a piece of wall at the end of the room. Behind that wall is the last piece of the Hierophant's seal.
# The only noteworthy thing in the Temple is the Hierophant's chamber, where the Hierophant himself just stands there and doesn't even say anything.
# But on the wall next to a pair of suspicious-looking pillars is a round socket. If you've been paying attention to the mountain of readables and army of blabbering mouths in this game, you'll know that this is where you place the Seal of the Hierophant.
# Once that is done there's nothing more to do here... for now. Now on to the final dungeon of the game: Pharaoh's Rest.
Pharaoh's Rest:
# Compared to the previous 3 dungeons I enjoyed this one somewhat... at first, at least. This is the lair of the Big Bad, so obviously all the stops have been pulled out for this one.
# In an odd break of tradition, the final dungeon can be reached right from the start: Just head North from the Temple of Harvest and follow the cliffs until a new map loads, then follow the chasm up to the building. It isn't even locked, just go right on in! Just don't act surprised when the bouncers turn your party into squishy smears on the floor, though.
# This chasm leading to Pharaoh's Rest is clearly intended to be visited by low-level parties, as the only enemies are the same puny monsters you meet all over the desert. There's also lots of nice gear here for a inexperienced party, so I'd recommend that any starting band of adventurers visit Pharaoh's Rest early on. (Though giving that advice at the end of the game seems a little silly.)
# Naturally the hardest fight in the entire game takes place here, but it's not against Antique Potty, but against 6 Stone Golems that come at you all at once in the basement.
# That creepy woman from the Temple of Set is also here for some reason, and she'll be all butthurt if you have destroyed Senmet when you talk to her. (I wonder what she'll say if Senmet is still up and about?)
# The final dungeon mostly consists of 3 puzzles, each more annoying than the last. Filler is provided by fights with Stone Golems, which are a welcome change from fighting Doom Guards and Pyre Elementals.
# First up is the pressure plate puzzle, where a series of pressure plates much be stepped on in the right order for the passage onward to reveal itself. I don't remember the game giving me any hints or clues about this one, but it's not a hard one as long as you remember to start by going left and go clockwise.
# Then there's the Hero's Heart puzzle. First you need to find the key, then find the series of 4 doors that all require that one key (the guy that handled tower security for Strahd clearly also got a gig securing this place) until you reach a mural of a Falcon. Some people may recall reading something about a hero and his falcon guarding the Pharaoh on the night he died, and this ties into that. For the second time in the entire game the "Speak With Animals" skill is required, but what I found even stranger is that the Golden Whistle must also be used three times. Did any readable mention that fact? I honestly can't remember.
# Finally there's clearing the path for the boss fight. Between you and Antique Potty are six paths. Five of them are hazardous in one way or another, but the sixth one is just a series of doors that need to be opened, and the buttons to open them are hidden in the other five paths. In short, you need to go through every single path to open that series of doors.
# Or you can memorize a lot of Knock spells and plow through the doors with magic. Saves
a lot of time and effort.
# To start the boss fight you must ring a gong with a special mallet. But before doing that the final piece of the Pharaoh seal must be found, which is conveniently lying on a table right next to the big boss.
# The fully assembled seal of the Pharaoh (you do have all the seal parts, right?) must be taken to another pair of suspicious pillars with a round socket next to them, to activate a teleporter that links to the Hierophant's chamber in the Temple of Ra. Only once this is done are you ready for the final boss fight.
# Ring the gong and watch the cutscene. You're now facing one very annoyed-looking mummy. You can charge forward and try to kill him, but when even the manual tells you that's a Bad Idea you should know better. Antique Potty loves to spam Dispel Magic and Fireball at you, so not even your precious magic items will help you.
# On top of that his melee attack is Instadeath. If he hits, he kills. No exceptions.
# There's no Holy Symbol of Ravenkind to use here, so what to do? Once again, you should know the answer if you've been paying attention to all the plot exposition.
# The goal here is to lure Antique Potty to that teleporter leading to the Hierophant. That means walking backwards really slowly while he spams fireballs at you, making sure you never go too far ahead or he'll stop following.
# Once the mummy is close enough to the teleporter, step through to go back to the Temple of Ra and Antique Potty will follow through. If a cutscene was supposed to be played here, I certainly didn't get to see it, so instead the screen starts shaking a lot and I'm told to GTFO.
# Once up on the surface I head East into the Red Zone to look for stuff. Oddly enough I find a Short Sword of Quickness here before finding my Golden Ticket back home.
# Considering how much the screen is shaking by this point, I think it's just best to use the scroll and get this over with.
# Cue cutscene that I don't get to see, crash to desktop I'm not even told about, and my immense relief that this is all over.
There are a few questions about Ravenloft 2 I'd like answered, so I'm thinking about replaying the game partially once I have free time again, but that's weeks away.