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![]() Chapter 5: The Ambrose Quest Walk-Through With Lizbeth gone, it's time to seek out the next Covenant, Ambrose. Pick up the kitchen key from beside the corpse. Go down the stairs to the right. Walk forward and then to the left until you're interrupted by a cutscene - it's a maid near the greenhouse. After a brief discussion, the maid opens the greenhouse. Enter the greenhouse. Use phosphorus ammunition against the plants (there is also a lot of phosphorus shells inside the greenhouse). Follow the path between the shelves and pick up the book Aaron's Jaw at the end. Get the mana well near the statue (after eliminating the plants).
Objective: Enter Manor Through Kitchen Exit the greenhouse and search the paths left and right for bullets and a health pack. You'll find another health pack near the well and yet another in the small dead end beyond the well area. If you're daring, use the haste spell and swim down to the bottom of the well - here, you'll find an amplifier. Return to the area where you found the gardener's corpse and go to the door on the right - this requires the kitchen key. Go inside and explore the area to the left, as well as the left door into the wine cellar. Kill the howlers here and pick up another health pack. Return inside to the kitchen and avoid the flying knives. Grab the health pack here. Exit the kitchen to the right and enter the dining room (now avoid the flying plates). Go into the next hall to see the gardener burst into the room from another door that leads outside. Exit the door he came through. Walk down the stairs to the right and head left. Kill the Trsanti warriors (four in all) with the shotgun and ectoplasm combination. Go down the ramp and to the left to secure the health pack, amplifier, and dynamite. Beware of any remaining Trsanti sneaking up on you. Explore the area completely for additional dynamite. Return to the manor.
Once inside, return to the kitchen. Enter the left doorway across from the fireplace. Open the door and go up the stairs. Make a right into a hall of doors. Check the left doors until one opens - use scrye inside for an aural experience. Check the doors on the right for ammunition. Enter the door at the end of the hall. Talk with the butler here about Ambrose. After the cutscene, follow the butler into the door on the right for a second cutscene with him. After speaking with the butler, exit the door on the left and grab the journal on the right. Objective: Find Groundskeeper at Front Gate Look out for the Trsanti here; after defeating them, grab the ammunition and book called Pirate's Info from the left side (you'll also find a health pack in here). Exit and go left past the butler through two doors into the next section. Walk down the stairs to the right and watch out for a new enemy - some sort of floating head. Make a right at the bottom of the stairs. Go left and around left to the door. Defeat the Trsanti inside with the shotgun and ectoplasm spell. Go right to the door and then left to the next door. Follow the hall left and then around into the chapel area (you've been here before). Go right and then left into the doorway. Ascend the stairs to the priest's room. Grab the health pack inside and beware of the Trsanti that lurk here.
Exit and walk forward to the pulpit. Acquire a new journal entry marked "Priest's Confessional." Exit the chapel through its entrance. Return to the hall and go to the first door on the left (back into the curtain room). Go downstairs and battle the Trsanti to the left. Go through the door ahead and use the scrye spell to receive the journal entry marked "Ambrose scrye event. Exit this room into the adjacent room. Pass through the next door. Look to the right for the Trsanti on the stairs. Go left - then turn right and go up the stairs and through the doors. You're now inside the painting room. Go up the stairs at the end - the left door opens, revealing more Trsanti. Defeat them and enter the open door on the left.
Spot the large staircase on the right. Go left to the manor entrance. Outside, go to the door on the left and walk toward the next door to trigger conversation with the groundskeeper.
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