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Literature / Revenge of the Vampire

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I told you: Classics won't stay dead.
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Revenge of the Vampire is the 58th entry in the Fighting Fantasy series of gamebooks and Keith Martin's sequel to his previous work, Vault of the Vampire.

Long ago, in the grim and wraith-infested forests of Mauristania, a brave adventurer faced the ghastly perils of Castle Heydrich and vanquished the evil Vampire Count Reiner and his spawn of darkness, saving the good people of Leverhelven and the Old World from peril. Fast-forward to the present: you were resting in a comfortable Inn in Analand when you met up with a nervous traveler, who was on a journey to visit a friend in the nearby monastery, and decided to escort him. However, the following day, your companion is assassinated and a note on his body mentions the return of the Vampire Count Reiner Heydrich, who managed to came back from the dead using a secret Soul Jewel to store his lifeforce, and now is plotting something here in Analand which will make him even more powerful than he was in Mauristania. Is up to you to start a long and perilous quest across Analand to track the evil Vampire lord, destroy his coffins and stop him before his plan is completed, facing undead horrors, dangerous thralls and dire beasts on your way to glory.

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Revenge of the Vampire overall uses the same system as Vault of the Vampire, with the Faith score which is used to repeal certain monsters and the possibility of being infected with afflictions, curses or disease which, if left unchecked, will cause your death later on in the book. This time the adventure feels longer, with your character venturing across Analand from dungeon to dungeon, looking for Heydrich and gathering clues and items necessary for finding and defeating Heydrich once and for all. It also features a lot more combat than its prequel, often against opponents following special rules in combat.


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Revenge of the Vampire provides examples of:

  • Amazon Brigade: Reiner's own Vampyres are all women this time around.
  • Anti-Regeneration: The Grand Revenant in Mortus Mansion will continuously revive himself unless you use sanctified Oil or Darkfire on him. In a bout of Anti-Frustration Features, the book states that, if you don't have them with you at the moment but you do find them later on your quest, you can return to face the Grand Revenant anytime and gain access to the loot he was guarding.
  • Attack of the Killer Whatever: The ZOMBIE CARRIAGE puts the living Tiger Rug from the previous game to shame.
  • Avenging the Villain: If you manage to slay Reiner in the final battle before he can phase away, Katarina will attack you outright.
  • Back from the Dead: Reiner Heydrich manage to survive his own definitive death by staking and returned to plague the world. His plans seems to involve doing the same to the Vampire Lords buried in the Ghoulcrypts. Oh, also Katarina Heydrich has returned.
  • Big Bad: Reiner Heydrich, once again. Subverted with Katarina Heydrich, this time she's subservient to her brother.
  • Blob Monster: The Vampiric Jelly sent to murder Harquar by suffocating him in his sleep.
  • Conservation of Ninjutsu: By half-way through you go from dueling strong enemies or couple of zombies to butchering whole Zombie Hordes and Ghoul Packs in a single battle.
  • Cool Sword: Other than the mandatory Magic Sword, you're instructed to look for the ultimate undead-slaying sword Imperator, buried somewhere north in the Shamutanti Hills. Also, Igor possesses a magical sword you can obtain from him.
  • The Dragon: If you reach Reiner in the Inn you have to face his manservant Igor, which is a massive, sword-wielding brute.
  • Dungeon Crawling: When you're not travelling through Analand, you're exploring a series of dungeons, including the Monastery on Lake Libra, Mansion Mortus, the Witches's lair and the Ghoulcrypts themselves.
  • Easily Forgiven: Seemingly, Reiner held no grudge to Katarina, though it's implied that this time he's put her under his direct control.
  • Evil Plan: It's believed that Reiner wants to reach the Ghoulcrypts to resurrect the various Vampire Lords buried there. In truth, being an egoistic bastard, he wants to absorb all their powers to grow even more powerful.
  • Failure Is the Only Option: Even if you spend all your money on a horse and reach Reiner's coach in the Inn halfway through, you have no way at all to wound him or kill him, not even with sunlight, and the locals are under Reiner's spell and won't help you. Furthermore, even if you destroyed the coffin on the carriage, you will still find the coffin on the coach in Mortus Mansion.
  • Final Boss: Reiner Heydrich, stronger than ever, inside the Ghoulcrypts. And possibly Katarina Heydrich, again, if you manage to kill Reiner instantly.
  • Flesh Golem: A tremendously strong Cadaver Golem is sent against you as a killer.
  • Game-Breaking Bug: If one chases the Count directly after the attack on the monastery; you can buy a horse from a farmer for all the gold coins you have. If you successfully track the Count by chasing him non-stop, you will catch up to him in an inn... which requires one gold coin to stay or they kick you out. There is no way to stay at the inn without cheating. You cannot stop the count here, as mentioned in Failure Is the Only Option; however "cheating" that one gold coin shows an encounter that does give a Cool Sword, blood points, and diary which gives background information and plusses to later rolls.
  • Ghostly Advisor: Thankfully, Siegfrid Heydrich returned from the dead along with his brother. He cannot act directly, but he can still tell you where to find Reiner and the weapon to hurt him.
  • Gotta Catch Them All: Zigzagged with the Coffins: you can hunt them and destroy as much of them as you can, but they're not vital to the quest. They do make the final battle easier though.
  • Guest-Star Party Member: Vantiane of Gallantaria, a female warrior captured by Reiner, who you can rescue inside Mortus Mansion. She helps you for three battles, adding 2 points to your Combat score.
  • Haunted House: Mortus Mansion, Reiner's personal hideout in Analand, complete with hidden Vampyres, ghouls and monsters hiding around.
  • Healing Factor: The Proto-Zombie is a disgusting, constantly-regenerating undead which you have to put down by hacking at him until he dies.
  • Infernal Retaliation: You can Kill the Mega-Ghoul with a fire flask, but you must endure for a couple of rounds his ferocious assault, and now he's even stronger than before since he's on fire and its metal components are scorching hot.
  • MacGuffin: The Crystal Heart, the gemstone holding the power to resurrect Reiner.
  • Mad Scientist: Doktor Verrukte is one working for Reiner inside Mortus Mansion.
  • Mistaken for Murderer: If you fail to rescue Harquar in time, his bodyguard will mistake you for his killer, and a mess will ensue.
  • Nigh Invulnerable:
    • Reiner Heydrich is immune even to decapitation and sunlight as long as the Heart is safe.
    • The two witches cannot be harmed without a magic sword.
  • Night of the Living Mooks: It goes without saying, but most of the enemies waiting for you are undead of various kinds.
  • No-Sell: Using the vial of acid against the Mega-Ghoul is utterly useless, since the monster already uses acid as part of its arsenal.
  • Our Ghouls Are Creepier: Starting from a ghoul hidden in the monastery on Lake Libra, this book has plenty of ghouls of various types, sometimes coming in packs.
    • Heavily Armored Mook: The Steel Ghoul in the mansion, which is covered in steel armor welded to his skin.
    • Giant Mook: The Huge Ghoul once again returns from Vault of the Vampire.
    • King Mook: The Mega-Ghoul serving as Reiner's last line of defense is a massive, heavily armored, acid-oozing abomination with raking claws and a ferocious attitude.
  • Our Vampires Are Different: Not only Reiner is a Vampire with a Soul Jar akin to a Lich, but he can also spawn lesser Vampires known as "Vampyres" to act as his minions. Non-human vampires are present as the Vampiric Jelly and the Vampire Wraith; implied to be the result of his experiments in absorbing other vampires' powers.
  • Our Zombies Are Different: Usual zombies are often encountered as mooks, with a unique, half-rotting "Mortvanian Zombie", whose characteristics aren't fully explained.
  • Poisoned Weapon: The two witches wield poisoned daggers as their weapon of choice.
  • Race Against the Clock: As time passes, you must add one point to your Blood Score (which can be decreased by destroying the coffins): the more Blood Point you have, the harder the final battle will be.
  • Revenge of the Sequel: It's right there in the title, you see?
  • Shout-Out: The setting of this adventure is Analand, all the way to the Shamutanti Hills, the starting setting of Sorcery!.
  • Soul Jar: Reiner's Soul Jewel, the Crystal Heart you must recover from its hiding place to vanquish Reiner.
  • Turns Red: Just like in Vault of the Vampire, on low health Reiner will try to maul you like a beast. This time he can score a "critical hit" which deals you 6 points of damage and causes you to die if you're unable to end the combat in 4 rounds or less. If you kill Katarina but he's still alive, he will use an even more feral style of combat.
  • Unwinnable by Mistake: The whole horse thing mentioned in Game-Breaking Bug above may be the result of bad writing: you're only given the option to buy a horse "for all your money" if you have more than 8 Gold Pieces on yourself, which implies that the horse costs 8 Gold Pieces at least. Downplayed in that you're free to use another path to successfully end the book.
  • Villains Want Mercy: Both witches tries to beg for mercy when weakened in order to pull a I Surrender, Suckers maneuver on you.
  • Wicked Witch: Shevala and Carollar, the Witch sisters of Crab Peak tasked with guarding Reiner's Crystal Heart, looking like the typical hag witch. They had a sister who was Taken for Granite by the Greater Basilisk infesting the mountain.
  • Wolfpack Boss: Both in Mortus Mansion and in the Ghoulcrypts, you can fight against packs of Ghouls, treated as a single opponent.

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