Slaying Anhktepot in Ravenloft: Stone Prophet
By Daniel D'Agostino, 2024-03-23
While reading some reviews of the Dungeons & Dragons: Ravenloft Series on GOG.com, one particular review intrigued me:
How to break the game
Played it when it first came out, but it might still work. After Strahd's Possession I saved the "slay undead arrows" and carried them over to "Stone Prophet". When I met the boss one of the characters shot him with those arrows, it killed him in one shot. Obviously the programmers did not think of this, because the game would not end after the one shot kill. That is why it's important to have multiple saves. ;)
-- Anders.715, 24th August 2019
A good part of the lore in Ravenloft: Stone Prophet revolves around how Anhktepot, the dark lord of Har'Akir, is basically indestructible and can kill anything with a touch (social distancing recommended). A way to actually slay Anhktepot would bring one of those sweet Lord British moments to Har'Akir.
Importing Characters
To slay Anhktepot, you first have to transfer a party from Ravenloft: Strahd's Possession, into Stone Prophet, because the Arrows of Slay Undead +3 needed to do the deed aren't found in the latter game (this is very similar to killing Lord British in Ultima 9). When you import characters from a Strahd's Possession savegame into Stone Prophet it will only transfer your two main characters, and some items (e.g. Rod of Smiting, Elven Crown, all containers) won't make the transition. Therefore, you'll need a little preparation:
- Move any important items to the inventory of either of your two main characters.
- Take them out of containers (bags, quivers, etc.).
- Above all else, make sure you keep those Arrows of Slay Undead +3 handy.
- Ideally, use a savegame at the end of the Strahd's Possession, that way you have more experience and spells, making it easier to reach Anhktepot.
A GOG.com forum thread describes how to import characters from Strahd's Possession to Stone Prophet. Basically:
- Copy your Strahd's Possession saves (RLOFT folder) somewhere easily accessible (e.g. under the PROPHET folder). If you're using the GOG.com versions, that would mean the RLOFT folder under cloud_saves into the PROPHET folder not in cloud_saves.
- Select "Import Characters" from the main menu in Stone Prophet.
- Use the awkward filesystem interface to locate the Strahd's Possession saves, then pick the folder corresponding to the savegame you want to use (e.g. SAVE10), then select SAVE.DAT.
- You'll be shown the two main characters with their attributes. Left-click to proceed.
Reaching Anhktepot
It can be a bit overkill to play through the entire game just to try this out. However, you can reach Ahktepot in a couple of hours if you just do the essential prerequisites. It's not necessary to complete all the dungeons first.
Head east, picking up Trajan Khet on the way. Proceed eastwards to the Temple of Set. Grab any of the Iron Set Idol Keys from one of the upper levels. Optionally take the Helm of True Seeing from Upper Level 2, as this will allow you to detect illusionary walls with ease. Go back to the ground floor and use the Iron Set Idol Key to access a southeastern door (location 7 on the cluebook's map of this level), from which you need to recover the Magical Watering Urn.
Next, head northwest to the Ruined Temple of Harvest. Cast Speak with Animals (cleric Level 2 spell or Trajan Khet ability) and talk to Shfaar of the People (the cat) to get the Gold Sun Key. Unlock the nearby door, defeat the shadow, and take the Feline Figurine.
Back at the entrance of the Ruined Temple of Harvest, head north via the central corridor. Give the Magical Watering Urn to the priest to restore the temple, and get the Gold Key with Green Gem in return. In the central chamber, press the hidden button (location 21 on the cluebook), and then use the key you just got to reach the stairs to the underground level.
Fight your way through the winding passages until you reach the wide hallway running north to south. Use the Feline Figurine to access the first door to the south (on the west side of the hallway). There, take and read the Secret of the Sphinx scroll.
Head back to the desert outside and go to the northeast until you reach the Sphinx, who will now grant passage. Head downstairs all the way to the Labyrinth of the Magi. You'll need to complete most of this level, but you'll find a Mage Scroll of Teleport in a northwestern room, as well as the Gold Whistle and a Mage Scroll of Knock in an eastern room. The Gold Whistle is vital, whereas the spells are extremely useful to get around quickly. You might already have the Knock spell from Strahd's Possession.
You're now ready to head to Pharaoh's Rest, via the northwestern part of the desert. On the way, if you want, pick up Hrak Tur the wemic to help you fight through the stone golems (also, as a fighter, he can use the Arrows of Slay Undead +3). Once there, step on the seven pressure plates from west to east to open the passage to the northern section.
Get the Mallet and the Iron Shield Key from the Crypt of the High Priests. Use the latter (or a few Knock spells) to reach the falcon at the Crypts of the Children. Cast Speak With Animals, and then use the Gold Whistle to obtain the Hero's Heart.
Back on the main level of Pharaoh's Rest, make your way all the way north using whichever means you prefer (e.g. Knock spell to bypass doors), then place the Hero's Heart in the door with the hole, and use the mallet on the gong to awaken Anhktepot.
Slaying Anhktepot
I wasn't able to find a quiver in this game, and neither is it possible to transfer one from Strahd's Possession, so I don't know how you're supposed to use a bow in this game. Fortunately however, you can throw arrows, either from a fighter's hand, or by dumping them directly in the adventure screen.
When Anhktepot awakens, he'll be directly in front of you. Throw an Arrow of Slay Undead +3 at him when you're within range of his Touch of Death and the music changes, otherwise the arrows will go right through him.
When one of these arrows hits its mark, Anhktepot will be replaced briefly by what appears to be a caterwaul, before disappearing completely. He leaves behind a bloodstain and the arrow that slew him, and a message appears confirming the kill. You can watch a video of this sequence on YouTube.
Despite Anhktepot's demise, the Wall of Ra remains fully functional, and so it isn't possible to complete the game after this, except by additional trickery.
Senmet and the Hierophant
The Arrows of Slay Undead +3 do not have similar interesting effects on the two other greater mummies in this game. They go right through the Hierophant, and although they do bring down Senmet, he springs back to life almost instantly as with a normal kill.