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Walkthrough
written by NKuderna, MaGtRo, and Ozma38
2/14/01
It
has been one week since Jonathan returned to London with Mina.
Dracula followed them, set up a sanctuary at Carfax, and
plans to get Mina and the dragon ring back. Jonathan knows
he must confront and destroy the count for Mina to be safe.
CARFAX:
Before
going inside, take a look around the gardens. To the left
you will find a large metal box with a wire hinged top and a
couple of pipes at the sides. To the right you will see
a shallow pool. Go into the pool, turn around and take
a round knob from the center of the 4 sculptured tiles. Go
to the other side of the garden. Go straight to the stone
fence and find 4 more of those tiles behind the dry bushes.
Take that knob also. Turn around and go forward then turn
right and look toward the base of the tree. Pick up the
oil can.
Now
it is time to enter the house. Use the key on the door
knob and go inside. Go up the stairs and enter the room
at the top. Go forward toward the dresser. Open the film
cans labeled Styx and pick up a token, notched paper, and box
of matches. Look up at the picture on the wall. Click
on it and then after you hear about Carfax, turn the picture
over and pick up the note attached to the back. Turn to
your right and open the chest. Pick up the telescope and
candleholder. Turn to your right again and go over to the desk.
Open the drawer on the right side and pick up the compass,
key/cylinder mechanism, the book and the candle. Read
the book from your inventory. Turn right and go in back
of the screen. It is dark back there! Place the
candle holder on the table and then use your matches on the
candle. Place the lighted candle on the holder. Ah!
Now we can see there is a key hanging on the wall. In
your inventory use the bullets on the gun to load it. Good idea
to get it ready! Turn toward the door next to the screen
and use the key on the door knob. Enter that room and
look at Pibody. Before taking the key from his jacket
SAVE YOUR GAME! As soon as you pick up the
key a large vampire bat will breakdown the door. Turn around
and shoot the door lock. Open the door and go forward
once into the room, turn around and move the dresser that is
on the left side of the door to block it off from the vampire
bat. Now you can take your time to explore
the room safely. Pick up the chair in front of the fireplace
and put it below the round boarded up window. Look
in the fireplace and get the other knob and the poker.
Use the poker to remove the boards from the window.
Go to the other side of the room and pick up the large
mirror. Place it in the middle of the room, then slide
the dresser back away from the door allowing the werewolf to
enter. Protected by the sun! Pick up the other mirror
and leave the room. As you are leaving the room you originally
started in you will see a vampire bat standing by the doorway.
SAVE YOUR GAME! Go forward once into that room,
look down and place the mirror there. Another bat will
disintegrate! There are more vampire bats outside on the
balcony and down stairs. Since you can't go right, turn left
and quickly go to the end of the balcony and click on the chandelier!
Watch the video scene.
Use
your poker on that boarded up door to the left of the stairs.
Enter the basement and look at the crates along the right
wall. Slide the middle crate and pick up the wire cutters.
Slide it back and pick up another knob from the tiles.
Go
outside to the large metal box. Get a closeup of the lid
on top and cut the chain with the wire cutters. Use the
oil can on the hinge then lift the wire screen. Put the note
you found behind the picture of Carfax on the top of the box.
Use oil on the note and you will be able to see pictures corresponding
to the knobs you picked up earlier. Place the corresponding
knob next to the picture. See picture.
Notice
the different triangles on the note. Get a close up of the wheel
with the triangles and move the wheel to correspond with the
triangle shape that is drawn on the note. You will only need
to change the top left one and 2 of the bottom triangles. Once
you have done that the lid pops open and you will hear a clang.
Go toward the metal box again and turn the round handle on the
front. The pool will now fill with water.
Go
back to the basement where you found the wire cutters and you
will be able to open the door with the huge locking device.
This door leads to the sewer. Go down the sewer all the way
to the left until you come to a dead end. Turn left and climb
the ladder and then go through the manhole. You will be at Seward's
Asylum. Knock on the door and when the video stops go into his
office. Talk with Seward about the ring and matches. Seward
will give you a key as you leave his office. In that waiting
area outside his office go forward, left, and forward again
behind the desk toward that other smaller door. Use the key
on the knob and enter another sewer.
SEWER
TO HIGHGATE:
Go
forward into the sewer, turn right, forward X1 and look to your
right to find a rope on the wall. Take the rope. Continue going
forward 3 more clicks until you come to a control box on your
left with a little red light. Turn to your right and look down.
Pick up the wheel. Continue on in the sewer until you come to
a dead end and see a ladder in front of you. Combine the wheel
with the rope in your inventory and use it on the ladder. Walk
to the other side, look down and open the little tool chest.
Take out the wrench. Go back down the tunnel to where you picked
up the wheel and saw the control box. Use the wrench on the
wheel and take it. Go back and cross the ladder again, but stop
when you are halfway across and look at the wall to your right.
You will see a notched area where you can put that wheel. Use
the wrench to tighten it and then turn the wheel. The water
will drain out. Continue across the ladder, turn around, look
down and take the ladder. Place the ladder against the right
side of the pit vertically, so you can climb down. At the bottom
of the pit, pick up the ladder and go through forward once through
the little tunnel. As you turn to your right you will see a
hot spot showing you where to place the ladder. Climb up and
use your gun on the latch to open the cover. Climb out and you
will be in Highgate cemetery.
HIGHGATE
CEMETERY:
Find
the large entrance gate to the cemetery. Facing that gate, turn
right, go forward once, then turn right about 135 degrees until
you find the magnifying glass cursor. Get closer and use Pibody's
key on the lock. Pick up the ladder. Go back toward the gate,
turn left and go forward 2 clicks until you reach the intersection.
Turn right, go forward 2 clicks, turn left to face the tomb
with the statues on each side. Use the ladder to climb to the
top. Open the briefcase and take the cross and stake. Climb
back down and watch the video of Pibody who is now a vampire.
Use the cross on him and he will fall into an open grave and
get crushed with a tombstone. Go in after him and use the stake
on him. Pick up his watch and notebook. Read his notebook in
your inventory and he will talk about watching Dracula enter
his vault. Go back up that ladder to the top of the tomb again.
Use your compass, click on the NW point and you will see Dracula's
vault. Use the watch and when it finishes getting to 6 o'clock
use the telescope to see Dracula entering his vault. Go down
and over to Dracula's vault. Go up to the statue, click on the
eyes and try to enter the door to the vault. You will hear high-pitched
sounds and Jonathan will pass out. When he wakes up that morning
he will stumble over to the asylum to see Dr. Seward.
DR
SEWARD'S OFFICE/ASYLUM:
Dr.
Seward is not in. Go around to the front of his desk and open
the top left drawer. Take the stethoscope. Listen to the recording
machine on top of the desk. Go over to the fireplace, look down
and to your right towards the window near the chair and you
will see a magnifying glass cursor. See picture.
Pick
up Mina's wedding ring. Turn back toward the fireplace and move
the picture to find the safe. There are 4 little combination
locks. (It doesn't matter which order you choose to do them.)
On each lock you position the stethoscope in the lower left
corner. Turn the dial with the little arrows until you hear
a clunk sound then stop. Do this to each of the dials. From
top left clock-wise the numbers should be 8, 3, 6, and 4. Open
the safe and take the dragon ring. Open the case and take the
green vial (anti-vampire serum) green notebook, photo negative,
and another recording cylinder. On the top shelf take Hopkins'
file. Read the file and take his key. Read the green notebook.
Go back to the desk and remove the recording cylinder and place
it in the case on the desk. Place the new cylinder on the machine
and click on the needle. The needle will stick half way, so
click on it again. It tells you to raise the temperature 5 degrees
for the anti-vampire potion in order for the blood to thicken
in the solution.
Leave
the office and go into the asylum. Go down the stairs to the
desk. Pick up the sugar cube from the saucer and combine it
in your inventory with the matches, then place it on the table.
Hear that pesky fly? That would make a nice snack for Hopkins!
When the fly lands in the box, pick it up. Go up to the cells
and look at the 3rd one. You will see Hopkins through the little
panel. Open the door with the key you got from his file. Give
him the matchbox with the fly. He will tell you about Mina and
Dr. Seward, then he will get upset and stop talking. Leave his
cell, turn right and enter the room at the end. Bill has turned
into a vampire also! Use the cross on him and then on his forehead
after he falls into a wheelchair. Take the key from his waist.
Go out to the desk again and use the key to open the drawer.
Take out the syringe. Go back to Bill and use the syringe to
get blood from his right arm. Turn around and open the roll
top desk. Put the contents of the green vial into the distillation
flask and add the syringe of blood. Place the empty vial under
the coiled glass tubing. Get a plus sign to the right of the
Bunsen burner and click on it once twice until the temperature
reaches 35 degrees. Click on the negative sign to the left of
the Bunsen burner and click on it once to keep the solution
from over heating. The solution will boil and then fill up the
empty flask. Pick it up. Combine the active anti-vampire potion
with the loaded gun in your inventory. Go back to see Hopkins
and he will talk to you some more. He gives you his spectacles
which give Vampire vision. You hear a phone ringing in Seward's
office. Answer it. Dracula knows your plans and says it is hopeless.
When you return you will find that Hopkins and Bill have left.
Where the wheel chair had been is a trap door in the floor leading
to the sewers. They must have escaped through that door. Follow
them! Go through the tunnels in the sewer. There is no sign
of them! Use the spectacles that Hopkins gave you and you will
be able to see green foot prints. Follow the tracks and you
will come to an open area. Go up to the control box in the center
of the hub and flip the switch. Bill will appear! Use your vampire
glasses on Bill, then aim and fire your gun at that red spot.
Take the path to the left across center of the hub. Follow the
tunnel until you come to a dead end. You will see a door you
can't enter and a panel to the left of the door. See pictures
below.
 
Use
the key mechanism you picked up in Carfax on the slot of the
panel. Make a note of the numbers that show up (2, _, _, 1,
3, 4) and the symbol to the right of the key. When you take
your key out it separates in your inventory. Use the narrow
key with the notches on the red notebook. Activate your vampire
glasses and you will notice rows of numbers along the right
side of the page. Move the notched key to the symbol that you
saw on the panel. Write down the numbers in the notches. (5,
1, 0, 3, 8, 2)
Use
the numbers you have from the panel to figure out the numbers
to use from the book. If you flip over 3 pages in the book,
you will see an example. For this particular lock this is how
to figure the numbers. Line up the numbers like this:
2
_ _ 1 3 4
5
1 0 3 8 2
The
top row of numbers will give the order for the numbers you need.
They are 3, 5, 8, and 2. Now take the other part of the key
that looks like a cylinder and look at it in your inventory.
Put the 4 number code on the cylinder. Place the notched key
back in the cylinder and use it on the lock again. The door
will open! Enter the Styx!
THE
STYX:
Enter
the theater. Go up to the mechanical Dracula and the projector.
Use the token you picked up from Carfax on the projector. Watch
the short film of Dracula carrying Mina up the stairs of his
castle. Walk over to the organ and use the perforated paper
you picked up from Carfax on the hot spot. The organ will start
up and then some gas will come out of it. Jonathan passes out
and wakes up in Dracula's bedroom Hopkins arrives to help him.
Look below the foot of the bed to find your gun. Leave the room
and you will discover you haven't left the Styx at all. You
were in a movie set! A vampire is in front of you. Use the vampire
glasses and shoot him in the red heart. Walk forward and you
will see Seward. He is now a vampire also. Turn left and go
forward to the control box with the red and green lights. Open
it and flip the switch. Mechanical Dracula will come at you!
Turn to the left and grab the sword from the dragon. Use it
on Mech. Drac! Use the sword to cut the rope in front of you
and you will end up in the stage flies. Turn left and pick up
the rope with hooks and the handle. Turn around, go back and
climb up that ladder to the next walkway. Turn around and look
down to find a box with a spot to put the handle. Turn the handle
and the platform you are standing on will go towards Mech. Drac
who is in the lift. You see him use a key from his finger on
the lift controls and something falls to the floor. He knocks
some metal railing loose. Turn and go to your right. Find the
cursor on the ropes and use your sword. Climb up that broken
railing to enter the vent air ducts. Go forward, turn right
and use the sword on the fan to jam it! Crawl over the fan and
go left until you come to a vent grill. Take the key that is
sticking out. Turn around and go back the other way, but don't
go over that jammed fan again, just continue around until you
come to a ventilation grill. Use the key you just picked up
to open that grill. Use the grappling hooks and rope on the
mechanical Dracula. He gets smashed to pieces by the fan! Look
over at the pieces and take the tuning fork from his chest.
Open the wrist and turn the hand over. Move the mechanism in
the wrist to activate the finger key and take that. Walk forward
and right into the lift. Use that finger key on the lift controls
and go down. Turn right and go forward to see Seward sitting
against the back wall of the theater. He tells you about a secret
passage behind the organ and gives you a key for his laboratory
in the Asylum. He asks for your gun. Go to the organ and use
the vampire glasses so you can see which key to click on to
open the secret passage. When you open that passageway, Seward
destroys the Styx and himself! Go forward into the sewers and
hop in the boat. Go forward in the boat down the rat infested
sewer until it comes to an end. Walk around the corner and to
your left is a door and another of those locks you encountered
to get into the Styx. Figure out the code in the same manner
with your key cylinder.
Code
number is 8 4 6 2
You
are now back in the basement of Carfax.
CARFAX
AGAIN!:
Pick
up the cloth-covered crates. Go into the next room and place
these crates below the stairs. Pick up the gardening shears,
the mallet, and the axe. Go back into the basement and use the
axe on Dracula's coffin. Pick up the pieces of broken coffin.
Go up stairs and use the mallet on the desk. Pick those pieces
up too. Go into the room where you found Pibody's body and cut
the drapes with the gardening shears. Pick the cut cloth up.
As you leave to go downstairs, go in back of the screen and
take the candle. In each of the crates put the pieces of coffin,
desk, and drapes. Use the matches on the candle and put the
lighted candle on these crates. Dracula will appear and he leaves
you to burn in Carfax! Turn around and go to the door across
the basement room. To the left of the door you will see a little
niche in the wall where you find a key. Use that key on the
door and you will discover a way out of Carfax!
CARFAX
RESERVOIR TO THE ASYLUM:
Turn
to your right. Find and turn a sluice wheel. The water rises.
Turn around and see an opening on the wall. Save Game Here!
Time to go for a swim! Dive in the reservoir, go
underwater, turn left, click on debris by the wall, look close
and click on exposed sluice wheel. Look directly up and
then turn a little to your right to get the forward cursor.
Go up once then turn to your right again and go towards
the little arched opening. Go through that opening. If
you are running out of life, save your game and you will get
more time. You come out in the sewers, go forward 3x passing
a closed grilled gate. Turn left, climb the ladder and come
out to the entrance to the asylum. Enter.
ASYLUM:
Turn
left, enter the asylum proper and proceed to the room where
you found Bill. Turn right and open the cabinet with the key
Dr. Seward gave you before he sacrificed himself. Look behind
the curtain underneath the workbench and find a photo developing
setup. Place the photo negative on the top part of the equipment
on the left, turn off the light using the switch on the middle
of the back panel, get paper from folder on the right and turn
on the equipment with the photo negative. Click on paper and
read the developed photo.
Note
that the gauge is set to 8, the ammeter reads 7 and a #4 on
the right. Backup and look at the work bench. Read the note
found on the left side of the bench. Put together the Anti-Vampire
System, Dr. Seward describes. Read the backside for instructions
on how to use the setup. Place the resistor/u-shaped object
on top. Look close on the round object at the center of the
resistor and set it to 8 using the +/- icon. Place the electrolysis
tube in front of the u-shaped object. Look close and adjust
it to 4 using the +/- icon. Place the ammeter/white square box
on the middle left and the rheostat/coiled wires at the bottom.
Look close on the coiled wire and adjust the ammeter setting
to 7 using the +/- icons.
Remove
the antenna that Dr. Seward said is not working well and replace
it with the tuning fork obtained from the Dracula robot. Close
the door and take the crank on the right side of the apparatus.
Exit and go through the trap door. Enter the sewers.
SEWERS:
Go
forward, turn right and see the rats. In inventory, use crank
on the newly made Anti-Vampire System, place the bottom middle
switch to the left by clicking on the left square box for reception.
Point and click the antenna on the rats when the green light
light up on the energized apparatus seen on the bottom right
of the screen. Look at apparatus in inventory. The number 7
on the left gauge is the frequency of the rats read by the apparatus.
Using the middle right knob, adjust the reading of the right
gauge to 7. Click the bottom right square box to transmit the
frequency. Point and click the antenna on the rats again when
the green light light up on the energized apparatus seen on
the bottom right of the screen. The rats leaves.
Go
forward 2x, turn right and go to the main junction of the sewer
system. Look close on the electric panel. Insert the silver
ventilation key at the bottom of the panel. A gate being raised
is heard. That must be the grill gate to Highgate, we passed
earlier. Look close on the panel again and raise the right lever.
The bridge moves to another exit. Turn right, cross bridge and
enter. Another empty reservoir is blocking the exit. Turn around
and pick up wood planks and place them across the empty reservoir
and cross over. Look up and go out the manhole.
HIGHGATE
CEMETERY:
Go
to the main gate of the cemetery, turn left, move forward and
turn right to a wall with black plaques. Look close to the middle
row of plaques. Click on the one by Bram Stoker thanking St.
George and pick up the note from Hopkins and the dragon ring.
The note gives the code for the lock of Dracula's secret sanctuary.
Go
around the cemetery and look for gargoyles that might prevent
you from entering Dracula's sanctuary like before. In the last
page of the red book, there is a picture of 3 gargoyles and
the Anti-Vampire System. In inventory, use the crank on the
Anti-Vampire System, click on the left bottom reception mode
square. Turn left, move forward, turn left, look up on the mausoleum
roof and get the frequency (the green light is on the apparatus).
As before, move the right dial to the frequency reading of 6,
click on the right transmission switch. Focus the antenna on
the gargoyle and click. The horned gargoyle explodes. Energize
the apparatus again and set it to reception mode by clicking
on left bottom switch. Go back to the main gate, forward to
the corner wall, look up at the gargoyle on the top of the corner
wall. Get the frequency, set the transmission to 4, click the
transmission switch at bottom right, focus the antenna at the
gargoyle and click. The wolf gargoyle burst. Energize and set
the apparatus to reception mode again. Turn to the right, walk
forward 1x, look at the open crypt to your right, focus the
apparatus at the head on top, set the apparatus to transmit
at 9 and explode the last birdlike gargoyle. Look at the red
book and see that all of them are marked off. Walk forward to
Dracula's sanctuary.
Enter
the mausoleum. Look close on the vampire lock and based on Hopkins
message, enter 9 - top left, 2 - top right, 8 - bottom right,
7 - bottom left by using the turn arrows. Click on the half
moon sign (dark on the left side) at the bottom center of the
lock. Enter the revealed passageway.
CD
2:
Dracula,
separated by a grill warns Jonathan about his luck running out
and his single life span possibly being shortened. Jonathan
travels to Transylvania and reminisced about the last time he
was there.
TRANSYLVANIA
QUARRIES:
Turn
away from the grilled gate with a vampire lock, forward 2x and
see another similar gate. The vampire lock on this one shows
a half moon at the bottom center (dark side on the right). Read
the red book, using Hopkins' vampire eyeglasses and find the
page that has the moon in rotation. The letter beside the half
moon with the dark side on the left is G. On the left page the
numbers after G are 9,4,2,6. Enter 9 -top left, 4 - top right,
2 - bottom right, 6- bottom left. Click the half moon. Gate
opens. Enter. The end of the hallway is blocked by a Vampire
face and to the right on the floor is a covered crate. Take
the spade and the crowbar. Go back out and enter the quarry
proper. Go forward towards the wood structure, turn right and
look down between the stone slabs. Use crowbar to move the stone
and pick up the detonator. Move forward towards the stairs,
turn around and climb the pile of stones. Go forward, turn around
and pick up the hammer and chisel. Go to the table. Look close
at the drawer. Use hammer and chisel to open the drawer. Pick
up the cable and use the hammer and chisel on the back of the
drawer. Pull out the drawer and pick up the key. Go forward
to the right of the table and look down on the box. Use the
key to open the box. Pick up the dynamite and go back up the
stairs to the Vampire face. Place the dynamite in the mouth
and attach the cable. At a safe distance, attach the detonator
to the end of the cable. Press the detonator and see the vampire's
head explode dropping a pink jewel. Pick up the pink jewel.
Enter the hole and go forward until you reach the prison.
PRISON:
Go
to the chessboard on the wall. Turn right, look close on another
carved head missing an eye. Place pink jewel on the right eye
slot. The chessboard wall rotate, enter, go to the very end
of the passage. The second from the end prison bars has an opening.
Enter. Turn left, move forward, turn right and look down at
a skeleton. Move his rib cage and dig using the spade. Pick
up the bone. Move forward, look down at another skeleton. Move
him and dig again. Pick up parchment and skull. Kazan, the writer
of the parchment asks that you find and free his Lord Radu and
states that they made a way to get to him. Look close on the
parchment and it shows the layout of the prison and an arrangement
of skull, bone, stone and candle. There is
a little arrow in the lower right hand corner, click on that
arrow to turn the parchment over.
Go
back out to the hallway, move forward 4x, turn left and enter
the alcove. Turn right and enter the small room. Pick up lantern
and crossbow. Climb table, pick up the arrows from the top shelf.
Go down, open drawer and pick up necklace with red jewel. Go
out to the hallway.
(To
find the hotspot where you place the skull, look down from this
position in the hallway, infront of those double doors.)
Look
down on the ground and follow the direction on the parchment
found under the skeleton. Place the skull on the ground. In
inventory, combine red jewel with bone and place it on top of
skull. In inventory, light the lantern with the match. Place
lantern behind the skull setup. The light passes through the
jewel to a skull on the arch. The jewel explodes and the barrier
rises. Enter.
You
are now in another group of prison cells. Move forward and when
you turn the corner, a growling sound is heard. Look up to see
a monster. In inventory, combine arrow with crossbow and then
combine it with the green bottle. Shoot the monster. Go down
the stairs, move forward until you find the remains of Lord
Radu, hanging at the center of the pit. Jump forward to the
skeleton, look close and open the metal helmet. Pick up the
jeweled medallion in his mouth. You fall down the pit. Move
forward and then go out. You are now at Borgo Cemetery.
BORGO
CEMETERY:
Climb
out of the grave. Look at St. George's icon with a dragon on
the snowy ground in front of it. There is a hole on it. Go around
to the back of the cemetery. Behind the crypt with chains, look
close on an indentation on the ground. Use the spade on the
indentation surrounded by candles. Pick up the broken piece
of St. George's icon. Turn right, move forward and look behind
the tombstone. Pick up the metal hand holding a cross. Put back
the found icon piece on the main St George's icon. A sound is
heard. Move back to one side of the chained crypt, by the grave
you came up from. Use Hopkins' eyeglasses and see the white
light coming from St. George meet the red light coming from
Dracula's crypt. Use the metal hand holding the cross on the
the white light of St. George. The chain explodes. Enter the
crypt, turn right, down the stair and out of Dracula's crypt
into the castle.
CASTLE:
Go
forward 2x, turn right, forward 2x and down the stairs to see
Dorko. Look close on Dorko and she gives you warning about the
dangers and tells you that she has lost most of her powers.
Click on parchment dialogue. If you don't get this dialogue,
then look at Radu's parchment in your inventory and click on
that little arrow that is in the right lower corner. Dorko explains
that Kazan is the chamberlain of Lord Radu, Dracula's half brother.
He disappeared the same evening as Radu and some loyal henchmen.
The pentagram surrounding the parchment symbolizes the evil
forces reigning in the castle. The text tells of a Grand Knight
of the Order of St. George buried in the castle cemetery. A
Gold Cross was cast to commemorate his feast and is a symbol
of the divine forces that can wipe out the pentagram that protects
the castle. Kazan and his men supposedly stole the cross to
prevent Dracula getting hold of it. Look close on the translated
text that has 2 square-shaped holes. Give Radu's jeweled medallion
to Dorko. She tells Jonathan that the combined Radu's medallion
and the Dragon ring can bring about the downfall of Dracula.
The ritual to combine them can be accomplished on Dracula's
stele at his final sanctuary but she can combine it now. Before
she can do so, she was stabbed by one of Dracula's woman vampire
and the vampire took the dragon ring. Before she died, Dorko
transfers her powers to her ring and gave it to Jonathan. The
ring will protect him from the pentagram, the forces protecting
the castle.
Go
out towards the cemetery, but the vampire surrounds it with
a red ring. Go across the yard and climb the stairs planked
by 2 stone wolves. Using Hopkins' vampire eyeglasses, look close
on the lock of the door and see a pentagram. Use Dorko's ring
on the door. Enter. Move forward until the end and pick up the
rope with grapple. Go back out and while standing on the landing,
look across the courtyard. In inventory, combine crossbow and
rope with grapple. Aim and shoot it to the balcony across the
cemetery. Swing over to the balcony using the rope. Enter the
door.
SMALL
LIBRARY:
Go
forward to the end of the room. Open the roll top desk. Pick
up the chessboard paper. Use crowbar of the inside panel on
the left side of the desk. A parchment rolls out. Look close
on the parchment. Get the translated parchment with 2 square-shaped
holes. Click it over the desk parchment. Then click on different
shapes to move the translated parchment. Note the geometric
shapes that when selected/clicked on shows a roman numeral number
on the other squared-shaped hole. The opposite square-shaped
hole will show only a part of the selected shape. There will
be 2 shapes with corresponding numbers on the desk parchment
seen. Turn the translated parchment over and do it again. There
will be 2 more shapes with corresponding numbers seen. They
are I - 3 dimensional cube, II - Sphere made up of triangles,
III - Pyramidoid with 4 sided base made up of triangles and
IV - starburst made up of triangles.

Turn
around, move forward, turn right and look close at the engraved
panel between the bookcases. Click on it and a wooden frame
is revealed showing the geometric shapes shown on the desk parchment.
Click on the geometric shapes in consecutive order shown by
the roman numeral number associated with the shapes. The frame
turns around and reveals the gold cross of the Grand Knight
of the order of St. George. Pick it up. Go outside to the balcony.
COURTYARD:
Swing
on the rope again and jump off into the middle of the red ring.
Move forward, turn left and look close on the tomb of the Grand
Knight. Open the tomb with the crowbar and pick up the dragon
medallion off the skeleton. In inventory, combine the medallion
with the gold cross. Turn around and while wearing Hopkins'
eyeglasses, look down at the ground. A pentagram is revealed
on the snow covered ground. Use the combined cross and medallion
on the pentagram. The red ring is destroyed. Go to the atrium
under the small library and enter the door. Go to the small
library.
SMALL
LIBRARY:
Move
forward, turn right and look close on another vampire head lock.
Use Hopkins' vampire eyeglasses on the mouth of the vampire
and see a pentagram. Use the cross with medallion on the pentagram.
Enter.
CHESSBOARD
BALCONY:
Look
close on the chessboard and insert the chessboard paper found
in the roll top desk underneath the chessboard. Open the red
book and using Hopkins' eyeglasses, read the chessboard page.
You will see the placements of the chess pieces. Move the real
chess pieces by clicking on the letters at the bottom. Move
the bottom black pieces first and the white piece on top last.
Click on F, B, H, E, A, C, G, D. Pull out the chessboard paper.
The paper has holes punched on the black and white squares tracing
a path from the bottom to the top.
Go
out and down the stairs to the big floor chessboard.
FLOOR
CHESSBOARD:
Look
at the color arrangement of the floor chessboard and see that
the colors are the opposite of the one on the paper. From the
bottom, the paper start with white but on the floor chessboard
that same place is a black square. Looking at the paper as a
guide to the path but using the opposite color, walk on the
floor. Upon reaching the middle, the floor falls and Dracula
appears and threatens Jonathan. Using the telescope, look at
the door at the far end of the room. Wear Hopkins' eyeglasses
to view the door and see a pentagram. Use Dorko's ring on the
pentagram thus build a red bridge to walk across on. Now close
to the door, use Hopkins' eyeglasses again to see the pentagram
and use the cross with medallion on it. Exit.
CABLE
CAR:
Turn
to the right, and press the button on the panel. Face the cable
car that arrived and walk to the left side of the car, turn
around and pull the lever down, platform slides out. Go back
in front of the cable car. Move forward to the cable car, turn
to the right and click on freestanding box to open the doors.
Enter. Pull the lever on the right to close the door and press
the red button to start the cable car moving. The cable car
moves toward Dracula's keep. Go out of cable car and meet Hopkins.
He says that Mina is in Dracula's final sanctuary and he will
take Jonathan there. One of Dracula's henchman throws a knife
at Jonathan, Hopkins moved to intercept it. Dying, Hopkins gives
Jonathan the door key to the keep. Go back inside the cable
car and get the ladder. Place ladder on the back door of the
cable car. Climb up, open the ceiling door and climb out. Look
up and get on the beam. Crawl towards the keep's door 1x. Look
up on the ceiling, turn right and open the trapdoor. Exit to
the top of the Keep.
ROOFTOP
OF KEEP:
Dracula's
henchmen are coming to stop Jonathan. Turn right, move fast
to get to the back of the statue at the other end of the rooftop
and find the head of St. George lying on the top of the stairs.
Use crowbar on statue. See it roll down and crush the men. Walk
down the stairs and pick up a wood plank lying across the steps.
Walk down, enter the tower and get the bucket on the floor on
the left side of the cannon. Go back to the roof towards the
cannon by the outer wall and place plank across the big gap
on the floor. Go across, look close at cannon, push cannon and
pick up the cannon ball. Go back to the other side and do not
forget to pick up the wood plank you used. Go down into the
gap on the roof. Turn around and look down. Pick up a dragon
pennant and pieces of wood under it. Climb out. Move forward,
turn left and fill the bucket with snow. Go back to the tower
cannon. Look close at cannon. Place bucket of snow on right
square, cannon ball on middle square and dragon pennant on the
left square. In inventory, light the pieces of wood with the
match and place it under the cannon. The cannon shoots and hits
Dracula's henchman at the other tower across the way. Go out,
turn left and place the wood plank on the gap on the walkway.
Go back up the stairs and pick up the other wood beam on the
steps. Go back down and walk the first plank you laid down and
then place the new wood beam on the next gap on the walkway.
Step on the second beam, turn around pick up the first wood
plank, turn around and place it on the gap . Move forward to
the other side. Enter the tower, look close on Dracula's henchman
and pick up a flat metal strip. Go out and face the door. Use
the key, Hopkins gave you and open the door.
INSIDE
THE KEEP:
Enter
the elevator. Look close on the right corner and see 2 red buttons
and a slit. Press the bottom red button, the elevator descend,
insert the flat metal strip into the slit, press top red button,
jump out and see the elevator rise and expose the door on the
other side. Move forward and find that you cannot exit again.
Look
across and up and see that the drawbridge is up. Use crossbow
with bolts on the right rope holding it up. The drawbridge goes
down, walk across. Look and open the stand at the center of
a gazebo. It has 3 markings of 3 handles. The stand has 4 drawers
at the bottom. Turn to the right and climb up the stairs. Enter
and again realize that you are trapped and cannot get out.
JACOB'S
LADDER PUZZLE ROOM:
Move
to your left and pick up the skull. Go back and look down at
the white steps. The first slab of stone serving as the first
step has a marking on it. Looks familiar. Open the green book
and read the part about Jacob's ladder. It has 6 Sanskrit numbers
on the picture. Step down on the stairs using only the slabs
with those markings. After going down and back up without stepping
through the arch make note of the marking on each slab. Then
starting from the first slab even to the hallway as #1, go down/click
on steps #1, 3, 6, 7, 9, 10. A sound is heard. Go through the
arch, turn left and see a hand with a handle that looks like
the drawing on the stand in the gazebo. If you pick it up the
hand closes. Place skull on the hand. Use crowbar on skull and
pick up the u-shaped metal. Look close on the metal and see
2 hands forming a handle. Turn to your right, move forward,
climb down, out and up to the gazebo landing. This is the gazebo
floor below the floor with the stand. It looks like the stand
is used to pull up an elevator. Move to the right stairs and
enter.
DRAGON
FIRE ROOM:
Turn
left and pull chain. A drawbridge to the center appears. Move
forward. The drawbridge is pulled in and you get trapped at
the center. Surrounding the center are 6 outlets on dragon heads
on the wall spewing fire and 6 hanging chains that close the
fire outlets. The open doorway is on your back, the column with
a carved stone is in front of you, numbering the hanging chains
clockwise 1, 2, 3 on your right and 6, 5, 4 on your left, pull
chains 3, 5, 2, 6, 4, 1. The outlets are closed and the drawbridge
appears. Move forward to the column with a carving and pick
up a handle that looks like 2 dragons. The column turns and
a door appears. Go through door and find yourself on the stand
level of the gazebo. You have gone through the 2 stairs, now
move forward to the opposite stairs going down. Enter.
LIVE
ROOTS ROOM:
The
room looks like it is surrounded by giant pink live roots. Move
to the center of the round room. Move forward to the pink egg-shaped
thing at the other end. Click on and it becomes transparent.
Look close and see the last handle we need for the stand at
the gazebo. Pick up the handle and a Jonathan look alike forms
from the egg. Move back to the center of the round root room.
Use Hopkins' vampire eyeglasses, turn a little to the right
and click. You will see that an aperture is feeding the egg.
Use
crossbow with bolt dipped combined with the green bottle containing
anti-vampire solution. Aim and shoot at the aperture that is
opening and closing. Still using Hopkins' eyeglasses, look to
your left and another aperture is feeding the egg but now is
protected by a metal visor.
Using
the still glowing green crossbow with bolt, shoot at the metal
visor and then on the mouth. Look close at it. In inventory,
fill syringe with anti-vampire solution and inject the live
root. The egg explodes. Pick the roots handle suspended in the
air. Turn around and exit the now unlocked door. Go forward
to the stand at the center of the Gazebo.
STAND
AT GAZEBO:
Open
the stand. Place the collected handles on each of the holes,
thus opening 3 of the bottom drawers. Pick up the 3 molds from
each of the drawers. Go back to the Dragon Fire Room by taking
the stairs across from the stand in front of you.
DRAGON
FIRE ROOM:
Walk
to the center and look close on the cylinder at the middle of
the bubble top stand. Open it and place the molds one on top
of the other. Open the bubble top and find holes similar to
the stand at the gazebo. Go back to the stand and pick up the
handles that opened the drawers. Go back to the bubble top stand
at the Fire pit. Place the handles on the holes of the bubble
top. Close the top and turn the knob on the right of the bubble
top. 2 Dragon heads heats up the bubble top and melts the handles,
it pours into the mold. Open the cylinder with the molds and
pick up the fourth handle. Go back to the stand at the Gazebo.
STAND
AT THE GAZEBO:
Open
stand and place the fourth handle on the horizontal slots. The
elevator rises up. Turn around, down the stairs to the Root
Room, across to the other door and enter the elevator. It goes
to Dracula's Final Sanctuary.
Jonathan
is confronted, subdued and dragged by the female vampires. Jonathan
finds Dracula sitting on his throne on the stele and a confused
Mina. Mina asks for proof of their love. Give Mina her wedding
ring. Mina's mind clears up and defies Dracula. Enraged, Dracula's
boasts of his immortality and orders them dead. The 3 vampires
closes in. Remembering Dorko's words, place Radu's medallion
on the dragon ring found on the stele in front of Dracula's
throne. Red light emanates from it and wraps around Dracula.
The keep starts to crumble, the roof falls on the floor. St
George's statue falls through the roof and his lance goes through
Dracula's body and he crumbles.
Is
this really the end?
This
walkthrough will be updated frequently.
updated
10/3/01
This
document may be freely distributed by any means, as long as
the context is not altered in any way and references/links are
provided to this site.
Copyright:
2/14/01
Norma
Kuderna, MaGtRo, and Ozma38
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