Just Adventure original
Dracula: Resurrection Walkthrough
Inside the Inn
On entering, animation with Dracula’s henchmen and welcome by the Barina.
Visit the bottom of the inn (the entire inn can be visited but later on
in the game it will be possible to visit the rooms concealed at this time).
Go to the two characters and question them about the castle (dialogue
icon right at the top). Leave the inn.
Path
Outside the inn, carry straight on. At the intersection, take the bridge
path (post marked "Pons") on the left as the signpost shows.
Signpost
Take the small path where the sign says "Cuemeterium " (the
one that is bordered by a low wall and a barrier). At the intersection
of the cross and the cemetery, turn right to the cemetery.
Cemetery
Enter the cemetery. Carry on to the back and turn right to the tool shed.
Take a pickaxe. Return to the entrance and go to the VR between Dracula’s
tomb and the Dragon’s pit (where strange blue halos can be seen). Right-click
to display the inventory. Click on the pickaxe (the small icon, not the
zoom) and place the cursor on the Dragon’s pit. The "pickaxe"
cursor is surrounded by a green ring showing that is the right object
to solve the problem. After the animation with Jonathan digging the pit,
we come to a fixed view (Plan Fixe–PF) of the destroyed pit’s bottom
and the Dragon’s ring. Take the ring and leave the cemetery.
Path
Come back to the intersection of the cemetery and the cross and turn left
this time to the Cross.
Cross
Go to the cross and take the sling in the PF at the foot of the cross.
Leave the cross.
Path
Retrace your steps to the junction. There, return to the signpost. At
the post, take the opposite direction. We are going to the well and the
bridge.
The Bridge
Iorga is warming his hands on a brazier. Go to him. Suddenly, he blocks
access to the bridge. Continue along the path to the well. This is the
path in front of the bridge.
The Well
Nothing doing for the moment. We can just see that there is an object
to be used to open the well on the PF (gear cursor). Go towards the inn.
Outside the Inn
You arrive from the barn. The crown is hanging above the empty space.
Go to the inn door and enter.
Inside the Inn
Question the characters on the new dialogue icons. Come back out of the
inn. Micha, the old peasant, spoke of the tree near the lake. Let’s go!
Outside the Inn
Go straight on, leaving the inn behind you. At the intersection, go to
the right (post marked–to the cabin). Follow "Lacus" at the
Inn-Mine-Lake intersection.
The Cabin and the Old Oak
Go to the cabin. Goran, the clumsy oaf, is at the cabin entrance. If we
click on him, he prevents us from going any further. Retrace our steps
to the intersection of the path to go to the old oak.
Go to the old oak tree. Click on it to climb it. At the top of the oak
tree, you have to take the sling from the inventory (right click) and
put it on the bird tree. Click. (Animation with Jonathan throwing the
stone, the birds flying away, and Goran going to the end of the pontoon).
Goran is now on the pontoon. Come down from the tree and go to the cabin.
The way to the cabin is free but only to the door as Goran is on the
pontoon. Take the club lying on the wall, then go to Goran, take the club
from the inventory (right click), and put it on Goran. Click. (Animation
with Goran being knocked out.) Take the flute in the barrel and the knife
on the platform barrel.
Path
Return to the inn and enter.
Inside the Inn
Go down to the cellar. Click on the cupboard and take the telescope. Ask
Micha about the bandit’s flute (it is the one that gives the code). Come
back to the ground floor and go upstairs using the staircase. Follow the
corridor and go into la Barina’s room. Go to the cupboard at the back
of the room and click on it. (Animation with Jonathan pushing the cupboard.)
Get up on the cupboard and get hold of the hatch handle. Then go to the
inventory (right click), take the handle and put it on the hatch. Click
to open and click again to get up.
In the Loft
Go towards the crown. Put the telescope on its tripod. Look through the
telescope. We see Iorga warming his hands. Take the flute from the inventory
put it on him. Click! (Iorga from the bridge under the sign.) Then, go
to the edge of the loft and click on the cord. Here we are in the PF where
we will be able to cut the cord. Take the scissors from the inventory
(right click) and put them on my cord (animation with Iorga being knocked
out by the sign.
Barina’s Room
Go down into the room (animation with la Barina, who is explaining that
she will close the doors of the inn for reasons of safety because Viorel,
chief henchman, will be furious)/ You cannot leave by the ground floor
door, but the door at the back of la Barina’s room (that was closed) is
now open. Barina opens it (in the animation). Leave by this door and go
through the hole in the balcony to get outside.
Outside the Inn
Go to Iorga and click on the belt. Take the keys. They are the keys to
the well and the cabin. But sadly, Viorel is blocking access to the paths
to the cabin. You have to go to the bridge as it is free.
The Bridge
Go to the bridge, try to cross it but it collapses. You’ll have to find
another way to get to the castle! Retrace your steps.
The Well
The well was closed but now we have the key because we took it from Iorga.
Open the well with the key (the one in the middle between the handle and
the other key). Go into the well. Go to the end and go up the stairs.
Take the lamp at the top and go back down. At the bottom of the stairs,
turn right towards the dark corner. A magnifying cursor forms on a hook
in the darkness. Click to go to this PF and take the lamp in the inventory
and put it on it. The dark corner is now lit up. Take the grappling hook
from the recess. Come back out and go under the inn’s balcony.
Inside the Inn
Once under the balcony, use the grappling hook to climb back up onto the
balcony. Enter the room. And go back down to the ground floor. Question
la Barina about the bridge. She gives you a key. Go to the red cupboard
in front of la Barina’s kitchen. Click on the door to open it. Use the
key of the draw to open it (right click). Once the draw is open, take
the lighter and the key and click on the innkeeper’s notebook. When the
animation is finished, go to the cellar, it is the door in front of la
Barina’s kitchen.
The Cellar
Enter the cellar. Click on the candle to get it close up. Light it with
the lighter taken in the drawer (right click or F1). Now you can go down
into cellar and can go in front of the barrel (impossible if the candle
is not lit). In front of the barrel, take the big key that we just obtained
(the one with the innkeeper’s notebook). Use it to open the panel in the
barrel. Once the panel is open, use the dragon’s ring (second object in
the wheel of the inventory) to open the barrel and to get to the other
side.
The Mine
Now you are on the other side of the barrel, but this one is closed up.
You’ll have to forge on then. Go to the end of the tunnel. Look around
and go to the door right at the back. There is a stone ball. Click on
it. You are in a close up with the ball and a cursor "action."
Click to make the ball turn. Put the Dragon’s ring in front of the mechanism.
A noise can be heard; it is the door of the mine that has just opened.
Click to leave. You will find yourself outside again and the mine door
has just closed.
The Cabin
Through conversations, particularly with Micha, it can be guessed that
the cabin conceals an access to the castle. Now is the time to go. In
any case, Viorel is blocking the way back to the inn. The cabin is then
the only alternative. At the cabin, go to the door. One of the keys taken
from Iorga is the cabin’s. Put this key in the door. Enter.
Inside the Cabin
Go towards barrels. Click on the nail claw fixed view, take the nail claw.
(Animation with barrels falling.) Come back to the VR and to click on
the lift, free of barrels. Click on the gate (cursor "action").
The Quarry
The lift has fallen down, Viorel having cut the cable. Fortunately, Jonathan
gets away unscathed. Go the bottom of the quarry, to the left coming out
of the lift. There are some chains held together there. Take the nail
claw from the inventory and use it on the intersection of the chains.
The building collapses. Take a plank of wood and go to the end of the
stone outcrop, in front of the precipice. In the inventory, take this
plank and put it over the precipice. Once in place, click to cross. You’ll
arrive on the opposite level.
The Landing
Go to the pile of stones. Take the nail claw from the inventory and put
it on the right stone. Click. The loosened stones fall and a skeleton
appears behind. Take the arm of the skeleton and go to the front of the
gate. There, you have to light the lamp with the lighter. You can then
see what is behind the gate. With the arm of the skeleton, you can take
une chevillère from behind the gate that you would not normally
have access to. Once you have la chevillère, continue your descent.
The Platform Room
We are here at the top of a room with a broken bridge. Come down in front
of the bridge and put the chevillère on the chains. Click (animation
with Jonathan going to the other side of the bridge). Go down, there is
a passage in front of the table. Click to go a bit further down.
The Station
In the station, go to the wagon, the one that is perched right on top
of the rails. Turn the lever (animation with the wagon leaving the platform,
a can frees a cord connected to pulley and falls into the wagon in question).
The Platform
Click to get to the other side of the wagon. From there, you can lift
up your eyes and see a "magnifying" cursor on the pulley. Click
and take the hook attached to it. Leave and set off to the station on
foot.
The Station
Go to the points. Click to go to the points fixed view. Put the hook down
and leave the PF. Then turn the points. It puts the tracks in the right
direction. Set off up the platform on foot by the stairs.
The Platform
Come back to the wagon and turn the wagon mechanism. As the tracks are
in the right place now, you will have a wild ride to the engine shed.
The Well
The wagon has just crashed at the bottom of the blocked well. If we go
in front of the tracks, we see that they have been destroyed and we cannot
therefore get across the empty space to the other side. In its mad rush,
the wagon crashed into two doors. One of them was left up against the
wall. Click on it ("action" cursor) as it hides a passage. Jump
into the passage.
The Technical Room
Go to the mechanism and click to open the tube. Put the Dragon’s ring
on the mechanism and click. The tube closes up and works. When it opens,
take back the ring. It then closes up again. The tracks rise up. Go up
to the level of the arcades.
The Well
Go to the other side of the well … a swarm of bats stops you getting
across. Move back and wagon lamp on the ground. In the fixed view, light
the lamp with the lighter and take it. Then go back to the rails but no
further. You can see the barrel that has spilt its petrol in the well.
Put the lit lantern on it and click. (Animation with the well catching
fire and gets rid of the bats. You can now pass over to the other side.
Go close to the lever that operates the tip in the passage on the right
and click.
Second CD
Animation with Dracula saying that Jonathan is going to die.
The Castle Cemetery
In the castle cemetery, go straight ahead and, at the bottom of the steps,
turn right. There, you will find a spiral staircase. Go down it.
Dorko’s Cell
We are in front of a closed door. Click on the lock on the left of the
door. We’re used to it now, it is the Dragon’s ring that will unlock this
door. On using the ring, the door will open. Go into the cell. At the
back of the cell, light the lamp in the fixed view. On leaving the PF,
animation presenting Dorko. Afterwards, go to Dorko and ask her questions
about Mina. When Dorko has finished talking, go up to the top of the spiral
staircase. Here, Dorko has followed us. Click on Dorko and she will open
the door leading to the castle hall. The door closes behind you.
The Castle Hall
Go to the steps of the great staircase. Here, you have access to the vestibule.
Go in and place yourself in front of the entrance. A magnifying glass
on the lock lets you in. To take the key, click on it. The key breaks,
but you now have it in your inventory. Come back in front of the great
staircase and go up. There is a door. It gives access to a chamber that
leads to the room.
Dracula’s Room
Once you are in Dracula’s room, go to the fixed view of the ball. Click
on it and it will rise and unlock the chest. Take the ball. Then go to
the chest and open it. Take two objects, the picture and the enamel plate
with an eye in the book. To leave the room, do not use the door from where
you came but the other one–it leads to the Great Library.
Dracula’s Library
We are on the library gallery. Turn right straight away and open the door.
The Hall’s Balcony
We are on the balcony overlooking the hall. Click on the mechanism and
we get to the fixed view. Click on the handle. The chandelier comes up
between the two parts of the hall. Leave.
The Great Library
Back on the gallery, go down to the great room. Once down there, go to
the end of the room. On one of the pillars in the library, a magnifying
glass shows a fixed view. Click, it is a little uneven area in which you
should put the enamel plate taken from the room.
Having hung it, go to the large ladder. Click to go to the top of it.
(Animation with Dracula’s letter.) Click on the handle; the ladder will
go to the other side but is blocked. Having hung the enamel plate with
the eye means that the eyepiece at the top of the ladder can be opened.
Click on the eyepiece. (Animation with the ray that has just hit the writing
desk.)
Go to the writing desk. A magnifying glass shows the location of the
hatch. Click on it and the writing desk opens. It has a drawer. Open it
and take the four objects inside.
Leave by the door at the far end of the library.
The Hall
Go to the bottom of the stairs and see where the chandelier was. You will
find a shield under which you should take a gauntlet. Go back up the stairs.
You have gone up the chandelier that shows you a passage to a spiral staircase.
Go down it. Go to the end of the corridor. You are in front of a door.
Take the key that you broke in the vestibule and open the door.
Dorko’s Cell
Once on the other side of the door, you are in the castle cemetery. Go
back to see Dorko. Several subjects of conversation have been added. Listen
to them all because some of them will transform the objects you took and
these transformed objects will solve problems, particularly the medal
and the wooden ball.
Dracula’s Room
Go back to Dracula’s room and put the crystal ball down. This gives a
zoom on the picture and you will discover symbols on cards. Make note
of these symbols and, still in the room, open the drawer. Link the symbols
on the picture and the cards. They will give you graphic equivalents of
the symbols. Now go to the broken mirror and the chimney unlocked by the
crystal ball and click in the order of the figurines that correspond to
the symbols. Once this task has been accomplished, the secret passage
in Dracula’s room opens. Go into it.
The Dragon’s Passage
You are now in the Dragon’s passage. Right at the end, you will find the
lock with which we are now familiar. Put the Dragon’s ring on it. The
dragon in the passage moves back and shows a dagger. Take the dagger and
come back to the lock. It has a crack. Put the dagger in the crack and
turn it. It opens the figure’s mouth. In this mouth, put the gauntlet
found under the shield in the hall. Once inside, click on the ring. The
drum must be turned to show an icon. Take the Saint George icon taken
from the drawer in the library. Placing it will make a golden Fabergé
egg rise up. Open the egg with the key found in the library draw. Finally,
take the key and the diamond. Do not forget to take the dagger in the
crack. Leave the passage.
The Great Library
With the key taken from the egg, unlock the library clock. The hands are
turning like mad before settling on midnight, then at 11:40. The portrait
of Vlad in the genealogical tree turns. Here you must put the medal of
the order of the dragon in that Dorko repaired with your blood!
Put the medal in. The hands go to 11:45, and that frees the cursors of
the world map. Go to the table. Move the small world map to free the map
under the parchment. This map is the constellation of the dragon. Go to
the map and put the dragon’s ring on the last square in the bottom left
hand corner. In the dragon’s claws, you can read 40 horizontal (blue circle)
and 25 vertical (red circle). Go to the large world map and connect marks
to this information. The world map opens and the hands go to 11:50.
Take the dagger that you removed from the crack and put it in the dragon’s
back. The hands of the clock will go to 11:55. One more operation and
something will happen.
Click on the top of the dagger. The claws open. Put the diamond found
in the egg in the dagger’s claws. The hands show midnight and the writing
desk’s ray comes into action. (Animation showing the library’s secret
passage opening.)
The Secret Room
Go into the secret passage; you are in a chamber. Go up the stairs and
into the secret room. Go towards the lectern. On the tables on the right
and left there are fixed view. First go to the one on the left and click
on the letter on the desk (animation with Dracula talking about Leonardo
da Vinci about a mysterious flying machine). Then look to the right and
click on the book (animation with the acid bottle). Take the bottle. Finally,
go to the lectern.
Put the cross you showed to Dorko on its intended spot. The lectern turns.
Take the da Vinci icon. The parchment rolls up; finally click on the top
of the lectern to get to the magic square. Recompose the magic square
(the first line must be SATOR and the last ROTAS); the balls then turn
and free the imprisoned cross. Take the cross and return to the chamber
at the bottom of the stairs.
Once in the chamber, put the TENET cross (the cross freed by the balls)
in the recess. It turns and the stairs drop giving access to the crypt.
The Crypt
Go down into the crypt. Go to the front of the small altar and free the
gate by breaking the chain holding it with the flask of acid found in
the secret room. Once the gate is open, take the charm. (Animation with
the three vampires in the crypt.) The three vampires are blocking the
passage, but there is a handle on the right. Push it! (Animation showing
daylight entering and the vampires fleeing.) Go to the opposite side of
the room. There, you will find an identical recess to that at the top
of the stairs. Put the TENET cross in it. The stairs rise to show a staircase
below. Take the staircase.
The Attic
When Dorko shuts you in the attic, you must go to the bottom. There, there
is a plate with a mechanism. Put the flying man icon found in the secret
room on it. Click on it. Put the Dragon’s ring on it. This opens the iris
and lowers the stairs. Go towards Mina and click on her. You talk about
the castle (not without difficulty!).
End of the Game
View this guide raw, exactly as the archive holds it