This walkthrough was originally written for Dracula: The Last Sanctuary
on the PSX, but the walkthrough is still applicable to the PC version of the game.
<> <> <> <>
<> <> <><><> <> <><><><> <> <> <> <> <>
<> <> <> <> <> <> <> <> <> <> <> <>
<> <> <> <> <> <> <> <> <> <> <><><><><>
<> <> <><><> <><><><><> <> <> <> <> <> <>
<> <> <> <> <> <> <> <> <> <> <> <>
<> <> <> <> <> <> <> <> <> <> <> <>
<><><><><> <> <> <> <> <><><><> <><><><> <><><><> <> <>
= ========= =
= <><><> =
= <> <> =
= <> <> =
= <> =
= <> =
= <> =
= <> =
= ========= =
><><><>< >< >< ><><>< >< >< ><><>< <><><><>
>< >< >< >< >< >< >< >< ><
>< ><><>< ><>< >< >< >< ><><>< ><
>< >< >< >< >< ><><><>< >< ><
>< >< >< ><><>< ><><>< >< >< ><><>< ><
><><>< >< ><> >< ><><>< ><><><>< >< >< >< ><><> >< ><
>< >< >< >< >< >< >< >< >< >< >< >< >< >< >< ><
><><>< ><><><>< >< >< >< >< >< >< >< ><><><>< ><>< ><><
>< >< >< >< ><>< >< >< >< >< >< >< >< >< ><
><><>< >< >< >< >>< ><><>< >< ><><>< >< >< >< >< ><
COPYRIGHT 2001 FOX DIE
WRITTEN BY - FOX DIE
PLATFORM - PLAYSTATION
Version 1.0 - 1st CD COMPLETED.
Final Version - Complete Walkthrough.
%TABLE OF CONTENTS%
3.Tips AND How to use this FAQ can be easily used!
Hello everyone. Hope you can find this walkthrough a little
helpful. Whenever I decide to write a FAQ of any game, I first check if
someone has written it before. Although I saw a FAQ from Taha Rasuli I decided to write the FAQ for this game because
I simply like it so much!
If you have any questions and/or would like to add or correct
something please mail me at firstname.lastname@example.org.
This really is a good game with unique puzzles. What I really
like about this game is that it is literally full of FMVs. The story is
pretty good as well.
Another good thing about this game is that you can save
anywhere you want and have an inventory that never fills up. All in all it is
a good value of money.
If you think this FAQ is good enough to be used some where
else then I would like to be informed and credited.
This game is controlled by a CURSOR. Like you control your computer
with the mouse here you will control your cursor with the directional
buttons. You even move with the help with the help of the cursor. Here is a
list of what happens when you see your cursor change into:
<1> An arrow with a circle at the bottom - this means you can go
In the direction to which your cursor is pointing by pressing X.
<2> A circles on top of one another and a sign which looks a bit like
this " ~ " - this means that you can open certain things like a
door, chest, drawer etc by pressing X.
<2> A hand - this means that you can pick up a certain object by
<3> Plus - this means you can increase something by using X.
<4> Minus - means that you can decrease something.
<5> A magnifying glass - this means that you can have a closer look of
<6> A figure similar to eight except that it looks like its lying down
- you can use an object or item here.
<7> A U-TURN sign - means that you can return back to the previous
scene by pressing X.
To combine an object with another you will have to go to your
inventory and select (X) that object which you have to combine. If it's
combinable your cursor will shrink the object and make change it into your
cursor. Then you can take it and combine it by another item by going to that
item and pressing X.
To move an object you will have to move your cursor on the object
and pick it up (X) and move your cursor to the place you want it to be kept.
If it can be kept there your cursor will change into the object the press X
to put it there.
The X button is used as action button, to select and to pick things
up. The CIRCLE button takes you to your inventory.
%TIPS / HOW THIS GUIDE CAN BE USED EFFECTIVELY%
-- Always remember that this is not a shooting game. Don't try to blast
off the head of Draculas or whatever you face. It's better to think.
You can use the cross on some of them, some cannot face light, and
Some have to be shot at a particular place.
-- To get some reactions out of people or to get certain scenes you
have to do some crucial things to trigger them.
-- As you might know now that you cannot walk around the room or go
wherever you wish like in many other game so I have given the
numbers in my walkthrough to tell you
exactly how many times you have to go forward before a turn. After
you play the game you should understand
-- Use some of your own sense. (Just joking:-D).
-- Take a look at your inventory. You can see a big circle in the
middle and a straight line outside. All the items have their
particular place no matter when you take them. When you pick an item
look at your inventory if it comes on the outer line it means that
the item can be combined with another item.
-- As I told you above all items have their particular place in the
inventory, so I have given numbers after each item, as you will find
it in your inventory. For example if I tell you the number is 6 in
the circle, count the numbers starting from the very top of the
circle. The 6th one will be the one I told you about. (if you didn't
get a thing don't worry, I have given an example in the walkthrough.
Yup! On to the real thing. I will try to give a map wherever I
After you gain control, go forward 1 time, then turn right and move
forward 2 times and inspect the bushes. Press X and take the tile. Now
return. Turn around and go forward 1 time. Then turn to your right. Move your
cursor to the nearest tree you can see when you see the microscope press x
and take the OIL and return. Turn to your left and go straight 1 time. Then
turn right and move the cursor to the door and go straight 1 time. When you
are on the doorsteps, go to the inventory (by circle) and move the cursor to
the doorknob and press x. now enter.
_Main Hall_. Move your cursor towards the stairs and go straight
and up. Enter the door to your left.
_MAP_ ______ ENTRANCE
| _______ LOCATION WHERE THE CANDLE
___________| |__________|_______________ SHOULD BE KEPT
| |____| | | ||____|________| |
| | | |____________|_ LOOK FOR THE KEY
| | |____________ | HERE
| DESK _|_
| _____ EXIT
| _ _
| |___CHEST ____ TABLE WITH FILM |
|__| __|__ CANS / PICTURE |
According to the map, turn right and go straight 1 time. Turn
right and inspect the right corner of the DESK and open the drawer. Take all
the things and when the drawer is empty exit. Turn 180 degree around and go
straight 1 time. Turn right and inspect the CHEST. Open it and take both the
things. Then return. Turn 180 degree again and inspect the FILM roll CAN.
Check the one labeled ^STYX^. After you have emptied the can return. Now
check the PICTURE on the wall, above the table. After you get the info turn
the photo around by pressing X on the picture and take the paper. Go straight
towards the EXIT. Then turn left. And go inside the place where you will put
Move the cursor to the bottom and when you see the cursor change
into circles go to your inventory and use the candle stand there (((STARTING
FROM THE VERY TOP OF YOUR INVENTORY BOX COUNT THE CIRCLES CLOCKWISE. THE 14TH
ONE IS THE CANDLE STAND. REMEMBER THIS FOR THE REST OF THE GAME AND BELIEVE
ME IT WILL MAKE THINGS EASY.))). Now use it where you see it available. Go to
your inventory. Combine the matches (((FIFTH ONE ON THE OUTER CIRCLE FROM
TOP))) with the candle (14th in the big circle of circles). When you have it
burning use it on the candle stand. Just right of the candle stand you can
pick up the key. Now go to the EXIT. Go to your inventory and use the key
(16th on the big circle) on the doorknob. Now enter.
Go straight one time and check Pibody's pocket for a key (but
before that you would like to save your game cause this will be your first
confrontation with an enemy). Check the corpse's left side and flip the card
to reveal a key take it. Saw the monster? (Good looking isn't it?). Turn
around to face the corpse then quickly go to your inventory and combine the
bullets (1st on the semicircle row) with the gun (2nd on the big circle).
Select the gun (2nd on the big circle) now shoot (X) at the doorknob of the
door right behind Pibody. Then quickly enter the door. Still see the time
going down? Well don't panic just go straight 1 time, turn 180 degrees around
to Face the door you just came in through and move the side table (its on the
left side) by pressing X button on it. Now RELAX!
Turn 180 degree around again and go forward 1 time towards the
fireplace and pick up the chair from right under your nose and turn to your
right. See the blocked window high above? Simply place the chair under it.
Now turn back to the fireplace and inspect. Pick up the TILE and the very
useful POKER (to the very right side of the screen) and return. Now turn all
around again and go forward 1 time. Then turn left. Go towards the chair.
When on it move the cursor up, when it is focused on the window go to your
inventory and use the poker (16th, big circle) on the window. Now go back to
the exact spot from where you climbed up the chair and look to the right side
of the door. See the mirrors? (If you don't, go to the right side of the door
anyway). Go to the mirrors and pick the one to your right side. Then place
the mirror to the center of the room. If you don't get the FMV go to the
mirror you just placed and move the dresser! (Nice FMV right?) now go and
take the other mirror and exit the room through the same door. Go through the
doorsteps of the crushed door and go forward one time. Then use the other
mirror in the middle. Watch another one turn to dust and exit through the yet
another crushed door.
Oh no! Bat Face everywhere. Turn right and go straight and then to
your right again. The time bar appears but it won't hinder your progress so
jump on the chalendeir and watch the FMV.(Yay! Three cheers for light!).
Go towards the main entrance and turn right. Go straight and use
the POKER (16th)on the blockage. Then enter.
Go straight 1 time and then to your right towards the crates. From
this view move the second crate you see. Inspect the place you emptied and
take the wire cutter. Now move the crate to your left and take the TILE. Now
go back to the front lawn (the place where you started your game.
Go down the stairs and to your right 1 time. Then turn right again
and go straight one time. Now turn 180 degree and inspect the wall. Take the
fourth tile and return. Go straight and inspect the box you can see to your
_METAL BOX PUZZLE_. Cut the chain using wirecutter (15th). Now go
to your inventory and select oil (7th). Now use it on the left hinge and open
the lid. Use the sheet you got behind the picture (13th) on the middle, then
use the oil (7th) on the sheet.
Now go to your inventory and use the first tile (3rd) on the
bottom left corner. Then inspect the dial in front of the tile you just
placed. Move your cursor to the left of your screen and press X 3 times.
Now go to your inventory and take the next tile (4th) and put it
above (not over) the top right picture.
Then take the next tile (5th) and place it above the top left
picture, then check the dial and go to the left side of the dial and press X
Now go to your inventory and use it above the remaining picture.
Inspect the dial go to the left side of the dial and press X 2 times.
If you have done exactly what I said, you will hear a loud CLANG.
Now return from the top of the box. Inspect just a beneath the top of the
metal box and turn the valve.
Now go back to the basement. Go straight and turn left towards the
door and enter.
You are now at the sewers. Turn left and go forward 5 times. Then
you can see a ladder to your left. Climb it up. Go through the manhole.
You will find your self at Seward's Asylum. Go towards the door
you can see in front and enter by turning the doorknob.
Here you can see three doors. One to your left, one straight and
one to your right. Go to the door that is straight ahead and enter. After a
talk with Seward and Mina ask them about the ring and the box of matches. As
you will go back Seward will give you a key.
When you regain control of Jonathan, go forward 1 time then to
your left 1 time and then straight one tome. Now use the key (18) Seward gave
you on the doorknob (left side of the door) and enter.
Go forward 1 time and then take right 1 time. Pick up the ropes to
your right and go forward 3 times then turn right and move your cursor right
at the bottom and pick up the valve. Now go forward 3 times and go to your
inventory and combine the ropes (2nd outer row) with the valve (13th). Then use
it on the ladder. Now go forward 2 times and look under your nose, check the
toolbox and take the wrench. Now turn around and go forward 5 times. Examine
the wall to your left and use the wrench (14th) on the valve. Now take the
valve. Then return.
Now go forward 4 times and examine the wall to the right. Use the
valve (15th) there and then the wrench (14th). Now turn the valve. Then turn
left and go forward once. Now pick up the ladder. Then use the ladder (16th)
on the right side of the original position of the ladder (to the lower corner
of the wall to your right). Then go down.
Pick up the ladder on the left wall and go forward 1 time and use
the ladder (16th) on the wall to your right and go up. Fire on the left side
of the cover using your gun (2nd) and go through.
Turn to your right and go straight 3 times then turn to your left
and go forward 1 time. Turn left and inspect the elevated ground just beside
the small stairs. Use the key (11th) on the chain and pick up the ladder. Now
go forward 1 time and turn left then go forward 2 times and then turn right
and go straight 2 times. Now use the ladder (11th) on the door to your left.
Then go up the ladder. Check the bag, right under and take the stake and the
cross. Now go back down the ladder. A Dracula appears. Just use the cross
(16th) on it.
Now turn right and go to the stairs right in front of you. Now
turn left and go forward. Use the stake (3rd) on the Dracula's heart. Now
examine. Take the notes and the watch. Now go back to the ladder and climb.
Then use your compass (8th) on the sky. Now move your cursor on the NW point
and take a closer look. Now use the watch (4th) there. Then use your telescope
(17th) there. After you see Dracula enter here. You would obviously know that
Jonathan has to stick his nose there as well.
Climb down the ladder. Turn right and go forward 1 time and then
go straight (from here you can get two cursors to go straight one a little to
your left and one to your right. Take the right path.). Now go straight again
(towards the nearest stairs you can see). Now turn 180 degrees. Afterwards
turn left and go to the stairs. Examine the head to your right side. Press X
once near its eyes and return. Try to go in there (you will soon know why I
wrote try). The poor guy faints. When he wakes up its already daytime. Then
he walks towards the gate (like a zombie) and who knows how he gets to
When you get control f Jonathan go to Seward's office (middle door
if you forgot).
Turn left and go straight. Turn right and go straight again now
check the left side drawer and open it to take the stethoscope.
Turn around and go back to the door. When you are facing the
piano, turn left and go straight towards the desk. Now inspect the picture.
_THE LOCKER PUZZLE_ all you have to do here is check dial one by
one. Then use your stethoscope (6th) at the bottom left corner and turn the
dial. When you hear a LOUD CLING it instead of TIK it would mean that you got
the correct number. Continue this with each of the dials.
For the people who didn't understand a word the correct numbers
Top Left Dial - the answer is 8
Top Right Dial - the answer is 3
Bottom Left Dial - the answer is 6
Bottom Right Dial - the answer is 4
After doing this correctly open the locker. Check the notes on the
top shelf and take the key. Listen to the NOTES if you want then return. Now
check the bag. Take all the four objects and return. Then take the Dragon
Ring (you are now protected against the vamps, congrats. Well it's not such a
big deal is it? Somebody tell Jonathan!)
After that turn 180 degrees around (yeah again). You should see
two chairs. Move the cursor to the chair to the left and look towards the
ground to its left (the chair's left). Yes that's Mina's Ring.
Now go back to the desk. Examine the middle of the desk. Open the
box to the right and pick up the roll you can see in the middle of the
machine. Now place it in the box. Then use the roll (8th) you took from the
locker on the machine. Then move the cursor to the small coin you can see
right above the roll. Now after the talk press on the coin again. If your
speakers are working right you would come to know that you have to raise the
temperature 5 degrees more to thicken the solution. Now exit the room through
When out go straight and turn right and enter the door. Go forward
2 times turn right and go straight. Turn left again and go down the stairs.
Turn left and go towards the desk you can see. Inspect the cup of tea on the
desk. Hear a fly? Pick up the sugar cube and go to your inventory. Combine
the matches (5th outer row) with the sugar (5th). Then select the matches (5th)
and place it on the desktop. After the fly comes in the box pick it up then
return (if you would have captured the fly the box of matches would be
Now turn right and go towards the stairs. Turn left and go up the
stairs. There are five doors in a row here but you will go only in the middle
one but not now. Keep going straight until you come to the end. There is
another door. Enter.
After the FMV use the cross (16th) on our vampy. After he falls on
the wheel chair use the cross (16th) again on its forehead. After the cry your
vampy would have died (as if it was ever alive after turning into a vamp).
Check its pockets and take the key. Then go back to the desk from where you
got the fly and this time inspect the drawer of the table (under the cup).
Use the key (18th) you got from Bill on the drawer. Now open it. Take the
syringe and go all the way back to Bill.
Go to him and use the syringe (6th) on this right arm. Now turn
around and go forward once. Turn right and examine the desk. Then open it.
_ANTI VAMPIRE POTION PUZZLE_ There is a picture that I have made
to make things a little clear. I will tell you step by step to make things
1. First of all go to your inventory and use green vial (14th) on the flask.
2. Then use the syringe (6th) on the flask.
3. Now use the vial (14th) on the area just beside the flask.
4. After that go to the right of the Bunsen burner. When the cursor changes
to the plus (+) sign press X two times.
5. When the temperature reaches 35 (exactly the middle of the thermometer) go
to the left side of the burner and press X once so that the temperature
remains on 35 degrees. If you do it correctly the thermometer will vanish.
Then take the vial. Now return.
| _________ ADD THE CONTENT OF THE VIAL AND THE SYRINGE HERE|
| | |
| | ____ THE VIAL IS KEPT |
| _|___________ | __________ |
| / _________ | | | || | 100 |
| / \ || | | || | |
| / \ || | | || | |
| / \ / \ __| | || | |
| \ ______ / / \ | || | |
| \ / | | | ||----|-- 35 degrees |
| \____/ |______| | || | |
| () | || | |
| || | || | |
| ___(-) || | || | |
| | || THERMOMETER ------| || | -30 |
| THE MINUS CURSOR | / \ | |
| | \__/ | |
| |__________| |
(LOUSY, ISNT IT?)
Go to your inventory and combine the vial (2nd in outer row) with
the gun (2nd). Now exit this room. Go straight 2 times and move your cursor to
the door on your immediate left and use the key (4th) you got from Hopkins'
file and use it on the doorknob. Now enter
Examine Hopkins. After seeing his dazed expression you should know
that he need fuel to speak. Use the box of matches with fly in it (5th) on his
face. He speaks for a while and then stops abruptly. Then just move the
cursor to the pistol and press X. Then he makes a bargain and asks Jonathan
to give him the Dragon Ring in exchange with Hopkins' glasses, which he
claims to be special in seeing Vampire traces.
After that you can hear telephone ringing. That's from Seward's'
Office. Yup! That's where you got to go, back to Seward's' office.
Go straight 1 time and turn left. Now pick up the phone from the
cradle. Guess who it is? Yes you're right, Mr. Dracula. After hearing his
warnings return to the room where you met Bill.
He won't be there neither his wheel chair (maybe he ran with it).
Instead of the armchair you can see a trap door. Go through it.
For some reason that I don't know Jonathan wants to track him. Go
forward 1 time and then turn to your right go straight 2 times and then turn
right and go straight 1 time. Now use the Hopkins' Glasses (14th) on the path.
Wow! Now you can see Green Footprints. Follow them and go forward 7 times.
Now turn left and inspect the control box. Pull the left lever (you can pull
only one). Turn right to see Bill the Vampy. Now use the glasses (14th) on him
and then the gun to fire at the red spot you can see on his shirt. Then (oof!
So many then now then now then now, sorry I will try to avoid them) move your
cursor to the left side of the control box and go straight 1 time. Go
straight 5 times and turn left. The door you can see will be locked so to
open it inspect the right side of the door and open the lid to see a console.
_THE DOOR LOCK MECHANISM PUZZLE_ See the picture underneath for
/ _________________ \
| | 2|- |- | 1| 3| 4| CIRCLE ______________ |
| |__|__|__|__|__|__| | |
| ________ |
| / \ |
| / \ | |
/ \ |
| ________ ________ \ / |
| / \ / \ \ / |
| / \ / \ \________/ |
| / __ \ SUPPOSEDLY / \ || |
| / / \_____\__| THE CODE KEY / SYMBOL______\__ \||/___ |
| \ \__/ / \ / \/ | |
| \ / \ / | |
| \ / \ / ARROW |
| \________/ \________/ |
As in FIGURE 1 use the code key cylinder (19th) on the socket and
note the symbol and the numbers 2--134. Now take the key back. Now go to your
inventory. The code key would have separated in your inventory into a
cylinder (19th) and a key (4th on the outer row). Combine the key (4th outer
row) with the red notebook (18th). You get a screen with the key on the paper
and on a symbol. Pick up the key from the tip and place it on the sign as in
FIGURE 1 (that's the sign you saw to the left side of the key socket). Now
press X on the glasses you can see to the bottom right corner.
You now can see the numbers as well. Note the number in the
notches. (For the ones that ones which show two numbers pick the number
closer to the handle. Example: like in the first notch you can see 3 and 5.
In this case select 5.) The numbers here would be 510382. Now line up the two
numbers you noted like this:
First no. 2 - - 1 3 4
Second no. 5 1 0 3 8 2
To get the four code numbers you will have to take refer the 1st number with
the 2nd one. Like underneath 1 you can see 3, this means that 3 is the first
digit. Like this:
1 is 3
2 is 5
3 is 8
4 is 2
Thus the number is 3 5 8 2. Now return back and examine the
cylinder (19th). A screen will appear. When you move the cursor to above the
digit your cursor will change into plus (+) sign, press X to change the
digit. Change the, four 1s(numbers) into 3 5 8 2. Then return and combine the
key (4th outer row) with the cylinder (19th) and use the cylinder on the
socket. A CALNG will open the door if you did exactly what I said. Take the
cylinder back before you return and enter the door.
Go straight through the corridor and exit through the door.
Turn right and go down the stairs. Turn left and go forward 2 times and then
(again so many thens and nows) toward the statue of the Dracula. Now (ooh! I
can't help it) turn left and inspect the projector. Use the coin (10th) you
got from Carfax on the slot for the coin. After seeing the movie for free of
Mr.Vampy carrying Mina over the stairs turn left and go forward once. Then
turn left again and go straight 1 time. Now (oooh!!) turn right and go
forward 1 time. See the organ playing (I', really losing it! Believe me or
not I am doing this on purpose!) I meant hear the organ playing? Take a
closer look at the organ and place the papers (9th) to the left side of your
screen. You see a gas coming out of the organ and it is too putrid for
Jonathan to bear.
Jonathan wakes up in a bedroom, in front of him is Mr.Dracula who
asks him for the ring and tells him that he is in transalvania.
When you gain control of Jonathan turn right and go forward then
search under the bed to find your gun. Afterwards go towards the two doors
you can see to the corner of the room. Exit (you can go through only one of
Jonathan informs you that you have never been at Transalvania! It
was just a movie set. Well that doesn't mean your troubles are over. A Vampy
is right ahead but you know what to do simply use the glasses (14th) on it and
then the gun (2nd). Next go forward 2 times to discover that poor Seward has
changed into a Dracula also (tough luck!). now cut a left and go forward.
Next turn left again and go towards the control box. Examine. Pull open the
lid and flip the switch. Mr. Drac is sneaking behind you! Well don't get
worried it's only a mechanical statue. Turn left and take the sword from the
dragon statue and use it (10th) on the Wooden Dracula. Turn a little left and
use the sword (10) on the ropes. Turn left and go till the end to get a rope
with a hook and a handle. Now go back and climb up the stairs. Turn 180
degree around and use the handle (8th) on the hole and turn it. After the FMV
go to your right and move the cursor to the ropes to your right side and use
the sword there. Climb up the fallen railing to the air duct right on top of
your head and enter. Go straight once and turn right. Next use the sword (10)
on the fan and go forward 2 times and turn left and go forward 2 times and
take the key from the grill. Now turn around and go forward 4 times. After
that, use the key (5) you just got on the grill and examine use the ropes
(7th) on the Drac underneath and go down the grill.
Examine its chest and take the U-shaped metal. Now examine its
hand. Turn the wrist then flip the hand over and turn at the rod like figure
coming out of its wrist. The key comes out. Take it and return. Go forward 1
time and then right into the lift. Turn right and inspect the slot. Use the
key (12) from the Drac on the slot.
Turn right go forward 1 time and turn right. Press X on Seward and
hear what he has to say. He takes your gun and gives you a key. He also tells
you about a secret passage. Go straight and inspect the organ. Use the
glasses and press X on the darker key. Exit. You see Seward Destroy the
theatre with himself in it (what a guy!).
Exit through the door. Go forward and on the boat then go forward.
When off the boat go forward 2 times and turn right. This door has the same
locking or maybe I should say unlocking system. Do the same process if you
want but for a quick answer and not to waste time the code is 8 4 6 2. Take
the key again and enter the door.
You are at the basement of Carfax. Go straight but before exiting
turn 135 degrees and take the crates under the cloth. Now exit. Turn left and
place the crates (9th) under the stairs. Examine it and take all the three
tools. Now go back into the basement. Turn right and use the axe on the
coffin. Now pick up the remains and exit. Go top of the stairs and enter the
room to your left. Turn right and go straight. Use the hammer on the desk
and pick up the remains. Now take the candle from where you kept it before.
Now go to the next room (where you saw the first bat face creature and turn
right towards the window. Next use the gardening shears on the window. Pick
up the remains and go all the way back to crates. Use the each of the remains
one on each crate and return. Next combine the matches with the candle and
use it on the crates. Mr. Vampy arrives and tells you that you will die.
Fortunately he didn't notice a key on the wall. Go to the door across and
examine the left side of the door to find the key. Use it (9th) on the
doorknob and Exit (yahoo!).
Go straight and down the stairs. Turn around to turn the wheel
just beside the stairs. The water fills in the reservoir. SAVE YOUR GAME! As
there is a lot of chance of instantaneous death. Jump in the water. Now dive
under water. Quickly turn left towards the rubble you can see and remove it
to reveal a wheel. Turn it. Now turn so that you are facing the wall that was
to your right when you turned the wheel. Move the cursor up toward the
surface of the water and press X. From this position you can see a patch of
black on the water, go there and press X for a fresh breath of air. Now go
under water again (from where you just came). Turn right and go straight.
Next turn left and go straight (into the entrance) 2 times.
You find yourself in the SEWERS. Go straight 3 times and turn left
to climb up the stairs.
SEWARD'S ASYLUM (AGAIN)
Go to the room where you fought Bill and solved the anti vampire
potion puzzle. Turn right and use the key (18th) Seward gave you on the knob.
_THE ANTI VAMPIRE DEVICE PUZZLE_ First of all inspect the area
under the shelf. Remove the covers and use the negative (3rd) you have in your
inventory on top of the machine to your right. Now turn off the lights (it's
a small switch to the left of a file). Now go to the file and press X. now
press X on the top of the machine (where you kept the negative). Now press X
on the photo. Then examine the developed photo. Now return.
Inspect the top of the shelf. See the note to the left (under the
door of the box). After hearing the note follow the
following steps (remember that when you have to go to your inventory I will
mention it so unless I don't say that it means that you have to pick up the
things on the shelf and place them):
| | |
| _|_ | |
| _/_|_\_ | |
| \_|_/ | ________ |
| | /_\ /| ------ | |
| ___/ \___ | | / || || _____________ |
| | ------- | | | / || . || ()____________) |
| || ___ || | | | || || -|----------|- |
| |-| / ^ \ |-| | | | ||______|| |
| |-| \_^_/ |-| | | |__|________| |
| |-| |-| | | _|______|_ |
| |_| |_| \_/ |__________| |
| FIGURE 1 FIGURE 2 FIGURE 3 FIGURE 4 |
|___________________________________JUST TO GIVE YOU SOME IDEA________|
1. See the U-shaped piece on the table (FIGURE 1)? It's at the top right
side. Pick it up and place it in the box. Now examine the round dial
there. Press (-) two times so that you get it at 8. And return.
2. Pick up the syringe (FIGURE 2) like figure there to the bottom right.
Place it on the U-shaped piece. Now inspect it. Press (+) 4 times so the
number displayed is 4. Return.
3. Pick up the ammeter (FIGURE 3) and place it in the box. Now pick up the
rod like metal piece (FIGURE 4) and place it under the ammeter. Now check
it. Press X 7 times so that the needle rests on 7.
4. Now move your cursor at the top of the box and take the valve like figure
and next go to your inventory and use the U-shaped metal object (4th) you
got from the Drac and use it in place of the Valve.
YOU SHOULD HAVE A PICTURE A BIT SIMILAR TO THE PICTURE BELOW. Now
close the door of the box. Take the handle and then the device. Return.
E = EXAMINE HERE! TO CHANGE THE NUMBERS
/ | | \
/ | | \
/ | | \
/ \_/ \
/ | \
/ _____|_____ \
| / --------- \ |
| || ___ || |
| || /E_ \ || |
| || \/ \/ || |
| |-| | | |-| |
FIGURE 2 ------- |-----|-|---| | |-|---|----- FIGURE 1
| |-| | | |-| |
| |-| |_| |-| |
| |_| \_/ |_| |
| ______ | |
FIGURE 3-------|---| | | |
| | . | |
| |______| |
| __E__________ |
| ()____________)---|-- FIGURE 4
| -|----------|- |
Go to the trap door and enter. Go straight and turn right. You can
see a line of rats on the path in front of you.
_USING ANTI VAMPIRE DEVICE PUZZLE_ Go to your inventory and
combine the crank (last outer row) with the device (18th) you just made. Now
examine the device.
You see a screen somewhat like this:
|THE ANTI-VAMPIRE DEVICE|
| _________ __________ |
| / \___ LEFT METER / \_____ RIGHT METER |
| / \ / \ |
| /|||||||||||||\ /||||||||||||||\ |
| / \ \ / \ \ |
| \ \ / __\_____\ / |
| \ \ / | \ \ / |
| \ \___ / NEEDLE \ \__ / |
| \_ / \_/ (POINTER) \__ / \__/ |
| / \ / \ |
| \ / \ / |
| \____/ \___/ |
| _ |
| / \___ GREEN LIGHT |
| \_/ ___ |
| /\__\ |
| \/ \__TUNING KNOB |
| \___/ T |
| _ _________________ _ _________________ |
| |_| |_______||________| |_| |T = COME HERE TO ||
| | | |CHANGE THENUMBER|||
| LEFT BUTTON RIGHT BUTTON |ON THE RIGHT ||
| |METER. ||
Go to the LEFT BUTTON and press X. now focus the cursor on the
rats and press X. After the green light comes on go back to your inventory
and check the device again. You can see the needle on the LEFT METER go to 7.
Using the TUNING KNOB change the needle on the RIGHT METER to 7 (7 times).
Now go to the RIGHT BUTTON and press X. Aim at the rats and fire. The rats
Go straight 2 times and turn right. Go straight 10 times and
examine the box to your right. Insert the ventilator key (5th) in the slot
below the lever. Inspect the box again and pull the right lever.
Turn right and go straight 8 times. When at the edge turn around
and pick up the stack of wood from the ground. Now use the wood (10th) on the
other end of the path. Go forward 1 time and enter the hole above.
THE CEMETERY (AGAIN)
Go straight 3 times and turn left go forward 1 time and turn right
and inspect the middle row of bricks. Remove the sign to take a note from
Hopkins and the Dragon Ring. Return.
You now have to get rid of three sculptures present in the
cemetery. For easy lets go step by step:
< NOTE- 'ACTIVATE' HERE MEANS THAT YOU SHOULD DO THIS: Go to your >
< inventory, combine the handle (last outer row) with the device >
< and examine it and press THE LEFT BUTTON (refer to the figure of>
< the device above)and be ready to analyse the frequency of the >
< sculpture. >
1. Turn right and go forward 2 times and then turn right again. ACTIVATE.
Next go forward till you can, then focus on the top of the pillar in
front, on right side. When you get the green light on go to your inventory
and give the sculpture the same treatment as you gave to the rats. Its
frequency is 9.
2. ACTIVATE. Turn around to the way from where you came. Go forward once and
focus on the top of the pillar on the wall. Its frequency is 4. Yup!
That's the second one. Do refrain from the same treatment.
3. ACTIVATE. Turn left and go straight 3 times. Now turn left and go forward
1 time. Turn left and focus on the pillar. Its frequency is 6. Yes that's
the last one.
Now you have to go to the same door through which you tried to go
before unsuccessfully. So turn right and go forward 1 time now turn left. Go
forward 2 times. Go straight (as you can get two straight arrows from here,
take the one that is to your right). Go up the stairs inspect the statue to
your right and open the door. Go in.
Examine the locking mechanism. Enter the following numbers:
Top left - 9
Top right - 2
Bottom right - 8
Bottom left - 7
After this press X just beneath the chin of the seemingly unhappy face (or
maybe very very unhappy face would be better). Go straight in and out of DISC
%END OF DISC ONE%
%START OF DISC TWO%
Well this means half the battle won doesn't it? On the disc two
the first thing you see is the beautiful face of Mr. Vald (Drac.). he informs
Jonathan that his luck is up (we'll prove how wrong he is) and shows regret
on the short lifetime of humans. In reply Jonathan says (rather yells would
be a beter choice of words) this "MMMMMMMMMIIIIIIIIIIINAAAAAAAAA" (he says
some nice things as well). You also see Jonathan's journey to TRANSALVANIA
and some recall of his last visit there! Nice and long FMV!
Go straight 3 times and check the door lock, note the tiny half
moon (with the dark part to the right) under the face and go to your
inventory and check the brown book (18th). Turn pages 3 times and see the
moons. The letter beside the moon you saw is G. use the glasses and note that
the numbers after G are 9426. Now return. Put the numbers like this:
Top left - 9
Top right - 4
Bottom right - 2
Bottom left - 6
And press X on the half moon.
Go forward 2 times and then turn left and go forward 1 time. Turn
right and inspect the crate. Take off the cover and take the things there.
Now go back and exit through the door. Go forward 1 time and go down. Turn
right and go straight. Now turn a little left and go towards the wooden shed.
Turn right and inspect the rock. Use the crowbar (2nd) on the rock. Now pull
the thread and take the dynamite blaster. Return. Go back towards the stairs.
Next climb the rubble of rocks from there. Turn right and go to the next
rock. Turn right and take the pin and the hammer. Now return back. Go toward
the table at the corner of the area. Examine the drawer and use the hammer
and pin (4th) on it then open it. Take the roll of thread. Now use the hammer
and pin (4th) on the top part (where the drawer is attached to the table).
Pull out the drawer. And take the key (in the now visible area under the
drawer). Return. Go to the corner and turn left to inspect a box. Use the
key to open the box and take the dynamite. Now go back to the stairs and
climb it. Go in the door and to the sculpture you earlier saw. Use the
dynamite in its mouth. Next use the roll of thread on the dynamite. Return.
Go back to the entrance of the door and use the dynamite blaster on the
thread and press X on it. You see the sculpture throw a jewel. Go forward 1
time and turn left go straight 1 time. Then turn around and examine the white
spot in the ground (just right side of the wire.) and pick up the jewel. Now
enter the blasted doorway. Go straight and enter the cells.
Well this is what I call gross. Turn left and then right. Examine
the sculpture. Use the jewel (8th) you just picked on its eye. When you have
entered go straight till you come to a dead end. Now turn around and go
forward 1 time. To your right the bars of the cells seems broken so enter.
Turn left and go straight 1 time. Now look right under to examine a corpse.
Remove it and use your shovel (3rd) here. Take the bone. Return. Go straight 1
time and examine another corpse. Use the shovel there and pick up the note
from a guy named Kazan who wants you to relieve his Lord Razu. Take the
skeleton and return. Go out of the cell from the way you came in and turn
right. Go forward 4 times and turn left to enter an opening. Enter the door
to your right. Pick up the lantern and the crossbow. From the drawer take the
necklace. Jump up the table to take bows. Now return and exit. Use the skull
on the ground in front. Then go to your inventory and combine the necklace
with the bone, now use it on the skull. After that go to your inventory and
combine the matches with the lantern and use it a little behind and watch the
FMV. The door opens. Enter.
You are in another chamber of cells. Go forward 2 times and turn
right. Hear the sound of the monster? Go to your inventory and combine the
bows (3rd outer line) with the crossbow (18th) and then with the green vial
(anti-vampire potion)(2nd outer line). Next use the crossbow on the roof of
the cell to the right side. Next go down the stairs. Turn left then go
straight and then turn left again. go straight 3 times when at the edge jump
to the skeleton. Examine the head. Open the cover and take the amulet. THE
SKELETON FALLS TAKING JONATHAN WITH IT. Jonathan makes it in one piece but
the skelly was not that fortunate. Go forward 2 times to exit from the cells.
This game seems all about cemetery! A map of it is below:
| - _____ |
| - | ___ | |
| - || ||___ YOU ENTER |
| - ||___|| FROM HERE |
| - |_____| |
| - H |
| ____________________ |
| | | |
| _ | | __________ _ |
| |_|| - |__________|_| |
| | | | |
| YOU FIND_| | - ST.GEORGE'S PICTURE |
| CANDLE & | | WHERE YOU PUT THE MISSING|
| THE PIECE | | PIECE |
| HERE | | |
| | | |
| |____________________| |
| - <>-- THE TREE ON WHICH YOU |
| FIND THE CROSS HERE - SHOULD AIM TO USE THE |
| | _ _ _ _ - GLASSES -
| | | | | | | | | |
| | | | | | | | | | - GATE ---
| | | | | | | | | | - -
| |_| | | | | | | | - |
| |_| |_| |_| |_| -____FENCE |
| |_| |_| |_| |_| - |
Go straight 3 times. Turn right and go forward 2 times turn left and take
examine the tombstone. Take the cross that is held by a hand and turn around.
Go forward 1 time and look to your right. Inspect the area near the candles
and dig using the shovel (). Take the missing piece of the picture of St.
George. Now go back top the place where you started and go to the tombstone
to the left of the place from where you came and examine. Use the piece of
picture (3rd) there. Now go to the left side of the structure behind you (H IN
THE MAP) and use the glasses (14th) in midair (between the picture on the
tombstone and the stone structure or the tree you see from that position).
Use the cross (16th) in between the two waves. The chain surrounding the
structure bursts. (notice that it's suddenly night). Weird!). enter the
structure. Turn right and go straight 1 time and turn right to exit through
the gate. Yes that's the drac's castle.
THE DRAC'S HIDEOUS CASTLE!
This is what I call a Drac's castle! He has tombstones and graves
instead of grass in his yard. Way to go!
Go straight 1 time. Then turn a little left and go straight 1
time. Now turn a little left again and go straight 2 times. Go down the
stairs and enter the door. Go to Dorko and talk. After that go to the
inventory, examine the note (10th) and turn the page. Turn it again and press
X when the hand comes. Show her the note. Next use the amulet (19th) on her
face. She tries to combine the ring and the amulet and finish Mr. Drac but
before she could do so she was stabbed by a demon who also took away the
Dragon Ring. The other way of combining them is to do it on Mr.Vampy's stele
that is at his last sanctuary. In the end Dorko transplants (not kidney!) her
powers in her ring and give it to our Jonathan. A summary of what Dorko said
is stated below: (SPOILERS AHEAD!!)
Dorko said that Kazan is the chamberlain of Lord Radu (Drac's half
bro.). He disappeared the same evening as Radu. 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.
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
supposedly stole the cross to prevent Dracy (Dracula) getting hold of it.
After all the cool FMVs (fully motion videos) turn around and go
back to the door and climb the stairs and exit. Another FMV (told you this
game is full of them) but not a pleasant one. The demon make a 'visible'
forcefield around the graveyard so you cannot enter. Go straight. Turn a
little right and up the stairs. Is the door locked? Well don't quit yet go to
your inventory and use the glasses (14th) on the doorknob. Now use Dorko's
ring (16th)on the knob and enter.
Go straight turn right and go till the end. Pick up the ropes in
front of the rubble and exit through the door from where you came in. after
you close the door behind you go to the inventory and combine the ropes (1st
outer line) with the crossbow (17th). Now use the crossbow and fire at the
middle window (between the pillar). You will have a very brief FMV if you get
it right. Now go through by climbing the ropes. Enter the door in front.
THE MINI LIBRARY
Go straight at the end of the hallway to a desk. Examine it
_THE LIBARARY PUZZLE_ this one looks very complicated but it is
very simple. Open the top of the desk. Take the chessboard drawn on a paper.
Use the crowbar (2nd) to the left side of the table to reveal a hidden note.
Examine the note. Go to your inventory, examine the note (10th) and turn it so
you can see the translation next use it on the note.
What you have to do is press X on each shape one by one. When you
place the translated paper on a shape one of it two square shows a little
part of the shape you clicked on and the other will show either a specific
number (in roman) or any other thing. If the other square shows a number that
is I,II,III,OR IV it means that, that is one of the numbers you are looking
for. After clicking on all the shapes you can only find I. So return 1 time
and go to your inventory. Examine the note (10th) again. turn it. now use it
on the note. Do the same and you will find II,III,and IV. Now return 2 times.
Turn around and go forward 1 time turn right and take a closer
look at the pillar. Remove the lid. You have to enter the four shapes in
order here. If you do not remember the correct order do this number the
circles clockwise from the very top (like you did to your inventory). Now
press X on the 3rd shape (the 3D cube), then first one (looks like a dome),
next the fifth (seems like a 3D triangle), and then the 4th (looks like a
star). If you get it correct the tile will turn and reveal the gold cross of
Grand Knight of the order of St. George. Return. Go back outside.
Go straight climbing the ropes and jump down in the graveyard.
Go forward, turn left and inspect the grave use the crowbar (2nd)
to remove the lid. Take the medal and return. Turn around and use Hopkin's
glasses on the ground. Now combine the medal (last outer line) with the gold
cross (9th) and use it on the symbol. Then force field is destroyed. Go to the
door just under the library. Go straight and enter the door of the library.
Go forward 2 times turn around and go straight 1 time. Turn left
and examine another lock face. Use the glasses (14th) on its mouth and then
the gold cross (9th) on the symbol. Return. Go straight into the doorway.
_THE CHESSBOARD PUZZLE_ examine the chessboard. Use the chessboard
paper (4th) on the board. Now check the brown book (19th) and turn the page 1
time. Use Hopkin's glasses and note the position of the pieces. Return. What
you have to do is click on the letters to determine the places of the pieces,
starting from the bottom black piece. If you don't remember press the
F B H E A C G D
If you did it correct all the pieces will move to their places
themselves. Now pick up the paper and return. Go out. Turn right and go
straight 1 time and then right again to go down the stairs. SAVE HERE! Cause
one wrong move and your game will be over. See the map below:
| | | | | | | | |
| W | B | W | B | W | B | W | B |
| | | | | | | | |
| B | W | B | W | B | W | B | W |
|_____|_____|_____|_____|_____|_____|_____|_____| B= BLACK
| | | | | | | | | W= WHITE
| W | B | W | B | W | B | W | B |
| | | | | | | | |
| B | W | B | W | B | W | B | W |
| | | | | | | | |
| W | B | W | B(7)| W | B | W | B |
| | | | | | | | |
| B | W | B(6)| W | B | W(3)| B | W |
| | | | | | | | |
| W | B | W | B(5)| W(4)| B | W(2)| B |
| | | | | | | | |
| B | W | B | W | B | W | B(1)| W |
| STAIRS |
Go forward 1 time turn left and click on the second last tile
(black). Then the one right in front of you (white). Now the tile to the left
straight (white). Next turn 180 degree and click on the straightish right
(white). Then the one right in front (black). Next straightish right (black).
Now turn right and go to the black tile.
Another cool FMV! The tiles fall down and once again Dracula warns
you and reminds you that you are in his castle.
Use the telescope (17th) on the door (its on Jonathan's eyelevel).
And then use Hopkin's glasses (14th) on the door. Followed by using the
Dorko's ring (16th) on the symbol. Go forward. Again use Hopkin's glasses
(14th) on the door and then the cross (9th). Enter.
Turn right and press the X button on the control box. Now walk to
the left of the cable car (thanx to Taha from whose Faq I got this word) and
turn left. Pull the lever. Turn left again and go forward. Just to the left
of the car is a console. Press X. now go in the car. Turn left and pull the
lever. Then press the X on the red button to watch yet another FMV. After
that go out of the car. (Spoilers ahead!) you meet Hopkins who tells you that
Mina is at Dracula's Last Sanctuary and offers to take you there but he too
wasn't too successful either, as a henchman of Dracula throws a knife towards
Jonathan (who was surprisingly too scared stiff to move) and Hopkins dives in
front to sacrifice his life. Dying in Jonathan's arms he gives Jonathan the
key to THE KEEP.
Go back in the car and pick up the ladder. Place it (5th) on the
back wall of the car. Now climb up. Open the trap door (right above
Jonathan's head) and go through. Now once again look right above your head to
go up. Go straight 1 time and turn right. SAVE HERE! Now look at the ceiling
to find another trap door.
CEILING OF THE KEEP
More henchmen! Go straight 1 time turn right and go straight, then
left and straight and then left and straight 2 times again. Finally turn
right and go straight. . Use the crowbar (2nd) on the head (to your right).
That takes care of them. Go down the stairs 2 times and take the wood to your
left. Go forward 1 time and turn left to enter the doorway. Take the bucket
to the right of the cannon. Go back to the stairs and go back up. Go straight
turn right go straight. Turn left go straight 2 times Use the wood (11th) on
the broken ground and go straight. Examine the cannon. Push the cannon to
pick up the cannon ball. Return and cross to the other side. Turn around and
pick up the wood. Go down broken ground. Turn around and look between the two
big rock (on the ground) to take a flag with a stack of wood underneath.
Climb out. Turn right and go straight 1 time. Turn left and examine the snow
near the statue. Use the bucket (3rd) on the snow and pick it back up. Return.
Go back to the stairs.
Go down 3 times and turn left. Examine the cannon. Place the pail
of snow (3rd) on the right one of the squares, then the cannon ball (8th) on
the middle and the flag (4th) on the left. Return. Next combine the matches
(5th outer line) with the stack of wood (5th) and place it under the cannon.
After seeing the henchman blast exit the room.
Go down. Place the wood (11th) on the broken bridge. Turn around
and go straight 2 times and take another wood. Turn back and go straight 3
times. Now use the wood (11th) on the bridge and go forward. Turn around to
pick up the previous wood and place it on the bridge. After that turn left
and examine the henchman and take the metal object. After that turn right.
Use the key give by Hopkins (6th) on the doorknob and enter.
go straight 2 times and in the elevator. Turn right and examine
the switch. Press the bottom button. After the descend down use the metal
object (15th) on the slot. Then press the up button. Next quickly turn up and
right and exit the lift. When the lift goes up it reveals a hidden doorway
behind. Go straight and combine the bow (3rd outer line) with the crossbow
(18th) and use it on the rope holding the bridge (top left side of the
doorway). See the bridge swing down. Go straight 1 time and go to the right
side of the stand. Check it. open the lid and see that it has three slots for
handles. Return. Now go up the only stairs going up and enter the door to
find out that you cannot exit and therefore are trapped.
JACOB'S LADDER ROOM
_JACOB'S LADDER PUZZLE_ TURN LEFT AND take the skull from the
ground. Now return to the stairs. SAVE HERE! Go down. TURN AROUND to see that
each ladder has a Sanskrit number on it. check the green book (13th) and see
that after turning the page 3 or 4 times you can see 6 numbers in Sanskrit.
Note them and return. Then go back up the stairs. Now walk on the ladders
with the same number as you saw in the book. If you don't remember walk on
the steps as written below:
If you did it correct you hear a 'clung' as confirmation. If you
don't then try this again cause if you do it wrong and step on the clearing
below the stairs you game will be instantly over.
Go forward 2 times and turn left. Attempt to pick the hand as you
try the hand closes and reopens. Afterwards use the skull (7th) on the palm of
the hand. After that use the crowbar (2nd) on the skull. Examine. Now pick up
the handle. Return.
Turn around go straight and turn left. Go to the doorway over your
head and enter.
You are now at the floor under the stand you examined earlier. Go
straight 2 times and see a lift. Take the right path and enter the door.
THE HELL FIRE ROOM
_THE CHAIN PUZZLE_ Turn left and pull the chain. SAVE HERE! A
bridge appears. Go straight. See the map below:
()__CHAIN TO BE PULLED TO DRAW
() THE BRIDGE.
()<5> |KEY |
______() |==== P = PANEL |
<1>() / \ () | E = YOU ENTERED |
() / \ ()<2> | FROM HERE |
()/ \() | Ex= EXIT |
/ P \ | <1>,ETC.= THE CHAIN |
()\ / | TO BE PULLED |
<3>() \ F /() | IN ORDER. |
() \ \/ / ()<4> | F=DIRECTION WHERE |
\______/ () | YOU ARE FACING |
() | WHEN YOU CROSS|
() <6> | THE BRIDGE. |
what you have to do is pull the chains in the correct order. When
you cross the bridge you face a chain do the following:
1. Turn left leaving 4 chains and then pull the next.
2. Turn left leaving 3 chain (not including the one you just pulled) and pull
3. Turn left leaving 3 chains (not including the one you just pulled) and
pull the next.
4. Turn left leaving 1 chain (not including the one you just pulled) and
pull the next.
5. Turn left leaving 1 chain (not including the one you just pulled) again
6. Turn left leaving 2 chains (not including the one you just pulled) and
GO STRAIGHT. Examine the dragon head and take another handle.
Return. A door is revealed. Enter. Go up the stairs. You are back at the
floor with the stand. Now take the only other stairs going down and enter.
GIANT ROOTS AREA
GO STRAIGHT 2 times X in the big egg. Now examine. Try to take the
third and the last handle and see a look alike of Jonathan appear. Turn
around and go straight 1 time. Turn left (135 degree)and use Hopkins' glasses
(14th) on the root. Combine the bows with the crossbow and then with the anti-
vampire potion. Fire the bow on the mouth of the root. The other root mouth
is now covered with a metal cover. Use the glasses again and combine the bow
and the crossbow again on the lid. Again do the same and this time hit the
mouth. Now examine it. I the inventory combine the potion (2nd outer line)
with the syringe (6th). After that inject it in the root. See the egg explode.
Go to the egg and take the handle. Now exit through the door from where you
came. Go up the stairs.
Examine the stand. Place the three handles on their slots. Return.
Now examine the base of the stand. Open the three drawers and take what they
have to offer. Return. Now go down the other stairs and enter.
THE HELL FIRE ROOM
Go straight turn left and examine the base of the panel. Open the
cover and place the items you just got from the drawers (10th,11th,then 12th).
Return. Now examine the top. Remove the lid to find slots for handles just
like the stand. Go back to the stand. Take the handles and return to the hell
Go back to the console and place the handles one by one. Close the
lid and press X on the knob. Return. Now examine the base again. take the
fourth handle. Return. After that go back to the stand.
Examine the stand and open the lid. Place the handle (2nd) in the
slot. Return. Turn around, go down the stairs and enter.
You are in the root area. Go straight and exit through the door
behind the egg. Go down the stairs and into the lift.
THE LAST SANCTUARY
(SPOILERS!!)As Jonathan goes up the lift Dracula's monsters
capture him. The Drac says that Mina and he are going to marry. Mina says
that if there would have been some proof that she is Jonathan's wife. So,
what are you waiting for, give Mina her wedding ring (1st). Mina's mind
finally clears and she remembers everything. Mr. Drac brags about his
immortality and stuff and the monsters close in. According to Dorko the
amulet (20th) and the Dragon Ring can cause Vampy's downfall but you don't
have the ring do you? Well you don't need to cause the dragon ring is right
in front of the Drac. Use the amulet (20th) on the ring and see everything go
bizarre. The Dracula cannot believe that it is ending and his evil powers
cannot stop it.
but in the end you hear:
IS THIS REALLY THE END ???
What do you think?
WRITTEN BY FAHAD,
AUG 26 2001