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.

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! Dive in the reservoir, go underwater, turn left, click on debris by the wall, look close and click on exposed sluice wheel, turn around with the long wall to your left, look up, click upwards, turn left facing the wall, look up again and click for a much needed breath of air. The water rose once more. Dive underwater again and enter the now submerged opening on the wall. 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.

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.

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. 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.

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GameBoomers

Copyright 2/14/01

Norma Kuderna  MaGtRo and Ozma 38

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