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WORLD 1 / CARFAX (1)
At the Garden at Carfax, go to the
right side of the Garden up to the wall. Take the object you find
in the centre of the bas-relief. Come back in a Warp towards the
house and take the oil-can you find at the foot of the tree on
the right. Go into the pond and take the object you find in the
centre of the bas-relief. Climb the stairs leading to the main
door of Carfax House.
Open the door using the key and enter
the hall.
In the hall, take the staircase leading
to the first floor. In the centre of the balcony on the 1st floor,
enter Dracula's study. Stand in front of the desk. Empty the drawer
in the desk: take the compass, the cylinder key, Dracula's notebook
(red) and a candle.
Stand in front of the chest. Empty
the chest: take a telescope and a candlestick.
Move in front of the cabinet, on
which are placed three metal film reel boxes.
Empty the box in the foreground:
take a slot token, a perforated barrel-organ card and a matchbox.
Above the same cabinet, look for
the engraving of Carfax.
Take the document hidden behind the
engraving. This is the solution enabling you to open the sluice
in the garden table and fill up the pond.
Go behind the screen. Place
the candlestick on the cabinet.
In the inventory, combine the box
of matches and the candle. The candle is now lit.
Place the lit candle in the candlestick.Take
the key revealed by the light on the wall.
Stand in front of the locked door.
Open the door with the key you found behind
the screen.
Go up to the corpse (of Pibody) propped
up against the door and take a key from his belt.
At this moment, a monster bursts
into the room. Jonathan finds himself facing the beast which has
just knocked the door down.
In the inventory, combine the pistol
and bullets.
Turn around and fire into the lock
of the door leading to the junk-room.
Enter, go to the middle of the room
and turn around to face the door.
Click on the piece of furniture on
the left of the door and move it over to block the door
(Otherwise, after a few seconds,
the beast will knock the door down and kill Jonathan).
Go over to the chair near the fireplace.
Move the chair under the skylight.
Enter the fireplace. Take
the object in the centre of the bas-relief and the poker on the
right.
Get onto the chair in order to reach
the skylight.
Break the planks covering the skylight
with the poker. Light pours into the room.
Move the upright mirror on the right
of the door under the skylight, so that it stands in the raysof
light.
Move to the centre of the room opposite
the door. This is very brightly lit up by the beam of light reflected
by the mirror.
Click on the piece of furniture in
front of the door to let the monster in. The monster enters and
is pulverized by the light.
Take the second upright mirror standing
on the right of the door.
Go into Dracula's study and stand
in the middle of the room, opposite a 2nd monster lurking by the
doorframe.
Place the mirror on the ground to
kill the 2nd monster. The way is now free. Go out of the study.
Three monsters are down below!
Go to the end of the banister. Click
on the chandelier. Jonathan leaps onto the chandelier which reflects
rays of light into the room, pulverizing the three monsters.
Go down into the hall and stand in
front of the door of cellar, which is barred by wooden planks.
Break the planks with the poker.
Enter the cellar.
Push the boxes over to the right
as you go in. Take the wire cutters.
Put the first box back in its original
position (moving the box originally moved another one as a result,
but putting it back in its place does not move the other one back
as well. There is now a space between the two boxes).
Take the object in the centre of
the bas-relief. Return to the garden.
Stand in front of the table at the
side of the pond. Use the wire cutters to
cut the chain and unblock the device that empties the pond.
Oil the gate hinge with the oil-can.
Open the gate.
Put the document found behind the
engraving on the table. Put oil onto the
paper to make the whole plan appear.
Place the keys and symbols as they
appear on the document:
Solutions
Place the 4 Keys in the order of
the inventory in the following order:
Pos1Pos2Pos3
Pos6Pos5Pos4
Order in the inventory
1st Key - Pos6
2nd Key - Pos2
3rd Key - Pos1
4th Key - Pos4
Match up the symbols
Pos1 - Triangle with point upwards
(4)
Pos2 - Triangle with point downwards
(1)
Pos4 - Crossed out triangle with
point downwards (3)
Pos6 - Crossed out triangle with
point upwards (2)
Turn the sluice wheel in the table.
The pond fills up, triggering the device that opens the door of
the cellar.
Go into the cellar and open the metal
door that has been shut until now, on the left as you go in.
Go out into the sewers.
WORLD 1 / THE SEWERS (1) / Carfax
- Asylum
Go towards the asylum to the left
on entering the sewers.
Use a ladder to go out to the asylum
through one of the sewer manholes.
WORLD 1 / ASYLUM (1)
> Asylum, the courtyard
In the courtyard, go to the asylum
entrance door.
Knock on the door. Bill, Dr. Seward's
assistant, opens it and lets Jonathan in.
Go into Seward's office. Dr. Seward
and Mina welcome Jonathan.
> Asylum, Seward's office
Dialogue between Dr. Seward, Mina
and Jonathan. At the end of the last dialogue, Seward gives Jonathan
the task of investigating Highgate. In order for him to get there
without being noticed, he gives him a key to a passage leading
straight to the sewers. Jonathan then finds himself in the cloakroom.
With the key Seward gave Jonathan,
open the door of the direct passage to the sewers, behind the
cloakroom counter.
WORLD 1 / THE SEWERS (2) / Asylum
- Highgate
Go towards Highgate (via the only
possible route, the second gallery on the right).
Take a rope hanging on the right-hand
wall (on the right after the intersection).
Go up to the small control box, further
on to the left. Pick up a broken valve lying on the ground, opposite
the small control box.
Go as far as a well, flooded with
water. In the inventory, combine the broken valve and the rope.
Throw the rope and valve joined together
onto the ladder on the other side of the well. A ladder now makes
it possible to cross the well.
Go to the other side of the well.
Open the tool box. Take
the adjustable spanner.
Go back across the well and retrace
your steps to the apparatus hung on the wall. Opposite this is
a fixed sluice wheel.
Use the adjustable spanner to unseal
the sluice wheel. The sluice wheel is now
freed. Take the sluice wheel.
Return towards the well and when
in the middle of the ladder, look on the wall to the right. A
pin can be seen.
Fix the sluice wheel onto the pin.
Use the adjustable spanner to tighten it.
Click to turn the sluice wheel, so as to
empty out the water from the well.
Go to the other side of the well
(the side where you picked up the adjustable spanner).
Take the ladder. Put
the ladder against the right side of the edge of the well.
Go down into the well. Take
the ladder with you. Go into the narrow
horizontal passageway.
Place the ladder against the edge
of the vertical passageway.
Climb the ladder. At
the top, on the platform, shoot at the gate with the revolver.
(It opens, making it possible to go out).
Go out into Highgate cemetery.
WORLD 1 / HIGHGATE (1)
>At the cemetery
Find the ladder (attached with a
padlock) at the right of the big gates, a little further along
at the corner, beside the wall.
Use the key found on Pibody (the
corpse at Carfax) to unlock the padlock, and take the ladder.
Find the vault guarded by two ornate
wolves (go back towards the big gates, then take the central alleyway
and then the first path to the right. The vault is on the left).
Put the ladder against the wall of
the vault. Climb up onto the vault.
Find and open the small suitcase.
Take the crucifix. Take the stake.
Get down from the vault. (Pibody,
now a vampire, is waiting for you!!)
Take the crucifix and brandish it
in front of Pibody. Terrified, he falls into a tomb.
Go down into the tomb. Use the stake
you fond in the small suitcase.
Kill Pibody (or, if you prefer, liberate
his soul!) by driving the stake into his heart.
Take Pibody's watch, and then his
notebook.
Go into the inventory and read the
notebook: Pibody speaks of the apparition of a shadow at around
6 a.m. and of a tomb in the North West section.
Climb up again onto the vault decorated
with two wolves.
Use the man-sized compass to display
the points of the compass. A strange panoramic vista appears with
a North South East West graduation.
At the North West point, a cursor
in the form of a magnifying glass appears. Click on it to observe
Dracula's vault from this position.
Take Pibody's watch. Time passes
until it is six o'clock.
Take the telescope and direct it
onto Dracula's vault. What a surprise - Dracula is entering his
vault!
Get down from the vault. Go and stand
in front of Dracula's vault.
Click on the eye of the statue in
the vault to the right.
Enter the vault. Three gargoyles
emit a strange sound. Jonathan faints and only awakes in the small
hours. He senses that something is not normal and returns to the
asylum.
WORLD 1 / ASYLUM (2)
> Asylum, The Courtyard
Enter the asylum
> Asylum, The Cloakroom
Go into Seward's office
> Asylum, Seward's Office
Stand in front of Seward's desk.
Open the drawer on the left. Take
the stethoscope.
Stand in front of the wax cylinder
player and listen to the first roll. It plays back the kidnapping
of Mina and Seward by Dracula.
Go to the back of the office, in
front of the fireplace and pick up Mina's wedding ring thrown
down by Dracula.
Stand in front of the picture hanging
above the fireplace. Pivot the picture upwards. A safe appears.
Click to approach one of the combination
wheels of the safe. Place the stethoscope on the bottom left of
the screen.
Manipulate the combination wheels
in the following order:
Wheel1Wheel2
Wheel 4Wheel 3
Wheel 1 - Number 8
Wheel 2 - Number 3
Wheel 3 - Number 6
Wheel 4 - Number 4
The safe opens; take the Dragon ring.
Jonathan indicates that with this ring, he is now protected
(voice off).
Empty the bag: take the photo negative,
the wax cylinder, the garlic-based solution, and Seward's friend's
notebook.
Click on Hopkins' file. Take the
key for Hopkins' cell. Go back and stand
in front of Seward's desk.
Put the cylinder on the desk back
in its box and place the one found in the bag in the safe on the
player. The needle of the cylinder player gets stuck.
Unstick the needle by clicking on
it to hear the rest of the message. The formula for the anti-vampire
potion found in Seward's notebook needs to be increased by 5°
(35°, not 30° as indicated in the green notebook).
Go into the cloakroom.
> Asylum, the Cloakroom
Move in front of the entrance door,
and turn right to enter the asylum.
> Charcot Room
Go down by the walkway. Stand in
front of the desk. Take the sugar.
In the inventory, combine the matchbox
and the sugar.
Place the matchbox + the sugar on
the table. A fly crawls into the box. Take the box with the fly
imprisoned inside.
Climb up into the circular corridor
leading to all the cells. Open Hopkins' cell with the key found
in Seward's safe.
Offer Hopkins the matchbox with the
fly inside. A dialogue takes place between Jonathan and
Hopkins. Hopkins seems disturbed
as soon as he hears Mina's name.
Go out, and enter the technical room.
The door is right at the end of the circular passageway leading
to the cells. Bill, now a vampire, is waiting for Jonathan. Bill
breaks a flask of garlic concentrate identical to the one found
in the bag in the safe.
> Technical room
Brandish the crucifix in front of
Bill. Terrified, he collapses into a wheelchair. But he can still
bite...
Now place the crucifix on Bill's
forehead to neutralize him completely.
Take the key from his belt. Go back
into the asylum, go down the staircase of the circular passageway,
and stand in front of the desk.
Open the drawer with the key found
on Bill. Take the syringe.
Go back into the technical room.
Stand in front of Bill and with the syringe, take some of his
blood from his right arm.
Stand in front of the locked cabinet
and open it.
Place the contents of the green bottle
you found in the bag in the safe into the distilling flask
Using the syringe, add the blood
of the vampire Bill to the solution already made.
Place the now empty green bottle
where it can catch the liquid.
Light the burner with the cursor
+ (on the right side of the burner).
Put the flame into position 2 (click
again on +).
When the solution reaches 35°, (check
the temperature with the thermometer) reduce the burner flame
to position 1 with the cursor - (on the left side of the burner).
Let it heat for a few seconds at
35°. The mixture reacts and the liquid fills the bottle. Take
the now full green bottle.
Combine the bottle containing the
anti-vampire potion with the revolver. You create bullets filled
with an effective agent for neutralising vampires (the gun is
surrounded with a green halo).
Go back to Hopkins' cell.
> Hopkins' cell
Now in possession of Mina's ring
and the gun loaded with anti-vampire bullets, Jonathan can talk
to Hopkins.
Click on the icon representing a
pistol: Hopkins gives you his vampire-vision spectacles in exchange
for the Dragon ring. Just then the telephone rings in Seward's
office. You have to answer it.
Go into Seward's office.
> Seward's office
Pick up the telephone: conversation
with Dracula. Meanwhile, Hopkins and Bill flee.
Go back to the asylum and enter the
technical room.
> Technical room
Take the passage, the door to which
has been left open by Hopkins and Bill (a big metal trapdoor located
where the wheelchair was standing). Go down into the sewers.
WORLD 1 / THE SEWERS (3) / Asylum
- Stux
Go into the little passageway plunged
in darkness and put on Hopkins' spectacles.
Follow the footprints, which suddenly
stop. Go forward towards the main sewer.
A lever can be seen on a control
panel. Raise the lever. This lights up the surroundings: it's
the main sewer. Bill appears threateningly on Jonathan's right.
Use Hopkins' spectacles in order
to see with vampire vision. Take the pistol and fire at Bill,
at the red zone (heart). He falls dead into
the sewer. Go and stand in front of the entrance of the Styx (the
only point of access).
The entrance of the Styx is protected
by a sort of lock. Click to get closer to the lock. A pin appears
above the lock. Press on the pin. A "tablet"
with six windows, an aperture and a symbol appears.
Put the big cylinder key into the
lock aperture. Four out of six figures appear on the tablet:
1- empty - 4 - 3 - empty- 2.
They give two pieces of information:
the presence of a number indicates the number of the column to
be used, and the value of this number indicates the assembly order.
Take out the cylinder key. In the
inventory, the cylinder lock appears on one side and a pull cord
(in the place where the objects can be combined).
In the inventory, combine the pull
cord now separated from the cylinder lock and Dracula's notebook
(red). The notebook opens at the page of instructions for the
cylinder key.
Use Hopkins' spectacles in order
to see with vampire vision and read this page.
Now place the point of the pulling
device on the symbol revealed by the lock. Now read on the serrations
the 6 figures revealed in the notches of the pulling device.
Only take account of figures found
in the columns, corresponding to those of the tablet. In the inventory,
click on the cylinder lock. Then adjust the cylinder lock to the
right codes in the order given by the partition. For the Styx,
the right codes are 3582.
Combine the pulling device and the
cylinder lock together (the key is now recomposed).
Put the code key into the lock again
(the door unlocks) Take the key and stand in front of the door.
Enter the Styx.
WORLD 1 / THE STYX
> The Cinema hall
Take the corridor and enter the cinema
hall.
Go in front of the projector near
which is standing an automaton that looks like Dracula.
Put the token into the slot. A film
of Dracula kidnapping Mina is shown on the screen. The space reserved
for perforated cards inside the barrel organ is now free.
Now go and stand in front of the
barrel organ. Insert the perforated barrel organ card in the now
liberated slot (up on the right of the screen).
Jonathan inhales gas escaping from
the barrel organ. He passes out.
> Dracula's room in Transylvania
Jonathan regains consciousness in
Dracula's room in Transylvania. He is tied to a bed, and
Dracula is standing in front of him.
The vampire brings out the gun and throws it down as though it
were a toy (it lands under the bed). He demands to know where
the ring is. Jonathan must confess where he obtained this knowledge
or he will die. Jonathan refuses. Then Dracula makes him a final
proposition: Jonathan's life in exchange for the Dragon ring.
A fool's bargain!
Dracula condemns him to death. He
leaves the bedroom. Hopkins enters shortly afterwards and frees
Jonathan, telling him he has hidden the Dragon ring: Jonathan
will find it in the cemetery under the protection of Saint George.
Hopkins goes out quickly.
Take the pistol which has fallen
under the bed. Leave the bedroom. (If Jonathan leaves the room
without the gun, an enemy will be waiting for him and the game
will be over.)
> The corridor leading to the
cinema studio
A menacing shape can be seen in the
shadowy corridor.
Use Hopkins' spectacles to see with
vampire vision (making it possible to see the red spot on the
vampire). Take the loaded gun.
Aim for the heart (red spot) and
fire. The way is clear. Go into the cinema studio.
> The cinema studio
Get up on the platform. Open the
control box opposite.
Put the electricity lever to ON.
The Dracula automaton comes out of its tomb.
Take the sword which can be found
on the dragon, on the left of the control box.
With the sword, strike the automaton,
which appears to be decapitated. Jonathan then rushes over to
the other side of the platform.
Cut the rope opposite the automaton.
Jonathan is carried by the counterweights up into the cinema studio
flies.
> The flies
Once up on the flies platform, pick
up a rope and a crank lying on the floor on the right.
Climb up using the ladder along the
wall. Jonathan ends up in front of a device which makes the mobile
bridge advance towards the studio goods elevator. Insert the crank
into the mechanism.
Click on the crank to activate it.
While the bridge is moving forward, the Dracula automaton arrives
on the goods elevator and throws a projectile at the bridge, causing
the crank to fall out of the mechanism. Jonathan is stuck on the
bridge, which is now immobilized.
Go to the end of the bridge and cut
a rope in the dark on the right to make a projector unit fall
down.
Climb on the projector unit up and
climb up to a big metal tube. Go on through into the ventilator
ducts.
Crawl on until you reach a big fan.
Block it with the broken sword.
Cross over to the other side of the
fan and crawl to the left. Opposite a gate, take the key with
the square shaft which opens this. The gate opens.
Retrace your steps and continue towards
the locked ventilation grill on the right of the fan.
Fit the square-shaft key into the
grill lock. The grill opens.
Lean out through the open grill.
The Dracula automaton can be seen approaching.
Take the rope with the grappling
iron and catch hold of the automaton.
The automaton is caught, pulled upwards,
and smashed to pieces by the fan. The wrecked automaton falls
down.
Go down onto the walkway that runs
along under the big metal tube, where the remains of the automaton
are lying. Click on Dracula's torso.
Take the tuning fork, revealed now
that the automaton is destroyed, which is its nerve centre. Removing
the tuning fork puts the automaton permanently out of action.
Then click on the Dracula automaton's
right hand to disconnect it from the arm. Click on the hand to
remove it, then turn it round.
Activate the mechanism which can
be seen at wrist level. A key for the goods elevator emerges from
one finger of the hand. Take the goods elevator key. Climb into
the goods elevator. With the key, activate the elevator. It goes
to the Cinema hall.
> The cinema hall (2)
Go towards Seward, who is crouching
at the bottom of the screen.
Jonathan finds Seward, who is so
pale he looks like one of the living dead. He is still conscious
of his humanity, but senses that he cannot hold out much longer.
Seward charges Jonathan with the mission to set fire to Dracula's
various hideouts. As for the Styx, Seward will sacrifice his life
while he is still human. Jonathan must just give him his pistol.
In exchange, Seward gives Jonathan the key to his secret lab.
This contains humanity's last hope. He then shows him a secret
passage he can take, behind the barrel organ.
Go and stand in front of the barrel
organ. Use Hopkins' spectacles to see with vampire vision.
Click on the highlighted button.
The barrel organ sinks into the floor, revealing a secret passage.
Enter the secret passage.
The door closes again. In the cinema
hall, Seward aims the gun at a bottle of gas fueling the camera,
and fires. The Styx explodes. Exit from the secret passage, which
leads to the sewers.
WORLD 1 / THE SEWERS (4) / Styx
- Carfax
Get on board the boat, which is tied
up.
Click to make the boat move forward.
Jonathan rows, while thinking about the mission Seward has given
him: to destroy Carfax.
Go and stand in front of the entrance
to Carfax. To the left to the door, click on the lock with coded
plates. Using the cylinder key, undertake the same process as
before for entering the Styx. Key code:
8462
When the door is unlocked, enter
Carfax.
WORLD 1 / CARFAX (2)
> The Cellar - Carfax 2
In the cellar, take the 3 cases piled
up and covered with a cloth. Go into the hall in Carfax
> The Hall - Carfax 2
Place the three cases under the stairs
on the left as you go into the hall. Click on the cases to see
what is inside.
Take the tools you find in each of
the cases: scissors, sledgehammer and axe. Go up to Dracula's
study.
> Dracula 's study - Carfax
2
In Dracula's study, use the sledgehammer
to break his desk to pieces. Pick up the resulting pile of planks.
Go behind the screen and take the
candle, which has gone out. Go into the adjoining room (where
Pibody's corpse was before)
> The Pibody room - Carfax
2
Stand in front of the window and
use the scissors to cut up the old curtains. Pick up the curtain
pieces.
Go down into the cellar.
> The cellar - Carfax 2
On the right as you go in you will
find Dracula's coffin. Demolish it with the axe and pick up the
broken coffin pieces. Go back into the Hall
> The Hall - Carfax 2
Click on the cases and place the
raw material (wooden planks and curtains) into each of the cases
as appropriate.
In the inventory, combine the box
of matches and the candle. Set fire to the cases with the candle.
Jonathan is seen back in the cellar,
a fire now blocking off the entrance into the hall in Carfax.
Dracula scoffs at Jonathan who remains
shut inside the burning Carfax.
> The Cellar - Carfax 2
The light given out by the fire reveals
a small niche beside a locked wooden door, on the right of the
one leading to the sewers.
Click on the niche. A key appears.
Take the key from the niche. Use the key to unlock the door, which
leads to the reservoir. Enter the reservoir.
> The Reservoir - Carfax 2
Turn the sluice wheel to the right
on entering. The water begins to rise.
Jump into the water. When in the
water, dive. Underwater, down to the left, activate a second sluice
gate hidden behind some detritus. The water level rises even further.
Mount to the surface to take a breath
of air. Dive underwater into the small passageway which has now
been made accessible. Come out again into
the sewers, on the asylum side.
WORLD 1 / THE SEWERS (5) Carfax
- Asylum
Go out of the sewers by climbing
the ladder, which leads to the small courtyard in the asylum.
Go into the asylum.
WORLD 1 / ASYLUM (3)
> The technical room
Go into the technical room. Open
the big cupboard, on the right as you go in, with the key Seward
gave Jonathan in the Styx.
> The lab
Click on the curtain, and you find
a photo lab. Put the photo negative into the enlarger on the left.
Turn off the light, using the switch.
Click on the envelope to place a sheet of photographic paper under
the enlarger on the left. Turn on the enlarger
light.
Click on the paper under the enlarger
and put it in the tray on the right. A faded image appears (like
a photo in developer)
Click to see the printed photo, which
gives solutions for the VLS (Vampire Localisation System) settings:
8 for the resistance, 4 for the electrolysis tube, 7 for the ammeter.
Stand in front of the VLS construction
shelf above the lab.
Take the notes on use and the operating
instructions lying on the shelf. In the inventory, read the notes
on use on the first side, and the operating instructions on the
other side. Carry out the following process in the right order
(each part taken out of the VLS will lose its setting)
Put part no. 1 (a kind of resistor
in the form of a horseshoe) on the base Click to approach part
no. 1 and adjust its setting to 8. Put part
no. 2 (electrolysis tube) on the base.
Click to approach part no. 2 and
adjust its setting to 4. Put part no. 3 (ammeter) and no. 4 (rheostat)
on the base
Click to approach part no. 3 and
adjust its setting to 7. Take off the aerial by clicking on it.
Put the tuning fork in place of the aerial. Close the VLS.
Take the crank. Pick
up the VLS. Go out of the Lab through the
trap door in the technical room. Go down
into the sewers.
WORLD 1 / THE SEWERS (6) / Asylum
- Highgate
In the sewers, take the direction
for Highgate. Almost instantly, Jonathan finds his way blocked
by rats and cannot go on.
In the inventory, combine the VLS
with the crank to power it. To manipulate the VLS in the inventory,
click on the VLS (magnifying glass cursor).
To put the VLS in "reception"
mode, click on the left on the button down below (a kind of rectangle).
The VLS moves into reception position, ready to detect waves.
You then return automatically to the scene, where an "aerial"
cursor appears.
Position the "aerial" cursor
on the rats. The VLS reacts. The dials are illuminated and emit
a sound.
Go back into the inventory and click
on the VLS to see what frequency the rats have emitted. Display
the same value on the other screen, using the round button.
Go into "transmission"
mode. Click on the right of the rectangular button this time.
The button moves to the right and you return automatically to
the scene.
Position the "aerial" cursor
on the rats again and click. They will run for cover into the
next-door passage. Take the passage leading
to the main sewer.
Once on the platform of the main
sewer, insert the square-shaft key (found in the ventilation circuits
at the Styx) into the electric panel to raise the passageway grill
through which you can reach Highgate.
Activate the second lever. The bridge
pivots towards the other passageway. Take the bridge and go towards
Highgate. Jonathan's path is blocked by another well.
Pick up the wooden planks lying on
the ground to the right of the well. Place the planks over the
well in order to get to the other side. Cross over. Go out.
WORLD 1 / HIGHGATE (2)
In the cemetery, go and stand in
front of the thanksgiving wall (black marble plaques).
Find the one mentioning Saint George
(Bram Stoker thanking Saint George for his protection ! !!)
Make the plaque pivot. Take the note
left by Hopkins. Take the Dragon Ring.
Carrying out the same moves as in
the sewers, put the VLS into reception mode and search the cemetery
for the three gargoyles. Destroy them using the VLS in transmission
mode (animation of the destruction of each gargoyle).
Once the three gargoyles are destroyed,
go to Dracula's vault and enter.
With the help of Hopkins' message
found behind the thanksgiving wall, enter the right values onto
the vampire lock in the following order:
- 9 top left
- 2 top right
- 7 bottom left
- 8 bottom right
The tomb opens, revealing a passage.
Click to descend into the tomb and reach the quarries.
End of CD 1
World 2
WORLD 2 / THE QUARRIES
Go down to the intermediary level
of the galleries, opposite the iron bar gate, closed by another
vampire lock.
To open the gate with the vampire
lock, search for the half-moon symbol at the bottom of the lock.
Then, in the inventory, open Dracula's notebook (red), and use
Hopkins' spectacles to see with vampire vision. On the page containing
a lunar constellation, look for the half-moon representing the
letter G. The letter G reveals the following codes on the left
page of the
notebook: 9462.
Enter the numbers in this code on
the vampire lock in the following order:
- 9 top left
- 4 top right
- 6 bottom left
- 2 bottom right
The gate opens onto a gallery.
Enter the gallery. A box draped with
a cover can be seen on the ground at the right and a dragon's
mouth closes off the gallery at the end. Click on the cover. A
crowbar and a spade appear.
Take the bar and the spade. Go down
into the big hall (quarry)
Using the bar, push the stone in
between the pile of cut stones and the quay (wooden scaffolding),
and take the detonator. Climb onto the pile of cut stones and
take the hammer and the chisel.
Get down again and move in front
of the table. Click on the drawer in the table.
Use the hammer and chisel to force
open the drawer. Open the drawer. Take the
reel of cable.
Destroy the tab at the back of the
drawer with the hammer and chisel. Open the drawer completely.
Take the small key. Move in front
of the box behind the table.
Open the box with the small key.
Take the dynamite in the box. Go back up
to the intermediate gallery closed off by the dragon's mouth.
Place the dynamite in the dragon's
mouth. Place the cable in the mouth. Reeling out the cable, go
and take up a safe position in the passage. Fix the detonator
onto the end of the cable.
Click on the detonator to blow up
the dragon's mouth. Take the jewel lying on the ground in front
of the shattered mouth. Go over to the other
side of the gallery. Jonathan arrives in Count Dracula's prisons.
WORLD 2 / THE PRISONS
Go towards the checkered door on
the right.
Another demon head is carved on the
wall on the right. Click to approach the demon's head.
Place the jewel in the left eye of
the demon (on the player's right). The checkered door pivots and
Jonathan appears in the galleries leading to the prison cells.
Passing alongside the cells, you
will find a open passage among all the bars. Go into the cells
and turn left.
Go on up to the first bend and look
on the ground. Move the skeleton. Dig, using the spade. A tibia
appears. Take the tibia.
Go on up to the next bend and look
on the ground. Move the skeleton. Dig, using the spade. A skull
and a parchment appear. Take the parchment. Take the skull.
Go out of the cells into a passage
closed off by door surrounded with skulls. Turn right into the
guardroom. Take the crossbow on the table. Take the lantern on
the table.
Climb onto the desk and take the
bolts above the rack. Take the red medallion from the drawer of
the desk. Leave the guardroom.
Reproduce the plan drawn on the parchment
found in the cells.
1) In the inventory, combine the
medallion and the bone.
2) Place the skull on the ground.
3) Place the medallion and bone on
the skull.
4) In the inventory, light the lantern
with the box of matches.
5) Place the lantern behind the skull.
A ray of light passes through the
prism of the red medallion, penetrating inside the skull up on
the right of the door. A mechanism unlocks the door, which opens.
Move through to the other side, to
the other section of the prisons. Move in front of a descending
staircase. A monster's shriek rings out.
A beast is lurking above Jonathan.
In the inventory, combine the bolts with the crossbow, and then
the green bottle with the loaded weapon. Shoot at the beast. Once
the beast is dead, go down the stairs.
Carry on towards Radu, the prisoner
(what's left of him), hanging in an iron cage. Open the mask.
Take the precious stone from Radu.
Jonathan falls into a pit, but gets out miraculously unharmed.
Once down, take the only possible
direction, which leads to the cemetery at Borgo Pass.
WORLD 2 / THE BORGO CEMETERY
Go round the cemetery until you come
up behind Dracula's covered tomb (the one chained up).
Dig with the spade. The missing head
of the icon in the dragon's pit appears. Take the piece of the
icon representing the head of Saint George.
Retrace your steps, and take the
hand and the cross which can be found behind the tomb at the corner
of the cemetery on the right. Stand in front of the Dragon's pit,
in front of the destroyed icon.
Position the missing piece of the
icon on the destroyed icon. The powers of Good and Evil can now
be heard battling with each other (change in the background sound).
Go back to the vampire's open tomb
and turn round so that you can see the entrance gate of the cemetery.
Use Hopkins' spectacles to see with vampire vision. You can now
see the powers battling together.
Brandish the hand and the cross to
weight the battle in favor of Good. The chain encircling Dracula's
open vault breaks. Enter Dracula's covered vault. As
you enter click at the bottom on the right to go to the castle.
WORLD 2 / THE CASTLE
Exit from Dracula's covered vault
into the castle courtyard.
At the far end of the courtyard on
the left, the only place accessible, go down by the stairs into
a dark underground hall. Jonathan meets Dorko (witch) Make Dorko
speak. She evidently has nothing much to tell Jonathan.
In the inventory, look at the parchment
found in the cells on Dracula's prisons. Make the parchment turn.
A text in code appears.
Click on the parchment (interface
to the right of Dorko). Dorko deciphers the parchment. Once she
has spoken, give her Radu's stone (the jewel found in the mouth
of the skeleton hanging in the prisons).
Dorko begins to talk about the jewel
and the ring, but does not have time to go into much detail about
these objects because she is killed by Zalina (a female vampire).
Zalina steals the Dragon ring and makes her escape. Before she
dies, Dorko gives Jonathan a gold ring to which she has transferred
a part of her powers.
Go out of the dark hall into the
courtyard where a disturbing scene awaits Jonathan.
Zalina prevents him from continuing
by creating a red barrier. Climb right to
the top of a flight of steps guarded by two wolf statues.
Click on the door lock and use Hopkins'
spectacles to see with vampire vision. Use
the ring given by Dorko to unlock the door.
Go into a corridor blocked off at
the end by a mass of fallen stones.
Go to the end and pick up the grappling
hook and rope coiled on the ground in front of the pile of rocks.
Combine the hook and rope with the
crossbow and jump onto the sill in front of the door leading to
the stairs.
Take the crossbow and shoot towards
the other side of the courtyard. The hook catches onto the gallery.
A rope is now stretched over the courtyard. Click
on the rope to cross to the other side of the courtyard, and go
into the small library.
> The Small Library
Go to the far end of the room and
open the cabinet. Take the document showing a chessboard.
Use the crowbar to break open the
left hand hatch. A parchment appears.
Unroll the parchment. Click to obtain
a close-up of the parchment. Geometric figures and Roman numerals
appear around an image of the Dragon's Ring. Select
the parchment found in the prisons. It has two square windows
cut out of it.
Place it on the parchment with geometric
figures and move it by clicking on the geometric figures until
a Roman numeral appears in one of the square windows. You must
remember which geometric figure corresponds with the Roman numeral
visible in the square window. Two figures associated with their
Roman numerals are thus revealed.
Repeat the operation by turning the
parchment with square windows around in the inventory. Two other
figures associated with their Roman numerals are now revealed.
Make screen grabbers with the figures and
give them their number.
Retrace your steps and, standing
with your back to the door between the two libraries, find the
"access" to the mechanism that will open the wooden
panel (magnifying glass). Click on the "access".
Open the wooden panel. Wood medallions
appear, representing the geometric figures on the parchment found
in the cabinet. Click on the four medallions in the order given
by the Roman numbers. A gold cross appears. Take
this gold cross that has just appeared and return outside.
> The Castle
Take the rope again but this time
let yourself fall through the middle of the red barrier.
Go and open the knight's tomb (on
the left) using the crowbar. A skeleton wearing a medal appears.
Take the knight's dragon medal. In
the inventory, combine the medal and the gold cross.
Use Hopkins' spectacles to see with
vampire vision and you will find a pentagram on the ground. Destroy
the pentagram using the reconstituted cross. The red barrier explodes.
Return to the room in the small library.
To do this, go under the gallery on the left of Dracula's tomb
(following the little path) so as to reach the door enabling you
to climb onto the balcony, and get to the small library.
> The Small Library
Zoom onto the lock in the door. Use
Hopkins' spectacles to see with vampire vision. A pentagram appears
in the mouth of the lock. Destroy the pentagram
using the cross.
Enter the room of the little chessboard.
> Little chessboard
Approach the little chessboard. Place
the document showing a chessboard under the wooden chessboard.
To resolve the riddle of the keys,
you must open Dracula's notebook (red) in the inventory and use
Hopkins' spectacles to see with vampire vision. You can then see
where the pieces are placed on the chessboard. You just need to
click on the alphabetic keys in the order that the pieces appear
on the chessboard in the notebook. Reading from top to bottom
you get:
FBHEACGD
The pieces slide into their places
on the chessboard.
Take up the document showing the
chessboard under the wooden chessboard. A path is now traced on
the paper.
Leave the room of the little chessboard
and go down into the room of the great chessboard.
> Great Chessboard
In the inventory, follow the path
traced on the chessboard document, reversing the black and white
of the squares. Squares that are black on the document are white
in the room of the great chessboard.
When you reach the middle of the
great chessboard, the squares dissolve, and Dracula threatens
Jonathan, who is now unable to move in the centre.
Take the telescope and point it at
the door at the far end of the great chessboard room. Use Hopkins'
spectacles to see with vampire vision. Use
Dorko's ring to create a bridge. A sort of red cloud now enables
Jonathan to leap over the space separating him from the far end
of the great chessboard room.
Move to the other side of the room.
In front of the door, use Hopkins' spectacles
to see with vampire vision. A pentagram appears. Take
the cross and eliminate the pentagram. The way to the cable car
room is now clear. Go into the room of the
cable car.
WORLD 2 / THE CASTLE CABLE CAR
Activate a lever on the right as
you go in to open the outer doors of the cable car room. The cable
car enters the room.
Activate a lever on the left as you
enter, behind a recess, to make a bridge slide out. This is needed
to enter the cable car cabin. As he climbs on to the bridge, Jonathan
reaches a control panel.
Activate the lever on the control
panel to open the cable car doors. They open. Enter the cable
car.
Close the doors by activating a lever
on the partition on the left of the cable car cabin, on the right
of the red button. Start the machine going by pressing the red
button. The cable car starts moving up towards Dracula's
keep.
>Keep Cable car
Open the doors of the cable car.
Hopkins meets Jonathan, but is stabbed by Viorel. Before he dies,
Hopkins just has time to hand Jonathan the key to Dracula's keep.
Go back into the cable car. Take
the ladder on the right-hand partition of the cable car cabin.
Place the ladder under the hatch
in the roof at the end of the cable car cabin. Climb the ladder.
Open the hatch. Climb onto the cabin
roof. Climb up one more notch on the beam.
Go over onto the other side of the
cable car hall.
Open an oval trapdoor in the ceiling,
in the darkness to the right. You now start walking over the roof
of the keep. Viorel sends his henchmen towards the roof in order
to catch Jonathan.
> Keep roof
You have to get very quickly to the
other side of the Keep (time limit) and move in front of the head
of Saint George's statue, lying in front of the stairs.
Push the head over using the crowbar.
The head rolls down the staircase and crushes the pursuers. Go
down the stairs. Take one of the two beams
(you can only have one beam at a time in the inventory).
Go into the cannon tower. Take the
bucket on the ground to the left of the cannon. Go
back onto the roof.
Go behind the statue of St. George
and take some snow from the ground with the bucket. Move over
to where part of the roof has fallen down in front of another
cannon. Go down into the hole and search for a magnifying glass
cursor behind you. Take the flag and the pieces of wood lying
on the ground.
Go back up and move opposite the
cannon. Place the beam over the hole in order to get to the other
side to where the cannon is standing. Approach the cannon. Move
the cannon. Take the cannonball.
Go back over to the other side of
the hole. Pick up the beam again. Go down the stairs again and
back into the cannon tower. Approach the cannon.
As there is no gunpowder, you will
have to use the D system. Place the bucket full of snow on the
first cannon stand, then the cannonball on the 2nd and the flag
on the 3rd.
In the inventory, combine the pieces
of wood with the box of matches to light a brazier.
Put the brazier under the cannon.
The fire makes the snow boil, creates high pressure and fires
the cannon. Viorel is killed.
Move in front of the now shattered
bridge and place the beam there Go back, take a second beam from
the staircase and return to the shattered bridge. Climb
onto the first beam.
Place the second beam in front of
you. Climb onto the second beam. Take the one lying behind you
and place it in front. Climb onto the beam now lying in front.
Pass over to the other side, which
is now accessible. Go into the little tower in which Viorel was
killed. His body is hanging at the window.
Take a flat key attached to his belt
(right side). Using the key Hopkins gave you, open the door of
the keep. Go into the keep. Enter the gondola. Press
the "descend" button on the right. The gondola descends.
Once down, insert Viorel's key into the
slot.
Click on the red button above to
make the gondola mount again (the flat key gives you time to get
out before the gondola goes up). Get out before the gondola goes
up again.
> Inner Keep
Move in front of the opening. There
is a gap lying between Jonathan, the stairs and a drawbridge mechanism
visible up above.
In the inventory, combine the crossbow
and the bolts. Take the crossbow and shoot at one of the large
ropes at the right above the drawbridge. The drawbridge drops
down.
Cross the drawbridge and go towards
a central "hub" with three wooden staircases. This is
the "hub of the lectern" (as opposed to the gondola
of the last sanctuary" which lies down below).
Open the lectern in the centre of
the "hub." Holes appear, pierced at regular intervals.
Inserting three handles into these holes will activate a mechanism
that unlocks the drawers at the foot of the lectern.
Go down, using any of the staircases.
(Jonathan will end up in any case in the Room of Satan's Claws.)
> Satan's claws
Go to the left on entering and take
the skull. Go over to the booby-trapped staircase.
Descend using the steps specifically
indicated in the green notebook of Dr. Seward's friend (which
contains a divine engraving representing a scene with a ladder
surrounded by Sanskrit numbers). On the riser of each step, look
for the Sanskrit symbol corresponding to the one in the engraving
(you can clearly see the symbols on the steps if you turn round
as you go down).
Descend using the 1st, 3rd, 6th,
7th, 9th, and 10th steps. Once you have come down the staircase,
go under the arch. Then turn left. A hand
is holding a kind of handle. It closes when you try to take it.
Place the skull in the hand. Smash
the top of the skull with the bar. Take the first handle, inside
in the skull. Leave the room of the claws. You find yourself back
in the "hub of the last sanctuary gondola."
Take any staircase: they all lead
to the Hall of the Dragons (apart from the one you have just come
down).
> Hall of the Dragons
As you enter, click on the chain
on the left. A walkway makes a bridge over a molten magma towards
the centre of the hall.
Go towards the centre of the hall.
The walkway disappears and the dragon heads hanging on the wall
begin to spit fire. Pull on the chains in the following order:
Exit (dragon's head)
4 6
2 3
5 1
Entrance
The fires emitted by the dragon heads
go out when Jonathan carries out the right sequence. When all
the chains have been pulled, another walkway appears, this time
leading to the exit.
Go towards the exit using the walkway
and move in front of the dragon head carved in the wall. Approach
the head. A second handle appears. Take
the second handle. The dragon head panel rises and reveals the
exit door.
Go out. Jonathan appears again in
the "hub of the lectern." Take
the staircase you have not yet used to get to the Alien Room.
> Alien Room
Move in front of the egg at the end
of the room.
Try to take the third handle in the
egg. A clone of Jonathan forms above the egg, blocking all attempts
to take the handle.
Return to the centre of the room.
Use Hopkins' spectacles to see with vampire vision and when you
move in front of the egg, look to its right. A
mouth is feeding the egg with a green substance.
In the inventory, combine the crossbow
with a bolt then with the anti-vampire solution. The crossbow
is now surrounded with a green halo.
Shoot at the mouth. The crossbow
bolt pierces the mouth and the green substance stops flowing.
Now look with vampire vision to the left. Another mouth protected
by a metal "eyelid" is feeding the egg.
With the crossbow, shoot ONTO the
metal eyelid. The eyelid breaks down and stops moving. Shoot again,
using a bolt dipped in the anti-vampire solution to kill the mouth.
The crossbow bolt pierces the mouth and the green substance dries
up.
Approach the mouth with the metal
eyelid. In the inventory, combine the anti-vampire solution and
the syringe. Drive the syringe into the flesh to administer a
fatal dose. All the life source irrigating the egg dries up. Move
in front of the now inert egg and take the third handle.
Go up again into the "hub of
the lectern."
> "Hub of the lectern"
Move in front of the lectern and
open it. Place the three handles in their respective positions.
The drawers at the foot of the lectern (on the other side) are
now unlocked.
Open the three drawers and take the
iron moulds in each drawer. Return to the Hall of the Dragons.
> Hall of the Dragons
Stand in front of the "marker"
in the middle of the room. This is a stove with two distinct sections:
the upper part (trough) and the lower part (oven).
Open the oven (lower part) and place
the iron moulds inside. Place the three
moulds one on top of each other. Open the
trough (the upper part). Holes pierced at regular intervals appear.
Return to the "hub of the lectern"
and take the three handles again. Return
to the Hall of the Dragons.
Place the three handles in the trough
in their respective positions. Close the
trough.
Click on the right side of the trough
to activate the oven. Two dragon heads appear and spit hellfire,
melting the three handles and creating a fourth. Open
the oven. The newly-cast fourth handle appears.
Take this newly-cast fourth handle.
Return to the "hub of the lectern."
> "Hub of the lectern"
Move in front of the lectern. Place
the 4th handle in the lectern. This action summons the gondola,
which stops at the "hub of the last sanctuary gondola."
Descend to the level of the "hub
of the last sanctuary gondola." Enter
the gondola. The gondola takes Jonathan into the last sanctuary
where he is awaited by Dracula, Mina and
several female vampires.
WORLD 2 / LAST SANCTUARY
Mina appears to be completely under
Dracula's spell and does not recognize Jonathan.
Place the wedding ring on Mina's
hand to break the spell. Mina recovers her senses, and Dracula
becomes enraged.
Without delay, place Radu's stone
on the stele. The simultaneous presence of Radu's stone and the
Dragon ring on the stele cause the phenomenon that will stir up
Saint George's vengeance...
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