Dracula : The Last Sanctuary - part 1 Walkthrough written by NKuderna, MaGtRo, and Ozma38 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 labelled 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. 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. 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! More next issue - o -