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Dracula: The Last Sanctuary (PC) Walkthrough v1.0
Copyright (C) 2002 by OutRider
WARNING: This walkthrough (like the others) contains spoilers. Please use at
your own risk, and don't say I didn't warn you.
To see the other guides that I have written, please check out this link:
http://www.gamefaqs.com/features/recognition/4538.html
Copyright notice:
Don't plagiarize this guide, as legal action will be taken against you. Please
don't reproduce this guide for profit. Please do not distribute this guide, and
please don't email me requesting permission to add my guides to your site, as
enough places already have them on their pages. Please do not make an HTML version of
any of my guides. Other than that, have fun and I hope this guide helps you out.
Thanks!
I strongly urge that you play Dracula Resurrection before playing this game because the story
continues on from the last game.
Walkthrough:
DISC 1:
As the opening sequence opens up, you'll be shown what happened at the end of Dracula
Resurrection and then it'll go ahead a week later to start the story of this game.
When you have control of Jonathan Harker, you'll find yourself in front of the Carfax house. Go
to
the right until you get to the wall. Take a look at the bas-relief and take the object in the
center of it.
Go back towards the house, and look at the tree to your right. You'll notice an oilcan next to
it, so
pick it up. Go to the other side of the house and in the hole near the steps, there's another
bas-relief.
Take the object out of it. Go back to the front of the house and climb the stairs. Unlock the door
and
head on in.
Go upstairs and enter the first door on your left. Go over to the desk on your right and open up
the
drawer. Take the items you find inside and then go over to the chest. Open it up and take the
telescope and candlestick that you find inside. Walk over to the cabinet and open up the Styx film
box. Take the items you find inside and then look at the picture above it. Turn it over and take
the
paper from the other side and then go over to the changing screen. Use the candlestick on the small
cabinet, and then go into your inventory to combine the matches with the candle. Use the candle on
the candlestick to light up the area and on the wall to the right, a small key hangs. Take the key
and
then unlock the nearby door.
I would recommend saving your game here, because the next part can result in Harker's death.
Examine the corpse and take the key from his pocket. Watch as a bat-like monster crashes through
the door. Go into your inventory and combine the bullets with the revolver. Double-click on the
revolver while still in the inventory to have Harker unholster it. Turn around and shoot the lock
on
the door and enter. Hurry up and go to the middle of the room, turn around, and move the cabinet on
the left side of the door to keep the monster from coming in for now. Go over to the chair near the
fireplace and move it just underneath the skylight. Look inside the fireplace and take the object
out
of the bas-relief and the fire poker to the right of it.
Climb up on the chair that you moved and use the poker to break the boards on the skylight. On the
right side of the door, there are two mirrors. Take one and put it in the light that shines through
the
skylight. Move the furniture that's in front of the door to let the monster in and watch as the
light
destroys the monster. Before you leave, take the other mirror with you.
Go out into the study and notice a second monster has appeared in the doorway to your right. Go
forward and put the mirror in the light and watch as the monster is killed. Leave the study and
notice
that there are now two monsters on the ground floor and a monster blocking the way downstairs. In
order to kill these three, go to the very end of the banister and then click on the chandelier.
Harker
will jump onto it just in time and the reflected light will kill all three monsters.
Go over to the boarded up door near the stairs and use the poker on the boards to break them. Enter
the cellar and move the boxes that are to your right when you first enter. Take the bolt cutters off
of
the ground and then move the boxes back. In between the two boxes, there is another bas-relief.
Take the object out of it and then go outside to the garden.
Near the pond is a sluice table, so go over to it and get ready to solve an easy puzzle. Use the
bolt
cutters on the chain and then use the oilcan on the hinges. Open the gate and put the paper you got
from behind the picture on the table. Use the oilcan on the paper to have the whole solution show
up. To solve this puzzle, go into your inventory and put the objects you've been taking out of
the
bas-reliefs in the order they come in the inventory and match them up with their respective symbols
on the table. Turn the small triangle dial so that it matches the triangle symbol on the paper.
When
you've solved the puzzle, you'll hear something unlock, so turn the wheel on the front of
the sluice
table and the pond will fill up. Go into the house and go down into the cellar and go through the
door
on the left side of the room to enter the sewers.
Go to your left and near the end of the path, you'll see a ladder leading up to your left.
Climb up and
you'll find yourself at the asylum. Go over and knock on the door and a man named Bill will let
you
in. Go through the door across from you to see a sequence between Harker, Mina, and Dr. Seward.
Talk to Dr. Seward about both topics and then he'll have you investigate a place called
Highgate and
he'll also give you a key. When you find yourself back out in the main room, go behind the
counter
and unlock the door using the key you got from Dr. Seward and you'll be in another set of
sewers.
Go down the second tunnel on the right and on the right wall, you'll see a rope hanging. Take
it and
then go further down the tunnel. You'll eventually come to a control box on the left and a
couple
pipes on the right. Take the broken wheel off of the ground next to the pipes and go further yet
down
the tunnel. You'll eventually come to a flooded part of the sewers. Go into your inventory and
combine the rope with the wheel and then use the combination on the ladder to knock it over.
Cross the ladder to get to the other side and open up the tool box that's lying on the ground.
Take
the wrench out of it and go back across the ladder. Go back to where the pipes are and use the
wrench on the other sluice wheel to loosen it up. Take the wheel and go back to the well. Head
towards the middle of the ladder and on your right, you'll see a spot to put the wheel. Put the
wheel
in the spot and use the wrench to tighten it. Turn the wheel to drain the well and finish crossing
the
ladder. Turn around and take the ladder and use it on the right side of the well. Climb down and
take
the ladder with you.
Go down the passageway and use the ladder on the right wall. Climb up and use the revolver to
shoot the lock off the gate above you. Get out of the sewers to find yourself at the Highgate
cemetery. Go straight ahead to the large gates and then go to your right. If you notice, there is a
ladder hanging on the wall to your right. Use the key you got from the corpse back at the Carfax
house to unlock the padlock and then take the ladder. Turn around and go back the way you came.
At the entrance, if you look towards the big gates, go to your left until you see a vault on your
left.
Use the ladder on it and then climb up. On top, you'll see a small suitcase. Take the stake and
cross
that you find inside and then save your game here. Prepare the cross and climb down. You'll
encounter Pibody, the man you found supposedly dead at the Carfax house. Well, he's now one of
the undead and he's ready to kill you. When you have control, use the cross on Pibody and
he'll fall
into a grave and the tombstone will fall on top of him. Go up and into the grave and use the stake
on
Pibody to finish him off. Examine his body and take his watch and notebook.
Go into your inventory and read the notebook. Go back up on top of the vault where you found the
cross and stake and use the compass on the sky to have the points show up around you. Look at
the northwest point of the compass to find Dracula's tomb. Use the watch on the site to have
time
pass to 6 AM. Look at the site through the telescope to see Dracula entering. Climb down off the
vault and go to Dracula's tomb. Click on the eye of the statue to the right of the entrance and
then
attempt to enter. Three gargoyles will light up and emit a strange sound. Harker will pass out and
then wake up later in the day. He'll get up (though somewhat dizzy) and go to the asylum.
Go into Seward's office and go behind his desk. Open the left drawer and take the stethoscope.
Play
the recorder on the left side of his desk and listen to Seward's journal entry to learn that
both Mina
and Dr. Seward were kidnapped by Dracula. Go over to the fireplace and examine the floor near the
window to find a ring. Pick it up and then turn over the picture hanging above the fireplace to find
a
safe. First, click on the upper left dial and then use the stethoscope on the lower left corner of
the
screen and turn the dial until it's an 8. You'll hear a click and then you can go back and
click on the
upper right dial, use the stethoscope, and turn it to 3. Continue to use the stethoscope with each
dial
and then turn the lower right dial to 6 and the lower left dial to 4. Click on the safe handle to
open it
up. Read the notebook (take the key you find inside as well), open up the suitcase and take the
contents, and the dragon ring.
Go back over and use the recorder. Take the cylinder off the recorder and put it back in its case.
Use
the cylinder you took out of the safe and put it on. Click on the needle and listen to the cylinder.
The
needle will get stuck part way through, so click on the needle to free it and listen to the rest of
the
cylinder. When you're finished, leave the office and go back to the main room.
Go through the door on the right wall to enter the asylum. Follow the walkway and go down the
stairs. Walk over to the desk and take the sugar cube. Go into your inventory and combine the
matchbox with the sugar cube. Use the combination on the desk and when you've captured a fly,
take the matchbox back. Go up the stairs to the cells and go to Hopkins' cell (you'll know
it when
you see it). Use the key you got from the notebook on the cell door to unlock it and enter. Give
the
trapped fly to Hopkins and listen to the conversation. When you're done, leave and enter the
door at
the end of the hall. You'll see that Bill has been turned into a vampire, so use the cross on
him to
make him back off and then use it again on his forehead to put him down for good. Look at his belt
and take the key and then go back into the asylum.
Go over to the desk and unlock the drawer using the key you took off of Bill. Take the syringe out
and then go back to the room with Bill and use the syringe on his right arm to draw some blood.
Turn around and open the desk to your right. Use the green bottle on the distilling flask to fill it
up
and then use the vampire blood on it. Put the green bottle underneath the spiral tube and then
light
the burner using the + sign that shows when you put your cursor to the right of the burner and do
so
twice. Watch the temperature and when it reaches 35 degrees, turn the burner down one and let it
set. The mixture will start to boil and will eventually fill the bottle. When it's done, take
the bottle and
go into your inventory and combine it with the revolver. Go back to Hopkins' cell and talk to
him
about all topics. He'll give you his glasses in exchange for the dragon ring and afterwards,
you'll
hear a phone ringing. Go to Dr. Seward's office and answer it to hear a conversation with
Dracula.
Go back to Bill's room and go to where the wheelchair used to be. Open up the metal door and
climb
on down into the sewers. Follow the passage, and when there's a section that is dark, use
Hopkins'
glasses to see some footprints on the ground. Follow these until they stop, save your game, and go
forward. Go across the walkway and flip the control panel switch on the left and you'll have
some
light, but Bill will end up showing up to your right. Use the glasses on him and then use the
revolver
to shoot him in the heart (the red spot that you see on Bill). Continue to follow the path and when
you see a panel on the wall to your right, examine it to find a weird lock. Press the pin above the
lock
and make a note of the symbol that appears in the lower right. Use the cylindrical key on the lower
left and some numbers will appear. Take out the key and then go into your inventory. Combine the
pull cord from the key with the red notebook. Use Hopkins' glasses to see the rest of the pages
and
then place the point of the cord on the symbol you saw in the lower right of the lock and make a
note
of the numbers that appear in a column.
Go into your inventory and click on the cylindrical key. Set the numbers to the ones you found in
the
book (3582) and then recombine the pull cord with the key. Use the key on the lock to unlock the
door. Take the key back and then open the door.
Go through the door at the end of the hallway and when you're in the cinema, go down the stairs
and
go over to the projector. Use the slot token on the projector and you'll see a short video with
Dracula
taking Mina (from the first game). Go to the other end of the room and up the stairs to your left.
Look
at the organ to your right and use the perforated music cards on the spot to the right. Harker will
inhale some gas let off by the organ and pass out. When he awakes, Dracula is glooming over him
while he is tied up on his bed. When he leaves, Hopkins will enter and free Jonathan. Before you
leave the room, go to the foot of the bed and take your gun back that has fallen underneath the
bed.
Leave the room through the door to the right and get ready as another vampire is waiting for you.
Use Hopkins' glasses on the vampire and use the revolver to shoot at his heart. Continue
forward to
enter the studio. Climb up on the platform to the left and open up the control box. Flip the switch
and
Dracula will soon arrive.well, a robotic replica will (I had you there, didn't I?) Take the
sword out of
the dragon to your left and use it on the robot to slice its head off. Harker will run to the other
side of
platform, so cut the rope with the sword and Harker will ride on up to the risers.
When you're on the riser platform, go to your left and pick up the grappling hook and the crank
that
lies underneath. Climb the ladder on the wall, and then look down to notice a small device. Examine
it and use the crank on the slot. Turn the crank to have the platform move forward. The automaton
will come out from the other side and shoot something that knocks the crank out, preventing Harker
from going anywhere. Go to the end of the bridge and use the sword to cut a rope to your right that
knocks a projector unit down. Climb up it until you reach the vent shafts. Get into the shaft and
continue until you see a big fan to your right. Use the sword to mess it up and go to the other side
of
the fan. Crawl to your left and eventually you'll see a grate that has a key in it. Take the
key and the
grate will open up. Turn around and go to the other side. You'll see another grate similar to
the one
you just saw. Unlock it using the key and look down. You'll see the Dracula robot just below
you.
Use the grappling hook on it to have Harker haul it up and destroy it. Climb down and look at the
robotic remains. Open up the torso and take the tuning fork to finally put an end to the robot. Look
at
the right arm and open up the hand. Turn it around and operate the mechanism on the wrist to have
a weird key come out of its fingers. Take the key and go into the elevator. Use the key on the lock
and the elevator will go down to the cinema area.
Go down the stairs to the right to find Dr. Seward, who's losing his humanity. He'll have
Harker give
him his pistol so that he can destroy the place while he still can. He'll give you a key in
return that
will unlock his secret lab at the asylum. Go over to the organ and examine it. Use Hopkins'
glasses
and push the lit up button. The organ will lower, uncovering a secret door. Go through the door and
watch as Dr. Seward sacrifices his life by shooting a gas barrel which explodes and destroys the
place. Continue on to enter the sewers. Hop in the boat and row on down until Harker gets off. When
you get off, follow the path and examine the lock on the wall to your left and notice it's
similar to the
lock that you played with when entering the Styx. Follow the same procedure as last time and go
through the door to re-enter Carfax.
Since you're here to destroy Carfax, let's get started. Take the three cases that are
covered in a cloth
and then go out into the hall. Put the cases underneath the stairs and take the object that you find
in
each one (a sledgehammer, axe, and a pair of shears). Go upstairs and go into the study. Go over to
the desk and use the sledgehammer to smash it to pieces. Take the boards that are left behind and
go behind the screen and take the candle. Go into the room where you first found Pibody's body.
Go
over to the window and use the shears to cut up the curtains. Take the curtains and then go
downstairs to the cellar. To your right you'll see a coffin, so use the axe to tear it to
shreds and take
the boards left over. Go back out into the hall and put all of the boards and the curtains in each
of
the boxes. Go into your inventory and light the candle with the matches. Use the candle with the
cases to set them ablaze and you'll wind up back in the cellar, where Dracula awaits you.
He'll
condemn you to die in Carfax and then leaves. Notice that the light the fire gives off reveals a
niche
next to the door on the opposite side of the room. Take the key you find there and use it to unlock
the door. Go through it to enter the reservoir. Go down the stairs and turn the wheel behind you.
The
water will raise a little, and before you jump in, save your game.
Jump into the water and then dive under. Go over to the debris pile to your left and move it out of
the
way, turn the wheel and then surface to catch your breath. Dive again and go through the small
passageway to find yourself back out in the sewers. Go to the end of the path and climb the ladder
to find yourself at the asylum. Go to the technical room (where you encountered Bill) and open the
cupboard to your right using the key that Dr. Seward gave you. Click on the curtain to uncover a
photo lab and put the photo negative into the enlarger on the left. Turn off the light by clicking
on the
small switch on the other side of the lab. Click on the large envelope next to the switch to put a
piece
of photo paper under the enlarger. Turn on the enlarger light and click on the paper under it to
move
it to the right tray. The image will appear and examine to learn the solution of how to build a
Vampire
Localization System (which we will be building shortly). Look at the shelf above the lab and
let's get
started building our device. Look at Seward's note underneath the device. Put the horseshoe-
looking thing inside the device, near the top. Look at the dial and turn it to 8. Take the syringe-
looking object and put that in between the two horseshoe prongs and examine it. Set it to 4 and
then
put the last two parts underneath the syringe-looking object. Take a look at the setup and adjust
the
setting until the ammeter reads 7.
When you're finished, take the star thing off the horseshoe object and put the tuning fork in
its
Copyright (C) 2002 by OutRider
WARNING: This walkthrough (like the others) contains spoilers. Please use at
your own risk, and don't say I didn't warn you.
To see the other guides that I have written, please check out this link:
http://www.gamefaqs.com/features/recognition/4538.html
Copyright notice:
Don't plagiarize this guide, as legal action will be taken against you. Please
don't reproduce this guide for profit. Please do not distribute this guide, and
please don't email me requesting permission to add my guides to your site, as
enough places already have them on their pages. Please do not make an HTML version of
any of my guides. Other than that, have fun and I hope this guide helps you out.
Thanks!
I strongly urge that you play Dracula Resurrection before playing this game because the story
continues on from the last game.
Walkthrough:
DISC 1:
As the opening sequence opens up, you'll be shown what happened at the end of Dracula
Resurrection and then it'll go ahead a week later to start the story of this game.
When you have control of Jonathan Harker, you'll find yourself in front of the Carfax house. Go
to
the right until you get to the wall. Take a look at the bas-relief and take the object in the
center of it.
Go back towards the house, and look at the tree to your right. You'll notice an oilcan next to
it, so
pick it up. Go to the other side of the house and in the hole near the steps, there's another
bas-relief.
Take the object out of it. Go back to the front of the house and climb the stairs. Unlock the door
and
head on in.
Go upstairs and enter the first door on your left. Go over to the desk on your right and open up
the
drawer. Take the items you find inside and then go over to the chest. Open it up and take the
telescope and candlestick that you find inside. Walk over to the cabinet and open up the Styx film
box. Take the items you find inside and then look at the picture above it. Turn it over and take
the
paper from the other side and then go over to the changing screen. Use the candlestick on the small
cabinet, and then go into your inventory to combine the matches with the candle. Use the candle on
the candlestick to light up the area and on the wall to the right, a small key hangs. Take the key
and
then unlock the nearby door.
I would recommend saving your game here, because the next part can result in Harker's death.
Examine the corpse and take the key from his pocket. Watch as a bat-like monster crashes through
the door. Go into your inventory and combine the bullets with the revolver. Double-click on the
revolver while still in the inventory to have Harker unholster it. Turn around and shoot the lock
on
the door and enter. Hurry up and go to the middle of the room, turn around, and move the cabinet on
the left side of the door to keep the monster from coming in for now. Go over to the chair near the
fireplace and move it just underneath the skylight. Look inside the fireplace and take the object
out
of the bas-relief and the fire poker to the right of it.
Climb up on the chair that you moved and use the poker to break the boards on the skylight. On the
right side of the door, there are two mirrors. Take one and put it in the light that shines through
the
skylight. Move the furniture that's in front of the door to let the monster in and watch as the
light
destroys the monster. Before you leave, take the other mirror with you.
Go out into the study and notice a second monster has appeared in the doorway to your right. Go
forward and put the mirror in the light and watch as the monster is killed. Leave the study and
notice
that there are now two monsters on the ground floor and a monster blocking the way downstairs. In
order to kill these three, go to the very end of the banister and then click on the chandelier.
Harker
will jump onto it just in time and the reflected light will kill all three monsters.
Go over to the boarded up door near the stairs and use the poker on the boards to break them. Enter
the cellar and move the boxes that are to your right when you first enter. Take the bolt cutters off
of
the ground and then move the boxes back. In between the two boxes, there is another bas-relief.
Take the object out of it and then go outside to the garden.
Near the pond is a sluice table, so go over to it and get ready to solve an easy puzzle. Use the
bolt
cutters on the chain and then use the oilcan on the hinges. Open the gate and put the paper you got
from behind the picture on the table. Use the oilcan on the paper to have the whole solution show
up. To solve this puzzle, go into your inventory and put the objects you've been taking out of
the
bas-reliefs in the order they come in the inventory and match them up with their respective symbols
on the table. Turn the small triangle dial so that it matches the triangle symbol on the paper.
When
you've solved the puzzle, you'll hear something unlock, so turn the wheel on the front of
the sluice
table and the pond will fill up. Go into the house and go down into the cellar and go through the
door
on the left side of the room to enter the sewers.
Go to your left and near the end of the path, you'll see a ladder leading up to your left.
Climb up and
you'll find yourself at the asylum. Go over and knock on the door and a man named Bill will let
you
in. Go through the door across from you to see a sequence between Harker, Mina, and Dr. Seward.
Talk to Dr. Seward about both topics and then he'll have you investigate a place called
Highgate and
he'll also give you a key. When you find yourself back out in the main room, go behind the
counter
and unlock the door using the key you got from Dr. Seward and you'll be in another set of
sewers.
Go down the second tunnel on the right and on the right wall, you'll see a rope hanging. Take
it and
then go further down the tunnel. You'll eventually come to a control box on the left and a
couple
pipes on the right. Take the broken wheel off of the ground next to the pipes and go further yet
down
the tunnel. You'll eventually come to a flooded part of the sewers. Go into your inventory and
combine the rope with the wheel and then use the combination on the ladder to knock it over.
Cross the ladder to get to the other side and open up the tool box that's lying on the ground.
Take
the wrench out of it and go back across the ladder. Go back to where the pipes are and use the
wrench on the other sluice wheel to loosen it up. Take the wheel and go back to the well. Head
towards the middle of the ladder and on your right, you'll see a spot to put the wheel. Put the
wheel
in the spot and use the wrench to tighten it. Turn the wheel to drain the well and finish crossing
the
ladder. Turn around and take the ladder and use it on the right side of the well. Climb down and
take
the ladder with you.
Go down the passageway and use the ladder on the right wall. Climb up and use the revolver to
shoot the lock off the gate above you. Get out of the sewers to find yourself at the Highgate
cemetery. Go straight ahead to the large gates and then go to your right. If you notice, there is a
ladder hanging on the wall to your right. Use the key you got from the corpse back at the Carfax
house to unlock the padlock and then take the ladder. Turn around and go back the way you came.
At the entrance, if you look towards the big gates, go to your left until you see a vault on your
left.
Use the ladder on it and then climb up. On top, you'll see a small suitcase. Take the stake and
cross
that you find inside and then save your game here. Prepare the cross and climb down. You'll
encounter Pibody, the man you found supposedly dead at the Carfax house. Well, he's now one of
the undead and he's ready to kill you. When you have control, use the cross on Pibody and
he'll fall
into a grave and the tombstone will fall on top of him. Go up and into the grave and use the stake
on
Pibody to finish him off. Examine his body and take his watch and notebook.
Go into your inventory and read the notebook. Go back up on top of the vault where you found the
cross and stake and use the compass on the sky to have the points show up around you. Look at
the northwest point of the compass to find Dracula's tomb. Use the watch on the site to have
time
pass to 6 AM. Look at the site through the telescope to see Dracula entering. Climb down off the
vault and go to Dracula's tomb. Click on the eye of the statue to the right of the entrance and
then
attempt to enter. Three gargoyles will light up and emit a strange sound. Harker will pass out and
then wake up later in the day. He'll get up (though somewhat dizzy) and go to the asylum.
Go into Seward's office and go behind his desk. Open the left drawer and take the stethoscope.
Play
the recorder on the left side of his desk and listen to Seward's journal entry to learn that
both Mina
and Dr. Seward were kidnapped by Dracula. Go over to the fireplace and examine the floor near the
window to find a ring. Pick it up and then turn over the picture hanging above the fireplace to find
a
safe. First, click on the upper left dial and then use the stethoscope on the lower left corner of
the
screen and turn the dial until it's an 8. You'll hear a click and then you can go back and
click on the
upper right dial, use the stethoscope, and turn it to 3. Continue to use the stethoscope with each
dial
and then turn the lower right dial to 6 and the lower left dial to 4. Click on the safe handle to
open it
up. Read the notebook (take the key you find inside as well), open up the suitcase and take the
contents, and the dragon ring.
Go back over and use the recorder. Take the cylinder off the recorder and put it back in its case.
Use
the cylinder you took out of the safe and put it on. Click on the needle and listen to the cylinder.
The
needle will get stuck part way through, so click on the needle to free it and listen to the rest of
the
cylinder. When you're finished, leave the office and go back to the main room.
Go through the door on the right wall to enter the asylum. Follow the walkway and go down the
stairs. Walk over to the desk and take the sugar cube. Go into your inventory and combine the
matchbox with the sugar cube. Use the combination on the desk and when you've captured a fly,
take the matchbox back. Go up the stairs to the cells and go to Hopkins' cell (you'll know
it when
you see it). Use the key you got from the notebook on the cell door to unlock it and enter. Give
the
trapped fly to Hopkins and listen to the conversation. When you're done, leave and enter the
door at
the end of the hall. You'll see that Bill has been turned into a vampire, so use the cross on
him to
make him back off and then use it again on his forehead to put him down for good. Look at his belt
and take the key and then go back into the asylum.
Go over to the desk and unlock the drawer using the key you took off of Bill. Take the syringe out
and then go back to the room with Bill and use the syringe on his right arm to draw some blood.
Turn around and open the desk to your right. Use the green bottle on the distilling flask to fill it
up
and then use the vampire blood on it. Put the green bottle underneath the spiral tube and then
light
the burner using the + sign that shows when you put your cursor to the right of the burner and do
so
twice. Watch the temperature and when it reaches 35 degrees, turn the burner down one and let it
set. The mixture will start to boil and will eventually fill the bottle. When it's done, take
the bottle and
go into your inventory and combine it with the revolver. Go back to Hopkins' cell and talk to
him
about all topics. He'll give you his glasses in exchange for the dragon ring and afterwards,
you'll
hear a phone ringing. Go to Dr. Seward's office and answer it to hear a conversation with
Dracula.
Go back to Bill's room and go to where the wheelchair used to be. Open up the metal door and
climb
on down into the sewers. Follow the passage, and when there's a section that is dark, use
Hopkins'
glasses to see some footprints on the ground. Follow these until they stop, save your game, and go
forward. Go across the walkway and flip the control panel switch on the left and you'll have
some
light, but Bill will end up showing up to your right. Use the glasses on him and then use the
revolver
to shoot him in the heart (the red spot that you see on Bill). Continue to follow the path and when
you see a panel on the wall to your right, examine it to find a weird lock. Press the pin above the
lock
and make a note of the symbol that appears in the lower right. Use the cylindrical key on the lower
left and some numbers will appear. Take out the key and then go into your inventory. Combine the
pull cord from the key with the red notebook. Use Hopkins' glasses to see the rest of the pages
and
then place the point of the cord on the symbol you saw in the lower right of the lock and make a
note
of the numbers that appear in a column.
Go into your inventory and click on the cylindrical key. Set the numbers to the ones you found in
the
book (3582) and then recombine the pull cord with the key. Use the key on the lock to unlock the
door. Take the key back and then open the door.
Go through the door at the end of the hallway and when you're in the cinema, go down the stairs
and
go over to the projector. Use the slot token on the projector and you'll see a short video with
Dracula
taking Mina (from the first game). Go to the other end of the room and up the stairs to your left.
Look
at the organ to your right and use the perforated music cards on the spot to the right. Harker will
inhale some gas let off by the organ and pass out. When he awakes, Dracula is glooming over him
while he is tied up on his bed. When he leaves, Hopkins will enter and free Jonathan. Before you
leave the room, go to the foot of the bed and take your gun back that has fallen underneath the
bed.
Leave the room through the door to the right and get ready as another vampire is waiting for you.
Use Hopkins' glasses on the vampire and use the revolver to shoot at his heart. Continue
forward to
enter the studio. Climb up on the platform to the left and open up the control box. Flip the switch
and
Dracula will soon arrive.well, a robotic replica will (I had you there, didn't I?) Take the
sword out of
the dragon to your left and use it on the robot to slice its head off. Harker will run to the other
side of
platform, so cut the rope with the sword and Harker will ride on up to the risers.
When you're on the riser platform, go to your left and pick up the grappling hook and the crank
that
lies underneath. Climb the ladder on the wall, and then look down to notice a small device. Examine
it and use the crank on the slot. Turn the crank to have the platform move forward. The automaton
will come out from the other side and shoot something that knocks the crank out, preventing Harker
from going anywhere. Go to the end of the bridge and use the sword to cut a rope to your right that
knocks a projector unit down. Climb up it until you reach the vent shafts. Get into the shaft and
continue until you see a big fan to your right. Use the sword to mess it up and go to the other side
of
the fan. Crawl to your left and eventually you'll see a grate that has a key in it. Take the
key and the
grate will open up. Turn around and go to the other side. You'll see another grate similar to
the one
you just saw. Unlock it using the key and look down. You'll see the Dracula robot just below
you.
Use the grappling hook on it to have Harker haul it up and destroy it. Climb down and look at the
robotic remains. Open up the torso and take the tuning fork to finally put an end to the robot. Look
at
the right arm and open up the hand. Turn it around and operate the mechanism on the wrist to have
a weird key come out of its fingers. Take the key and go into the elevator. Use the key on the lock
and the elevator will go down to the cinema area.
Go down the stairs to the right to find Dr. Seward, who's losing his humanity. He'll have
Harker give
him his pistol so that he can destroy the place while he still can. He'll give you a key in
return that
will unlock his secret lab at the asylum. Go over to the organ and examine it. Use Hopkins'
glasses
and push the lit up button. The organ will lower, uncovering a secret door. Go through the door and
watch as Dr. Seward sacrifices his life by shooting a gas barrel which explodes and destroys the
place. Continue on to enter the sewers. Hop in the boat and row on down until Harker gets off. When
you get off, follow the path and examine the lock on the wall to your left and notice it's
similar to the
lock that you played with when entering the Styx. Follow the same procedure as last time and go
through the door to re-enter Carfax.
Since you're here to destroy Carfax, let's get started. Take the three cases that are
covered in a cloth
and then go out into the hall. Put the cases underneath the stairs and take the object that you find
in
each one (a sledgehammer, axe, and a pair of shears). Go upstairs and go into the study. Go over to
the desk and use the sledgehammer to smash it to pieces. Take the boards that are left behind and
go behind the screen and take the candle. Go into the room where you first found Pibody's body.
Go
over to the window and use the shears to cut up the curtains. Take the curtains and then go
downstairs to the cellar. To your right you'll see a coffin, so use the axe to tear it to
shreds and take
the boards left over. Go back out into the hall and put all of the boards and the curtains in each
of
the boxes. Go into your inventory and light the candle with the matches. Use the candle with the
cases to set them ablaze and you'll wind up back in the cellar, where Dracula awaits you.
He'll
condemn you to die in Carfax and then leaves. Notice that the light the fire gives off reveals a
niche
next to the door on the opposite side of the room. Take the key you find there and use it to unlock
the door. Go through it to enter the reservoir. Go down the stairs and turn the wheel behind you.
The
water will raise a little, and before you jump in, save your game.
Jump into the water and then dive under. Go over to the debris pile to your left and move it out of
the
way, turn the wheel and then surface to catch your breath. Dive again and go through the small
passageway to find yourself back out in the sewers. Go to the end of the path and climb the ladder
to find yourself at the asylum. Go to the technical room (where you encountered Bill) and open the
cupboard to your right using the key that Dr. Seward gave you. Click on the curtain to uncover a
photo lab and put the photo negative into the enlarger on the left. Turn off the light by clicking
on the
small switch on the other side of the lab. Click on the large envelope next to the switch to put a
piece
of photo paper under the enlarger. Turn on the enlarger light and click on the paper under it to
move
it to the right tray. The image will appear and examine to learn the solution of how to build a
Vampire
Localization System (which we will be building shortly). Look at the shelf above the lab and
let's get
started building our device. Look at Seward's note underneath the device. Put the horseshoe-
looking thing inside the device, near the top. Look at the dial and turn it to 8. Take the syringe-
looking object and put that in between the two horseshoe prongs and examine it. Set it to 4 and
then
put the last two parts underneath the syringe-looking object. Take a look at the setup and adjust
the
setting until the ammeter reads 7.
When you're finished, take the star thing off the horseshoe object and put the tuning fork in
its
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Other files from this game:
- Dracula 2: The Last Sanctuary document by System on 14/03/2006, 06:30
Solution in UHS format - Dracula 2: The Last Sanctuary solution by System on 09/03/2006, 09:50
- Dracula 2: The Last Sanctuary solution by System on 09/03/2006, 09:50






