Cheats for dracula origin pc game


















Now combine the oil flask and the lantern and then use the match on the lantern. Use the lit lantern on the rope to go down into the abyss. At the bottom, pick up the wooden spike on the floor right at your feet. Go up screen through the hallway and discover a skeleton recently crushed by boulders.

Look to the upper right of the boulders and see an opening. Combine the pick head and spike to get a pick. Use the pick to enlarge the opening. The pick breaks but the spike is still intact. Exit the temple through the opening.

One outside, you see your old friend, Herodotus the monk, and thank goodness he brought a camel. Talk to the monk. You tell Herodotus why you are seeking that tome. Herodotus tells you about the history of the temple, how an ancient priest kept guard over the sealed tomb, by which he means the door with the sun and cross that you saw earlier. The sun disk needs to be recovered, along with the objects for the ends of the arms of the cross, in order to reproduce the seal.

You need to find these artifacts that were taken by the looters and the by the authorities. These artifacts are kept in the museum, and Herodotus gives a list to you. He tells you that his wife's niece is missing and that she wears a black sari. Oh goodness, that was who you saw in the temple. All you can do is just start finding things. Come down screen and then go to the steps into the market area at the far left. This puts you in front of a stall. Take the garlic from the post on the left.

Take the flask and the pan balance from the right table. Leave the marketplace and return to the museum by the path at the bottom right. Talk to the assistant director, and an assassin throws a knife at you. Take the knife from the bookcase and the mirror fragment from the right end of the table.

Give Herodotus' list to the assistant director. He confirms that those Coptic artifacts are indeed here in the museum, but there is a lot of red tape for getting them back. He doubts that the authorities would ever consent. He throws you a bone by giving you a hinu receptacle as a souvenir. Then he seems to have an idea. Many valuable items have been stolen or embezzled. If you can recover them, the authorities will probably ignore the Coptic artifacts, and he will give them to you.

Finally, he gives a necklace to you, one with a diamond of great value. Leave the museum and return to Mustapha. Show the knife to Mustapha. He says that the knife is an Ottoman blade that is owned by a Turk. This Turk is the head of smugglers and thieves so maybe he is in possession of the stolen items the museum wants back. Mustapha says that the Turk has left his house and tells you how to get there. Exit to the right.

Then take the path to the left past the stairs into the marketplace. You arrive at a house with ivy on the walls. Try to enter the door, and you are confronted with a puzzle. The red rectangle resets the puzzle. When you move your cursor over a ball that can be moved, you see one or more red arrows that indicate the direction s in which the ball can be moved. Click the red arrow to execute the move. Moving a ball at the end of a column or row moves all the adjacent balls in that column or row.

Note: Although a little tedious, this is not a difficult puzzle. Just keep your eye on the target pattern. For a step-by-step solution, see the walkthrough by MaGtRo at Gameboomers. The items of interest are on the chest at the bottom left and the table at the bottom right. Take the pyramid and the black sphinx from the chest.

You copy the hieroglyphs of the black sphinx. Pick up the axe that is in front of the chest. Look at the items on the table and take the torn parchment from the table. Assemble the pieces by dragging them into place and using right click to rotate them.

The completed parchment shows hieroglyphs, and it is copied into your Documents. Come down screen and try the door by clicking the padlock. The urn next to the door teeters and breaks, and a cobra crawls out to block your way. Place the curious plant on the on the brazier, and watch as the smoke knocks out the cobra.

Pick up the key near the broken vase and use it on the padlock to open the door. Go into the next room, which is apparently where the Turk stored the stolen loot.

Take the solar disk that is leaning against the back wall. Take the gold powder from the shelf to the left of the window. Take the scrolls and the letter from the vase on the low table at the bottom right. The first letter establishes a link between the Turk and Dracula. The second is a note written by Dracula after a short stay in Cairo and on the verge of his trip back to Europe. He wants you dead. Leave the house and return to the museum. The assistant director thanks you for finding the loot.

You are given a bag that contains the Coptic artifacts. Show the Turk's letter the parchment with hieroglyphs to the assistant director. He says that you can use the book on his table to decipher the hieroglyphs.

Each word on the left is a translation of one of the hieroglyphs. Drag the word under the corresponding hieroglyph and click it into place.

Unfortunately, you get no indication of a match until the entire parchment is completed correctly, at which point the hieroglyphs turn red. A few of the hieroglyphs are somewhat discernable, but most are not. The open book helps a little. One approach is to try to form sentences out of the words before you start dragging the words to the hieroglyphs, but the sentences are fractured and lack verbs.

This translation now appears in the Documents. Show the black sphinx to the assistant director. Leave the museum and return to talk to Mustapha, who remains in trouble over the missing niece. Go left to the monk, Herodotus, and give the bag of Coptic artifacts to him.

He assumes that you do. He will create holy water by blessing it, but he needs water that has never touched the ground. Show the black sphinx to Herodotus. Go back by the camels to figure out how to obtain water that has never touched the ground.

Use the dish in inventory to get water out of the trough in front of the camels. Place the dish full of water on the grill that is below the large barrel. Now you have a dish of boiling water in your inventory. Use the knife on the necklace to pry loose the diamond. Use the diamond on the mirror to cut it into a square mirror.

In inventory, place the mirror over the dish of water, and steam condenses on the mirror. In inventory, move the flask to the mirror with condensation to fill the flask with water that has never touched the ground.

Return to the monk and give the flask to him. Now the monk gives holy water to you, and he tells you what to do once you are through the sealed door. You can review this in the Dialogues later when the time comes. You are automatically transported back to the Blood Rocks. Enter the temple through the opening that you hacked out earlier. Go forward, climb the rope, go forward again, and then use the left corridor to go to the sealed door. Look at the seal and note that all the items you need are displayed along the left of the screen.

Place the solar disk at the center. Put the host into the top slot. Put the garlic into the right slot. Put the mirror into left slot. Pour the holy water into the bottom slot. Now you speak in tongues and the sealed door rises. The door rises. Enter into a chamber with a whirlpool in the center basin. Look at the fallen statue on the right side of the chamber and see that it is the god Seker.

Use the axe on the head and take the silver spear tip. Note that there are four altars surrounding the basin. Only the one at the bottom left is accessible. Look at that altar and see two rows of hieroglyphs. Use the icon at the bottom of the screen to access Documents and bring up the hieroglyphs of the black sphinx. The altar rotates to reveal blood underneath. Use the brown receptacle to collect a hinu of blood.

This is the first of the two items Herodotus said you would need to open a secret passage. The other is a deben of gold. Leave the altar and place the pan scale on the chest at the left of the chamber. You are automatically reminded that a gold deben is Pick up the dish that is just to the left of the chest. Go to the right side of the chamber and take a copper deben from inside a jar.

Place the dish on the pan scale. Now you have a view of the scale, along with the copper deben from the museum, the copper deben you just took from the jar, a stylus, and a scoop. Just below the scoop is a reset bar. Begin by weighing each of the items.

Place the item in the left pan and then add scoops of gold dust from the bag at the bottom left to the right pan. When the two pans are in balance, the weight of the item is displayed.

Item Gold dust Weight. Note that the two copper debens have a total weight of The difference between that weight and the weight of the stylus Therefore, place the two copper debens in one pan and the stylus in the other pan.

Then add gold to the stylus pan until the scale is balanced 3 scoops. The bowl in the bottom left corner lights up. Scoop the Only one step remains. Herodotus said that the sun must hit the summit of the Pharaoh's tombs. Look at the middle pillar at the left of the chamber. You need light, so use the lit lantern on the pillar. This displays three pyramids with light beaming down on their tops. The arrows at the bottom corners are used to slide the lantern back and forth.

The objective is the place a large, medium, and small pyramid over the lantern and to adjust the pyramid as need to cast a perfect shadow on the pyramid above it. The best place to start is with the large pyramid. Slide the lantern underneath it, drag one of the large pyramids down, and place it in the open space above the lantern. Now a shadow is seen on the upper pyramid.

The vertical scale on the left can be used to raise or lower the pyramid. Play with the vertical scale to try to cast a perfect shadow on the upper pyramid. If this is not possible with the pyramid that you selected, then try another pyramid. Keep tweaking until a perfect shadow is cast on the upper pyramid.

Now repeat for the small pyramid on the right and then the medium pyramid in the center. Note: The vertical scale raises and lowers all the pyramids that you have placed. Therefore, once you have the large pyramid in place, it is best not to use the vertical scale anymore unless you have exhausted all possibilities for the other pyramids. You might want to drag them side by side in inventory to help you see which is which.

Now the pyramids must be placed in the sand. Light beams down to the pyramids and a secret door opens. Go through the secret door and watch as a crocodile slithers from the platform into the water. You need to make some kind of bridge to get to the other side. Return to the chamber and look at the funerary barge between the two statues. Take the metal bar from the statue on the left.

Pick up the broken piece of column from the floor right of the statue on the right. Go back to the barge and look at the support on the right. Breaking it would cause the boat to fall. Use the axe on it, and the supports collapse. Now use the piece of column under the right end of the boat.

Wedge the metal bar between the piece of column and the boat. The pull down on the metal bar to dislodge the boat and send it skittering down the stairs. Go back down the stairs to the secret room and look at the structure atop the platform. An undead creature reaches out, and an explanatory entry is made in the Reports. Walk over the barge and go forward to the darkness behind the structure.

A misty supernatural force stops you and you realize that the spell must be broken. Use the broken black sphinx on the mist, and it fades away, allowing you to advance. Go forward into the next room. Take the papyrus scrolls from the altar.

Suddenly there is an earthquake so leave the room. You automatically return to the marketplace. Go left and talk to Herodotus. All hope seems lost, but then he remember as European monk named Brother Alberto who said that he knew some of the language. If he is still living, he might be found working as an illuminator at St. Carousel Abbey in Vienna. Go back and talk to Mustapha, who gives you a letter.

You give him a fictional account of what happened to the niece. The story has a kernel of truth to it, but it is embellished and deceptive. To add credence to it, you give the gold dust to Mustapha and the diamond necklace for the niece's family. During your trip to Vienna, you read the letter that Mustapha gave to you. It is from Seward, who blames you for the fact that Mina is getting worse. She wants to go to Europe to join her lover.

Seward and Mina will join you in Vienna. You relate your difficulties in getting into the abbey. Neither Seward no the Duchess can be of any help. However, Seward does recall that the abbey signed over some of its property to the university so that a library could be built. Duke Orlowski insisted that there be a door connecting the library and the abbey.

Duke Orlowski had a key to the university that he planned to give to a student who could pass a test that was to be administered in this room. He died before the test was given, but the Duchess thinks that the key is still in this room.

Come down screen and try the white door. The Duchess says that it leads to the library. Come back down screen and look at the painting of piano keys. You copy it into your documents, and you can see chemical formulas on the keys.

Look at the closed panel just right of the piano and see that it is a small laboratory setup. Take a page from the chemistry book on the lowest shelf of the middle section of the bookcase.

The black and white smears surely were meant as a clue to the piano painting. Go back and talk to the Duchess. She hums a melody that the Duke used to play on the piano.

Go back left to the small chemistry laboratory and look at it. An explanation appear in Reports. There is a rack of test tubes of differing chemicals and colors. The objective is to dip litmus paper into the test tubes in the correct order. In the following table, the piano keys are listed from left to right.

The chemicals are from the painting at the upper left, and the colors are taken from the chemistry book page at the upper right. Key Chemical Color. C Na 2 CrO 4 yellow. D HgS red. D NiO green. E POCl 3 brown. F MnO 2 black. F No information. G NaOH grey. A O 2 pink. C2 TiO 2 white. In the following table, the keys of the melody are shown in the top row. The bottom row shows the associated colors from the table above.

Now drag litmus papers from the lower right corner to the test tubes in the order shown in the bottom row above. As you do this, numbers appear in the white space below the test tubes:. Go left to the corner of the room where you see something that looks like a giant urn. Click it to reveal a safe. To open the safe, use the left and right arrows at the top to move the pointer to each of the numbers above, in order. Each time you point to a number, click the handle on the right.

Reach into the safe and take the key and the wooden angel. You also get a letter from Duke Orlowski that appears in Documents. Read the letter to learn that something sinister was going on at the university. Unlock the white door right of the bookshelves and enter. Somewhere her in the library is the secret door that leads to the abbey. Come down screen and see the long banner with the university insignia.

Pull the curtain aside and see a round receiving area for the black demon and white angel pieces. Just experiment. After only a couple of locked in pieces, you will see how they will all eventually fit together. Go up screen to the dissecting table just left of the foot of the stairs.

Pick up the tweezers and the scalpel. Now check the cabinet with the butterfly collection on the wall behind the table. Open the cabinet with the scalpel and take an angel. Go to the ornate radio between the bookshelves right of the butterfly cabinet and take an angel. Go up the stairs behind you and see a map of Europe.

Click Transylvania, a country in gray just right of center, and take another angel. Go right along the bookcases. There is a book with an angel on the cover at the end of the first middle shelf. You might need to step forward a little so you can see it. Take the angel and read about crossbows.

Come back down the stairs and go up toward the fireplace on the left. You are looking at the left side of the staircase. Pick up the poker in the lower left corner. Try the winch and watch as the chandelier is lowered. Come back down and take the moveable stairs. Place the moveable stairs under the chandelier by clicking the stairs on the chandelier. Go up and get another angel. Go right of the central staircase to the anatomy display.

Take the suspenders from one of the skeletons. Come down screen to the Medicine shelves next to the desk. One of the large jars contains something of interest but it has a stopper.

Then use the tweezers on the jar to get a demon. You should now have all the remaining angels and demons that you need. Go to the back wall and complete the angels and demons pattern. The secret door to the abbey opens. It took poor Baker years to figure out something that took you only a few minutes. You enter the St. Carousel Abbey, only to have the door close behind you. You are in the anteroom of a wine cellar. Take the linen cloth that is over a basket right of the door.

The desk has a front drawer that is protected by a dragon head. Look up at the left bookcase and take St. Michael's spear from the statue.

Use it on the dragon head to open the drawer. You find a safe with a lock. The objective is to set lighted balls at all the tips. Clicking on a circle displays a ball along with paths along which the ball can be moved. One approach is to recognize that you do not want lighted balls that are two spaces apart.

Doing so blocks the ball across the way from being moved. My method was to keep moving the balls to locations that are three spaces away from the previously set ball. For example:. For your first step, choose any circle and move the ball to either possible location. Now count three spaces clockwise from the ball you just set at location A.

Call this. Keeping your eye on location B, look across the way and select the circle that is. Keep repeating steps 2 and 3 until only one circle is unlit. Click the final circle to open the safe. Reach into the safe and take the chalice and the key. Come down screen and pick up the old broom handle that is next to the broom leaning near the left of the arch. Look at the wine barrel on the shelf to see that the spigot is jammed.

Use the scalpel on the barrel, and the alcohol pours out on the floor. Go through the arch and look at the dreadful mess. Look at the very bottom of the screen below the rats and learn that the man must be Baker, the student that the Duke mentioned in his letter. Look at the rats and decide that you must get rid of them. In inventory, attach the linen cloth to the broomstick to make a torch.

Now use the matches to light the torch. Finally, use the lit torch to chase the rats away. Oh yes, Perfect! The objects on the ends of the cross' arms and the sun disk need to be recovered. Return the artifacts taken by the looters and subsequently by the authorities.

The authorities kept the artifacts in the museum. Herodotus gives a list of the artifacts. Market place: Automatically be back with Mustapha by the camels. Learn from Mustapha that his wife's niece is missing. The girl wears black sari. Ah - the girl is the one in front of the seal. Van Helsing says to collect things. Let's look for things to pick up.

Enter the central market by clicking on one of the side stairs and be in front of the stall. Take the flask and scale at right table and the strand of garlic on the left post. Exit the marketplace and go to the museum at bottom right. Cairo Museum: Talk to the Smail Quahab, the assistant director.

See Dracula's henchman try to kill Van Helsing. Take the thrown knife on the bookcase. Take the mirror from the table. Click Herodotus' list on Smail Quahab and talk to him then. He gives a receptacle with the capacity of a hinu and a necklace. The necklace has a diamond of great value. Smail advises to recover stolen Museum artifacts and the authorities will forget about the Coptic artifacts. Then he will give the Coptic artifacts after the recovery of the Museum artifacts.

Market place: Show the knife to Mustapha by the camels. The knife is an Ottoman blade owned by a Turk who is the head of smugglers and thieves. He is gone this morning. The Turk's house is after the bazaar. Turk's house: Go right from Mustapha and then take the path to go left past the marketplace. Look at the gate of the house with ivied walls. Turk's gate puzzle: See balls and lines. At left is an arrangement of balls. The object of the puzzle is to arrange the balls at the center to look like the ball arrangement seen on the left.

The red bar at bottom left is the reset button. To move the balls, hover the cursor over a ball and see red arrow s. These arrows are the directions the balls can be moved. As a hint: Move the balls on the arms first into the correct column position.

Remember the number of balls on the center horizontal line between the 2 arms. Push column 2 from bottom up once.

Push top ball of column 2 to the left once. Push column 3 down 3 times. Push top ball of column 2 left once. Push column 2 down twice. Push row B left side to the right once. Push row B, column 4 to the right twice. Push row C, column 4 to the right once. Push row D, column 4 to the right twice. You now have column 6 and 7.

Push column 7 from top down twice. Push last ball at right side of row E to the left once. Push row F to the right twice. Push bottom of column 3 up once. Push row G to the right twice. Push row G to the right once. Push bottom ball of column 7 down once. Push row F to the right once. Push bottom 2 balls of column 7 that are at the bottom down once. Push last ball of column 7 to the left once. Push top ball of column 7 down once.

Push row C right side to the right once. Turk's room: Enter and look around the room. Press the spacebar to see all the items that can be picked up. Take the black sphinx on the chest at bottom left. See hieroglyphs of the black sphinx. Take the pyramid on the chest and the axe in front of the chest. Look at the table on the right and see a bag of jewels and a smoking brazier.

Take the torn parchment from the table. Torn parchment: Put together the torn pieces. Right click to turn the piece of parchment. Do the corner first, edges next and then fill up the center. The hieroglyphs on a parchment found at the Turk's is now in documents.

Cobra: Go to bottom screen. Check the door. The urn on the right vase breaks and a cobra falls out. Add the curious plant on the smoking brazier on the table. Watch the poisoned smoke affect the cobra. Look at the broken vase and take key. Use the key on the door. Turk's locked room: Enter the room and look around. See that the loot are in here. Take the sachet of gold powder from the shelf left of the window. Take the solar disk on the floor at back wall. Take scrolls and letter in the vase on the table at bottom right.

Read the letter found at the Turk's and piece of a letter found at the Turk's. Exit the Turk's house and go back to the museum. Cairo Museum: The assistant director informs Van Helsing that the Turk is named Suleiman and that the authorities have gathered the loot but the Turk has not been caught.

Talk to Smail about the Coptic artifacts. He gives a bag of Coptic treasure. Show the Turk's letter to Smail. Decipher the hieroglyphs on the Turk's letter: Take the book on the table. See the hieroglyph puzzle in close up. There are words on the left that corresponds to the hieroglyphs on the right. Click on a word and place it under the hieroglyph. If correct the words turn red. See the translation of hieroglyphs on a parchment found at the Turks in documents.

Show the black sphinx to Smail. It has the phrase 'Ny ar lut hotep'. Marketplace: Talk to Mustapha. Herodotus, Coptic monk: Go left from Mustapha's place and talk to the monk. The monk gives a host and states that he doesn't know about the 2 items feared by demons. He needs clean water that hasn't touched the earth to make holy water. Show the black sphinx and he recommends to smash it. The hieroglyph on the sphinx that was translated by Smail is the name of the messenger of the ancient gods.

Mustapha's place: Go back by the camels. Prepare water that hasn't touched the earth: Use the casserole dish taken from the shelf of Mustapha's house and use it on the water trough in front of the camels to get casserole dish full of water. Use the knife on the necklace in inventory to get a diamond. Use the diamond on the mirror to get a square mirror. Place the casserole dish full of water on the barbecue grill at the corner to get a steaming casserole dish full of water.

In inventory, use the square mirror on the casserole dish full of water to get a mirror with condensation. In inventory, use the flask on the mirror with condensation to get flask with condensation. Herodotus, Coptic monk: Go back to the monk and give him the flask with condensation.

The monk gives holy water. Blood Rocks: Automatically be at the Blood Rocks. Enter through the opening at the side. Go forward and climb the rope.

Go forward and then to the cross seal at left passage. Seal: Look close at the seal. Place the solar disk at the center indentation. Place the Host at the top slot. Place the garlic at right slot. Place the cut square mirror at left slot. Place holy water at bottom slot. See Van Helsing recite the words given by Herodotus. The door rises. Large chamber: Look at the whirlpool in a large basin at the center of the chamber. Look at the fallen statue at right of the chamber.

It is Seker. Use axe on the head. Take the silver spearhead-tip from the cut head. Go to the short pillar at bottom left of screen, one of 4 at corners of the outer circle seen on the floor.

See hieroglyph on the stone pillar. It has the hieroglyphs in the black sphinx. Remember that Smail said that it is the phrase 'Ny ar lut hotep' and the monk said that it means the messenger of the ancient gods. Click in order the hieroglyphs seen on the black sphinx on the stone pillar. The stone pillar moves and blood is seen on the floor cavity. Use the hinu receptacle on the blood as mentioned by Herodotus and get a hinu of cursed blood. Remember what Herodotus said: To open it secret passage just after the cross , you must put a gold deben and a hinu of cursed blood into the basin.

Gold deben: Go to the chest at left and between the 2 pillars left of chamber. Place the scale on top of the chest. Take the bowl from the floor and left of the chest. Go to the pot at right side of the chamber and beside the broken statue of Seker and take a copper deben. Weigh gold deben: Click the bowl on the scale and see the close up of the scale. The reset button is the bar with hieroglyphs at bottom of scale.

See the copper deben from museum, copper deben from the pot and a stiletto. Weigh each of the items using scoops of gold dust from bottom left. Find out that each copper deben weighs We need Place the 2 copper debens in one pan to make Place the Add scoops of gold 3 scoops to the pan with the stiletto until it balances to show Automatically get the bowl at bottom right.

Scoop the gold off the pan to the bowl to get Basin: Place the hinu of blood and the gold deben in the whirlpool. The basin changes into sand. Another counsel from Herodotus: Directly afterwards, the sun must hit the summit of the Pharaoh's tombs. Select the pharaoh's tombs: Read-click the middle pillar at left of chamber. Use the lit lantern on the pillar.

The selection of pyramid puzzle screen is seen. The object of the puzzle is to select the correct pyramid by the way the light is reflected on it. Place pyramids that corresponds to the size of the etched pyramids above the lantern. To start, place a large pyramid above the lantern placed at left.

See the shadow of the pyramid overlay the etched pyramid above. Click the bar of lined arrow on the left to the middle line to get an exact fit of the shadow on the etched pyramid above. If the shadow doesn't fit the etched pyramid, try another large pyramid. Do the middle sized one.

Place the lantern at the middle so that it casts a shadow on the middle pyramid. Find the middle sized pyramid that has a shadow that correctly fit the etched middle sized pyramid above while the bar is at the middle of the arrow on the left. Move the lantern to the right and find the correct small pyramid. There perfect! When all 3 correct pyramids are found the rest of the pyramids in inventory are gone. Place the correct pyramids on the sand of the basin: the large pyramid on the right, middle sized one at center and small one on the left.

They are the pyramids at Giza. Hear and see the secret door opens. Go through the secret door. See a crocodile on the barge at the skeleton ridden platform. Make a path to the platform: Go back upstairs. Look at the funerary barge between the 2 statues by the wall.

Take the metal bar held by the left Egyptian snake-faced statue. Take the broken piece of column from the floor right of the monkey-faced statue. Look at-click the right support of the boat. Van Helsing says to break the support. Use axe on the right support of the boat. Use the piece of column under the right side of the now unsupported boat. Use the metal bar on the piece of column. Use the metal bar again to push the unsupported boat down the stairs to the pool inside the secret room.

Go down to the secret room and walk over the funerary barge that is now on top of the water. Look at the metal structure on the platform and learn that inside is creature that is in 'non-death'. This is explained at the reports. Go forward to the darkness at left or end of the platform see third line above. A mist, supernatural force stops forward progress.

Destroy the guard. In inventory, use the axe on the black sphinx. Use the broken black sphinx on the mist blocking the way.

Enter the room ahead. Look around the room and take the papyri written in a strange language from the altar. An earthquake occurs. Exit the room.

Marketplace: Automatically be at the marketplace. Learn that the papyri can be read by a Brother Alberto that knows the language. He can be found at St. Carousel Abbey in Vienna where he works as an illuminator. Mustapha: Go back and talk to Mustapha. He gives a letter forwarded through the museum director. A tall tale about the niece is said by Van Helsing.

He gives the gold dust for Mustapha and the diamond necklace for the niece's family. Vienna Learn that Mina is getting worse and wants to go East to join her lover.

Orlowski Manor: Talk to Seward and the Duchess. Learn about the Abbey, the order and the inability to see Brother Alberto. Learn from Seward that the abbey and the university is one large building. There is one door that connects the university to the abbey and it is in the library. Look around. Check the locked door and find out that the door leads to the library.

Check the painting of piano keys with chemical formulae left of the locked door and get Professor Orlowski's painting in documents. Check the closed panel on the left part of the bookcase and see a small laboratory setup. Check and get Chemistry book from the lowest shelf of the middle part of the bookcase. Talk to the Duchess and hear her hum a melody. Ask about a key kept by Duke Orlowski, the test for his students with the key as the prize. Learn that the melody is one that Duke Orlowski played in the piano during his later days.

Chemistry Laboratory litmus test: Go back to the chemistry laboratory at the bookcase and see it explained at reports. The small lab has test tubes with chemicals. Dip litmus paper on specific chemicals in a certain order in order to produce a result. Using the clues of the melody hummed by the duchess and the painting of the duke, deduce the sequence-order of dipping the litmus paper on the test tubes. Find the sequence of the keys. The documents has the sequence of the duchess' melody-humming.

Find the sequence of the chemicals. Identify the duchess' melody on the painting of the piano keys-scales. Find out then the chemicals that corresponds to those piano keys-scales. Find out the color of those chemicals. Learn the color of those chemicals using the paper on the right.

Take a litmus paper on the right and dip it on a test tube with chemicals on the left following the sequence of the deduced colors. Using the painting and the piano scale clues, dip the litmus paper on the test tube in the order from left to right: 1, 5, 3, 4, 2, 6, 7 or yellow, blue, green, black, red, orange, white.

I found it! See numbers below the test tubes: 2, 6, 8, 12, 14, 15, Perfect, on to the next step. Safe: Go to the left corner of the room; left of the piano. Duke's safe: Open the marble structure and see a safe. Use the numbers taken from the litmus test of the chemicals as the code. Use the arrows on the top to turn the dial's arrow to point at a number. Be sure to click the handle on the right after each number is pointed by the dial's arrow.

The bar at the bottom of the dial is the reset button. Turn to 2, click on handle, 6, handle, 8, handle, 12, handle, 14, handle, 15, handle, 18 and handle. Perfect, on to the next step! Take the key, angel and Duke Orlowski's letter from the opened safe. Read the Duke's letter and learn about missing students at the university.

Baker, a chemistry student talks about angels and demons and was searching for an explanation to the missing students. University library: Use the key on the locked door right of the bookcase. Go to the desk at bottom of the room.

Check the curtain with the insignia of the university. Look at the circle and see black demons and white angels. Van Helsing says that some characters are missing.

Search for angels and demons: Go to center of library and climb the stairs to top level. Top floor: Look close at the map of Europe. See and click on Transylvania.

Take the angel hidden behind the map of the country. Go right to the row of bookcases. Move one step forward on the aisle. Take the angel on the cover of the book at end of middle shelf.

Read about Robert "Bob" Herzog's Work, a study on crossbow. Go down the stairs and then left of the stairs. Dissecting area: Look at the items on the dissecting table. Take paper cutter-scalpel and tweezers from the table. Look at the dissected frog. It seems someone left in haste. Look at butterfly display on the wall, one is uncommon.

Use the paper cutter on the door of the butterfly display case. Take the angel. Radio: Go to the radio right of the butterfly display. See a close up of the radio with a head wearing a hat on top of the radio.

Chandelier: Go right towards the fireplace. See a winch on the side of the stairs. Use the crank-winch and see that it lowers the chandelier. Take the poker at left propped on the wall. Go to center of room and look-click on the chandelier. Something is on the chandelier. Click on the rolling staircase on the left. Now that you saw 'something' on the chandelier, it can be taken. Place the rolling staircase on the floor below the chandelier by clicking it on the chandelier itself.

Click on chandelier again and take the angel. Anatomy display: Go right of the staircase. Look at the skeleton display. One of them has a hat and pants held by suspenders-braces. Take the braces. Biology display: Go to bottom of the room. Look at the specimen jars on display case at left of desk.

The jar at middle left is sealed by a stopper. In inventory, combine the poker and braces to get an obedience collar. Use obedience collar on the stoppered specimen jar.

Use the tweezers on the specimen jar to get a demon. Angels and demons: Look close at the circle on the wall and see demons and angel on the side. Place the angels and demons in their proper place. Click hold and drop the figures in their proper place. If they are correctly placed, they cannot be moved anymore. The angle of the figures is the clue where they can be placed. The connecting door to the abbey opens.

Carousel Abbey: The connecting door closes. Wine cellar: Check the desk and see the dragon head on the front of the desk that protects the drawers. The window is barricaded. Take the linen cloth that is over a basket right of the door. Take St Michael's spear from the statue on the left bookcase.

Use the spear on the head front of desk. Safe puzzle: The object of the puzzle is to light the balls at the tip of each triangle. Click on a ball and it will show the paths it can go to. The next position to be lit has to be connected by a line to the recently lit positioned ball. The ball is held in place if 2 actions are done: light the ball in a slot ahead of where you want it to be and then click on the slot-place you want it to go.

So think ahead where you want a ball to go. One possible solution: Click on the numbered holes in sequence Take the key and chalice, the Cup of Targovise. Take an old broomstick handle on the floor right of the shelf. Check the Schnapps barrel on the bottom shelf. Use the paper cutter to open the schnapps' keg and see the alcohol pour on the floor.

Watch out! Food cellar: Go to the right. Look at the tortured body of the hanging man at right. See rats below the man. They are on top of a student's pack. Check the student's pack. The man must be Baker mentioned in Duke's letter. In inventory, combine the broomstick and the linen cloth to make a torch. Light the torch using the matches. Use the lit torch on the rats. Open the student's pack and take holy water.

Hallway: Go to the top hallway. Check the locked door. The key doesn't work on it. Take and automatically wear a dirty monk's robe hanging on the wall. Wine cellar: Go back to the wine cellar. A creature from hell monk comes in and goes to the wine cellar. He blocks the way and he must be taken care of. Use the lit torch on the spilled liquor on the floor.

Take the key from the ashes of the devil monk. Hallway: Go to the hallway. Use the key taken from the monk on the locked door.

Altar room: See monks worshiping a devil. One of them drank from a chalice at right side of room. See Brother Alberto chained and imprisoned at bottom right corner. Your Score. More statistics and details. Black screen and wont play? Tech Support What is system administrator? Tech Support Cant save the game? Tech Support Item bug?! Cario Musem Tech Support I need help with the safe in the abby after the library?

Side Quest More Questions ». Keep me logged in on this device. Forgot your username or password?



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