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 place. Close the device and take the crank off. Take the completed VLS with you and then go down into the sewers through the metal trapdoor. Go towards the tunnel you took to get to Highgate to find your path blocked off by rats. It's here that you'll learn how to use the VLS for the first time. Go into your inventory and combine the crank with the VLS to power it up. Look at the VLS more closely and click on the left rectangular button on the bottom to put the VLS into reception mode. When you have the star cursor showing, wave it over the rats and keep it there. Go back into your inventory and look at the VLS. The left meter shows the frequency of the sound waves the rats were giving off, so turn the dial underneath the right meter until it shows the number found in the left meter. Click on the right rectangular button to put the VLS into transmission mode. When the star icon is showing again, use it on the rats to scare them off. Follow the passage until you reach the part where you encountered Bill the second time and look at the switchbox. Use the key with the square ending on the square notch at the bottom of the box and then flip the second lever. Follow the path until you reach the well and use the planks on the gap to cross it. Climb out to find yourself at the Highgate Cemetery. Go to the large gates and then go to your left. On the right wall, you should see some black plaques. Look at them and notice the one that Bram Stoker left. Turn that plaque and get the note and dragon ring. We now want to enter Dracula's tomb, but remember what happened last time we tried? In order to enter safely, we'll have to destroy the gargoyles that prevented us from entering last time. A gargoyle can be found in the corner of the cemetery when you turn right at the large gates. When you find it, power up the VLS and put it into reception mode. Get the frequency from the gargoyle and set the right dial to that number. Put it into transmission mode and use the frequency to destroy the gargoyle. Do the same thing with the gargoyle on the vault in the northeastern part of the cemetery (turn right and go straight from that corner you were just at) and the gargoyle in the southwestern part of the cemetery (turn around and go straight and then to the left at the end). When you've found and destroyed all three gargoyles, go to Dracula's tomb and enter. Look at the panel on the end of the tomb to find that it's a lock. Look at Hopkins' note to get the correct combination. Set the upper left dial to 9, the upper right to 2, and the lower left to 7 and the lower right to 8. When you're done, pull on the thing on the bottom and a secret passage will be uncovered. Go down into it and you'll be asked to insert Disc 2. DISC 2: You'll see a sequence between Harker and Dracula, and then you'll hear Harker thinking about his trip to Transylvania. When it's done, you'll find yourself in the mines. Go down the stairs and you'll see a door. Looking at the door closely will reveal a lock similar to the one you saw on the tomb. Open up Dracula's notebook and go to the page with the different lunar cycles and look at the one you saw on the bottom of the lock. Use Hopkins' glasses to reveal the combination, which is 9462. Enter the combination into the lock (Upper left = 9, Upper right = 4, Lower left = 6, Lower right = 2). Click on the icon at the bottom of the lock and the door will open. Follow the passage to the end and uncover the box on the ground. Take the bar and shovel you find inside and then head back out. Go down the stairs and go to the left of the stone pile. The stone that you're on can be moved, so use the bar to move it and get the detonator. Go back and climb on the stone pile until you find a hammer and chisel. Take those and go over to the table. Use the hammer and chisel to open up the drawer in the front of the table and take the cable reel. Break the tab on the back of the drawer with the hammer and chisel and open the drawer completely. Take the key and then go behind the table. Use the key to unlock the chest and take the bundle of dynamite you find inside. Go back to the blocked passageway where you found the bar and shovel and use the dynamite on the figurehead's mouth. Use the cable reel on its mouth as well and follow the cable to the end. Use the detonator on the end of the cable and then push the plunger down. The figurehead will blow up, allowing you access to the other side. Take the red jewel off of the ground near the hole and then go to the other side to enter the prison. Go over to the checkered door to your right and then go over to the demon's head to your right. Use the red jewel on its left eye to have the checkered door move and you'll find yourself in a passageway leading to the cells. Go along the passageway until you see an opening to your left. Go through the opening and near the first corner, you'll see a skeleton lying on the ground. Move it out of the way and use the shovel in that spot to dig and you'll find a bone. Take the bone and then continue to the next corner. Move the skeleton out of the way and dig to find a skull and a note. Take them both. Exit the cells and go back to where you saw a passage leading off to the right. Go into the passage and enter the door to your right. Take the crossbow and lantern off of the table and then climb up on the table and take some crossbow bolts off of the rack. Climb down and open up the table drawer. Take the necklace you find inside and leave. Do a 180 and look at the ground. Go into your inventory and combine the necklace with the bone. Put the skull on the ground and then use the necklace/bone combination on the skull. Light the lantern with the matches and put it behind the skull, doing this will unlock the door surrounded by skulls. Go through the corridor until you hear a monster. The monster will be above you and to the right, and to kill it, go into your inventory and combine the bolts with the crossbow. Use the green bottle on the crossbow and then use the weapon to shoot the monster. When he's dead, go down the stairs and continue on until you find a skeleton in a metal cage. Open up the mask and take the missing piece of the dragon ring. Harker will end up falling into a pit, but he'll also be in good shape. Follow the path to find yourself at the Borgo Cemetery (where you found the dragon ring in the first game). Go around the cemetery until you're behind the huge tomb and dig near the gate to find a piece of the picture near where you found the dragon ring before. Turn around and behind the grave in the corner of the cemetery, you'll find a hand holding onto a cross. Take it and then go over to the dragon's pit. Put the missing piece where it should go on the picture and then go back over to the vampire tomb where you emerged and then turn around so that you can see the gate. Use Hopkins' glasses on the gate and you'll see good and evil battling each other. Use the hand holding the cross on the built-up energy to destroy the chain locking Dracula's tomb and then afterwards, enter the tomb and click on the bottom right of the tomb to go to the castle. Head into the courtyard and go down the spiral staircase at the far end and to the left. You'll see Dorko again in the same old room you found her the first time in the last game. Instead of going around the fence, you can go straight to her. Talk to her, but she won't have much to say right now. Look at the note you found in the prison and turn it over. Talk to Dorko about it and she'll translate it for you. After that, show her the medal you found in the skeleton's mouth. She'll explain what needs to be done, but before she can finish, a female vampire kills her. She'll give you a gold ring infused with some of her magic before she finally gives in. Go back upstairs and out to the courtyard. Watch as the female vampire erects a red barrier around the graveyard, preventing you from going there. Go to the right and climb up the stairs that has two wolf statues at the bottom. Look at the door look and use Hopkins' glasses on them. You'll see a pentagram, and to get rid of it, use Dorko's ring on it. Enter and go to the end of the hall and pick up the grappling hook on the ground near the rock pile. Combine the grappling hook with the crossbow and then leave the corridor. Use the crossbow to shoot the grappling hook to the balcony on the other side of the courtyard. Go across the rope to the other side (ignore the fact that you can jump down into the barrier for right now). Enter the door to find yourself in a small library. Go to the opposite end of the room and open up the desk. Take the chessboard note and use the bar to open up a small hatch on the left side of the desk. Unroll the document and get a close-up shot of it. Use the note with the two holes in it on the document and click on each geometric shape and make a note of the ones that have numbers show up in one of the holes and also make a note of the number. Go back into your inventory and flip the two-holed note over and do the same thing. You should have four shapes written down when you're done. Turn around and stand with your back to the door that separates the two parts of the library and look for a panel to examine. Once you find it, remove the panel and you'll see some wooden medallions. Push the buttons in the order you found when looking at the document and when you've figured it out, the panel will turn around and reveal a golden cross. Take the cross and head out of the library. Climb on the rope and in the middle of it, you'll see a spot where you can drop down off the rope and into the spot the barrier was protecting. Jump down and on your left, there's a tomb that you can open up using the bar. Once you've done that, take the medal the skeleton was hanging on to and combine it with the golden cross. Around the center of the area, you'll see a spot that you can magnify. Use Hopkins' glasses on the spot to reveal a pentagram. Use the golden cross on it and the barrier will be destroyed. Go back to the small library by going to the left of the covered tomb and going through the door. When you're on the balcony, go to the right and through the next door to find the library. Go to the door near where you got the gold cross and examine the lock. Use Hopkins' glasses on them to find a pentagram. Use the cross to destroy it and go through the door. Use the chessboard document on the chessboard and open up Dracula's notebook to the chessboard page and use the glasses on it to see the solution for the puzzle. If you're too lazy to figure out the answer for yourself, the order to press the keys on the board is F B H E A C G D. Take the paper out from underneath the chessboard after the pieces have moved into place. Leave this room and go down the stairs to find the real thing. Go into your inventory and to manage the giant chessboard, just follow the path left on the chessboard document. When you get about half way done, all of a sudden the surrounding chessboard tiles will drop and Dracula will taunt Harker. To get across, use the telescope on the door on the far end and use Hopkins' glasses on it to uncover another pentagram. Use Dorko's ring on it and a red mass will appear in the gap between Harker's position and the opposite end of the room. Go forward and you'll find yourself on the other end of the room. Use Hopkins' glasses on the door again and use the cross to destroy the pentagram. Go through the door to find yourself in the cable car room. Pull the lever to your right to bring the cable car down and then go to your left and pull another lever. This will make a bridge slide out so that Harker can get into the car. Go onto the bridge and pull the lever on the control panel to open the cable car. Go in and pull the lever on the side of the car to close the doors and then push the red button. The car will go to Dracula's keep and when you arrive, open the doors to find Hopkins. As Hopkins talks to Harker, Viorel tries to kill Harker, but Hopkins will take the blow. Before he dies, he gives you a key. Go back into the cable car and take the ladder. Prop it up against the other wall and climb up. Open up the hatch and get out onto the cable car roof. Climb up onto the beam just above it and crawl to the other end. There's a circular hatch on the ceiling to your right, so when you find it, open it and climb out. Viorel will send Goran and Iorga after you, so you must hurry to the other end of the keep before time runs out. When you get to the other end, you'll see a statue head at the top of the stairs. Use the bar on it to send it rolling down after Goran and Iorga, crushing them. Go down the stairs and take one of the beams you see lying on the ground. Go into the cannon tower to your left and take the bucket near the cannon. Go back up onto the roof and behind the statue, use the bucket to get some snow. Take the bucket with you and go to where the floor has caved in behind a cannon. Go down into the hole and find a spot that you can magnify. Once you find it, take the flag and the pieces of wood underneath it. Climb back out and put the beam over the hole. Cross it and move the cannon out of the way. Take the cannonball and go back over the hole and be sure to take the beam back with you. Go back to the cannon tower and get a close-up shot of it. You'll see three slots that you can place objects in, so place the bucket of snow in the slot closest to you, then the cannonball, and then the flag. Go into your inventory and light the pieces of wood with the matches to create a brazier. Put the brazier underneath the cannon and watch as the cannon fires at Viorel, splattering through his torso and killing him. Leave the cannon tower and go to your left. You'll see a shattered bridge, and to cross, put the beam down and go back to get the other one. Once you've got it, go out onto the first beam and put the second beam down. Turn around and take the first beam and put it down in front of you. Finish crossing the bridge and go into the tower where Viorel once was. Examine his body and take the flat key hanging on his right side. Use Hopkins' key on the door just outside the tower to enter the keep. Get on the gondola and push the Down button. Once the gondola stops, use the flat key on the slot and then push the Up button. Get out of the gondola before it rises again. Go to the opening and notice there is a gap preventing Harker from going any further. Combine the bolts with the crossbow and use the crossbow to shoot a rope that will cause the drawbridge to drop down. Go across the drawbridge and go to the central area. Here, you'll see three staircases and a lectern. Open up the lectern and notice the various holes. We'll worry about these later, so choose a staircase and go down it to enter Satan's Claws. When you're there, go to your left and look at the pile of bones. Take the skull and go over to the stairs. To successfully get to the bottom, you have to go down onto certain steps. Go down onto the first step, then the third, then the sixth, the seventh, the ninth, and finally, the last step. Go under the arch and to your left. You'll see a hand holding a handle, and notice that the hand closes when you try to take the handle. Put the skull on the hand and then use the bar to smash the skull. Take the handle and then leave Satan's Claws. Take one of the staircases (besides the one you came from) to enter the Hall of the Dragons. When you enter, pull the chain to your left to have a bridge appear. Save your game and go across to have the dragon heads spit fire at you. Pull on the chains in the following order (I'm borrowing DreamCatcher's solution to better explain what you need to do): Exit (Dragon's Head) 4 6 2 3 5 1 Entrance Once you've pulled the chains in the correct order, the dragon heads will stop spitting fire at you and another bridge will appear. Go across the bridge and look at the dragon head. Take the handle out of its mouth and it'll reveal the exit. Go through the door to find yourself back at the central area. Take the staircase you haven't used yet to enter the Alien Room. Go over to the egg at the other end of the room and try to take the handle inside of it. Watch as a Jonathan Harker clone appears, preventing you from taking the handle. Go to the center of the room and use the glasses on the thing to the right. Load the crossbow and use the green bottle on it. Shoot the thing spitting green stuff out at the clone to kill it. Watch as another thing appears. Use the glasses on the thing to the left and use the crossbow to shoot the metal thing that keeps moving up and down to paralyze it. Use the crossbow again to shoot at the thing that's spitting green stuff out to the clone to kill it. Go over to the thing and use the green bottle on the syringe to fill it up. Use the syringe on the thing to destroy the clone. Take the handle and go through the door to the central area. Open the lectern and put the handles in the right spots to unlock the drawers underneath. Open up the last three drawers underneath to find three parts of a mold. Return to the Hall of the Dragons and go to the center of the room. Look to your right to find a stove. Open the lower part and put the three mold parts in it. Open up the upper part and notice the holes. Go back to the central area and take back the three handles. Return to the stove and put the handles in the right holes. Close the upper part and turn the mechanism to the right to fire up the stove. Two dragon heads will appear and heat up the upper part of the stove, melting the three handles and making a fourth one. Look at the oven and take the handle that was created. Go back to the central area and use the handle on the holes in the lectern to have it summon the gondola. Go through the Alien Room and go up to the central area with the gondola. Hop in and you'll be brought to Dracula's Last Sanctuary. Watch the sequence and when you regain control, use Mina's wedding ring on her right hand to have her snap out of the trance. Watch the next sequence, and when you regain control, use Radu's stone on the circular hole near where Mina was standing. Watch the ending sequence as Count Dracula is finally destroyed. You have completed Dracula: The Last Sanctuary. Congratulations!! Credits: DreamCatcher Games - for deciding to continue on with the story from Dracula Resurrection. I enjoyed playing this game and I thought it was a lot scarier than the last game. I still don't agree with the continuous clicking you had to do to get where you needed to go and I don't like how when you're on Disc 2 and quit the game and then play again later, you have to insert Disc 1 to get to the menu and then insert Disc 2 again to load your game. I also would like to thank you for providing a solution for the game for me to use to help make this walkthrough. To the many FAQ sites - I appreciate you guys supporting me in making my guides and adding them to your website. I enjoy helping out the many gamers and I look forward to making many more guides.