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Dracula 2 The Last Sanctuary

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Published in 
computer games walkthroughs
 · 17 Aug 2024
Dracula 2 The Last Sanctuary
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An Abandoned Villa

Our friend Jonathan Harker is in an abandoned villa. Go up the stairs and approach the door. Take the key from the archive, insert it into the lock, and enter.

Climb the stairs; you will find an open door leading to a room. Turn right, and you'll find a desk. Use the magnifying glass to examine a drawer, open it, and take the items inside. Close the drawer and turn left.

You'll see a chest. Use the magnifying glass to examine and open it; inside, there are more interesting items to take. Turn left again and go near a wardrobe. Approach the painting and examine it with the magnifying glass. Turn it around, and you will find a note.

Go back downstairs where you will find a reel containing more interesting material. After completing this task, approach the other door, but you won't be able to enter; you need a key.

Turn left and go to the screen. Take a torch holder and a torch from the archive, then light the torch with the matches. Take the key and return to the locked door. Insert the key into the lock and enter.

First Challenges

At the back of the room, you will see an elderly man. The magnifying glass will focus on the man's keychain, from which you need to take the key.

At this point, an unexpected event will occur: a vampire will enter through the door. You can't eliminate it with the gun (it has no vulnerable points); your only option is to enter a second door. Using the gun to help, take two steps forward, turn around, and you will see a dresser that you need to move to prevent the vampire from getting to you.

Approach the fireplace and take the two items you find, which will be valuable for continuing. Take the chair and place it under the window; climb on it and use one of the items you found in the fireplace to break the shutters, allowing light to enter the room. Now, take the mirror near the door you entered through and place it in the center of the room. Move the dresser and let the vampire in, who will die thanks to your precautions.

Take the other mirror and place it in the center of the room you just entered, and another vampire will die.

Exit the room, turn right (there are no other exits), and you will reach a dead end. But by turning right, you can jump onto the chandelier and watch another group of vampires perish.

Return to the center of the room, go to the right where you will find a door. Break it down and enter; on the right, there are some crates. Move the first one, and you will find a pair of bolt cutters that will be very useful. Move the second crate, and you will find another item that will be crucial for performing a specific action later in the game.

In the Garden

Exit the house and go to the center of the garden. Turn to the right, and near the tree, you will find an oil can that you should take. Move towards the wall and take another object. Go back and head to the center of the villa where you will see a pool.

Enter the pool and take another object, then exit and go near a cistern. Break the padlock with the bolt cutters, and using the four objects you have found (the first in the fireplace, the second in the pool, the third by the wall, and the last in the underground area near the bolt cutters), along with the note in your inventory and the oil can (by soaking the paper in oil), you will see a map that will help you solve the puzzle. After another interaction, the pool will fill up.

Return to the apartment and go to the underground area. On the left, there's a door that couldn't be opened before. Now it's unlocked, and crossing through it, you will enter the sewers. Turn right until you see a ladder that allows you to climb up. After exiting, you'll find yourself in front of a house. Enter, and you'll be greeted by a fat man who will talk to you. Move forward, and you will see a door. Enter, and you will see the doctor who is treating our friend. He will update you on the latest developments and tell you to go to the cemetery.

Exit the room (but you will need to return later to find the combination to a safe), go to the center of the room, turn right, then move forward and insert the key into the lock. Enter and descend the stairs. Turn right, move forward, and take all the useful items you find (a rope and a flyer). Continue forward until you find a valve, which, with the wrench, will allow you to turn off the water.

Keep moving forward, combine the rope and the flyer, and use the result to take an object from the toolbox. Use the ladder to go down, take it, move forward, and place it against the wall. Climb up and open the hatch that is blocking your ascent using the gun.

The Cemetery

You are in the cemetery; while exploring, you will find a ladder that will be useful, but suddenly, you will encounter one of Dracula's minions. Take the cross from your inventory and show it to him. The vampire will fall into the grave he dug for John. At this point, use the stake on him to ensure he is killed.

Exit the grave, place the ladder on a tomb, climb up, and use the telescope to view the cemetery panorama. Use the compass and the watch, and you'll see another short cutscene. Descend and follow Dracula, who will stun you using one of his vampiric powers.

You are now in the villa of the doctor who is treating Marianne. Enter the room and approach the table; a tape recorder will inform you that Dracula has kidnapped the doctor and Marianne. Take an item from the drawer that will allow you to open the safe; go back and near the large window, on the floor, you will find Marianne's wedding ring. Approach the fireplace, open the painting, and use the item found in the drawer (a stethoscope) on each of the four dials to find the combination. The safe will open (the combination is 8346), revealing inside a card of one of the doctor's patients, other items in the bag, and finally, the ring.

Approach the desk and insert a reel into the tape recorder, which will reveal important details. Exit the room and go to the entrance near the door, where there is another door leading to the basement; don't be alarmed if you hear screams: it's just a patient of the doctor with some issues.

Descend the stairs and approach the table; you cannot open the lock, but place the matchbox on the table, then take the sugar and put it in the small box. Climb the stairs and go towards the cells. Use the key in your inventory to open the door and give the sugar cube to your friend who will talk to you.

Exit and go to another room where you will find a possessed person who will throw a chemical component at you; just show him the cross to render him harmless.

The Possessed

Once you've knocked out the possessed person with the cross, take the key from his pants pocket, which will allow you to open the box found in the cellar, specifically where the sugar cube was located.

Insert the key and take the syringe. Go to where the possessed person is, and near a dresser, you will find some chemistry equipment. First, place the component from the glass bottle you took from the safe, then approach the possessed person and use the cross to render him harmless. Take the syringe from your inventory and draw a dose of the component from the bottle, enough to create the potion that will render the monsters harmless.

The newly found potion should be applied to the three bullets, then you need to go to the patient of the friend of the man who is taking care of Annie, your beloved, and tell him that you now have an additional weapon.

He will say that he wants the ring and, in exchange, will give you an invincible weapon: the glasses. Accept the trade.

You will hear the phone ring; climb the stairs and answer. On the other end of the line, Dracula himself will respond. Go to the possessed person only to discover that he has disappeared.

Open the hatch, and you will find yourself in the underground area. Move forward until you encounter an obstacle, take the glasses, and you will see someone's footprints; follow them. You will find yourself in a circular room. Turn to the right, and you will find a switch. Activate it, and you will see the possessed person. Take the gun and the glasses from your inventory, which will indicate the spot to shoot, then shoot him.

The Cinema

Move forward until you find a door blocking your path, which requires a combination of 4 numbers to open.

The 4-digit combination to enter into the cylindrical device in your inventory is: 3582.

Insert the object into the lock, and the door will open. Enter and follow the corridor until you reach a projection room (The Cinema). Descend the stairs and approach the projector. Here, insert the token, and you will be shown some stunning images (in black and white) in which you see Dracula taking your friend to his castle.

After the projection, go near the projector, insert the music sheet, and you will be knocked out by a sleeping gas. You will wake up in Dracula's house, without your trusty gun.

Once awake, the first thing you should do is go near the bed and pick up the gun, then exit the room. Point the weapon at the possessed and kill him. Move forward, and you will find yourself in a film studio.

Dracula's Room in Transylvania

After falling victim to the poisonous gas, you wake up in the bedroom of Dracula's castle in Transylvania, or so Dracula claims. Dracula confiscates your gun. You are tied up and ready to die, but Hopkins saves you and tells you that the Dragon's Ring is safe in the cemetery under the protection of Saint George.

Retrieve the gun (which is in the room) and leave. In reality, you are still at the Stix, on a film set. A vampire awaits you: use the glasses and gun to kill him.

The Film Studio

Now head to the film studio. Set the lever on the control panel on the platform to "on." A mechanical Dracula approaches you. Take the sword that is embedded in the dragon. Use the sword to attack the mechanical Dracula, then cut the rope behind you.

At this point, a mechanism lifts you onto the suspension bridges in the cinema. Take the grappling hook and rope from the floor on the left, then climb higher using the wall ladder. At this point, you encounter a mechanism that will move a suspended bridge. Use one of the items you have to activate it.

However, a mechanical Dracula blocks your action. Cut the rope on the right with the sword and climb onto the now-accessible spotlights. Enter the ventilation ducts. Crawl until you reach a fan, which you will block with the sword (and leave it there).

Now you can pass. Go left until you reach a grate, remove the latch. The grate opens. Now go back and head to the right. Use the key to open this grate. Looking down, you can see the mechanical Dracula.

Use the grappling hook and rope to destroy it (figure out how). Now you can descend and reach what remains of the robot. Click on the torso and take the tuning fork from its chest. Then click on the right hand and, with a series of clicks, dismantle it to find the key hidden in the index finger. It is the key to the elevator; use it to descend again to the hall level.

The Cinema 2

Go to Seward, who is now dying in front of you. He tells you that you must destroy all of the Count's refuges, starting with Carfax. As for the Stix, he will take care of it by sacrificing himself. He asks for your gun and, in return, gives you the key to the cabinet in the laboratory where you made the anti-vampire potion, which you surely tried to open unsuccessfully for hours (we did).

Quickly exit the cinema using the secret passage behind the wall organ. Use the glasses to locate the secret button that opens the passage. Seward shoots and blows up the cinema.

The Underground Path to Carfax

Take the boat. When you reach a door, use the mechanism as you did before in the underground. The code this time is 8462.

Carfax 2

In the cellar, take the three wooden crates. Go to the hall and place them under the staircase. Take the tools inside. Use these to smash the table with drawers in the study (unfortunately, that was its only use). Take the pieces.

Behind the screen, take the candle. In the room with the mirrors, cut the curtains and take the fabric. Return to the cellar and smash the coffin to take the pieces, then return to the hall and place everything in the crates and light them with matches and the candle. Dracula will now try to scare you into thinking you're trapped, but you're not.

The door behind you opens with a key found in the niche next to you. Enter the underground. Turn the valve on the pipes to fill the pool. Dive in quickly (or you will drown!), then go to the far right, move the debris, turn the other submerged valve, resurface, and enter the tunnel at the top left. Now you can retrace your steps through the sewers to the asylum.

The Asylum 2

Go to the laboratory at the end of the raised platform and finally open the cabinet. Move the curtain at the bottom, and you will find the equipment needed to develop the negative you have with you. Place it under the projector, then move it to the development tray.

Now you can view it: it contains the parameters to input into the machine you will assemble shortly. Take the sheet from the top section and read it, then turn it over: there are instructions for using the machine. But first, you need to assemble everything in the correct order: first, the horseshoe-shaped piece, then the tube, then the ammeter, and then the rheostat. Each piece must be calibrated with the values described in the photo you developed before being inserted. Finally, remove the hexagonal antenna and attach the tuning fork. Now close the vampire detector and take it along with the crank.

Head to the underground and aim it at the rats. Following the instructions, charge the vampire detector (rdv) with the crank and set it to reception. Aim it at the rats so that the green light in the bottom right turns on.

Now look at the rdv again: the right needle indicates the detected value, which is 7. Set it with the left needle using the knob, switch the rdv to emission mode, and aim it at the rats again: they will scatter, and you can pass.

Navigate through the sewers until you reach a door. Use one of the objects at your disposal to activate the mechanism that opens it. Pass through and then activate the second lever on the electrical panel. The metal gate moves, opening a new passage for you. Follow it and finally use the objects at the bottom left to open the passage to the cemetery.

Highgate

In the cemetery, search the perimeter walls for the black marble plaques. Click on the magnifying glass, and it will reveal the plaque where, interestingly, Bram Stoker (the author of Dracula) thanks Saint George. Turn the plaque and retrieve the Dragon's Ring and the scroll with Hopkins' advice.

Now, following the procedure, activate the vampire detector and search for the three gargoyles that are depicted in the red book you have. They are located on the tops of the cemetery chapels. Each time you identify one, the green light on the bottom right of the rdv will light up.

By following the left needle, calibrate the right needle and aim to eliminate the gargoyle. Once all three are eliminated, you can access the chapel of the Count of Norfolk, where you first saw Dracula enter when you were at Highgate. Enter the correct codes that Hopkins indicated on the scroll. A passage opens, enter it, and descend into the underground.

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