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Dracula: Resurrection

- Dracula: Resurrection


  . ?

:Index Canal+ Multimedia
:France Telecom Multimedia
: /
ISO : 12 1999


1 2011 .
14 2001 .
2001 .

Solution [ENG]

| ______________________| Dracula: Resurrection |______________________ |
|         Walkthrough         |
| |_ In English and French _| |
|                                                                         |
|                               Version 1.5                               |
|                              Author: Samy                               |
|                       E-mail: samy171@hotmail.com                       |
|                                                                         |
|                         Dracula: Resurrection                         |
|                         System: PlayStation/ PC                         |
|                           Developer: Microids                           |
|        Publishers: France Telecom Multimedia, Canal + Multimedia        |
|                            Number of CD's: 2                            |
|                          Number of Players: One                         |
|                         Number of Blocks(PSX): 1                        |
|                           Megabytes of Movies:                          |
|                             First CD: 391 Mb                            |
|                            Second CD: 415 Mb                            |
|  (These where found with the X-Plorer Fx on the Playstation version of  |
|                                 the game)                               |
|                                                                         |
|                                                                         |
|                                                                         |
|   I OverLook                                                           |

   I OverLook.
  II Introduction.
 III About the author.
  IV The controls.
   V The Walkthrough in English.
      Disc One.
     - The Inn Area.
     - Underground.
      Disc Two.
     - Dracula's Castle.
      A conclusion to Dracula: Resurrection.
     The Walkthrough in French
      Premier Disque
     - La region autour de l'hotel
     - Les Souterrains
      Deuxieme Disque
     - Le chteau de Dracula
      Une Conclusion pour Dracula: La Resurrection.
      The MAPS for the levels/ Les Cartes pour les different niveaux.
  VI End of Walkthrough.
 VII Version Info.
VIII Thanks to...
  IX Disclaimer.

|   II Introduction                                                      |

   Dracula, this word only, can make your body tremble. Dracula, the most
know of all vampires. Dracula, the KING of ALL vampires.

   Microids! This company may no tell you much but you'd better remember
it. In the past, Microids managed to release a couple of games but they
were all pretty much failures. Don't take me wrong, the exterior look of
the games were good and the graphics amazing but they didn't had the plot,
the story that would make this company enter history like SquareSoft. Just
Play "The Last Report" for the PlayStation and you'll know what I mean.
   And then, one day, they engage one man. The man that would change the
rules in adventure games, Benoit Sokal. Sokal released one single game in
1999 and the was "The Amerzone". Great graphics, awesome cinematic
sequences, ultra playable, this game was soon to be voted as the best
adventure game for the PC in 1999.
   One year later, Microids don't want of a banal sequel and decide to
release a completely new game. Not completely new because, except of the
plot, Dracula uses the same engine as the Amerzone. So just a couple of
changes in the menu and in the plot were enough to create a game of

   Dracula Resurrection has one and only problem, its lifetime. In fact,
you can finish it in 6 to 8 hours WITHOUT guide. When replaying the game, I
managed to finish it in less than 3 hours see? And this game does not
really have any particular replay value (except the cinematic, and again,
if you have an X-Plorer, you can even see them without bothering about
playing the game). So what I want to do here is a COMPLETE walkthrough that
will not only guide you through the game but also tell you about the story.
The inconvenient about that is that it will contain an incredible amount of
spoilers. I suggest that, if you have not played the game or you want to
get past a certain point, you see the walkthrough of "The Plague"
 that will guide you 'till the end of the game
without many spoilers. You can find it at http://www.gamefaqs.com

|  III About the Author                                                  |

   This section is not indispensable in this Walkthrough but one may want
to know the one that has wrote this and maybe want to know a little more
about the Author (Me).
   If you go at my contributor recognition page found there:
http://www.gamefaqs.com/features/recognition/4217.html, you will find all
of my walkthrough listed. If you want to know about the history of my
walkthroughs, read bellow.

   Specialized in Platform and Point & Click Games Walkthroughs. I managed
to do the followings: Toy Story 2, OverBlood 2(Strange mix of Platform and
RPG), The Amerzone (yeap the other Microid game has a walkthrough and it is
from me!), Gran Turismo 2 Endurance Guide(you just got to see it, oh, and
send me your times... lol). And a few days before writing this walkthrough,
I finished a "huge" walkthrough for Broken Sword 2 with the signification
of the game, you must go see this one. Well, that's all for my
walkthroughs. I also done one other walkthrough but it is not completely
mine as I done with a friend, Dim. This walkthrough was for Spyro 2:
Gateway to Glimer.

   If you're willing to chat with me (if you're really bored) then you can
contact me on MSN messenger as samy171@hotmail.com or on ICQ at 67959948.
It is more likely to find me on MSN.

|   IV The controls                                                      |

   You should not get scared with these controls as it is not really 
Microsoft-Real-Flying-Simulator style, they are simple and logical, here

 Mouse/D-Pad: This moves the hero all around the screen in 360 degrees. On
the PlayStation, you can use one analog stick to turn and both to turn
 Left click of the mouse: Action. X-Button for those PlayStation users.
 Right click: Inventory: You can circle around all of the objects you've
got in your possession. Circle button for the PlayStation users.
 Space bar to skip a cinematic (won't use it often though), R1 for the
 Escape: Save, Load, New game screen. Start button for the PlayStation.
Both mouse buttons if you're using the PlayStation mouse.

   When you'll travel in the dark world of Dracula, the initial ball will
change into something else depending on the action you can perform on that
 - A hand: If the cursor changes into that, then you can take this object.
 - A magnifying lens: You can look closer to something, someone.
 - Two cranks: You can use an object on something, someone.
 - A crank and one hand: You can perform an action on this object.
 - The Ball with an arrow on it: You can move in that direction.

|    V The Walkthrough in English                                        |

   Two Intro movies on a single Disc: That is Microids!

   Winter of 1897 in BORGO, Transylvania.
   Two men are pulling a big crate in a forest path white of snow. A third
one walks next to them.
   By the side of the road, two men with guns and a woman. One of the men
is Jonathan Harker whose wife, Mina, has been bitten by Dracula. The only
way to save her is to kill him.
                              -- Bang --
   Shots perturbs the calm of the forest. A friend of Jonathan rushes and
kills one of the three men while the two others are running away. Taking
his sword out, he pushes it deep into the crate.


,breaks the crate and hits Jon's friend deadly. From behind, Jonathan takes
the vampire and cuts his throat violently. Dracula, badly wounded, is now
lying on the snow. Slowly, the sun comes out and kills the monster.
Jonathan runs back to his wife. The marks on her neck of Dracula's teeth
start to disappear but for how long. John sees his friend taken by the
death and cannot do a single thing.

   London, 7 years later.
   When john comes back from his work the evening, he finds a letter from
his wife next to her picture, she had left her ring. She says in her letter
that the same morning, she was not feeling too well. Going out to take some
fresh air, she feels an irresistible envy to go to Transylvania. Dracula's
house was summoning her.
   John immediately leaves with the first train to Paris in order to catch
his wife. He passes by Venice, Vienna, Belgrade before reaching a Romanian
town in Transylvania called Varna. Surely the same place were he freed his
wife 7 years ago.

|      Disc One                                                          |
|     - The Inn Area                                                      |

   Once Jonathan reaches the area where he fought Dracula 7 years ago, he
notices a Inn. When he enters, two _odd_ men get out of their table and
leave the house pushing him by the same mean. A strange fat woman aproaches
then inviting him to rest in her inn for the night. If he wants, he can
find her in the kitchen.
   At his right, Jon notices a man drinking an I-don't-even-want-to-know-
what-it-is- drink. His name was Micha (*how do I know his name? Well, you
know there is a Dracula site right? http://www.microids.com, check it
out...*). Micha informs him of the fastest way to go to Dracula's castle
but he could not understand why he wanted to go there as it was deserted
since the count had disappeared. But it was dangerous to go up there
because it was full of traps!
   Jon then asks Barina, the INN owner, about this castle. It was said that
tonight was St. Georges Eve and that all the demons would be out on earth.
Going to the castle was like a suicide. Instead, she asks him to rest for
the night in the inn.
   Jon could not wait that long and had to leave for the castle as soon as
possible. So ignoring their advice's, he goes out and left from the INN,
passing by the well. Unfortunately, the bridge was protected by a servant
of the Vampire that would not let him pass. So he continues his path till
he finds two other paths.
   He takes the one leading to the "Cuemeterium", that was the cemetery.
   Man, this place gives you the chills. Laurent PAPISI, responsible for
the music has done a great job here.
   Without fear, Jon enters the cemetery and goes at the far end of it.
Next to the wall, he finds a pickaxe(*Isn't it looking like the thing that
holds the death? Really!*). Returning back to the entrance, he notices a
tomb that seems to has a spirit on it. This tomb was DRACULA's one. Without
fear, he opens the tomb with his pickaxe (*THIS SCENE IS WONDERFUL! You
must see it, and again, the music is a dream!*). Inside the tomb, he finds
a small ring that represents a DRAGON. He then notices the plate just above
the tomb representing St George defeating a... Dragon. He then leaves the
cemetery and goes for the other path, the one saying "Calvarium".
   At the end of the path, he finds a big monument. He walks up the set of
stairs and goes behind it. He finds a catapult there. His look goes up, at
the top of the cross, and he notices a crossed Bird! Afraid, he runs out of
there and goes back to the INN. Inside, Micha informs Jon about a tree
close to the lake where he used to . He also warns George about the ring he
found. It represented Drakool, the demon who guards the gates to hell. It
is said to be cursed. Talking to Barina, she says the same thing about the
ring. Jon gets out. Outside the inn, he notices another path than the one
he came by. He engages through it and soon finds two other paths. He takes
the one leading to the lake as the one saying Metalium lead to a dead end.
   He soon reaches a house next to the lake. The man there, that was one of
the two in the inn before, would not let him pass. Going back, he notices
another path that leads to the lake. In fact, this path lead to the tree
house Micha told before. Going up, Jon notices a couple of birds in front
of him. Hell, why not? He thinks. He uses the catapult on the birds
attracting Goran just a little bit out of his house. He could now go to the
   Back to the house, Goran cannot see him because he has his back turned
but he prevents Jon from passing anyway so Jon had to find another way to
get him out of the play. He notices a wood stick, left, next to the wall.
He takes it and attract Goran's attention by knocking at the wall. When he
has his back turned again, he hits him with the stick and he falls in the
lake. Unfortunately, the door is locked. But Jon finds a pan flute in a
barrel outside the house. He also takes a knife, Goran had left stuck on a
   When he goes back to the INN, Jon shows the Flute to Micha. Afraid, but
willing to help, he shows Jon the tune Dracula's servant used to play in
order to call each other. Jon then notices a door next to the kitchen. By
going through it, he finds the inn's basement. Walking down the stairs, he
soon finds a cupboard. Inside, he takes the telescope that may come in
   Back in the main room of the inn, he takes the stairs leading to the 2nd
floor. By following the path, he soon finds himself in Barina's room(*Have
you notice that there is garlic just about everywhere in this inn? Guess
why...*). There is another door in this room but it is locked. Examining
the room more closely, he finds a trap on the ceiling. He pushes the
cabinet that was next to the window under the trap and gets on it
(*Personally, I didn't notice the hole when I played for the first time, I
just examined the cabinet in order to find something in it and Jon pushed
it revealing the trap... Naughty*). Finding a hidden handle on a wood bar,
he uses it on the trap in order to open it.
   He finds himself on the attic. Noticing a tripod next to the opening, he
uses the telescope on it and looks inside. From where he was, he could see
a servant of Dracula next to a fire. Using the pan flute, Jon manages to
attract him. Running through the woods, the servant soon stands just under
were Jon was. Jon then notices a chandelier or something in front of him
and just under was the servant. In a quick reaction, he cuts the cord that
was holding it with his knife and sees the servant fall dead.
   Going back down, the locked door opens. It was Barina, afraid that
rushes down the main room to close the main door. Going out from the door
Barina came, Jon finds himself on a balcony. He soon notices a hole at the
end of it and manage to get down. He then goes to the dead man and takes
two keys out of him. Going to the well, he finds that it needed a key in
order to open it.
   Using one of the two keys, he manages to get down the well and discover
a secret path. Following this _scary_ path, he finds a set of stairs. At
the end? A dead end. BUT he notices a hole in the wall. By the hole he
could see a hanged man, probably behind the inn. Taking the petrol lamp off
the wall, he gets back down and let it on a corner of another dark wall. He
takes the grapnel and goes all the way back outside the well. He then
decides to go for Dracula and pass the bridge. Unfortunately, the wooden
bridge could not support him and Jon is now unable to continue his quest.
Sure that he could find some clue on how to reach the castle in the house
near the lake, he tries to go there. Unfortunately a guy (*Maybe the
servant...*) prevents him to pass. Going back in the inn using the grapnel
on the balcony, he talks to Micha about the two closed paths. He tells Jon
that he was not the right person to ask for that. Jon runs to Barina and
asks her. She soon reveals that her husband had found a secret passage
somewhere and that was what killed him. She gives Jon a key to the
cupboard. Using the key, Jon finds a lighter, a key and a book in the
drawer. Reading the book, he soon finds that the secret path was just below
the inn, in the basement! Going there and using the lighter on the candle
just in front of him, on the floor, he manages to discover a huge barrel in
the basement. Going left of it and using the key on a key hole in the
middle of it, he reveals a mechanism. Noticing a dragon on this mechanism,
he uses the dragon ring found in the cemetery to reveal the secret
path(*don't forget to take the ring back!!*).

|     - Underground                                                       |

   Inside the barrel, Jon finds a tunnel. This tunnel had a dead end in the
right side! Going left, Jon soon finds himself in a mine. By following the
path, he soon reaches a closed door. Right of the door is a mechanism with
a dragon on it. Using the dragon ring, he manages to open the door. Taking
the ring back, he heads for the house near the lake.
   Using the key found on the servant, he manages to enter the house.
Inside, he finds a bunch of barrels in a special compartment hold only by a
metal stick. Taking out the stick, Jon reveals a secret elevator. Getting
inside and pushing the switch left of the door, he manages to get down.
While he is getting down, another man cuts the elevator cords from the
outside. Powerless, Jon falls into a cave. Still alive, he decides to
explore it.
   Turning left, he notices some chains maintained by a crochet. Using the
metal stick he had found in the house upstairs he manages to destroy a part
of the cave. He takes a piece of wood in front of him and uses it on the
gap between he an a path at the end of the cave. Inside the new area, he
finds a strange amount of rocks to the left. Getting them out with the
metal stick, he manages to discover a buried skeleton. Necrophile-Jon now
takes off the skeleton's arm and examine the bars behind him. He finds a
candle behind the bars that he lights with the lighter. He sees behind the
bars a useful stick with two handles at each ends. Unfortunately, it is
unreachable. He then thinks of the arm he took off the skeleton and uses it
to take the stick. Left of the area, Jon discovers a path. At the end of
the path: A broken bridge. Noticing the two chains at each side of the
bridge, Jon manages to spectacularly jump across the gap.
   He takes the stairs leading down and finds himself in a wide area with
lots of rocks. To the right, a table with a candle. Left of it, a path
leading to some rails. Down there, the rails divided into two paths. Taking
the right one, he reaches a wagon. He takes it to the start of the rails!
Just above him, he finds yet another crochet. Getting out of the wagon, he
finds himself back to the main area. He gets back down to the rails and
uses the crochet on the mechanism left of the rails and then uses the
mechanism to change the position of the rails. Returning back to his wagon,
he manages to continue his adventure across the lake...
   When he reaches the dead end, Jon jumps and sees his wagon fall down the
gap and the oil that was in it flood on the ground.
   Looking to his left, he finds a strange door. By pushing it, he reveals
a new path. Down the stairs, he finds yet another dragon-like mechanism
where he uses the dragon ring and puts the rails over the gap.
   Normally, he should be able to pass across the gap but some bats are not
willing to let him pass. He notices on the left side, down, near a wooden
bar, a petrol lamp, the one that was on his wagon. By using the lighter on
it, he lights it and throw it on the oil in the gap. The oil flaming
immediately, kills the bats. Jon could now go pass the gap and turn left in
order to go for... Dracula...

|      Disc Two                                                          |
|     - Dracula's Castle                                                  |

   Crossing the gap, a cut scene shows that Dracula is not only aware of
Jon's presence, put he also wishes he comes. Jon arrives in front of
Dracula's castle where a lot of mysteries awaits for him.
   He first go right of the castle and gets down a set of stairs. Down
there, he uses the dragon ring in order to open the door. In the new room,
he finds a petrol lamp (*like a genie one*) where he uses the lighter in
order to light the room. A woman appears in the corner. It was Dorko,
Dracula's previous wife (*before Mina*) that was imprisoned after she was
no longer useful with her three sisters (*You'll meet them later... Lucky
you...*). Jon talks to her about his wife and she informs him that there is
a secret dungeon within this castle, and she was surely there. But in order
to help her, he had to bring her three objects.
   Going back up the stairs, he finds that they continue further upstairs.
Going up, he finds a locked door. By talking to Dorko that had followed
him, she opens the door for him. Entering the new room, the door locks
behind him.
   A part of this room has been destroyed preventing him from getting
there. Jon continues right and soon reaches the stairs. Before getting up,
he takes a key stuck on a door left of them. He then continues up the
stairs and soon reaches a door. Getting through it, he finds himself in a
corridor. At the end of it, a door. Pass through this door, he is in
Dracula's sleeping room.
   There are lots of things to do here. He approaches the big ball at the
center of the room and takes the ball off it. He then goes next to the bed
and opens the crate there. In it, he takes a picture of Dracula young
holding a set of cards in front of a mirror and an amulet that was hidden
in a book.
   He then leaves the room by the other door, next to the one he came by.
He soon reaches the upper section of Dracula's Library. Going right and
pass the door, he finds a mechanism. Pushing, the lever, he manages to
restore a broken chandelier in the broken section of the big room he was
   Going back out, he continues his way and reaches another door. This door
was leading down to the library itself. Walking a little bit into the
library (*2 screens*) Jon notices something in the third set of books
(*that means you gotta look up three set of books and then search right
'till the magnifying lens appears*). Eventually, he notices a little  hole
in the bookcase. Opening the little emplacement, he puts in it the amulet
he had found in the crate and closes it. He then goes back to the entrance
of the room and looks up the ladder. A small paper falls from the case. It
was Dracula who had let this here. He said that he unleashed three
demonical spirits that would destroy Jon before he manages do even reach
   Moving the ladder to the left 'till the number 25, Jon finds a
mechanism. He opens it and a powerful light points to Dracula's desk. Going
back down and to the desk, he opens it. And discover the genealogy of
Dracula. He then opens the roll-top and then the drawer inside. Inside the
drawer, he takes a picture of St. George, a key, a small round gold coin
and a black wheel. He then goes out from the door at the other end of the
   He was now back in the big room. Getting back down the stairs and
looking closely at the destroyed part of the room, he notices a shield.
Getting it up, he manages to discover a secret metal glove. He then gets
back up the stairs and goes past the door that was unreachable before. At
the end of the narrow corridor, he finds a locked door. Using the key he
found before, he manages to unlock it.
   The door lead to the garden of the castle (*Weird garden, full of
tombs...*). He then goes all the way back to Dorko and talks to her about
the objects he found. Showing her the black ball, she magically changes it
into a crystal ball. And when he shows the gold coin, she repairs it with
Jon's blood. Jon could now go all the way back to Dracula's room
(*Something may confuse you here: The door you opened with the key don't
shows an arrow but the ball as if no action could be done. In fact, by
pressing the action button you'll be able to pass through it*).
   Back in the room, Jon puts the picture of Dracula back on the wall just
in front of the chimney. He then puts back the now- crystal ball to its
original place and watches through it. He manages that way to read the
symbol of the three cards Dracula is holding. Here they are:

     _    ;           ;     _  _
    / \   ;  /\ /\O   ;  /\/ \/ \/)
   (  |   ;   ||  \   ;   || |  |/
 \  \ |   ;   ||   \  ;   |/   /|
  \_) \/  ;   |/  \)  ;   |   / |

   DON'T PANICK, I know my ASCII art is awful but I can still help. So now
that you memorized your symbols (or wrote it), go by the right side of the
ball thing and search for a drawer on it. Hopefully, Jon will find a set of
cards based on the zodiac in it. If he applies the three symbols on the
cards, he'll soon find the three images that are associated to them.
Memorizing them, he turns back and looks at the mirror above the chimney.
He pushes the three symbols and unlocks a secret path.(*Again, don't
panick. I've spent hours on this puzzle too... What you need to press is
noted below:

                           |               |
                           |       O       |
                           |     O   O     |
                           |   O       O   |
                           | 2           O |
                           |   O       1   |
                           |     O   3     |
                           |       O       |

   As you must already know, you must push them in a good order noted
   Jon next goes through the new path and finds a dead end. On the left
side of a big pylon is the now- well known dragon mechanism. Using the
dragon, he manages to push over a huge dog or wolf statue to discover a
dagger. Taking it, he uses it on the mechanism in order to open the mouth
of the dragon on the big pillar. He puts the metal glove in it and pushes
the switch in the mouth revealing a secret altar (*why is everything secret
in here. I mean, nobody would ever want to steal Dracula isn't it? I don't
know...*). He then puts the picture of St. George on the wall in order to
reveal a gold little object. He uses the key found in Dracula's desk to
open the little spherical object on the altar. Inside, he takes another key
and a diamond. He takes also the dagger he used back off the wall.
   Going back in the room, Jon runs to the library and to the clock on the
left side wall. He uses the small key on it. Doing so, the arrows change to
11:40 and a family picture on the desk change position. Going to the desk
and using the coin, he manages to bring the arrows to 1:45 and the huge
ball in the center move. He then goes to the other desk and move the small
ball object revealing a plan. Using the Dragon ring on the bottom left side
of the chart, he manages to discover a number (*look at the hands of the
dragon, they shown h:40, v:25*)(*If you want a *cool* glitch, use the
dragon on all four sides of the map and then take another object of your
inventory. When you'll return to your map, all four sides will have a
dragon, cool?*) he goes to the big ball and enters these co-ordinates.
Doing so, a big statue show up from inside the ball and the arrows move to
11:50. Pushing the dagger into the beast, the arrows move to 11:55. He then
notices a hand-feather on the statue. Putting the diamond in it, the arrows
change to 12:00 and yet another powerful light shows up. A secret path is
   Going through it, he finds a set of stairs on the right. Going up, he
finds another letter of Dracula on the left desk, but this one was not for
him. He was talking about a man he met that created a revolutionary
invention. Looking to the right side of the desk, you discover a miniature
of a plane. The man Dracula was talking about was in fact Leonardo Da
Vinci. Looking carefully at the right desk, he discovers a book. Pushing
it, a bottle falls. Not any kind of bottle, a bottle of acid. He takes it
and examine the main altar between the two desks. Using the little black
wheel in the hole above the book, he manages to turn the altar. He takes
the picture of Leonardo and opens the small box. Inside was a puzzle
(*Solve it by your own, it really is not that difficult. If you really
can't pass it, look at the solution below:

                           |       _       |
                           |  S A |T| O R  |
                           |  O P |E| R A  |
                           |  ____| |____  |
                           | |T E     E T| |
                           |  | |  |
                           |  A R |E| P O  |
                           |  R O |T| A S  |
                           |              |
   A cross stands now out letting Jon take it. Going back down the stairs,
he notices a cross just in front of them. He uses the cross and the stairs
now lower letting him go through a new path.
   Down the stairs, he finds himself in a dark room. Going left, he finds
an altar. Inside was the magic amulet but some bars prevented him from
getting it. Using the acid on the chains, Jon manages to take the amulet.


   The three monsters (*that don't really look like...*) approach Jon from
behind. Jon was protected by Dorko's Power but the three cute- women would
not let him pass. On the left, Jon notices a lever. Pushing it, he opens a
*HUGE* window, chasing the three females. Going at the other end of the
room, he finds another cross mechanism where he uses the cross. The ladder
goes back to its normal position revealing yet another secret path. Going
up the set of stairs leading up, Jon reaches the FINAL room.
   In this room he finds Dorko who asks the magical amulet. Reluctant, he
gives it to the sorceress only if she told him where was Mina. Mina laid on
a stone plate as if she was to be sacrificed. Dorko betraying Jonathan, she
locks him into the room in order to regain Dracula's trust.
   Once alone, Jon searches the dark room for a way out. He soon finds a
mechanism. Putting Da Vinci's picture on it and then using the dragon ring,
he manages to open yet another *HUGE* window. He takes Mina...

|      A conclusion To Dracula                                           |

   Jonathan Takes Mina into his arms and walks up the set of stairs that
appeared. At the top of these stairs, he finds the plane Dracula had
construct based on Leonardo DaVinci Plans. He puts carefully Mina on it and
ties her delicately. He then sits at the emplacement in front of the plane.
   Suddenly, The *HUGE* window starts to close back again. What's more, the
two females are coming towards him.
   He tries to leave but something prevents him to do so. It is the third
female, holding the plane not letting him go off. Using the tail of the
plane efficiently, he manages to take her off. The plane starts to move on
the rails (*Isn't the plane really looking like the one at the End of the
Amerzone? Strange...*). As the window is closing, Jon manages to turn the
plane enough to fit into the holes. They were now home free but...


was not dead, and as long as he was alive, nobody could rest in peace. For
the whole humanity, as soon as he would return to London, he would
seriously confront Dracula!

   Does that mean that Microids is planing on doing a sequel to this game.
Something like Dracula 2: The vampire strikes back? I don't know for sure
but I surely hope so... Don't you think it would be great?
   Well, I would really like to thank Microids for doing wonderful games...
I really enjoyed the two latest. Particularly the music. I don't know who
this Laurent Parisi is but he really is great. Thanks Microids and continue
the good job...

|      The Walkthrough in French                                         |

   Deux intro en un jeux, c'est pas cool ca ?
   Hiver de 1897 a Borgo, Transylvanie. L'intro s'ouvre sur deux mecs qui
sont en train de tirer une grosse caisse dans une foret blanche de neige.
Un troisime les suis sur le cot.
   Allonges sur le bord de la route, trois hommes arms, tapis dans
l'obscurit. Parmi eux se trouve Jonathan Harker, jeune homme d'une
vingtaine d'annes a qui on avait enlve sa femme. Tout d'un coup, des
coups de feux retentissent et un des deux hommes qui tiraient la caisse
s'croule. L'homme sur le cot s'enfuit immdiatement alors que l'un des
trois hommes tapis dans la neige s'lance pour tuer le dernier homme
debout. Il retire son pe de son tuis et l'enfonce violemment a travers
les ouvertures de la caisse.


Surgit tout d'un coup de la caisse frappant brutalement l'homme au visage.
John ne perdant pas son sang froid s'lance sur le monstre par derrire et
lui tranche la gorge d'un seul trait avec con poignard. Le vampire,
salement amoch tombe par terre. Le jour est en train de se lever, et le
dmon, comme une mauvaise maladie, disparais sous les yeux de John. L'homme
s'lance alors vers sa femme qui taie reste sur le bord du chemin. John
remarque la disparition des traces de morsures qui etaient sur le coup  de
sa femme et la serre contre lui. Ils ne peuvent faire rien d'autre que
regarder leur amis mourir dans d'affreuses souffrances sur la neige,
bientt rouge de son sang.

   7 ans plus tard, Londres.
   En rentrant de son boulot, John remarque que sa femme est partie. Elle a
laiss un mot sur la commode, ainsi que sa bague de mariage. Elle dit que
ce matin elle ne se sentait pas bien et qu'elle est sortit un moment
prendre une bouffe d'air frais. Le temps de sortir, elle se rendit conte
qu'elle etait attire an Transylvanie encore. Elle etait comme appele par
la maison de Dracula.
   Affol, John se rend immdiatement a la gare et prend le premier train
pour le continent. Aprs un long voyage de plusieurs jours a travers la
France, L'Italie et plusieurs autres pays, il arrive finalement a Varna,
une rgion en Roumanie.

|      Premier Disque                                                    |
|     - La rgion de l'htel                                              |

   En Roumanie, John se rend immdiatement dans une rgion appele Varna.
C'etait srement non loin de la qu'il avait tu Dracula sept ans plut tt.
Il aperoit au bout d'un chemin une auberge. Il s'y rend rapidement.
   En y entrant, deux paysans se lvent de leur chaise et sortent de
l'tablissement en bousculant John. A ce moment la, la grante de l'auberge
s'approche et accueille notre hros. La femme, _lgrement_ enveloppe,
invite son te a dormir cette nuit dans l'auberge et de continuer son
voyage le lendemain. Refusant son invitation et sa mise en garde, John va
voir Micha, le vieil homme a droite de la porte d'entre. En lui demandant
comment faire pour se rendre au chteau, il lui apprend que le chteau est
abandonn depuis le dpart du comte et que le chemin le plus rapide, mais
aussi le plus dangereux, etait d'emprunter le pond a l'arrire de
l'auberge. John sors ensuite de l'auberge.
   Il aperoit un sentier sur sa droite, a gauche de l'tablissement (vous
suivez ?) il l'emprunte et arrive au pont. Malheureusement, il est gard
par un servant de Dracula. Il continu alors son chemin. Il arrive alors a
une intersection avec un panneau indiquant "Cuemetarium". Il l'emprunte et
suit ensuite le chemin indiquant encore "Cuemeterium". Il arrive enfin au
cimetire. En continuant son chemin jusqu'au fond de celui ci, il trouve
une fausse. Il la prend et retourne a l'entre du cimetire. Il observe
alors un phnomne paranormal. Une lumire bleue pointe vers une tombe,
celle de Dracula. En creusant la tombe avec la fausse, il dcouvre une
amulette an forme de dragon... Comment avait elle atterrit ici ? Mystre et
boules de gomme... Il s'loigne du cimetire et se dirige vers l'autre
chemin, celui indiqu comme "Calvarium". Au bout de celui ci, un norme
monument en forme de croix. John fait le tour de celui ci et dcouvre une
fronde. Il le prend et regarde la croix. A celle ci se trouvait accroch un
oiseau. Affol, John prend ses jambes a son cou et court jusqu'a l'auberge.
Il discute avec les deux personnes de ses trouvailles et est inform d'une
maison prs du lac. On lui raconte aussi que l'amulette qu'il avait
dcouvert reprsentait Drakool, le gardien des portes de l'Enfer. John
ignore les recommandations de prudences exerces une fois de plus par les
deux personnes et sors de l'auberge. A l'extrieur, il remarque un autre
chemin que celui qu'il avait emprunt pour venir ici.
   En la prenant, il trouve que celui ci se dtache en deux autres. Le
chemin menant vers le "Metalium" tant sans issue, il se retourne vers
celui qui indique "Lacus". Au bout de celui ci, il dcouvre une cabane prs
d'un lac. Dans cette cabane se trouve un mec, celui de l'auberge, qui ne le
laisserais pas passer. Se retournant, John remarque un autre chemin qui
conduit aussi vers le lac. L'empruntant, il arrive a une cabane en haut
d'un arbre. Grimpant l-haut, il remarque un couple d'oiseaux. Utilisant la
fronde, il russis a les affoler. Intrigu, le mec de la cabane sors un
petit peu sur le ponton. Retournant sur la terre ferme, John courre vers la
cabane ou il trouve le mec avec le dos tourn. Il prend un bton qui se
trouvait adoss au mur et le frappe. Impuissant, l'homme tombe a l'eau.
   En examinant l'extrieur de la cabane, John trouve une flte de Pan et
un couteau. Il les prends tous les deux et se rend de nouveau a l'auberge.
   En parlant a Micha, John dcouvre que la flte de pan etait utilis par
le serviteurs de Dracula pour s'appeler mutuellement. Micha s'tant cach
durant une de ces runions, il lui montre le morceau qu'il devait jouer. En
parlant a l'aubergiste, John dcouvre que les serviteurs sont dangereux.
N'ayant pas peur, John se rend dans la cave et trouve un vieux tlescope
dans une armoire. Il se rend ensuite au premier tage puis dans la chambre
de Barina, l'htelire. Dans la chambre il remarque une trappe dans le
plafond. Utilisant le petit meuble a cot de la fentre, il russis a
l'approcher. Elle etait ferme. A ce moment, il remarque une poigne sur la
poutre a cote de lui. En l'utilisant sur la trappe, il russis a monter
dans le grenier de l'auberge.
   Il remarque un tripiers an face de lui ou il utilise le tlescope. En
regardant a l'intrieur, il voit le mec qui l'empche de passer de l'autre
cote du pont. En l'attirant avec la flte, l'homme pique un sprint et vient
terminer sa course en dessous d'un norme chandelier. L'occasion etait trop
belle pour pouvoir la laisser passer, et John utilise donc son couteau sur
la corder du chandelier qui fracasse le crane du malheureux...
   En descendant de nouveau dans la chambre, John trouve Barina affole.
Elle avait vue ce qui s'etait pass et courre fermer le porte principale de
peur des reprsailles. En sortant par la porte d'ou etait rentr Barina,
John se retrouve sur un balcon au bout duquel se trouvait un trou.
Descendant par se trou, John se rend auprs du cadavre. Il lui pique deux
clefs et continue son chemin jusqu'au puits. En utilisant une des clefs, il
russis a l'ouvrir et se faufile a l'intrieur.
   Dans ce puit sombre, de drles de voix se font entendre. John arrive
nanmoins a trouver des escaliers. Au bout de ceux las, Une voix sans
issue. Il remarque quand mme un trou dans le mur par ou il pouvait voir un
homme pendu, probablement derrire l'auberge. Il prend la lampe a ptrole
accroche au mur et retourne en bas de l'escalier. Sur le cote de celui-ci,
il trouve un endroit sombre. En plaant la lampe sur un truc mtallique en
haut a gauche, il dcouvre un grappin. N'ayant rien d'autre a faire ici en
bas, il retourne a l'air libre.
   Essayant de traverser le pont, celui ci s'croule sous ses pieds. John
retourne alors en face de l'auberge ou il trouve quelqu'un bloquant le
chemin vers le lac. En utilisant son grappin sur le trou du balcon, il
russis a rentre de nouveau dans l'auberge. En parlant de tout avec les
deux personnes, il apprend qu'il y aurait un autre moyen d'atteindre le
chteau. Barina lui donne une clef. En l'utilisant sur le tiroir, John
prend un briquet, une clef et un bouquin. Le bouquin etait le journal du
mari de Barina qui, dcouvrant un passage secret menant tout droit a
l'enfer, dcida de le camoufler et de cacher la clef.
   Se rendant dans la cave, John utilise le briquet sur la bougie juste en
face de lui, en bas. Il descend ensuite a la cave ou il dcouvre un norme
baril. Sur le cote gauche de celui ci, il dcouvre une fente correspondant
a celle d'une clef. En utilisant la clef trouve dans le tiroir, il ouvre
une porte et un mcanisme apparat. Il utilise dessus l'anneau du dragon et
un passage secret se dvoile...

|     - Les Souterrains                                                   |

   Dans le baril, John dcouvre un passage secret. D'un cot de la galerie,
une porte ferme. John poursuit alors son chemin de l'autre cote et arrive
a une autre porte ferme. Mais cette porte comporte un mcanisme sur la
droite reprsentant un dragon. En appuyant dessus, il dcouvre un autre
mcanisme sur lequel il utilise l'anneau du dragon. Il parvient ainsi a
   Cette porte est en fait celle au bout du chemin qu'indiquait le panneau
"Calvarium". Suivant le chemin, il arrive a la cabane prs du lac. Il
utilise la clef trouv auparavant et rentre. A l'intrieur, il dcouvre des
petits barils entasss dans un compartiment spcial et maintenus que par un
pied de biche. En le retirant, il disperse tout les barils sur le sol. En
pntrant dans ce compartiment, il dcouvre que c'est en fait un ascenseur,
sur le cot gauche duquel se trouvait un levier. En l'actionnant,
l'ascenseur commence sa descente. Tout d'un coup, l'ascenseur effectue une
chute libre dans la cage. C'etait un mchant qui, de l'extrieur de la
maison, avait sectionn les cordes maintenant l'appareil.
   Miraculeusement en vie, John se retrouve dans une mine abandonne. Il
dcide de l'explorer. Sur la gauche, il dcouvre plusieurs chanes
maintenus par un crochet. Il retire ce crochet avec le pied de biche.
Rsultat : Plusieurs poutres viennent se fracasser sur le sol de la cave.
Il rcupre une grosse en face de lui et la pose sur sa droite ou un trou
l'empchait de passer. Il emprunte ce nouveau chemin et se retrouve dans
une anti-chambre.
   John remarque plusieurs pierres entasses sur la gauche. En les enlevant
avec son pied de biche, il dcouvre un squelette. Ncrophile a prsent, il
l'empute de son bras droit. En examinant les grilles derrire le squelette,
il trouve une bougie. Il l'allume et remarque un accessoire avec deux
poignes qui pourrait tre utile. Il utilise le bras du squelette parce
qu'il etait hors de port et continu son chemin sur la droite.
   Il se retrouve devant une moiti de pont. Il remarque les deux chanes
de chaque cot et utilise l'accessoire trouv juste avant pour passer en
face spectaculairement. Une fois en face, il descend les deux escaliers et
se retrouve dans une grande salle avec une table sur la droite. A gauche de
cette table, il trouve un chemin. Au bout de celui-ci, il dcouvre des
rails. Empruntant ceux qui mnent sur la droite, il trouve un wagon. Il
l'utilise pour se rendre au bout des rails.
   La bas, il dcouvre un crochet juste au dessus de lui sur la droite. Il
le prend et sorts sur la gauche. Il retourne aux rails et observe
l'instrument sur la gauche de ceux-ci qui permet de changer la direction
des rails. Il utilise le crochet pour rtablir le fonctionnement et ensuite
l'utilise pour changer la position des rails. Il retourne vers le wagon par
la grande chambre et le dtache en utilisant le levier en bas a gauche. Il
utilise alors le wagon pour traverser le lac.
   Intelligemment, John saute du wagon juste avant que celui-ci ne s'crase
dans une fausse. Il remarque une porte sur sa gauche. En la bougeant, il
remarque qu'elle est fausse. Il la retire et dcouvre un passage secret au
bout duquel se trouve un mcanisme avec encore le dragon dessus. Il l'ouvre
et place le dragon a l'intrieur. Il rcupre le dragon et retourne en
haut. La bas, les rails sont retourns a leur place. En essayant de les
traverser, il se heurte a des chauves souris. Il remarque alors une lampe a
ptrole par terre, a gauche, a cot d'une poutre. Il l'allume avec son
briquet et la jette dans la fosse ou un bidon de ptrole avait coul.
L'explosion qui suivit a fait peur non seulement aux chauves-souris mais a
foutu la trouille a tous les satellites espions (pas nombreux au dbut du
sicle, j'en convient mais j'ai le droit d'introduire des dtails
anachroniques dans ma soluce ok? Bon, ou j'en etait... Ah oui...). Il
russis a traverser le foss et tourne sur la droite. Il arrive a un
mcanisme qui attire une nacelle. C'est le moment d'introduire le second

|      Deuxime Disque                                                   |
|     - Le chteau de Dracula                                             |

   Le jour se lve quand John arrive devant le chteau du Conte. Il entre a
l'intrieur et dcouvre plusieurs tombes dans le jardin. Imperturbable, il
continu et entre dans le chteau par la droite. Il descend les escaliers et
se trouve en face d'une porte avec des barreaux. Il utilise son anneau
Dragon et l'ouvre. A l'intrieur, il fait sombre. Il russis a apercevoir
une lampe teinte dans un coin, comme une lampe de gnie. Il l'allume a
l'aide de son briquet et dcouvre une femme tapie dans l'hombre. C'etait
l'ex femme de Dracula. Elle fut emprisonne la avec ses trois surs (vous
allez les rencontrer + tard) quand elle ne fut plus utile. Elle est prte a
aider John. Quand il lui parle de sa femme, elle lui dit qu'elle est
probablement dans une haute tour du chteau.
   John remonte les escaliers et les poursuis jusqu'en haut. Il demande
alors a Dorko, la femme de Dracula qui l'avait suivit, de le lui ouvrir. En
entrant, il se retrouve dans la salle principale du chteau. Une partie de
celle ci est dtruite par un chandelier. Il atteint les marches mais va sur
la gauche ou il prend des clefs sur une porte. Il grimpe ensuite les
escaliers et entre dans un couloir par la premire porte. Au bout de ce
couloir, une seconde porte qui donne sur la chambre de Dracula.
   Au centre de cette chambre, une grosse boule noire. Il la prend. A cot
du lit, une caisse. Il l'ouvre et trouve un tableau, qu'il prend, et un
mdaillon cach dans un livre. Il sors ensuite de cette chambre par la
seconde porte, a cot de celle qui lui a permis d'entrer.
   Il se trouvait maintenant dans la section haute de la bibliothque de
Dracula. Il va sur la droite et entre dans une salle. Il actionne le
mcanisme a l'intrieur ce qui permet de remonter le chandelier. Il sort de
la salle et se rend vers l'autre porte, au bout du couloir. Cette porte
mne en bas, dans la bibli du conte.
   Il avance un petit peu (deux crans) et regarde l'tagre(ca va tre
dur, mais il faut que la loupe apparaisse. Elle va le faire sur la
troisime tagre a partir du bas, et un peut sur la droite.). John vient
de trouver une toute petite boite, incruste dans l'tagre. Il l'ouvre et
pose le mdaillon qu'il a trouv dans le coffre a l'intrieur et le
referme. Il retourne alors a l'entre et examine le haut de l'chelle. Tout
d'un coup, un papier s'envole de l'tagre et se dpose a ses pieds.
C'etait Dracula qui lui annonait qu'il avait de l'admiration pour lui mais
qu'il avait lch trois vampirettes a ses trousses. Ses heures etaient
   Il utilise le mcanisme sur l'chelle pour la dplacer jusqu'au numro
25. Il remarque une boule en face de lui. Il l'ouvre et un rayon de lumire
surgit, indiquant le secrtaire de Dracula. Il s'y rend et l'ouvre. A
l'intrieur, une mouvante photo Gnalogique des Dracula. En bas, un
tiroir (il faut d'abord ouvrir qqch.) Dans le tiroir, il rcupre une clef,
une photo de St Jean, un mdaillon en or abm et une roue noire.
   Il sort de la bibli par une autre porte situe a l'autre extrmit et se
retrouve a nouveau dans la grande salle. Il descend les escaliers, et il
trouve dans les gravats, sous le chandelier, un bouclier. Il le soulve et
rcupre un gant mtallique. Il remonte les escaliers et emprunte la porte
qu'il n'a, jusque la, pas utilis. Au bout du couloir, une porte ferme. Il
utilise le clef trouv dans la grande salle et se retrouve dans le jardin.
Il retourne a la sorcire et lui parle des objets trouvs. La sorcire
transforme la boule noire en boule de cristal et rpare le mdaillon d'or.
   John retourne alors dans la chambre du conte(Quelque chose peut vous
perturber ici: Sur la porte du jardin, le curseur ne se transforme pas en
flche comme si vous ne pouviez pas passer, en fait, vous pouvez! C juste
un bug quoi...).
   Dans la chambre, il place le tableau sur le mur juste en face de la
chemine et la boule de cristal sur son socle. Il regarde a l'intrieur et
dcouvre trois symboles qui sont les suivants:

     _    ;           ;     _  _
    / \   ;  /\ /\O   ;  /\/ \/ \/)
   (  |   ;   ||  \   ;   || |  |/
 \  \ |   ;   ||   \  ;   |/   /|
  \_) \/  ;   |/  \)  ;   |   / |

   Il retourne auprs du socle mais cette fois par la droite. Il trouve
alors un tiroir. Dans ce tiroir, des cartes reprsentant des signes du
zodiac. Il compare avec les symboles trouvs et trouve les images
correspondante. Il appuis alors, sur les boutons correspondant, sur le
miroir se trouvant juste au dessus de la chemin dans le bon ordre. Cet
ordre est celui-ci:

                           |               |
                           |       O       |
                           |     O   O     |
                           |   O       O   |
                           | 2           O |
                           |   O       1   |
                           |     O   3     |
                           |       O       |

Ainsi, un passage secret se dvoile.
   Il l'emprunte et se trouve face a une grande colonne. Il trouve un
mcanisme/ dragon sur la gauche ou il utilise son anneau. Une statue bouge
rvlant une dague. Il la prend et la place dans le mcanisme. Cette fois,
c'est la colonne qui bouge et tourne sur elle mme. John dcouvre ainsi une
sorte de lieu de prire. Il place la photo de St. Jean dessus et un petit
coffre a bijoux s'lve. Il utilise la clef sur le petit objet rond, a la
base de la boite et prend un diamant et une clef de la boite qui s'ouvre.
Il reprends la dague du mur, ressors et cours jusqu' la Bibliothque.
   Il utilise la clef sur la grande horloge a gauche. Les aiguilles se
positionnent rapidement sur 11:40 et une photo tourne sur elle mme. Il
pose le mdaillon en or dessus et les aiguilles montrent alors 11:45, les
positions de la grosse balle du centre changent. John se rend alors auprs
de la table, a droite du secrtaire ou il dcouvre un plan en bougeant un
objet. En utilisant l'anneau du dragon en bas a gauche, ses griffes
indiquent h:40, v:25.(Un bug cool se dcouvre a vous si vous utilisez le
dragon sur les quatre positions, ensuite vous allez dans votre inventaire
et prenez un autre objet. De retour a la carte, le glitch, comme
l'appellent les 'ricains...). John se rend alors sur la grosse boule au
centre de la pice et donne les coordonnes h:40, v:25. La boule s'ouvre
magistralement dcouvrant une superbe statue et les aiguillent poursuivent
sur 11:50. John utilise la dague sur la statue, les aiguillent passent a
11:55. Puis le diamant sur la main/ Aile de la statue. Les aiguilles
indiquent alors 12:00 et un flot de lumire rvle un passage secret
(encore). John l'emprunte et monte les escaliers. Sur la gauche, trois
table. Il examine celle de gauche et dcouvre une lettre de Dracula parlant
de Lonard De Vinci. Il se tourne vers la table de gauche et dcouvre une
bouteille d'acide chlorhydrique en poussant un livre. Il le prend et
regarde la table du milieu. Il utilise la roue noire sur le haut de la
table qui tourne sur elle mme. Il prend la photo de Lonard de Vinci et
ouvre la boite. Le puzzle est facile mais si vous ne vous sentez pas
d'humeur, regardez en dessous:

                           |       _       |
                           |  S A |T| O R  |
                           |  O P |E| R A  |
                           |  ____| |____  |
                           | |T E     E T| |
                           |  | |  |
                           |  A R |E| P O  |
                           |  R O |T| A S  |
                           |              |

   Il prend la croix qui apparat et descend les escaliers. Il l'utilise
sur l'emplacement juste en face de ces derniers. Les escaliers bougent
alors dcouvrant un autre passage. Il l'emprunte et dcouvre sur la gauche,
une grille a l'intrieur de laquelle se trouve l'amulette magique. Il
utilise l'acide sur les chanes et prend l'amulette. Derrire lui
s'approchent alors trois femelles vampires qui ne le laisse pas partir (c
les surs de Dorko). John utilise le levier sur sa gauche qui ouvre une
norme fentre et les trois femmes s'enfuient. A l'autre bout de la
chambre, un mcanisme avec une croix. Il utilise la croix et l'escalier
remonte a sa place d'origine. Il suis le couloir et se retrouve dans la
chambre finale.
   Dorko est la, qui l'attend. Elle lui demande le mdaillon mais John ne
lui donne pas avant d'avoir vu sa femme. Quand l'change est fait, Dorko
s'enfuie enfermant notre hros pour s'attirer les faveurs de Dracula.
   John cherche dans le noir et dcouvre un mcanisme. Il utilise la photo
de Lonard de Vinci et l'anneau du dragon. Un norme rosace s'ouvre et un
escalier descend. Il prend sa femme, Mina...

|      La conclusion de Dracula: La rsurrection.                        |

   John grimpe les escaliers lentement pour ne pas rveiller sa femme. Tout
en haut, il dcouvre le prototype d'un avion construit par Dracula sur les
plans de Lonard. Il pose dlicatement sa femme a l'arrire et s'assois
devant, au poste du pilote.
   Soudainement, la rosace commence a se refermer lentement. En plus, deux
des trois surs de Dorko s'approchent dangereusement de lui... Et de sa
femme. Il dfait le frein mais ne russis a bouger que de quelques
centimtres. C'est une vampirette qui l'empche de partir en tenant la
corder a laquelle est attache l'avion. John, appuis instinctivement sur la
pdale bougeant la queue de l'engin. L'avion s'engage enfin sur les rails,
mais de travers.
   Les deux autres femmes voyant l'avion hors de control sautent des rails.
Super John russis a tourner l'avion pour passer de justesse entre la
fentre. Il finit son looping. Il a russi a s'enfuir du chteau de Dracula
avec sa femme. Mais...


etait toujours en vie et tant qu'il le serais, l'humanit ne pourrait pas
dormir sur ses deux oreilles. Il se promet que des son retour a Londres, il
allait se confronter a lui. Pour lui, pour sa femme, pour toute la race

                          -- The End, La fin --

   Voil les mecs (et les meufs) mon premier guide en French vient de
s'achever... Quelque chose ne me plait pas dans la fin de Dracula, elle est
trop courte! Puis elle nous laisse sur notre faim non? Enfin,
personnellement je pense que Microids va nous resservir une louche de
Dracula soit l'anne prochaine, soit dans deux ans. Prparez vous a Dracula
2, le retour... Ha, ha... Bon, je vous souhaite une bonne nuit et pensez a
vrifier sous vos lits et dans les placards avant de vous coucher... Oh, et
pis je suis ouvert a toute proposition pour amliorer ce guide. Des lettres
de remerciement, de menace, d'adoration, je suis ouvert a tout:
samy171@hotmail.com. J'attends vos mails...

|      The MAPS for the levels/ Les cartes des niveaux                   |

   The main area (the one around the INN), is the most perturbing. In order
to get past this, I've done a couple of maps that could help you. As I'm
not an expert in ASCII art, my maps may lack of style but sure help.

- The INN Area:

                        To    |    To              ____
                    Calvarium |Cuemetarium _______|    |
                           \  \|  |       /     __(4)  |
                            \ ^  /       /  /\  \ | |
                             \   |       |  | \  (3) 
                              \  \       |  |  /
                      _________\  \__   /    <-- From INN Basement
                     /  __________   \ /  /\      (Metalium)
                    / /            \  ^  /
                   / /              \   /
                  / /                | |         _________________________
             ____/ /                /(S)\       |Key:                     |
     To  <-- __   /   _____        _|   |___    |                    |
    Pont       \  \__/     \______|         |   | 1. The INN              |
                \____  (2)  __      | |  | 2. The Well             |
                     \_____/ _|__   |        |  | 3. The Tree House       |
                            |    \__/  (1)   |  | 4. Dracula's servant    |
                            |                |  |    wood house           |
                            |                /  | S. Start                |
                            \_______________/   |                         |

Inside the INN:

                                _________  ________
                               |    _   /   \  ____ |
                 ______________|(1)| |        |    ||
                |_|    |_______|   |_|          |
                |      |       |________|   |_______|
                |(3)  _|     __|_            ____   |
                 / |      |_|||           |____|  |
                   \  \_____|-||           _______|
                    \______ || |          ____  ___|
                          \___| ||      |    
 ________________________       |(2)|   ___|    -->  To the
|Key:                    |       \___|__|(4)|        Basement
|                    |
| 1. Micha               |
| 2. Barina              |
| 3. Hole in the roof    |
| 4. Cupboard with the   |
|    key to the basement |
|                        |

|   VI End of Walkthrough                                                |

   Ok then, this walkthrough is already finished... This time I've done it
bi-lingual, that way, I will help more people. Well, enjoy reading it the
same way as I writing it... I'm open to any proposition;
samy171@hotmail.com. I'll be waiting your mails.

|  VII Version Info                                                      |

    Version 0.1 15/07/2000
 - Main structure of the walkthrough created.
 - Overlook section complete!

    Version 0.2 16/07/2000
 - Introduction section complete!
 - About the author section created and completed.
 - The INN Area section complete. Jon is up for the underground section.

    Version 0.3 17/07/2000
 - All the English walkthrough is finished.
 - Started the French one...

    Version 0.4 19/07/2000
 - I know, I haven't updated the walkthrough yesterday, but don't blame
me ! You know, I have a social life to live too... lol. Anyway, catched up
today as I finished the INN area section on the french walkthrough...
Hopefully, I'll finish the Underground one tomorow. Good night...

    Version 1.5 20/07/2000
 - Done more than I think I would do. In fact, the walkthrough is finished
so posting will be done tomorrow.

| VIII Thanks to...                                                      |

   Thanks all of you out there for just reading this! Without you I would
be nothing!
 - I really don't have to thank anyone in particular as I've done this
walkthrough all alone.
 - Maybe thank "The Plague"  for writing a good
walkthrough. You should go and see his work at http://www.gamefaqs.com.

 - A Special Thank to Sonia for her support and for telling me what's wrong
in my walkthroughs. Sorry guys but I won't put her e-mail for evident

This Walkthrough brought to you by:
          _         ____      ___            ___    __
          \\       /  __|    / _ \    /\  /\ \  \  /  / TM
           \\     /  /____   ||_||   /  \/  \ \  \/  /
            \\    \*/\***\  )***(   |**\/**|  \****/
             \\    __/   /  ||||   ) /  \ (   \  /
              \\  /     /  / \ / \ / /    \ \  ) /
               \\              //
                 \     samy171@hotmail.com     /
                  \   http:www.i.am/samy171   /

|   IX Disclaimer                                                        |

This walkthrough is intended for PRIVATE and PERSONAL use. This walkthrough
CAN be only re-produced or distributed with the written approval of the
author. This Walkthrough CANNOT be used for profitable purposes. Anyone who
has violated this agreement will be severely dealt with.

All copyrights and trademarks that are not specifically mentioned in this
walkthrough are acknowledged.

"Dracula" and "Dracula: Resurrection" are  2000 by Microids
"Playstation" is a registered trademark of Sony Computer Entertainment
"Dracula: Resurrection Walkthrough" is  2000 by Samy

 All Rights Reserved under International, Pan-American and Universal
Copyright Conventions. No portion of this Walkthrough may be reproduced by
any process without the Author's written permission.

#End of Document#



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