the walkthrough

Transcription

the walkthrough
Microids / Kheops – Confidential (February 2008)
Dracula 3: Walkthrough
Cinematics
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The nightmare
Meeting with cardinal Briganti in Rome
Train travel to Vladoviste
Day 1
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Go to the inn (to the right when leaving the station, then again to the right).
Talk to the innkeeper, Ozana.
Go to the hero’s room (Arno) and read the diocesan file about Martha.
Go back downstairs to the lounge and talk to the archaeologist (Janos).
Go to the clinic (in front of the inn) and talk to the doctor (Maria).
Go to the graveyard and see Martha Calugarul’s grave, talk to the child (Ionel) next to it and
to the gravedigger (who must give you the phone number of Father Gregoriu, the
parish priest who is away convalescing).
Go back to the inn and use the phone to call Father Gregoriu.
Go to Arno’s room to sleep.
Cinematics
Day 2 (first part)
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In the morning, Ozana asks you to bless the room next door. Walk in, put back the crucifix
(automatic prayer), and look at the black stain on the floor and at the painting on the wall.
Go down to the lounge and talk to the journalist (Stephan).
Call the police, then the captain (Brutar).
After asking Ozana’s permission, take the object (a dragon) on the wall in the inn, next to the
phone.
Go and see Janos in the ruins of the castle (on the heights outside the village) and complete
with this object the sundial on the ground.
Go back to the inn and call Father Gregoriu, then the cardinal, your Superior.
Talk to the journalist about the Way of the Dragon.
Call back the cardinal: he tells you about your new mission, “an inquiry on vampires in order
to debunk the myth.”
Day 2 (second part)
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Question the journalist.
Talk to Ozana: she tells you the doctor wants to see you.
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Go and see Maria at the clinic, and proceed with the BLOOD TEST:
Sequence 1: Sterilize the instruments:
When you are in the clinic, enter the treatment room and pick up the medical instruments on
the table. Then, turn around and go to the kitchen. At the right when you walk in, pick up the
large pot and bring it to the faucet. Fill it up with water, then lay it down on the left side of
the cooking stove (above the fireplace) and plunge the medical instruments into it. Open the
door of the fireplace and pick up a log in the basket near the wall at the left. Put it in the fire.
The water in the pot starts to boil (steam) and the instruments are sterilized. Wait a bit so you
can pick them up without getting burned. Go back to the other room and put the sterilized
instruments back where you took it. You enter into a zoomed view.
Sequence 2: The transfusion:
- Assemble the pump: screw the small nozzles of the rubber tubes on the sides of the
pump, and then screw the needle on the remaining metal nozzle on the left.
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Move the vial (on the top at the right of the tray) to the lower position at the right.
Pick up the available rubber tube and place it inside. At this moment, the priest’s arm
appears on the screen.
Fill up the vial with anticoagulant: click on the large squeezer cap of the left bottle
and use it on the vial.
To disinfect: open the alcohol bottle and the cotton box (a square box with a red
cross). Take some cotton and soak it with alcohol, then apply the cotton to the
opposite side of the elbow. A clear stain will appear.
Then take the large rubber band on the tray and use it on the arm, above the elbow,
as a tourniquet. This will make the veins stand out.
Take the nozzle of the pump which has the needle and have it rest on the protruding
vein of the disinfected area. When properly positioned, click again on the needle to
insert it.
Remove the tourniquet from the arm: the blood will flow in the tube of the pump.
Activate the pump: the blood will then flow into the vial.
Click on the vial to put the blood sample in the bottle nr. 814.
Then go in the lab (the room at the right) to put away your bottle. The refrigerated cabinet is
locked by a padlock whose combination is the construction date of the clinic (displayed on its
front above the entrance door) = 1905.
Sequence 3: Find out what the blood groups are:
To find out the blood groups of the last four donors (including the priest), it is necessary to
test the reactions of the blood whose group is already known to identify the different
reactions. To know who the identified donors are, consult the green file next to the
refrigerated cabinet.
There are four known groups (the rhesus is still unknown in 1920): A, B, AB, or O.
In order to test, one must put two drops of the same blood on the opalescent plate, then on
one side the anti-A serum (blue), and on the other, the anti-B (yellow). If the blood and the
serum mix, the reaction is negative. If the blood happens to clot in the serum, the reaction is
positive. The possible results are therefore:
Orange/Violet (negative/negative) = group O
Blue+clots/Violet (positive/negative) = group A
Orange/Yellow+clots (negative/positive) = group B
Blue+clots/Yellow+clots (positive/positive) = group AB
[the results are therefore: 814/B, 813/O, 812/B, 811/AB]
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When the test is over, go back to see Maria who has returned to the kitchen and lends you
the book “Dracula” by Stoker.
Go to the castle to see Janos (talk to him about Stephan Luca and a folk stories specialist).
Return to see the journalist at the inn, who provides the phone number of Irina Bocsow
(a professor in Budapest).
Call Irina on the phone.
Call back the cardinal to tell him about your visit to Budapest.
Go to Budapest.
Cinematics
Day 3
Budapest
- Knock first, then enter and start a conversation with Irina.
- At her request, open the Van Bergen safe, then put its content (a letter and a wax cylinder)
on the desk.
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The coded safe (letters)
Each letter of each wheel makes the same sound, except the one related to the combination,
which makes a different clicking noise. Therefore, one needs only to rotate the wheels until
this noise is heard.
First instance: combination MDCCCXX (1820).
Keep the conversation going, read the letter, then the brochure from the Thule Society.
At the reading of the Apocryphal Apocalypse:
Budapest: The Apocryphal Apocalypse…
You must highlight in green the letters whose combination generates “hidden words” on the
page. The first page is explained by Irina. This page refers to the “First World War”: “casus
belli,” “Sarajevo,” “MCMXIV” (1914). For the words to remain highlighted, you must select
only the right letters (keep pressing on the left button of the mouse).
This puzzle is not mandatory. If you don’t find it, click on the Quit button (with a cross) and
Irina will show you the right words.
 This book has a total of seven pages: you look at page 1 and page 2 with Irina, page
3 with Krüger, however you can try to decipher the others just for the fun of it…
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Keep talking until you look at The Crucifixion by Raphael.
Budapest: The Crucifixion by Raphael
Look closely at Irina’s version, and then find the photograph of the same painting in black and
white in the “documents.” Switch from one to the other as you follow Irina’s instructions.
Notice the differences with a magnifying glass.
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End the conversation and return to Vladoviste (“go forward” in the hallway up to the map).
Cinematics
Day 3 (end)
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When you reach the train station, talk to Luana, the gipsy woman. You can play cards or dice
with her (there is nothing to win, it’s just for amusement).
Go back to the inn. In the lounge, talk to Stephan, and then go up to your room.
Read the file from the Vatican which is on the desk.
Go down to the ground floor and call professor Krüger.
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Talk to Janos in the ruins of the castle, and then go back to Vladoviste.
At the inn, call the cardinal on the phone to make the transition to day 4.
Cinematics
Day 4 (first part)
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Talk to Ozana who is worried about Stephan Luca, as he did not wake up this morning in spite
of the fact that he should have been on his way to Turkey. She asks you to enter without
smashing the door.
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Enter the room of the journalist: as the door is locked from the inside, it will be necessary
to move the heavy cabinet blocking the door between Arno’s and Stephan’s room (seen in a
dream). In front of the desk at the entrance of the inn, there is a broom and a can of wax
which is almost empty. Ozana lets you take it. Pick it up and climb back up to Arno’s room.
Spread the wax on the floor near the feet of the cabinet. You can now push it and enter
Stephan’s room.
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As you enter, notice the pile of newspapers on the low table. Then move towards the bed.
Stephan is lying on the floor, dead. Take his medal (around his neck), notice the mud tracks
from the window, notice the sheets and the painting (it has been replaced).
Call the police (inspector Brutar).
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Day 4 (second part)
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In the entrance of the inn, you learn from Ozana that Stephan’s chest is in the attic and she
shows you the pole that will allow you to get in. Pick it up, and then climb one floor up to use
it on the trap door in the ceiling, at the top of the stairs.
The attic: when you have entered, Stephan’s chest is at your left, notice it so you can zoom
on it.
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Opening Stephan’s chest: put Stephan’s medal in the round casing at the left of the metal
trap and close it (by sliding it). (The medal is removed from the chain which remains in your
inventory). The compartment at the right opens, showing six coloured wheels. Stephan was
very patriotic (as demonstrated by the inscription on the medal of St. Dimitri)… He has
therefore set the combination in accordance with the colours of the Romanian flag, namely
blue-blue-yellow-yellow-red-red. Find the wheel which is turning on its own and end with
this wheel.
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When the chest is open, pick up the objects inside: a vial of blessed water and a host in a
canvas bag. Notice the documents, especially a letter in which Martha tells Stefan that she is
leaving for Turkey.
When the inspection of Stephan’s chest is over, turn around and open the other chest (it
belonged to Ioan Hartner; you can obtain “news” about him in the 1870 volume of the
almanac of the newspaper, in the lounge of the inn). There you will find two engravings and a
letter from Van Bergen, as well as a gramophone. You can put the pieces together, but the
needle is missing.
Go and see Maria at the clinic and talk with her. She will give you the train ticket used by
Martha to travel to Turkey (to Urguyurt); look at it closely, then at the map of Turkey (on
which seven peaks are annotated). This will automatically load the trip.
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Cinematics
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The troglodytes jails of Turkey
- When you have reached the mountain, near the fire, open your bag and check its content
(lamp, matches, rag, rope, knife). Go towards the chasm and use the rope in conjunction with
the tree stump at your right. Then move forward, so you may climb down.
Cinematics
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When you are in the cell, look closely at the inscriptions on the walls, the metal ring and the
cigarette butts. Then remove the rocks which are in front of the “window.” Move to the end of
the tunnel now unblocked.
You are now caught up in a room without exit. [If you return to the cell, you will see that
someone has removed the rope, so you cannot climb back up!]
Look at the blue light moving above the ground. Follow closely the motion of the blue flame
with your knife until you have the shape of an upside down five-pointed star, a pentacle with
a single downward point. If you follow the motion carefully, the flame will become larger; if
you don’t, it will return to its initial state.
Then pick up the stone key on the sarcophagus and look closely at the low relief carvings.
Climb up the stairs to the nearby room and click on the stone picture.
When you are within the zoom, use the stone key on the rectangular area at the bottom of
the panel; this will unblock the dial.
The symbol tracing device. Keeping the left button of the mouse pressed down, trace the
same figure as the one you have followed on the sarcophagus (the upside down
pentagram). Start preferably from the upper left corner and be careful not to go out of the
frame while you are tracing the figure. When it has been correctly traced, the pattern
becomes luminescent and the door opens, showing a stairway allowing you to go back
outside, at Arno’s camp.
While you have been underground, it has started to snow and the fire has gone out. To
resume your trip in such conditions appears too dangerous to you.
In front of the dying fire, you see a bird agonizing from the cold. To warm up the bird (as well
as yourself), you will have to improvise a rekindling of the fire: put the sticks in the remains of
the fire. But it will not be enough because the wood is damp; you will have to add the Bible
(paper) and the crucifix (dry wood) in order to restart the fire. Then wipe with the rag the
stone at the right in the back (read the text), then strike a match on top of it so you can start
the fire.
Cinematics
Day 4 (second part)
- Back to Vladoviste, talk to Luana, the gipsy woman, who is in front of the train station.
- You notice that the walls in the village are covered with threatening graffiti. Go to the clinic
(insults have been painted on the front wall) and discuss with Maria.
- Go to the inn and discuss with Ozana.
- Go up to Arno’s room and read the two new letters to be found.
- Go back down to call Irina and acknowledge receiving her letter.
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- Go back to the station to take the train again to Budapest.
Day 5
Budapest, second visit
- Enter the office. Irina’s corpse is lying on the ground. Look at it, as well as at the last words
she has written on the floor with her blood. Pick up the syringe.
- On her desk, pick up the spool of thread and the thumbtacks.
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To recover the famous wax cylinder, you must open again Van Bergen’s safe. But when you
try the first combination, you realize that Irina has changed it. Because the new code is too
recent, you are unable this time to find it by means of the sound. The first combination was
MDCCCXX (1820). If you have paid close attention, 1820 is the birthday on Van Bergen’s
marble bust (in the entrance hallway). The new combination is the year of his death, that is
1913 = MCMXIII. When the safe is open, pick up the wax cylinder.
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The library is now accessible.
At the foot of one of the pillars, there is a wooden chest you will have to open. Read the
text (the green truth) which is visible and look closely at this illumination. As shown by the
drawing in the opening embellishment and by the text, it is necessary to trace a circle starting
from the sign “diamond,” whose diameter reaches the sign “clubs.” Make up a compass using
a thumbtack (applied on the diamond) and the spool of thread, and extend the thread as far
as the clubs. On the circumference of the circle traced in this way, read the green letters
starting from the capital. The code is therefore “VIRGO.” The “Iphigenia” vase is added to
your documents.
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You must still get hold of the missing documents that Irina was keen to show you. The
classification marks from the library are very obscure, but they match Irina’s last words.
(You can help yourself by looking at the books on the desk whose inside reference is in
accordance with the ghosts left by Irina on the shelves). To find the books whose
classification marks are the words ARMA, SUNT, INDE, MALA: the first letter of the mark
matches the last letter of “name of the alcove” (ex.: memento mori = i). The second letter of
the mark, the end of the name of the cabinets (ex.: mirabile visu = u); the third, the end of
the name of the bookshelf (ex.: Aldebaran = n), and the fourth letter of the mark matches
the letter under the book.
When the four marks have been inspected (including three books with new information:
 the engraving of Patroclus’ funeral
 Iphigenia’s sacrifice
 a runic anthology: like the apocryphal apocalypse, this puzzle is not
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mandatory, but an optional help.
and one empty slot without a ghost, therefore a stolen book),
- you can return to Vladoviste.
Day 6
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Back to Vladoviste, you see that the town has been sacked. Go to the clinic; Maria fails to
answer, so walk in.
As soon as you enter, the power supply goes out. You will have to put it back on. Go to the
kitchen; open the curtain under the sink and the drawer at the right. Pick up the funnel and
the copper wire. Open the glass door and go out in the yard. Fidel the dog doesn’t bark like
before (the dog seems to be afraid of you).
Go towards the back of the yard, pick up the empty can near the basement window which
allows you to see where the electrical box is, then enter the shed.
Inside the shed, move around and inspect the coffins around you. Janos lies in one of them,
but he is not dead. Frisk him (his vest and the pockets of his pants) and inspect the
documents on him (the vest + the series of numbers in his left pocket), then take the keys in
his right pocket. Another man lies in a different coffin, but this one is really dead.
Open the nearby trap door and go down in the basement.
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Start by filling up the empty can with gas from the tank which happens to be there. Put
the can under the tap and use the funnel so you can fill the can. Then pick up the can which
is now full.
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Open the fuse box: the fuses are set as follows:
(three lines and three columns)
Kitchen/Photo lab/Hall
Lab/Treatment room/Maria’s room (but no light bulb).
The three lower fuses are irrelevant for this adventure.
Using the copper wire, you make up two spare fuses. It is up to you to put the power back
on in the areas that are deemed to be useful (be careful to switch the ON/OFF handle in the
proper position to avoid being electrocuted). Then the phone starts to ring, go and answer.
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It is professor Krüger. He asks you, Maria having disappeared, to complete some analyses for
him: the results will allow him to make a serum to fight against a mysterious syndrome
afflicting some inhabitants…
You cannot refuse.
So, after restoring the light in the treatment room, you must take again a sample of your
own blood (keep in mind to always sterilize the instruments before).
Then go to the lab (put down the bottle marked number 815) and look closer at the new
instruments required for the analyses.
Krüger’s test (1):
The batteries needed to power the testing device are flat. You will have to find some acid so
they can be effective again.
Return to the yard of the clinic and go in front of the small house in the back. The door is
locked, but you can open it with the golden key Janos used to carry.
Having entered the house, you are now in Maria’s private quarters. You can search around,
hoping to find a clue to her disappearance. Pick up the acetic acid can in the carton, at the
left of the chest of drawers. Martha used it for her photographs, but it will be good enough for
the batteries. Inspect the room and take what you find (tweezers and an metallic box on the
chest, some grain in the bird feeding dish). In the lowest drawer of the chest, you find a small
box with a combination lock that must have belonged to Martha.
Martha’s box: the combination is hidden in the four paintings decorating the walls of the
room. The fourth one has been removed by Maria and laid down on the ground at the left of
the chest of drawers. She obviously didn’t like it because she had covered it up with a sheet.
Hang it back on the wall. Each painting bears a code readable only with a magnifying glass:
AD8 - A7 - A4 - B6. The four numbers are therefore available. But Maria has also modified
the position of the paintings. To obtain the proper order, it is necessary to find their initial
position back when Martha was involved. You can manage by relying on the paler areas left
on the walls that must match exactly the former position of a painting. Be careful: the codes
are visible only with a magnifying glass!
(It is therefore necessary to look closely at these paintings as they matter in the recognition of the
friends asked later on by Luana: from left to right: Gymnosophist, St. Sebastian’s Martyrdom [a
copy], Patroclus’ Funeral, Martha and Maria.)
- Enter the code 4768.
- In the small box, observe the photograph of Martha looking disfigured and take the key
marked “1415 Concession”.
- Go out in front of the pigeon house and put the grain in the feeding dish. Pigeons are flocking
by. One of them (at the left) has an actual filament rolled up inside the message paper. Take
it, read the word from Krüger that comes with it, and return into the lab of the clinic.
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Krüger’s test (2):
The filament from the pigeon is a so-called Schwartz’ filament and it just happens that the
filament besides the device is broken! But before setting it on the device, it must first be
sterilized.
In the kitchen, put the filament in the large pot and some wood in the fireplace.
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Take back the filament now sterilized and go in the lab.
Put the acetic acid in the batteries (the light becomes green).
Then fasten the filament to the sampling device next to the microscope.
Open the refrigerated cabinet (the new combination is 1042; it can be found by fiddling
with the padlock: you try a different number and you pull until the padlock opens a bit more
with each wheel, starting obviously from the left).
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Take an empty test tube to transfer some blood from one of the bottles to be analyzed.
When the test tube is full, insert it in the clip of the sampling device, then with the lever at
the left, plunge the threads in the blood sample.
Press the + to load the sensor thread with granulocytes.
Remove the sensor thread and slide it under the glass of the microscope.
Observe (zoom). At the top on the left, by clicking on the symbol Mono or Poly, you obtain
the total of mononuclear or polynuclear granulocytes.
This is the first result to be noted in the green file – section Proportion: % of mono / %
of poly.
 % of mono = (about) % of poly: no anomaly detected
 % of mono > % of poly: unknown anomaly
 % of mono < % of poly: anomaly P
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Before leaving the zoom of the microscope, mark the whole of the sample by clicking on
both mono and poly = 100%.
Put the wire sensorback on the sampling device and plunge it again in the test tube.
Empty it (button -).
Fill it up again (button +).
Study it again with the microscope. Without clicking on any symbol, a result must appear
immediately at the top on the right: it refers to the previously marked granulocytes in the new
sample.
From this figure, all you have to do is a rule of three to find the second result: the total
number of granulocytes / ml (100 x 100 / x).
results
810: 100/0 and (6) 1666 – unknown anomaly
811: 46/54 and (10) 1000 – no anomaly
812: 89/11 and (7) 1428 – unknown anomaly
813: 57/43 and (10) 1000 – none
814: 56/44 and (9) 1111 – none
815: 81/19 and (7) 1428 – unknown anomaly
(a margin of 5% is accepted)
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You realize that Janos, Maria and yourself (the current Arno, not Arno on the day of his
arrival) have the same unknown anomaly…
After the right results have been written in the file, the reinforced door of the lab shuts
with a bang! Someone has shut you in… To open the door, put a drop of acid on each hinge.
Then go to the sacked area of Vladoviste where you fill find Ionel. Talk with him and ask him
to play shuffleboard. You must win and lose once in order for him to accept showing you
his “treasures.” To position your discs, try to release the button of the mouse when the discs
are as close as possible to the spot where you can take them without releasing the button.
Don’t leave the disc motionless when the button is pressed down.
When Ionel accepts to show you his treasures, you will be able to recover a silver needle that
will allow you to use the gramophone with Irina’s wax cylinder.
Go back to the inn.
Go up to Arno’s room. When you open the door, Maria’s bird warns you of a danger… You
have engaged a mechanism by opening the door. If you keep pushing the door, the bomb
will explode and Game Over… You must therefore neutralize it first so you can enter. Put a
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thumbtack at the left of the thread (by the door) so you can slice it (with the knife) without
releasing the mechanism.
When in the room, recover the bomb and inspect your desk. You must use the airtight iron
box (brought back from Maria’s room) to remove the garlic from Irina’s mail before reading it.
Then go down in front of the reception, Ozana explains herself pitifully and you decide to take
a letter addressed to Janos. Go to his room.
Janos’ room:
Using the bunch of keys found on Janos, open the drawer of his desk, take the documents
and read all those left on the desk. Notice also that we are Tuesday September 14. There
is a box on the low table.
The “box” is an Enigma machine that can also be opened with the keys of Janos/Hans.
(1) With the pencil near the box on the table, blacken the paper pad. You will then see by
contrast the content of the last message sent by Hans. Notice the title of this coded message:
the month of September (written in German) whose beginning is underlined SEPTE and
several numbers: IV III I V II.
Set the larger wheels in that order, then with the small adjusting wheels, write down SEPTE.
Then type the letters of the message one after the other. After a little more than two lines, if
you made no mistake, the whole message is automatically decoded.
Read the report from Hans.
(2) Take out the envelope in the drawer of the Enigma box and put it on top of the first
message. Look at the postmark on the envelope; it will let you know the date: August 28.
Read again the piece of torn paper you have found in a pocket of Janos/Hans. You can see
the numbers indicating the setting from Sunday to Thursday, while Friday and Saturday are
missing. The code of the machine (that is, the starting position of the five wheels and their
initial setting) is therefore related to the day and the month.
The series evolves as follows: the position of each number at the following line is read using
the number at its right (in a string of substitutions). After Thursday (24153) comes therefore
Friday (43521) and then Saturday (25413). It happens that August 28 was a Saturday…
The wheels are therefore set as follows: II; V; IV; I; III.
Then set the small adjusting wheels in accordance with the ongoing German month at the
moment of the letter: AUGUS.
Type the code written on the letter until an automatic message shows you that you have
again broken the code.
Read the new coded message.
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Go up to the attic and listen to the content of the wax cylinders by adding Ionel’s needle to
the gramophone. (Herman Van Bergen is telling the real events that have inspired Bram
Stoker.)
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Go back to the clinic. In the basement, put back the fuses for the photo lab, then go there.
Look carefully at Maria’s photograph on the illuminated table. Arno spills unwittingly some
acid on Maria’s photograph which deteriorates... Look at it again.
Take the sponge near the sink and wipe the illuminated table. Rinse the sponge.
Put back up the bottle of acetic acid and fill it up with the can of acid already in your
possession.
The microfilm: put the letter recovered from Ozana on the illuminated table and look at it
closely. Some of the letters have small holes under them (the light shows through). Put end
to end, they provide you with a solvent formula, the only way to remove the “last period.”
In one of the photographic trays, pour some C2H4O2 (acetic acid), some NA2S (sodium
sulfite) and some H2O (distilled water). Take the sponge and soak it with this mix before
coating Krüger’s letter with it.
With the tweezers, remove the “final period” (square) from the letter.
Rinse the tray which has been used to mix the solvent, and then prepare the mixtures in
accordance with the explanations in the small notebook on the shelf.
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DEVELOPER (12")
Hydroquinone
Metol
Sodium sulfite
Alkaline mix
Distilled water
STOP BATH (7")
Diluted acetic acid
FIXER (7")
Sodium thiosulfate
Potassium metabisulfite
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Put the microfilm on the glass of the enlarger at the left, and then activate the red light by
using the switch next to the bulb.
Open the box of photographic paper at the right, then with the tweezers for photographs
(which are on the work plan), put a sheet of paper under the enlarger and activate it. It will
shut off automatically.
Then, with the tweezers, transfer the paper from one mixture to the next (make sure that the
paper will be in each tray for the right amount of time – the indications are in the same
notebook). After the third mixture, you should be able to lay the photograph on the clothes
pegs in front of you. If the picture is visible, all is well, switch back on the normal light and
look at the photograph (mountains) which is then added to your other documents. This
photograph looks similar to the one sent by Martha to Stephan, but the mountains are seen
from a different angle, or so it seems.
Go and see Luana at the Crossroads to ask her to help you to follow the Way of the Dragon.
She asks you to identify your foes and your friends.
 If you have followed closely all the steps so far and read all the documents, you know
who are your foes (Janos’ passport, the letters on his desk, the Enigma machine, the
deciphered microfilm, etc.) and your friends (do not forget to take Maria’s medallion
on your pillow and to look at the paintings in Maria’s room) – Luana does not insist.
[While searching Janos Pekmester’s room, the player realizes that this character is in fact Hans Beckermeyer. He belongs to the
Thule Society, like his chief, professor Krüger. They are both set on the Way of the Dragon and consider Arno as a rival. In
connivance with the steel guard, they are responsible for all the intimidation and murder attempts against him, as well as th e
murders of Irina Boczow and Stephan Luca.]
-
-
Then become aware that a new road has been opened at the left. It leads to a chapel built
on a mountainside (it could be the location of Vlad Tepes’ grave).
Look at the inside… You are struck by the sight of the empty mark of a cup.
Go back to talk to Luana. She recommends that you find the thieves of this cup.
Knowing that Ionel and his friends have played a lot near this chapel, go and question Ionel
who will admit that indeed, Celdric and Ariel have stolen the accursed cup.
Celdric being dead, go quickly to the inn to ask Ozana, Ariel’s mother, if she knows anything.
But Ozana becomes angry and doesn’t want her family to be bothered with such balderdash.
Luana now accepts to help you, but at her own conditions. You must bring her some items:
 “The blood of a lost battle:” Maria’s shawl stained with blood (recovered in the
kitchen of the clinic).
 “The ashes of a vampire put to death:” go up to the cemetery to open the grave of
Ioan Hartner’s wife (who had become a vampire, as was briefly seen in dreams
looking like shadow shows, which is why her husband had then killed her, a story also
told by Van Bergen on the wax cylinder). In exchange for your matches, the
gravedigger will let you use his shovel. Luciana Hartner’s grave is at the left when you
enter the cemetery, behind Martha’s grave.
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Microids / Kheops – Confidential (February 2008)
With the shovel, push over the tombstone and take a handful of ashes.
 “A hazel wand:” it is Ionel’s slingshot that he will trade for the gramophone (as he
likes music).
 “The ring of a killer:” it is the signet ring (the ring of the dead militiaman) found in
Martha’s vault and struck by lightning [in Martha’s vault, you also find a crucifix].
 “The blossom of a rose:” cut with your knife a wild rose branch on the road leading to
the ruins.
 “The berries of the bush known as the mountain ash:” the berries are to be picked at
the top of the hill, near the ruins.
Bring to Luana all the following items:
- The blood of a lost battle
- The ashes (or dust) of vampire put
to death
- A hazel wand
- The ring of a killer
- The blossom of a rose
- The berries of the bush known as
the Mountain Ash.
-
Bring all these items to Luana.
-
You are back in Arno’s room at the inn.
Go down to the reception, Ozana tells you that Luana has come by and has left a wand which
looks like a divining rod and is a bit magical.
-
Go back near the chapel, wand in hand; this will show you where to dig with the
gravedigger’s shovel (at the start of the road). You see the cup, which is stuck under a shell
that could explode very easily. To defuse it, you need an monkey wrench. You will get it again
from the gravedigger in exchange for your electric lamp.
Use the wrench very carefully to defuse the shell, then recover the cup and go towards the
chapel.
Cinematics
-
The opening of the chapel: insert the cup where it belongs. Then the keys on the dial
above become active.
- But you see that two of them are missing. The sockets picked up at the crossroads of the
Broken Oak will be a perfect fit to replace them.
- The clues to enter the right combination on the dial are shown on the stelae at the left of the
chapel: the first one bears the number 1, the second the number 3, and the third stele is
missing…
- This third stele has been moved to be used as a bridge to cross the small brook. It bears the
number 8. But you can turn it around, and on its back you can read the number 13.
- The back of the two first steles should logically also bear a number (it is written on the cup
that six numbers are needed). You must therefore obtain the hidden numbers and the
mathematical formula linking them:
1 + 2 = 3 / 2 + 3 = 5 / 3 + 5 = 8 / 5 + 8 = 13 [the sum of the two previous numbers provides the
next one] – (in fact, at the back of 1 = 2, at the back of 3 = 5).
-
[Leonardo of Pisa, better known as Fibonacci (though this name was given to him only in the 19 th century by the historian of
mathematics Guillaume Libri), is the originator of the first mathematical model for the growth of populations. He studied fro m a
numerical perspective the reproduction of rabbits. The basic unit is a pair of rabbits; he considers that a pair of young r abbits
needs one season to become adult, then a second season for pregnancy, then gives birth to a pair of young rabbits at each
following season. Taking for granted that the rabbits never die, a pattern of reproduction is therefore obtained which, when the
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Microids / Kheops – Confidential (February 2008)
number of pairs of rabbits for each season is put in a series, then provides... the Fibonacci series!: 1, 1, 2, 3, 5, 8, 13, 21, 34,
55, 89, 144, 233, 377, 610, 987, and so on.]
-
It is therefore necessary to press the following keys on the dial: 1, 2, 3, 5, 8, and 13.
The stone door opens and shows a dark passageway. Use the lighter to light up the torch at
the entrance, so you can walk in.
DRACULA’S CASTLE
From this point, Arno cannot turn back; he can only move forwards... to what awaits him.
The drowned gallery: the rats
- Now inside, Arno is stalled by the rats (they are very aggressive).
- To get rid of them, it is necessary to use the fuel tank, picked up at the clinic, on the water at
the foot of the sarcophagus, then to use the lighter at the same place.
- The priest takes shelter automatically in the sarcophagus, which shuts down on him.
[Instead of holding the skeleton of Vlad Tepes, the sarcophagus contains bones from a horse.]
Cinematics
The drowned gallery: imprisoned in the sarcophagus
- Now in the sarcophagus, Arno realizes he has acquired night vision (in blue/gray).
- But the sarcophagus is blocked – Arno is living his nightmare!
- To get out, use the old coin (Maria’s medallion) to unscrew the locking mechanism in the
middle, then move manually the bolts to the open position.
- Unable to return to the village, you have no other choice but to go deeper in the basements
of the castle…
Cinematics
The labyrinth with no way back
- Here you are at the start of a labyrinth made of a number of halls with portcullises allowing
to go from one room to the next in a given direction only, because if you go backwards, the
portcullises will injure the player – after three injuries, it is Game Over and the player must
start again from the beginning.
 But you must “push your way through” once to reach the appropriate hall.
- Above each portcullis, is written the number of the new hall that the player can reach by
choosing this passageway.
- The Inscription in the first hall provides the applicable reasoning: “It is not proper for the
Immortals’ Series to grow infinitely. Among those who will come, few will be chosen.”
This sentence means two things:
- One does not become a vampire just through the bite of another vampire, otherwise
the world would have already become full of vampires who would have no “normal”
human beings left to feed themselves. The vampires, that is, the Immortals, have
therefore no interest in becoming too many.
- The Immortals’ Series is also the name of the so-called Fibonacci series the
player has already been acquainted with in order to open the door of the chapel.
Except that this time, you must take it backwards.
Here is the sequence of numbers (the numbers from the halls) to be followed so you can
reach the end of the labyrinth:
The player starts in hall 987 (but you don’t see the number before leaving the hall), 610-377-233-14489-55-34-21-13-8-5-3-2-1-1-0 (blank plate).
 Conversion to be made: CMLXXXVII -> DCX -> CCCLXXVII -> CCXXXIII ->
CXLIV -> LXXXIX -> LV -> XXXIV -> XXI -> XIII -> VIII -> V -> III -> II -> I
-> I
-
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Microids / Kheops – Confidential (February 2008)
Hans/Janos has passed just before: when the player enters the first hall, he can hear in the distance
the last mechanism of the portcullises freeing Hans in a loud scream...
The player will also see along his way traces of blood and cigarettes.
The duel in the cages
- When you reach the last hall, you walk on a trap which makes you fall in a room where Hans
is already present!
Cinematics
-
You can discuss with Hans to clarify some aspects of your adventure.
But he explains to you mostly that you are both prisoners in this place… and that only one will
come out alive.
The partition between the two of you is mobile and is blocking the exit of the room. To make
the door accessible, you must activate the partition in order to push it as much as possible
towards your opponent.
Principle:
- Each prisoner (Arno and Hans) has a keyboard with five keys symbolized by mythical
animals (Hydra, Serpent, Basilisk, Griffin, Cerberus).
- Each one presses (without the other seeing it) on the key of his choice = the strongest animal
wins. Result: the mobile partition moves one notch, both pushing the loser to the back and
making the doorway (and the trap) more accessible to the winner.
-
-
-
You must win four times in a row to unblock the door and pin the loser to the wall at the
back.
Before the last stroke (therefore already three wins, so the mobile partition has moved three
notches), retractable stakes come out of the wall. One player’s victory then leads to the
death of the other one.
Scruples prevent Arno from letting go with the last winning stroke and thus killing Hans.
To succeed in escaping from this cage without committing a murder, once the small trap at
the left of the door is accessible, you can open it and reach this way the tension
mechanism of the steel cable which activates the stakes of the opponent (the mechanism
of one’s own cable is not within reach).
It is impossible for you to cut the cable; however, with the blade of your knife, unscrew the
tension mechanism to slack the cable as much as you can until it is released.
When the manoeuvre is over, recover part of the steel wire.
When the wire is released, you can play your last stroke which will pin Hans but without killing
him, since the stakes, which are not linked to the wire anymore, will not come out of the wall.
N.B.: Hans can therefore reach the opposite mechanism that is Arno’s, but will not try to release the
cable. If Arno touches the stakes, Game Over.
To know how to win, you must know the following:
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Microids / Kheops – Confidential (February 2008)
Considering that the keys are numbered from 1 to 5, and starting from the key at the top on the
left and clockwise, look for the direction of the arrows showing which figure wins over the other.
- 1 wins over: 2, 3 and 5
- 2 wins over: 3 and 4
- 3 wins over: 4
- 4 wins over: 1 and 5
- 5 wins over: 2 and 3
1
5
2
4
3
The most powerful key is therefore the number 1 (Serpent), and the set of data stated below
allows to know what Hans will play (except in strategy 0 mode which is random) and to press a
key which will defeat the one chosen by Hans.
The “strategy of Hans” is as follows:
- strategy 0: Hans will play randomly the next time
- strategy 1: Hans will press 1 the next time
- strategy 2: Hans will press 2 the next time
- strategy 4: Hans will press 4 the next time
The catacombs
- When you have come out of the duelling cage, you emerge into a hallway filled with bones
and blocked by a massive door with two iron bars across.
- Two puzzles are facing one another, each causing one bar to fall (there is no order to follow
for a solution, it is as you wish).
Blood, sweat, and tears
(the left puzzle)
Reminder: when there is no light, the player still has night vision, and in such vision, it is not possible
to see the colours accurately…
-
-
You discover a desk with six mini-fountains and around each fountain, a network of furrows
from which a liquid is flowing. This network of furrows has at each intersection small “locks”
which allows to direct the liquid on an established course by opening or closing them.
A Latin inscription: “tears to tears, sweat to sweat, and blood to blood.”
Goal: It is to link, through their liquid, two identical fountains without crossing the other liquids.
- To that end, you need beforehand to match two identical fountains. Having “lost” your colour
vision, you must rely on your taste. A tumbler is available for that purpose.
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Microids / Kheops – Confidential (February 2008)
Tears to tears
Sweat to sweat
Blood to blood
sweat = acrid
tear = salty
blood = indescribable (Arno begins to feel vampire-like urges: hearing, vision, the taste for blood...)
The nails in the head
(puzzle at the right)
-
Still in this hallway, a vast number of skulls are piled up on the other side. They all have a
hole in their forehead and highly diverse headdresses. Each skull has also a nail already
planted in its forehead.
Goal: To put seven nails in the matching seven skulls in accordance with the Genoese and Turkish
“ambassadors” engravings. To locate the seventh missing nail.
-
This puzzle refers to an authentic historical episode in the life of Vlad Tepes. In your
documents, you have two engravings on the life of Vlad, each one relating the same episode
but in two slightly different versions:
Engraving showing the Turkish
ambassadors: three individuals
with a turban are visible, waiting
for their turn in front of the
executioner. On a table are six
nails + one in the hand of the
executioner.
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Microids / Kheops – Confidential (February 2008)
Engraving with the Genoese
ambassadors: three individuals
with a hat are visible, waiting for
their turn in front of the
executioner. On a table are five
nails + one in the hand of the
executioner.
One nail is missing...
-
-
Using these two engravings, you are able to identify six skulls by finding the six
corresponding headdresses.
Because there is a nail missing in the Genoese engraving, you must look through a
magnifying glass and locate the ship whose flag bears the Cross of Genoa. Therefore, look for
the seventh skull wearing a helmet bearing this cross.
About the seventh nail, it is actually the syringe found near Irina’s body (whose corpse was
riddled with six arrows).
In red, the heads without nails, in white, the skulls with nails and a syringe.
-
As soon as the second iron bar falls, a cinematics begins, showing the door crashing
towards Arno who has just enough time to jump sideways to avoid it.
Don’t turn back
-
-
You arrive to the middle of the shaft of a well: above your head the night sky is visible, but
there is no way for you to climb up to the surface. At your feet, only the bottom of the well,
dark and worrying…
In front of you, on the far side, you can guess the presence of an iron ladder allowing to climb
up the well. But this ladder is not accessible.
At your feet, a desk and a lever. By pulling this lever, you raise a cover but you also start an
irreversible mechanism... which seems to have “awakened” something: a portcullis falls,
preventing all retreat, the noise of water being stirred, a vague reddish light from the bottom
of the well which is getting brighter...
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Microids / Kheops – Confidential (February 2008)
-
On the cover, a Latin inscription can be read: “DON’T TURN BACK!”
If you turn back, you can see a plate in front of you which gives the solution of the puzzle of
the desk, but you will have barely made another action and the creature, living at the bottom
of the well, will jump on you = Game Over.
Again in front of the desk, the puzzle is reinitialized (seven possible solutions).
-
The puzzle consists of a grid with 10 cases by 10. All the cases are white.
-
Goal: To make visible one of the seven symbols of the Way of the Dragon, by drawing it using the
keys; they become either black, either gray.
 Here are the Solutions (in alternation).
(The numbers show how many cases must appear on the line in accordance with their color.)
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Microids / Kheops – Confidential (February 2008)
-
When one of the symbols is drawn, metal stairs appear in the well, allowing Arno to climb out
of it.
Arrival in the yard of the castle
-
There are six doors, all blocked by piles of earth. It is therefore necessary to know which one
will lead to the main reception hall.
-
Listen to the ghosts.
When the mirror and the bracelet are laid on the coping of the well, follow their traces.
Recover the bracelet at the bottom of the well
-
Listening to the voices of the ghosts, you understand that one of the ghosts has lost a
bracelet at the bottom of the well and that without it, it is impossible to go to the ball.
Go back down to the very bottom using the steel wire (in your inventory) and the hook at the
level of the platform halfway down.
Cinematics
-
-
-
At the bottom of the well, you land in stagnant water. The darkness does not prevent you
from searching for the bracelet, but it allows the creature, which lives there alone, to jump on
you.
You must therefore illuminate the well and find something to light up the torch already there.
Go back to see Hans (still prisoner in the duelling room). In exchange for a flask of blood,
Hans will give you his lighter. You must fill the flask at the mini-fountains. Taste again the
liquids if need be to avoid any mistake.
With the lighter, go back down to the bottom of the well and light up the torch (you have
nothing left to fear from the creature).
Using Luana’s wand, look where the bracelet lies.
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Microids / Kheops – Confidential (February 2008)
-
Climb back up to the yard and leave the bracelet and the mirror on the coping of the well.
-
The steps of the ghost have allowed you to choose one of the portals. Remove the pile
blocking it, then enter the reception hall (destroyed by the bombardments).
Cinematics
The castle: the hall with seven pillars
-
It is the last hall of the castle allowing to reach the crypt where Dracula is waiting. You are
playing by moonlight.
This hall has seven pillars; on each pillar:
 a “symbol tracer” (cf. the jails) = to trace the proper symbol;
 on each pillar a display area (the mouth of the gargoyles) = to put the proper
object in.
 The Way of the Dragon is drawing to a close: the task is therefore to reproduce the
seven trials in the right order.
The symbols
-
Each pillar symbolizes a mountain. With the help of the map of Turkey, of Martha’s postcard
and of Krüger’s photograph, identify the seven symbols and especially their order.
Trace them on each pillar starting from the one already showing the flask of blood and
by turning counter clockwise.
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Microids / Kheops – Confidential (February 2008)
-
Then put in each mouth the proper object (be careful with the ladder [5], there is no object:
you only need to light up the torch above it).
Here is the list of these symbols and the corresponding objects:
Trial
(1) Gift of blood
Mountain
Mount of Offering
Symbol to be traced Display
Cuneiform blood
Vial 814 (or 815)
(2) Under the oak
Peak of Sacrifice
Upside down cross
Stefan’s chain
(3) Escape of the fox
Peak of the Fox
Upside down pentacle
Feather
(4) Punishment
Mount of the
Punishment
Mount of the
Purifying Fire
Mount of Death
Unknown symbol
(swastika)
(Jacob’s) ladder
Syringe
Amenta (kingdom of
the dead)
Trident (of the devil)
Ancient coin (Maria’s The coin missing –
Patroclus’ funeral
medallion)
Baptism of blood with
Mirror
(5) To purify by the
fire
(6) To die in order to
be reborn
(7) Baptism of blood
Mount of the
Dragon
[Fire] light up the
torch
Documents
The chalice missing –
crucifixion
The necklace missing –
Iphigenia
The nest of jackdaws
+ feather at the jails
The 7th nail missing
Ambassadors + Irina
Blaze – The man
holding a torch missing
Siegfried and mirror
shield + Painting of
ball
Mount of Offering
Peak of Sacrifice
Peak of the Fox
Mount of the Punishment
Mount of the Purifying Fire
Mount of Death
Mount of the Dragon
-
When everything is in place, the access trap to the crypt of the castle opens.
Cinematics
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Microids / Kheops – Confidential (February 2008)
The crypt
-
Go near the sarcophagus where Vlad / Dracula lies.
Beforehand, think of closing the access trap to the crypt, because Krüger and Hans have
succeeded, following your trail, to reach this access and will try to kill you whenever they can.
-
Push the slab sideways and with your seven weapons, try to kill him: each weapon destroys
Dracula a bit more (no order already set).
 Crucifix
 Host (in the canvas bag)
 Garlic (in the airtight box)
 Berries of the bush known as the mountain ash (cf. Stoker)
 Blossom of a rose (crown of Christ)
 Stake and hammer
 Holy water
-
Then suddenly, the sarcophagus disappears… showing it was only an illusion, since no
weapon can really defeat Dracula.
The door of the crypt opens and Maria appears. She is no other than Martha having
succumbed to Dracula and having followed the Way of the Dragon to become a vampire and
recover an eternal beauty.
A discussion follows, allowing you to clarify some points and to prepare yourself for the
meeting with Dracula.
Then Maria withdraws and Dracula walks slowly towards you…
-
-
You still wish more than anything to destroy this incarnation of evil and your only possibility is
the bomb you have kept. However, you have to be very close if you want the explosion to
have a chance to reach Dracula and to kill him. But you cannot move forward, because at the
least gesture on your part, a circle of fire is blocking your way. You must therefore win
Dracula’s confidence so it will be him who comes closer…
Final dialog – Dialog with Dracula
The matter is to answer each of his questions with the right answer.
OK
- Je n'avais pas le choix : c'était le seul moyen de parvenir jusqu'à vous.
- I had no choice: it was the only way to come to you.
OK
- En plus de ce que vous dites, j'ai brûlé la croix et la bible, je ne rougis pas de mes actes.
- In addition to what you've said, I burned the cross and the Bible, and am not ashamed of my acts.
OK
- Oui, j'ai épargné Hans, et je suis maintenant devant toi.
- Yes, I spared Janos and now I am here before you.
OK
- Oui, je la désire.
- Yes, I desire her.
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Microids / Kheops – Confidential (February 2008)
OK
- Lilith la révoltée
- Lilith the rebel.
OK
- Je ne vous crains pas puisque je suis venu jusqu'ici !
- I do not fear you, since I have come here!
OK
- Vous lisez mes faiblesses mais connaissez-vous les vôtres ? Vous arrive-t-il d'avoir peur ?
- You perceive my weaknesses, but do you know your own? Are you ever afraid?
OK
- Comme Siegfried, j'étais résolu à tout faire pour atteindre mon but…
- Like Siegfried, I was resolved to do anything to reach my goal...
Dracula, satisfied with your answers, comes at last close to you…
Final cinematics
At the moment Dracula comes close to grant him immortality, Arno detonates the bomb he’s wearing.
Everything explodes and the priest dies. He has not succeeded in destroying Dracula, but his sacrifice
is not in vain: the access well to the hall collapses, enraging Hans and Krüger who see the door to
immortality being shut in front of them.
They will come back 22 years later, dressed in Nazi uniform, to clear the crypt, but this is another
story barely alluded to in a post-final cinematics preparing the next chapter.
22