![]() You find yourself in a large room that seems to serve a variety of purposes: it’s a break room, a storage room for quarried blocks (the quarry presumably continued operations after the completion of the castle), and there’s an odd construction at the other end of the room that stores, among other things, barrels of “FUEL.” There are two barred doors blocking exits to presumably irrelevant parts of the quarry, and a hallway that you can still access. ![]() Whatever, the linear parts are over, let’s move on to the actual meat of the chapter. Dude, go back and re-use the beam from earlier, it’d be way safer. It’s really not an impressive obstacle – a more athletic character could have jumped the gap. The item you just picked up is a strange stick with two loops that allow Jonathan to do a needlessly over-dramatic, trailer-bait, action sequence over a broken bridge, where he slides down some chains for all of four feet, and then climbs the other end. You folks all know that a four hundred year-old, decomposed skeleton doesn’t have the tendons to hold an arm together, right? In between rooms, Jonathan walks down a slope with an incredibly stiff marching animation, which makes a lot more sense when you realize it was borrowed from his stairs animations later in the game. If you bring a lamp to the bars, you’ll discover an item beyond, which you can only reach by picking up the skeleton’s arm and use it as a stick… you know, instead of your crowbar. No, it’s so pithy that even “scare” doesn’t really work… “jump squirm?” Yeah, I don’t know. The next room is basically as simple, with you pulling down some stones and discovering another barred passage, but this time with a skeleton that falls at you in a pithy jump scare. Somehow you manage not to bring down the rest of the ceiling with it! You end up using one of the beams as a bridge over the gap, and that’s that. Thankfully, the first few rooms of the mines are mostly linear, so you’ll probably solve most of the puzzles without much trouble for sheer lack of options! You basically have to pull apart some support… chains?… to pull down some of the support beams, which I’m positive wouldn’t actually work in reality. You’re back on the way to hell after all, but you can’t get very far because one “hallway” is barred and the other has a gap in the floor. You’re back in the supposedly haunted quarry you heard about from Mischa, just like he predicted with his NPC magic. 3 out of 5, would rather not play it again.First things first: the game dumps your inventory, leaving you with only the Dragon Ring, crowbar, and lighter. Ah, well…ĭracula is still Vlad the Impaler, yep. It’s simplified so bad, in fact, that there’s pieces of story missing in shape of letters, journals, puzzles. For, once again, the game is not what it was. Just as before, you won’t find a proper walkthrough, so just do and re-do the steps, or outright proceed with the next ones in the walkthroughs you’ll find if you’re truly stuck. In fact, were it not for my own made up jokes, derived from the ridiculous scenes *, I’m not sure I would have enjoyed it as much as I did the previous awfulness ( I say this lightheartedly, and mean no offense, it’s merely an old game that aged poorly and got no favors done to it by all the remaking and tweaking). There was a proper attempt to making it more scary too, with torture dungeons, wonderland’ish surroundings and even, this once, a lovecraftian vibe. Many deaths, many dangers, many tense little moments. This game was a tad more serious, or at least it seemed so. And as Lord of the Darkness takes root in Harker’s native soil, our brave, if mortal, hero is right on his heels, ready to foil the evil plans. ![]() In search for clues of why and what’s happening, Harker braves entering Dracula’s old estate in London, but finds mortal danger instead. Mina remains under his spell and the attacks on her psyche are getting ever worse. ![]() Harker brought Mina home to London, after a daring escape out of Dracula’s castle. The game begins where we left in the previous one. Game constantly saves all by itself, so don’t worry if you miss the window of opportunity, ominously portrayed on the screen in a shape of a red loading bar. The mechanics and graphics remain the same, with a small new addition – fight and flight action, where Harker gets to escape imminent death by either escaping or killing the danger. Direct sequel to Dracula: Resurrection, where you, again, get to play Harker fighting Dracula’s powers of darkness. Onto the second game in the point-and-click Dracula’s adventure game series – “ Dracula 2: The Last Sanctuary“.
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