Traditional Culture Encyclopedia - Photography and portraiture - Dracula vampire 2 introduction

Dracula vampire 2 introduction

The plane soared in the sky and brought Jonathan Huck, who had just survived, to England. Dracula is not dead yet, and his wife Mina is still in a coma. Huck knew that his battle with the Count Vampire was far from over.

A week later, London.

Dracula finally showed up. His only purpose is to take Mina back and marry her. Because he always thought it was his long-dead lover-Lisa. The brave Jonathan Huck is doomed to collapse again in an uncertain adventure. ...

I. Kafax

The game begins in a desolate manor, and Dracula lives in London. After departure, turn right and walk to the finish line, investigate the previous branches and get the first silver plug-in on the square relief. Come back and get the oil pan under the tree on the right. Go ahead, go down to the dry pond next to the house, and turn around to get the second silver plug-in. The device by the pond is a bit strange, so it can't be opened when locked. Now go to the house, open the door with the key, go upstairs directly, enter the only room, and come to Drakula's study. There are many props here! You can find a compass, a cylindrical key, a notebook with a red cover and a candle in the desk drawer. Telescopes and candlesticks can be obtained from the box. There is a coin, a box of matches and a stack of organ music in the film box on the cupboard. I turned over Kafax's landscape painting on my head and got a piece of paper with special patterns.

Put the candlestick in the screen by the door, light the candle with a match, insert it in the candlestick, investigate the wall on the right and get a small key. Come out and open the inner door with a small key. As soon as I entered the door, I saw a body leaning against the opposite door. Investigate his waist, open the nameplate and you can see a key. Don't worry, Dracula will play a little joke on you. Save a disk first, and then take away the key. There was a loud noise and the body was knocked to the ground. There are more monsters at the door, and the countdown begins on the screen ... calm down, combine the bullets and revolvers in the item bar, shoot at the door lock, and you can enter the door when you hear the metal sound. After going in, time passed faster. Take a quick step forward, turn around and pull out the cabinet on the left side of the door and push it on the door. The monster can't get in, and the crisis has temporarily passed. But you can always hide here from time to time. Use your head when you go out. Take a closer look at the room, which is full of sundries. Before going to the fireplace, put the stool under the round window, investigate the interior of the fireplace, get the third plug-in on the relief and get the poker next to it. Stand on the newly moved stool, knock off the board on the window with the poker and let the light in. Go to the right of the door, pick up a mirror and put it in the middle of the room. Now open the door. As soon as the monster came in, it was killed by the light reflected by the mirror.

This is by no means a place to stay for a long time. Run! Jumped to the door of the study, but a monster broke your back, but this guy is afraid of light. Go back to the utility room, pick up another big mirror and put it in the middle of the study. It's done. Get out of the study quickly ... God, there are so many monsters, turn left and run to the finish line, jump on the chandelier in a hurry, and the swaying crystal ornaments reflect the sunlight, and finally destroy all these monsters.

It's safe now. Go down to the lobby, take the nail plate off the door with pliers at the edge of the stairs and enter the basement. Go to the wooden box on the right and get the fourth silver plug-in on the corner relief. Push open a box on the ground and get pliers.

Go out of the gate and go to the device by the pond. Drakula said in his notebook that even a four-year-old can solve it. You're not at a loss, are you? Check the top of the equipment, cut the chain with pliers and open the top cover. Spread patterned paper in the center of the panel, pour some oil to make the pattern fully appear, put the four plug-ins back in place according to the pattern, and dial the corresponding knob pattern, and there will be sound after success. At this time, the mechanism under the device is pulled to store the water in the pond.

Now go back to the basement, the door on the left can be opened, go out into the sewer, turn left, turn a few corners and climb out along the ladder. What a pleasant scenery! You think this is a mental hospital?

Second, mental hospitals.

This is Dr. Schwartz's hospital (Jonathan's friend, Jonathan wrote books for him for a generation). Bill, the doctor's assistant, let Jonathan in. After a few pleasantries, he went to Dr. Schwartz's office. Mina was there, and everything seemed normal, but the situation after hypnosis was very bad. The doctor gave Jonathan a key, hoping that he could find some clues from Heigert cemetery. Go back to the front hall, bypass the counter, open the door and enter the sewer.

Third, the sewer.

There are three forks below. The first room on the right is a dead end. Go into the second room on the right, take a bundle of rope on the right wall, go to the switch, find a rusty valve in the right corner, go to the end, combine the rope with the valve, hook the ladder opposite, and you can pave the road. Walk through the ladder and get the wrench from the toolbox on the ground. Return to the switch, remove the valve on the left pipe with a wrench, return to the middle of the ladder, install the valve on the vertical pipe, and pull the valve to empty the water in the pool under your feet.

To get the wrench, lift the ladder and put it in the lower right corner of the pool. Climb down, lift the ladder through the narrow door to the other side, find a place to fold the ladder, climb up, take out your gun, open the iron cover on your head and climb out.

Fourth, Highgate Cemetery.

Coming out of the middle of the cemetery, the wind is rustling. What will you find here? Find a ladder in the corner outside the cemetery. Back in the middle of the cemetery, I saw a very high grave with a sculpture of a wolf on it. In the past, I put up a ladder and climbed to the top of the tomb. A cross inlaid with precious stones and a sharp wooden cone were found in the handbag in the corner. When you climb down, vampires will find fault. Try this ghost killer: take out the cross, scare the vampire into an empty grave, drive him out from the right, go down to the grave, stab him to death with a sharp wooden awl, and pin his pocket watch and notebook to his waist. The notebook says that something strange will happen in the northwest at 6 o'clock. ...

Climb back to the top of the tomb, find the northwest direction with a compass, investigate this direction, take out your pocket watch and wait until 6 o'clock, and observe Drakula's whereabouts with a telescope. After that, he pressed the eyes of the statue on the right side of the tomb to enter the tomb, but the stone carvings in the cemetery screamed and Jonathan couldn't help but faint.

When he woke up, it was already dawn. Jonathan seemed to feel something and hurried back to the doctor.

Verb (abbreviation for verb) mental hospital

When I came back, the doctor, Mina and Bill were all gone.

Go to the doctor's office, turn left to the desk, investigate the left drawer and get the stethoscope. Investigate the phonograph on the table, press the small round iron piece above the cylinder and listen to what will happen. Come out, go to the fireplace on one side, open the portrait and reveal the safe behind. Stick the stethoscope on the lower left of each knob, turn the knob, and you can switch to the next one when you hear the click. Open the safe and get the dragon ring, recording cartridge, photographic film, garlic solution and green notebook. Take a key from Hopkins' file. Close the safe, turn around and investigate the floor near the curtain, and find Mina's wedding ring. Go back to your desk, put the original recording cartridge in the box on the right, replace it with the one you just found, click the play button after the sound stops, and you will hear a new paragraph: the ghost killing liquid will be effective only if it is raised from 30 degrees to 35 degrees.

Back to the hall, the door on the right can go in, and when you go in, you will get to the quarantine area. I walked down the ladder to the desk, picked up the sugar cube, put it back with the matchbox, and caught flies flying everywhere. Put it away, go up the steps to the isolation room, open the window on the middle door to see Hopkins, open the door with a key, give Hopkins sugar cubes stained with flies, and finally get a few words out of him.

Finally come out and enter the laboratory. Bill became a vampire. Take out the cross and scare him. If you come in before you meet Hopkins, it's over. ) Come near, take out the cross again, frighten Bill, and take the key to his waist. Go back to the table outside, open the drawer with the key and get the syringe. Go back, draw blood on Bill's right arm, then open the red cabinet next to it, add all the garlic solution and Bill's blood into the flask, connect the empty solution bottle to the outlet of the flask, click the plus sign on the right side of the lamp to heat the flask, and click the minus sign on the left to stop when the temperature rises to 35 degrees. Gollum ... The ghost killing method is finished.

Go back to Hopkins, show him the combination of ghost killing method and revolver, and you can talk to him again. There is no doubt that I exchanged a pair of glasses with him with a dragon ring. It is said that you can see many things that ordinary people can't see with it. When I went out to hear the phone ring, I went back to the doctor's office to answer the phone (standing at my desk to investigate), but it was Dracula's voice. Back in the lab, Hopkins and Bill were gone.

Six, sewer

Find the manhole cover from where Bill fainted, climb down and go back to the fork in the road. Enter the passage that has never been entered, turn right, and the front is dark. Put Hopkins' glasses on quickly. Wow! Even the footprints of vampires are clearly visible. Follow the footprints to the control device. Pull the switch on the left panel to turn on the channel. At this moment, Bill appeared again. Don't panic. When you put on your glasses, you will see the bleeding area in his chest. Shoot him and send him to the west.

Walk into the newly opened passage and come to an iron gate. Be sure to unlock the door before you enter. It is not easy to unlock this password. Listen to me slowly: investigate the control panel on the left side of the door and see that there are two circular areas side by side with six spaces on the panel. Insert the cylindrical key obtained in Dracula's study into the circular opening on the left, and some numbers will appear in the space above. Write down this display. Then write the pattern in the circle on the right. Open the item column, and the key core of the cylindrical key has been displayed in the item column. Combine the key core with the notepad and open the notepad. Put the mouse near the tip of the iron piece, pick up the iron piece and move it to the pattern you just wrote and put it down. When you put on your glasses, you can see six columns of numbers on the right side of the notebook. The display results on the control panel correspond to these six columns of numbers. A blank space indicates that the column is not in the password for opening the door, and it can be deleted and ignored; The number displayed indicates the number of stops in the door opening code. The specific value of the door opening password is the closest value to the key entity stuck in the key slot. (Investigate the notepad with red cover separately in the article column, turn to the blank page, put on your glasses and have a look, and you will see the introduction of unlocking. )

Take out the cylindrical key with the key core removed from the item column, and enter your hard-won password from left to right in turn. Go back to the goods column, insert the key core back into the key and use it to open the door.

Seven, the studio

Entering the screening hall along the corridor, I saw Dracula standing there from a distance and bravely walking past. It turned out to be just a mechanical doll. Put a coin in front of the projector next to you and you will see a movie. Go back to the corridor above, investigate the organ at the end of the corridor, put the score you got a long time ago in the upper right corner of the organ and you will hear music, but I don't know where the fog poisoned Huck. ...

After waking up, Huck wondered if he was wrong. Isn't this the Dracula Castle in western Sichuan? Search everywhere first, get out of bed and get a revolver under the bed. When you go out, you will meet a vampire again and kill it like you killed Bill. Going forward, you will see Dr. Schwartz walking down in the elevator. He seems to have become a vampire. Looking around, it turns out that this is a studio, and the room just now is just a movie set.

Close the switch on a wall, the ghost is heavy, and Dracula is coming this way! Quickly pull out a long sword from the statue of the flying tiger next to it, and cut off half of Dracula's head with one sword-the doll in the original screening hall has already run here. Turn left, cut the rope on the wall and climb the upper platform. Pick up a rope with a grappling hook and a crank at one end. Climb another floor and start the boom with a crank. At this time, the robot came to join in the fun again, throwing things at the boom. In the vibration, the crank drops and the boom stops. Cut the rope at the end of the boom and climb into the ventilation duct along the falling ladder. Turn right, block the fan with a long sword, enter the left fork and get the key on the iron cover. Go back to the fork in the road and turn right. Open the iron cover with the key, just above the robot. Tie it with a grapple, hang it, and then it was smashed by a fan.

Come down to investigate the wreckage, hold a tuning fork in your chest, unscrew your right hand, and push the joints of your hand and arm to get the elevator key. Go ahead, take the elevator and go back to the projection hall. I vaguely saw someone under the curtain. In the past, it was Dr. Schwartz. The doctor gave Jonathan the key to his secret laboratory, but he took his revolver, which seems to be mutually assured destruction with the vampires here. Respect the doctor's wishes, go back to the upper corridor, investigate the organs at the end, put on glasses, pull the shiny part to open the secret door and enter the sewer.

Eight, Kafax

Get on the wooden boat, open the door with the cylindrical key again after landing (the method is the same as above), and return to the basement of Carfax. Uncover a piece of white cloth covered next to it, lift the wooden basket below and put it down. Take scissors, hammer and axe in turn in the basket. Turned back to the basement, cut off the red coffin with an axe and picked up the coffin board. Then go upstairs to the study, smash the desk with a hammer, pull out the candles behind the screen, and then cut off the curtains on the back window. Go back to the wooden basket, throw the coffin board, desk fragments and curtains in and burn them with candles.

Retreat to the basement, turn to the right door, get the key on the left niche and open the door. Get off the ladder, turn around and pull the valve to store water in the pool. Dive into the water, dive into the bottom on the left, push through a pile of garbage and pull down the hidden valve. Float to the surface for air, enter the water from the right corner, turn left, swim into the water inlet, go ashore in the sewer, climb out of the ladder and return to the mental hospital.

Nine, mental hospital

Go directly to the lab, and the cabinet on the right can be opened with Schwartz's key. Open the curtain below, it turned out to be a small darkroom, with negative film on the left side and red light on the right side to develop photos. Come out of the darkroom, turn on the device above and read the instructions on the paper. We are going to assemble "advanced equipment": 1) Pick up the horseshoe on the right and install it on the upper part of the device, investigate the dial and adjust the number to 8; 2) Install the screwdriver-like part and adjust its scale to 4; 3) Install ammeter and rheostat, and adjust the scale to 7; 4) Remove the antenna from the horseshoe and install a tuning fork. Now a vampire detector is ready. Pick up the crank, put away the detector and re-enter the sewer from the corner.

Go down, you will see a large nest of mice, just to tell you, taste the power of this instrument: go to the commodity bar to combine the crank with the detector, investigate the detector, turn the switch on the panel to the left, aim at the antenna pattern that appears at the mouse, open the panel when the detector emits green light, adjust the pointer of the dial to the same as the left, then turn the switch to the right, and the mouse will jump.

Go to the place where Bill was killed, use the key on the control panel, pull up the switch on the right, enter the newly opened passage, go all the way, and come to Highgate Cemetery again.

Underground quarry

Go to the left of the cemetery gate first, investigate the black slate on the wall, and get the dragon ring and note left by Hopkins. I tried to enter the tomb where Dracula once stayed, but as soon as I got to the door, the stone carvings in the cemetery began to attack. Equipped with vampire detectors, find these three stone statues of animal heads and destroy them like mice. (Two of them are located at the top of the gatehouse outside the cemetery, and one is on the stone pillar in the corner. ) enter the tomb, investigate the portrait organ beside the stone bed, enter the password according to Hopkins' notes, and open a passage. Now you can open the red notebook and put on glasses to study the relationship between passwords and portrait organs. )

When I came out, I really came to the quarry. Has time and space changed? Go down the stairs, come to an iron gate, investigate the portrait switch on the door, and put on glasses to see the pattern of the portrait chin. There is no ready-made password now, but there are clues in the "little red book" Turn to the page with the moon phase, look at the letter corresponding to this image, find the position of the letter on the left, take the four digits after the letter, add it clockwise from the upper left corner of the portrait, and open the door.

Go in and walk along the passage, and find a shovel and crowbar in the basket at the end. Go back to the door and go down the ladder to the bottom of the pit. Climb up the pile from the front, turn right and turn around to get the hammer and chisel. Use them to open the drawer of the next table and take a roll of lead. Then chisel off the iron bar in the innermost drawer, open the drawer, open a mezzanine and get the small key. Take a step to the right, open the box next to the table with the key and get the explosives. Go further inside, pry open a stone and get the detonator. Go back to the password door, go to the end of the head, put the explosive in the mouth of the head, install the wire, and finally install the detonator. Detonate explosives, pick up a gem in the ruins and enter the newly opened area.

Turn right, insert the gem into the embossed eye socket and open a secret door. There is a long corridor in the door, from which you can clearly see countless bones in the cell. Walk along the corridor to the end, enter the cell from the broken railing, walk among the bones (good piapia Yo ~), investigate the bones on the ground at the first corner, and dig a leg bone underground. Also in the second corner, I dug out the skull and a roll of parchment. Go out of the cell to the door decorated with skeletons in the middle, and turn right into the police room. Put lanterns and crossbows on the table. There is a medal in the drawer. Climb to the table and take an arrow. Come out from the police room, study the parchment on the spot, then put the skull on the ground, insert the leg bone and medal combination on the skull, light the lantern and put it on the ground behind the skull. The light refracted through the medal to the bone. Open the door.

The guards inside are also dead. All the way forward, when I was about to enter the passage, there was a monster's cry, bending bow and arrow, putting the ghost killing solution on it, looking up, and turning this reckless guy over. Enter the passage and come to a bound skeleton. Investigating his face, he had a jewel in his mouth, but it caused a landslide. There is no other way but to walk into the dark passage.

Xi。 Drakula Castle

What came out was a graveyard where a generation dug dragon rings. Go around the back of the tomb tied by chains, dig up the snow in the corner and get the mural fragments. Turn around and get the iron arm fragment of the cross behind the corner tombstone. Some background information can be obtained from the tomb on the left. Come back, go down to the Longhuan excavation site and repair the murals. The mural moved gently and seemed calm. Take a step back, put on your glasses and look at the cemetery gate. So the vampire world is so restless! Put the arm fragments in the past, and the chain that locks the grave is broken. Enter the ancient tomb, investigate the lower right corner area and find a way out.

Coming out of the grave, I came to Dracula's castle. How did you come back from here a week ago ... through the iron gate in the corner of the cemetery and down the stairs, the witch Dole was still there. Go talk to her, show her the parchment and the jewels in the skull in turn, and she will give you some useful hints. But Dracula's partner stabbed her while she was unprepared! On his deathbed, Dole gave Jonathan a magic ring and closed his glasses.

Chasing out of the original road, the monster has built a barrier in the cemetery to block the way. Instead, step on the right steps, put on your glasses and open the door with the witch's ring. Take a rope with a grappling hook at the end of the passage and combine it with the crossbow. Go out and pat the rope on the balcony opposite the second floor, climb the rope and enter the next door.

There is a hole in it. Go straight ahead, open the opposite cabinet and get the paper with the chessboard printed on it. Pry open the small mechanism on the left and take another roll of parchment. The relationship between Roman numerals and geometric figures can be seen by superimposing the parchment obtained in the cell on it and changing the position of the paper (the small parchment can be turned over). Quit, investigate the woodcut in the middle of the bookshelf next to you, open a panel, and press the geometric figure corresponding to the Roman order to get the golden cross. Out of the library, climb to the center of the barrier along the rope, jump down, investigate one of the graves, pry open the slate, and get a medal on the chest of the corpse. Looking back, I put on my glasses to investigate the snow in the center of the barrier, and I can see the pattern of a five-pointed star. I will combine the medal I just got with the golden cross and put it in the center of the five-pointed star to destroy the barrier.

Re-enter through the small door outside the cemetery, walk to the balcony on the second floor and re-enter the library just now. Wearing glasses and a gold cross, he opened the locked door on the right and came to the chessboard. Put the chessboard paper under the chessboard and press the letters A~H (FBHEACGD) according to the pattern in "Little Red Book". Take out the chessboard paper. It's full of holes. Go out and go downstairs, come to the big chessboard, follow the tips on the chessboard paper and walk carefully. Unexpectedly, there was an accident in the middle Don't panic, take out your telescope and look around. You found the front door suspicious. Put on your glasses, use the Lord of the Rings, walk through the temporary passage, and open the front door with your glasses and a gold cross.

Twelve. cloud castle

Pull the switch to the left when entering the door, pull the switch on the cable car, and ride to the unfathomable gloomy castle. Hopkins plugged the loophole and saved Jonathan, but he couldn't. He gave Jonathan a key when he died. Go back to the cable car, pick up the ladder and put it on the back window, climb the roof, climb the beam and climb the other side of the roof.

The road is very narrow, and the enemies of a generation are on the roof. After going around the statue of St. John fighting the dragon, he pushed the head of the statue to the ground and killed a group of people suspiciously. (If there is not enough time, you can save it and then load it, and the time slot will disappear. You can pick up boards along this road and then pick up iron drums in the turret. Go back, put the board on the pit on the right side of the sculpture, investigate the cannon and get the shells. Come back and take the board, go down to the pit, investigate the dark corner, take the broken stick and a flag. Fill a bucket of snow in the front of the sculpture with an iron drum, fill the gun bore with the snow in the turret where the iron drum is located, then fill the shell casing, insert the flag, light the broken wood block at the bottom of the gun, and avenge Hopkins with one shot.

Come out of the turret and go right. On the way, I picked up another board. Before going downhill to the pit, use these two pieces of wood to "kick off the bridge" to deal with it. Look at your "masterpiece" in the turret and get the key at your waist. Come out to the opposite door, open the door with Hopkins' key, enter the elevator, start the switch to descend, then insert the key you just got, press the up switch to come out, and let the elevator go up by itself. Before I went to the suspension bridge, I used a telescope to observe that the suspension bridge was pulled by the chain, and I shot down the suspension bridge with an ordinary crossbow and came to a fork in the road.

There's a mechanism at the intersection. Leave it alone. Take the stairs on the right and enter the door. Turn left and get the skull at the end. Come back and walk down the stairs ... why did you pass again? Introspection: There are numbers on every staircase. Where have these symbols been seen? That's right. Open the notebook with the green cover, compare the symbols on the notebook, and go down the stairs in the order of 1, 3, 6, 7, 9, 10. When you reach the bottom, you will hear a sound. Now you can move on. If you are not sure that you are in the middle of the stairs, you can drag the mouse down as far as possible, and the place where the mouse can't drag is the stairs where you are. Turn left to the human hand, first put the skull on it, and then smash the skull with a crowbar to get a handle.

. Go back to the fork in the road, go down to the door on the left and enter a room full of magma. Pull the pull ring by the door and a road will appear. Go to the middle. You must pull down six pull rings in a certain order in a given time to stop the magma from flowing out, and get a second handle after success.

Take the rest of the way back to the intersection and enter the door. There are mutant creatures in it. Cloned Jonathan prevented getting a handle from the counter. Take a step back, put on your glasses and find the alien "mouth" on the right wall, and destroy it with a crossbow filled with ghost killing liquid. There is one on the left wall, too. Shoot it with an ordinary crossbow first, and then give it an injection with a syringe and a ghost killer. Finally subdued, got the third handle and returned to the fork in the road. Open the device in the center of the intersection, insert three handles in turn, and get three molds in three drawers below it. Go to the room with magma, put the mold in the lower part of the furnace, then put three handles on the upper part of the furnace, cover the furnace cover and press the switch on the right. Two fire dragons come to spray wildly, and finally open the mold to get a big handle. Go back to the intersection, put the new handle in the device and the elevator will come up. Take the other exit in magma chamber, go to the next floor of the fork in the road, and take the elevator.

Thirteen. The last altar

Jonathan became the trophy of the banshee and was brought to Dracula. Mina is nearby, but she seems determined to follow Dracula. Because Dracula is enchanted! Show her the wedding ring, Mina will wake up, and she will make love with Jonathan. Dracula was furious. He wanted to kill him. He quickly embedded the hexagonal gem into Drakula's seat. Drakula was restrained, the earth began to tremble, the collapsed statue fell, completely pierced Drakula's heart, and it was all over.

And shaking the earth can't change the feelings of the two young people, and they are finally reunited.

Matters needing attention

After playing the second generation, you may think that the puzzles in the first generation are a bit naive. The puzzle of the second generation is very complicated and difficult, but it has little to do with western fairy tales. Don't let me wait for Chinese descendants to know nothing, it depends on how you play. If you have a problem, just browse two notebooks in the project bar. Most questions are answered there, and there is even a special page to introduce the use of barrel keys, depending on whether you can understand them. There's another place you can't go. First, look around to see if there are any missing clues, if you don't get anything. If not, then try one by one. Can you imagine Hopkins needs a matchbox and sugar cubes to catch a fly before he can talk? )