-
--------------
SEWERS (AGAIN)
--------------
For some reason that I don't know Jonathan wants to track him. Go
forward 1 time and then turn to your right go straight 2 times and then turn
right and go straight 1 time. Now use the Hopkins' Glasses (14th) on the path.
Wow! Now you can see Green Footprints. Follow them and go forward 7 times.
Now turn left and inspect the control box. Pull the left lever (you can pull
only one). Turn right to see Bill the Vampy. Now use the glasses (14th) on him
and then the gun to fire at the red spot you can see on his shirt. Then (oof!
So many then now then now then now, sorry I will try to avoid them) move your
cursor to the left side of the control box and go straight 1 time. Go
straight 5 times and turn left. The door you can see will be locked so to
open it inspect the right side of the door and open the lid to see a console.
_THE DOOR LOCK MECHANISM PUZZLE_ See the picture underneath for
ease.
As in FIGURE 1 use the code key cylinder (19th) on the socket and
note the symbol and the numbers 2--134. Now take the key back. Now go to your
inventory. The code key would have separated in your inventory into a
cylinder (19th) and a key (4th on the outer row). Combine the key (4th outer
row) with the red notebook (18th). You get a screen with the key on the paper
and on a symbol. Pick up the key from the tip and place it on the sign as in
FIGURE 1 (that's the sign you saw to the left side of the key socket). Now
press X on the glasses you can see to the bottom right corner.
You now can see the numbers as well. Note the number in the
notches. (For the ones that ones which show two numbers pick the number
closer to the handle. Example: like in the first notch you can see 3 and 5.
In this case select 5.) The numbers here would be 510382. Now line up the two
numbers you noted like this:
First no. 2 - - 1 3 4
Second no. 5 1 0 3 8 2
To get the four code numbers you will have to take refer the 1st number with
the 2nd one. Like underneath 1 you can see 3, this means that 3 is the first
digit. Like this:
1 is 3
2 is 5
3 is 8
4 is 2
Thus the number is 3 5 8 2. Now return back and examine the
cylinder (19th). A screen will appear. When you move the cursor to above the
digit your cursor will change into plus (+) sign, press X to change the
digit. Change the, four 1s(numbers) into 3 5 8 2. Then return and combine the
key (4th outer row) with the cylinder (19th) and use the cylinder on the
socket. A CALNG will open the door if you did exactly what I said. Take the
cylinder back before you return and enter the door
-
-----------
THE THEATER
-----------
Go straight through the corridor and exit through the door.
Turn right and go down the stairs. Turn left and go forward 2 times and then
(again so many thens and nows) toward the statue of the Dracula. Now (ooh! I
can't help it) turn left and inspect the projector. Use the coin (10th) you
got from Carfax on the slot for the coin. After seeing the movie for free of
Mr.Vampy carrying Mina over the stairs turn left and go forward once. Then
turn left again and go straight 1 time. Now (oooh!!) turn right and go
forward 1 time. See the organ playing (I', really losing it! Believe me or
not I am doing this on purpose!) I meant hear the organ playing? Take a
closer look at the organ and place the papers (9th) to the left side of your
screen. You see a gas coming out of the organ and it is too putrid for
Jonathan to bear.
-
ممكن الحل الكامل للعبة half-life counter-strike تكفه
-
-------------
STYX (LONDON)
-------------
Jonathan wakes up in a bedroom, in front of him is Mr.Dracula who
asks him for the ring and tells him that he is in transalvania.
When you gain control of Jonathan turn right and go forward then
search under the bed to find your gun. Afterwards go towards the two doors
you can see to the corner of the room. Exit (you can go through only one of
the doors).
Jonathan informs you that you have never been at Transalvania! It
was just a movie set. Well that doesn't mean your troubles are over. A Vampy
is right ahead but you know what to do simply use the glasses (14th) on it and
then the gun (2nd). Next go forward 2 times to discover that poor Seward has
changed into a Dracula also (tough luck!). now cut a left and go forward.
Next turn left again and go towards the control box. Examine. Pull open the
lid and flip the switch. Mr. Drac is sneaking behind you! Well don't get
worried it's only a mechanical statue. Turn left and take the sword from the
dragon statue and use it (10th) on the Wooden Dracula. Turn a little left and
use the sword (10) on the ropes. Turn left and go till the end to get a rope
with a hook and a handle. Now go back and climb up the stairs. Turn 180
degree around and use the handle (8th) on the hole and turn it. After the FMV
go to your right and move the cursor to the ropes to your right side and use
the sword there. Climb up the fallen railing to the air duct right on top of
your head and enter. Go straight once and turn right. Next use the sword (10)
on the fan and go forward 2 times and turn left and go forward 2 times and
take the key from the grill. Now turn around and go forward 4 times. After
that, use the key (5) you just got on the grill and examine use the ropes
(7th) on the Drac underneath and go down the grill.
Examine its chest and take the U-shaped metal. Now examine its
hand. Turn the wrist then flip the hand over and turn at the rod like figure
coming out of its wrist. The key comes out. Take it and return. Go forward 1
time and then right into the lift. Turn right and inspect the slot. Use the
key (12) from the Drac on the slot.
Turn right go forward 1 time and turn right. Press X on Seward and
hear what he has to say. He takes your gun and gives you a key. He also tells
you about a secret passage. Go straight and inspect the organ. Use the
glasses and press X on the darker key. Exit. You see Seward Destroy the
theatre with himself in it (what a guy!).
Exit through the door. Go forward and on the boat then go forward.
When off the boat go forward 2 times and turn right. This door has the same
locking or maybe I should say unlocking system. Do the same process if you
want but for a quick answer and not to waste time the code is 8 4 6 2. Take
the key again and enter the door.
-
--------------
CARFAX (AGAIN)
--------------
You are at the basement of Carfax. Go straight but before exiting
turn 135 degrees and take the crates under the cloth. Now exit. Turn left and
place the crates (9th) under the stairs. Examine it and take all the three
tools. Now go back into the basement. Turn right and use the axe on the
coffin. Now pick up the remains and exit. Go top of the stairs and enter the
room to your left. Turn right and go straight. Use the hammer on the desk
and pick up the remains. Now take the candle from where you kept it before.
Now go to the next room (where you saw the first bat face creature and turn
right towards the window. Next use the gardening shears on the window. Pick
up the remains and go all the way back to crates. Use the each of the remains
one on each crate and return. Next combine the matches with the candle and
use it on the crates. Mr. Vampy arrives and tells you that you will die.
Fortunately he didn't notice a key on the wall. Go to the door across and
examine the left side of the door to find the key. Use it (9th) on the
doorknob and Exit (yahoo!).
-
-------------
THE RESERVOIR
-------------
Go straight and down the stairs. Turn around to turn the wheel
just beside the stairs. The water fills in the reservoir. SAVE YOUR GAME! As
there is a lot of chance of instantaneous death. Jump in the water. Now dive
under water. Quickly turn left towards the rubble you can see and remove it
to reveal a wheel. Turn it. Now turn so that you are facing the wall that was
to your right when you turned the wheel. Move the cursor up toward the
surface of the water and press X. From this position you can see a patch of
black on the water, go there and press X for a fresh breath of air. Now go
under water again (from where you just came). Turn right and go straight.
Next turn left and go straight (into the entrance) 2 times.
You find yourself in the SEWERS. Go straight 3 times and turn left
to climb up the stairs.
-
-----------------------
SEWARD'S ASYLUM (AGAIN)
-----------------------
Go to the room where you fought Bill and solved the anti vampire
potion puzzle. Turn right and use the key (18th) Seward gave you on the knob.
Open.
_THE ANTI VAMPIRE DEVICE PUZZLE_ First of all inspect the area
under the shelf. Remove the covers and use the negative (3rd) you have in your
inventory on top of the machine to your right. Now turn off the lights (it's
a small switch to the left of a file). Now go to the file and press X. now
press X on the top of the machine (where you kept the negative). Now press X
on the photo. Then examine the developed photo. Now return.
Inspect the top of the shelf. See the note to the left (under the
door of the box). After hearing the note follow the
following steps (remember that when you have to go to your inventory I will
mention it so unless I don't say that it means that you have to pick up the
things on the shelf and place them):
1. See the U-shaped piece on the table (FIGURE 1)? It's at the top right
side. Pick it up and place it in the box. Now examine the round dial
there. Press (-) two times so that you get it at 8. And return.
2. Pick up the syringe (FIGURE 2) like figure there to the bottom right.
Place it on the U-shaped piece. Now inspect it. Press (+) 4 times so the
number displayed is 4. Return.
3. Pick up the ammeter (FIGURE 3) and place it in the box. Now pick up the
rod like metal piece (FIGURE 4) and place it under the ammeter. Now check
it. Press X 7 times so that the needle rests on 7.
4. Now move your cursor at the top of the box and take the valve like figure
and next go to your inventory and use the U-shaped metal object (4th) you
got from the Drac and use it in place of the Valve.
YOU SHOULD HAVE A PICTURE A BIT SIMILAR TO THE PICTURE BELOW. Now
close the door of the box. Take the handle and then the device. Return.
Go to the trap door and enter. Go straight and turn right. You can
see a line of rats on the path in front of you.
_USING ANTI VAMPIRE DEVICE PUZZLE_ Go to your inventory and
combine the crank (last outer row) with the device (18th) you just made. Now
examine the device.
You see a screen somewhat like this
Go to the LEFT BUTTON and press X. now focus the cursor on the
rats and press X. After the green light comes on go back to your inventory
and check the device again. You can see the needle on the LEFT METER go to 7.
Using the TUNING KNOB change the needle on the RIGHT METER to 7 (7 times).
Now go to the RIGHT BUTTON and press X. Aim at the rats and fire. The rats
will vanish.
Go straight 2 times and turn right. Go straight 10 times and
examine the box to your right. Insert the ventilator key (5th) in the slot
below the lever. Inspect the box again and pull the right lever.
Turn right and go straight 8 times. When at the edge turn around
and pick up the stack of wood from the ground. Now use the wood (10th) on the
other end of the path. Go forward 1 time and enter the hole above.
-
--------------------
THE CEMETERY (AGAIN)
--------------------
Go straight 3 times and turn left go forward 1 time and turn right
and inspect the middle row of bricks. Remove the sign to take a note from
Hopkins and the Dragon Ring. Return.
You now have to get rid of three sculptures present in the
cemetery. For easy lets go step by step:
<------------------------------------------------------------------>
< NOTE- 'ACTIVATE' HERE MEANS THAT YOU SHOULD DO THIS: Go to your >
< inventory, combine the handle (last outer row) with the device >
< and examine it and press THE LEFT BUTTON (refer to the figure of>
< the device above)and be ready to analyse the frequency of the >
< sculpture. >
<------------------------------------------------------------------>
1. Turn right and go forward 2 times and then turn right again. ACTIVATE.
Next go forward till you can, then focus on the top of the pillar in
front, on right side. When you get the green light on go to your inventory
and give the sculpture the same treatment as you gave to the rats. Its
frequency is 9.
2. ACTIVATE. Turn around to the way from where you came. Go forward once and
focus on the top of the pillar on the wall. Its frequency is 4. Yup!
That's the second one. Do refrain from the same treatment.
3. ACTIVATE. Turn left and go straight 3 times. Now turn left and go forward
1 time. Turn left and focus on the pillar. Its frequency is 6. Yes that's
the last one.
Now you have to go to the same door through which you tried to go
before unsuccessfully. So turn right and go forward 1 time now turn left. Go
forward 2 times. Go straight (as you can get two straight arrows from here,
take the one that is to your right). Go up the stairs inspect the statue to
your right and open the door. Go in.
Examine the locking mechanism. Enter the following numbers:
Top left - 9
Top right - 2
Bottom right - 8
Bottom left - 7
After this press X just beneath the chin of the seemingly unhappy face (or
maybe very very unhappy face would be better). Go straight in and out of DISC
A
نهاية الديسك الاول و بداية الديسك الثاني
-
--------
QUARRY
--------
Go straight 3 times and check the door lock, note the tiny half
moon (with the dark part to the right) under the face and go to your
inventory and check the brown book (18th). Turn pages 3 times and see the
moons. The letter beside the moon you saw is G. use the glasses and note that
the numbers after G are 9426. Now return. Put the numbers like this:
Top left - 9
Top right - 4
Bottom right - 2
Bottom left - 6
And press X on the half moon.
Go forward 2 times and then turn left and go forward 1 time. Turn
right and inspect the crate. Take off the cover and take the things there.
Now go back and exit through the door. Go forward 1 time and go down. Turn
right and go straight. Now turn a little left and go towards the wooden shed.
Turn right and inspect the rock. Use the crowbar (2nd) on the rock. Now pull
the thread and take the dynamite blaster. Return. Go back towards the stairs.
Next climb the rubble of rocks from there. Turn right and go to the next
rock. Turn right and take the pin and the hammer. Now return back. Go toward
the table at the corner of the area. Examine the drawer and use the hammer
and pin (4th) on it then open it. Take the roll of thread. Now use the hammer
and pin (4th) on the top part (where the drawer is attached to the table).
Pull out the drawer. And take the key (in the now visible area under the
drawer). Return. Go to the corner and turn left to inspect a box. Use the
key to open the box and take the dynamite. Now go back to the stairs and
climb it. Go in the door and to the sculpture you earlier saw. Use the
dynamite in its mouth. Next use the roll of thread on the dynamite. Return.
Go back to the entrance of the door and use the dynamite blaster on the
thread and press X on it. You see the sculpture throw a jewel. Go forward 1
time and turn left go straight 1 time. Then turn around and examine the white
spot in the ground (just right side of the wire.) and pick up the jewel. Now
enter the blasted doorway. Go straight and enter the cells.
-
-------
CELLS
-------
Well this is what I call gross. Turn left and then right. Examine
the sculpture. Use the jewel (8th) you just picked on its eye. When you have
entered go straight till you come to a dead end. Now turn around and go
forward 1 time. To your right the bars of the cells seems broken so enter.
Turn left and go straight 1 time. Now look right under to examine a corpse.
Remove it and use your shovel (3rd) here. Take the bone. Return. Go straight 1
time and examine another corpse. Use the shovel there and pick up the note
from a guy named Kazan who wants you to relieve his Lord Razu. Take the
skeleton and return. Go out of the cell from the way you came in and turn
right. Go forward 4 times and turn left to enter an opening. Enter the door
to your right. Pick up the lantern and the crossbow. From the drawer take the
necklace. Jump up the table to take bows. Now return and exit. Use the skull
on the ground in front. Then go to your inventory and combine the necklace
with the bone, now use it on the skull. After that go to your inventory and
combine the matches with the lantern and use it a little behind and watch the
FMV. The door opens. Enter.
You are in another chamber of cells. Go forward 2 times and turn
right. Hear the sound of the monster? Go to your inventory and combine the
bows (3rd outer line) with the crossbow (18th) and then with the green vial
(anti-vampire potion)(2nd outer line). Next use the crossbow on the roof of
the cell to the right side. Next go down the stairs. Turn left then go
straight and then turn left again. go straight 3 times when at the edge jump
to the skeleton. Examine the head. Open the cover and take the amulet. THE
SKELETON FALLS TAKING JONATHAN WITH IT. Jonathan makes it in one piece but
the skelly was not that fortunate. Go forward 2 times to exit from the cells.
-
----------------------
TRANSALVANIAN CEMETERY
----------------------
This game seems alGo straight 3 times. Turn right and go forward 2 times turn left and take
examine the tombstone. Take the cross that is held by a hand and turn around.
Go forward 1 time and look to your right. Inspect the area near the candles
and dig using the shovel (). Take the missing piece of the picture of St.
George. Now go back top the place where you started and go to the tombstone
to the left of the place from where you came and examine. Use the piece of
picture (3rd) there. Now go to the left side of the structure behind you (H IN
THE MAP) and use the glasses (14th) in midair (between the picture on the
tombstone and the stone structure or the tree you see from that position).
Use the cross (16th) in between the two waves. The chain surrounding the
structure bursts. (notice that it's suddenly night). Weird!). enter the
structure. Turn right and go straight 1 time and turn right to exit through
the gate. Yes that's the drac's castle.
l about cemetery
-
--------------------------
THE DRAC'S HIDEOUS CASTLE!
--------------------------
This is what I call a Drac's castle! He has tombstones and graves
instead of grass in his yard. Way to go!
Go straight 1 time. Then turn a little left and go straight 1
time. Now turn a little left again and go straight 2 times. Go down the
stairs and enter the door. Go to Dorko and talk. After that go to the
inventory, examine the note (10th) and turn the page. Turn it again and press
X when the hand comes. Show her the note. Next use the amulet (19th) on her
face. She tries to combine the ring and the amulet and finish Mr. Drac but
before she could do so she was stabbed by a demon who also took away the
Dragon Ring. The other way of combining them is to do it on Mr.Vampy's stele
that is at his last sanctuary. In the end Dorko transplants (not kidney!) her
powers in her ring and give it to our Jonathan. A summary of what Dorko said
is stated below: (SPOILERS AHEAD!!)
Dorko said that Kazan is the chamberlain of Lord Radu (Drac's half
bro.). He disappeared the same evening as Radu. The pentagram surrounding the
parchment symbolizes the evil forces reigning in the castle. The text tells
of a Grand Knight of the Order of St. George buried in the castle cemetery.
Gold Cross was cast to commemorate his feast and is a symbol of the divine
forces that can wipe out the pentagram that protects the castle. Kazan
supposedly stole the cross to prevent Dracy (Dracula) getting hold of it.
After all the cool FMVs (fully motion videos) turn around and go
back to the door and climb the stairs and exit. Another FMV (told you this
game is full of them) but not a pleasant one. The demon make a 'visible'
forcefield around the graveyard so you cannot enter. Go straight. Turn a
little right and up the stairs. Is the door locked? Well don't quit yet go to
your inventory and use the glasses (14th) on the doorknob. Now use Dorko's
ring (16th)on the knob and enter.
Go straight turn right and go till the end. Pick up the ropes in
front of the rubble and exit through the door from where you came in. after
you close the door behind you go to the inventory and combine the ropes (1st
outer line) with the crossbow (17th). Now use the crossbow and fire at the
middle window (between the pillar). You will have a very brief FMV if you get
it right. Now go through by climbing the ropes. Enter the door in front.
-
-----------------
THE MINI LIBRARY
-----------------
Go straight at the end of the hallway to a desk. Examine it
_THE LIBARARY PUZZLE_ this one looks very complicated but it is
very simple. Open the top of the desk. Take the chessboard drawn on a paper.
Use the crowbar (2nd) to the left side of the table to reveal a hidden note.
Examine the note. Go to your inventory, examine the note (10th) and turn it so
you can see the translation next use it on the note.
What you have to do is press X on each shape one by one. When you
place the translated paper on a shape one of it two square shows a little
part of the shape you clicked on and the other will show either a specific
number (in roman) or any other thing. If the other square shows a number that
is I,II,III,OR IV it means that, that is one of the numbers you are looking
for. After clicking on all the shapes you can only find I. So return 1 time
and go to your inventory. Examine the note (10th) again. turn it. now use it
on the note. Do the same and you will find II,III,and IV. Now return 2 times.
Turn around and go forward 1 time turn right and take a closer
look at the pillar. Remove the lid. You have to enter the four shapes in
order here. If you do not remember the correct order do this number the
circles clockwise from the very top (like you did to your inventory). Now
press X on the 3rd shape (the 3D cube), then first one (looks like a dome),
next the fifth (seems like a 3D triangle), and then the 4th (looks like a
star). If you get it correct the tile will turn and reveal the gold cross of
Grand Knight of the order of St. George. Return. Go back outside.
Go straight climbing the ropes and jump down in the graveyard.
Go forward, turn left and inspect the grave use the crowbar (2nd)
to remove the lid. Take the medal and return. Turn around and use Hopkin's
glasses on the ground. Now combine the medal (last outer line) with the gold
cross (9th) and use it on the symbol. Then force field is destroyed. Go to the
door just under the library. Go straight and enter the door of the library.
Go forward 2 times turn around and go straight 1 time. Turn left
and examine another lock face. Use the glasses (14th) on its mouth and then
the gold cross (9th) on the symbol. Return. Go straight into the doorway
-
------------------
CHESSBOARD TERRACE
------------------
_THE CHESSBOARD PUZZLE_ examine the chessboard. Use the chessboard
paper (4th) on the board. Now check the brown book (19th) and turn the page 1
time. Use Hopkin's glasses and note the position of the pieces. Return. What
you have to do is click on the letters to determine the places of the pieces,
starting from the bottom black piece. If you don't remember press the
following:
F B H E A C G D
If you did it correct all the pieces will move to their places
themselves. Now pick up the paper and return. Go out. Turn right and go
straight 1 time and then right again to go down the stairs. SAVE HERE! Cause
one wrong move and your game will be over. See the map below:
| | | | | | | | |
| W | B | W | B | W | B | W | B |
|_____|_____|_____|_____|_____|_____|_____|_____|
| | | | | | | | |
| B | W | B | W | B | W | B | W |
|_____|_____|_____|_____|_____|_____|_____|_____|
| | | | | | | | |
| W | B | W | B | W | B | W | B |
|_____|_____|_____|_____|_____|_____|_____|_____|
| | | | | | | | |
| B | W | B | W | B | W | B | W |
|_____|_____|_____|_____|_____|_____|_____|_____|
| | | | | | | | |
| W | B | W | B(7)| W | B | W | B |
|_____|_____|_____|_____|_____|_____|_____|_____|
| | | | | | | | |
| B | W | B(6)| W | B | W(3)| B | W |
|_____|_____|_____|_____|_____|_____|_____|_____|
| | | | | | | | |
| W | B | W | B(5)| W(4)| B | W(2)| B |
|_____|_____|_____|_____|_____|_____|_____|_____|
| | | | | | | | |
| B | W | B | W | B | W | B(1)| W |
|_____|_____|_____|_____|_____|_____|_____|_____|
_____________________
| |
| STAIRS |
|_____________________|
(b=اسود) (w=ابيض)
Go forward 1 time turn left and click on the second last tile
(black). Then the one right in front of you (white). Now the tile to the left
straight (white). Next turn 180 degree and click on the straightish right
(white). Then the one right in front (black). Next straightish right (black).
Now turn right and go to the black tile.
Another cool FMV! The tiles fall down and once again Dracula warns
you and reminds you that you are in his castle.
Use the telescope (17th) on the door (its on Jonathan's eyelevel).
And then use Hopkin's glasses (14th) on the door. Followed by using the
Dorko's ring (16th) on the symbol. Go forward. Again use Hopkin's glasses
(14th) on the door and then the cross (9th). Enter.
Turn right and press the X button on the control box. Now walk to
the left of the cable car (thanx to Taha from whose Faq I got this word) and
turn left. Pull the lever. Turn left again and go forward. Just to the left
of the car is a console. Press X. now go in the car. Turn left and pull the
lever. Then press the X on the red button to watch yet another FMV. After
that go out of the car. (Spoilers ahead!) you meet Hopkins who tells you that
Mina is at Dracula's Last Sanctuary and offers to take you there but he too
wasn't too successful either, as a henchman of Dracula throws a knife towards
Jonathan (who was surprisingly too scared stiff to move) and Hopkins dives in
front to sacrifice his life. Dying in Jonathan's arms he gives Jonathan the
key to THE KEEP.
Go back in the car and pick up the ladder. Place it (5th) on the
back wall of the car. Now climb up. Open the trap door (right above
Jonathan's head) and go through. Now once again look right above your head to
go up. Go straight 1 time and turn right. SAVE HERE! Now look at the ceiling
to find another trap door.
-
-------------------
CEILING OF THE KEEP
-------------------
More henchmen! Go straight 1 time turn right and go straight, then
left and straight and then left and straight 2 times again. Finally turn
right and go straight. . Use the crowbar (2nd) on the head (to your right).
That takes care of them. Go down the stairs 2 times and take the wood to your
left. Go forward 1 time and turn left to enter the doorway. Take the bucket
to the right of the cannon. Go back to the stairs and go back up. Go straight
turn right go straight. Turn left go straight 2 times Use the wood (11th) on
the broken ground and go straight. Examine the cannon. Push the cannon to
pick up the cannon ball. Return and cross to the other side. Turn around and
pick up the wood. Go down broken ground. Turn around and look between the two
big rock (on the ground) to take a flag with a stack of wood underneath.
Climb out. Turn right and go straight 1 time. Turn left and examine the snow
near the statue. Use the bucket (3rd) on the snow and pick it back up. Return.
Go back to the stairs.
Go down 3 times and turn left. Examine the cannon. Place the pail
of snow (3rd) on the right one of the squares, then the cannon ball (8th) on
the middle and the flag (4th) on the left. Return. Next combine the matches
(5th outer line) with the stack of wood (5th) and place it under the cannon.
After seeing the henchman blast exit the room.
Go down. Place the wood (11th) on the broken bridge. Turn around
and go straight 2 times and take another wood. Turn back and go straight 3
times. Now use the wood (11th) on the bridge and go forward. Turn around to
pick up the previous wood and place it on the bridge. After that turn left
and examine the henchman and take the metal object. After that turn right.
Use the key give by Hopkins (6th) on the doorknob and enter.