Vampireville Walkthrough, Guide, & Tips
Vampireville Walkthrough
Welcome to the Vampireville Walkthrough!
Unlock the secrets of Malgrey Castle before the government steps in!
Whether you use this document as a reference when things get difficult or as a road map to get you from beginning to end, we’re pretty sure you’ll find what you’re looking for here.
This document contains a complete Vampireville game walkthrough featuring annotated screenshots from actual gameplay!
We hope you find this information useful as you play your way through the game. Use the walkthrough menu below to quickly jump to whatever stage of the game you need help with.
Remember to visit the Big Fish Games Forums if you find you need more help. Have fun!
This walkthrough was created by prpldva.
General Tips & Information
- From the main screen you may manage player profiles.
- The options menu allows for the adjustment of music and sounds volume.
- You can disable the custom cursor in the options menu as well.
- You may play this game in windowed or full screen mode.
- Your game is saved at the completion of each chapter.
- You can replay any completed chapter at anytime.
- Read the journal in the upper left corner for the current goal.
- Inventory items are in the upper section of the screen.
- Hints are unlimited and refill at a moderate rate.
- You may skip some mini-games once the skip-meter fills.
- Other mini-games will give you hints, but no skips.
Chapter One: Business Trip
- Glenfield the butler greets you upon your arrival at Malgray Castle.
- You learn that the floor plan had been torn up by Mr. Johnson.
- Collect the 6 pieces of the floor plan.
- One piece is behind the lower right cabinet door.
- After finding all the floor plan pieces, bubbles appear showing the inventory need to free the item.
- Open all the drapes and cabinet doors.
- Move the statues and the painting above the fireplace.
- Take the TAPE from behind the statue and place it into the matching bubble.
- Take the SCISSORS from behind the painting and place it into the matching bubble.
- Take the GLUE from the floor and place it into the bubble.
- If you found these items before finishing the note, left-click once to pick up and left click again to place into inventory.
- Click on the completed floor plan.
- Glenfield tells you the key to the guest room is in the jewelry box.
- To open the box, place the gears onto the spindles so that all are turning.
- Left-click to take or place a gear.
Chapter Two: Following Jim’s Trail
- The maid has been unable to remove Mr. Johnson’s belongings.
- Find most of the items on the list.
- The remainder are in the next scene.
- Click on the arrow on the left, center to turn.
- Locate the remainder of the items on the list.
- The note is found behind the briefcase.
- The note is from John.
- He locked a monster in the bathroom and hid the key.
- Click on the planks over the fireplace.
- Locate the tools needed to remove the planks and place them in the bubbles.
- Open the right door to the left cabinet for find the PLIERS.
- The CHISEL is on the table.
- Find the CROWBAR on the floor, just to the right of the fireplace.
- Move the locked box on the right to find the HAMMER.
- Move the edge of the rug back and take the RAZOR
- Use the RAZOR to cut open the drapes over the fireplace.
- Click on the painting to trigger a mini-game.
- Left-click on the tiles to rotate them back into position.
- Click on the painting to reveal the secret area and click on the chest.
- You need to put the numbers back into the lock.
- Click on the painting to return it to over the fireplace.
- Open the cabinet doors.
- Find all the numbers and place then into the lock.
- Take the KEY from the open box and place into your inventory.
- Click on the right arrow to return to the bedroom.
- Use the KEY on the bathroom door.
- Inside the bathroom is the talking ghost of a Saint Bernard named Rover.
- He recommends you get the boiler started if you want a shower.
Chapter Three: In the Boiler Room
- Glenfield insists there are no ghosts.
- In the boiler room move the panel on the right and click on the red tank to move it near the hole in the pipe.
- Move the bucket to find the key.
- Use the key on the chest.
- Take the nozzle from the chest and use it on the top of the tank.
- Take the hose from atop the barrel and use it on the nozzle.
- Left-click to pick up a match.
- Left-click, hold and drag the match across the matchbook, then move it to the end of the hose and click.
- Pick up the tank and move it so that the lighted end is over the hole in the pipe then click to repair the pipe.
- Someone slipped a strange postcard under the door.
- The object of this mini-game is to decode the message.
- Click on two letters to swap places.
- The solution reads, “Get out, or else! Black Macho.”
- Click on the RED TANK to move it out of the way.
- Try to take the SHOVEL, but it falls behind the boiler.
- Take the LONG STICK by the RED TORCH but it does not work.
- Click on the left arrow to move to the next room.
- Open the drapes on the upper right and take the FIRE POKER.
- It falls down to the lower level, but there is a spider on it.
- Open the left cabinet to find the INSECT SPRAY.
- Use the INSECT SPRAY on the spider.
- Take the FIRE POKER.
- Click on the right arrow to return to the boiler room.
- Use the FIRE POKER behind the boiler to get the shovel.
- Take the SHOVEL.
- Use the SHOVEL on the coal and place some into the boiler.
- Take PAPERS from the right shelf-they will move to the floor in front of the boiler.
- Click on the PAPERS once to crumple a few.
- Place 3 crumpled PAPERS into the boiler.
- Try to light a match and you will be warned to move the RED TANK to the storage room.
- Take the red tank and put it into inventory.
- Click on the left arrow to move to the storage room.
- Place the RED TANK on the lower right.
- Click on the right arrow to return to the boiler room.
- To light a match, first left-click once to pick it up.
- Left-click, hold and drag the match across the matchbook, then move it to the boiler’s open door and click.
Chapter Four: The Art Collection
- In order to inspect all the paintings you need to get the pulleys working.
- Move the paper on the table.
- Take the KEY and open the cabinet.
- Take the WEIGHT.
- Click on the left arrow.
- Locate the 2 PULLEYS, CORD, BRACKET and place them in the pulley system.
- Take the WEIGHT from your inventory and hang it from the left pulley.
- Click on the pulley system to operate it.
- Click on the right doorway to return to the first gallery.
- Pull the curtain cord.
- Glenfield tells you there were 20 pieces of art with dogs.
- Take the 9 pieces of art with dogs.
- Make note of the safe.
- Press the left arrow button to move to the 2nd hall.
- Collect the 4 pieces of art with dogs.
- Take the PINK BALL that was behind the small painting.
- Click on the door on the right to move to the 3rd Hall.
- Collect the 5 paintings with dogs.
- Pull on the plant to make a PINK BALL fall to the table.
- Take the PINK BALL.
- Click on the left door to return to the 2nd hall.
- Take the right door and enter the 1st hall.
- Rip the wallpaper and take the art.
- Use the PINK BALLS to open the safe.
- Move the scroll and take the last piece of art.
- Rover appears and warns you to take a closer look at some of the paintings.
- In this memory match game, find matching pairs by selecting two cards at a time.
- Clear the board by finding all the matches.
- Find the items based on their silhouettes.
- The butler, Glenfield is in 100 year old paintings.
- Rover warns you to check out the storeroom.
Chapter Five: A Pleasant Encounter
- The lights are out in the storeroom.
- Locate the hidden objects on the list using the flashlight.
- The hidden objects are in two rooms.
- Click on the arrows to move between each room.
- Under the mask, the final object in the list, you will find the light switch.
- Click on the light switch for a mini-game.
- The object of this mini-game is to connect all the wires and make all the lights work.
- Click on each piece of wire to rotate it into place.
- The grounds-keeper’s daughter arrives and says she was sent by the dog to find his bowl.
- Her name is Ellen and she tells you that it is not wine in the bottles and not to try them.
- Move the harp and rip the painting open.
- We have to make friends with the cat.
- Catch the mouse that is running near the bottom center of the screen.
- Click on the right arrow to move to the main storeroom.
- Capture the two mice running on the floor.
- Click on the left arrow to return to the storeroom entrance.
- Give the mice to the cat and it will leave.
- Take the dogs bowl that was behind the cat.
- The bowl is quite filthy and needs to be cleaned.
- Click on the left arrow and return to the storeroom entrance.
- Move the pillow in the lower left corner to find the large piece of cloth.
- Click on the cloth and it will move to the low center area.
- Take the scissors and cut a small piece of cloth.
- Take the cloth and return to the main storeroom.
- Open the right cabinet and move the statue.
- Take the dish washing liquid and combine it with the cloth.
- Use the cloth on the dog’s bowl.
Chapter Six: Groundsman Brandon
- Intrigued by Ellen, Michael heads out to meet her father.
- Michael runs into Ellen first, who is playing a solitaire game.
- The object of the game is to make pairs of cards until the board is cleared.
- There are also jokers to use if there are no matching cards on top.
- Usable cards will appear brighter.
- Ellen’s father appears and he is not happy.
- Enter the door on the upper left.
- Help Ellen find all the vessels of blood.
- There are 10 in this room.
- Lift the antlers to unlock the storeroom.
- Enter the storeroom and find the remaining 10 vessels of blood.
- To calm her father down Ellen wants to infuse the blood with herbs.
- Complete the ritual by making sure that no lines cross in this strings puzzle.
- Click and drag an object to move it.
- When asking about Glenfield, you learn his Internet dating name is Black Macho!
- Glenfield sent you the threatening note.
Chapter Seven: An Unexpected Telegram
- The maid has hidden away a telegram to hide it from the spirits.
- Locate all the hidden objects on the list.
- You will find the items in two locations.
- Use the arrows to move in between rooms.
- Turn on the two wall lamps and move the greenery to find the KEY.
- Use the KEY to open the briefcase and take the TELEGRAM.
- Take the TELEGRAM from the table to trigger a mini-game.
- The object of this mini-game is to put the lines of the message in proper order.
- Click on two lines to swap positions.
Chapter Eight: Discoveries From the Master’s Book
- Michael want to finish his appraisal before his boss arrives so he heads to the basement.
- All the lights are out.
- Click on the overhead lamp to remove the bad bulb.
- Open the left cabinet and move the books.
- Take the bulb and us if in the lamp.
- You need to put the photograph back in order.
- Click on two pieces to swap locations.
- The only thing that has changed from the photograph is the symbols on the walls.
- The maid says they are the code to gain access to the master’s books.
- You will find 13 in the room with the gargoyles.
- Click on the arrow to go to the wine cellar.
- Collect the remaining 12 symbols.
- Click on the door way to return to the gargoyle room.
- Take the RUNES from your inventory and place them in the matching spots on the columns.
- Once the brick comes out of the wall, click on it to remove it from the wall
- Take the KEY that is hidden inside and return to the wine cellar.
- Use the KEY on the small cabinet on the right.
- It does not unlock.
- Click on the the KEY and it breaks off in the lock.
- Take the HAIR COMB from under the book.
- It will go automatically to the top of the cabinet.
- Take the PLIERS from the large cabinet and use them on the HAIR COMB.
- Use the HAIR COMB to pick the lock and take the MASTER’S BOOK.
- Everyone we have met so far at the castle seems to be a vampire.
Chapter Nine: Rover’s Savings
- Find the bottles that the money is hidden in and pour it on the table.
- Money is hidden in 3 places.
- The large blue vase is too heavy to pour out the money.
- Combine the MAGNET and the ROPE and use it on the blue vase.
- Take the 3 piles of MONEY and walk to the right.
- Pour the MONEY from the three vases on the the table.
- Take the three piles of MONEY.
- Walk to the left and place the six combined piles of MONEY on the circular table.
- Rover needs all the jewelry boxes.
- Walk to the left and make note of the locked lower cabinet.
- Open the drape and cabinet to the left of the window and take the jewelry box.
- Take the PIECE OF BREAD that was behind the jewelry box.
- Walk right to the next room by clicking on the arrow.
- Look in the lower right cabinet for some matches.
- They will automatically go to the table.
- Use the matches to light the 3 candles on the upper left.
- Place the PIECE OF BREAD on the table to distract the crow.
- Take the 3 jewelry boxes.
- Look in the pouch on the couch to find a key.
- Click on the left arrow and return to the other room.
- Use the KEY to unlock the lower right cabinet and take 2 boxes.
- Rover remembers two more boxes that are on the chessboard.
- The object of this mini-game is to slide the chess pieces around and move the two boxes to the exit.
- Please watch the video for a step-by-step solution for this puzzle.
Chapter Ten: So Close, Yet So Far
- Rover wants you to hid the JEWELRY BOXES in the storeroom, behind the screen.
- Move the screen and clean off the shelf.
- Oops, you dropped a vase and the ghost inside wants you to find the 5 pieces to his symbol.
- Move the screen to find two pieces.
- On piece is on the window, behind the drape.
- Click on the left arrow to move to the storeroom entrance.
- Walk to the left to find the other 2 pieces.
- One is at the bottom of the door and the other is at the very top of the door.
- Click on the right arrow and use the SYMBOL on the ghost.
- Move the screen and place the BOXES from your inventory onto the shelf from largest to smallest.
- This will trigger a Hanoi Towers mini-game.
- The object of this mini-game is to move the pile of boxes from the left to the right.
- You may only move one box at a time, and a box can only rest atop a smaller box or the floor.
- Please watch the video for a step-by-step solution for this puzzle.
- You meet the mistress of the castle, another ghost.
- She warns you to remember that you will need a kind heart.
- Time to get out of this locked room.
- Walk right to the storeroom.
- Open the cabinet to the right of the fireplace and take the WRENCH.
- Return to the storeroom entrance.
- Find the SCREWDRIVER and place it into the keyhole.
- Find and use the HAMMER on the SCREWDRIVER.
- Take the WRENCH from your inventory and use it on the SCREWDRIVER.
Chapter Eleven: Mr. Rockwell’s Arrival
- Michal’s boss, Mr. Rockwell has arrived and knows about the vampires.
- He wants Michael to see his health report, but has torn it to pieces.
- Put the report together jigsaw-style.
- Left-click to pick-up or place.
- Adjacent pieces will lock together.
- The doctors have given Mr. Rockwell only given him 2 months to live.
- He wants you to research to see if becoming a vampire will rid him of the sickness.
- Ellen was heading to the library but first must gather some books.
- Locate the 10 books in this room and click on the grate in front of the fireplace.
- Click on the fireplace to see the close-up.
- Take the 4 books and exit the closeup by clicking on the left arrow.
- Select the right arrow to move to the staircase.
- Press the upper wall carving to open the hidden bookcase.
- Take the key from the left newel to open the glass doors on the right bookcase.
- Collect the 11 books.
- The illustrations have fallen out of one of the books.
- Restore the icons to the correct positions.
- Place all the icons on the left that relate to vampires.
- On the right will go the icons the relate to vampire hunters and protection.
- Click on two icons to swap positions.
- You can only swap with the opposite side.
Chapter Twelve: Vampire Encyclopedia
- The vampires are hoping their missing heir will show up before the castle can be sold.
- The Encyclopedia is on the top shelf, but the ladder broken.
- Find all the pieces and place then on the ladder to rebuild it.
- Now, to find a green book while everything is red.
- Place the ladder under the chandelier and click on the fixture to show the bubble of needed items.
- With the lights back to normal, take the green encyclopedia from the upper right shelf.
- The ghost of Lord Margrave appears.
- He tells you where the medical records of all the vampires are and helps you with the code.
- In this Simon-like mini-game, repeat the sequences as they are played.
- There are 10 sequences to repeat.
- These were our sequences, yours may vary:9-2-4
1-5-11-7
5-8-3-10-1
2-10-4-8-12-6
1-11-9-3-5-7
1-2-4-7-8-10
11-7-2-4-9-3
1-8-5-10-3-11-7
2-12-10-3-4-6-8
3-9-12-6-3-9-6-12
Chapter Thirteen: New Plan of Action
- Mr. Rockwell has taken your room and wants you to remove your things.
- Locate 14 items in the bedroom.
- Click on the left arrow to go to the sitting room.
- Locate the remaining 6 items.
- Rockwell wants Glenfield to help but he is busy.
- Michael needs to finish packing his suitcase.
- Drag the items from the left onto the matching outline inside the suitcase.
- After talking to Glenfield, you learn that the vampire and human must have matching blood types.
- Mr. Rockwell thinks his is on the test results.
- In the bathroom, take the TOWEL and the WET TEST RESULTS.
- Find the HAIR DRYER on the bed and the KEY and the end of the bed.
- Click on the left arrow to go to the sitting room.
- Place the WET TEST RESULTS on the table.
- Click on the RESULTS to bring up the items bubbles.
- Use the key to open the lower left cabinet and take the EXTENSION CORD.
- Place the EXTENSION CORD and the HAIR DRYER into the bubbles.
- Pull the right drape.
- Take the IRON and place it in the matching bubble.
- Finally, place the towel on the WET TEST RESULTS.
- Rockwell’s blood type is not on the results.
- You learn that he has a nurse coming tomorrow and she will be able to type his blood.
Chapter Fourteen: Blood Type
- Nurse Laura agrees to type the inhabitants blood, but needs help packing her equipment.
- Place the items from the edges into her bag onto matching outlines.
- Move the silver dish on the lower right and take the PIPETTE.
- Click on the testing supplies to take a closer look.
- Use the PIPETTE to collect some blood from the vial.
- Place 3 drops of blood onto the slide using the pipette.
- Use the pipette to take some Type A Antibodies and place drops into the first two samples on the slide.
- Use the pipette to take some Type B Antibodies and place drops into the first and last samples on the slide.
- Click on the slide and compare it with the chart.
- Mr. Rockwell is type AB.
- Ellen agrees to help you collect samples from the vampires if you win a game of Magic solitaire.
- Remove pairs of cards from the tableau until the board is clear.
- Click on matching pairs of card to remove them from the board.
- If you get stuck use the joker.
- If you run out of moves, the solitaire game will start over.
- Hint- start with the Joker and the Ace of Clubs.
- Time to test Ellen’s blood.
- Use the PIPETTE to collect some blood from the vial.
- Place 3 drops of blood onto the slide using the pipette.
- Use the pipette to take some Type A Antibodies and place drops into the first two samples on the slide.
- Use the pipette to take some Type B Antibodies and place drops into the first and last samples on the slide.
- Click on the slide and compare it with the chart.
- Ellen is type O.
- The nurse is concerned that Ellen’s blood is like that of a corpse’s.
Chapter Fifteen: Down in the Basement
- You ask Mary to help you collect the bold samples, but she needs help herself.
- Find the 25 pieces of silverware.
- Locate the 12 pieces in the gargoyle room.
- Click on the right arrow to move to the next scene.
- Locate the remaining pieces of silverware.
- Mary needs a box to carry the silverware.
- Click on the lower left barrel to bring up items bubbles.
- Find the SAW and the HANDLE and place them into the bubbles.
- Use the door on the upper left to walk to the gargoyle room.
- Find the DRILL and the HAMMER HEAD.
- Click on the right arrow to return to the barrel.
- Place both items into the bubbles.
- When the barrel lid falls off, take the box.
- Remove the items from the box using the hidden objects list.
- Once the box is empty, pull the ribbed cardboard to find the secret stash.
Chapter Sixteen: Malgray Golf Club
- Get on Ellen’s fathers good side by helping find his golf equipment.
- Find 16 of the 30 items in the courtyard.
- Open the gate and walk to the next scene.
- Locate the remaining 14 items.
- Ellen say her father is always complaining about not having anyone to play golf with him.
- In this mini-game, you have three golf holes to shoot.
- Click on the golf ball, hold, drag, aim and release.
- The longer the green arrow the harder the ball is hit.
- Complete each hole to progress.
- Ellen’s father also needs help designing his new golf course.
- Drag the items from the left onto the matching outlines.
- Ellen’s father is not to happy to see the “city boy” in his yard and attacks.
Chapter Seventeen: Up in the Attic
- Michael wakes with a groggy head.
- Find the differences between the two pictures.
- You can click on the left or the right.
- Glenfield finds you and says that Ellen’s father, Brandon is out of control.
- He suggests finding yellow spiders to control him.
- Find 10 spiders in this location.
- Click the right arrow to move to the next location.
- Open the drape and turn on the lamp.
- Collect the remaining ten spiders.
- Glenfield suggest you hurry to the basement.
Chapter Eighteen: A Trap For Brandon
- You find Laura has been tied up by Brandon.
- You need to search for a sharp knife.
- Locate items from their silhouette.
- Locate 10 items in the boiler room.
- Click the left arrow to move to the storage room.
- Locate the remaining 10 items from their silhouette.
- You will have to move the mirror and click on the KNIFE.
- It will go to the front counter, where you can take it.
- After freeing Laura, walk left to the storeroom.
- Place the two spiders on the counter.
- Remove the lids on the two paint containers.
- Locate the paint brush.
- Use the paintbrush in the green paint and paint the red spider.
- Use the paintbrush in the red paint and paint the green spider.
- Take both spiders and return to the boiler room.
- Place the spiders on the boiler and the barrel.
- Brandon walks in, sees the spiders and faints.
- Michael tells Laura to get a blood sample.
- Use the PIPETTE to collect some blood from the vial.
- Place 3 drops of blood onto the slide using the pipette.
- Use the pipette to take some Type A Antibodies and place drops into the first two samples on the slide.
- Use the pipette to take some Type B Antibodies and place drops into the first and last samples on the slide.
- Click on the slide and compare it with the chart.
- Brandon is type B.
Chapter Nineteen: A Family Secret
- Michael finds a letter confessing that a child left on the doorstep was the son of the Lord’s sister.
- Search for the scrolls for the family tree.
- Open the drapes and click on the right statue.
- Find the three smaller statues and place them in the bubbles.
- After the statue moves, take the scroll that was behind the statue.
- Take the scroll from the upper right shelf.
- Click on the down arrow to move to the next room.
- Click on the gramophone to activate the items bubbles.
- Find the three records and place them in the bubbles.
- After the gramophone moves, take the scroll from behind it.
- Locate the remaining two scrolls.
- Complete the family tree.
- First find Mary’s picture.
- Notice the color of the background.
- Find all the pictures with the peach background and Glenfield’s picture will appear.
- His background color is red.
- Find all the pictures with red backgrounds.
- Continue until all of the family tree is filled in.
- Note- the placement of the picture is random- your solution may vary.
- Brandon has no ancestors.
- Brandon was the baby left on the door step so long ago.
- Michael calls for a meeting.
- It seems that Glenfield knows nurse Laura as Red Devil from his Internet dating site.
- She convinced him to reveal his blood type.
- Glenfield tells Michael the information is on his dog tags in a jewelry box.
- Try to take the KEY from the banister but it falls into the gramophone.
- Try to take the KEY from the gramophone, but you can’t reach it.
- Click on the wire in the lower right cabinet to make the items need bubbles appear.
- Collect the KNIFE and the SCISSORS and place them into their matching bubbles.
- Click on the down arrow to move to the other room.
- Locate the WIRE CUTTERS and the PLIERS.
- Click on the down arrow to return to the parlor.
- Place the WIRE CUTTERS and the PLIERS into the bubbles.
- Take the WIRE HOOK and use it on the gramophone to retrieve the KEY.
- Use the KEY on the locked cabinet and take the JEWELRY BOX.
- Repeat the sequences to open the jewelry box.
- In this Simon-like mini-game, repeat the sequences as they are played.
- There are 10 sequences to repeat.
- These were our sequences, yours may vary:6-8-4-6
1-12-4-9
3-5-7-9-11,
6-3-1-7-10-12
12-11-1-2-3-10
2-11-6-7-4-9
5-8-6-9-7-10-8-11
3-6-9-12-10-8-6-4
12-10-7-3-1-3-6-10
6-7-5-8-4-9-3-10-2-11-1-12-6-7
- Glenfield has type AB blood!
Chapter Twenty: DNA Testing
- In return for revealing the true Malgray heir, you request that your boss be “inoculated” against any disease.
- To convince Lord Malgray, find the items using their silhouettes.
- Lord Malgray is not 100% convinced and wants a DNA test.
- Click on the right arrow to go to the staircase.
- Find the LOCKET in the gargoyle’s mouth.
- Click on the LOCKET to open.
- Click on the locket once more to bring up an item bubble.
- Take the TWEEZERS from the stairs and place it in the bubble to get the HAIR SAMPLE.
- Click on the left arrow to return to the other room.
- Move all the cups and bowls on the table to clear a space.
- Click on the silver case to move it to the table.
- Click on the case again to open it.
- Take the BLOOD SAMPLE from just to the left of the fireplace.
- Click on the silver case to see a close-up.
- Place the HAIR SAMPLE on the plate and add the reactive agent.
- Place the BLOOD SAMPLE on the plate and add the reactive agent.
- They match!
- The Malgrays are very grateful that you have found their heir.
- Now they can depart this world and rest after they speak with Brandon.
- They will uphold their end of the bargain and “cure” Mr. Rockwell.
Chapter Twenty-one: An Old St. Bernard’s Fortune
- Rover has decided to leave with his masters and wants to draw up a will.
- Help him collect all the previous drafts.
- Locate the 12 DRAFTS in the room.
- Use the MATCHES to light the CANDLE.
- Heat the KNIFE on the CANDLE.
- Use the HEATED KNIFE on the wax seal of the cabinet.
- Take the DRAFT and the KEY.
- Click on the right arrow to move to the other room.
- Use the KEY to unlock the cabinet on the right.
- Locate the remaining DRAFTS.
- Edit the will by arranging the lines of text in the correct order.
- Click on two lines to swap positions.
- Time to get Rover’s money out.
- This will trigger a Hanoi Towers mini-game.
- The object of this mini-game is to move the pile of boxes from the right to the left.
- You may only move one box at a time, and a box can only rest atop a smaller box or the floor.
- Please watch the video for a step-by-step solution for this puzzle.
Chapter Twenty-two: The Castle Security System
- The alarm is sounding and only Rover knew how to turn it off.
- Click on the right arrow to visit the stairs.
- Locate the DUCT TAPE, PEN and PHILLIP’S SCREWDRIVER.
- Click on the left arrow to return to the parlor.
- Take the SLOTTED SCREWDRIVER.
- Click on the fireplace to see the close-up.
- Take the SLOTTED SCREWDRIVER and remove the three small squares.
- Use the SLOTTED SCREWDRIVER to remove the upper left screw.
- Use the PHILLP’S SCREWDRIVER to remove the upper right screw.
- Use the PEN in the lower fastener, but its too slippery.
- Use the DUCT TAPE on the pen.
- Click on the PEN to open the panel.
- Rover left several clues to help solve the code.
- The far left paper indicates that the first and last letters of the code should be G and M for Glenfield and Mary.
- The Hundred years war started in 1337 plus 2/3′s the difference between the death of Joan of Arc in 1431 and the battle of Poitiers in 1356 equals 1387. (1337 + 50 = 1387)
- Enter G1387M into the alarm panel.
- Repair the alarm wiring by fixing all the connections.
- Click on a wire to rotate into position.
- Ensure all the lights are on.
Chapter Twenty-three: The Cure-It-All
- For the ritual, we need to collect candles and bats.
- Let’s start with the candles.
- Locate 13 candles in the first hall.
- Click on the left arrow to walk to the second hall.
- Locate 9 candles in the second hall.
- Click on the left door to travel to the third hall.
- Locate the 10 candles in the third hall.
- Now the candles must be properly arranged.
- Move the candles so that no strings are crossing.
- Now, to catch a bat.
- Walk left to the second hall.
- Take the KNIFE and the SUGAR DISPENSER.
- Take the left door to the third hall.
- Take the STRING.
- Return to the first hall.
- Place the silver PLATE on the floor.
- Take the LEMON from the table and place it on the PLATE.
- Cut the LEMON with the KNIFE.
- Pour SUGAR on the LEMON.
- Make a snare with the STRING.
- Glenfield performs the ritual and Mr. Blackwell is now a vampire!
Chapter Twenty-four: Farewell Malgray Castle
- Ellen insists on another round of magic solitaire to tell your future.
- Remove pairs of cards to clear the board.
Congratulations! You have just completed Vampireville!