Walkthrough Menu
- General Tips
- Chapter 1: Harras
- Chapter 2: Carmilla's Penthouse
- Chapter 3: Varney's Atelier
- Chapter 4: Dracul's Train
- Chapter 5: Henry Jekyll
General Tips
- This is the official guide for Vermillion Watch: In Blood.
- This guide won't tell you when to zoom into a location; the screenshots show each zoom scene.
- Hidden-object puzzles are referred to as HOPs. Only the locations of the HOPs will be shown.
- Use the Map to fast travel to a location.
Chapter 1: Harras
- Select case report (A).
- Take PASS (B).
- Select PASS 3x. Select card, photo and key (orange); take PERMIT (C).
- Exit (D).
- Try to remove rope (E).
- Show PERMIT (F).
- Move left.
- Remove rope (E).
- Talk (G).
- Select each block and rotate: Hx3-Ix2-Jx1-select K.
- Select scene (L).
- Take IRON ROD (M).
- Take BILLY CLUB, Map, and COPPER HORSESHOES 1/6 (N).
- Go left.
- Take COPPER HORSESHOES 2/6-3/6 (O).
- Look at sign (P).
- Play HOP (Q). HOP solution: place 1-8 marked in red on left base and 1-8 marked in yellow on right base. Receive CAPACITORS.
- Take VINEGAR BACTERIA (R).
- Go (S).
- Show PERMIT (T).
- Take EMPTY MUG (U).
- Select frame; take GLASS PANE and HARRAS PHOTO (V).
- Select puzzle (W).
- Solution: L-B-D-G-A-E-L-Fx2-B.
- Pick any horseshoe to receive COPPER HORSESHOES 4/6 (M).
- Go (N).
- Take SAUSAGES (O).
- Use BILLY CLUB; select and remove lid. Use VINEGAR BACTERIA and EMPTY MUG (P); receive VINEGAR.
- Walk down twice and go right.
- Use HARRAS PHOTO (Q); receive ENHANCED PHOTO.
- Go left.
- Place ENHANCED PHOTO (R).
- Solution (S). Select photo (S1). Image with photo attached (T).
- Take COPPER HORSESHOES 5/6 (U).
- Take COIN and COPPER HORSESHOES 6/6 (V).
- Place IRON ROD, GLASS PANE, COPPER HORSESHOES 6/6, VINEGAR, and CAPACITORS (W).
- Ask questions of your choice (X).
- Take STRANGE SAMPLE and JEKYLL'S CARD (Y).
- Give JEKYLL'S CARD (A).
- Go left.
- Select 1-2-5-1 (B).
- Take STRANGE MASK (C).
- Select STRANGE MASK twice.
- Go to Harras.
- Select (D-E-F).
- Give COIN (G).
- Go (H).
- Give STRANGE SAMPLE (I).
- Solutions (J-K-L).
- Return to Cellar.
- Place labels on bottles (M).
- Take WHISKEY (N).
- Walk down twice.
- Select (1-6).
- Select window; take SHEET MUSIC (O).
- Go right; take RED ROSE (P).
- Go left twice; open window and take RUM (Q).
- Return to Harras.
- Give WHISKEY and RUM (R).
- Give RED ROSE (S). Play HOP.
- Place SHEET MUSIC (T).
- Select pins (U). Slide down (V).
- Select pins (W). Slide down (X).
- Select pins (Y) and sheet music (Z).
- Select 1-5.
- Select STRANGE MASK; Ax3-Bx3-Cx3.
- Take MASK (D).
- Go (E).
- Place MASK (F).
- Solution (G-H-I).
- Enter (F).
- Select scene (J).
- Play HOP (K); receive POWDER.
- Walk down.
- Place MASK (L).
- Solution (M-N-O).
- Enter (L).
- Catch three bats as they fly. Bats could be in positions different than what is shown (M).
- Walk down.
- Place MASK (N).
- Solution (O-P-Q).
- Open door and throw SAUSAGES (R).
- Open door (N); close door (R).
- Enter (N).
- Take CORK 1/6-6/6 (S).
- Return to Harras and then to Cellar.
- Select barrel (T).
- Take SCENT COLLECTOR (U).
- Select 4x; take PHOTO and PARCHMENT (V).
- Use POWDER and select 3x; select 1-5.
- Go to Carmilla's room.
- Move rug (A); take HAIRBRUSH (B).
- Go to Varney's room.
- Pull knob (C); take WINE GLASS (D).
- Go to Dracul's room.
- Pull lever (E); take HANDKERCHIEF (F).
- Place SCENT COLLECTOR (G).
- Open glass; place HAIRBRUSH, WINE GLASS, and HANDKERCHIEF (H).
- Select a button (I-J-K). Use play button to stop or start a gem. Place gems in spot shown (L) to win. Select buttons in this order (K-J-I).
- Receive SCENT AMPLIFIER.
- Go to Cellar.
- Place CORK 6/6. Solution (N). Select play (O).
- Place PARCHMENT; take TRAP GUIDE (P).
- Go (Q).
- Try to go forward.
- Place TRAP GUIDE; select 1-4 (R).
- Go forward.
- Select 1-4 (S).
- Go forward.
- Select 1-6 (T).
- Go forward.
- Drag SCENT AMPLIFIER on doorway (U).
- Drag SCENT AMPLIFIER on doorway (V). You can choose any doorway and the correct one will always be your second choice.
- Go (V).
- Stop ball in middle (W).
- Remove picture; select parts (W1).
- Go (W2).
- Place PHOTO and arrange (X).
- Select Carmilla's penthouse (Y).
- Take ANCIENT AMULET (Z).
Chapter 2: Carmilla's Penthouse
- Solution (Z1).
- Push button (Z2).
- Look through keyhole (A).
- Hide (B); select (C).
- Look (D).
- Go inside (E).
- Go forward to Hallway (F).
- Untie (1-6).
- Kick (G).
- Select papers 3x (H); receive EVENING ROUTINE.
- Select (I).
- Select pairs (1-5)-(7-8)-(2-4)-(3-6).
- Take FRESH FLOWERS (J).
- Walk down; go (K).
- Select dead flowers (orange).
- Take SNAKE PARASOL (L).
- Place FRESH FLOWERS (blue).
- Take RADIO KEY (M).
- Use RADIO KEY (N); arrange keys (O). Red 4x, Blue 6x, and Green 6x.
- Take RED BULB (P).
- Arrange (Q).
- Walk down.
- Use SNAKE PARASOL (R); receive EMPTY LANTERN.
- Remove SNAKE RING 1/4 from EMPTY LANTERN (R1).
- Use RADIO KEY; take ELECTRICAL COIL (S).
- Arrange knobs (T).
- Go to Hallway.
- Use SNAKE PARASOL (U); receive EMPTY LANTERN.
- Place EMPTY LANTERN next to EMPTY LANTERN; take SNAKE RING 2/4 (V).
- Go (W).
- Use SNAKE PARASOL (A); receive EMPTY LANTERN.
- Place EMPTY LANTERN next to EMPTY LANTERN; take SNAKE RING 3/4 (B).
- Use RADIO KEY; take SMALL OIL CANISTER (C). Arrange knobs (D).
- Take HAND TROWEL, LARGE OIL CANISTER, and MEDIUM OIL CANISTER (E).
- Go to Dressing room.
- Play HOP (F); receive BATHROOM KEY.
- Go to Hallway.
- Use BATHROOM KEY; go (G).
- Use SNAKE PARASOL (H); receive EMPTY LANTERN.
- Place EMPTY LANTERN next to EMPTY LANTERN; take SNAKE RING 4/4 (I).
- Place LARGE OIL CANISTER, MEDIUM OIL CANISTER, and SMALL OIL CANISTER; use oil cans as shown (J-K-L); receive LANTERNS.
- Place LANTERNS (M).
- Solution (P-N)-(P-Q).
- Take HAIRPIN (Q).
- Select handle 2X on SNAKE PARASOL (R).
- Place SNAKE RING 4/4 (S).
- Select each ring 2x (T); receive OPEN PARASOL.
- Go to Entrance Hall.
- Use HAIRPIN (U); receive BATHTUB ORNAMENT.
- Use HAIRPIN on lock. Use HAND TROWEL (V) and OPEN PARASOL (W); take ICE.
- Go to Bathroom.
- Use ICE (X).
- Place BATHTUB ORNAMENT (Y); select any jar to receive BATH SALTS (Z).
- Go to Balcony.
- Select 1-13.
- Place BATH SALTS (A).
- Select telescope (B).
- Drag zodiac signs in place (1-12).
- Select (C). Trace constellation (D).
- Select (Ex3). Trace constellation (F).
- Select (Gx2). Trace constellation (H).
- Select (I). Trace constellation (J).
- Select (K). Trace constellation (L).
- Select (Mx4). Trace constellation (N).
- Select circled sections; take HOROSCOPE (O).
- Go to Entrance Hall.
- Play HOP (P). HOP puzzle solution (Q).
- Go to Bathroom.
- Use HOROSCOPE (R).
- Take PLANT LIST (S) and play HOP; receive VIAL.
- Walk down.
- Place PHOTO (T).
- Play HOP (U); receive ASSORTED FLOWERS.
- Go (V).
- Place PLANT LIST, RED BULB, VIAL, and ASSORTED FLOWERS (W).
- Select A and B; plant seeds. Gx2-H. Drag slider to (M); select flower (I).
- Select B and C; plant seeds. Gx1-Hx3x. Drag slider to (L); select flower (I).
- Select A and C; plant seeds. Gx3-Hx2. Drag slider to (K); select flower (I).
- Select D, E, and F; plant seeds. Gx3-Hx3. Drag slider to (M); select flower (I).
- Receive SNAKE BRIDE.
- Take SWEET DREAMS, IRON GRIP, and SILK SMOOTH (D-E-F).
- Go to the Bathroom.
- Use ELECTRICAL COIL and SILK SMOOTH (N).
- Play HOP (O). Take MEGAPHONE (P).
- Use MEGAPHONE (Q); receive RECORDING.
- Go to Dressing room.
- Use SNAKE BRIDE and select (R).
- Select 1-2.
- Go to Balcony.
- Place RECORDING (S).
- Untangle wires (T). Select (U).
- Select (V).
- Select (W).
- Arrange slices (X); press play (Y).
- Take EDITED RECORDING.
- Go to Dressing room.
- Use EDITED RECORDING (A).
- Walk down.
- Close door (B).
- Use IRON GRIP and VIAL (C).
- Go to Hallway.
- Use SWEET DREAMS (D); go to the Bathroom.
- Use SWEET DREAMS (E); take VIPER RING (F).
- Place VIPER RING (G).
- Solution (H).
- Go (I).
- Look at note (J).
- Select 5x (K). Place SNAKE BRIDE and solve (L).
- Take mixture (M).
- Select Nx2-O-N; take POISON MIXTURE.
- Turn (P-Q).
- Walk down.
- Select amulet (R).
- Go home (S).
- Select Visit this member (T).
- Give POISON MIXTURE (U).
- Solution (V): (E-C)-(F-A)-(D-C)-(F-B)-(E-A)-(D-C)-(F-B)-(E-Bx2)-(E-C)-(F-B)-(E-B)-(E-C)-(F-B)-(E-B).
- (E-B)-(E-C)-(F-B)-(E-Bx2)-(E-C)-(F-C)-(F-B)-(E-B)-(E-C)-(F-C).
- Walk down.
- Select Varney's Atelier (W).
Chapter 3: Varney's Atelier
- Move left (A); take STICK (B).
- Go right; select gate and use STICK (C). Look at paper. Play automatic HOP; receive SHIELD DECORATIONS.
- Go left; place SHIELD DECORATIONS and select (D).
- Solution (1-12).
- Go down.
- Take LEAD SOLDIER 1/2 (E).
- Select boards (orange).
- Take COPPER STAR and BRASS MOON (F).
- Look at note; take SIFTER (G).
- Place COPPER STAR and BRASS MOON (H).
- Remove grid; go (I-J).
- Throw die (K) twice; move amount of spaces shown.
- Take LEAD SOLDIER 2/2, WHISKEY, COPPER STAR, FIRE POKER, and BROKEN ANTLER (L).
- Select shovel (M); receive ASH.
- Take ANTLER PIECE from BROKEN ANTLER (N).
- Return to Foundation.
- Place COPPER STAR (O).
- Go to Yard.
- Take ROPE (P).
- Use FIRE POKER (Q); receive LAMP.
- ROPE and WHISKEY on BROKEN ANTLER; receive UNLIT TORCH.
- Go (R).
- Remove cloth; take VARNEY'S HEAD (S).
- Place SIFTER (T); select cup (U).
- Select and then Invert each of the three cups. Hold cup down until that side of the pan is filled. Continue with the other two glasses. Take UNBAKED GLASS (V).
- Play puzzle (W).
- Solution 1-12.
- Take CHARCOAL.
- Go to Hall.
- Use UNLIT TORCH (A); receive BURNING TORCH.
- Go to Atelier.
- Place UNBAKED GLASS and select (B). Use BURNING TORCH (C); close door. Slide all the way up (D).
- Take BLACK GLASS (E).
- Place LEAD SOLDIER 2/2 and select (F).
- Place CHARCOAL and ASH (G) and select.
- Use ANTLER PIECE (H). Select F-G.
- Select die 5x; take LOADED DIE.
- Return to Foundation.
- BLACK GLASS on LAMP; receive BLACK LIGHT.
- Place BLACK LIGHT (I). Play HOP; receive STRONG MUSHROOM.
- Return to Hall.
- Place LOADED DIE (J) and STRONG MUSHROOM (K). Roll die 3x; move 6 spaces 3 times. Take BRASS MOON (L).
- Take VIAL and open shirt (M). Select tattoo (N) take TATTOO SKETCH and GUN CASE (O).
- Open GUN CASE; select gun and one bullet (P); receive GUN.
- Use GUN; take MECHANICAL KNOB (Q).
- Select bullet from GUN CASE (R); receive GUN.
- Go to Foundation.
- Place TATTOO SKETCH (S).
- Align wooden beams (T-U-V).
- Take KEYHOLE HINT (W).
- Place BRASS MOON (X).
- Go (Y-Y1).
- Use GUN; take DRACUL'S HEAD (Z).
- Place VARNEY'S HEAD and DRACUL'S HEAD (Z1).
- Solution: A-H-Cx2-F-Ex2-D.
- Take ORNATE KEY (I).
- Go to Hall.
- Place KEYHOLE HINT. Solution (1-7).
- Use ORNATE KEY (J).
- Enter (K).
- Take SAW (L).
- Use GUN; place MECHANICAL KNOB and select it (M). Open drawer; take COPPER STAR and BRASS MOON (N).
- Look at note (P).
- Take WET CLAY (Q).
- Return to Foundation.
- Place COPPER STAR and BRASS MOON (R).
- Go to Yard.
- Use SAW and WET CLAY (S); receive WET MOLD.
- Go (T).
- Place WET MOLD and select (U). Slide to middle (V); take MOLD (U).
- Go to Crafting Workshop.
- Place MOLD (A).
- Go left. Play HOP; receive POLISHING SUPPLIES.
- Go right. Play HOP; receive ASSORTED METALS.
- Place POLISHING SUPPLIES (B) and ASSORTED METALS (C).
- Select D-C-A-B-E-F.
- Solutions (G-H); receive CLAWS.
- Place CLAWS (I).
- Select puzzle (J).
- Solution (K).
- Take GEMS (L).
- Place GEMS; receive WOLF EMBLEM (M).
- Go to Yard.
- Use VIAL (N) take METEOR FRAGMENT (O).
- Go (P).
- Select amulet (Q).
- Walk down.
- Select Mr Marlowe (R) and Visit this Member (S).
- Give METEOR FRAGMENT (T).
- Play HOP (U).
- Walk down.
- Select Dracul's train (V).
- Catch train (W).
- Select train (X) grab hook and place it (X1).
- Place another hook (Y).
- Enter (Z).
Chapter 4: Dracul's Train
- Look (A).
- Play puzzle (B).
- Solution (C).
- Go (D).
- Take PICTURE PIECES 1/3 and GLASS (E).
- Go to Music Train (F).
- Select door (G).
- Select tray (H); stop both lines (I).
- Take HALBERD HANDLE (J).
- Select doorway (K).
- Press left arrow until bar is full (L).
- Press right arrow until bar is full (M).
- Open hatch (N). Use HALBERD HANDLE (O).
- Enter (N).
- Move sleeve; take CYPHER and CONTROL LEVERS 1/2 (P).
- CYPHER solution (Q).
- Return to Music Train.
- Move rug; take BAT TOKEN (R).
- Select tube (S).
- Take CONTROL LEVERS 2/2 (T).
- Walk down.
- Place CONTROL LEVERS 2/2 (U).
- Go (V).
- Take MARIMBA BAR (W).
- Return to Music Train.
- Place MARIMBA BAR (X).
- Select 8-7-6-5-4-3-2-1 (Y).
- Insert BAT TOKEN (A); select 3-1-2-4 (B).
- Go to Study.
- Place CYPHER; select 1-8 (C).
- Take HOOKAH, GLASS BOWL, DRACUL'S GLASS, and BAT TOKEN (D).
- Open (E). Play HOP; receive GARLIC.
- Go to Music Train.
- Place BAT TOKEN (F); select 2-4-1-3 (G).
- Select 1-8 (H).
- Take BAT TOKEN (I).
- Place GLASS BOWL and GLASS; select 3-4-7-1-8-6 (J).
- Place BAT TOKEN (K); select 1-3-4-2 (L).
- Select 1-8 (M).
- Take BAT TOKEN (N).
- Select 1-6 (O).
- Place BAT TOKEN (P); select 4-2-3-1 (Q).
- Select 1-8 (R).
- Take DRINK RECIPE (S).
- Take PICTURE PIECES 2/3 (T1).
- Select 1-6 (T).
- Go to Study.
- Select any key to receive STUDIO KEY (U).
- Return to Music Train.
- Use STUDIO KEY (V).
- Enter (W).
- Select scene 3x (X).
- Select tokens (Y). Slide tokens 3x (A-B-C).
- Select glass (D).
- Take WALL KNOB 1/3-3/3 (E).
- Place WALL KNOB; select all (F).
- Select (G). Select all masks; take NEWEST MASK (last mask you selected) (J).
- Select (H-G). Play HOP (K); HOP solution (L); receive GOLDEN ORNAMENTS.
- Select I-H; take PANEL ORNAMENT (N).
- Place NEWEST MASK (O).
- Solution (1-12).
- Look at note: take TORCH.
- Hit all marked buttons(P), and then select mask (Q) to receive BLOOD AMPOULES.
- Select (R-T). Place PANEL ORNAMENT. Play HOP; (U) receive MECHANISM SCHEMATIC.
- Select (R-S).
- Place BLOOD AMPOULES (V).
- Solution: Ax4-C-Bx2-D-C-D-B-Cx4-A-C-A-C-Bx2-D-Bx3-D-A-Dx3-A-D.
- Take AMPOULE WHEEL (E).
- Select (F).
- Walk down.
- Select base of HOOKAH and use TORCH; turn valve; receive SMOKING HOOKAH.
- Use SMOKING HOOKAH (G); receive LIQUOR BOTTLE.
- Walk down.
- Place DRACUL'S GLASS and GARLIC (H). Place LIQUOR BOTTLE and DRINK RECIPE. Select 4-5x2-1-2x3-3x2.
- Take SPECIAL DRINK (H).
- Go to Mask Studio.
- Take PICTURE PIECES 3/3 (I).
- Go to Cargo.
- Place PICTURE PIECES 3/3; solution (J).
- Play HOP (K); receive DRACUL'S CASE.
- Open DRACUL'S CASE; place MECHANISM SCHEMATIC (1).
- Place GOLDEN ORNAMENTS (2) and AMPOULE WHEEL. (3) Select valve twice (4), push button (5), twist handle 3x (6) and select red bulb twice (7). Twist handle twice (6). Take BLOOD DUST (8).
- Go to Study.
- Use BLOOD DUST (L).
- Put down SPECIAL DRINK (M).
- Stay inside circle (N).
- Take DRACUL'S BROOCH (O).
- Go (P).
- Hide (Q). Go right 3x (R).
- Play HOP (S).
- Go (T).
- Click on (U) repeatedly until bar fills.
- Click on (V) repeatedly until bar fills.
- Open hatch and look (W).
- Select amulet (X).
- Take ORNATE BUTTON (Y).
- Enter (Z).
- Move cloth; take CASE KEY (A).
- Use CASE KEY (B).
- Solution (1-11).
- Take FLASHLIGHT.
- Go (C), and then use FLASHLIGHT on top of train.
- Trace a square and a triangle (D-E).
- Grab rope (F).
- Select Henry Jekyll (G) and Visit this Member (H).
- Give BLOOD DUST (I).
- Solution (J-K).
- Walk down.
- Give ORNATE BUTTON (L).
Chapter 5: Henry Jekyll
- Push button (M).
- Step forward (N).
- Select scene and 1-2-3.
- Place DRACUL'S BROOCH, VIPER RING, and WOLF EMBLEM. Select O-P-Q.
- Solution (R).
- Go (S).
- Select (T).
- Select 1-7.
- Play HOP (U); receive COINS.
- Place COINS (V).
- Solution @1: (P-K)-(S-R)-(Q-U)-(M-N)-(U-W)-(R-V)-(F-G)-(E-H)-(M-O)-(B-A)-(G-C)-(K-H).
- (G-J)-(L-M)-(E-D)-(J-G)-(M-N)-(P-K)-(G-C)-(N-O)-(P-K)-(K-I)-(P-R)-(I-H).
- (R-V)-(I-J)-(P-K)-(I-H)-(P-K)-(S-R)-(L-M)-(Q-N)-(I-H)-(U-Q).
- (M-O)-(Q-U)-(O-N)-(U-W)-(L-O).
- Go (W).
- Select (X).
- Go (Y).
- Pull lever (A).
- Take CONSTABLE'S BADGE (B).
- Play HOP (C); receive REVITALIZATION LIQUID.
- Walk down.
- Play HOP (D).
- Show CONSTABLE'S BADGE (E).
- Take HALBERD (F).
- Use HALBERD and go (G).
- Solution is random; look at screenshot for possible outcome (H).
- Use HALBERD and REVITALIZATION LIQUID (I).
- Pull lever (J).
- Congratulations, you've completed Vermillion Watch: In Blood!
Created at: 2018-04-01