Title: Escape to Vampire Island After overcoming the undead airship the team lands at the southern end of the island where they can choose to take a long hidden path through the trap filled catacombs or straight across the courtyard and face the undead army within. They choose the catacombs. The first puzzle has the team answering questions from their own history and that of the game itself. The team survives when no incorrect answers. The next puzzle is the trap of the 13 coins Gerard bravely takes a guess and gets impaled for his troubles but in the end Megera and Elly provide the insight needed to help solve the riddle. The next is a door locked by 4 master crafted dwarven locks, Talia is able to solve the locks and only shocks Fethwick once. the other puzzles were a test of martial and missile prowess as Gerard, Malaya and Talia had to hit targets on containers that held their friends in them, a door the could only be unlocked after destroying three crystals holding back the group, a door with a countdown timer, and Elly's test of musical skill. Before them now sat Megera, the Vampire, the sister lost, the team was able to perform the needed task to free Megera and release the essence of the vampire. The group now head to the dwarven capital to help save the dwarf king.