Honestly, I think you'll get more answers here than on the gameplay questions subforum, provided you do a quick search before you ask to try to answer your own problem.
For booze, start a farm for plump helmets going. Go to your stocks screen (z) then switch to the Kitchen tab, scroll down and turn OFF plump helmet cooking (red text instead of blue). Cooking plump helmets destroys the seeds, and you can't plant any more after that. Once you get the farms up and running, you can use plump helmets for booze or food, either that you wish. Or both. But in the meantime, build a well. Water can be as far down below it as you wish, so long as there's a straight channel to it, and the water is at least 2 deep. (if you have a stream on your map, it couldn't be easier.)
For the vampire issue (if you want to do it without exploits), put the dwarves into a dorm, lock the bedroom doors, and possibly make it so the dorm is also a meeting hall (with a statue garden, for example). That ought to keep your dwarves in the same room, and if anyone dies, everybody'll point a finger. Also, get a sherriff/captain of the guard.
For the ghosts, make slabs at masons workshops and engrave them at craftsdwarf workshops. That'll put your apparitions to rest.
If they're going missing in the forest, there's a reason. Stop sending dwarves in there. =P Only cut down the parts nearest to the fort.
Just about any fortress can be rescued, provided that you know what you're doing, you don't mind starting fresh with new migrants and there aren't enemies actively killing everyone in your fortress.
Also, ninja'd.