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Gabriel Knight 3: Blood of the Sacred, Blood of the Damned
Antoinetta's Ultimate Walkthrough

By Antoinetta

Please read our copyright notice.

Author's Forward

This walkthrough was written by me after I finally attained the perfect score of 965 points. I played and completed the game over a score of times before I accomplished this feat; as near as I can figure, I attained a lesser score some 22 times before finally reaching the magic 965 points. There are a number of places where the sequence of the actions you have Grace or Gabriel perform can be varied without penalty or any ultimate difference; obviously I needed to put one item before the other and so this walkthrough is based on how I finally did things in that (so far) final 23rd game. Likewise, it is possible that, depending on how one plays the game, that the amount of points in each time-segment can vary slightly, yet leave the ultimate total unchanged. For the purposes of this walkthrough, I have included a running tally of the points involved at the end of each of the game's time-segments. The first figure is the points possible in the particular time-segment as I finally played through for a perfect score in the 23rd game. Likewise, the second figure is the cumulative amounts possible at that point, again, as it worked out in that final game. It is quite possible to finish the game with a perfect score, and yet have these totals vary somewhat; the only constant will be the final possible score of 965.

Whatever possesses me about this game I don't know, but at this writing I have just completed it for the 24th time, and this has resulted in this walkthrough being refined somewhat. I expect that this edition of the walkthrough will be the last for some time, until when and if I put out a final, polished version sometime in the future.

Finally, I played Gabriel Knight 3 exclusively on one machine, my Compaq Presario 1692 laptop computer, with 64 megabytes of RAM, and a 24x CD-ROM drive, all running at 466 MHz.

Anyone wishing to do so may post this walkthrough on any web-site, or game message board, or any other such public forum, so long as any such postings are complete, unaltered and unedited, and inclusive of the copyright statement at the end of the document.

January 14, 2001

Day 1, 10:00 a.m.-12:00 Noon

When your computer returns control of the game to you after the introduction, you find yourself playing as Gabriel. It is the morning after his being assaulted on the train, and the game begins with Gabriel's just having risen in his room in the Hotel in Rennes-le-Chateau. You may want to look around the room, and click on various items, and on the pictures on the wall. Click then on the "Look" (Eye) icon for some frequently corny commentary from Gabriel. The only thing you actually need to do here is to go to the closet off in the corner. Click on the door, then on the "Open" (Outward Arrow) icon. This will cause Gabriel to open the door, then click on either the clothes hanger or the tape; this will elicit a new row of icons, one being the "Take" (Reaching Hand) icon. "Take" the clothes hanger (2) and the tape (2) you see inside. Go over to the dumbwaiter door, and observe that this is locked. After this, leave the room, and head downstairs to the Lobby.

Go over the Front Desk, and click on Jean, the receptionist. This will yield a row of icons, the middlemost of which is the "Talk" or "Ask" Icon (The blue and white background, sometimes with or without a question mark) Click on this to produce another row of icons, then, follow this icon trail until you exhaust all the topics of conversation represented by the icons (2). Throughout this game, you will be conducting numerous conversations with various characters, and this is controlled by means of bars of icons which present themselves. I will frequently use the term "Follow the icon trail", by which I mean click first on the leftmost icon, then after the conversation triggered by that icon concludes, and the icon itself disappears, click again on whatever is now the leftmost icon. Sometimes an icon will reappear, if so, click on it again; likewise, after you complete one row of icons, another may appear, click on these in the same manner, until all icons are gone. After you complete your brief talk with Jean, click on the Hotel's register which is sitting on the Front Desk, and then click on the "Read" (Open Book) icon (2). You will see another character sitting off in the corner reading a newspaper; this is Baza, but we'll ignore him for now. Go instead into the dining area, through the arched entryway. Once you click on the arched doorway, your machine will take over until after Gabriel gets himself some coffee, and is recognized by Mosely, his friend on the New Orleans police force, and whom we met in Gabriel Knight I. The computer will take you through the relevant conversation with Mosely (4) and when this concludes, depart the dining area and talk again to Jean (2) in the Lobby. Then go over to the individual reading the paper and click on him to elicit the "Introduce" (Handshake) icon, click on this (2), then click on any subsequent icons that appear to complete your brief conversation with him (2).

After this, depart the Hotel. I have always found this to be one of the most frustrating parts of the game; at various places one always has to sit and wait while the computer is thinking, and a "Red-Eye" icon revolves to indicate this. These waits usually come when Gabriel or Grace are passing through a doorway, and the wait at the Hotel's front door is by far the worst. At any rate, once Gabriel gets outside the Hotel, you will see the tour guide, Madeline, standing next to her van. Go over and talk with her (4), then go over and click again on Baza, who has come outside and is sitting on the bench. Click on one of the chickens wandering about, and on the "Look" and "Think" (Light-Bulb) icons for the fun of it. In general, it is always a good idea to click on the "Think" icon when you see it. Then go over to the front of the Bookstore, around the corner. You can click on the stuff in the window and get more commentary from Gabriel. From what I have heard there is a sort of in-house joke placed here by the game's designers. You will notice the picture of a woman in the Bookstore window, and I have heard two theories as to who this is; one says it is Grace Nakimura, whom we will be playing as in future segments in this game, and another says that it is the picture of the game's creator, Jane Jensen. You will notice also two yellow book covers in the window, one in English and one in French. Regardless of what else you click on in the Bookstore window, make sure you click on the French edition of the yellow book jacket (2). This is a sticking point for many in the game, as if you do not get these two points here, you will eventually be unable to proceed, and will end up frantically searching all over Rennes-le-Chateau for what you missed. The Bookstore, by the way, is never open at any time during the game.

Then, proceed to the Museum. Leaving the Bookstore, head to your right, go in front of the Hotel, and take a left at the corner of the stone wall. Move your cursor-arrow towards the top of your screen, and somewhat from side to side, and you will notice that it bends off in one of two directions. Select the left-leaning configuration of the cursor; this should propel Gabriel to a point in front of the stairs leading to the Museum. Click on the door to the Museum, then on the "Open" icon. As always, look around and click on stuff around you and on the icons that result; there will be no points in it but there are several items here that you will be using later in the game. Then go on in back and click on Madame Gerard, the lady sitting behind the desk. Click on her to elicit the "Introduce" icon, click then on this (2), then follow the icon trail until the conversation is concluded (4). Then go up the short series of steps into the main part of the Museum. You will notice two women standing some distance away. These are the Lady Lily Howard and her lover/sidekick Estelle. When you click on them, an "Eavesdrop" icon becomes available. However, when you click on this, Gabriel will approach the women, but they will quit talking; Gabriel will comment on this. The best thing to do, as soon as you see Lady Howard and Estelle, is to move Gabriel so that the hanging panels to the right of your screen are between him and the two women. Just put the cursor-arrow on a point on the floor behind a panel, where it does not light up, and left-click your Mouse. As Gabriel strolls over to the point you indicated, the computer will take over, and you will suddenly hear Lady Howard and Estelle speaking to each other (2). After the computer relinquishes control of the game back to you, initiate a conversation with Lady Howard and Estelle by clicking on one of them, then on the "Introduce" icon which will appear (2). Then click on all subsequent icons which appear and finish the conversation (2). After you exhaust this conversation, check out the series of ten panels which are suspended from the ceiling, in the middle of the room. One side tells of the history of the Languedoc, the general region in which Rennes-le-Chateau is situated, and where the game takes place. The other side of the panels relates the tale of Berenger Sauniere, the priest of Rennes-le-Chateau from 1885 to 1917. There are no points in this, but it is a good thumbnail sketch of the real-life mysteries that the game is based upon. Also, as always click on the artwork, and the picture of Sauniere on the wall, and the resulting "Look" icon. Before you depart the Museum, you can again speak to Madame Gerard, although no points are involved. Also, check out the lost-and-found box, try to take the hat, and be rewarded with a little more of Gabriel's sarcastic commentary.

Depart the Museum, and return to the Hotel. Check the register again, then go to the phone booth area behind the curtain in the corner. Click on one of the phones, then on the "Think" icon. Access Gabriel's Inventory by right clicking, then clicking on the icon of the satchel on the far left of the row of icons which will appear. Then "Take" Prince James' business card. You will see a red square appear around the Prince's card, this means that it will appear as an icon after you depart the Inventory and click on something else. Also, when this "Inventory Icon" does appear, it will always be in the same location, the second to the last icon on the right, save for the "Exit" icon. And why the "Exit" icon even exists, I have no idea; you can "Exit" the icon bar merely by clicking at random, anywhere on your screen. Exit the Inventory, then again click on one of the phones. Then click on the icon of the business card. The computer will take over for the duration of Gabriel's conversation (4), which will end with his being fired from his employment with the Prince. If you listen closely during Gabriel's conversation, you will hear the curtain to the telephone area sliding to and fro. After the computer returns control of the game to you, look closely at the floor of the other phone booths, and you will notice Baza's sandaled feet. Click on him for more commentary from Gabriel.

This ends the first time-segment, but this will not be immediately apparent, for some reason the computer will not kick over into the next time-segment until you have Gabriel pass through the Hotel's front door. So as soon as you leave the phone area, click on the front door, then on the "Open" icon, and Gabriel will be waiting to go outside when the time-segment will actually conclude.

40/40

Day 1, 12:00 Noon-2:00 p.m.

This segment of the game starts with Gabriel standing just outside the Hotel. Immediately, have him re-enter the Hotel and head upstairs, it doesn't matter which set of stairs he uses. Once he nears the stairs, the computer will take over, and you will witness a scene of Lady Howard and Estelle switching rooms with Baza (2). You will recall that Mosely had told Gabriel to stop by his room (#33), but if you have him do this now, you will hear the sound of Mosely's blow-drier and get a snide comment from Gabriel. Nothing else will happen here, Gabriel will have to talk with Mosely later.

Have Gabriel return downstairs, and go inside the dining hall. The computer will take control of the game while Gabriel goes in and listens to a conversation (2) between an Australian and Madeline Buthane, the tour guide. After you take control of the game, have Gabriel go up and "Introduce" himself to the Australian (2) whose name is Wilkes. After this, click on Madeline for another snide snippet of conversation, then depart the Hotel.

Go this time to the Church; to do this leave the Hotel as if you were going to the Museum, except that you Mouse-click when your cursor-arrow is bent to the right. Click on the arched doorway (not the grassy entry into the Church-Yard) and the computer will take over while Gabriel goes inside the Church and walks into a bit of an argument between two more of the game's characters (2). After this discussion ends and the computer has returned control of the game to you, click on the individual standing near you, "Introduce" yourself to Buchelli (2), and complete the conversation (4) made possible by the icons. Then go down and click on the man sitting behind the desk, this is the Abbe Arnaud; have Gabriel "Introduce" himself (2) then interview him to the extent possible (8). Before you depart the Church, take the time to look around the interior, and click on the various items, statues, the Stations of the Cross, etc. From actual photos I have seen and various accounts of people who have actually visited Rennes-le-Chateau, the Church, as portrayed in the game is a quite accurate reflection of the real place. For the fun of it, click on the collection plate, then the "Take" icon. When you have Gabriel depart the church, click on the door, then on the "Open" icon. As Gabriel is standing in front of the door waiting to exit, you will hear the sound of a clock ticking for a few seconds; this indicates that enough time has passed in the context of the world of the game that characters may have moved around and new possibilities of exploration have opened up.

Return to the Hotel, and again check the Hotel's register, although there are no points in it. Then go upstairs, and "Knock" on Mosely's door. The computer will again take over until you are seated on Mosely's bed talking to him. You will first be presented with a series of six conversation icons. Go through the first two of these (2), and as Gabriel is talking to Mosely, listen closely for background noise. You will hear a distinct scraping sound. When the conversation triggered by the second icon concludes, you will be presented with a new selection of six icons, the four previous ones you haven't yet clicked on, as well as two new ones, the first of these being one of Grace. However, for the moment, ignore all this, instead, quickly move your cursor-arrow over to the door of the room, and click on it. Another row of icons will appear, and one of these will be an image of an eye peering through a keyhole (the "Peek" icon). Click on this, and the computer will take over while Gabriel gets up, goes over and rips the door open, to catch Baza eavesdropping with a glass (5). Gabriel will then return to his seat on the edge of Mosely's bed and you will resume control of the game. The six icons referred to previously will reappear when you click on Mosely, exhaust these to finish the conversation with him (4). When this is concluded, depart Mosely's room. You will see the glass Baza was using to eavesdrop sitting where he put it on a chest in the passage outside Mosely's room. "Take" this (2), and you have completed everything necessary to conclude this time period. Just have Gabriel depart the Hotel, after you click the "Open" icon at the front door, the computer will kick you over into the next game segment.

37/77

Day 1, 2:00 p.m.-4:00 p.m.

This segment of the game starts as the last one did, with Gabriel standing just outside the Hotel. Within a moment you hear the putt-putt of a motor-bike, and catch a glimpse of Wilkes zipping away. This reminds Gabriel that his next task is to rent a bike himself, and almost half of this game segment is dedicated to accomplishing this.

However, before we commence this project, a brief digression is in order. You will notice that you saw the departing Wilkes going through the square with the Fountain (hereinafter referred to simply as "Fountain Square.") The bike shop is on one side of this, and the road out of town on the other. However, if you position yourself between the Fountain and the white house near the approach to the Bookstore, you can look upward, and see a clear view of the upper level and battlements of a small castle. This castle is the Tour Magdala (Tower of the Magdalen) that was constructed by Sauniere, in the late Nineteenth Century. You should be able to see clearly enough to tell if someone is standing on the castle roof. When you get to know the characters a little better, you will even be able to identify exactly who is up on the top of the Tour Magdala. There are two or three places in the game where it is necessary for Gabriel or Grace to go there, and being able to check from this position in Fountain Square will save you a good deal of time wasted on un-necessary trips up to the top of the Tour Magdala, only to find that nobody was there. At this time you will see a figure standing on the castle's roof, and if you look closely, you will see that he is looking around with a pair of binoculars, and is dressed mostly in white, with a trace of green. This is Buchelli; if you want, go up to the top of the Tour Magdala and click on him, although the interview will be terse in the extreme, you will learn nothing of interest, and there will be no points in it anyway.

After this, head for the bike shop. Click on the mechanic, Monsieur Bigout in his tiny office/workshop, then on the "Bike" icon. The computer will take over while Bigout explains that all the bikes save one are reserved for the tour group; this one bike is all he has available for Gabriel to rent (2). In Gabriel's mind, this machine is "a pathetic excuse for a bike", a "piece of crap." Click on the clipboard hanging on the wall just inside the door to Bigout's office, and hit the "Magnify" icon, and you will be able see the entire roster of the tour group. Then click on the "Think" icon, and Gabriel will muse that while "I'm not on the reservation list, I know someone who is." An examination of the list, of course, indicates that this could only be Mosely. Gabriel being Gabriel, he wouldn't consider any bike worthy of himself save for the World War II Harley-Davidson, and this last comment regarding knowing Mosely is supposed to be the hint to the game player that Gabriel needs to disguise himself as Mosely so as to deceive Bigout, and trick him into renting the Harley.

Have Gabriel return to the Hotel. You can snag a quick two points by talking with Lady Howard and Estelle (2), whom you will see poring over a map in the alcove in the Lobby immediately to Gabriel's left as he enters the Hotel. After this brief conversation concludes, "Take" a peppermint from the basket (2) on the bench just opposite the Front Desk. Go upstairs. Place the peppermint on the bench or cabinet underneath the picture of the country lane (2). Then, even though no points will be involved head over to Mosely's room, click on his door, then on the "Knock" icon. You can have a brief conversation with him about Passports. Return downstairs. Before you do anything else, go get another peppermint, this will save you an extra trip down and up the stairs later should this initial attempt to get the Passport fail. There will be no points for this, the two points you get for taking the original peppermint are all the points that can be obtained by taking the candies. While you're at it, go over to the Front Desk, and swipe the Magic Marker type of pen (2); if Jean is near the Desk, Gabriel will refuse; you just have to wait a minute until Jean meanders off. Once you take the pen, and Jean is still not immediately present, click on the buzzer for Room 33, Mosely's room, then click on the "Pushbutton" icon that appears (2). At this point the computer will take over the game briefly, but as soon as you resume control, have Gabriel head upstairs, making sure you use the set of stairs on the opposite side of the Lobby as the Front Desk and the buzzer-system. As soon as the computer restores control of the game, with Gabriel now at the top of the stairs, immediately have him take a left and proceed down the long passageway. (headed towards Wilkes' room, not towards the other stairway) If you listen closely, you will hear the sound of a door closing in the distance, this is Mosely responding to Gabriel's call upon the buzzer. Move your camera quickly, and you can see Mosely leaving his door. Have Gabriel follow Mosely around the corner and when Mosely leans over to take the peppermint, you will see a wee bit of the Passport sticking out of his hip pocket. Click on this, then on the "Take" icon, the computer will take over and if all goes well, Gabriel will successfully pick Mosely's pocket (5). Mosely will be oblivious to any of this, and will proceed to the Lobby in response to the summons of the buzzer, and Gabriel needs to take advantage of this, and commit a minor act of burglary in Mosely's room. Mosely, upon hearing Gabriel's blast upon the buzzer simply left his room unlocked, so Gabriel needs only to go on in, and swipe Mosely's gold blazer (2) hanging on the coat-rack. The computer will take Gabriel out of Mosely's room, and when you regain control of the game, return Gabriel to the Lobby. Go into the dining area, and examine the stuff laid out on the buffet table. "Take" one of the packets of syrup (2), then depart the Hotel.

At this point, Gabriel needs to return to the Museum. Don't bother talking to Madame Gerard, just go to the Lost and Found box, and "Take" the red hat (2), that Gabriel had spurned before. Next, Gabriel needs to go to the Church-Yard. Look through the open window, and you will see Abbe Arnaud inside, tending his plants on his window-sill. He will leave a spray-bottle here, so have Gabriel go up and swipe this (2); then he needs to depart the Church-Yard. Immediately after leaving the Church-Yard, Gabriel needs to go down the long street next to the entrance to the Church-Yard, then take a left, go forward a fair distance (like a block), then take another left, where the cobblestone street dead-ends. At the end of the street, you will see a Black Cat. Click on the cat, then on the "Think", and then the "Pet Cat" icons. After Gabriel tries to pet the cat, it runs through a hole in the bottom of a storage-shed door. Click on the edge of the hole, then on the "Think" icon. Then go into your Inventory, and "Take" the little roll of tape, one of the first items you ever took, in the closet in Gabriel's Hotel room, at the very outset of the game. Then click again on the hole, then on the "Tape" icon and Gabriel will stick the tape on the edge of the hole in the door (2). Then return to your Inventory, and bring up the spray bottle Gabriel just stole from the Abbe. Then go over and click on the cat, then on the spray bottle icon (2). Gabriel will go over and spray the cat with the sprayer-bottle, and the cat will jump off the wall, and again run through the hole in the door. Have Gabriel go over and take the tape, with the cat's fur now attached (2). Gabriel has now collected all the ingredients necessary for his Mosely disguise, so he may now return to the bike shop. Once he is here, park him in a corner, out of the direct sight of Bigout. Then, go into the Inventory, click on the Magic Marker, then click on the "Take" icon. Then, click on Mosely's passport, then hit the Magic Marker icon (2) which will appear along with several other icons, all of which can be ignored. Then, assemble the rest of the disguise. Staying in the inventory, click on and "Take" the syrup, then click on the cat-fur. You will now be able to click on the syrup icon, and the cat-fur will be transformed into a fake moustache. You will notice that the fake moustache is already "Taken" as it is marked off by the red square. Just click on the red ball cap, then click on the "Moustache" icon. Then click on the gold blazer, then click on the hat/moustache icon, and you have completed the assembly of the Mosely disguise (5). Exit the Inventory. Before you have Gabriel put the disguise on, click on Bigout. A row of icons will appear, including, for whatever reason, one of a gun. Click on it, and Gabriel will sound a bit puzzled, stating that he doesn't even have a gun. Why this is in the game I have no idea, but after this, click on Gabriel. The full Mosely disguise will now appear as an icon, along with several others, such as the "Look" or "Magnify" icons which can, at some times, such as now, be ignored. Click on the new disguise icon, and the computer will take over while Gabriel shyly disappears from sight, and puts on the disguise. The computer remains in control while Gabriel rents the Harley and then departs the bike shop to return Mosely's coat and passport (10); you don't actually see any of this as you remain in the bike shop, with the Red-Eye revolving; you can do nothing until the computer rather idiotically restores control of the game to you just outside the Hotel, rather back at the bike-shop, where you had to wait and where Gabriel must now return.

Actually, you really don't need to go into the Bike Shop are to access the Harley; now that Gabriel has the machine, you can save yourself the wait of having to go through the entrance to the bike shop. Merely have Gabriel, or Grace, as the case may be, go to Fountain Square, then click on or just above the big sign at the end of the street with a red line through the name of Rennes-le-Chateau. This will bring down the relief map of the valley described below. There is a disadvantage in this, however, in that by not going into the bike shop area, you cannot see which bikes are in the shop, or which ones might be out. A missing bike means that its owner is out with it somewhere in the valley, and you may want to be looking for whomever this may be.

When Gabriel gets back to the bike shop, click first on the Harley, then on the icon of the gears. Gabriel will climb aboard the bike, then a relief map of the Rennes-le-Chateau valley will appear, completely filling your computer screen. At this point, there will only be four or five active spots where Gabriel can go, but more will open up as the game progresses. At this point, select the train station at Couiza, towards the upper-left hand corner of the map. When Gabriel arrives there, have him enter the building, and, following the icon trail, interview the ticket agent (4). He then needs to go over and check out the chalk-board announcing arrivals and departures of trains; especially he needs to check out the part referring to Arrivals (2). To pick up on a minor conceit the game designers included, have Gabriel go to the back of the station building, where you will observe an ashtray that has been knocked over. There is a crumpled up note there, and when you click on it, Gabriel will read a message asking him why he is digging around in ashtray sand. Depart the station building, and observe the man leaning up against the car, to the right of the building as you leave it. This is the cabbie who drove Gabriel to the Hotel the previous evening, after he had been attacked by the kidnappers on the train. Click on him and initiate a conversation. However, this will only go so far, and the cabbie will soon claim faulty memory and clam up as the icon trail peters out. This is a hint that he needs to be bribed to speak further, so go into the Inventory, and "Take" Gabriel's wallet. Depart the Inventory, then click on the cabbie, then on the wallet icon (5). The computer will take over while Gabriel bribes the cabbie and finishes the conversation.

This is all there is to be done here, so again have Gabriel climb aboard his Harley, and the valley map will reappear. As a matter of general information, the actual distances involved are not too great, the map represents about 3½ miles going from one edge of your machine's screen to the other, left to right, while the up and down dimension on your screen represents about 2¼ miles of real-world distance. Before you click on anyplace to go there, observe several colored dots moving around the road on the map. These represent different vehicles moving around the valley. Click on Blanchefort, and Gabriel will get off his bike when he arrives at the little parking lot there. Just let him stand by his bike, while you, keeping Gabriel to your left, move your view backwards down the road, also, raise the camera slightly, and wait. Remain suspended above the road until Wilkes, riding the orange bike comes along. Click on him, and a line of three or four icons will appear. One of these will be new, and depict two people, one walking behind the other. This is the "Follow" icon, and you should click on it right away. The map will reappear, and you will see the green dot, representing Gabriel's Harley following the orange dot, which represents Wilkes' bike. Wilkes will stop off at a new place, L'Ermitage, and you now need to click on this site on the map, (2) which has just become active. When Gabriel parks at L'Ermitage, Wilkes will not be seen, but his bike will be parked by the side of the road, and a distant thumping sound can be heard. You now need to go into Gabriel's Inventory and "Take" his notebook; exit the Inventory, click on the license plate of Wilke's bike, then click on the "Notebook" icon. Gabriel will then record Wilkes license number (2), and this will now be included in the Inventory. Gabriel now needs to head up the path and over the hill, where he will find Wilkes working away on a Lap-Top computer; also some kind of seismic detecting machine is pounding away. After clicking on the local scenery and eliciting whatever commentary from Gabriel you can, click on Wilkes to start a conversation with him. Click again on him to elicit further icons, and utilize these to complete the conversation (6), then depart. Head Gabriel down the hill to his Harley, but don't let him get on it, just have him stand next to it. Keeping Gabriel and the Harley to your left, back off down the road, raise your view slightly, and wait until Madeline's tour van comes into sight. Click on this, then on the "Follow" icon; the valley map will appear, and Gabriel will comment that she has stopped off at a place called Coumbe Sourde (2). Do notclick on Coumbe Sourde and try to follow Madeline. This can be done, but it will elicit about two lines of meaningless conversation and no points. Rather, click on Blanchefort, and have Gabriel climb up to the top of the ruins. There is a branch in the trail on the way up, and Gabriel needs to stay to the left, the other branch of the path comes out behind Larry Chester's house. Bring up Gabriel's Inventory, and "Take" the binoculars that came with the Harley when he rented it. Then click on Gabriel, then on the "Binoculars" icon. You will be seeing a binocular's eye view of part of the valley; you can click and hold your left Mouse-button down on the directional arrows at the bottom of your screen to rotate around in a 360 degree circle, and to move slightly up and down. When the "50X" button lights up, click on this, and you will get a highly magnified view of a small part of the valley; you can move around a little in this mode. There are three or four places where this "50X" button highlights, and in one of them you will see Madeline Buthane, the tour guide walking back and forth, using a tracking device as she does so. Have Gabriel "Exit" using the binoculars (5) and return to the Harley. Click on it, then on the "Gears" icon and this game segment will end.

76/153

Day 1, 4:00 p.m.-6:00 p.m.

As soon as the computer returns control of the game to you at the outset of this segment and you have the valley map in front of you, click again on Blanchefort to have Gabriel go here. Again, after he gets off his bike, you need to have him take the trail to the right and go to the top of Blanchefort. When Gabriel gets to the top, you will see Baza sitting on a slab, off in a corner of the ruined citadel. Click on him to elicit a brief conversation, if you want. Then go into the Inventory, "Take" the binoculars, and again have Gabriel use them to scan the valley. Near where Gabriel saw Madeline at the end of the last segment your "50X" button will light up, and when you click on it now you will see a new site, L'Homme Mort. You will witness an apparent argument between Madeline and Mosely (5). Depart the top of Blanchefort. When you return to where the bikes are parked, you will see Wilkes' orange machine there, as well as hear the pounding of his seismic measuring machine. Go back on the left-hand trail and have Gabriel interview him if you want, although there are no points in it. Return to the three bikes parked by the road. You now know that the red one belongs to Baza, so have Gabriel take the license number (2) of this machine.

Have Gabriel go to L'Homme Mort. You will see the purple bike that Gabriel previously rejected parked here. Ignore this for now, and move Gabriel quite far along the path, until you come across Mosely. Click on him to initiate a conversation, and when this appears to conclude, click on him again, then again on the "Ask" icon. There will be a bit more conversation (2), then repeat this process yet again to start a brief conversation about the bikes. After this, return to the parking lot where Gabriel left the Harley. Now you know the purple machine is Mosely's, so have Gabriel take this license number (2) before he departs.

Next, have Gabriel return to Rennes-le-Chateau, and go immediately to the Church-Yard. You will see a window in an extension of the Church; this is Abbe Arnaud's office. (not the window where you swiped the spray-bottle). You will notice Madeline and the Abbe inside. Click on the window frame, then click on the "Open" icon. The computer will take over while Gabriel opens the window and eavesdrops on the conversation between Madeline and the Abbe (5).

After the end of the above conversation, have Gabriel get the Harley (either by going into the bike shop or clicking on the town's exit sign) which will activate the valley map. At this point, you will notice a blue dot circulating around the map. Click on either Blanchefort or L'Hermitage and when you see Lady Howard and Estelle in the two-seater, you can follow them if you want, although nothing will actually happen, there will be no points, and Gabriel will end up where he was when you first had him follow the two women. At this point, have Gabriel go to Larry Chester's house. This is the Templar scholar recommended to Gabriel by the Abbe Arnaud. After Gabriel gets off the Harley, have him go up and knock on Chester's door. The computer will take over during an introductory conversation (2) which will end with Gabriel being taken inside and seated in front of Chester's desk. A row of icons will present itself, but ignore these for the moment, and click on various items around the room, the maps on the wall, etc. to get commentary from Gabriel. Also, click on the digital clock by the window, and "Look" at this. Then, click on Chester to initiate Gabriel's interview of him; follow the icon trail until you have exhausted everything (10), after which you should click on the door of the room to have Gabriel depart. Once Gabriel is on his bike and the valley map appears, click on Rennes-le-Chateau, and the time-segment will end.

28/181

Day 1, 6:00 p.m.-10:00 p.m.

This segment will commence with Gabriel's arriving on the Harley in the yard of the bike shop. Before you do anything else, you may as well take the license plate number of Lady Howard's and Estelle's bike (2). Click on the entryway, and your machine will take over for the next several minutes. Gabriel will go over to the front of the Hotel, where two men and a woman have arrived in a green sedan. The lady is, of course, Grace Nakimura, and the two men are the representatives that Prince James had said he was going to send down, when he fired Gabriel over the telephone. They go up to Gabriel's room, Gabriel is questioned by Prince James' men, then paid off, and the Prince's men leave. After a brief conversation with Grace, your computer will finally restore control of the game to you with Gabriel standing just outside his door. Take Gabriel downstairs and click on the entryway to the dining area. Gabriel will eavesdrop on a conversation between Wilkes and Buchelli (2). Then have him depart the Hotel. You will see the two Scots (the Prince's men) heading off towards the church. Follow them. This will have to be done manually, as the "Follow" icon used for following Wilkes, Madeline and Lady Howard earlier is not available here; it is evidently only used for following vehicles, not pedestrians. After you click on the entryway to the Church-Yard the computer will briefly take control, and when it returns control of the game to you, Gabriel will be looking forward, with a large tomb ahead and to his left. Click around on the left-hand part of the big tomb, and a "Hide" icon should be included in a bar of several icons which will appear. Click on the "Hide" icon, and the computer will take over while the Prince's men knock on Abbe Arnaud's door, rough him up a bit, and interrogate him (5) about the kidnaping of the baby. Eventually, they will depart. As they walk out, you will be able to see the window in the Abbe's office. Watch this, and you will see the light go on inside. The computer will then restore control of the game to you. Immediately, go to your Inventory, "Take" the tape recorder, then exit the Inventory. Click on the window, then on the icon of the recorder. Your machine will take over while Gabriel tapes a telephone conversation (7) Abbe Arnaud is having with someone in French.

After you again take control of the game, head Gabriel back to the Hotel. The two Scots will be getting ready to drive off, so click on their car, then on the "Follow" icon, (2) which is now available. The valley map will appear, and after a few seconds, Gabriel will comment that they had stopped at Larry Chester's place. As soon as you hear this, click on the Blanchefort location. Take the trail to the right, as you did before, but this time when it branches, take the turn to the right, and you will find Gabriel coming out behind Larry Chester's house. Forward, and to Gabriel's right, there is a well with a tree near it. Click on the trunk of the tree, and a bar of icons will appear. One of them should be the "Hide" icon, click on this, and the computer will take over while Larry Chester greets the two Scots; observe the rather complex handshake (5) that is exchanged between them. Once these three men go inside Chester's house, you will hear the ticking of the clock indicating the passage of time and the computer will return control of the game to you. Have Gabriel return over the trail to his bike in the Blanchefort parking area, then have him go to the bar at Rennes-les-Bains. He will find Buchelli and Wilkes drinking inside, and while it is interesting to click on them, the bartender and on various items in the room there are neither points nor useful information in it, you need to be satisfied with taking Buchelli's license number off his bike (2) parked outside. Then, have Gabriel return to Rennes-le-Chateau. Have him enter the Hotel, and notice the Night Watch, Simone, at the Front Desk. Click on her, then on all relevant icons (4) to extract as much conversation from her as you can. Go into the dining area for a computer-controlled conversation between Madeline, Lady Howard and Estelle. Then have Gabriel return to his room; as soon as you click on the "Open" icon, the computer will again assume control of the game, until, after a fair amount of conversation with Grace and Mosely who are inside, you are presented with two icons. Click on these to cause Gabriel to describe the events he has seen since he first followed the Scots to the Church-Yard. At the end of this, he will attempt to replicate the handshake he witnessed in Chester's yard. Mosely will get up and stand in front of Gabriel preparatory to shaking hands, and a row of five icons, each representing a different phase of the secret handshake will appear. If you numbered them one through five, starting from the left, first click on the second icon. Pause while Gabriel and Mosely do that part of the handshake. Finish off the rest of the icons (7), pausing between each. The order of the icons is: 2, 5, 3, 1, 4. Mosely will exclaim that it is a Masonic handshake. Several more icons will appear, eliciting a conversation about Free-Masonry and the "Order" (2). Finally, Grace will suggest dinner, everyone will get ready to depart, and the time-block will conclude.

38/219

Day 2, 7:00 a.m.-10:00 a.m.

You are now playing as Grace, starting off in what is now her and Gabriel's room. Have Grace go over and lock the dumbwaiter. This is another one of those quirky things in the game; if you checked the lock on the dumbwaiter at the very outset of the game, you will notice that it was locked, yet now, somehow, it is unlocked. Then, have Grace go over to the desk with the Lap-Top (SIDNEY) on it. Next to the computer is a wooden box; "Take" it (1), it is a fingerprint kit. Then click on SIDNEY, then on the "Gears" icon. You will be looking at SIDNEY's Main Page, and with your mouse and keyboard will be operating this computer-within-your-computer at various points throughout the game. Read all E-Mails, and after reading each, click on the "Reply" tab at the bottom of SIDNEY's screen. Even though Grace won' t reply to the E-Mails in question, this will elicit some commentary from her. Then, go to SIDNEY's main page and click on the "Search" function. Type in the word "vampires", then click on the "Search" button (1), and read the article that appears. Then click on the "Reset" button to clear the text line, then repeat the process with the word "grail" (1). Read the article, using the tiny scrollbar provided on SIDNEY, to complete this. Click on all the yellow hyper-lynx; sometimes this will elicit some points, although this will not happen now.

On a side-note, there has been a good deal of speculation about there eventually being more games in the Gabriel Knight series. Before Grace departs SIDNEY, type in "GK4" in the text line, and hit the "Search" button. A lengthy article about ghosts will appear, so one wonders, when and if another Gabriel Knight comes out, will its general theme be about ghosts? After you have Grace leave the machine, you will notice a photograph sitting on it; click on this, and on the appropriate icons that appear, for some commentary by Grace. Observe Gabriel sleeping on the sofa, you can click on him, and then on several of the icons that appear, for some commentary by Grace.

At this point, have Grace leave the room. As soon as the computer restores control of the game to you, Grace will be standing just outside their room. You will notice something on the floor by the door. This is the book with the yellow cover that you clicked on in the Bookstore window in the first segment of the game. Have Grace "Take" the book. The computer will take over while she picks it up, finds a poem inside, which she reads (2), then takes inside, and leaves on the coffee-table for Gabriel.

Grace should depart the Hotel, and head for that part of Fountain Square I described earlier, where you can look to the top of the Tour Magdala. Look up, and you will observe a darker clad figure also with binoculars. This is the Abbe Arnaud, and Grace should climb up to the roof of the Tour Magdala and have a brief interview (2) with him.

Grace should now head towards the Church. No one else will be there, but you should click on various objects, and then on the "Look" icon to elicit commentary from Grace. Have her go to the Abbe's desk in front, and "Take" the church pamphlet there (2). Then, go over by the door to the Church, and look at the painting on the wall, of the four women, located directly above the statue of Asmodeus. Click on the picture to get a brief comment from Grace, and a fresh row of icons, and click on the one with the finger pointing to a dotted line, the "Trace" icon. Notice a red light, or dot, in the hand of the center, kneeling woman. Click on this, then notice the woman in green on the right, and how she is holding one hand up by her shoulder. Click here, then click on the "Trace" icon. A red line should jump from one woman's hand to the other. Then click on the woman's hand located at the top center of the picture, then the "Trace" icon, and another red line should go from the second to the third woman's hand. Repeat this process, clicking on the final woman's hand, and linking this up with the "Trace" icon, then finally click on your starting point and link this up, so the red lines will form a tilted square (2); Grace will make a comment to this effect. This is your sign that Grace is done in the Church at this time so depart.

Return to the Hotel and go inside the dining area. Grace won't talk to Lady Howard, Estelle or Buchelli, but click on Madeline, then on the "Tour" icon for two points and some catty talk. (2)

Go upstairs and have Grace knock on Mosely's door; she'll tell him that the tour group is ready to depart; he will say he will be down shortly. Return downstairs to the dining hall. The computer will take over the game at this point while Madeline announces their impending departure; you will now notice that practically every character involved in Madeline's tour has gathered in the dining room. Mosely will blunder in, then the scene will switch to Madeline's van coming to a new place in the game, Poussin's Tomb. The computer will remain in control while Madeline gives a brief lecture on the tomb, and how it is theorized that it was the model Poussin used for his painting Le Bergers de Arcadie (4). Madeline will then announce that everyone will have a few minutes to take pictures, and at this point your machine will restore control of the game to you. First, click on the tomb itself, then on the "Think" icon. Then go to Grace's Inventory, and select her note-book. Notice where Baza is dabbling in the sand with a stick. If you click on Baza you will receive some meaningless commentary, but you need to click on the word "SUM" that Baza scratched in the sand, then, when a row of icons appears, click on the icon of the notebook (4). You can click on the other people standing around, but there is little purpose in it; Grace will refuse to talk to some and have only a word or two for others, and at any rate there are no points involved.

This is evidently a timed segment of the game, for once you have completed the above activities, while you can move around and click on things, you really can do nothing save stare at your machine's screen until Madeline announces that it is time to depart for the next location. The computer will remain in control until the tour group is atop Blanchefort, and Madeline has delivered another short lecture (2). When the computer relinquishes control, click on Wilkes; this will cause the computer to again take over while Wilkes goes over and initiates a brief conversation (2) with Madeline. Once you are again in control of the game, click on Lady Howard, then on the "Talk" icon. The machine will again take over and you will overhear Lady Howard talking to Estelle, as well as the first mention of that strange and hauntingly beautiful poem, Le Serpent Rouge. However, Madeline will also overhear the mention of Le Serpent Rouge, and the computer will retain control while the entire tour party is involved in conversation/commentary regarding the poem (2). When you again get control of the game, interview all the others present. Since this also appears to be a timed segment of the game, this is not a time to be casually clicking around at the scenery; click first on Lady Howard/Estelle, then on a new icon that will appear, that of Le Serpent Rouge. After you complete that conversation, immediately go over and click on Wilkes, then again, on the Le Serpent Rouge icon. Then the "Treasure" icon will present itself, utilize this, then after this, you will be presented with a new icon, one of a pair of lips indicating a kiss; this is the "Flirt" icon. Click on it, and Grace will choke down her disgust at the idea, but will "flirt" with Wilkes (2) to get information out of him. Then click on Madeline and the Le Serpent Rouge icon (2); then all the others present, each time you will be presented with the Le Serpent Rouge icon, so click on this. Make sure you save Mosely, standing off to the side, for the last person to click on and have Grace interview. When you click on Mosely, there will be a row of several icons; click on all of these to exhaust the conversation (4). The time-block will now conclude with a sort of movie, depicting a dream-sequence of Gabriel's.

35/254

Day 2, 10:00 a.m.-12:00 Noon

You start this time-block in Gabriel and Grace's room, playing as Gabriel. First, go over by SIDNEY, and have Gabriel pick up the extra fingerprint kit (1) Grace left there for him. Then have him take the poem off the table that Grace left there, even though there will be no points in it. Then have Gabriel exit the room. As soon as you click on the door and the "Open" icon, the computer will take over, and Gabriel will go outside and run into the maid, Roxanne, departing Mosely's room, after cleaning and changing the sheets. There will be a brief conversation, after which you will regain control of the game, then Roxanne will go down to Gabriel's room. She will move her linen-cart right up in front of the door. Click on the cart, then on the "Think" icon. This will be Gabriel's hint that he needs to follow Roxanne, and burglarize each of the rooms she has yet to clean.

After she finishes with Gabriel's room, Roxanne will push her cart down the passage to Room #27, Baza's room. When she first goes inside, she will leave her cart pulled directly across the front of the open door, and any attempts to have Gabriel do anything at this point will only result in his commenting that Roxanne will hear him if he tries to move the cart. Just wait and watch for a few seconds, and Roxanne will return with a load of dirty bedsheets and toss them in her cart and take fresh ones. When she does this, she will somewhat move the location of the cart, so it is no longer completely blocking the door. When Roxanne disappears inside, she will close the door behind her, but it will not wholly close. Click on the open space of the door, and a row of icons will appear. Click on the "Peek" icon, and the machine will take control of the game. You will see Gabriel peeking around the door at Roxanne, who, after a few seconds will go into the water-closet. As soon as she does, you will regain control of the game. Immediately, move your camera so that you are in front of the dumbwaiter door. Click directly on the latch, and another row of icons will appear. Click on the one of the padlock, and the computer will again take over while Gabriel goes over and slides the bolt of the dumbwaiter back (2), leaving it unlocked. Your machine will give you control of the game at this point, so without delay, move Gabriel out of the room before Roxanne comes out of the water-closet and catches him inside. Just move your camera so you can look out the partially opened door, and click on the opening. Another bar of icons will appear, click on the outward pointing arrow icon, and the computer will take over and move Gabriel out into the passage. If Roxanne catches Gabriel in one of the rooms, he can sweet-talk himself out of a jam once or twice, but eventually Roxanne will prevent him from burglarizing the rest of the rooms. The game player needs to stretch her ability to "willingly suspend disbelief" for the duration of some of these scenes. If you are not quick enough to get Gabriel out of a room, Roxanne will challenge him, yet in the passage he is apparently invisible to her. The game has an alternate route, involving a spectacular rooftop climb by Gabriel, but fewer overall points for proceeding if Roxanne catches him too often, but this will be discussed separately, elsewhere.

After you have Gabriel safely out of #27, just have him wait in the passage until Roxanne emerges and pushes her cart down to the room of Madeline Buthane, the tour guide. As before, wait until Roxanne returns with the dirty sheets and slightly moves the cart before going back inside the room. As before, as soon as she is out of sight, click on the door opening and the "Peek" icon, and the computer will take over while you watch Gabriel watching Roxanne. There is no dumbwaiter in this room, so as soon as Roxanne goes into the water-closet, click on the handle of the door to the balcony (4) and watch while the computer again takes over, Gabriel goes out to hide on the balcony, and a moment later Roxanne emerges from the water-closet and departs the room. You are given back control of the game at this point, and you should go up to the door leading back to the passage, and click on the little locking device in the middle of the doorknob (2). Then depart the room; you will notice Roxanne's cart down by #31, the room of Lady Howard and Estelle.

Move your camera down the passage, and enter Lady Howard's room in the same manner you have entered the previous rooms. Her room also has a balcony, so as soon as you regain control of the game, click on the handle of the door to the balcony (4), after the maid leaves, be sure to unlock the door by clicking on the central part of the doorknob (2).

Roxanne will then proceed down to Buchelli's room, #21, and again Gabriel should follow her in the room in the usual manner. This room has a dumbwaiter, and as before, as soon as the maid goes in the water-closet, you need to click on the latch, then the "Padlock" icon. Gabriel will come up and slide the deadbolt back (2), leaving the door to the dumbwaiter unlocked. Again, as soon as this has been done, get Gabriel out of the room before the maid comes out of the water-closet and catches him.

The final room is Wilkes' room, #23, and as it has a dumbwaiter, handle it has you have those rooms before. After Gabriel slides the latch back on the dumbwaiter (2), hurry him out of the room. He can follow Roxanne to her storage-closet first, if you want, and you can click on her, and on the "Look" icon, but there are no points in this, nor is there any point in it, as nothing will be elicited save for some inane comment of Gabriel's. Actually, Gabriel needs to go downstairs. Once you click on the "Down the Stairs" version of your cursor-arrow the computer will take control of the game, and keep it while Jean initiates a brief conversation. After this concludes, you regain control of the game. Don't just go away, but click on Jean, and two icons will appear. Click on these to complete the conversation (2).

Have Gabriel go through the dining area and into the kitchen. You can click around on various items, then on the "Look" icon for some commentary, but the only things we are interested in here are the two dumbwaiter doors. It actually doesn't matter which order you do these in, but for the purposes of this walkthrough, I first had Gabriel make a left turn as soon as he entered the kitchen. Click on the dumbwaiter door, then the "Open" icon to open the door. Then click on the crank in the wall, then on the "Turn" arrow-icon; this will lower the actual floor or elevator portion of the dumbwaiter. To have Gabriel enter the dumbwaiter, make sure your cursor-arrow is actually on the floor of the dumbwaiter. Click on this, then on the entry-arrow icon (2). The computer will take over while Gabriel climbs in the machine, then your view will jump directly to the top of the dumbwaiter shaft and you will be looking down at the top of Gabriel's head from a storey above, seeing him standing in the dumbwaiter far below. Click on the ropes you see, then on the "Gears" icon; the computer will briefly take over as Gabriel hoists the dumbwaiter, and himself to the upper floor. You will notice the interior of two dumbwaiter doors from the angle your camera is at. Again, the order doesn't matter, but click first on the one at the bottom of your machine's screen (4), and enter Wilkes' room.

Snoop around by clicking on various items, then on the various icons that present themselves for commentary by Gabriel. One of these icons is new a "Search" icon; clicking on this will have Gabriel look under the bed and check the mattress, although at this time, there will be nothing found and no points in it. Go over to the table in the corner that has a number of books and papers stacked upon it. Click on the letter sitting on the table, from Metaphysical Books (1), for the point and some commentary. You can have Gabriel go into the water-closet and snoop around, but there will be neither points nor anything to take from here, save Gabriel's comments. There is nothing more of interest here, so have Gabriel go over to the dumbwaiter door and open it. You cannot just click on the door on the other side, Gabriel will say this is too far to reach. Rather, click on the floor of the dumbwaiter to have him enter, then, when he is inside, click on the door at the top of your screen (4).

Gabriel will now enter Buchelli's room. Observe the chest of drawers next to the door to the water-closet. There are three drawers, but it doesn't matter which one you click on; when you click on the "Open" icon (2), only the top one will open; it is impossible to open the two bottom drawers. Click on the priests' garb, and then the icons that appear for a bit more of Gabriel's sarcastic comment. Notice a small white square on the left hand side of the drawer. Click on this, then on the "Take" icon (2), and be informed by Gabriel that this is the stub of Buchelli's train ticket into town. Then, close the drawer and go into your Inventory. Click on the fingerprint kit, then on the "Take" icon so that it will appear as an icon when you want to use it. Exit the inventory and click on Buchelli's suitcase, sitting at the foot of a bed. Again, a row of icons will appear. One of these will be the usual "Take" icon, but do notclick on this at this time. Click instead on the fingerprint kit icon, and you will see a close-up, of the interior of the fingerprint kit, and in a sort of side-bar, of the object to be fingerprinted.

Since, if you are following the route of this walkthrough, this will be the first time you can successfully use the fingerprint kit, (Playing as Grace in the previous time-segment, you can use the fingerprint kit on the book she finds on her door-step, but there are no prints to be found) I will offer one bit of advice as well as a general instruction as to the use of the kit. If you want to check an item for fingerprints, of course, you will have the fingerprint kit selected from your Inventory, so that when you subsequently click on whatever it is you wish to fingerprint, the kit icon will appear at the end (save for the "Exit" icon) of the bar of three or four icons that will appear. This icon will look sort of like a partially opened cardboard pizza box with several partitions inside. However, frequently, the "Take" icon will also be one of the icons on this bar. If you intend to check for fingerprints, do not click on the "Take" icon before you run the fingerprint check. Sometimes this will not matter, but on at least two occasions will result in no prints being detected, with the further result that the game player will miss out on two points for each time this happens. Once you get the hang of it, taking fingerprints is not difficult. Once you have the close-up of the kit and the item you wish to check for prints, position your arrow-cursor on the little brush in its compartment at the bottom of the box, and click on it. At this point, your arrow-cursor will disappear, and the brush itself will, in effect become the cursor. Then, position the brush-cursor over the bowl of black graphite-powder. Mouse-click, and you will notice that the previously light brown bristles of the brush are now dark black; you have dipped the end of the brush in the graphite-powder. Then, move the brush-cursor over the area of the item you wish to check for fingerprints. Holding the left Mouse-button down, move the brush-cursor up and down, back and forth, around in circles over the area you are checking out. Usually, it will take a few seconds, but you will start to see a smudge appear, and when you have the print, your brush cursor will "hang up" or stick somewhat and Gabriel (or Grace, in other sections) will make some sort of comment. Then, reposition the brush cursor over the little compartment in the box where you originally got it. Mouse-click, and the brush will return to it's compartment, and your cursor will return to its usual arrow configuration. Move this to the end of the roll of scotch tape and click on this, and your cursor will now become an inch-long section of scotch tape. Move your scotch tape-cursor over the fingerprint you located on the item, and Mouse-click on this. You will see a print adhere to the tape-cursor. Then, move the tape-cursor with the print on it over to the left-hand side of the fingerprint kit box, where you will see what looks like a row of packets of cigarette rolling-papers, and click on the front one of these. This will place the fingerprint in your Inventory, generally for a reward of two points and for later scanning into SIDNEY'S files.

Anyway, now you know enough to get along with. You have the close-up of the kit and Buchelli's suitcase on your machine's screen. Turn your arrow-cursor into the brush-cursor, then dip this in the graphite bowl, then move it over to the silvery latch towards the right of the suitcase. Holding your left Mouse-button down, move the brush-cursor over the latch until a print starts to appear and Gabriel makes a comment, then lift and enter this in your Inventory (2), as described above. You can have Gabriel search the water-closet, clothes-closet and beds, but there will be neither points or anything else of interest to be found. Return to the dumbwaiter, have Gabriel enter it, and, using the ropes, descend to the kitchen. When he climbs out of the dumbwaiter, have him close the machine's door. Then, Gabriel needs to go to the other side of the kitchen, almost directly across from the refrigerator, where he will find another dumbwaiter door. Gabriel should enter this, and hoist himself to the top of this side, just as described when he went up the first dumbwaiter. When he gets to the top, you can click on the dumbwaiter door at the bottom of your computer's screen. If you have previously made sure that Gabriel or Grace kept their own dumbwaiter door locked, Gabriel will comment that this door is locked; if you haven't, then Gabriel will step in his own room. The only place of interest, of course, is the other side of the dumbwaiter, so click on the door towards the top of your screen (4) and Gabriel will enter Baza's room.

Click around and try to fingerprint stuff, especially the picture of Jesus, but you will find nothing here save for a rag or cloth of some sort (2) when you click on the first bed around the pillow, then on the "Search" icon. Since there is nothing more here, return via the dumbwaiter to the kitchen and depart, going through the dining area and the Lobby, and returning upstairs. Since you have previously unlocked the front doors to Lady Howard 's and Madeline's rooms when you followed Roxanne around earlier, just walk up and click on one of their doors, then on the "Open" icon. Again, it doesn't matter which order you enter the rooms in; I happened in this walkthrough to go into Madeline's room, #29, first.

Once Gabriel is in Madeline's room, notice the suitcase under the bed. Click on this, then, when a row of icons appears, click on the upward arrow icon. The computer will take over while Gabriel reaches down, takes the suitcase, puts it on the bed and opens it, then whistles at the pistol (2) he sees inside. Click on this, then do not click on the "Take" icon, click rather on the "Fingerprint Kit" icon which should also appear. The magnified view of the fingerprint kit and the gun in a side-bar should appear; fingerprint the gun (2) by the process described above. Then, click again on the suitcase, then on the downward arrow icon, and the computer will take over while Gabriel closes the suitcase and returns it to its place under the bed. Then, notice the closet and double set of drawers next to the bed. Click on either of the two drawers, then on the "Open" icon, and Gabriel will open the top drawer. (It is apparently impossible to open the bottom drawer.) Move your camera so you are looking more directly down into the drawer. Click on the folded piece of paper (a map) then on the "Take" icon (2). Click on the electronic apparatus also in the drawer and some icons for commentary, but Gabriel will not take this. Depart Madeline's room, and go down the passage to #31, the room of Lady Howard and Estelle.

Again, the door is unlocked, so just have Gabriel go on in. Search around, the suitcase at the foot of the bed is apparently empty, the steamer-trunk is locked, and there is nothing of interest in the closet or drawers. Clicking on the bed, however, will evoke a row of icons, one being the "Search" icon, which you should click on. Gabriel will look under the bed and discover a manila folder (2) with two parchments in it. Click on the parchments, then on the "Take" icon (2), and the parchments will be added to Gabriel's Inventory. Then, leaving the manila folder on the bed, have Gabriel go to the water-closet. On the ledge above the sink, you will notice a blue tube of some "Suppuration H" lubricant, and a mirror. Click on the Suppuration H, then on the "Take" icon, and Gabriel will add this to his inventory (2). Then, fingerprint the mirror, or rather, the handle of the mirror (2). Gabriel's burglary spree in the Hotel is now over, and he needs to depart Lady Howard's water-closet, and depart the Hotel.

Gabriel now has one more act of burglary he must commit before this timeblock ends. Have him go to the Church-Yard, and face the window of the Abbe's office. Click on the window-frame, then on the "Open" icon, and Gabriel will open the door a couple of inches. Click on the open space, then on the "In" arrow, and Gabriel will complain that he can't squeeze through. Enter your Inventory, and "Take" the tube of Suppuration H. Exit the Inventory, then click on the window frame, then on the "Suppuration H" icon on the row that appears. The computer will take over while Gabriel lubricates the window frame (2) with the Suppuration H. When you are restored to control of the game, click again on the window frame, then on the "Open" icon (2). Gabriel will open the window all the way up; at this point click on the opening, then on the "In" arrow icon, and Gabriel will enter the room. Manoeuver your camera so you can see a drawer-handle behind the Abbe's desk, and then click on this, then on the "Open" icon. There is only one drawer that will open, and when Gabriel can see inside, click on the "Circuit" magazine you see there, then on the "Read" icon (2) and hear Gabriel comment on articles about the European Union. They are not readily visible, but lift your camera up a bit, then by holding down your machine's "Shift" key and the left Mouse button at the same time while you move your Mouse slowly forward, you will find your viewpoint looking directly down into the drawer, and you will see a pack of cigarettes. Fingerprint these (2), and you are done here, but before you have Gabriel leave, click on the chess-board, then the "Look" icon for some of Gabriel's classic snide commentary. Then, depart the office, either by the window through which Gabriel entered, or out the office's door and through the Church, finally exiting out the Church's front door; now Gabriel's needs to return to his room in the Hotel.

Once you have Gabriel back in his own room, click on SIDNEY, then on the "Gears" icon to activate the machine. From taking fingerprints and license numbers, to burglarizing rooms and ripping stuff off and taping conversations, Gabriel's Inventory now includes a fair amount of items that need to be scanned into the SIDNEY machine. Once Gabriel is seated in front of the computer, the machine's Main Menu appears. Click on the "Add Data" button at the top of SIDNEY's screen, a green message-sign stating "awaiting input" will appear, followed by Gabriel's Inventory. While it actually doesn't matter in which order you input stuff into SIDNEY, I have found that going from left to right, top to bottom as you would read a book is easiest; I am less likely to overlook something. Click on each item that ought to go in the Inventory, then on the SIDNEY icon. You will hear the sound of SIDNEY's innards grinding around as it records the information, and you will be rewarded with one point. Not every item in the Inventory, of course, can be put into SIDNEY, and Gabriel will comment to this effect if you try to input something SIDNEY won't accept. The order the items will be displayed in your Inventory will vary depending on the order you did some of the actions in the game, but as it worked out for this walkthrough, the first item is a cassette-tape; this is of the conversation Gabriel taped of Abbe Arnaud speaking on his phone to someone in French. Input this into the SIDNEY computer (1). Then, input the following items into SIDNEY: The Abbe's fingerprint, (1) Buchelli's fingerprint (1), Buchelli's license plate number (1), Madeline's fingerprint (1), Baza's license plate number (1), Lady Howard's fingerprint (1), Lady Howard's license plate number (1), the map Gabriel took from Madeline's room (1), Mosely's license number (1), Parchment I (1) and Parchment II (1), these last from Lady Howard's room, then, finally, Wilkes' licence number (1). You will notice as you scanned this stuff into SIDNEY, most of it disappeared from Gabriel's Inventory, save for the map and the parchments.

After you are returned to SIDNEY's Main Menu. Click on the "Files" heading to obtain a list of the files in SIDNEY, mostly, this is the stuff you just scanned in. Click on the entry "Abbe Tape," and a printed edition of the telephone conversation Gabriel taped earlier will be displayed. Since the original conversation was in French, the printed edition is also. But this printed edition will also appear in SIDNEY's "Translate" mode. You will notice two columns of four languages, one column headed "From" and the other "To." The four languages in each column are English, French, Italian and Latin. Click French in the "From" column, and English in the "To" column. Then click on the larger "Translate Now" button (3) and the French text will be replaced by its English equivalent.

Now, you should have Gabriel "Link" the various items in SIDNEY's "Files" section with the various suspects involved. At this point, you should go to SIDNEY's Main Page. Click on the "Suspects" tab at the far right of your (and SIDNEY's) computer screen. You will notice three sub-headings, "Open", "Suspect List", and "Links." You don't need to click on these; just float your cursor-arrow over one of these to activate a drop-down list of options. Float the cursor over "Open", then click on the "Open File" tab that appears. After you click on the "Open Files" tab, a list of everything either Gabriel or Grace has filed into SIDNEY since the beginning of the game appears. A tiny scroll-bar system is provided by SIDNEY, and you will soon need to use it to see the entire list. It doesn't matter which order these are done in; we will use Lady Howard's fingerprints as the example. Click on the file title "Lady Prnt." Then, float your arrow-cursor over the heading "Suspect List" and a drop-down menu will appear, with the names of most all the characters in the game. Click on the tab with Lady Howard's name. Then, float your cursor-arrow over the last heading, that of "Links", then click on the tab that appears that says "Link to Suspect." SIDNEY will churn around for a moment (1) as this information is assimilated. Then, return to the "Open" heading, and repeat this process for each of the rest of the items on the list of files (7). Almost everything can be linked to a suspect, but only the license plate numbers and fingerprints will yield a point each, for nothing else will points be awarded. At this point Gabriel has done all he can with SIDNEY, so have him depart the machine.

Have him go back to Madeline's room. Enter the Inventory, "Take" the map, depart the Inventory, open the drawer Gabriel originally got the map from, click inside the drawer, then select the "Map" icon from the row that appears (1), and Gabriel will return the map to the drawer. Close the drawer and leave Madeline's room. Go next door to Lady Howard's room, to the folder still lying on the bed. Enter the Inventory. You will notice that two separate parchments are depicted here. Click on one of them, it doesn't matter which, then click on the "Take" button. Exit the Inventory, and click on the manila folder lying on the bed. A row of icons will appear, one of these representing the parchments. Click on this, and the machine will take over while Gabriel returns both parchments to the folder (1) and hides the folder under the bed. Have Gabriel head downstairs for a brief computer-controlled conversation with Roxanne and Jean, and the game-segment will conclude.

92/346

Day 2, 12:00 Noon-2:00 p.m.

This time segment starts with a movie of Madeline's tour van arriving at a new location, the vineyard Chateau Serres. Madeline gives a brief lecture and everyone goes into the wine-tasting room, save Grace, who is left standing alone outside, when the computer restores control of the game to you. Click on the tasting-room door, then the "Open" icon to have Grace also enter. Click on the various characters, then on the "Talk" icon for some commentary, some of it as snide as Gabriel's. Click on the Abbe Arnaud for a very brief computer-controlled conversation (2), then, when you regain control of the game, click on him again for a little more talk from the Abbe, but no points. Before you have Grace depart the tasting room, be sure to click on the fire in the fireplace, then on the "Look" icon, for some really cutting commentary by Grace, probably the harshest put-down comment of the entire game. Click on the door, then on the "Open" icon, and Grace will return to the courtyard.

Behind the parked van you will notice an arched gateway in the stone wall, click on this and the computer will take over while Grace goes through. Once she is through you will hear the sound of a crying baby, this will be heard at times here and at other locations around the Chateau Serres. This was a brilliant idea on the part of the game's designers, as it adds immeasurably to the mood and atmosphere of the game. Move your camera to the back and left, and have Grace check out the cellar doors if you want, but there will be no points in it. (This is an alternate route should Grace get caught in the act of burglary she is about to undertake.) Notice the low red tile roof of what appears to be a small room of some kind at the end of the wall. Click on the side of this room, then select the "Climb" icon (2) from the selection offered. The computer will take over while you watch Grace climb up this low roof, along the narrow top of the wall, and around to the back of the main building. The computer will restore control to you at this point, so click on the ivy covering part of the building's back wall. The computer will again take over while Grace climbs up the wall of the building on the ivy (4) and enters Chateau Serres via a rear window.

Once inside, have Grace open the standalone wooden closet on the other side of the attic in which she has found herself. Go to your inventory, and "Take" the notebook. Exit the inventory, click on the robe with the strange symbol, then on the icon of the notebook. Grace will record a copy of the symbol (2); this will go into her Inventory. Then, have Grace open the large trunk around the corner (2). Amongst other items there is a doll in the chest, but Grace's nerves are all keyed up, so when she sees it, she jumps, and makes a noise. You will here some music at this point and a male voice saying something in French; Montreaux, the owner of Chateau Serres has heard, and is coming up to investigate. Immediately, move your camera so you can click on the closet in which Grace saw the robes earlier. The "Hide" icon should appear along with several others, click on this, and the machine will take over while Grace hides in the closet (2). Montreaux will go over to the closet and be reaching for the door, and it appears as if Grace's goose is cooked. However, at the last minute, the voice of Madeline comes up from below, through an open window, inviting Montreaux to come down and join the tour group in the wine-tasting room. Montreaux departs, Grace emerges from the closet, and the computer restores control of the game to you. Have Grace return to the trunk, and click on the blanket inside, then on the "Move Aside" icon (2). Go over by the window Montreaux was talking to Madeline through, then have Grace go down the spiral staircase, and into Montreaux's library. However, if Grace had been caught, she would have been escorted out, and while there is an alternate route to continue, a fair number of points and scenery would be missed.

Once in the library, move your camera so you can get a view of the back of the desk. Imagine yourself lowering the camera to be suspended where it would be were it sitting facing the desk in the chair behind the desk. It may take some jiggling around with your Mouse, but you should be able to see the thin drawer, and the button below, to your left. Open the drawer first, and click on the book inside. Click again on the "Read" icon (2) for a close-up look at the inside of the book, and some disparaging commentary from Grace. Put the book back, then go into your Inventory, and bring up the fingerprint kit. Fingerprint the book (2); for some reason touching it first here will not eliminate the fingerprints, as it will with Buchelli's suitcase and Madeline's pistol. Close the drawer, and ignoring the button for the moment, click on the portrait of Montreaux on the wall behind the desk. Use the "Look" icon that appears to elicit commentary from Grace. Click on the chair you see, and again a row of icons will appear. One of these will be the "Move Aside" icon; click on this, and Grace will slide the chair over so it is directly under the portrait (2). Click on the chair again, then on the "Climb" icon, and Grace will climb up on it. Click again on the portrait, then on the "Magnify" icon. Note the gleam in Montreaux's eye. Click on this, then again on the "Magnify" icon (2) for a rather dramatic result. This is all there is to do with the portrait, so simply click on the floor to have Grace climb down from the chair. Return to behind the desk, and press the button you saw earlier. Press then on the "Pushbutton" icon (2) to activate the laser-beams coming from the five heads located equidistantly around the room. Grace now has to form a pentacle with the rays of light emanating from the heads, and this is actually easy, once you know the trick. Simply click on one of the heads, and when the row of icons appears, note the two with rotating arrows. Click on the one with the arrow pointing left, and you will see Grace partially rotate the head, changing the direction of the beam of light coming from it's forehead. Then have Grace go around the room and repeat this process with each of the heads, moving them one movement to the left. This will form the pentacle (5), and a circular piece of the floor will fold back, revealing a secret stair.

Have Grace go down, and when the computer returns control of the game to you, you will see her standing in a passage in the basement. Move her forward, somewhat to the right, forward again, passing by some inconsequential storage rooms as you go; finally there is a fork in the passage with one side bending slightly to the right. Have Grace go this way, and you will see a narrow stairway going down even deeper into the basement. Click on the door at the bottom of the stairs and the "Open" icon and Grace will go through and find herself in the wine-cellar (2). Click on the woman working the press, and the computer will take over for the duration of this time-segment of the game. You will witness a rather disturbing interaction between Grace and the woman (5), then Grace will find herself outside the building. The computer will have her return to the courtyard for a brief conversation with Mosely and Madeline, and the time-segment concludes with the movie of the discovery of Prince James' two agents, murdered, with their throats slit at a place known as the Devil's Armchair.

38/384

Day 2, 2:00 p.m.-5:00 p.m.

This segment opens with a still shocked Grace coming in their Hotel room to inform Gabriel of the tour group's discovery of the bodies of Prince James' agents. Their conversation is entirely run by your machine, and is quite brief. Your computer will restore control of the game to you just outside the room, playing as Gabriel.

The next five minutes are apparently timed; if you do not act with a degree of alacrity, you can miss out on both points and scenes. Instantly, as soon as you get control of the game, go into the Inventory, and "Take" the glass, so it will appear in the row of icons that will appear when you click on something. Go directly down the passage to Madeline's door, #29, and click on it. Then click on the "Glass" icon, and the computer will take over while Gabriel eavesdrops (2) on a telephone conversation Madeline is having in French. As soon as you get control of the game, move down the passage to #31 and eavesdrop on Lady Howard and Estelle (2) in the same manner.

Then, go down the stairs immediately next to Lady Howard's room; when you regain control of the game, you should be standing in the Lobby on the opposite side of the Front Desk and Jean. At this point you should click on a spot somewhat to the right of the front door, on the floor, then hit your machine's Escape key to hasten Gabriel to this spot. Then, go into the Inventory, and "Take" the tape recorder. Click on the curtains to the telephone booth, then on the "Open" icon, and again hit the Escape key. The reason we are taking this roundabout route to get to the phone booth is because if Gabriel goes too close to the Front Desk, Jean will drag him over for a bit of worthless conversation that could very well cause the scene in the phone booth to be missed. At any rate, as soon as you regain control of the game inside the phone booth area, you will see Buchelli's feet in one of the three smaller booths, and hear him dialing a number. Immediately click on this curtain, then on the tape recorder icon, and your machine will take over (7) while Gabriel tapes a rather extended conversation Buchelli has with a Father Grenna in Italian.

A moment after Buchelli hangs up, you will regain control of the game. Immediately leave the telephone area. Go over and click on Wilkes, seated in the alcove. There will be a brief computer controlled conversation (2), then Buchelli will emerge from the telephone area and sit down with Buchelli; the computer will remain in control while Wilkes and Buchelli have a drink, and make a few comments about the day's events. As soon as you have the game under control again, have Gabriel go over and have the conversation with Jean that he would have had earlier had he strayed too close to the Front Desk; there will be no points in it, however. Then, have Gabriel leave the Hotel.

Go to Fountain Square, to the place I previously described where you can see up to the roof of the Tour Magdala. You will see someone there; this is the Abbe Arnaud. Gabriel should go up and have a brief interview (2) with him. Then depart the Tour Magdala, and go either to the bike shop, or to where you just were when you were looking up to see if anyone was on the top of the Tour Magdala. If you go to the shop, click on the Harley and the "Gears" icon to bring up the valley map, if you send Gabriel to the other location, just click on or above the Rennes-le-Chateau sign. Clicking on the sign is quicker as it saves Gabriel from having to enter the bike shop--every time he has to pass a doorway, a longish wait, staring at the miserable Red-Eye has to be endured.

There will be a new live spot on the map, the Devil's Armchair, slightly above L'Hermitage and on the other side of the road. When Gabriel gets off the Harley at this site, first notice the tire tracks in the dirt just off the road. Click on one of these, then on the "Look" icon (2) for some commentary. Then, direct Gabriel on the path behind the rock formations on the same side of the road that he parked the bike. When he gets back far enough, he will see the green car that had belonged to the Prince's agents (2). Go to the Inventory, and "Take" the notebook, then click on the tire, then on the "Notebook" icon. The computer will take over while Gabriel folds back a page of the notebook, and goes over and takes an impression (2) of the tire treads. Cross the road, and again, go behind the rocks and boulders. The computer will take over while Gabriel comes up upon Mosely from behind, and scares him, then engages him in a brief computer run conversation which will end with a bar of icons being displayed. Contrary to the usual procedure of "following the icon trail" i.e. systematically exhausting the icons going from left to right, click on the LAST icon in the bar, the one of the Vampire (4). If you click on the icons in the usual manner, you will get the same conversation (in a slightly different order) but no points. Then, click on the bodies of the two dead men, and the various icons to elicit commentary (information); be sure to click directly on their faces, then on the "Think" icon (2). Also click directly on the slashes in their throats, for further information. Click again on Mosely, then on the "Ask" icon to elicit several other icons; click on one of these, and after that line of conversation ends, you will have to again click on Mosely and the "Ask" icon, to elicit yet more icons, and to repeat the process. Repeat this until finally all the icons are exhausted; when Mosely says "Let's look around and talk about stuff as we find it", this indicates that this line of conversation is concluded.

Your next task is to find the blood of the two dead men, and this is quite tricky; I was hung up here, for long weary days clicking on everything without result. The blood is actually nowhere near the dead men; what you first need to do is position your camera so that you are facing the Armchair and the murder victims. Then, raise your camera directly up, so that you are at treetop level, then move directly backward towards the trees at the end of the area in which Gabriel and Mosely are standing. If we consider the Armchair itself to be at twelve o'clock, look off to about ten o'clock. You may have to jiggle your Mouse around a bit, but you should be able to notice the difference in the texture of the ground. Gabriel and Mosely are standing on relatively short grass, almost blue-green in color. To your left are several sections of what appears to be darker, rougher ground. If you look far off (several hundred yards in the context of the world of the game) to the top of your machine's screen, you will see a small patch of short grass, almost a lawn more of the color of the one under your camera. If you look real close, you will see a dark spot in this, and if you move your cursor-arrow over it, it will light up. When it does, click on it, then at the "Look" icon. If you don't do anything to move your camera, you will watch Gabriel walk slowly across your computer screen from your vantage point among the treetops at the end of the glade where Mosely has remained after Gabriel responded to your command upon the machine. Suddenly, the scene will jump to the new location and Gabriel will summon Mosely (5), announcing the discovery of the blood. Click on the blood, then on the various icons for commentary, but no points. Look closely on the lower side of the blood, and notice the indentations in the ground. These are knee-prints, and you should click on one of these, then on the "look" icon, then on the "Think" icon. At this point the computer will take over while Gabriel has an otherworldly vision of the victims being brought to that site; then your machine will take you through a brief conversation with Mosely (2). Click again on the knee-prints, then again on the "Think" icon. Gabriel will have another vision, this time of the two men being done to death, then there will be another brief, computer-controlled conversation (2) with Mosely. Depart the Devil's Armchair, and run into Madeline for a bit of conversation. You will hear the sound of approaching sirens, and Gabriel will want to avoid talking to the local police. Mosely will hitch a ride with Gabriel who will climb on the Harley. This time, you will have no choice, the computer will take Gabriel, Mosely and the Harley to the bike shop in Rennes-le-Chateau.

Once Mosely walks off, the computer will return control of the game to you. Click on the bike, then on the hot-spot representing Larry Chester's place. Click on the door, then on the "Knock" icon; Larry Chester will answer, and escort Gabriel inside. A row of icons will present itself; exhaust these to complete the conversation (8) which will end with Gabriel being thrown out. When this happens, your machine will take over while Gabriel goes back and looks through the window and watches Chester come up and set the alarm on the clock just inside the window. This is another one of those places in the game where you just look the other way at the lack of credibility in the situation; in real life it would be idiotic to think that Gabriel, placed as he is would not immediately be seen. At any rate, Chester departs, and Gabriel now wants to find out what time Chester set the alarm for. Go to your Inventory, and "Take" the coat-hanger, so that it will appear as an icon in the row that will appear when you click on something. Click on the small hole in the window, and try several of the other icons for some commentary, but when you're ready, click on the icon of the coat-hanger. Your machine will take over while Gabriel straightens out the hanger and reaches it through the hole in the window, turns the clock around and checks the alarm-time (7); Gabriel will drop the wire he made from the hanger inside the room, but this is of no concern.

Return to the Hotel at Rennes-le-Chateau. Click on the door and the "Open" icon, and wait, staring at Red-Eye until your machine is ready to allow Gabriel to enter the building. However, this time when he does go in, the computer will retain control of the game while you watch a scene of Baza and Estelle accidentally banging into each other (2), causing Estelle to drop some papers in the process. After this, go to Gabriel's Inventory and "Take" Prince James' business card. Then have Gabriel go to the phone booth area, and call the Prince (5). Then, go over and click on Jean, then on the "2:00 a.m." icon that appears (2); Gabriel will ask Jean give him a wake-up call at this time.

Have Gabriel return to his room for a brief computer directed conversation with Grace and Mosely; eventually a row of icons will appear and you will be given back control of the game. Follow the icon trail to finish the conversation (10), and Mosely will depart. Invoke the fingerprint kit so that it will appear as an icon, and take Mosely's fingerprints (2) from the bottle he left upon the table. Grace will comment that he cannot yet enter Mosely's prints into SIDNEY, but Gabriel has other things to do, so click on the machine, then on the "Gears" icon to start it up. Click on the "Add Data" section, and Gabriel's Inventory will be displayed. Click on the cassette-tape of Buchelli's telephone conversation and then the SIDNEY icon (1) to input this. After SIDNEY inputs something, you will be returned to SIDNEY's Main Page. Then click on the "Translate" section, then float your cursor arrow over the "Open" tab and click on the dropdown. Look down the list until you find the one listed as "Buch Tape." Click on this, and a transcript of the conversation Gabriel taped between Buchelli and Father Grenna will appear. As the original conversation was in Italian, so is the printed version of it here. In the column of four languages on the left, click on Italian, then click on English in the right-hand column. Finally, click on the "Translate Now" button off farther to the right (3), and the text will be transformed from Italian to English. Before you have Gabriel depart SIDNEY, click on the "Make ID" section of the main page. Select the "Newspaper Reporter" option, then click on "New York Times." Make sure Gabriel's rather than Grace's photo is featured, them click on the "Print ID" button (2). Before you leave the room, have Gabriel re-lock the dumbwaiter; how this keeps getting unlocked is one of the little side-mysteries of this game.

Have Gabriel go down to the Lobby, and notice the two glasses sitting where Wilkes and Buchelli had left them from their drinking bout there earlier. Fingerprint the green glass that was Wilkes' (2); you can fingerprint Buchelli's glass also, but Gabriel will just state that he already has Buchelli's prints so he doesn't need this one.

Depart the Hotel, and have Gabriel go to Blanchefort or L'Hermitage, and lie in wait for Lady Howard and Estelle who are cruising around in their blue two-seater. When they come into sight, click on them and then the "Follow" icon, and a new place will become active (2) on the valley map. Click on the new site, and Gabriel will go there; have him go around the raised section next to the road, on the same side he parked, and go way back, until he comes across Estelle reading a map. Click on Estelle, then exhaust the icons that present themselves (4) to complete the conversation.

Activate the valley map, either by having Gabriel climb upon the Harley, or by moving your cursor-arrow somewhat above the road, as if your were trying to point in the direction of the horizon. When the cursor-arrow changes shape, just click your left Mouse-button, and the map should appear; this is generally quicker than having to have Gabriel actually go to the bike. Click on the Serres hot-spot, and Gabriel will arrive there. When Gabriel gets off the Harley, turn around and face looking out the gate and at the road below. Move your cursor-arrow until it turns into the fat arrow, then click. When you have Gabriel through the gate, move your camera so you can see the auto tire tracks in the dirt just off the pavement. If it isn't "Taken" already, go to Gabriel's Inventory and "Take" the print of the tire tread he had taken earlier, off the green auto that had belonged to the two dead men. Then, click on one of tire treads by the road, then on the icon of the tread (2). Then, go to the Inventory, and invoke, or "Take" the fake reporter's ID that he made earlier with SIDNEY. Then click on the front door of the main building, then on the "Knock" icon. The machine will take over while one of Montreaux's minions answers the door, and engages Gabriel in a brief conversation. Click on the "Press" icon that becomes available; then the servant will go and fetch up Montreaux. Montreaux will then take Gabriel to the wine-tasting room (5), and the computer will restore control of the game to you there; a row of icons will present itself and you need to exhaust these (8) to complete the conversation. The computer will again take over while Montreaux receives a phone call from the house that ends the conversation, you will find yourself in control again, with Gabriel standing next to the Harley just outside the wine-tasting room. Have him return to Rennes-le-Chateaux and his and Grace's room in the Hotel; there will be a brief computer-controlled conversation between Grace and Gabriel which will conclude this game segment, but elicit no additional score.

101/485

Day 2, 5:00 p.m.-10:00 p.m.

Before you do anything, have Grace go over and again lock the door to the dumbwaiter, somehow this mysteriously keeps getting unlocked, at several points in the game. Have Grace depart the room. Go down by Lady Howard's and Estelle's room, #31, and notice the tray with the dirty dishes on the floor of the passageway. You will also notice a water-glass on it, identical to the one Gabriel got off of Baza earlier. Have Grace "Take" this (2), and continue to the Lobby. Click on Simone at the Front Desk, and the icons that appear for some conversation, but no points. Then click on the door to the dining area, and your machine will take over while Grace eavesdrops on a really sleazy conversation between Gabriel and Mosely. Madeline Buthane will come in briefly, offer a few comments and depart, and Gabriel and Mosely will finish their disgusting little talk (5). Grace will enter the dining room and control of the game will be restored to you; you can click on those present for some snippets of comment or conversation, but no points.

Have Grace depart the Hotel, and go to the Museum. Click on the paper hanging on the door, and "Take" this (2), it is a copy of Le Serpent Rouge. At this point, go to Grace's Inventory, and "Take" the fingerprint kit. Then, staying in the Inventory, click on the Le Serpent Rouge envelope, and fingerprint this (2). Grace should then go to the Church and go up towards the altar in front, then she should knock on the little door to her left (assuming she is facing the altar). The computer will take over while Abbe Arnaud calls out and invites her in, and Grace goes in the office. Click on the Abbe to generate a row of icons, then interview him (4) on all topics available, then, before you have Grace depart, click on the photo on the wall and the chessboard, then on the various icons that appear, for another line or two of conversation and/or her thoughts.

Grace now needs to return to her room in the Hotel, and fire up SIDNEY. She has accumulated a number of items in her Inventory that should be entered in. Click on the "Add Data" tab, and Grace's Inventory will be displayed. Click first on the weird symbols that Grace copied from the robes in the attic at Chateau Serres, then on the icon of SIDNEY. You will hear SIDNEY's innards grinding around (1) as they assimilate this information; when it is through, Grace's Inventory will disappear, and you will be looking again looking at SIDNEY's main page. Click again on the "Add Data" tab, and repeat this process for the SUM note (1), which you copied from Baza's writing in the sand at Poussin's Tomb, with Montreaux's fingerprints (1), and with the as yet unidentified fingerprint (1) Grace just lifted from the Le Serpent Rouge. Then, as described previously, "Link" Montreaux's fingerprint to him (1).

Grace is now ready to start on the first of the puzzles based on various segments of the poem, Le Serpent Rouge. Go to SIDNEY's Main Page, and click on the "Analyze" tab. Then hover your cursor-arrow over the "Open" section, then click on the "Open Files" dropdown that appears. Select the Map, click on this, then on the "Start Analysis" button. A map of the Rennes-le-Chateau valley (the one Gabriel took from Madeline's room) will appear on the right half of your computer screen, the left half will be occupied by a larger-scale version of a smaller area of the map on the right. Click on "OK" in the small black informational window to kill this, then click around experimentally on the map on the right, you will notice that the left-hand map changes to show in larger scale the immediate area around where you clicked on the valley map.

Then, right-click and bring up the Inventory, then "Take" Le Serpent Rouge so as to put the Le Serpent Rouge in an icon form which will appear at the top of the menu that appears when you click the right button on your Mouse. This will facilitate going back and forth to the Le Serpent Rouge poem, something that will have to be done frequently for a good deal of the rest of the game. Now "Magnify" Le Serpent Rouge and notice how the first stanza, Aquarius, is on a comparatively light background; this is the first part of the poem you must solve.

Le Serpent Rouge is a hauntingly beautiful poem that was apparently written sometime in the '60s, supposedly by three men who were brutally murdered within days of the poem's coming to light. The original poem consists of thirteen stanzas each named for one of the astrological signs, including one sign, Ophiuchus, not found in conventional astrology. There are several versions, or at least translations of this poem; the one in the game has been modified and abridged somewhat so as to have it fit the game puzzles. Now, click on Aquarius, the first verse of the poem, then, hit the "Read" icon. Looking at the verse, you will notice that there is one word, the name of the Egyptian god, Ra, that is in all capital letters. After Grace reads the verse aloud, click again it, then on the "Think" icon. This will cause Grace to think aloud, giving you hints. Also, you can right-click, then click on the "Hint" icon to get clues you need to proceed. Grace will say that she should look at the church pamphlet, so bring up Grace's Inventory, and click on the pamphlet. Then, click on the "Magnify" icon, click again on the pamphlet, and then on the "Think" icon. Then right-click and hit the "Hint" icon. Go then to SIDNEY's Main Menu, and click on the "Search" tab. Type "Ra" into the space provided, then on the "Search" button. A definition will appear for which in this instance you will receive no game points. However, as you go through Le Serpent Rouge, you should always, after reading each verse, click on the "Think" icon for Grace 's musings, then return to the Main Menu, hit the "Search" tab, then run a search on each of the words or phrases that are in all capitals. Some will directly get you points, others will produce bright yellow hyper-lynx which will give more definitions (information and clues for the game player) and on some occasions, points. Finally, click on Le Serpent Rouge, "Magnify" this then again, click yet again on the Aquarius verse, then on the "Think" icon; again right click and hit the "Hint" icon.

This last Mouse-click will cause Grace to inform you that it is time to lay the "Sunrise Line" down on the map. Exit Le Serpent Rouge and return to the map, on SIDNEY's "Analyze" page. Hover your cursor-arrow over where it says "Map" then when the dropdown appears, click on the "Enter Points" item. In addition to the clues discussed in the previous paragraph, you will recall that in her recent conversation with Abbe Arnaud, the Abbe explained the Sunrise Line as going from the Church at Rennes-le-Chateau to Blanchefort. So click on Rennes-le-Chateau on the right-hand map so as to locate Renne-le-Chateau on the left-hand map. You can only place points on the left-hand map. Observe the cross at Renne-le-Chateau. Put a point here; this is done by moving the tip of your regular cursor-arrow to the point in question and giving a Mouse-click. Then, using the right-hand map to bring Blanchefort onto the left-hand map, put another point on the cross at Blanchefort. Then, click on the "Start Analysis" button on Sidney. You should hear SIDNEY churning around inside, then a line between Rennes-le-Chateau and Blanchefort should spring into view on the right-hand map (5) and a comment or two should be elicited from Grace. If SIDNEY comes up with a message stating that there is a situation of "Indeterminate Points", elicit the dropdown from the "Map" heading, then click on "Erase Points." Then click on "Set Points" and try again. Some of the Le Serpent Rouge puzzles can be quite fussy about the exact location of where you place your points, and you may have to make several attempts on some of them.

Grace is now ready to solve the next of the Le Serpent Rouge puzzles, this one being the Pisces stanza. As before, first have Grace "Read" this, then hit the "Think" icon, then right click and hit the "Hint" icon. Go to SIDNEY'S Main Menu, hit the "Search" button, then enter the various items that appeared in all capital letters in the stanza. Return to Le Serpent Rouge, click on the stanza, and again hit the "Think" icon. Grace will refer to Sauniere's parchments, and this is your cue to turn your attention to these; the two documents Gabriel found under Lady Howard's and Estelle's bed, as well as to the strange symbols she copied down from the robes in the closet at Chateau Serres. Go to SIDNEY's Main Page, click on the "Analyze" tab, then float your cursor over the "Open" tab, then click on the "Open Files" dropdown. Select "Serres Symb" and click on this, then on the Start Analysis" button (2). Click "OK" to kill the small black window that appears, then bring up the "Parch 1" file, and again hit the "Start Analysis" tab. A small black window will appear with some instructions, click "OK" to kill the window, then float your cursor-arrow over the "Text" heading, then select "Extract Anomalies". SYDNEY will grind around for a few seconds, then another black window will appear which will ask you which language you wish to use. Select "French" (2) and the code is revealed. Then, float your cursor-arrow over the "Graphics" heading on SIDNEY, and select "View Geometry" (2). SIDNEY will start beeping and squeaking, red lines will start to appear, and you will end up with a red triangle. Then, return your cursor-arrow to the "Open" heading, and select "Parch 2" from the dropdown, and click on the "Start Analysis" button. Go again to the "Text" heading, and hit "Analyze Text" in the dropdown, then hit "French" in the black window that appears (2). Then, float your cursor-arrow over the "Graphics" header, and click on the "View Geometry" section (4); the result will be a red square. Return to the "Graphics" header, only this time, click on the "Rotate Shape" area of the dropdown (2). Return to Le Serpent Rouge, click again on the Pisces stanza, and again click on the "Think" icon, right-click and hit the "Hint" icon. This will refer Grace to the pamphlet she picked up in the Church, so go to her Inventory, bring this up, "Magnify" it, then click on it and on the "Think" icon. Following this, put the map back up on SIDNEY's "Analyze" screen, then float your cursor-arrow over the "Graphics" heading. Click on "Use Shape" in the dropdown that appears, then click on the circle, and a blue version of this will appear on your right-hand map. The circle is "Magdalen's Crown" and if you recall Grace's conversation with the Abbe, there are statues of the Magdalen in four churches in the area. Float your cursor-arrow over the "Map" heading and click on "Enter Points" from the dropdown. Then, on the left-hand map, place points at Rennes-le-Chateau, Bezu, Coustassa and Bugarach. Click on the circle in the right-hand map, and it will turn from blue to dark brown. Hover your cursor-arrow just inside the circle until it changes into a set of short parallel lines, positioned diagonally. Hold down the left Mouse-button, and slowly drag your Mouse backwards; this will expand the size of the circle. Pushing the Mouse forward with the left button down will correspondingly contract the size of the circle. When you have slightly more than doubled the diameter of the circle, let up on the Mouse-button, and reposition your cursor more in the center of the circle. Your cursor should now look like a double-lined crosshair; this permits you to move the circle around the map without changing its size. Position the circle so it passes through the four points you have set. You may have to go back and readjust the circle's size somewhat. When you have everything positioned closely enough, your machine will take over, the "Red Eye" will appear, and the circle will be incorporated into SIDNEY's map (5). After this, you will hear the sound of a ticking clock that denotes the passage of some time; this is your clue to have Grace depart SIDNEY.

Have Grace go down to the Lobby, where she will witness a brief scene of several of the characters discussing where to go for an evening's entertainment. They all decide to go to the bar at Rennes-les-Bains, and depart (2); Grace can go to the dining area for a meaningless chat with Lady Howard and Estelle, but there are no points or information in this.

Have Grace return to SIDNEY and put Le Serpent Rouge up and click on the third stanza, Aries. As always, have Grace "Read" then "Think" on the paragraph, and right click and check out the "Hint" icon. Then go to SIDNEY 's main page, and click on the "Search" tab. Plug in the first of the capitalized words, "QUATERNITY", and hit the "Search" button (1). This will bring up an article with a hyper-link, click on this to evoke two more hyper-lynx; click then on these, "Alchemy: Tilted Square" and "Alchemy: Squaring the Circle" to lead to yet another hyper-link, "Pythagoras." Click on this (1) for a new article. After you read this, clear the line in SIDNEY's search engine, and type in "SAINT MICHAEL", the second word in the verse that is in all caps. Hit the search button (1), and read the ensuing article. Again click on the Aries stanza and "Think" on it, then return to SIDNEY's main page, and hit the "Analyze" tab to return to the map. Hover your cursor-arrow over the "Graphics" tab, then click on "Use Shape" in the dropdown that appears. Select the square; this will appear as a small blue affair in the middle of the circle that you just placed on the map. Click on the Square to turn it dark brown, then, as you did with the Circle, expand the Square so that it is filled exactly by the circle, and is sitting directly up and down (5). Grace will comment that she has to figure out how much to tilt it; this is the purpose of the next puzzle.

Bring up Le Serpent Rouge, and follow the usual procedure of having Grace "Read", "Think", and right-click and hit the "Hint" icon on the Taurus stanza. Go to her inventory and "Magnify" the short poem about "Blue Apples" and "Think" on this, as well as right-clicking and hitting the "Hint" icon. Return to the map. Enable your cursor-arrow to Enter Points, then place a point at Chateau Serres and the triple junction of the dotted Meridian Line, the Sunrise Line, and the Circle, then click on "Start Analysis" (2). Move your cursor-arrow around just outside the square until it transforms itself into a rotating arrow. When this appears, left-click your Mouse and hold the Mouse-button down, then by slowly dragging the Mouse, you can rotate the Square. Tilt it so that the top line of the Square passes through both points you just set. When you get close enough, your machine will take over (5) and implant the Square on the map. Grace will announce her success, then again, you will hear the sound of the ticking clock.

Have Grace depart SIDNEY and go down to the Lobby. This all seems rather without any purpose, but when Grace gets downstairs, your computer will take over and you will witness a scene in which Lady Howard is getting together a card-game, of bridge (2). After the bridge quartet goes off into the dining area to play, the computer will restore control of the game to you. Grace can follow everyone in the dining hall, but this would be a waste, as she will decline to talk with anyone. Instead, have Grace return to SIDNEY and bring up Le Serpent Rouge.

The next two stanzas, Gemini and Cancer are lumped together; have Grace "Read" and "Think" on these. After you right-click and hit the "Hint" icon, go to SIDNEY's main page, and then to the Search engine. Plug in the three capitalized words, especially ASMODEUS (1) and KNIGHTS. This last will take you to an article containing a hyper-link "Chess", click on this to get the hyper-link "Chessboard." Click on this (1) for yet another article with yet another hyper-link, "Duality;" click on this (1), then return to Le Serpent Rouge, click again on the Gemini and Cancer stanzas, and "Think" and get hints on these. Then return to the map on SIDNEY's "Analyze" page. Float your cursor-arrow over the "Map" heading. Click on "Draw Grid" from the dropdown, then, from the next list of options presented to you, click on "Fill Shape"; this will produce another list of choices of which you should click on "8x8" (5). This will then place the grid so it fills the Square, making it resemble a chess-board.

At this point your computer will take over for a scene in which Grace is asked to dinner by Wilkes, after which she and Wilkes go to his room. Wilkes is quite drunk and can't keep his hands to himself, and everything ends with Grace kicking his ass. However, before this happens, she is able to extract a good deal of information about the geology of the area from him. Finally, the game segment concludes with Grace departing Wilkes' room, and running into Gabriel.

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Day 3, 2:00 a.m.

You play this segment as Gabriel, and your main purpose here is to investigate why Larry Chester had set his alarm-clock to go off at 2:00 AM. Your machine will give control of the game to you with Gabriel standing just outside his room in the Hotel. Have Gabriel depart the Hotel, head to Fountain Square, and click on the sign denoting the exit to Rennes-le-Chateau. When the valley map appears, click on Blanchefort. Go over the path to the right, then take another right when the trail forks, and Gabriel will end up behind Larry Chester's house. Click on the window with the small hole in it, that looks into Chester's office. Click then on the "Peek" icon which will appear. Your machine will take over while you watch Gabriel watching Chester leave his house, get a shovel, then depart down a trail, previously inaccessible, behind his house (5). Again, it takes a rather extended ability to suspend disbelief at the fact that Gabriel i