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Gabriel Knight 3: Blood of the Sacred, Blood of the Damned

by Antoinetta III 17 sections about 133 minutes to read

Preserved exactly as it was written, spacing included: this guide contains maps or tables that reflowing the text would destroy. It scrolls sideways rather than wrapping.

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"
ikon.  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 ikons that appear, for some
commentary by Grace.  Observe Gabriel sleeping on the sofa, you can click on
him, and then on several of the ikons 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" ikon 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 ikons, and click on the one with the finger
pointing to a dotted line, the "Trace" ikon.  Notice a red light, or dot, in
the hand of the centre, 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" ikon.  A red line should
jump from one woman's hand to the other.  Then click on the woman's hand
located at the top centre of the picture, then the "Trace" ikon, 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" ikon, 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" ikon
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" ikon.  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 ikons appears, click on the ikon 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" ikon.  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
ikon 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 ikon.  Then the "Treasure" ikon will present itself, utilize
this, then after this, you will be presented with a new ikon, one of a pair
of lips indicating a kiss; this is the "Flirt" ikon.  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
ikon (2); then all the others present, each time you will be presented with
the Le Serpent Rouge ikon, 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 ikons;
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"
ikon, 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" ikon.  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 ikons will appear.  Click on the "Peek"
ikon, 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 ikons 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
ikons will appear, click on the outward pointing arrow ikon, 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" ikon, 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" ikon.  Gabriel will come up a
nd 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" ikon, 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 ikons 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" ikon 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 walk-thru, I first had Gabriel make a left turn as soon as he entered
the kitchen.  Click on the dumbwaiter door, then the "Open" ikon to open the
door.  Then click on the crank in the wall, then on the "Turn" arrow-ikon;
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 ikon
(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" ikon; 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 ikons that
present themselves for commentary by Gabriel.  One of these ikons is new a
"Search" ikon; 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" ikon (2), only
the top one will open; it is impossible to open the two bottom drawers.
Click on the priests' garb, and then the ikons 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" ikon (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" ikon so that it will appear as an ikon
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 ikons will appear.
One of these will be the usual "Take" ikon, but DO NOT click on this at this
time.  Click instead on the fingerprint kit ikon, 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 walk-thru, 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 ikon
will appear at the end (save for the "Exit" ikon) of the bar of three or
four ikons that will appear.  This ikon will look sort of like a partially
opened cardboard pizza box with several partitions inside.  However,
frequently, the "Take" ikon will also be one of the ikons on this bar.  If
you intend to check for fingerprints, DO NOT click on the "Take" ikon 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" ikon.
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" ikon.  Again, it
doesn't matter which order you enter the rooms in; I happened in this
walk-thru 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 ikons appears, click on the upward arrow
ikon.  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" ikon, click
rather on the "Fingerprint Kit" ikon 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 ikon, 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" ikon, 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"
ikon (2).  Click on the electronic apparatus also in the drawer and some
ikons 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 ikons, one being the
"Search" ikon, 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" ikon (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" ikon, 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" ikon, 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"
ikon 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" ikon (2).  Gabriel will open the window all the way up; at this
point click on the opening, then on the "In" arrow ikon, and Gabriel will
enter the room.  Manoeuvre your camera so you can see a drawer-handle behind
the Abbe's desk, and then click on this, then on the "Open" ikon.  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" ikon (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" ikon 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" ikon 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 ikon.  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 walk-thru, the first item
is a casette-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" ikon 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 ikons 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" ikon to have Grace
also enter.  Click on the various characters, then on the "Talk" ikon 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" ikon, 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" ikon, 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" ikon (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 ikon 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" ikon 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" ikon (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" ikon (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" ikon that appears to elicit commentary from Grace.
Click on the chair you see, and again a row of ikons will appear.  One of
these will be the "Move Aside" ikon; 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" ikon, and Grace will climb up on it.  Click again
on the portrait, then on the "Magnify" ikon.  Note the gleam in Montreaux's
eye.  Click on this, then again on the "Magnify" ikon (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" ikon (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 ikons 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" ikon
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

Other guides for Gabriel Knight 3: Blood of the Sacred, Blood of the Damned