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