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, 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 ikons 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" ikon, 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" ikon, 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 dialling a number. Immediately click on this curtain, then on the tape recorder ikon, 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" ikon 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 tyre tracks in the dirt just off the road. Click on one of these, then on the "Look" ikon (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 gats 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 tyre, then on the "Notebook" ikon. The computer will take over while Gabriel folds back a page of the notebook, and goes over and takes an impression (2) of the tyre 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 ikons being displayed. Contrary to the usual procedure of "following the ikon trail" i.e. systematically exhausting the ikons going from left to right, click on the LAST ikon in the bar, the one of the Vampire (4). If you click on the ikons 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 ikons to elicit commentary (information); be sure to click directly on their faces, then on the "Think" ikon (2). Also click directly on the slashes in their throats, for further information. Click again on Mosely, then on the "Ask" ikon to elicit several other ikons; click on one of these, and after that line of conversation ends, you will have to again click on Mosely and the "Ask" ikon, to elicit yet more ikons, and to repeat the process. Repeat this until finally all the ikons 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 colour. 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 colour 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" ikon. 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 ikons 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" ikon, then on the "Think" ikon. 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" ikon. 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" ikon; Larry Chester will answer, and escort Gabriel inside. A row of ikons 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 ikon 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 ikons for some commentary, but when you're ready, click on the ikon 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" ikon, 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." ikon 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 ikons will appear and you will be given back control of the game. Follow the ikon trail to finish the conversation (10), and Mosely will depart. Invoke the fingerprint kit so that it will appear as an ikon, 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" ikon to start it up. Click on the "Add Data" section, and Gabriel's Inventory will be displayed. Click on the casette-tape of Buchelli's telephone conversation and then the SIDNEY ikon (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" ikon, 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 ikons 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 tyre 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 tyre tread he had taken earlier, off the green auto that had belonged to the two dead men. Then, click on one of tyre treads by the road, then on the ikon 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" ikon. 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" ikon 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 ikons 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 ikons 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 ikons, 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 ikons 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 ikon 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 ikon 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" ikon. 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" ikon. This will cause Grace to think aloud, giving you hints. Also, you can right-click, then click on the "Hint" ikon 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" ikon, click again on the pamphlet, and then on the "Think" ikon. Then right-click and hit the "Hint" ikon. 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" ikon 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" ikon; again right click and hit the "Hint" ikon. 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" ikon, then right click and hit the "Hint" ikon. 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" ikon. 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" ikon, right-click and hit the "Hint" ikon. 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" ikon. 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 diametre of the circle, let up on the Mouse-button, and reposition your cursor more in the centre 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" ikon. 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" ikon 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" ikon. 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" ikon, 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. 71/556 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 A.M. 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" ikon 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 is not caught. When the computer restores control of the game to you, have Gabriel follow Chester. The computer will take over while Gabriel crouches behind a hillock, and you watch him watch Chester burying something at the far end of the back yard. The machine will retain control (with some rather dramatic music) until after Chester has finished his work and has departed. Have Gabriel go down to where Chester had been digging. The hole he had dug then filled up is easily visible; quite un-naturally, it is a perfectly shaped pentagon. Go to Gabriel's Inventory, "Take" the shovel, then exit the Inventory. Click on the pentagram-hole, then on the ikon of the shovel, and the machine will take over while Gabriel digs up a package (4) containing the "Bloodline Manuscript." Then, Gabriel should go to his Inventory, "Take" the fingerprint kit, then "Magnify" the Manuscript he just dug up, and then fingerprint it (2). Depart and have Gabriel retrace his steps going back; at first this is slightly maze-like and it can be a little tricky finding the right path. However, when your cursor-arrow changes shape to its real fat arrow-configuration, click on this, and the machine will take over until Gabriel suddenly appears in the parking area, standing next to the Harley. Before you do anything else, hold down both your machine's "Shift" key as well as the left Mouse-button. At the same time, slowly move your Mouse forward to tilt the camera facing upwards. The moon and stars and general night atmosphere are quite remarkable. After you have finished taking in the scenery, click on the Harley to have Gabriel depart. The computer will take over while Gabriel climbs on the bike, but before he can start the engine, a black sedan, the one belonging to the kidnappers goes past (2), too quickly for Gabriel to be able to follow it. When the valley map appears, click on Rennes-le-Chateau. When Gabriel arrives in the bike shop yard, move your camera so you can see the bikes parked in a row. Notice that the purple machine that is Mosely's, is gone. This indicates that Mosely is out on a little night-time expedition of his own. Click on the Harley again to elicit the valley map, then click on L'Homme Mort, and you will observe Mosely's machine leaning up against a sign-post. Go all the way back until you see Mosely digging in a hole off to the right, looking for treasure. Click on Mosely, then on the "Ask" ikon, and your machine will take over while Gabriel scares the lights out of Mosely. There will then be a rather humorous computer-run conversation (2), which will end with Mosely climbing out of his hole and departing, and Gabriel moronically insisting he treats Grace "like a Queen." When you are restored to control of the game, have Gabriel return to the bike. Click on this and then on the "Gears" ikon, and when the map appears, have Gabriel return to Rennes-le-Chateau. Return Gabriel to their room in the Hotel, and this game-segment will end, with a movie of a dream sequence of Gabriel's, regarding a vampiric invasion of the hotel. 15/571
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