Just Adventure original
Gabriel Knight 3: Blood of the Sacred, Blood of the Damned Walkthrough by Antoinetta
Day 2, 10:00 a.m.-12:00 Noon
You
start this time-block in Gabriel and Grace’s room, playing as Gabriel. First,
go over by SIDNEY, and have Gabriel pick up the extra fingerprint kit (1) Grace
left there for him. Then have him take the poem off the table that Grace left
there, even though there will be no points in it. Then have Gabriel exit the room.
As soon as you click on the door and the “Open” icon, the computer will
take over, and Gabriel will go outside and run into the maid, Roxanne, departing
Mosely’s room, after cleaning and changing the sheets. There will be a brief conversation,
after which you will regain control of the game, then Roxanne will go down to
Gabriel’s room. She will move her linen-cart right up in front of the door. Click
on the cart, then on the “Think” icon. This will be Gabriel’s hint that
he needs to follow Roxanne, and burglarize each of the rooms she has yet to clean.
After
she finishes with Gabriel’s room, Roxanne will push her cart down the passage
to Room #27, Baza’s room. When she first goes inside, she will leave her cart
pulled directly across the front of the open door, and any attempts to have Gabriel
do anything at this point will only result in his commenting that Roxanne will
hear him if he tries to move the cart. Just wait and watch for a few seconds,
and Roxanne will return with a load of dirty bedsheets and toss them in her cart
and take fresh ones. When she does this, she will somewhat move the location of
the cart, so it is no longer completely blocking the door. When Roxanne disappears
inside, she will close the door behind her, but it will not wholly close. Click
on the open space of the door, and a row of icons will appear. Click on the “Peek”
icon, and the machine will take control of the game. You will see Gabriel peeking
around the door at Roxanne, who, after a few seconds will go into the water-closet.
As soon as she does, you will regain control of the game. Immediately, move your
camera so that you are in front of the dumbwaiter door. Click directly on the
latch, and another row of icons will appear. Click on the one of the padlock,
and the computer will again take over while Gabriel goes over and slides the bolt
of the dumbwaiter back (2), leaving it unlocked. Your machine will give you control
of the game at this point, so without delay, move Gabriel out of the room before
Roxanne comes out of the water-closet and catches him inside. Just move your camera
so you can look out the partially opened door, and click on the opening. Another
bar of icons will appear, click on the outward pointing arrow icon, and the computer
will take over and move Gabriel out into the passage. If Roxanne catches Gabriel
in one of the rooms, he can sweet-talk himself out of a jam once or twice, but
eventually Roxanne will prevent him from burglarizing the rest of the rooms. The
game player needs to stretch her ability to “willingly suspend disbelief”
for the duration of some of these scenes. If you are not quick enough to get Gabriel
out of a room, Roxanne will challenge him, yet in the passage he is apparently
invisible to her. The game has an alternate route, involving a spectacular rooftop
climb by Gabriel, but fewer overall points for proceeding if Roxanne catches him
too often, but this will be discussed separately, elsewhere.
After you have
Gabriel safely out of #27, just have him wait in the passage until Roxanne emerges
and pushes her cart down to the room of Madeline Buthane, the tour guide. As before,
wait until Roxanne returns with the dirty sheets and slightly moves the cart before
going back inside the room. As before, as soon as she is out of sight, click on
the door opening and the “Peek” icon, and the computer will take over
while you watch Gabriel watching Roxanne. There is no dumbwaiter in this room,
so as soon as Roxanne goes into the water-closet, click on the handle of the door
to the balcony (4) and watch while the computer again takes over, Gabriel goes
out to hide on the balcony, and a moment later Roxanne emerges from the water-closet
and departs the room. You are given back control of the game at this point, and
you should go up to the door leading back to the passage, and click on the little
locking device in the middle of the doorknob (2). Then depart the room; you will
notice Roxanne’s cart down by #31, the room of Lady Howard and Estelle.
Move
your camera down the passage, and enter Lady Howard’s room in the same manner
you have entered the previous rooms. Her room also has a balcony, so as soon as
you regain control of the game, click on the handle of the door to the balcony
(4), after the maid leaves, be sure to unlock the door by clicking on the central
part of the doorknob (2).
Roxanne will then proceed down to Buchelli’s room,
#21, and again Gabriel should follow her in the room in the usual manner. This
room has a dumbwaiter, and as before, as soon as the maid goes in the water-closet,
you need to click on the latch, then the “Padlock” icon. Gabriel will
come up and slide the deadbolt back (2), leaving the door to the dumbwaiter unlocked.
Again, as soon as this has been done, get Gabriel out of the room before the maid
comes out of the water-closet and catches him.
The final room is Wilkes’
room, #23, and as it has a dumbwaiter, handle it has you have those rooms before.
After Gabriel slides the latch back on the dumbwaiter (2), hurry him out of the
room. He can follow Roxanne to her storage-closet first, if you want, and you
can click on her, and on the “Look” icon, but there are no points in
this, nor is there any point in it, as nothing will be elicited save for some
inane comment of Gabriel’s. Actually, Gabriel needs to go downstairs. Once you
click on the “Down the Stairs” version of your cursor-arrow the computer
will take control of the game, and keep it while Jean initiates a brief conversation.
After this concludes, you regain control of the game. Don’t just go away, but
click on Jean, and two icons will appear. Click on these to complete the conversation
(2).
Have Gabriel go through the dining area and into the kitchen. You can
click around on various items, then on the “Look” icon for some commentary,
but the only things we are interested in here are the two dumbwaiter doors. It
actually doesn’t matter which order you do these in, but for the purposes of this
walkthrough, I first had Gabriel make a left turn as soon as he entered the kitchen.
Click on the dumbwaiter door, then the “Open” icon to open the door.
Then click on the crank in the wall, then on the “Turn” arrow-icon;
this will lower the actual floor or elevator portion of the dumbwaiter. To have
Gabriel enter the dumbwaiter, make sure your cursor-arrow is actually on the floor
of the dumbwaiter. Click on this, then on the entry-arrow icon (2). The computer
will take over while Gabriel climbs in the machine, then your view will jump directly
to the top of the dumbwaiter shaft and you will be looking down at the top of
Gabriel’s head from a storey above, seeing him standing in the dumbwaiter far
below. Click on the ropes you see, then on the “Gears” icon; the computer
will briefly take over as Gabriel hoists the dumbwaiter, and himself to the upper
floor. You will notice the interior of two dumbwaiter doors from the angle your
camera is at. Again, the order doesn’t matter, but click first on the one at the
bottom of your machine’s screen (4), and enter Wilkes’ room.
Snoop around
by clicking on various items, then on the various icons that present themselves
for commentary by Gabriel. One of these icons is new a “Search” icon;
clicking on this will have Gabriel look under the bed and check the mattress,
although at this time, there will be nothing found and no points in it. Go over
to the table in the corner that has a number of books and papers stacked upon
it. Click on the letter sitting on the table, from Metaphysical Books (1), for
the point and some commentary. You can have Gabriel go into the water-closet and
snoop around, but there will be neither points nor anything to take from here,
save Gabriel’s comments. There is nothing more of interest here, so have Gabriel
go over to the dumbwaiter door and open it. You cannot just click on the door
on the other side, Gabriel will say this is too far to reach. Rather, click on
the floor of the dumbwaiter to have him enter, then, when he is inside, click
on the door at the top of your screen (4).
Gabriel will now enter Buchelli’s
room. Observe the chest of drawers next to the door to the water-closet. There
are three drawers, but it doesn’t matter which one you click on; when you click
on the “Open” icon (2), only the top one will open; it is impossible
to open the two bottom drawers. Click on the priests’ garb, and then the icons
that appear for a bit more of Gabriel’s sarcastic comment. Notice a small white
square on the left hand side of the drawer. Click on this, then on the “Take”
icon (2), and be informed by Gabriel that this is the stub of Buchelli’s train
ticket into town. Then, close the drawer and go into your Inventory. Click on
the fingerprint kit, then on the “Take” icon so that it will appear
as an icon when you want to use it. Exit the inventory and click on Buchelli’s
suitcase, sitting at the foot of a bed. Again, a row of icons will appear. One
of these will be the usual “Take” icon, but do notclick on this
at this time. Click instead on the fingerprint kit icon, and you will see a close-up,
of the interior of the fingerprint kit, and in a sort of side-bar, of the object
to be fingerprinted.
Since, if you are following the route of this walkthrough,
this will be the first time you can successfully use the fingerprint kit, (Playing
as Grace in the previous time-segment, you can use the fingerprint kit on the
book she finds on her door-step, but there are no prints to be found) I will offer
one bit of advice as well as a general instruction as to the use of the kit. If
you want to check an item for fingerprints, of course, you will have the fingerprint
kit selected from your Inventory, so that when you subsequently click on whatever
it is you wish to fingerprint, the kit icon will appear at the end (save for the
“Exit” icon) of the bar of three or four icons that will appear. This
icon will look sort of like a partially opened cardboard pizza box with several
partitions inside. However, frequently, the “Take” icon will also be
one of the icons on this bar. If you intend to check for fingerprints, do not
click on the “Take” icon before you run the fingerprint check. Sometimes
this will not matter, but on at least two occasions will result in no prints being
detected, with the further result that the game player will miss out on two points
for each time this happens. Once you get the hang of it, taking fingerprints is
not difficult. Once you have the close-up of the kit and the item you wish to
check for prints, position your arrow-cursor on the little brush in its compartment
at the bottom of the box, and click on it. At this point, your arrow-cursor will
disappear, and the brush itself will, in effect become the cursor. Then, position
the brush-cursor over the bowl of black graphite-powder. Mouse-click, and you
will notice that the previously light brown bristles of the brush are now dark
black; you have dipped the end of the brush in the graphite-powder. Then, move
the brush-cursor over the area of the item you wish to check for fingerprints.
Holding the left Mouse-button down, move the brush-cursor up and down, back and
forth, around in circles over the area you are checking out. Usually, it will
take a few seconds, but you will start to see a smudge appear, and when you have
the print, your brush cursor will “hang up” or stick somewhat and Gabriel
(or Grace, in other sections) will make some sort of comment. Then, reposition
the brush cursor over the little compartment in the box where you originally got
it. Mouse-click, and the brush will return to it’s compartment, and your cursor
will return to its usual arrow configuration. Move this to the end of the roll
of scotch tape and click on this, and your cursor will now become an inch-long
section of scotch tape. Move your scotch tape-cursor over the fingerprint you
located on the item, and Mouse-click on this. You will see a print adhere to the
tape-cursor. Then, move the tape-cursor with the print on it over to the left-hand
side of the fingerprint kit box, where you will see what looks like a row of packets
of cigarette rolling-papers, and click on the front one of these. This will place
the fingerprint in your Inventory, generally for a reward of two points and for
later scanning into SIDNEY’S files.
Anyway, now you know enough to get along
with. You have the close-up of the kit and Buchelli’s suitcase on your machine’s
screen. Turn your arrow-cursor into the brush-cursor, then dip this in the graphite
bowl, then move it over to the silvery latch towards the right of the suitcase.
Holding your left Mouse-button down, move the brush-cursor over the latch until
a print starts to appear and Gabriel makes a comment, then lift and enter this
in your Inventory (2), as described above. You can have Gabriel search the water-closet,
clothes-closet and beds, but there will be neither points or anything else of
interest to be found. Return to the dumbwaiter, have Gabriel enter it, and, using
the ropes, descend to the kitchen. When he climbs out of the dumbwaiter, have
him close the machine’s door. Then, Gabriel needs to go to the other side of the
kitchen, almost directly across from the refrigerator, where he will find another
dumbwaiter door. Gabriel should enter this, and hoist himself to the top of this
side, just as described when he went up the first dumbwaiter. When he gets to
the top, you can click on the dumbwaiter door at the bottom of your computer’s
screen. If you have previously made sure that Gabriel or Grace kept their own
dumbwaiter door locked, Gabriel will comment that this door is locked; if you
haven’t, then Gabriel will step in his own room. The only place of interest, of
course, is the other side of the dumbwaiter, so click on the door towards the
top of your screen (4) and Gabriel will enter Baza’s room.
Click around
and try to fingerprint stuff, especially the picture of Jesus, but you will find
nothing here save for a rag or cloth of some sort (2) when you click on the first
bed around the pillow, then on the “Search” icon. Since there is nothing
more here, return via the dumbwaiter to the kitchen and depart, going through
the dining area and the Lobby, and returning upstairs. Since you have previously
unlocked the front doors to Lady Howard ‘s and Madeline’s rooms when you followed
Roxanne around earlier, just walk up and click on one of their doors, then on
the “Open” icon. Again, it doesn’t matter which order you enter the
rooms in; I happened in this walkthrough to go into Madeline’s room, #29, first.
Once
Gabriel is in Madeline’s room, notice the suitcase under the bed. Click on this,
then, when a row of icons appears, click on the upward arrow icon. The computer
will take over while Gabriel reaches down, takes the suitcase, puts it on the
bed and opens it, then whistles at the pistol (2) he sees inside. Click on this,
then do not click on the “Take” icon, click rather on the “Fingerprint
Kit” icon which should also appear. The magnified view of the fingerprint
kit and the gun in a side-bar should appear; fingerprint the gun (2) by the process
described above. Then, click again on the suitcase, then on the downward arrow
icon, and the computer will take over while Gabriel closes the suitcase and returns
it to its place under the bed. Then, notice the closet and double set of drawers
next to the bed. Click on either of the two drawers, then on the “Open”
icon, and Gabriel will open the top drawer. (It is apparently impossible to open
the bottom drawer.) Move your camera so you are looking more directly down into
the drawer. Click on the folded piece of paper (a map) then on the “Take”
icon (2). Click on the electronic apparatus also in the drawer and some icons
for commentary, but Gabriel will not take this. Depart Madeline’s room, and go
down the passage to #31, the room of Lady Howard and Estelle.
Again, the
door is unlocked, so just have Gabriel go on in. Search around, the suitcase at
the foot of the bed is apparently empty, the steamer-trunk is locked, and there
is nothing of interest in the closet or drawers. Clicking on the bed, however,
will evoke a row of icons, one being the “Search” icon, which you should
click on. Gabriel will look under the bed and discover a manila folder (2) with
two parchments in it. Click on the parchments, then on the “Take” icon
(2), and the parchments will be added to Gabriel’s Inventory. Then, leaving the
manila folder on the bed, have Gabriel go to the water-closet. On the ledge above
the sink, you will notice a blue tube of some “Suppuration H” lubricant,
and a mirror. Click on the Suppuration H, then on the “Take” icon, and
Gabriel will add this to his inventory (2). Then, fingerprint the mirror, or rather,
the handle of the mirror (2). Gabriel’s burglary spree in the Hotel is now over,
and he needs to depart Lady Howard’s water-closet, and depart the Hotel.
Gabriel
now has one more act of burglary he must commit before this timeblock ends. Have
him go to the Church-Yard, and face the window of the Abbe’s office. Click on
the window-frame, then on the “Open” icon, and Gabriel will open the
door a couple of inches. Click on the open space, then on the “In” arrow,
and Gabriel will complain that he can’t squeeze through. Enter your Inventory,
and “Take” the tube of Suppuration H. Exit the Inventory, then click
on the window frame, then on the “Suppuration H” icon on the row that
appears. The computer will take over while Gabriel lubricates the window frame
(2) with the Suppuration H. When you are restored to control of the game, click
again on the window frame, then on the “Open” icon (2). Gabriel will
open the window all the way up; at this point click on the opening, then on the
“In” arrow icon, and Gabriel will enter the room. Manoeuver your camera
so you can see a drawer-handle behind the Abbe’s desk, and then click on this,
then on the “Open” icon. There is only one drawer that will open, and
when Gabriel can see inside, click on the “Circuit” magazine you see
there, then on the “Read” icon (2) and hear Gabriel comment on articles
about the European Union. They are not readily visible, but lift your camera up
a bit, then by holding down your machine’s “Shift” key and the left
Mouse button at the same time while you move your Mouse slowly forward, you will
find your viewpoint looking directly down into the drawer, and you will see a
pack of cigarettes. Fingerprint these (2), and you are done here, but before you
have Gabriel leave, click on the chess-board, then the “Look” icon for
some of Gabriel’s classic snide commentary. Then, depart the office, either by
the window through which Gabriel entered, or out the office’s door and through
the Church, finally exiting out the Church’s front door; now Gabriel’s needs to
return to his room in the Hotel.
Once you have Gabriel back in his own room,
click on SIDNEY, then on the “Gears” icon to activate the machine. From
taking fingerprints and license numbers, to burglarizing rooms and ripping stuff
off and taping conversations, Gabriel’s Inventory now includes a fair amount of
items that need to be scanned into the SIDNEY machine. Once Gabriel is seated
in front of the computer, the machine’s Main Menu appears. Click on the “Add
Data” button at the top of SIDNEY’s screen, a green message-sign stating
“awaiting input” will appear, followed by Gabriel’s Inventory. While
it actually doesn’t matter in which order you input stuff into SIDNEY, I have
found that going from left to right, top to bottom as you would read a book is
easiest; I am less likely to overlook something. Click on each item that ought
to go in the Inventory, then on the SIDNEY icon. You will hear the sound of SIDNEY’s
innards grinding around as it records the information, and you will be rewarded
with one point. Not every item in the Inventory, of course, can be put into SIDNEY,
and Gabriel will comment to this effect if you try to input something SIDNEY won’t
accept. The order the items will be displayed in your Inventory will vary depending
on the order you did some of the actions in the game, but as it worked out for
this walkthrough, the first item is a cassette-tape; this is of the conversation
Gabriel taped of Abbe Arnaud speaking on his phone to someone in French. Input
this into the SIDNEY computer (1). Then, input the following items into SIDNEY:
The Abbe’s fingerprint, (1) Buchelli’s fingerprint (1), Buchelli’s license plate
number (1), Madeline’s fingerprint (1), Baza’s license plate number (1), Lady
Howard’s fingerprint (1), Lady Howard’s license plate number (1), the map Gabriel
took from Madeline’s room (1), Mosely’s license number (1), Parchment I (1) and
Parchment II (1), these last from Lady Howard’s room, then, finally, Wilkes’ licence
number (1). You will notice as you scanned this stuff into SIDNEY, most of it
disappeared from Gabriel’s Inventory, save for the map and the parchments.
After
you are returned to SIDNEY’s Main Menu. Click on the “Files” heading
to obtain a list of the files in SIDNEY, mostly, this is the stuff you just scanned
in. Click on the entry “Abbe Tape,” and a printed edition of the telephone
conversation Gabriel taped earlier will be displayed. Since the original conversation
was in French, the printed edition is also. But this printed edition will also
appear in SIDNEY’s “Translate” mode. You will notice two columns of
four languages, one column headed “From” and the other “To.”
The four languages in each column are English, French, Italian and Latin. Click
French in the “From” column, and English in the “To” column.
Then click on the larger “Translate Now” button (3) and the French text
will be replaced by its English equivalent.
Now, you should have Gabriel
“Link” the various items in SIDNEY’s “Files” section with
the various suspects involved. At this point, you should go to SIDNEY’s Main Page.
Click on the “Suspects” tab at the far right of your (and SIDNEY’s)
computer screen. You will notice three sub-headings, “Open”, “Suspect
List”, and “Links.” You don’t need to click on these; just float
your cursor-arrow over one of these to activate a drop-down list of options. Float
the cursor over “Open”, then click on the “Open File” tab
that appears. After you click on the “Open Files” tab, a list of everything
either Gabriel or Grace has filed into SIDNEY since the beginning of the game
appears. A tiny scroll-bar system is provided by SIDNEY, and you will soon need
to use it to see the entire list. It doesn’t matter which order these are done
in; we will use Lady Howard’s fingerprints as the example. Click on the file title
“Lady Prnt.” Then, float your arrow-cursor over the heading “Suspect
List” and a drop-down menu will appear, with the names of most all the characters
in the game. Click on the tab with Lady Howard’s name. Then, float your cursor-arrow
over the last heading, that of “Links”, then click on the tab that appears
that says “Link to Suspect.” SIDNEY will churn around for a moment (1)
as this information is assimilated. Then, return to the “Open” heading,
and repeat this process for each of the rest of the items on the list of files
(7). Almost everything can be linked to a suspect, but only the license plate
numbers and fingerprints will yield a point each, for nothing else will points
be awarded. At this point Gabriel has done all he can with SIDNEY, so have him
depart the machine.
Have him go back to Madeline’s room. Enter the Inventory,
“Take” the map, depart the Inventory, open the drawer Gabriel originally
got the map from, click inside the drawer, then select the “Map” icon
from the row that appears (1), and Gabriel will return the map to the drawer.
Close the drawer and leave Madeline’s room. Go next door to Lady Howard’s room,
to the folder still lying on the bed. Enter the Inventory. You will notice that
two separate parchments are depicted here. Click on one of them, it doesn’t matter
which, then click on the “Take” button. Exit the Inventory, and click
on the manila folder lying on the bed. A row of icons will appear, one of these
representing the parchments. Click on this, and the machine will take over while
Gabriel returns both parchments to the folder (1) and hides the folder under the
bed. Have Gabriel head downstairs for a brief computer-controlled conversation
with Roxanne and Jean, and the game-segment will conclude.
92/346
Day
2, 12:00 Noon-2:00 p.m.
This time segment starts with a movie of Madeline’s
tour van arriving at a new location, the vineyard Chateau Serres. Madeline gives
a brief lecture and everyone goes into the wine-tasting room, save Grace, who
is left standing alone outside, when the computer restores control of the game
to you. Click on the tasting-room door, then the “Open” icon to have
Grace also enter. Click on the various characters, then on the “Talk”
icon for some commentary, some of it as snide as Gabriel’s. Click on the Abbe
Arnaud for a very brief computer-controlled conversation (2), then, when you regain
control of the game, click on him again for a little more talk from the Abbe,
but no points. Before you have Grace depart the tasting room, be sure to click
on the fire in the fireplace, then on the “Look” icon, for some really
cutting commentary by Grace, probably the harshest put-down comment of the entire
game. Click on the door, then on the “Open” icon, and Grace will return
to the courtyard.
Behind the parked van you will notice an arched gateway
in the stone wall, click on this and the computer will take over while Grace goes
through. Once she is through you will hear the sound of a crying baby, this will
be heard at times here and at other locations around the Chateau Serres. This
was a brilliant idea on the part of the game’s designers, as it adds immeasurably
to the mood and atmosphere of the game. Move your camera to the back and left,
and have Grace check out the cellar doors if you want, but there will be no points
in it. (This is an alternate route should Grace get caught in the act of burglary
she is about to undertake.) Notice the low red tile roof of what appears to be
a small room of some kind at the end of the wall. Click on the side of this room,
then select the “Climb” icon (2) from the selection offered. The computer
will take over while you watch Grace climb up this low roof, along the narrow
top of the wall, and around to the back of the main building. The computer will
restore control to you at this point, so click on the ivy covering part of the
building’s back wall. The computer will again take over while Grace climbs up
the wall of the building on the ivy (4) and enters Chateau Serres via a rear window.
Once
inside, have Grace open the standalone wooden closet on the other side of the
attic in which she has found herself. Go to your inventory, and “Take”
the notebook. Exit the inventory, click on the robe with the strange symbol, then
on the icon of the notebook. Grace will record a copy of the symbol (2); this
will go into her Inventory. Then, have Grace open the large trunk around the corner
(2). Amongst other items there is a doll in the chest, but Grace’s nerves are
all keyed up, so when she sees it, she jumps, and makes a noise. You will here
some music at this point and a male voice saying something in French; Montreaux,
the owner of Chateau Serres has heard, and is coming up to investigate. Immediately,
move your camera so you can click on the closet in which Grace saw the robes earlier.
The “Hide” icon should appear along with several others, click on this,
and the machine will take over while Grace hides in the closet (2). Montreaux
will go over to the closet and be reaching for the door, and it appears as if
Grace’s goose is cooked. However, at the last minute, the voice of Madeline comes
up from below, through an open window, inviting Montreaux to come down and join
the tour group in the wine-tasting room. Montreaux departs, Grace emerges from
the closet, and the computer restores control of the game to you. Have Grace return
to the trunk, and click on the blanket inside, then on the “Move Aside”
icon (2). Go over by the window Montreaux was talking to Madeline through, then
have Grace go down the spiral staircase, and into Montreaux’s library. However,
if Grace had been caught, she would have been escorted out, and while there is
an alternate route to continue, a fair number of points and scenery would be missed.
Once
in the library, move your camera so you can get a view of the back of the desk.
Imagine yourself lowering the camera to be suspended where it would be were it
sitting facing the desk in the chair behind the desk. It may take some jiggling
around with your Mouse, but you should be able to see the thin drawer, and the
button below, to your left. Open the drawer first, and click on the book inside.
Click again on the “Read” icon (2) for a close-up look at the inside
of the book, and some disparaging commentary from Grace. Put the book back, then
go into your Inventory, and bring up the fingerprint kit. Fingerprint the book
(2); for some reason touching it first here will not eliminate the fingerprints,
as it will with Buchelli’s suitcase and Madeline’s pistol. Close the drawer, and
ignoring the button for the moment, click on the portrait of Montreaux on the
wall behind the desk. Use the “Look” icon that appears to elicit commentary
from Grace. Click on the chair you see, and again a row of icons will appear.
One of these will be the “Move Aside” icon; click on this, and Grace
will slide the chair over so it is directly under the portrait (2). Click on the
chair again, then on the “Climb” icon, and Grace will climb up on it.
Click again on the portrait, then on the “Magnify” icon. Note the gleam
in Montreaux’s eye. Click on this, then again on the “Magnify” icon
(2) for a rather dramatic result. This is all there is to do with the portrait,
so simply click on the floor to have Grace climb down from the chair. Return to
behind the desk, and press the button you saw earlier. Press then on the “Pushbutton”
icon (2) to activate the laser-beams coming from the five heads located equidistantly
around the room. Grace now has to form a pentacle with the rays of light emanating
from the heads, and this is actually easy, once you know the trick. Simply click
on one of the heads, and when the row of icons appears, note the two with rotating
arrows. Click on the one with the arrow pointing left, and you will see Grace
partially rotate the head, changing the direction of the beam of light coming
from it’s forehead. Then have Grace go around the room and repeat this process
with each of the heads, moving them one movement to the left. This will form the
pentacle (5), and a circular piece of the floor will fold back, revealing a secret
stair.
Have Grace go down, and when the computer returns control of the
game to you, you will see her standing in a passage in the basement. Move her
forward, somewhat to the right, forward again, passing by some inconsequential
storage rooms as you go; finally there is a fork in the passage with one side
bending slightly to the right. Have Grace go this way, and you will see a narrow
stairway going down even deeper into the basement. Click on the door at the bottom
of the stairs and the “Open” icon and Grace will go through and find
herself in the wine-cellar (2). Click on the woman working the press, and the
computer will take over for the duration of this time-segment of the game. You
will witness a rather disturbing interaction between Grace and the woman (5),
then Grace will find herself outside the building. The computer will have her
return to the courtyard for a brief conversation with Mosely and Madeline, and
the time-segment concludes with the movie of the discovery of Prince James’ two
agents, murdered, with their throats slit at a place known as the Devil’s Armchair.
38/384
Day
2, 2:00 p.m.-5:00 p.m.
This segment opens with a still shocked Grace
coming in their Hotel room to inform Gabriel of the tour group’s discovery of
the bodies of Prince James’ agents. Their conversation is entirely run by your
machine, and is quite brief. Your computer will restore control of the game to
you just outside the room, playing as Gabriel.
The next five minutes are
apparently timed; if you do not act with a degree of alacrity, you can miss out
on both points and scenes. Instantly, as soon as you get control of the game,
go into the Inventory, and “Take” the glass, so it will appear in the
row of icons that will appear when you click on something. Go directly down the
passage to Madeline’s door, #29, and click on it. Then click on the “Glass”
icon, and the computer will take over while Gabriel eavesdrops (2) on a telephone
conversation Madeline is having in French. As soon as you get control of the game,
move down the passage to #31 and eavesdrop on Lady Howard and Estelle (2) in the
same manner.
Then, go down the stairs immediately next to Lady Howard’s
room; when you regain control of the game, you should be standing in the Lobby
on the opposite side of the Front Desk and Jean. At this point you should click
on a spot somewhat to the right of the front door, on the floor, then hit your
machine’s Escape key to hasten Gabriel to this spot. Then, go into the Inventory,
and “Take” the tape recorder. Click on the curtains to the telephone
booth, then on the “Open” icon, and again hit the Escape key. The reason
we are taking this roundabout route to get to the phone booth is because if Gabriel
goes too close to the Front Desk, Jean will drag him over for a bit of worthless
conversation that could very well cause the scene in the phone booth to be missed.
At any rate, as soon as you regain control of the game inside the phone booth
area, you will see Buchelli’s feet in one of the three smaller booths, and hear
him dialing a number. Immediately click on this curtain, then on the tape recorder
icon, and your machine will take over (7) while Gabriel tapes a rather extended
conversation Buchelli has with a Father Grenna in Italian.
A moment after
Buchelli hangs up, you will regain control of the game. Immediately leave the
telephone area. Go over and click on Wilkes, seated in the alcove. There will
be a brief computer controlled conversation (2), then Buchelli will emerge from
the telephone area and sit down with Buchelli; the computer will remain in control
while Wilkes and Buchelli have a drink, and make a few comments about the day’s
events. As soon as you have the game under control again, have Gabriel go over
and have the conversation with Jean that he would have had earlier had he strayed
too close to the Front Desk; there will be no points in it, however. Then, have
Gabriel leave the Hotel.
Go to Fountain Square, to the place I previously
described where you can see up to the roof of the Tour Magdala. You will see someone
there; this is the Abbe Arnaud. Gabriel should go up and have a brief interview
(2) with him. Then depart the Tour Magdala, and go either to the bike shop, or
to where you just were when you were looking up to see if anyone was on the top
of the Tour Magdala. If you go to the shop, click on the Harley and the “Gears”
icon to bring up the valley map, if you send Gabriel to the other location, just
click on or above the Rennes-le-Chateau sign. Clicking on the sign is quicker
as it saves Gabriel from having to enter the bike shop–every time he has to pass
a doorway, a longish wait, staring at the miserable Red-Eye has to be endured.
There
will be a new live spot on the map, the Devil’s Armchair, slightly above L’Hermitage
and on the other side of the road. When Gabriel gets off the Harley at this site,
first notice the tire tracks in the dirt just off the road. Click on one of these,
then on the “Look” icon (2) for some commentary. Then, direct Gabriel
on the path behind the rock formations on the same side of the road that he parked
the bike. When he gets back far enough, he will see the green car that had belonged
to the Prince’s agents (2). Go to the Inventory, and “Take” the notebook,
then click on the tire, then on the “Notebook” icon. The computer will
take over while Gabriel folds back a page of the notebook, and goes over and takes
an impression (2) of the tire treads. Cross the road, and again, go behind the
rocks and boulders. The computer will take over while Gabriel comes up upon Mosely
from behind, and scares him, then engages him in a brief computer run conversation
which will end with a bar of icons being displayed. Contrary to the usual procedure
of “following the icon trail” i.e. systematically exhausting the icons
going from left to right, click on the LAST icon in the bar, the one of the Vampire
(4). If you click on the icons in the usual manner, you will get the same conversation
(in a slightly different order) but no points. Then, click on the bodies of the
two dead men, and the various icons to elicit commentary (information); be sure
to click directly on their faces, then on the “Think” icon (2). Also
click directly on the slashes in their throats, for further information. Click
again on Mosely, then on the “Ask” icon to elicit several other icons;
click on one of these, and after that line of conversation ends, you will have
to again click on Mosely and the “Ask” icon, to elicit yet more icons,
and to repeat the process. Repeat this until finally all the icons are exhausted;
when Mosely says “Let’s look around and talk about stuff as we find it”,
this indicates that this line of conversation is concluded.
Your next task
is to find the blood of the two dead men, and this is quite tricky; I was hung
up here, for long weary days clicking on everything without result. The blood
is actually nowhere near the dead men; what you first need to do is position your
camera so that you are facing the Armchair and the murder victims. Then, raise
your camera directly up, so that you are at treetop level, then move directly
backward towards the trees at the end of the area in which Gabriel and Mosely
are standing. If we consider the Armchair itself to be at twelve o’clock, look
off to about ten o’clock. You may have to jiggle your Mouse around a bit, but
you should be able to notice the difference in the texture of the ground. Gabriel
and Mosely are standing on relatively short grass, almost blue-green in color.
To your left are several sections of what appears to be darker, rougher ground.
If you look far off (several hundred yards in the context of the world of the
game) to the top of your machine’s screen, you will see a small patch of short
grass, almost a lawn more of the color of the one under your camera. If you look
real close, you will see a dark spot in this, and if you move your cursor-arrow
over it, it will light up. When it does, click on it, then at the “Look”
icon. If you don’t do anything to move your camera, you will watch Gabriel walk
slowly across your computer screen from your vantage point among the treetops
at the end of the glade where Mosely has remained after Gabriel responded to your
command upon the machine. Suddenly, the scene will jump to the new location and
Gabriel will summon Mosely (5), announcing the discovery of the blood. Click on
the blood, then on the various icons for commentary, but no points. Look closely
on the lower side of the blood, and notice the indentations in the ground. These
are knee-prints, and you should click on one of these, then on the “look”
icon, then on the “Think” icon. At this point the computer will take
over while Gabriel has an otherworldly vision of the victims being brought to
that site; then your machine will take you through a brief conversation with Mosely
(2). Click again on the knee-prints, then again on the “Think” icon.
Gabriel will have another vision, this time of the two men being done to death,
then there will be another brief, computer-controlled conversation (2) with Mosely.
Depart the Devil’s Armchair, and run into Madeline for a bit of conversation.
You will hear the sound of approaching sirens, and Gabriel will want to avoid
talking to the local police. Mosely will hitch a ride with Gabriel who will climb
on the Harley. This time, you will have no choice, the computer will take Gabriel,
Mosely and the Harley to the bike shop in Rennes-le-Chateau.
Once Mosely
walks off, the computer will return control of the game to you. Click on the bike,
then on the hot-spot representing Larry Chester’s place. Click on the door, then
on the “Knock” icon; Larry Chester will answer, and escort Gabriel inside.
A row of icons will present itself; exhaust these to complete the conversation
(8) which will end with Gabriel being thrown out. When this happens, your machine
will take over while Gabriel goes back and looks through the window and watches
Chester come up and set the alarm on the clock just inside the window. This is
another one of those places in the game where you just look the other way at the
lack of credibility in the situation; in real life it would be idiotic to think
that Gabriel, placed as he is would not immediately be seen. At any rate, Chester
departs, and Gabriel now wants to find out what time Chester set the alarm for.
Go to your Inventory, and “Take” the coat-hanger, so that it will appear
as an icon in the row that will appear when you click on something. Click on the
small hole in the window, and try several of the other icons for some commentary,
but when you’re ready, click on the icon of the coat-hanger. Your machine will
take over while Gabriel straightens out the hanger and reaches it through the
hole in the window, turns the clock around and checks the alarm-time (7); Gabriel
will drop the wire he made from the hanger inside the room, but this is of no
concern.
Return to the Hotel at Rennes-le-Chateau. Click on the door and
the “Open” icon, and wait, staring at Red-Eye until your machine is
ready to allow Gabriel to enter the building. However, this time when he does
go in, the computer will retain control of the game while you watch a scene of
Baza and Estelle accidentally banging into each other (2), causing Estelle to
drop some papers in the process. After this, go to Gabriel’s Inventory and “Take”
Prince James’ business card. Then have Gabriel go to the phone booth area, and
call the Prince (5). Then, go over and click on Jean, then on the “2:00 a.m.”
icon that appears (2); Gabriel will ask Jean give him a wake-up call at this time.
Have
Gabriel return to his room for a brief computer directed conversation with Grace
and Mosely; eventually a row of icons will appear and you will be given back control
of the game. Follow the icon trail to finish the conversation (10), and Mosely
will depart. Invoke the fingerprint kit so that it will appear as an icon, and
take Mosely’s fingerprints (2) from the bottle he left upon the table. Grace will
comment that he cannot yet enter Mosely’s prints into SIDNEY, but Gabriel has
other things to do, so click on the machine, then on the “Gears” icon
to start it up. Click on the “Add Data” section, and Gabriel’s Inventory
will be displayed. Click on the cassette-tape of Buchelli’s telephone conversation
and then the SIDNEY icon (1) to input this. After SIDNEY inputs something, you
will be returned to SIDNEY’s Main Page. Then click on the “Translate”
section, then float your cursor arrow over the “Open” tab and click
on the dropdown. Look down the list until you find the one listed as “Buch
Tape.” Click on this, and a transcript of the conversation Gabriel taped
between Buchelli and Father Grenna will appear. As the original conversation was
in Italian, so is the printed version of it here. In the column of four languages
on the left, click on Italian, then click on English in the right-hand column.
Finally, click on the “Translate Now” button off farther to the right
(3), and the text will be transformed from Italian to English. Before you have
Gabriel depart SIDNEY, click on the “Make ID” section of the main page.
Select the “Newspaper Reporter” option, then click on “New York
Times.” Make sure Gabriel’s rather than Grace’s photo is featured, them click
on the “Print ID” button (2). Before you leave the room, have Gabriel
re-lock the dumbwaiter; how this keeps getting unlocked is one of the little side-mysteries
of this game.
Have Gabriel go down to the Lobby, and notice the two glasses
sitting where Wilkes and Buchelli had left them from their drinking bout there
earlier. Fingerprint the green glass that was Wilkes’ (2); you can fingerprint
Buchelli’s glass also, but Gabriel will just state that he already has Buchelli’s
prints so he doesn’t need this one.
Depart the Hotel, and have Gabriel go
to Blanchefort or L’Hermitage, and lie in wait for Lady Howard and Estelle who
are cruising around in their blue two-seater. When they come into sight, click
on them and then the “Follow” icon, and a new place will become active
(2) on the valley map. Click on the new site, and Gabriel will go there; have
him go around the raised section next to the road, on the same side he parked,
and go way back, until he comes across Estelle reading a map. Click on Estelle,
then exhaust the icons that present themselves (4) to complete the conversation.
Activate
the valley map, either by having Gabriel climb upon the Harley, or by moving your
cursor-arrow somewhat above the road, as if your were trying to point in the direction
of the horizon. When the cursor-arrow changes shape, just click your left Mouse-button,
and the map should appear; this is generally quicker than having to have Gabriel
actually go to the bike. Click on the Serres hot-spot, and Gabriel will arrive
there. When Gabriel gets off the Harley, turn around and face looking out the
gate and at the road below. Move your cursor-arrow until it turns into the fat
arrow, then click. When you have Gabriel through the gate, move your camera so
you can see the auto tire tracks in the dirt just off the pavement. If it isn’t
“Taken” already, go to Gabriel’s Inventory and “Take” the
print of the tire tread he had taken earlier, off the green auto that had belonged
to the two dead men. Then, click on one of tire treads by the road, then on the
icon of the tread (2). Then, go to the Inventory, and invoke, or “Take”
the fake reporter’s ID that he made earlier with SIDNEY. Then click on the front
door of the main building, then on the “Knock” icon. The machine will
take over while one of Montreaux’s minions answers the door, and engages Gabriel
in a brief conversation. Click on the “Press” icon that becomes available;
then the servant will go and fetch up Montreaux. Montreaux will then take Gabriel
to the wine-tasting room (5), and the computer will restore control of the game
to you there; a row of icons will present itself and you need to exhaust these
(8) to complete the conversation. The computer will again take over while Montreaux
receives a phone call from the house that ends the conversation, you will find
yourself in control again, with Gabriel standing next to the Harley just outside
the wine-tasting room. Have him return to Rennes-le-Chateaux and his and Grace’s
room in the Hotel; there will be a brief computer-controlled conversation between
Grace and Gabriel which will conclude this game segment, but elicit no additional
score.
101/485
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