Just Adventure original
Gabriel Knight 3: Blood of the Sacred, Blood of the Damned Walkthrough by Antoinetta
Day 2, 5:00 p.m.-10:00 p.m.
Before you
do anything, have Grace go over and again lock the door to the dumbwaiter, somehow
this mysteriously keeps getting unlocked, at several points in the game. Have
Grace depart the room. Go down by Lady Howard’s and Estelle’s room, #31, and notice
the tray with the dirty dishes on the floor of the passageway. You will also notice
a water-glass on it, identical to the one Gabriel got off of Baza earlier. Have
Grace “Take” this (2), and continue to the Lobby. Click on Simone at
the Front Desk, and the icons that appear for some conversation, but no points.
Then click on the door to the dining area, and your machine will take over while
Grace eavesdrops on a really sleazy conversation between Gabriel and Mosely.
Madeline Buthane will come in briefly, offer a few comments and depart, and Gabriel
and Mosely will finish their disgusting little talk (5). Grace will enter the
dining room and control of the game will be restored to you; you can click on
those present for some snippets of comment or conversation, but no points.
Have
Grace depart the Hotel, and go to the Museum. Click on the paper hanging on the
door, and “Take” this (2), it is a copy of Le Serpent Rouge. At this
point, go to Grace’s Inventory, and “Take” the fingerprint kit. Then,
staying in the Inventory, click on the Le Serpent Rouge envelope, and fingerprint
this (2). Grace should then go to the Church and go up towards the altar in front,
then she should knock on the little door to her left (assuming she is facing the
altar). The computer will take over while Abbe Arnaud calls out and invites her
in, and Grace goes in the office. Click on the Abbe to generate a row of icons,
then interview him (4) on all topics available, then, before you have Grace depart,
click on the photo on the wall and the chessboard, then on the various icons that
appear, for another line or two of conversation and/or her thoughts.
Grace
now needs to return to her room in the Hotel, and fire up SIDNEY. She has accumulated
a number of items in her Inventory that should be entered in. Click on the “Add
Data” tab, and Grace’s Inventory will be displayed. Click first on the weird
symbols that Grace copied from the robes in the attic at Chateau Serres, then
on the icon of SIDNEY. You will hear SIDNEY’s innards grinding around (1) as they
assimilate this information; when it is through, Grace’s Inventory will disappear,
and you will be looking again looking at SIDNEY’s main page. Click again on the
“Add Data” tab, and repeat this process for the SUM note (1), which
you copied from Baza’s writing in the sand at Poussin’s Tomb, with Montreaux’s
fingerprints (1), and with the as yet unidentified fingerprint (1) Grace just
lifted from the Le Serpent Rouge. Then, as described previously, “Link”
Montreaux’s fingerprint to him (1).
Grace is now ready to start on the first
of the puzzles based on various segments of the poem, Le Serpent Rouge. Go to
SIDNEY’s Main Page, and click on the “Analyze” tab. Then hover your
cursor-arrow over the “Open” section, then click on the “Open Files”
dropdown that appears. Select the Map, click on this, then on the “Start
Analysis” button. A map of the Rennes-le-Chateau valley (the one Gabriel
took from Madeline’s room) will appear on the right half of your computer screen,
the left half will be occupied by a larger-scale version of a smaller area of
the map on the right. Click on “OK” in the small black informational
window to kill this, then click around experimentally on the map on the right,
you will notice that the left-hand map changes to show in larger scale the immediate
area around where you clicked on the valley map.
Then, right-click and bring
up the Inventory, then “Take” Le Serpent Rouge so as to put the Le Serpent
Rouge in an icon form which will appear at the top of the menu that appears when
you click the right button on your Mouse. This will facilitate going back and
forth to the Le Serpent Rouge poem, something that will have to be done frequently
for a good deal of the rest of the game. Now “Magnify” Le Serpent Rouge
and notice how the first stanza, Aquarius, is on a comparatively light background;
this is the first part of the poem you must solve.
Le Serpent Rouge is a
hauntingly beautiful poem that was apparently written sometime in the ’60s, supposedly
by three men who were brutally murdered within days of the poem’s coming to light.
The original poem consists of thirteen stanzas each named for one of the astrological
signs, including one sign, Ophiuchus, not found in conventional astrology. There
are several versions, or at least translations of this poem; the one in the game
has been modified and abridged somewhat so as to have it fit the game puzzles.
Now, click on Aquarius, the first verse of the poem, then, hit the “Read”
icon. Looking at the verse, you will notice that there is one word, the name of
the Egyptian god, Ra, that is in all capital letters. After Grace reads the verse
aloud, click again it, then on the “Think” icon. This will cause Grace
to think aloud, giving you hints. Also, you can right-click, then click on the
“Hint” icon to get clues you need to proceed. Grace will say that she
should look at the church pamphlet, so bring up Grace’s Inventory, and click on
the pamphlet. Then, click on the “Magnify” icon, click again on the
pamphlet, and then on the “Think” icon. Then right-click and hit the
“Hint” icon. Go then to SIDNEY’s Main Menu, and click on the “Search”
tab. Type “Ra” into the space provided, then on the “Search”
button. A definition will appear for which in this instance you will receive no
game points. However, as you go through Le Serpent Rouge, you should always,
after reading each verse, click on the “Think” icon for Grace ‘s
musings, then return to the Main Menu, hit the “Search” tab, then run
a search on each of the words or phrases that are in all capitals. Some will directly
get you points, others will produce bright yellow hyper-lynx which will give more
definitions (information and clues for the game player) and on some occasions,
points. Finally, click on Le Serpent Rouge, “Magnify” this then again,
click yet again on the Aquarius verse, then on the “Think” icon; again
right click and hit the “Hint” icon.
This last Mouse-click will
cause Grace to inform you that it is time to lay the “Sunrise Line”
down on the map. Exit Le Serpent Rouge and return to the map, on SIDNEY’s “Analyze”
page. Hover your cursor-arrow over where it says “Map” then when the
dropdown appears, click on the “Enter Points” item. In addition to the
clues discussed in the previous paragraph, you will recall that in her recent
conversation with Abbe Arnaud, the Abbe explained the Sunrise Line as going from
the Church at Rennes-le-Chateau to Blanchefort. So click on Rennes-le-Chateau
on the right-hand map so as to locate Renne-le-Chateau on the left-hand map. You
can only place points on the left-hand map. Observe the cross at Renne-le-Chateau.
Put a point here; this is done by moving the tip of your regular cursor-arrow
to the point in question and giving a Mouse-click. Then, using the right-hand
map to bring Blanchefort onto the left-hand map, put another point on the cross
at Blanchefort. Then, click on the “Start Analysis” button on Sidney.
You should hear SIDNEY churning around inside, then a line between Rennes-le-Chateau
and Blanchefort should spring into view on the right-hand map (5) and a comment
or two should be elicited from Grace. If SIDNEY comes up with a message stating
that there is a situation of “Indeterminate Points”, elicit the dropdown
from the “Map” heading, then click on “Erase Points.” Then
click on “Set Points” and try again. Some of the Le Serpent Rouge puzzles
can be quite fussy about the exact location of where you place your points, and
you may have to make several attempts on some of them.
Grace is now ready
to solve the next of the Le Serpent Rouge puzzles, this one being the Pisces stanza.
As before, first have Grace “Read” this, then hit the “Think”
icon, then right click and hit the “Hint” icon. Go to SIDNEY’S Main
Menu, hit the “Search” button, then enter the various items that appeared
in all capital letters in the stanza. Return to Le Serpent Rouge, click on the
stanza, and again hit the “Think” icon. Grace will refer to Sauniere’s
parchments, and this is your cue to turn your attention to these; the two documents
Gabriel found under Lady Howard’s and Estelle’s bed, as well as to the strange
symbols she copied down from the robes in the closet at Chateau Serres. Go to
SIDNEY’s Main Page, click on the “Analyze” tab, then float your cursor
over the “Open” tab, then click on the “Open Files” dropdown.
Select “Serres Symb” and click on this, then on the Start Analysis”
button (2). Click “OK” to kill the small black window that appears,
then bring up the “Parch 1” file, and again hit the “Start Analysis”
tab. A small black window will appear with some instructions, click “OK”
to kill the window, then float your cursor-arrow over the “Text” heading,
then select “Extract Anomalies”. SYDNEY will grind around for a few
seconds, then another black window will appear which will ask you which language
you wish to use. Select “French” (2) and the code is revealed. Then,
float your cursor-arrow over the “Graphics” heading on SIDNEY, and select
“View Geometry” (2). SIDNEY will start beeping and squeaking, red lines
will start to appear, and you will end up with a red triangle. Then, return your
cursor-arrow to the “Open” heading, and select “Parch 2” from
the dropdown, and click on the “Start Analysis” button. Go again to
the “Text” heading, and hit “Analyze Text” in the dropdown,
then hit “French” in the black window that appears (2). Then, float
your cursor-arrow over the “Graphics” header, and click on the “View
Geometry” section (4); the result will be a red square. Return to the “Graphics”
header, only this time, click on the “Rotate Shape” area of the dropdown
(2). Return to Le Serpent Rouge, click again on the Pisces stanza, and again click
on the “Think” icon, right-click and hit the “Hint” icon.
This will refer Grace to the pamphlet she picked up in the Church, so go to her
Inventory, bring this up, “Magnify” it, then click on it and on the
“Think” icon. Following this, put the map back up on SIDNEY’s “Analyze”
screen, then float your cursor-arrow over the “Graphics” heading. Click
on “Use Shape” in the dropdown that appears, then click on the circle,
and a blue version of this will appear on your right-hand map. The circle is “Magdalen’s
Crown” and if you recall Grace’s conversation with the Abbe, there are statues
of the Magdalen in four churches in the area. Float your cursor-arrow over the
“Map” heading and click on “Enter Points” from the dropdown.
Then, on the left-hand map, place points at Rennes-le-Chateau, Bezu, Coustassa
and Bugarach. Click on the circle in the right-hand map, and it will turn from
blue to dark brown. Hover your cursor-arrow just inside the circle until it changes
into a set of short parallel lines, positioned diagonally. Hold down the left
Mouse-button, and slowly drag your Mouse backwards; this will expand the size
of the circle. Pushing the Mouse forward with the left button down will correspondingly
contract the size of the circle. When you have slightly more than doubled the
diameter of the circle, let up on the Mouse-button, and reposition your cursor
more in the center of the circle. Your cursor should now look like a double-lined
crosshair; this permits you to move the circle around the map without changing
its size. Position the circle so it passes through the four points you have set.
You may have to go back and readjust the circle’s size somewhat. When you have
everything positioned closely enough, your machine will take over, the “Red
Eye” will appear, and the circle will be incorporated into SIDNEY’s map (5).
After this, you will hear the sound of a ticking clock that denotes the passage
of some time; this is your clue to have Grace depart SIDNEY.
Have Grace
go down to the Lobby, where she will witness a brief scene of several of the characters
discussing where to go for an evening’s entertainment. They all decide to go to
the bar at Rennes-les-Bains, and depart (2); Grace can go to the dining area for
a meaningless chat with Lady Howard and Estelle, but there are no points or information
in this.
Have Grace return to SIDNEY and put Le Serpent Rouge up and click
on the third stanza, Aries. As always, have Grace “Read” then “Think”
on the paragraph, and right click and check out the “Hint” icon. Then
go to SIDNEY ‘s main page, and click on the “Search” tab. Plug in the
first of the capitalized words, “QUATERNITY”, and hit the “Search”
button (1). This will bring up an article with a hyper-link, click on this to
evoke two more hyper-lynx; click then on these, “Alchemy: Tilted Square”
and “Alchemy: Squaring the Circle” to lead to yet another hyper-link,
“Pythagoras.” Click on this (1) for a new article. After you read this,
clear the line in SIDNEY’s search engine, and type in “SAINT MICHAEL”,
the second word in the verse that is in all caps. Hit the search button (1), and
read the ensuing article. Again click on the Aries stanza and “Think”
on it, then return to SIDNEY’s main page, and hit the “Analyze” tab
to return to the map. Hover your cursor-arrow over the “Graphics” tab,
then click on “Use Shape” in the dropdown that appears. Select the square;
this will appear as a small blue affair in the middle of the circle that you just
placed on the map. Click on the Square to turn it dark brown, then, as you did
with the Circle, expand the Square so that it is filled exactly by the circle,
and is sitting directly up and down (5). Grace will comment that she has to figure
out how much to tilt it; this is the purpose of the next puzzle.
Bring up
Le Serpent Rouge, and follow the usual procedure of having Grace “Read”,
“Think”, and right-click and hit the “Hint” icon on the Taurus
stanza. Go to her inventory and “Magnify” the short poem about “Blue
Apples” and “Think” on this, as well as right-clicking and hitting
the “Hint” icon. Return to the map. Enable your cursor-arrow to Enter
Points, then place a point at Chateau Serres and the triple junction of the dotted
Meridian Line, the Sunrise Line, and the Circle, then click on “Start Analysis”
(2). Move your cursor-arrow around just outside the square until it transforms
itself into a rotating arrow. When this appears, left-click your Mouse and hold
the Mouse-button down, then by slowly dragging the Mouse, you can rotate the Square.
Tilt it so that the top line of the Square passes through both points you just
set. When you get close enough, your machine will take over (5) and implant the
Square on the map. Grace will announce her success, then again, you will hear
the sound of the ticking clock.
Have Grace depart SIDNEY and go down to
the Lobby. This all seems rather without any purpose, but when Grace gets downstairs,
your computer will take over and you will witness a scene in which Lady Howard
is getting together a card-game, of bridge (2). After the bridge quartet goes
off into the dining area to play, the computer will restore control of the game
to you. Grace can follow everyone in the dining hall, but this would be a waste,
as she will decline to talk with anyone. Instead, have Grace return to SIDNEY
and bring up Le Serpent Rouge.
The next two stanzas, Gemini and Cancer are
lumped together; have Grace “Read” and “Think” on these. After
you right-click and hit the “Hint” icon, go to SIDNEY’s main page, and
then to the Search engine. Plug in the three capitalized words, especially ASMODEUS
(1) and KNIGHTS. This last will take you to an article containing a hyper-link
“Chess”, click on this to get the hyper-link “Chessboard.”
Click on this (1) for yet another article with yet another hyper-link, “Duality;”
click on this (1), then return to Le Serpent Rouge, click again on the Gemini
and Cancer stanzas, and “Think” and get hints on these. Then return
to the map on SIDNEY’s “Analyze” page. Float your cursor-arrow over
the “Map” heading. Click on “Draw Grid” from the dropdown,
then, from the next list of options presented to you, click on “Fill Shape”;
this will produce another list of choices of which you should click on “8×8”
(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 AM. Your machine will give control of the
game to you with Gabriel standing just outside his room in the Hotel. Have Gabriel
depart the Hotel, head to Fountain Square, and click on the sign denoting the
exit to Rennes-le-Chateau. When the valley map appears, click on Blanchefort.
Go over the path to the right, then take another right when the trail forks, and
Gabriel will end up behind Larry Chester’s house. Click on the window with the
small hole in it, that looks into Chester’s office. Click then on the “Peek”
icon which will appear. Your machine will take over while you watch Gabriel watching
Chester leave his house, get a shovel, then depart down a trail, previously inaccessible,
behind his house (5). Again, it takes a rather extended ability to suspend disbelief
at the fact that Gabriel 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 icon 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”
icon, 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”
icon, 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
Day
3, 7:00 a.m.-10:00 a.m.
This starts with you playing as Grace; it opens
in their Hotel room. Observe Gabriel asleep in the bed; click on him and on several
icons for some commentary by Grace. Then “Take” the key to the Harley
(2) that is sitting on the coffee table. Also, click on the Manuscript that Gabriel
dug up, then hit either the “Read”, or the “Look” icon (2).
Then Grace should fire up SIDNEY, and “Read” and “Think” on
the Leo stanza of Le Serpent Rouge. Grace now needs to obtain the three famous
paintings, by Poussin and Teniers, whose relationship to the mystery was explained
by Madeline when the group was on the tour of the valley. Have Grace depart the
Hotel, but stop off first in the dining area for a brief conversation with Lady
Howard and Estelle, if you wish, although no points are in it, also, click on
Jean, for an icon’s worth of conversation, but no points. Then have Grace go to
the Museum. You can have her talk briefly to Madame Gerard, although there will
be nothing of value, either points or information in this. Grace should go to
the rack of post-cards in the Museum’s entryway. On the top rack are three cards
which you should have her “Take”; these are the three paintings connected
to the mystery. These are taken separately, have Grace rotate the card-rack, and
take Le Bergeres de Arcadie (1), and two different versions of “The Temptations
of Saint Anthony” (2). Return Grace to the Hotel and to SIDNEY. If you look
up at the top of the Tour Magdala from Fountain Square, you will see the Abbe
Arnaud atop the castle. You can have Grace go up and speak to him if you want,
but the conversation will be brief, and there will be neither points nor information
in it.
Click on the “Add Data” tab, then scan the three postcards
into SIDNEY (3). Hit the “Analyze” tab on Sidney’s main menu, then cause
the dropdown under the “Open” heading to appear. Click the “Open
Files” tab, then select “Poussin”, and the picture “Le Bergeres
de Arcadie” will replace the map on SIDNEY’S screen. Hit “Start Analysis”
and a black window with instructions will appear. Jot these down, then click “OK”
to kill the instruction window. Float your cursor-arrow over the “Graphics”
header, then click on “View Geometry” in the dropdown. SIDNEY will grind
around internally, (2) and a red Seal of Solomon will appear. Then, bring the
dropdown back down, and click on the “Zoom & Clarify” button (2),
and the phrase “Et in Arcadia Ego” on the side of the tomb in the painting
becomes visible. A black window appears asking you if you want to save text to
a new file. Click on “Yes”, then return to the dropdown “Open Files.”
Select “Teniers 2”, and click on “Start Analysis. (Don’t waste
your time on “Teniers 1” there is nothing in it). Note the instructions
in the black window, then click “OK” to kill the window. Again, hover
your cursor-arrow over the “Graphics” header, and click on “View
Geometry” in the dropdown. Then, after the Square is set and Grace remarks
that she already has it on the map, elicit the dropdown under “Graphics”
again, and click on “Zoom & Clarify” (2). When SIDNEY asks you of
you want to retrieve the verse, click “Yes” , then see the Instructions
for the Construction of Solomon’s Temple.
Put the map back up on the Analyze
page, then bring up Le Serpent Rouge. Re-“Read” the Leo stanza and again
click on the “Think” icon, then right-click and hit the “Hint”
icon; Grace’s musings will be different than before, and in the last one, she
will come out and say that she has to go around the valley with the post-card
paintings to find and match them with a bit of the local scenery.
Have Grace
depart SIDNEY, and go into her Inventory. If you look closely, you will see that
she has two room keys, her own as well as Mosely’s, which she had somehow acquired
the previous night. Have her “Take” Mosely’s key, then go to his room,
and use the key to go on in (2). Mosely is fast asleep, and you need to have Grace
search the room. You will notice a heap of dirty clothes piled in the middle of
the floor; click on these, then on the “Move Aside” icon that appears.
However, Grace will indicate her disgust and refuse, so click on a couple of other
items and open or search these; Grace will find nothing. Then click again on the
pile of dirty clothes, and on the “Move Aside” icon, and again Grace
will refuse. Again, click on and search the bed and a couple of other items in
the room, then click on the pile of clothes a third time. Finally, the computer
will take over while Grace moves some of the clothes, and finds some sort of electronic
tracking device (4).
Have Grace depart the Hotel and go to Fountain Square,
where you can click on the Rennes-le-Chateau exit sign, and produce the valley
map. Send Grace to L’Hermitage. Have Grace go in the cave, and “Take”
the note (2) that is on the cave wall. Have Grace go back outside, then go to
her Inventory, and “Take” the Teniers painting that is fairly well similar
to the L’Hermitage location (Teniers 2, in the SIDNEY files). Then click pretty
much anywhere on the rock formation around the cave, then on the icon of the Teniers
painting (5). Following this, click just above the entrance to the cave, and you
will se the icon of a pointing finger, click on this (2) for another hint. Then
go back to the Inventory, and “Take” the tracking device. Leave the
Inventory, then click on Grace, then on the icon of the tracker. Grace will pull
this out of her pocket and your machine will display the face of the tracking
devise in a corner of your screen; the rest of your view will be of Grace in the
L’Hermitage area. When you click on the ground, Grace will walk to that spot,
and you will see the longitude and latitude figures on the tracker change as Grace
moves around. Go to her Inventory and “Magnify” her notebook page with
the various co-ordinates. Note the ones for “The Center” and walk Grace
around until the figures on the tracker-face match or come close to these. For
a short-cut, just click on the ground closely in front of the two pillars before
the entrance to the cave. The computer will take over while Grace walks over,
and when she gets close enough, she will draw a mark in the ground with her foot
(2); this marks the exact center. Return to her Inventory, and “Take”
the shovel, exit the Inventory, click on the mark Grace made in the ground, then
click on the shovel. The computer will take over while Grace digs unsuccessfully
(2), then restores control of the game to you.
Return to Rennes-le-Chateau,
and before you depart the bike shop area, swipe the pair of binoculars (2) from
the back of Lady Howard’s blue two-seater bike. Then have Grace return to her
room, and SIDNEY. Activate the machine, bring up the map on the “Analyze”
screen, then bring up Le Serpent Rouge, and again “Read” the Leo stanza,
and have Grace “Think” on it, as well as do the right-click and hit
the “Hint” icon routine. Grace should give some updated hints, after
this enable your cursor-arrow to enter points on the map. Put a point on L’Hermitage,
and another on Poussin’s Tomb, and hit “Start Analysis” (5). A line
will spring up connecting the two points, and Grace will comment on this. You
will then hear the ticking of the clock, so depart SIDNEY.
Go downstairs
to the dining hall. Talk to Buchelli (2), then go over and talk to Mosely if you
want, although there will be no points in it this time. Have Grace depart the
Hotel, head to Fountain Square, and click on the town’s exit sign, so as to bring
down the map. Grace should go to L’ Homme Mort, and when she gets off the Harley,
she needs to go all the way back to the same hole Gabriel caught Mosely digging
in the previous night. Madeline is digging here now so click on her and on the
“Talk” icon (2) for some chilly conversation between the two; indeed,
Madeline insults Grace in French; doubtless the English translation would have
been considered unprintable and edited out of the game. After this, return to
Rennes-le-Chateau.
Return to SIDNEY, and re-activate the machine. Bring
up Le Serpent Rouge again, and “Read” the Virgo stanza, then “Think”
on it, then, as usual, right-click and hit the “Hint” icon. Then go
to SIDNEY’s main page and click on the “Search” tab, then enter “Temple
of Solomon” in SIDNEY’s search engine. Click on the “Search” button,
then on the first hyper-link you come across (1), then on the hyper-link for “Temple
Diagram” (2). Then clear the text line in the search engine, and type in
“Saint Vincent”, then hit the “Search” button (1). Then, clear
the text line again, and type in “King Solomon” and hit the “Search”
button again (1). Reading the article, you will come across a hyper-link for “Seal
of Solomon”; click on this (1). This will produce a new article with some
more hyper-lynx, and you should click on “Hexagram” (1) before returning
to the map. Enable your cursor-arrow to enter points, then put a point at either
end of the third and fifth of the vertical lines of the chessboard-grid you placed
on the map previously, then hit “Start Analysis” (5).
Return to
Le Serpent Rouge, “Read” and “Think” on the Libra stanza,
then again do the right-click and hit the “Hint” icon routine. Go to
SIDNEY’S search engine and enter “Soul” and hit the “Search”
button (1). Click again on the Libra stanza, and again go through the “Think”
and right-click routine. Return to the map, hover your cursor-arrow over the “Graphics”
heading, then when the dropdown appears, click on “Use Shape.” A menu
of shapes will appear; click on the Seal of Solomon and this will appear in light
green, upon the right-hand map. Click on the Seal to change it to dark brown,
then using the cursor as you did before with the Circle and the Square, expand
the Seal of Solomon to exactly fill the Circle. Then rotate the Seal until one
of its arms is lying on top of the dotted line on the map that marks the Meridian;
when you are close enough your machine will take over and the Seal will “catch”
and be set in the right-hand map (5), and at this point this time-segment will
end.
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