Just Adventure original
Gabriel Knight 3: Blood of the Sacred, Blood of the Damned Walkthrough by Antoinetta
The unaltered guide: no contents list, no checkboxes, no page breaks. This is what the archive holds. Back to the reading view
Author’s Forward
This
walkthrough was written by me after I finally attained the perfect score of 965
points. I played and completed the game over a score of times before I accomplished
this feat; as near as I can figure, I attained a lesser score some 22 times before
finally reaching the magic 965 points. There are a number of places where the
sequence of the actions you have Grace or Gabriel perform can be varied without
penalty or any ultimate difference; obviously I needed to put one item before
the other and so this walkthrough is based on how I finally did things in that
(so far) final 23rd game. Likewise, it is possible that, depending on how one
plays the game, that the amount of points in each time-segment can vary slightly,
yet leave the ultimate total unchanged. For the purposes of this walkthrough,
I have included a running tally of the points involved at the end of each of the
game’s time-segments. The first figure is the points possible in the particular
time-segment as I finally played through for a perfect score in the 23rd game.
Likewise, the second figure is the cumulative amounts possible at that point,
again, as it worked out in that final game. It is quite possible to finish the
game with a perfect score, and yet have these totals vary somewhat; the only constant
will be the final possible score of 965.
Whatever possesses me about this
game I don’t know, but at this writing I have just completed it for the 24th time,
and this has resulted in this walkthrough being refined somewhat. I expect that
this edition of the walkthrough will be the last for some time, until when and
if I put out a final, polished version sometime in the future.
Finally,
I played Gabriel Knight 3 exclusively on one machine, my Compaq Presario 1692
laptop computer, with 64 megabytes of RAM, and a 24x CD-ROM drive, all running
at 466 MHz.
Anyone wishing to do so may post this walkthrough on any web-site,
or game message board, or any other such public forum, so long as any such postings
are complete, unaltered and unedited, and inclusive of the copyright statement
at the end of the document.
January 14, 2001
Day 1, 10:00 a.m.-12:00
Noon
When your computer returns control of the game to you after the
introduction, you find yourself playing as Gabriel. It is the morning after his
being assaulted on the train, and the game begins with Gabriel’s just having risen
in his room in the Hotel in Rennes-le-Chateau. You may want to look around the
room, and click on various items, and on the pictures on the wall. Click then
on the “Look” (Eye) icon for some frequently corny commentary from Gabriel.
The only thing you actually need to do here is to go to the closet off in the
corner. Click on the door, then on the “Open” (Outward Arrow) icon.
This will cause Gabriel to open the door, then click on either the clothes hanger
or the tape; this will elicit a new row of icons, one being the “Take”
(Reaching Hand) icon. “Take” the clothes hanger (2) and the tape (2)
you see inside. Go over to the dumbwaiter door, and observe that this is locked.
After this, leave the room, and head downstairs to the Lobby.
Go over the
Front Desk, and click on Jean, the receptionist. This will yield a row of icons,
the middlemost of which is the “Talk” or “Ask” Icon (The blue
and white background, sometimes with or without a question mark) Click on this
to produce another row of icons, then, follow this icon trail until you exhaust
all the topics of conversation represented by the icons (2). Throughout this game,
you will be conducting numerous conversations with various characters, and this
is controlled by means of bars of icons which present themselves. I will frequently
use the term “Follow the icon trail”, by which I mean click first on
the leftmost icon, then after the conversation triggered by that icon concludes,
and the icon itself disappears, click again on whatever is now the leftmost icon.
Sometimes an icon will reappear, if so, click on it again; likewise, after you
complete one row of icons, another may appear, click on these in the same manner,
until all icons are gone. After you complete your brief talk with Jean, click
on the Hotel’s register which is sitting on the Front Desk, and then click on
the “Read” (Open Book) icon (2). You will see another character sitting
off in the corner reading a newspaper; this is Baza, but we’ll ignore him for
now. Go instead into the dining area, through the arched entryway. Once you click
on the arched doorway, your machine will take over until after Gabriel gets himself
some coffee, and is recognized by Mosely, his friend on the New Orleans police
force, and whom we met in Gabriel Knight I. The computer will take you through
the relevant conversation with Mosely (4) and when this concludes, depart the
dining area and talk again to Jean (2) in the Lobby. Then go over to the individual
reading the paper and click on him to elicit the “Introduce” (Handshake)
icon, click on this (2), then click on any subsequent icons that appear to complete
your brief conversation with him (2).
After this, depart the Hotel. I have
always found this to be one of the most frustrating parts of the game; at various
places one always has to sit and wait while the computer is thinking, and a “Red-Eye”
icon revolves to indicate this. These waits usually come when Gabriel or Grace
are passing through a doorway, and the wait at the Hotel’s front door is by far
the worst. At any rate, once Gabriel gets outside the Hotel, you will see the
tour guide, Madeline, standing next to her van. Go over and talk with her (4),
then go over and click again on Baza, who has come outside and is sitting on the
bench. Click on one of the chickens wandering about, and on the “Look”
and “Think” (Light-Bulb) icons for the fun of it. In general, it is
always a good idea to click on the “Think” icon when you see
it. Then go over to the front of the Bookstore, around the corner. You can click
on the stuff in the window and get more commentary from Gabriel. From what I have
heard there is a sort of in-house joke placed here by the game’s designers. You
will notice the picture of a woman in the Bookstore window, and I have heard two
theories as to who this is; one says it is Grace Nakimura, whom we will be playing
as in future segments in this game, and another says that it is the picture of
the game’s creator, Jane Jensen. You will notice also two yellow book covers in
the window, one in English and one in French. Regardless of what else you click
on in the Bookstore window, make sure you click on the French edition of the yellow
book jacket (2). This is a sticking point for many in the game, as if you do not
get these two points here, you will eventually be unable to proceed, and will
end up frantically searching all over Rennes-le-Chateau for what you missed. The
Bookstore, by the way, is never open at any time during the game.
Then,
proceed to the Museum. Leaving the Bookstore, head to your right, go in front
of the Hotel, and take a left at the corner of the stone wall. Move your cursor-arrow
towards the top of your screen, and somewhat from side to side, and you will notice
that it bends off in one of two directions. Select the left-leaning configuration
of the cursor; this should propel Gabriel to a point in front of the stairs leading
to the Museum. Click on the door to the Museum, then on the “Open” icon.
As always, look around and click on stuff around you and on the icons that result;
there will be no points in it but there are several items here that you will be
using later in the game. Then go on in back and click on Madame Gerard, the lady
sitting behind the desk. Click on her to elicit the “Introduce” icon,
click then on this (2), then follow the icon trail until the conversation is concluded
(4). Then go up the short series of steps into the main part of the Museum. You
will notice two women standing some distance away. These are the Lady Lily Howard
and her lover/sidekick Estelle. When you click on them, an “Eavesdrop”
icon becomes available. However, when you click on this, Gabriel will approach
the women, but they will quit talking; Gabriel will comment on this. The best
thing to do, as soon as you see Lady Howard and Estelle, is to move Gabriel so
that the hanging panels to the right of your screen are between him and the two
women. Just put the cursor-arrow on a point on the floor behind a panel, where
it does not light up, and left-click your Mouse. As Gabriel strolls over
to the point you indicated, the computer will take over, and you will suddenly
hear Lady Howard and Estelle speaking to each other (2). After the computer relinquishes
control of the game back to you, initiate a conversation with Lady Howard and
Estelle by clicking on one of them, then on the “Introduce” icon which
will appear (2). Then click on all subsequent icons which appear and finish the
conversation (2). After you exhaust this conversation, check out the series of
ten panels which are suspended from the ceiling, in the middle of the room. One
side tells of the history of the Languedoc, the general region in which Rennes-le-Chateau
is situated, and where the game takes place. The other side of the panels relates
the tale of Berenger Sauniere, the priest of Rennes-le-Chateau from 1885 to 1917.
There are no points in this, but it is a good thumbnail sketch of the real-life
mysteries that the game is based upon. Also, as always click on the artwork, and
the picture of Sauniere on the wall, and the resulting “Look” icon.
Before you depart the Museum, you can again speak to Madame Gerard, although no
points are involved. Also, check out the lost-and-found box, try to take the hat,
and be rewarded with a little more of Gabriel’s sarcastic commentary.
Depart
the Museum, and return to the Hotel. Check the register again, then go to the
phone booth area behind the curtain in the corner. Click on one of the phones,
then on the “Think” icon. Access Gabriel’s Inventory by right clicking,
then clicking on the icon of the satchel on the far left of the row of icons which
will appear. Then “Take” Prince James’ business card. You will see a
red square appear around the Prince’s card, this means that it will appear as
an icon after you depart the Inventory and click on something else. Also, when
this “Inventory Icon” does appear, it will always be in the same location,
the second to the last icon on the right, save for the “Exit” icon.
And why the “Exit” icon even exists, I have no idea; you can “Exit”
the icon bar merely by clicking at random, anywhere on your screen. Exit the Inventory,
then again click on one of the phones. Then click on the icon of the business
card. The computer will take over for the duration of Gabriel’s conversation (4),
which will end with his being fired from his employment with the Prince. If you
listen closely during Gabriel’s conversation, you will hear the curtain to the
telephone area sliding to and fro. After the computer returns control of the game
to you, look closely at the floor of the other phone booths, and you will notice
Baza’s sandaled feet. Click on him for more commentary from Gabriel.
This
ends the first time-segment, but this will not be immediately apparent, for some
reason the computer will not kick over into the next time-segment until you have
Gabriel pass through the Hotel’s front door. So as soon as you leave the phone
area, click on the front door, then on the “Open” icon, and Gabriel
will be waiting to go outside when the time-segment will actually conclude.
40/40
Day
1, 12:00 Noon-2:00 p.m.
This segment of the game starts with Gabriel
standing just outside the Hotel. Immediately, have him re-enter the Hotel and
head upstairs, it doesn’t matter which set of stairs he uses. Once he nears the
stairs, the computer will take over, and you will witness a scene of Lady Howard
and Estelle switching rooms with Baza (2). You will recall that Mosely had told
Gabriel to stop by his room (#33), but if you have him do this now, you will hear
the sound of Mosely’s blow-drier and get a snide comment from Gabriel. Nothing
else will happen here, Gabriel will have to talk with Mosely later.
Have
Gabriel return downstairs, and go inside the dining hall. The computer will take
control of the game while Gabriel goes in and listens to a conversation (2) between
an Australian and Madeline Buthane, the tour guide. After you take control of
the game, have Gabriel go up and “Introduce” himself to the Australian
(2) whose name is Wilkes. After this, click on Madeline for another snide snippet
of conversation, then depart the Hotel.
Go this time to the Church; to do
this leave the Hotel as if you were going to the Museum, except that you Mouse-click
when your cursor-arrow is bent to the right. Click on the arched doorway (not
the grassy entry into the Church-Yard) and the computer will take over while Gabriel
goes inside the Church and walks into a bit of an argument between two more of
the game’s characters (2). After this discussion ends and the computer has returned
control of the game to you, click on the individual standing near you, “Introduce”
yourself to Buchelli (2), and complete the conversation (4) made possible by the
icons. Then go down and click on the man sitting behind the desk, this is the
Abbe Arnaud; have Gabriel “Introduce” himself (2) then interview him
to the extent possible (8). Before you depart the Church, take the time to look
around the interior, and click on the various items, statues, the Stations of
the Cross, etc. From actual photos I have seen and various accounts of people
who have actually visited Rennes-le-Chateau, the Church, as portrayed in the game
is a quite accurate reflection of the real place. For the fun of it, click on
the collection plate, then the “Take” icon. When you have Gabriel depart
the church, click on the door, then on the “Open” icon. As Gabriel is
standing in front of the door waiting to exit, you will hear the sound of a clock
ticking for a few seconds; this indicates that enough time has passed in the context
of the world of the game that characters may have moved around and new possibilities
of exploration have opened up.
Return to the Hotel, and again check the
Hotel’s register, although there are no points in it. Then go upstairs, and “Knock”
on Mosely’s door. The computer will again take over until you are seated on Mosely’s
bed talking to him. You will first be presented with a series of six conversation
icons. Go through the first two of these (2), and as Gabriel is talking to Mosely,
listen closely for background noise. You will hear a distinct scraping sound.
When the conversation triggered by the second icon concludes, you will be presented
with a new selection of six icons, the four previous ones you haven’t yet clicked
on, as well as two new ones, the first of these being one of Grace. However, for
the moment, ignore all this, instead, quickly move your cursor-arrow over to the
door of the room, and click on it. Another row of icons will appear, and one of
these will be an image of an eye peering through a keyhole (the “Peek”
icon). Click on this, and the computer will take over while Gabriel gets up, goes
over and rips the door open, to catch Baza eavesdropping with a glass (5). Gabriel
will then return to his seat on the edge of Mosely’s bed and you will resume control
of the game. The six icons referred to previously will reappear when you click
on Mosely, exhaust these to finish the conversation with him (4). When this is
concluded, depart Mosely’s room. You will see the glass Baza was using to eavesdrop
sitting where he put it on a chest in the passage outside Mosely’s room. “Take”
this (2), and you have completed everything necessary to conclude this time period.
Just have Gabriel depart the Hotel, after you click the “Open” icon
at the front door, the computer will kick you over into the next game segment.
37/77
Day
1, 2:00 p.m.-4:00 p.m.
This segment of the game starts as the last one
did, with Gabriel standing just outside the Hotel. Within a moment you hear the
putt-putt of a motor-bike, and catch a glimpse of Wilkes zipping away. This reminds
Gabriel that his next task is to rent a bike himself, and almost half of this
game segment is dedicated to accomplishing this.
However, before we commence
this project, a brief digression is in order. You will notice that you saw the
departing Wilkes going through the square with the Fountain (hereinafter referred
to simply as “Fountain Square.”) The bike shop is on one side of this,
and the road out of town on the other. However, if you position yourself between
the Fountain and the white house near the approach to the Bookstore, you can look
upward, and see a clear view of the upper level and battlements of a small castle.
This castle is the Tour Magdala (Tower of the Magdalen) that was constructed by
Sauniere, in the late Nineteenth Century. You should be able to see clearly enough
to tell if someone is standing on the castle roof. When you get to know the characters
a little better, you will even be able to identify exactly who is up on the top
of the Tour Magdala. There are two or three places in the game where it is necessary
for Gabriel or Grace to go there, and being able to check from this position in
Fountain Square will save you a good deal of time wasted on un-necessary trips
up to the top of the Tour Magdala, only to find that nobody was there. At this
time you will see a figure standing on the castle’s roof, and if you look closely,
you will see that he is looking around with a pair of binoculars, and is dressed
mostly in white, with a trace of green. This is Buchelli; if you want, go up to
the top of the Tour Magdala and click on him, although the interview will be terse
in the extreme, you will learn nothing of interest, and there will be no points
in it anyway.
After this, head for the bike shop. Click on the mechanic,
Monsieur Bigout in his tiny office/workshop, then on the “Bike” icon.
The computer will take over while Bigout explains that all the bikes save one
are reserved for the tour group; this one bike is all he has available for Gabriel
to rent (2). In Gabriel’s mind, this machine is “a pathetic excuse for a
bike”, a “piece of crap.” Click on the clipboard hanging on the
wall just inside the door to Bigout’s office, and hit the “Magnify”
icon, and you will be able see the entire roster of the tour group. Then click
on the “Think” icon, and Gabriel will muse that while “I’m not
on the reservation list, I know someone who is.” An examination of the list,
of course, indicates that this could only be Mosely. Gabriel being Gabriel, he
wouldn’t consider any bike worthy of himself save for the World War II Harley-Davidson,
and this last comment regarding knowing Mosely is supposed to be the hint to the
game player that Gabriel needs to disguise himself as Mosely so as to deceive
Bigout, and trick him into renting the Harley.
Have Gabriel return to the
Hotel. You can snag a quick two points by talking with Lady Howard and Estelle
(2), whom you will see poring over a map in the alcove in the Lobby immediately
to Gabriel’s left as he enters the Hotel. After this brief conversation concludes,
“Take” a peppermint from the basket (2) on the bench just opposite the
Front Desk. Go upstairs. Place the peppermint on the bench or cabinet underneath
the picture of the country lane (2). Then, even though no points will be involved
head over to Mosely’s room, click on his door, then on the “Knock” icon.
You can have a brief conversation with him about Passports. Return downstairs.
Before you do anything else, go get another peppermint, this will save you an
extra trip down and up the stairs later should this initial attempt to get the
Passport fail. There will be no points for this, the two points you get for taking
the original peppermint are all the points that can be obtained by taking the
candies. While you’re at it, go over to the Front Desk, and swipe the Magic Marker
type of pen (2); if Jean is near the Desk, Gabriel will refuse; you just have
to wait a minute until Jean meanders off. Once you take the pen, and Jean is still
not immediately present, click on the buzzer for Room 33, Mosely’s room, then
click on the “Pushbutton” icon that appears (2). At this point the computer
will take over the game briefly, but as soon as you resume control, have Gabriel
head upstairs, making sure you use the set of stairs on the opposite side of the
Lobby as the Front Desk and the buzzer-system. As soon as the computer restores
control of the game, with Gabriel now at the top of the stairs, immediately have
him take a left and proceed down the long passageway. (headed towards Wilkes’
room, not towards the other stairway) If you listen closely, you will hear the
sound of a door closing in the distance, this is Mosely responding to Gabriel’s
call upon the buzzer. Move your camera quickly, and you can see Mosely leaving
his door. Have Gabriel follow Mosely around the corner and when Mosely leans over
to take the peppermint, you will see a wee bit of the Passport sticking out of
his hip pocket. Click on this, then on the “Take” icon, the computer
will take over and if all goes well, Gabriel will successfully pick Mosely’s pocket
(5). Mosely will be oblivious to any of this, and will proceed to the Lobby in
response to the summons of the buzzer, and Gabriel needs to take advantage of
this, and commit a minor act of burglary in Mosely’s room. Mosely, upon hearing
Gabriel’s blast upon the buzzer simply left his room unlocked, so Gabriel needs
only to go on in, and swipe Mosely’s gold blazer (2) hanging on the coat-rack.
The computer will take Gabriel out of Mosely’s room, and when you regain control
of the game, return Gabriel to the Lobby. Go into the dining area, and examine
the stuff laid out on the buffet table. “Take” one of the packets of
syrup (2), then depart the Hotel.
At this point, Gabriel needs to return
to the Museum. Don’t bother talking to Madame Gerard, just go to the Lost and
Found box, and “Take” the red hat (2), that Gabriel had spurned before.
Next, Gabriel needs to go to the Church-Yard. Look through the open window, and
you will see Abbe Arnaud inside, tending his plants on his window-sill. He will
leave a spray-bottle here, so have Gabriel go up and swipe this (2); then he needs
to depart the Church-Yard. Immediately after leaving the Church-Yard, Gabriel
needs to go down the long street next to the entrance to the Church-Yard, then
take a left, go forward a fair distance (like a block), then take another left,
where the cobblestone street dead-ends. At the end of the street, you will see
a Black Cat. Click on the cat, then on the “Think”, and then the “Pet
Cat” icons. After Gabriel tries to pet the cat, it runs through a hole in
the bottom of a storage-shed door. Click on the edge of the hole, then on the
“Think” icon. Then go into your Inventory, and “Take” the
little roll of tape, one of the first items you ever took, in the closet in Gabriel’s
Hotel room, at the very outset of the game. Then click again on the hole, then
on the “Tape” icon and Gabriel will stick the tape on the edge of the
hole in the door (2). Then return to your Inventory, and bring up the spray bottle
Gabriel just stole from the Abbe. Then go over and click on the cat, then on the
spray bottle icon (2). Gabriel will go over and spray the cat with the sprayer-bottle,
and the cat will jump off the wall, and again run through the hole in the door.
Have Gabriel go over and take the tape, with the cat’s fur now attached (2). Gabriel
has now collected all the ingredients necessary for his Mosely disguise, so he
may now return to the bike shop. Once he is here, park him in a corner, out of
the direct sight of Bigout. Then, go into the Inventory, click on the Magic Marker,
then click on the “Take” icon. Then, click on Mosely’s passport, then
hit the Magic Marker icon (2) which will appear along with several other icons,
all of which can be ignored. Then, assemble the rest of the disguise. Staying
in the inventory, click on and “Take” the syrup, then click on the cat-fur.
You will now be able to click on the syrup icon, and the cat-fur will be transformed
into a fake moustache. You will notice that the fake moustache is already “Taken”
as it is marked off by the red square. Just click on the red ball cap, then click
on the “Moustache” icon. Then click on the gold blazer, then click on
the hat/moustache icon, and you have completed the assembly of the Mosely disguise
(5). Exit the Inventory. Before you have Gabriel put the disguise on, click on
Bigout. A row of icons will appear, including, for whatever reason, one of a gun.
Click on it, and Gabriel will sound a bit puzzled, stating that he doesn’t even
have a gun. Why this is in the game I have no idea, but after this, click on Gabriel.
The full Mosely disguise will now appear as an icon, along with several others,
such as the “Look” or “Magnify” icons which can, at some times,
such as now, be ignored. Click on the new disguise icon, and the computer will
take over while Gabriel shyly disappears from sight, and puts on the disguise.
The computer remains in control while Gabriel rents the Harley and then departs
the bike shop to return Mosely’s coat and passport (10); you don’t actually see
any of this as you remain in the bike shop, with the Red-Eye revolving; you can
do nothing until the computer rather idiotically restores control of the game
to you just outside the Hotel, rather back at the bike-shop, where you had to
wait and where Gabriel must now return.
Actually, you really don’t need
to go into the Bike Shop are to access the Harley; now that Gabriel has the machine,
you can save yourself the wait of having to go through the entrance to the bike
shop. Merely have Gabriel, or Grace, as the case may be, go to Fountain Square,
then click on or just above the big sign at the end of the street with a red line
through the name of Rennes-le-Chateau. This will bring down the relief map of
the valley described below. There is a disadvantage in this, however, in that
by not going into the bike shop area, you cannot see which bikes are in the shop,
or which ones might be out. A missing bike means that its owner is out with it
somewhere in the valley, and you may want to be looking for whomever this may
be.
When Gabriel gets back to the bike shop, click first on the Harley,
then on the icon of the gears. Gabriel will climb aboard the bike, then a relief
map of the Rennes-le-Chateau valley will appear, completely filling your computer
screen. At this point, there will only be four or five active spots where Gabriel
can go, but more will open up as the game progresses. At this point, select the
train station at Couiza, towards the upper-left hand corner of the map. When Gabriel
arrives there, have him enter the building, and, following the icon trail, interview
the ticket agent (4). He then needs to go over and check out the chalk-board announcing
arrivals and departures of trains; especially he needs to check out the part referring
to Arrivals (2). To pick up on a minor conceit the game designers included, have
Gabriel go to the back of the station building, where you will observe an ashtray
that has been knocked over. There is a crumpled up note there, and when you click
on it, Gabriel will read a message asking him why he is digging around in ashtray
sand. Depart the station building, and observe the man leaning up against the
car, to the right of the building as you leave it. This is the cabbie who drove
Gabriel to the Hotel the previous evening, after he had been attacked by the kidnappers
on the train. Click on him and initiate a conversation. However, this will only
go so far, and the cabbie will soon claim faulty memory and clam up as the icon
trail peters out. This is a hint that he needs to be bribed to speak further,
so go into the Inventory, and “Take” Gabriel’s wallet. Depart the Inventory,
then click on the cabbie, then on the wallet icon (5). The computer will take
over while Gabriel bribes the cabbie and finishes the conversation.
This
is all there is to be done here, so again have Gabriel climb aboard his Harley,
and the valley map will reappear. As a matter of general information, the actual
distances involved are not too great, the map represents about 3½ miles
going from one edge of your machine’s screen to the other, left to right, while
the up and down dimension on your screen represents about 2¼ miles of real-world
distance. Before you click on anyplace to go there, observe several colored dots
moving around the road on the map. These represent different vehicles moving around
the valley. Click on Blanchefort, and Gabriel will get off his bike when he arrives
at the little parking lot there. Just let him stand by his bike, while you, keeping
Gabriel to your left, move your view backwards down the road, also, raise the
camera slightly, and wait. Remain suspended above the road until Wilkes, riding
the orange bike comes along. Click on him, and a line of three or four icons will
appear. One of these will be new, and depict two people, one walking behind the
other. This is the “Follow” icon, and you should click on it right away.
The map will reappear, and you will see the green dot, representing Gabriel’s
Harley following the orange dot, which represents Wilkes’ bike. Wilkes will stop
off at a new place, L’Ermitage, and you now need to click on this site on the
map, (2) which has just become active. When Gabriel parks at L’Ermitage, Wilkes
will not be seen, but his bike will be parked by the side of the road, and a distant
thumping sound can be heard. You now need to go into Gabriel’s Inventory and “Take”
his notebook; exit the Inventory, click on the license plate of Wilke’s bike,
then click on the “Notebook” icon. Gabriel will then record Wilkes license
number (2), and this will now be included in the Inventory. Gabriel now needs
to head up the path and over the hill, where he will find Wilkes working away
on a Lap-Top computer; also some kind of seismic detecting machine is pounding
away. After clicking on the local scenery and eliciting whatever commentary from
Gabriel you can, click on Wilkes to start a conversation with him. Click again
on him to elicit further icons, and utilize these to complete the conversation
(6), then depart. Head Gabriel down the hill to his Harley, but don’t let him
get on it, just have him stand next to it. Keeping Gabriel and the Harley to your
left, back off down the road, raise your view slightly, and wait until Madeline’s
tour van comes into sight. Click on this, then on the “Follow” icon;
the valley map will appear, and Gabriel will comment that she has stopped off
at a place called Coumbe Sourde (2). Do notclick on Coumbe Sourde and try
to follow Madeline. This can be done, but it will elicit about two lines of meaningless
conversation and no points. Rather, click on Blanchefort, and have Gabriel climb
up to the top of the ruins. There is a branch in the trail on the way up, and
Gabriel needs to stay to the left, the other branch of the path comes out behind
Larry Chester’s house. Bring up Gabriel’s Inventory, and “Take” the
binoculars that came with the Harley when he rented it. Then click on Gabriel,
then on the “Binoculars” icon. You will be seeing a binocular’s eye
view of part of the valley; you can click and hold your left Mouse-button down
on the directional arrows at the bottom of your screen to rotate around in a 360
degree circle, and to move slightly up and down. When the “50X” button
lights up, click on this, and you will get a highly magnified view of a small
part of the valley; you can move around a little in this mode. There are three
or four places where this “50X” button highlights, and in one of them
you will see Madeline Buthane, the tour guide walking back and forth, using a
tracking device as she does so. Have Gabriel “Exit” using the binoculars
(5) and return to the Harley. Click on it, then on the “Gears” icon
and this game segment will end.
76/153
Day 1, 4:00 p.m.-6:00 p.m.
As
soon as the computer returns control of the game to you at the outset of this
segment and you have the valley map in front of you, click again on Blanchefort
to have Gabriel go here. Again, after he gets off his bike, you need to have him
take the trail to the right and go to the top of Blanchefort. When Gabriel gets
to the top, you will see Baza sitting on a slab, off in a corner of the ruined
citadel. Click on him to elicit a brief conversation, if you want. Then go into
the Inventory, “Take” the binoculars, and again have Gabriel use them
to scan the valley. Near where Gabriel saw Madeline at the end of the last segment
your “50X” button will light up, and when you click on it now you will
see a new site, L’Homme Mort. You will witness an apparent argument between Madeline
and Mosely (5). Depart the top of Blanchefort. When you return to where the bikes
are parked, you will see Wilkes’ orange machine there, as well as hear the pounding
of his seismic measuring machine. Go back on the left-hand trail and have Gabriel
interview him if you want, although there are no points in it. Return to the three
bikes parked by the road. You now know that the red one belongs to Baza, so have
Gabriel take the license number (2) of this machine.
Have Gabriel go to
L’Homme Mort. You will see the purple bike that Gabriel previously rejected parked
here. Ignore this for now, and move Gabriel quite far along the path, until you
come across Mosely. Click on him to initiate a conversation, and when this appears
to conclude, click on him again, then again on the “Ask” icon. There
will be a bit more conversation (2), then repeat this process yet again to start
a brief conversation about the bikes. After this, return to the parking lot where
Gabriel left the Harley. Now you know the purple machine is Mosely’s, so have
Gabriel take this license number (2) before he departs.
Next, have Gabriel
return to Rennes-le-Chateau, and go immediately to the Church-Yard. You will see
a window in an extension of the Church; this is Abbe Arnaud’s office. (not
the window where you swiped the spray-bottle). You will notice Madeline and
the Abbe inside. Click on the window frame, then click on the “Open”
icon. The computer will take over while Gabriel opens the window and eavesdrops
on the conversation between Madeline and the Abbe (5).
After the end of
the above conversation, have Gabriel get the Harley (either by going into the
bike shop or clicking on the town’s exit sign) which will activate the valley
map. At this point, you will notice a blue dot circulating around the map. Click
on either Blanchefort or L’Hermitage and when you see Lady Howard and Estelle
in the two-seater, you can follow them if you want, although nothing will actually
happen, there will be no points, and Gabriel will end up where he was when you
first had him follow the two women. At this point, have Gabriel go to Larry Chester’s
house. This is the Templar scholar recommended to Gabriel by the Abbe Arnaud.
After Gabriel gets off the Harley, have him go up and knock on Chester’s door.
The computer will take over during an introductory conversation (2) which will
end with Gabriel being taken inside and seated in front of Chester’s desk. A row
of icons will present itself, but ignore these for the moment, and click on various
items around the room, the maps on the wall, etc. to get commentary from Gabriel.
Also, click on the digital clock by the window, and “Look” at this.
Then, click on Chester to initiate Gabriel’s interview of him; follow the icon
trail until you have exhausted everything (10), after which you should click on
the door of the room to have Gabriel depart. Once Gabriel is on his bike and the
valley map appears, click on Rennes-le-Chateau, and the time-segment will end.
28/181
Day
1, 6:00 p.m.-10:00 p.m.
This segment will commence with Gabriel’s arriving
on the Harley in the yard of the bike shop. Before you do anything else, you may
as well take the license plate number of Lady Howard’s and Estelle’s bike (2).
Click on the entryway, and your machine will take over for the next several minutes.
Gabriel will go over to the front of the Hotel, where two men and a woman have
arrived in a green sedan. The lady is, of course, Grace Nakimura, and the two
men are the representatives that Prince James had said he was going to send down,
when he fired Gabriel over the telephone. They go up to Gabriel’s room, Gabriel
is questioned by Prince James’ men, then paid off, and the Prince’s men leave.
After a brief conversation with Grace, your computer will finally restore control
of the game to you with Gabriel standing just outside his door. Take Gabriel downstairs
and click on the entryway to the dining area. Gabriel will eavesdrop on a conversation
between Wilkes and Buchelli (2). Then have him depart the Hotel. You will see
the two Scots (the Prince’s men) heading off towards the church. Follow them.
This will have to be done manually, as the “Follow” icon used for following
Wilkes, Madeline and Lady Howard earlier is not available here; it is evidently
only used for following vehicles, not pedestrians. After you click on the entryway
to the Church-Yard the computer will briefly take control, and when it returns
control of the game to you, Gabriel will be looking forward, with a large tomb
ahead and to his left. Click around on the left-hand part of the big tomb, and
a “Hide” icon should be included in a bar of several icons which will
appear. Click on the “Hide” icon, and the computer will take over while
the Prince’s men knock on Abbe Arnaud’s door, rough him up a bit, and interrogate
him (5) about the kidnaping of the baby. Eventually, they will depart. As they
walk out, you will be able to see the window in the Abbe’s office. Watch this,
and you will see the light go on inside. The computer will then restore control
of the game to you. Immediately, go to your Inventory, “Take” the tape
recorder, then exit the Inventory. Click on the window, then on the icon of the
recorder. Your machine will take over while Gabriel tapes a telephone conversation
(7) Abbe Arnaud is having with someone in French.
After you again take control
of the game, head Gabriel back to the Hotel. The two Scots will be getting ready
to drive off, so click on their car, then on the “Follow” icon, (2)
which is now available. The valley map will appear, and after a few seconds, Gabriel
will comment that they had stopped at Larry Chester’s place. As soon as you hear
this, click on the Blanchefort location. Take the trail to the right, as you did
before, but this time when it branches, take the turn to the right, and you will
find Gabriel coming out behind Larry Chester’s house. Forward, and to Gabriel’s
right, there is a well with a tree near it. Click on the trunk of the tree, and
a bar of icons will appear. One of them should be the “Hide” icon, click
on this, and the computer will take over while Larry Chester greets the two Scots;
observe the rather complex handshake (5) that is exchanged between them. Once
these three men go inside Chester’s house, you will hear the ticking of the clock
indicating the passage of time and the computer will return control of the game
to you. Have Gabriel return over the trail to his bike in the Blanchefort parking
area, then have him go to the bar at Rennes-les-Bains. He will find Buchelli and
Wilkes drinking inside, and while it is interesting to click on them, the bartender
and on various items in the room there are neither points nor useful information
in it, you need to be satisfied with taking Buchelli’s license number off his
bike (2) parked outside. Then, have Gabriel return to Rennes-le-Chateau. Have
him enter the Hotel, and notice the Night Watch, Simone, at the Front Desk. Click
on her, then on all relevant icons (4) to extract as much conversation from her
as you can. Go into the dining area for a computer-controlled conversation between
Madeline, Lady Howard and Estelle. Then have Gabriel return to his room; as soon
as you click on the “Open” icon, the computer will again assume control
of the game, until, after a fair amount of conversation with Grace and Mosely
who are inside, you are presented with two icons. Click on these to cause Gabriel
to describe the events he has seen since he first followed the Scots to the Church-Yard.
At the end of this, he will attempt to replicate the handshake he witnessed in
Chester’s yard. Mosely will get up and stand in front of Gabriel preparatory to
shaking hands, and a row of five icons, each representing a different phase of
the secret handshake will appear. If you numbered them one through five, starting
from the left, first click on the second icon. Pause while Gabriel and Mosely
do that part of the handshake. Finish off the rest of the icons (7), pausing between
each. The order of the icons is: 2, 5, 3, 1, 4. Mosely will exclaim that it is
a Masonic handshake. Several more icons will appear, eliciting a conversation
about Free-Masonry and the “Order” (2). Finally, Grace will suggest
dinner, everyone will get ready to depart, and the time-block will conclude.
38/219
Day
2, 7:00 a.m.-10:00 a.m.
You are now playing as Grace, starting off in
what is now her and Gabriel’s room. Have Grace go over and lock the dumbwaiter.
This is another one of those quirky things in the game; if you checked the lock
on the dumbwaiter at the very outset of the game, you will notice that it was
locked, yet now, somehow, it is unlocked. Then, have Grace go over to the desk
with the Lap-Top (SIDNEY) on it. Next to the computer is a wooden box; “Take”
it (1), it is a fingerprint kit. Then click on SIDNEY, then on the “Gears”
icon. You will be looking at SIDNEY’s Main Page, and with your mouse and keyboard
will be operating this computer-within-your-computer at various points throughout
the game. Read all E-Mails, and after reading each, click on the “Reply”
tab at the bottom of SIDNEY’s screen. Even though Grace won’ t reply to the E-Mails
in question, this will elicit some commentary from her. Then, go to SIDNEY’s main
page and click on the “Search” function. Type in the word “vampires”,
then click on the “Search” button (1), and read the article that appears.
Then click on the “Reset” button to clear the text line, then repeat
the process with the word “grail” (1). Read the article, using the tiny
scrollbar provided on SIDNEY, to complete this. Click on all the yellow hyper-lynx;
sometimes this will elicit some points, although this will not happen now.
On
a side-note, there has been a good deal of speculation about there eventually
being more games in the Gabriel Knight series. Before Grace departs SIDNEY, type
in “GK4” in the text line, and hit the “Search” button. A
lengthy article about ghosts will appear, so one wonders, when and if another
Gabriel Knight comes out, will its general theme be about ghosts? After you have
Grace leave the machine, you will notice a photograph sitting on it; click on
this, and on the appropriate icons that appear, for some commentary by Grace.
Observe Gabriel sleeping on the sofa, you can click on him, and then on several
of the icons that appear, for some commentary by Grace.
At this point, have
Grace leave the room. As soon as the computer restores control of the game to
you, Grace will be standing just outside their room. You will notice something
on the floor by the door. This is the book with the yellow cover that you clicked
on in the Bookstore window in the first segment of the game. Have Grace “Take”
the book. The computer will take over while she picks it up, finds a poem inside,
which she reads (2), then takes inside, and leaves on the coffee-table for Gabriel.
Grace
should depart the Hotel, and head for that part of Fountain Square I described
earlier, where you can look to the top of the Tour Magdala. Look up, and you will
observe a darker clad figure also with binoculars. This is the Abbe Arnaud, and
Grace should climb up to the roof of the Tour Magdala and have a brief interview
(2) with him.
Grace should now head towards the Church. No one else will
be there, but you should click on various objects, and then on the “Look”
icon to elicit commentary from Grace. Have her go to the Abbe’s desk in front,
and “Take” the church pamphlet there (2). Then, go over by the door
to the Church, and look at the painting on the wall, of the four women, located
directly above the statue of Asmodeus. Click on the picture to get a brief comment
from Grace, and a fresh row of icons, and click on the one with the finger pointing
to a dotted line, the “Trace” icon. Notice a red light, or dot, in the
hand of the center, kneeling woman. Click on this, then notice the woman in green
on the right, and how she is holding one hand up by her shoulder. Click here,
then click on the “Trace” icon. A red line should jump from one woman’s
hand to the other. Then click on the woman’s hand located at the top center of
the picture, then the “Trace” icon, and another red line should go from
the second to the third woman’s hand. Repeat this process, clicking on the final
woman’s hand, and linking this up with the “Trace” icon, then finally
click on your starting point and link this up, so the red lines will form a tilted
square (2); Grace will make a comment to this effect. This is your sign that Grace
is done in the Church at this time so depart.
Return to the Hotel and go
inside the dining area. Grace won’t talk to Lady Howard, Estelle or Buchelli,
but click on Madeline, then on the “Tour” icon for two points and some
catty talk. (2)
Go upstairs and have Grace knock on Mosely’s door; she’ll
tell him that the tour group is ready to depart; he will say he will be down shortly.
Return downstairs to the dining hall. The computer will take over the game at
this point while Madeline announces their impending departure; you will now notice
that practically every character involved in Madeline’s tour has gathered in the
dining room. Mosely will blunder in, then the scene will switch to Madeline’s
van coming to a new place in the game, Poussin’s Tomb. The computer will remain
in control while Madeline gives a brief lecture on the tomb, and how it is theorized
that it was the model Poussin used for his painting Le Bergers de Arcadie (4).
Madeline will then announce that everyone will have a few minutes to take pictures,
and at this point your machine will restore control of the game to you. First,
click on the tomb itself, then on the “Think” icon. Then go to Grace’s
Inventory, and select her note-book. Notice where Baza is dabbling in the sand
with a stick. If you click on Baza you will receive some meaningless commentary,
but you need to click on the word “SUM” that Baza scratched in the sand,
then, when a row of icons appears, click on the icon of the notebook (4). You
can click on the other people standing around, but there is little purpose in
it; Grace will refuse to talk to some and have only a word or two for others,
and at any rate there are no points involved.
This is evidently a timed
segment of the game, for once you have completed the above activities, while you
can move around and click on things, you really can do nothing save stare at your
machine’s screen until Madeline announces that it is time to depart for the next
location. The computer will remain in control until the tour group is atop Blanchefort,
and Madeline has delivered another short lecture (2). When the computer relinquishes
control, click on Wilkes; this will cause the computer to again take over while
Wilkes goes over and initiates a brief conversation (2) with Madeline. Once you
are again in control of the game, click on Lady Howard, then on the “Talk”
icon. The machine will again take over and you will overhear Lady Howard talking
to Estelle, as well as the first mention of that strange and hauntingly beautiful
poem, Le Serpent Rouge. However, Madeline will also overhear the mention of Le
Serpent Rouge, and the computer will retain control while the entire tour party
is involved in conversation/commentary regarding the poem (2). When you again
get control of the game, interview all the others present. Since this also appears
to be a timed segment of the game, this is not a time to be casually clicking
around at the scenery; click first on Lady Howard/Estelle, then on a new icon
that will appear, that of Le Serpent Rouge. After you complete that conversation,
immediately go over and click on Wilkes, then again, on the Le Serpent Rouge icon.
Then the “Treasure” icon will present itself, utilize this, then after
this, you will be presented with a new icon, one of a pair of lips indicating
a kiss; this is the “Flirt” icon. Click on it, and Grace will choke
down her disgust at the idea, but will “flirt” with Wilkes (2) to get
information out of him. Then click on Madeline and the Le Serpent Rouge icon (2);
then all the others present, each time you will be presented with the Le Serpent
Rouge icon, so click on this. Make sure you save Mosely, standing off to the side,
for the last person to click on and have Grace interview. When you click on Mosely,
there will be a row of several icons; click on all of these to exhaust the conversation
(4). The time-block will now conclude with a sort of movie, depicting a dream-sequence
of Gabriel’s.
35/254
Day 2, 10:00 a.m.-12:00 Noon
You
start this time-block in Gabriel and Grace’s room, playing as Gabriel. First,
go over by SIDNEY, and have Gabriel pick up the extra fingerprint kit (1) Grace
left there for him. Then have him take the poem off the table that Grace left
there, even though there will be no points in it. Then have Gabriel exit the room.
As soon as you click on the door and the “Open” 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
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.
64/635
Day 3, 10:00 a.m.-12:00 Noon
There is a brief
opening movie of Gabriel finally getting out of bed and which continues with Mosely
entering Grace and Gabriel’s room. Mosely notices the manuscript that Gabriel
dug up and wants to take it, but Gabriel takes it from him and gives it to Grace.
The movie ends and the scene jumps to just outside Gabriel’s room with Mosely
starting to give Gabriel a hard time. While this conversation is going on, observe
Roxanne and Jean entering Wilkes’ room. As soon as Mosely departs and you regain
control of the game click on Wilkes’ door, then on the “Eavesdrop” icon
(2) to overhear their conversation. The instant the Red-Eye icon transforms itself
into your regular cursor-arrow, click again on Wilkes’ door, and then on the “Open”
icon (2). Gabriel will then enter the room and have a brief conversation with
Jean. After they depart, follow Roxanne to the linen closet, click on the door
and go on in. Before you have Gabriel talk to her, click on the various items
in the closet, especially on Roxanne’s maid’ s outfit hanging on the wall, for
commentary by Gabriel. When you are ready, click on her, then follow the short
icon trail, and this conversation will end with Roxanne agreeing to allow Gabriel
in Wilkes’ room (2). Once inside you can have Gabriel search around, but this
is a waste, there are neither points nor information available, only a bit of
trivial commentary from Gabriel. At this point Gabriel should leave and go knock
on Mosely’s door; he will be admitted for two points worth of conversation (2).
Have Gabriel return to SIDNEY, and activate it, then hit “Add Data”
and input Wilkes’ fingerprint (1) that he got off the glass in the Lobby in a
previous time-segment, and Larry’s fingerprint (1), which he got off the Manuscript
he dug up in Larry’s back yard. Then, click on the “Files” tab, select
“Wilkes Prnt”, hover your cursor-arrow over the “Suspects”
header, then click on “John Wilkes”, then touch the “Link”
header with your cursor-arrow, then click “Link to Suspect” (1) in the
dropdown that appears. Repeat this process (1) to link Larry’s prints with his
file in the computer, and again (1), to link Mosely’s license number with his
file. Then, have Gabriel depart SIDNEY.
Have Gabriel go into the bike shop,
but before you bring down the valley map, look at the bikes parked in the area.
One of the red bikes is missing; if you start checking out the various sites on
the map, you will eventually find it parked at Poussin’s Tomb. Baza is here, go
up and click on him (2), for two points worth of conversation. For the fun of
it, click on the remains of Baza’s doodling the word “SUM” in the sand,
and get some commentary from Gabriel.
Have Gabriel depart Poussin’s Tomb.
Go to Larry Chester’s (aka Larry Sinclair’s) place, click on the door, then hit
the “Knock” icon to trigger a brief movie wherein Sinclair opens the
door and admits Gabriel. After Gabriel is seated, a row of icons appears and you
are restored to control of the game. Exhaust all the conversation these provide
(6), then depart. When Gabriel goes out into Sinclair’s front yard, you will hear
the sound of the Ticking Clock.
Gabriel needs to return directly to Rennes-le-Chateau
and his room. Have Gabriel try to go in his room. As soon as you click on the
“Open” icon, Mosely will come out, with a fat newspaper tucked under
his arm (2) and go to his own room across the passage. No sooner does he go inside
when Madeline comes up, knocks on Mosely’s door, and is admitted, and a bemused
Gabriel is left shaking his head.
Now have Gabriel go to L’Homme Mort. Go
all the way back, past the hole Gabriel surprised Mosely at last night. Go all
the way to the end, passing the hole off to Gabriel’s left, and you will see the
muddy ground covered with a number of large footprints. Click on these (2), and
Gabriel will comment; the machine will take over and Gabriel will start walking
to an area previously inaccessible in the game, and he will end up finding Wilkes’
corpse (5). Click on Wilkes’ body, then on the “Search” icon; the machine
will take over while Gabriel extracts a letter from Wilkes’ pocket (2). Navigate
your camera around some rocks and stuff, and you will find a pool of Wilkes’ blood.
Click on this, then on the “Look” icon (1) for some commentary by Gabriel,
then click on the kneeprints in front of the blood, then again on the “Look”
icon (1).
Have Gabriel return to Rennes-le-Chateau, and head for his room
in the Hotel. As soon as you click on Gabriel’s door, you will hear another door
open and close, and if you are quick, you will see Madeline exiting Mosely’s room
with some papers. Click on her, then on the “Look” icon (2) for some
commentary by Gabriel. Then, he needs to go on in his room; you need to click
on Grace to produce a row of icons which you need to exhaust (8) to hear the conversation
between them. As this conversation concludes, the machine will retain control
as Grace and Gabriel’s conversation is interrupted by the sound of an engine;
Prince James has just pulled into town. They discover that the Manuscript has
been stolen and Gabriel instructs Grace to put off the Prince, saying he has to
recover it before he can talk to the Prince. At this point, the time-block ends.
44/679
Day
3, 12:00 Noon-3:00 p.m.
You play this game segment as Grace, and it
opens up in their room in the Hotel. If you check it out, you will notice that
the door to the dumbwaiter has again become unlatched; have Grace relock it. Then
Grace needs to go and fire up SIDNEY; she should read the new E-Mail before proceeding
(2). Then, go to the “Analyze” page with the map. Then, bring up Le
Serpent Rouge, and “Read” then “Think” on the Scorpio stanza,
then right-click and hit the “Hint” icon. Enable your cursor-arrow to
enter points, then turn your attention to the rectangle you marked off in the
middle of the square. Place a point at each of the four corners of this. Then
go up two cross lines and place a point on the second line where it intersects
the vertical lines. The effect should be that the rectangle is partitioned off
with two boxes consisting of four of the grid squares at either end, and a longer
central section consisting of 16 grid squares. When you have placed these eight
points, click on “Start Analysis” (5) and the map will be reconfigured
accordingly. Click again on the Scorpio stanza, then on the “Think”
icon. Then, look at the square at the top of the rectangle. Again, enable your
cursor-arrow to enter points. Place a point where two lines intersect in the exact
middle, on Pech Cardou and click on “Start Analysis” (5). Then, return
to Le Serpent Rouge, and “Read” and “Think” on the Ophiuchus
verse of the poem. Go to SIDNEY’S “Translate” page, then touch the “Open”
tab, then select the “SUM Note.” Set the languages by clicking “From”
as Latin, and “To” as English, then click on the “Translate Now”
button (2). Then, return to SIDNEY’s Analyze page, then float your cursor-arrow
over the “Open” heading, click on the “Open Files” dropdown,
then select “Arcadia Text.” Then, hit the “Start Analysis”
button; this will result in the appearance of yet another black window with some
instructions. After you read the instructions, kill the window then hover your
cursor-arrow over the “Text” heading. Then click on the “Translate”
button in the dropdown. Set the languages as from Latin to English, then hit the
“Translate Now” button. When a black window opens and asks you if you
want to add anything, click “Yes.” Then type “SUM” in the
space provided, and hit your machine’s “Enter” key (5). Go again to
SIDNEY’s “Analyze” page, touch the “Text” heading again, then
click on “Anagram Parser” in the dropdown. When this is through bleeping
click on the following words on the list provided: Tango, Arcam, and Dei; you
will have to scroll down and up to find the first one. Once you have clicked on
the last of these, the SIDNEY machine will take over and reveal the meaning of
all this (20).
Then, bring up Le Serpent Rouge again, “Read” and
“Think” the Sagittarius verse, and check out the right-click “Hint”
icon. Look at your right-hand map, and observe the railroad tracks at the top
center of the map. Enable your cursor-arrow to enter points, then set three points
on the railroad tracks. The first of these should be placed within the loop, almost
touching the front of it, at the extreme top of the map. Another should be placed
at Chateau Serres. Then, follow the railroad tracks from Serres until they make
a sharp turn, and place yet another point at the extreme right-hand point of the
tracks, where they turn back and up. Then, click on the “Start Analysis”
tab, (5), and this feature will become embedded in the map. Of all the Le Serpent
Rouge puzzles, this is by far the trickiest to complete. The game is extremely
persnickety about exactly where the points are placed, and in spite of playing
this game more than a score of times, I have never gotten my points along
the railroad tracks to “take” on my first try, usually I have to erase
and reset the points a fair number of times before I can proceed.
Bring
up Le Serpent Rouge, and “Read” and “Think” on the Capricorn
stanza. Grace will comment that she has had enough of Le Serpent Rouge at this
point, so depart SIDNEY, and the room. When Grace exits the room, you will notice
Buchelli departing Madeline’s room, carrying some papers. Move your camera quickly
around the corner after him if you have to, but click on him, then hit the “Look”
icon (2). Then go downstairs to the dining area to overhear a conversation between
Lady Howard and Estelle (2). Click on either of them for some pointless conversation
if you want. You will see Madeline sitting at another table, you can click on
her and on the “Talk” icon if you want to hear another snippet of biting,
acidic commentary by Grace. Then, have Grace depart the Hotel.
Go to Fountain
Square, and click on the town’s exit sign to bring down the valley map. Since
solving the Le Serpent Rouge puzzles, Grace has three new places to visit. It
doesn’t matter which order you do these in; for the purposes of this walkthrough,
I went to the Northeast arm of the Seal of Solomon first. Click on the small Seal
of Solomon towards the top of the map, and Grace will be transported to this point.
Look around and click on stuff and on icons for commentary, but the only thing
of any real interest here is a note, on the Hotel’s stationary, stuck to the cyclone
fence. Click on this and “Take” it (2), then depart.
Then, click
on the opposite Seal of Solomon, towards the bottom of the map. When Grace arrives
here and you resume control of the game, go to the Inventory, and “Take”
the tracker she stole from Mosely’s room. Depart the Inventory, click on Grace,
then on the icon of the tracker. Move your camera all the way back, around a number
of rocks, until you spot a red handkerchief on the ground by a rocky outcropping.
If you want a neat visual experience, click on the ground just to Grace’s side
of the handkerchief, then move your camera as high as you can and tilt it downward
a bit, facing towards Grace so you can see a fairly large expanse of field. You
will see Grace, tiny at this distance walking across the rocky field, approaching
the place where you clicked on the ground. The tracker face is displayed, and
the co-ordinates keep changing in response to Grace’s movement. If you have clicked
in the right place, Grace will comment on this (2) when she arrives. “Take”
the handkerchief (2), then bring up the Inventory, and “Take” the shovel.
Then, click on the leftmost of the smaller rocks piled up under the outcropping,
then on the “Shovel” icon. Your machine will take over control of the
game while Grace knocks the rocks aside and discovers another note (5), which
she should then “Take” (2). Then she should depart this location; the
Harley cannot be seen but just move your cursor-arrow a bit above the horizon;
it will turn into a much fatter arrow and when you Mouse-click, the map will drop
down and you will hear the sound of the Harley being fired up.
When the
map appears, click on “The Site” across from Blanchefort. Grace will
in fact be transported to the Blanchefort parking area, but instead of going on
the usual trail, she should cross the road. Position your cursor-arrow above the
bridge and it will turn into the fat arrow; at this point click, and Grace will
be transported to an isolated and rather rocky glade. Click on the note on the
tree and “Take” this (2), then go to the Inventory, and “Take”
the tracker. Click on Grace so she takes it, and its face appears in the corner
of your computer’s screen. Position your camera so your view is where it was when
you reassumed control of the game after Grace first entered the glade. Look to
the tree on your right, then click on the ground just in front of the rock wall
behind this tree. Grace will walk over, and if you clicked close enough to the
right spot, she will make a mark in the ground (2) with her foot. If Grace walks
over and just stops without doing anything, click around the area until she touches
the spot, when she does, she will mark the ground. Of course, the co-ordinates
are available in her Inventory. When Grace marks the ground, go to her Inventory
and “Take” the shovel. After exiting the Inventory, click on Grace’s
foot-mark, then on the “Shovel” icon (2) and Grace will make a brief
attempt at digging.
Depart this site, and when the valley map appears, click
on Lady Howard’s and Estelle’s site. Go back to where you will find Lady Howard
and Estelle, click on one of them then follow the icon trail (2) to exhaust the
conversation.
At this point depart, and next have Grace go to Blanchefort.
Grace should climb up to the ruins of the old chateau and when she arrives, you
need to go into her Inventory and “Take” the binoculars she swiped off
of Lady Howard’s machine earlier. The click on her, then on the “Binoculars”
icon, and Grace will take these, and you will be looking through them. Using the
directional arrows, move your view around the valley, clicking on the “50x”
box when it lights up. On one of these locations, you will see Buchelli’s bike
parked by the side of the road (5) by the bright gold spot you see just to the
right of Pech Cardou. Have Grace leave Blanchefort and return to the Harley, when
the map appears, click on the red spot just above Rennes-les-Bains. Grace is now
at the same location where she had just seen Buchelli. He has since departed,
so locate a narrow path going back from the road, and follow this around the large
red rock. Notice the perfectly shaped pentagon that marks a hole in the ground,
just like the one Gabriel found behind Larry Sinclair’s place. Go to the Inventory,
and “Take” the shovel. Click on the pentagram-hole and Grace will dig
up the Bloodline Manuscript (4) that was stolen from her room earlier. Then go
back to Grace ‘s Inventory, and “Take” the fingerprint kit. Then, click
on the Bloodline Manuscript, then click on the “Fingerprint Kit” icon
that appears. Fingerprint the Manuscript (6); you will take three sets of fingerprints.
Have
Grace return to Rennes-le-Chateau and the Hotel. When she enters the building,
the computer will remain in control while she witnesses the end of a conversation
between Prince James and Jean. The Prince then comes by and speaks briefly with
Grace (2) before departing the Hotel. Grace then needs to return to her room and
to SIDNEY, and to scan in the three sets of prints (3) she just took off the Manuscript.
After she is returned to the Main Page, click on the “Suspects” tab,
then hover the cursor-arrow over the “Open” header and finally click
on the “Open Files” dropdown. Select the first of these prints from
the list of files, it is listed as Bld 1. Then, float your cursor-arrow over the
“Links” header, then click on “Match Analysis” where it appears
in the dropdown that materializes. After a good deal of squealing and beeping,
SIDNEY will eventually come up with a match (1). Repeat this process for the other
two fingerprints from the Manuscript (2). Have her quit SIDNEY, and your machine
will take over while Grace reads the Capricorn stanza of Le Serpent Rouge. When
she finishes this, Mosely will enter her room, and summon her to a meeting Gabriel
is having with several others down in the dining hall. At this point, this time-segment
ends.
92/771
Day 3, 3:00 p.m.-6:00 p.m.
This segment
opens with a movie of Gabriel’s meeting in the dining room, the computer will
remain in control as Gabriel explains the travels of the Bloodline Manuscript.
When Gabriel begins to say who first stole the Manuscript, he will stop, and a
row of icons, mostly of those present appear. Click on the Mosely icon (2) as
he was the first thief, then when Gabriel comes to the second thief, the row of
icons will reappear, and you should click on the Madeline Buthane icon (2). When
Gabriel comes to the final thief and the icons reappear, click on the Buchelli
icon (2). Then Grace will speak, saying that the last thief disposed of the Manuscript;
at this point a new row of icons will appear, representing different ways of getting
rid of the document. Click on the “Digging” icon (2); this will touch
off a strenuous outburst from Buchelli (10) which will only be halted when Grace
throws the Manuscript down on the table (10) and calls his bluff. After this,
the computer will take over for the duration of a conversation in which everyone
reveals their true identities and Gabriel generally sorts everything out.
Then,
Gabriel should depart the Hotel and head for Fountain Square. Look up at the top
of the Tour Magdala; you will see someone on the roof. This is the Abbe Arnaud,
and Gabriel needs to go up and have a talk with him. Click on him, then follow
the icon trail (8) until you complete the conversation. After Gabriel is done
here, he should go down to the Villa Bethania. Click on the front door, and then
on the “Knock” icon; your machine will take over until Gabriel is seated
with Prince James, Larry Sinclair, and Mesmi (2). A row of icons will then present
itself; exhaust all these (6) to complete the conversation.
After Gabriel
exits the Villa Bethania, click on the town’s exit sign to start up the Harley
and bring down the valley map. Click on Serres to send Gabriel there. When Gabriel
arrives at Serres, he will find the place locked up, so click on the gate, then
on the “Climb” icon; your computer will take over while Gabriel scales
the iron gate (5), and the door to the chateau opens and Marceau, one of Montreaux’s
lackeys comes out. Gabriel will ask for Montreaux, so Marceau will fetch him up,
a brief conversation will ensue and finally Montreaux and Gabriel will head for
the wine-cellar. There will be a computer run dialogue between the two in the
cellar until Gabriel’s rather hasty departure. You will retain control of the
game with Gabriel in the chateau’s front yard, and at this point, you should click
on the side-door to the garage. Gabriel will stroll over, try this, then exclaim
that the door is open (2), and go on in. As he does so, a red car pulls into the
driveway. Have Gabriel throw on the light switch and look around. Click on various
objects, especially the black car and “Look” at them if you wish, but
be sure to tilt your camera so you can see the ceiling and rafters of the garage,
and more importantly, the bats roosting there. Click on one of the bats, then
on the “Look” icon (2) and Gabriel will comment about the bats. The
machine will take over while Gabriel leaves and is seen by the people in the red
car, who are the same people that assaulted him on the train just before the beginning
of the game. They will chase him and Gabriel will have a narrow escape, and the
time-segment ends.
53/824
Day 3, 6:00 p.m.-9:00 p.m.
You
start this segment as Grace, located in her room in the Hotel. Depart the room
and the hotel, and you will see Baza also leaving. Follow him to the Church-Yard;
after you get there the computer will take over while Grace hides and watches
a conversation between Baza and Mesmi (10). When the computer restores control
of the game to you, have Grace depart the Church-Yard and head to the bike shop.
On the back of Lady Howard’s and Estelle’s two-seater you will see Estelle’s water
bottle. Grace should fingerprint this (2), then return to the Hotel, and to SIDNEY.
Fire
up the machine, and open and read the new E-Mail (5), then input Estelle’s fingerprint
(1), then, link this to Estelle (1). Then touch the “Open” header with
your cursor-arrow, and open the file menu. Select the entry entitled “LSR
Print.” Then, touch the cursor-arrow to the “Links” heading, then
click on “Match Analysis” from the dropdown that appears. SIDNEY will
go through a number of contortions and match the fingerprint (4) to Estelle.
Then
Grace needs to return to the Lobby. Notice Estelle sitting in the small alcove
off to the side of the Lobby. Click on her, then on the “Le Serpent Rouge”
icon (2) that appears. After this line of conversation ends, the “Egyptian
Artefact” icon will re-appear; click on this (2), and the machine will take
command while Estelle takes Grace up to her and Lady Howard’s room, shows some
photos to Grace, and Grace ends up trading her copy of Le Serpent Rouge for one
of the photos (5), of what is some sort of bloodletting device.
Your machine
will return control of the game to you with Grace standing just outside Estelle’s
room. Now, you should have her go and knock on Baza’s door; your machine will
take over for an extended conversation (5) between Grace and Baza, and the time-block
will end.
37/861
Day 3, 9:00-12:00 Midnight
This last
game segment opens in Grace and Gabriel’s room, with Mosely, the Prince, and Mesmi
also present; they make their plan to invade the underground temple of the vampires.
Gabriel, Mosely and Mesmi then proceed to where Grace had previously found Wilkes’
handkerchief by the cave entry at the Southeast arm of the Seal of Solomon. Gabriel
enters the cave, and is followed by the other two, and the computer returns control
of the game to you with the trio standing by a huge underground chessboard. This
puzzle is next to impossible, but then I was quite disappointed that this entire
segment is essentially “Action” oriented; as far as I am concerned this
kind of thing belongs in a shooter or some other kind of “Action” computer
game. This is not “Adventure game” material as for the most part
the situations found here require more agility with the computer and keeping Gabriel
from getting killed than they do thought, although it could be argued that this
first puzzle is not quite in that category. At any rate, Gabriel needs to jump
around the keyboard, in the manner of a Knight in the game of chess, he must never
land on any square twice, and he must land on all the squares with swords in them,
and his final square must be directly in front of the third door from the left,
of the four doors at the other side of the chessboard. There are a number of solutions
for this, but one is as follows. First, number (or letter?) the chessboard rows
from A to H with the row edging the four doors on the other side of the chessboard
being Row A, and the row edging the side of the chessboard where everyone is standing
is row H. Then, number the columns from left to right as columns 1 through 8.
Before you actually start, click on the chessboard, and when a row of icons presents
itself, you will notice that one is of Grace, who, based with Baza in the Hotel
room, is maintaining wireless contact with Gabriel throughout this last segment.
Click on the “Grace” icon for some commentary, then have Gabriel start.
Click on the first square he must stand on which is H4. A row of icons will appear,
including a “Jump” icon, which you will click on to have Gabriel proceed
to this first square. Gabriel will stand on this square, then you need to click
on square G6. Again, click on the “Jump” icon. You then click on the
next square, then the “Jump” icon etc, until Gabriel gets across and
is standing in front of the proper door (10). A complete list of the chessboard
squares Gabriel needs to jump on in order is as follows:
H4, G6, F4, H5,
G3, H1, F2, D3, E1, C2, E3, D1, B2, A4, B6, A8, C7, E8, F6, G8, H6, F7, D8, B7,
C5, B3, A5.
Once Gabriel makes it across, the computer will take over while
he opens the door, and comes to the next “Action” oriented obstacle.
Move your camera so that you can look around the Pendulum room. Notice the pillar
in the center of the room. Gabriel is going to have to catch the swinging Pendulum,
then jump from it to the top of the pillar. This is an extremely frustrating part
of the game, as it is more luck than skill; in spite of the many times I have
played Gabriel Knight 3, I have never gotten through here without Gabriel
being killed at least several times; in some games it has taken twenty or thirty
tries. I have found that the best way to proceed is first, with Gabriel standing
in the doorway in front of the revolving ring, to move the camera out and up,
so your view is facing Gabriel, who is now below and ahead of you. This also affords
you a view of the revolving ring, so observe the four symbols embedded equidistantly
around it. Pay attention to the big golden square, and when this comes in front
of Gabriel, click either on the rear portion of this ring segment or the first
portion of the following ring segment. The immediate purpose here is to have Gabriel
standing on the ring segment immediately behind the segment containing the golden
square. Instantly you have Gabriel on the proper square, move your camera somewhat
down, forward, and around in the direction the ring is revolving. Stop so you
can see the ring revolving on your left towards the bottom of your screen, and
you also have a clear view of the slot in the wall which accommodates the extreme
end of the Pendulum’s swing. Gabriel and the pendulum will come into view, and
you should have your cursor-arrow ready, positioned near the wall-slot. As soon
as you see the Pendulum, position the cursor-arrow so it is near where the Pendulum’s
blade connects to the shaft coming from the ceiling. When your cursor-arrow changes
to a grasping hand, issue a brisk series of three or four Mouse-clicks. You will
probably have to repeat this till you get the hang of it; when Gabriel is killed
by the blade, hit the “Retry” button that becomes available to start
this part again. Eventually Gabriel will quit being sliced and diced by the blade;
you will see “Red-Eye” for a moment, and then you will see Gabriel riding
the swinging Pendulum (5). Once this happens, you have time to heave a sigh of
relief; the computer will allow Gabriel to swing back and forth forever if you
let it. At this point, save your game. Gabriel’s next move is to jump down
upon the pillar below, and while this is a lot easier than catching the Pendulum,
he is still apt to get killed, and if he does and you haven’t saved, you
will have to retry, and at this point, that would mean having to try to catch
the Pendulum again, something you don’t really want to have to do.
When
you are ready, position your cursor-arrow on the pillar, about an inch (on your
screen) below the top. When Gabriel and the swinging Pendulum come into view,
your cursor will again change into a grasping hand. Allowing for Gabriel’s momentum,
when he is an inch or so away from being directly over the pillar, mouse-click,
and Gabriel will either land successfully atop the pillar (5), or splatter on
the floor below. If this last happens, you will be faced with a choice of buttons
to click “Retry”, “Restore”, or “Quit.” Click the
“Restore” button, and return to your last saved game, with Gabriel swinging
on the Pendulum. If you click “Retry”, Gabriel will be returned to the
door between the chessboard and the Pendulum room, and will have to catch the
Pendulum all over again. Of course, if you didn’t save the game when Gabriel was
riding the Pendulum, you will not have the option to “Restore” to this
point, and will have no choice but to repeat the entire frustrating “Catch
the Pendulum” sequence.
Once Gabriel is standing on the pillar, the
Pendulum will quit swinging, and come to a stop just above his head. Gabriel will
be facing a balance-scale and a series of five symbolically shaped weights. His
task is to put the proper ones on the scale, so as to lower the pillar to the
floor below. Click on one of the weights or the scale, then on the “Grace”
icon that appears, for some rather obscure advice from her. There are three of
the five weights that need to go on the scale, and the order Gabriel places them
there doesn’t matter. Click on the Infinity symbol, then on the icon of the scale
which appears, and Gabriel will place this in one of the scales trays. Then repeat
this with the apple and the pomegranate, the two roughly spherical items in front
of the scale. Ignore the other two, as if Gabriel puts either of these in the
scale, he dies. Once Gabriel has placed the proper items in the scale (10), the
machine will take over while the pillar descends, and Gabriel walks into an adjoining
room.
You will be restored to control of the game with Gabriel standing
in front of a statue of King Solomon. Click on this for some commentary by Gabriel,
then right-click on it, then hit the “Headset” icon which appears. Grace
will offer a snippet of advice (2). Then, click on the writing on the wall; this
time the “Grace” icon will appear so click on this for a translation.
Have Gabriel proceed to a sort of bench with a Latin inscription on it, and a
gold and black glove. Click on the writing if you want, then on the “Grace”
icon for a translation. In this part of the game, Gabriel will be visiting four
or five of these “benches”, and on each of them will be a Latin phrase;
the first thing he should do in each case is to click on the writing, then on
the “Grace” icon. This will result in some advice from Grace, but no
points. Now we have Gabriel standing in front of the two gloves, and you should
have him “Take” the black one (2). Then, Gabriel needs to go to the
bench with two bowls set in it. One of these has flames coming out, and the other
is filled with a liquid substance. Move your camera forward and tilt it down,
and you can see a lump of gold at the bottom of each. Click on the lump at the
bottom of the flames, then when a row of icons appears, click on the icon of the
black glove. The computer will take over while Gabriel reaches in the flames and
extracts the lump of gold (5). You will be returned to control of the game while
Gabriel replaces the black glove on its bench. Then, Gabriel needs to approach
another bench, that is behind and between two statues. After getting a translation
of the words on the bench from Grace, have Gabriel place the lump of gold in the
outstretched hand of the demon-statue (5) on your left. (facing the bench) Then,
Gabriel needs to go to another corner and another bench. This bench has a pointer
on it above the Latin expression. The bench is also behind two upright mirrors.
Have Gabriel step on both of these in turn and look at himself. In the mirror
on the right, he is youthful and sexy, in the mirror on the left, he looks like
an unshaven and unwashed street crackhead or drunk. Then, have Gabriel go to the
bench, and move the pointer to the left, indicating the mirror reflecting the
disreputable image of Gabriel (5). Then, Gabriel needs to go to yet another bench
with more writing and three large buttons. After receiving translation from Grace,
click on the Yin-Yang button, and then click on the “Gears” icon to
have Gabriel push this (5). At this point, Gabriel will announce that a door has
opened (5), then he will go out into a larger room where he will be rejoined by
Mosely and Mesmi.
Looking around the room, you will notice two sets of short
pillars, the ones on the right are set before a bridge across a gulf to the other
side of the room, and the left-hand pair face upon nothing but a sheer drop-off.
If you attempt the bridge you see on the left, Gabriel will get about 2/3 of the
way across, then the bridge will dissolve, and Gabriel will fall to his death.
Move Gabriel up between the two pillars facing emptiness, and almost immediately,
a luminescent square will appear before him. Move Gabriel onto this square. Then,
as soon as another square comes into sight near him, click on this to have him
jump on this next square. I call this place the “Flickering Chessboard”
as none of the squares remain for long; if you leave Gabriel standing on one square
for too long, it will sooner or later evaporate, and Gabriel will fall to his
death below. If Gabriel gets killed on the first couple of squares, click on the
“Retry” button that becomes available. I have found that the only way
to do this puzzle is on a piecemeal basis. When you successfully have managed
to get Gabriel several squares out, save your game. If he then gets killed, you
can then “Restore” to that last point. Again, after this, don’t “Retry”
as this will send you back to the beginning of the Flickering Chessboard. After
you have saved with Gabriel several squares out, manage to move him a couple more
squares, and then save your game again. Finally, make sure you save your game
when Gabriel has almost completed his transition of the Flickering Chessboard,
when he is on the last or next-to-last of the flickering squares. I have found
this to be the last place I can save in the game; while the player has a few things
left to complete, the game is now almost over, and the computer will be driving
things from here on in. After you have done this last game-save, click on the
solid ground between the two pillars on the other side of the Flickering Chessboard,
and the computer will take over while Gabriel steps off the last flickering square
(10), and is rejoined by Mosely and Mesmi on the other side.
The computer
will retain control of the game while three lesser vampires appear through the
shimmering veil, you may recognize one of these as Montreaux’s minion, Marceau,
and one of the others is the old woman Grace confronted in the wine-cellar basement
of Chateau Serres, while the third seems like one of the vampires who assaulted
Gabriel on the train. Gabriel will go through the veil while Mosely and Mesmi
hold off the three vampires. Gabriel will then confront Montreaux, the Chief Vampire,
who is waving his athame (ritual dagger) over Prince James’ baby son, Charlie,
who is lying on a small altar. Montreaux will conclude his defiance of Gabriel
by invoking the demon Asmodeus. Until invoked, Asmodeus has been a statue holding
up part of the roof, but when he comes alive and goes after Gabriel you need to
be ready to act. This last part of the game is extremely fussy, and it almost
impossible to finish this segment off without having to “Restore” a
number of times. Unfortunately, the nearest place you can restore to is where
Gabriel is standing on the last of the flickering squares, so every time he gets
killed by the demon, you have to sit through Gabriel’s confrontation with Montreaux
all over again. Once Asmodeus comes to life, watch sharply and as soon as “Red-Eye”
is replaced by your conventional cursor-arrow, click on Asmodeus. A row of icons
will appear; two are of importance, specifically one of Gabriel’s dagger and another
representing Gabriel’s Schattenjager medallion. Immediately click on the “Medallion”
icon, then click on Asmodeus. This will slow him up a bit, and you should then
without delay click on the golden sarcophagus at the back of the room. The “Climb”
icon will appear and you should click on this instantly. Gabriel will jump up
upon the sarcophagus (5); you should immediately right-click, then hit the “Headset”
icon for some advice from Grace (5) about killing demons. Then, as soon as she
is done, click on Asmodeus’ throat, then click on the “Medallion” icon,
then again click on Asmodeus’ throat. This will cause both Asmodeus to throw back
his head, and the row of icons to reappear. This time, click on the “Dagger”
icon, then again on Asmodeus’ throat. If all goes well, Gabriel will draw his
dagger and slash Asmodeus across the throat (25), and your role in the game is
over, sit back and watch the rather lengthy endgame scenes.
104/965
Copyright
January 14, 2000 by Antoinetta III
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