Press [Shift][Ctrl][~] and a window appears. Now type in
EXTRACT [Space][Return]
and a file !!!Readme.txt will be copied to your GK3 directory. You
should read this!
With the console you can
- Extract all files (sound, graphics, animations ...)
- Activate eastereggs
- Create places and animations
etc.
To activate the eastereggs type
Tippe: SetFlag("egg")
In the game an egg appears at the person or place, an almost complete
list of eastereggs is supplied with the readme file.
----------------------------------------------------------------------------------
Gabriel Knight III
Antoinetta's Ultimate Walk-Thru
Author's Forward
This Walk-Thru was written by myself 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
Walk-Thru 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 Walk-Thru 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
Walk-Thru being refined somewhat. I expect that this edition of the
Walk-Thru 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 Lap-Top 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 Walk-Thru 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) ikon 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) ikon. 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
ikons, one being the "Take" (Reaching Hand) ikon. "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 ikons, the middlemost of which is the "Talk" or "Ask" Ikon
(The blue and white background, sometimes with or without a question mark)
Click on this to produce another row of ikons, then, follow this ikon trail
until you exhaust all the topics of conversation represented by the ikons
(2). Throughout this game, you will be conducting numerous conversations
with various characters, and this is controlled by means of bars of ikons
which present themselves. I will frequently use the term "Follow the ikon
trail", by which I mean click first on the leftmost ikon, then after the
conversation triggered by that ikon concludes, and the ikon itself
disappears, click again on whatever is now the leftmost ikon. Sometimes an
ikon will reappear, if so, click on it again; likewise, after you complete
one row of ikons, another may appear, click on these in the same manner,
until all ikons 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) ikon (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) ikon, click on this (2),
then click on any subsequent ikons 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" ikon 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) ikons for the fun of it. In general, it
is ALWAYS a good idea to click on the "Think" ikon 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" ikon. As
always, look around and click on stuff around you and on the ikons 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" ikon, click then on this (2), then follow the ikon 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" ikon 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" ikon which will appear (2). Then click on all subsequent
ikons 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" ikon. 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" ikon. Access Gabriel's Inventory by
right clicking, then clicking on the ikon of the satchel on the far left of
the row of ikons 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 ikon after you depart the Inventory and click on
something else. Also, when this "Inventory Ikon" does appear, it will
always be in the same location, the second to the last ikon on the right,
save for the "Exit" ikon. And why the "Exit" ikon even exists, I have no
idea; you can "Exit" the ikon 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 ikon 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" ikon,
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 ikons. 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"
ikon. When you have Gabriel depart the church, click on the door, then on
the "Open" ikon. 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
ikons. 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 ikon
concludes, you will be presented with a new selection of six ikons, 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 ikons will appear, and one of these will be an
image of an eye peering through a keyhole (the "Peek" ikon). 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 ikons 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" ikon 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" ikon. 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" ikon, and you will be able
see the entire roster of the tour group. Then click on the "Think" ikon,
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" ikon. 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" ikon 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"
ikon, 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" ikons. 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" ikon. 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" ikon 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 ikon (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" ikon. Then, click on Mosely's passport, then hit the
Magic Marker ikon (2) which will appear along with several other ikons, 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 ikon, 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" ikon. Then click on the gold
blazer, then click on the hat/moustache ikon, 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 ikons 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 ikon, along with several others, such
as the "Look" or "Magnify" ikons which can, at some times, such as now, be
ignored. Click on the new disguise ikon, 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 ikon 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 ikon 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 ikon 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 ikon (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 coloured 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 ikons will appear. One of these will be new, and depict two
people, one walking behind the other. This is the "Follow" ikon, 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" ikon. 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 ikons, 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" ikon; the valley map
will appear, and Gabriel will comment that she has stopped off at a place
hight Coumbe Sourde (2). DO NOT click 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" ikon. 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" ikon 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" ikon. 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" ikon. 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 ikons 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 ikon 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" ikon 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" ikon should be included in
a bar of several ikons which will appear. Click on the "Hide" ikon, 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 kidnapping 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 ikon 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" ikon, (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 ikons will appear. One of them should be the "Hide" ikon,
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 ikons (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" ikon, 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 ikons. 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 ikons, 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 ikon. Pause while Gabriel
and Mosely do that part of the handshake. Finish off the rest of the ikons
(7), pausing between each. The order of the ikons is: 2, 5, 3, 1, 4.
Mosely will exclaim that it is a Masonic handshake. Several more ikons 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"
ikon. You will be looking at SIDNEY's Main Page, and with your mouse and
keyboard will be operating this computer-within-your-computer at various
points throughout the game. Read all E-Mails, and after reading each, click
on the "Reply" tab at the bottom of SIDNEY's screen. Even though Grace won'
t reply to the E-Mails in question, this will elicit some commentary from
her. Then, go to SIDNEY's main page and click on the "Search" function.
Type in the word "vampires", then click on the "Search" button (1), and read
the article that appears. Then click on the "Reset" button to clear the
text line, then repeat the process with the word "grail" (1). Read the
article, using the tiny scrollbar provided on SIDNEY, to complete this.
Click on all the yellow hyper-lynx; sometimes this will elicit some points,
although this will not happen now.
On a side-note, there has been a good deal of speculation about there
eventually being more games in the Gabriel Knight series. Before Grace
departs SIDNEY, type in "GK4" in the text line, and hit the "Search" button.
A lengthy article about ghosts will appear, so one wonders, when and if
another Gabriel Knight comes out, will its general theme be about ghosts?
After you have Grace leave the machine, you will notice a photograph sitting
on it; click on this, and on the appropriate ikons that appear, for some
commentary by Grace. Observe Gabriel sleeping on the sofa, you can click on
him, and then on several of the ikons that appear, for some commentary by
Grace.
At this point, have Grace leave the room. As soon as the computer restores
control of the game to you, Grace will be standing just outside their room.
You will notice something on the floor by the door. This is the book with
the yellow cover that you clicked on in the Bookstore window in the first
segment of the game. Have Grace "Take" the book. The computer will take
over while she picks it up, finds a poem inside, which she reads (2), then
takes inside, and leaves on the coffee-table for Gabriel.
Grace should depart the Hotel, and head for that part of Fountain Square I
described earlier, where you can look to the top of the Tour Magdala. Look
up, and you will observe a darker clad figure also with binoculars. This is
the Abbe Arnaud, and Grace should climb up to the roof of the Tour Magdala
and have a brief interview (2) with him.
Grace should now head towards the Church. No one else will be there, but
you should click on various objects, and then on the "Look" ikon to elicit
commentary from Grace. Have her go to the Abbe's desk in front, and "Take"
the church pamphlet there (2). Then, go over by the door to the Church, and
look at the painting on the wall, of the four women, located directly above
the statue of Asmodeus. Click on the picture to get a brief comment from
Grace, and a fresh row of ikons, and click on the one with the finger
pointing to a dotted line, the "Trace" ikon. Notice a red light, or dot, in
the hand of the centre, kneeling woman. Click on this, then notice the
woman in green on the right, and how she is holding one hand up by her
shoulder. Click here, then click on the "Trace" ikon. A red line should
jump from one woman's hand to the other. Then click on the woman's hand
located at the top centre of the picture, then the "Trace" ikon, and another
red line should go from the second to the third woman's hand. Repeat this
process, clicking on the final woman's hand, and linking this up with the
"Trace" ikon, then finally click on your starting point and link this up, so
the red lines will form a tilted square (2); Grace will make a comment to
this effect. This is your sign that Grace is done in the Church at this
time so depart.
Return to the Hotel and go inside the dining area. Grace won't talk to Lady
Howard, Estelle or Buchelli, but click on Madeline, then on the "Tour" ikon
for two points and some catty talk. (2)
Go upstairs and have Grace knock on Mosely's door; she'll tell him that the
tour group is ready to depart; he will say he will be down shortly. Return
downstairs to the dining hall. The computer will take over the game at this
point while Madeline announces their impending departure; you will now
notice that practically every character involved in Madeline's tour has
gathered in the dining room. Mosely will blunder in, then the scene will
switch to Madeline's van coming to a new place in the game, Poussin's Tomb.
The computer will remain in control while Madeline gives a brief lecture on
the tomb, and how it is theorized that it was the model Poussin used for his
painting Le Bergers de Arcadie (4). Madeline will then announce that
everyone will have a few minutes to take pictures, and at this point your
machine will restore control of the game to you. First, click on the tomb
itself, then on the "Think" ikon. Then go to Grace's Inventory, and select
her note-book. Notice where Baza is dabbling in the sand with a stick. If
you click on Baza you will receive some meaningless commentary, but you need
to click on the word "SUM" that Baza scratched in the sand, then, when a row
of ikons appears, click on the ikon of the notebook (4). You can click on
the other people standing around, but there is little purpose in it; Grace
will refuse to talk to some and have only a word or two for others, and at
any rate there are no points involved.
This is evidently a timed segment of the game, for once you have completed
the above activities, while you can move around and click on things, you
really can do nothing save stare at your machine's screen until Madeline
announces that it is time to depart for the next location. The computer
will remain in control until the tour group is atop Blanchefort, and
Madeline has delivered another short lecture (2). When the computer
relinquishes control, click on Wilkes; this will cause the computer to again
take over while Wilkes goes over and initiates a brief conversation (2) with
Madeline. Once you are again in control of the game, click on Lady Howard,
then on the "Talk" ikon. The machine will again take over and you will
overhear Lady Howard talking to Estelle, as well as the first mention of
that strange and hauntingly beautiful poem, Le Serpent Rouge. However,
Madeline will also overhear the mention of Le Serpent Rouge, and the
computer will retain control while the entire tour party is involved in
conversation/commentary regarding the poem (2). When you again get control
of the game, interview all the others present. Since this also appears to
be a timed segment of the game, this is not a time to be casually clicking
around at the scenery; click first on Lady Howard/Estelle, then on a new
ikon that will appear, that of Le Serpent Rouge. After you complete that
conversation, immediately go over and click on Wilkes, then again, on the Le
Serpent Rouge ikon. Then the "Treasure" ikon will present itself, utilize
this, then after this, you will be presented with a new ikon, one of a pair
of lips indicating a kiss; this is the "Flirt" ikon. Click on it, and Grace
will choke down her disgust at the idea, but will "flirt" with Wilkes (2) to
get information out of him. Then click on Madeline and the Le Serpent Rouge
ikon (2); then all the others present, each time you will be presented with
the Le Serpent Rouge ikon, so click on this. Make sure you save Mosely,
standing off to the side, for the last person to click on and have Grace
interview. When you click on Mosely, there will be a row of several ikons;
click on all of these to exhaust the conversation (4). The time-block will
now conclude with a sort of movie, depicting a dream-sequence of Gabriel's.
35/254
Day 2, 10:00 A.M. - 12:00 Noon
You start this time-block in Gabriel and Grace's room, playing as Gabriel.
First, go over by SIDNEY, and have Gabriel pick up the extra fingerprint kit
(1) Grace left there for him. Then have him take the poem off the table
that Grace left there, even though there will be no points in it. Then have
Gabriel exit the room. As soon as you click on the door and the "Open"
ikon, the computer will take over, and Gabriel will go outside and run into
the maid, Roxanne, departing Mosely's room, after cleaning and changing the
sheets. There will be a brief conversation, after which you will regain
control of the game, then Roxanne will go down to Gabriel's room. She will
move her linen-cart right up in front of the door. Click on the cart, then
on the "Think" ikon. This will be Gabriel's hint that he needs to follow
Roxanne, and burglarize each of the rooms she has yet to clean.
After she finishes with Gabriel's room, Roxanne will push her cart down the
passage to Room #27, Baza's room. When she first goes inside, she will
leave her cart pulled directly across the front of the open door, and any
attempts to have Gabriel do anything at this point will only result in his
commenting that Roxanne will hear him if he tries to move the cart. Just
wait and watch for a few seconds, and Roxanne will return with a load of
dirty bedsheets and toss them in her cart and take fresh ones. When she
does this, she will somewhat move the location of the cart, so it is no
longer completely blocking the door. When Roxanne disappears inside, she
will close the door behind her, but it will not wholly close. Click on the
open space of the door, and a row of ikons will appear. Click on the "Peek"
ikon, and the machine will take control of the game. You will see Gabriel
peeking around the door at Roxanne, who, after a few seconds will go into
the water-closet. As soon as she does, you will regain control of the game.
Immediately, move your camera so that you are in front of the dumbwaiter
door. Click directly on the latch, and another row of ikons will appear.
Click on the one of the padlock, and the computer will again take over while
Gabriel goes over and slides the bolt of the dumbwaiter back (2), leaving it
unlocked. Your machine will give you control of the game at this point, so
without delay, move Gabriel out of the room before Roxanne comes out of the
water-closet and catches him inside. Just move your camera so you can look
out the partially opened door, and click on the opening. Another bar of
ikons will appear, click on the outward pointing arrow ikon, and the
computer will take over and move Gabriel out into the passage. If Roxanne
catches Gabriel in one of the rooms, he can sweet-talk himself out of a jam
once or twice, but eventually Roxanne will prevent him from burglarizing the
rest of the rooms. The game player needs to stretch her ability to
"willingly suspend disbelief" for the duration of some of these scenes. If
you are not quick enough to get Gabriel out of a room, Roxanne will
challenge him, yet in the passage he is apparently invisible to her. The
game has an alternate route, involving a spectacular rooftop climb by
Gabriel, but fewer overall points for proceeding if Roxanne catches him too
often, but this will be discussed separately, elsewhere.
After you have Gabriel safely out of #27, just have him wait in the passage
until Roxanne emerges and pushes her cart down to the room of Madeline
Buthane, the tour guide. As before, wait until Roxanne returns with the
dirty sheets and slightly moves the cart before going back inside the room.
As before, as soon as she is out of sight, click on the door opening and the
"Peek" ikon, and the computer will take over while you watch Gabriel
watching Roxanne. There is no dumbwaiter in this room, so as soon as
Roxanne goes into the water-closet, click on the handle of the door to the
balcony (4) and watch while the computer again takes over, Gabriel goes out
to hide on the balcony, and a moment later Roxanne emerges from the
water-closet and departs the room. You are given back control of the game
at this point, and you should go up to the door leading back to the passage,
and click on the little locking device in the middle of the doorknob (2).
Then depart the room; you will notice Roxanne's cart down by #31, the room
of Lady Howard and Estelle.
Move your camera down the passage, and enter Lady Howard's room in the same
manner you have entered the previous rooms. Her room also has a balcony, so
as soon as you regain control of the game, click on the handle of the door
to the balcony (4), after the maid leaves, be sure to unlock the door by
clicking on the central part of the doorknob (2).
Roxanne will then proceed down to Buchelli's room, #21, and again Gabriel
should follow her in the room in the usual manner. This room has a
dumbwaiter, and as before, as soon as the maid goes in the water-closet, you
need to click on the latch, then the "Padlock" ikon. Gabriel will come up a
nd slide the deadbolt back (2), leaving the door to the dumbwaiter unlocked.
Again, as soon as this has been done, get Gabriel out of the room before the
maid comes out of the water-closet and catches him.
The final room is Wilkes' room, #23, and as it has a dumbwaiter, handle it
has you have those rooms before. After Gabriel slides the latch back on the
dumbwaiter (2), hurry him out of the room. He can follow Roxanne to her
storage-closet first, if you want, and you can click on her, and on the
"Look" ikon, but there are no points in this, nor is there any point in it,
as nothing will be elicited save for some inane comment of Gabriel's.
Actually, Gabriel needs to go downstairs. Once you click on the "Down the
Stairs" version of your cursor-arrow the computer will take control of the
game, and keep it while Jean initiates a brief conversation. After this
concludes, you regain control of the game. Don't just go away, but click on
Jean, and two ikons will appear. Click on these to complete the
conversation (2).
Have Gabriel go through the dining area and into the kitchen. You can click
around on various items, then on the "Look" ikon for some commentary, but
the only things we are interested in here are the two dumbwaiter doors. It
actually doesn't matter which order you do these in, but for the purposes of
this walk-thru, I first had Gabriel make a left turn as soon as he entered
the kitchen. Click on the dumbwaiter door, then the "Open" ikon to open the
door. Then click on the crank in the wall, then on the "Turn" arrow-ikon;
this will lower the actual floor or elevator portion of the dumbwaiter. To
have Gabriel enter the dumbwaiter, make sure your cursor-arrow is actually
on the floor of the dumbwaiter. Click on this, then on the entry-arrow ikon
(2). The computer will take over while Gabriel climbs in the machine, then
your view will jump directly to the top of the dumbwaiter shaft and you will
be looking down at the top of Gabriel's head from a storey above, seeing him
standing in the dumbwaiter far below. Click on the ropes you see, then on
the "Gears" ikon; the computer will briefly take over as Gabriel hoists the
dumbwaiter, and himself to the upper floor. You will notice the interior of
two dumbwaiter doors from the angle your camera is at. Again, the order
doesn't matter, but click first on the one at the bottom of your machine's
screen (4), and enter Wilkes' room.
Snoop around by clicking on various items, then on the various ikons that
present themselves for commentary by Gabriel. One of these ikons is new a
"Search" ikon; clicking on this will have Gabriel look under the bed and
check the mattress, although at this time, there will be nothing found and
no points in it. Go over to the table in the corner that has a number of
books and papers stacked upon it. Click on the letter sitting on the table,
from Metaphysical Books (1), for the point and some commentary. You can
have Gabriel go into the water-closet and snoop around, but there will be
neither points nor anything to take from here, save Gabriel's comments.
There is nothing more of interest here, so have Gabriel go over to the
dumbwaiter door and open it. You cannot just click on the door on the other
side, Gabriel will say this is too far to reach. Rather, click on the floor
of the dumbwaiter to have him enter, then, when he is inside, click on the
door at the top of your screen (4).
Gabriel will now enter Buchelli's room. Observe the chest of drawers next
to the door to the water-closet. There are three drawers, but it doesn't
matter which one you click on; when you click on the "Open" ikon (2), only
the top one will open; it is impossible to open the two bottom drawers.
Click on the priests' garb, and then the ikons that appear for a bit more of
Gabriel's sarcastic comment. Notice a small white square on the left hand
side of the drawer. Click on this, then on the "Take" ikon (2), and be
informed by Gabriel that this is the stub of Buchelli's train ticket into
town. Then, close the drawer and go into your Inventory. Click on the
fingerprint kit, then on the "Take" ikon so that it will appear as an ikon
when you want to use it. Exit the inventory and click on Buchelli's
suitcase, sitting at the foot of a bed. Again, a row of ikons will appear.
One of these will be the usual "Take" ikon, but DO NOT click on this at this
time. Click instead on the fingerprint kit ikon, and you will see a
close-up, of the interior of the fingerprint kit, and in a sort of side-bar,
of the object to be fingerprinted.
Since, if you are following the route of this walk-thru, this will be the
first time you can successfully use the fingerprint kit, (Playing as Grace
in the previous time-segment, you can use the fingerprint kit on the book
she finds on her door-step, but there are no prints to be found) I will
offer one bit of advice as well as a general instruction as to the use of
the kit. If you want to check an item for fingerprints, of course, you will
have the fingerprint kit selected from your Inventory, so that when you
subsequently click on whatever it is you wish to fingerprint, the kit ikon
will appear at the end (save for the "Exit" ikon) of the bar of three or
four ikons that will appear. This ikon will look sort of like a partially
opened cardboard pizza box with several partitions inside. However,
frequently, the "Take" ikon will also be one of the ikons on this bar. If
you intend to check for fingerprints, DO NOT click on the "Take" ikon before
you run the fingerprint check. Sometimes this will not matter, but on at
least two occasions will result in no prints being detected, with the
further result that the game player will miss out on two points for each
time this happens. Once you get the hang of it, taking fingerprints is not
difficult. Once you have the close-up of the kit and the item you wish to
check for prints, position your arrow-cursor on the little brush in its
compartment at the bottom of the box, and click on it. At this point, your
arrow-cursor will disappear, and the brush itself will, in effect become the
cursor. Then, position the brush-cursor over the bowl of black
graphite-powder. Mouse-click, and you will notice that the previously light
brown bristles of the brush are now dark black; you have dipped the end of
the brush in the graphite-powder. Then, move the brush-cursor over the area
of the item you wish to check for fingerprints. Holding the left
Mouse-button down, move the brush-cursor up and down, back and forth, around
in circles over the area you are checking out. Usually, it will take a few
seconds, but you will start to see a smudge appear, and when you have the
print, your brush cursor will "hang up" or stick somewhat and Gabriel (or
Grace, in other sections) will make some sort of comment. Then, reposition
the brush cursor over the little compartment in the box where you originally
got it. Mouse-click, and the brush will return to it's compartment, and
your cursor will return to its usual arrow configuration. Move this to the
end of the roll of scotch tape and click on this, and your cursor will now
become an inch-long section of scotch tape. Move your scotch tape-cursor
over the fingerprint you located on the item, and Mouse-click on this. You
will see a print adhere to the tape-cursor. Then, move the tape-cursor with
the print on it over to the left-hand side of the fingerprint kit box, where
you will see what looks like a row of packets of cigarette rolling-papers,
and click on the front one of these. This will place the fingerprint in
your Inventory, generally for a reward of two points and for later scanning
into SIDNEY'S files.
Anyway, now you know enough to get along with. You have the close-up of the
kit and Buchelli's suitcase on your machine's screen. Turn your
arrow-cursor into the brush-cursor, then dip this in the graphite bowl, then
move it over to the silvery latch towards the right of the suitcase.
Holding your left Mouse-button down, move the brush-cursor over the latch
until a print starts to appear and Gabriel makes a comment, then lift and
enter this in your Inventory (2), as described above. You can have Gabriel
search the water-closet, clothes-closet and beds, but there will be neither
points or anything else of interest to be found. Return to the dumbwaiter,
have Gabriel enter it, and, using the ropes, descend to the kitchen. When
he climbs out of the dumbwaiter, have him close the machine's door. Then,
Gabriel needs to go to the other side of the kitchen, almost directly across
from the refrigerator, where he will find another dumbwaiter door. Gabriel
should enter this, and hoist himself to the top of this side, just as
described when he went up the first dumbwaiter. When he gets to the top,
you can click on the dumbwaiter door at the bottom of your computer's
screen. If you have previously made sure that Gabriel or Grace kept their
own dumbwaiter door locked, Gabriel will comment that this door is locked;
if you haven't, then Gabriel will step in his own room. The only place of
interest, of course, is the other side of the dumbwaiter, so click on the
door towards the top of your screen (4) and Gabriel will enter Baza's room.
Click around and try to fingerprint stuff, especially the picture of Jesus,
but you will find nothing here save for a rag or cloth of some sort (2) when
you click on the first bed around the pillow, then on the "Search" ikon.
Since there is nothing more here, return via the dumbwaiter to the kitchen
and depart, going through the dining area and the Lobby, and returning
upstairs. Since you have previously unlocked the front doors to Lady Howard
's and Madeline's rooms when you followed Roxanne around earlier, just walk
up and click on one of their doors, then on the "Open" ikon. Again, it
doesn't matter which order you enter the rooms in; I happened in this
walk-thru to go into Madeline's room, #29, first.
Once Gabriel is in Madeline's room, notice the suitcase under the bed.
Click on this, then, when a row of ikons appears, click on the upward arrow
ikon. The computer will take over while Gabriel reaches down, takes the
suitcase, puts it on the bed and opens it, then whistles at the pistol (2)
he sees inside. Click on this, then DO NOT click on the "Take" ikon, click
rather on the "Fingerprint Kit" ikon which should also appear. The
magnified view of the fingerprint kit and the gun in a side-bar should
appear; fingerprint the gun (2) by the process described above. Then, click
again on the suitcase, then on the downward arrow ikon, and the computer
will take over while Gabriel closes the suitcase and returns it to its place
under the bed. Then, notice the closet and double set of drawers next to
the bed. Click on either of the two drawers, then on the "Open" ikon, and
Gabriel will open the top drawer. (It is apparently impossible to open the
bottom drawer.) Move your camera so you are looking more directly down into
the drawer. Click on the folded piece of paper (a map) then on the "Take"
ikon (2). Click on the electronic apparatus also in the drawer and some
ikons for commentary, but Gabriel will not take this. Depart Madeline's
room, and go down the passage to #31, the room of Lady Howard and Estelle.
Again, the door is unlocked, so just have Gabriel go on in. Search around,
the suitcase at the foot of the bed is apparently empty, the steamer-trunk
is locked, and there is nothing of interest in the closet or drawers.
Clicking on the bed, however, will evoke a row of ikons, one being the
"Search" ikon, which you should click on. Gabriel will look under the bed
and discover a manila folder (2) with two parchments in it. Click on the
parchments, then on the "Take" ikon (2), and the parchments will be added to
Gabriel's Inventory. Then, leaving the manila folder on the bed, have
Gabriel go to the water-closet. On the ledge above the sink, you will
notice a blue tube of some "Suppuration H" lubricant, and a mirror. Click
on the Suppuration H, then on the "Take" ikon, and Gabriel will add this to
his inventory (2). Then, fingerprint the mirror, or rather, the handle of
the mirror (2). Gabriel's burglary spree in the Hotel is now over, and he
needs to depart Lady Howard's water-closet, and depart the Hotel.
Gabriel now has one more act of burglary he must commit before this
timeblock ends. Have him go to the Church-Yard, and face the window of the
Abbe's office. Click on the window-frame, then on the "Open" ikon, and
Gabriel will open the door a couple of inches. Click on the open space,
then on the "In" arrow, and Gabriel will complain that he can't squeeze
through. Enter your Inventory, and "Take" the tube of Suppuration H. Exit
the Inventory, then click on the window frame, then on the "Suppuration H"
ikon on the row that appears. The computer will take over while Gabriel
lubricates the window frame (2) with the Suppuration H. When you are
restored to control of the game, click again on the window frame, then on
the "Open" ikon (2). Gabriel will open the window all the way up; at this
point click on the opening, then on the "In" arrow ikon, and Gabriel will
enter the room. Manoeuvre your camera so you can see a drawer-handle behind
the Abbe's desk, and then click on this, then on the "Open" ikon. There is
only one drawer that will open, and when Gabriel can see inside, click on
the "Circuit" magazine you see there, then on the "Read" ikon (2) and hear
Gabriel comment on articles about the European Union. They are not readily
visible, but lift your camera up a bit, then by holding down your machine's
"Shift" key and the left Mouse button at the same time while you move your
Mouse slowly forward, you will find your viewpoint looking directly down
into the drawer, and you will see a pack of cigarettes. Fingerprint these
(2), and you are done here, but before you have Gabriel leave, click on the
chess-board, then the "Look" ikon for some of Gabriel's classic snide
commentary. Then, depart the office, either by the window through which
Gabriel entered, or out the office's door and through the Church, finally
exiting out the Church's front door; now Gabriel's needs to return to his
room in the Hotel.
Once you have Gabriel back in his own room, click on SIDNEY, then on the
"Gears" ikon to activate the machine. From taking fingerprints and license
numbers, to burglarizing rooms and ripping stuff off and taping
conversations, Gabriel's Inventory now includes a fair amount of items that
need to be scanned into the SIDNEY machine. Once Gabriel is seated in front
of the computer, the machine's Main Menu appears. Click on the "Add Data"
button at the top of SIDNEY's screen, a green message-sign stating "awaiting
input" will appear, followed by Gabriel's Inventory. While it actually
doesn't matter in which order you input stuff into SIDNEY, I have found that
going from left to right, top to bottom as you would read a book is easiest;
I am less likely to overlook something. Click on each item that ought to go
in the Inventory, then on the SIDNEY ikon. You will hear the sound of
SIDNEY's innards grinding around as it records the information, and you will
be rewarded with one point. Not every item in the Inventory, of course, can
be put into SIDNEY, and Gabriel will comment to this effect if you try to
input something SIDNEY won't accept. The order the items will be displayed
in your Inventory will vary depending on the order you did some of the
actions in the game, but as it worked out for this walk-thru, the first item
is a casette-tape; this is of the conversation Gabriel taped of Abbe Arnaud
speaking on his phone to someone in French. Input this into the SIDNEY
computer (1). Then, input the following items into SIDNEY: The Abbe's
fingerprint, (1) Buchelli's fingerprint (1), Buchelli's license plate number
(1), Madeline's fingerprint (1), Baza's license plate number (1), Lady
Howard's fingerprint (1), Lady Howard's license plate number (1), the map
Gabriel took from Madeline's room (1), Mosely's license number (1),
Parchment I (1) and Parchment II (1), these last from Lady Howard's room,
then, finally, Wilkes' licence number (1). You will notice as you scanned
this stuff into SIDNEY, most of it disappeared from Gabriel's Inventory,
save for the map and the parchments.
After you are returned to SIDNEY's Main Menu. Click on the "Files" heading
to obtain a list of the files in SIDNEY, mostly, this is the stuff you just
scanned in. Click on the entry "Abbe Tape", and a printed edition of the
telephone conversation Gabriel taped earlier will be displayed. Since the
original conversation was in French, the printed edition is also. But this
printed edition will also appear in SIDNEY's "Translate" mode. You will
notice two columns of four languages, one column headed "From" and the other
"To." The four languages in each column are English, French, Italian and
Latin. Click French in the "From" column, and English in the "To" column.
Then click on the larger "Translate Now" button (3) and the French text will
be replaced by its English equivalent.
Now, you should have Gabriel "Link" the various items in SIDNEY's "Files"
section with the various suspects involved. At this point, you should go to
SIDNEY's Main Page. Click on the "Suspects" tab at the far right of your
(and SIDNEY's) computer screen. You will notice three sub-headings, "Open",
"Suspect List", and "Links." You don't need to click on these; just float
your cursor-arrow over one of these to activate a drop-down list of options.
Float the cursor over "Open", then click on the "Open File" tab that
appears. After you click on the "Open Files" tab, a list of everything
either Gabriel or Grace has filed into SIDNEY since the beginning of the
game appears. A tiny scroll-bar system is provided by SIDNEY, and you will
soon need to use it to see the entire list. It doesn't matter which order
these are done in; we will use Lady Howard's fingerprints as the example.
Click on the file title "Lady Prnt." Then, float your arrow-cursor over the
heading "Suspect List" and a drop-down menu will appear, with the names of
most all the characters in the game. Click on the tab with Lady Howard's
name. Then, float your cursor-arrow over the last heading, that of "Links",
then click on the tab that appears that says "Link to Suspect." SIDNEY will
churn around for a moment (1) as this information is assimilated. Then,
return to the "Open" heading, and repeat this process for each of the rest
of the items on the list of files (7). Almost everything can be linked to a
suspect, but only the license plate numbers and fingerprints will yield a
point each, for nothing else will points be awarded. At this point Gabriel
has done all he can with SIDNEY, so have him depart the machine.
Have him go back to Madeline's room. Enter the Inventory, "Take" the map,
depart the Inventory, open the drawer Gabriel originally got the map from,
click inside the drawer, then select the "Map" ikon from the row that
appears (1), and Gabriel will return the map to the drawer. Close the
drawer and leave Madeline's room. Go next door to Lady Howard's room, to
the folder still lying on the bed. Enter the Inventory. You will notice
that two separate parchments are depicted here. Click on one of them, it
doesn't matter which, then click on the "Take" button. Exit the Inventory,
and click on the manila folder lying on the bed. A row of ikons will
appear, one of these representing the parchments. Click on this, and the
machine will take over while Gabriel returns both parchments to the folder
(1) and hides the folder under the bed. Have Gabriel head downstairs for a
brief computer-controlled conversation with Roxanne and Jean, and the
game-segment will conclude.
92/346
Day 2, 12:00 Noon - 2:00 P.M.
This time segment starts with a movie of Madeline's tour van arriving at a
new location, the vineyard Chateau Serres. Madeline gives a brief lecture
and everyone goes into the wine-tasting room, save Grace, who is left
standing alone outside, when the computer restores control of the game to
you. Click on the tasting-room door, then the "Open" ikon to have Grace
also enter. Click on the various characters, then on the "Talk" ikon for
some commentary, some of it as snide as Gabriel's. Click on the Abbe Arnaud
for a very brief computer-controlled conversation (2), then, when you regain
control of the game, click on him again for a little more talk from the
Abbe, but no points. Before you have Grace depart the tasting room, be sure
to click on the fire in the fireplace, then on the "Look" ikon, for some
really cutting commentary by Grace, probably the harshest put-down comment
of the entire game. Click on the door, then on the "Open" ikon, and Grace
will return to the courtyard.
Behind the parked van you will notice an arched gateway in the stone wall,
click on this and the computer will take over while Grace goes through.
Once she is through you will hear the sound of a crying baby, this will be
heard at times here and at other locations around the Chateau Serres. This
was a brilliant idea on the part of the game's designers, as it adds
immeasurably to the mood and atmosphere of the game. Move your camera to
the back and left, and have Grace check out the cellar doors if you want,
but there will be no points in it. (This is an alternate route should Grace
get caught in the act of burglary she is about to undertake) Notice the low
red tile roof of what appears to be a small room of some kind at the end of
the wall. Click on the side of this room, then select the "Climb" ikon (2)
from the selection offered. The computer will take over while you watch
Grace climb up this low roof, along the narrow top of the wall, and around
to the back of the main building. The computer will restore control to you
at this point, so click on the ivy covering part of the building's back
wall. The computer will again take over while Grace climbs up the wall of
the building on the ivy (4) and enters Chateau Serres via a rear window.
Once inside, have Grace open the standalone wooden closet on the other side
of the attic in which she has found herself. Go to your inventory, and
"Take" the notebook. Exit the inventory, click on the robe with the strange
symbol, then on the ikon of the notebook. Grace will record a copy of the
symbol (2); this will go into her Inventory. Then, have Grace open the
large trunk around the corner (2). Amongst other items there is a doll in
the chest, but Grace's nerves are all keyed up, so when she sees it, she
jumps, and makes a noise. You will here some music at this point and a male
voice saying something in French; Montreaux, the owner of Chateau Serres has
heard, and is coming up to investigate. Immediately, move your camera so
you can click on the closet in which Grace saw the robes earlier. The
"Hide" ikon should appear along with several others, click on this, and the
machine will take over while Grace hides in the closet (2). Montreaux will
go over to the closet and be reaching for the door, and it appears as if
Grace's goose is cooked. However, at the last minute, the voice of Madeline
comes up from below, through an open window, inviting Montreaux to come down
and join the tour group in the wine-tasting room. Montreaux departs, Grace
emerges from the closet, and the computer restores control of the game to
you. Have Grace return to the trunk, and click on the blanket inside, then
on the "Move Aside" ikon (2). Go over by the window Montreaux was talking
to Madeline through, then have Grace go down the spiral staircase, and into
Montreaux's library. However, if Grace had been caught, she would have been
escorted out, and while there is an alternate route to continue, a fair
number of points and scenery would be missed.
Once in the library, move your camera so you can get a view of the back of
the desk. Imagine yourself lowering the camera to be suspended where it
would be were it sitting facing the desk in the chair behind the desk. It
may take some jiggling around with your Mouse, but you should be able to see
the thin drawer, and the button below, to your left. Open the drawer first,
and click on the book inside. Click again on the "Read" ikon (2) for a
close-up look at the inside of the book, and some disparaging commentary
from Grace. Put the book back, then go into your Inventory, and bring up
the fingerprint kit. Fingerprint the book (2); for some reason touching it
first here will not eliminate the fingerprints, as it will with Buchelli's
suitcase and Madeline's pistol. Close the drawer, and ignoring the button
for the moment, click on the portrait of Montreaux on the wall behind the
desk. Use the "Look" ikon that appears to elicit commentary from Grace.
Click on the chair you see, and again a row of ikons will appear. One of
these will be the "Move Aside" ikon; click on this, and Grace will slide the
chair over so it is directly under the portrait (2). Click on the chair
again, then on the "Climb" ikon, and Grace will climb up on it. Click again
on the portrait, then on the "Magnify" ikon. Note the gleam in Montreaux's
eye. Click on this, then again on the "Magnify" ikon (2) for a rather
dramatic result. This is all there is to do with the portrait, so simply
click on the floor to have Grace climb down from the chair. Return to
behind the desk, and press the button you saw earlier. Press then on the
"Pushbutton" ikon (2) to activate the laser-beams coming from the five heads
located equidistantly around the room. Grace now has to form a pentacle
with the rays of light emanating from the heads, and this is actually easy,
once you know the trick. Simply click on one of the heads, and when the row
of ikons appears, note the two with rotating arrows. Click on the one with
the arrow pointing left, and you will see Grace partially rotate the head,
changing the direction of the beam of light coming from it's forehead. Then
have Grace go around the room and repeat this process with each of the
heads, moving them one movement to the left. This will form the pentacle
(5), and a circular piece of the floor will fold back, revealing a secret
stair.
Have Grace go down, and when the computer returns control of the game to
you, you will see her standing in a passage in the basement. Move her
forward, somewhat to the right, forward again, passing by some
inconsequential storage rooms as you go; finally there is a fork in the
passage with one side bending slightly to the right. Have Grace go this
way, and you will see a narrow stairway going down even deeper into the
basement. Click on the door at the bottom of the stairs and the "Open" ikon
and Grace will go through and find herself in the wine-cellar (2). Click on
the woman working the press, and the computer will take over for the
duration of this time-segment of the game. You will witness a rather
disturbing interaction between Grace and the woman (5), then Grace will find
herself outside the building. The computer will have her return to the
courtyard for a brief conversation with Mosely and Madeline, and the
time-segment concludes with the movie of the discovery of Prince James' two
agents, murdered, with their throats slit at a place known as the Devil's
Armchair.
38/384
Day 2, 2:00 P.M. - 5:00 P.M.
This segment opens with a still shocked Grace coming in their Hotel room to
inform Gabriel of the tour group's discovery of the bodies of Prince James'
agents. Their conversation is entirely run by your machine, and is quite
brief. Your computer will restore control of the game to you just outside
the room, playing as Gabriel.
The next five minutes are apparently timed; if you do not act with a degree
of alacrity, you can miss out on both points and scenes. Instantly, as soon
as you get control of the game, go into the Inventory, and "Take" the glass,
so it will appear in the row of ikons that will appear when you click on
something. Go directly down the passage to Madeline's door, #29, and click
on it. Then click on the "Glass" ikon, and the computer will take over
while Gabriel eavesdrops (2) on a telephone conversation Madeline is having
in French. As soon as you get control of the game, move down the passage to
#31 and eavesdrop on Lady Howard and Estelle (2) in the same manner.
Then, go down the stairs immediately next to Lady Howard's room; when you
regain control of the game, you should be standing in the Lobby on the
opposite side of the Front Desk and Jean. At this point you should click on
a spot somewhat to the right of the front door, on the floor, then hit your
machine's Escape key to hasten Gabriel to this spot. Then, go into the
Inventory, and "Take" the tape recorder. Click on the curtains to the
telephone booth, then on the "Open" ikon, and again hit the Escape key. The
reason we are taking this roundabout route to get to the phone booth is
because if Gabriel goes too close to the Front Desk, Jean will drag him over
for a bit of worthless conversation that could very well cause the scene in
the phone booth to be missed. At any rate, as soon as you regain control of
the game inside the phone booth area, you will see Buchelli's feet in one of
the three smaller booths, and hear him dialling a number. Immediately click
on this curtain, then on the tape recorder ikon, and your machine will take
over (7) while Gabriel tapes a rather extended conversation Buchelli has
with a Father Grenna in Italian.
A moment after Buchelli hangs up, you will regain control of the game.
Immediately leave the telephone area. Go over and click on Wilkes, seated
in the alcove. There will be a brief computer controlled conversation (2),
then Buchelli will emerge from the telephone area and sit down with
Buchelli; the computer will remain in control while Wilkes and Buchelli have
a drink, and make a few comments about the day's events. As soon as you
have the game under control again, have Gabriel go over and have the
conversation with Jean that he would have had earlier had he strayed too
close to the Front Desk; there will be no points in it, however. Then, have
Gabriel leave the Hotel.
Go to Fountain Square, to the place I previously described where you can see
up to the roof of the Tour Magdala. You will see someone there; this is the
Abbe Arnaud. Gabriel should go up and have a brief interview (2) with him.
Then depart the Tour Magdala, and go either to the bike shop, or to where
you just were when you were looking up to see if anyone was on the top of
the Tour Magdala. If you go to the shop, click on the Harley and the
"Gears" ikon to bring up the valley map, if you send Gabriel to the other
location, just click on or above the Rennes-le-Chateau sign. Clicking on
the sign is quicker as it saves Gabriel from having to enter the bike shop -
every time he has to pass a doorway, a longish wait, staring at the
miserable Red-Eye has to be endured.
There will be a new live spot on the map, the Devil's Armchair, slightly
above L'Hermitage and on the other side of the road. When Gabriel gets off
the Harley at this site, first notice the tyre tracks in the dirt just off
the road. Click on one of these, then on the "Look" ikon (2) for some
commentary. Then, direct Gabriel on the path behind the rock formations on
the same side of the road that he parked the bike. When he gats back far
enough, he will see the green car that had belonged to the Prince's agents
(2). Go to the Inventory, and "Take" the notebook, then click on the tyre,
then on the "Notebook" ikon. The computer will take over while Gabriel
folds back a page of the notebook, and goes over and takes an impression (2)
of the tyre treads. Cross the road, and again, go behind the rocks and
boulders. The computer will take over while Gabriel comes up upon Mosely
from behind, and scares him, then engages him in a brief computer run
conversation which will end with a bar of ikons being displayed. Contrary
to the usual procedure of "following the ikon trail" i.e. systematically
exhausting the ikons going from left to right, click on the LAST ikon in the
bar, the one of the Vampire (4). If you click on the ikons in the usual
manner, you will get the same conversation (in a slightly different order)
but no points. Then, click on the bodies of the two dead men, and the
various ikons to elicit commentary (information); be sure to click directly
on their faces, then on the "Think" ikon (2). Also click directly on the
slashes in their throats, for further information. Click again on Mosely,
then on the "Ask" ikon to elicit several other ikons; click on one of these,
and after that line of conversation ends, you will have to again click on
Mosely and the "Ask" ikon, to elicit yet more ikons, and to repeat the
process. Repeat this until finally all the ikons are exhausted; when Mosely
says "Let's look around and talk about stuff as we find it", this indicates
that this line of conversation is concluded.
Your next task is to find the blood of the two dead men, and this is quite
tricky; I was hung up here, for long weary days clicking on everything
without result. The blood is actually nowhere near the dead men; what you
first need to do is position your camera so that you are facing the Armchair
and the murder victims. Then, raise your camera directly up, so that you
are at treetop level, then move directly backward towards the trees at the
end of the area in which Gabriel and Mosely are standing. If we consider
the Armchair itself to be at twelve o'clock, look off to about ten o'clock.
You may have to jiggle your Mouse around a bit, but you should be able to
notice the difference in the texture of the ground. Gabriel and Mosely are
standing on relatively short grass, almost blue-green in colour. To your
left are several sections of what appears to be darker, rougher ground. If
you look far off (several hundred yards in the context of the world of the
game) to the top of your machine's screen, you will see a small patch of
short grass, almost a lawn more of the colour of the one under your camera.
If you look real close, you will see a dark spot in this, and if you move
your cursor-arrow over it, it will light up. When it does, click on it,
then at the "Look" ikon. If you don't do anything to move your camera, you
will watch Gabriel walk slowly across your computer screen from your vantage
point among the treetops at the end of the glade where Mosely has remained
after Gabriel responded to your command upon the machine. Suddenly, the
scene will jump to the new location and Gabriel will summon Mosely (5),
announcing the discovery of the blood. Click on the blood, then on the
various ikons for commentary, but no points. Look closely on the lower side
of the blood, and notice the indentations in the ground. These are
knee-prints, and you should click on one of these, then on the "look" ikon,
then on the "Think" ikon. At this point the computer will take over while
Gabriel has an otherworldly vision of the victims being brought to that
site; then your machine will take you through a brief conversation with
Mosely (2). Click again on the knee-prints, then again on the "Think" ikon.
Gabriel will have another vision, this time of the two men being done to
death, then there will be another brief, computer-controlled conversation
(2) with Mosely. Depart the Devil's Armchair, and run into Madeline for a
bit of conversation. You will hear the sound of approaching sirens, and
Gabriel will want to avoid talking to the local police. Mosely will hitch a
ride with Gabriel who will climb on the Harley. This time, you will have no
choice, the computer will take Gabriel, Mosely and the Harley to the bike
shop in Rennes-le-Chateau.
Once Mosely walks off, the computer will return control of the game to you.
Click on the bike, then on the hot-spot representing Larry Chester's place.
Click on the door, then on the "Knock" ikon; Larry Chester will answer, and
escort Gabriel inside. A row of ikons will present itself; exhaust these to
complete the conversation (8) which will end with Gabriel being thrown out.
When this happens, your machine will take over while Gabriel goes back and
looks through the window and watches Chester come up and set the alarm on
the clock just inside the window. This is another one of those places in
the game where you just look the other way at the lack of credibility in the
situation; in real life it would be idiotic to think that Gabriel, placed as
he is would not immediately be seen. At any rate, Chester departs, and
Gabriel now wants to find out what time Chester set the alarm for. Go to
your Inventory, and "Take" the coat-hanger, so that it will appear as an
ikon in the row that will appear when you click on something. Click on the
small hole in the window, and try several of the other ikons for some
commentary, but when you're ready, click on the ikon of the coat-hanger.
Your machine will take over while Gabriel straightens out the hanger and
reaches it through the hole in the window, turns the clock around and checks
the alarm-time (7); Gabriel will drop the wire he made from the hanger
inside the room, but this is of no concern.
Return to the Hotel at Rennes-le-Chateau. Click on the door and the "Open"
ikon, and wait, staring at Red-Eye until your machine is ready to allow
Gabriel to enter the building. However, this time when he does go in, the
computer will retain control of the game while you watch a scene of Baza and
Estelle accidentally banging into each other (2), causing Estelle to drop
some papers in the process. After this, go to Gabriel's Inventory and
"Take" Prince James' business card. Then have Gabriel go to the phone
booth area, and call the Prince (5). Then, go over and click on Jean, then
on the "2:00 A.M." ikon that appears (2); Gabriel will ask Jean give him a
wake-up call at this time.
Have Gabriel return to his room for a brief computer directed conversation
with Grace and Mosely; eventually a row of ikons will appear and you will be
given back control of the game. Follow the ikon trail to finish the
conversation (10), and Mosely will depart. Invoke the fingerprint kit so
that it will appear as an ikon, and take Mosely's fingerprints (2) from the
bottle he left upon the table. Grace will comment that he cannot yet enter
Mosely's prints into SIDNEY, but Gabriel has other things to do, so click on
the machine, then on the "Gears" ikon to start it up. Click on the "Add
Data" section, and Gabriel's Inventory will be displayed. Click on the
casette-tape of Buchelli's telephone conversation and then the SIDNEY ikon
(1) to input this. After SIDNEY inputs something, you will be returned to
SIDNEY's Main Page. Then click on the "Translate" section, then float your
cursor arrow over the "Open" tab and click on the dropdown. Look down the
list until you find the one listed as "Buch Tape." Click on this, and a
transcript of the conversation Gabriel taped between Buchelli and Father
Grenna will appear. As the original conversation was in Italian, so is the
printed version of it here. In the column of four languages on the left,
click on Italian, then click on English in the right-hand column. Finally,
click on the "Translate Now" button off farther to the right (3), and the
text will be transformed from Italian to English. Before you have Gabriel
depart SIDNEY, click on the "Make ID" section of the main page. Select the
"Newspaper Reporter" option, then click on "New York Times." Make sure
Gabriel's rather than Grace's photo is featured, them click on the "Print
ID" button (2). Before you leave the room, have Gabriel re-lock the
dumbwaiter; how this keeps getting unlocked is one of the little
side-mysteries of this game.
Have Gabriel go down to the Lobby, and notice the two glasses sitting where
Wilkes and Buchelli had left them from their drinking bout there earlier.
Fingerprint the green glass that was Wilkes' (2); you can fingerprint
Buchelli's glass also, but Gabriel will just state that he already has
Buchelli's prints so he doesn't need this one.
Depart the Hotel, and have Gabriel go to Blanchefort or L'Hermitage, and lie
in wait for Lady Howard and Estelle who are cruising around in their blue
two-seater. When they come into sight, click on them and then the "Follow"
ikon, and a new place will become active (2) on the valley map. Click on
the new site, and Gabriel will go there; have him go around the raised
section next to the road, on the same side he parked, and go way back, until
he comes across Estelle reading a map. Click on Estelle, then exhaust the
ikons that present themselves (4) to complete the conversation.
Activate the valley map, either by having Gabriel climb upon the Harley, or
by moving your cursor-arrow somewhat above the road, as if your were trying
to point in the direction of the horizon. When the cursor-arrow changes
shape, just click your left Mouse-button, and the map should appear; this is
generally quicker than having to have Gabriel actually go to the bike.
Click on the Serres hot-spot, and Gabriel will arrive there. When Gabriel
gets off the Harley, turn around and face looking out the gate and at the
road below. Move your cursor-arrow until it turns into the fat arrow, then
click. When you have Gabriel through the gate, move your camera so you can
see the auto tyre tracks in the dirt just off the pavement. If it isn't
"Taken" already, go to Gabriel's Inventory and "Take" the print of the tyre
tread he had taken earlier, off the green auto that had belonged to the two
dead men. Then, click on one of tyre treads by the road, then on the ikon
of the tread (2). Then, go to the Inventory, and invoke, or "Take" the fake
reporter's ID that he made earlier with SIDNEY. Then click on the front
door of the main building, then on the "Knock" ikon. The machine will take
over while one of Montreaux's minions answers the door, and engages Gabriel
in a brief conversation. Click on the "Press" ikon that becomes available;
then the servant will go and fetch up Montreaux. Montreaux will then take
Gabriel to the wine-tasting room (5), and the computer will restore control
of the game to you there; a row of ikons will present itself and you need to
exhaust these (8) to complete the conversation. The computer will again
take over while Montreaux receives a phone call from the house that ends the
conversation, you will find yourself in control again, with Gabriel standing
next to the Harley just outside the wine-tasting room. Have him return to
Rennes-le-Chateaux and his and Grace's room in the Hotel; there will be a
brief computer-controlled conversation between Grace and Gabriel which will
conclude this game segment, but elicit no additional score.
101/485
Day 2, 5:00 P.M. - 10:00 P.M.
Before you do anything, have Grace go over and again lock the door to the
dumbwaiter, somehow this mysteriously keeps getting unlocked, at several
points in the game. Have Grace depart the room. Go down by Lady Howard's
and Estelle's room, #31, and notice the tray with the dirty dishes on the
floor of the passageway. You will also notice a water-glass on it,
identical to the one Gabriel got off of Baza earlier. Have Grace "Take"
this (2), and continue to the Lobby. Click on Simone at the Front Desk, and
the ikons that appear for some conversation, but no points. Then click on
the door to the dining area, and your machine will take over while Grace
eavesdrops on a REALLY sleazy conversation between Gabriel and Mosely.
Madeline Buthane will come in briefly, offer a few comments and depart, and
Gabriel and Mosely will finish their disgusting little talk (5). Grace will
enter the dining room and control of the game will be restored to you; you
can click on those present for some snippets of comment or conversation, but
no points.
Have Grace depart the Hotel, and go to the Museum. Click on the paper
hanging on the door, and "Take" this (2), it is a copy of Le Serpent Rouge.
At this point, go to Grace's Inventory, and "Take" the fingerprint kit.
Then, staying in the Inventory, click on the Le Serpent Rouge envelope, and
fingerprint this (2). Grace should then go to the Church and go up towards
the altar in front, then she should knock on the little door to her left
(assuming she is facing the altar). The computer will take over while Abbe
Arnaud calls out and invites her in, and Grace goes in the office. Click on
the Abbe to generate a row of ikons, then interview him (4) on all topics
available, then, before you have Grace depart, click on the photo on the
wall and the chessboard, then on the various ikons that appear, for another
line or two of conversation and/or her thoughts.
Grace now needs to return to her room in the Hotel, and fire up SIDNEY. She
has accumulated a number of items in her Inventory that should be entered
in. Click on the "Add Data" tab, and Grace's Inventory will be displayed.
Click first on the weird symbols that Grace copied from the robes in the
attic at Chateau Serres, then on the ikon of SIDNEY. You will hear SIDNEY's
innards grinding around (1) as they assimilate this information; when it is
through, Grace's Inventory will disappear, and you will be looking again
looking at SIDNEY's main page. Click again on the "Add Data" tab, and
repeat this process for the SUM note (1), which you copied from Baza's
writing in the sand at Poussin's Tomb, with Montreaux's fingerprints (1),
and with the as yet unidentified fingerprint (1) Grace just lifted from the
Le Serpent Rouge. Then, as described previously, "Link" Montreaux's
fingerprint to him (1).
Grace is now ready to start on the first of the puzzles based on various
segments of the poem, Le Serpent Rouge. Go to SIDNEY's Main Page, and click
on the "Analyze" tab. Then hover your cursor-arrow over the "Open" section,
then click on the "Open Files" dropdown that appears. Select the Map, click
on this, then on the "Start Analysis" button. A map of the
Rennes-le-Chateau valley (the one Gabriel took from Madeline's room) will
appear on the right half of your computer screen, the left half will be
occupied by a larger-scale version of a smaller area of the map on the
right. Click on "OK" in the small black informational window to kill this,
then click around experimentally on the map on the right, you will notice
that the left-hand map changes to show in larger scale the immediate area
around where you clicked on the valley map.
Then, right-click and bring up the Inventory, then "Take" Le Serpent Rouge
so as to put the Le Serpent Rouge in an ikon form which will appear at the
top of the menu that appears when you click the right button on your Mouse.
This will facilitate going back and forth to the Le Serpent Rouge poem,
something that will have to be done frequently for a good deal of the rest
of the game. Now "Magnify" Le Serpent Rouge and notice how the first
stanza, Aquarius, is on a comparatively light background; this is the first
part of the poem you must solve.
Le Serpent Rouge is a hauntingly beautiful poem that was apparently written
sometime in the '60s, supposedly by three men who were brutally murdered
within days of the poem's coming to light. The original poem consists of
thirteen stanzas each named for one of the astrological signs, including one
sign, Ophiuchus, not found in conventional astrology. There are several
versions, or at least translations of this poem; the one in the game has
been modified and abridged somewhat so as to have it fit the game puzzles.
Now, click on Aquarius, the first verse of the poem, then, hit the "Read"
ikon. Looking at the verse, you will notice that there is one word, the
name of the Egyptian god, Ra, that is in all capital letters. After Grace
reads the verse aloud, click again it, then on the "Think" ikon. This will
cause Grace to think aloud, giving you hints. Also, you can right-click,
then click on the "Hint" ikon to get clues you need to proceed. Grace will
say that she should look at the church pamphlet, so bring up Grace's
Inventory, and click on the pamphlet. Then, click on the "Magnify" ikon,
click again on the pamphlet, and then on the "Think" ikon. Then right-click
and hit the "Hint" ikon. Go then to SIDNEY's Main Menu, and click on the
"Search" tab. Type "Ra" into the space provided, then on the "Search"
button. A definition will appear for which in this instance you will
receive no game points. However, as you go through Le Serpent Rouge, you
should ALWAYS, after reading each verse, click on the "Think" ikon for Grace
's musings, then return to the Main Menu, hit the "Search" tab, then run a
search on each of the words or phrases that are in all capitals. Some will
directly get you points, others will produce bright yellow hyper-lynx which
will give more definitions (information and clues for the game player) and
on some occasions, points. Finally, click on Le Serpent Rouge, "Magnify"
this then again, click yet again on the Aquarius verse, then on the "Think"
ikon; again right click and hit the "Hint" ikon.
This last Mouse-click will cause Grace to inform you that it is time to lay
the "Sunrise Line" down on the map. Exit Le Serpent Rouge and return to
the map, on SIDNEY's "Analyze" page. Hover your cursor-arrow over where it
says "Map" then when the dropdown appears, click on the "Enter Points" item.
In addition to the clues discussed in the previous paragraph, you will
recall that in her recent conversation with Abbe Arnaud, the Abbe explained
the Sunrise Line as going from the Church at Rennes-le-Chateau to
Blanchefort. So click on Rennes-le-Chateau on the right-hand map so as to
locate Renne-le-Chateau on the left-hand map. You can only place points on
the left-hand map. Observe the cross at Renne-le-Chateau. Put a point
here; this is done by moving the tip of your regular cursor-arrow to the
point in question and giving a Mouse-click. Then, using the right-hand map
to bring Blanchefort onto the left-hand map, put another point on the cross
at Blanchefort. Then, click on the "Start Analysis" button on Sidney. You
should hear SIDNEY churning around inside, then a line between
Rennes-le-Chateau and Blanchefort should spring into view on the right-hand
map (5) and a comment or two should be elicited from Grace. If SIDNEY comes
up with a message stating that there is a situation of "Indeterminate
Points", elicit the dropdown from the "Map" heading, then click on "Erase
Points." Then click on "Set Points" and try again. Some of the Le Serpent
Rouge puzzles can be quite fussy about the exact location of where you place
your points, and you may have to make several attempts on some of them.
Grace is now ready to solve the next of the Le Serpent Rouge puzzles, this
one being the Pisces stanza. As before, first have Grace "Read" this, then
hit the "Think" ikon, then right click and hit the "Hint" ikon. Go to
SIDNEY'S Main Menu, hit the "Search" button, then enter the various items
that appeared in all capital letters in the stanza. Return to Le Serpent
Rouge, click on the stanza, and again hit the "Think" ikon. Grace will
refer to Sauniere's parchments, and this is your cue to turn your attention
to these; the two documents Gabriel found under Lady Howard's and Estelle's
bed, as well as to the strange symbols she copied down from the robes in the
closet at Chateau Serres. Go to SIDNEY's Main Page, click on the "Analyze"
tab, then float your cursor over the "Open" tab, then click on the "Open
Files" dropdown. Select "Serres Symb" and click on this, then on the
Start Analysis" button (2). Click "OK" to kill the small black window that
appears, then bring up the "Parch 1" file, and again hit the "Start
Analysis" tab. A small black window will appear with some instructions,
click "OK" to kill the window, then float your cursor-arrow over the "Text"
heading, then select "Extract Anomalies". SYDNEY will grind around for a
few seconds, then another black window will appear which will ask you which
language you wish to use. Select "French" (2) and the code is revealed.
Then, float your cursor-arrow over the "Graphics" heading on SIDNEY, and
select "View Geometry" (2). SIDNEY will start beeping and squeaking, red
lines will start to appear, and you will end up with a red triangle. Then,
return your cursor-arrow to the "Open" heading, and select "Parch 2" from
the dropdown, and click on the "Start Analysis" button. Go again to the
"Text" heading, and hit "Analyze Text" in the dropdown, then hit "French" in
the black window that appears (2). Then, float your cursor-arrow over the
"Graphics" header, and click on the "View Geometry" section (4); the result
will be a red square. Return to the "Graphics" header, only this time,
click on the "Rotate Shape" area of the dropdown (2). Return to Le Serpent
Rouge, click again on the Pisces stanza, and again click on the "Think"
ikon, right-click and hit the "Hint" ikon. This will refer Grace to the
pamphlet she picked up in the Church, so go to her Inventory, bring this up,
"Magnify" it, then click on it and on the "Think" ikon. Following this, put
the map back up on SIDNEY's "Analyze" screen, then float your cursor-arrow
over the "Graphics" heading. Click on "Use Shape" in the dropdown that
appears, then click on the circle, and a blue version of this will appear on
your right-hand map. The circle is "Magdalen's Crown" and if you recall
Grace's conversation with the Abbe, there are statues of the Magdalen in
four churches in the area. Float your cursor-arrow over the "Map" heading
and click on "Enter Points" from the dropdown. Then, on the left-hand map,
place points at Rennes-le-Chateau, Bezu, Coustassa and Bugarach. Click on
the circle in the right-hand map, and it will turn from blue to dark brown.
Hover your cursor-arrow just inside the circle until it changes into a set
of short parallel lines, positioned diagonally. Hold down the left
Mouse-button, and slowly drag your Mouse backwards; this will expand the
size of the circle. Pushing the Mouse forward with the left button down
will correspondingly contract the size of the circle. When you have
slightly more than doubled the diametre of the circle, let up on the
Mouse-button, and reposition your cursor more in the centre of the circle.
Your cursor should now look like a double-lined crosshair; this permits you
to move the circle around the map without changing its size. Position the
circle so it passes through the four points you have set. You may have to
go back and readjust the circle's size somewhat. When you have everything
positioned closely enough, your machine will take over, the "Red Eye" will
appear, and the circle will be incorporated into SIDNEY's map (5). After
this, you will hear the sound of a ticking clock that denotes the passage of
some time; this is your clue to have Grace depart SIDNEY.
Have Grace go down to the Lobby, where she will witness a brief scene of
several of the characters discussing where to go for an evening's
entertainment. They all decide to go to the bar at Rennes-les-Bains, and
depart (2); Grace can go to the dining area for a meaningless chat with Lady
Howard and Estelle, but there are no points or information in this.
Have Grace return to SIDNEY and put Le Serpent Rouge up and click on the
third stanza, Aries. As always, have Grace "Read" then "Think" on the
paragraph, and right click and check out the "Hint" ikon. Then go to SIDNEY
's main page, and click on the "Search" tab. Plug in the first of the
capitalized words, "QUATERNITY", and hit the "Search" button (1). This
will bring up an article with a hyper-link, click on this to evoke two more
hyper-lynx; click then on these, "Alchemy: Tilted Square" and "Alchemy:
Squaring the Circle" to lead to yet another hyper-link, "Pythagoras." Click
on this (1) for a new article. After you read this, clear the line in
SIDNEY's search engine, and type in "SAINT MICHAEL", the second word in the
verse that is in all caps. Hit the search button (1), and read the ensuing
article. Again click on the Aries stanza and "Think" on it, then return to
SIDNEY's main page, and hit the "Analyze" tab to return to the map. Hover
your cursor-arrow over the "Graphics" tab, then click on "Use Shape" in the
dropdown that appears. Select the square; this will appear as a small blue
affair in the middle of the circle that you just placed on the map. Click
on the Square to turn it dark brown, then, as you did with the Circle,
expand the Square so that it is filled exactly by the circle, and is sitting
directly up and down (5). Grace will comment that she has to figure out how
much to tilt it; this is the purpose of the next puzzle.
Bring up Le Serpent Rouge, and follow the usual procedure of having Grace
"Read", "Think", and right-click and hit the "Hint" ikon on the Taurus
stanza. Go to her inventory and "Magnify" the short poem about "Blue
Apples" and "Think" on this, as well as right-clicking and hitting the
"Hint" ikon. Return to the map. Enable your cursor-arrow to Enter Points,
then place a point at Chateau Serres and the triple junction of the dotted
Meridian Line, the Sunrise Line, and the Circle, then click on "Start
Analysis" (2). Move your cursor-arrow around just outside the square until
it transforms itself into a rotating arrow. When this appears, left-click
your Mouse and hold the Mouse-button down, then by slowly dragging the
Mouse, you can rotate the Square. Tilt it so that the top line of the
Square passes through both points you just set. When you get close enough,
your machine will take over (5) and implant the Square on the map. Grace
will announce her success, then again, you will hear the sound of the
ticking clock.
Have Grace depart SIDNEY and go down to the Lobby. This all seems rather
without any purpose, but when Grace gets downstairs, your computer will take
over and you will witness a scene in which Lady Howard is getting together a
card-game, of bridge (2). After the bridge quartet goes off into the dining
area to play, the computer will restore control of the game to you. Grace
can follow everyone in the dining hall, but this would be a waste, as she
will decline to talk with anyone. Instead, have Grace return to SIDNEY and
bring up Le Serpent Rouge.
The next two stanzas, Gemini and Cancer are lumped together; have Grace
"Read" and "Think" on these. After you right-click and hit the "Hint" ikon,
go to SIDNEY's main page, and then to the Search engine. Plug in the three
capitalized words, especially ASMODEUS (1) and KNIGHTS. This last will take
you to an article containing a hyper-link "Chess", click on this to get the
hyper-link "Chessboard." Click on this (1) for yet another article with yet
another hyper-link, "Duality;" click on this (1), then return to Le Serpent
Rouge, click again on the Gemini and Cancer stanzas, and "Think" and get
hints on these. Then return to the map on SIDNEY's "Analyze" page. Float
your cursor-arrow over the "Map" heading. Click on "Draw Grid" from the
dropdown, then, from the next list of options presented to you, click on
"Fill Shape"; this will produce another list of choices of which you should
click on "8x8" (5). This will then place the grid so it fills the Square,
making it resemble a chess-board.
At this point your computer will take over for a scene in which Grace is
asked to dinner by Wilkes, after which she and Wilkes go to his room.
Wilkes is quite drunk and can't keep his hands to himself, and everything
ends with Grace kicking his ass. However, before this happens, she is able
to extract a good deal of information about the geology of the area from
him. Finally, the game segment concludes with Grace departing Wilkes' room,
and running into Gabriel.
71/556
Day 3, 2:00 A.M.
You play this segment as Gabriel, and your main purpose here is to
investigate why Larry Chester had set his alarm-clock to go off at 2:00 A.M.
Your machine will give control of the game to you with Gabriel standing just
outside his room in the Hotel. Have Gabriel depart the Hotel, head to
Fountain Square, and click on the sign denoting the exit to
Rennes-le-Chateau. When the valley map appears, click on Blanchefort. Go
over the path to the right, then take another right when the trail forks,
and Gabriel will end up behind Larry Chester's house. Click on the window
with the small hole in it, that looks into Chester's office. Click then on
the "Peek" ikon which will appear. Your machine will take over while you
watch Gabriel watching Chester leave his house, get a shovel, then depart
down a trail, previously inaccessible, behind his house (5). Again, it
takes a rather extended ability to suspend disbelief at the fact that
Gabriel is not caught. When the computer restores control of the game to
you, have Gabriel follow Chester. The computer will take over while Gabriel
crouches behind a hillock, and you watch him watch Chester burying something
at the far end of the back yard. The machine will retain control (with some
rather dramatic music) until after Chester has finished his work and has
departed. Have Gabriel go down to where Chester had been digging. The hole
he had dug then filled up is easily visible; quite un-naturally, it is a
perfectly shaped pentagon. Go to Gabriel's Inventory, "Take" the shovel,
then exit the Inventory. Click on the pentagram-hole, then on the ikon of
the shovel, and the machine will take over while Gabriel digs up a package
(4) containing the "Bloodline Manuscript." Then, Gabriel should go to his
Inventory, "Take" the fingerprint kit, then "Magnify" the Manuscript he just
dug up, and then fingerprint it (2). Depart and have Gabriel retrace his
steps going back; at first this is slightly maze-like and it can be a little
tricky finding the right path. However, when your cursor-arrow changes
shape to its real fat arrow-configuration, click on this, and the machine
will take over until Gabriel suddenly appears in the parking area, standing
next to the Harley.
Before you do anything else, hold down both your machine's "Shift" key as
well as the left Mouse-button. At the same time, slowly move your Mouse
forward to tilt the camera facing upwards. The moon and stars and general
night atmosphere are quite remarkable. After you have finished taking in
the scenery, click on the Harley to have Gabriel depart. The computer will
take over while Gabriel climbs on the bike, but before he can start the
engine, a black sedan, the one belonging to the kidnappers goes past (2),
too quickly for Gabriel to be able to follow it. When the valley map
appears, click on Rennes-le-Chateau. When Gabriel arrives in the bike shop
yard, move your camera so you can see the bikes parked in a row. Notice
that the purple machine that is Mosely's, is gone. This indicates that
Mosely is out on a little night-time expedition of his own. Click on the
Harley again to elicit the valley map, then click on L'Homme Mort, and you
will observe Mosely's machine leaning up against a sign-post. Go all the
way back until you see Mosely digging in a hole off to the right, looking
for treasure. Click on Mosely, then on the "Ask" ikon, and your machine
will take over while Gabriel scares the lights out of Mosely. There will
then be a rather humorous computer-run conversation (2), which will end with
Mosely climbing out of his hole and departing, and Gabriel moronically
insisting he treats Grace "like a Queen." When you are restored to control
of the game, have Gabriel return to the bike. Click on this and then on the
"Gears" ikon, and when the map appears, have Gabriel return to
Rennes-le-Chateau. Return Gabriel to their room in the Hotel, and this
game-segment will end, with a movie of a dream sequence of Gabriel's,
regarding a vampiric invasion of the hotel.
15/571
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 ikons 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" ikon (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 ikon'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" ikon, then
right-click and hit the "Hint" ikon; 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" ikon 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" ikon, 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 ikon of the Teniers
painting (5). Following this, click just above the entrance to the cave,
and you will se the ikon 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 ikon 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 Centre" 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 centre. 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" ikon 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" ikon (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" ikon. 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" ikon 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" ikon (2) to overhear
their conversation. The instant the Red-Eye ikon transforms itself into
your regular cursor-arrow, click again on Wilkes' door, and then on the
"Open" ikon (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 ikon 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 (AKA Larry Sinclair'
s place, click on the door, then hit the "Knock" ikon to trigger a brief
movie wherein Sinclair opens the door and admits Gabriel. After Gabriel is
seated, a row of ikons 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" ikon,
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 surprized 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" ikon; 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" ikon (1) for some
commentary by Gabriel, then click on the kneeprints in front of the blood,
then again on the "Look" ikon (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" ikon (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 ikons 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" ikon. 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" ikon.
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" ikon. Look at your right-hand
map, and observe the railroad tracks at the top centre 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 persnickity 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" ikon (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"
ikon 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 walk-thru, 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 ikons 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 ikon 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" ikon.
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" ikon (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 ikon 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" ikon,
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" ikon 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 ikons, mostly of those present
appear. Click on the Mosely ikon (2) as he was the first thief, then when
Gabriel comes to the second thief, the row of ikons will reappear, and you
should click on the Madeline Buthane ikon (2). When Gabriel comes to the
final thief and the ikons reappear, click on the Buchelli ikon (2). Then
Grace will speak, saying that the last thief disposed of the Manuscript; at
this point a new row of ikons will appear, representing different ways of
getting rid of the document. Click on the "Digging" ikon (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 ikon 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" ikon; your machine will take over
until Gabriel is seated with Prince James, Larry Sinclair, and Mesmi (2). A
row of ikons 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" ikon; 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" ikon (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"" ikon (2) that appears. After this line of conversation
ends, the "Egyptian Artefact" ikon 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 Mid-Night
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
ikons 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" ikon for some
commentary, then have Gabriel start. Click on the first square he must
stand on which is H4. A row of ikons will appear, including a "Jump" ikon,
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" ikon. You then click on the next square, then
the "Jump" ikon 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 centre
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" ikon 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 ikon 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" ikon which appears. Grace
will offer a snippet of advice (2). Then, click on the writing on the wall;
this time the "Grace" ikon 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" ikon 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" ikon. 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 ikons appears, click on the ikon 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" ikon 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 ikons will appear; two are of
importance, specifically one of Gabriel's dagger and another representing
Gabriel's Schattenjeager medallion. Immediately click on the "Medallion"
ikon, 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" ikon 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" ikon 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" ikon, then again click on Asmodeus'
throat. This will cause both Asmodeus to throw back his head, and the row
of ikons to reappear. This time, click on the "Dagger" ikon, 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.
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Copyright January 14, 2000 by Antoinetta III