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Читы для Gabriel Knight 3: Blood of the Sacred, Blood of the Damned

Чит-файл для Gabriel Knight 3: Blood of the Sacred, Blood of...

Gabriel Knight 3:
Blood of the Sacred, Blood of the Damned

в России известна как

Гэбриэл Найт. В поисках грааля

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Название в России:Гэбриэл Найт. В поисках грааля
Разработчик:Sierra On-Line
Издатель:Sierra On-Line
Локализатор в России:1C
Издатель в России:1C
Модель распространения:розничная продажа
ISO статус:релиз состоялся 14 ноября 1999 года
Официальный сайт:Открыть русский сайт
Жанры:Adventure / 3D
Похожие игры:Gabriel Knight: Sins of the Fathers, Watchmaker, The
Multiplayer:Отсутствует

Даты выхода игры

вышла 3 июня 2005 г.
вышла в 1999 г.

Solution [ENG]

Информация актуальна для
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 the pictures on the wall. Click then on the "Look" icon for some frequently
corny commentary from Gabriel. The only thing you actually need to do here is to
go to the closet off in the corner. "Take" the clothes hanger (2) and the tape
(2) you see inside. Go over to the dumbwaiter door, and make sure 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. Exhaust all the
topics of conversation represented by the various icons that will be displayed
after you click on him (2). After this, click on the Hotel's register which is
sitting on the Front Desk, and then click on the "Read" icon (2). You will see
another character sitting off in the corner reading a newspaper; this is Baza,
but we'll ignore him for now. Go instead into the dining area, through the
arched
entryway. Once you click on the arched doorway, your machine will take over
until
after Gabriel gets himself some coffee, and is recognized by Mosely, his friend
on the New Orleans police force, and whom we met in Gabriel Knight I. The
computer will take you through the relevant conversation with Mosely (4). 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" icon, click on this (2), then click on the "Tour Group" icon to
complete your brief conversation with him (2).

After this, depart the Hotel. I have always found this to be one of the most
frustrating parts of the game; at various places one always has to sit and wait
while the computer is thinking, and a "Red-Eye" icon revolves to indicate this.
These waits usually come when Gabriel or Grace are passing through a doorway,
and
the wait at the Hotel's front door is by far the worst. At any rate, once
Gabriel
gets outside the Hotel, you will see the tour guide, Madeline, standing next to
her van. Go over and talk with her (4), then go over and click again on Baza,
who
has come outside and is sitting on the bench. Click on one of the chickens
wandering about, and on the "Look" and "Think" (Light-Bulb) icons for the fun of
it. 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. As always, look around and click on
stuff around you; 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. Introduce yourself, then follow the
icon trail until the conversation is concluded (6). Then go up the short series
of steps into the main part of the Museum. You will notice two women standing
some distance away. These are the Lady Lily Howard and her lover/sidekick
Estelle. When you click on them, an "Eavesdrop" icon becomes available. However,
when you click on this, Gabriel will approach the women, but they will quit
talking; Gabriel will comment on this. The best thing to do, as soon as you see
Lady Howard and Estelle, is to move Gabriel so that the hanging panels to the
right of your screen are between him and the two women. Just put the
cursor-arrow
on a point on the floor behind a panel, where it does not light up, and left-
click your mouse. As Gabriel strolls over to the point you indicated, the
computer will take over, and you will suddenly hear Lady Howard and Estelle
speaking to each other (2). After the computer relinquishes control of the game
back to you, initiate a conversation with Lady Howard and Estelle (4) by
clicking
on one of them, then on all relevant icons that appear. After you exhaust this
conversation, check out the series of ten panels that 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. Before you depart the Museum, you can again speak to
Madame
Gerard, although no points are involved. Also, check out the lost-and-found box,
try to take the hat, and be rewarded with a little more of Gabriel's sarcastic
commentary.

Depart the Museum, and return to the Hotel. Check the register again, then go to
the phone booth area behind the curtain in the corner. Click on one of the
phones, then on the "Think" icon. Access your Inventory, and select Prince
James'
business card. Exit the Inventory, then again click on one of the phones. Then
click on the icon of the business card. The computer will take over for the
duration of Gabriel's conversation (4), which will end with his being fired from
his employment with the Prince. If you listen closely during Gabriel's
conversation, you will hear the curtain to the telephone area sliding to and
fro.
After the computer returns control of the game to you, look closely at the floor
of the other phone booths, and you will notice Baza's sandaled feet. Click on
him
for more commentary from Gabriel.

This ends the first time-segment, but this will not be immediately apparent; for
some reason the computer will not kick over into the next time-segment until you
have Gabriel pass through the Hotel's front door. So as soon as you leave the
phone area, click on the front door, then on the "Open" icon, and Gabriel will
be
waiting to go outside when the time-segment will actually conclude.

40/40

Day 1, 12:00 Noon-2:00 P.M.

This segment of the game starts with Gabriel standing just outside the Hotel.
Immediately, have him reenter 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
dryer 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, and
complete the conversation (6) made possible by the icons. Then go down and click
on the man sitting behind the desk, this is the Abbe Arnaud, and interview him
to
the extent possible (10). Before you depart the Church, take the time to look
around the interior, and click on the various items, statues, the Stations of
the
Cross, etc. From actual photos I have seen and various accounts of people who
have actually visited Rennes-le-Chateau, the Church, as portrayed in the game is
a quite accurate reflection of the real place. For the fun of it, click on the
collection plate, then the "Take" icon. When you have Gabriel depart the church,
click on the door, then on the "Open" icon. As Gabriel is standing in front of
the door waiting to exit, you will hear the sound of a clock ticking for a few
seconds; this indicates that enough time has passed in the context of the world
of the game that characters may have moved around and new possibilities of
exploration have opened up.

Return to the Hotel, and again check the Hotel's register, although there are no
points in it. Then go upstairs and knock on Mosely's door. The computer will
again take over until you are seated on Mosely's bed talking to him. You will
first be presented with a series of six conversation icons. Go through the first
two of these (2), and as Gabriel is talking to Mosely, listen closely for
background noise. You will hear a distinct scraping sound. When the conversation
triggered by the second icon concludes, you will be presented with a new
selection of six icons, the four previous ones you haven't yet clicked on, as
well as two new ones, the first of these being one of Grace. However, for the
moment, ignore all this; instead, move your cursor-arrow over to the door to the
room, and click on it. Another row of icons will appear, and one of these will
be
an image of an eye peering through a keyhole (the "Peek" icon). Click on this,
and the computer will take over while Gabriel gets up, peeks through the
keyhole,
then rips the door open, to catch Baza eavesdropping with a glass (5). Gabriel
will then return to his seat on the edge of Mosely's bed and you will resume
control of the game. The six icons referred to previously will reappear when you
click on Mosely, exhaust these to finish the conversation with him (4). When
this
is concluded, depart Mosely's room. You will see the glass Baza was using to
eavesdrop sitting where he put it on a chest in the passage outside Mosely's
room. "Take" this (2), and you have completed everything necessary to conclude
this time period. Just have Gabriel depart the Hotel, after you click the "Open"
icon at the front door, the computer will kick you over into the next game
segment.

37/77

Day 1, 2:00 P.M.-4:00 P.M.

This segment of the game starts as the last one did, with Gabriel standing just
outside the Hotel. Within a moment you hear the putt-putt of a motor-bike, and
catch a glimpse of Wilkes zipping away. This reminds Gabriel that his next task
is to rent a bike himself, and almost half of this game segment is dedicated to
accomplishing this.

However, before we commence this project, a brief digression is in order. You
will notice that you saw the departing Wilkes going through the square with the
Fountain (hereinafter referred to simply as "Fountain Square"). The bike shop is
on one side of this, and the road out of town on the other. However, if you
position yourself between the Fountain and the white house near the approach to
the Bookstore, you can look upward and see a clear view of the upper level and
battlements of a small castle. This castle is the Tour Magdala (Tower of the
Magdalen) that was constructed by Sauniere in the late Nineteenth Century. You
should be able to see clearly enough to tell if someone is standing on the
castle
roof. When you get to know the characters a little better, you will even be able
to identify exactly who is up on the top of the Tour Magdala. There are two or
three places in the game where it is necessary for Gabriel or Grace to go there,
and being able to check from this position in Fountain Square will save you a
good deal of time wasted on unnecessary 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 binoculars and is dressed mostly in white, with a trace of green.
This is Buchelli; if you want, go up to the top of the Tour Magdala and click on
him, although the interview will be terse in the extreme, you will learn nothing
of interest, and there will be no points in it anyway.

After this, head for the bike shop. Click on the mechanic, Monsieur Bigout, in
his tiny office/workshop, then on the "Bike" icon. The computer will take over
while Bigout explains that all the bikes save one are reserved for the tour
group; this one bike is all he has available for Gabriel to rent (2). In
Gabriel's mind, this machine is "a pathetic excuse for a bike," a "piece of
crap." Click on the clipboard hanging on the by the door to Bigout's office and
hit the 'Magnify" icon, and you will be able see the entire roster of the tour
group. Then click on the "Think" icon, and Gabriel will muse that while "I'm not
on the tour group, 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.

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. 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 and knock on the
door. You can have a brief conversation with him about Passports. Return
downstairs. Before you do anything else, go get another peppermint; this will
save you an extra trip down and up the stairs later should this initial attempt
to get the Passport fail. There will be no points for this; the two points you
get for taking the original peppermint are all the points that can be obtained
by
taking the candies. While you're at it, go over to the Front Desk and swipe the
Magic Marker type of pen (2); if Jean is near the Desk, Gabriel will refuse; you
just have to wait a minute until Jean meanders off. Once you take the pen, and
Jean is still not immediately present, click on the buzzer for Room 33, Mosely's
room, then click on the "Pushbutton" icon that appears (2). At this point the
computer will take over the game briefly, but as soon as you resume control,
have
Gabriel head upstairs, making sure you use the set of stairs on the opposite
side
of the Lobby as the Front Desk and the buzzer-system. As soon as the computer
restores control of the game, with Gabriel now at the top of the stairs,
immediately have him take a left and proceed down the long passageway (headed
towards Wilkes' room, not towards the other stairway). If you listen closely,
you
will hear the sound of a door closing in the distance; this is Mosely responding
to your call upon the buzzer. Move your camera quickly, and you can see Mosely
leaving his door. Have Gabriel follow Mosely around the corner and when Mosely
leans over to take the peppermint, you will see a wee bit of the Passport
sticking out of his hip pocket. Click on this, then on the "Take" icon; the
computer will take over, and if all goes well, Gabriel will successfully pick
Mosely's pocket (5). Mosely will be oblivious to any of this and will proceed to
the Lobby in response to the summons of the buzzer, and Gabriel needs to take
advantage of this and commit a minor act of burglary in Mosely's room. Mosely,
upon hearing Gabriel's blast upon the buzzer, simply left his room unlocked, so
Gabriel needs only to go on in and swipe Mosely's gold blazer (2) hanging on the
coat-rack. The computer will take Gabriel out of Mosely's room, and when you
regain control of the game, return Gabriel to the Lobby. Go into the dining
area,
and examine the stuff laid out on the buffet table. Take one of the packets of
syrup (2), then depart the Hotel.

Next, go to the Church-Yard. Look through the open window, and you will see Abbe
Arnaud inside, tending his plants on his window-sill. He will leave a spray-
bottle here, so have Gabriel go up and swipe this (2); then he needs to depart
the Church-Yard. Immediately after leaving the Church-Yard, Gabriel needs to go
down the long street next to the entrance to the Church-Yard, then take a left,
go forward a fair distance (like a block), then take another left, where the
cobblestone street dead-ends. At the end of the street, you will see a Black
Cat.
Click on the cat, then on the "Think" and then the "Pet Cat" icons. After
Gabriel
tries to pet the cat, it runs through a hole in the bottom of a storage-shed
door. Click on the edge of the hole, then on the "Think" icon. Then go into your
Inventory and bring up the little roll of tape, one of the first items you ever
took, from the closet in Gabriel's Hotel room, at the very outset of the game.
Then click again on the hole, then on the "Tape" icon and Gabriel will stick the
tape on the edge of the hole in the door (2). Then return to your Inventory and
bring up the spray bottle Gabriel just stole from the Abbe. Then go over and
click on the cat, then on the spray bottle icon (2). Gabriel will go over and
spray the cat with the sprayer-bottle, and the cat will jump off the wall, and
again run through the hole in the door. Have Gabriel go over and take the tape,
with the cat's fur now attached (2). Gabriel has now collected all of the
ingredients necessary for his Mosely disguise, so he may now return to the bike
shop. Once he is here, park him in a corner, out of the direct sight of Bigout.
Then, go into the Inventory, click on the Magic Marker, then click on the "Take"
icon. Then, click on Mosely's passport, then hit the Magic Marker icon (2),
which
will appear along with several other icons, all of which can be ignored. Then
assemble the rest of the disguise. Staying in the inventory, click on and "Take"
the syrup, then click on the cat-fur. You will now be able to click on the syrup
icon, and the cat-fur will be transformed into a fake moustache. You will notice
that the fake moustache is already "Taken" as it is marked off by the red
square.
Just click on the red ball cap, then click on the "Moustache" icon. Then click
on
the gold blazer, then click on the hat/moustache icon, and you have completed
the
assembly of the Mosely disguise (5). Before you have Gabriel put the disguise
on,
click on Bigout. A row of icons will appear, including, for whatever reason, one
of a gun. Click on it, and Gabriel will sound a bit puzzled, stating that he
doesn't even have a gun. Why this is in the game I have no idea, but after this,
click on Gabriel. The full Mosely disguise will now appear as an icon, along
with
several others, such as the "Look" or "Magnify" icons, which can, at some times,
such as now, be ignored. Click on the new disguise icon, and the computer will
take over while Gabriel shyly disappears from sight and puts on the disguise
(10). The computer remains in control while Gabriel rents the Harley and then
departs the bike shop to return Mosely's coat and passport; 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 than back at the bike-shop, where you had
to wait and where Gabriel must now return.

When Gabriel gets back to the bike shop, click first on the Harley, then on the
icon of the gears. Gabriel will climb aboard the bike, then a relief map of the
Rennes-le-Chateau valley will appear, completely filling your computer screen.
At
this point, there will only be four or five active spots where Gabriel can go,
but more will open up as the game progresses. At this point, select the train
station at Couiza, towards the upper-left hand corner of the map. When Gabriel
arrives there, have him enter the building, and, following the icon trail,
interview the ticket agent (4). He then needs to go over and check out the
chalk-
board announcing arrivals and departures of trains; especially he needs to check
out the part referring to Arrivals (2). To pick up on a minor conceit the game
designers included, have Gabriel go to the back of the station building, where
you will observe an ashtray that has been knocked over. There is a crumpled up
note there, and when you click on it, Gabriel will read a message asking him why
he is digging around in ashtray sand. Depart the station building, and observe
the man leaning up against the car, to the right of the building as you leave
it.
This is the cabbie who drove Gabriel to the Hotel the previous evening, after he
had been attacked by the kidnappers on the train. Click on him and initiate a
conversation. However, this will only go so far, and the cabbie will soon claim
faulty memory and clam up as the icon trail peters out. This is a hint that he
needs to be bribed to speak further, so go into the Inventory, and "Take"
Gabriel's wallet. Depart the Inventory, then click on the cabbie, then on the
wallet icon (5). The computer will take over while Gabriel bribes the cabbie and
finishes the conversation.

This is all there is to be done here, so again have Gabriel climb aboard his
Harley, and the valley map will reappear. As a matter of general information,
the
actual distances involved are not too great; the map represents about 3Ѕ 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 2ј miles of real-world
distance. Before you click on anyplace to go there, observe several colored dots
moving around the road on the map. These represent different vehicles moving
around the valley. Click on Blanchefort, and Gabriel will get off his bike when
he arrives at the little parking lot there. Just let him stand by his bike,
while
you, keeping Gabriel to your left, move your view backwards down the road; also
raise the camera slightly, and wait. Remain suspended above the road until
Wilkes, riding the orange bike, comes along. Click on him, and a line of three
or
four icons will appear. One of these will be new, and depict two people, one
walking behind the other. This is the "Follow" icon, and you should click on it
right away. The map will reappear, and you will see the green dot, representing
Gabriel's Harley following the orange dot, which represents Wilkes' bike. Wilkes
will stop off at a new place, L'Ermitage, and you now need to click on this site
on the map (2), which has just become active. When Gabriel parks at L'Ermitage,
Wilkes will not be seen, but his bike will be parked by the side of the road,
and
a distant thumping sound can be heard. You now need to go into Gabriel's
Inventory and "Take" his notebook; exit the Inventory, click on the license
plate
of Wilke's bike, then click on the "Notebook" icon. Gabriel will then record
Wilkes' license number (2), and this will now be included in the Inventory.
Gabriel now needs to head up the path and over the hill, where he will find
Wilkes working away on a Lap-Top computer; also some kind of seismic detecting
machine is pounding away. After clicking on the local scenery and eliciting
whatever commentary from Gabriel you can, click on Wilkes. Complete the
conversation made possible by the icons (6), then depart. Head Gabriel down the
hill to his Harley, but don't let him get on it, just have him stand next to it.
Keeping Gabriel and the Harley to your left, back off down the road, raise your
view slightly, and wait until Madeline's tour van comes into sight. Click on
this, then on the "Follow" icon; the valley map will appear, and Gabriel will
comment that she has stopped off at a place height 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" icon. You will be
seeing a binocular's eye view of part of the valley; you can click and hold your
left mouse-button down on the directional arrows at the bottom of your screen to
rotate around in a 360-degree circle and to move slightly up and down. When
the "50X" button lights up, click on this, and you will get a highly magnified
view of a small part of the valley; you can move around a little in this mode.
There are three or four places where this "50X" button highlights, and in one of
them you will see Madeline Buthane, the tour guide walking back and forth, using
a tracking device as she does so. Have Gabriel "Exit" using the binoculars (5)
and return to the Harley. Click on it, then on the gears icon and this game
segment will end.

76/153

Day 1, 4:00 P.M.-6:00 P.M.

As soon as the computer returns control of the game to you at the outset of this
segment and you have the valley map in front of you, click again on Blanchefort
to have Gabriel go here. Again, after he gets off his bike, you need to have him
take the trail to the right and go to the top of Blanchefort. When Gabriel gets
to the top, you will see Baza sitting on a slab, off in a corner of the ruined
citadel. Click on him to elicit a brief conversation, if you want. Then go into
the Inventory, "Take" the binoculars, and again have Gabriel use them to scan
the
valley. Near where Gabriel saw Madeline at the end of the last segment your
"50X"
button will light up, and when you click on it now you will see a new site,
L'Homme Mort. You will witness an apparent argument between Madeline and Mosely
(5). Depart the top of Blanchefort. When you return to where the bikes are
parked, you will see Wilkes' orange machine there, as well as hear the pounding
of his seismic measuring machine. Go back on the left-hand trail and have
Gabriel
interview him if you want, although there are no points in it. Return to the
three bikes parked by the road. You now know that the red one belongs to Baza,
so
have Gabriel take the license number (2) of this machine.

Have Gabriel go to L'Homme Mort. You will see the purple bike that Gabriel
previously rejected parked here. Ignore this for now, and move Gabriel quite far
along the path, until you come across Mosely. Click on him to initiate a
conversation, and when this appears to conclude, click on him again, then again
on the "Ask" icon. There will be a bit more conversation, then repeat this
process yet again to start a brief conversation about the bikes (2). After this,
return to the parking lot where Gabriel left the Harley. Now you know the purple
machine is Mosely's, so have Gabriel take this license number (2) before he
departs.

Next, have Gabriel return to Rennes-le-Chateau, and go immediately to the
Church-
Yard. You will see a window in an extension of the Church; this is Abbe Arnaud's
office (not the window where you swiped the spray-bottle). You will notice
Madeline and the Abbe inside. Click on the window frame, then click on the
"Open"
icon. The computer will take over while Gabriel opens the window and eavesdrops
on the conversation between Madeline and the Abbe (5).

Now that Gabriel has the Harley, you can save yourself the wait of having to go
through the entrance to the bike shop. Merely have Gabriel 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. 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. Anyway, clicking on the town's Exit sign will bring down the map of the
valley, and at this point, you will notice a blue dot circulating around the
map.
Click on either Blanchefort or L'Hermitage and when you see Lady Howard and
Estelle in the two-seater, you can follow them if you want, although nothing
will
actually happen, there will be no points, and Gabriel will end up where he was
when you first had him follow the two women. At this point, have Gabriel go to
Larry Chester's house. This is the Templar scholar recommended to Gabriel by the
Abbe Arnaud. After Gabriel gets off the Harley, have him go up and knock on
Chester's door. The computer will take over during an introductory conversation
(2), which will end with Gabriel being taken inside and seated in front of
Chester's desk. A row of icons will present itself, but ignore these for the
moment and click on various items around the room, the maps on the wall, etc.,
to
get commentary from Gabriel. Also, click on the digital clock by the window,
and "Look" at this. Then, click on Chester to initiate Gabriel's interview of
him; follow the icon trail until you have exhausted everything (10), after which
you should click on the door of the room to have Gabriel depart. Once Gabriel is
on his bike and the valley map appears, click on Rennes-le-Chateau, and the
time-
segment will end.

28/181

Day 1, 6:00 P.M.-10:00 P.M.

This segment will commence with Gabriel's arriving on the Harley in the yard of
the bike shop. Before you do anything else, you may as well take the license
plate number of Lady Howard's and Estelle's bike (2). Click on the entryway, and
your machine will take over for the next several minutes. Gabriel will go over
to
the front of the Hotel, where two men and a woman have arrived in a green sedan.
The lady is, of course, Grace Nakimura, and the two men are the representatives
that Prince James had said he was going to send down when he fired Gabriel over
the telephone. They go up to Gabriel's room, Gabriel is questioned by Prince
James' men, then paid off, and the Prince's men leave. After a brief
conversation
with Grace, your computer will finally restore control of the game to you with
Gabriel standing just outside his door. Take Gabriel downstairs and click on the
entryway to the dining area. Gabriel will eavesdrop on a conversation between
Wilkes and Buchelli (2). Then have him depart the Hotel. You will see the two
Scots (the Prince's men) heading off towards the church. Follow them. This will
have to be done manually, as the "Follow" icon used for following Wilkes,
Madeline, and Lady Howard earlier is not available here; it is evidently only
used for following vehicles, not pedestrians. After you click on the entryway to
the Church-Yard, the computer will briefly take control, and when it returns
control of the game to you, Gabriel will be looking forward, with a large tomb
ahead and to his left. Click around on the left-hand part of the big tomb, and
a "Hide" icon should be included in a bar of several icons that will appear.
Click on the "Hide" icon, and the computer will take over while the Prince's men
knock on Abbe Arnaud's door, rough him up a bit, and interrogate him (5) about
the kidnaping of the baby. Eventually, they will depart. As they walk out, you
will be able to see the window in the Abbe's office. Watch this, and you will
see
the light go on inside. The computer will then restore control of the game to
you. Immediately, go to your Inventory, "Take" the tape recorder, then exit the
Inventory. Click on the window, then on the icon of the recorder. Your machine
will take over while Gabriel tapes a telephone conversation (7) Abbe Arnaud is
having with someone in French.

After you again take control of the game, head Gabriel back to the Hotel. The
two
Scots will be getting ready to drive off, so click on their car, then on
the "Follow" icon, (2) which is now available. The valley map will appear, and
after a few seconds, Gabriel will comment that they had stopped at Larry
Chester's place. As soon as you hear this, click on the Blanchefort location.
Take the trail to the right, as you did before, but this time when it branches,
take the turn to the right, and you will find Gabriel coming out behind Larry
Chester's house. Forward, and to Gabriel's right, there is a well with a tree
near it. Click on the trunk of the tree, and a bar of icons will appear. One of
them should be the "Hide" icon; click on this, and the computer will take over
while Larry Chester greets the two Scots; observe the rather complex handshake
(5) that is exchanged between them. Once these three men go inside Chester's
house, you will hear the ticking of the clock indicating the passage of time and
the computer will return control of the game to you. Have Gabriel return over
the
trail to his bike in the Blanchefort parking area, then have him go to the bar
at
Rennes-les-Bains. He will find Buchelli and Wilkes drinking inside, and while it
is interesting to click on them, the bartender, and various items in the room,
there are neither points nor useful information in it; you need to be satisfied
with taking Buchelli's license number off his bike (2) parked outside. Then have
Gabriel return to Rennes-le-Chateau. Have him enter the Hotel, and notice the
Night Watch, Simone, at the Front Desk. Click on her, then on all relevant icons
(4) to extract as much conversation from her as you can. Go into the dining area
for a computer-controlled conversation between Madeline, Lady Howard, and
Estelle. Then have Gabriel return to his room; as soon as you click on the
"Open"
icon, the computer will again assume control of the game, until, after a fair
amount of conversation with Grace and Mosely, who are inside, you are presented
with two icons. Click on these to cause Gabriel to describe the events he has
seen since he first followed the Scots to the Church-Yard. At the end of this,
he
will attempt to replicate the handshake he witnessed in Chester's yard. Mosely
will get up and stand in front of Gabriel preparatory to shaking hands, and a
row
of five icons, each representing a different phase of the secret handshake will
appear. If you numbered them one through five, starting from the left, first
click on the second icon. Pause while Gabriel and Mosely do that part of the
handshake. Finish off the rest of the icons (7), pausing between each. The order
of the icons is 2, 5, 3, 1, 4. Mosely will exclaim that it is a Masonic
handshake. Several more icons will appear, eliciting a conversation about Free-
Masonry and the "Order" (2). Finally, Grace will suggest dinner, everyone will
get ready to depart, and the time-block will conclude.

38/219

Day 2, 7:00 A.M.-10:00 A.M.

You are now playing as Grace, starting off in what is now her and Gabriel's
room.
Have Grace go over and lock the dumbwaiter. This is another one of those quirky
things in the game; if you checked the lock on the dumbwaiter at the very outset
of the game, you will notice that it was locked, yet now, somehow, it is
unlocked. Then, have Grace go over to the desk with the Lap-Top (SIDNEY) on it.
Next to the computer is a wooden box; "Take" it (1)—it is a fingerprint kit.
Then
click on SIDNEY, then on the "Gears" icon. 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-Mail in question, this will elicit some commentary
from her. Then, go to SIDNEY's main page and click on the "Search" function.
Plug
in, separately, the words "vampires" (1), and "grail" (1). Read the articles
that
appear, scrolling down on SIDNEY, if necessary. Click on all the yellow hyper-
links; 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, go
to
that machine's "Search" function. Type in "GK4", and hit the "Search" button. A
lengthy article about ghosts will appear, so one wonders, when and if another
Gabriel Knight comes out, will its general theme be about ghosts? After you have
Grace leave the machine, you will notice a photograph sitting on it; click on
this, and on the appropriate icons that appear, for some commentary by Grace.
Observe Gabriel sleeping on the sofa, you can click on him, and then on several
of the icons that appear, for some commentary by Grace.

At this point, have Grace leave the room. As soon as the computer restores
control of the game to you, Grace will be standing just outside their room. You
will notice something on the floor by the door. This is the book with the yellow
cover that you clicked on in the Bookstore window in the first segment o the
game. Have Grace take the book. The computer will take over while she picks it
up, finds a poem inside, which she reads (2), then takes inside, and leaves on
the coffee-table for Gabriel.

Grace should depart the Hotel and head for that part of Fountain Square I
described earlier, where you can look to the top of the Tour Magdala. Look up,
and you will observe a darker-clad figure also with binoculars. This is the Abbe
Arnaud, and Grace should climb up to the roof of the Tour Magdala and have a
brief interview (2) with him.

Grace should now head towards the Church. No one else will be there, but you
should click on various objects, and then on the "Look" icon to elicit
commentary
from Grace. Have her go to the Abbe's desk in front, and "Take" the church
pamphlet there (2). Then, go over by the door to the Church, and look at the
painting on the wall, of the four women, located directly over the statue of
Asmodeus. Click on the picture to get a brief comment from Grace, and a fresh
row
of icons, and click on the one with the finger pointing to a dotted line,
the "Trace" icon. Notice a red light, or dot, in the hand of the center,
kneeling
woman. Click on this, then notice the woman in green on the right, and how she
is
holding one hand up by her shoulder. Click here, then click on the "Trace" icon.
A red line should jump from one woman's hand to the other. Then click on the
woman's hand located at the top center of the picture, then the "Trace" icon,
and
another red line should go from the second to the third woman's hand. Repeat
this
process, clicking on the final woman's hand, and linking this up with the
"Trace"
icon, then finally click on your starting point and link this up, so the red
lines will form a tilted square (2); Grace will make a comment to this effect.
This is your sign that Grace is done in the Church at this time, so depart.

Return to the Hotel and go inside the dining area. Grace won't talk to Lady
Howard, Estelle, or Buchelli, but click on Madeline, then on the "Tour" icon for
two points and some catty talk. (2)

Go upstairs and have Grace knock on Mosely's door; she'll tell him that the tour
group is ready to depart; he will say he will be down shortly. Return downstairs
to the dining hall. The computer will take over the game at this point while
Madeline announces their impending departure; you will now notice that
practically every character involved in Madeline's tour has gathered in the
dining room. Mosely will blunder in, then the scene will switch to Madeline's
van
coming to a new place in the game, Poussin's Tomb. The computer will remain in
control while Madeline gives a brief lecture on the tomb, and how it is
theorized
that it was the model Poussin used for his painting Le Bergers de Arcadie (4).
Madeline will then announce that everyone will have a few minutes to take
pictures, and at this point your machine will restore control of the game to
you.
First, click on the tomb itself, then on the "Think" icon. Then go to Grace's
Inventory, and select her notebook. Notice where Baza is dabbling in the sand
with a stick. If you click on Baza you will receive some meaningless commentary,
but you need to click on the word "SUM" that Baza scratched in the sand, then,
when a row of icons appears, click on the icon of the notebook (4). You can
click
on the other people standing around, but there is little purpose in it; Grace
will refuse to talk to some and have only a word or two for others, and at any
rate there are no points involved.

This is evidently a timed segment of the game, for once you have completed the
above activities, while you can move around and click on things, you really can
do nothing save stare at your machine's screen until Madeline announces that it
is time to depart for the next location. The computer will remain in control
until the tour group is atop Blanchefort and Madeline has delivered another
short
lecture (2). When the computer relinquishes control, click on Wilkes; this will
cause the computer to again take over while Wilkes goes over and initiates a
brief conversation (2) with Madeline. Once you are again in control of the game,
click on Lady Howard, then on the "Talk" icon. The machine will again take over
and you will overhear Lady Howard talking to Estelle, as well as the first
mention of that strange and hauntingly beautiful poem, Le Serpent Rouge.
However,
Madeline will also overhear the mention of Le Serpent Rouge, and the computer
will retain control while the entire tour party is involved in
conversation/commentary regarding the poem (2). When you again get control of
the
game, interview all the others present. Since this also appears to be a timed
segment of the game, this is not a time to be casually clicking around at the
scenery; click first on Lady Howard/Estelle, then on a new icon that will
appear,
that of Le Serpent Rouge. After you complete that conversation, immediately go
over and click on Wilkes, then again, on the Le Serpent Rouge icon. After this,
you will be presented with a new icon, one of a pair of lips indicating a kiss;
this is the "Flirt" icon. Click on it, and Grace will choke down her disgust at
the idea, but will "flirt" with Wilkes (2) to get information out of him. Then
click on Madeline and the Le Serpent Rouge icon (2), then all of the others
present; each time you will be presented with the Le Serpent Rouge icon, so
click
on this. Make sure you save Mosely, standing off to the side, for the last
person
to click on and have Grace interview. When you click on Mosely, there will be a
row of several icons; click on all of these to exhaust the conversation (4). The
time-block will now conclude with a sort of movie, depicting a dream-sequence of
Gabriel's.

35/254

Day 2, 10:00 A.M.-12:00 Noon

You start this time-block in Gabriel and Grace's room, playing as Gabriel.
First,
go over by SIDNEY and have Gabriel pick up the extra fingerprint kit (1) Grace
left there for him. Then have him take the poem off the table that Grace left
there, even though there will be no points in it. Then have Gabriel exit the
room. As soon as you click on the door and the "Open" icon, the computer will
take over, and Gabriel will go outside and run into the maid, Roxanne, departing
Mosely's room, after cleaning and changing the sheets. There will be a brief
conversation, after which you will regain control of the game, then Roxanne will
go down to Gabriel's room. She will move her linen-cart right up in front of the
door. Click on the cart, then on the "Think" icon. This will be Gabriel's hint
that he needs to follow Roxanne and burglarize each of the rooms she has yet to
clean.

After she finishes with Gabriel's room, Roxanne will push her cart down the
passage to Room #27, Baza's room. When she first goes inside, she will leave her
cart pulled directly across the front of the open door, and any attempts to have
Gabriel do anything at this point will only result in his commenting that
Roxanne
will hear him if he tries to move the cart. Just wait and watch for a few
seconds, and Roxanne will return with a load of dirty bedsheets and toss them in
her cart and take fresh ones. When she does this, she will somewhat move the
location of the cart, so it is no longer completely blocking the door. When
Roxanne disappears inside, she will close the door behind her, but it will not
wholly closed. Click on the open space of the door, and a row of icons will
appear. Click on the "Peek" icon, and the machine will take control of the game.
You will see Gabriel peeking around the door at Roxanne, who, after a few
seconds
will go into the water-closet. As soon as she does, you will regain control of
the game. Immediately, move your camera so that you are in front of the
dumbwaiter door. Click directly on the latch, and another row of icons will
appear. Click on the one of the padlock, and the computer will again take over
while Gabriel goes over and slides the bolt of the dumbwaiter back (2), leaving
it unlocked. Your machine will give you control of the game at this point, so
without delay, move Gabriel out of the room before Roxanne comes out of the
water-
closet and catches him inside. Just move your camera so you can look out the
partially opened door, and click on the opening. Another bar of icons will
appear, click on the outward pointing arrow icon, and the computer will take
over
and move Gabriel out into the passage. If Roxanne catches Gabriel in one of the
rooms, he can sweet-talk himself out of a jam once or twice, but eventually
Roxanne will prevent him from burglarizing the rest of the rooms. The game
player
needs to stretch her ability to "willingly suspend disbelief" for the duration
of
some of these scenes. If you are not quick enough to get Gabriel out of a room,
Roxanne will challenge him, yet in the passage he is apparently invisible to
her.
The game has an alternate route, involving a spectacular rooftop climb by
Gabriel, but fewer overall points for proceeding if Roxanne catches him too
often, but this will be discussed separately, elsewhere.

After you have Gabriel safely out of #27, just have him wait in the passage
until
Roxanne emerges and pushes her cart down to the room of Madeline Buthane, the
tour guide. As before, wait until Roxanne returns with the dirty sheets and
slightly moves the cart before going back inside the room. As before, as soon as
she is out of sight, click on the door opening and the "Peek" icon, and the
computer will take over while you watch Gabriel watching Roxanne. There is no
dumbwaiter in this room, so as soon as Roxanne goes into the water-closet, click
on the handle of the door to the balcony (4) and watch while the computer again
takes over, Gabriel goes out to hide on the balcony, and a moment later Roxanne
emerges from the water-closet and departs the room. You are given back control
of
the game at this point, and you should go up to the door leading back to the
passage, and click on the little locking device in the middle of the doorknob
(2). You will notice Roxanne 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 "Lock" icon. Gabriel will come up and slide the deadbolt back
(2), leaving the door to the dumbwaiter unlocked. Again, as soon as this has
been
done, get Gabriel out of the room before the maid comes out of the water-closet
and catches him.

The final room is Wilkes' room, #23, and as it has a dumbwaiter, handle it has
you have those rooms before. After Gabriel slides the latch back on the
dumbwaiter (2), hurry him out of the room. He can follow Roxanne to her storage-
closet first, if you want, and you can click on her, and on the "Look" icon, but
there are no points in this, nor is there any point in it, as nothing will be
elicited save for some inane comment of Gabriel's. Actually, Gabriel needs to go
downstairs. Once you click on the "Down the Stairs" version of your
cursor-arrow,
the computer will take control of the game and keep it while Jean initiates a
brief conversation. After this concludes, you regain control of the game. Don't
just go away, but click on Jean, and two icons will appear. Click on these to
complete the conversation (2).

Have Gabriel go through the dining area and into the kitchen. You can click
around on various items, then on the "Look" icon for some commentary, but the
only things we are interested in here are the two dumbwaiter doors. It actually
doesn't matter which order you do these in, but for the purposes of this
walkthrough, I first had Gabriel make a left turn as soon as he entered the
kitchen. Click on the dumbwaiter door, then the "Open" icon to open the door.
Then click on the crank in the wall, then on the "Turn" arrow-icon; this will
lower the actual floor or elevator portion of the dumbwaiter. To have Gabriel
enter the dumbwaiter, make sure your cursor-arrow is actually on the floor of
the
dumbwaiter. Click on this, then on the entry-arrow icon (2). The computer will
take over while Gabriel climbs in the machine, then your view will jump directly
to the top of the dumbwaiter shaft and you will be looking down at the top of
Gabriel's head from a storey above, seeing him standing in the dumbwaiter far
below. Click on the ropes you see, then on the "Gears" icon; the computer will
briefly take over as Gabriel hoists the dumbwaiter, and himself, to the upper
floor. You will notice the interior of two dumbwaiter doors from the angle your
camera is at. Again, the order doesn't matter, but click first on the one at the
bottom of your machine's screen (4) and enter Wilkes' room.

Snoop around by clicking on various items, then on the various icons that
present
themselves for commentary by Gabriel. One of these icons is new, a "Search"
icon;
clicking on this will have Gabriel look under the bed and check the mattress,
although at this time, there will be nothing found and no points in it. Go over
to the table in the corner that has a number of books and papers stacked upon
it.
Click on the letter sitting on the table, from Metaphysical Books (1), for the
point and some commentary. You can have Gabriel go into the water-closet and
snoop around, but there will be neither points nor anything to take from here,
save Gabriel's comments. There is nothing more of interest here, so have Gabriel
go over to the dumbwaiter door and open it. You cannot just click on the door on
the other side, Gabriel will say this is too far to reach. Rather, click on the
floor of the dumbwaiter to have him enter, then, when he is inside, click on the
door at the top of your screen (4).

Gabriel will now enter Buchelli's room. Observe the chest of drawers next to the
door to the water-closet. There are three drawers, but it doesn't matter which
one you click on; when you click on the "Open" icon (2), only the top one will
open; it is impossible to open the two bottom drawers. Click on the priest's
garb, and then the icons that appear, for a bit more of Gabriel's sarcastic
comment. Notice a small white square on the left-hand side of the drawer. Click
on this, then on the "Take" icon (2), and be informed by Gabriel that this is
the
stub of Buchelli's train ticket into town. Then close the drawer and go into
your
Inventory. Click on the fingerprint kit, then on the "Take" icon so that it will
appear as an icon when you want to use it. Exit the inventory and click on
Buchelli's suitcase, sitting at the foot of a bed. Again, a row of icons will
appear. One of these will be the usual "Take" icon, but do not click on this at
this time. Click instead on the fingerprint kit icon, and you will see a close-
up, of the interior of the fingerprint kit, and in a sort of side-bar, of the
object to be fingerprinted.

Since, if you are following the route of this walkthrough, this will be the
first
time you can successfully use the fingerprint kit (playing as Grace in the
previous time-segment, you can use the fingerprint kit on the book on the Grail
she finds left on her door-step, but there are no prints to be found), I will
offer one bit of advice as well as a general instruction as to the use of the
kit. If you want to check an item for fingerprints, of course, you will have the
fingerprint kit selected from your Inventory, so that when you subsequently
click
on whatever it is you wish to fingerprint, the kit icon will appear at the end
(save for the "Exit" icon) of the bar of three or four icons that will appear.
This icon will look sort of like a partially opened cardboard pizza box with
several partitions inside. However, frequently, the "Take" icon will also be one
of the icons on this bar. If you intend to check for fingerprints, do not click
on the "Take" icon before you run the fingerprint check. Sometimes this will not
matter, but on at least two occasions will result in no prints being detected,
with the further result that the game player will miss out on two points for
each
time this happens. Once you get the hang of it, taking fingerprints is not
difficult. Once you have the close-up of the kit and the item you wish to check
for prints, position your arrow-cursor on the little brush in its compartment at
the bottom of the box, and click on it. At this point, your arrow-cursor will
disappear, and the brush itself will, in effect, become the cursor. Then,
position the brush-cursor over the bowl of black graphite-powder. Mouse-click,
and you will notice that the previously light brown bristles of the brush are
now
dark black; you have dipped the end of the brush in the graphite-powder. Then,
move the brush-cursor over the area of the item you wish to check for
fingerprints. Holding the left Mouse-button down, move the brush-cursor up and
down, back and forth, around in circles over the area you are checking out.
Usually, it will take a few seconds, but you will start to see a smudge appear,
and when you have the print, your brush cursor will "hang up" or stick somewhat
and Gabriel (or Grace, in other sections) will make some sort of comment. Then,
reposition the brush cursor over the little compartment in the box where you
originally got it. Mouse-click, and the brush will return to it's compartment,
and your cursor will return to its usual arrow configuration. Move this to the
end of the roll of scotch tape and click on this, and your cursor will now
become
an inch-long section of scotch tape. Move your scotch tape-cursor over the
fingerprint you located on the item, and Mouse-click on this. You will see a
print adhere to the tape-cursor. Then, move the tape-cursor with the print on it
over to the left-hand side of the fingerprint kit box, where you will see what
looks like a row of packets of cigarette rolling-papers, and click on the front
one of these. This will place the fingerprint in your Inventory, generally for a
reward of two points and for later scanning into SIDNEY'S files.

Anyway, now you know enough to get along. You have the close-up of the kit and
Buchelli's suitcase on your machine's screen. Turn your arrow-cursor into the
brush-cursor, then dip this in the graphite bowl, then move it over to the
silvery latch towards the right of the suitcase. Holding your left Mouse-button
down, move the brush-cursor over the latch until a print starts to appear and
Gabriel makes a comment, then lift and enter this in your Inventory (2), as
described above. You can have Gabriel search the water-closet, clothes-closet,
and beds, but there will be neither points or anything else of interest to be
found. Return to the dumbwaiter, have Gabriel enter it, and, using the ropes,
descend to the kitchen. When he climbs out of the dumbwaiter, have him close the
machine's door. Then, Gabriel needs to go to the other side of the kitchen,
almost directly across from the refrigerator, where he will find another
dumbwaiter door. Gabriel should enter this, and hoist himself to the top of this
side, just as described when he went up the first dumbwaiter. When he gets to
the
top, you can click on the dumbwaiter door at the bottom of your computer's
screen. If you have previously made sure that Gabriel or Grace kept their own
dumbwaiter door locked, Gabriel will comment that this door is locked; if you
haven't, then Gabriel will step in his own room. The only place of interest, of
course, is the other side of the dumbwaiter, so click on the door towards the
top
of your screen (4) and Gabriel will enter Baza's room.

Click around and try to fingerprint stuff, especially the picture of Jesus, but
you will find nothing here save for a rag or cloth of some sort (2) when you
click on the first bed around the pillow, then on the "Search" icon. Since there
is nothing more here, return via the dumbwaiter to the kitchen and depart, going
through the dining area and the Lobby, and returning upstairs. Since you have
previously unlocked the front doors to Lady Howard 's and Madeline's rooms when
you followed Roxanne around earlier, just walk up and click on one of their
doors, then on the "Open" icon. Again, it doesn't matter which order you enter
the rooms in; I happened in this walkthrough to go into Madeline's room, #29,
first.

Once Gabriel is in Madeline's room, notice the suitcase under the bed. Click on
this, then, when a row of icons appears, click on the upward arrow icon. The
computer will take over while Gabriel reaches down, takes the suitcase, puts it
on the bed and opens it, then whistles at the pistol (2) he sees inside. Click
on
this, then do not click on the "Take" icon; click rather on the fingerprint icon
that should also appear. The magnified view of the fingerprint kit and the gun
in
a side-bar should appear; fingerprint the gun (2) by the process described
above.
Then, click again on the suitcase, then on the downward arrow icon, and the
computer will take over while Gabriel closes the suitcase and returns it to its
place under the bed. Then, notice the closet and double set of drawers next to
the bed. Click on either of the two drawers, then on the "Open" icon, and
Gabriel
will open the top drawer. (It is apparently impossible to open the bottom
drawer.) Move your camera so you are looking more directly down into the drawer.
Click on the folded piece of paper (a map), then on the "Take" icon (2). Click
on
the electronic apparatus also in the drawer and some icons for commentary, but
Gabriel will not take this. Depart Madeline's room, and go down the passage to
#31, the room of Lady Howard and Estelle.

Again, the door is unlocked, so just have Gabriel go on in. Search around; the
suitcase at the foot of the bed is apparently empty, the steamer-trunk is
locked,
and there is nothing of interest in the closet or drawers. Clicking on the bed,
however, will evoke a row of icons, one being the "Search" icon, which you
should
click on. Gabriel will look under the bed and discover a manila folder (2) with
two parchments in it. Click on the parchments, then on the "Take" icon (2), and
the parchments will be added to Gabriel's Inventory. Then, leaving the manila
folder on the bed, have Gabriel go to the water-closet. On the ledge above the
sink, you will notice a blue tube of some "Suppuration H" lubricant, and a
mirror. Click on the Suppuration H, then on the "Take" icon, and Gabriel will
add
this to his inventory (2). Then, fingerprint the mirror, or rather, the handle
of
the mirror (2). Gabriel's burglary spree in the Hotel is now over, and he needs
to depart Lady Howard's water-closet, and the Hotel.

Gabriel now has one more act of burglary he must commit before this timeblock
ends. Have him go to the Church-Yard and face the window of the Abbe's office.
Click on the window-frame, then on the "Open" icon, and Gabriel will open the
door a couple of inches. Click on the open space, then on the "In" arrow, and
Gabriel will complain that he can't squeeze through. Enter your Inventory,
and "Take" the tube of Suppuration H. Exit the Inventory, then click on the
window frame, then on the "Suppuration H" icon on the row that appears. The
computer will take over while Gabriel lubricates the window frame (2) with the
Suppuration H. When you are restored to control of the game, click again on the
window frame, then on the "Open" icon (2). Gabriel will open the window all the
way up; at this point, click on the opening, then on the "In" arrow icon, and
Gabriel will enter the room. Manoeuver your camera so you can see a
drawer-handle
behind the Abbe's desk, and then click on this, then on the "Open" icon. There
is
only one drawer that will open, and when Gabriel can see inside, click on
the "Circuit" magazine you see there, then on the "Read" icon (2) and hear
Gabriel comment on articles about the European Union. They are not readily
visible, but lift your camera up a bit, then by holding down your
machine's "Shift" key and the left mouse button at the same time while you move
your mouse slowly forward, you will find your viewpoint looking directly down
into the drawer, and you will see a pack of cigarettes. Fingerprint these (2),
and you are done here, but before you have Gabriel leave, click on the chess-
board, then the "Look" icon for some 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 needs to return to his room.

Once you have Gabriel back in his own room, click on SIDNEY, then on the "Gears"
icon to activate the machine. From taking fingerprints and license numbers, to
burglarizing rooms and taping conversations, Gabriel's Inventory now includes a
fair amount of items that need to be scanned into the SIDNEY machine. Once
Gabriel is seated in front of the computer, the machine's Main Menu appears.
Click on the "Add Data" button at the top of SIDNEY's screen, a green message-
sign stating "awaiting input" will appear, followed by Gabriel's Inventory.
While
it actually doesn't matter in which order you input stuff into SIDNEY, I have
found that going from left to right, top to bottom, as you would read a book, is
easiest; I am less likely to overlook something. Click on each item that ought
to
go in the Inventory, then on the SIDNEY icon. You will hear the sound of
SIDNEY's
innards grinding around as it records the information, and you will be rewarded
with one point. Not every item in the Inventory, of course, can be put into
SIDNEY, and Gabriel will comment to this effect if you try to input something
SIDNEY won't accept. The order the items will be displayed in your Inventory
will
vary depending on the order you did some of the actions in the game, but as it
worked out for this walkthrough, the first item is a cassette-tape; this is of
the conversation Gabriel taped of Abbe Arnaud speaking on his phone to someone
in
French. Input this into the SIDNEY computer (1). Then, input the following items
into SIDNEY: the Abbe's fingerprint, (1) Buchelli's fingerprint (1), Buchelli's
license plate number (1), Madeline's fingerprint (1), Baza's license plate
number
(1), Lady Howard's fingerprint (1), Lady Howard's license plate number (1), the
map Gabriel took from Madeline's room (1), Mosely's license number (1),
Parchment
I (1) and Parchment II (1), these last from Lady Howard's room, then, finally,
Wilkes' licence number (1). You will notice as you scan this stuff into SIDNEY,
most of it disappears from Gabriel's Inventory, save for the map and the
parchments.

Now, return 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 almost all of the characters in the game. Click on the
tab with Lady Howard's name. Then, float your cursor-arrow over the last
heading,
that of "Links," then click on the tab that appears that says "Link to Suspect."
SIDNEY will churn around for a moment (1) as this information is assimilated.
Then, return to the "Open" heading, and repeat this process for each of the rest
of the items on the list of files (7). Almost everything can be linked to a
suspect, but only the license plate numbers and fingerprints will yield a point
each, for nothing else will points be awarded. At this point Gabriel has done
all
he can with SIDNEY, so have him depart the machine.

Have him go back to Madeline's room. Enter the Inventory, "Take" the map, depart
the Inventory, open the drawer Gabriel originally got the map from, click inside
the drawer, then select the "Map" icon from the row that appears (1), and
Gabriel
will return the map to the drawer. Close the drawer and leave Madeline's room.
Go
next door to Lady Howard's room, to the folder still lying on the bed. Enter the
Inventory. You will notice that two separate parchments are depicted here. Click
on one of them, it doesn't matter which, then click on the "Take" button. Exit
the Inventory, and click on the manila folder lying on the bed. A row of icons
will appear, one of these representing the parchments. Click on this, and the
machine will take over while Gabriel returns both parchments to the folder (1)
and hides the folder under the bed. Have Gabriel head downstairs for a brief
computer-controlled conversation with Roxanne and Jean, and the game-segment
will
conclude.

92/346

Day 2, 12:00 Noon-2:00 P.M.

This time segment starts with a movie of Madeline's tour van arriving at a new
location, the vineyard Chateau Serres. Madeline gives a brief lecture and
everyone goes into the wine-tasting room, save Grace, who is left standing alone
outside, when the computer restores control of the game to you. Click on the
tasting-room door, then the "Open" icon to have Grace also enter. Click on the
various characters, then on the "Talk" icon for some commentary, some of it as
snide as Gabriel's. Click on the Abbe Arnaud for a very brief
computer-controlled
conversation (2), then, when you regain control of the game an icon will appear.
Click on this for a little more talk from the Abbe, but no points. Before you
have Grace depart the tasting room, be sure to click on the fire in the
fireplace, then on the "Look" icon, for some really cutting commentary by Grace,
probably the harshest put-down comment of the entire game. Click on the door,
then on the "Open" icon, and Grace will return to the courtyard.

Behind the parked van you will notice an arched gateway in the stone wall; click
on this and the computer will take over while Grace goes through. Once she is
through you will hear the sound of a crying baby, this will be heard at times
here and at other locations around the Chateau Serres. This was a brilliant idea
on the part of the game's designers, as it adds immeasurably to the mood and
atmosphere of the game. Move your camera to the back and left, and have Grace
check out the cellar doors if you want, but there will be no points in it. (This
is an alternate route should Grace get caught in the act of burglary she is
about
to undertake.) Notice the low red tile roof of what appears to be a small room
of
some kind at the end of the wall. Click on the side of this room, then select
the "Climb" icon (2) from the selection of icons offered. The computer will take
over while you watch Grace climb up this low roof, along the narrow top of the
wall, and around to the back of the main building. The computer will restore
control to you at this point, so click on the ivy covering part of the
building's
back wall. The computer will again take over while Grace climbs up the wall of
the building on the ivy (4) and enters Chateau Serres via a rear window.

Once inside, have Grace open the standalone wooden closet on the other side of
the attic in which she has found herself. Go to your inventory, and "Take" the
notebook. Exit the inventory, click on the robe with the strange symbol, then on
the icon of the notebook. Grace will record a copy of the symbol (2); this will
go into her Inventory. Then, have Grace open the large trunk around the corner
(2). Amongst other items, there is a doll in the chest, but Grace's nerves are
all keyed up, so when she sees it, she jumps and makes a noise. You will here
some music at this point and a male voice saying something in French; Montreaux,
the owner of Chateau Serres has heard and is coming up to investigate.
Immediately, move your camera so you can click on the closet in which Grace saw
the robes earlier. The "Hide" icon should appear along with several others,
click
on this, and the machine will take over while Grace hides in the closet (2).
Montreaux will go over to the closet and be reaching for the door, and it
appears
as if Grace's goose is cooked. However, at the last minute, the voice of
Madeline
comes up from below, through an open window, inviting Montreaux to come down and
join the tour group in the wine-tasting room. Montreaux departs, Grace emerges
from the closet, and the computer restores control of the game to you. Have
Grace
return to the trunk, and click on the blanket inside, then on the "Move Aside"
icon (2). Go over by the window Montreaux was talking to Madeline through, then
have Grace go down the spiral staircase and into Montreaux's library. However,
if
Grace had been caught, she would have been escorted out, and while there is an
alternate route to continue, a fair number of points and scenery would be
missed.

Once in the library, move your camera so you can get a view of the back of the
desk. Imagine yourself lowering the camera to be suspended where it would be
were
it sitting facing the desk in the chair behind the desk. It may take some
jiggling around with your mouse, but you should be able to see the thin drawer,
and the button below, to your left. Open the drawer first, and click on the book
inside. Click again on the "Read" icon (2) for a close-up look at the inside of
the book, and some disparaging commentary from Grace. Put the book back, then go
into your Inventory, and bring up the fingerprint kit. Fingerprint the book (2);
for some reason touching it first here will not eliminate the fingerprints, as
it
will with Buchelli's suitcase and Madeline's pistol. Close the drawer, and
ignoring the button for the moment, click on the portrait of Montreaux on the
wall behind the desk. Use the icons that appear to elicit commentary from Grace.
Click on the chair you see, and again a row of icons will appear. One of these
will be the "Move Aside" icon; click on this, and Grace will slide the chair
over
so it is directly under the portrait (2). Click on the chair again, then on
the "Climb" icon, and Grace will climb up on it. Click again on the portrait,
then on the "Magnify" icon. Note the gleam in Montreaux's eye. Click on this,
then again on the "Magnify" icon (2) for a rather dramatic result. This is all
there is to do with the portrait, so simply click on the floor to have Grace
climb down from the chair. Return to behind the desk, and press the button you
saw earlier. Press then on the "Pushbutton" icon (2) to activate the laser-beams
coming from the five heads located equidistantly around the room. Grace now has
to form a pentacle with the rays of light emanating from the heads, and this is
actually easy, once you know the trick. Simply click on one of the heads, and
when the row of icons appears, note the two with rotating arrows. Click on the
one with the arrow pointing left, and you will see Grace partially rotate the
head, changing the direction of the beam of light coming from its forehead. Then
have Grace go around the room and repeat this process with each of the heads,
moving them one movement to the left. This will form the pentacle (5), and a
circular piece of the floor will fold back, revealing a secret stair.

Have Grace go down, and when the computer returns control of the game to you,
you
will see her standing in a passage in the basement. Move her forward, somewhat
to
the right, forward again, passing by some inconsequential storage rooms as you
go; finally there is a fork in the passage with one side bending slightly to the
right. Have Grace go this way, and you will see a narrow stairway going down
even
deeper into the basement. Click on the door at the bottom of the stairs and
the "Open" icon, and Grace will go through and find herself in the wine-cellar
(2). Click on the woman working the press, and the computer will take over for
the duration of this time-segment of the game. You will witness a rather
disturbing interaction between Grace and the woman (5), then Grace will find
herself outside the building. The computer will have her return to the courtyard
for a brief conversation with Mosely and Madeline, and the time-segment
concludes
with the movie of the discovery of Prince James' two agents, murdered, with
their
throats slit at a place known as the Devil's Armchair.

38/384

Day 2, 2:00 P.M.-5:00 P.M.

This segment opens with a still-shocked Grace coming in their Hotel room to
inform Gabriel of the tour group's discovery of the bodies of Prince James'
agents. Their conversation is entirely run by your machine, and is quite brief.
Your computer will restore control of the game to you just outside the room,
playing as Gabriel.

The next five minutes are apparently timed; if you do not act with a degree of
alacrity, you can miss out on both points and scenes. Instantly, as soon as you
get control of the game, go into the Inventory and "Take" the glass, so it will
appear in the row of icons that will appear when you click on something. Go
directly down the passage to Madeline's door, #29, and click on it. Then click
on
the glass icon, and the computer will take over while Gabriel eavesdrops (2) on
a
telephone conversation Madeline is having in French. As soon as you get control
of the game, move down the passage to #31 and eavesdrop on Lady Howard and
Estelle (2) in the same manner.

Then, go down the stairs immediately next to Lady Howard's room; when you regain
control of the game, you should be standing in the Lobby on the opposite side of
the Front Desk and Jean. At this point you should click on a spot somewhat to
the
right of the front door, then hit your machine's Escape key to hasten Gabriel to
this spot. Then, go into the Inventory, and "Take" the tape recorder. Click on
the curtains to the telephone booth, then on the "Open" icon, and again hit the
Escape key. The reason we are taking this roundabout route to get to the phone
booth is because if Gabriel goes too close to the Front Desk, Jean will drag him
over for a bit of conversation that could very well cause the scene in the phone
booth to be missed. At any rate, as soon as you regain control of the game
inside
the phone booth area, you will see Buchelli's feet in one of the three smaller
booths and hear him dialing a number. Immediately click on this curtain, then on
the tape recorder icon, and your machine will take over (7) while Gabriel tapes
a
rather extended conversation Buchelli has with a Father Grenna in Italian.

A moment after Buchelli hangs up, you will regain control of the game.
Immediately leave the telephone area. Go over and click on Wilkes, seated in the
alcove. There will be a brief computer-controlled conversation (2), then
Buchelli
will emerge from the telephone area and sit down with Buchelli; the computer
will
remain in control while Wilkes and Buchelli have a drink and make a few comments
about the day's events. As soon as you have the game under control again, have
Gabriel go over and have the conversation with Jean that he would have had
earlier had he strayed too close to the Front Desk; there will be no points in
it, however. Then, have Gabriel leave the Hotel.

Go to Fountain Square, to the place I previously described where you can see up
to the roof of the Tour Magdala. You will see someone there; this is the Abbe
Arnaud. Gabriel should go up and have a brief interview (2) with him. Then
depart
the Tour Magdala, and go either to the bike shop or to where you just were when
you were looking up to see if anyone was on the top of the Tour Magdala. If you
go to the shop, click on the Harley and the gears icon to bring up the valley
map, if you send Gabriel to the other location, just click on or above the
Rennes-
le-Chateau sign. Clicking on the sign is quicker as it saves Gabriel from having
to enter the bike shop--every time he has to pass a doorway, a longish wait,
staring at the miserable Red-Eye, has to be endured.

There will be a new live spot on the map, the Devil's Armchair, slightly above
L'Hermitage and on the other side of the road. When Gabriel gets off the Harley
at this site, first notice the tire tracks in the dirt just off the road. Click
on one of these, then on the "Look" icon (2) for some commentary. Then, direct
Gabriel on the path behind the rock formations on the same side of the road that
he parked the bike. When he gets back far enough, he will see the green car that
had belonged to the Prince's agents (2). Go to the Inventory, and "Take" the
notebook, then click on the tire by the tread marks. The computer will take over
while Gabriel folds back a page of the notebook, and goes over and takes an
impression (2) of the tire treads. Cross the road, and again, go behind the
rocks
and boulders. The computer will take over while Gabriel comes up upon Mosely
from
behind, and scares him, then engages him in a brief computer-run conversation
that will end with a bar of icons being displayed. Contrary to the usual
procedure of "following the icon trail" i.e., systematically exhausting the
icons
going from left to right, click on the last icon in the bar, the one of the
Vampire (4). If you click on the icons in the usual manner, you will get the
same
conversation (in a slightly different order) but no points. Then, click on the
bodies of the two dead men, and the various icons, to elicit commentary
(information); be sure to click directly on their faces, then on the "Think"
icon
(2). Also click directly on the slashes in their throats for further
information.
Click again on Mosely, and several icons will appear; click on one of these, and
after that line of conversation ends, you will have to again click on Mosely to
elicit more icons, and repeat the process. Repeat this until finally all the
icons are exhausted; when Mosely says "Let's look around and talk about stuff as
we find it," this indicates that this conversation is concluded.

Your next task is to find the blood of the two dead men, and this is quite
tricky; I was hung up here for long weary days clicking on everything without
result. The blood is actually nowhere near the dead men; what you first need to
do is position your camera so that you are facing the Armchair and the murder
victims. Then, raise your camera directly up, so that you are at treetop level,
then move directly backward towards the trees at the end of the area in which
Gabriel and Mosely are standing. If we consider the Armchair itself to be at
twelve o'clock, look off to about ten o'clock. You may have to jiggle your mouse
around a bit, but you should be able to notice the difference in the texture of
the ground. Gabriel and Mosely are standing on relatively short grass, almost
blue-green in color. To your left are several sections of what appears to be
darker, rougher ground. If you look far off (several hundred yards in the
context
of the world of the game) to the top of your machine's screen, you will see a
small patch of short grass, almost a lawn more of the color of the one under
your
camera. If you look real close, you will see a dark spot in this, and if you
move
your cursor-arrow over it, it will light up. When it does, click on it, then at
the "Look" icon. If you don't do anything to move your camera, you will watch
Gabriel walk slowly across your computer screen from your vantage point among
the
treetops at the end of the glade where Mosely has remained after Gabriel
responded to your command upon the machine. Suddenly, the scene will jump to the
new location and Gabriel will summon Mosely (5), announcing the discovery of the
blood. Click on the blood, then on the various icons for commentary, but no
points. Look closely on the lower side of the blood, and notice the indentations
in the ground. These are knee-prints, and you should click on one of these, then
on the "look" icon, then on the "Think" icon. At this point the computer will
take over while Gabriel has an otherworldly vision of the victims being brought
to that site; then your machine will take you through a brief conversation with
Mosely (2). Click again on the knee-prints, then again on the "Think" icon.
Gabriel will have another vision, this time of the two men being done to death,
then there will be another brief, computer-controlled conversation (2) with
Mosely. Depart the Devil's Armchair, and run into Madeline for a bit of
conversation. You will hear the sound of approaching sirens, and Gabriel will
want to avoid talking to the local police. Mosely will hitch a ride with
Gabriel,
who will climb on the Harley. This time, you will have no choice, the computer
will take Gabriel, Mosely, and the Harley to the bike shop in Rennes-le-Chateau.

Once Mosely walks off, the computer will return control of the game to you.
Click
on the bike, then on the hot-spot representing Chateau Serres. When Gabriel gets
off the Harley, turn around and face looking out the gate and at the road below.
Move your cursor-arrow until it turns into the fat arrow, then click. When you
have Gabriel through the gate, move your camera so you can see the auto tire
tracks in the dirt just off the pavement. If it isn't "Taken" already, go to
Gabriel's Inventory and "Take" the print of the tire tread he had taken earlier,
off the green auto that had belonged to the two dead men. Then, click on one of
tire treads by the road, then on the icon of the tread (2).

Gabriel now needs to head out to Larry Chester's place. Click on the door, then
on the "Knock" icon; Larry Chester will answer and escort Gabriel inside. A row
of icons will present itself; exhaust these to complete the conversation (8),
which will end with Gabriel being thrown out. When this happens, your machine
will take over while Gabriel goes back and looks through the window and watches
Chester come up and set the alarm on the clock just inside the window. This is
another one of those places in the game where you just look the other way at the
lack of credibility in the situation; in real life it would be idiotic to think
that Gabriel, placed as he is, would not immediately be seen. At any rate,
Chester departs, and Gabriel now wants to find out what time Chester set the
alarm for. Go to your Inventory, and "Take" the coat-hanger, so that it will
appear as an icon in the row that will appear when you click on something. Click
on the small hole in the window, and try several of the other icons for some
commentary, but when you're ready, click on the icon of the coat-hanger. Your
machine will take over while Gabriel straightens out the hanger and reaches it
through the hole in the window, turns the clock around, and checks the
alarm-time
(7); Gabriel will drop the wire he made from the hanger inside the room, but
this
is of no concern.

Return to the Hotel at Rennes-le-Chateau. Click on the door and the "Open" icon,
and wait, staring at Red-Eye until your machine is ready to allow Gabriel to
enter the building. However, this time when he does go in, the computer will
retain control of the game while you watch a scene of Baza and Estelle
accidentally banging into each other (2), causing Estelle to drop some papers in
the process. After this, go to Gabriel's Inventory and "Take" Prince James'
business card. Then have Gabriel go to the phone booth area and call the Prince
(5). Then, go over and click on Jean, then on the "2:00 A.M." icon that appears
(2); Gabriel will ask Jean give him a wake-up call at this time.

Have Gabriel return to his room for a brief computer directed conversation with
Grace and Mosely; eventually a row of icons will appear and you will be given
back control of the game. Follow the icon trail to finish the conversation (10),
and Mosely will depart. Invoke the fingerprint kit so that it will appear as an
icon, and take Mosely's fingerprints (2) from the bottle he left upon the table.
Grace will comment that he cannot yet enter Mosely's prints into SIDNEY, but
Gabriel has other things to do, so click on the machine, then on the "Gears"
icon; Gabriel will sit down and you will be looking at SIDNEY's main screen on
your computer's screen. Click on the "Add Data" section, and Gabriel's Inventory
will be displayed. Click on the cassette-tape of Buchelli's telephone
conversation and then the SIDNEY icon (1) to input this. Then, get out of the
Inventory, so you are just looking at SIDNEY's front page. 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 relock the dumbwaiter; how
this keeps getting unlocked is one of the little side-mysteries of this game.

Have Gabriel go down to the Lobby, and notice the two glasses sitting where
Wilkes and Buchelli had left them from their drinking bout there earlier.
Fingerprint the green glass that was Wilkes' (2); you can fingerprint Buchelli's
glass also, but Gabriel will just state that he already has Buchelli's prints so
he doesn't need this one.

Depart the Hotel, and have Gabriel go to Blanchefort or L'Hermitage, and lie in
wait for Lady Howard and Estelle, who are cruising around in their blue two-
seater. When they come into sight, click on them and then the "Follow" icon, and
a new place will become active (2) on the valley map. Click on the new site, and
Gabriel will go there; have him go around the raised section next to the road,
on
the same side he parked, and go way back, until he comes across Estelle reading
a
map. Click on Estelle, then exhaust the icons that present themselves (4) to
complete the conversation.

Activate the valley map, either by having Gabriel climb upon the Harley or by
moving your cursor-arrow somewhat above the road, as if your were trying to
point
in the direction of the horizon. When the cursor-arrow changes shape, just click
your left mouse-button, and the map should appear; this is generally quicker
than
having to have Gabriel actually go to the bike. Click on the Serres hot-spot,
and
Gabriel will arrive there. Go to the Inventory, and invoke, or "Take" the fake
reporter's ID that he made earlier with SIDNEY. Then click on the front door of
the main building, then on the "Knock" icon. The machine will take over while
one
of Montreaux's minions answers the door and engages Gabriel in a brief
conversation. Click on the "Press" icon that becomes available; then the servant
will go and fetch up Montreaux. Montreaux will then take Gabriel to the wine-
tasting room (5), and the computer will restore control of the game to you
there;
a row of icons will present itself and you need to exhaust these (8) to complete
the conversation. The computer will again take over while Montreaux receives a
phone call from the house that ends the conversation, you will find yourself in
control again, with Gabriel standing next to the Harley just outside the wine-
tasting room. Have him return to Rennes-le-Chateaux and his and Grace' s room in
the Hotel; there will be a brief computer-controlled conversation between Grace
and Gabriel, which will conclude this game segment but elicit no additional
score.

101/485

Day 2, 5:00 P.M.-10:00 P.M.

Before you do anything, have Grace go over and again lock the door to the
dumbwaiter; somehow this mysteriously keeps getting unlocked at several points
in
the game. Have Grace depart the room. Go down by Lady Howard's and Estelle's
room, #31, and notice the tray with the dirty dishes on the floor of the
passageway. You will also notice a water-glass on it, identical to the one
Gabriel got off of Baza earlier. Have Grace "Take" this (2), and continue to the
Lobby. Click on Simone at the Front Desk, and the icons that appear for some
conversation, but no points. Then click on the door to the dining area, and your
machine will take over while Grace eavesdrops on a really sleazy conversation
between Gabriel and Mosely. Madeline Buthane will come in briefly, offer a few
comments and depart, and Gabriel and Mosely will finish their disgusting little
talk (5). Grace will enter the dining room and control of the game will be
restored to you; you can click on those present for some snippets of comment or
conversation but no points.

Have Grace depart the Hotel, and go to the Museum. Click on the paper hanging on
the door, and "Take" this (2), it is a copy of Le Serpent Rouge. At this point,
go to Grace's Inventory, and "Take" the fingerprint kit. Then, click on the Le
Serpent Rouge envelope, and fingerprint this (2). Grace should then go to the
Church and go up towards the altar in front, then she should knock on the little
door to her left (assuming she is facing the altar). The computer will take over
while Abbe Arnaud calls out and invites her in, and Grace goes in the office.
Click on the Abbe to generate a row of icons, then interview him (4) on all
topics available, then, before you have Grace depart, click on the photo on the
wall and the chessboard, then on the various icons that appear, for another line
or two of conversation and/or her thoughts.

Grace now needs to return to her room in the Hotel and fire up SIDNEY. She has
accumulated a number of items in her Inventory that should be entered in. Click
on the "Add Data" tab, and Grace's Inventory will be displayed. Click first on
the weird symbols that Grace copied from the robes in the attic at Chateau
Serres, then on the icon of SIDNEY. You will hear SIDNEY's innards grinding
around (1) as they assimilate this information; when it is through, Grace's
Inventory will disappear, and you will be looking again looking at SIDNEY's main
page. Click again on the "Add Data" tab, and repeat this process for the SUM
note
(1), which you copied from Baza's writing in the sand at Poussin's Tomb, with
Montreaux's fingerprints (1), and with the as-yet-unidentified fingerprint (1)
Grace just lifted from the Le Serpent Rouge. Then, as described
previously, "Link" Montreaux's fingerprint to him (1).

Grace is now ready to start on the first of the puzzles based on various
segments
of the poem, Le Serpent Rouge. Go to SIDNEY's Main Page, and click on
the "Analyze" tab. Then hover your cursor-arrow over the "Open" section, then
click on the "Open Files" dropdown that appears. Select the Map, click on this,
then on the "Analyze" 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 around experimentally on the map on the
right, you will notice that the left-hand map changes to show in larger scale
the
immediate area around where you clicked on the valley map.

Then, right-click and bring up the Inventory, then "Take" Le Serpent Rouge so as
to put the Le Serpent Rouge in an icon form, which will appear at the top of the
menu that appears when you click the right button on your mouse. This will
facilitate going back and forth to the Le Serpent Rouge poem, something that
will
have to be done frequently for a good deal of the rest of the game. Now
"Magnify"
Le Serpent Rouge and notice how the first stanza, Aquarius, is on a
comparatively
light background; this is the first part of the poem you must solve.

Le Serpent Rouge is a hauntingly beautiful poem that was apparently written
sometime in the sixties, supposedly by three men who were brutally murdered
within days of the poem's coming to light. The original poem consists of
thirteen
stanzas, each named for one of the astrological signs, including one sign,
Ophiuchus, not found in conventional astrology. There are several versions, or
at
least translations of this poem; the one in the game has been modified and
abridged somewhat so as to have it fit the game puzzles. Now, click on Aquarius,
the first verse of the poem, then, hit the "Read" icon. Looking at the verse,
you
will notice that there is one word, the name of the Egyptian god, Ra, that is in
all capital letters. After Grace reads the verse aloud, click again it, then on
the "Think" icon. This will cause Grace to think aloud, giving you hints. Also,
you can right-click, then click on the "Hint" icon, to get clues you need to
proceed. Grace will say that she should look at the church pamphlet, so bring up
Grace's Inventory, and click on the pamphlet. Then, click on the "Magnify" icon,
click again on the pamphlet, and then on the "Think" icon. Then right-click and
hit the "Hint" icon. Go then to SIDNEY's Main Menu, and click on the "Search"
tab. Type "Ra" into the space provided, then on the "Search Now" button. A
definition will appear for which in this instance you will receive no game
points. However, as you go through Le Serpent Rouge, you should always, after
reading each verse, click on the "Think" icon for Grace's musings, then return
to
the Main Menu, hit the "Search" tab, then run a search on each of the words or
phrases that are in all capitals. Some will directly get you points, others will
produce bright yellow hyper-links that will give more definitions (information
and clues for the game player) and, on some occasions, points. Finally, click on
Le Serpent Rouge, "Magnify" this then again, click yet again on the Aquarius
verse, then on the "Think" icon; again right click and hit the "Hint" icon.

This last mouse-click will cause Grace to inform you that it is time to lay
the "Sunrise Line" down on the map. Exit Le Serpent Rouge and return to the map,
on SIDNEY's "Analyze" page. Hover your cursor-arrow over where it says "Map,"
then when the dropdown appears, click on the "Set 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. 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 "Analyze" button on SIDNEY. You should hear SIDNEY churning around inside,
then a line between Rennes-le-Chateau should spring into view on the right-hand
map (5) and a comment or two should be elicited from Grace. If SIDNEY comes up
with a message stating that there is a situation of "Indeterminate Points,"
elicit the dropdown from the "Map" heading, then click on "Erase Points." Then
click on "Set Points" and try again. Some of the Le Serpent Rouge puzzles can be
quite fussy about the exact location of where you place your points, and you may
have to make several attempts on some of them.

Grace is now ready to solve the next of the Le Serpent Rouge puzzles, this one
being the Pisces stanza. As before, first have Grace "Read" this, then hit
the "Think" icon, then left click and hit the "Hint" icon. Go to SIDNEY'S Main
Menu, hit the "Search" button, then enter the various items that appeared in all
capital letters in the stanza. Return to Le Serpent Rouge, click on the stanza,
and again hit the "Think" icon. Grace will refer to Sauniere's parchments, and
this is your cue to turn your attention to these; the two documents Gabriel
found
under Lady Howard's and Estelle's bed. 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 asking you which language you wish to use.
Select "French" (2), and the code is revealed. Then, float your cursor-arrow
over
the "Graphics" heading on SIDNEY, and select "View Geometry" (2). SIDNEY will
start beeping and squeaking, red lines will start to appear, and you will end up
with a red triangle. Then, return your cursor-arrow to the "Open" heading, and
select "Parch 2" from the dropdown, and click on the "Start Analysis" button. Go
again to the "Text" heading, and hit "Analyze Text" in the dropdown, then
hit "French" in the black window that appears (2). Then, float your cursor-arrow
over the "Graphics" header, and click on the "View Geometry" section (4); the
result will be a red square. Return to the "Graphics" header, only this time,
click on the "Rotate Shape" area of the dropdown (2). Return to Le Serpent
Rouge,
click again on the Pisces stanza, and again click on the "Think" icon, right-
click and hit the "Hint" icon. This will refer Grace to the pamphlet she picked
up in the Church, so go to her Inventory, bring this up, "Magnify" it, then
click
on it and on the "Think" icon. Following this, put the map back up on
SIDNEY's "Analyze" screen, then float your cursor-arrow over the "Graphics"
heading. Click on "Use Shape" in the dropdown that appears, then click on the
circle, and a blue version of this will appear on your right-hand map. The
circle
is "Magdalen's Crown" and if you recall Grace's conversation with the Abbe,
there
are statues of the Magdalen in four churches in the area. Float your
cursor-arrow
over the "Map" heading and click on "Set Points" from the dropdown. Then, on the
left-hand map, place points at Rennes-le-Chateau, Bezu, Coustassa, and Bugarach.
Click on the circle in the right-hand map, and it will turn from blue to dark
brown. Hover your cursor-arrow just inside the circle until it changes into a
set
of short parallel lines, positioned diagonally. Hold down the left mouse-button,
and slowly drag your mouse backwards; this will expand the size of the circle.
Pushing the mouse forward with the left button down will correspondingly
contract
the size of the circle. When you have slightly more than doubled the diameter of
the circle, let up on the mouse-button, and reposition your cursor more in the
center of the circle. Your cursor should now look like a double-lined crosshair;
this permits you to move the circle around the map without changing its size.
Position the circle so it passes through the four points you have set. You may
have to go back and readjust the circle's size somewhat. When you have
everything
positioned closely enough, your machine will take over, the "Red Eye" will
appear, and the circle will be incorporated into SIDNEY's map (5). After this,
you will hear the sound of a ticking clock that denotes the passage of some
time;
this is your clue to have Grace depart SIDNEY.

Have Grace go down to the Lobby, where she will witness a brief scene of several
of the characters discussing where to go for an evening's entertainment. They
all
decide to go to the bar at Rennes-les-Bains, and depart (2); Grace can go to the
dining area for a meaningless chat with Lady Howard and Estelle, but there are
no
points or information in this.

Have Grace return to SIDNEY and put Le Serpent Rouge up and click on the third
stanza, Aries. As always, have Grace "Read" then "Think" on the paragraph, and
right click and check out the "Hint" icon. Then go to SIDNEY 's main page, and
click on the "Search" tab. Plug in the first of the capitalized
words, "Quaternity," and hit the "Search" button (1). This will bring up an
article with two hyper-links. Click on "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 "St. 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"
and "Think" on the Taurus stanza. Go to her inventory and "Magnify" the short
poem about "Blue Apples" and "Think" on this, as well as right-clicking and
hitting the "Hint" icon. Return to the map. Click on "Start Analysis" (2) then,
enable your cursor-arrow to set points, then place a point at Chateau Serres and
the triple junction of the dotted Meridian Line, the Sunrise Line, and the
Circle. Move your cursor-arrow around just outside the square until it
transforms
itself into a rotating arrow. When this appears, left-click your Mouse, the by
slowly dragging the Mouse, you can rotate the Square. Tilt it so that the top
line of the Square passes through both points you just set. When you get close
enough, your machine will take over (5) and implant the Square on the map. Grace
will announce her success, then again, you will hear the sound of the ticking
clock.

Have Grace depart SIDNEY and go down to the Lobby. This all seems rather without
any purpose, but when Grace gets downstairs, your computer will take over and
you
will witness a scene in which Lady Howard is getting together a card-game, of
bridge (2). After the bridge quartet goes off into the dining area to play, the
computer will restore control of the game to you. Grace can follow everyone in
the dining hall, but this would be a waste, as she will decline to talk with
anyone. Instead, have Grace return to SIDNEY and bring up Le Serpent Rouge.

The next two stanzas, Gemini and Cancer, are lumped together; have Grace "Read"
and "Think" on these. After you right-click and hit the "Hint" icon, go to
SIDNEY's main page, and then to the Search engine. Plug in the three capitalized
words, especially ASMODEUS (1) and KNIGHTS. This last will take you to an
article
containing a hyper-link "Chess;" click on this to get the hyper-
link "Chessboard." Click on this (1) for yet another article with yet another
hyper-link, "Duality;" click on this (1), then return to Le Serpent Rouge, click
again on the Gemini and Cancer stanzas, and "Think" and get hints on these. Then
return to the map on SIDNEY's "Analyze" page. Float your cursor-arrow over
the "Map" heading. Click on "Draw Grid" from the dropdown, then, from the next
list of options presented to you, click on "Fill Shape;" this will produce
another list of choices of which you should click on "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 same window, the one with the small hole in it, that looks into Chester's
office. Click on the window, then on the "Peek" icon which will appear. Your
machine will take over while you watch Gabriel watching Chester leave his house,
get a shovel, then depart down a trail, previously inaccessible, behind his
house
(5). Again, it takes a rather extended ability to suspend disbelief at the fact
that Gabriel is not caught. When the computer restores control of the game to
you, have Gabriel follow Chester. The computer will take over while Gabriel
crouches behind a hillock, and you watch him watch Chester burying something at
the far end of the back yard. The machine will retain control (with some rather
dramatic music) until after Chester has finished his work and has departed. Have
Gabriel go down to where Chester had been digging. The hole he had dug then
filled up is easily visible; quite unnaturally, it is a perfectly shaped
pentagon. Go to Gabriel's Inventory, "Take" the shovel, then exit the Inventory.
Click on the pentagram-hole, then on the icon of the shovel, and the machine
will
take over while Gabriel digs up a package (4) containing the "Bloodline
Manuscript." Then, Gabriel should go to his Inventory, "Take" the fingerprint
kit, then "Magnify" the Manuscript he just dug up, and then fingerprint it (2).
Depart and have Gabriel retrace his steps going back; at first this is slightly
maze-like and it can be a little tricky finding the right path. However, when
your cursor-arrow changes shape to its real fat arrow-configuration, click on
this, and the machine will take over until Gabriel suddenly appears in the
parking area, standing next to the Harley.

Before you do anything else, hold down both your machine's "Shift" key as well
as
the left mouse-button. At the same time, slowly move your mouse forward to tilt
the camera facing upwards. The moon and stars and general night atmosphere are
quite remarkable. After you have finished taking in the scenery, click on the
Harley to have Gabriel depart. The computer will take over while Gabriel climbs
on the bike, but before he can start the engine, a black sedan, the one
belonging
to the kidnappers goes past (2), too quickly for Gabriel to be able to follow
it.
When the valley map appears, click on Rennes-le-Chateau. When Gabriel arrives in
the bike shop yard, move your camera so you can see the bikes parked in a row.
Notice that the purple machine that is Mosely's is gone. This indicates that
Mosely is out on a little night-time expedition of his own. Click on L'Homme
Mort, and you will observe Mosely's machine leaning up against a sign-post. Go
all the way back until you see Mosely digging in a hole off to the right,
looking
for treasure. Click on Mosely, then on the "Ask" icon, and your machine will
take
over while Gabriel scares the lights out of Mosely. There will then be a rather
humorous computer-run conversation (2), which will end with Mosely tossing aside
his shovel and departing, and Gabriel insisting he treats Grace "like a Queen."
When you are restored to control of the game, have Gabriel return to the bike.
Click on this and then on the "Gears" icon, and when the map appears, have
Gabriel return to Rennes-le-Chateau. Return Gabriel to their room in the Hotel,
and this game-segment will end.

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. Again, if
you look, you will see that somehow the dumbwaiter door is again unlocked; have
Grace lock it if you want. Observe Gabriel asleep on the sofa, click on him and
on several icons for some commentary by Grace. Then "Take" the key to the Harley
(2) that is sitting on the coffee table. Also, click on the Manuscript that
Gabriel dug up, then hit either the "Read" or the "Look" icon (2). Then Grace
should fire up SIDNEY, and "Read" and "Think" on the Leo stanza of Le Serpent
Rouge. Grace now needs to obtain the three famous paintings, by Poussin and
Teniers, whose relationship to the mystery was explained by Madeline when the
group was on the tour of the valley. Have Grace depart the Hotel, but stop off
first in the dining area for a brief conversation with Lady Howard and Estelle,
if you wish, although no points are in it, also; click on Jean for an icon's
worth of conversation, but no points. Then have Grace go to the Museum. You can
have her talk briefly to Madame Gerard, although there will be nothing of value,
either points or information, in this. Grace should go to the rack of post-cards
in the Museum's entryway. On the top rack are three cards that you should have
her "Take;" these are the three paintings connected to the mystery. These are
taken separately, have Grace rotate the card-rack and take Le Bergeres de
Arcadie
(1) and two different versions of "The Temptations of Saint Anthony" (2). Return
Grace to the Hotel and to SIDNEY. If you look up at the top of the Tour Magdala
from Fountain Square, you will see the Abbe Arnaud atop the castle. You can have
Grace go up and speak to him if you want, but the conversation will be brief,
and
there will be neither points nor information in it.

Click on the "Add Data" tab, then scan the three postcards into SIDNEY (3). Hit
the "Analyze" tab on SIDNEY's main menu, then cause the dropdown under the
"Open"
heading to appear. Click the "Open Files" tab, then select "Poussin," and the
picture "Le Bergeres de Arcadie" will replace the map on SIDNEY'S screen.
Hit "Start Analysis," and a black window with instructions will appear. Jot
these
down, then click "OK" to kill the instruction window. Float your cursor-arrow
over the "Graphics" header, then click on "View Geometry" in the dropdown.
SIDNEY
will grind around internally (2), and a red Seal of Solomon will appear. Then,
bring the dropdown back down, and click on the "Zoom & Clarify" button (2), and
the phrase "Et in Arcadia Ego" on the side of the tomb in the painting becomes
visible. A black window appears asking you if you want to save text to a new
file. Click on "Yes," then return to the dropdown "Open Files." Select "Teniers
2," and click on "Start Analysis." (Don't waste your time on "Teniers 1;" there
is nothing in it). Note the instructions in the black window, then click "OK" to
kill the window. Again, hover your cursor-arrow over the "Graphics" header, and
click on "View Geometry" in the dropdown. Then, after the Square is set and
Grace
remarks that she already has it on the map, elicit the dropdown under "Graphics"
again, and click on "Zoom & Clarify" (2). When SIDNEY asks you of you want to
retrieve the verse, click "Yes," then see the Instructions for the Construction
of Solomon's Temple.

Put the map back up on the Analyze page, then bring up Le Serpent Rouge. Re-
"Read" the Leo stanza and again click on the "Think" icon, then right-click and
hit the "Hint" icon; Grace's musings will be different than before, and in the
last one, she will come out and say that she has to go around the valley with
the
post-card paintings to find and match them with a bit of the local scenery.

Have Grace depart SIDNEY, and go into her Inventory. If you look closely, you
will see that she has two room keys, her own as well as Mosely's, which she had
somehow acquired the previous night. Have her "Take" Mosely's key, then go to
his
room, and use the key to go on in (2). Mosely is fast asleep, and you need to
have Grace search the room. You will notice a heap of dirty clothes piled in the
middle of the floor; click on these, then on the "Move Aside" icon that appears.
However, Grace will indicate her disgust and refuse, so click on a couple of
other items and open or search these; Grace will find nothing. Then click again
on the pile of dirty clothes, and on the "Move Aside" icon, and again Grace will
refuse. Again, click on and search 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 to back outside, then go to her Inventory, and "Take" the
Teniers painting that is fairly well similar to the L'Hermitage location
(Teniers
2, in the SIDNEY files). Then click pretty much anywhere on the rock formation
around the cave, then on the icon of the Teniers painting (5). Following this,
click just above the entrance to the cave, and you will se the icon of a
pointing
finger; click on this (2) for another hint. Then go back to the Inventory,
and "Take" the tracking device. Leave the Inventory, then click on Grace, then
on
the icon of the tracker. Grace will pull this out of her pocket, and your
machine
will display the face of the tracking device 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 coordinates. Note the ones
for "The Center" and walk Grace around until the figures on the tracker-face
match or come close to these. For a short-cut, just click on the ground closely
in front of the two pillars before the entrance to the cave. The computer will
take over while Grace walks over, and when she gets close enough, she will draw
a
mark in the ground with her foot (2); this marks the exact center. Return to her
Inventory, and "Take" the shovel, exit the Inventory, click on the mark Grace
made in the ground, then click on the shovel. The computer will take over while
Grace digs unsuccessfully (2) then restore 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 to the right-click and hit
the "Hint" icon routine. Grace should give some updated hints, then enable your
cursor-arrow to set 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. Click on her and on the "Talk" icon (2)
for
some chilly conversation between the two; indeed, Madeline insults Grace in
French; doubtless the English translation would have been considered unprintable
and edited out of the game. After this, return to Rennes-le-Chateau.

Return to SIDNEY, and reactivate the machine. Bring up Le Serpent Rouge again,
and "Read" the Virgo stanza. 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-
links, and you should click on "Hexagram" (1) before returning to the map.
Enable
your cursor-arrow to set 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 Virgo stanza, then again
do
the right-click and hit the "Hint" icon routine. Go to SIDNEY'S search engine
and
enter "Soul" and hit the "Search" button (1). Click again on the Virgo 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 blue, upon the right-hand map. Click on the Seal
to change it to dark brown, then using the cursor as you did before with the
Circle and the Square, expand the Seal of Solomon to exactly fill the Circle.
Then rotate the Seal until one of its arms is lying on top of the dotted line on
the map that marks the Meridian; when you are close enough your machine will
take
over and the Seal will "catch" and be set in the right-hand map (5), and at this
point this time-segment will end.

64/635

Day 3, 10:00 A.M.-12:00 Noon

There is a brief opening movie of Gabriel finally getting out of bed and which
continues with Mosely entering Grace and Gabriel's room. Mosely notices the
manuscript that Gabriel dug up and wants to take it, but Gabriel takes it from
him and gives it to Grace. The movie ends and the scene jumps to just outside
Gabriel's room with Mosely starting to give Gabriel a hard time. While this
conversation is going on, observe Roxanne and Jean entering Wilkes' room. As
soon
as Mosely departs and you regain control of the game click on Wilkes' door, then
on the "Eavesdrop" icon (2) to overhear their conversation. The instant the Red-
Eye icon transforms itself into your regular cursor-arrow, click again on
Wilkes'
door, and then on the "Open" icon (2). Gabriel will then enter the room and have
a brief conversation with Jean. After they depart, follow Roxanne to the linen
closet, click on the door, and go on in. Before you have Gabriel talk to her,
click on the various items in the closet, especially on Roxanne's maid's outfit
hanging on the wall, for commentary by Gabriel. When you are ready, click on
her,
then follow the short icon trail, and this conversation will end with Roxanne
agreeing to allow Gabriel in Wilkes' room (2). Once inside you can have Gabriel
search around, but this is a waste, there are neither points nor information
available, only a bit of trivial commentary from Gabriel. At this point Gabriel
should leave and go knock on Mosely's door; he will be admitted for two points
worth of conversation (2). Have Gabriel return to SIDNEY, and activate it, then
hit "Add Data" and input Wilkes' fingerprint (1) that he got off the glass in
the
Lobby in a previous time-segment, and Larry's fingerprint (1), which he got off
the Manuscript he dug up in Larry's back yard. Then, click on the "Files" tab,
select "Wilkes Prnt," hover your cursor-arrow over the "Suspects" header, then
click on "John Wilkes," then touch the "Link" header with your cursor-arrow,
then
click "Link to Suspect" (1) in the dropdown that appears. Repeat this process
(1)
to link Larry's prints with his file in the computer, and again (1), to link
Mosely's license number with his file. Then, have Gabriel depart SIDNEY.

Have Gabriel go into the bike shop, but before you bring down the valley map,
look at the bikes parked in the area. One of the red bikes is missing; if you
start checking out the various sites on the map, you will eventually find it
parked at Poussin's Tomb. Baza is here, go up and click on him (2), for two
points worth of conversation. For the fun of it, click on the remains of Baza's
doodling the word "SUM" in the sand, and get some commentary from Gabriel.

Have Gabriel depart Poussin's Tomb. Click on Larry Chester a.k.a. Larry
Sinclair's door, and hit the "Knock" icon to trigger a brief movie wherein
Sinclair opens the door and admits Gabriel. After Gabriel is seated, a row of
icons appears and you are restored to control of the game. Exhaust all the
conversation these provide (6), then depart. When Gabriel goes out into
Sinclair's front yard, you will hear the sound of the Ticking Clock.

Gabriel needs to return directly to Rennes-le-Chateau and his room. Have Gabriel
try to go in his room. As soon as you click on the "Open" icon, Mosely will come
out, with a fat newspaper tucked under his arm (2) and go to his own room across
the passage. No sooner does he go inside when Madeline comes up, knocks on
Mosely's door, and is admitted, and a bemused Gabriel is left shaking his head.

Now have Gabriel go to L'Homme Mort. Go all the way back, past the hole Gabriel
surprised Mosely at last night. Go all the way to the end, passing the hole off
to Gabriel's left, and you will see the muddy ground covered with a number of
large footprints. Click on these (2), and Gabriel will comment; the machine will
take over and Gabriel will start walking to an area previously inaccessible in
the game, and he will end up finding Wilkes' corpse (5). Click on Wilkes' body,
then on the "Search" icon; the machine will take over while Gabriel extracts a
letter from Wilkes' pocket (2). Navigate your camera around some rocks and
stuff,
and you will find a pool of Wilkes' blood. Click on this, then on the "Look"
icon
(1) for some commentary by Gabriel, then click on the kneeprints in front of the
blood, then again on the "Look" icon (1).

Have Gabriel return to Rennes-le-Chateau, and head for his room in the Hotel. As
soon as you click on Gabriel's door, you will hear another door open and close,
and if you are quick, you will see Madeline exiting Mosely's room with some
papers. Click on her, then on the "Look" icon (2) for some commentary by
Gabriel.
Then, he needs to go on in his room; you need to click on Grace to produce a row
of icons which you need to exhaust (8) to hear the conversation between them. As
this conversation concludes, the machine will retain control as Grace and
Gabriel's conversation is interrupted by the sound of an engine; Prince James
has
just pulled into town. They discover that the Manuscript has been stolen and
Gabriel instructs Grace to put off the Prince, saying he has to recover it
before
he can talk to the Prince. At this point, the time-block ends.

44/679

Day 3, 12:00 Noon-3:00 P.M.

You play this game segment as Grace, and it opens up in their room in the Hotel.
If you check it out, you will notice that the door to the dumbwaiter has again
become unlatched; have Grace relock it. Then Grace needs to go and fire up
SIDNEY; she should read the new E-Mail before proceeding (2). Then, go to
the "Analyze" page with the map. Then, bring up Le Serpent Rouge, and "Read"
then "Think" on the Scorpio stanza. Enable your cursor-arrow to set 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 "Analyze Now" (5), and the map will be reconfigured accordingly. Click again
on the Scorpio stanza, then on the "Think" icon. Then, look at the square at the
top of the rectangle. Place a point in the exact middle, on Pech Cardou and
click
on "Analyze Now" (5). Then, return to Le Serpent Rouge, and "Read" and "Think"
on
the Ophiuchus verse of the poem. Return to the map, then touch the "Open" tab,
then select the "SUM Note." You will get a black window asking you if you want
to
append this to anything; click on the "No" tab. Then touch the "Text" heading
and
click on "Translate" in the dropdown that appears. Set this by clicking on Latin
and English, then on the "Translate Now" button (2). Then, return to your
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. 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 them all. Once you have clicked on the last of these, the SIDNEY
machine will take over and reveal the meaning of all this (20).

Then, bring up Le Serpent Rouge again, "Read" and "Think" the Sagittarius verse,
and check out the right-click "Hint" icon. Look at your right-hand map, and
observe the railroad tracks at the top center of the map. Enable your cursor-
arrow to set 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 "Analyze Now" tab, (5), and this feature will become
embedded in the map. Of all the Le Serpent Rouge puzzles, this is by far the
trickiest to complete. The game is extremely persnickety about exactly where the
points are placed, and in spite of playing this game more than a score of times,
I have never gotten my points along the railroad tracks to "take" on my first
try, usually I have to erase and reset the points a fair number of times before
I
can proceed.

Bring up Le Serpent Rouge, and "Read" and "Think" on the Capricorn stanza. Grace
will comment that she has had enough of Le Serpent Rouge at this point, so
depart
SIDNEY, and the room. When Grace exits the room, you will notice Buchelli
departing Madeline's room, carrying some papers. Move your camera around the
corner after him if you have to, but click on him, then hit the "Look" icon (2).
Then go downstairs to the dining area to overhear a conversation between Lady
Howard and Estelle (2). Click on either of them for some pointless conversation
if you want. You will see Madeline sitting at another table, you can click on
her
and on the "Talk" icon if you want to hear another snippet of biting, acidic
commentary by Grace. Then, have Grace depart the Hotel.

Go to Fountain Square, and click on the town's exit sign to bring down the
valley
map. Since solving the Le Serpent Rouge puzzles, Grace has three new places to
visit. It doesn't matter which order you do these in; for the purposes of this
walkthrough, I went to the northeast arm of the Seal of Solomon first. Click on
the small Seal of Solomon towards the top of the map, and Grace will be
transported to this point. Look around and click on stuff and on icons for
commentary, but the only thing of any real interest here is a note, on the
Hotel's stationary, stuck to the cyclone fence. Click on this and "Take" it (2),
then depart.

Then, click on the opposite Seal of Solomon, towards the bottom of the map. When
Grace arrives here and you resume control of the game, go to the Inventory,
and "Take" the tracker she stole from Mosely's room. Depart the Inventory, click
on Grace, then on the icon of the tracker. Move your camera all the way back,
around a number of rocks, until you spot a red handkerchief on the ground by a
rocky outcropping. If you want a neat visual experience, click on the ground
just
to Grace's side of the handkerchief, then move your camera as high as you can
and
tilt it downward a bit, facing towards Grace so you can see a fairly large
expanse of field. You will see Grace, tiny at this distance walking across the
rocky field, approaching the place where you clicked on the ground. The tracker
face is displayed, and the coordinates keep changing in response to Grace's
movement. If you have clicked in the right place, Grace will comment on this, as
well as about the handkerchief (2) when she arrives. "Take" the handkerchief
(2),
then bring up the Inventory, and "Take" the shovel. Then, click on the leftmost
of the smaller rocks piled up under the outcropping, then on the "Shovel" icon.
Your machine will take over control of the game while Grace knocks the rocks
aside and discovers another note (5), which she should then "Take" (2). Then she
should depart this location; the Harley cannot be seen but just move your
cursor-
arrow a bit above the horizon; it will turn into a much fatter arrow and when
you
mouse-click, the map will drop down and you will hear the sound of the Harley
being fired up.

When the map appears, click on "The Site" across from Blanchefort. Grace will in
fact be transported to the Blanchefort parking area, but instead of going on the
usual trail, she should cross the road. Position your cursor-arrow above the
bridge and it will turn into the fat arrow; at this point click, and Grace will
be transported to an isolated and rather rocky glade. Click on the note on the
tree and "Take" this (2), then go to the Inventory, and "Take" the tracker.
Click
on Grace so she takes it, and its face appears in the corner of your computer's
screen. Position your camera so your view is where it was when you reassumed
control of the game after Grace first entered the glade. Look to the tree on
your
right, then click on the ground just in front of the rock wall behind this tree.
Grace will walk over, and if you clicked close enough to the right spot, she
will
make a mark in the ground (2) with her foot. If Grace walks over and just stops
without doing anything, click around the area until she touches the spot, when
she does, she will mark the ground. Of course, the coordinates are available in
her Inventory. When Grace marks the ground, go to her Inventory and "Take" the
shovel. After exiting the Inventory, click on Grace's foot-mark, then on
the "Shovel" icon (2) and Grace will make a brief attempt at digging.

Depart this site, and when the valley map appears, click on Lady Howard's and
Estelle's site. Go back to where you will find Lady Howard and Estelle, click on
one of them then follow the icon trail (2) to exhaust the conversation.

At this point depart, and next have Grace go to Blanchefort. Grace should climb
up to the ruins of the old chateau and when she arrives, you need to go into her
Inventory and "Take" the binoculars she swiped off of Lady Howard's machine
earlier. The click on her, then on the "Binoculars" icon, and Grace will take
these, and you will be looking through them. Using the directional arrows, move
your view around the valley, clicking on the "50X" box when it lights up. On one
of these locations, you will see Buchelli's bike parked by the side of the road
(5) by the bright gold spot you see just to the right of Pech Cardou. Have Grace
leave Blanchefort and return to the Harley, when the map appears, click on the
red spot just above Rennes-les-Bains. Grace is now at the same location where
she
had just seen Buchelli. He has since departed, so locate a narrow path going
back
from the road, and follow this around the large red rock. Notice the perfectly
shaped pentagon that marks a hole in the ground, just like the one Gabriel found
behind Larry Sinclair's place. Go to the Inventory, and "Take" the shovel. Click
on the pentagram-hole and Grace will dig up the Bloodline Manuscript (4) that
was
stolen from her room earlier. Then go back to Grace 's Inventory, and "Take" the
fingerprint kit. Then, click on the Bloodline Manuscript, then click on
the "Magnify" icon that appears. Fingerprint the Manuscript (6); you will take
three pairs 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. Then, she needs to go to SIDNEY's Main Page, click on
the "Suspects" tab, then hover the cursor-arrow over the "Open" header and
finally click on the "Open Files" dropdown. Select the first of these prints
from
the list of files, it is listed as Bld 1. Then, float your cursor-arrow over
the "Links" header, then click on "Match Analysis" where it appears in the
dropdown that materializes. After a good deal of squealing and beeping, SIDNEY
will eventually come up with a match (1). Repeat this process for the other two
fingerprints from the Manuscript (2). Have her quit SIDNEY, and your machine
will
take over while Grace reads the Capricorn stanza of Le Serpent Rouge. When she
finishes this, Mosely will enter her room, and summon her to a meeting Gabriel
is
having with several others down in the dining hall. At this point, this time-
segment ends.

92/771

Day 3, 3:00 P.M.-6:00 P.M.

This segment opens with a movie of Gabriel's meeting in the dining room, the
computer will remain in control as Gabriel explains the travels of the Bloodline
Manuscript. When Gabriel begins to say who first stole the Manuscript, he will
stop, and a row of icons, mostly of those present appear. Click on the Mosely
icon (2) as he was the first thief, then when Gabriel comes to the second thief,
the row of icons will reappear, and you should click on the Madeline Buthane
icon
(2). When Gabriel comes to the final thief and the icons reappear, click on the
Buchelli icon (2). Then Grace will speak, saying that the last thief disposed of
the Manuscript; at this point a new row of icons will appear, representing
different ways of getting rid of the document. Click on the "Digging" icon (2);
this will touch off a strenuous outburst from Buchelli (10) which will only be
halted when Grace throws the Manuscript down on the table (10) and calls his
bluff. After this, the computer will take over for the duration of a
conversation
in which everyone reveals their true identities and Gabriel generally sorts
everything out.

Then, Gabriel should depart the Hotel and head for Fountain Square. Look up at
the top of the Tour Magdala; you will see someone on the roof. This is the Abbe
Arnaud, and Gabriel needs to go up and have a talk with him. Click on him, then
follow the icon trail (8) until you complete the conversation. After Gabriel is
done here, he should go down to the Villa Bethania. Click on the front door, and
then on the "Knock" icon; your machine will take over until Gabriel is seated
with Price James, Larry Sinclair, and Mesmi (2). A row of icons will then
present
itself; exhaust all these (6) to complete the conversation.

After Gabriel exits the Villa Bethania, click on the town's exit sign to start
up
the Harley and bring down the valley map. Click on Serres to send Gabriel there.
When Gabriel arrives at Serres, he will find the place locked up, so click on
the
gate, then on the "Climb" icon; your computer will take over while Gabriel
scales
the iron gate (5), and the door to the chateau opens and Marceau, one of
Montreaux's lackeys comes out. Gabriel will ask for Montreaux, so Marceau will
fetch him up, a brief conversation will ensue and finally Montreaux and Gabriel
will head for the wine-cellar. There will be a computer-run dialogue between the
two in the cellar until Gabriel's rather hasty departure. You will retain
control
of the game with Gabriel in the chateau's front yard, and at this point, you
should click on the side-door to the garage. Gabriel will stroll over, try this,
then exclaim that the door is open (2), and go on in. As he does so, a red car
pulls into the driveway. Have Gabriel throw on the light switch and look around.
Click on various objects, especially the black car and "Look" at them if you
wish, but be sure to tilt your camera so you can see the ceiling and rafters of
the garage, and more importantly, the bats roosting there. Click on one of the
bats, then on the "Look" icon (2) and Gabriel will comment about the bats. The
machine will take over while Gabriel leaves and is seen by the people in the red
car, who are the same people that assaulted him on the train just before the
beginning of the game. They will chase him and Gabriel will have a narrow
escape,
and the time-segment ends.

53/824

Day 3, 6:00 P.M.-9:00 P.M.

You start this segment as Grace, located in her room in the Hotel. Depart the
room, and you will see Baza also leaving. Follow him to the Church-Yard; after
you get there the computer will take over while Grace hides and watches a
conversation between Baza and Mesmi (10). When the computer restores control of
the game to you, have Grace depart the Church-Yard and head to the bike shop. On
the back of Lady Howard's and Estelle's two-seater you will see Estelle's water
bottle. Grace should fingerprint this (2), then return to the Hotel, and to
SIDNEY.

Fire up the machine, and open and read the new E-Mail (5), then input Estelle's
fingerprint (1), then, link this to Estelle (1). Then touch the "Open" header
with your cursor-arrow, and open the file menu. Select the entry entitled "LSR
Print." Then, touch the cursor-arrow to the "Links" heading, then click on
"Match
Analysis" from the dropdown that appears. SIDNEY will go through a number of
contortions and match the fingerprint (4) to Estelle.

Then Grace needs to return to the Lobby. Notice Estelle sitting in the small
alcove off to the side of the Lobby. Click on her, then on the "Le Serpent
Rouge"
icon (2) that appears. After this line of conversation ends, the "Egyptian
Artefact" icon will reappear; click on this (2), and the machine will take
command while Estelle takes Grace up to her and Lady Howard's room, shows some
photos to Grace, and Grace ends up trading her copy of Le Serpent Rouge for one
of the photos (5), of what is some sort of bloodletting device.

Your machine will return control of the game to you with Grace standing just
outside Estelle's room. Now, you should have her go and knock on Baza's door;
your machine will take over for an extended conversation (5) between Grace and
Baza, and the time-block will end.

37/861

Day 3, 9:00-12:00 Midnight

This last game segment opens in Grace and Gabriel's room, with Mosely, the
Prince, and Mesmi also present; they make their plan to invade the underground
temple of the vampires. Gabriel, Mosely, and Mesmi then proceed to where Grace
had previously found Wilkes' handkerchief by the cave entry at the southeast arm
of the Seal of Solomon. Gabriel enters the cave and is followed by the other
two,
and the computer returns control of the game to you with the trio standing by a
huge underground chessboard. This puzzle is next to impossible, but then I was
quite disappointed that this entire segment is essentially action-oriented; as
far as I am concerned this kind of thing belongs in a shooter or some other kind
of action computer game. This is not adventure game material, as for the most
part the situations found here require more agility with the computer and
keeping
Gabriel from getting killed than they do thought, although it could be argued
that this first puzzle is not quite in that category. At any rate, Gabriel needs
to jump around the keyboard, in the manner of a knight in the game of chess, he
must never land on any square twice, and he must land on all the squares with
swords in them, and his final square must be directly in front of the third door
from the left, of the four doors at the other side of the chessboard. There are
a
number of solutions for this, but one is as follows. First, number (or letter?)
the chessboard rows from A to H with the row edging the four doors on the other
side of the chessboard being Row A, and the row edging the side of the
chessboard
where everyone is standing is row H. Then, number the columns from left to right
as columns 1 through 8. Before you actually start, click on the chessboard, and
when a row of icons presents itself, you will notice that one is of Grace, who,
based with Baza in the Hotel room, is maintaining wireless contact with Gabriel
throughout this last segment. Click on the "Grace" icon for some commentary,
then
have Gabriel start. Click on the first square he must stand on, which is H4.
Gabriel will stand on this square, then you need to click on square G6. A row of
icons will appear, including a "Jump" icon, which you will click on to have
Gabriel proceed to this square. You then click on the next square, then
the "Jump" icon, etc., until Gabriel gets across and is standing in front of the
proper door (10). A complete list of the chessboard squares Gabriel needs to
jump
on in order is as follows: H4, G6, F4, H5, G3, H1, F2, D3, E1, C2, E3, D1, B2,
A4, B6, A8, C7, E8, F6, G8, H6, F7, D8, B7, C5, B3, A5.

Once Gabriel makes it across, the computer will take over while he opens the
door, and comes to the next action-oriented obstacle. Move your camera so that
you can look around the Pendulum room. Notice the pillar in the center of the
room. Gabriel is going to have to catch the swinging Pendulum, then jump from it
to the top of the pillar. This is an extremely frustrating part of the game, as
it is more luck than skill; in spite of the many times I have played Gabriel
Knight 3, I have never gotten through here without Gabriel being killed at least
several times; in some games it has taken twenty or thirty tries. I have found
that the best way to proceed is first, with Gabriel standing in the doorway in
front of the revolving ring, to move the camera out and up, so your view is
facing Gabriel, who is now below and ahead of you. This also affords you a view
of the revolving ring, so observe the four symbols embedded equidistantly around
it. Pay attention to the big golden square, and when this comes in front of
Gabriel, click either on the rear portion of this ring segment or the first
portion of the following ring segment. The immediate purpose here is to have
Gabriel standing on the ring segment immediately behind the segment containing
the golden square. Instantly you have Gabriel on the proper square, move your
camera somewhat down, forward, and around in the direction the ring is
revolving.
Stop so you can see the ring revolving on your left towards the bottom of your
screen, and you also have a clear view of the slot in the wall which
accommodates
the extreme end of the Pendulum's swing. Gabriel and the pendulum will come into
view, and you should have your cursor-arrow ready, positioned near the
wall-slot.
As soon as you see the Pendulum, position the cursor-arrow so it is near where
the Pendulum's blade connects to the shaft coming from the ceiling. When your
cursor-arrow changes to a grasping hand, issue a brisk series of three or four
mouse-clicks. You will probably have to repeat this till you get the hang of it;
when Gabriel is killed by the blade, hit the "Retry" button that becomes
available to start this part again. Eventually Gabriel will quit being sliced
and
diced by the blade; you will see "Red-Eye" for a moment, and then you will see
Gabriel riding the swinging Pendulum (5). Once this happens, you have time to
heave a sigh of relief; the computer will allow Gabriel to swing back and forth
forever if you let it. At this point, save your game. Gabriel's next move is to
jump down upon the pillar below, and while this is a lot easier than catching
the
Pendulum, he is still apt to get killed, and if he does and you haven't saved,
you will have to retry, and at this point, that would mean having to try to
catch
the Pendulum again, something you don't really want to have to do.

When you are ready, position your cursor-arrow on the pillar, about an inch (on
your screen) below the top. When Gabriel and the swinging Pendulum come into
view, your cursor will again change into a grasping hand. Allowing for Gabriel's
momentum, when he is an inch or so away from being directly over the pillar,
mouse-click, and Gabriel will either land successfully atop the pillar (5) or
splatter on the floor below. If this last happens, you will be faced with a
choice of buttons to click "Retry," "Restore," or "Quit." Click the "Restore"
button, and return to your last saved game, with Gabriel swinging on the
Pendulum. If you click "Retry," Gabriel will be returned to the door between the
chessboard and the Pendulum room and will have to catch the Pendulum all over
again. Of course, if you didn't save the game when Gabriel was riding the
Pendulum, you will not have the option to "Restore" to this point and will have
no choice but to repeat the entire frustrating "Catch the Pendulum" sequence.

Once Gabriel is standing on the pillar, the Pendulum will quit swinging, and
come
to a stop just above Gabriel's head. Gabriel will be facing a balance-scale and
a
series of five symbolically shaped weights. His task is to put the proper ones
on
the scale, so as to lower the pillar to the floor below. Click on one of the
weights or the scale, then on the "Grace" icon that appears, for some rather
obscure advice from her. There are three of the five weights that need to go on
the scale, and the order Gabriel places them there doesn't matter. Click on the
Infinity symbol, then on the icon of the scale which appears, and Gabriel will
place this in one of the scales trays. Then repeat this with the sphere and the
pomegranate, the two roughly spherical items in front of the scale. Ignore the
other two, as if Gabriel puts either of these in the scale, he dies. Once
Gabriel
has placed the proper items in the scale (10), the machine will take over while
the pillar descends, and Gabriel walks into an adjoining room.

You will be restored to control of the game with Gabriel standing in front of a
statue of King Solomon. Click on this for some commentary by Gabriel, then
right-
click on it, then hit the "Headset" icon which appears. Grace will offer a
snippet of advice (2). Then, click on the writing on the wall; this time
the "Grace" icon will appear so click on this for a translation. Have Gabriel
proceed to a sort of bench with a Latin inscription on it, and a gold and black
glove. Click on the writing if you want, then on the "Grace" icon for a
translation. In this part of the game, Gabriel will be visiting four or five of
these "benches," and on each of them will be a Latin phrase; the first thing he
should do in each case is to click on the writing, then on the "Grace" icon.
This
will result in some advice from Grace but no points. Now we have Gabriel
standing
in front of the two gloves, and you should have him "Take" the black one (2).
Then, Gabriel needs to go to the bench with two bowls set in it. One of these
has
flames coming out, and the other is filled with a liquid substance. Move your
camera forward and tilt it down, and you can see a lump of gold at the bottom of
each. Click on the lump at the bottom of the flames, then when a row of icons
appears, click on the icon of the black glove. The computer will take over while
Gabriel reaches in the flames and extracts the lump of gold (5). You will be
returned to control of the game while Gabriel replaces the black glove on its
bench. Then, Gabriel needs to approach another bench, that is behind and between
two statues. After getting a translation of the words on the bench from Grace,
have Gabriel place the lump of gold in the outstretched hand of the demon-statue
(5) on your left (facing the bench). Then, Gabriel needs to go to another corner
and another bench. This bench has a pointer on it above the Latin expression.
The
bench is also behind two upright mirrors. Have Gabriel step on both of these in
turn and look at himself. In the mirror on the right, he is youthful and sexy,
in
the mirror on the left, he looks like an unshaven and unwashed street crackhead
or drunk. Then, have Gabriel go to the bench, and move the pointer to the left,
indicating the mirror reflecting the disreputable image of Gabriel (5). Then,
Gabriel needs to go to yet another bench with more writing and three large
buttons. After receiving translation from Grace, click on the Yin-Yang button,
and then click on the "Gears" icon to have Gabriel push this (5). At this point,
Gabriel will announce that a door has opened (5), then he will go out into a
larger room where he will be rejoined by Mosely and Mesmi.

Looking around the room, you will notice two sets of short pillars; the ones on
the right are set before a bridge across a gulf to the other side of the room,
and the left-hand pair face upon nothing but a sheer drop-off. If you attempt
the
bridge you see on the left, Gabriel will get about two-thirds 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, 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 to complete, the game is
now almost over, and the computer will be driving things from here on in. After
you have done this last game-save, click on the solid ground between the two
pillars on the other side of the Flickering Chessboard, and the computer will
take over while Gabriel steps off the last flickering square (10), and is
rejoined by Mosely and Mesmi on the other side.

The computer will retain control of the game while three lesser vampires appear
through the shimmering veil; you may recognize one of these as Montreaux's
minion, Marceau, and one of the others is the old woman Grace confronted in the
wine-cellar basement of Chateau Serres, while the third seems like one of the
vampires who assaulted Gabriel on the train. Gabriel will go through the veil
while Mosely and Mesmi hold off the three vampires. Gabriel will then confront
Montreaux, the Chief Vampire, who is waving his athame (ritual dagger) over
Prince James' baby son, Charlie, who is lying on a small altar. Montreaux will
conclude his defiance of Gabriel by invoking the demon Asmodeus. Until invoked,
Asmodeus has been a statue holding up part of the roof, but when he comes alive
and goes after Gabriel you need to be ready to act. This last part of the game
is
extremely fussy, and it almost impossible to finish this segment off without
having to "Restore" a number of times. Unfortunately, the nearest place you can
restore to is where Gabriel is standing on the last of the flickering squares,
so
every time he gets killed by the demon, you have to sit through Gabriel's
confrontation with Montreaux all over again. Once Asmodeus comes to life, watch
sharply and as soon as "Red-Eye" is replaced by your conventional cursor-arrow,
click on Asmodeus. A row of icons will appear; two are of importance,
specifically one of Gabriel's dagger and another representing Gabriel's
Schattenjager medallion. Immediately click on the "Medallion" icon, then click
on
Asmodeus. This will slow him up a bit, and you should then without delay click
on
the golden sarcophagus at the back of the room. The "Climb" icon will appear,
and
you should click on this instantly. Gabriel will jump up upon the sarcophagus
(5); you should immediately right-click, then hit the "Headset" icon for some
advice from Grace (5) about killing demons. Then, as soon as she is done, click
on Asmodeus' throat, then click on the "Medallion" icon, then again click on
Asmodeus' throat. This will cause both Asmodeus to throw back his head and the
row of icons to reappear. This time, click on the "Dagger" icon, then again on
Asmodeus' throat. If all goes well, Gabriel will draw his dagger and slash
Asmodeus across the throat (25), and your role in the game is over; sit back and
watch the rather lengthy endgame scenes.

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