Cheat Goat's PC Codes

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

Gabriel Knight 3 - Walktrough
Day 1, 10:00 am - Playing as Gabriel Knight
Blood of the Sacred, Blood of the Damned begins inside Gabriel's
room in the hotel. The previous night, Gabriel Knight checked in
after tracking the two dark, mysterious figures who apparently
kidnapped Prince James' infant son. After chasing them onto a train,
Gabriel was blind-sided and clubbed by one of the men. Gabriel
managed to stumble to a taxi cab, crawl to the hotel, and finally
pass out in the hotel room. The day starts with Gabriel recovered
from his injury and preparing to search for the kidnappers and learn
more about the other inhabitants of the hotel.
Take time to investigate Gabriel's room and get comfortable with the
game's interface. You can use the number pad arrow keys to move the
camera around forward, back, left, and right. Alternatively, you can
also use the mouse to move the camera. Simply hold down the left-
mouse button and move the mouse around to position the camera at any
location in the room or area. Two other useful keys are the Shift and
Ctrl buttons. The Shift key tilts your view up and down, which is
extremely useful for looking inside containers or over and around
objects. The Ctrl key moves your view up and down, which is excellent
for looking under or over objects.
To search for interactive hotspots, simply move the mouse cursor
around the screen until you notice the mouse cursor change (you'll
notice a colored border around the mouse cursor). When the cursor
changes, press the left-mouse button to bring up the verb menu. Then,
select the verb you want to perform on the particular object (or
person).
Gabriel Knight's Hotel Room
Practice your camera movement and hotspot selection on the various
objects around the room, such as the paintings, desk, window, and
bed. Also, press the I button to open up your inventory and practice
with the verb menu on each object. When you're done, walk over to the
dresser in the corner of the room and open its doors. Though the
dresser is devoid of clothes, you'll spot a piece of masking tape and
a hanger. You can get both objects later in the game, but as you're
here, so you might as well grab them both. Once you've acquired the
two objects, locate the door leading out of your room (it's the well-
lit door at the end of the hall). Open the door and exit out into the
hotel's second floor.
You're now on the upper floor of the hotel. Each door here leads
into the room of another hotel resident (except the supply closet
door). You'll learn much more about them and their rooms as the
adventure continues. For now, locate the stairs leading down (there
are two sets on either side at the far end of the hall) and move
downstairs into the hotel lobby.
Hotel Lobby
The lobby is filled with many hotspots, such as the paintings and
the desks. If you wish, grab a piece of candy from the bowl, though
you can always take it later when you need it. Once you've checked
out all the objects, head over to the main desk and talk with Jean.
Talk with Jean about all the available topics. Examine the items on
his desk, but pay special attention to the hotel's register. Examine
the register and read the entries. Once you've exhausted everything
to do with Jean and his desk, find Emilio in the hotel lounge near
the hotel's front door. Talk with Emilio and exhaust all conversation
choices. Also, there's a black marker on the hotel desk. You can wait
for Jean to leave the desk and swipe the marker or wait until later,
when you actually need it. When you're finished, look for the curtain
on the opposite side of the lounge and enter.
Hotel Phone Booth
Examine the interior of the phone booth room. Open up your inventory
either by pressing I or clicking the right mouse button and selecting
the inventory icon. Inside your inventory, click on Prince James'
business card and grab it to place it in an inventory slot.
Exit the inventory screen and use Prince James' business card on any
phone. Gabriel will place a phone call to Prince James and relay the
latest information on his son's kidnapping. You can do this any time
during this time block; saving it for the end provides some
additional dialogue.
Hotel Dining Room
Exit the phone booth and return to the hotel lobby. Locate the
entrance to the dining room at the far end of the lobby. It's the
entrance in between the two staircases. Move Gabriel over to the
entrance and click to move inside. Once inside you'll meet your old
"friend" Mosely, a detective from New Orleans. Watch the meeting
scene, then return out into the hotel lobby.
Hotel Exterior
After you've used the phone to call Prince James and visited Mosely
in the dining room, exit the hotel through the front door (to the
left of the lounge and right of the phone booth). Immediately
outside, you'll spot a van and a redheaded woman on the left.
Approach the van and the woman. Use the verb icons to speak with the
woman, named Madeline Buthane. You can also speak with her before
meeting Mosely for some slightly different dialogue. Examine the van
she's driving and learn all you can about her.
The town you'll explore throughout the adventure isn't very large,
and street signs note all significant locations. Exit the hotel's
immediate exterior and turn left toward the fountain. Look to the
left again and take note of the bookstore. Approach the bookstore and
examine the Holy Grail book for a clue about the kidnappers and their
intentions. Emilio also exits the hotel during this period and sits
on the bench out in the hotel's front courtyard. You can attempt a
conversation if you wish. 
Follow the signs to the museum. The easiest way to get there is to
move right from the hotel's courtyard and follow the signs and the
road to the left. You'll emerge at the front of the museum. Examine
the small sign at the entrance's steps, then ascend the steps and
open the door with your verb commands to enter. 
The Museum
You'll emerge inside the museum's front lobby. Examine the postcards
and the lost-and-found box; you'll find a red hat inside, but Gabriel
isn't interested in stealing it just yet. Walk down the hall to the
front desk and speak with Madame Girard and cover all topics,
especially the one about the Holy Grail. Once you've exhausted all
topics, turn around and ascend the steps into the heart of the museum. 
Inside, you'll find several panels describing Templar and Sauniere
history. Read all the panels and examine all the paintings and
pictures inside the room. You'll also notice two women at a desk at
the far end of the room. Walk to the other side of the panels and
walk in their direction. Click on them and select the icon to
overhear their conversation. Listen to their discussion, then
approach them and introduce yourself, exhausting all dialogue
options. Also examine the items on the desk the two women are
standing next to. Once you're finished, exit the museum and return to
the hotel to conclude the time block. 

Day 1, 12:00 am - Playing as Gabriel Knight 
When you return inside the hotel, head into the dining room to meet
some additional characters. When you first enter, you'll witness a
scene between Buthane and a new character, Wilkes. Gabriel will stand
by and listen to their conversation before entering and interrupting.
Once you've gained control again, walk into the dining room and speak
with both Madeline and Wilkes. Alternatively, you can wait 'til later
in the game to meet Wilkes at one of the digging sites you'll
investigate. Also, while in the hotel dining room, grab a packet of
syrup from the buffet table. You can do this later when you actually
need it, but taking it now saves some backtracking. 
Hotel Upper Hallway
Once you're finished with Buthane and Wilkes, exit the dining room
and use either of the two staircases to ascend to the hotel's second
floor. As soon as you emerge, you'll witness a scene between Emilio
Baza and the two women you met at the museum, Lady Howard and
Estelle. Apparently, they've decided to change rooms. You can
investigate the other rooms up here by knocking on the doors, though
you won't gain any ground or meet any additional people. 
The Church
After you've watched the room-switching scene, return downstairs
into the hotel lobby and exit to the hotel's exterior. You'll want to
investigate the church now, which lies near the museum you visited
previously. After exiting the hotel, follow the road right and
continue to the right. Walk to the church's front door and use the
verb icon menu to enter. 
Upon entering, you'll witness a scene between a clergyman, who
you'll soon learn is known as the Abbe, and another man named
Buchelli. Watch the scene unfold, then speak with both the Abbe and
Buchelli. Exhaust all the dialogue topics, but be sure to speak about
the Templars with the Abbe and checking in with Buchelli. After
you've spoken with Buchelli, he'll exit the church and return to the
hotel's dining room. 
Take the time to explore the church and examine each statue and
picture. The Abbe has some pamphlets on his desk, but unfortunately,
they're in French, but he mentions that there will be some English
pamphlets arriving tomorrow. Take special note of the picture just
left of the church entrance. If you open the verb menu on the
picture, you'll be given an option to Trace. Use the trace option and
trace a tilted square by clicking the mouse on each angel's hand.
Once you've explored the church thoroughly and spoken to both
Buchelli and the Abbe, you'll hear a clock ticking, noting a small
passage in time. 
Hotel
Return to the hotel. Enter the dining room to find Lady Howard,
Estelle, and Buchelli dining. You can speak with Lady Howard and
Estelle if you wish, but Gabriel won't bother Buchelli so soon after
their first meeting. When finished, exit the dining room and ascend
either staircase up to the second floor. Again you can investigate
all the room doors, but the most important is Mosely's room. Knock on
Mosely's room, and he'll invite you inside. 
Mosely's Room
Once Mosely invites you inside, you'll witness a scene of Gabriel
and Mosely chatting. After a few moments, they'll both sit down, and
you'll be presented with the dialogue tree. Talk with Mosely about
all the topics, specifically the case, Grace, and the Schättenjager.
If you pay careful attention, you'll hear a strange noise coming from
Mosely's front door during your conversation. Take time during the
conversation to move your mouse over Mosely's front door. Place the
mouse cursor on the keyhole and press the left mouse button to
inspect the keyhole. 
Gabriel will stand up and walk over to the door, opening it quickly
and startling Emilio Baza who was apparently spying on your
conversation. Emilio places a glass on the small table as he wanders
away. Return to Mosely and complete all the dialogue options. If you
wish, hang around and investigate Mosely's room, but you won't find
anything of interest. When you're finished with Mosely, exit his
room, grab the glass left by Emilio Baza, and head to the hotel's
immediate exterior to complete the time block. 

Day 1, 2:00 pm - Playing as Gabriel Knight 
You'll begin the new time block outside the hotel at the courtyard.
Gabriel's priority is gaining use of a moped so he can visit the many
locations around the hotel and village. 
Moped Rental Shop
Move forward and slightly to the left from the hotel's immediate
exterior. Just to the right of the fountain, you'll spot the entrance
to the moped rental shop. Head inside. Walk to the front counter and
speak with the man about renting a motorcycle or moped. 
Unfortunately, he'll indicate that all rentals are by reservation
only, and each hotel resident has already put down his name for one
of the bikes. Apparently, Gabriel must disguise himself to fool the
moped clerk. 
Making a Mosely Disguise to Rent the Moped
You must combine several items to construct an adequate disguise and
gain access to the motorbike. First, return to the museum and swipe
the red cap from the lost-and-found box. You couldn't do this in the
previous time blocks, but Gabriel knows he needs it now and has
little trouble stealing the hat from the box. With the red hat in
hand, head to the church. 
Instead of entering the church's front door, turn right and notice a
path around to the back of the church. This cemetery area is filled
with tombs and tombstones as well as a back entrance to the Abbe's
office and a front entrance to his small home. Examine all the
tombstones if you wish. Also, you can examine the window at the back
of the Abbe's office. If you wish, you can open the window slightly
or leave the action for when you're required to do so. 
Look at the Abbe's house and notice him watering his plants with a
spray bottle. Wait for the Abbe to move back into his house and grab
the spray bottle. Return to the front entrance of the church and turn
left, so you're moving away from the hotel and around behind the
church. When you emerge on the new street, you'll spot a black cat in
the corner. Move Gabriel up to the cat and use the verb menu to
examine and pet the cat. 
The cat dashes into a small opening into an old shed. Gabriel will
hypothesize that the cat's black hair might come in handy. Examine
the hole that the cat entered. Open up your inventory and pick up the
piece of masking tape (if you failed to get the tape from Gabriel's
hotel room, return there and open the dresser to get the masking
tape). Use the masking tape on the shed door hole. 
Walk back from the shed and notice the cat is now on a ledge. You
can attempt to pet or grab the cat, but Gabriel can't because the
feline is just too high. Here's where the spray bottle comes in.
Select your inventory and pick up the spray bottle. Use the spray
bottle on the cat, and he'll leap down and run, again, through the
small opening into the shed. When he runs through the hole, he left
some hair on the piece of masking tape you placed on the hole. Pick
up the masking tape, and you'll gain black fur in your inventory. 
Return to the hotel now and collect any items you missed the first
time around that are vital to the disguise. These include the black
marker from the hotel desk (just make sure Jean is wandering around),
a piece of candy from the table near the lounge, and a packet of
syrup from the dining room. While you're back in the lobby, you can
also speak with Lady Howard and Estelle about their room change with
Emilio. 
Head upstairs and knock on Mosely's door (room 33). He'll let you
inside. If you want a hint about what to do with the candy, you can
offer Mosely the candy, which he'll gladly take and consume quickly.
Also, talk with Mosely about his passport, the key to solving the
disguise puzzle. If you give Mosely the piece of candy, you must
return downstairs and grab another one. If you didn't, just exit
Mosely's room. 
Locate the painting over the table depicting the street scene. Use
the piece of candy from your inventory and place it on the table.
Head down either staircase into the lobby. Look to the left of Jean's
front desk and spot the room buzzers. Examine the buzzers and press
the one for room 33, Mosely's room. This will buzz Mosely down to the
front desk, but he'll become sidetracked by that yummy piece of candy
you left for him. 
Ascend the stairs on the right side, so you're on the opposite side
of Gabriel's room entrance. Follow the camera around to Mosely's room
and watch him exit and walk to the table with the piece of candy.
Mosely will bend over and grab the candy, gobbling it up like before.
Walk Gabriel over just behind Mosely and use the mouse cursor on
Mosely or his passport to pickpocket him and swipe the passport. 
As soon as you've got the passport, quickly head to Mosely's room 33
and enter it. Nab his gold coat on the coat rack by using the verb
menu while the mouse is over the coat. Place the coat in your
inventory and exit Mosely's room. 
This sequence could take a few tries to get everything right, but
you can repeat the process as many times as necessary to secure the
necessary items: the passport and gold coat. Just use more candy and
keep pressing that buzzer. Also, you can try stealing these items
without the appropriate trap in place and watch the various scenes
showing what happens. 
Open your inventory now; make sure you have the black marker and
syrup (if you still don't, get them from the hotel desk and dining
room, respectively). Grab the black marker and use it on Mosely's
passport to make a mustache. Next, grab the black fur from the cat
and use it on the syrup to make a black mustache. Finally, use the
red hat on the mustache and then on the gold coat to complete your
Mosely disguise. 
Renting the Moped
With your disguise ready, return to the moped rental shop (remember,
it's just in front of the hotel and to the right of the fountain).
When you're inside the shop, select your Mosely disguise in your
inventory and use it on Gabriel. You'll witness a scene of Gabriel
approaching the clerk with the disguise on and fooling him with the
passport. 
Gabriel now gains access to the Harley and can visit other areas on
the map. You can visit these areas at any time by returning to the
moped area and either using the keys on the Harley or by simply using
the Harley. So, don't waste any time going out for a spin. Use the
keys on the Harley or just use the Harley, and you'll be shown the
overhead map. You'll also see colored dots moving quickly around the
roads; these are other hotel residents driving around the area. If
you see dots moving on this overhead (besides yours), it's a good
indication that you should follow someone. 
Valley Roads
Let's visit one of the parking areas and test out the follow
function. Click on the area of the map marked Blanchefort, and you'll
emerge in the small parking area for this landmark. Adjust the camera
so you can see the road and wait until you spot Wilkes pass by on his
moped. As he does, move your mouse cursor over his bike and left
click the mouse button. On the verb menu, select "follow." Gabe will
automatically return to his bike and follow Wilkes to his destination. 
L'Ermitage
Wilkes will stop at a new site that becomes active on the map,
marked L'Ermitage. When you arrive, Gabe will park his bike next to
Wilkes' moped. Follow the signs up to L'Ermitage and locate Wilkes.
Speak with Wilkes and cover all the dialogue topics. As mentioned
previously, you can try to speak with Wilkes for the first time here
by ignoring him when you first see him in the dining room. Either way
is fine. 
Once you're finished speaking with Wilkes, return to his moped. Take
a look at his moped, and you'll notice that it (and, logic follows,
the others) bears a specific license plate. Move Gabriel in front of
the license plate and open your inventory slots. Select Gabriel's
notepad and grab it. Exit the inventory screen and use the notepad on
Wilkes' license plate to jot the number down. You'll notice a sheet
of paper now in your inventory bearing the license plate number. The
reason you want to do this for each bike is so Gabriel can instantly
recognize who is still at the hotel and who is currently at a
particular site. 
Once you've spoken with Wilkes and have his license plate number,
wait patiently until Madeline Buthane's van drives by. Left click on
her van as it moves by and follow her. Gabriel will automatically hop
on the bike and follow Madeline to her destination. 
Coume-Sourde
Following Madeline opens up another map destination, Coume-Sourde.
Hop off your bike and follow the signs deeper into the area. Locate
Madeline and speak with her for some additional information. Exhaust
all the dialogue options, then return to your bike. 
You must follow both Wilkes and Madeline sometime during this time
block. Doing so activates these two spots, which you'll visit time
and again throughout the adventure. Wilkes and Madeline continue to
drive by, so you'll never miss an opportunity to follow them. Just
wait patiently at one of the parking areas until you see their
vehicle, then left click and follow it. 
If you wish, after speaking with Madeline, you can head over to the
Blanchefort hotspot and follow the signs to the very top of the
mountain. There are ruins here overlooking many of the areas you can
visit in the valley. Move to the center of the ruins and use the
binoculars in your inventory (you acquired them when you rented the
motorbike) on yourself to bring up the binoculars interface. Use the
arrow keys to move the view around. If you're over something
important, the Zoom 50x bar will light up. Scan the area and the
important-looking structures until you can zoom. You'll spot Madeline
at Coume-Sourde digging. 
Couiza Train Station
When you're ready, use your Harley to open the overhead valley map.
Locate the Couiza train station hotspot and left click so Gabriel
heads that way. Once you're at the train station, explore the
immediate environment and locate the taxi and taxi driver to the left
of the train station. 
Approach the taxi driver and initiate conversation. It's important
to talk to the taxi driver because he may have witnessed the two men
you followed the previous night. At a point in the conversation, the
taxi driver becomes reluctant to divulge information. Use your wallet
on the taxi driver to hand over some cash and "refresh" the taxi
driver's memory. Gabriel will automatically hand over additional
money for more information. Once the conversation is exhausted (make
sure by using your wallet on the driver), it's time to head inside
the station. 
Enter the station through the front door and examine the various
items in the lobby. Walk over to Marci, the ticket attendant, and
speak with her. Exhaust all the dialogue options. Once you're
finished, move to the left of the ticket booth and examine the
arrivals and departures bulletin board. Take special note that there
is no Naples train, which Buchelli specifically mentioned he arrived
on. 
Once you're finished, exit the train and return to the overhead map.
If you've finished everything, the time block will end. 

Day 1, 4:00 pm - Playing as Gabriel Knight 
You'll still be on the valley roads as you enter this new time
period. If you wish, you can head back to Coume Sourde and speak
again with Madeline Buthane (even if you also did in the previous
time period). You'll want to get to L'Homme Mort; you can either
select it via the overhead map or walk to it from the Coume Sourde
area (again, just follow the map). 
L'Homme Mort
You'll find Mosely here. Speak with him to get some additional
information. You can also wait until later in the time period to
speak with him, especially after you spot him and Madeline arguing
via the binoculars used from the top of Blanchefort. Either way, it
doesn't matter. Return to the L'Homme Mort parking area and spot
Mosely's moped (take special note that he had to rent the junky bike
since you fooled the clerk and snagged the Harley). Walk behind the
bike and use Gabriel's notepad on the license plate to jot down the
number. 
At the parking lot, you can wait for Lady Howard and Estelle to
drive by in their blue moped. Follow them, if you want, but Gabriel
finally gives up once he figures out that they're just driving in
circles (perhaps looking for something?). Once you're finished with
the dialogue opportunities at Coume Sourde and L'Homme Mort, use the
Harley to open the map screen and head to Blanchefort. 
C. de Blanchefort Mountain Top
Once again, park at Blanchefort and follow the signs to the ruins at
the top of the mountain. You'll find Emilio Baza up here. Speak with
Emilio and exhaust all the dialogue topics. Open up your inventory
and select the binoculars once again. Use the arrow keys on the
binoculars interface to pan your view. Once you've over a hotspot and
the zoom button lights up, activate the zoom. You should spot a few
things, including Mosely and Buthane at L'Homme Mort. 
Down at Blanchefort parking, be sure to spot Emilio's moped. Once
again, open your inventory and select the notepad. Use the notepad on
the license plate to jot down the number. You should have collected
three license plate numbers by now: Emilio's, Mosely's, and Wilkes'.
Use Gabriel's motorcycle to open the overhead map and select Roque
Negre. 
Roque Negre
Follow the signs deeper into Roque Negre and find Wilkes working
with some machine. Speak with him, specifically about the machine.
You can also try speaking with him here if you never did previously
for some additional dialogue sequences. Either way, it's fine. Just
be sure to have spoken with him either in the previous time block or
now and about the machine. 
You'll spot Wilkes' moped down in the parking lot again. If you
failed to jot down his license plate before, here's another
opportunity. 
If you wish, before heading to the last required destination, you
can head back to Rennes-le-Chateau (the main village) and to the
cemetery behind the church. Walk up to the Abbe's office window,
which should be open if you followed the walk-through to this point.
If not, you can open it slightly and overhear a conversation between
the Abbe and Madeline Buthane. It isn't required, but optional. When
you're ready, use the Harley and head to Larry Chester's house. 
Larry Chester's Residence
Hop off your bike and examine the exterior of Larry's house. When
you're ready, knock on the door. Larry Chester will answer and usher
you inside for some conversation. Talk with Larry and exhaust all
conversation choices. Speak specifically with Larry about the
Templars. Before leaving, examine his study and take special note of
the alarm clock. You'll deal with it later in the game. 
Once you're finished, exit Larry's house and return to your bike. On
the overhead map, select Rennes-le-Chateau, the village, and emerge
at the moped rental area. Exit the area toward the hotel and, if
you've completed all the tasks, the time block will conclude. 

Day 1, 6:00 pm - Playing as Gabriel Knight 
The time block begins inside Gabriel's hotel room. Prince James' two
representatives have paid Gabe a visit. Watch the dialogue cutscene,
then observe the two men leave your room. Perhaps it would be
interesting to see what these two guys are up to? Let's follow them. 
Following Prince James' Men
Exit your room and continue close behind Prince James' two men.
Don't attempt to speak with them (Gabriel won't anyhow). Just
maintain a short distance behind them, follow them out of the hotel,
and head to the right as they exit onto the road. The two men will
eventually end up at the church cemetery. Follow them into this area. 
As soon as you emerge in the cemetery, hide behind the large tomb
directly in front of the Abbe's office. You'll watch a brief cutscene
where Prince James' two men harass the Abbe and eventually beat him
around a bit. The two men finally leave and walk past the tomb; don't
worry, you'll remain hidden. 
You have two options here, you can either follow the two men (they
just go to their car and leave town) or you can spy on the Abbe.
After the two men leave, wait for a moment behind the tomb. You'll
notice the Abbe's office light switch on. Approach the window, which
is opened by now if you've followed the walk-through (if not, open
it), and bring up the inventory screen. Select the tape recorder and
place it in your useable inventory slot. Use the tape recorder on the
window to record the Abbe's conversation (which you will must
translate at a later time). 
Back at Hotel
Once you've observed Prince James' men rough up the Abbe, return to
the hotel and check up on the others. Head into the dining room to
watch a brief scene between Buchelli and Wilkes. Once the scene is
complete, you can talk to both of them one at a time to gain some
information. You can talk with Simone, the new hotel desk attendant
and ask about the group that checked in the previous night. Finally,
you can head upstairs and check your own room to discover Grace has
arrived and is currently in the shower. 
Another thing you can do (which you can also do during any time
block) is use the glass you snagged from Emilio's snooping (remember
when you were in Mosely's room?) and use the glass on each of the
hotel residents' doors. The reason you'd want to do this is to see
who's in his room and who is milling about. If you discover that
someone is not in his room, chances are you'll find him somewhere on
the map or in the hotel - this could mean either an important plot
point must be uncovered, or you can engage in an optional dialogue
sequence. Experiment with the glass on the doors and observe that all
residents (except Buchelli and Wilkes, who are in the dining room)
are in their respective rooms. 
Valley Roads
When you've finished with the hotel, return to the moped rental area
and hop on your Harley. Once you're on the overhead map, you'll spot
Prince James' henchmen's car driving around the area. To follow them,
simply go to any parking area (Blanchefort works fine) and wait until
they pass. You could have done this sooner by simply following Prince
James' men after they roughed up the Abbe, but you would have missed
some optional dialogue and tidbits. 
Follow them, and they'll eventually stop at Larry Chester's house.
You can't select Larry Chester's house on the map, or you'll blow
your cover - you want to remain as sneaky as possible to get
additional information. Instead, head to the Blanchefort hotspot,
which contains a path to the rear of Larry's house. 
Larry Chester's Residence via Blanchefort
Park the bike at Blanchefort and follow the sign leading up to
Blanchefort. When you reach the next area (the game must load once to
reach it), use the camera to scan around until you spot the top of
Larry's house. Locate the path leading to the rear of his residence
and follow it. 
Again, you must remain discreet. Approach the second tree on your
right; then, use the mouse and left click on the tree. Select the
option to hide behind the tree. If you attempt this on the first
tree, Gabriel will indicate that particular hiding spot doesn't offer
a good view of the action. Once you're behind the second tree, you'll
observe the two men pulling up and greeting Larry Chester in front of
his house. 
The important thing to take note during this sequence is the
handshake that each man delivers to Larry. You'll have an opportunity
to observe it twice; jot down the sequence so you can remember it
later. The correct sequence order is: thumbs touching, pinkies
touching, full hand, inside thumbs, and fist. Once the men head
inside Larry's house, head back to the Blanchefort parking area and
use your bike to load up the overhead map. Select Rennes-le-Bains,
the local bar. 
Rennes-le-Bains
When you reach Rennes-le-Bains and the local pub, you'll notice two
mopeds out front. One you'll recognize as Wilkes' bike, if you wrote
does his license plate at the previous two opportunities. You don't
know yet who owns the other one. Head inside the bar and locate
Wilkes and Buchelli tossing back some cold ones. Speak with the two
men for some additional dialogue. Once finished, return outside and
jot down Buchelli's license plate by opening up your inventory and
using the notepad on his license plate. Again, you can only do this
if you have already secured Wilkes' license plate. If not, you have
no way of knowing which bike belongs to which owner.
Hotel
Once you've finished with Larry's house and bar, it's time to head
back to the hotel. Use the overhead map and select Rennes-le-Chateau.
Inside the moped rental area, you'll notice the blue double moped
that Lady Howard and Estelle were riding earlier. You can make note
of their license plate if you spotted and followed them previously.
If not, you can snag it again later. Return to the hotel. 
Emilio Baza should be hanging out in the lobby lounge. Speak with
him and exhaust all the dialogue possibilities. Move through the
lobby and into the dining room area. Lady Howard, Estelle, and
Madeline are in here. Again, you can speak with them if you wish and
gather some additional information. When you're finished, head up
either staircase and enter Gabriel's room, number 25. 
Inside, you'll find Grace and Mosely chatting. Speak with them and
exhaust all the dialogue possibilities. Specifically mention Prince
James' two men and the strange handshake you spotted. Once you've
discussed the handshake, Mosely will stand up and ask you to show him
the handshake. Select the correct icons representing the order of the
handshake. If done correctly, Mosely will mention that the handshake
is Free Mason. You can also get the handshake incorrect and watch
another dialogue sequence. Either way, when you've finally finished
the conversation with Mosely and Grace, the time period and day
concludes. 

Two Walk-through 
Day 2 is your first opportunity to play as Grace Nakimura, Gabriel's
faithful research assistant. Grace's sequences are much more puzzle-
oriented, especially using her laptop and SIDNEY computer program.
During day 2, you'll learn some secrets of the other hotel residents,
begin your search for the treasure of Rennes-le-Chateau, and get
closer to discovering the identity of Prince James' son's kidnapper. 
Day 2, 7:00 am - Playing as Grace Nakimura 
You begin the second day inside Gabriel Knight's room, playing this
time as his assistant, Grace Nakimura. When you gain control of
Grace, move over to her laptop computer on the desk to the right of
the bed. On the table, you'll find two fingerprint kits. Pick up one
of the kits and leave the other for Gabriel. When you're finished,
use the mouse button and select her laptop, which is running the
special SIDNEY program, an extensive supernatural database and
analysis program. Grace will sit down and load up SIDNEY. 
SIDNEY
Take time to experiment with the different areas of SIDNEY. Read
Grace's e-mail and sample the other sections, like analysis,
suspects, and files. Specifically, open up the search tool and look
for some words you've run across so far in the game. For instance,
search for Holy Grail and Templars. Specifically, perform a search
about the night visitor kidnappers by looking up vampires. 
Inside the Hotel
When you're finished tinkering with SIDNEY, exit the screen and walk
over to the room exit. Open the door leading into the hotel's second-
floor hallway. Immediately upon exiting, Grace will notice a book
propped against the room door. The book is the Holy Grail book that
Gabriel spotted in the bookstore! Pick up the book using the verb
menu. If you wish, you can test out your fingerprint kit. 
You'll use the fingerprint kit many times throughout the adventure -
it's very simple to use. Open up your inventory by pressing the I
button or by using the right mouse button and selecting the inventory
icon. Once inside, pick up the fingerprint kit and use it on the
object you wish to test for prints. In this case, pick up the kit and
use it on the Holy Grail book. You'll be presented with a new screen
with the book on the right and the kit on the left. 

Pick up the fingerprint brush on the left and use it on the black
powder, also in the kit. With the brush's end black from the powder,
move it over the book on the right. Hold down the mouse button and
sway your mouse from side to side in a brushing motion. Concentrate
on one area for a few seconds and continue to move down until you've
covered the entire object. If there's a print on the object, it
should appear after a few strokes. If not, Grace (or later, Gabriel)
will indicate that the object bears no prints. In the case of the
book, Grace will find no prints. 
If you do find a print, click the mouse on the scotch tape on the
left. With a piece of tape in hand, click the mouse button over the
fingerprint on the object. Next, click the tape (with the print on
it) on the filing system on the left side of the fingerprint kit.
This places the print in your inventory and can later be scanned into
SIDNEY. 
Walk down either of the staircases to enter the hotel lobby.
Approach Jean behind the front desk, and Grace will introduce
herself. When you're finished, head into the dining room area, and
you'll find Madeline Buthane waiting inside. Approach and use the
verb menu to initiate a conversation. Grace will discuss the tour
group. When you're finished, exit the dining room and the hotel
through the front door. You'll find Emilio Baza outside catching some
sun, but Grace won't talk with him quite yet. 
Tour Magdala
Though you can walk around the village and explore the various
buildings and areas, the most important location to explore during
this time period is the Tour Magdala, a tower to the left of the
hotel past the fountain. When you exit the hotel, turn left and
follow the path past the fountain toward the expensive-looking
building on your left (you can observe the signs on the building, but
you can't get inside). Continue forward, and you'll notice a path
leading to the right. Follow this path; this takes you to the foot of
the Tour Magdala. 
Follow the sign marked "Entrance" to the door leading into the Tour
Magdala. Use your mouse button and the verb menu to open the door.
Once inside, observe the objects in the room, such as the bookshelves
and the curtains. Locate the spiral staircase leading up. Head up the
staircase and emerge at the top of the tower. Here you'll find the
Abbe looking around the landscape with some binoculars. Approach the
Abbe and use the verb menu to open conversation. When you have
finished and exhausted all the conversation topics, return to the
hotel. 
Back at the Hotel
Return to the hotel once you've spoken with the Abbe. You can
immediately enter the dining room if you wish (this will cause the
tour group and Grace to leave together). Alternatively, you can see
another scene by heading upstairs to the second floor and knock on
Mosely's door. Grace will alert Mosely that it's time to head out
with the tour group. 
Either way, when you enter the dining room, the tour group will
leave as long as you've completed the day's tasks. 
Poussin's Tomb
After entering the dining room, Grace will be whisked off with the
tour group. The first stop is Poussin's Tomb. Watch the cutscene of
Madeline's lecture. Once she's finished, she'll indicate that you can
walk around, observe different things, and take photographs if you
have a camera. Use the mouse and examine the various structures in
the area. Take special note of Emilio Baza, who is doodling something
in the dirt - it appears like he's writing the word "SUM." Open your
inventory and select Grace's sketchpad. Use the sketchpad on the word
so Grace will jot it down for future reference. 

Day 2, 10:00 am - Playing as Gabriel Knight 
You begin the second portion of day two inside Gabriel's hotel room,
playing once again as Gabriel Knight. Head over to the desk with
Grace's laptop and pick up the fingerprint kit. Also, take note of
the dumbwaiter located to the right of the dresser. You probably
observed this in previous time blocks, but you'll be using it here,
so make note of how to unlock the door and examine its interior. 
Getting into Other Hotel Rooms
For the first part of this time block, you can spend time sneaking
your way into the other residents' rooms. Not every room is vital to
the completion of the time block, but some are. If you want the full
experience of the game, however, make an effort to sneak inside each
room. Just follow these steps, and you'll get to examine each
resident's room and even grab a few useful objects along the way. 
As soon as Gabriel exits his own hotel room, you'll spot Roxanne,
the hotel maid, emerge from Mosely's room. She'll pull her cart to
Emilio Baza's door and enter inside to clean the room. Watch her
routine closely. First, she places the cart blocking the door. She
changes the sheets on the bed. Next, she moves the cart to retrieve
the bathroom cleaning materials. She doesn't reposition the cart back
in front of the door. When she takes the cleaning materials and
leaves the door ajar, you can enter and sneak around the room while
she's in the bathroom. However, be quick about what you decide to do -
Roxanne will catch you if you take too long, and if you're caught
twice, she'll leave the cart blocking the door at all times.
Top of C de. Blanchefort
After the first stop, you'll be whisked off to the second
destination, the top of Blanchefort. Watch and listen to the lecture
given by Madeline. When it's finished, walk over to Madeline and
Wilkes, who are engaged in conversation. Grace will approach closely,
but stand back and listen in on their dialogue. 
Once you've overheard Buthane and Wilkes' conversation, walk over to
Lady Howard and Estelle and do the same thing. Get close to them, and
you'll automatically begin listening to their conversation. As you
do, Lady Howard and Estelle will mention Le Serpent Rouge. When they
do, the rest of the group will walk over and ask them about Le
Serpent Rouge. 
After this sequence, you're free once again to speak with the other
characters. Talk with each character and save Mosely for last. Talk
with Madeline especially about Le Serpent Rogue. When you're finished
talking to the others, walk over to Mosely and begin a conversation.
Exhaust all the dialogue topics, specifically about the treasure.
Once you're finished talking with Mosely, the time block ends. 

Day 2, 10:00 am - Playing as Gabriel Knight 
You begin the second portion of day two inside Gabriel's hotel room,
playing once again as Gabriel Knight. Head over to the desk with
Grace's laptop and pick up the fingerprint kit. Also, take note of
the dumbwaiter located to the right of the dresser. You probably
observed this in previous time blocks, but you'll be using it here,
so make note of how to unlock the door and examine its interior. 
Getting into Other Hotel Rooms
For the first part of this time block, you can spend time sneaking
your way into the other residents' rooms. Not every room is vital to
the completion of the time block, but some are. If you want the full
experience of the game, however, make an effort to sneak inside each
room. Just follow these steps, and you'll get to examine each
resident's room and even grab a few useful objects along the way. 
As soon as Gabriel exits his own hotel room, you'll spot Roxanne,
the hotel maid, emerge from Mosely's room. She'll pull her cart to
Emilio Baza's door and enter inside to clean the room. Watch her
routine closely. First, she places the cart blocking the door. She
changes the sheets on the bed. Next, she moves the cart to retrieve
the bathroom cleaning materials. She doesn't reposition the cart back
in front of the door. When she takes the cleaning materials and
leaves the door ajar, you can enter and sneak around the room while
she's in the bathroom. However, be quick about what you decide to do -
Roxanne will catch you if you take too long, and if you're caught
twice, she'll leave the cart blocking the door at all times. 
Emilio's Room
Start with Emilio's room. Wait until Roxanne has moved the cart
slightly, letting you enter through the door. As soon as she's out of
sight and closed the front door slightly, enter the room. When you
enter, you'll witness Roxanne heading into the bathroom. Immediately
use the camera to locate Emilio's dumbwaiter. Walk over to its door
and place your mouse cursor over the lock mechanism. Open the verb
menu and press the lock/unlock icon to unlock the dumbwaiter. Exit
through Emilio's door and back into the hotel's second floor hall. 
Madeline's Room
After returning to the hall, wait a few moments, and Roxanne will
emerge from Emilio's room and move her cart to Madeline Buthane's
room door. Again, she'll go through the same routine. She'll first
position the cart in front, blocking the door, while she changes the
bed sheets. She'll then return to the cart, move it, and retrieve the
cleaning supplies. When she returns to the room, head inside. As you
enter, you'll watch as Roxanne moves into the bathroom to clean it.
There's no dumbwaiter inside Madeline's room. Instead, spot the
balcony doors on the far side of the room. Use your mouse cursor on
the balcony doors and exit onto the balcony. Wait until Roxanne
leaves the room, and Gabriel will automatically exit back into
Madeline's room. Approach her room's front door and place your mouse
cursor over the lock on the door. Open up the verb menu and select
unlock. Now, you can return to Madeline's room later in this time
block and investigate. Exit back into the hallway. 
Lady Howard and Estelle's Room
Follow the exact same procedure to open the lock to Madeline's room.
When you exit from Madeline's room, Roxanne will likely already be
inside Lady Howard and Estelle's room. If the cart is positioned
diagonally, enter the room. If it's blocking the door, wait for
Roxanne to retrieve the cleaning supplies and move the cart. When
inside Lady Howard's room (with Roxanne in the bathroom), approach
the balcony door and exit onto the balcony. Roxanne will leave the
room and Gabriel will automatically exit into the room. Approach the
front door, place the mouse cursor over the lock, and use the verb
menu to unlock the door. Now, you can return to Lady Howard's room
once Roxanne completes her rounds. Exit back into the hallway. 
Buchelli's Room
When you've returned to the hall, Roxanne will likely now be inside
Buchelli's room. Observe the position of the cart; if you can scoot
past, enter the room while the maid is cleaning the bathroom.
Buchelli's room doesn't feature a balcony, so your only task once you
enter is to unlock the dumbwaiter lock. Use the camera to locate the
dumbwaiter, place the mouse cursor over the lock, and use the verb
menu to unlock the mechanism. When you're finished, hurry back into
the hall - Roxanne's still in the room and will catch you if you're
not quick enough! 
Wilkes' Room
When you're back in the hall, wait until Roxanne exits Buchelli's
room and moves to Wilkes' room. Again, the maid will change the
sheets first, with the cart blocking the door. Next, she'll move the
cart and grab the cleaning equipment. Now, you can enter Wilkes'
room. Like Buchelli's room, Wilkes' room doesn't contain a balcony.
Instead, use the camera to locate the dumbwaiter. Approach the
dumbwaiter and move the mouse cursor over the lock mechanism; open up
the verb menu and use the lock/unlock icon to unlock the dumbwaiter.
Once it's unlocked, return out to the hallway. 
Alternate Route into Lady Howard and Madeline's Room
Because there are items inside Lady Howard and Madeline's room you
must retrieve, there's an alternate route into the room in case you
failed to unlock the door or missed the entire maid routine
completely. To get into Lady Howard and Madeline's room, head back to
Gabriel's hotel room. Open the window and climb out onto the roof.
You can then get in between the balconies of Lady Howard and
Madeline's rooms and head inside. 
Investigating Lady Howard's Room
Enter Lady Howard's room either through the alternate route or by
simply walking through the unlocked front door (which you unlocked
while Roxanne was cleaning their bathroom). Look around the room and
examine the furniture, closet, dresser, desk, suitcase, and so on.
Head especially to the bed and open up the verb menu and select
search. Gabe will look around the bed and locate a manila folder and
place it on top of the bed. Pick up the folder, and Gabe will locate
two parchments inside. Pick up the parchments and place them inside
your inventory. 
After you've thoroughly searched the room, approach the bathroom
door. Open the door and head inside. Search the bathroom, but
especially grab the tube of Suppuration H on the sink. You can also
use the fingerprint kit on the mirror next to the tube and grab Lady
Howard's fingerprint. Exit the bathroom and return either to
Gabriel's room via the balcony or simply exit through the front door. 
Investigating Madeline Buthane's Room
Enter Madeline Buthane's room, either from the alternate route
described previously in this section or by walking through the
unlocked front door. Search her bedroom and bathroom. Specifically,
examine the dresser next to her bed. Open the drawer and find the
coordinate location device and map. Grab the map and place it in your
inventory. 
Search the bed, and you'll find a suitcase located underneath. Open
up the verb menu with the mouse on the suitcase and select "move up."
Gabriel will lift up the suitcase and place it on top of the bed.
Open up the suitcase, and you'll spot the gun inside. Don't pick up
the gun. Instead, open your inventory and grab the fingerprint kit.
Use the fingerprint kit on the gun to get Madeline Buthane's
fingerprint. If Gabriel picks up the gun before using the fingerprint
kit, you'll lose the print. When you're finished searching Madeline's
room, either return through the alternate route or exit through the
front door. 
Hotel Kitchen
When you're finished searching Lady Howard and Madeline's room, head
down into the hotel lobby. Speak with Jean behind the lobby's front
desk and hear the story about the cook being sent home. Move into the
dining room. Gabriel will get an idea about how to use the
dumbwaiters to get inside the other rooms. But first, he must get
inside the kitchen (if you attempt to get inside the kitchen now,
Gabriel will say he doesn't want to get caught without permission).
Return to the lobby and speak with again with Jean. Talk with Jean
about food to get permission to enter the kitchen. 
Return into the dining room and locate the door leading into the
kitchen. Approach the door and use the pop-up verb menu to open and
enter. Search the kitchen and examine all the objects. Locate the two
dumbwaiters on either side of the kitchen entrance. Face the kitchen
entrance from inside the kitchen and select the dumbwaiter on the
right. The dumbwaiter on the right takes you to Buchelli and Wilkes'
rooms. The dumbwaiter on the left takes you to Emilio and Gabriel's
rooms. Let's start on the right. 
Investigating Wilkes' Room
Climb into the right dumbwaiter. Simply open the door and adjust the
camera so you get a good view of the dumbwaiter's interior. Place the
mouse cursor over the interior and open up the verb menu and select
"move inside." Gabriel will climb inside the dumbwaiter. It's a tight
fit, but he'll make it inside! 
Locate the rope and pulley system on the wall. Place the mouse
cursor on the ropes and use them. Gabriel will pull the ropes and
ascend on the dumbwaiter to the two doors high above. Each door leads
to a room; the door on the kitchen-facing wall takes you into Wilkes'
room, and the other takes you inside Buchelli's room. Head inside
Wilkes' room. Remember, if you failed to unlock the dumbwaiter doors
when Roxanne was cleaning the bathrooms, you can't investigate
Wilkes' room. There's nothing vital inside for the completion of the
game, only additional clues and information. 
Once inside Wilkes' room, search the room and bathroom. Locate the
letter on the desk and read it for a clue about Wilkes' purpose in
the tour group. When you're finished examining everything in the
room, climb back into the dumbwaiter. 
Investigating Buchelli's Room
When you're inside the dumbwaiter again, don't use the pulley system
to take you back down. Instead, open the door opposite the one you
just entered and head into Buchelli's room. Like Wilkes' room, if you
failed to unlock the dumbwaiter, you can't enter Buchelli's room.
Again, it's not vital that you search his room, but you'll gain
insight into Buchelli's reason for being in Rennes-le-Chateau, and
you'll earn some extra points. 
Examine the objects in Buchelli's room, but don't pick up the
suitcase. Use the fingerprint kit on the suitcase before picking it
up and obtain Buchelli's fingerprint. Head over to Buchelli's dresser
and spot the priest's collar. Also, search the pants on the left to
locate a ticket stub confirming that Buchelli didn't arrive on the
Naples train. Once you've finished searching Buchelli's room and
bathroom, return to the dumbwaiter and use the rope to descend to the
kitchen. Alternatively, you can simply exit Buchelli's room, walk
down the stairs to the lobby, and head back into the kitchen.
Investigating Emilio's Room
Return to the kitchen and, this time, use the dumbwaiter on the left
side of the door. Follow the same procedure you just used. Open the
dumbwaiter door and climb inside. Place the mouse cursor over the
rope and use the pulley system to ascend to the second floor. Again,
you'll find two dumbwaiter doors. The one on the kitchen-facing wall
will take you into Gabriel's room, and the other will take you to
Emilio's room. Like before, if you failed to unlock either
dumbwaiter, you can't investigate. But, like Buchelli and Wilkes'
rooms, there's isn't anything vital inside Emilio's room, just clues
and information. 
Head into Emilio's room and search the room and bathroom. Examine
the bed on the left and locate the piece of cloth under the pillow.
There's a photograph of Jesus on the nightstand. You can attempt to
use the fingerprint kit on the photograph, but you won't uncover
anything. Search the rest of Emilio's room, including his dresser and
drawers, but you won't find any other items of interest. 
Abbe's Office
When you're finished searching the various rooms of the hotel
residents, proceed down into the hotel lobby and exit through the
hotel's front door. It's time to head to the church and see what the
Abbe has been up to. You can attempt to get into the Abbe's office
through the door inside the church, but you'll have no luck. Instead,
while facing the church's front door, turn right and follow the path
into the cemetery. 
Approach the Abbe's office window (the one you opened before, either
when using the tape recorder or overhearing the conversation between
the Abbe and Madeline Buthane). Place the mouse cursor over the
window and attempt to open it. Gabriel can't; the window is stuck.
Open your inventory and pull out the tube of Suppuration H you found
in Lady Howard's bathroom. Use the tube of Suppuration H on the
window to cause the panes to "unswell," letting you open the window
and climb inside. 
Search the Abbe's office and examine all the objects out in the
open, including the portrait on the wall. Move behind the Abbe's desk
and open the drawer. Pull out the magazine inside; then, flip through
and examine the pages. When you're through and put the magazine back,
look down into the drawer to see the pack of cigarettes. Don't pick
up the pack. Instead, open your inventory and grab the fingerprint
kit. Use the fingerprint kit on the pack of cigarettes to obtain the
Abbe's fingerprint. 
Using SIDNEY
Once you've searched through both Lady Howard and Madeline's room
and canvassed the Abbe's office, return to Gabriel's hotel room and
approach the desk in the corner. Use Grace's laptop to initiate
SIDNEY. What you want to do here is add some of the evidence you've
gathered from the rooms. Select ADD DATA from the top menu bar. This
will open up your inventory. Specifically, select the two parchments
you secured from Lady Howard's room and the map you took from
Madeline's room. Just click on the object in your inventory and
select "Scan into SIDNEY." 
After you've scanned all three items, you can also use the ADD DATA
function to scan in the fingerprints you obtained (if you followed
the walk-through, you should have Lady Howard, Madeline, the Abbe,
and Buchelli's prints) as well as the license plate numbers you've
acquired (if you followed the walk-through, you should have Wilkes,
Emilio, Mosely, Buchelli, and Lady Howard and Estelle numbers). The

fingerprints and license plates aren't vital to success in the game,
but help you determine who has been where, and who has touched what. 
Another task you can accomplish while in SIDNEY is attach the
evidence to a particular suspect. Select SUSPECTS from the top menu
bar. Once inside, load up the particular suspect via the appropriate
pull-down menu. Next, select the open file menu and open up either
the fingerprint or license plate file associated with a particular
suspect. Next, use the top menu bar and select "Link File to
Suspect." Later, this will help you match unknown fingerprints to the
correct suspect. 
Returning the Stolen Items
Before you complete the time block, Gabriel must return the stolen
items from Lady Howard and Madeline's rooms. Gabriel logically
deduces that if the items aren't replaced, he might get caught in the
act and lose all hope of learning about the hotel's inhabitants. So,
first head back into Lady Howard's room. You can enter either by the
alternate route described previously in this section or by simply
walking through the front door if you left it unlocked. Once inside,
open your inventory and place the two parchments back on the folder
and Gabriel will place the folder back underneath the bed. 
Once you've replaced the parchments, head into Madeline Buthane's
room, either by the alternate route or through the unlocked front
door. Open the drawer next to her bed and replace the map next to the
coordinate tracking device. Once you're finished replacing all three
items in the two rooms, head down to the hotel lobby, and the time
block concludes. 

Day 2, 12:00 pm - Playing as Grace Nakimura

The third time block on day 2 begins at the Chateau de Serras, just
outside a huge mansion and wine-tasting barn. You begin this block as
Grace Nakimura, 
still with the tour group. 
Chateau de Serras
When you gain control of Grace, approach the wine-tasting barn and
click on the door to enter. While inside the barn, observe what's
going on and make an attempt to talk to each of the characters,
including the bartender. Grace will gain some information, but
nothing significant. When you're finished examining the interior,
head back outside. 
Move toward the mansion and follow the path to the right that leads
behind the house. Continue walking until you reach a dead-end (you'll
also spot a cellar door here). Place the mouse cursor on the short
wall that encloses this dead-end. Open up the verb menu and select
"climb." Grace will ascend the wall and hop over a few ledges until
she reaches the side of the house and an extensive set of vines.
Place the mouse cursor over the vines and climb once again. Grace
will ascend the vines and leap into the open window on the right. 
Examine all the items in this room, but save the trunk for last.
Look inside the wardrobe to spot the strange robes. Open your
inventory and select Grace's sketchpad. Use the sketchpad on the
robes, and Grace will scribble the robe's symbols on to the pad. Look
at the other artifacts and paintings in the room, then head toward
the trunk. Place the mouse cursor over the truck and select "open."
Grace opens the trunk and sees what looks like the legs of a baby
child. She'll immediately drop the trunk's lid and attract the
attention of someone downstairs. 
You only have a few moments here before Montreaux, the owner of the
house and winery, catches you. If Montreaux catches you, he'll kick
you out of the house, and you can't investigate his library. To hide
from Montreaux, place the mouse cursor over the wardrobe you
investigated a moment ago (with the robe and the strange symbols).
Open up the verb menu and select "hide." Grace will run over to the
wardrobe closet and hide inside. Montreaux will walk around and
almost peer in the closet, but become distracted by Madeline Buthane
who calls him from outside. 
Once he leaves the room, Grace reemerges from her hiding place.
Locate the spiral staircase leading down into the library. Place the
mouse cursor over the staircase and head down. Head over to the desk
and locate the drawer. It's pretty difficult to find, but it's in the
center of the desk; it's a very thin drawer. Open the drawer and spot
the Immortals book. Don't pick it up. Instead, use your fingerprint
kit on the Immortals book and secure Montreaux's fingerprint. After
you've gotten the fingerprint, read or pick up the book. Make sure
you read each page and use the examine and think icons on each. 
Look at the Montreaux portrait on the wall behind the desk. Move the
mouse cursor on Montreaux's right eye and examine it; Grace seems to
spot something unusual. Select the chair just behind the desk with
your mouse cursor and select "move.". Grace will push the chair under
the portrait. Stand on the chair and look again at the right eye on
the portrait. You'll see an image of the Holy Grail. 
Return to the desk and look to the left of the drawer you opened a
moment ago. You'll spot a difficult-to-find button. Look on the desk
leg to the left of the drawer and position the camera near the ground
if you're having trouble finding the button. Use the mouse cursor on
the button and select activate it. When you do, a set of laser beams
will emit from the head statues positioned in five areas of the
library. 
To solve this puzzle and open another set of stairs into the cellar,
you must rotate each statue head so you form a pentagram (five-
pointed star) with the laser beams. Use the screenshot here to assist
in its creation. Once the sequence is complete, a staircase opens in
the center of the room. Approach the stairs and move Grace down into
the basement. 
Inside the basement, you'll find an assortment of barrels and locked
doors. Search with the camera until you locate the unlocked door down
a small staircase. Move Grace over to the door and enter. Inside,
you'll discover the origin of the baby-like sounds you've been
hearing all along. Search the wine room and examine the different
objects. When you've examined everything, approach the old woman
operating the machinery and initiate conversation. Watch the scene,
and Grace will run back out into the courtyard. 
You must talk with the old woman to complete this time block. If
Montreaux caught you in the trunk room earlier, you can enter the
basement through the cellar door located near the wall you scaled to
enter the mansion. Talk with the woman after entering the cellar
door, then return out into the courtyard. 
Once you've spoken to the old woman, locate Mosely outside the wine-
tasting barn and speak with him. After you've exhausted the
conversation topics, the time block ends. You'll watch a closing
movie of the tour group visiting another site and finding two dead
bodies - Prince James' men! 

Day 2, 2:00 pm - Playing as Gabriel Knight 
When you begin the next time block as Gabriel, the tour group has
just returned from seeing the bodies of Prince James' two men. Each
character from the tour group is doing something different, and
Gabriel can investigate what each is up to. This part of the game is
on a timer, so you might not get through each action. Don't worry,
nothing is vital to the completion of the time block; each character
simply provides additional information and clues. 
The Tour Group Returns
You begin just outside Gabriel's room. If you wish, return inside
the room and snag the coat hanger from the dresser if you haven't
already (it's vital to the completion of this time period). Grace is
inside working on SIDNEY. You can have several different
conversations with her, though none offer much insight on the day's
events. 
Out in the second floor hallway, you can use the glass you took from
Emilio Baza and listen in on the doors of Madeline and Lady Howard.
Madeline is talking with someone in French, and Lady Howard and
Estelle are in their room conversing. 
Head down into the lobby. Wilkes is in the lounge drinking. You can
speak to him if you wish. Head into the phone booth area, and you
hear Buchelli making a phone call. Open your inventory and grab the
tape recorder. Use the tape recorder on the curtain covering the
phone booth Buchelli is occupying to record his conversation (he's
speaking in Italian) for translation later. Hotel and Tour 

Magdala
Once the timer ends, Buchelli will exit the phone booth and join
Wilkes in the lounge for some drinking. Take special note of the
color and shape of their respective glasses. You can dust them for
fingerprints later, but you must remember which glass belongs to
which person so you can grab Wilkes' fingerprint. Once you're
finished with Wilkes and Buchelli, head over to the front desk and
talk with Jean about the killing. 
After you've investigated downstairs, you can return upstairs and
listen to Madeline and Lady Howard's doors again. Madeline is in the
room, but no longer speaking, and Lady Howard and Estelle are sound
asleep. You can also reenter Gabriel's room and talk with Grace. 
When you're finished inside the hotel, exit and head to the left
past the fountain and return to the Tour Magdala. You've likely
visited this place as Grace or Gabriel in previous time blocks. Head
to the top of the tower, and you'll find the Abbe sightseeing again.
Approach and initiate a conversation. When you're finished, head to
the moped rental shop and get on your Harley to open the overhead
map. Head to the Armchair of the Devil, where Prince James' two men
were found dead. 
The Armchair of the Devil
When you reach the site, hop off your bike and follow the path to
the two dead bodies. Mosely is hanging out. Approach him and initiate
a conversation. Examine the two dead bodies, including their wounds.
Use the camera to locate the pool of blood off to one side and behind
the armchair structure. Examine the pool of blood and perform all the
verb actions. Next, look at the knee prints (dark indents) next to
the blood pool. Make sure you use the think icon on the indents.
Gabriel will receive two visions of the men's deaths. Return to the
parking area. 
After returning to your bike, Madeline will arrive. Gabriel and
Mosely will ride together back to the hotel. As you drive back, you
can hear the police cars coming back to the site. When you get back
to the hotel, you can follow Mosely to his room if you wish. Further,
you can use the glass on the various hotel doors to see what the
inhabitants are up to and even knock on Mosely's door to get a brief
conversation. When you're finished, return to the Armchair of the
Devil site via your rented Harley in the moped rental area. 
Back at the Armchair site, you'll notice that the police cars have
arrived. Use the camera to scan the other side of the road until you
spot the tire tracks. They're a little hard to see; just look for the
different ground texture and the distinct tire imprints. Position
your mouse cursor over them and bring Gabriel over to examine them.
Move the mouse and camera around until you locate a new exit leading
away near the tire tracks. Head inside. 
You'll find the car that Prince James' two men were driving. Examine
the car for any clues and inspect the tire treads. Open your
inventory and grab the notepad. Use the notepad on the tire to get a
copy of the tire tread to compare it with the tire tracks by the
street. Return through the exit and back to the street. Use the new
sheet in your inventory (with the copied tire tread imprint) on the
tracks by the street to confirm Prince James' two men left them. Move
back to the Harley and use your keys to open up the overhead map.
Select Larry Chester's house. 
Larry Chester's Residence
Arrive at Larry Chester's house and use the camera to scan the
driveway. You'll spot another set of tire tracks. Again, they're
pretty hard to locate; just look for the texture difference between
the dirt road and the tire imprints. Open your inventory and grab the
sheet of paper with the copied tire tread and use it on the tracks to
compare them. When you're finished, approach Larry's front door and
knock. Larry Chester will come to the door and invite you inside. 
Speak with Larry Chester in his study and exhaust all the
conversation topics. Eventually, you'll annoy Larry, and he'll kick
you out of his house. When you gain control of Gabriel outside
Larry's house, use the camera to move and look inside Larry's study
via the window at the rear of his house. You'll spot Larry setting
his alarm clock. 
Unfortunately, the alarm clock is faced away from you. Larry exits
his house and moves toward Blanchefort (he goes over there to look
around with his binoculars). After he leaves, open up your inventory
and grab the hanger you took from your dresser. Use the hanger on the
hole in the window, and Gabriel will move the alarm clock so he can
get the time: 2:00 am. If you haven't grabbed the hanger yet, you can
return to Gabriel's room and snag it, then return to Larry Chester's
house and use it on the window. Once you've finished at the Armchair
of the Devil crime scene and have the time from the alarm clock,
you'll hear the distinct clock ticking sound of time passing. Hop
back on the bike and return to the hotel. 
Estelle's Site
When you reenter the hotel lobby, you'll watch a scene of Emilio and
Estelle colliding at the bottom of the stairs. Emilio walks to the
lounge and sits and reads a newspaper (you can attempt to speak to
him if you wish). Instead, follow Estelle out the front hotel door
and wait until she enters the moped rental area. She'll come out on a
moped; quickly move your mouse over her moped and select "follow."
You'll move to the overhead map and automatically follow her moped
around the map. Estelle eventually stops at a new site. Select the
site on the map. After you park, follow the path deeper into the site
and locate Estelle. Talk with her and exhaust all conversation
topics. When you're finished, return to the hotel. 
Back at the Hotel
After putting your Harley back in the moped rental area, head into
the hotel and the lobby. Immediately turn right and enter the phone
booth area. Open your inventory and select Prince James' calling
card. Use the card on the phone to ring Prince James. You can also
try calling him before talking to Larry, but after you've examined
the crime scene - you'll receive some different dialogue. 
When you're finished, speak with Jean in the lobby and talk about
the 2:00 am wake-up call. Also, look in the lounge, and you'll spot
Buchelli and Wilkes' two drinking glasses. Open your inventory and
grab the fingerprint kit. Use the fingerprint kit on Wilkes' glass to
obtain the print. You must remember which glass belonged to which
person. If you failed to get Buchelli's print before, you can snag it
here from his glass. 
Head up stairs to the second floor. You can use the glass on the
doors to see what the other residents are up to. Buchelli and Emilio
are both currently in their rooms. Head into Gabriel's room and find
Grace and Mosely chatting. Initiate a conversation with Grace and
talk about the Holy Grail book. Exhaust all the conversation topics.
When you're finished, Mosely will exit the room, but leave his bottle
of soda behind. Open your inventory, select the fingerprint kit and
use it on the bottle to get Mosely's print. 
After the conversation concludes, and you've acquired Mosely's
print, head over to the desk in the corner and activate Grace's
laptop to use SIDNEY. Use the ADD DATA function and put in any
additional fingerprints and license plates you've acquired. Further,
you can use the ADD DATA function to scan in any tapes you've
recorded (if you've followed the walk-through, you should have taped
both the Abbe and Buchelli). Use the translate function on the files
to decipher them. When you're finished, it's time to investigate the
Chateau de Serras, where Grace saw some pretty unusual things during
the last time period. 
Getting into Chateau de Serras
If you immediately drive to the Chateau de Serras, you'll soon
realize that there's no hope of getting inside to talk with Montreaux
unless you have a good cover story. Before you leave your hotel room
(or just return there), use SIDNEY to make yourself an ID card.
Select the ID CARD button and look across the top menu to see the
different occupations you can use. Select NY TIMES REPORTER. Make
sure you print one with Gabriel's face on the card! 
Head to your Harley and drive to the Chateau de Serras. Approach the
front door and knock. When the butler (otherwise known as the
bartender) responds, select the dialogue choice for "N.Y. Times
Reporter," and you'll gain access to speak with Montreaux. Gabriel is
led into the wine-tasting barn to chat with Montreaux. Speak with
Montreaux and exhaust all the conversation topics, especially those
about viticulture. Once you're finished, return to Gabriel's hotel
room to complete the time period. 

Day 2, 5:00 pm - Playing as Grace Nakimura 
Grace's time period begins inside the hotel. There are several
things you can do. First, head down into the lobby and talk with
Simone, the night desk clerk. Next, head into the dining room and
overhear a conversation between Mosely and Gabe (poor Grace!).
Upstairs on the second floor rooms, you can snag a glass from the
tray in front of Lady Howard and Estelle's room (number 31). Like
Gabriel, you can use the glass to listen at the doors of other
residents. Use the glass on Madeline and Lady Howard and Estelle's
doors, for instance. Return to the dining room and speak with
Gabriel, Mosely, and Buchelli, who are also dining. Finally, just in
front of the hotel, Emilio is sitting on the bench. 
Museum
Exit the hotel and proceed toward the museum. Follow the road and
signs to the right. Approach the museum door and spot the envelope
taped to the door. Grab the envelope and use the fingerprint kit on
the envelope to scan for prints. You'll find one; it'll be stashed in
your inventory. Inside the envelope is the mysterious Le Serpent
Rouge mentioned previously in the game. 
Church
Once you've acquired the envelope at the museum's door, head over to
the church. Head through the front door of the church and approach
the table near the front of the church. If you recall, you found a
pamphlet here previously, but the pamphlet was in French. Now, you'll
see that there are two pamphlets. Grab the English pamphlet. You can
examine all the items in the church again (such as the statues,
figurines, and paintings) to receive additional insight because of
the pamphlet. Further, approach the angel sculpture just to the right
of the front door and trace a tilted square, just like Gabriel did on
the first day. 
Open up your inventory and read through both the English pamphlet
and the Le Serpent Rouge. Make sure you open each page on the
pamphlet and flip through the Le Serpent Rouge as well to get a look
at each of the unusual riddles. Once you're done reading both, move
to the Abbe's office entrance (to the left of the table where you
acquired the pamphlet) and knock on the door. The Abbe invites you
inside. 
Speak with the Abbe and exhaust all the dialogue topics. Examine the
different items around the room, especially the portrait and
chessboard, which are clues to a later puzzle. 
Using SIDNEY
You've acquired the envelope from the museum door, retrieved the
pamphlet from the church, and talked with the Abbe, now it's time to
attempt some of the Le Serpent Rouge puzzles. If you look at Le
Serpent Rouge, you'll notice that the current stanza you're working
on is highlighted. If you've done the necessary work to complete that
stanza, it will darken, and the next will become highlighted. To get
hints about Le Serpent Rouge and the particular stanza, look at the
stanza, read the stanza, and use the think icon on the stanza. Also,
use SIDNEY to search for any terms mentioned in the stanza. 
Before you begin work on Le Serpent Rouge, use the ADD DATA function
to scan in the fingerprints and symbols you've acquired (if you've
acquired any). Scan in Montreaux's fingerprints that you got from
Chateau de. Serras, scan in the unknown fingerprint from the envelope
containing Le Serpent Rouge, and finally scan in the symbols you
sketched from the robes in Montreaux's wardrobe closet. 
If you did get the symbols and have scanned them in, press the
ANALYZE button on the top menu. Use the open file function and select
the symbols picture. On the bottom of the screen, you'll see a Start
Analysis button. Press the button. SIDNEY e-mails the symbols file
off for analysis and interpretation. Next, you can use the suspects
section of SIDNEY to attach Montreaux's fingerprint to the case file.
Also, you can attempt to find a match for the unknown print from the
envelope, but you won't be successful (make sure all the prints
you've acquired are linked to their respective owners). 
Aquarius - Le Serpent Rouge Stanza #1
While in SIDNEY, use the open file function to load up the map
Gabriel stole from Madeline Buthane's room. Select ANALYZE from the
top menu and press the Start Analysis button at the bottom of the
screen. SIDNEY will create two pictures of the map. One is zoomed out
presenting a wide view of the map; the other view is a zoomed-in view
you can mark points on. Look at the menu selections on the top of the
screen; then, locate and select Enter Points." On the zoomed-in view,
place one point at C. de Blanchefort and another at the red cross in
Rennes-le-Chateau. Select "Start Analysis," and SIDNEY will
automatically place a line between the two points - the sunrise line. 
Pisces - Le Serpent Rouge Stanza #2
Again, inside SIDNEY, use the top menu bar to select ANALYZE. Use
the open file menu option and select the first parchment that Gabriel
acquired from Lady Howard and Estelle's room. With the parchment
loaded, select "Start Analysis." SIDNEY will report that the
parchment includes both geometry and hidden text. Use the menu
options on the top of the screen and select "View Geometry" to view
the triangle shape. SIDNEY will automatically save the shape. Next,
use the top menu options and select "Extract Anomalies." When you're
prompted for a language, select "French." SIDNEY saves the discovered
text. 
Return to the ANALYZE screen and open the second parchment file that
Gabriel stole from Lady Howard and Estelle's files. Press the Start
Analysis button. Once again, SIDNEY discovers both geometry and
hidden text. Use the menu options across the top of the screen and
select "View Geometry," and SIDNEY will automatically save the
shapes. Next, select "Extract Anomalies" and select "French" as the
language. Finally, select "View Rotation" under the graphics pull-
down menu. 
Your next job is to place the circle on the map. Return to the main
ANALYZE screen and use the open file function to load the map file
you worked on before. Select "Enter Points" from the top menu and
place four points on the map, one in each of the churches located in
Rennes-le-Chateau, St. Just et le Bezu, Bugarach, and Coutassa. Place
the point on the red cross symbol near each town. Next, press the
"Start Analysis" button, and SIDNEY will prompt you for a shape;
select the use shape menu option and choose the circle. This places a
circle on the main map. 
Move your mouse cursor to the full-sized map and select the circle
by pressing your mouse button on one of the circle's borders. With
the circle selected, you can move and enlarge the circle using the
mouse and mouse buttons (the symbols for move and enlarge are
standard Windows symbols). Enlarge the circle so its border moves
through each point you just marked. Keep moving the circle until it
locks in place and Grace speaks. After you've placed the circle, head
down into the lobby to watch some cutscenes. 
Hotel Lobby
When you descend the hotel stairs, you'll observe a scene between
Gabriel, Mosely, and Buthane, who have decided to take a trip out to
the bar at Rennes-le-Bains. Also, Emilio enters and sits in the
lounge with Buchelli (Emilio will be drinking water later in the time
period). Also, if you head into the dining room, you can speak with
Lady Howard and Estelle. 
Aries - Le Serpent Rouge Stanza #3
After you've watched the scenes in the lobby, return up the stairs
and into Gabriel's room. Use the laptop on the desk to reengage
SIDNEY. For clues on this stanza, select the SEARCH option from the
top menu and search for quaternity, St. Michael, and Pythagoras. Make
sure you follow all the additional links presented in each topic.
Once completed, press the ANALYZE button on the top menu and load the
map (if it isn't already). Select the use shape function from the top
menu and choose the square. Resize and position the square so it fits
around the circle. Once complete, the square will lock into place,
and Grace will comment. 
Taurus - Le Serpent Rouge Stanza #4
While still in SIDNEY, select the ANALYZE menu option and open up
the map. Select "Enter Points" from the top menu bar. Place one point
at Chateau de. Serres and another where the meridian line crosses the
top of the circle. If done correctly, you can press the Start
Analysis button, and SIDNEY will draw a line between the two. If you
placed the points incorrectly, just select the Clear Points menu
option and try again. Next, press the mouse cursor on any border of
the square. This selects the square. Move your mouse until you're
given the tilt icon. Tilt the square either way until its border
lines up with the line you just created. The square locks into place,
and Grace will make another comment. After the tilted square is in
place, you can head down into the hotel lobby and watch a few
additional cutscenes. 
Hotel Lobby Revisited
Proceed down into the hotel lobby after placing the tilted square,
and you'll watch Lady Howard and Estelle inviting Buchelli and Emilio
to play bridge. Emilio Baza leaves his water glass in the lounge. You
can approach and attempt to take fingerprints, but for the second
time, an object held by Emilio Baza bears no fingerprints. Buchelli's
wine glass is also in the lounge; Grace can take his prints if you've
failed to acquire them as Gabriel. While downstairs, you can also
peek into the dining room and watch the bridge game, but Grace won't
attempt to initiate conversation with any players. 
Gemini and Cancer - Le Serpent Rouge Stanzas #5 and #6
Return to your hotel room and use the laptop on the desk to initiate
SIDNEY. Select the SEARCH function first and look up some words in
the stanzas and some clues you've gathered up to this point in the
game. Perform a search on Asmodeus, chessboard, and duality. Like
before, follow all additional links and read about the other topics.
When you're finished, press the ANALYZE button on the top menu bar
and open the map file (if it isn't already open). Use the menus on
the top bar and select "Draw Grid." Select "Fill Shape" and choose a
grid size of 8x8. Click on the tilted square on the map to complete
the chessboard-like grid. Exit from SIDNEY, and you'll complete day 2
and watch the day's end movie. 
Day Three Walk-through 
Day 3 begins in the middle of the night with a buried discovery, a
memorable cutscene, and concludes with a climatic battle. During the
day, you'll switch back and forth again between Gabriel and Grace as
the two work toward revealing the identity of the kidnapper as well
as discovering Rennes-le-Chateau's startling secret. 
Day 3, 2:00 am - Playing as Gabriel Knight 
The third day begins in the middle of the night after Gabriel's wake-
up call from the front desk. It's time to see what Larry Chester is
up to and why he set his alarm cloak for 2:00 am. 
Spying on Larry Chester
Exit Gabriel's room and the hotel. Then, proceed toward the moped
rental shop. Use your keys on the Harley to bring up the overhead
map. Don't select the Larry's House hotspot; instead, head to the
Blanchefort parking area so you can sneak behind Larry's house to see
what he's up to. When you get to Blanchefort, follow the path to the
right, using the signs to lead you to the Blanchefort ruins. After
you get to the first new area, use your camera to locate the roof of
Larry's house in the distance. Locate the path nearby and proceed
behind Larry's residence. 
When you're behind Larry's house, place the mouse cursor over his
study window and select the icon to peer inside. Watch Larry grab
some items and head out his front door. Gabriel will automatically
hide behind Larry's house as he walks by. Watch Larry head down a new
path; this exit becomes active for you now. You can follow Larry here
if you wish, or just wait until he comes back. Then, investigate the
exit. 
Either way, proceed down this new exit and spot Larry burying
something in the soft dirt (or, if you waited until he returned,
you'll simply find the soft dirt at the location). The spot is easy
to locate; just look for the light-colored dirt texture. If you
arrive while Larry is digging, Gabriel will hide behind a rock and
tree until Larry leaves. Once he's gone, head down to the spot where
Larry buried something. Open your inventory and select the shovel.
Use the shovel on the dirt to dig up the manuscript. Pick up the
manuscript. Go to your inventory and use the fingerprint kit on the
manuscript to grab Larry's fingerprints. 
Head back to the Blanchefort parking area. Gabriel will spot a black
sedan drive by, but won't be quick enough to follow it. You can now
either head back to the hotel and conclude the time block or use the
Harley to drive over to L'Homme Mort and find Mosely wandering about.
Talk with Mosely and exhaust all the conversation topics. When you're
finished, return to your hotel room. When you approach the door,
Gabriel will declare that it's time for bed, again, and head inside.
Watch the cutscene that will have Gabriel Knight fans talking for a
long time. 
Day 3, 7:00 am - Playing as Grace Nakimura 
The morning of the third day begins after "the night," a term that
Gabriel Knight fans are sure to use to describe the cutscene
concluding the previous time block. As the day begins, Grace is in
the hotel room, while Gabriel is still asleep in the bed. Before
leaving the room, locate the manuscript that Gabriel dug up; it's on
the table in front of the couch. Also, grab Gabriel's motorcycle keys
from off the table. Also, before you leave the hotel room, fire up
SIDNEY and check the coordinates for the center of the circle. Grace
will also write these down in your inventory. Head out into the
hallway. 
If you wish, you can use the glass you snatched from the tray
outside Lady Howard's room to listen in on the various room doors.
You'll find Buchelli, Buthane, and Mosely still in their respective
rooms. If you check your inventory, you'll notice that you've got
Mosely's room key (Mosely handed it to you last night in a desperate
hope). Approach Mosely's room 33 and use the key on the door. Once
inside, examine the room thoroughly by searching the bed and the
closet first. When you're finished, look through the clothes pile on
the floor and grab the coordinate tracking device. 
Exit Mosely's room and head down into the lobby. You can enter the
dining room and find Lady Howard and Estelle enjoying breakfast.
Speak with them and exhaust all the conversation possibilities. Your
next trip should be to the museum, though you can take a detour to
the Tour Magdela and speak with the Abbe, who is once again at the
top looking around the landscape. 
Museum
When you're finished inside the hotel, head toward the museum by
following the signs (you've visited the museum on a number of
occasions by now). Thankfully, the museum is open this time, so
proceed inside. Just inside the front door, examine the postcards on
the rack. Grace will find three of interest (you must look at each
and every postcard to locate the important ones). Open your inventory
and use her wallet on the three postcards of interest: the Poussin
and the two Teniers. You must get all three to complete the time
block. Once you've acquired them, proceed to the museum's front desk. 
Speak with Madame Girard, specifically about the envelope. Exhaust
all the dialogue possibilities and proceed into the heart of the
museum if you wish. There's nothing significant to do in the museum,
but looking at all the objects as Grace could provide some additional
information and clues. 
L'Ermitage
Once you've finished at the museum, head to the moped rental area.
Check the bikes here, and especially pay attention to Lady Howard and
Estelle's blue moped. Swipe the binoculars from their moped. Head
over to Gabriel's Harley and use the keys. With the overhead map up,
select L'Ermitage. Alternatively, you can head over to the
Blanchefort parking area and head up to the ruins to see Larry
Sinclair, formerly known as Larry Chester, looking around the
landscape with some binoculars, but you can't speak with him. 
When you reach L'Ermitage, make sure you possess the coordinate
tracking device you stole from Mosely's room. If you followed the
walk-through, you should have it. If not, return to the hotel, use
Mosely's key on room 33, and grab the device from the clothes pile on
the floor. 
At L'Ermitage, approach the cave and locate the note just inside.
Pick up and read the note. Once you've acquired the note, open up
your inventory and select the coordinate device. Exit the inventory
and use the coordinate device on Grace to bring up the device's
interface. In the upper left corner of the screen, you'll notice an
overhead map and latitude and longitude coordinates at the bottom.
Don't touch anything on that upper left area. What you want to do is
simply move Grace around and notice how the latitude and longitude
readings change. 
With the coordinate interface active, walk around until Grace is on
top of the center of the circle from the SIDNEY map. Check your
inventory to get the coordinates or jot them down from the SIDNEY
interface from your hotel room. The spot should be close to the
cave's entrance. When you're close, Grace will automatically draw an
X in the dirt with her foot. Open up your inventory and select the
shovel. Use the shovel on the X. Before you leave L'Ermitage, you can
select the St. Anthony and St. Paul postcard from your inventory on
the rock formation to the left of the cave. Grace compares the two.
Further, select the cave, open the verb menu, and select "point" for
additional information. 
SIDNEY
When finished at L'Ermitage, get back on the Harley and return to
Rennes-le-Chateau and your hotel room. Approach the desk in the
corner and fire up SIDNEY by using the laptop. Use the ADD DATA
function at the top menu bar and scan in the three postcards you
purchased from the museum. Also, you can select the SEARCH function
from the top menu and perform a search on Solomon from the clues you
obtained at L'Ermitage. 
Leo - Le Serpent Rouge Stanza #7
While in SIDNEY, select the ANALYZE function from the top menu. Use
the open file function and select the Poussin Tomb postcard you
scanned in a moment ago. Press the Start Analysis button at the
bottom of the screen. SIDNEY reports some hidden geometry and words.
Use the menus at the top to view the geometry (a hexagram) and zoom
in on the words (Et in Arcadia). SIDNEY saves both to a file. 
Still on the ANALYZE screen, open the first Tenier postcard,
Temptation of St. Anthony, and press the Start Analysis button.
SIDNEY doesn't find anything. Still on the ANALYZE screen, open up
the second Tenier postcard, St. Anthony and St. Paul, and press the
Start Analysis button. Once again SIDNEY finds both hidden geometry
and words. View both the geometry and the zoom and clarify for
confirmation and additional clues. 
Open up the map file now and select "Enter Points" from the top
menu. Place one point at the very center of the circle (located at
L'Ermitage) and another at Poussin's Tomb. Press the Start Analysis
button, and SIDNEY will draw a line between the two points. Once
completed, you'll hear the familiar sound of a clock ticking
confirming that time has passed, and you've completed some objectives. 
Before moving to the next stanza, you can speak to some characters
who have moved positions since the last time you checked. Head down
into the dining room to speak with Mosely and Buchelli and ride over
to L'Homme Mort to speak with Madeline Buthane. When you return to
the hotel, speak with Mosely again to tell him about Madeline.
Finally, you can check on the others by using the glass on their
doors. 
Virgo - Le Serpent Rouge Stanza #8
Once you're finished speaking with the various characters, return to
your hotel room and fire up SIDNEY once again. Use the SEARCH
function from the top menu to look up some of the words used in Le
Serpent Rouge for additional clues about the stanza. For instance,
perform searches on St. Vincent, Temple of Solomon, and floor plan.
Be sure to follow all the additional links. You must search on the
floor plan, so SIDNEY will send an e-mail off requesting a copy of
the floor plan. 
After performing the searches, select the ANALYZE function from the
top menu. Open up the map file if it already isn't loaded. Select the
Enter Points function from the top menu. You'll enter four points on
the map to mark the temple walls. Your goal is to make a two square
wide rectangle down the center of the grid you placed earlier. To do
so, move your mouse to the top of the grid and place points at the
top of the fourth and sixth lines from the left. Next, move your
mouse to the bottom of the grid and place points at the top of the
fourth and sixth lines from the left. If done correctly, the temple
walls will form after you press the Start Analysis button. 
Libra - Le Serpent Rouge Stanza #9
Again, before you dive into the analysis functions, use the SEARCH
button at the top menu to perform searches on the clues provided in
the stanza - soul, hexagram, and seal. Follow all additional links
provided. When you're finished, head back to the ANALYZE function and
open up the map file. Select the Use Shape function from the top menu
and choose the hexagram. Place the hexagram just inside the circle;
resize it so its outer points rest just on the border of the circle.
Next, rotate the hexagram until the shape locks into place. One arm
will get placed at the intersection of the meridian, the sunrise
line, and at the Poussin Tomb / L'Ermitage line. With the hexagram
locked into place, exit from SIDNEY, and the time block will conclude. 

Day 3, 10:00 am - Playing as Gabriel Knight 
The third segment from day 3 begins in the hotel. Gabriel has just
gotten up, and he speaks with Mosely in the hall about the previous
night's events. During the conversation, you can see that Jean and
Roxanne are entering Wilkes' room for some reason. After the
conversation with Mosely concludes, walk over the Wilkes' room and
enter. Alternatively, you can simply just walk to the door and
attempt to listen in on their conversation or even just wait until
they leave and interrogate them afterward. If you wish, you can use
your glass on Buchelli's and Buthane's door to hear them inside. 
At the Hotel
Once Jean and Roxanne have kicked you out of Wilkes' room, wait
until Jean leaves downstairs and Roxanne enters the supply closet -
she'll leave the door slightly ajar. Enter the supply closet and
speak to Roxanne about Wilkes and letting you into Wilkes' room. Keep
pestering here, and she'll eventually let you inside Wilkes' room so
you can investigate for yourself. Once inside Wilkes' room, search
the bedroom and bathroom for some clues, but you find nothing
significant. 
A few other hotel dialogue sequences remain. You can return inside
your hotel room and find Grace on the couch reading the manuscript,
though you won't speak to her about much. Also, you can knock on
Mosely's door and speak to him about Grace. Finally, you can talk to
Jean at the hotel's front desk and try to get any additional
information about Wilkes. When you're finished canvassing the hotel
for information, head to the moped rental area. 
Finding Wilkes at L'Homme Mort
Use your Harley, bring up the overhead map, and select L'Homme Mort.
When you arrive, use the camera and roam around the area until you
locate a block of footprints in the back of the area. Simply look for
a different texture than the typical dirt or grass. Examine the
footprints, and Gabriel will follow them into a new area at L'Homme
Mort. 
When you arrive at the new area, you'll find Wilkes' dead body
sprawled out on a rock. Examine the body and his wounds. Use the verb
menu to search his body for items; Gabriel will pick up a letter from
Wilkes' pocket. Open your inventory and read the letter. Use the
camera to move around and locate the pool of blood. Examine the pool
of blood and the knee prints. When you've searched the area, return
to the parking area of L'Homme Mort and bring up the overhead map.
You should hear the sound of time passing. At this point, you can
check Lady Howard and Estelle's site and speak with them (and get
their license plate if you haven't) as well as visit Poussin's Tomb
and find Emilio (and get his license plate if you haven't). 
Before you head to Larry's, you should go back to your hotel room to
witness an important scene. When you enter the second floor hallway,
you'll witness Mosely walking out of your room with a bunched-up
newspaper. You can enter your hotel room to see what has just
happened; Grace is currently in the shower, and you might notice that
the manuscript is missing from the table. Also, you can take time to
use SIDNEY and add any fingerprints or license plate numbers you've
obtained thus far (you likely have Larry's fingerprint in your
inventory). 
Larry Sinclair's House
When finished back at the hotel, return to the moped rental area and
use your Harley to open up the overhead map. Select Larry's house.
After Gabriel leaves the bike, approach the front door and knock.
Larry answers the door and ushers you inside. Alternatively, you can
talk to Larry Sinclair before you find Wilkes' body and head back to
your hotel for some different sequences. 
Speak with Larry inside his study and exhaust all conversation
topics, including the manuscript and Montreaux. After you've covered
everything with Larry, return to the Harley, open the overhead map,
and return to the hotel. You'll hear another clock ticking,
indicating that time has passed once again. 
Back at the Hotel
Enter the hotel and ascend the stairs to the second floor hallway.
When you open the door to Gabriel's room, Madeline Buthane emerges in
the hall with another bunched up newspaper - and possibly the
manuscript! As she walks to her room, follow her with the camera to
spot Buchelli checking her - and the bunched up newspaper - out. When
the sequence completes, enter Gabriel's hotel room and talk with
Grace, specifically about the manuscript. Once all dialogue choices
are exhausted, the time block ends. 

Day 3, 12:00 pm - Playing as Grace Nakimura 
You begin the next segment as Grace Nakimura inside her hotel room.
The first time you exit into the hall, you'll see Buchelli emerge
from Buthane's room with, you guessed it, a bunched-up newspaper
concealing, most likely, the stolen manuscript. If you wish, you can
use the glass on the doors to see what others are up to. 
Scorpio - Le Serpent Rouge Stanza #10
When you're finished, head back to your hotel room and load up
SIDNEY on the laptop. Upon entering the program, you'll hear a sound
effect indicating that you've received a new piece of e-mail. Open up
the e-mail, which is from SIDNEY, about the temple diagram file you
requested a few time blocks ago. Viewing the e-mail places the
attachment in your files section; open the file from the top menu and
view the Temple of Solomon. You'll notice that the temple itself is a
long rectangle with a middle area twice as large as the top and
bottom sections. If you recall, you already constructed the
boundaries of the top and bottom sections during the previous Le
Serpent Rouge segments. 
Select the ANALYZE function from the top menu and open up the map
file you've worked on several times previously. Select Enter Points
from the top menu. You must enter the appropriate points to construct
the middle portion of the temple. Place points constructing a
rectangle section through the center portion of the temple walls you
formed previously. Place the points at the following intersections:
the third horizontal grid line from the north and on both the fourth
and sixth vertical gridlines (already formed as temple walls), the
seventh horizontal grid line from the north, and the fourth and sixth
vertical gridlines. When the points are in the correct position,
press the Start Analysis button to form the lines. If done correctly,
the lines will lock into place, and Grace will comment. If you're
having trouble, look at the e-mail you received once again to look at
the size and shape of the temple sections. 
Once you've created the full temple layout, select Enter Points once
again and place a point in the exact center of the top section of the
temple, called the Holy of Holies. This marks a new site on the map,
letting you visit Mt. Cardou from the Blanchefort parking area.
Furthermore, check your inventory, and you'll spot the coordinates
for the site marked on a notepad. 
Before leaving the hotel, you can check down in the dining room to
overhear a conversation between Lady Howard and Estelle concerning
possible Egyptian artifacts found out here. Once their conversation
concludes, Grace can initiate a short conversation. Buthane is also
in the dining room, but Grace doesn't speak with her. When you're
finished in the hotel, head over to the moped rental area and use
Gabriel's Harley to activate the overhead map. 
Northeast Arm of Hexagram (Back of Mt. Cardou)
On the overhead map, locate two new sites: northeast (NE) Arm of
Hexagram and southeast (SE) Arm of Hexagram. These two sites lie on
the northeast and southeast points respectively on the overhead map.
Grace will drive to the site and hop off the Harley. Examine the
chain link fence and signs and locate the note taped to the fence
post. Grab and read the note. When you're finished, use the Harley to
activate the overhead map again. Select SE Arm of Hexagram. 
Southeast Arm of Hexagram (Le Bec)
When you arrive at the southeast arm of the hexagram, you'll notice
that the area is rather large; however, it's all enclosed in this
simple area. If you find another path leading away, it will simply
take you back to the overhead map. Use the camera to scan the
environment and locate the cave in the corner. You should also find
Wilkes' handkerchief near the cave. Pick up Wilkes' handkerchief and
examine it. 
Open your inventory and read the coordinate list to find the
latitude and longitude coordinate for this hexagram point. Grab the
coordinate device and use it on Grace to open up the coordinate
interface. Walk around in front of the cave opening to locate the
point. When you're close, Grace will automatically walk to the point
and create an X on the ground with her foot. Open your inventory and
use the shovel on the X. When Grace shovels the dirt, she'll knock
around the rocks in front of the cave opening. Doing so reveals
another hidden note. Pick up the note and read it. After examining
the area, it's time to head to the center of the Holy of Holies, or
"the site" at Mt. Cardou. 
Before you do, use the Harley and head over to the Rennes-le-Bains
and the bar. Inside, Gabriel and Mosely are chatting. Grace will talk
to them for a few moments, but gain no significant information. When
done, open the overhead map and select Blanchefort. 
Mount Cardou
Grace will arrive at the Blanchefort parking. Locate the exit toward
Mount Cardou and proceed. You'll arrive in an alcove with a few trees
and hard mountain rock. There's another note on the tree. Grab the
note and read it for some additional clues. Open up your inventory
and select the coordinate device. Check the notepad to get the
coordinates for the center of the Holy of Holies. 
Use the coordinate device on Grace to bring up the coordinate
interface. Walk until you are near the coordinates (it's near the
back of the alcove). When you reach them, Grace will make an X in the
dirt. Open your inventory and use the shovel on the ground.
Unfortunately, the mountain rock is too hard to dig into. After
you've completed this area, you'll hear the sound of time passing. 
Return to the Blanchefort parking area and follow the signs up to
the ruins of C. de. Blanchefort. Stand at the top of the mountain and
open your inventory. Take out the binoculars you took from Lady
Howard and Estelle's bike (if you don't have them yet, return to the
moped rental area or their digging site and swipe them) and point it
toward the orange rock. Click the Zoom 50X button and see Buchelli's
moped next to the orange rock. This activates the orange rock site on
the overhead map. Get back down to the Blanchefort parking and use
the Harley to open the overhead map. Select the orange rock
destination. 
Orange Rock
When you arrive, you'll notice that Buchelli's moped is no longer
here. Grace will get off the bike. Locate the winding path leading
past the rock. You'll spot a patch of soft dirt. Again, just look for
the dirt texture that stands out from the rest. It lies at the very
end of the path in a small alcove. Approach the dirt and examine it.
Open your inventory and select the shovel. Use the shovel on the dirt
to dig up what Buchelli buried behind the orange rock - the stolen
manuscript. 
Grab the manuscript and open your inventory. Select the fingerprint
kit and use it on the stolen manuscript. Swipe the brush across the
right-hand side of the manuscript and continue to look for
fingerprints until you've uncovered three separate prints. Copy each
print, and you'll have three new prints in your inventory to match
against the one's you've acquired and linked in SIDNEY's database. 
You can also wait until the next time block and dig up the
manuscript as Gabe, but it's easier to do it here with Grace. Before
heading back to the hotel, check Lady Howard and Estelle's digging
site and speak with them. Also, Madeline Buthane is on top of the
Tour Magdala, and Grace will initiate a conversation. When you're
finished, return to the hotel. 
Back at the Hotel
As soon as you return to the hotel, you'll witness a cut scene
between Jean and Prince James, who has arrived. As Prince James
leaves, he will stop and speak briefly with Grace. Emilio Baza is
also in the lounge. Approach and speak with him. When you're
finished, ascend the stairs. If you wish, you can use the glass on
the other room doors to hear what others are up to. It sounds like
Buchelli is packing after burying the manuscript. Proceed into your
hotel room and fire up SIDNEY by using the laptop on the desk. 
Before attempting to solve the next Le Serpent Rouge riddle, select
the ADD DATA function from the top menu bar and scan in all the
fingerprints you grabbed off of the buried manuscript. If you've been
linking correct fingerprints to their subjects, you can perform a
match analysis on the unknown fingerprints to discover who left the
fingerprints on the manuscript. You'll have no surprise here; they
belong to Mosely, Buthane, and Buchelli. 
Ophiuchus - Le Serpent Rouge Stanza #11
While in SYDNEY, perform an ADD DATA and scan in the note you
scribbled from Emilio's doodle in the sand (while you were on the
tour group). If you recall, he wrote the word "SUM" in the dirt. If
you forgot to copy the word, it's still there. Just head back to
Poussin's Tomb. 
Open the note file and translate it from Latin to English. You'll
discover it means "I am." Next, open the Et in Arcadia Ego file that
was automatically saved by SIDNEY when you searched for hidden words
on the postcards from the museum. Translate the phrase from Latin to
English to discover its meaning. SIDNEY will prompt you to add
additional text. Add "SUM" to the end of the phrase. 
With the Et in Arcadia Ego Sum file open, press the Start Analysis
button, and SIDNEY will suggest running an anagram parser on the
phrase. Use the menu at the top of the screen and select the anagram
parser. While on the anagram screen, scroll down the Latin words on
the left side and build the phrase "Arcam dei tango," which means "I
touch the tomb of God." SIDNEY will automatically perform a search on
the final four letters of the anagram and complete the phrase with
"Iesu," which completes the translation of "I touch the tomb of God,
Jesus." 
Sagittarius - Le Serpent Rouge Stanza #12
While still in SIDNEY, select the ANALYZE function from the top menu
and open up the map file. Select the Enter Points function from the
top menu. You're placing the red serpent on the map. It's the same
shape as the one on the front of the Le Serpent Rouge papers. Locate
it just above the Holy of Holies; you'll see what looks like a train
track with a tail end near Chateau de Serres. Place one point on the
tail end of the track, or serpent, one in the middle, and one in the
circle at the other end, the serpent's head. When finished, press the
Start Analysis button. With everything completed, and the serpent on
the map, the time block concludes. 

Day 3, 3:00 pm - Playing as Gabriel Knight 
You start the next time block as Gabriel Knight, and you're in the
dining room holding an impromptu meeting with the prime suspects for
stealing the manuscript - Mosely, Buthane, and Buchelli are all
present. During the discussion, you'll be prompted to answer
questions about who stole the manuscript and in the order in which
they took it. Further, Grace will have to answer the means by which
she found the manuscript. 
So, when you're prompted, answer that Mosely was the first to steal
the manuscript, Buthane was the second, and Buchelli was the third.
When Grace is prompted to answer, indicate that she witnessed
Buchelli burying the manuscript. If you've completed the sequence
correctly, you'll learn the secrets of Mosely, Buchelli, and Buthane
and their purpose for being in Rennes-le-Chateau. If you don't enter
the sequence correctly, they won't tell you anything and simply leave
the table. 
After completing the scene, return to Gabriel's room and speak with
Grace about her case and SIDNEY findings. Also, if Grace failed to
dig up the manuscript in the previous time block, you can ask her
where it is here and head out to the orange rock to retrieve it as
Gabriel. Further, you can wander the second story hallways and use
the glass on each room door to see what the others are up to. 
When you're finished in the hotel, there are a few areas you can
explore around town for additional information. First, you can hop on
the Harley and visit Lady Howard and Estelle's site and speak with
Estelle. Further, check the moped at the parking area and spot the
water bottle in the back basket. Use the fingerprint kit on the water
bottle to snag Estelle's fingerprints. You can also retrieve her
fingerprints in the next time period as Grace. If you collected the
fingerprints as Gabriel, be sure to return to the hotel and link the
fingerprints to the Estelle suspect file. Also, you can head up to
the Tour Magdela and speak with the Abbe. 
Once you're finished, recall that Prince James told Grace he wants
to speak with Gabriel Knight. From the hotel entrance, turn left and
proceed toward the fountain. Proceed to the expensive-looking
building that you couldn't enter before, Villa Bethania. 
Villa Bethania
Approach the front door, open up the verb menu, and select knock.
Gabriel will be ushered inside and sit down to speak with Prince
James. If you attempt to speak with Prince James before you've
secured the manuscript, you can't go inside. 
Speak with Prince James about all the topics. Be sure to exhaust all
the dialogue topics, especially covering the manuscript,
negotiations, and priory treasure. When you've completed the
dialogue, exit the Villa Bethania and head to your Harley in the
moped rental area. 
Chateau de Serras
It's time to go snoop on Montreaux again. Use the keys on your
Harley and open up the overhead map. Select the Chateau de Serras.
Gabriel parks just outside the closed gate. Get off the bike and
approach the gate. Use the mouse cursor on the gate and click the
left mouse button. Open up the verb menu and select "climb." Then,
watch Gabriel traverse the metal gate and land on the other side. 
As you approach the front door, the butler (and sometimes bartender)
emerges to greet you. You'll share some words and be ushered into the
cellar by Montreaux himself. After a few lines of conversation and
some spooky wine tasting, Gabriel exits and emerges back into the
courtyard. 
Before leaving, approach the garage. Locate the door into the garage
and enter. It's pitch black inside, and there's something unusual on
the ceiling. Locate the light switch on the left side of the room and
open the verb menu while the mouse cursor is over the switch. Flip
the switch to reveal the bats. Inspect everything in the room,
especially the bats. Once you've scanned the garage, the time block
ends. 

Day 3, 6:00 pm - Playing as Grace Nakimura 
Grace's time block begins inside the hotel. Take time to explore the
hotel. Use your glass on the room doors to see who's still hanging
around. Proceed down to the hotel lobby and talk with Simone, the
night desk clerk, and ask about Gabriel. Enter the dining room and
you'll find Mosely, Buthane, and Buchelli eating together. 
If Gabriel didn't get Estelle's fingerprint from the water bottle
during the last time period, you can head into the moped rental area
and get it from the water bottle, still in the back basket of the
bike. Open your inventory and grab the fingerprint kit. Use the
fingerprint kit on the bottle to get Estelle's prints. 
Either way, return to SIDNEY inside your hotel room and attempt a
match analysis on the fingerprint you discovered on the Le Serpent
Rouge when you found it attached to the museum door. If you have
properly linked Estelle's fingerprints to her suspect file, you'll be
alerted that the print on the Le Serpent Rouge is indeed Estelle's.
You should also have received an e-mail from SIDNEY regarding the
symbols you copied down from the robes inside Montreaux's wardrobe
closet. 
Confronting Estelle
After matching the print with SIDNEY, head down into the hotel lobby
and find Estelle having a cup of tea. Confront Estelle about the
fingerprint and the Egyptian artifacts you overheard her and Lady
Howard speaking about previously. If you complete both tasks, Estelle
will take you to her hotel room and show you photographs of the
artifacts. If you don't complete both tasks - matching the print and
overhearing the artifact conversation - you'll receive different
responses. 
Emilio at the Cemetery
At some point during this time block, Emilio will emerge from his
hotel room and proceed out of the hotel and down the path leading to
the church. Follow him. If you miss following him, don't worry, you
can head to the church cemetery at any time during the time block and
locate him there. 
When you arrive, hide, and watch the scene of Emilio and Mesmi
conversing about the current situation. After a few moments, Emilio
will depart and return to his hotel room. When the coast is clear,
resume following Emilio back to the hotel room. 
Follow him to his door. After he goes inside, knock on his door and
get ushered inside. Watch the elaborate cutscene detailing Emilio and
his purpose for being at Rennes-le-Chateau. After the cutscene, the
time block ends. 

Day 3, 9:00 pm - Playing as Gabriel Knight 
You begin the final time block as Gabriel Knight as the team is
being assembled, and the plan set for the journey into the temple to
finally learn what's going on and who's behind the kidnapping. Watch
the extended cutscene. You'll gain control inside the first room of
the temple. 
Temple Chess Puzzle
Gabriel, Mosely, and Mesmi stand at the foot of a black and white
chessboard scattered with different tiles. The most important tiles
to observe are the swords, the skulls, and the blank tiles. When you
land on a sword tile, the light under the sword switches off. When
you land on a skull tile, it releases from under you, and Gabriel
plunges to his death. When you land on a blank tile, you remain
standing, but the tile disappears after you move again, meaning you
can't return to that tile again. 
The goal of the puzzle is to step on each sword tile once and only
once. Further, you must step on the sword tile in front of the door
with the stone circle on it last. When you do, the door with the
circle on it opens, letting Gabriel enter the next room. 
To receive hints on the puzzle and the room, use your mouse to click
on the various tiles and objects in the room and select the radio
icon. Gabriel will radio Grace and ask questions about the
environment and about the puzzle. The most important thing you learn
is that you must move like a knight moves in chess. That is to say,
you must move in an L shape. Two steps forward, backward, left, or
right, then one step perpendicular to your first movement. Think
about the L shape and simply rotate 90 degrees in all directions.
There are several solutions to the puzzle. Here's one: 
The chessboard is eight squares by eight squares. Number the
columns, starting left to right, one to eight. Then, letter each row
from top to bottom A through H. If done correctly, the bottom left
chessboard square would be at the intersection of H and 1. Perform
the following moves: 
H4 to G6
G6 to F4
F4 to H5
H5 to G3
G3 to H1
H1 to F2
F2 to D3
D3 to E1
E1 to C2
C2 to E3
E3 to D1
D1 to B2
B2 to A4
A4 to B6
B6 to A8
A8 to C7
C7 to E8
E8 to F6
F6 to G8
G8 to H6
H6 to F7
F7 to D8
D8 to B7
B7 to C5
C5 to B3
B3 to A5 
Temple Circle Chamber
After solving the chess puzzle and passing through the circle door,
you'll enter a large circular room. Take a moment to observer your
surroundings. There's a bladed pendulum swinging back and forth in
the center of the room. Just under the center of its sway is a small
platform with some objects. Around the edge of the room is a rotating
platform that carries you around to where the pendulum meets the wall. 
To solve the puzzle, use the camera to observe which tile on the
rotating platform intersects with the pendulum when it meets the
wall. If you observe correctly, you'll see that the tile with the
square on it intersects with the pendulum perfectly on the left side
of the room. 
Now, don't jump on the square tile or the blade will crush you.
Instead, jump on the tile just behind the square tile
(counterclockwise from the square tile). That way, you'll miss
getting sliced by the blade, but you'll be only one tile away,
letting you jump to the blade and grab hold. 
Use the camera and position it facing Gabriel as he stands in the
doorway. When the square tile comes in front of Gabriel, leap to the
tile just behind it. Stand on the tile and glide to where the
pendulum meets the wall. When the pendulum intersects with the square
tile, place your mouse cursor on the pendulum and notice the hand-
grabbing icon. Press the mouse button, and Gabe will grab onto the
pendulum. 
Save your game here. Your next task is to leap onto the platform in
the center of the room, and it's not easy, considering the fast
swaying motion of the pendulum. Take a few moments to observe the
motion of the pendulum. Remember that the force of the motion will
cause you to leap off in the direction if its movement. In other
words, don't attempt to fall straight down off the pendulum. Wait
until you're about halfway from the side wall to the platform in the
middle, then place your mouse cursor over the platform (and observe
the hand-grabbing icon) and click your mouse to leap to the platform.
Again, it's wise to save your game here in case you miss. If you
miss, just load your saved game and try the leap again. 
On the platform are a scale and a collection of gold plated objects.
Click your mouse on the scale and radio Grace for assistance. She
explains, with a clue, which objects should be placed on the scale.
Pick up the infinity symbol first and place it on the scale (just use
the scale icon after you've clicked the infinity symbol). Next, pick
up the egg and place it on the scale. Finally, pick up the piece of
fruit and place it on the scale. After all three are on the scale, a
door will open ahead of you. 
Temple Hexagram Chamber
When you enter the next chamber, you'll see a set of display stands
and several dark areas. Walk Gabriel around the chamber and examine
everything before picking anything up. Also, use the radio to ask
Grace about the objects, the Solomon statue, and the Latin phrases
before attempting to pick up any of the objects. 
Move over to the display stand with the gold and leather glove. Pick
up the leather glove; Gabriel will automatically put the glove on his
hand. Walk over to the display stand with the fire and water. Use the
camera to look inside the bowl of fire and spot the stone. With
leather glove in hand, use the verb menu to pick up the stone. 
Walk over to the two statues. The one on the left looks like a
demon, and the one on the right looks like a knight. Place the stone
in the outstretched hand of the demon statue. When you do, the dark
areas of the chamber illuminate revealing additional display stands
(and the display stands you just used turn dark). 
Again, examine everything in the room before moving or picking
anything up. Select the radio icon and get Grace's advice on the
items inside the room. Move Gabriel over to the two mirrors and the
slider switch. Stand on each platform to observe what Gabriel looks
like in each mirror. In one mirror, Gabriel will appear as an old
man. In the other mirror, Gabriel will appear as his normal self.
Take note of which mirror Gabriel appeared as an old man and move the
slider to that side. Next, walk over to the display stand with the
three buttons. Press the button with the yin-yang symbol on its top.
When you do, another chamber opens. 
Temple Veil Chamber
Moments after entering the next chamber, Mosely and Mesmi catch up
and join you. Examine the features of the new room. Notice the bridge
and the "invisible" bridge that lies to the left of it. Also, check
out the energy wall ahead of you. Be sure to use the radio for extra
details. Approach the invisible bridge by walking in between the two
posts. Watch closely and observe how the segments of the bridge
appear and disappear. Leap to a close segment after it just appears
(it will glow slightly as it appears). Work your way slowly across
the invisible bridge. Don't take unnecessary risks by leaping too far
ahead. Further, save your game before you begin your trek across, so
you can load a saved game just as you start across. 
When you reach the other side, several vampires appear from the
energy wall and attack. Mosely and Mesmi hold them all while Gabriel
charges into the final chamber for a showdown with Montreaux. 
Temple Holy of Holies
Upon entering the final room, you'll spot Prince James' son on an
altar in the center of the room. Also in the room is Montreaux, the
vampire. Watch the cutscene, where Montreaux summons the immense
demon creature. Gabriel will automatically pull out his dagger. Save
your game immediately. 
If you wish, you can quickly radio Grace for clues about killing
demon (such as, "All demons have one vulnerable spot"). 
Use your mouse cursor and retreat from the creature. You can attempt
to stab at the demon with your dagger. For a clue how to defeat the
demon, watch when you attempt to stab in its head region. Notice how
the demon protects its throat. Spot the sarcophagus in the back of
the chamber. 
If you continue to retreat, you'll pass right next to it. Click on
the sarcophagus and select "climb" from the verb menu. Watch the
scene of Gabriel leaping onto the sarcophagus. 
When the demon approaches, click on its head and select your
talisman. The demon will cover his eyes and pull back his head. At
that moment, click on the demon's throat and select your dagger.
Gabriel will slice the demon's throat, killing both the creature and
Montreaux. 
Congratulations! You've solved the mystery and saved Prince James'
son. Enjoy the final, bittersweet cutscene!

------------------------

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