This is a step by step answer to solving Gabriel Knight game. If
you want to figure out the puzzles for yourself, but are stuck on what
needs to be accomplished DO NOT READ THIS. Instead read the Hints list
first, and only refer to this when completely s tumped.
Day 1
1. Bookstore -- Read paper, take tweezers and magnifying glass
off of table, read books on shelves (there are 3: a German-English
dictionary, a book of German poetry, and a book on snakes). 2.
Dixieland Drugstore -- look at ad on counter, question owner about
voodoo murders. 3. Bookstore -- Ask Grace for messages. 4. Grandma's
House -- question Gran about Knight family. 5. Grandma's Attic -- take
Father's sketchbook, open sketchbook and look instead. Look at the
clock on the trunk. To open clock you turn the hands on the face to 3
o'clock and the dragon to the 12 (Three dragons from the poem at
mid-day). Use the key, ta ke the picture and letter from the drawer.
Read the letter and look at the picture. 6. Grandma's House --
question Gran about Heinz Ritter. 7. St. Louis Cemetery -- copy marks
on tomb into sketchbook. Ask caretaker about cemetery and St. John's
Eve. Explore the cemetery. 8. Bookstore -- ask Grace for messages. 9.
Police Station -- ask desk sergeant for photos, then ask for Mosley,
then ask about the crime scene 10. Jackson Square -- find the mime in
upper left corner of park. Walk close to him and he will follow you,
but avoid others or he will follow them. Take mime to motorcycle cop.
When cop chase mime, use his radio to find the crime scene. 11. Crime
Scene -- copy pattern in sand to the sketchbook. Use magnifying glass
on grass around tree, then use tweezers to pick up snake scale. 12.
Bookstore -- ask Grace to do research on Malia Gedde.
Day 2
1. Bookstore -- read paper. 2. Voodoo Museum -- ask Dr. John
about voodoo, historical voodoo, current voodoo, Marie Laveau. 3.
Moonbeam Residence -- ask about snakes, St. John's Eve, animal masks.
To get the snake skin from the cage, ask about Grimwald, then ask for
a demonstration on how to handle Grimwald. While she is dancing take
the snake skin. Compare skin and scale you found at crime scene. 4.
Police Station -- ask desk sergeant about Mosley. Before going in the
office turn the thermostat (repair man was working on when you
entered) above the copier up as high as it will go. 5. Mosley's Office
-- ask about patterns, and patterns from other crime scenes. Ask for
cup of coffee. When Mosley is out of the office take his badge from
his coat. 6. Police Station -- ask Officer Franks for the Voodoo
Murders file. Look at file, then place it in basket on the desk. 7.
Mosley's Office -- ask Mosley about photographs, check your hair. 8.
Police Station -- take file from basket and copy it. Put file back in
basket. 9. St Louis Cemetery -- ask about Marie Laveau and other
marked tombs 10. Gedde Estate -- use Mosley's badge to gain entry. Ask
Malia about herself, the lake, then flirt with her. 11. Dixieland
Drugstore -- ask about animal masks. Ask about Madame Cazaunoux. 12.
Bookstore -- ask Grace to do research on Madame Cazaunoux. Open cash
register and take gift certificate. 13. Jackson Square -- Talk to
artist in upper right corner. Watch him. When he loses his painting,
go see hotdog vendor in lower left corner. Give hotdog vendor the gift
certificate, give the hotdog to the dancing boy, and get the boy to
get the painting from between the bars at the statue. Give the
painting to the artist, then give him the pattern from the crime scene
and the copied patterns from the file.
Day 3
1. Bookstore -- read paper and get messages, then other messages
from Grace. Ask for Wolfgang Ritter's number. Call Wolfgang. Call to
find Madame Cazaunoux (555-1280). Call Animal Hospital (555-6170), ask
for Madame C. Then say you are worried that Castr o missed his dance
lessons. Take hair gel from medicine cabinet. 2. Police Station -- go
to Mosley's office and listen to interrogation. 3. Jackson Square --
talk to artist in upper right corner. Go to upper left corner and
watch the gypsy. When see begins to dance, go to her and dance with
her. Pick up her scarf. Look at it with magnifying glass. Use tweezers
to take scale. Give the scar f back to the gypsy. Compare the scale to
the one from the crime scene. 4. Tulane University -- listen to
lecture. Go see the professor in his office behind the stage. Ask
about cabrit sans cor, veves, Damballah, and Ogoun Badagris. Give
professor the pattern from the artist. 5. Cathedral -- go to the room
to the right of the altar. Take a collar and jacket from the closet.
6. Cazaunoux Residence -- put on jacket and collar. Use hair gel on
hair. Knock on door. Ask Madame C. about cabrit sans cor, human
sacrifice, voodoo queens, and voodoo hounfours. Use clay from crime
scene to make impression of snake bracelet. 7. Bookstore -- ask Grace
to research veve pattern. Sell Bruno your Father's painting. When
Grace interrupts, tell her to mind her own business. 8. Dixieland
Drugstore -- buy crocodile mask and get gamblin oil. 9. Napoleon House
-- ask bartender about patrons, voodoo, Sam & voodoo. Give Sam gamblin
oil. Give Sam the clay mold. 10. Grandma's House -- ask Gran about
Wolfgang Ritter. 11. St. Louis Cemetery -- visit the Gedde tomb.
Day 4
1. Bookstore -- Read paper, read newspaper clipping Grace gave
you. 2. Jackson Square -- visit gypsy listen to her warning. 3.
Overlook -- observe Crash talking to drummer. 4. Moonbeam Residence --
give symbols to Magentia to translate. 5. Cathedral -- question Crash.
Show him the snake bracelet when he doesn't cooperate. Ask him about
drummer and voodoo hounfour. After Crash dies, look at him, open his
shirt, and copy tattoo.
Day 5
1. Bookstore -- read paper, read Wolfgang's journal, and ask
Grace to research Rada drums. 2. Tulane University -- look at
Professor, take notes from desk, read notes. 3. Voodoo Museum -- when
grabs you, turn on the fan to escape its coils. The switch is located
on the wall just left of the entrance to the museum. 4. Bookstore --
use the tweezers to pick up scale in ashtray. Look at scale under
magnifying glass, then look at scale from the lake the same way. 5.
Police Station -- ask Mosley about case. Ask him to reopen the case.
Tell Mosley about Professor Hartridge and Crash. Show him the two
scales from the museum and the crime scene, show him the newspaper
clipping, and the marks from the tomb.
Day 6
1. Bookstore -- Read paper. Take envelope and read note. 2.
Jackson Square -- listen to Rada drummer. Translate message, "Call
conclave tonight swamp". Convince the beignet vendor to go back to his
old route. Save game at this point in case you mess up. 3. Police
Station -- Have Mosley's office key ready. When sergeant leaves, quick
go to Mosley's office and use key on door. 4. Mosley's Office -- take
tracker and transponders from lower left desk drawer. 5. Cemetery --
Leave message on tomb using brick,"DJ Conclave tonight bring Sekey
Madoule". 6. Voodoo Museum -- place a transponder in the Sekey
Madoule, the little coffin by the door. 7. Bookstore -- get Grace to
copy Crash's tattoo onto your chest. Tell her its for a costume party.
8. Swamp -- Using the tracker, find the conclave meeting. Before
entering meeting, put on crocodile mask. Answer Dr. John's questions:
1) Damballah and 2) Ogoun Badagris.
Day 7
1. Bookstore -- call Wolfgang. Take flashlight from stand by bed.
Read paper. 2. Gedde Tomb -- open the center coffin. After you wake
up, open the coffin again and take Mosley's wallet. 3. Bookstore -- go
to bedroom. Open Mosley's wallet. Call Travel Agency (585-1130) and
book flight to Germany using Mosley credit card. 4. Get on plane at
the airport. 5. Castle -- explore the castle. 6. Bedroom -- read
inscription above door by the bed. 7. Chapel -- look at the wall
hangings, altar, and stained glass window. 8. Entrance Hall -- ask
Gerde about inscription, Wolfgang's library, the wall hangings, and
the initiation ceremony. 9. Perform ceremony. 10. Bedroom -- take
bedpan. Open case on wall and take scroll. Open window and use snow to
wash hands. Take scissors and use to cut hair. 11. Entrance Hall --
take knife from wall by stairs. Take salt shaker by Gerde. 12. Chapel
-- place bedpan on altar, add salt to pan, cut arm and add blood to
pan, kneel and pray at altar (use altar), read scroll.
Day 8
1. Bedroom -- take key from settee at foot of bed. Use key to
open door with inscription above it. 2. Library -- look at bottom of
center bookshelf on back wall (your view). Take book. Look at top of
right bookshelf on back wall and take book. Look at top bookshelf
opposite door and take book. Look at top of left bookcase on back wall
and take book. L ook at bottom of right bookcase on back wall and take
book. This book you will keep and not put back. 3. Entrance Hall --
ask Gerde about key. Show Gerde book from library. Tell her to use
Mosley's credit card to book flight.
Day 9
1. Enter Mound. The room you are in is room 6. The room are
numbered clockwise. Look at the plates with holes in them. Go around
the mound picking up all the plates you find. When you find a blue
snake rod take it as well. You may want to set the speed o f the game
as high as it will go at this point (it seems to help). 2. Now place
the plates in the walls in order starting with room 4. The plates go
4, 5, 6, etc. in a clockwise rotation. The last plate you will put in
the room 3. 3. Room 3 -- SAVE YOUR GAME. Use the rod on the plate in
room 3. The zombies will now awake. Run to room 4 (up clockwise) avoid
the zombie. 4. Room 4 -- continue running up and avoiding zombies. If
you do not pause you can be past this zombie without doing anything.
5. Room 5 -- To avoid this zombie: 1) Let it start to come at you, 2)
after it has taken about 2 steps, dart to upper left or right in a
diagonal, 3) then run behind zombie for the door again in a diagonal.
It may take a few tries to get this just right it does work. 6. Room 6
-- There are 3 zombies blocking all entrances. To get to room 7 use
the vines. The vine you want to use is above and to the right of the
entrance to room 7. It is light brown in color and runs from the top
of the screen almost to the bottom. 7. Room 7 -- Wolfgang appears and
holds off the zombies, while you take the rod and use it on the
doorplate. 8. Tunnel -- follow tunnel. 9. Altar Room -- look at table.
Look at lid. Take rods on wall one by one and place them through the
holes in the lid. Use the rods. 10. Tunnel -- take knife and use it on
the corpse.
Day 10
1. Bookstore -- read paper. Take envelope off of desk and read
note inside. Question Mosley and make plan. 2. Cathedral -- go to
confessional on right. Look at knot hole in paneling. Use snake rod on
hole. Leave transponder and snake rod under bench. 3. Hounfour Entry
-- use pad by door to open door. Explore hounfour. 4. Enter all rooms
that you can (NOTE: Do not stay in Dr. John's room very long). 5.
Offices -- search for evidence to implicate the hounfour (Black
notebook in desk basket. Read this book when you find it.) 6. Malia's
Room -- listen and watch. 7. Storeroom -- take two robes and two
masks. 8. Dr. John's Room -- here is the key to opening the locked
rooms. To get the key follow these steps: 1) Go to center of hounfour,
2) Use the Rada drum book and the notebook from the office to send a
message, "Summon Brother Eagle today hounfour", 3) Qui ckly run down a
tunnel not near Dr. John's room, 4) quickly go to his room and take
key on wall, 5) get out fast and run down hall away from room, 6) do
NOT go back to his room. 9. Go to locked rooms and explore. Grace's
room is the one with the two black hanging baskets. Save this room
till last. 10. Vault -- take all the money that you can carry. 11.
Grace's Room -- look at Grace. Use talisman on Grace. Give Mosley mask
and robe. Put on your mask and robe. Don't chit chat because Dr. John
will come for Grace and kill you. 12. Hounfour -- watch ceremony. When
Malia/Tetelo goes to sacrifice Grace, use the talisman on her. Throw
talisman to Mosley. When Malia/Tetelo tries to kill you, take the idol
and smash it. You now have two choices you can 1) use the knife and
kill Mali a, or 2) take her hand and try to save her.
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