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GK1 Walkthrough - Day 1

"I dreamt of blood upon the shore, of eyes that spoke of sin.
The lake was smooth and deep and black, as was her scented skin..."


What a terrible nightmare! At the beginning of the game you wake up in your bookshop. Gabriel in an access of fantasy named it

St. George's Rare Books
Your assistant, Grace Nakimura, is on the phone, so you decide to make yourself
a cup of coffee. When you get control, Grace will tell you who she was talking with (somebody called Wolfgang Ritter) and will tell you that there are some messages left for you during the morning. She will also give you a new cassette recorder that has just been delivered for you. Don't bother with this stuff for now and take a look around. Grace has brought in the newspaper and she's put it on the table with the coffee machine. Pick it up to give it a read (double click on the "pick up" icon, then click on the newspaper): the first page is about some so-called "Voodoo Murders" that have taken place in the city. Gabriel also won't miss his horoscope for the day:

"Potential storms ahead. Proceed with caution and do not get involved with anything new at this time". (01, 001/342)

Gabriel is going to write a book about Voodoo: he surely would like to know something more about this Voodoo Murders case: it would be good material for the book, don't you think so? To get into the role of a detective, take from the table the magnifying glass (01, 002/342) and the tweezers (01, 003/342). Now talk to Grace: first ask her whether she does know anything about "Voodoo" that could help you in your research, then ask her to report to you all the "Messages" left for you while you were sleeping (double click on the "ask" icon, then click on Grace; among the conversation topics that appear choose "Messages" and click on it) (02+02, 007/342). There are some: your grandma wants you to go to her house to have a look at your dad's things in the attic; your friend from the police, Detective Mosely, has left some photos for you at the police station; the last one is from, Wolfgang Ritter, the German man Grace was talking with when you woke up: it seems he wants to talk to you. Now you can go out. Open the door (double click on the "open" or on the "wheels" icon, then click on the door) to exit in the street.

Note: A map of your quarter will appear: this screen is the French Quarter Map Screen - the FQMS. On the map there are some icons which highlight when you pass over them with the mouse cursor. Every icon represents a different place: clockwise from the top right corner they are the the Dixieland Drugstore, the Historical Voodoo Museum, Jackson Square with the New Orleans Cathedral, Jackson Square Overlook, "Napoleon's House" bar and the Police Station. To visit a destination you simply have to click on its icon. To orient yourself you can also use the name of the streets, which appear when you pass with the mouse cursor over any street of the map.

Let's do everything in order. Grace suggested you a few places to try for your Voodoo research. It's time to move around the city! Go to the

Dixieland Drugstore
Have a few words with the owner of this Voodoo curio-shop. He won't tell you anything worth attention unless you ask him about the "Voodoo murders" (02, 009/342). He'll comment it with three words: "cabrit sans cor". Don't bother with asking him their meaning: he'll even deny he ever said them... The next destination Grace suggested you is the Historical Voodoo Museum, but don't even bother with it now: I swear there's nothing you can do there at the moment. Go instead to the

Police Station
You guess correctly: you are here to see your friend detective Mosely, who left you a message this morning. Ask Sergeant Frick, the desk officer, about "Mosely" (02, 011/342). He'll tell you he's out on crime scene (and Frick doesn't want to reveal where), but he seems to have left an envelope with some "Photo" for you: the sergeant will give it to you as soon as you have done talking (01, 012/342). Open the envelope in your inventory (click on the "inventory" icon, click on the "open" icon and click on the envelope) (01, 013/342): you'll find inside a Voodoo Murder shot made by the police photograph and a graduation photo of your friend Detective Mosely. It's clear that Frick won't tell you where the crime scene is, so you'd better try to find it by yourself. The best place to do so is surely the heart of New Orleans,

Jackson Square
Bingo! You've just found a cop with a motorcycle and he seems to be listening to the reports about the crime scene. He won't let you hear them, though, so you'll have to think out something. Take a look at the other sections of the square: you may find something inspiring... In the northwest section of Jackson Square there is a mime with a white-coloured face: he annoys people who walk past him by following them. If only you could lure him to the southeast section where the cop is... Approach to him: he'll start following you.

EASTER EGG: Stop following me!
When the mime starts following Gabriel, chat with him (using the "!" icon). Gabe will express his irritation. Continue doing so for 20 times: Gabriel will eventually react in a not quite appropriate way.

Now you can directly lure the mime close to the cop and watch what will happen (05, 018/342).

Note: when followed by the mime take care not to let him approach to any other person, or he won't follow you any more and will turn to the other person.

The cop of course doesn't like being bothered by anyone, so when the mime will run away he'll start pursuing him. This is your time to act: listen to the cop's motorcycle radio (select the "use" icon, then click on the radio) (02, 020/342). Well done! You begin to fill perfectly the role of a detective! Complete the circle you started and go to

Napoleon House
Ask Stonewall King, the bartender, what does he know about the "bar patrons". The most interesting of them is Sam, the goldsmith who believes in Voodoo, so ask Stonewall King what does he know about "Sam and Voodoo" (01, 021/342). You'd better keep this in mind. Now let's have a break: do you remember your grandma asked you to visit her? It's time to attend to her request. Exit from Napoleon House and, when in the FQMS, click on one of the squares on each side of the map with the writing "New Orleans Map".

Note: this will make appear the New Orleans Map Screen (NOMS), which works exactly like the FQMS with the only difference that here there are no street names.

Click on the appropriate icon to go to

Grandmother Knight's
She's very happy to see you: you're her favourite grandson. After hugging and kissing her and making yourself at home, ask her about your family, and especially about your mother, "Margaret Templeton Knight" (02, 023/342). Then do what you're here for: you are supposed to go through daddy's things, so go upstairs to

Grandmother Knight's Attic
It's quite messy here, so I suggest you to focus only on the basket you find immediately next to the stairs: you'll look at the rest another time. Use the "pick up" icon on the basket: Gabriel will search through it and will find... a sketchbook (01, 024/342)! Open it in your inventory (01, 025/342): you will find out that it contains some drawings made by your father, Philip Knight. Don't you think they look familiar? They seem to have something in common with your nightmares... Don't think about it now: leave your grandmother's house and go to the

Crime Scene
You'll find the police is still there: where is the police, there is also your friend Detective Mosely! Your interesting full-immersion in the case is interrupted by the passing of a car with Malia Gedde, a beautiful and rich woman who belongs to one of the most powerful families in New Orleans. Gabriel is in love: what about you? Enough! Let's return to our work: when Mosely goes away and you'll be left alone, take a look around. There is a part of a pattern written in the sand. Copy it (select the sketchbook in your inventory, then select the "object" icon and click on the pattern) (02, 027/342), then take a look at the grass. There is something next to the tree, but it's too small: look at it with the magnifying glass (select the glass in your inventory, then select the "object" icon and click on the grass) (01, 028/342). Unbelievable! You've found a snake scale! Pick it up using the tweezers (02, 030/342). You are done here, but before you go, pick up some clay from the banks of the lake (01, 031/342): it's one of those things you never know when they may turn useful... It's enough for today: return to

St. George's Rare Books
First have a look at the books you have in the upper right corner of your bookshelf  and see what you can find about snakes (select the "take" icon, then click on the bookshelf section you want to search) (01, 032/342). Finally, ask Grace to do some "research" for you: you absolutely must see "Malia Gedde", for one more time at least, in order to calm down your loving pains, and Grace may find you her address (02, 034/342). It's about closing time now: Grace will leave the shop and will go home. You made it - this is the end of Day 1!

 

Last update: October 24, 2007


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