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GK1 Walkthrough - Day 10

"Deep in the earth I faced a fight that I could never win.
The blameless and the base destroyed, and all that might have been" -- Gabriel Knight


You land with the plane at the New Orleans International Airport. And now you should be able to guess where hounfour can be. A wheel within a wheel. Could it be clearer? Anyway first go to

St. George's Books
Grace has been kidnapped! Search for some evidence that could help you: you'll find nothing but a letter on the desk. Take it (01, 294/342): it's from Malia... You have to do something! But not to lose old habits, read the newspaper on the counter first: your horoscope says

"Gird thyself with mercy, arm thyself with righteousness. The final hour awaits." (01, 295/342).

Remember this later: it will turn out very useful. The horoscope has been a great guide for Gabriel, don't you think? Now you'll hear a noise coming from your room: don't worry, it is only your old pal Mosely. Well, he was supposed to be dead... Nothing that a discussion in your room can't work out.

Gabriel's Room
You two will need to make a plan. The best is to use the tracking device: return it to him (02, 297/342). Once you will have found the entrance to the hounfour, you can leave there the tracker you kept as a trail for Mosely. Once he's gone, leave the bookshop, too. You know where you are headed: Jackson Square. But the place seems a bit too crowded to be able to hide a secret entrance to the hounfour. Try rather inside

St. Louis' Cathedral
Notice the confessionals on the left. that would be a perfect place to hide a secret entrance! Enter its right side: nothing weird... except that knothole in the wooden panel. Use the rod on it (03, 300/342). Something happened! The confessional turned out to be an elevator, and it's taking you somewhere downwards. It will be wise to leave the tracker and the rod under the bench cushioner for Mosely to make him able to join you (01+01, 302/342). Exit from the elevator: you are now in the atrium of the Secret Voodoo Hounfour. Walk across it and use the button next to the door to open it. You'll enter the  Hounfour Hall - the outer wheel. Notice the lit LEDs above the door you entered through: they have six dots. Yeah, the structure is pretty the same as in the african Snake Mound. Also this time we'll explore anti-clockwise: the door in the next section has number 5 on it and leads to an office. There's nothing worth interest there, so move along and enter rather

Hounfour Room #4
It is an office as well, but on the right desk of the back row there is a black book with the list of all the major affiliates and their rada drum codes! Pick it up (02, 304/342) and return in the Hounfour Hall to access door number 3.
You have entered Malia's room! In fact, she'll soon enter as well and while Gabriel will hide she will talk with Tetelo, the evil Loa which possesses her. According to Tetelo Malia will be betrayed by you, as she had been by your ancestor Gunther. When Malia locks herself in an adjacent room leave and continue your exploration.
Uh oh! Room #2 belongs to Dr. John, but he is deeply concentrated and doesn't seem to notice you. Have you seen the plastic card hanging from the wall on the other side? It would surely be useful to get it, but entering the room with Dr. John inside would be too dangerous: you'll take care of that later.
Next room, #1, is locked. Perhaps the key is right that plastic card!
Room #12 is a sleeping room. Perhaps some times the hounfour has guests...
Room #11 is locked, while in Room #10 there are cages for all the animals used during the rituals. There is also an enormous snake, much bigger than the one in the museum!
Room #9 is another guest room; #8 is locked, but you can access

Hounfour Room #7
It seems to be some kind of supply closet: Along with all the goods and items used in the voodoo ceremonies there are also some robes and masks. Take one for yourself and another for Mosely: you might need to disguise later (01+01, 306/342). Exit back to the Hounfour Hall and walk through the passageway on the opposite side to enter the

Hounfour Inner Wheel
There are two sets of rada drums there, perhaps used for the ceremonies. Now that you know the code you can try to lure Dr. John out from his room: he would surely listen to the drums. Helpfully, the black book has also the code for Dr. John - Brother Eagle, so use the set on the right and summon Brother Eagle (05, 311/342). You'll hear a door opening and closing, so exit quickly from the inner wheel. You have to avoid meeting him while he's out, so use the passageway on the very right of the inner wheel to get out (if you have any troubles in orientating yourself in the hounfour, look at the diagram below).

Solution diagram for the snake mond puzzle

You need to cross only one hall section to get to the one in front of

Hounfour Room #2
Pick up quickly the plastic card hanging from the wall (02, 313/342) and go to the section facing Room #1. Use the plastic card to open the door and enter

Hounfour Room #1
(01, 314/342). Wow! What a huge amount of money and gold! The voodoo cartel must be terribly powerful. You might feel a bit guilty about it, but I don't think you can leave the room without taking some cash (01, 315/342). You'll be able to make some serious renovations to your bookshop and to Schloss Ritter now! If you get out of it alive, of course. Exit from the room and walk until you arrive in front of room #11. Use the plastic card to enter.

Hounfour Room #11
(01, 316/342) It's a morgue! This is the proof you were researching: the voodoo cartel is really responsible for all the voodoo murders committed so far. Exit the morgue.

Note: Doctor John should have returned in his room at this point, but he is still around the hounfour until you hear a door slam which indicates he's returned to his room. Be careful!

Your next destination is the last locked door: Hounfour Room #8.

Note: Hounfour Room #8 is the last room you have not explored yet. Make sure before entering that you have both the robes and the masks for you and Mosely, and that you have left the tracking device and the snake rod in the elevator, otherwise you'll risk to get irremediably stuck in the next section of the game.

Hounfour Room #8
(01, 317/342). Grace! finally you found her... But she seems to have lost her senses, perhaps she has been drugged... Anyway you have a thing which protects from evil and has great power: the Ritter Talisman, gained with Wolfgang's blood. Use it on her to make her wake up (02, 319/342): just then the door will open and someone will appear: Mosely! Well, the situation is turning right. When your plan is ready, give Mosely the boar mask (01, 320/342) and wear the wolf mask (01, 321/342) to disguise yourself: the ceremony is going to start soon! As you're done, the door will open and Dr. John will come in, telling you to join the others in the

Hounfour Inner Wheel.
You're late: Malia is already being ridden by Tetelo and they're up to sacrifice Grace. To distract them show the talisman to Malia/Tetelo (03, 324/342): Mosely will have time to react and will shoot up Dr. John. Now he and Grace are ready to escape, but Tetelo is quite likely to kill them: she wants the talisman back. To save their life, throw the talisman to Mosely: it will protect them on the way (03, 327/342). Tetelo is furious, and you are unarmed: she'll force you to approach to her and knee. Malia is too weak, Tetelo has completely overridden her and is going to kill you. There's one way how you can save yourself, and perhaps Malia: with your last breath take the idol from the sacrifice altar which opened with the heart of Dr. John (05, 332/342). All Tetelo's power lies within, and when Gabriel scatters it on the ground the released power is so strong that across all the floor of the inner wheel crevices with hot lava open. And Malia falls into one of them. Make your choice: your duty as a Schattenjäger is to destroy her, but your heart wants to save her. Follow your heart and today's horoscope and take her hand to try to save her (10, 342/342). It was the right choice, even if the ending is full of sorrow and regret.

The game, and this walkthrough with it, is at its end. But the trilogy has just begun...

 

Last update: June 20, 2008


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