#####
# # ## ##### ##### # ###### #
# # # # # # # # # #
# #### # # ##### # # # ##### #
# # ###### # # ##### # # #
# # # # # # # # # # #
##### # # ##### # # # ###### ######
# #
# # # # # #### # # #####
# # ## # # # # # # #
### # # # # # ###### #
# # # # # # # ### # # #
# # # ## # # # # # #
# # # # # #### # # #
Sins of the Father
20th Anniversary Edition
------------------------------------------------------------------------------
Table of Contents
------------------------------------------------------------------------------
1.00 Introduction
1.10 Gameplay
1.20 Controls
2.00 Walkthrough
2.01 Day 1
2.02 Day 2
2.03 Day 3
2.04 Day 4
2.05 Day 5
2.06 Day 6
2.07 Day 7
2.08 Day 8
2.09 Day 9
2.10 Day 10
3.00 Steam Achievements
4.00 Copyright
------------------------------------------------------------------------------
1.00 Introduction
------------------------------------------------------------------------------
This guide is for the Steam version of the 20th Anniversary Edition of the
game. There is also Android and iOS versions as well, which should be mostly
the same. This guide can be used for that, and will be similar enough to the
original version of the game as well. You can use the old guides for this
version of the game but there are some differences which may become confusing.
This is mostly the availability of some items and how they are obtained. Early
on this is apparent with the books, as they now have their own screen. You
don't just click around in the shelves to find them. Also, some areas seem to
open up on different days.
The point system from the original game is still included. I won't be going to
far into points, however, as if you follow the guide you will get all of them
anyway. There are Steam Achievements as well. Again, I won't be going into
them in the main walkthrough, but I will include them in a separate section.
If you are wanting to get all of them, I would recommend creating a save file
at the start of each day.
For each day, I will include a link to YouTube so you can see a visual example
of what I am describing. These links will contain spoilers if you watch past
the point of where you are in the game. It is not required to watch the videos
in order to follow this guide. They are simply there for those that want to
use them in conjunction with this guide.
------------------------------------------------------------------------------
1.10 Gameplay
------------------------------------------------------------------------------
If you had played the original, then you will know what to expect. Except for
the graphics overhaul and a few other minor enhancements, the gameplay itself
is the same. It is a basic point and click adventure game, like a lot of the
other Sierra games from the 90's. Most areas are a single screen, where you
will use the mouse to click on areas and items to interact with them. This
includes finding key items, talking with other characters, and solving various
puzzles.
The majority of the game takes place in the French Quarter of New Orleans. You
will have a map which clicking on icons will take you to various locations.
The Greater New Orleans area will open up to you on Day 1 which will include
further locations. You will leave New Orleans for a part of the game, but
no additional maps will be used for those areas.
The game does have multiple endings, as well as missable achievements. Most of
these only matter on Day 10. If you want to get them all, make sure you have
all the points. Once you beat the game with all the points, you can skip one
or two things on Day 10 to get the achievement for not having all of them.
------------------------------------------------------------------------------
1.20 Controls
------------------------------------------------------------------------------
The game has options to use a keyboard, controller or mouse setup. This guide
is written for use with a mouse. For the most part, it's playable with nothing
but a mouse. Feel free to use whatever you are most comfortable with.
It is pretty easy to manage what icon you need to use in this version of the
game. If you can interact with something, you will get a prompt as you place
the mouse cursor over it. Once you click, you will be given all the available
icons you can use in that situation, as well as your current active item.
A few things to note to make your life easier. Double clicking anywhere will
teleport Gabriel to that spot. This is very useful in a number of areas, and
will save you some time. Holding the space bar will also show all the points
of interest on the screen. If you are having trouble finding something, it is
usually a good idea to press space and clicking each of the points that show
up.
------------------------------------------------------------------------------
Walkthrough
------------------------------------------------------------------------------
------------------------------------------------------------------------------
2.01 Day 1
------------------------------------------------------------------------------
YouTube Link:
https://youtu.be/Kh4d0jgWeb8
After the nightmare sequence, you will be given a quick scene of the sunrise,
and Gabriel’s assistant, Grace Nakimura, coming into the St Georges Book
store. Inside, Gabriel will stumble out of his room, and have a conversation
with Grace.
Once you have control, first read the newspaper on top of the counter. Then
look at the cabinet doors on the lower side of the same counter. This will
open up a new screen displaying the contents of the counter. Take a look at
anything you want here, but be sure to take both the Magnifying Glass and the
Tweezers. When you are done, press the big "X" in the top corner of that
screen.
Now examine the bookshelf on the far wall. This will open another screen
displaying a number of books. Read the book of German poetry, Das Lyrik, and
the book on snakes, World of Snakes. You can also read the German/English
dictionary to decipher a few words from the poem, but here it is translated:
"Drei drachen kriechen in meinen schlaf.
Die seele woll'n sie lebendig zum fraß.
Feurigen atems, gespaltener zunge genießen sie jedes Mahl."
"Three dragons creep into my sleep.
The soul they want alive for eating.
Fiery puffs, forked tongue, they enjoy every meal."
Now, X out of this screen and examine the cash register. Grace won't allow you
to take any of the money, so take the gift certificate and X out of this. Now
talk to Grace next. Important topics will always be highlighted yellow.
Anything else just gives you further background on the characters in the game.
So, go ahead and choose Voodoo Research. Then Ask her for your Messages.
You'll need to do this at least three times. First will be the message from
your friend Detective Mosely. Next a message from a Wolfgang Ritter (notice
the same last name as the author of the German poetry book) from Germany, and
the last message of importance is from your Grandmother.
Ask Grace about anything else you want, then proceed into your bedroom. Take
a look around at anything you want but be sure to take the Hair Gel from the
bathroom, and the Flashlight on top of your dresser. Now exit back into the
main store. Here, take the sketchbook left in the box on the counter. Once you
have it, open your inventory and inspect the sketchbook. We are now ready to
exit out into the city. Click on the door to leave.
After a quick cutscene you will be on the French Quarter section of the "World
Map". You can click on the two Voodoo locations, but they are closed for
today. So, skip these and head to the Police Station. Head inside, and talk
to the man sitting at the front desk. First, ask about Mosely, and then ask
about the Crime Scene. Finally ask for the photos, then exit the conversation.
Frick will then hand over an envelope. Go to your inventory and open it up.
Once you are done looking at the photos, head back to the World Map.
Now go to Jackson Square park. When you enter this location, there will be a
motorcycle cop standing at the front entrance. We will need to distract him so
we can use his radio to find the location of the Crime Scene. In the top left
section of the park will be a mime annoying the other park visitors. The trick
is to get the mime to follow you over to the cop. This can be difficult as if
he gets too close to the other park visitors he will go bug them instead, and
you got to start over. So, go to him immediately when you enter the park and
get him to follow you counter clockwise around the center statue. This almost
always has the girl distract him, but that is okay. Just go back over and get
him to follow you around the statue in the same path again, then walk down to
the right side of the motorcycle. Once the mime is in range you will lose
control briefly while the cop chases him off. Once you regain control, click
on the motorcycle to listen in on the radio and find the location of the
Crime Scene.
Exit the park, and you should have a new icon on each side of the map. This
will be for going to the great New Orleans area. Click on this, then click on
the Crime Scene icon (it should be the only one other than the French Quarter).
A cut scene will start immediately. Once everyone leaves you will regain
control to investigate the scene for yourself. First, select the sketchbook
from your inventory, and use it on the markings to the left of the blood.
Next, grab some clay from the shore of the lake. Now examine the tracks on
the right side of the blood splatter. This will open up another screen with
a closer look of the sand. On this screen look at the mesh pattern. Then
directly to the right of that will be a scale in the sand. First use the
magnifying glass from your inventory, then use the tweezers to pick it up. X
out of this screen, and return to the World Map. Head back home to St
George's.
Once you are back home, talk to Grace. Ask her about Snakes, then ask her to
do some research on Malia Gedde. This will conclude Day 1.
------------------------------------------------------------------------------
2.02 Day 2
------------------------------------------------------------------------------
YouTube Link:
https://youtu.be/2UVLBYrFd_8
Day 2 starts out much like Day 1 did. Grace will give you Malia's address,
making her residence available on the World Map. Once you regain control,
read the newspaper, then exit the book store.
You can go to the Gedde residence now, but I recommend holding off. The
Butler won't let Gabriel inside just yet, so there isn't really anything to
do there. Also, that location is always buggy for me and I recommend
avoiding it for now.
First stop is the now open Voodoo Museum. There is a lot of stuff to look at
here so feel free to click around. Be sure to take a look at the Shrine next
to the entrance. A new screen will open, and there will be a flyer for Madame
Moonbeam you will need to take. This will open her residence on her map, but
we won't be able to go there until later. I would recommend hitting the
switch on the other side of the door. Notice how the snake in the upper
corner of the room reacts. Keep this in mind for later. You can also rub the
wishing stump for a strange reaction from Dr. John.
When you are finished looking around, talk to Dr. John. First, discuss
Historical Voodoo until you exhaust that option. This should unlock Marie
Laveau as a topic. Talk about this to unlock the St Louis Cemetery location.
Finally, discuss Current Voodoo. You can discuss any other topics you want
with Dr. John and exit the museum.
You will need to discuss every option with Dr. John for a missable Steam
Achievement. See the Steam Achievements for more information if you are
interested in getting this.
Next, head the cemetery now located in the northern part of the French
Quarter. On the first screen will be the groundskeeper. Talk to him about
Marie Laveau, then the Other Marked Tombs. Discuss anything else you want
with him, then turn your attention to the Laveau tomb. First pick up the red
brick on the ground, and then copy the markings on the tomb with the
sketchbook.
You can go a screen further in to see the Gedde family tomb. You can try
going another screen further, and Gabriel will mention his family tomb is
back there, but no need to go there now. Go ahead and exit back to the
World Map.
Next stop is the Dixieland Drug Store. Once you enter, watch the bit with the
store owner, Willy, and Madame Cazaunoux. Take note of their behavior and of
her dog. Once they are done, look at the sign on the counter to find out about
their St. John's Eve special. Now talk to Willy, first choosing the "Voodoo
Murders" topic, then "Cabrit Sans cor'" and last, choose "Madame Cazaunoux".
Talk to him about any other topics you like but he is clearly interested in
divulging much else. Take a look around the store, if you like and head back
to the World Map once you are ready. Next stop is the Police Station.
Talk to Officer Frick at the front desk and ask about Detective Mosely. He
will instruct you to go to his office. Open the little side gate, to get
behind the desk. Now before going into his office (it's the only door on the
screen) use the Thermostat to raise the temperature to 80F. Once done, head
into the office.
Mosely should now take off his coat when you come into the door. First, ask
about the "Patterns around bodies", and then choose "Other six patterns". Exit
and leave his office. You will need to talk to Officer Franks (she is the
officer sitting at the computer) and ask her for the file. Take a look at it
in your inventory, then place it back into the inbox on Frank's desk. Go back
inside of Mosely's office.
Once inside, talk to Mosely again and choose "Photographs", then ask for an
"Cop/author photo". Officer Franks will come in and take a picture of the two
of you. When they ask if you need anything else, choose "Check my hair". Once
out of the office, take the file again from the inbox, and use it on the
photocopier. Afterwards, make sure to return the original file to the inbox on
Frank's desk. Then proceed back into the office.
The final bit we need here is to talk to Mosely again, and ask for "Coffee".
While he is out of the room, take the badge off his coat. You can talk to
Mosely about any other topics you like after this. Once done head back to the
World Map and go to Jackson Square.
First, go to the top right corner of the screen to see an artist working on a
drawing. Once you get close enough, a gust of wind will blow the paper off of
his easel, and it will land out of his reach by the center statue. Now talk to
the Doobie Hot Dog vendor next to this statue, and offer him the Gift
Certificate. Take the Hot Dog you receive in return, and give it to the kid
tap dancing. Then ask him for a "Special Request", then choose "Bars around
the statue". He will reach in and grab the drawing for you. Give this back to
the artist, then give him the photocopied case file, and finally the sketch
you made of the pattern at the lake. We are done here, so exit to the World
Map after you have given him all the items.
Next stop is the Gedde Residence. This is outside the French Quarter, on the
greater New Orleans map. Click on the door, and then show the Butler Mosely's
badge to get inside the house. You will be taken into a room where Malia will
meet with you. Take a look around if you want, but once done, talk to Malia.
First ask about "Lake Ponchtartrain" then ask about anything else you want to
know about. Once you are done, choose to flirt with her twice to end this
scene.
There is nothing else to do here so leave back to the World Map and go back
to St. Georges. Here, ask Grace to research Madame Cazaunoux. This will end
Day 2.
------------------------------------------------------------------------------
2.03 Day 3
------------------------------------------------------------------------------
YouTube Link:
https://youtu.be/2bpX6RafAAQ
After the nightmare, revealing a bit more each time, the day starts like the
previous two. You will receive the white pages listing for the Cazaunouxs who
live in the city. Once you regain control, read the newspaper to open the
Tulane University location on the map. Then ask Grace for your messages to
learn Detective Mosely is requesting your presence for an interrogation of a
suspect.
With this done, head back into the bedroom. Grab the Black Shirt from the
closet if you haven't already. Next, use the white pages Listing on the phone
on top of the dresser. You can call each of the numbers to listen to Gabriel's
social engineering attempts, but the number you need is 555-0128. It will be
the number with the old lady with the dog Castro. Next, call the number listed
for the vet's office. Ask about "Madame Cazaunoux", then choose "I'm worried
about Castro." from the second list of options. The Cazaunoux residence will
now be available on the map. We have to take care of a few things before
heading over there though. The first stop is the Police Station.
When you arrive, take note of the drummer out front of the station. Head on
inside, and go directly to Mosely's office. He will take the badge back here
if you haven't been back to the station yet. Watch the interrogation and
leave.
Next head to Jackson Park, and collect the completed veve from the artist. Go
across the park to the top left side now. There will be a fortune teller set
up here. Wait for her to get up to dance, and use the hand icon when she does.
She will drop a veil on the ground, which you will need to pick. Examine the
veil from your inventory to find another snake scale. Pick this up (you'll use
the tweezers automatically this time) to add it to your inventory, then use
the combine option with the other scale to compare them.
Once you are done comparing the scales, give the veil back to the fortune
teller to receive a free fortune reading. After the scene, exit the park
through the north entrance to enter the Cathedral.
Inside the Cathedral, go inside the top confessional booth on the left side.
Notice the knot hole in the wall here, we will use this later on. Kneel down
at the kneeler to talk to the priest. Feel free to choose any dialogue here,
but once you are ready to proceed, choose "Confession" and then "Womanizer".
The priest will then leave for a lunch break. Exit the booth and go inside the
middle door. There will be a box here with blessing oil (you can't take it)
and a priest collar. Take the collar and return to the World Map.
Leave the French Quarter and go to the greater New Orleans view. From here go
to the newly opened Tulane University location. The lecture starts as soon as
you enter the location. It will be a few minutes long so get comfortable. Once
you regain control, talk to the Professor. Ask about "Cabrit Sans Cor'",
"Human Sacrifices", "St. John's Eve", and then any other topics you want to
know more about. Once done, show the Crime Scene Photo, and the Completed Veve
from your inventory. He'll contact later on with more information, so head
back to the World Map.
Make a quick stop at the Dixieland Drugstore. Ask Willy about "St John's Eve",
"Animal Masks", and "Willy Jr". Now exit back to the World Map and head to the
Cazaunoux Residence.
Outside the residence, open your inventory, and combine the Black Shirt, Hair
Gel and Priest Collar to make the Priest Disguise. Use this on Gabriel (just
click on him to bring up the icon menu) and he will change clothes. Knock on
the door (the one with the 345 street number above it) and say you are "Father
MacLaughlin" to gain entry.
Talk to Cazaunoux and first ask about "Cabrit Sans Cor'". Confirm the meaning
of "Goat Without Horns" to have her really open up to you. Next choose "Human
Sacrifice", "Real Voodoo Queens" and then "Voodoo Hounfour". She will then
take out a silver snake bracelet for you to say a prayer over. When it shows
the close-up of the bracelet, use the clay from your inventory on it to make
a mold of it for later use. That prayer is amazing, by the way.
Now finish up any other topics you want to talk about and leave back to the
World Map. Head over to St Louis Cemetery next. Nothing to do here on the
first screen so head straight to the Gedde tomb to run into Malia. After the
scene leave back to the map, which should take you back to St. George's
automatically. Watch the cutscene and the day ends.
------------------------------------------------------------------------------
2.04 Day 4
------------------------------------------------------------------------------
YouTube Link:
https://youtu.be/k0OB5T7WlTk
No nightmares this time, and Grace isn't very chatty. There is also a creeper
hanging out in front of the store. When you regain control, try talking to
the guy through the window. He doesn't move but it gets you points all the
same. Afterwards, read the newspaper to open the Napoleon House location on
the map. Next, talk to Grace and "Request Research", and choose "Pattern
Research" to have her also investigate the veve. Then ask her for your
"Messages". She will inform you your Grandmother called, which opens up her
house on the World Map. Ask for Messages again to receive Wolfgang Ritter's
phone number. We'll have to do some stuff before Gabriel is willing to call
him, so go to the World Map.
Go to the Greater New Orleans map, and head to Grandma Knight's House. Once
there, talk to her first, and ask about the "Knight Family", and ask about
each family member listed. Now head up to the attic.
Up here, first open the large trunk. There will be a wooden cross, and a
picture under that you can move aside to reveal a key. Take the key, and exit
that screen. Now operate the clock next to the chest. Now remember the poem
from the book in St. George's. Rotate the icons so that the dragon is on top,
then set the time to 3 O'clock. Now insert the key from the trunk into the
keyhole located on the bottom, then turn the key. A drawer will open with a
letter and a picture. Take both of these and look at both in your inventory,
then head back downstairs.
You can show both these items to Grandma Knight but she isn't able to provide
much information about them. Instead, talk to her again, and ask about
"Schattenjager", "Heinz Ritter" and finally "Wolfgang Ritter". Talk to her
about any other topics. When you are done, go back to the World Map.
Now, go to St. Louis Cemetery, and go all the way to the back to find the
Wright Tomb. Talk to each of the members of the tomb, and a squirrel will
run out and break the vase that was sitting in front. Look at the vase, and
on this new screen take the $20 bill. Exit to the World Map and go back to
St. George's.
As soon as you enter, Bruno will follow behind and ask to buy your father's
painting. Agree to sell it to him, despite Grace's protest, and you will have
enough cash to buy Willy Jr. Before you leave, go into the bedroom and give
Wolfgang a call. Make sure to dial 011 before the number. Once done, exit
back to the World Map.
Go to the Dixieland Drugstore and hand Willy the $120 to buy the crocodile
mask. You will also receive the Master Gamblin’ Oil with this purchase. Now
go to the Napoleon House, and talk to the Bartended. First choose "Voodoo",
"Bar Patrons", and then "Sam and Voodoo". When you are done, talk to Sam next
(he is the one in purple). He isn't too much interested in talking, so use
the Master Gamblin’ Oil on him. He'll need some convincing so tell him
"Markus uses it", "This is a powerful Voodoo oil", and "Could make a NUN get
lucky". After this he will drink the whole thing. After the chess match,
give the clay mold to Sam, then exit back to the World Map.
Make a quick stop at the Police Station next. Go to Mosely's office, and talk
to him, choosing "Reopen Case". Talk to him about anything else you want and
exit back to the World Map. Go to the Jackson Square Overlook (binoculars icon
underneath the park). Here, use the right most view finder to spy on Crash
talking to one of the drummers. After this scene, exit and head back to the
Napoleon House to collect your new bracelet, and exit back to the World Map
once more.
Now go to the St Louis Cathedral. Here, talk to Crash, and then show him the
bracelet. He will show you his tattoo and is more willing to talk now. Ask
him about "Voodoo", the "Drummer", and the "Voodoo Hounfour". This will end
the conversation. Before you leave, examine his body. Lift up his shirt and
use the sketchbook on the tattoo.
Leave the Cathedral to bring Day 4 to a close.
------------------------------------------------------------------------------
2.05 Day 5
------------------------------------------------------------------------------
YouTube Link:
https://youtu.be/dzk2rOISNDM
Once you gain control of Gabriel, read the newspaper, and then read both the
Journal and the letter sent by Wolfgang. Next talk to Grace, and ask her to
research Rada Drums for you. Take another look at the guy outside, then
exit to the World Map.
First stop is Tulane university. When you enter, click on the door on the
left to enter Hartridge's office. Hartridge has met the same fate as Crash,
but we can still find some of his research. Use the gears icon on the desk.
On this new screen, look at his notepad, then pick up the pencil. Now shade
over the notepad (left click + hold) with the pencil to reveal his notes.
Take these notes and exit to the World Map.
Return to the French Quarter and head to Madame Moonbeam's Residence. Talk to
her and ask about "St. John's Eve", "Snakes", "Grimwald", and from that menu
choose "Show me". She will then dance for you. Once she starts, use the Hand
icon on Grimwald’s cage to take some of his scales. Examine these to see they
do not match the Lake Ponchtartrain scale. Next, show her the Tomb Markings
twice. She will refuse to translate them unless the Loa Machine allows it.
This will open a new screen with the Loa Machine. It will look intimidating
but it is much easier than it appears.
When the screen opens, press start and it will spell out the words you need
which is "Trusted Friend" and then reset to a seemingly random combination.
The levers at the bottom will change the letters and they are color coded.
Use this color coding to work backwards to spell out the correct words, or
follow these steps below. The Levers are numbered from left to right.
Lever - Turns
---------------
3 - 1
5 - 2
7 - 2
8 - 2
12 - 1
11 - 1
4 - 1
6 - 1
1 - 2
Now exit to the World Map and save your game. You will go to the Voodoo
Museum next, where one of the games first possible Game Overs awaits. The
Museum lights will be off when you enter, and as Gabriel turns to leave he
will be attack by the Museum's resident python. Quickly hit that switch next
to the door to turn the fan on. If you don't do this in time Gabriel will be
strangled to death by the Snake and you will need to reload. After surviving
the attack, return to St. George's. Grace will pull a snake scale off your
face and place it in the ashtray on the desk. First use the magnifying glass
on it, and then the tweezers to pick it up. Open your inventory, and combine
this scale with the Lake Ponchtartrain scale. We now have all we need to
have Mosely reopen the case, so head down to the Police Station.
Take a look at the creepy girls outside, then head inside to Mosely's office.
First inform him of Crash's and Hartridge's deaths. After this, give him the
Reconstructed Veve, Hartridge's Notes, the Voodoo Article, and the combined
snake scales. He will now leave the station to have the case reopen. Exit
the station yourself to end the day.
------------------------------------------------------------------------------
2.06 Day 6
------------------------------------------------------------------------------
YouTube Link:
https://youtu.be/Pb45hh5g4Xs
After the David Lynchian mess has been cleaned up and you regain control,
pick up the envelope that was pushed through the door and open it. A letter
and key from Mosely. Now read the newspaper and exit to the World Map.
First go to Jackson Square. In the top right corner, will be the fortune
teller. Talk to her, and then use the Rada Drum Book on the drummer on the
right side of the statue. You will need to decode his message. This is easy
enough, as each phrase starts with one of the triple beats. Simply choose
"Call conclave", "Tonight", and "Swamp". Once done exit out to the map.
Next stop is the police station. Use the Gears Icon on the car. This will open
a new screen with a dead crow and a Tire Iron. Look at the bird, take the
Tire Iron and head into the Police Station. Ask Frick about Mosely, then go
back outside. Now go down the alley that runs alongside the station, and
use the Tire Iron on the window to gain entry. Once inside, use the key from
Mosely on the desk, and take the tracking equipment. Close this screen and you
will be taken back to the map at the end of the cutscene.
Now go to the Voodoo Museum. You can try to talk to Dr. John but he doesn't
have much to say to you. Look at the shrine with the coffin, then use one of
the trackers on the coffin to place one inside. Take a look at the whip
hanging from the ceiling to learn it is a Fwet Kash. Dr. John should kick you
out at this point. Or if he doesn't just leave.
St. Louis Cemetery is next. Use your sketchbook on Marie Leveau's Tomb to
record the new message written there. Then combine the two messages in your
inventory to decode it. You will have all the alphabet except M, U, and Y.
This will be enough for us to leave a message of our own. Use the red brick
on the tomb. If the groundskeeper won't leave, try changing screens a couple
times until he is gone. The message needed to be left is:
DJ bring sekey madoule
Now exit to the World Map and go to St. George's. Use the Snake Drawing on
Grace. She will be reluctant so tell her "Costume party", and then "Well, if
you're jealous" to coax her into it. After the cutscene, back to the World
Map, and from the Greater New Orleans map go to St. John's Bayou.
As soon as you enter, use the tracking device on Gabriel. All you need to do
now is follow the dot. If it is towards the top, go up, if towards the bottom,
go down. Same for left and right. The exact movements are:
Up
Right
Up
Down
Right
Up
Right
Once you reach the outside of the conclave, use the crocodile mask on Gabriel
and he will change and head inside. Dr. John (or Brother Eagle) will ask you
a couple questions first. Choose Damballah and then Ogoun Badagris. From
here the cutscene plays out and the day ends.
------------------------------------------------------------------------------
2.07 Day 7
------------------------------------------------------------------------------
YouTube Link:
https://youtu.be/_wUTRt7z50M
Yes, it is normal for Gabriel's head to spin. He is not possessed.
Call Wolfgang first. Talk to him about "Schattenjager", "Tetelo", "Talisman"
(twice), "Tetelo's remains" and "African Homeland" last. After you get off the
phone, read the newspaper, then go to St. Louis Cemetery.
Head to the Gedde Tomb, where the door panel will be open already. Press the
button and go inside. Someone will have broken the light, so use the
flashlight on the darkness. You can check the drawers but nothing of interest
are inside these. Notice the middle one has a veve instead of a name, and it
doesn't open. There is an ossuary on the left side of the tomb. Use the gears
icon to open a new screen with a puzzle. 5 of the skulls will have a gem
inside one eye socket. You will need to press these in the right order.
Luckily they left a picture right below this with the correct pattern. That
is Top, Bottom, Left, Right, Center. The drawer with the veve will now unlock.
Go ahead and open it to find Mosely inside. Gabriel will be hit over the head
and lose conscience for a time.
When you come to, check the drawer again. Mosely will be gone but his wallet
was left behind. Take this, then examine it from your inventory to get the
Americans Repressed card. That's it for here, so hit the big red button on
the right to exit the tomb, then go back to St. George's. You can try calling
Wolfgang back, but you won't be able to get him on the phone. Go ahead and
call "C" The World Travel Agency, and ask for "Rittersberg, Germany", and then
choose to "Charge it" to use Mosely's credit card. Tell Grace you are going
to Germany then exit to the World Map. The Airport will be accessible from
the Greater New Orleans map.
You'll arrive at Schloss Ritter, but Wolfgang has already left. First go
through the door on the right to enter the chapel. Look at the 3 panels on
each side, then exit back to the main hall. Close to the chapel doors will
be a set of weapons on the wall. Use the gears icon on these to open a new
screen. Take the dagger and exit that screen. Take the salt shaker from the
table where Gerde is sitting, then go upstairs to the bedroom.
Next to the door is a scroll in a case. Take this, and the scissors. There
is a large door across the room which won't open. Read the poem above this
door then head downstairs. Talk to Gerde and ask about "Wolfgang", "Where
he went", and "library". Now go back to the main conversation menu and
choose "Chapel Panelsâ€, “Initiation Ceremony", and then "Portal Poem".
We are now ready to perform that ceremony. Now go back upstairs to the
bedroom and open the window. Use the gears icon on the puddle of water. Next,
use the scissors on Gabriel. Take the chamber pot and head back down to the
chapel.
Once inside, place the chamber pot on the altar, then use the salt shaker
on the pot. Next, use the dagger on Gabriel. Kneel at the alter (gears icon),
then use the scroll on Gabriel to complete the ceremony. A cutscene will
follow and the day will end.
------------------------------------------------------------------------------
2.08 Day 8
------------------------------------------------------------------------------
YouTube Link:
https://youtu.be/8pXc2zzsU-s
This is by far the shortest day. Just a couple of puzzles, and we are done.
Take the key that has appeared and use it on the locked door to enter
Wolfgang's library. Take a look at any of the books that you like, and when
you are ready to proceed, use the gears icon on the coat of arms hanging
on the left wall. You will need to shuffle the pieces into place to make
a coherent image. Each square can be switched with any other, they don't
have to be adjacent. I would recommend starting with the center of the
the shield, and work your way out from there. Can't be any easier than
that. Once done, a hidden passage will open up in the wall.
The passage will lead to the Schattenjager trophy room. I would be as excited
as Gabriel. In the center display is a book on Benin. Take this to read it.
It will recommend a book called "Primal Ones". Exit this screen and go back
to the library. Now use the Gears icon on the Sociology Books (remember you
can use space to display where all the book types are) to find and read
"Primal Ones". It will recommend another book called "Ancient Roots of
Africa", so now click on the historical books. This will in turn recommend a
book called "Sun Worshipers", so read the religious books next. Next, read
the archeology books for "Ancient Digs of Africa".
Head downstairs and talk to Gerde. Choose "snake mound book", and then give
her the Americans Repressed card. Head to Africa to end the day.
------------------------------------------------------------------------------
2.09 Day 9
------------------------------------------------------------------------------
YouTube Link:
https://youtu.be/GlfJ_gK0RDg
You will start outside so head straight into the mound. In the first room,
a tile (Tile 10) will be lying on the floor, pick this up but don't place it
in the slot just yet. Think of the place like a clock. There are 12 rooms
and each room requires a tile. Going up will move Gabriel clockwise around
the mound. Two of the rooms already have their tiles in place, room 7 and
room 12. That leaves 10 tiles that need to be picked up. Each tile will need
to go in the corresponding room, based on the number of snakes shown on the
tile.
Go up one room, and you will see a tile is in place. Use the gear icon to
take a closer look. It will show 7 snakes, meaning this is room 7, the one
before it was room 6, and the next room is room 8.
Continue up again, where you will find two more tiles (Tile 2 and 5), then go
to the next room. Here will be another tile (Tile 6) and the Snake Rod, pick
this up as well, then move to the next room. The next room has Tile 3, the
following room has Tile 9.
Move up yet again to enter room 12. The tile here is already in place so
nothing to do here. Go up two more rooms to find Tile 4, then up again for
Tile 6, then again for tile 11, then finally up once more for Tile 1. That's
all of them. You should be in room 5 currently, so go ahead and place the
corresponding tile into the slot. Go through each room doing this.
You should end on room 4. Go down one room to room 3 and SAVE YOUR GAME. Use
the snake rod in this room, but when you do the mummies will come to life.
If they catch you it is a Game Over. You will need to make your way up
through the rooms. The mummies are easy enough to get past. The first two
rooms, just go immediately to the door. The following room will have a mummy
block the door. Simply along the right wall of the room to reach the door. In
the next room with 3 mummies, use the vines to swing past them into room 7,
where the mural will have given way allowing passage. Use the Snake Rod again
on the panel in the door way (not the one with the tile).
Once inside the inner-mound, walk to the right side to find a sacrificial
table. Try lifting the lid to find it is too heavy (don't skip this). There
are two bars on the wall behind the table. Take both of these to place them
in the table. Trying lifting it again (gears icon on the bars). Still won't
budge. Do as Wolfgang says and use the dagger on the mummy on the other side
of the room. Watch the cutscene and the day ends.
------------------------------------------------------------------------------
2.10 Day 10
------------------------------------------------------------------------------
YouTube Link:
https://youtu.be/2d_86ZZ7Snk
Back at St George's read the note Malia left on the desk. Mosely will appear
from your room. Go back there to talk to him. Talk to Mosely. You can give
him his wallet back by choosing "Credit Card" if you want, but it doesn't
make a difference. Now choose "Make Plans". Gabriel will give Mosely the
Tracking Device. Read the newspaper then head to the Cathedral.
Go into the confessional booth, and use the Snake Rod on the knothole. Once
the elevator stops, place both the Snake Rod and the Signaler under the
kneeler for Mosely.
If you are wanting to get the Solo Mission achievement, do not place these
items. You can still finish the game this way, but you will not get full
points.
Now, step out into the foyer, and save your game. There are some Game Over
situations ahead. Now go through the door on the other side of the room. The
Hounfour will be setup just like the Snake Mound. Go up to go clockwise, and
to access the various rooms. First, go up once and enter Room 7. Take 2 robes
and both the boar and wolf masks. Most of the following rooms are locked, or
empty.
Keep circling clockwise until you reach Room 2. Enter the room and watch the
scene. Afterwards, exit, and go up to room 3 and enter. This is Dr. John's...
uh room? There is a key card on the wall but don't take it, unless you want
to watch Gabriel die. Simply exit the room without doing anything else.
Go up again and enter room 4. Take the Black Book sitting on the bottom right
desk. Exit, then go up once more, and enter the archway on the right side.
Enter the main room, and use the black book on the drums. Select "Summon"
and "Brother Eagle". Now you will need to move quickly as this will call Dr.
John to this room. You do not want to cross his path either.
As soon as Gabriel is done playing, go through the top right path, then go
up to Room 3. Take the keycard and immediately go up again. You should hear
Dr. John return to his room, and shouldn't have to worry about him after that.
We can now check out those locked rooms. We want to go to room 8 last, so
circle down back to room 1 first. This is my favorite room in the game. Take
the money three times (until Gabriel says he can't carry anymore) and leave.
Continue down to room 11, and again use the keycard to enter. Have a look
around, then leave once you are done.
This is your last chance to save your game, you will not be able to again
once you go inside Room 8.
When you are ready, continue down the hallway to Room 8, again using the
keycard to go into the room. Use the Talisman on Grace, then open your
inventory to combine the masks and robes. Give the Boar Disguise to Mosely,
and watch the cutscene.
When you regain control, use the talisman on Tetelo. Watch another cutscene,
and when that one is over, throw the talisman to Mosely. Tetelo will then
throw you to the ground. Grab the idol to have Gabriel smash it. After yet
another cutscene, you will have a choice of how you want to end the game.
You can use the hand icon on Malia to try to save here and get the good
ending. Otherwise, you can use the dagger on here, and receive the not so
good ending.
------------------------------------------------------------------------------
3.00 Steam Achievements
------------------------------------------------------------------------------
The majority of these are story related and not missable. Only a handful can
be missed and I have noted these. As mentioned before, I recommend making a
new save file at the start of each day in case you do need to go back. While
not every day has a missable achievement, you may need to go back for missed
points.
Day 1 Achievements:
Storms Ahead - *MISSABLE* - Just read the newspaper on Day 1
Mime After Mime - Get the mime to distract the cop in the park.
At First Sight - Meet Malia Gedde at the Crime Scene.
Snake Hunter - Find the Snake Scale at the Crime Scene.
Optimistic Day One - End Day 1
Day 2 Achievements:
Voodoo Studies 101 - *MISSABLE* Talk to Dr. John until only the "Himself"
and "Chat" options remain. You do not need to wait for new topics to appear,
this can be obtained on your first meeting.
Identity Thief - Steal Mosely's badge.
Unauthorized Copy - Make a photocopy of the case file.
Southern Charmer - Flirt with Malia twice.
Twisty Day Two - End Day 2
Day 3 Achievements:
Stalking 101 - Get Madame Cazaunoux address from the Vet's office.
Fortune's Son - Receive the fortune reading from Madame Lorelei in the park.
Advanced Voodoo Studies - Attend the Voodoo lecture at the university.
Making An Impression - Use the clay on Madame Cazaunoux's snake bracelet.
Star-crossed Lovers - Meet Malia in the cemetery.
Tempting Day Three - End Day 3
Day 4 Achievements:
Grandma's Boy - *MISSABLE* - Choose the "Compliment Her" option as many times
as you can when talking to Gabriel's Grandmother.
Three Dragons - Solve the clock puzzle. Refer to the walkthrough for more
info.
What a Croc! - Buy Willy Jr from the Dixieland Drugstore
Checkmate! - Give Sam the Master Gambling Oil
Eyes of the Snake - Watch Crash die.
Frantic Day Four - End Day 4
Day 5 Achievements:
Family History - Read Gunther's Journal
Sit Back and Enjoy the Show - Get Magentia to perform her snake dance.
Secret Decoder Ring - Solve the Loa Machine puzzle. See the walkthrough for
details.
Snake Attack! - Hit the wall switch before Dr. John's python kills you.
Compelling Evidence - Convince Mosely to reopen the case. Check the
walkthrough for all the items you need to show him.
Feverish Day Five - End Day 5
Day 6 Achievements:
Keeping the Beat - Decode the rada drummer in Jackson Square. Check the
walkthrough for the codes needed.
Breaking and Entering - Enter Mosely's office through the window.
Coffin Rigger - Place one of the tracking devices in the small coffin at the
Voodoo Museum.
Now You're Speaking My Language! - Successfully leave a message on Marie
Leveau’s tomb.
Slithering Day Six - End Day 6
Day 7 Achievements:
The Shadow Hunters - Learn about the Schattenjagers from Wolfgang.
A Fallen Friend - Find Mosely in the Gedde Tomb.
Dragon Fire - Complete the Schattenjager initiation ceremony.
Solemn Day Seven - End Day 7
Day 8 Achievements:
Every Good Castle Has a Secret Passage - Solve the Coat of Arms puzzle.
Paper Trail - Read all the books needed to find where Wolfgang went.
Enlightened Day Eight - End Day 8
Day 9 Achievements:
Gotta Get 'Em All - Collect all the snake tiles.
Pitfall Harry Would Be Proud! - Use the vine to get past the mummies.
Knotty Day Nine - End Day 9
Day 10 Achievements:
Express Elevator to Hell - Use the Snake Rod on the knothole in the
confession room.
Strength in Numbers - *MISSABLE* - Leave the Snake Rod and Signaler in the
confessional booth for Mosely.
Solo Mission - *MISSABLE* - Don't leave the Snake Rod and Signaler in the
confessional booth for Mosely.
Mercy is the Better Part of Valor - *MISSABLE* - Use the hand icon at the end
to save Malia.
No Mercy - *MISSABLE* - Use the dagger on Malia at the end.
Triumphant Day Ten - End Day 10
End Game:
Novice Schattenjager - Finish the game with less than 362 points, and try to
save Malia. Don't use the dagger. If you are at full points at the end, I'd
recommend skipping the money or surgery room.
Master Schattenjager - Finish the game with all 362 points obtained. If you
followed this guide this should be no problem.
------------------------------------------------------------------------------
4.00 Copyright
------------------------------------------------------------------------------
Copyright ZeroHash.net
This guide should only appear on ZeroHash.net GameFaqs.com and NeoSeeker.com.