Vestin: Cue me trying to compose various messages, including (but not limited to): "mg bring coffin to ritual", "mg bring sekey madoule to swamp", "dj take sekey madoule to conclave", "dj bring sekey madoule to conclave"
(...)
Not to mention that "sekey madoulé" is written with an accent and the amount of space on the wall was HUGE in comparison to the final message...
The first wall message is what you need to imitate - "DJ conclave tonight bring fwet kash", replacing fwet kash with sekey madoule of course. It also works, and the result (after you stand back to admire your work) is a message that takes up the whole available area.
Also, the two parts of the puzzle are explicitly linked by an in-game hint that activates whenever you complete one part of that puzzle. So, for example, if you put the tracker chip in the coffin, the message says "Now Gabriel has to make sure the coffin is brought to the conclave" or something like that.
The hardest part for me was to trust the game not to screw me over, to understand there are no arbitrary puzzles and I'm (probably) not hopelessly stuck because of something I did (or didn't) on Day 1.
The poem, when viewed as a clue, feels arbitrary, since it's attributed to a Ritter guy who Gabriel doesn't know is his relative until the clock puzzle is solved. Of course, if the player knows even a little German, or has played a sequel, the connection is obvious. The picture, on the other hand, is spot on.
But really, the take-home point is that clicking everything on everything is not a way to solve problems in this game (too much stuff to click on), thinking is. The castle sequence can be viewed as a sort of homage to that annoying old style, but the available area is too small to make it really annoying, and hopefully enough trust is established that the player wouldn't worry about being in a dead end due to not clicking a random object back in New Orleans.
Also: the intro for Day 10 is one of the best videogame moments.