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标题: 我找到了断剑:圣堂武士之谜-导演剪辑版的攻略!!!!!!!(英文版的)会看的就进咯~~~~ [打印本页]

作者: sora6218    时间: 2010-9-6 19:53
标题: 我找到了断剑:圣堂武士之谜-导演剪辑版的攻略!!!!!!!(英文版的)会看的就进咯~~~~
因为玩完了NDS版的现在又玩PC版的~~~~~" j5 j- ?% }6 n! F0 f& R
但是之前是没有攻略的(当然是在玩通NDS版时)
0 t/ u8 s* f$ ?. Q, ~: v现在有了就找给需要的朋友们~~~~(如果你会看英文的话,我是看不懂啦~但我玩通了就没关系啦~)( [/ R: H6 \  ]: Z+ g. f
来至:http://www.neoseeker.com/resourc ... &rid=177583
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. a! Y& b5 u+ T, D; _! x3 H7 S5 h                               FAQ/Walkthrough for6 {4 F3 c2 W: t
              BROKEN SWORD: SHADOW THE TEMPLARS - THE DIRECTOR'S CUT7 A8 z- c+ @6 @# j* z! Y

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9 v& e+ {# K1 {! {$ g7 PGUIDE INFORMATION& t5 t/ [/ y2 u! N) l
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5 f( n' Y4 s- z% X7 @1 c5 P% }, KAuthor:   Tom Hayes; o" K2 F/ K! ^8 W, R0 b) S
E-mail:   thayesguides(at)gmail(dot)com4 ]& {; k5 q/ j' Q3 ^* h2 l
System:   Nintendo DS
# a' V2 E8 c( t7 e# ZUpdated:  12th April, 2009
# G7 \( M- T+ ]% _Version:  1.0
% A8 O! M' \' }
( i3 F6 }6 h7 Q/ P, t. |! A9 a% X" d
! F6 X! C& |- Z* g; D' h: yCONTENTS' o7 p7 F7 ?; _' l7 x1 }5 h$ F
--------+ }9 ]% s- E: }! Z$ l" K4 ^2 q: h

% c9 ~# k- W9 H6 e& `1. Introduction6 Q2 Q+ H/ C$ k9 k0 X, x
2. Walkthrough
! d+ b) h, ]$ @; e     2.1. Nico: Paris - First Visit" B, A. Q" p, m: `/ \
     2.2. George: Paris - First Visit& d* ]! J7 P8 X  d
     2.3. Nico: Paris - Second Visit
  j3 G+ ~$ u3 W: e. k8 }. m     2.4. George: Paris - Second Visit1 V3 J6 ~- y# q4 j
     2.5. Lochmarne$ Y& A$ P' N6 u$ P, s- T
     2.6. Nico: Paris - Third Visit: W5 W! [9 H$ L" o, Z/ a. F
     2.7. George: Paris - Third Visit) @5 y" ]- w, z3 G* x
     2.8. Marib
3 C; I0 P2 u' @+ b, j/ F9 P8 z* j     2.9. George: Paris - Fourth Visit7 n4 T$ [% ?5 g
     2.10. Villa De Vasconcellos - First Visit
; E6 {# i6 N1 E- N     2.11. George: Paris - Fifth Visit; o/ h4 C! c6 ^% \' q
     2.12. Villa De Vasconcellos - Second Visit
. J( e0 z4 q* f; e; r     2.13. Train* ~6 s( i4 E2 }" W( ^! V( \! ]
     2.14. Bannockburn
: `* m! R$ ^5 Z3 H7 J: Y/ `3. Item List/ |  Z& F$ f  t4 V& b% ^7 w. Q9 S
     3.1. Nico) Z# Z* t% b% a; h
     3.2. George
  z' b, |7 O5 R- X4. Copyright Information! R# o8 l9 f& y& ]7 y7 W

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$ Y$ J$ _2 Y+ [VERSION HISTORY
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0 L3 R' r6 T2 `1.0:  12th April, 2009  (First version)
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===============================================================================3 p+ z5 W$ M! b' r+ x9 l) W

5 @* {. S& f; y2 I& _1.                                Introduction! N! P$ `$ y/ B

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Broken Sword: Shadow of the Templars was originally released on the PC in 1996.2 |6 I# g' L1 n
The game tells the story of an American tourist named George Stobbart who is on# [0 H3 O  d8 j# S6 G6 Z1 |/ v+ |6 [
the trail of the Templars. The Nintendo DS version features many new scenes and. h" e; z% x  d# T4 h* e
puzzles which make getting this version worthwhile even if you have completed2 u$ R1 v, x# D0 h
the PC version. Nico also gets her own separate adventure which won't take long
* V$ ^0 R( w9 S8 v( S+ h, vto complete but is well designed and fits in well with the rest of the game.
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===============================================================================$ ~( _! C9 h5 n7 P5 n2 t

; B2 `% l, Y% P# ?* Y  f! \6 c2.                                Walkthrough
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===============================================================================/ s4 [- T5 u" i7 v# H, O/ d
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5 [  @& i, k5 H  j8 Y-------------------------------------------------------------------------------" M! C" M) D9 b- q8 ?6 P0 M4 y
2.1.                       Nico: Paris - First Visit
" U) _/ J* S1 |-------------------------------------------------------------------------------
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" M: u# e# N. [# ?INTRODUCTION8 ~8 d- z& D+ g9 y: b
------------
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$ i+ N7 a" M4 j5 V2 o! @6 FNico receives a call from her editor and is asked to travel to the Palais8 }5 i) J( Y# }# E" Y/ M0 `3 o1 Y
Royale to interview the media tycoon Pierre Carchon. As Nico approaches the% m5 w" c* s; M
building, a mime steps in her way. She humours the mime and passes by. As she( \& W  y# I% k' q# ]
presses the doorbell, the mime continues to glare after her. Nico is let inside
2 Y2 o$ c. H- r4 H! `6 r0 `by Pierre's wife, Imelda, while outside a ladder is put against the building.
8 H$ ~! n( B( U( R5 b3 K3 eAs Nico and Imelda are talking, outside a glass cutter is used on the window
" A  N; f6 |7 B: P9 mand then a silencer is seen to a gun. Pierre introduces himself to Nico and
, f/ C0 y6 P% f6 _mentions that he knew her father. A vase is dropped in the study and when
! Z% u/ h1 h) H. {, j2 m% hPierre goes to investigate, a gunshot and a scream are heard. When Nico enters,
, p+ m5 l; I, d/ i2 vthe mime is seen standing over Pierre's body. He beckons Nico to come closer,( I$ X; \2 v$ q, g2 `% Z
then knocks her unconscious with a punch when she gets near. Imelda goes off to) S. l1 \0 U, ?$ n8 H4 v
call the police while Nico is left in the study to investigate.
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$ V9 C! O' x% S3 `4 U5 Y! U. ^: F
PALAIS ROYALE
4 E3 W# q' p5 U: i3 l" i-------------
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Examine Pierre's body to see a closeup. Get the hair clip on the floor near
: _( m- O" F3 Y0 E3 F! v8 CPierre's head. Operate Pierre's jacket to see a blood stain and a gold object
- b2 k: w7 A9 r) f5 k3 C- `2 [( kin the pocket. Get the gold object from the pocket to see that it is a ticket
$ }9 [7 l" M" m( R, w# Nstamped "Bateaux de la Conciergerie". Exit the closeup view. Exit the room on7 d  h( _. G* B1 F5 ?
the left to enter the hallway. Examine the cloth on the table and then pick it
  k) g1 Z* A2 A% E% Fup to reveal a tiny hole in the table. Use the hair clip on the hole to open a
( \0 o$ a& _! g: c6 asecret compartment. Get the key from the compartment. Exit the view.) K) e, |" O5 N3 o* _- l

7 P4 E( z) i  l5 T& s% l- VGet the tube of paint below the painting and Imelda will question what Nico is6 Q5 w) Q1 k- f" W. L. C. A
doing. Talk to Imelda about Pierre: She doesn't believe that Nico is sorry.
. N6 f, G; i* r! a' B9 Q  F3 XTalk about Pierre again: She has no idea why Nico was called. Talk about Nico's0 r* J. w3 }* ~4 l
father: Imelda didn't know Nico's father. Talk about the mime: Pierre had many
1 Q& o2 O4 |# C& ~! l" genemies. Select either option when Imelda asks if Nico has any moral sense.
6 Z8 C" @: y6 ]8 E; B- U( E) _, JNico now mentions that Imelda lets her investigate and not the police. Again,
# V6 S4 u& q, k0 @! f; b; f3 ~select either the good or bad option when it is presented. Imelda agrees to let
  l! m$ D7 _/ L7 `1 A- g3 F& d& pNico investigate and gives her the key to the drawing room.
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Walk to the right side of the hallway and use the drawing room key on the door.; @* c% E. ^7 J, Y) l6 J1 }( C' N7 |
Enter the drawing room. Examine the painting above the fireplace. Press the
: M3 G6 f# O. T3 d3 D# h4 \4 k* ssmall button at the left side of the picture frame and a click will be heard.
4 G( v4 b* J5 ?, ^1 dOperate the picture to reveal a safe. Use the safe key on the keyhole to open
4 K  y# E+ z3 R1 Ethe safe. Get the stone cylinder. Examine the desk at the right side of the) S& o6 u  d( P- [5 |* M
drawing room. Get the carved elephant. Use the tube of paint on the in-tray.8 R" P7 y4 e( V4 V# S
Use the stone cylinder on the in-tray to roll it in the paint. Use the painted
2 H1 J$ Z* e" pcylinder on the blotting paper to reveal a secret message. Get the message from
% q1 S, Z# ^( l0 L6 U2 D+ ~) z- `the blotter. Exit the drawing room and walk to the left side of the hallway.
+ C" I! z- n- h. cTalk to Imelda and Nico will leave for the quayside on the Ile de la Cite.
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: J+ l% E" u+ D
) G4 y$ [: ]( l; g) M. U2 e3 TILE DE LA CITE
& i9 i  ]$ X) @+ }/ Q6 X--------------
  J+ Y9 R( P8 y
) q" E' i7 _0 r; Y* ?: M$ yWalk to the right side of the quayside and operate the gate to see a closeup.1 V) ~" x* {* r+ M- g: Q3 `
Examine either lock. The aim is to slide the bar with the latch all the way
" N. z! d' G* G9 kalong to the other side, but any blocks that are in the way need to be moved.
( _3 g2 n* g' ~4 MThis is a long and difficult puzzle at such an early stage of the game, but
& Z, {; j& o* R7 zthere is a shortcut to bypass it: Slide the stylus from the top-left corner of+ B' `" g% A/ A
the screen to the bottom-right corner. If you want to try and solve for the! J3 B3 T- g1 |
puzzles for yourself, carry on. I have included the movements I used to solve8 c5 [; }9 u! @) A/ i' {  h
both puzzles, although there are many other ways that the puzzle can be solved.6 u3 C; c' S# ]# t' `5 }3 M
! C. t3 S- o& y" m8 W% ?
___________________________      ___________________________% y( |, Z8 S4 [5 F  K
|         LEFT LOCK         |    |         RIGHT LOCK        |( j' r. F2 }" a
|___________________________|    |___________________________|
$ Z) H! L& v3 V$ C* ~|          ___ ___________  |    |  ___ ___     ___________  |/ [+ N: \3 i+ c- ~
|         |   |     C     | |    | |   |   |   |     C     | |/ `. c( R; E5 d7 O: ]  ]# v8 k
|  _______| B |___________| |    | | A | B |   |___________| |
0 G4 i0 Z7 b1 T( |. j| |   A   |   |   |         |    | |   |   |           |   | |' X# J1 w- n6 ?# k, F
| |_______|___|   |_______  |    | |___|___|        ___| E | |0 q# F- N' j$ E' [, P
|             | F |   G   | |    | |   D   |       |   |   | |% [2 `: V, [6 {6 S+ \
|  ___ _______|   |_______| |    | |___ ___|_______|   |___| |
: A- w) [3 J0 ^! }0 }8 c* Z, A| |   |   E   |   |   |   | |    | |   |     G     | H |   | |7 Z: K) a& @5 v6 N: A. \
| |   |_______|___| I | J | |    | | F |___ ___ ___|   | I | |/ t) R2 G, J( ?
| | D |     H     |   |   | |    | |   |   |   |   |   |   | |
' k9 {' o# U+ M# _| |   |___ _______|___|___| |    | |___|   | J | K |___|___| |* J% t# v7 d% ?" m& G, ~9 P
| |   |   |   K   |   L   | |    |         |   |   |   L   | |
$ L# z7 w, ~( L: }" o| |___|   |_______|_______| |    |         |___|___|_______| |6 S0 j/ g: P6 O, U: Y8 t
|___________________________|    |___________________________|
  [0 n, V5 R' C) K$ R+ }/ G
! x$ ]5 N9 E4 N2 l4 _; L6 O  _" k1 Y, d  x( o+ z2 @" c
         B -> 1 down                      D -> 2 right" k. U! ?$ M8 U
         C -> 3 left                      B -> 1 down
) j- D4 w9 ~7 L. h" Q+ S, j         D -> 1 up                        C -> 2 left% [4 U! W" ^7 l
         F -> 1 up                        F -> 1 down
0 ~7 u4 V! w: E* F4 T$ [$ u         K -> 2 left                      H -> 2 up
8 e# L" z+ x1 i/ _+ w' h5 @         L -> 2 left                      G -> 1 right1 e+ B; ?% w5 Q6 |
         I -> 1 down                      B -> 3 down2 O: A, s  E) Y; l7 I9 g
         J -> 1 down                      D -> 2 left
5 c0 T* t; h! {( X8 e: }, Y, z" s+ V         E -> 3 right                     G -> 2 left7 g& M% d" I2 Z. p
         B -> 1 down                      K -> 3 up
. O2 J% E* ~1 c* O& m9 E" q         A -> 1 right                     L -> 1 left/ e; _9 W# c( E" T5 D& Q/ D
         D -> 1 up                        I -> 1 down# [/ v  J/ Z' J  K1 k
         H -> 1 left                      G -> 3 right
" D! P) w0 t) U9 W: w         F -> 2 down                      J -> 3 up
( C( s4 t: I" k- k" y         A -> 3 right                     G -> 3 left
" Z9 I& j: l; I" @+ Q/ }& ?: b5 }, _         B -> 1 up                        K -> 2 down
( t' @8 G. q) L         F -> 2 up                        L -> 1 left
2 ~' H) i8 g$ I0 w% t  ^! c         E -> 3 left                      H -> 3 down3 k3 x, [6 t# ^0 Q, f, b- N  q4 c1 q
         I -> 1 up                        C -> 2 right$ e& v/ g6 Q% K- V  H* q
         J -> 1 up                        J -> 1 up% Y6 W! o* s9 C& M
         L -> 2 right                     D -> 3 right/ J, {) G2 P& _$ @7 c) p
         F -> 3 down                      J -> 1 down
  P. _4 A4 o" d& u( B# s; W         C -> 3 right                     C -> 1 left' z3 c  I0 K& a+ |; I6 M- Y
         B -> 1 up                        E -> 1 up
6 N* |" T* o4 X1 r* h) e         G -> 3 left                      D -> 1 right
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After solving both lock puzzles, the door will open. Go through the doorway to* B* X3 N; J/ r8 M; l4 u
enter the skiff room. Operate the skiff and it will fall over, revealing an old
- }5 P( J' ~% o) fshell case below. Get the shell case. Use the stone cylinder on the hole near* d" _8 R6 i3 R+ n
the door at the left side of the room to open it. Open the inventory and look. y/ J7 z$ o$ I2 R+ ?8 L
at the secret message print: It contains the message SDSSDSS. This is the code" \  p$ P2 w' T1 h
that now has to be entered, so press the left button once, right button once,
# f' N/ \& @1 m9 v  t9 j% oleft button twice, right button once and left button twice. Get the stone, v. Y: ~% a! U, \* p/ {
cylinder and then go left through the doorway to enter the anti chamber.
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6 S7 c3 Y9 P* c0 C% UUse the shell case on the right doorway to put it under the door. Operate the
( H- g/ P; i0 [! h% xcross in the middle of the room to flatten the shell case. Get the flattened$ E9 S. C9 M$ M+ X" b2 P
shell case. Operate the cross in the middle of the room again. When Nico pulls8 I. y2 `) C; P6 C8 K
the cross back, open the inventory and use the flattened shell case on the
3 r6 [* m" B% D9 Mcross to hold it there. Use the stone cylinder on the hole in the panel. A
4 f3 P. P/ b" L6 r- k  T8 J& e5 fmechanism will trigger which was meant to open the door at the left side of the& E9 q+ X9 Z6 Q; e; i  F
room, but it has been jammed. Get the flattened shell case from the cross. Use
. q5 d, A' O- G" c6 [the flattened shell case on the door at the left side of the room to open the
8 E5 X# o& x8 _4 P1 f' Bdoor. Continue left through the doorway to enter a dark room.
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Walk to the right side of the room to see a red flashing object. Operate the
. ?: p0 |2 C; p2 N* ~  {% vobject to turn on the lights. Walk to the left side of the room and examine the
4 V, e/ j1 _2 gtop of the desk. Examine the photographs to find out that Nico is being
- U  F, q* Y9 o1 e; L" Yinvestigated. Examine the newspaper articles. Exit the desk view. Operate the
" t+ p7 X/ T8 k; gtop-right drawer on the desk to find a note written in code. Operate the drawer* ]% f0 W8 j3 K6 C! I0 Q) i
again to pull it all the way out. Get the photograph from the hole. Open the
$ a  D4 c* S, a7 [( Vinventory and examine the note. Use the translation for the code below.
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________ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___- e0 Z' t' {3 b- b, Z; f, V
| SYMBOL | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |10 |11 |12 |13 |8 j. l3 P0 }# ~$ k- f
|________|___|___|___|___|___|___|___|___|___|___|___|___|___|
9 b! T% Y6 I+ F8 i# W' X8 q" Q, [| LETTER | E | M | J | O | P | B | A | C | U | V | D |   | R |
9 h" l. T$ O( R$ Q6 c! k|________|___|___|___|___|___|___|___|___|___|___|___|___|___|9 E% U# Q6 l' J0 N/ x( {* O
2 {! h+ u7 M6 `0 n
+------------------------------------------------------------+
  J( X1 q& p( n( o, f; z( t  x ________ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___" u3 a" n( @7 o# J6 f
| SYMBOL |14 |15 |16 |17 |18 |19 |20 |21 |22 |23 |24 |25 |26 |
% w" j2 c- g4 K; B|________|___|___|___|___|___|___|___|___|___|___|___|___|___|9 A" ]) Q% p. c  ?* Y
| LETTER | S | Y |   | F | G | H | T | W | N | I | X | K | L |
7 f3 v, P! D. R% W8 H6 P5 n|________|___|___|___|___|___|___|___|___|___|___|___|___|___|
  N/ Q' X& }7 _1 C
; t( {% s$ U. o' K. e' G3 R5 @4 F% c/ |. }
The message now reads: "Pierre. Full report to follow. But this is too urgent
. D/ A& ?  p. d& Fto wait. Arno and Yamada both dead. This is not a coincidence. Indeed it seems
8 E" m0 V, K# r6 O  V, Q1 ~: k; F1 Bthat all of us who came together in July are in danger. Take great care. X"
8 ^3 F  k' |- }7 ^5 Z8 a& ?- `3 }( P
After deciphering the message, Nico returns to her apartment to write up her1 P9 E* K; |  a  P2 ^, L
story. When the phone rings, Nico answers to talk to her editor Ronnie: He
# P4 n: u: x! |/ ^) @. S+ Jtells her that he will not publish the story that was written. Nico realises/ f- A- q( n8 c& k
that someone must have got to him, and Ronnie tells her not to pursue the story# N  j9 f9 a& a6 e
any more as Carchon had powerful friends. When the phone rings again, a man
) i. W$ I6 P1 h( jnamed Plantard says that he wants to meet Nico at the Cafe de la Chandelle7 p# y$ b7 j7 p
Verte tomorrow morning to discuss the Carchon story.
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8 P4 z) E! Q% g6 T5 L" J-------------------------------------------------------------------------------
" }. _5 O0 d! c4 f4 L2.2.                      George: Paris - First Visit' V7 k# q7 D( y8 q3 G. q
-------------------------------------------------------------------------------
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' ?0 H* ?$ h+ G4 A- h' f1 |$ d7 l8 _9 P- L- O
CAFE DE LA CHANDELLE VERTE# L, U. W5 D7 ~
--------------------------$ g! f4 a) j  o6 t1 T
5 W2 _0 T, Y  L
The game now switches to George Stobbart sitting outside of the cafe. George. r4 t& q, N/ J& J
watches as a clown enters the cafe, and inside the clown places an accordion; @, s5 b* }. T9 ^
on the seat. The clown runs off, and seconds later, the accordion explodes and
- {* T9 x4 Q& ydestroys the cafe. George picks himself up and his adventure now begins.6 A; i% o) [/ @1 C: ?7 [1 m* m

, U) z, ^  D+ J* K" k' S2 QWalk north toward the construction site. As George walks into the area, a1 f3 R. y, ~# B$ |& F0 a% k) w
police sergeant draws his gun and aims it at George. A police inspector arrives
6 V" I# }. F) B9 ~  H' R! O5 Eon the scene as well and guides George back toward the cafe. Select any answers
0 _3 |# ]& w" ]4 K! p7 h1 sto the inspector's questions. George receives the inspector's card and then
9 _8 I. f0 \1 eleaves the bistro. Outside, get the newspaper that is curled up at the bottom! i) ~6 n6 p, R
of the lamppost. Look at the writing at the bottom of the newspaper: "Salah Eh
  [5 Q7 W! f/ D1 r1 |7 WDinn - 1345". Look at the picture of the man on the left page. Exit the view.
% E( y. ]; t3 S( v- N% r5 u* h
Talk to Nico and she will introduce herself to George as a photo-journalist
; v4 ?3 i) x6 A* ~$ s8 y" k8 d  |the newspaper La Liberte. George tells Nico that he saw a clown enter the cafe
7 ]/ d: Q0 O* m8 ~, Bbefore the explosion, and Nico realises that it is the costume killer again.
( j8 T6 ^) W. E7 @Talk about the clown: She doesn't want to talk about him. Talk about Plantard:1 M3 H; F. {/ R1 E& G/ s( ^% h
He had a story that he said would interest her. Talk about the clown: Nico
5 H* t1 {- ]- H) {- h2 U2 Wgives George her phone number and then leaves to develop her pictures. Walk
  N. `8 T) ^% I4 vnorth to return to the construction site. Give the newspaper to the worker and* P  M) L' U3 C' D& d3 V
he will notice the horse Salah eh Dinn is running in a race. He tells George to
. V! ?) R$ O9 A5 Pkeep an eye on the hole while he leaves the area to place a bet.: l8 t9 L- u* a3 n. Q: g9 u$ J
1 V! _+ N* u$ z  ~
With the workman gone, get the toolbox in white tent to find a metal rod. Walk
0 [3 {9 T- E' m' {( C4 Jwest to return to the cafe area where Sergeant Moue is now standing guard
- a2 r( d2 u0 Y6 ooutside the entrance. Go through the arch at the right side of the area to8 Z4 k& H! n* G; R0 w, \) I
enter the alley. Use the metal rod on the iron cover to remove it. Go down the, k# o+ M! R9 M# C
hole to enter the sewer. Get the red object on the floor to see that it is2 ]# O6 |( t# \9 v2 p# S
actually the clown's red nose. Walk north to the next sewer section. Get the' h/ y; j$ r  R1 s% R( P/ S: q
tissue on the floor and the piece of cloth from the spike. Climb up the ladder." L: H5 U+ t6 J! j: }% f, A: n

# p% i# q9 D5 t: SGeorge emerges from the sewers into a courtyard and sees a man standing above
9 K' f9 p1 g+ f& khim. The man mistakes George for someone else and demands that he exit the0 U3 c6 c1 j* h1 p: Z
sewer. After standing up, he asks George what he was looking for. Select any of
7 l4 p1 z  \, Sthe options that are shown: The man had not heard the cafe explosion. The man
/ D+ C. }7 I0 b8 M) k( Ywants to be sure that George is not in league with the man he chased earlier,4 @! I: K# o3 k0 L
so show the card to the man: He now believes that George is a police inspector.# ]! ~) K% c  V$ t8 M5 Z
Show the piece of cloth to the man: It is the same cloth as the jacket he) I1 \: p: |  N4 Z
found. Ask about the jacket four times: On the fourth times, the man tells% b' l$ n  y7 g4 _1 R+ T
George the name and phone number that were on the label. Exit the conversation9 Y; H( o/ j* Y  y6 r( v/ a
to leave the courtyard. Walk right to exit the area.
7 Y; C9 a* i2 \1 v9 Y! w* b
0 b- R  d8 x+ [4 _7 F
6 a. j- v, H: ^7 t! qPOSTE DE POLICE
3 I1 K' `5 `9 ]# q# }! H---------------
+ e2 H. Y; o" t) ]0 l: S
+ e$ G! y/ M6 B4 w& U& E" L" K. c! U0 y1 ^0 NOperate the right phone on the wall. Select Nico and she will tell George the* T: \9 o: k6 c5 q* M! E4 p
address of her apartment in Rue Jarry. The game now switches back to Nico.
: u% v3 ]( m" b3 s
6 S$ T' i3 `6 Q1 `( ^5 w
8 f+ {1 R, s1 R- r+ T9 E. E2 \-------------------------------------------------------------------------------, u. A9 n' k$ u1 y  C" J1 o) D
2.3.                       Nico: Paris - Second Visit. u% w6 f  ]8 \* K8 Q/ z
-------------------------------------------------------------------------------
5 F2 A& V+ l7 Y* ^4 L# Y* s4 }  p/ M: g  D0 B
; j; _7 K  F8 V# e% Z- ]
RUE JARRY" G, r$ H2 I. A  W4 g1 N8 ~
---------
8 r2 r( D6 n# K7 c
( e+ `+ D" o8 W6 r% ~7 d4 ~" UExit the apartment and walk west out of the area to view the map.
8 |; O1 W, R9 i1 t- P) a8 u7 u! T/ m( Y) k, H0 B
" Q- H7 E" o* U5 F* r, q6 S
CAFE DE LA CHANDELLE VERTE
% O9 F$ k/ M( y--------------------------1 }. J. I" ]$ A% a" J) Q1 t
5 X; u: d6 ?3 U7 v) k3 h
Walk west to the cafe to see the workman boarding up the cafe. Talk to the$ ~7 _  ^( m5 n# l6 X9 d0 C2 g
workman about himself: Nico wants to take his picture. While he turns away to# d/ ^1 R/ H+ p' g& z; l
brush his hair, quickly enter the cafe. Operate the mirror leaning near the bar  h2 S! B8 F+ M  H# d* C
to move it. Examine the mirror to see a close up view. Examine the gold object& U% D3 s( d& g5 p6 G
in the reflection to see that it has been lodged in the gap behind the pipes.
9 @6 c, |3 j2 U5 r+ GExamine the table to see the damaged pipes. Get the gold pouch behind the pipe.
( u; ]4 Z$ H2 H* }, g2 t8 tExamine the pouch in the inventory to find an artefact and a coded note. Look
. ]$ J! X& {" i! `. d1 kat the coded note and decipher it. Refer to the translation grid that was shown
( q/ \3 Q! s* i* M. ?: Dearlier in the walkthrough as the same symbol to letter code is used here.
4 H! |0 B) I- j% d8 }1 A3 E" A3 q. u( Z$ ]" R$ |; B
The message now reads: "Plantard. Pierre killed. Murderer must have followed9 Y1 A1 m8 \2 ]' K* u
trail from Arno and Yamada. He will come for us now. We must be vigilant.8 W! [$ p5 |  ^$ ]  b* a
Thierry's girl broke into Pierre's safe. She worries me. Imelda.". Exit the' |& c* i4 d1 d4 [
cafe. Walk north to the construction site and east to return to Ile de la Cite.5 w3 D% f# {- |  O

2 x3 j4 m/ e4 ?5 M6 j+ `. x; u3 {) ~: l9 h, E1 F
ILE DE LA CITE+ X/ z; ?% t9 X
--------------* S" G# o8 B' N: G# m

: K! v; d4 P9 y# M" mGo through the doorway into the skiff room. Walk west into the anti chamber.
. L9 g4 k6 L& [: XOperate the cross. When Nico pulls the cross back, open the inventory and use
$ X: O0 N  ]7 N3 Othe flattened shell case on the cross to hold it there. Use the stone cylinder/ B( [3 e5 X: a2 z# l- d, f
on the hole in the panel. Get the flattened shell case from the cross. Walk1 t8 ~6 w" `+ \3 W" T6 _4 ~6 r
west to return to the state room. Use the artefact on the small hole at the
, \5 Y% f5 X3 n8 H" [right side of the safe on the wall to open the safe. Examine the safe to see a
* T9 W1 j$ k" S; Z# f' L  g3 scloseup. Pick up the pieces of the photograph and Nico will spread them out on% r3 I0 L/ I$ U, A( r+ \# K" k. _0 `
the desk. Place the pieces of the photograph together to see that it is a
& P" a8 t! @  `4 A! xpicture of Nico's father. Nico returns to her apartment to meet George.
2 n) _/ ^$ p3 a" s) ]7 A9 |6 M+ @5 o- z# ~2 R

9 x. E/ W' u  p* d# g; y0 L-------------------------------------------------------------------------------- _+ L4 I" L' ]* K; W9 z5 u) |
2.4.                      George: Paris - Second Visit
& k% q. q, U% H9 S1 d$ h* }-------------------------------------------------------------------------------: z+ b% ~* _/ i* ]+ W# U. M" V, k

+ z7 F3 x4 U1 R  f0 O0 r
& U) _3 `& w1 \: L, h; p* TRUE JARRY
( \6 y) n) d! r% N---------
, x2 C, R5 k. U( M) p
/ ]2 ^+ Y3 U% r% |Talk to the old woman at the flower stall. Ask about Nico: She tells George. |. y+ r4 `0 ~( w( s" I! J8 m7 ?
that the door needs a gentle nudge to open it. Exit the conversation. Operate2 ?( W9 @8 N# @# [  n
the door and George will enter Nico's apartment. Talk about the red nose and
" n! r7 J$ K/ J6 {Nico will notice the address of the costume shop La Risee du Monde inside it.
( |# I: X0 f( v' ?+ k/ _+ wTalk about the piece of cloth and Nico will show George a photograph of the
( g+ s' @, g* A1 u. j$ ^killer wearing the same material. Exit the conversation. Leave Rue Jarry.& o7 D  Y) S5 z7 j/ g

& d7 }3 d; F* P$ B! v) N# g  C6 u+ {7 _5 c* P4 C. `
LA RISEE DU MONDE
0 ?+ A8 _2 P, E- S$ u# r8 E( }: P-----------------& N- D- m) }1 {' K* U

+ m5 a/ \3 o! `4 X& uTalk to the man behind the counter. Show the tissue to the man and he will
2 B. y7 o% X6 U6 p4 d9 M9 j: s7 [! precognise the smell as theatrical greasepaint. Show the picture to the man:! m) {; n- o' w" [" k$ k
The greasepaint was bought under the name Khan. Exit the conversation and
' ^9 e) x, i+ p7 a, f: Kbefore George leaves, the man gives him a trick buzzer. Leave the shop.
3 R5 M$ j6 n. G: B) x/ A# ]5 w  U" {$ }2 y6 |' [+ X0 \1 f
  F  _% V$ j9 w& ?' L( F
POSTE DE POLICE
  |/ h2 g$ Y- s+ ]  S/ |& b---------------
8 _" z: B* _" z
/ N+ l/ K! @5 ?0 y' h7 D% X, KOperate the right phone on the wall. Select Todryk and talk to him about Khan:
2 v! l: ]6 x5 p& K) F- g0 Y. ^The suit was delivered to the Hotel Ubu. Exit the police station.( G9 ^0 K6 g, r' Y4 B/ }" X+ ?
3 a+ X& F  f; B% c

) F/ _$ n2 \- X* c" j  tHOTEL UBU
8 B2 ^! p" x  s5 W) w---------* e# m+ I5 }- u! b% [) c/ u
8 h& @9 ]: g, ?
Enter the hotel. Walk to the left side of the lobby and try to get the key from' W- O1 x0 B; V- N
the board above the counter near the clerk. Talk to the clerk about the key: It0 A9 X; ~3 C8 h9 d
is for room twenty-one. Go upstairs and operate the middle door to see that it% P$ Y6 {8 b, R! `
is locked. Go downstairs. Walk to the right side of the room and talk to the# O; }7 G+ `" t, x) W1 V
woman playing the piano. Show her the photograph and she will recognise the
! J* y5 k  i# \4 K  Bperson as Moerlin. Talk about Moerlin: George tells her that Moerlin is a fake.
! E" A3 m* o  q% lTalk about the key and she will walk over to the clerk. When the clerk leaves8 H; y  w' K6 y# n
the room, quickly get the key from the board before he returns. Go upstairs.
# [% Q7 a& A7 o0 E. k9 J0 C$ s& X5 x- e0 H  y' H, p4 @0 f
Use the key on the right door to enter room 21. Operate the window at the right5 j7 a5 E. S* F( P
side of the room and then go outside onto the ledge. Walk along the ledge and. I+ Z% |! ~  t$ j( j( y
go through the right window to enter room 22. Try to exit the room to see that
4 ^' g* w0 z& s- i4 RKhan is approaching. George quickly hides in the wardrobe. Khan enters the
; ~% e0 H0 A5 t- s  G$ croom, changes clothes and then leaves. Examine the pants on the bed to see a
, A6 J" O: b+ s! m1 Y6 Z$ ocloseup. Pick up the pants at the top of the zip to turn them over. Operate the
2 @/ P9 B! }  X! Nleft rear pocket to find a matchbook. Operate the thread above the left pocket0 I: Y5 _0 P8 K
to remove it. Turn the pants over again and then operate the right pocket to3 n% R$ ^1 M3 Q2 r7 v
remove a pass card. Exit the room to return to the hallway. Go downstairs.
7 o) c; ]$ f( F3 p5 h$ r* ]: s: I, A% M
Talk to Lady Piermont about Moerlin: He passed an object to the clerk about an6 q+ X3 p) Y0 J' l; C
hour ago. Talk to the clerk about the safe: He wants to see identification.
4 k7 q8 j$ Q- O; ~Show Moerlin's pass card to the clerk: He still refuses to let George see the* N) G9 Y' {4 h) j, D( e
contents of the safe. Talk to Lady Piermont about Moerlin's pass card twice:1 e+ T' i" c2 s( L$ j: k* Y, n# ^
She returns to the clerk to demand that he retrieve the contents of the safe.
, [- P, t  p2 _* J7 MThe clerk returns and gives a manuscript to George. Go upstairs and enter room" n4 H3 k7 E1 t, F
21. Go out the window onto the ledge. Use the manuscript on the alley below to
& T0 y- a; r. dthrow it down. Return to room 21 and go out the door. Go downstairs and then3 X5 l& F7 n) |! S9 i
exit the hotel to be searched by the thugs. Walk to the left side of the area! {8 A9 T( h8 @3 e) l% Y- P) U& v
and go through the arch to enter the alley. Get the manuscript on the floor.
$ _3 b8 s' Y+ j4 H% L3 d, s% p! E# I( j- F2 c
9 ], p! |6 J# A9 v- t! a: y
RUE JARRY
, d# b3 h+ y4 T1 ?0 t0 G7 E; O+ ]( _---------
' n: A7 [7 I: b* K7 M5 F+ k6 {( q7 N" @7 }
Back in Nico's apartment, talk to Nico about the parchment to watch a lengthy
% J3 B8 O" [% F/ T2 N* Gscene about the history of the Templars. Talk about the parchment again to see
, t, A$ s& _& r9 Va closeup. Look at the four corners and the seal on the parchment. Exit the- ~$ b) q# B5 b
view and Nico will suggest visiting the Musee Crune. Exit Rue Jarry.$ P/ {% V7 z/ S* r5 F5 I

3 n3 I, V# \9 Z2 c% X, c! ]1 k8 Z' E( t
, o! S- }7 s9 X$ _8 [  wMUSEE CRUNE/ [: ]$ z! U% f" T* a+ j* c
-----------9 a* V8 N/ B5 Z5 Y+ B/ c
9 Y& z5 T8 I2 a3 m
Enter the museum. Operate the tripod in the middle of the room to see that it
0 s# w0 R9 W; G4 Y0 V! Jis identical to the tripod in the parchment. George notices that the tripod is# \% j% z* Y* b' D: N
from Lochmarne in Western Ireland. Walk outside the museum and exit the area.7 a0 V$ e% Q# M" m9 i5 o$ A

3 Q  v6 j! g0 z6 n# P6 ]4 v
6 l5 J1 W* @! Y6 v/ s* sRUE JARRY7 p6 ]1 g0 O, Y
---------
1 Y$ l5 f; }$ ~& W2 S5 O6 U; t4 l4 U" v- P* {
Talk to Nico about the tripod. Exit Rue Jarry and select the yellow arrow at
3 N, N8 y% z2 q: A7 j) ^) u! h: w' Ythe top-right corner of the city map to see the world map. Select Lochmarne.; F  s) r' v4 _+ ~9 z; k# o
% v* c1 l: a6 w
+ R3 T2 D& @: A9 C3 I
-------------------------------------------------------------------------------! }) o( N  X* _/ A- j# Z
2.5.                               Lochmarne
3 X, \" H$ F. n" }- q# g-------------------------------------------------------------------------------/ G8 q  }# d5 n# ?$ [& T
" ]1 L5 ?  h5 z* ^% C1 O7 N# i  a

2 r+ E4 s% h+ @3 mEnter the pub and talk to the man at the corner of the bar. The man introduces( z0 ^  z, |: T' l) A) P
himself as O'Brien. Ask O'Brien about the castle: It dates back to the tenth3 c. ]. _+ q/ ^: U. }
century and much of the existing building was added later. Ask about the3 y+ K1 r; Y1 E/ V, h
tripod: It was dug up by an Englishman named Professor Peagram. Ask about0 B  |+ w: j' T: k
Peagram: He left the village. Ask about Peagram again: O'Brien doesn't know
0 k& |9 c1 a' p- I* L8 hwhere he has gone. Ask about the gem: O'Brien asks if George is a reporter, so/ f+ X: D9 V$ d. E. T0 ]/ Y1 {( o4 D
answer however you like. Exit the conversation with O'Brien.
3 @2 }6 P4 ]7 K0 B- d9 p6 N- u  v' K5 Z" J: g: }) N0 ^
Talk to the man at the table in the middle of the room to meet Fitzgerald. Ask
4 z* A& Y* L" e8 ]  X7 d/ @about Peagram: He knows he is an archeologist. Ask about the dig: He seems
/ ~- H" f% W! D5 {guilty when George asks him if he worked at Peagram's dig. Talk to the man
$ P4 F; l+ X4 ^sitting next to O'brien, Doyle. Talk about Peagram: He doesn't know him. Ask
% z: I& j! G/ F1 p6 j" I5 D+ R+ Habout the dig twice: He knew people from the village worked at the dig. Ask
/ C. Q- j% I' |! A$ Gabout Fitzgerald: A drink might help persuade him. Select the drink icon to buy1 N& y* M# V/ @4 J, \1 G- h0 g. s- L
Doyle a drink, then ask him about Fitzgerald again: He did see him at the dig./ a  o. O) f6 W+ U! U! V
' I  u$ `# R3 ~+ e2 [; |" U' t4 W" C
Talk to Fitzgerald about the dig: George tells Fitzgerald he knows he was at* |0 |$ N9 u( K1 ^
the dig. Ask about Peagram: He gave him a package to deliver to Marquet. Ask; z3 j6 b! ~3 [
about the package: He promised the professor he wouldn't open the package. Ask$ n" P; W! m( [: S( Z' g5 |
about the package again: He says that Marquet will kill him if the package is
; T! @: R: k; U6 C# Y8 ^opened. Ask about Marquet: Fitzgerald stands up and runs outside. A sound of6 _  O/ T& b1 F6 b* p( S1 R
screeching tyres is heard, then a boy named Maguire comes into the pub and% y0 z# i4 c' v' R0 `9 M/ Q* V
tells everyone about an accident outside. Exit the pub.
6 m" R2 Y$ c  {3 s" v3 u
  D3 Z' F5 D1 v9 A: b2 k7 A. o. FOutside, Maguire tells George that Fitzgerald was hit by a red sports car. The
+ f' y' s& [4 tdriver then got out and pulled Fitzgerald into the car. Maguire adds that the% @$ L5 k5 d1 C4 q4 ~
driver was dressed as a pixie. Operate the switch at the left side of the pub4 F" w. U% Z) c8 a
doorway to break it off. Walk right and go up the path to the hay cart. Talk to) Q4 b* W) u4 H' M/ O( [) |
the farmer about the red car: He saw it but assumes the driver must have been- ]6 M  B0 Z+ z; Y
lost. Talk about the car again. Talk about Fitzgerald four times: George says+ F$ b& p  t/ {/ V2 x3 l
that he will guard the hay cart while the farmer leaves for the pub. Climb up7 u1 }" ^5 m* I" S, W" i
to the top of the haystack. Use the metal rod in the crack in the wall by the
* S3 J" o( ~0 Mside of George's left hand. Climb over the top of the wall into the castle.$ B( U9 v* r8 J6 b
$ m; |9 Y2 c. g9 ^2 M7 N/ H( s4 ]
Move to the left side of the area and operate the plough share. The goat will
; h  u4 v8 V% y7 l; g2 }" Lbutt George out of the way and the rope will become tangled on the plough
4 k+ V6 K* F! V0 C! |( g  [share. Move right and climb down the ladder. Get some plaster from the sack on
; V; _4 J! O; a  f3 L. B8 Hthe table. Examine the statue on the floor at the left side of the doorway. Try
, ]. D* o) \! V9 ^% eto pick the statue up and it will fall over. Get the statue again to lift it& Q1 t  U, l0 u  g: l7 o# x3 t
back up, leaving a pattern of holes in the sand. Use the plaster in the holes.
( @: ?) H3 u& m4 `% y: T5 X) cClimb up the ladder and go up the steps to exit the castle.
$ ]) R  ^& M' f, O) \2 s* R( U
* n8 [- l- h  M' L# g, XClimb down from the haystack and return to the bar. Talk to the barman and
+ X8 t; X. c. p) _2 [answer his question about whether George wants a room however you like. Ask for+ d: |( u' J* w6 s/ L1 u+ ~
a beer: The pump is broken and he only wants a professional electrician to fix4 x8 Z( V) u* l
it. Show the pass card and the barman: He will only allow George down to the. r: b4 V# _, d( W9 b1 O( v7 N
cellar if he can fix the glass washer. Get the towel on the bar. Talk to the  f: m& m& d, l3 Q# Z
sneezing man about the wire: It is a necklace. Exit the conversation. Wait for
( Q7 u( w, m' n1 B, ~  |/ s& othe man to sneeze and then get the wire from the table. Use the piece of wire3 k8 Y0 W# F5 s" [% p
on the plug behind the bar to fix the glass washer. Enter the cellar.
% o  x5 R7 }+ J1 A. o3 x& g) |
$ |" R9 \4 X$ n- R1 xUse the lever on the wall: nothing will happen. Exit the bar and operate the4 ]- z& K! t' {, Y& T
trapdoor to open it. Enter the pub and return to the cellar to pick up the
1 H! G7 J6 ^8 u' [( O: `blue gem. Operate the faucet and then use the towel on the water. Exit the bar7 J( b0 s1 t# X& [, F/ r* q+ Z
and return to the castle. Go down to the cellar. Examine the statue and use the
; v- _" B* Z  L! y" Fplaster on the holes in the sand. Use the wet towel on the holes in the sand.! L) ?, H1 ^+ l& C& p9 Q- Q8 C) w
Get the plaster cast. Use the plaster cast on the panel at the left side of the
) p1 U' c& d+ ^0 R( M2 w# k+ vdoor. Go through the doorway. After a cutscene, George returns to Paris.
  J; l. p! E# |- O6 K
( k; L# v8 D9 E; y; a2 C
& Q, T2 N4 o# b3 e" {1 v-------------------------------------------------------------------------------- J; D, J0 `+ R8 J* \
2.6.                       Nico: Paris - Third Visit
& @1 m) ?, V7 d/ m# `5 O2 o-------------------------------------------------------------------------------) d) s* x& k2 H/ Z' b

1 g9 D1 g$ o! o- E$ C# |* G
, e4 {% j9 }9 K( oRUE JARRY6 f# n, ?& V" d. s1 T
---------
: ]1 Y4 R5 Q& X$ @; t' c
  f! b- n4 O2 y+ ^. {Operate the answering machine at the left side of the room. Nico listens to the( z/ A. `" L. B" Z  V+ J
three messages and then travels to the Palais Royale.
" o3 v/ G/ Y4 N- P$ X0 \5 r6 O) V7 ?% `. D" D8 L, R: {& l
# G' x# d" w# i: I# ]
PALAIS ROYALE
6 o- {5 U' @1 P' {  W: N-------------
) E8 G6 I2 L3 J% j! W% c9 F: O/ J
+ f# l* \  p; B+ fOperate the two wires at the side of the statue. Operate the statue to move it4 s. n0 F% {+ L" f
toward the middle window. Climb up the statue and use the flattened shell case
6 j( F; K1 c3 k  [) C1 Xon the plastic sheet covering the window. Operate the window to enter the" n! @+ x0 t) C# ?: o! P  X
study. Move left to the hall and right to the drawing room to talk to Imelda.
; k3 |6 ?5 a8 B; i& zExamine Imelda and operate the locket to open it. Get the tiny gold key.$ @; M3 b. v" \7 ?, l
" Y; U3 e& Z5 ^& a9 @
( X* \9 b; [7 U3 y7 C
RUE JARRY/ n8 _8 `; o) ]% O+ X! [
---------# y* q. d4 U' b
' K8 [) l. A' O9 F) G
Examine the chest at the bottom of the bed to find a tracking bug. Nico takes5 @% i5 D6 i- L6 a  }) w; [6 l4 m
it over to the window and throws it outside. Examine the elephant box and then
) v7 n" b( J1 C: }6 ]5 a0 Tuse the tiny key on the box to open it. Examine the photograph of Imelda.
) Z6 r0 z* B- E4 }; t! a7 _' IExamine the letter from Imelda to complete Nico's section./ C5 I+ Q) _5 M" A- I6 M3 X: h, d
# f. b" Q  i* m8 w' J
1 J* ?0 m1 T, ]: f3 X! G5 i- g6 F
-------------------------------------------------------------------------------
; p" N+ y* \+ l8 O: x$ N. C2.7.                      George: Paris - Third Visit
/ v8 U% J5 b8 I' r+ _: ^- C7 ~6 i-------------------------------------------------------------------------------% p1 H% F: G4 p4 }
2 N; Z3 q  H! a1 ^# A# {

* }. x+ _& @* o$ u. s& e8 gRUE JARRY; D; `% l2 _2 }4 f+ ^  v
---------4 a+ k5 ^4 r, x3 v. x! M9 n
. w/ ]" E& y1 F% S$ `
Leave Rue Jarry.9 K. m- M. @9 m  x
" h3 I1 r, k9 J, a* Q' H
9 t0 [3 A$ H" `4 h8 _9 \
POSTE DE POLICE
( o1 Z3 a9 K% Q2 [---------------
& e9 l% ~+ U9 n) b/ V0 h" t$ K1 D0 O4 ^
Talk to Sergeant Moue about Marquet: He used to be known as the mole of; H6 I4 S9 M% O9 u
Montmartre. Ask about Marquet again: Moue gives George the location of the! A' H; S" {/ w
hospital where Marquet is staying. Exit the station.
5 }4 U$ C7 O, R0 I2 C% {2 n2 W
0 S% C" U: H3 U( x2 Z2 d1 h5 g
$ Y9 M& [* @4 b1 s* L) xHOSPITAL0 Z3 m; C! O4 P' Q
--------& ^; S" d, t' }0 Z# B' H% {, _: F

7 j+ |9 A8 T& R9 J0 I$ SEnter the hospital. Show the pass card to the woman: She says that Marquet has7 ~9 k; n( _+ s6 x9 g1 G$ }
been asking for Moerlin and tells George the name of the ward is. Ask about
! r9 z5 D7 S1 K- TNurse Grendal three times to get directions to the ward. Walk down the left* H. \# y' X& y3 L& d- L$ G
corridor to see a man polishing the floor. Try to open the door near the man1 v3 i6 F! m& Y& K8 ^# y: z1 B
and he will stop George. Operate the plug near the water cooler to stop the9 U+ n) H3 a! e/ Y3 f- \) E
polishing machine from working. When the man leaves to investigate, open the2 E2 i* z6 r, a, k/ p! G
door to get the doctor's uniform. Walk left to enter Nurse Grendal's ward.
$ g, |% k3 ]" U; c3 B
0 ]( F" `5 I# F( L! UGrendal gives George a pressure gauge and tells him to look at Eric Sopmarsh in
* n2 \# }9 \- U+ A% L% bbed 3. Try to walk right and Eric will ask George to take his blood pressure." Y7 h, A" d/ Q! X! w
Walk left to exit the ward and then walk right to the hospital lobby. Talk to# ~( R3 T( L! K, L& }
the man standing at the right side of the desk and he will ask George to look& Q$ `9 L% d* x5 a: _" g
after his nephew Benoir. Answer his question however you like, as George will
4 S" x8 Q2 C7 x8 w) Y1 ~agree to show Benoir around either way. Walk left twice to Grendal's ward.
& f8 j8 Q5 c7 V- N8 E8 _  k+ m* k/ g1 O, Z$ w' b
Show the pressure gauge to Benoir. Try walking right to be stopped by Eric
1 q  t5 t' ]% ragain. Talk to Benoir about the pressure gauge and then mention Eric. While6 [% e4 N' ^' B5 s6 i0 N
Benoir is taking Eric's blood pressure, continue right and enter Marquet's1 I& l( u1 c* Q8 A, N) D) z
room. Maruqet will mistake George for being the killer. He tells George that he
, b7 V5 L8 n) E9 [9 dshould deliver the Lochmarne gem to the Grand Master, and that the tripod has
$ i# Z" Z8 H; m: t4 R9 P. C9 ibeen found in Paris. As Marquet begins to mention about Syria, another doctor
$ P/ \/ \' L3 [7 G" Ienters the room and tells George to leave. Outside the room, Benoir gives the
7 o6 O/ L' _* u1 o; I! ^pressure gauge back to George and then a beeping noise is heard from Marquet's
1 K& v% K! Z; `. v' f9 {room. George returns to the room and sees that Marquet has been killed.# |$ C# T* n+ b4 |+ ]6 S! p5 l
, k5 I( t+ }4 c0 n' z
/ n$ z$ ~8 O% I* f
RUE JARRY2 p0 T; u/ T; W8 l, [3 i
---------4 v* q0 W) W- {. R- T
; P' O/ ]; I  s1 Y+ G5 s, }3 u
Exit the conversation with Nico and leave Rue Jarry.
" z1 U2 f* G5 W' W
3 K5 N, L6 \7 }' |# C! |7 i% e; s6 X* j9 I" C+ X- l
MUSEE CRUNE( u, W' L0 x8 u+ M! Y' n
-----------
7 y) i: N, @( M" |# @& O% Q$ x* |5 m( l  o6 N( @7 i
Enter the museum and talk to Andre Lobineau about Montfaucon twice: It is found4 I  w6 E4 W! D/ Z
near the Canal St. Martin. Exit the conversation. Wait for the attendant to+ r, E$ c: B- }/ I
look away and then operate the rod next to the window. Walk to the sarcophagus+ `0 n. F; n7 {8 J$ ^  Z
at the right side of the room. When the attendant walks over to close the1 K/ x$ }, K+ e
window, operate the sarcophagus to enter it. A cutscene is shown when Flap and$ w  K( ~% ]3 J/ J
Guido enter the museum at night. Use the totem pole to try and knock it on to/ a1 H( p( `2 [$ U
the Flap and Guido. George's plan backfires when a section of the totem pole) Z  t) I' y7 n5 e/ Z' T) Q. O* o
falls off and drops onto his head, causing him to fall into view of the two
' R. o$ w/ E+ m  ^  Z% Athugs. Just as they are about to investigate, Nico drops down and rescues him.
4 o2 q- c  O! _& R: l! @' M. A1 Z7 J. [

; @3 C& t7 C0 W$ w* v% IRUE JARRY9 ?' s2 v6 D3 P9 p5 d
---------: t: E6 r- b( M6 ^0 k, J* x
2 n( F9 |8 U( D: X9 j+ c: R
Nico shows George the tripod she took from the museum. Leave Rue Jarry.
0 z2 j) o5 g, g; v% `+ i2 z" Z* _1 J+ w/ D* s. n
3 {+ h: g2 R" _6 P
MONTFAUCON
3 c! Z# p% L0 B4 [# P----------
6 D+ q& E5 \& F1 S: Y  g, U% t) F# {
Talk to the clown about himself twice: George attempts to juggle. Show the red
) n9 p  l; ^/ @nose to the police officer at the table: He asks if George is a clown. Show the& q4 G9 N7 [/ U9 E
red nose to the clown and George will impress the crowd. The juggler will get
& B& m6 o$ M2 l: y. }7 {frustrated that George managed to impress the crowd so easily and walks off.
; {/ k# v* ~9 ~! p" A1 C. QUse the metal rod on the manhole cover and then go down to the sewers.6 e2 _# L: |' M' N* X

7 G; T3 b- ~1 b* K9 NUse the metal rod on the right door to reveal a mechanism. Operate the lever to
' F# u2 }3 p3 L, D+ R/ v# r& c2 Popen the door part of the way. Operate the winching machine on the boat to
" E" B$ y9 h" {% Lunwind the chain. Get the hook at the end of the chain and George will carry it
; \4 B  q1 r( u+ P( Ropen to the partyly open door. He then operates the winching machine to pull% s% @! h$ p; w! ]+ t
the rest of the door open. Go through the doorway and examine the hole in the" ]  @! e, J0 z' ~) W) }& d
wall to see a secret meeting of the Templars. Go down the steps. Examine the5 b! z! |* D( E3 W7 I4 F
stump in the middle of the room. Use the tripod on the stump. Use the gem on; ^& [( S! B2 l6 l- W' @5 E. x
the tripod to reveal letters that spell the word MARIB.
0 B) C, N7 }1 E8 Y7 K, o& G( n/ B5 W% V* x. m) i
: j. l$ `. p7 Q" T2 L( K
RUE JARRY
; k  K; D5 y5 A5 y( d# @! [; T---------
6 R; d$ W- S% S) Q7 i  x" r; T) \: U8 M5 N+ Z  ]: l
Nico tells George that Marib is a village in Syria. Exit the conversation with
. L2 u% v( L9 }# U: _' T' yNico and leave Rue Jarry. Go to the airport and select Marib.: l/ u7 f( K; S  _9 [
+ }7 m; G) c2 F0 R2 f* U
. ]6 }) E$ q7 D+ o( @% m
-------------------------------------------------------------------------------
9 Y# R$ f1 ?2 Y6 m2.8.                                Marib* A1 ~: R: S( Q; A
-------------------------------------------------------------------------------
3 @: [1 N6 _! Y1 N" k8 \- v( p+ C% q/ p9 F) s  s$ w

6 @! F0 |/ B3 _MARKET8 r- J1 S+ W4 ?
------
$ P% W3 H2 U5 G7 F: U6 N: B1 @7 S3 {  P
Go up the stairs at the right side of the market. Show the matchbook to the
5 m7 v1 ?# D* \1 @% M! jcarpet seller and he will let George pass by to the Club Alamut. Operate the
$ t: z2 p/ P$ i2 D1 k$ q* olocked door at the right side of the room. Examine the door. Talk to Ultar
, A9 A2 }( A; ^; k# ]7 l/ nabout the sign on the door: The door has been locked because the toilet brush
6 d  m7 g6 b: s" p7 i& Xhas gone missing. Talk about the photograph: He recognises the man and tells
! U) k+ ~0 L8 o6 w4 T! {George that he was in Marib yesterday. Ask about Bull's Head Hill and answer) u) k: u; p! i2 N0 s
yes when Ultar asks if George wants to go: He wants fifty dollars first. Exit& b8 f% {% ~- N4 r) ~% S- ^0 l* ~
the Club Alamut and walk left through the doorway to the market., W. f; q& a2 X  b
' ~& v. L& _2 Q7 c+ I
Examine the kebab seller to see the toilet brush. Talk to the kebab seller and, }9 y4 _% t9 U) @( m( s5 w8 V
then exit the conversation. Walk to the left side of the market and talk to the
. I* i8 M* I: ?: z0 D1 ]3 U4 f# k0 B  Fboy, Nejo. Ask Nejo about the kebab seller twice: He agrees to help if George& ~- D9 M6 c; |$ d" R2 [
gives him an item. Give the red ball to Nejo and answer yes: He then tells. T- A/ i6 a$ D: @; `
George a phrase to say to Arto the kebab seller. Walk back to the right side of. X6 X' I( B4 b4 O* W
the market and talk to Arto about the phrase: He chases George up the stairs.5 ?* F+ ~+ v6 B
Walk back down to the market and talk to Nejo to get the toilet brush. Walk
% C/ S7 e- U& x. k9 @6 Aright, go upstairs and return to the Club Alamut./ P! |- A# q8 ]6 u  i4 z- X
  r$ G7 [1 E$ Z/ ], w* ]
Show the toilet brush to the manager to get the toilet keys. Use the keys on2 _' C3 H+ ~6 q- u* |$ d% [, G
the door to enter the bathroom. Use the keys on the roller towel dispenser and7 k: ?6 ]7 e! N8 U! r5 Z
then operate the dispenser to get a towel. Operate the chain above the toilet+ @! n# S3 G2 ?4 Z# D7 O# a4 l
to get the chain. Exit the Club Alamut and return to the market.
& H; ^' x% ]5 i- W# b# S; Q" I7 \' C& i7 r! g8 z
Walk to the left side of the market and operate the cat on the table near Nejo:+ c' i) @2 T* g& }) F
It will jump up to the shelf. Quickly use the bell on the table and the cat
; C4 |2 A. x# l5 ewill jump down from the shelf, knocking the statuette down as well. Get the
& c! O* y5 D9 q5 q2 _( ?: Rstatuette. Open the inventory and combine the tissue with the statuette. Show6 k0 F0 M9 N4 n( h& P! V5 X9 e# R
the statuette to the man walking around in the yellow shirt and he will buy it
  L: Q4 c0 h) x' a$ G9 b& O- Jfrom George for fifty bucks. Go upstairs and return to the Club Alamut.3 Z' s2 _7 s2 D. l$ h0 f/ E7 V4 [

# f+ _% E5 [0 ~; LShow the fifty bucks to Ultar and answer yes to his question to return to the
5 z! N7 O- d* [6 I7 k! L6 M" }9 J' Mmarket. Talk to Ultar about the taxi: The fan belt has broken. Show the towel: i" C* e- d/ p
to Ultar: He fixes the taxi and then takes George to Bull's Head Hill.
: J, k( \% q+ |/ c3 x- S, {" p0 R, Q: I$ P( K

8 ]& {' }7 W3 O4 g) J4 |6 O/ ?% q& TBULL'S HEAD HILL/ M: I' W! V' d0 D6 J
----------------! X8 p: p7 f# T7 ?% y$ b0 C, n
- y) {9 h+ a& y5 N8 i! f0 k
Get a stick from the tree. Open the inventory and combine the stick with the
4 T1 o: S& x. l4 J4 ?, stowel. Use the stick-towel with the crack in the rock and then climb down to
6 X  o6 l- p* d1 L7 R) v" s  Wthe ledge. Operate the niche in the rock at the left side of the area twice to
' q/ ?! u& Z  }8 U! ]/ lopen a secret door. Enter the cave to find the body of Klausner. Examine
  f: S7 H6 y" j2 I+ O9 C1 H! H+ @Klausner and operate the right side of the jacket. Get the lens. Examine the
% w( ?! Q% m. _inscription at the left side of the cave. Examine the stone head at the right; t+ j+ v, W1 A! b& Z
side of Klausner. The door to the cave will open and George will go outside# Y8 A3 |7 w9 s! v9 @! C
with Khan. Answer Khan's questions however you like. When he tells George he
1 v+ t! P% c3 s3 mwould like to shake his hand, select the hand buzzer.
1 b. _) {4 ^4 ^- M* ]
5 e$ g& Z7 S% _4 L' m0 I) s1 \& B9 r+ r% q# N% l# r
-------------------------------------------------------------------------------
; \" i4 S  `2 `4 ^" H5 c2.9.                      George: Paris - Fourth Visit( F' K/ j, l+ P% Y, y
-------------------------------------------------------------------------------9 _+ e( T* u: v+ ^
& P  A/ W+ b' V' ~

8 R9 @0 S3 B  c3 K9 M7 y7 cRUE JARRY
. M8 I1 x! _# X* H1 C---------
; ^& S" t' E4 r) S9 R2 m8 |$ u. ~
; @7 E* j& F+ R  u; R: bLeave Rue Jarry.
4 }( V2 s3 j( S1 `( |. c; R+ H
+ s- z# t. J' ]- A7 t" e
& w+ L' W5 o2 u$ a  k9 tMUSEE CRUNE1 M0 o  A7 D+ p
-----------
# l( n( m7 {. Q9 ~
$ }, G8 f' z' vEnter the museum. Talk to Andre about manuscript: He would like to see it. Talk
0 o7 i) a' P5 Qabout Nico twice to give Andre the address. Exit the museum.
; [6 r3 g; a9 L
' |1 _4 v  q! E6 C% w6 t6 o
' ~* B% ~' ?3 NRUE JARRY' L+ \  h1 w7 i% ^
---------
5 {4 t, `$ M3 g: r
) E5 r' w9 w, `  ~* J+ h' NTalk to Nico about Andre: He visited to see the manuscript. Leave Rue Jarry.
- w$ W+ S5 F3 a- c% k# \* W' {) b5 x4 Y. B

- M& j' a4 p7 R8 |/ }) dMUSEE CRUNE
2 M  J$ ]8 Q  R, |+ g-----------6 J, F* I8 i7 l7 T! M
  I2 m" c& S  B5 C2 e2 a
Enter the museum and talk to Andre about the manuscript four times: He mentions5 P9 o9 Y9 v0 c
the des Vasconcellos family from Spain. Exit the museum and go the airport.4 G* Y' `' N. ]; S/ R, s6 P$ i
7 k# T! k$ I1 d& ?4 {* m
) q7 X7 Z: Y1 z
-------------------------------------------------------------------------------% Q& {, S- k' N  F
2.10.                  Villa De Vasconcellos - First Visit
5 J3 X* v/ H. u0 Q, f& Y# w-------------------------------------------------------------------------------$ ~8 ^! S# b: i2 Q! v. j

/ s# ~3 R. T, `  ^: p; R, p3 ~9 \4 y% V( y+ F# {6 \# R- J; {% h3 h
Walk to the left side of the area and use the blood pressure gauge on the hose.
; V+ h2 k6 g' B) BFollow the gardener into the house. Walk up the hall and the dogs will start( ~7 Z4 a+ `# d1 \- o5 {
barking. Quickly operate the suit of armor and the gardener will walk past to) o3 A- U  N9 L$ {# f( P6 m8 t1 z; z
check on the dogs. Walk upstairs and the Countess will talk to George. Ask her/ e, A8 s8 m' g) c
about the Templars twice: The chess set is over six hundred years old. Ask
/ B/ F% D( E- N$ W6 R' labout the chess set: The Countess takes George to the mausoleum.
/ L0 D. ?2 H/ x5 X, S: D2 K$ t# H, l+ n  y' J0 v) T5 t  g$ \
Move the bible on the lectern to see a checker board. Examine the checker
& b% |( d9 ]8 [+ s' m- M- M, n' pboard. Talk to the Countess about the checker board twice, then talk about the
7 E. Q' M2 q7 A8 C8 n7 zchess set: She tells Lopez to bring the chess set to the mausoleum. Ask about
/ A& W# q4 p9 k' G, z6 gthe Templars to hear some more about their history. Lopez returns with the# Q$ B$ l6 r* V9 Z! }, @, d
chess set and George takes it over to the checker board. The pieces are laid
" D* y! M& {4 H. K9 S" f9 Yout at the side of the checker board like this. Examine the pattern at the base
, I4 R9 h& p2 f" G0 d0 i4 Fof the piece by tapping it once. Tap a hole on the board to see a pattern. The; B8 w! @. n) L3 e3 U, m
aim is to put a piece into a hole which both have the same pattern. The pieces* \7 B, S7 O1 e4 J7 _
are laid out like this at the side of the checkerboard:
4 p" c/ y. N  L4 r+ ]- X9 S1 F2 a
5 i3 R  L: T* ?& g; q; A6 Q1        6
" k$ l/ Z4 l; S) h0 i' e2        7
  g  H7 ^, y# o8 @0 }8 U9 ~3        89 r3 a; @6 ^) Z8 D( o' C$ r
4        9
5 p+ l8 q( E! @" ~; s4 {+ @6 }5        10% f6 x8 Z  n" ^/ `3 ^8 Y( Y

9 E/ Z; K5 \2 E) J3 {7 a+ kPut the red pieces in the following positions on the checker board:- ]4 Q" R. R. N2 A$ C/ K

6 b3 G+ V) s4 \; p6 p    1 2 3 4 5
0 v: X1 i4 \9 {9 N    _ _ _ _ _2 k- \3 h7 ^1 c
A  |_|_|_|_|_|* f7 n; Q4 t* g$ @5 `+ z
B  |_|_|_|_|_|! s0 E3 C& n# p1 E  n; i
C  |_|_|_|_|_|
0 c- C% I) u6 vD  |_|_|_|_|_|/ q6 e) |  O( ?9 ~% |8 b4 L: n
E  |_|_|_|_|_|
2 ~0 N: t3 q3 N" z
, e! q6 W( X, P) R# p3 G) C1: A16 W) B6 I. S% D+ D* q4 E7 x
2: E2% P. j  r, c  j7 h# h
3: B50 K; h( i  n4 d# L/ j, [
4: D2
4 v9 r: j9 P/ V  [5: A5
- _. Q) u2 R& V+ `- C; M6: C3: T; b8 X3 O8 R" n
7: D4) C, S7 F& @8 A! u/ H7 ]9 u
8: B1( B$ g; z' p  [' G8 _
9: D1
3 ?% m/ z" Z7 t10: A4: G" X! \. X: P4 M) @6 a- X% B
# l3 y( J4 P3 x* L: K
The white pieces must now be placed on the checker board in order to put the+ ~# @3 s1 I) M( E) k0 m5 U
red king in checkmate. Put the bishop on C1, the knight on C3 and the King on# |" q0 x4 q( `$ y$ V; @3 _8 w
C4. A secret panel will open to reveal a chalice.
1 h+ z& D* y$ J; v5 u  x  W0 o: J- [6 k% I
6 E" C! V: e/ w" v
-------------------------------------------------------------------------------
. H7 ~' h9 q; S8 }* g4 p2.11.                     George: Paris - Fifth Visit
% t$ G' g4 q7 B5 \2 D-------------------------------------------------------------------------------) d/ E  V! [2 @% [# r

0 \/ H, \# m4 ~1 U2 T, W7 p0 v
RUE JARRY
! A2 l' l9 p/ I4 j7 ]* M---------8 d* r' s! f) V$ y
+ Z* i& K' g5 {2 m. g4 X
Exit the conversation with Nico to leave Rue Jarry.
: m0 N) y) r9 E7 p5 L- H2 j4 Q  j, ~7 t5 d" y* M
% ^( p$ Y  ~' C( \( w  w. T
MONTFAUCON
( m# _. ~: I9 D; l. d----------
' X3 b# K  M9 p, z* |+ {( h# R+ W) d  U3 S. O
Enter the church and show the chalice to the priest. Answer yes to his question6 ]4 G8 i0 ?" T) T
when he offers to polish the chalice. Walk to the right side of the church and8 c2 b: l! J* f( u, p% k0 }
use the lens on the scroll held by the statue. Examine the scroll three times
: B2 J! Y$ ?$ U6 Z5 Uand George will look through it to see the window. Adjust the slides on the
: B8 W2 M7 J2 h7 zwindow so that the image lines up. Talk to the priest to receive the chalice.3 j8 `% T% O5 N- E
Examine the tomb in the far corner of the church. Highlight Psalms: XXXII XXI,; ?, i6 ^) C* i% @7 Z: S
Psalms XXXII+VII and Corinthians 1: IV+V horizontally. Highlight John IV XI+ A, p. J; g3 k  o& I
vertically to find all of the references. Exit Montfacuon.+ ?8 m1 D: y6 n# T) D

: t& z8 W* U/ y- a' T: d& t# H/ y8 E% M5 [9 A' \
MUSEE CRUNE8 O; Y' l1 `5 z1 r6 }9 S6 j
-----------) U8 C7 N  o, F' j

$ `0 D  \. q" k3 x# l) CEnter the museum and talk to Andre about the statue: He says that it could be! E7 X& @3 y5 H( X8 J! \8 P
Baphomet, an idol described by the Templars. Exit the museum.
3 d! i7 Z( I- b9 R' j- X; m4 ^1 |! B* l. W; L+ |  b9 g
; y1 N' x4 O: a
SITE DE BAPHOMET
0 G* d1 j+ F* P1 N4 e4 g% o----------------6 f9 Z& M0 M( c; j
' x; g0 i* F1 c: r: i! _' i
Go down the stairs and attempt to open the door on the right. Talk to the guard
. w( d# V5 f  R) q! M) p/ s+ labout the toilet to get the washroom key. Use the key on the washroom door. Get3 l$ C' G- C! ^8 o' }3 F
the soap from the sink. Use the washroom keys with the soap to make an imprint.
1 j: g2 Z" S# f5 d! t# xUse the plaster on the soap to fill the imprint. Operate the tap to fill the" N- E( H2 ]1 T& }, ~
make the plaster wet. Operate the hand drier to get the plaster key. Exit the
3 S/ o! w6 `; t* `bathroom and give the washroom keys to the guard. Go upstairs.8 R: {! G1 @$ E& h7 L( F0 t
1 w4 j3 M/ o3 }* {( ~. k6 ~
Outside, try to use the plaster key on the pot of paint at the right side of+ v1 V* d* b9 G( k" x: ^- w
the painter: The painter won't let George near it. Go downstairs. Use the phone
2 O* r- M5 J+ ]8 K1 X. w/ I& Nto call Nico. Go upstairs and talk to the painter about the phone. While he is$ D5 N1 J: A8 [0 S2 B& X2 ^( V
gone, use the plaster key on the paint. Go back downstairs.. @, B8 A4 G) D* ^
/ T2 l7 {% R6 Z9 p1 k. i
Talk to the guard about the toilet to get the washroom key again. Use the- L+ {6 s5 t0 w
washroom key on the right door. Open the inventory and combine the washroom key
8 m2 t' M5 v# v4 p9 X9 M" Vwith the plaster key. Exit the washroom. Examine the thermostat and then talk+ B" J0 s% I& b0 f
to the guard about the thermostat: He has his gloves in case it gets too cold.
) R# d3 m; N0 p- K) S6 s" E+ oOperate the thermostat to turn the heating off: The guard will now put his! G7 P  N) u+ |% j, S) ~, e
gloves on. Give the washroom key to the guard. Operate the phone and she will5 y* y" Y+ N  |. K  e5 q" r+ w/ {5 o
agree to distract the guard. Go downstairs and use the excavation key on the1 d7 E& E$ f  z
left door. Climb down the ladder. Use the chalice on the mosaic on the floor.
( a, u0 ]* K# z  M: `* Q4 I- a! e% @7 O5 }. Z8 V- h" K9 W
" s* n3 p9 w0 E5 X& r4 U
RUE JARRY: U% @0 f% d. ^; s* }9 \
---------6 K0 @; t" `2 E1 U( p& H; h0 A

/ }/ \% b: n7 ~Exit the conversation with Nico. Go to the airport and return to Spain.. S; C5 r1 ^  z. @/ S& |

0 p" U: w1 P) J$ ]1 m
, }$ P# r9 a4 t* T# V* U-------------------------------------------------------------------------------
. V- Q3 r) j* S/ |7 e: K0 R& i. L2.12.                 Villa De Vasconcellos - Second Visit
) s: g0 @- |" J- K. P-------------------------------------------------------------------------------
: L% o4 t4 R/ F8 u2 w
1 E$ V- S4 I2 g6 }& D# I9 {" l' P4 k0 S# V9 Z, w! u
Enter the house and get the mirror from the utility room at the bottom of the% g4 o* Z2 i6 E6 i# X* ^
stairs. Go upstairs and talk to the Countess to return her chalice. Talk about
/ {1 P: n5 t+ m, B2 |  ]# d& u5 Tthe chalice to mention Don Carlos. Talk about Don Carlos to tell her about the5 z" g! J* M( o/ ^
Biblical references on the tomb at Montfaucon. Exit the house and walk up the' ^) J* S8 S+ u1 m* w
path to the mausoleum. Enter the mausoleum. Get the Bible and return to the
0 d% `* ~& v( A9 a" Ohouse. Show the Bible to the Countess and she will read the references.7 D! W0 |, e% z7 k

0 f5 n" ?7 |) J; T* f: v; \' m2 cExit the house. Talk to Lopez about the well: He doesn't know where it is. Ask# u& `4 g" E' V% ~% g8 O; ^
him about the location of the well: It must be in the old courtyard. Walk up( z7 f0 }! Q5 }4 \
the path and enter the mausoleum. Use the tissue on the window pole to char the4 ~0 [( P' V4 V" A
tissue. Operate the window to close it. Use the tissue on the window pole again- F3 j8 w0 @8 U! l# k
and a key will fall out. Exit the mausoleum. Walk left to the courtyard. Talk
, n7 P$ L" }0 \4 E. `+ P6 Y/ Bto Lopez about the location of the well: He needs a hazel stick. Walk to the9 f- u" E6 k! ?6 W" b8 n7 E0 k) c5 b
left side of the area and operate the tree near the hose to get a stick. Show% V. f- g! y, M# T7 W- U& p
the stick to Lopez and he will tell George how to find the well. After some$ g% E8 ~. i3 N- z
searching, George finds the well and Lopez lowers him down into it.+ [( m' h5 Y2 v- K0 m6 X

$ n  e5 \6 t  B1 m: V: Z8 L6 ?Examine the lion's head to see that one of the fangs is separate. Operate the
: r  t& Z! d: T: R3 w% @+ M; Dfang and George will jump out of the way as a section of the door falls. Use- ?2 V8 i% c* [7 P( n( r
the mirror on the sun's rays to reveal a socket on the door. Use the stone key
; j6 {5 @, c) A$ `' ?, g" Y! Qon the socket to reveal a mechanism. George's diary for Montfaucon lists the
. z! w5 J: X7 h, ?numbers around the window in the church as XIV, XXVII, VI, LXXXI, III, I, XVII,
3 Z" U; F& `9 Z* \4 OXII and XXV. Spin the red dial to X, the yellow dial to IV and then press the
+ c: O- s& k& K/ o3 v& Vbottom-right button to enter the first number. Do the same thing for all of the
- M* l8 b1 ]5 L" ]" q* ~! Hother numbers that were on the window. Go through the doorway.
) _" k2 a5 _4 d$ X! m' }2 [
; |- d3 ?: q9 a. [
1 d4 {! a8 W! U: q! Q-------------------------------------------------------------------------------; Z$ p) h' Z3 g& E( r: g
2.13.                               Train2 o% c# e7 N  ]2 v4 H4 _
-------------------------------------------------------------------------------) U' y: f1 r( k0 N; ^4 U, S

. F- q3 U4 C9 C. _: i  g* d) y& ]0 C/ ]8 L
Attempt to leave the room and the ticket conductor will enter. Leave the cabin.3 L8 {! d/ T& ~/ c. Z
Walk left to the next section of the train to see Guido. Walk right and return+ H2 O: D3 ]) _7 c9 W( `0 c( b9 u
to the cabin to see that Nico has gone. Exit the cabin and enter the cabin on
* f8 ^6 g3 c4 ?the left. Talk to the left man about Nico: He hasn't seen her. Operate the
/ C4 R. n  z( f+ t9 q7 nwindow and climb up to the top of the train. Walk right to the next section of3 _  D. m, S6 {% \0 u5 [1 a9 J
the train and climb down the ladder to arrive in the room with Nico. George" B' S3 ?" G, T3 h; c0 G7 ~' u
pulls the emergency brake and stops the fight. Exit the conversation with Khan./ @& d! O- D9 V6 m
Talk to Nico to untie her. Exit left to leave the train at Bannockburn.6 L5 V% o: h# W

7 h' v" W' K: H7 `  X/ B! n' I) A) A; t) J: v
-------------------------------------------------------------------------------
# `7 V: [) Q- }4 G3 B  E2.14.                            Bannockburn& A' x# M/ N4 R: g
-------------------------------------------------------------------------------
; g0 Y/ G+ c! c% C3 C; N2 i5 @3 f' r, N4 r8 B: |8 M
- j2 \2 E  n. S3 n  X3 v
Enter the tower. Operate the heap of stones four times to find an old clay3 j5 D: r1 l6 W& t
pipe, a metal coin, a small cog and spindle and a pen lid. Operate the handle
  d$ n: C& X$ z' ]at the left side of the statue to get the handle. Get the cog. Examine the
6 ?: A0 p( F$ j; V: h' I$ Ustatue. Use the first cog on the left eye. Use the second cog on the right eye.+ p- \  Y, t7 J
Use the handle on the mouth to open the door. Go through the doorway. Go right
( j1 G) X5 G" \0 Zto the next room to spy on the Templar's meeting. After a long scene, George
1 z/ |- f3 E0 V- |0 S# l4 \9 Yand Nico try to run out of the temple but are stopped by Guido. Operate the
$ U2 W$ `$ v  _! k0 Z( Ktorch on the wall near George to complete the game.
7 S; d- z8 ~8 A* d5 X7 K# c6 v
3 \+ y* C" l5 |
- V, m/ K/ j& I: U4 K6 p===============================================================================+ }' W- [- _7 A+ Z( S
( |" B, @3 T& F# i0 R' P- D
3.                                 Item List' f" Y& d& a$ m9 j* l+ a. e

) B  q8 J- ?# B  |% v$ t===============================================================================
" y9 ?5 ]) o2 f) `2 A% p0 A. ^- R5 Y( a

/ E1 p: h( W' s/ p& U-------------------------------------------------------------------------------& |  C# T6 n% q  f& d7 W
3.1.                                 Nico
' y' f9 {$ ^5 r8 ~4 G" W  [8 I7 l-------------------------------------------------------------------------------& N) q! q5 ?+ l0 b5 F

( h+ v& s  }9 I* f+ d* N% y/ T; W1 w/ }" f- {5 U2 Y+ r9 y# o
ARTEFACT
+ }) h) j- F# \  K  Found by examining the pouch in the inventory. It is used on the small hole
- `) P6 S2 q; V( s) q  at the right side of the safe in the state room at Ile de la Cite.
! I9 P2 I$ w/ }3 E* @! K
0 a& p. \( ]% C/ t& o
7 g% R0 r  O& ^  BBOAT TICKET* x- d  e1 Q3 z7 R4 W
  Found in Pierre's pocket in the Palais Royale library. It is not used.
9 w( p8 O1 |3 u2 e' d: F( E" v9 ?
7 `) f, ?* {0 p0 u& j$ i. d5 P& n9 b1 t8 ]
CARVED ELEPHANT" W1 T( x7 w; a, n
  Found on the desk in the Palais Royale drawing room. It is not used.
! c0 N1 w  k, G: L  O$ D, i+ O% v& |6 k0 O6 q. l! L
, A0 u9 t1 x4 f' g$ ~8 D" y# H
CLOTH
  B& f  |8 o# O& ?  Found on the table in the Palais Royale hallway. It is not used.' a2 m' v* A  E

1 v* S- c  ^# z0 \( ?5 J1 d+ u2 p& F
CODED MESSAGE
# U1 Y2 V3 `0 s+ r9 Y  Found by rolling the stone cylinder with paint on the blotting paper on the3 X1 }6 ?3 G& \/ o  p
  desk in the Palais Royale drawing room. It contains a combination of letters
9 d& q+ T& d9 ]  that are used to open the door in the skiff room at the Ile de la Cite.
& J  W2 t+ \# f' F  _1 O) K) [8 z  C4 G' W  }* A, F% q" ]4 H2 v
0 V  v1 j  G- c% P2 D: j
HAIR CLIP' I! v7 U! d) s" @0 m, C
  Found on the floor near Pierre's body in the Palais Royale library. After the
! y) K" }8 [4 R$ S7 p- f  cloth has been picked up from the table in the Palais Royale hallway, the
9 l8 `% C+ N1 T: e! I' _3 D1 |& P  hair clip is used on the small hole in the table to open a compartment.5 [% H6 v; e6 H0 |0 u8 g
# ~4 Z7 x$ m% U4 H/ ]0 q
. i$ L( {0 x* O/ ~' [, S
KEY TO DRAWING ROOM0 k( T3 Z& Q) o# ?  M* v
  Found by talking to Imelda about every person. It is used to open the door at
% P8 O8 N1 M: w- ^6 n  the right side of the Palais Royale hallway.
& |; }3 c/ W# f3 @: y- Z- W4 d' ]" [. w" U
2 W8 V6 N' I) r8 g+ H) w/ g4 d9 n
KEY TO SAFE
; _7 _- l# D3 i3 L  Found in the secret compartment in the table in the Palais Royale hallway. It! h  [: Q4 M  u% z
  is used on the keyhole of the safe behind the painting in the Palais Royale
* r, Y7 o# E! a& m7 ?. p! n" Q/ x  drawing room.
7 k" O, y5 }0 C
8 w4 p, R. Z% Q  L6 M
( N6 W- n: U. N$ ~# yNOTE
3 K( G; S' {, Z# B3 i$ f  Found by opening the desk drawer in the Ile de la Cite state room. It is; C; q3 P' ~1 {* z" ]
  looked at in the inventory so that the message can be decoded.' j+ b3 F* j9 @

! a7 C& L' ^$ S% K9 k8 J( J" `/ X
NOTE- u: S/ s6 \+ U2 s/ X& j- h  h  j
  Found by examining the pouch in the inventory. It is looked at in the) g8 I7 b9 h2 y- D6 I7 u0 T7 X
  inventory so that the message can be decoded.5 ?  v3 a6 \3 U
& _1 z2 r+ ]) F% H$ e" d
$ q0 F7 A1 i+ U: ?$ K6 t
PHOTOGRAPH
" ?' b" i) ]4 u' i/ ~  Found in the hole made by pulling the drawer all the way out in the Ile de la
7 J4 v+ a3 a, C* Q1 Q  Cite state room. It is not used.
5 @1 f+ @% x* g0 x/ H4 N+ T9 e3 f$ [/ j0 a" a* u3 |% u  T) S
5 n) b" _  J* q$ r- J
POUCH- O. f0 f6 _1 z& \5 E9 s
  Found behind the pipe in the Cafe de la Chandelle Verte. It is looked at in
# M* r! t, x& n/ O3 k( _. Q  the inventory to find an artefact and a coded note.
! ~( b4 V" S# W+ R* x
# H6 E* Y$ O) q' R7 @7 d/ r. [) H9 X7 [4 y3 C1 ~) T
STONE CYLINDER) }, Y8 y# u# m" U
  Found in the safe in the Palais Royale drawing room. After the tube of paint
+ t4 l, P) I6 b: r2 L  ]  has been used on the in-tray on the desk in the Palais Royale drawing room,
  T& \% N4 s+ S8 P: n) {1 x+ r  the stone cylinder is used on the in-tray to roll it in the paint. The stone1 r. @+ @& L3 f$ Z
  cylinder is then used on the blotting paper to roll out the coded message. It1 v8 c& d6 `1 O
  is used on the hole at the right side of the door in the skiff room at Ile de0 v9 }5 F, M2 U" }7 o6 E7 t. y
  la Cite. After the door has opened, the stone cylinder is picked up from the  a& o* y! c$ A3 t) C7 T% W5 Y
  hole. After Nico has used the flattened shell case to hold the cross in the
/ V' e: U" f* b6 t" }, u  Ile de la Cite anti chamber, the stone cylinder is used on the round slot.
: q  b9 f/ ~  u9 q$ B- T0 j: x) a
# ^3 t1 J0 I% [/ M: O! M! R( x! d7 j0 N2 C& X5 X
SHELL CASE
# P6 r+ N! l; b) L2 _  Found below the skiff in the skiff room at Ile de la Cite. It is used on the
  }, H2 I$ u5 }5 @, R/ |  right door in the Ile de la Cite anti chamber. The cross is then operated in
0 i# L4 |9 ^; |  the middle of the room to flatten the shell case. When Nico operates the
& N( g1 Z, S' `% C/ G& h! x  cross again, the flattened shell case is used on the cross. After the stone7 ]: \! H% j: X# z2 ~
  cylinder has been used on the round slot in the anti chamber, the flattened! Y: p1 ?: |! f* N: p
  shell case can be safely taken from the cross. The flattened shell case is
2 ]" O, Y* \  ]  then used on the door at the left side of the anti chamber.% J: f+ i( a' Z/ d

( V- z7 A  x$ z; N& E8 _& ~7 b) r" {7 a; f
TINY KEY
; C0 {# w8 |9 ^) N) r7 A  After George's Lochmarne section, Nico finds the tiny key in the locket worn
7 L# o: `, X% o# B9 t. V9 I! j  by Imelda in the Palais Royale. It is used on the box in Nico's apartment.
' {3 a. @: w, x  ~8 ?, J2 ?. C5 ?  Z& @: e0 D. |/ l
7 u. I6 Z" x. V; h; o- M- m5 L
TUBE OF PAINT
9 c0 \! x6 \4 Z; J  Found below Imelda's painting in the Palais Royale hallway. It is used on the
& E1 @) h  X+ j& s* ]; M6 m  in-tray on the desk in the Palais Royale drawing room.
! W8 @0 K- T/ q- e( m! L
; {* u) _+ E9 Q; q& F+ S, @$ g
-------------------------------------------------------------------------------
3 z; U4 I3 U+ y$ W  v8 \7 b1 V- j- O3.2.                                George
7 b: u# A$ o4 z" W8 D2 Z- A% _-------------------------------------------------------------------------------
. |* @7 `3 [0 J4 x. ~# D2 s
) h% X& Z' n4 Y( q2 p7 G9 ]$ H& `3 {* w* l0 k) J) s
50 BUCKS
1 T% {4 s  J2 n. d8 C! K( U  Duane will give George the 50 bucks for the polished statuette. The 50 bucks
! V" ]: o- N  O# ]2 Q6 \( D  are given to Ultar in the Club Alamut in Marib.5 P$ i$ q3 U) _" K8 v+ g" F/ f

& {! [! ]4 s1 h" [/ ]4 O
7 L' P5 ~  x- h) C8 e* h' IBIBLE: e/ F9 {) z$ R' D
  Found in the mausoleum in Villa De Vasconcellos. It is shown to the Countess
" L; s/ N$ L/ ]) h$ }: J  in the house.1 l% f2 `+ a: Y- w; @$ P# C
; e6 k6 D" K3 {& n* C9 j) x
+ o" T4 w& G5 v
BLUE GEM/ v  A2 I+ G& Q0 L( {. p' t& B
  Found in the cellar of the bar in Lochmarne. It is put on the tripod in the
& _3 e2 C. T& W# H' K& U  A4 m  cave of Montfaucon.' ?, M% {: L5 P8 h8 @7 N
* d6 u( v- U6 f. h5 i
/ Z! x3 s- D; l0 i
BUZZER! g8 D, g2 i! \$ b" n
  The man in La risee du monde will give George the buzzer when he talks to0 h! d# V0 f) W2 f3 @7 P7 G
  him. It is used to escape from Khan in Bull's Head Hill.( M) D- B& |( h

8 |9 j# k2 b% `' l+ q$ h/ O
  a8 _) E! `. `" N) J: ]' d! n3 ECARD; b4 b. K2 x4 A& s- \* }/ B
  Inspector Rosso gives George his card after talking to him in Cafe de la4 j2 ]+ G  U6 O, s& f; U; p
  Chandelle Verte near the start of George's section of the game. It is shown
  I0 q5 t6 ^# |1 Y- ]2 e* V- A  to the man outside the house after the sewers.
' P( s. h+ f* h% z5 J4 R
4 u& w( H, ~/ L4 }. w8 V
( o8 ~( r1 ?6 u5 C' x( C  w) vCHALICE
% Y  O% V& Y3 L) g( j4 J  Found in Villa De Vasconcellos after solving the chess puzzle. It is used on' M# p; _5 q6 {/ L" ^  J
  the mosaic on the floor in Site de Baphomet.9 i" K5 B4 j  z; Q# x6 R. E
0 J4 H" ?, T. s6 d* ], e$ ^

3 f3 q- a7 a$ C, S. T3 ~CLOTH
3 m# Q4 c/ E' V3 ]2 p* \" B8 h  Found in the sewer below the alley near the Cafe de la Chandelle Verte. It is
* F8 }6 U5 c: V4 c' x9 f. E% J  shown to the man outside the house after the sewers. It is also shown to Nico3 l* Y& m( a" ]# K: W* W9 ~2 W
  in Rue Jarry.
5 i" I4 A- T/ y- \5 t7 y% y& o/ V0 Y) K" m, z9 |7 h' K
) B- o9 P1 R# v- t  Z
COGS
: m/ K7 @$ ~6 j$ F$ L  Found in the heap of stones in Bannockburn, the cogs are used on the statue
# K- ^6 E- B5 ]. G  g  in Bannockburn to open the secret passage., J4 ]% A" g* X, m6 N1 M* N  u
7 l% \: y/ m3 T( U: [0 ~, A* M# E6 n; U

4 b! T7 Z" X# KFAKE PLASTER KEY  z4 S9 X+ a7 n  q* t( o4 L5 z1 K* S
  Made by using the plaster of paris in the indentation of the key in the soap.
7 {& u; M0 M6 g" N& K# N  It is given back to the guard so that the real washroom key can be used.
( f1 n6 _7 D  D9 S. M: c7 N5 C! R* d: W& S) }
1 t& O; D% u6 o) ]/ G% J
HANDLE: S, e+ ~, g9 V  \' H0 r
  Found in the cog arrangement in Bannockburn, the handle is used on the statue
) f, q3 E. U" d2 t3 `* o3 \  in Bannockburn to open the secret passage.
5 a* F  i1 I, j; D
4 d4 M" w6 v- g  y" Q7 F: G! d/ J8 |+ b3 b5 ?
HAZEL TREE STICK# g6 F, s) Y) Y) P
  Found next to the small building in Villa De Vasconcellos. It is used to find- p2 [: r9 F- @3 \/ v
  the well.
8 }+ ~7 i/ E7 ]5 S7 v4 l7 I% }# L& H, D
' Z$ |8 V: q# d
KEY
2 ^1 H1 O/ m- I. J6 {  The woman playing the piano will help George get this key from the Hotel Ubu.
) z2 c% x3 ~! C6 p0 [! b- C8 N2 A  In the hotel, it is used to open the first door on the right at the top of
* m7 ^: q% i! t" E& F$ S  the steps.: Q; o" M0 H! Q3 w2 A/ p% z3 h
" Q% Y1 A5 g8 \  u! o. L. X
! H1 f- {/ m3 p# O, V
MATCHBOOK) Y" @9 ^+ Z* f+ j0 e: n
  After Khan has gone from the room in the Hotel Ubu, the matchbook can be% u9 G% u( M; a6 T
  found in the pants on the bed. It is shown to the carpet seller in Marib to6 O& `9 b, Q) p& V. v
  access the Club Alamut.+ I, N; _6 F" u/ b+ A
5 D/ X3 w! V. w$ W- a, G3 u

/ l6 x" K1 L" r9 K9 J3 dMETAL ROD" B0 G4 X2 T8 J! g  f, Y+ M
  Found in the toolbox at the construction site after the newspaper has been) F' M. O+ ?6 A9 s, x
  given to the worker. It is used to open the iron cover in the alley near the! x4 N* l: n3 t7 G- j
  Cafe de la Chandelle Verte. It is used to climb the wall near the castle in5 ]8 E! |' _  j+ ]8 I- g
  Lochmarne. It is used to open the manhole in Montfaucon. It is used to open0 u' h; x' |+ C5 i
  the door in the sewers of Montfaucon.5 [& H) f1 j3 A2 D- W$ [# Q2 l+ y

& F: L* x# |) o2 @& l  ^
/ |9 e* j& x( e. j6 q. t8 w/ E; VMIRROR1 Y! W6 J( Z0 I2 w3 A
  Found in the utility room in Villa De Vasconcellos. It is used with the rays
% f9 g* X( n3 ?; d  of light in the well to find the keyhole.
4 e/ u( a0 ~/ }. l
& }' \1 K) R' }4 T& E0 h/ S" Z5 ^/ Q( l' V% ], o) J
NEWSPAPER
2 W: Z% [5 V/ J8 J& _) r$ d; D  Found by the base of the lamppost outside Cafe de la chandelle verte. It is! \/ b: g1 S) R) W
  shown to the workman at the construction site to make him leave the area.
+ m7 ~+ h; v* V/ z: z, L
, o! ^* C3 b+ `; U6 M2 }, J0 v) O5 j- d. ?4 g
PARCHMENT: J4 C2 F/ N5 |1 F, q0 r% P
  Found in the safe in the Hotel Ubu. After it has been thrown out of the
% D- X7 c" m: N  y. d$ Y' J  window, the parchment can be found in the alley at the side of the hotel. It2 I* P1 j# X7 b" `
  is shown to Nico in Rue Jarry.4 g4 {& G7 R; V& ^( ^2 F6 X6 T
' M- o3 \# ~6 F) n

/ S; O& X% ^9 _PASS CARD
7 i, w+ O& I" E) r* j( a% z  After Khan has gone from the room in the Hotel Ubu, the pass card can be
3 B+ L* U8 U, r, ~* n+ K  found in the pants on the bed. It is shown to the clerk and the woman playing
! S& Y) j4 R9 o2 C- i# c  the piano in the Hotel Ubu to get the parchment. It is shown to the barman in
! l6 i8 P) I% k+ s% p/ m1 w* P  Lochmarne to access the cellar. It is also shown to the woman behind the desk5 }6 e' Z  O; Y# p
  in the Hopital of Paris.6 D0 F3 o3 B+ \, I

5 b- q3 U3 I+ K0 t4 D7 S$ d; B
2 p: \( G% K$ S( rPEN LID* u1 f4 B6 p% i
  Found in the heap of stones in Bannockburn. It is not used.
; y# {3 \4 p4 Z' I7 C- V& s
% t, s  \* X9 |& D, @& w8 M% h
& l" F" P: t$ c) z" D0 vPHOTOGRAPH8 g5 I$ Z+ b- A
  George receives the photograph in Rue Jarry after he shows Nico the cloth.
4 f& m2 U/ I: j7 E0 J  It is shown to B. Todryk in the Police Station, to the woman playing the
4 H5 c' F: b0 L" j7 m  piano in the Hotel Ubu and to Ultar in Marib.9 e' \8 w" F' z; ^, J  a
! s$ Z2 o9 Z5 a0 t) a

. x8 w2 a& s: m4 bPIPE" s. I/ K4 H. N7 J8 H* o
  Found in the heap of stones in Bannockburn. It is not used.
, l  Q' w( E: T2 Y9 Y7 }$ {
2 t8 F9 H0 y7 r: k  W' `$ ?* b
$ C' {) z% I8 O# @PLASTER CAST
* t5 X7 u# @# X, m  Made by first putting the plaster of paris in the indentations in the room; m: o, T4 ?& q* ~6 j3 C
  under under the goat, and then using the wet towel in the indentations. It is
5 S: z; u0 s5 E. _& R- y% I  used in the five sockets in the room under the goat to open a secret door.
1 n" S! X  N' `  _% r+ t! O( @0 H; d+ \
; S0 y1 d6 u/ N, s* T, h$ X
PLASTER OF PARIS' @3 `* x. A+ H" c
  Found in a sack in the room under the goat in Lochmarne. It is used in the5 O  X$ e9 u1 @5 y! w: K+ T
  indentations made by the statue in Lochmarne. It is also used in the soap to
- W6 E. \. t- ?- C  create a fake plaster key in Site de Baphomet.
8 @" H& E  `; Q) }; X
6 }+ v$ Z. F: B% ]1 M8 L0 _* [- J. l9 r4 W& P1 N
PRESSURE GAUGE
* O1 @2 \$ [2 Q6 B/ L" E  Found in the Hopital of Paris, It is used to stop the hose from working in+ }3 C% ?: G3 {  n
  Villa De Vasconcellos.
/ j' y9 P1 P; n+ \
  ~+ W% ?( n5 i
. L9 I' q$ @/ I( \* u4 Z5 cRED BALL4 \9 S/ L% F+ i6 j9 R
  The clown drops this red ball in Montfaucon. It is given to Nejo in Marib.
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RED NOSE9 {3 H4 A# e# [* y6 z8 a' o. S
  Found in the sewer below the alley near the Cafe de la Chandelle Verte. It is( [2 Q/ }4 j$ {' M5 c$ n: E
  not used.6 a# }* P  ]6 p" B7 x$ v+ Z

0 A  h( h7 F& c! RSOAP: T2 f4 d1 `- N5 ^
  Found in the washroom of Site de Baphomet. It is used with the tap after the
# b, h& G; ~5 w1 V9 Y% I- Q7 r  plaster of paris has been used in the key indentation.: R% u' R' o' [- L

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! w/ f# K' Z; ]3 ]STATUETTE
( {  N2 x' R/ h2 |- F+ J  E  Found in Nejo's stall in Marib. It is cleaned with the tissue and given to1 _0 {* M0 @! r  h0 H* g( d4 |+ Q# V
  Duane for 50 bucks.) y: q# s% E+ D' E( ?

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5 \6 ^3 g& i) S, tSTICK0 F. z; m, x9 p* z. d3 e6 @
  Found on the tree in Bull's Head Hill. It is combined with the towel to make
  T4 u, g6 k. e4 X% U9 q  the stick-towel.
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STICK-TOWEL
" H( \' s: ^1 v) Y  Made by combining the stick and the towel, the stick-towel is used to climb
" R$ G% l% M1 _1 X- M  down the rock in Bull's Head Hill." S; s% ?9 K/ Z& |! ]- F

8 W. B8 O& U# p0 P; r7 H7 D5 `, z1 J1 ?" \( ?9 D: W
TISSUE9 Q5 Y2 U+ b) ?2 e
  Found in the sewer below the alley near the Cafe de la Chandelle Verte. It
& ?* a3 F% L8 W3 H/ }5 C, W. ]  is used to polish the statuette in Marib, and is also used on the end of the2 w$ w( Y6 _, P- _9 w" W
  rod to light the candle in Villa De Vasconcellos.8 s2 L4 o- }5 l9 a+ v5 }
+ x" T$ X) O/ I% J  B+ |! z
! {5 T7 g5 p- X
TOILET BRUSH9 I, ^/ g: |) T5 V/ k# I
  The kebab seller is holding the toilet brush in Marib. It is given to the' W# i6 o- v7 e2 F+ e! l+ [2 |
  manager of the Club Alamut for the toilet keys.
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  `9 ~! ~$ e) U$ W% i1 c
8 g2 s, |- ]* ~3 qTOILET CHAIN& C; m. k1 r3 }4 M. |4 R0 m
  Found in the toilet of the Club Alamut in Marib. It is not used.. j9 Q6 c0 t# G; m' r
  E3 f0 b5 \: k& C
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TOILET KEYS! `: t5 i8 q( B! n
  The manager of the Club Alamut in Marib will give the keys in exchange for1 M9 p8 H" t' L: m" M7 z' l; B) b9 a
  the toilet brush. The keys are used to the unlock the toilet door in the Club: q% t. H" X3 ]( d8 M9 ?* O
  Alamut, and to unlock the roller towel dispenser in the toilet.
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3 L3 z: a- Y9 b; v2 A
TOWEL
) \1 F8 Q4 g' h4 }0 h  e6 C0 |  Found under Pat's arm in the bar in Lochmarne. It is used on the faucet in
: P$ m$ H+ R. N) S; b+ s1 i/ k  the cellar of the bar to create the wet towel. The wet towel is used in the
9 J; f. n# ^0 Q% m  indentations in the room under the goat to create a plaster cast.5 N# u6 i1 F5 C$ C5 K% N7 g' H
) Z8 `  c; h# R6 G" L

) s# ^1 ~/ k3 m9 E% \2 r$ M; N7 J, `TOWEL
8 h% z4 q0 j/ n! q" V2 ?( `  Found in the roller towel dispenser in the toilet of Club Alamut in Marib. It
; \! O4 L" C7 j# {8 x  is given to Ultar to fix the taxi.
6 M3 b% \- O3 ~- b9 r1 K8 ]
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TRIPOD
3 {' T- s; B7 s9 s, ~! a0 U9 ?( a  Found in Musee Crune. It is used in the cave of Montfaucon./ P  t6 l3 H7 @) I- r9 c
# w- c; l, O/ P- S  J8 C' \: m

8 q( s- J3 @* f, M/ m: qWASHROOM KEY. R" n3 W/ W! \! _% q- `
  The guard will give George this key when he asks about the washroom in Site) ?1 e! H" y# N; G2 G
  de Baphomet. It is used to unlock the washroom door, and is also used to
& I* W8 a6 m  o' R  create an indentation in the soap.
+ i7 `3 W, y) a# s  _# K
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3 r  \8 h. N: k/ h+ z6 KWIRE
* e+ N7 e7 F, g/ g  The wire is being held by the sneezing guy in the bar in Lochmarne. It is
0 {6 H3 `. E9 u  used to fix the glass washer in the bar." X) u8 z, W, Y) l
2 K7 S% }7 m1 N0 [! {: b# M

5 j) V5 l/ D3 V===============================================================================
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4.                          Copyright Information# y4 `8 T/ t1 _; F% S

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! Y7 s( g4 F" H: r' m. A, O, ]7 {% f
& y. y  g- k2 n3 K4 k7 s: OThis file is Copyright 2009 Tom Hayes. As it can be difficult to keep track of1 M' W) y# E' {0 Y; N# F) `3 n6 q7 _
websites that haven't posted the latest version of this file, please do not
# z& ~5 p' j7 n5 @" T5 Ydistribute it without my permission. Send an e-mail to me if you would like to6 p- {3 X* X; _& E$ I( E9 i; q! k
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If you do post the file, please keep it in its original form with all of the
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作者: sora6218    时间: 2010-9-6 19:55
我觉得去原帖看比较好~[s:73]
作者: beegame    时间: 2010-9-6 20:12
求中文攻略
作者: 深绿    时间: 2010-9-7 18:46
嗯,很详细的英文攻略~~+ W7 {" Z# K  u# o0 H" |6 ^, E
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不过游戏中的hint提示也差不多足够指引通关了~




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