因为玩完了NDS版的现在又玩PC版的~~~~~2 j+ S. H& o* ^! \
但是之前是没有攻略的(当然是在玩通NDS版时)
! k. m: m* w+ V) j3 s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~)! n' Y: A4 D. d* d: S) m* r+ t
来至:http://www.neoseeker.com/resourc ... &rid=177583$ D& B2 K/ L$ D1 X
===============================================================================- ?5 F6 Z9 p4 p. e
* c" Y9 G+ m. V# Q3 R) ` FAQ/Walkthrough for: o0 K; Z2 d4 M- l8 K% k+ w( R
BROKEN SWORD: SHADOW THE TEMPLARS - THE DIRECTOR'S CUT
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===============================================================================: q, S6 q u& w# [
4 g$ \$ w- K* k
, t0 P4 \! i6 V" J5 ZGUIDE INFORMATION
) {% k2 O* q# A4 x6 d: q-----------------' B) E/ }6 C6 O8 L7 k- z) n
# p; S1 Q. |& b+ S9 v2 z2 d* ~Author: Tom Hayes
5 z' l! l8 t. a) | @6 t) sE-mail: thayesguides(at)gmail(dot)com
9 O1 W, E, e6 b0 L& a& kSystem: Nintendo DS" E* D: x$ k! ]( m1 c
Updated: 12th April, 2009
) y" M$ W8 D2 w+ E+ M4 NVersion: 1.0
( {) } E" U; O; h% l5 Y6 I6 j( ]- K# v. f
! k6 U! k% T9 H* ^( b) NCONTENTS' m0 R8 }4 q: N5 _# q
--------6 R* Z$ t7 H- n) k
$ ~# c' @4 W3 r% I7 [1. Introduction, U! {, m I+ H
2. Walkthrough; Q* B) G/ w5 @* B' k+ b
2.1. Nico: Paris - First Visit+ w7 [7 v( V1 h6 o
2.2. George: Paris - First Visit9 {% A5 \1 O: x% M* u# h( ?" L
2.3. Nico: Paris - Second Visit# g& X' {( E) _4 ], G& X
2.4. George: Paris - Second Visit. g' `. H. D! r6 Q0 |$ | N8 t2 u
2.5. Lochmarne/ C- c/ A* k4 C V6 I& K( Y/ j& H- e) }
2.6. Nico: Paris - Third Visit
7 B. T5 D2 G% ~) S2 e8 a! X6 A 2.7. George: Paris - Third Visit+ S& `$ M2 N7 ^! W' i+ U
2.8. Marib
! D/ T% | l; J* t 2.9. George: Paris - Fourth Visit+ ]: H. p, s8 a5 S8 Z: Q
2.10. Villa De Vasconcellos - First Visit
- P- y! e v& y. @" B7 f! N* K/ Y$ @ 2.11. George: Paris - Fifth Visit; F; r5 S- }3 D! {. F
2.12. Villa De Vasconcellos - Second Visit
3 M% f0 ?7 z& y9 j! m 2.13. Train1 ?! ~7 ]6 N9 O% r3 G2 i
2.14. Bannockburn; p( j; b% |1 _. Y* S. [
3. Item List3 ]) l1 v+ t) |
3.1. Nico4 i' Z+ b# L' T2 {( k- I. ^
3.2. George
X( T1 y: C4 V* s! d4. Copyright Information/ Z3 F! I2 k, K
9 W+ ]4 F9 T) t) s
% m9 i" G( ?# G7 |
VERSION HISTORY$ P/ n; D2 t$ u) Q( n0 { n
---------------
7 M6 ^* s& K* S) u1 U7 S
3 Y2 b2 K. {, t1.0: 12th April, 2009 (First version)6 I5 E% G% H, m" N/ f- }
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===============================================================================
6 L5 {! n$ \5 M% C. K$ ~1 {2 c
M0 q* U& E( ^, X1. Introduction
( g" ^- A: Z# q4 L
) `0 d$ p, i/ W y6 q===============================================================================
) H6 R! z3 h' x: ~8 g5 H' i/ n
6 R# A- O: W* r6 \: ?" c
) ^! c K9 |" w; eBroken Sword: Shadow of the Templars was originally released on the PC in 1996.1 S; U& f1 S" o/ a
The game tells the story of an American tourist named George Stobbart who is on
2 g5 ^% T8 o4 e' {* rthe trail of the Templars. The Nintendo DS version features many new scenes and
+ C# z& b6 ]7 @5 g4 hpuzzles which make getting this version worthwhile even if you have completed' |+ Q4 e, A/ d9 k
the PC version. Nico also gets her own separate adventure which won't take long
1 A+ ?1 O/ p" A8 X' t b1 B( B5 _to complete but is well designed and fits in well with the rest of the game., e# S1 T0 G+ ~; E2 l
4 w7 `1 L8 p3 L7 d! }4 R! v
: C1 b0 \+ [ t===============================================================================
$ K& K7 F- `" B
. e8 w' ?3 f2 E7 Q$ F7 P4 p; e2 K2. Walkthrough4 W; S' u: x7 _, V' s0 p6 Q
& x7 [& @! s3 d) ]" O
===============================================================================
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1 G* S" ^% C' x: p7 s7 Z
-------------------------------------------------------------------------------
K8 W- z: H M. L# o' y2.1. Nico: Paris - First Visit F! C+ B+ V- p* u) D( D
-------------------------------------------------------------------------------# |- ]3 B. r- m7 d x
- M7 E9 k0 X9 x1 b; D5 g. j
- Y" N! [/ P/ c, q- u0 Z1 iINTRODUCTION
0 F3 `, k h9 n: M3 n+ G------------" Q5 l! h. V. D5 E1 j* s2 ^; v: g
4 {) M! Y! k7 a2 x8 |Nico receives a call from her editor and is asked to travel to the Palais
! H; x% ^& `( _Royale to interview the media tycoon Pierre Carchon. As Nico approaches the( D* S# d5 s$ k' i
building, a mime steps in her way. She humours the mime and passes by. As she
2 Q8 o$ ~- y3 b0 u. npresses the doorbell, the mime continues to glare after her. Nico is let inside) Y/ l8 S- z- {. { \* b# s' n
by Pierre's wife, Imelda, while outside a ladder is put against the building.* R% I, ^* \! x [
As Nico and Imelda are talking, outside a glass cutter is used on the window
! o& \3 _$ I( S4 J* cand then a silencer is seen to a gun. Pierre introduces himself to Nico and( d. v3 g. \. u. @
mentions that he knew her father. A vase is dropped in the study and when! @$ y( E% W! Q( U8 [% O6 p1 a% q
Pierre goes to investigate, a gunshot and a scream are heard. When Nico enters,
7 r* ^2 k& v9 g4 `% Tthe mime is seen standing over Pierre's body. He beckons Nico to come closer,
' T1 z" O1 g W$ R( V. S0 a1 wthen knocks her unconscious with a punch when she gets near. Imelda goes off to; j& P% l: L/ X n* ]- |
call the police while Nico is left in the study to investigate.( D+ u6 {% I8 P6 r8 r" Q: E r
/ [ c& M4 H" |+ ^& p
, J) X$ E( T- H5 aPALAIS ROYALE$ m! n" H& E; H w& @* ]
-------------
K R- ?7 \- d# }
6 V. L/ k- O! C# v" T& E( QExamine Pierre's body to see a closeup. Get the hair clip on the floor near2 q/ G' k8 [) B, V* C5 j
Pierre's head. Operate Pierre's jacket to see a blood stain and a gold object
" C" H: D9 J0 G7 {- hin the pocket. Get the gold object from the pocket to see that it is a ticket
) [6 ~4 w$ ?7 v- H) L* ^ Xstamped "Bateaux de la Conciergerie". Exit the closeup view. Exit the room on
3 H5 A* J3 d! ]* pthe left to enter the hallway. Examine the cloth on the table and then pick it1 t' E* ^2 c2 E
up to reveal a tiny hole in the table. Use the hair clip on the hole to open a' I5 c+ Y5 o3 u( ^2 _3 @7 r4 s+ z6 n
secret compartment. Get the key from the compartment. Exit the view.
0 M2 W& j/ G, `- ^% _- z
+ D- j: Y* Q6 v1 j# `0 r" ~, WGet the tube of paint below the painting and Imelda will question what Nico is5 k5 r9 {8 f, ^1 b% z, A
doing. Talk to Imelda about Pierre: She doesn't believe that Nico is sorry.
; R' m8 c v; `* N* A% [% ?Talk about Pierre again: She has no idea why Nico was called. Talk about Nico's
, U( W2 p0 [# B& T% h. Cfather: Imelda didn't know Nico's father. Talk about the mime: Pierre had many
8 H4 t6 d6 o2 x" Yenemies. Select either option when Imelda asks if Nico has any moral sense.% d' e( B5 m# k: `% K/ u$ }; m, v
Nico now mentions that Imelda lets her investigate and not the police. Again,3 e8 o' \8 r$ C/ V" y' |! P; m
select either the good or bad option when it is presented. Imelda agrees to let
! s& w, F+ j4 W) _2 w! MNico investigate and gives her the key to the drawing room.% R8 P/ b! l$ z. [: A/ X
1 O H. y. z e6 m# mWalk to the right side of the hallway and use the drawing room key on the door.
! T+ o6 `. X. e: MEnter the drawing room. Examine the painting above the fireplace. Press the
$ t* G3 l# n+ O: A1 I0 z0 ssmall button at the left side of the picture frame and a click will be heard.
- `6 m4 ^5 P) {" x8 f! UOperate the picture to reveal a safe. Use the safe key on the keyhole to open
" j3 H7 d$ d4 v7 u1 hthe safe. Get the stone cylinder. Examine the desk at the right side of the1 l) D. u/ k" _
drawing room. Get the carved elephant. Use the tube of paint on the in-tray.* p* r/ o( {4 U! w2 B
Use the stone cylinder on the in-tray to roll it in the paint. Use the painted7 ?0 W m, r8 }9 ]% h0 u% u8 u* w$ |* N$ ?
cylinder on the blotting paper to reveal a secret message. Get the message from, S! a+ e- d) q6 z
the blotter. Exit the drawing room and walk to the left side of the hallway. c' ` W+ Z$ P# H g1 u7 l# v1 f
Talk to Imelda and Nico will leave for the quayside on the Ile de la Cite.
% w& A; m' g' y& c# v" Z( Q
+ [+ ?% O4 s! s
" r" d' P9 y0 ? N# I0 L+ WILE DE LA CITE
. B6 h1 {* @/ ~7 Y! h--------------
. c2 k: F4 {* y3 n
# J: l; e, n F4 l% B" d- Y2 ~Walk to the right side of the quayside and operate the gate to see a closeup.( z- m' j$ J/ G* P
Examine either lock. The aim is to slide the bar with the latch all the way" g+ D5 F' i0 V$ S/ O2 @3 B
along to the other side, but any blocks that are in the way need to be moved.0 U! X1 x7 f% `4 F! M1 G9 r3 j
This is a long and difficult puzzle at such an early stage of the game, but
* A# P) g7 f. j9 R* Z( Uthere is a shortcut to bypass it: Slide the stylus from the top-left corner of
" E6 v( z! S2 e+ m2 cthe screen to the bottom-right corner. If you want to try and solve for the
4 k' c! F* J7 L5 w7 upuzzles for yourself, carry on. I have included the movements I used to solve
/ r2 \% |) z% n; q# P0 kboth puzzles, although there are many other ways that the puzzle can be solved./ w3 U; y9 D- Y" e, h4 F
/ ], B* T! {0 s9 Q& b! X; i
___________________________ ___________________________( x% c4 u1 W/ w( @+ g' u
| LEFT LOCK | | RIGHT LOCK | c8 p( s3 s9 k- h8 p
|___________________________| |___________________________|
+ K; ~- i- A5 S. P; h$ ?| ___ ___________ | | ___ ___ ___________ |2 S" _: I8 h: `, z% m
| | | C | | | | | | | C | |3 I. Z& Q1 D* h0 ]( Z. U
| _______| B |___________| | | | A | B | |___________| |
1 F6 Z8 t3 H5 t5 p* n% y| | A | | | | | | | | | | |
) a$ Q7 U, x" d| |_______|___| |_______ | | |___|___| ___| E | |" t v0 H; ^: O0 V" ^# b- K7 _) x& r0 T
| | F | G | | | | D | | | | |
6 D+ v6 ^; l- R3 w4 h* o g. X* ^0 S/ Z| ___ _______| |_______| | | |___ ___|_______| |___| |
+ N2 o8 f( |1 g) G; r- Y| | | E | | | | | | | | G | H | | |
5 T. |) p( o/ K3 q6 G| | |_______|___| I | J | | | | F |___ ___ ___| | I | |0 j$ Y% U6 W; D0 i/ w: }% p
| | D | H | | | | | | | | | | | | |
7 N1 [2 u; l! n( _& M6 ~| | |___ _______|___|___| | | |___| | J | K |___|___| |
8 h: `0 h( r# K8 W7 x# x6 P$ F2 {| | | | K | L | | | | | | L | |
3 c1 @5 U5 x p& {4 z7 E3 || |___| |_______|_______| | | |___|___|_______| |
5 o0 C7 ~- M" r$ z8 r7 N8 G/ P|___________________________| |___________________________|3 s. {* ^ s4 O' m/ K
( z9 S, q4 l$ Y$ p
$ Z& h. A5 b$ p1 c) x# | B -> 1 down D -> 2 right
* E0 z1 J; Y6 P& u' v6 I C -> 3 left B -> 1 down6 g9 H& N" h! x, A
D -> 1 up C -> 2 left0 s7 a m2 f0 M
F -> 1 up F -> 1 down4 Q+ g8 i4 [" D/ t6 ?6 E
K -> 2 left H -> 2 up& V" O" R) E8 Q
L -> 2 left G -> 1 right9 U" ^- _. y( ~/ R1 E
I -> 1 down B -> 3 down
, l; n; k* n0 S+ P( C# ~3 c0 y J -> 1 down D -> 2 left* o! r _$ p- _. H* l( [2 @
E -> 3 right G -> 2 left
/ j v6 z- p) O1 G: s/ d" i B -> 1 down K -> 3 up7 G6 y4 T1 \, }; n6 Y3 I
A -> 1 right L -> 1 left5 r& N- s1 |& K* l( F
D -> 1 up I -> 1 down( {+ G X9 Q4 B* I6 c2 L6 p) \
H -> 1 left G -> 3 right
- _% H4 U. q. i p0 i F -> 2 down J -> 3 up
" P4 a& |! q) A* a9 i, q- S: l A -> 3 right G -> 3 left: K* u% S) \* ]* Q0 W7 p
B -> 1 up K -> 2 down( I7 \1 Q2 @) j1 k' K
F -> 2 up L -> 1 left
3 a7 j* U# u! T7 J E -> 3 left H -> 3 down
; j9 \- {: Z6 a! J3 U C I -> 1 up C -> 2 right5 |5 p7 Q% Q1 T8 y6 H P4 O
J -> 1 up J -> 1 up! d" {7 X( H) i: W7 L
L -> 2 right D -> 3 right) g6 J- p8 A; Y. B
F -> 3 down J -> 1 down
* ]0 k9 [' q% j* v( j C -> 3 right C -> 1 left% d% s+ Y) g, o4 r
B -> 1 up E -> 1 up
- [; x( U7 c- u1 @ G -> 3 left D -> 1 right8 E8 H, c5 `4 n' i5 o% A6 u, t
. h# ^4 V4 v7 p+ R
After solving both lock puzzles, the door will open. Go through the doorway to% @6 v" M4 b: H; @4 \
enter the skiff room. Operate the skiff and it will fall over, revealing an old( _! |. t5 c2 S3 F9 A
shell case below. Get the shell case. Use the stone cylinder on the hole near
( X; p% e6 A5 P+ q4 R/ Zthe door at the left side of the room to open it. Open the inventory and look
5 l& D( j: Z; c0 uat the secret message print: It contains the message SDSSDSS. This is the code
* V2 v7 i0 x. }" qthat now has to be entered, so press the left button once, right button once,
k" f* p; z1 c5 F! Dleft button twice, right button once and left button twice. Get the stone% d! T' M1 ~. Z) E* a* s3 i
cylinder and then go left through the doorway to enter the anti chamber.2 X2 Y9 X8 R$ J' M: ?9 u7 W
- m, m0 ]7 {' a. b
Use the shell case on the right doorway to put it under the door. Operate the
3 e5 n2 N( [2 k# X7 Vcross in the middle of the room to flatten the shell case. Get the flattened7 z+ l+ ^1 B+ o+ n9 Y* V
shell case. Operate the cross in the middle of the room again. When Nico pulls9 k! X$ _. D( g4 t' r8 f- b
the cross back, open the inventory and use the flattened shell case on the O' c: m- ?2 o4 z i
cross to hold it there. Use the stone cylinder on the hole in the panel. A: B. T3 ?% ?. L- U1 ?! H9 `1 I
mechanism will trigger which was meant to open the door at the left side of the# d) f- v# p# d" C6 y! I) ^# [7 ~9 _
room, but it has been jammed. Get the flattened shell case from the cross. Use
4 ?/ h$ R9 G8 R+ S* ~: I7 {9 tthe flattened shell case on the door at the left side of the room to open the) E3 ?# t& X7 q& r+ u9 _( ?1 _" s
door. Continue left through the doorway to enter a dark room.
/ o l5 b) f' ~' s
- i- B- e3 _+ u( [# XWalk to the right side of the room to see a red flashing object. Operate the5 h+ r, C( C, R9 Z
object to turn on the lights. Walk to the left side of the room and examine the4 {# E" E+ S' B2 r+ _. f5 w1 W( Z
top of the desk. Examine the photographs to find out that Nico is being/ e3 v5 u# W& q8 t# q! C
investigated. Examine the newspaper articles. Exit the desk view. Operate the+ D% k0 n' x+ I% F$ t
top-right drawer on the desk to find a note written in code. Operate the drawer
5 X/ x" ?* {6 ?$ Y' W( [; V" m! Kagain to pull it all the way out. Get the photograph from the hole. Open the) \2 m% P9 ?0 [: o8 Q( K
inventory and examine the note. Use the translation for the code below." f2 p4 |) a% ?* }
7 W' @8 L9 B+ }; W$ q, ]7 \
________ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
! m3 l5 ~' ~: u1 r| SYMBOL | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |10 |11 |12 |13 |
& J `/ T7 g+ N" `9 @; j|________|___|___|___|___|___|___|___|___|___|___|___|___|___|
/ [2 C1 ?3 d# c: n. p8 j& {| LETTER | E | M | J | O | P | B | A | C | U | V | D | | R |
8 n7 X! r6 ~. _5 p! R|________|___|___|___|___|___|___|___|___|___|___|___|___|___|- }3 z' {7 B: V5 Z
5 m) l+ h* b3 @9 I* `1 t$ c
+------------------------------------------------------------+
8 u& |+ m' f+ w5 L ________ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
: H; p- p+ k$ L| SYMBOL |14 |15 |16 |17 |18 |19 |20 |21 |22 |23 |24 |25 |26 |
5 f) w" ~! x+ `/ n& x6 D7 C|________|___|___|___|___|___|___|___|___|___|___|___|___|___|
& J, J% C5 ~# X r| LETTER | S | Y | | F | G | H | T | W | N | I | X | K | L |( _4 R3 g8 ]% g8 g7 ?" {- X
|________|___|___|___|___|___|___|___|___|___|___|___|___|___|5 G$ A9 g% A+ O$ X( K
3 A4 a3 |( A$ }7 x3 b- N R" i. b/ ]' J3 c6 C2 Q8 f# }. V" C
The message now reads: "Pierre. Full report to follow. But this is too urgent
/ U/ }( `) M3 Z @to wait. Arno and Yamada both dead. This is not a coincidence. Indeed it seems
3 ?# r6 L5 k) D! [& A4 Fthat all of us who came together in July are in danger. Take great care. X"2 ^0 I9 ]$ [/ W4 p& i- U
9 N8 @ {/ C: u1 {
After deciphering the message, Nico returns to her apartment to write up her
4 |5 o- Y: Q- zstory. When the phone rings, Nico answers to talk to her editor Ronnie: He
; J0 c& x7 @4 X, a, J8 Otells her that he will not publish the story that was written. Nico realises- U* X$ _ ~" p9 |7 d# T
that someone must have got to him, and Ronnie tells her not to pursue the story6 L' _' C% I+ k' E( a. \
any more as Carchon had powerful friends. When the phone rings again, a man
. w. ]; s3 ]. Q# }named Plantard says that he wants to meet Nico at the Cafe de la Chandelle
" K$ C- p+ s7 j8 _) }2 BVerte tomorrow morning to discuss the Carchon story.
5 `6 `) s/ a N1 o9 ?3 \( n: v: }; ^2 }
2 `, k0 g) O1 U8 z |-------------------------------------------------------------------------------
. U5 p, i( J+ E1 H2.2. George: Paris - First Visit5 B n( n9 m8 I5 O8 U% _
-------------------------------------------------------------------------------
% c! R4 t& G' P' p# G! b9 F4 q- X8 j5 K- H( s) |+ ?$ W
. u* m& d/ s+ }9 D; gCAFE DE LA CHANDELLE VERTE
( D% V1 K0 }( x( w) y4 y1 |--------------------------
; C" e1 G7 y, t9 f0 B/ H# P* {( O9 s+ z @% U, o
The game now switches to George Stobbart sitting outside of the cafe. George
3 w2 L# C1 w3 ?8 pwatches as a clown enters the cafe, and inside the clown places an accordion6 ?3 A. B7 A% i
on the seat. The clown runs off, and seconds later, the accordion explodes and
0 v* }1 }, L- [9 H; n# {: wdestroys the cafe. George picks himself up and his adventure now begins.
0 I& z# X f7 H0 C9 _3 N" s; {9 Q" |& f; x6 u7 |. h* w, v
Walk north toward the construction site. As George walks into the area, a
@6 \! F6 }& z: u0 N/ ^& Spolice sergeant draws his gun and aims it at George. A police inspector arrives
7 O, e% Y' r. f. von the scene as well and guides George back toward the cafe. Select any answers
2 A3 Y9 K3 I: w' u& @" o4 e" Gto the inspector's questions. George receives the inspector's card and then
/ a1 o0 s7 B& v$ x! A ^7 j& Nleaves the bistro. Outside, get the newspaper that is curled up at the bottom3 M1 U o2 H, S$ U3 }
of the lamppost. Look at the writing at the bottom of the newspaper: "Salah Eh6 e B5 f" D# k2 Q1 Z0 `( i+ c5 Y$ E# V
Dinn - 1345". Look at the picture of the man on the left page. Exit the view.1 I& \# c* W4 k- @; l" g* x
, T' @) ] [ H1 B/ u: r4 qTalk to Nico and she will introduce herself to George as a photo-journalist% D0 h5 d7 ~ n6 ~! s
the newspaper La Liberte. George tells Nico that he saw a clown enter the cafe
s& Z4 l6 C% ]/ Z h) k7 i! Lbefore the explosion, and Nico realises that it is the costume killer again.& B( r& r6 n# U2 X, g
Talk about the clown: She doesn't want to talk about him. Talk about Plantard:
1 P3 N$ U5 n' [( GHe had a story that he said would interest her. Talk about the clown: Nico) I0 ]* \$ i- O) o+ r
gives George her phone number and then leaves to develop her pictures. Walk: n. f7 {8 S q& B* C& e
north to return to the construction site. Give the newspaper to the worker and
& L3 I: k6 G0 G- Z Uhe will notice the horse Salah eh Dinn is running in a race. He tells George to
( s1 m- r5 y I1 w& Tkeep an eye on the hole while he leaves the area to place a bet.
# o+ _& n" r# P# l5 O" K
j) }! T4 L) @4 R- h0 x4 E& ?* m5 Y KWith the workman gone, get the toolbox in white tent to find a metal rod. Walk
9 r. Q7 G) n fwest to return to the cafe area where Sergeant Moue is now standing guard& {1 G5 ~- X1 f2 B5 C5 p
outside the entrance. Go through the arch at the right side of the area to
5 @- c% f- d5 B9 W8 }( r- S; V% \enter the alley. Use the metal rod on the iron cover to remove it. Go down the' }1 s3 B" K7 j! A. n! v; t k' T
hole to enter the sewer. Get the red object on the floor to see that it is5 T$ l4 v, a X- T9 C
actually the clown's red nose. Walk north to the next sewer section. Get the& y- R& I3 K2 D2 r( X( D; T$ U M. `
tissue on the floor and the piece of cloth from the spike. Climb up the ladder.
) b" O) h+ `9 _; A4 V
. t3 `8 x7 r! }( D7 T' v' ~/ ^George emerges from the sewers into a courtyard and sees a man standing above
& w" e0 o# ~& D" q6 o$ k& ahim. The man mistakes George for someone else and demands that he exit the+ ]( l- O- F O& w$ Z `
sewer. After standing up, he asks George what he was looking for. Select any of
8 `" q, H! L% S" n8 Ethe options that are shown: The man had not heard the cafe explosion. The man
$ R( t( @0 O, L; f. r) ]" `: `wants to be sure that George is not in league with the man he chased earlier,) i) ^; N" ] c) x& z
so show the card to the man: He now believes that George is a police inspector.
3 C" H! H _0 L/ A0 O5 v. c& |Show the piece of cloth to the man: It is the same cloth as the jacket he
5 Z" |+ f( N% a2 Ffound. Ask about the jacket four times: On the fourth times, the man tells' u# r% j4 c3 f7 o1 m5 O' |
George the name and phone number that were on the label. Exit the conversation
3 I: _) p6 J2 Yto leave the courtyard. Walk right to exit the area.0 U0 t0 U( c# _ j; F o
4 U" j' @* j+ O4 I8 c5 V
. j) P7 v9 \# O- M. k) m7 ~POSTE DE POLICE
; L3 \" G$ E: N o, w---------------3 p) }- @8 [9 Q3 l
. N, [$ S- F! J% e. O# L3 M7 v7 _* e& ~Operate the right phone on the wall. Select Nico and she will tell George the$ ?' L$ o- f* w2 E7 e2 g2 |
address of her apartment in Rue Jarry. The game now switches back to Nico.- I1 E/ J3 o$ I
" X+ `" A" b, N
- x, h$ o' N* l4 o1 O
-------------------------------------------------------------------------------
: p, f0 _) N! U) i4 Z2.3. Nico: Paris - Second Visit% D7 i; P* _1 j7 Y! E7 A. o. w
-------------------------------------------------------------------------------
5 r9 _1 p8 L4 Q( O
0 |" Y; ]' p2 @1 T; n+ D& n1 \7 ]2 Y2 {4 y/ F8 W
RUE JARRY
( H8 i3 f9 ]0 z7 S6 N---------" j) f1 N X+ P) o7 Y- h5 G4 x
6 C4 G/ [4 C9 J' R! s6 w1 tExit the apartment and walk west out of the area to view the map.7 U+ p6 _; h; p. w. g) j" y
^: m4 i! V/ d# w& O8 x. f2 L. i6 N6 @/ o! T
CAFE DE LA CHANDELLE VERTE
$ {1 k" E8 h2 f7 Z--------------------------( g8 E; a) n6 A: `1 m) Q
& Z3 V6 {. g8 X- X1 @7 K$ vWalk west to the cafe to see the workman boarding up the cafe. Talk to the/ r6 Z3 z: n$ R# [4 h
workman about himself: Nico wants to take his picture. While he turns away to
/ _( r2 o2 \0 Rbrush his hair, quickly enter the cafe. Operate the mirror leaning near the bar+ K0 i5 _0 k/ d$ m {+ S$ s3 c
to move it. Examine the mirror to see a close up view. Examine the gold object& K1 g4 Y" W; ]1 l9 L: y
in the reflection to see that it has been lodged in the gap behind the pipes.) q) W: S8 B: u; I
Examine the table to see the damaged pipes. Get the gold pouch behind the pipe.8 Z" c/ \/ \. [3 f! J
Examine the pouch in the inventory to find an artefact and a coded note. Look. T9 h, Y6 o$ Q% D
at the coded note and decipher it. Refer to the translation grid that was shown5 r( Z" ]! }( v7 E4 W
earlier in the walkthrough as the same symbol to letter code is used here.0 D" K% ]5 ?7 A& O6 N- }
4 q$ _* ~+ l; @$ b. x0 f8 N6 d" }The message now reads: "Plantard. Pierre killed. Murderer must have followed* n! q3 g$ y7 p- {3 s, t& y
trail from Arno and Yamada. He will come for us now. We must be vigilant.' z) e* m" \% o- L& }) ^
Thierry's girl broke into Pierre's safe. She worries me. Imelda.". Exit the% ?: R) _! l7 c9 h0 E
cafe. Walk north to the construction site and east to return to Ile de la Cite.
; R" `/ B) x3 S+ F+ y7 V9 H' w, k# ?
$ o7 B# f2 Y- i/ x0 b9 U' N+ i- p
& T8 r% w' `* u# MILE DE LA CITE
9 j8 Q! ]1 |- ^, G2 p--------------; a( e+ I) E- }& m% S V9 p$ ^
; V+ A) |/ {/ s# f$ ]
Go through the doorway into the skiff room. Walk west into the anti chamber.4 T/ M6 a: ~+ U1 d' e7 D& c
Operate the cross. When Nico pulls the cross back, open the inventory and use, x+ e2 D/ z) n9 ^) H) |
the flattened shell case on the cross to hold it there. Use the stone cylinder
" g/ l7 w6 {5 |7 \7 Z7 _on the hole in the panel. Get the flattened shell case from the cross. Walk- L8 F' |/ n6 o
west to return to the state room. Use the artefact on the small hole at the
0 }' x& M, d8 G: g! o# J( [) l0 aright side of the safe on the wall to open the safe. Examine the safe to see a u4 b$ Z9 J/ R- Y
closeup. Pick up the pieces of the photograph and Nico will spread them out on6 B5 n/ g$ ^5 z: p
the desk. Place the pieces of the photograph together to see that it is a
4 S" N3 i1 o6 ~5 U$ w5 _picture of Nico's father. Nico returns to her apartment to meet George.
0 _0 A1 i4 @, @9 r( x: m
) P1 c, J- K1 N! N" \, C3 p2 n
7 ~/ w' s( o5 t& Y) d7 k. L2 M* H-------------------------------------------------------------------------------2 Y, A0 N$ o2 ?, }' U, M# z0 b1 Z
2.4. George: Paris - Second Visit
8 B1 w, q$ C$ U-------------------------------------------------------------------------------
1 b0 S" S. Z5 Q; ^! n% p9 @/ d2 a& i3 U
& W/ W c' ]7 L( x
RUE JARRY7 b& t# L* D+ }; n# l' U) b; D
---------
( _1 K1 l; U, m6 [6 ?: A) h \8 ^2 W4 v! a! t
Talk to the old woman at the flower stall. Ask about Nico: She tells George5 e3 S, @( K9 |2 {7 }
that the door needs a gentle nudge to open it. Exit the conversation. Operate' ^/ E7 o( }7 M# h: W# n- y4 q
the door and George will enter Nico's apartment. Talk about the red nose and0 M5 m2 o4 }: j6 K( J6 `
Nico will notice the address of the costume shop La Risee du Monde inside it.
% C! d: V2 W7 Y- ^3 A0 ~/ |( RTalk about the piece of cloth and Nico will show George a photograph of the. q; E" I. \+ T8 ?
killer wearing the same material. Exit the conversation. Leave Rue Jarry.% M2 a6 X4 A. c: I8 m. e5 T
R Z3 ], Y* F) q8 b1 ?
' S, i% k4 R* o' i9 w
LA RISEE DU MONDE- x6 K! T! R* a1 x7 J. p4 ^
-----------------# K d8 D! W' l# x
' |% s% |$ [. N
Talk to the man behind the counter. Show the tissue to the man and he will
5 r( ^& o% I& o5 q+ `0 |* y8 trecognise the smell as theatrical greasepaint. Show the picture to the man:# W2 i3 P3 l' _# i' V8 w5 a: u9 w! H
The greasepaint was bought under the name Khan. Exit the conversation and! z# q% {& \; Y# c
before George leaves, the man gives him a trick buzzer. Leave the shop.
6 j2 b# C& u; g H( a5 q' Z2 @5 n# _# ?# S; H5 x
! \2 S2 y- {2 t
POSTE DE POLICE4 J# o) w1 b; U% q
---------------
# q4 d. C* ?& g+ {$ j. M
+ E( P7 {0 B& S! T5 {6 pOperate the right phone on the wall. Select Todryk and talk to him about Khan:2 c) C3 G/ Z* C$ ^7 T2 w& I
The suit was delivered to the Hotel Ubu. Exit the police station.& m+ z- ]+ M. N4 R
9 g1 _. {: n# ?$ b! }' _
6 y. P$ c& ~- e# c3 ?0 i# SHOTEL UBU. a0 k6 |8 m/ m# m2 m% U
---------
, z8 H0 I9 J/ }
2 K6 [* V- e, W9 j% C& u* TEnter the hotel. Walk to the left side of the lobby and try to get the key from8 s4 M6 @! H1 T
the board above the counter near the clerk. Talk to the clerk about the key: It
$ x9 _; R0 z, ~is for room twenty-one. Go upstairs and operate the middle door to see that it& s7 b" r; [+ l: X4 p$ R$ `/ d
is locked. Go downstairs. Walk to the right side of the room and talk to the/ @; C4 Q. G4 @$ X1 f( W
woman playing the piano. Show her the photograph and she will recognise the
$ O6 X& ^4 \3 t6 s7 E sperson as Moerlin. Talk about Moerlin: George tells her that Moerlin is a fake.
$ s' w8 J! r, {Talk about the key and she will walk over to the clerk. When the clerk leaves8 I f! }8 T d( d" ^
the room, quickly get the key from the board before he returns. Go upstairs.1 q/ p! \1 M) D* K, L: N
; J7 f% e) {* cUse the key on the right door to enter room 21. Operate the window at the right
- ~8 b5 a2 V0 |" t9 lside of the room and then go outside onto the ledge. Walk along the ledge and
) y' K* R9 q' X% mgo through the right window to enter room 22. Try to exit the room to see that
! u4 X8 e' X" s0 K$ u* y$ L( HKhan is approaching. George quickly hides in the wardrobe. Khan enters the
3 Y6 i i9 n, Eroom, changes clothes and then leaves. Examine the pants on the bed to see a) [) `- q) W0 D8 e
closeup. Pick up the pants at the top of the zip to turn them over. Operate the: ~) C; _- ]3 P0 B( I6 |% P+ i- c
left rear pocket to find a matchbook. Operate the thread above the left pocket9 e" t6 C4 @$ c
to remove it. Turn the pants over again and then operate the right pocket to, {; c) J& Z# G: f8 K3 E7 G
remove a pass card. Exit the room to return to the hallway. Go downstairs.$ [# B. O& s4 ~
3 _; M( A! _ m% N8 A& STalk to Lady Piermont about Moerlin: He passed an object to the clerk about an0 a+ a7 h- m" J/ M9 i% W
hour ago. Talk to the clerk about the safe: He wants to see identification.6 e, V% h% k" K& X. E2 y
Show Moerlin's pass card to the clerk: He still refuses to let George see the9 _( a5 S# h/ L% f+ A/ N
contents of the safe. Talk to Lady Piermont about Moerlin's pass card twice:+ k- h- E6 Y; h: o& N! {* n
She returns to the clerk to demand that he retrieve the contents of the safe.
3 ^; C( f$ o2 W; l% u) G) UThe clerk returns and gives a manuscript to George. Go upstairs and enter room6 _; Y* d0 h9 ~$ {
21. Go out the window onto the ledge. Use the manuscript on the alley below to
7 b7 Y* X' {+ d+ K5 [throw it down. Return to room 21 and go out the door. Go downstairs and then
) R9 C. M% L: ~2 |exit the hotel to be searched by the thugs. Walk to the left side of the area& d2 ~( ?! o. g* }( w6 [
and go through the arch to enter the alley. Get the manuscript on the floor.
" n0 e; r+ ]; k/ ~% d( n8 o2 r0 G( N, H, ~ U J$ p/ H
4 E" P9 R# c5 e- w8 v) i5 ^) Q; _
RUE JARRY
, v. A1 I% r8 S---------
+ m$ f/ m3 Q% b6 K& x8 x7 ?2 H n2 H% Y# `# k2 l+ n) l! p3 H. \
Back in Nico's apartment, talk to Nico about the parchment to watch a lengthy
B" e8 M6 K' R8 |scene about the history of the Templars. Talk about the parchment again to see0 P" J3 t( ?1 \" ^
a closeup. Look at the four corners and the seal on the parchment. Exit the
+ c3 Q1 y p% ]9 H" i& Lview and Nico will suggest visiting the Musee Crune. Exit Rue Jarry.8 R- p& [0 M4 G7 _" H0 \
9 i$ y7 W7 T) k. n* p
3 v5 h2 g# p k5 |5 O& Y
MUSEE CRUNE
7 e" k( }( s2 y: x. @-----------2 e# g: \% h8 ~% l M( k* a3 }- i& |
% o2 R7 L1 Y D2 R( z7 S9 A; ~Enter the museum. Operate the tripod in the middle of the room to see that it. h% `0 x0 S: d* X/ ] V1 l
is identical to the tripod in the parchment. George notices that the tripod is
5 q( o3 _$ o% U% ]9 y% o3 Sfrom Lochmarne in Western Ireland. Walk outside the museum and exit the area.
; g- J% L+ Q! f' ~+ v T9 U' e* [7 i4 o" E, j4 {
2 J6 J: ^/ Y9 L& J* b
RUE JARRY; _5 ^0 N5 J# _% P" g" @. S
---------
N$ ^: y& ]- t/ @% [
: q2 k7 H' \0 O5 ATalk to Nico about the tripod. Exit Rue Jarry and select the yellow arrow at3 R4 H! |) i e0 B
the top-right corner of the city map to see the world map. Select Lochmarne.4 {: q% C T0 p
. g1 k: B9 w( j) ~
* Q4 w' u3 B: R; H+ C3 Z$ z
-------------------------------------------------------------------------------# J B. u1 Y' M e* v% Z' H
2.5. Lochmarne
5 A7 i% y7 V+ a8 w6 m-------------------------------------------------------------------------------
" Z% A& ? {6 R4 T# A: z
/ n- _9 B% p2 P! c; L' ?/ G' w: S. G: j$ `5 c( Q0 C
Enter the pub and talk to the man at the corner of the bar. The man introduces, i+ ^9 Q8 k* s# g. T* f1 H
himself as O'Brien. Ask O'Brien about the castle: It dates back to the tenth
+ n4 u L0 u4 v) L+ }* A7 P4 x! V% Fcentury and much of the existing building was added later. Ask about the. G+ h' ?/ i5 |2 X9 Y& Y. ^/ P
tripod: It was dug up by an Englishman named Professor Peagram. Ask about: j+ ]8 D2 q$ g. D+ D
Peagram: He left the village. Ask about Peagram again: O'Brien doesn't know- H' _; H6 S! ?1 N- z- P. J
where he has gone. Ask about the gem: O'Brien asks if George is a reporter, so
$ O$ I3 O# w/ }( b, V) D3 x2 ?answer however you like. Exit the conversation with O'Brien.: K% v5 U" t2 f. n
& Q& M1 e& O4 |& L) i
Talk to the man at the table in the middle of the room to meet Fitzgerald. Ask x* f j, N' o$ T) Y( H8 Y+ X- k% ^
about Peagram: He knows he is an archeologist. Ask about the dig: He seems
% T/ |3 r1 y+ A7 o' y. v; W: Fguilty when George asks him if he worked at Peagram's dig. Talk to the man
- z" C$ G4 c8 T$ A; Msitting next to O'brien, Doyle. Talk about Peagram: He doesn't know him. Ask
; k9 x' b( s- l+ eabout the dig twice: He knew people from the village worked at the dig. Ask' s+ ~* ?7 p; n" L1 h
about Fitzgerald: A drink might help persuade him. Select the drink icon to buy
! }. o! Q6 b; M. fDoyle a drink, then ask him about Fitzgerald again: He did see him at the dig.+ _6 F+ q' Y5 }8 _
6 ^" [ \& d7 D. }0 JTalk to Fitzgerald about the dig: George tells Fitzgerald he knows he was at2 p" h) K0 X }9 w
the dig. Ask about Peagram: He gave him a package to deliver to Marquet. Ask% I/ y- C, p! O) ?% W
about the package: He promised the professor he wouldn't open the package. Ask7 q5 ?" a4 z- |0 _! v- M- W
about the package again: He says that Marquet will kill him if the package is- ~; z) E1 I+ c4 }, {
opened. Ask about Marquet: Fitzgerald stands up and runs outside. A sound of! q8 c3 T( L" ?: \! ]
screeching tyres is heard, then a boy named Maguire comes into the pub and$ C4 }# p. X0 w9 s1 L0 H+ |
tells everyone about an accident outside. Exit the pub.
4 H3 S7 D# D1 F5 K/ t. O. N
/ C6 k$ f H' F: X" `$ f* bOutside, Maguire tells George that Fitzgerald was hit by a red sports car. The
9 n3 L& w% X4 G2 m2 f6 H$ Wdriver then got out and pulled Fitzgerald into the car. Maguire adds that the- Y7 U" |% O4 c9 m% T0 E$ k
driver was dressed as a pixie. Operate the switch at the left side of the pub
1 Z8 G7 \$ C1 G/ Mdoorway to break it off. Walk right and go up the path to the hay cart. Talk to
0 J: ?( G% L7 k" k+ ]the farmer about the red car: He saw it but assumes the driver must have been
$ }; X1 R2 W) F+ alost. Talk about the car again. Talk about Fitzgerald four times: George says R2 M- F) [& M' Z& D5 W
that he will guard the hay cart while the farmer leaves for the pub. Climb up
( a. g& N* R5 F e% B" vto the top of the haystack. Use the metal rod in the crack in the wall by the& i) ?* t) d' w
side of George's left hand. Climb over the top of the wall into the castle.9 G k' _! ?6 U
/ _; z3 p9 j2 K6 }0 c1 t9 V8 uMove to the left side of the area and operate the plough share. The goat will2 b! z( k, \* D2 J0 F6 I/ z
butt George out of the way and the rope will become tangled on the plough
) {5 m2 P5 E5 V2 mshare. Move right and climb down the ladder. Get some plaster from the sack on
7 s. K# Y9 H! W( a1 X( f1 Gthe table. Examine the statue on the floor at the left side of the doorway. Try
' A5 p6 L* {9 u, T ]+ hto pick the statue up and it will fall over. Get the statue again to lift it
- p( O3 ~# m0 J0 |0 a D8 }% kback up, leaving a pattern of holes in the sand. Use the plaster in the holes.' q7 l- ` l/ J* V4 w4 S
Climb up the ladder and go up the steps to exit the castle.
5 |2 b. t! n' H3 l/ K8 q4 J' L6 W: k8 C4 x h6 ~
Climb down from the haystack and return to the bar. Talk to the barman and- M+ U% M1 \0 i& z$ ^9 o
answer his question about whether George wants a room however you like. Ask for
7 ]9 |" z. e$ M. v" n" p/ Ia beer: The pump is broken and he only wants a professional electrician to fix# h! m+ ?+ E; f2 x2 j- c
it. Show the pass card and the barman: He will only allow George down to the
+ Q4 u! H1 | [cellar if he can fix the glass washer. Get the towel on the bar. Talk to the
+ Z( v2 u/ ^5 M+ L9 h# U0 r# G0 U6 ksneezing man about the wire: It is a necklace. Exit the conversation. Wait for) H. ~$ y% _5 `$ P. F! [) E9 t
the man to sneeze and then get the wire from the table. Use the piece of wire# z; r( S9 c& c' Y4 m; D1 S
on the plug behind the bar to fix the glass washer. Enter the cellar./ T* w+ g7 m ~( O5 |
) ^( s9 B5 _1 B! }' LUse the lever on the wall: nothing will happen. Exit the bar and operate the
6 ]4 v: L! R) n, k8 I2 Ptrapdoor to open it. Enter the pub and return to the cellar to pick up the6 ?0 s$ j$ V& \# v
blue gem. Operate the faucet and then use the towel on the water. Exit the bar4 l0 `1 [) k6 i3 b6 M
and return to the castle. Go down to the cellar. Examine the statue and use the# x( J9 O: D" }$ W* W, W5 z o4 h$ }2 p
plaster on the holes in the sand. Use the wet towel on the holes in the sand.$ ^3 g; K6 R- `5 _
Get the plaster cast. Use the plaster cast on the panel at the left side of the3 C @- V" Y, q! P
door. Go through the doorway. After a cutscene, George returns to Paris.# k& i0 v/ \3 |+ X; _
6 A+ f" G2 I8 d. |; h& g( v7 T
2 C4 ?/ G+ K m% E& n-------------------------------------------------------------------------------
& l. W( X3 p8 X8 r" p! y2.6. Nico: Paris - Third Visit
. `2 Z5 q& m. r8 V4 l" H-------------------------------------------------------------------------------1 ?/ ?7 X p$ Y7 |
- ? b% B: w/ K8 m, k% z4 h* W! \7 q, n% Z: r
RUE JARRY
7 l; z- t$ [: H( @( U5 l---------
6 ^) G' [7 o. o* ?+ d4 z6 g, L; O- W J
Operate the answering machine at the left side of the room. Nico listens to the
$ b+ A. u G$ `/ x0 {three messages and then travels to the Palais Royale.& n+ T/ t' a+ o- y# {
% Z1 B, L1 m+ p6 q5 x$ J, J0 Z6 g3 p+ v5 e! R2 U
PALAIS ROYALE
1 x' [: S3 s% L-------------, @( h& k: K+ z# ~" G1 w- s; F. `
5 j; ~* ~% R+ D3 F! cOperate the two wires at the side of the statue. Operate the statue to move it" |2 w3 c0 T+ I
toward the middle window. Climb up the statue and use the flattened shell case
( w9 N5 ]9 H; C4 g1 W5 f( Ton the plastic sheet covering the window. Operate the window to enter the, C5 p& d: z, P( a
study. Move left to the hall and right to the drawing room to talk to Imelda. X) o5 N9 U7 T9 m3 P
Examine Imelda and operate the locket to open it. Get the tiny gold key.
1 ~8 K) P& d9 b. }. }! K8 ]* E1 {* {
9 H" v5 N( A8 u$ x5 E- W! sRUE JARRY
# q9 m1 R" `8 n---------6 Z' [/ c# t' ~) u4 @
0 M# Y6 m! J0 c+ E1 Y4 E3 fExamine the chest at the bottom of the bed to find a tracking bug. Nico takes
; i, q h* a. f1 v0 Bit over to the window and throws it outside. Examine the elephant box and then- R* B- W- E/ ]( R
use the tiny key on the box to open it. Examine the photograph of Imelda.
4 t4 Z. t P+ {& C/ \/ GExamine the letter from Imelda to complete Nico's section./ i, {- }& X' O9 l( V
4 d! ?0 t3 ~7 p6 _3 i7 W- x) I. k+ |; Z1 F2 ^; c4 Z v/ F6 E4 O
-------------------------------------------------------------------------------' ~8 h* }6 I0 h6 f7 l' L
2.7. George: Paris - Third Visit
9 E; r6 Q7 r+ t, e$ I* M$ }-------------------------------------------------------------------------------! \! d! ]7 r6 v; c
' k+ m+ u6 b; m2 I
; ?: t# \" _: V0 T- FRUE JARRY' \( {! O' T) p& q" a
---------
; W `8 O9 ]! E- G# v/ x
6 \% X, Q# y6 G9 h5 o, nLeave Rue Jarry.
, E% h0 ] ?6 U1 H4 z$ ?2 Y
/ l4 Y7 v" F; D- C$ `2 Q( o- O" x. z
POSTE DE POLICE5 V& _% K- @4 u& k3 P
---------------
8 h: t/ L/ o' T0 f
& f9 G# X" [3 t& l, u HTalk to Sergeant Moue about Marquet: He used to be known as the mole of
( D) r; N* v& T4 XMontmartre. Ask about Marquet again: Moue gives George the location of the' T7 Q7 v T" [: k. F# f0 ?3 l
hospital where Marquet is staying. Exit the station.
" F% I3 {& Y3 Z/ G! o; W/ s" J$ n) k, r
% q5 w& l: \/ Y+ Q
HOSPITAL7 s. K7 \- ?/ {9 R. f2 }
--------
' L; @4 y" D, z
! u: s# A1 j( J& F, AEnter the hospital. Show the pass card to the woman: She says that Marquet has
+ ?9 C& q5 o3 n5 f/ w, E+ Cbeen asking for Moerlin and tells George the name of the ward is. Ask about
6 @5 G( b0 ^) r& z5 q1 v" p, W8 N: fNurse Grendal three times to get directions to the ward. Walk down the left
$ z R9 ?7 x8 x y6 qcorridor to see a man polishing the floor. Try to open the door near the man
* z+ V; ]+ a3 | Sand he will stop George. Operate the plug near the water cooler to stop the
, f d% b2 l2 v( }8 P) ?9 Cpolishing machine from working. When the man leaves to investigate, open the
( }" T) X( g, @$ w% n. u+ D& |door to get the doctor's uniform. Walk left to enter Nurse Grendal's ward.
0 n: v2 t1 C H# y f
; r7 O$ U; \7 y GGrendal gives George a pressure gauge and tells him to look at Eric Sopmarsh in
. L9 `; J( e" G0 R/ y# g& Zbed 3. Try to walk right and Eric will ask George to take his blood pressure.
2 M3 Z0 N2 _/ i$ w; T* LWalk left to exit the ward and then walk right to the hospital lobby. Talk to
! P" C8 H9 A; D& k/ wthe man standing at the right side of the desk and he will ask George to look) L: `4 z* Z, e5 i& c
after his nephew Benoir. Answer his question however you like, as George will g" r0 n# f, j4 h; f1 a
agree to show Benoir around either way. Walk left twice to Grendal's ward.; _# j6 x. x' r4 ]: e
; F9 \, e! z: K4 o4 W; @Show the pressure gauge to Benoir. Try walking right to be stopped by Eric
' V& M% K: o7 k, ?8 eagain. Talk to Benoir about the pressure gauge and then mention Eric. While
/ s& g! L) ?9 X" UBenoir is taking Eric's blood pressure, continue right and enter Marquet's; q" Y' l$ r4 Z' U; T4 y" l+ t
room. Maruqet will mistake George for being the killer. He tells George that he" }# q# k9 {+ h. A1 G# v( W
should deliver the Lochmarne gem to the Grand Master, and that the tripod has, Q4 A3 [. R" B4 A8 X
been found in Paris. As Marquet begins to mention about Syria, another doctor
' p# g/ p$ ` `" Q- o2 kenters the room and tells George to leave. Outside the room, Benoir gives the3 M+ r& z {+ Z, O) f( y
pressure gauge back to George and then a beeping noise is heard from Marquet's' L* F4 R3 S; v. Z: l
room. George returns to the room and sees that Marquet has been killed.; ^, \6 b8 o8 k0 {, T/ O
7 s- l z+ e: |
" G# k* i; J$ I' Y( b6 n* _/ FRUE JARRY1 U: p( }. }7 f3 a! h I. o) o
---------
* f4 w# p% @2 s4 w+ P2 H0 `
8 K, c: M+ x7 i7 c1 a8 _Exit the conversation with Nico and leave Rue Jarry.7 j# K2 L, Q1 j4 S4 \1 \
6 {' ]3 U+ u$ E7 u+ I
. Z/ C' m. N5 W; A8 C# n" B( K
MUSEE CRUNE2 D0 T% E0 g' A- ?
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. J9 {6 w/ } x2 S+ N, d
Enter the museum and talk to Andre Lobineau about Montfaucon twice: It is found
9 R& D& D, p- W- s, h# T8 Hnear the Canal St. Martin. Exit the conversation. Wait for the attendant to
8 w& e! r T( g7 b6 b/ m$ w# Xlook away and then operate the rod next to the window. Walk to the sarcophagus
% v( F2 R$ w$ q2 H* z- L) D4 rat the right side of the room. When the attendant walks over to close the+ g, E9 I& l$ T8 ?0 J' h
window, operate the sarcophagus to enter it. A cutscene is shown when Flap and
) j* q/ o& a7 K! z# h/ k& A1 SGuido enter the museum at night. Use the totem pole to try and knock it on to& ]2 n8 Q9 \. l6 k; H- r1 w
the Flap and Guido. George's plan backfires when a section of the totem pole
! n% E9 m7 f5 `( r& x" ofalls off and drops onto his head, causing him to fall into view of the two8 A7 O3 k4 B. ^; Q: ]5 @
thugs. Just as they are about to investigate, Nico drops down and rescues him.2 o# _* \! t! W
, G! O$ v0 k6 K1 Y
& k1 |: w5 T* T0 H( j6 gRUE JARRY
) ^% G* W, K. A& j: N---------, j) D7 r8 E# T0 x9 a8 s
, d3 D% Z/ _" ~" P* ?0 ]. KNico shows George the tripod she took from the museum. Leave Rue Jarry.
7 u' V# Q. z1 u7 z' {2 C
( `' w1 q! {3 g
3 p5 o4 M/ c. MMONTFAUCON' W$ Y& v6 \2 x" z J8 L
----------& F3 c! {+ y. _9 @
: V$ C* C' L' c+ b6 o& T& m
Talk to the clown about himself twice: George attempts to juggle. Show the red
8 O4 L9 N% _# C5 B1 O3 bnose to the police officer at the table: He asks if George is a clown. Show the
/ ~# B6 V$ t4 J+ L- Yred nose to the clown and George will impress the crowd. The juggler will get) I! D$ A& y- d. w0 D3 R
frustrated that George managed to impress the crowd so easily and walks off.
0 n, c$ C- p$ vUse the metal rod on the manhole cover and then go down to the sewers.
' v( {% C* c2 x8 M) t& M3 `! T6 p$ ~" Z
Use the metal rod on the right door to reveal a mechanism. Operate the lever to
# ~9 Y7 v& y' e @. Gopen the door part of the way. Operate the winching machine on the boat to
3 Q3 h0 `+ Q; x9 \% ^/ `) junwind the chain. Get the hook at the end of the chain and George will carry it' W) u1 ^9 v' ~% b
open to the partyly open door. He then operates the winching machine to pull
! M) ^; h4 U! Q. e1 dthe rest of the door open. Go through the doorway and examine the hole in the; U# O3 x) f3 x" P Q' W
wall to see a secret meeting of the Templars. Go down the steps. Examine the
u3 T7 E. t+ `9 z4 p' n5 m& @9 ^stump in the middle of the room. Use the tripod on the stump. Use the gem on
0 {: M% S6 e' T) p" T6 M4 L5 Vthe tripod to reveal letters that spell the word MARIB.
& C- q" H" i& f s/ u7 j' h- y# b- A+ S: M" S; J2 a0 j
2 q4 d* j0 c! y% q$ i# p
RUE JARRY
/ B$ N# Q" k l w( ~---------
+ {; p7 v! C ~% P. W4 z ^1 \2 R4 V
Nico tells George that Marib is a village in Syria. Exit the conversation with8 D8 o, C4 m: P& H$ o
Nico and leave Rue Jarry. Go to the airport and select Marib.
9 {$ D+ o: ^' |+ n0 V/ i
% V. W E' K- ?, m7 \5 T) ~& g' }( \7 g& I7 q M
-------------------------------------------------------------------------------
5 h+ C. L6 V0 S/ n$ J7 j2.8. Marib. [- Q' a$ I0 b8 d0 p: E+ D
-------------------------------------------------------------------------------
% l" f5 q5 N/ A/ o/ `! q# y3 q2 x+ n5 H
. D0 }" M& y# a* b, p6 O
MARKET$ D+ ^* p+ o# _' J9 L* d
------9 R+ y! Q8 f* L8 P; o; l, h# F9 D# N
t/ z4 M4 s$ c5 hGo up the stairs at the right side of the market. Show the matchbook to the
0 X1 q! U' {% j8 ?0 xcarpet seller and he will let George pass by to the Club Alamut. Operate the
$ w% e' X0 U6 k" J3 t5 U8 Z/ a/ n) ^locked door at the right side of the room. Examine the door. Talk to Ultar8 j9 a g0 E0 D+ ?3 Z
about the sign on the door: The door has been locked because the toilet brush2 ]! h% e# W( z5 d2 J. |& J
has gone missing. Talk about the photograph: He recognises the man and tells
$ b0 l% J" W/ C& {/ I' u1 UGeorge that he was in Marib yesterday. Ask about Bull's Head Hill and answer
7 ]' A; L9 k ^9 \5 e, P* t9 Byes when Ultar asks if George wants to go: He wants fifty dollars first. Exit( E0 K l! B8 D- l
the Club Alamut and walk left through the doorway to the market.4 G$ q4 ~4 K$ a" w
! ]: J3 `4 ~& y9 ~/ \7 AExamine the kebab seller to see the toilet brush. Talk to the kebab seller and& F" e- r1 h; a. z: J! W
then exit the conversation. Walk to the left side of the market and talk to the
4 a* Z6 V" K9 L* Jboy, Nejo. Ask Nejo about the kebab seller twice: He agrees to help if George1 o; s4 J! v9 F9 R. ~
gives him an item. Give the red ball to Nejo and answer yes: He then tells; i& j1 c8 }) M! N1 `/ h0 k
George a phrase to say to Arto the kebab seller. Walk back to the right side of' s; I" D4 b j3 X
the market and talk to Arto about the phrase: He chases George up the stairs.. K4 w) M0 p8 `3 a
Walk back down to the market and talk to Nejo to get the toilet brush. Walk
. s* \1 y! w+ \5 U% Z( g6 Iright, go upstairs and return to the Club Alamut.
7 l( A& c" T- R5 o6 B9 T- d4 v& d; @
Show the toilet brush to the manager to get the toilet keys. Use the keys on4 }3 |) m8 J! l' @ B+ a
the door to enter the bathroom. Use the keys on the roller towel dispenser and! l1 W1 e% u* L% b* E5 z* U
then operate the dispenser to get a towel. Operate the chain above the toilet8 f7 q7 {1 M8 V7 o! W6 I
to get the chain. Exit the Club Alamut and return to the market.1 ?# Z @9 J& L H
+ ~! \' ?2 I: f& o% ~Walk to the left side of the market and operate the cat on the table near Nejo:
( ~- ?: ^: _3 q9 y/ h) f: G MIt will jump up to the shelf. Quickly use the bell on the table and the cat* U* ]5 L. C& t1 K3 I h
will jump down from the shelf, knocking the statuette down as well. Get the- l) S/ s7 l/ B' n
statuette. Open the inventory and combine the tissue with the statuette. Show( w! D' q5 U0 X, Y
the statuette to the man walking around in the yellow shirt and he will buy it
$ O% ]) o" ?2 H" sfrom George for fifty bucks. Go upstairs and return to the Club Alamut." }& A0 A, x( K* g4 k/ Q" g3 h' V
+ G' }2 ~ c N9 j4 SShow the fifty bucks to Ultar and answer yes to his question to return to the3 B, D) S, f* Y
market. Talk to Ultar about the taxi: The fan belt has broken. Show the towel
( M( U3 S% ~5 E9 Rto Ultar: He fixes the taxi and then takes George to Bull's Head Hill.
. Q. i& q- D6 `: g4 d4 z& ?* W6 m) G' Z2 U
9 ~6 ~1 s" Q! j; n/ rBULL'S HEAD HILL8 ^- F5 w) `1 V' C) u! H
----------------
1 C2 r" U2 V0 ]) r9 _/ O; w5 u5 W! u: t: h; o
Get a stick from the tree. Open the inventory and combine the stick with the2 h4 W. x! D0 J5 g% C/ U: J
towel. Use the stick-towel with the crack in the rock and then climb down to
% Q$ F5 B$ c- `6 Q3 g0 jthe ledge. Operate the niche in the rock at the left side of the area twice to# @; `; f* w% f6 W& m
open a secret door. Enter the cave to find the body of Klausner. Examine0 z2 ]9 [1 W: I5 O% }1 |2 r+ _
Klausner and operate the right side of the jacket. Get the lens. Examine the
1 D: ?% ^# a+ `& vinscription at the left side of the cave. Examine the stone head at the right
* p, V' o- l c2 H5 N' ^! T, X$ P2 rside of Klausner. The door to the cave will open and George will go outside g- _! ^4 u3 m! x0 }- [" r8 E
with Khan. Answer Khan's questions however you like. When he tells George he
/ }5 H% u" ]6 q: gwould like to shake his hand, select the hand buzzer.
7 r5 a# k+ h) @# h& x$ u2 [1 b1 N+ V4 I/ w1 Y D, P1 l- p
1 z+ e6 m/ v7 n6 M-------------------------------------------------------------------------------! b: _& W2 r3 J" _ ~7 o! a7 M
2.9. George: Paris - Fourth Visit
9 {5 ^, ~# `% Q5 Y-------------------------------------------------------------------------------* Q4 E: ^/ n' \: s1 c4 [
: P! o( ` k( B. r, A% ^( ?7 F y ?/ f, H9 R* v- h
RUE JARRY$ f. S) m, R8 T! y% M$ i7 r
---------
5 G3 Q1 Y% C- k- f1 i* `! N2 Z/ r/ [+ O2 d! J
Leave Rue Jarry.
: P" _8 y- U7 m; k+ V
# i }" S4 C6 s B, J3 g* k" f7 ]# Z4 y8 U* s7 q3 \" Y# r
MUSEE CRUNE( k5 l* s H- U
-----------( g$ z* t' b3 a; z' q* _$ t7 g
4 R5 H+ w/ R5 B- B% b& n
Enter the museum. Talk to Andre about manuscript: He would like to see it. Talk* ^; x5 h* e8 K9 b# f1 T. c8 `4 G
about Nico twice to give Andre the address. Exit the museum.
: e6 L& V0 L+ b# k( |" o# ]9 e
0 F; O$ Z$ y; Y& d# B3 [RUE JARRY
5 T- f4 ~9 j; H, ]# C' c1 d---------( C, I3 d {( A8 k
2 m( C# a! Z+ Q3 l2 B
Talk to Nico about Andre: He visited to see the manuscript. Leave Rue Jarry.
) O% u7 D m: D, Y! u
% H& O$ U2 H! U
$ j; p# m9 _* b# T3 _( l8 i8 h dMUSEE CRUNE
- N. f) A1 D- ?1 F-----------
6 C# p- n0 u% i( j q* _; W7 u
3 b# R' D( Y6 v% q3 zEnter the museum and talk to Andre about the manuscript four times: He mentions
o; ?! I# Y3 K9 G, d! Ythe des Vasconcellos family from Spain. Exit the museum and go the airport.
; t2 ~( W- \, m
) F7 Z& Z$ R2 H5 {- G3 L- ?" F
-------------------------------------------------------------------------------6 j8 l8 V3 N! G* G3 J$ p& {
2.10. Villa De Vasconcellos - First Visit
/ d# g( g+ Q) Z* W& R U) b1 ~/ G, n-------------------------------------------------------------------------------! w+ F- C, C3 k+ N. o' J& U
4 W7 {- n* _) x. \+ r' ]
; h V' p8 I8 T6 R2 t3 ?' }" m
Walk to the left side of the area and use the blood pressure gauge on the hose.
: L1 g! z8 W( O' H0 I2 W6 [; O zFollow the gardener into the house. Walk up the hall and the dogs will start
4 p2 P9 _) @5 V% m% {+ lbarking. Quickly operate the suit of armor and the gardener will walk past to" q7 s' L! S3 `# _9 G
check on the dogs. Walk upstairs and the Countess will talk to George. Ask her
2 N% j! ]- Y9 h! H3 q0 w# v* [about the Templars twice: The chess set is over six hundred years old. Ask
: R0 B( W$ e; {/ H$ A3 }! |about the chess set: The Countess takes George to the mausoleum.
% I1 j$ Z8 _3 k8 x+ G' S x; w
+ A* Y3 u! P3 T8 i, c' F- e6 `7 aMove the bible on the lectern to see a checker board. Examine the checker1 }$ y, |8 Z, k! C0 C7 ^7 h
board. Talk to the Countess about the checker board twice, then talk about the
& u) ]& ^$ P$ y) B! l: d) schess set: She tells Lopez to bring the chess set to the mausoleum. Ask about; e4 X1 I3 S) O& D: S/ b5 q
the Templars to hear some more about their history. Lopez returns with the, b) |2 ?3 N9 z" R
chess set and George takes it over to the checker board. The pieces are laid
1 H8 j/ b8 Q$ K' S+ hout at the side of the checker board like this. Examine the pattern at the base
$ v' w4 v" z" }' a1 Xof the piece by tapping it once. Tap a hole on the board to see a pattern. The+ K/ K7 L* q+ d" u
aim is to put a piece into a hole which both have the same pattern. The pieces
- f- ^ P! c! j: Uare laid out like this at the side of the checkerboard:
2 a5 ~: b2 g4 r8 l
6 f: X5 F" H" t5 E" V3 A6 x$ g9 f9 J1 6! p% ` A$ H! e, Q1 F
2 7" Z: N6 e9 `9 |4 J% j
3 89 E, N5 e9 [) I# X5 Q
4 91 ^ F+ v' @' D% A) j G$ g6 E
5 10
* N0 h; [( c# y1 \, ]
- A4 H# t; d7 n& t N. _Put the red pieces in the following positions on the checker board:
; e$ |* g8 N2 E7 Z4 u' t# V0 n& W" @; M; g
1 2 3 4 5) L6 o0 V, s2 D' `
_ _ _ _ _
$ _ P( M6 u" S# Q2 Z! e0 K: FA |_|_|_|_|_|2 L- \. u! _3 k2 d) ] `
B |_|_|_|_|_|
) T( y0 \0 ]0 V3 F/ H2 wC |_|_|_|_|_|
" |' L* N! y1 n* x0 Q8 G! z Y, ZD |_|_|_|_|_|
2 X+ P' R! o$ h5 p8 LE |_|_|_|_|_|
3 d1 h" G0 f/ c
8 [! }1 m/ t. T; n; d# \. F( z1: A12 H! {! Z$ B; j. Y+ g
2: E29 b2 i F6 \9 g; k+ }
3: B5: [# a+ `2 r, ]# t. {1 y) R
4: D21 M* h$ R, Y5 {
5: A5
8 j- ~3 V* A( f ^) }6: C3- n: G7 Q8 D4 Y) l
7: D4
- l5 J; x/ K2 K% d8: B1
# |) n* y% \# v7 W9: D1- P! O/ U$ I8 z, R; ?
10: A4
2 o1 Y5 m. C! N z
/ l7 D' g+ u3 C' A7 \" L7 EThe white pieces must now be placed on the checker board in order to put the
" Q' z+ W7 s0 T+ D, A4 Qred king in checkmate. Put the bishop on C1, the knight on C3 and the King on
' [8 @2 u5 l2 C e' IC4. A secret panel will open to reveal a chalice.9 e9 ~ z% @5 d. p9 ^; S
6 n% x: x0 n) R. _6 \- e4 e% f
# u! w+ N. F {4 Q( a' |
-------------------------------------------------------------------------------
$ r+ w8 y2 X- a" b2.11. George: Paris - Fifth Visit
a% N( Q( z) ~6 R- c-------------------------------------------------------------------------------
- F; H; O! |3 |& ?$ }! g( Y
+ U" s3 K/ h: w4 C/ ~" a) q( T5 `% w& V+ s( [
RUE JARRY
6 O8 Y) \. w& c2 Z7 d( H; U9 L---------
4 g% U( W2 c0 n. E n* y$ I6 k- J( k F, b7 ?& d# T
Exit the conversation with Nico to leave Rue Jarry.
! I( J' Y* m7 h: v: O: F9 \! }8 T" N: ?% g3 j4 c/ S; a
& |8 W# {# Y5 `. M! `: I5 UMONTFAUCON
: n9 v; T; Q) H6 S! X5 h8 I8 r----------: d6 o; K0 e; @ z
& F) V4 @/ }# I0 w
Enter the church and show the chalice to the priest. Answer yes to his question% U( N" O1 H4 }8 [
when he offers to polish the chalice. Walk to the right side of the church and2 A! k ]& r+ f4 z' |% A& z
use the lens on the scroll held by the statue. Examine the scroll three times7 d& E3 E4 l9 F+ k1 M9 }0 l; o
and George will look through it to see the window. Adjust the slides on the1 v# l& F* d9 R
window so that the image lines up. Talk to the priest to receive the chalice.
5 S$ `: d$ ^ a5 wExamine the tomb in the far corner of the church. Highlight Psalms: XXXII XXI,' {$ Z8 H% o0 Y3 E2 n- B/ a
Psalms XXXII+VII and Corinthians 1: IV+V horizontally. Highlight John IV XI( K- J9 O. O) |4 f
vertically to find all of the references. Exit Montfacuon.
9 `5 W% v3 C' B# D g! o% S$ C" x3 M: |" D! P- v
( R3 i* ]! g* V% d* z3 X% mMUSEE CRUNE
# g& e$ W8 s8 O: R. X6 V-----------
5 L* {- J, {: r. n% R# U4 i( i
/ E; D! j+ C) M0 J& c9 I' ]Enter the museum and talk to Andre about the statue: He says that it could be
! |4 ^, L; F0 I% L' v2 GBaphomet, an idol described by the Templars. Exit the museum.
0 m, q0 Y9 I# P& t. S, e
2 u$ s) J0 g: o# j7 ]$ Q0 e. v6 Y" e( W- \2 |
SITE DE BAPHOMET2 t. w3 z2 j- T
----------------
L8 c) f8 d& I! [3 t# F4 E
3 o0 S+ F5 r- EGo down the stairs and attempt to open the door on the right. Talk to the guard9 m( K, C9 q! B! F- X
about the toilet to get the washroom key. Use the key on the washroom door. Get. F! X9 M- m# O J; u
the soap from the sink. Use the washroom keys with the soap to make an imprint.
, O9 g( b, G( J6 A& i& DUse the plaster on the soap to fill the imprint. Operate the tap to fill the4 z' `6 B: m8 T6 Z o! g
make the plaster wet. Operate the hand drier to get the plaster key. Exit the
) T( L7 g( B. F1 Lbathroom and give the washroom keys to the guard. Go upstairs.
8 {4 b$ B1 y& L3 \, m) g, i# E' _8 r& X$ v t2 F; C! y8 I
Outside, try to use the plaster key on the pot of paint at the right side of
7 g, P" A6 \* ~$ {: X% h; sthe painter: The painter won't let George near it. Go downstairs. Use the phone0 P2 W, V8 I2 |, C4 `1 g3 @
to call Nico. Go upstairs and talk to the painter about the phone. While he is
U* I* ` m: ?. q/ }0 igone, use the plaster key on the paint. Go back downstairs.. z" z, [$ [: U4 U/ S! j2 T
4 I! W( k7 U2 p" [, _6 L
Talk to the guard about the toilet to get the washroom key again. Use the
. P% h. n: s0 o Qwashroom key on the right door. Open the inventory and combine the washroom key: O7 j0 j& x G- A8 e E1 B+ L5 G
with the plaster key. Exit the washroom. Examine the thermostat and then talk6 P! b/ r8 Y! d2 W& f
to the guard about the thermostat: He has his gloves in case it gets too cold.( n# c/ [& D* X6 Z( A# [+ W* `
Operate the thermostat to turn the heating off: The guard will now put his
5 N3 k" M3 j+ F) {. C; vgloves on. Give the washroom key to the guard. Operate the phone and she will
/ q. u' H$ x( `" ?, g" Iagree to distract the guard. Go downstairs and use the excavation key on the0 l+ ~% @, O8 E3 I- V8 i H
left door. Climb down the ladder. Use the chalice on the mosaic on the floor.
+ t) B0 e: I0 Q. V$ `! L* Q% t) u/ L) r
& Z1 s% l* U" W* N" O' @) m) x
RUE JARRY
: T' C! i: V$ `1 o! s---------
, J" G% M* }+ K; ?
- ?: E+ Y1 o6 r+ fExit the conversation with Nico. Go to the airport and return to Spain.
; H8 I' o7 k/ t
) P2 T' d, `" F: ?7 ?7 w: P3 Q* d* y! a" u/ J
-------------------------------------------------------------------------------
/ z; i: }! B: {" o0 n5 C. t2.12. Villa De Vasconcellos - Second Visit6 g/ J: I$ y# C; G
-------------------------------------------------------------------------------
# t. ] T# ~( n }! ]& x# E9 B' s, f- z. V. v! U w
- D5 ]6 S" D' f, N+ a
Enter the house and get the mirror from the utility room at the bottom of the
: _* A+ v, o) ]( Hstairs. Go upstairs and talk to the Countess to return her chalice. Talk about& W' Q, f. L! r& B0 ~" I6 g
the chalice to mention Don Carlos. Talk about Don Carlos to tell her about the
& r7 o% a& w* M6 i5 F0 RBiblical references on the tomb at Montfaucon. Exit the house and walk up the
4 x! {9 c' c: o' j% y: n: npath to the mausoleum. Enter the mausoleum. Get the Bible and return to the. `7 o2 Q0 |% Z* Y
house. Show the Bible to the Countess and she will read the references.( W! L! k' L. s: k' H
9 h; M% U* m; }8 }8 t0 Y/ C# b- s. RExit the house. Talk to Lopez about the well: He doesn't know where it is. Ask: w& T' k2 ?0 F" R8 g
him about the location of the well: It must be in the old courtyard. Walk up1 |( V h/ S9 o9 ]6 W& [
the path and enter the mausoleum. Use the tissue on the window pole to char the
* I) d- C/ F( j% D8 Dtissue. Operate the window to close it. Use the tissue on the window pole again9 D: T$ i7 x8 N" v% B4 p @# w
and a key will fall out. Exit the mausoleum. Walk left to the courtyard. Talk
: Y6 u7 X2 G8 N$ I: Cto Lopez about the location of the well: He needs a hazel stick. Walk to the: m* B6 l9 |# i" a$ T- V
left side of the area and operate the tree near the hose to get a stick. Show5 P* L1 \$ ?1 k' i
the stick to Lopez and he will tell George how to find the well. After some. d5 x" T# r C ?
searching, George finds the well and Lopez lowers him down into it.
3 `# F9 i w/ S6 D* g+ D f( K+ P
Examine the lion's head to see that one of the fangs is separate. Operate the
. F3 J3 E- q( {/ X6 W2 M) Tfang and George will jump out of the way as a section of the door falls. Use r# Q. r: }$ b+ x
the mirror on the sun's rays to reveal a socket on the door. Use the stone key1 b7 p8 x z1 @" I2 `: T" U' f: R
on the socket to reveal a mechanism. George's diary for Montfaucon lists the. h- F) l3 P4 c' Q4 w
numbers around the window in the church as XIV, XXVII, VI, LXXXI, III, I, XVII,
3 F' N+ I- w0 q8 gXII and XXV. Spin the red dial to X, the yellow dial to IV and then press the
' y0 z2 a8 ?2 v. X% i8 ~# Ybottom-right button to enter the first number. Do the same thing for all of the" n" I) x# h- s! r: A% w. |% x
other numbers that were on the window. Go through the doorway." _# i2 k, l4 V [- P' U" w
6 i, `. u6 G' |. m5 P& [2 i& V/ b
8 p' j4 i' \% x2 o& E- N% h' B-------------------------------------------------------------------------------2 ], B7 K! Y5 b! O" F* t2 Y
2.13. Train
2 U0 F( C0 i0 F-------------------------------------------------------------------------------2 C& b2 e* R0 _8 q9 o. X; P1 U
9 A; `% M& C; f: K7 b. x6 U4 U0 m- D4 K: W& i7 k/ E* ~+ K
Attempt to leave the room and the ticket conductor will enter. Leave the cabin.
+ g% w6 \! T; C8 a: {Walk left to the next section of the train to see Guido. Walk right and return' W+ [! D$ _) }; l
to the cabin to see that Nico has gone. Exit the cabin and enter the cabin on
0 Q) ]" |( x( ?& O Dthe left. Talk to the left man about Nico: He hasn't seen her. Operate the4 v& ]/ s) y' W
window and climb up to the top of the train. Walk right to the next section of" g: d% ?5 _* H
the train and climb down the ladder to arrive in the room with Nico. George6 a0 V/ v8 p1 q6 K y6 F" S0 S2 z
pulls the emergency brake and stops the fight. Exit the conversation with Khan.3 l) _. D5 v: V. p
Talk to Nico to untie her. Exit left to leave the train at Bannockburn.
- t! [. e |- e1 Q8 m5 S4 P7 N
/ s) ?( J5 r4 X, J' ^9 ?3 n
! Z+ e4 q# I$ n, m8 t-------------------------------------------------------------------------------
7 ]9 Z2 i$ O" ]2.14. Bannockburn
( h7 D& ?4 C4 ~" G-------------------------------------------------------------------------------# u! b6 s0 v; _; Y
# {0 m6 D2 y l# C$ _
8 ~; b3 X9 ?5 F2 fEnter the tower. Operate the heap of stones four times to find an old clay* J; b. h; ]" S- N* J ~, w" D, l
pipe, a metal coin, a small cog and spindle and a pen lid. Operate the handle5 _; p6 Q; K# L' G6 l% O
at the left side of the statue to get the handle. Get the cog. Examine the" Y4 g* F3 S3 q2 I3 m6 |& g x
statue. Use the first cog on the left eye. Use the second cog on the right eye.
$ } f9 l# p6 W3 } D6 p% AUse the handle on the mouth to open the door. Go through the doorway. Go right
; F l P3 Z- Q: k8 x7 Bto the next room to spy on the Templar's meeting. After a long scene, George$ f, _7 \( P5 W6 |- B
and Nico try to run out of the temple but are stopped by Guido. Operate the- x% `" ~4 i. `- A% o
torch on the wall near George to complete the game.
# |% u6 U9 F! Z; V' P! w; J: y+ U. h* F: T4 Q. O+ r+ E
- n+ R& F+ X) @1 r8 v& P1 `+ ?===============================================================================
. }3 O2 R- U% d2 e0 t/ |6 S# _: _7 p' b6 l/ `7 B
3. Item List6 x2 c. X0 Q* k0 P
, f# m- ]6 o: k! }
===============================================================================
6 C' y: m1 u5 m0 F8 }
+ v1 n" L& j5 j( Q0 U( g+ u
* D4 h+ v8 ^6 B-------------------------------------------------------------------------------1 `" g, e K) j- A, k7 O
3.1. Nico' ~: a' }: U5 Y3 k6 v4 }
-------------------------------------------------------------------------------
) m. a- ~4 _9 C5 Q" }. v' [& c+ G6 z% L( ^- Y/ c- b2 t6 p N
+ \3 Z5 `4 o% E. b3 e7 v# Y) _ARTEFACT
) v9 N4 w* x" z8 J5 V' ? Found by examining the pouch in the inventory. It is used on the small hole* R: C9 o- y- h$ O; Q9 P
at the right side of the safe in the state room at Ile de la Cite.1 Y6 _/ ?! w% z6 a/ ~' ^
( C- [7 H! s( q$ c. S" |8 k; t, k# R
% {" A" X0 ~( m! J' a! t5 e
BOAT TICKET! p4 l$ ^' F# N) W" T# e
Found in Pierre's pocket in the Palais Royale library. It is not used.0 H% l8 P3 [3 H% Z
7 B. i8 k5 v7 q3 B& Z
o4 a2 f1 a' z. |
CARVED ELEPHANT9 g1 v" M) p. ~+ ~3 H! |
Found on the desk in the Palais Royale drawing room. It is not used.8 W8 A4 y% |* s
1 f& Z9 }( L# ]- ?6 n8 F4 N' X5 {
% h; ~% i& |+ f1 h4 Z& y% xCLOTH; {7 @% |- P0 X& C, K
Found on the table in the Palais Royale hallway. It is not used.
2 ?2 I5 R5 G3 m* V# ?0 R/ z% Y, x8 ?
! D6 p t& Q+ V- z& UCODED MESSAGE+ q" N- v; f; T; I
Found by rolling the stone cylinder with paint on the blotting paper on the H" h- ^4 G. q0 b) s
desk in the Palais Royale drawing room. It contains a combination of letters
7 F3 u) q) O b: P+ ]5 z that are used to open the door in the skiff room at the Ile de la Cite.1 Z4 S8 _# l0 [8 O, `# g0 G5 L
' c4 O7 A$ v* ~3 U P9 z5 |5 {8 d" H: C
HAIR CLIP7 X( k3 k' G' d6 ]+ ?1 q: ^5 Q$ `
Found on the floor near Pierre's body in the Palais Royale library. After the; A9 k# [' U5 B. S
cloth has been picked up from the table in the Palais Royale hallway, the+ K( {$ b. M+ d/ q5 D D
hair clip is used on the small hole in the table to open a compartment.& L% W: P" G' ^7 g' I
/ \1 c5 X4 V% A; K6 Q- f+ O& q( W4 y) g) N8 D2 J5 q
KEY TO DRAWING ROOM( e: _# Z4 v) ]+ e
Found by talking to Imelda about every person. It is used to open the door at
4 S% Q7 f5 W1 W the right side of the Palais Royale hallway.
% x. F" x+ t: B) N* j Y: [7 R E- s& W: ?9 ]" h( ]/ K$ H. O
! B; P3 w, p# L& E' JKEY TO SAFE1 Z9 J: q8 u% m! _* ]2 V$ R/ y
Found in the secret compartment in the table in the Palais Royale hallway. It+ p$ r. R! C0 L
is used on the keyhole of the safe behind the painting in the Palais Royale
6 T; K$ ]: m& ~1 s& H# P: t drawing room.- H/ K+ }5 c; J4 A$ |& e0 C
: `& [" n7 q4 V% r9 l; c5 J
$ N! K+ F! X9 Z) A2 f% N9 h# c( s! g fNOTE
) s9 U' x) g* ]% }( D! [8 s4 d Found by opening the desk drawer in the Ile de la Cite state room. It is
2 L; H. }5 Q2 G3 _# h0 k& J3 Z looked at in the inventory so that the message can be decoded.4 \' x# h: A; a7 C9 ^+ ?, ?7 U
% d1 k2 }4 d# [) e1 ^% M- l" `. }- s4 @" Y4 r3 p! n, j
NOTE! `. I& q8 p+ E/ H6 ~) ~( a
Found by examining the pouch in the inventory. It is looked at in the# r5 c- {) `+ g2 p$ ~
inventory so that the message can be decoded.
* O! G1 a3 a3 d @! k7 ]% [, J& X5 V
1 @, Y; g/ E' x
PHOTOGRAPH
, C% F% Q% R$ |: J. f1 q9 d) P Found in the hole made by pulling the drawer all the way out in the Ile de la
! n& U2 s$ d/ e5 e% ~ Cite state room. It is not used.0 y8 F, w3 C7 c t8 k4 b
" i, I6 r# N4 |6 }3 }8 m) z
" u0 w( U$ \7 J' x* G
POUCH
- v% i8 C4 h \ Found behind the pipe in the Cafe de la Chandelle Verte. It is looked at in* A0 q e3 R7 H7 |8 S* q
the inventory to find an artefact and a coded note.
& {" N, B7 Y2 X, Y6 E0 ^. u. Z; @2 }5 l+ P
# T0 L3 \+ ]3 E3 h. S
STONE CYLINDER' P: I$ z# E g* X1 w, S3 [* W
Found in the safe in the Palais Royale drawing room. After the tube of paint7 n6 X) y9 q; P6 j h6 K
has been used on the in-tray on the desk in the Palais Royale drawing room,6 A! S$ P' ? O7 S
the stone cylinder is used on the in-tray to roll it in the paint. The stone# l5 P0 W2 C, O: L, W! o' l
cylinder is then used on the blotting paper to roll out the coded message. It) F, a0 ]5 j" E9 {$ G2 q
is used on the hole at the right side of the door in the skiff room at Ile de
, |2 o3 h! D. S) d, U% v4 S, l3 u la Cite. After the door has opened, the stone cylinder is picked up from the
" |5 r ?* B' j: y+ ^' T7 x/ ?) Q9 H hole. After Nico has used the flattened shell case to hold the cross in the6 Z4 s6 ~7 c9 Z; [
Ile de la Cite anti chamber, the stone cylinder is used on the round slot.. ? a% s& W2 _- R6 ]+ h( c
, t$ f }; f t/ N
0 V- u" c- X# m: F* K1 e1 J& dSHELL CASE
3 x+ r' H( f' `' e" P3 e$ v( I Found below the skiff in the skiff room at Ile de la Cite. It is used on the5 C3 L. ?; m; q ?' ~, b
right door in the Ile de la Cite anti chamber. The cross is then operated in0 [- X5 G# j9 _1 c/ b7 w. O
the middle of the room to flatten the shell case. When Nico operates the
1 A* p+ ?* Z& m1 f4 h4 C cross again, the flattened shell case is used on the cross. After the stone- S% H7 p6 a5 M
cylinder has been used on the round slot in the anti chamber, the flattened6 X0 I; {' J8 x# H0 C
shell case can be safely taken from the cross. The flattened shell case is
; g( ^9 p0 n' |" Z7 E6 } then used on the door at the left side of the anti chamber.
9 k& D6 q( ^+ U( L% E
# D, C$ L, M; l+ f" s% p: m9 d, _6 | h2 D* }6 y
TINY KEY
! z/ K0 Z. b8 ?, u7 D$ I$ P After George's Lochmarne section, Nico finds the tiny key in the locket worn* Q& `- R, f; F, |) Z% n7 Y
by Imelda in the Palais Royale. It is used on the box in Nico's apartment.
8 O. T3 L6 j {3 w8 x
- W. x* u) ?; ?, O' f
) K( O' p D) Z. C6 `' GTUBE OF PAINT+ G( ^, t; O4 A! ?
Found below Imelda's painting in the Palais Royale hallway. It is used on the
- {& `1 f+ K* I* a+ i: R. e& e7 l in-tray on the desk in the Palais Royale drawing room.
; T d3 }- |8 w4 a: v
2 Y9 }; u. ], q; ]9 y& M5 K2 h
3 t, O8 o8 h" J4 v( C7 o, o-------------------------------------------------------------------------------3 f6 O( j' h4 T2 u' k- k
3.2. George1 G8 b$ N2 e. ^4 k' K; s6 t
-------------------------------------------------------------------------------* T0 A' ?0 w0 Q. j- ?4 H
: o# v( u- o d- q' @0 M
+ s* @6 T- g7 Q1 I; I# f
50 BUCKS
, k% C1 Y* I# Q6 q Duane will give George the 50 bucks for the polished statuette. The 50 bucks( n0 o q$ P! G/ f* W. Y
are given to Ultar in the Club Alamut in Marib.
# |4 x: T* H4 a! c+ e
+ D+ M' D6 B# @! f
1 }% ]1 l; u- U$ l5 @% oBIBLE
1 S" \) r4 `. i Found in the mausoleum in Villa De Vasconcellos. It is shown to the Countess( z( ~# i8 E. b! L) Y
in the house.
5 m |( [# @ o' R$ R9 z$ a8 i5 r# H
" ~0 \% W. S6 I$ s: c) A" z6 r" cBLUE GEM, Q4 c M4 f( B& x
Found in the cellar of the bar in Lochmarne. It is put on the tripod in the/ t5 y: w0 _+ j/ L# W' O! W* F$ S4 Q
cave of Montfaucon.
; p( R. f) z7 X R% {# {5 ?/ m9 E' `; E. k$ {+ c
" O! \) s& v0 {1 V/ ?2 ?$ G2 ZBUZZER3 z3 p2 u) Z5 K5 r
The man in La risee du monde will give George the buzzer when he talks to i% \+ e$ d% E" V* C+ q" W
him. It is used to escape from Khan in Bull's Head Hill.
9 E) l Q% J! s
% p1 H5 R3 L7 E5 R2 y3 i3 H6 `6 j( _, D% p4 R0 m* E- g! @
CARD/ w( F, P) j: B
Inspector Rosso gives George his card after talking to him in Cafe de la& J3 {, U* q2 u/ U( L/ g
Chandelle Verte near the start of George's section of the game. It is shown) R+ i0 n2 p$ _$ h+ s
to the man outside the house after the sewers.
0 F, d. o t+ J7 w$ y' A8 D
/ S7 `: j! a+ K' M. j
+ y- p$ E* t! S4 E; v% yCHALICE
, t: T: Z h- x; ~% K! H Found in Villa De Vasconcellos after solving the chess puzzle. It is used on
/ d: _# L1 v- {7 w4 c4 K the mosaic on the floor in Site de Baphomet.
+ r6 P$ i/ i& f% a
1 P; T, }* M4 A& v0 ?: b" m( G# W) P6 C9 {6 r
CLOTH
" ?9 q+ |1 {4 g1 ` M; B Found in the sewer below the alley near the Cafe de la Chandelle Verte. It is8 {( H* u8 k$ i1 c( _
shown to the man outside the house after the sewers. It is also shown to Nico
! ]8 C* d1 |' C in Rue Jarry.
+ V( U! L3 i' T! j+ J) ?. l
( I- d( x3 V0 Z/ b1 [* n" I
- ^/ `, T) h$ u! @ J9 CCOGS
+ K" Q F, ~+ }1 _ Found in the heap of stones in Bannockburn, the cogs are used on the statue; _- q: H! d, D" {& Y( B9 U& |
in Bannockburn to open the secret passage.
) F% @5 p8 d! t5 o$ q& q; w8 R$ {7 ^2 k% l F" M/ p- ~1 b
+ b, ~7 X) Y9 Q& ]
FAKE PLASTER KEY/ f& _8 x; `, X* L8 E" Z7 }
Made by using the plaster of paris in the indentation of the key in the soap.
" L/ z1 d! e9 ]1 a, G" L It is given back to the guard so that the real washroom key can be used.( w# D! i- u6 F2 H
' t7 X# U( y+ \! n s+ `. B) l! f
HANDLE& T$ R" U/ P9 W3 W
Found in the cog arrangement in Bannockburn, the handle is used on the statue
) l& a5 D. b& P, [7 y in Bannockburn to open the secret passage.7 ~& B$ c! B5 X3 Q$ {/ R- {
3 x1 B3 j( O5 Q5 K* H# c
+ U& H4 n+ B7 _; n G& kHAZEL TREE STICK
i9 E9 f' h9 e1 Z Found next to the small building in Villa De Vasconcellos. It is used to find
6 }- O- E0 _: H$ K the well.! A! _8 d6 H4 O: U7 G9 I
* ~% K# @7 D. }7 X, u' l# _' ~* E) \3 ^
6 ^; F5 o5 d7 DKEY
3 b' G3 c, m% _, f3 Y' x The woman playing the piano will help George get this key from the Hotel Ubu.
I# |3 C% @- _9 c: j2 w8 E In the hotel, it is used to open the first door on the right at the top of' y9 b" E1 W5 c; C' Q2 C: b, x
the steps.
4 `& w. ]1 p8 o8 D- {( }0 U( S! n, V4 o
) D/ I3 q# y5 E C. y0 |1 k
MATCHBOOK
1 i0 O' o+ Z7 c After Khan has gone from the room in the Hotel Ubu, the matchbook can be! K' z! p7 y7 R
found in the pants on the bed. It is shown to the carpet seller in Marib to3 s7 _3 @* u! K" g% X# F
access the Club Alamut.
8 R3 R( q$ L: V5 \/ P2 J* q, v s
8 {& d9 o5 e7 @1 W+ M2 \4 Z v, L$ yMETAL ROD
7 O- j2 v. `1 Z, ` Found in the toolbox at the construction site after the newspaper has been
, H/ y: ~) [) E" a7 ^ _ given to the worker. It is used to open the iron cover in the alley near the" D" B! [- g9 {. o" C4 ]6 m1 }
Cafe de la Chandelle Verte. It is used to climb the wall near the castle in
, D- Y- i+ o6 d( E Lochmarne. It is used to open the manhole in Montfaucon. It is used to open
- t6 P X$ o7 u5 _1 \ the door in the sewers of Montfaucon.
4 R) ~4 s: Q% ?& _7 ~2 C9 U( J* b* G
$ \6 _9 Q1 V& l+ J
MIRROR& W( L$ `8 M% |6 k3 W
Found in the utility room in Villa De Vasconcellos. It is used with the rays
8 X4 R) ?% V' k of light in the well to find the keyhole.9 G. j* R( E5 H& @; z
# X j% P) v7 T: f6 F7 d" H7 F
6 ]8 y/ N$ [5 a: zNEWSPAPER
$ s @4 \) l) z/ u- t$ I6 S5 z5 _ Found by the base of the lamppost outside Cafe de la chandelle verte. It is/ G6 g5 k# w( _ K- ^
shown to the workman at the construction site to make him leave the area.
3 k" a- @# r- E( w$ f9 R4 n. G, G. _, `" @7 b* c/ G
2 l3 Y* k$ g2 p O4 q+ g
PARCHMENT
5 p: r2 D& t5 V( I( t Found in the safe in the Hotel Ubu. After it has been thrown out of the, f; V5 O, A5 B: [2 J
window, the parchment can be found in the alley at the side of the hotel. It6 y- R' _1 S% M6 x0 W
is shown to Nico in Rue Jarry.7 L" `: X6 d5 ~# ?5 P: Z2 x
6 e$ y. u$ d6 H
/ n6 O' j$ h3 _- i& U! p
PASS CARD
3 f1 B! ~) p+ z) c8 P: u After Khan has gone from the room in the Hotel Ubu, the pass card can be( o, {: j& T2 |& e- q
found in the pants on the bed. It is shown to the clerk and the woman playing
8 [" C0 u3 L. J7 a% b) g$ N4 Y" p- s the piano in the Hotel Ubu to get the parchment. It is shown to the barman in2 [# g8 N# n9 @* M3 B
Lochmarne to access the cellar. It is also shown to the woman behind the desk% t5 n; u% D& E- t6 z
in the Hopital of Paris.# h, T$ e; S5 V* O* O
# S1 G( K% ? I9 }& i' R
: c) j( ^9 N% MPEN LID9 n5 C5 }8 X% v7 f0 {, u0 K8 {2 a
Found in the heap of stones in Bannockburn. It is not used." K& ]; |& z1 c/ o4 b# n' G
7 y. e# z3 h, {% d, R6 X" Z
9 r; I9 l/ i7 ?) rPHOTOGRAPH. A# d! `" I9 h* V+ v7 m7 _
George receives the photograph in Rue Jarry after he shows Nico the cloth.
+ U. T$ G C. U1 r3 z It is shown to B. Todryk in the Police Station, to the woman playing the
* D$ j/ e3 ~* C0 d piano in the Hotel Ubu and to Ultar in Marib.8 ?9 K' k$ u7 s6 J
9 b+ A" {6 ?$ }/ Q
4 z. j, [7 P3 W3 {" F" hPIPE
: ^( v" k, A: ` Found in the heap of stones in Bannockburn. It is not used.
" w0 q, U' s$ _4 U. V0 Z1 ]* \; ?6 ^" o
; r! b4 k) y+ r% Q
7 h( c% d$ R4 W) J# A' \$ IPLASTER CAST
# R+ e2 Q5 B; C7 k# H2 q Made by first putting the plaster of paris in the indentations in the room8 p @- R" G& s+ d
under under the goat, and then using the wet towel in the indentations. It is
2 Y$ [! S# R3 R& ]( k4 l: b used in the five sockets in the room under the goat to open a secret door.: z4 s C( Y, W6 x
2 X4 g- V/ H! @4 e2 f6 R' R4 W
2 o& e- H- |2 QPLASTER OF PARIS" j# r7 }$ z1 [ q' ^3 O
Found in a sack in the room under the goat in Lochmarne. It is used in the( r' B3 `% `" I' Q* S+ Q
indentations made by the statue in Lochmarne. It is also used in the soap to3 t3 d7 _5 g I- {! W4 X6 R/ e
create a fake plaster key in Site de Baphomet.
4 v) ]) G& x0 n0 e9 D4 Q: }! d3 ^6 X9 ?* E9 p7 A6 d. ?
# Z. q E4 F1 c* g+ lPRESSURE GAUGE' Q: Y, {5 O5 W9 r5 h
Found in the Hopital of Paris, It is used to stop the hose from working in) y, `: S% J' Y0 p2 j3 j! a5 n }- }
Villa De Vasconcellos.
8 x: ]: Z5 R" t5 Q5 o8 A7 b8 p! b# y7 b0 F5 X! z8 D6 p+ t. [2 Q' q/ T' F0 d
0 ^ |1 Y( V8 \9 n5 p; TRED BALL9 X* @3 t* s2 d$ d1 D& O- e
The clown drops this red ball in Montfaucon. It is given to Nejo in Marib.
" i- Q, V, |5 I& f+ u' H2 I4 r) w) }0 C! n1 j
( Q% J. T; M4 p. j6 w: Z/ E0 g
RED NOSE
1 c. g; Z$ `' ]0 g7 i Found in the sewer below the alley near the Cafe de la Chandelle Verte. It is
, M+ A! }8 n7 }. ?) p, R* o! M2 b not used.
; q4 b* _% l) w8 U% @: m4 o. J% D
( ^$ ^6 ?+ _8 i) [" P- FSOAP
& w7 M$ B7 m# I5 N+ {- o) ? Found in the washroom of Site de Baphomet. It is used with the tap after the
+ n, s/ `' t; O% j0 n8 H$ [$ O plaster of paris has been used in the key indentation. R/ l* G- V# a2 s, h/ z& d
! B& E: j4 y7 j& j/ `& F. H" ?& e0 h0 k: s' @
STATUETTE# F" b7 d4 i/ {
Found in Nejo's stall in Marib. It is cleaned with the tissue and given to) a7 N) m4 S0 o2 _
Duane for 50 bucks.
. A; }4 A2 Z' W" o, X- e# k. L5 \5 Y3 p! ?6 m
; s7 P* T( q6 X! z/ K7 J5 X2 R! ~STICK
1 q3 d3 a; F3 P0 b Found on the tree in Bull's Head Hill. It is combined with the towel to make9 r. `( E* A) _, k- D7 E2 C+ s& @
the stick-towel.$ [) T4 V9 x" p" J: j* U2 j
. O" Q/ d; g! ~% ?2 A' x$ F
1 m& a% _! C0 N
STICK-TOWEL
9 K( w2 x8 @5 z' }8 `: I4 \ Made by combining the stick and the towel, the stick-towel is used to climb& W. o& S; [4 } K$ U! J
down the rock in Bull's Head Hill.
" c \3 a- j# T6 z) A
9 ?- H" Q }& w) k$ i4 U: O- e1 }/ C7 Q* v* O0 l
TISSUE9 H- m2 J; ^6 K3 R9 y; F
Found in the sewer below the alley near the Cafe de la Chandelle Verte. It
3 L g$ W9 R: m is used to polish the statuette in Marib, and is also used on the end of the% N# ?$ U, W' |) {9 ?
rod to light the candle in Villa De Vasconcellos.( f3 q3 C& z7 F0 q
# t4 u) A, i( ]: H# N _- { z( \/ Z* q# S- P
TOILET BRUSH9 q6 s- Z0 U+ y( X# g
The kebab seller is holding the toilet brush in Marib. It is given to the
. P; S5 b6 ~ S s2 I manager of the Club Alamut for the toilet keys.
( j; T- [6 V' g- d+ G( b) h, g4 }0 w/ U8 M
1 W" ]0 n" B) ]7 ?
TOILET CHAIN( Q( J" `! N4 d. `7 E% ]7 C
Found in the toilet of the Club Alamut in Marib. It is not used.
4 ^) E% ?2 {: O* x5 e# i" T1 Z& ~5 }- h7 t! A- Z& \% C) D- W0 E
9 B/ w, M3 l, q' V& i: e4 STOILET KEYS G" j9 ^ a* p% j
The manager of the Club Alamut in Marib will give the keys in exchange for
9 ], t3 w5 _ G5 C0 `0 q the toilet brush. The keys are used to the unlock the toilet door in the Club
1 K7 O! ^- |* U% ^ Alamut, and to unlock the roller towel dispenser in the toilet.( q H: ]% w1 U' }! @/ R. ~( P2 n
0 A5 g. f. J0 a
/ _) x& N- o/ O& \! ^0 m: c' O
TOWEL
1 t" M' e4 f7 I* j% t3 i8 n; | Found under Pat's arm in the bar in Lochmarne. It is used on the faucet in
- g0 T- z: k0 l9 k2 U* Y( D% m the cellar of the bar to create the wet towel. The wet towel is used in the# }5 i( H; ^7 E I# n' x
indentations in the room under the goat to create a plaster cast.
6 u# |; k C- k; I2 I9 b( D+ M! z. |
5 E L( F- c6 ^: B) S& G- b s0 L6 ?; Y
TOWEL" ^3 o0 k8 i5 C. n
Found in the roller towel dispenser in the toilet of Club Alamut in Marib. It# Q, E9 Y) g+ ~* ]- x
is given to Ultar to fix the taxi.
" k, |9 ^) Y/ S% o! ~/ T) U8 p. b5 q0 j4 x2 Y6 p( G; r
' o; n- }. \. U: i8 F
TRIPOD
! p7 r0 Q1 U8 \/ f d Found in Musee Crune. It is used in the cave of Montfaucon.: N2 a( ]9 N& R$ V
- ?- y1 w' [4 k4 ]. n- z& H! u7 z5 [3 E' Q6 ~
WASHROOM KEY
$ S7 u# b, j: U8 m The guard will give George this key when he asks about the washroom in Site
* d h/ `' W. @# }5 k2 l3 l3 N/ q de Baphomet. It is used to unlock the washroom door, and is also used to
. D3 }& n6 i) @: G# I m7 p create an indentation in the soap.
, F6 U8 V- @& g3 o$ C4 [
" R0 d l2 H" N. Y! j' I2 g) O4 V/ N3 H2 Y! Q4 Q
WIRE
9 `! T# ?' k$ k; r7 | The wire is being held by the sneezing guy in the bar in Lochmarne. It is' u$ u/ [" `8 c, _1 i8 X6 ]. M
used to fix the glass washer in the bar.+ Y9 R( X) o. b5 h9 C- t3 [8 X
$ {$ G) i7 C& O8 F4 D8 p6 x5 T2 p. A& ~- }1 w0 c
===============================================================================
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4. Copyright Information
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This file is Copyright 2009 Tom Hayes. As it can be difficult to keep track of$ E( C: a5 m! q8 v! w
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