因为玩完了NDS版的现在又玩PC版的~~~~~2 ^$ O( J/ r% w% [6 W7 s" A4 \' K
但是之前是没有攻略的(当然是在玩通NDS版时)4 r: I* P$ U. l+ {; r. f( [
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~)" N3 O/ n$ D2 U/ z+ o+ R" y# R
来至:http://www.neoseeker.com/resourc ... &rid=177583: N% Q4 H( _, v- Q, L
===============================================================================9 J6 o/ N4 w j s8 A. X
7 |) F3 A f8 V% u( l5 G+ h# _
FAQ/Walkthrough for) `7 R. Z; J; m5 M3 I. a0 F
BROKEN SWORD: SHADOW THE TEMPLARS - THE DIRECTOR'S CUT
8 F% h& \8 C' ^; U2 h
0 O9 F" c( d; M x% G===============================================================================
% J* y9 H F* U& A- A! F3 t) p1 d. @( K2 F* X6 t" Y: D# ~
. l* s( Z4 \" C5 P) U* }9 O5 mGUIDE INFORMATION
* [4 F- t& }& y, H8 D----------------- N: v+ b2 j: M& t; d6 r9 Q
# J) E( n' u- a* K7 y# x5 n' U- sAuthor: Tom Hayes3 |; u* Y% x R9 k4 X) B) I* @+ a
E-mail: thayesguides(at)gmail(dot)com
6 A }! @+ `$ Y7 C; F* [) W* ?System: Nintendo DS
* l) p" p# n# S4 YUpdated: 12th April, 2009
# a- y7 p, g. P( i3 L- ZVersion: 1.0: f5 D: d: _+ W ], o
' b0 K, I# E [! h/ R7 P7 u' l& J; H
CONTENTS8 J: x7 T: n/ A7 T
--------8 U: l4 ~. \) _9 }
) v2 O7 I- ]" p" h6 @1. Introduction
* J- N! u( e, k# r5 ]2. Walkthrough4 v9 C1 {) a! A1 m9 v! w0 m
2.1. Nico: Paris - First Visit
e M" q% U4 Q2 d% [1 T 2.2. George: Paris - First Visit) K5 a) R) }$ }6 x/ V
2.3. Nico: Paris - Second Visit3 W- g ^% u( |) ^+ ~/ N" h
2.4. George: Paris - Second Visit
. c/ z' j: P* `0 H. D% Q6 _$ p 2.5. Lochmarne4 U; n Q; L6 X
2.6. Nico: Paris - Third Visit& q* B" P7 P% D1 O# c9 c
2.7. George: Paris - Third Visit
& U# p( N6 C# D' Q7 y) Q1 ` 2.8. Marib# n0 i9 f5 ^' V" i+ k8 o4 m
2.9. George: Paris - Fourth Visit* Z+ {; n7 q$ i# h( r ~" t1 S
2.10. Villa De Vasconcellos - First Visit m% K6 n- r U9 E. E; A y
2.11. George: Paris - Fifth Visit
! N# |, h; }% T 2.12. Villa De Vasconcellos - Second Visit
' V6 q) |; c8 ?+ `5 K& K$ }9 ]7 { 2.13. Train
; Y# D0 C6 m$ ~( F0 c, l% X 2.14. Bannockburn5 D& ?1 _( R+ f
3. Item List8 Z- @; T* g: z! I X2 w
3.1. Nico1 _ ` i$ \& x( s' C5 _
3.2. George3 s8 [+ n' k4 d0 e* c' [0 W
4. Copyright Information5 I& E% _! `& F3 D% S8 q! R# @ j
; |; E7 S$ b( ]9 f/ E
' F- }# j0 s. v5 u
VERSION HISTORY
+ L* L T- d) f7 j% H---------------
2 F4 S/ w+ m* K& n' D8 P1 ?1 k6 [+ W: R; v1 b5 |$ J8 L4 T/ t# B/ x6 D/ _
1.0: 12th April, 2009 (First version)
2 [9 }# @( x7 ~6 j( w! J
% t, h# C4 I; {9 v) n* R9 i6 @' s8 p4 }, Q/ ~0 _
===============================================================================
6 z8 C, u1 V- [, y
. J% z! [- }' h/ s$ j" H2 v, [1. Introduction3 M/ k( I8 @( R: e8 H4 r/ ~
" F, z3 ?; J- W( V5 l5 K6 m===============================================================================# Y' ~7 {! k g, T F
* r7 H2 R8 w$ X. U9 {
n& }: z' T# q aBroken Sword: Shadow of the Templars was originally released on the PC in 1996.) h# ^9 ?" _& Y
The game tells the story of an American tourist named George Stobbart who is on
% U4 h: M8 I: d( W2 qthe trail of the Templars. The Nintendo DS version features many new scenes and! f! s/ I; p3 M8 F9 G) [
puzzles which make getting this version worthwhile even if you have completed; s: \" D& k* I7 J: e( y% H) x
the PC version. Nico also gets her own separate adventure which won't take long
" N+ Z& c4 @. f# ^0 ]to complete but is well designed and fits in well with the rest of the game.1 Z; m6 \+ g3 `; c! I, ]
% E4 A1 u+ i2 \. U8 H+ Q: z" |: C3 c/ U: N, P+ Z. z
===============================================================================. E# f) e* H8 E' O
% n) K4 u" Z6 n* T0 _* u2. Walkthrough% r; k* y2 D' V9 I/ a6 r+ q
* R. y; U, Y' K3 I4 h===============================================================================
: x1 e/ Y. H, ]" s) k
! Z! S8 C" J! @. M7 v3 d3 D4 E9 p
4 b, D; C% u) G: U-------------------------------------------------------------------------------1 S# c" t. U, Q l
2.1. Nico: Paris - First Visit
6 o' l7 z: r# k, @- r6 J' y-------------------------------------------------------------------------------
) i* E, x$ {! C+ i4 W2 i4 W7 {! |' _4 W. s c
' g! q- x3 v" `" y% z% F L6 G0 W
INTRODUCTION
9 i5 ^) S& b" X9 V" i6 l5 B------------$ v9 s, N- z- Y7 f8 X `
/ L1 @6 Y; E3 ONico receives a call from her editor and is asked to travel to the Palais" x% {7 E( t9 |
Royale to interview the media tycoon Pierre Carchon. As Nico approaches the* }/ p7 `% S7 I0 s+ L' N
building, a mime steps in her way. She humours the mime and passes by. As she
. }3 p( b( M, A5 Mpresses the doorbell, the mime continues to glare after her. Nico is let inside' Q0 _# q! y$ k" T( V9 \3 I( j7 U8 a
by Pierre's wife, Imelda, while outside a ladder is put against the building.
0 k* [- `4 ?3 S$ K) s0 S3 ]+ `As Nico and Imelda are talking, outside a glass cutter is used on the window
; w) R' i M$ I5 `0 f/ uand then a silencer is seen to a gun. Pierre introduces himself to Nico and
9 j7 C: n/ E: f$ v0 Q/ }1 y! Rmentions that he knew her father. A vase is dropped in the study and when
6 q7 H. F4 c: v. V' X( h1 KPierre goes to investigate, a gunshot and a scream are heard. When Nico enters,# v |+ M7 T; C! U
the mime is seen standing over Pierre's body. He beckons Nico to come closer,
4 m0 a. e: l! V( @; C7 m% N% ~+ }then knocks her unconscious with a punch when she gets near. Imelda goes off to
. Z: L- n% y1 S" p4 tcall the police while Nico is left in the study to investigate.( j" q9 V! e# u5 W9 I) Q
2 Q/ ]0 Q) D" b6 I: u2 Q% `" |
8 n5 g( G1 E, n5 S( t8 p# N7 ?1 ]
PALAIS ROYALE
5 N6 U2 X/ j; d* P# @/ e: U% q-------------: K1 Y, n0 M/ z. h3 j! W
5 l- t4 K: C9 NExamine Pierre's body to see a closeup. Get the hair clip on the floor near
9 J, z* M; n, \2 P" o6 v" d5 yPierre's head. Operate Pierre's jacket to see a blood stain and a gold object6 w9 H- N! P- p8 {2 P
in the pocket. Get the gold object from the pocket to see that it is a ticket7 D# v/ s6 ?5 K0 ?4 I
stamped "Bateaux de la Conciergerie". Exit the closeup view. Exit the room on
& A) h- [ H# J! {3 gthe left to enter the hallway. Examine the cloth on the table and then pick it
( g/ F' V$ |: [$ K- l& p' nup to reveal a tiny hole in the table. Use the hair clip on the hole to open a
+ D; G m4 P1 ?+ Csecret compartment. Get the key from the compartment. Exit the view.
& |6 {; ?2 Q' w, \! Z* }, x% i+ S0 X1 x; w
Get the tube of paint below the painting and Imelda will question what Nico is& k- w/ V: O& r- `8 @4 | Q+ P8 s
doing. Talk to Imelda about Pierre: She doesn't believe that Nico is sorry.
5 c2 b4 A8 A9 r4 fTalk about Pierre again: She has no idea why Nico was called. Talk about Nico's0 Y* H- l% S! v% |" G! H
father: Imelda didn't know Nico's father. Talk about the mime: Pierre had many
( ]: a8 v' {9 O) m. _enemies. Select either option when Imelda asks if Nico has any moral sense.
& Y+ A$ ~# l$ T# F8 b3 S2 \& P" u3 BNico now mentions that Imelda lets her investigate and not the police. Again,
+ u( u+ W/ U$ `# vselect either the good or bad option when it is presented. Imelda agrees to let% N' x: p" u4 z7 }% R' E: M2 P
Nico investigate and gives her the key to the drawing room.
4 S% W z$ e5 }7 ^# [0 Z9 ]( N; V! [5 Z* x' a
Walk to the right side of the hallway and use the drawing room key on the door.
, H6 t" H j' _, rEnter the drawing room. Examine the painting above the fireplace. Press the
- L! s; s/ ?/ e Hsmall button at the left side of the picture frame and a click will be heard.
+ ]# ?$ Y- j/ o1 ]9 r1 EOperate the picture to reveal a safe. Use the safe key on the keyhole to open
7 C) X( D" `/ k8 lthe safe. Get the stone cylinder. Examine the desk at the right side of the: f6 t( W/ e9 S
drawing room. Get the carved elephant. Use the tube of paint on the in-tray.
4 ?2 W9 n4 N% m$ I7 N/ @% DUse the stone cylinder on the in-tray to roll it in the paint. Use the painted, H3 H5 ]( K8 u/ K/ ^
cylinder on the blotting paper to reveal a secret message. Get the message from. y2 d- n* G ?5 V% G! t. u
the blotter. Exit the drawing room and walk to the left side of the hallway.
" P1 w' n" }- m" }7 o, V/ @Talk to Imelda and Nico will leave for the quayside on the Ile de la Cite.- N0 ]! R- Q8 |! R6 n
! D7 T1 y* t/ A: f: }! c* L7 W0 R1 z! O, y% {& u% b
ILE DE LA CITE
1 z1 B/ L G# U' ?7 w2 `--------------
( M H% i1 {* Q; y/ s0 R1 _3 ?; X; `5 I8 q9 F2 b8 N' F7 b6 c g
Walk to the right side of the quayside and operate the gate to see a closeup.
3 k9 l- q* J$ `% c* rExamine either lock. The aim is to slide the bar with the latch all the way8 K6 ~$ q: u6 ?% U3 r) r
along to the other side, but any blocks that are in the way need to be moved.1 p3 n# c5 z1 z$ O
This is a long and difficult puzzle at such an early stage of the game, but0 |3 Z' m0 i& a4 u; S( `: U% R6 V2 j0 [
there is a shortcut to bypass it: Slide the stylus from the top-left corner of
% Y* ?% z" q/ V8 r3 D' o2 Tthe screen to the bottom-right corner. If you want to try and solve for the; b, o, |& P6 ?; X& a- Q9 S
puzzles for yourself, carry on. I have included the movements I used to solve
( q7 H; Q4 Z4 y+ s! r% Cboth puzzles, although there are many other ways that the puzzle can be solved.
1 B- q+ o: J! S- Z. G( O) m
8 c# ?: P5 x( E6 o8 w' W( v! Y ___________________________ ___________________________
$ i8 a3 e% I, V0 U+ L| LEFT LOCK | | RIGHT LOCK |
. V4 \, s: c. M# ?" [6 Z" @7 @|___________________________| |___________________________|
! m, u2 a8 X8 B1 Q0 i) u| ___ ___________ | | ___ ___ ___________ |/ U8 K% S {" @! t7 [! N" q* n( z
| | | C | | | | | | | C | |
8 o9 O# E3 }3 S2 ]2 B _% A| _______| B |___________| | | | A | B | |___________| |
+ ]7 S$ s- } S$ ?" l; h7 N( u| | A | | | | | | | | | | |: E' R1 {; N$ W" K9 Z' F3 f
| |_______|___| |_______ | | |___|___| ___| E | |8 _4 w8 d. {6 A! _! u8 @& h
| | F | G | | | | D | | | | |( q% |% S/ H' M+ o$ M% t5 R+ C
| ___ _______| |_______| | | |___ ___|_______| |___| |
' @0 h0 o- D: A# L| | | E | | | | | | | | G | H | | |3 w1 D" }, h! x" ^. j
| | |_______|___| I | J | | | | F |___ ___ ___| | I | |0 L! I& a8 [& s# M5 |' E
| | D | H | | | | | | | | | | | | |
?, g$ o, L2 v7 c| | |___ _______|___|___| | | |___| | J | K |___|___| |+ p& @ E/ Q& i7 `
| | | | K | L | | | | | | L | |" f" e8 D0 |; G
| |___| |_______|_______| | | |___|___|_______| |$ T; Q, o. K; q8 m
|___________________________| |___________________________|
+ _) g& V8 D3 f# f! l9 {: f9 g" F) g! V8 Y! N- m2 j# a
# S) X4 i7 q) H( j5 N4 S! B
B -> 1 down D -> 2 right
" \5 E$ X# s o6 \. D C -> 3 left B -> 1 down( k; a# R! J1 |9 s4 J1 x. V
D -> 1 up C -> 2 left
0 q0 q) ?% M4 {5 i/ r F -> 1 up F -> 1 down4 _3 h: }- y7 v/ b
K -> 2 left H -> 2 up. c) [: B, D4 o' V/ |8 D3 C
L -> 2 left G -> 1 right
; w9 ~+ M9 W& K" e. U# M I -> 1 down B -> 3 down' T- M1 t$ f0 F7 o
J -> 1 down D -> 2 left2 ~. L2 A3 A. ~3 h! a6 K
E -> 3 right G -> 2 left
, [9 b* d* K- m& `- f B -> 1 down K -> 3 up
% D+ G1 g) z2 R$ d9 F A -> 1 right L -> 1 left
% W H& e! \. x0 U7 P$ x+ H5 h D -> 1 up I -> 1 down
1 G% q ?- ?( q) @1 D H -> 1 left G -> 3 right7 X0 v& N2 u! C, K+ k, q5 j
F -> 2 down J -> 3 up% E/ q: O; m$ K5 G0 Q6 E) x
A -> 3 right G -> 3 left9 }( |' H8 Y1 l" S
B -> 1 up K -> 2 down8 a7 h1 m+ A" J8 b8 B- {/ H4 W
F -> 2 up L -> 1 left3 {9 \) r& x1 M# F3 b# Y) x H
E -> 3 left H -> 3 down
( P. \/ R" ]) Q2 k8 K6 s I -> 1 up C -> 2 right
9 o$ m0 F8 u, u/ p+ k4 j) T J -> 1 up J -> 1 up
8 C* N' f- I x/ D2 h L -> 2 right D -> 3 right
2 Q, A1 X8 |, k8 y F -> 3 down J -> 1 down
5 |- r+ q# |2 o% M8 |: | C -> 3 right C -> 1 left
) S! @1 b: u0 ]3 j7 u B -> 1 up E -> 1 up9 ?0 \5 x5 x% y
G -> 3 left D -> 1 right
4 }+ l( O: k1 R9 {2 F* T$ Z. }. P% l9 q6 ^5 z' ]7 ^* O `
After solving both lock puzzles, the door will open. Go through the doorway to' T/ m) e' ^( P0 z
enter the skiff room. Operate the skiff and it will fall over, revealing an old, _9 K! ]6 ~! Y6 \3 G( j# g1 a/ t
shell case below. Get the shell case. Use the stone cylinder on the hole near
; ^. o7 K% |* M) l6 y" B, Nthe door at the left side of the room to open it. Open the inventory and look
2 b# M) G9 }; [5 Pat the secret message print: It contains the message SDSSDSS. This is the code" g: _& V3 B& A, _2 B! q
that now has to be entered, so press the left button once, right button once,7 v8 Z/ _4 I) M5 S& ] T
left button twice, right button once and left button twice. Get the stone
; U9 p$ E- Z& X' J/ h2 r, Icylinder and then go left through the doorway to enter the anti chamber." `' U8 i# X4 j! O& i
! o' Q' u9 W: c$ K8 aUse the shell case on the right doorway to put it under the door. Operate the
1 }, S8 R/ m/ }& T& Lcross in the middle of the room to flatten the shell case. Get the flattened: t& s- `5 C( z; E
shell case. Operate the cross in the middle of the room again. When Nico pulls
5 X. ~/ T4 N" m9 H, ~2 ythe cross back, open the inventory and use the flattened shell case on the
# W7 {1 h# X* Wcross to hold it there. Use the stone cylinder on the hole in the panel. A, F6 G1 w K( z" R8 L; R# V
mechanism will trigger which was meant to open the door at the left side of the
0 t L' e. R& D, b& a Droom, but it has been jammed. Get the flattened shell case from the cross. Use; g8 E( j3 s6 ^( @
the flattened shell case on the door at the left side of the room to open the
3 b; r/ y: {9 I6 f# c$ `) |+ y6 Wdoor. Continue left through the doorway to enter a dark room.
1 x+ Q( q5 Z1 O4 V: Y. J
$ Q) B1 S0 Z- cWalk to the right side of the room to see a red flashing object. Operate the
. l- B% t7 U+ {object to turn on the lights. Walk to the left side of the room and examine the! `! v2 F u8 ~/ X, p. p
top of the desk. Examine the photographs to find out that Nico is being
$ n7 c5 r$ h/ l' ~1 A' Oinvestigated. Examine the newspaper articles. Exit the desk view. Operate the, b; f) v4 r4 I: Y
top-right drawer on the desk to find a note written in code. Operate the drawer
( F* M% ?% G- }2 }" |' O& pagain to pull it all the way out. Get the photograph from the hole. Open the( X7 Y2 m/ l# r2 {
inventory and examine the note. Use the translation for the code below.: Q' t) t. `2 @: m# o {
; m1 M6 P8 d- U. ?# ~
________ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___4 n0 K9 C4 J3 R5 l
| SYMBOL | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |10 |11 |12 |13 |
1 h0 Z" g; i( h: \! R|________|___|___|___|___|___|___|___|___|___|___|___|___|___|; H% ?% f4 N7 D
| LETTER | E | M | J | O | P | B | A | C | U | V | D | | R |
; R0 z$ Q/ \% H' y2 W- e7 a|________|___|___|___|___|___|___|___|___|___|___|___|___|___|
' X- u7 A" A, G8 F7 x1 Q# e8 g7 I7 l4 ?9 W+ B& O" j% T
+------------------------------------------------------------+( V: M, D1 Y9 w; ~- |
________ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___8 a+ h' M7 y* f2 p; @: |6 J
| SYMBOL |14 |15 |16 |17 |18 |19 |20 |21 |22 |23 |24 |25 |26 |
! W+ L/ e) f$ Y- Q6 J; A5 ~|________|___|___|___|___|___|___|___|___|___|___|___|___|___|
% D+ _$ e, Z; r3 G5 X4 d! v$ d; Q( C| LETTER | S | Y | | F | G | H | T | W | N | I | X | K | L |
6 N Y8 v7 P8 \; n( g# c|________|___|___|___|___|___|___|___|___|___|___|___|___|___|8 n& ~6 F0 g) b8 G) g) d
$ m( x9 f- x3 N" Z$ A
5 X& ]" b: ~6 wThe message now reads: "Pierre. Full report to follow. But this is too urgent+ h' I4 {0 W8 C0 T
to wait. Arno and Yamada both dead. This is not a coincidence. Indeed it seems" Y4 N* S" z* D& X g
that all of us who came together in July are in danger. Take great care. X"* ~! ~. H6 Y# m' E. |" L4 e* h
% h3 v/ _0 P) A1 A n' _4 X6 v. i- gAfter deciphering the message, Nico returns to her apartment to write up her
8 x3 D) R9 F& }+ x/ Kstory. When the phone rings, Nico answers to talk to her editor Ronnie: He" f0 l O& t( C# ~, {% B
tells her that he will not publish the story that was written. Nico realises
7 @" c4 Q. O2 |; n$ othat someone must have got to him, and Ronnie tells her not to pursue the story
- O- `& c& q. B9 B& S9 x: {any more as Carchon had powerful friends. When the phone rings again, a man4 P! e4 H s1 Z7 r
named Plantard says that he wants to meet Nico at the Cafe de la Chandelle
* ~; ]$ |5 q# q- qVerte tomorrow morning to discuss the Carchon story.
# F) U; @- Y) F: y+ f/ \' ?4 e$ C3 q q G5 b2 ~
; k9 n S2 R1 |$ a) U# ^; c-------------------------------------------------------------------------------
3 @* G. U1 X x0 y# o- m; T2.2. George: Paris - First Visit
# b- O8 _' Y: p& `; d; n-------------------------------------------------------------------------------( d0 v8 h/ a2 c* L
) J- V/ z! D+ Q* h
* a" ]) w7 R0 ^+ G! G; G; q
CAFE DE LA CHANDELLE VERTE d5 o" ~% i* o9 V
--------------------------& N6 K v' k* P) ]! \9 _2 n+ B
( M3 T5 U+ O: |0 o! y( i
The game now switches to George Stobbart sitting outside of the cafe. George
1 }: {. j4 b2 K$ ?* p0 V+ vwatches as a clown enters the cafe, and inside the clown places an accordion" `" |, B* {: }* S6 k
on the seat. The clown runs off, and seconds later, the accordion explodes and
; C* T M U- G* h) c! [destroys the cafe. George picks himself up and his adventure now begins.
$ d3 `" f; G6 r' n( Y
- F4 }1 f0 ?8 }5 LWalk north toward the construction site. As George walks into the area, a
9 b3 }' _4 Z1 Q! H) Q2 q4 |police sergeant draws his gun and aims it at George. A police inspector arrives; f# P2 c( r! c
on the scene as well and guides George back toward the cafe. Select any answers6 J( w: k0 W4 @/ q% m
to the inspector's questions. George receives the inspector's card and then; z1 O* z, ]- e& P, Q! F
leaves the bistro. Outside, get the newspaper that is curled up at the bottom
0 A# H. J: I9 C/ u9 b( tof the lamppost. Look at the writing at the bottom of the newspaper: "Salah Eh7 Z: ^0 w4 }9 ~- o2 t, v
Dinn - 1345". Look at the picture of the man on the left page. Exit the view.& d6 S* v+ K: b% d0 Y
. [3 W/ p- u+ G
Talk to Nico and she will introduce herself to George as a photo-journalist
; N4 R/ y* u, j- b# rthe newspaper La Liberte. George tells Nico that he saw a clown enter the cafe# `" Q6 v& a6 L. q; Y% `2 p7 L( }
before the explosion, and Nico realises that it is the costume killer again.1 n$ _+ O) M) Y& M& v/ U# v
Talk about the clown: She doesn't want to talk about him. Talk about Plantard: I" U; F2 T, V0 y, p
He had a story that he said would interest her. Talk about the clown: Nico, E5 Q+ a4 }% f% G* Z" l
gives George her phone number and then leaves to develop her pictures. Walk
8 P$ E! k9 N( E4 ]8 M/ i6 d% H dnorth to return to the construction site. Give the newspaper to the worker and8 d7 @6 f( I* u6 R2 c% U( Y
he will notice the horse Salah eh Dinn is running in a race. He tells George to
* {0 O# ]% g/ h( Nkeep an eye on the hole while he leaves the area to place a bet.
) w. U1 p0 A5 i3 D' ^* N8 r# \. w5 g$ B: c0 T4 ~
With the workman gone, get the toolbox in white tent to find a metal rod. Walk4 _$ o" D( K+ H: e' _5 p8 [
west to return to the cafe area where Sergeant Moue is now standing guard. Z2 f2 i, V8 ]7 b: [- i9 }% T0 Y
outside the entrance. Go through the arch at the right side of the area to1 G8 X0 Q6 S& Z0 L& k; m* x" e
enter the alley. Use the metal rod on the iron cover to remove it. Go down the
' D9 W' c- X* E7 Y( t, m' N: Whole to enter the sewer. Get the red object on the floor to see that it is
7 e l' ~& w2 m qactually the clown's red nose. Walk north to the next sewer section. Get the8 g8 L4 b/ k1 a u ?, M. o- V7 `
tissue on the floor and the piece of cloth from the spike. Climb up the ladder.0 w+ v' Y9 v: ]' w3 i1 H/ f
5 R* P5 R& b) U0 IGeorge emerges from the sewers into a courtyard and sees a man standing above. k, @1 K# |+ {4 z. `3 T2 @0 Z
him. The man mistakes George for someone else and demands that he exit the
( {( g* [, f; u$ |* Wsewer. After standing up, he asks George what he was looking for. Select any of4 j1 ?. b5 c1 }: o% g
the options that are shown: The man had not heard the cafe explosion. The man% p! S" K6 g- m7 g$ l) i+ U2 `1 `
wants to be sure that George is not in league with the man he chased earlier,
1 o; V1 _- y( u2 F0 H* Uso show the card to the man: He now believes that George is a police inspector.
9 T* X8 [' E/ z; E, l0 w/ @& K! \Show the piece of cloth to the man: It is the same cloth as the jacket he' x4 i% T+ j. F0 m) ~
found. Ask about the jacket four times: On the fourth times, the man tells9 K" C" G2 d' p2 [. \ i Y- Z
George the name and phone number that were on the label. Exit the conversation
$ Z5 _% Q" S5 @/ _0 ^( n* hto leave the courtyard. Walk right to exit the area., c: D# @) h5 y) B. u7 b: L
/ o3 O& X. r" A) q; M
+ K" k7 \4 p [, BPOSTE DE POLICE
. T; ^6 J0 o5 v C---------------/ O+ f' t$ @5 p9 m" J
3 W, L& W5 `9 k( O
Operate the right phone on the wall. Select Nico and she will tell George the
; s5 v$ r% } T0 Taddress of her apartment in Rue Jarry. The game now switches back to Nico.8 T& k" D `; J% _: x8 Y) G
3 ~5 h4 K# @7 a( j8 |0 t! a5 y0 b
) e" J( p9 ]: b- m# Q/ w, A- |-------------------------------------------------------------------------------
# b( i& x5 h9 Z: Q& S+ O2.3. Nico: Paris - Second Visit
5 f* t$ H* F9 U. h, ]* z5 R$ A-------------------------------------------------------------------------------- [+ Q5 d: I4 Q8 H* T* i/ [5 f
! x4 y" O% O* z: }! M5 x' P
8 H9 }" i) p3 E9 f; R& T
RUE JARRY3 a+ U' t- j7 X
---------, @/ U. ^' f) U d
0 A3 d4 j$ T$ H9 L- `
Exit the apartment and walk west out of the area to view the map.5 ]$ v1 [. ~9 u
% c8 Z- P, ?% ^1 N t4 a# A' u4 C B9 L) N' z. [$ ^, T# \9 ?
CAFE DE LA CHANDELLE VERTE
D7 x+ c1 C+ ]3 u--------------------------
) P4 Z& s; r* E# ]5 g- T. I
. i! H \3 k6 }! _! x/ ^ ]Walk west to the cafe to see the workman boarding up the cafe. Talk to the6 M h. p* ^4 c+ G
workman about himself: Nico wants to take his picture. While he turns away to
- y; o7 c, l- M$ q3 j/ I' Ybrush his hair, quickly enter the cafe. Operate the mirror leaning near the bar( ^6 u* O; c; q8 }* j
to move it. Examine the mirror to see a close up view. Examine the gold object
2 D" P/ L! z! jin the reflection to see that it has been lodged in the gap behind the pipes.9 ^$ G. X5 L, F% ^
Examine the table to see the damaged pipes. Get the gold pouch behind the pipe.
, a. j% b8 P3 |! g4 m2 {7 Y5 {Examine the pouch in the inventory to find an artefact and a coded note. Look
6 G% t! Z, d' _+ m7 _at the coded note and decipher it. Refer to the translation grid that was shown
7 |# U: Z$ {) \7 Kearlier in the walkthrough as the same symbol to letter code is used here.7 d* D7 P7 C0 u9 y" t$ A P/ u. \
' ]5 B; ]5 o$ r, h& k
The message now reads: "Plantard. Pierre killed. Murderer must have followed% A+ {8 b* q8 @
trail from Arno and Yamada. He will come for us now. We must be vigilant.' v$ I M5 h1 x# \- {
Thierry's girl broke into Pierre's safe. She worries me. Imelda.". Exit the
. A* R6 V& g9 t- K/ pcafe. Walk north to the construction site and east to return to Ile de la Cite.
% [: L' C; ?% n9 c# a/ a2 J% n' t
8 E$ U+ \2 F0 l( u# n1 wILE DE LA CITE, p \2 W* l# v/ ] {0 n
--------------( X6 }! }" Q V* c
4 R8 R2 Q1 p6 x Y+ y
Go through the doorway into the skiff room. Walk west into the anti chamber.
7 D6 P. h# w0 COperate the cross. When Nico pulls the cross back, open the inventory and use5 W4 O% w- c; d: s2 \. V$ o3 s3 z
the flattened shell case on the cross to hold it there. Use the stone cylinder% f6 S& t0 J1 t, A
on the hole in the panel. Get the flattened shell case from the cross. Walk
1 V9 O7 _/ ? L/ `. m; Cwest to return to the state room. Use the artefact on the small hole at the
4 T+ c2 n# ?0 }+ bright side of the safe on the wall to open the safe. Examine the safe to see a
" y; r2 t+ y0 Lcloseup. Pick up the pieces of the photograph and Nico will spread them out on
. U! ]6 U$ r6 r4 k n% y9 ?7 j+ ]the desk. Place the pieces of the photograph together to see that it is a' J+ O. P* r9 C5 T
picture of Nico's father. Nico returns to her apartment to meet George.
: E0 G m0 k8 ~6 R% O% T# R% u0 r! H& b0 g. X
* z3 \8 l( U. [: l! |: F' c! h1 x
-------------------------------------------------------------------------------
% y" c) H0 s1 E" K! U2 d2.4. George: Paris - Second Visit& X8 G: a, g5 U) D( F; \( @
-------------------------------------------------------------------------------
( y( @4 D9 M3 R7 ]' O2 R% E! j$ K+ S; K/ j. }# p; m
5 h. l7 P0 U. ^3 Q! e( T2 K c. ^
RUE JARRY
& m0 ]0 k# `% x* m, o" Z---------! D' |% k3 j; x* s% T9 _
7 X3 l' k/ ^9 ?, N
Talk to the old woman at the flower stall. Ask about Nico: She tells George* A- T3 |5 N; } g5 g1 k2 P
that the door needs a gentle nudge to open it. Exit the conversation. Operate9 I* J$ I- z# y0 b3 i
the door and George will enter Nico's apartment. Talk about the red nose and3 R/ `+ L( l, H. n
Nico will notice the address of the costume shop La Risee du Monde inside it., G) |0 \! {& N5 D2 W
Talk about the piece of cloth and Nico will show George a photograph of the1 n! p% ~/ z) a# T& P- B
killer wearing the same material. Exit the conversation. Leave Rue Jarry.
7 e; L4 T) g% o1 v% c) ?/ S C. A' `8 T3 ^6 A
3 V% e! {% Q3 c8 W5 tLA RISEE DU MONDE
9 M( R: F& Q. b& z-----------------
+ E7 h2 {# z& t, l9 r8 A% t( J. n; k
Talk to the man behind the counter. Show the tissue to the man and he will
! h* O3 ?3 H! w' M0 n grecognise the smell as theatrical greasepaint. Show the picture to the man:9 K; b6 {1 g1 \% Y* @" ^6 e
The greasepaint was bought under the name Khan. Exit the conversation and$ y( }" N9 T6 u% [5 w
before George leaves, the man gives him a trick buzzer. Leave the shop.
% k7 Z; j! I4 N9 U, d' N! i
N" z J$ K' F) _: o1 s1 `+ i5 S4 \ |& W; F; h. V& w
POSTE DE POLICE
2 J' ~$ r/ B( P( z---------------
: p# [9 h, T; S7 r8 E }2 {# D4 y/ ]2 q% H: L
Operate the right phone on the wall. Select Todryk and talk to him about Khan:
8 g: u, s' J& ?: O* v" H' b7 mThe suit was delivered to the Hotel Ubu. Exit the police station.3 v: h3 F! P |6 r
; d& O& g# U: P u1 l% W! P' K
9 a/ ~; W- ~/ ~HOTEL UBU" N) x, f: i) j1 b( k$ ?& U
---------/ W5 b8 a* \2 N$ F
' L6 t1 R- O0 G& Q/ b3 O) J( O! }Enter the hotel. Walk to the left side of the lobby and try to get the key from* m! M J g. l4 Q
the board above the counter near the clerk. Talk to the clerk about the key: It% ]) Q. B( C$ I
is for room twenty-one. Go upstairs and operate the middle door to see that it# R. T1 s( e8 L6 O8 D, E0 b+ s
is locked. Go downstairs. Walk to the right side of the room and talk to the+ @) k; }6 [3 R* E+ f" j4 Y3 V
woman playing the piano. Show her the photograph and she will recognise the
; N: q& b1 d+ R) N$ |0 {0 uperson as Moerlin. Talk about Moerlin: George tells her that Moerlin is a fake.
( J; v0 w' g% K( U4 v' j' JTalk about the key and she will walk over to the clerk. When the clerk leaves
: w$ a' u; } t2 r0 B/ ithe room, quickly get the key from the board before he returns. Go upstairs.
% H6 M& ~, G W- `8 W% q" R# s1 a. @
4 x" B# q4 k7 o( [' k; hUse the key on the right door to enter room 21. Operate the window at the right
3 e2 g) M: m+ ]side of the room and then go outside onto the ledge. Walk along the ledge and# D& @" B$ [5 L& z9 a4 C
go through the right window to enter room 22. Try to exit the room to see that
9 }- a$ T) X, m+ WKhan is approaching. George quickly hides in the wardrobe. Khan enters the6 P0 r C! j. k# I& E. Z4 w/ ^# }
room, changes clothes and then leaves. Examine the pants on the bed to see a
: j7 N K+ n9 Y$ E6 T) Scloseup. Pick up the pants at the top of the zip to turn them over. Operate the
& W9 X, E3 ~& F. {left rear pocket to find a matchbook. Operate the thread above the left pocket
" V. h; p! ]/ f9 W& sto remove it. Turn the pants over again and then operate the right pocket to; u7 a7 g* C- v, n. I9 [; C: D
remove a pass card. Exit the room to return to the hallway. Go downstairs.
/ f6 ~# v0 e' \7 E6 n6 `6 r( {* k( x' Q
9 t! S! Y+ U [+ V6 n; |% NTalk to Lady Piermont about Moerlin: He passed an object to the clerk about an
. J9 p4 }0 G+ `4 shour ago. Talk to the clerk about the safe: He wants to see identification.
% `$ i$ p$ I5 t c, I/ R7 tShow Moerlin's pass card to the clerk: He still refuses to let George see the6 u+ f: i' V; Q* q) e0 n; A
contents of the safe. Talk to Lady Piermont about Moerlin's pass card twice:
0 g( n. `6 l2 K$ @. }She returns to the clerk to demand that he retrieve the contents of the safe.$ q i; {! Q; Y; C$ h T( A
The clerk returns and gives a manuscript to George. Go upstairs and enter room) U$ n8 {6 r+ i( D
21. Go out the window onto the ledge. Use the manuscript on the alley below to% W, I9 ~+ b- {) H
throw it down. Return to room 21 and go out the door. Go downstairs and then
; n$ c- B2 ^' r) N, n+ {- w' J# n9 n# pexit the hotel to be searched by the thugs. Walk to the left side of the area) T0 r' B' S* P) u6 [
and go through the arch to enter the alley. Get the manuscript on the floor.$ [/ J& F, f- j* [. k
@4 ?0 H5 n. I2 [0 M
9 u; V! N4 L4 T( D
RUE JARRY
; F6 a' G% |& r---------3 ]+ z: M+ f0 e$ O
; [4 \6 e% L2 ?( ]( x
Back in Nico's apartment, talk to Nico about the parchment to watch a lengthy
3 t$ K8 f2 O# \" T% h0 H, Oscene about the history of the Templars. Talk about the parchment again to see
" h; D0 X' ?& ha closeup. Look at the four corners and the seal on the parchment. Exit the
: S+ q3 @+ [" A+ P3 ^view and Nico will suggest visiting the Musee Crune. Exit Rue Jarry.9 a) o( r$ ]" o3 y U
; Z$ \3 `8 ]5 d# X2 U
: W* ~% l" t3 h7 }MUSEE CRUNE
9 E" x5 F+ z% B4 Y/ A-----------1 `# @5 \3 k! X0 E* R4 |
& Y) M0 w& q2 G- s- u N
Enter the museum. Operate the tripod in the middle of the room to see that it) x9 w3 M/ ]$ ?8 ~6 y
is identical to the tripod in the parchment. George notices that the tripod is5 m" x& R: i* V- M- a
from Lochmarne in Western Ireland. Walk outside the museum and exit the area.
2 a% k8 b, f2 ~" v* W, N
* j0 B% `. }6 ^ l% w, h1 S6 u1 \" X5 F" J5 R: [9 M
RUE JARRY3 A0 _8 z8 i' T8 l; C8 g
---------
/ [8 w; h; T. x7 I5 q {7 k
$ x2 }$ i0 b8 Q# w* VTalk to Nico about the tripod. Exit Rue Jarry and select the yellow arrow at9 v q- k# V+ b; O: N
the top-right corner of the city map to see the world map. Select Lochmarne.
5 Q: o. R$ d V* B: ]( K1 [' }& [( c( F! E
$ H$ \ H1 s+ Y" h" D& ]4 O4 |# z
-------------------------------------------------------------------------------
1 a9 a% T/ z4 H0 p- n$ [$ b2.5. Lochmarne
* y& I# k6 B, b! T s$ X$ ?-------------------------------------------------------------------------------
. t. L# N# |0 _5 ~. X! l0 x1 `* g' a& g" s
9 J- F) Z3 X) l# d2 I
Enter the pub and talk to the man at the corner of the bar. The man introduces
% M4 q8 D0 e4 r% r) nhimself as O'Brien. Ask O'Brien about the castle: It dates back to the tenth5 S( e; K" V! d0 \# @( n) Y
century and much of the existing building was added later. Ask about the: D/ t, m. y4 T w6 a) \. B& c* @
tripod: It was dug up by an Englishman named Professor Peagram. Ask about
2 `0 p; z( L BPeagram: He left the village. Ask about Peagram again: O'Brien doesn't know
" S& ~0 l7 l5 U( Qwhere he has gone. Ask about the gem: O'Brien asks if George is a reporter, so+ _+ T' C5 ~" f8 j8 a) W: C9 \. L
answer however you like. Exit the conversation with O'Brien.
! c( w% A- w& h& R: h- S' ?1 ~2 S$ D) w+ B( _; `6 \% N
Talk to the man at the table in the middle of the room to meet Fitzgerald. Ask3 m# p$ b8 ~6 c9 U1 ~+ |3 O- K
about Peagram: He knows he is an archeologist. Ask about the dig: He seems, f3 h1 {$ X" Q. K
guilty when George asks him if he worked at Peagram's dig. Talk to the man
- E1 Q, s7 t. f# ?sitting next to O'brien, Doyle. Talk about Peagram: He doesn't know him. Ask6 F% ^4 W- i4 U ]% r& H( f
about the dig twice: He knew people from the village worked at the dig. Ask6 C0 d( }6 m$ Z L( @% n% |4 n
about Fitzgerald: A drink might help persuade him. Select the drink icon to buy8 K$ `) `$ d# @1 o' l! x, s4 e
Doyle a drink, then ask him about Fitzgerald again: He did see him at the dig.
$ D( `6 x$ I# M
4 s. ?3 L; a7 r8 f) QTalk to Fitzgerald about the dig: George tells Fitzgerald he knows he was at$ f9 ^/ c4 l! g$ u9 @, F) V X
the dig. Ask about Peagram: He gave him a package to deliver to Marquet. Ask
/ S5 c2 s" l% S$ Gabout the package: He promised the professor he wouldn't open the package. Ask/ z4 C# p0 N% T/ k. S
about the package again: He says that Marquet will kill him if the package is8 z- d# G9 o1 p. ^% p# p9 q
opened. Ask about Marquet: Fitzgerald stands up and runs outside. A sound of
* v7 S m0 N4 K1 n: r! j$ e$ L* Iscreeching tyres is heard, then a boy named Maguire comes into the pub and
0 C9 E/ V" Y- {- W8 y: Dtells everyone about an accident outside. Exit the pub.% {# ^( K6 V0 W0 z2 Z
) k- J" P$ d% R" Y0 u( y+ `4 j
Outside, Maguire tells George that Fitzgerald was hit by a red sports car. The; ]* q$ @' M2 l& s* m) J
driver then got out and pulled Fitzgerald into the car. Maguire adds that the Z2 n9 }$ e9 |; S: B- J* H, R5 _
driver was dressed as a pixie. Operate the switch at the left side of the pub
( J3 J# G+ f; E8 L6 }, _doorway to break it off. Walk right and go up the path to the hay cart. Talk to( }3 P) |0 t) v3 J* w+ u: b# U
the farmer about the red car: He saw it but assumes the driver must have been
) m4 [# A6 J$ B# Hlost. Talk about the car again. Talk about Fitzgerald four times: George says/ }/ \1 f" v+ C! k. Q% }% a7 o
that he will guard the hay cart while the farmer leaves for the pub. Climb up
/ d' w& s3 v: h) qto the top of the haystack. Use the metal rod in the crack in the wall by the- S1 I# z. ^4 k' V% I- ~3 T/ K
side of George's left hand. Climb over the top of the wall into the castle.
2 A' [, o6 B+ @1 `# V
" w# l4 N5 m" ?+ {8 _: yMove to the left side of the area and operate the plough share. The goat will$ ^; W) ?5 r& g) g
butt George out of the way and the rope will become tangled on the plough
- I0 Q1 ]4 ~% Z0 _3 U1 p" J$ ~) jshare. Move right and climb down the ladder. Get some plaster from the sack on
! T5 \5 b2 I @5 Qthe table. Examine the statue on the floor at the left side of the doorway. Try
5 C. g C" L& _. d% P4 Q3 Vto pick the statue up and it will fall over. Get the statue again to lift it
) i/ X0 j5 T" C! x4 i6 p, _back up, leaving a pattern of holes in the sand. Use the plaster in the holes.6 G6 a w/ v& D3 d0 x
Climb up the ladder and go up the steps to exit the castle./ [: i) ?: H S0 P7 h" {
1 R* d0 P9 T' @$ z
Climb down from the haystack and return to the bar. Talk to the barman and
' C) {- v& S% c+ n, j: \+ c0 ]answer his question about whether George wants a room however you like. Ask for; R$ o% h2 y# U C7 O
a beer: The pump is broken and he only wants a professional electrician to fix [, U+ P5 v/ d. I4 K
it. Show the pass card and the barman: He will only allow George down to the# U( P% K0 v3 ]7 E
cellar if he can fix the glass washer. Get the towel on the bar. Talk to the' U# }6 G/ d' l4 E
sneezing man about the wire: It is a necklace. Exit the conversation. Wait for) l* s' ` m, [) _4 W; H2 N
the man to sneeze and then get the wire from the table. Use the piece of wire" Z/ G# ^5 j( O v
on the plug behind the bar to fix the glass washer. Enter the cellar.
( q2 E9 l9 j3 `6 P: e
8 a: h. n! J L1 ~& V% j4 vUse the lever on the wall: nothing will happen. Exit the bar and operate the# T7 ^0 N; T+ U B
trapdoor to open it. Enter the pub and return to the cellar to pick up the, ~7 l* `4 Y- l0 x; R
blue gem. Operate the faucet and then use the towel on the water. Exit the bar
# v# F: O! C$ h& m, A2 @2 S8 Xand return to the castle. Go down to the cellar. Examine the statue and use the, f3 U) d: L$ `( {6 A4 X4 t# P
plaster on the holes in the sand. Use the wet towel on the holes in the sand.0 d- w+ t: P! D6 p4 K
Get the plaster cast. Use the plaster cast on the panel at the left side of the
7 W; v2 o! D+ o/ k2 ^1 u- odoor. Go through the doorway. After a cutscene, George returns to Paris.
) Q& Y7 \4 K m4 o
# x6 t! N3 X- k: l% Y% h+ V: t( G) Y
-------------------------------------------------------------------------------/ g c0 p5 b: U8 u
2.6. Nico: Paris - Third Visit
- e' Z& X: S3 d* v: d" n; B-------------------------------------------------------------------------------
! L, N4 ]1 v+ q8 t6 s" @1 X2 g( k' ?0 L
6 G. E- P: X. x0 M1 a7 ^, `+ g" x
% ~1 J& X7 d# c* {- gRUE JARRY
( T5 R5 n8 A' ^7 {5 m---------
7 y% {9 N! a! O0 @
- I" A' j" `* e* `# s D! ROperate the answering machine at the left side of the room. Nico listens to the
2 Q* h% d' ~6 T2 L0 Qthree messages and then travels to the Palais Royale.
6 J$ U& v7 Y. a
8 m# {* X1 \& t5 x) K: ?+ Q- i7 g5 b6 P ^
PALAIS ROYALE
3 h6 e7 `; A5 A8 Q( W6 W+ w4 m-------------; o( ], l# j8 `+ e V/ A
7 T5 G0 P6 U* U5 GOperate the two wires at the side of the statue. Operate the statue to move it! `8 e2 X, h; L% y2 N% W
toward the middle window. Climb up the statue and use the flattened shell case* W3 w4 D- Z8 g( m$ Y* Z
on the plastic sheet covering the window. Operate the window to enter the
" q2 X% I* M( istudy. Move left to the hall and right to the drawing room to talk to Imelda.
$ b' N! S3 f# x' { w+ _Examine Imelda and operate the locket to open it. Get the tiny gold key.
* q: t6 g4 N. q+ U
& u' m* E5 }$ z3 q
; }5 E' x9 q. K8 t- C" URUE JARRY8 E: g; o: T& q/ [
---------
+ ?, x- R- Q) F# B$ z$ I
4 E0 h$ I! t: b: v# i" wExamine the chest at the bottom of the bed to find a tracking bug. Nico takes& g4 F4 ~" N: _- y4 h1 }
it over to the window and throws it outside. Examine the elephant box and then+ R* p; L3 |+ L ?; w8 I9 r
use the tiny key on the box to open it. Examine the photograph of Imelda.3 j/ s- ^" D( Q
Examine the letter from Imelda to complete Nico's section.9 B% ^0 f" c% h' n# G5 Z
& O! [ v# }9 K* X3 n% Y
4 a2 w% y+ f: C# A" {6 E
-------------------------------------------------------------------------------, B0 A" }7 Q+ M* D) ~/ s
2.7. George: Paris - Third Visit
& c0 x+ o. b5 I+ D-------------------------------------------------------------------------------
9 ~1 l4 h; h, S! N/ J: Q) m" f0 H' A* c7 R. P, A' Y5 j2 v
+ S, a# F, q' Z% a1 y
RUE JARRY
4 t P, m0 j8 A9 ` E$ F---------
1 m1 k" b$ r9 X2 S8 t$ g2 i1 b! \" b" X3 R' o l) Z" H5 c& Q `
Leave Rue Jarry.
( a3 R; |3 F% [( q" g
/ x* U+ }3 P n6 ~& `7 [# K4 w: x Z' ~ R) S
POSTE DE POLICE. {; @ e. o/ S( q" n" a
---------------
# w! W) X7 h' X2 ^ K8 o
& ~, L8 x- s* H: O& j4 VTalk to Sergeant Moue about Marquet: He used to be known as the mole of; x# t1 {) u; x1 h* c9 ^
Montmartre. Ask about Marquet again: Moue gives George the location of the
& x) \; _/ K" w+ G1 e3 t$ hhospital where Marquet is staying. Exit the station., P( A$ H5 r( z8 [3 @! g! a
8 e+ h% F: t' p- w$ D8 l) z& i4 B+ M# f
HOSPITAL) C1 c) p, ^* D; J0 p& g
--------
$ y b) H: x& `" I& p9 o( u* M6 s# P4 n- {; W$ I
Enter the hospital. Show the pass card to the woman: She says that Marquet has4 _7 ]! c, l# }1 Q
been asking for Moerlin and tells George the name of the ward is. Ask about$ `6 A- R# E* z. _$ c; w, u
Nurse Grendal three times to get directions to the ward. Walk down the left
5 l* Y6 Y7 [, Y" m- r& `corridor to see a man polishing the floor. Try to open the door near the man. f8 P! E) U z* }7 ~. j. f/ R
and he will stop George. Operate the plug near the water cooler to stop the
6 X) S# I4 {) Q% v8 a: }polishing machine from working. When the man leaves to investigate, open the' [; b2 }/ o& V, u! @
door to get the doctor's uniform. Walk left to enter Nurse Grendal's ward.
; U8 ?$ l+ A, \$ o4 Y
6 P( O" @- k5 W' _Grendal gives George a pressure gauge and tells him to look at Eric Sopmarsh in
+ g# b g q) l- h- F- ?9 x; b5 |bed 3. Try to walk right and Eric will ask George to take his blood pressure.4 e6 V+ F6 B" G6 s* v2 f
Walk left to exit the ward and then walk right to the hospital lobby. Talk to3 R0 W3 k/ o. f9 A, @( Z! y
the man standing at the right side of the desk and he will ask George to look
9 d8 l2 I; W7 x% v$ E/ t7 Tafter his nephew Benoir. Answer his question however you like, as George will5 t" C# o+ ^6 Z7 ~. Y. y, o1 ]- _
agree to show Benoir around either way. Walk left twice to Grendal's ward.' q: j9 r8 }3 w0 E. w" H, l' @! m
# U1 `# G# P' t, }* q
Show the pressure gauge to Benoir. Try walking right to be stopped by Eric' g' i6 `4 i3 o5 [
again. Talk to Benoir about the pressure gauge and then mention Eric. While
& ^' g) [* l8 x: X5 y: b4 Y3 CBenoir is taking Eric's blood pressure, continue right and enter Marquet's
* s) }, C" y) `2 e8 `$ Qroom. Maruqet will mistake George for being the killer. He tells George that he8 r1 P' L/ D9 b/ ?1 Z
should deliver the Lochmarne gem to the Grand Master, and that the tripod has
- q9 q" y& f; [2 hbeen found in Paris. As Marquet begins to mention about Syria, another doctor
" k9 l3 y+ P" [' q0 Nenters the room and tells George to leave. Outside the room, Benoir gives the
3 d7 V" g4 S4 a5 F6 vpressure gauge back to George and then a beeping noise is heard from Marquet's# F! S+ B$ m/ Y+ ?" m
room. George returns to the room and sees that Marquet has been killed. M$ ^2 X: I. P! C* o3 G2 I
6 M1 L1 Z$ N- N4 ?+ a# S' J
% Z" [! ?5 k0 [* Z3 x: |7 B5 YRUE JARRY
& @' `- g+ s v, S% ~---------3 Z4 S5 V2 A0 M
& E! V( ~; J7 p( ?) \$ w8 K# M
Exit the conversation with Nico and leave Rue Jarry. y' l7 `3 C ~6 z: P" z; H
* |+ R; r" @: B+ ~) S
' X/ w2 j, T+ X) ]! C# K3 k# m
MUSEE CRUNE
" ~; |1 }* }* K% t5 A-----------8 F9 a+ g5 z8 e& Z# Y
/ |! d, @5 p7 Y/ u: hEnter the museum and talk to Andre Lobineau about Montfaucon twice: It is found
! o9 P& E% e$ R1 ]8 C: j3 g( ~near the Canal St. Martin. Exit the conversation. Wait for the attendant to; x' t, p8 E: q+ p
look away and then operate the rod next to the window. Walk to the sarcophagus
6 |1 d! J3 b* y7 p2 C$ ?# X dat the right side of the room. When the attendant walks over to close the- X# c8 a6 R2 f
window, operate the sarcophagus to enter it. A cutscene is shown when Flap and
" ^( k2 A( t7 X7 C4 @- sGuido enter the museum at night. Use the totem pole to try and knock it on to2 [9 j3 `+ n0 }
the Flap and Guido. George's plan backfires when a section of the totem pole
7 G( M+ [: [3 {8 A) Ffalls off and drops onto his head, causing him to fall into view of the two7 ^# M s9 J/ M: L# J U
thugs. Just as they are about to investigate, Nico drops down and rescues him.6 R% I* J8 u$ N0 y
3 w2 ], i! n/ O% `3 w C
$ [, C! [ ~' L$ l( l- @RUE JARRY
( g; c* U. G' Q |---------
- d5 V0 D, v' H& P3 B" y
# z! Z/ `1 D5 nNico shows George the tripod she took from the museum. Leave Rue Jarry., Y( ]# ?1 O7 B+ Z
8 G4 P3 i |. {+ {: d
, P; t3 D+ |* Q, vMONTFAUCON
2 M- m& N( M* ?/ y" c----------$ H T$ j. z( L2 R
7 u" v- t: y7 r m& s
Talk to the clown about himself twice: George attempts to juggle. Show the red
0 D1 c$ ]: Q1 }nose to the police officer at the table: He asks if George is a clown. Show the
5 @- e8 O9 w O" \8 Ired nose to the clown and George will impress the crowd. The juggler will get$ ~2 m& h3 N* p: M
frustrated that George managed to impress the crowd so easily and walks off.* n3 `8 F9 f; R( @# @
Use the metal rod on the manhole cover and then go down to the sewers.# `$ W1 X; |) @
+ W+ H3 {4 S# aUse the metal rod on the right door to reveal a mechanism. Operate the lever to
. F9 s1 e6 [: M# k, e) t+ ?9 T# Vopen the door part of the way. Operate the winching machine on the boat to
: h- |. R0 g1 g3 j# W0 q6 \2 ?5 punwind the chain. Get the hook at the end of the chain and George will carry it
/ P* T3 L$ i3 P- j* F. R/ qopen to the partyly open door. He then operates the winching machine to pull
% U6 h! z" J+ G7 `- Xthe rest of the door open. Go through the doorway and examine the hole in the
, A# d1 o4 R4 Z% o( Hwall to see a secret meeting of the Templars. Go down the steps. Examine the7 `( \" S* k) C | x" W
stump in the middle of the room. Use the tripod on the stump. Use the gem on2 Q8 }0 Z: x [' ]
the tripod to reveal letters that spell the word MARIB.
: m0 v2 P: [* Q! F/ Q- q% S; Q/ E5 k4 R
+ B& [6 v/ I9 ~+ a3 m" i# f5 J
RUE JARRY0 T; o3 n; ?7 X+ o) ~" m3 \
---------- u% X( I! t- z' }
; ^3 [2 p( ^( _' r8 ?# p0 ^Nico tells George that Marib is a village in Syria. Exit the conversation with" r6 f# Z4 v% O* A6 [+ b$ i
Nico and leave Rue Jarry. Go to the airport and select Marib.
, ?4 _: v% f5 D$ H- r K: g( X
@ |9 q ?( ~& F: [1 q% L& ?7 z
, X, B: ^6 R' o" ~; j9 W4 O8 z-------------------------------------------------------------------------------
! ?" R8 |2 b2 s. Z% U" q- Z7 Y2.8. Marib. U. f5 k; S# d1 n. G
-------------------------------------------------------------------------------
- W. I$ I2 l+ p3 X5 b t& \( z% L" O
2 r0 o) H4 X C2 k; v9 E# X: y; M' g0 i8 S3 |+ s. g' {
MARKET# B+ z5 w# n/ L1 [4 e2 I
------9 K: E _0 W. x; u
& ~" t4 r$ P& ^; F5 h' @
Go up the stairs at the right side of the market. Show the matchbook to the
7 L# n' }' z9 Q0 Tcarpet seller and he will let George pass by to the Club Alamut. Operate the2 S0 ~+ [6 K( i8 Y% C2 F0 N
locked door at the right side of the room. Examine the door. Talk to Ultar
( Z/ i1 d' B4 M# K8 x ?$ V c2 |about the sign on the door: The door has been locked because the toilet brush
) S/ S, Q; {+ _) ?; Chas gone missing. Talk about the photograph: He recognises the man and tells
5 H. B) F# d/ x2 bGeorge that he was in Marib yesterday. Ask about Bull's Head Hill and answer
3 u4 e9 h1 e: Y# ^& ]yes when Ultar asks if George wants to go: He wants fifty dollars first. Exit0 A) ^ a( |4 M+ x% J# O( {
the Club Alamut and walk left through the doorway to the market.2 f! Q4 Y0 a7 m) w
; A: i' W! [% v1 w: ~Examine the kebab seller to see the toilet brush. Talk to the kebab seller and
5 N" \/ ]- y8 D& ^1 n0 xthen exit the conversation. Walk to the left side of the market and talk to the
5 _7 r! @6 M2 \8 x% F/ Mboy, Nejo. Ask Nejo about the kebab seller twice: He agrees to help if George
) N9 s6 J- ^6 B4 K: C V0 Mgives him an item. Give the red ball to Nejo and answer yes: He then tells
" o4 K% e: E1 `. O0 l1 ^' DGeorge a phrase to say to Arto the kebab seller. Walk back to the right side of5 p8 l9 @& Q U r! g" H0 `' H
the market and talk to Arto about the phrase: He chases George up the stairs.
6 i3 f8 p/ l0 ]* tWalk back down to the market and talk to Nejo to get the toilet brush. Walk
+ w+ {6 E L( F( ~' n8 U9 q5 N0 v4 ]right, go upstairs and return to the Club Alamut.
! M' K9 b# U$ y3 f8 O9 |/ \; ^+ y7 o! F+ q& Q
Show the toilet brush to the manager to get the toilet keys. Use the keys on. Y# m* A# }" l$ @* C+ h* d! C. ]
the door to enter the bathroom. Use the keys on the roller towel dispenser and) i4 G' b3 P5 s0 {! B, r2 }
then operate the dispenser to get a towel. Operate the chain above the toilet5 p' ~# H2 z7 Z% C
to get the chain. Exit the Club Alamut and return to the market.2 g, B6 D' a8 }* O0 {, n( D
$ m& [4 Y |; kWalk to the left side of the market and operate the cat on the table near Nejo:
4 w3 h9 d0 i9 v4 |9 ~+ SIt will jump up to the shelf. Quickly use the bell on the table and the cat! @3 W1 L1 r ^4 e5 F1 w' Q8 ~, {: U7 I
will jump down from the shelf, knocking the statuette down as well. Get the% c2 L/ |2 Q5 D. I4 ^6 m% m
statuette. Open the inventory and combine the tissue with the statuette. Show' U3 B4 Z5 O7 w) g( t! t
the statuette to the man walking around in the yellow shirt and he will buy it
) n- a- g+ B5 r+ |; H# cfrom George for fifty bucks. Go upstairs and return to the Club Alamut.
+ l9 Z8 G' Y6 @( b+ l
# @2 V$ o) L" ?: N4 c6 ]( h* vShow the fifty bucks to Ultar and answer yes to his question to return to the1 K, y6 Z5 `- g( o$ A( c: ~
market. Talk to Ultar about the taxi: The fan belt has broken. Show the towel
8 d$ \, T% t, B9 v7 v1 ~' ]to Ultar: He fixes the taxi and then takes George to Bull's Head Hill.
( N1 P) L! _: X, V1 A; r4 @. M2 C
7 r% Y' J I) k: O0 n
BULL'S HEAD HILL# K0 s9 t9 e3 W
----------------/ h- \3 v- N1 L: {! `. j# |
. W4 C) N; n; y# ^4 R# w& e
Get a stick from the tree. Open the inventory and combine the stick with the2 s w# h( S: F
towel. Use the stick-towel with the crack in the rock and then climb down to2 ?! {. \; B+ J# V, p
the ledge. Operate the niche in the rock at the left side of the area twice to
6 z0 H3 Y) a, P; d% |0 R' D' jopen a secret door. Enter the cave to find the body of Klausner. Examine! r; B% q6 `3 v% |/ l% K; Z
Klausner and operate the right side of the jacket. Get the lens. Examine the
3 r% e: |/ y1 J& Y2 e, winscription at the left side of the cave. Examine the stone head at the right# k" c8 n& ]9 @
side of Klausner. The door to the cave will open and George will go outside
$ {8 k/ {+ r4 _# f% |9 Z7 F9 u$ ?with Khan. Answer Khan's questions however you like. When he tells George he5 D# s2 R. n; T+ V5 u
would like to shake his hand, select the hand buzzer.% S9 x$ j3 i- f# |- }" d" }3 {0 l# D
# K% [* h# e1 `' x0 e
0 ` S" n2 y! i3 p5 C( U
-------------------------------------------------------------------------------) G$ X5 L4 _' f- Z' o# \
2.9. George: Paris - Fourth Visit; E' k; i) e C
-------------------------------------------------------------------------------
( ~$ G W/ p+ U3 T
0 v+ H3 k1 Q; c4 m
/ Y: H9 p7 M1 d- x: N; m5 WRUE JARRY
4 \' g0 o4 T0 V+ j1 ^/ g---------
& e: r) p7 ~ ~; n5 R1 C' y" P6 G. w9 A. B
Leave Rue Jarry.
/ G3 g+ E2 z: T7 D \
- ?" X; j* f M1 c6 o
[; s- c6 h6 V T5 F( yMUSEE CRUNE
6 {# j* c& q, y* d, C- u8 e E-----------! O4 }: K9 ^) j7 _2 W$ K2 S! B- j
# i( g2 A" U5 z ~
Enter the museum. Talk to Andre about manuscript: He would like to see it. Talk; Y! N8 I& A& Q5 ^2 ? ?
about Nico twice to give Andre the address. Exit the museum./ f$ S- q- R0 [8 Y
6 w+ h* U \5 U! _. @
0 \# C( _/ d+ M* a; u% d
RUE JARRY
4 u( V' u, r" R. i---------! N* I3 b1 G' R$ N
# g, f6 I+ T# C7 ZTalk to Nico about Andre: He visited to see the manuscript. Leave Rue Jarry.
0 m) ~- ]. D5 R" u E( T: Q4 n/ S3 m0 Y |% Z+ A. T
' J5 L, @. @) B5 m: J0 S
MUSEE CRUNE; w' j5 U4 W- Q! w/ V
-----------
; |9 W6 \! R1 I( t0 L1 F
1 {: J- b% `( |5 p4 q% bEnter the museum and talk to Andre about the manuscript four times: He mentions2 j" w' H3 Y& [
the des Vasconcellos family from Spain. Exit the museum and go the airport.
# J: F4 V# s: I) `9 B f6 @9 G. C4 l- Z* T& F
/ y0 I- ]5 e6 s3 z# g. z" ^* W-------------------------------------------------------------------------------3 m3 Y1 S) p6 h$ j) O/ X
2.10. Villa De Vasconcellos - First Visit
* ]4 s/ l! r9 ^; D- w1 h-------------------------------------------------------------------------------
$ B' A- i* \( H2 z. _9 `/ c
N/ l" R- d# \
* Q: j' _6 @1 g8 L% C! E+ J" iWalk to the left side of the area and use the blood pressure gauge on the hose.: `, C! ]1 W1 x9 Y3 L
Follow the gardener into the house. Walk up the hall and the dogs will start) x4 K' C/ H% n) Q0 S
barking. Quickly operate the suit of armor and the gardener will walk past to
3 a$ F5 m- r8 q8 `# n! |% N9 c. bcheck on the dogs. Walk upstairs and the Countess will talk to George. Ask her! E0 R$ i3 k& f" t! O0 Y
about the Templars twice: The chess set is over six hundred years old. Ask, s+ ?2 \- d# D" E0 t
about the chess set: The Countess takes George to the mausoleum.
7 C R+ V: v+ k8 y! Z
: g( d6 u( J" I5 W# Z) jMove the bible on the lectern to see a checker board. Examine the checker& r( S% O. R7 {: f( V" ~
board. Talk to the Countess about the checker board twice, then talk about the
4 v! h: [8 _' a8 k8 vchess set: She tells Lopez to bring the chess set to the mausoleum. Ask about
@3 X5 L5 q& N/ s1 ythe Templars to hear some more about their history. Lopez returns with the
! m0 k& a: o6 `chess set and George takes it over to the checker board. The pieces are laid
# v. p7 G H& I* a! u {1 Fout at the side of the checker board like this. Examine the pattern at the base) p+ _2 @, @3 @& v# G7 p
of the piece by tapping it once. Tap a hole on the board to see a pattern. The
8 q" q; T3 C' S# }1 y+ Raim is to put a piece into a hole which both have the same pattern. The pieces4 g; d7 i Q+ N+ x F
are laid out like this at the side of the checkerboard:% Z% \' `/ ^5 A( A" K9 l8 R' ]
2 ~0 s" u/ F' f1 6
/ S% `/ A$ j3 _" h2 70 y! o/ Z5 o u% N- D
3 8, [( ]) _8 o3 l2 g( x$ t# W
4 99 d; r$ Z, `/ o& J+ p9 J
5 10
; s" }/ ~3 A( ~, C d9 h: |% m' C0 y4 D @+ A
Put the red pieces in the following positions on the checker board:5 I/ U- [ ?9 P& G" ?/ W! n h0 \
, Q4 x" n- |) g. P4 b1 c
1 2 3 4 50 l: [ G* T0 q
_ _ _ _ _: F. z+ C4 Q1 P: ^0 i* ]1 v
A |_|_|_|_|_|5 _3 z" E4 _/ [$ j3 T; h3 j8 x* x; e
B |_|_|_|_|_|
J; K) w. W( u1 ^) U& g3 \C |_|_|_|_|_|# o E: |. U1 F* u
D |_|_|_|_|_|/ p l8 J e0 \
E |_|_|_|_|_|/ u: U% G0 h/ T9 R1 D A( W2 {; V. e6 q. L
2 {: i* I$ ^3 N4 X9 f- J7 F. Y
1: A14 E' T2 J+ ]- a9 P* Q. B& L
2: E2
4 `; X$ }/ c7 I7 u3 ]3: B5
% ~& Q9 m4 H4 D+ ^: Q4: D2% @% K8 @9 J2 I& g
5: A5
7 E. q1 [0 P* _8 k. A; ^% a/ H5 ?0 [6: C37 k, y) b0 i* z% L% b" d4 S. ^6 }) l
7: D4! l" w _. u8 `& ]
8: B1
. @: G/ ?3 m' L t) K9: D1: w c' N+ X! i: W8 t/ G
10: A4# N' b5 J9 D* e8 v
) s* k' o# l" |4 H. J
The white pieces must now be placed on the checker board in order to put the% W. k7 V0 W( ~4 q2 Z! G) q. X
red king in checkmate. Put the bishop on C1, the knight on C3 and the King on
/ C+ }( Y. b/ [/ L1 ^C4. A secret panel will open to reveal a chalice.# t. W! c8 f; L# |$ A9 w
9 @3 }! q, _" p6 O W
: g8 z3 I8 D. [( d3 {; a/ b- z
-------------------------------------------------------------------------------- S7 _5 |- N+ B0 f" T. f7 Q5 j
2.11. George: Paris - Fifth Visit* A0 X& ?! J; s0 D; _) ~% s
-------------------------------------------------------------------------------
5 `2 G4 V' m) i, p
4 w1 e5 H3 R$ j$ g4 c2 l& B! T V0 [, k
RUE JARRY2 |1 M, S0 f/ a5 B' i H. r
---------
3 Z& Q0 }* V' S
/ I% q7 n' _& }' A, ]7 t* TExit the conversation with Nico to leave Rue Jarry.) X4 U+ u/ `. K, @' _( I7 w# G
( D/ _! F) c6 c- ^& r3 ]4 L
2 j* I( P- Z$ F Y- ]4 ZMONTFAUCON0 H D! j! t8 w* x- [/ M5 p
----------
2 h# h, U$ W$ g6 g, n5 Y: G
" {9 k' g9 _9 J# D2 j0 mEnter the church and show the chalice to the priest. Answer yes to his question& z' g( a$ t- M& ]! P N2 R! t
when he offers to polish the chalice. Walk to the right side of the church and
: B9 j, k! q! l+ xuse the lens on the scroll held by the statue. Examine the scroll three times
6 C8 I' ^) Q! M5 k4 C1 r' Iand George will look through it to see the window. Adjust the slides on the6 E' D# {8 t j- A
window so that the image lines up. Talk to the priest to receive the chalice.
# {/ l; \: V% cExamine the tomb in the far corner of the church. Highlight Psalms: XXXII XXI,* W# j1 U# M$ e& W6 t$ ]/ s) y, E
Psalms XXXII+VII and Corinthians 1: IV+V horizontally. Highlight John IV XI, V+ z$ C; s9 ?* ?. n4 [! Z
vertically to find all of the references. Exit Montfacuon.
2 `) O& T/ o, k9 r% s6 p2 f }/ ~# f9 a" R! e. Z6 i
$ w' i5 ~* ^! w
MUSEE CRUNE) Z5 N* J& y' p) C+ A
-----------
2 G3 J$ ?; s7 V5 v+ F6 F( ]- _
) d1 w8 U* I6 U, gEnter the museum and talk to Andre about the statue: He says that it could be
6 [. y. A0 @8 cBaphomet, an idol described by the Templars. Exit the museum.7 q% B" R, M% `* ^/ F
$ D/ d0 b! q$ {$ P- H
. G: t7 Q% k6 |9 F* fSITE DE BAPHOMET3 i/ {9 C5 a. Q9 _3 h9 k" s
----------------5 D' N# a" ~1 P) h# U. p, w' n
4 H/ W5 B! W' D$ g. T" i7 v' C3 tGo down the stairs and attempt to open the door on the right. Talk to the guard
; y* M7 ]: \/ v9 R. T6 w1 pabout the toilet to get the washroom key. Use the key on the washroom door. Get" E. D0 S; {5 D. C' D! g: [
the soap from the sink. Use the washroom keys with the soap to make an imprint.
! f1 S7 H% a" TUse the plaster on the soap to fill the imprint. Operate the tap to fill the
7 I3 L: u; V& m# t& lmake the plaster wet. Operate the hand drier to get the plaster key. Exit the
% L4 l( P( z, b) r6 K9 ebathroom and give the washroom keys to the guard. Go upstairs.
4 F0 r# d' A/ ^) o" v- x
' S" O, ?& j& g# [' P# E6 ]' GOutside, try to use the plaster key on the pot of paint at the right side of& z6 u, w7 e' f) w1 F, S
the painter: The painter won't let George near it. Go downstairs. Use the phone5 g. }" y5 y. c/ V
to call Nico. Go upstairs and talk to the painter about the phone. While he is
, W2 \1 Z$ ^4 Rgone, use the plaster key on the paint. Go back downstairs.
: O5 m y& y' L: ~; F2 q
) A, B6 }/ t1 x* oTalk to the guard about the toilet to get the washroom key again. Use the
% ~. M1 R+ q+ ?8 Fwashroom key on the right door. Open the inventory and combine the washroom key
/ O# @4 O' M7 ]* c" Nwith the plaster key. Exit the washroom. Examine the thermostat and then talk1 H& x9 B: Q |+ \+ F7 _
to the guard about the thermostat: He has his gloves in case it gets too cold.! v; H5 K4 \- U) C/ a& P7 B, |4 G j
Operate the thermostat to turn the heating off: The guard will now put his/ g6 Y9 d5 a# I# t$ V
gloves on. Give the washroom key to the guard. Operate the phone and she will
8 |$ a1 S6 S* Tagree to distract the guard. Go downstairs and use the excavation key on the( q2 \5 b+ O3 Q, \- {
left door. Climb down the ladder. Use the chalice on the mosaic on the floor." m3 @% h1 w9 ~2 P" B
( Q" T: Z9 T& }# ^& A' T: R& |. F! M4 b# A6 Y9 _
RUE JARRY$ U! y8 S9 [% X3 B7 o+ M" K9 D: W
---------
% t# ~& l+ x. b( J9 s
% B- N+ y3 _; Z g/ k! pExit the conversation with Nico. Go to the airport and return to Spain.
! M, d6 K* L2 S5 Z
, t" w9 _& }, g& f% N2 r0 {9 s8 T( r6 n8 k' ^- x" P& d/ K
-------------------------------------------------------------------------------" f; F5 p* \' k, Y
2.12. Villa De Vasconcellos - Second Visit
* b2 _# d: Z, Y0 x4 J3 J/ [-------------------------------------------------------------------------------
D. R% ~# W) a: x$ `6 B+ I! v+ M* c- R4 J1 v7 s1 T
4 ^6 C& f; Z6 z3 Z
Enter the house and get the mirror from the utility room at the bottom of the
* j" F) n! m% x+ e; B* vstairs. Go upstairs and talk to the Countess to return her chalice. Talk about3 s5 m. d A& p" U: f0 T+ K
the chalice to mention Don Carlos. Talk about Don Carlos to tell her about the' r4 ~0 v: J4 A" W0 c
Biblical references on the tomb at Montfaucon. Exit the house and walk up the
- i7 w8 b8 b. c7 q0 h0 ^' g1 m# wpath to the mausoleum. Enter the mausoleum. Get the Bible and return to the
7 A1 p6 n% R) c* _house. Show the Bible to the Countess and she will read the references./ e) m% T4 g4 r
3 O8 D6 v6 Q1 W8 xExit the house. Talk to Lopez about the well: He doesn't know where it is. Ask
& j+ ^% W$ ~+ b7 @# g* mhim about the location of the well: It must be in the old courtyard. Walk up7 }$ N- k! { S: n4 n& _
the path and enter the mausoleum. Use the tissue on the window pole to char the
% @% ?% ]; H! w. }. Gtissue. Operate the window to close it. Use the tissue on the window pole again
% K4 V& J! ?+ q( Y! X% ~and a key will fall out. Exit the mausoleum. Walk left to the courtyard. Talk3 t, ]6 b& \3 z+ `3 {# f7 z- R
to Lopez about the location of the well: He needs a hazel stick. Walk to the9 ]4 {% L- G Q
left side of the area and operate the tree near the hose to get a stick. Show
: `( K4 h2 Z7 @' u$ v1 k8 {$ Athe stick to Lopez and he will tell George how to find the well. After some; r1 }7 o; g3 x( _6 v$ R
searching, George finds the well and Lopez lowers him down into it.
. }# Y; @: L* p7 `: U" J& [6 r6 w& O- u
Examine the lion's head to see that one of the fangs is separate. Operate the" i0 o9 I6 ? Z4 f
fang and George will jump out of the way as a section of the door falls. Use
" ~, J8 @( a+ ^5 dthe mirror on the sun's rays to reveal a socket on the door. Use the stone key
$ F% K4 h) ~& ?, h- G' `- D' Eon the socket to reveal a mechanism. George's diary for Montfaucon lists the3 `, T) @6 i) k3 ?; u% W
numbers around the window in the church as XIV, XXVII, VI, LXXXI, III, I, XVII,
: F c c6 u- K& eXII and XXV. Spin the red dial to X, the yellow dial to IV and then press the
0 `6 O H1 I& z0 Z3 ^. sbottom-right button to enter the first number. Do the same thing for all of the) K Y! U5 l3 A1 u1 E
other numbers that were on the window. Go through the doorway.) g! Y/ m" |2 u% B! {' \
; a5 U: u& X/ J
* J+ b6 k9 i; A& s-------------------------------------------------------------------------------
$ K$ o: y- k# y( q) O7 i2.13. Train
0 d1 `/ L! l$ K8 N-------------------------------------------------------------------------------" f U2 v+ P& K- W- j* {$ y
+ W9 X) I% G1 e5 t9 X
8 J7 x4 G4 H; C$ ?! C4 ~1 x2 M. hAttempt to leave the room and the ticket conductor will enter. Leave the cabin.& l6 C4 v0 A1 Q; t0 G
Walk left to the next section of the train to see Guido. Walk right and return
# E) G. ~9 I2 Z# `to the cabin to see that Nico has gone. Exit the cabin and enter the cabin on
( \9 f0 U' S, j- N% F: H5 Ythe left. Talk to the left man about Nico: He hasn't seen her. Operate the1 V# r8 E' u( f' ]" Q# y2 Q \
window and climb up to the top of the train. Walk right to the next section of
# S- m4 n' A: ^4 d X9 i: E+ N! ]the train and climb down the ladder to arrive in the room with Nico. George& l9 c/ u2 X4 n5 K& I8 i; I
pulls the emergency brake and stops the fight. Exit the conversation with Khan.
& J/ R# H8 l2 k0 ETalk to Nico to untie her. Exit left to leave the train at Bannockburn.
3 I1 a* n$ ? k+ x" a9 X- v+ R/ {9 s' t& f9 r
/ Q/ j# E9 U* V4 ]-------------------------------------------------------------------------------$ C G2 ~4 U' a0 n' x( t8 G
2.14. Bannockburn2 F m9 |5 }: R/ K2 f6 Y9 F
-------------------------------------------------------------------------------
* _, J2 k' t1 i9 v9 o0 e+ X
8 a' R( c) h: D5 d3 k# P6 J; k; Q8 C( G) H
Enter the tower. Operate the heap of stones four times to find an old clay
0 S- X( |; ?0 w' ^pipe, a metal coin, a small cog and spindle and a pen lid. Operate the handle
( M5 [* \6 M. r& Z# o" j! pat the left side of the statue to get the handle. Get the cog. Examine the, [; d, a( N% i5 b
statue. Use the first cog on the left eye. Use the second cog on the right eye. I* q3 {* f7 S% A6 Q& A
Use the handle on the mouth to open the door. Go through the doorway. Go right% ]( w; O% `2 U+ ~
to the next room to spy on the Templar's meeting. After a long scene, George1 g" B% |5 x, N6 f1 B
and Nico try to run out of the temple but are stopped by Guido. Operate the
, U- V( X2 M( w+ mtorch on the wall near George to complete the game.2 W9 E7 M. h1 p4 {8 m
3 K: E1 l! @' r% q& L/ }/ C
/ x& t6 E& G) M7 R# ]===============================================================================2 @2 E2 b: l# A2 J0 [% @
8 N @; Z) ^9 r" k
3. Item List
3 v( c) }# N7 \. b j$ u* g8 z0 d( x, ~! d# A4 h: N
===============================================================================. z. Y; ?- f) a3 Y8 x3 F
* N$ Z e( [* Z# `- L3 o3 M
; Z% H9 ]8 E) C! I-------------------------------------------------------------------------------
7 H8 W$ r2 M* k6 a1 j" r8 J3.1. Nico
; s1 r5 F0 a% M-------------------------------------------------------------------------------
6 }/ n, l9 h$ Y* _2 Y$ M/ v: T+ v( H& n
. J' R1 ~) R2 i% d3 {4 w5 v
ARTEFACT: {. L- P0 B) y5 B: X7 x9 w8 l' i, a
Found by examining the pouch in the inventory. It is used on the small hole6 ]$ Z+ T& V# i$ K7 `: {3 |
at the right side of the safe in the state room at Ile de la Cite.
' h2 U% A3 `- f$ {6 R3 j V
+ F% U% b6 v; x! u# ~+ I0 |1 S' W
5 i* e; e( z! X$ f# T& T" M; ?6 KBOAT TICKET
" @. J' W( ]1 Y* O. X( S Found in Pierre's pocket in the Palais Royale library. It is not used.. h; J" r4 s6 ~2 j2 d5 R
4 a; f. v4 Z/ G* E b5 Z
7 \4 C- R: s% t Y" Z) i6 ]0 F4 }0 O
CARVED ELEPHANT
1 C. f- l$ {) w- T) H) P Found on the desk in the Palais Royale drawing room. It is not used.5 i" l2 O- S1 ~, E- O6 n; A; l2 y
7 x: {' @6 t7 h$ J$ s4 h9 q$ g
- w0 g4 s) x6 C1 m2 \7 L) @% g+ ^6 V
CLOTH
- ^, c" z4 `% U, j Found on the table in the Palais Royale hallway. It is not used.
6 r. G5 u) x# ?, \) O7 a
- b3 ~0 F& P, r0 _; C' L* M9 ~
# i! r) }4 C- B6 m4 B; @* z. GCODED MESSAGE
3 N8 V) I7 e; m% Y1 c Found by rolling the stone cylinder with paint on the blotting paper on the
$ O% h, _9 q, d/ y# h/ j2 o) @ desk in the Palais Royale drawing room. It contains a combination of letters
% I& t4 ~% ~- s! S: F that are used to open the door in the skiff room at the Ile de la Cite.) _( C S& T2 Y r3 F
3 H2 s& ?$ h% d( e" q- l5 Y( @. I
3 O' ?3 J2 T2 L9 j& S& S: ^
HAIR CLIP
' [; u! g" ]* b Found on the floor near Pierre's body in the Palais Royale library. After the
: E7 Z: e0 M( t- {9 k' i$ Z cloth has been picked up from the table in the Palais Royale hallway, the
7 A1 c& D8 Z% b% l) z4 n hair clip is used on the small hole in the table to open a compartment.
) u. f# |. Z4 R. H) @& J( h u5 Y0 l3 m0 ]9 r- S+ l
! b$ m: H2 e" { `
KEY TO DRAWING ROOM0 f* C! \" B4 e) l
Found by talking to Imelda about every person. It is used to open the door at
7 g9 N! C B7 ]% e U the right side of the Palais Royale hallway.
' s+ P5 O- Q0 e: S: }; k8 A4 \2 c$ ]& c
, ^" n* R1 z3 V- L+ q
KEY TO SAFE
: r, J$ ]% a3 }* ]5 W0 i Found in the secret compartment in the table in the Palais Royale hallway. It9 Z2 k: A6 j' f2 P8 f
is used on the keyhole of the safe behind the painting in the Palais Royale
. q$ n8 m0 P& W2 c- l2 g drawing room.
9 L% |1 _" f$ S" E3 j; v6 e5 @
}- C8 n9 k3 D4 J/ x
6 c" P4 k6 w8 E% A3 L, \1 k# v( ?NOTE
, @2 k' G( p# \1 x3 k. f* s Found by opening the desk drawer in the Ile de la Cite state room. It is4 ^7 \3 I6 K5 }0 w* R, M/ x
looked at in the inventory so that the message can be decoded.
& l* l& l- B- u) N. W3 V* F
) ]) W& x( P* f0 @. t% h5 N! S' R. A" _: c# C! q+ K* @8 `
NOTE
: A( Q8 `" S; F Found by examining the pouch in the inventory. It is looked at in the$ T2 u2 i0 p; }
inventory so that the message can be decoded.6 q% t5 u$ |( }5 t- n! j7 [& _
3 F% Z" y7 @" I/ g! r2 t6 y$ u" W- Z, I1 X' Y0 a
PHOTOGRAPH4 F' p, @( m- D( ^8 k( A
Found in the hole made by pulling the drawer all the way out in the Ile de la
) t' T& _% L! C) M Cite state room. It is not used.3 L" w& V* d4 q | g
2 q s1 ^% o! e4 U" Y, r! c1 s a. S1 R
POUCH) ~6 ^3 t# C" \% V6 r
Found behind the pipe in the Cafe de la Chandelle Verte. It is looked at in
2 O2 y+ j5 a3 e7 L' Z. _ the inventory to find an artefact and a coded note.
4 T6 {9 [* Z6 W% _, c" ^3 f
* E, l* F( q) B; P! O4 R" g; N+ _3 h
STONE CYLINDER
) o; l( ^4 e# B' V L4 v Found in the safe in the Palais Royale drawing room. After the tube of paint
7 g- X. t4 S. H: C has been used on the in-tray on the desk in the Palais Royale drawing room, V' g( Z9 u! |
the stone cylinder is used on the in-tray to roll it in the paint. The stone
1 u' A, u' k$ _; \$ B6 f cylinder is then used on the blotting paper to roll out the coded message. It" q: b$ H7 j- l/ [; F* d" z
is used on the hole at the right side of the door in the skiff room at Ile de
2 M) F V7 A" \4 @0 h( g/ S la Cite. After the door has opened, the stone cylinder is picked up from the. i- t: k: }- K. X% y% _
hole. After Nico has used the flattened shell case to hold the cross in the
( C9 F1 i( R0 R, L Ile de la Cite anti chamber, the stone cylinder is used on the round slot., u ^9 S, ^* v" ?; |9 k+ `1 q& a
4 ]# u- h. O" p& Q" w
; \/ C. N3 |9 O# H0 x0 r
SHELL CASE+ s* f1 ?. U1 M: r0 a- b
Found below the skiff in the skiff room at Ile de la Cite. It is used on the
- d+ V9 e/ M$ z6 { right door in the Ile de la Cite anti chamber. The cross is then operated in
: O3 |! d9 K" W: X the middle of the room to flatten the shell case. When Nico operates the
. n# h; `3 U8 A) b cross again, the flattened shell case is used on the cross. After the stone
7 z" g% a! [& e- D# I cylinder has been used on the round slot in the anti chamber, the flattened8 K/ P, l+ Y! X5 ]% T
shell case can be safely taken from the cross. The flattened shell case is" s; s2 Q/ [2 y2 k% Z
then used on the door at the left side of the anti chamber.; G0 U5 _ a3 i# l; c
( Y7 N$ J O' A
" G/ u; y+ q6 ~+ }* z: gTINY KEY
$ P* Q E! f- \) |, C After George's Lochmarne section, Nico finds the tiny key in the locket worn
" I$ J2 l. K2 y! E by Imelda in the Palais Royale. It is used on the box in Nico's apartment.
7 [4 A/ o: T/ ^. [( J) I7 E# A4 d9 Z; _& S4 ]% G
4 |7 F9 b V" x) ?! f3 d6 H& f
TUBE OF PAINT! }, g0 u6 n# B8 p+ a' [& S
Found below Imelda's painting in the Palais Royale hallway. It is used on the: G/ y$ F' r2 |: i
in-tray on the desk in the Palais Royale drawing room.
1 j) V- [ _ m/ Y8 Y: [8 V
0 c" c5 b( H3 P9 o; v# _* v3 D$ A1 ]( ], | D" G
-------------------------------------------------------------------------------6 f& U; `+ G, z- Y
3.2. George2 S) q9 x- E% ]% D2 F' X
-------------------------------------------------------------------------------, o. J s! G% W) u
$ ]. [; b/ R, T0 w: z
: k+ s v* [1 F4 z4 A" o5 L50 BUCKS
0 c! {. I0 s, N: U Duane will give George the 50 bucks for the polished statuette. The 50 bucks N7 X& u( L. j: b" [* p
are given to Ultar in the Club Alamut in Marib./ Y% |4 l2 r4 q% O
0 C+ Q/ _9 J" B8 Z! X! X* w" M0 f
0 u9 i) r$ m! i IBIBLE9 l2 k, @! t* e- w' W
Found in the mausoleum in Villa De Vasconcellos. It is shown to the Countess: m3 [% c# _8 d* H
in the house.
/ h* O9 E8 y5 \( d8 V9 t4 i4 }$ u' \0 a8 f% @5 K
; E( h, i# m) k
BLUE GEM/ c& p, |: N: ^( s5 h0 D* D
Found in the cellar of the bar in Lochmarne. It is put on the tripod in the
1 o2 d* y6 `( [2 V3 H$ Y cave of Montfaucon. G" v, X1 a! @: ^( d
- o9 e. m, _" ?' j( K% ^) _3 u: H9 W2 \: o) Y0 F" ?
BUZZER: N# Z' u9 I9 W3 b$ a
The man in La risee du monde will give George the buzzer when he talks to
6 N& O& C" J% B: ^5 Q% d him. It is used to escape from Khan in Bull's Head Hill.# d L1 G* p* b8 t; Q
; H7 E. ^% o& _) W3 v' a% Q$ O* o4 |
9 l' z' W7 |! ?* E
CARD
' G! J: y# t$ F9 i% b" p4 @' @4 T Inspector Rosso gives George his card after talking to him in Cafe de la: R6 i( |! L; \1 D8 M& [! M0 x
Chandelle Verte near the start of George's section of the game. It is shown
# ^8 {% s, j, j7 a" Q+ ]7 m- Q- m to the man outside the house after the sewers.
1 i1 d; B" u0 j% _; k3 S
/ D8 j2 T+ X6 D9 t4 y6 b; K* ~- g7 Y9 J( q! ]4 t( O2 |
CHALICE
9 I, ?9 j4 n5 {1 {& Q% V: o" z Found in Villa De Vasconcellos after solving the chess puzzle. It is used on
3 U+ G$ ]% [$ g* Y4 V. y the mosaic on the floor in Site de Baphomet.- X3 F" Z& {1 W6 k$ o
* O1 k( T0 x1 u$ n% b1 C! c
6 I( m% h: Z# M7 LCLOTH! x1 v: d* k4 y7 ]) F* N" L
Found in the sewer below the alley near the Cafe de la Chandelle Verte. It is
, |0 L' k# Q4 S( I; w8 Z shown to the man outside the house after the sewers. It is also shown to Nico
. T. e7 @: W' T0 f( q8 o& e( p in Rue Jarry.
) i% d: X& B, {) ]* R9 ?1 e
9 N+ t4 U7 y/ }, K% C& ~. M# N0 V: ^$ P$ W: s: R
COGS
& h& N( S" Z! v8 A: v2 Q Found in the heap of stones in Bannockburn, the cogs are used on the statue
* r" y9 _. b$ M1 c in Bannockburn to open the secret passage.8 t: T" O6 z; y* I5 \; O" L% Q* K5 I
! X, Q1 J" r1 U/ Q, u% j1 e4 W
1 d8 F, l& E3 [
FAKE PLASTER KEY J1 M8 V+ [( c* l
Made by using the plaster of paris in the indentation of the key in the soap.( g" t. } p g" f, b' r0 t1 P
It is given back to the guard so that the real washroom key can be used.) f. d+ b' i8 D2 v( v" F9 D
1 ?, i# K6 T. D O% C0 t2 V a- Y- f5 c% w
HANDLE
* d; f% C6 {5 S4 Z1 b* ] Found in the cog arrangement in Bannockburn, the handle is used on the statue8 y4 S0 L% [3 i) ^
in Bannockburn to open the secret passage.( ^+ b* B" u j" t n" u& r
' _; Y# U! w; M+ [2 s8 K$ F7 I {# k! L+ H
HAZEL TREE STICK
# T4 t2 h3 f. O, E- H Found next to the small building in Villa De Vasconcellos. It is used to find5 N6 R! }/ ?# p- m% `4 Q: V
the well.0 Q# R7 \$ S5 i% S
; m. G. R; s9 |5 h6 L% [
8 X! P7 [; @- T4 z/ T% Z* B/ tKEY
/ T2 U; b- N2 p& P$ f The woman playing the piano will help George get this key from the Hotel Ubu.& }. `; F5 _' `2 Y1 ~* Y. s' I# x
In the hotel, it is used to open the first door on the right at the top of5 X) c; o* W& v: x
the steps.
6 e* E' `1 v6 A: S2 C8 O" G* u
7 A* P- ]# h% Z/ g# `. i
MATCHBOOK' K3 {. W3 T$ w6 o0 O& y) T j
After Khan has gone from the room in the Hotel Ubu, the matchbook can be! }/ ?% p$ r' x( s: p6 `! a
found in the pants on the bed. It is shown to the carpet seller in Marib to
/ P- \2 Q3 V; P access the Club Alamut.2 `3 b; r5 h6 P7 h6 J, e# g# M
+ |. e( ?" N; n( ]& G: f# f: p
0 U, A4 [% {7 u7 hMETAL ROD6 b, G/ I Z) j1 ?( c
Found in the toolbox at the construction site after the newspaper has been
( `* F; _6 Q/ ]( T# z given to the worker. It is used to open the iron cover in the alley near the' f6 {& T3 E$ n
Cafe de la Chandelle Verte. It is used to climb the wall near the castle in
* T3 g6 R1 x4 K Lochmarne. It is used to open the manhole in Montfaucon. It is used to open* Q/ k* ]8 ?! g1 x7 l( _1 H/ W
the door in the sewers of Montfaucon., L2 q7 f. v. \$ X/ v$ {
5 b9 |. L' c8 p: E; {/ w
6 j4 P3 q5 S9 K; BMIRROR, r2 p0 f% o9 n* P) E! a& j
Found in the utility room in Villa De Vasconcellos. It is used with the rays) d! w! H0 |: a+ [' P0 s' J ~
of light in the well to find the keyhole.
/ h/ A' }- s" R2 `# {3 W
$ C3 }! D1 \7 m. w* Z( p5 J7 W. p# V4 F; A6 R& D) v" ^% y
NEWSPAPER N6 b# i8 A( ], V6 a* v
Found by the base of the lamppost outside Cafe de la chandelle verte. It is* N# T( O+ l5 p4 F# V7 ^; F; g; G9 |
shown to the workman at the construction site to make him leave the area.& H. K, _" c1 o; f1 @
% ~* l: z W* M( M, ]" r& W, Q0 ^. ]3 v+ B: M; g5 k* c
PARCHMENT+ H; e4 _% X, j( W9 c$ X
Found in the safe in the Hotel Ubu. After it has been thrown out of the" |+ E% s: B* H! h3 ?' S
window, the parchment can be found in the alley at the side of the hotel. It' O+ @# P: p `
is shown to Nico in Rue Jarry.. a+ v/ i8 P8 s/ m8 k
% k$ a4 E8 ~; f8 _! X1 Y* f* Q7 ^! P8 P6 e
PASS CARD9 H. ^! N) C% U8 Z* q
After Khan has gone from the room in the Hotel Ubu, the pass card can be: w" z0 X$ q; t( R2 g7 ]6 p
found in the pants on the bed. It is shown to the clerk and the woman playing
0 L" k+ Y9 m/ B# t8 l the piano in the Hotel Ubu to get the parchment. It is shown to the barman in
3 J7 @. `+ @1 e Lochmarne to access the cellar. It is also shown to the woman behind the desk2 X+ }8 M" F- B# j" b
in the Hopital of Paris.5 e8 d' y$ a7 E! W& G; @5 q
. M7 g0 J5 j6 k- u" m2 _# k7 G
+ r9 q/ X! q. { Y& e3 h
PEN LID- [# p/ @) |* G& Q& B: T8 `- x5 X1 i. E
Found in the heap of stones in Bannockburn. It is not used.
% S$ j7 t# u$ {8 k8 l. f% `. b( o/ w& @9 d
, }7 R0 s( N. _2 _. V1 ?1 c# p4 F& H
PHOTOGRAPH' n5 u: W" g1 ] g! f! h
George receives the photograph in Rue Jarry after he shows Nico the cloth.- |, S7 R: u \2 a( S* F' G8 q
It is shown to B. Todryk in the Police Station, to the woman playing the
) H- j) o! u @9 v) b, ^. X piano in the Hotel Ubu and to Ultar in Marib.7 j4 l; I9 l( e5 F- D3 G
/ [" ?/ f4 G7 V, r+ y" Y
0 S& }; C8 c+ ]PIPE
& Y+ o& c& p" W, I7 I0 K- T Found in the heap of stones in Bannockburn. It is not used.
* X6 v- U7 _% v8 D7 w
- T7 m8 x+ u8 A, d k7 I" I3 X
$ I# _7 C& Q/ jPLASTER CAST
; G1 V' _7 o6 x& U- A) w; J Made by first putting the plaster of paris in the indentations in the room
5 D7 h6 a. p( B* W* T( F+ @3 d/ C under under the goat, and then using the wet towel in the indentations. It is
/ i% V# U% W2 K$ y used in the five sockets in the room under the goat to open a secret door.9 d& @0 K! ]; `8 [# ?
* O$ F4 T6 j ]+ c3 r V" E' `/ g" e% q) d/ M [7 K
PLASTER OF PARIS8 H; [8 e# G f0 a
Found in a sack in the room under the goat in Lochmarne. It is used in the) h! n: P5 R; @# Y6 |
indentations made by the statue in Lochmarne. It is also used in the soap to% ]' R, \6 M' i' v. ^* ^
create a fake plaster key in Site de Baphomet.
6 |7 m4 t, a5 b! l/ I' R; `8 f$ m) B9 q2 r* ^1 F! i
% z# i6 [: x' ^. i* H% M5 i" A2 V- b1 KPRESSURE GAUGE8 A0 k6 U& A6 ?
Found in the Hopital of Paris, It is used to stop the hose from working in
6 f& @) t$ n- y$ T Villa De Vasconcellos.
" ^) _. D3 M- k% S' e! l, `+ I: e3 R$ S. ~1 U1 O/ [" m' i
9 x! x' p C" C6 ?% c R/ ?
RED BALL
* ^4 |1 t2 q* V! u6 E, C/ v The clown drops this red ball in Montfaucon. It is given to Nejo in Marib.
' w K- y, }; s3 T5 K9 l8 |/ Y4 `, ?' w
6 }# [1 P0 L8 ]0 Z+ T1 W7 bRED NOSE/ x9 K: S3 L8 @, q" k
Found in the sewer below the alley near the Cafe de la Chandelle Verte. It is
8 H( H8 }, m& h not used.* Z$ q& [) {, @
: M4 g/ B6 F$ m6 \- H
SOAP
9 d0 {5 O2 Y& E H* i Found in the washroom of Site de Baphomet. It is used with the tap after the+ b( j! `1 W1 ~% d2 b2 M; k$ W0 G8 `
plaster of paris has been used in the key indentation.
# A! Q8 J _ P+ U- r" ?
4 k+ X8 i8 x [3 t( D, K
% r6 I3 i; I- ISTATUETTE
+ c) B" ?" S T) i; x Found in Nejo's stall in Marib. It is cleaned with the tissue and given to) u+ _3 Q% I5 J5 Q
Duane for 50 bucks.- Y, l8 @9 G8 S6 o# }/ u
, n. \3 v! N+ {* q* X6 J6 _, g# T: M
4 P- ^; A6 c, W s8 CSTICK
2 Z @2 P& A) r/ G& O% o Found on the tree in Bull's Head Hill. It is combined with the towel to make+ [' P5 b0 E2 Q1 @1 q- ]# l: v8 L
the stick-towel.
! `9 |' Y9 r/ D4 E2 r+ w8 M5 K, d
1 |5 f; @$ a# u2 Q& b3 j: u1 ^: U1 ]# j" T7 A& ^! R
STICK-TOWEL
& S3 Q. u4 d2 h% t6 n Made by combining the stick and the towel, the stick-towel is used to climb
' O% [0 o, O6 r5 M5 L" P down the rock in Bull's Head Hill.
7 f. t# E3 U; K9 H5 S
" z4 G- ^* q( |7 s' f5 |+ [! E! A+ V8 x |) w) t) K3 b
TISSUE
/ V' x+ F+ G- {; M% A) N Found in the sewer below the alley near the Cafe de la Chandelle Verte. It
$ ?* O+ t" j8 Q1 G6 P8 R- K is used to polish the statuette in Marib, and is also used on the end of the8 Y) W. _' x8 ~
rod to light the candle in Villa De Vasconcellos.# I0 `' g+ y7 k1 e6 a# b7 C
. y/ k; r: ?0 v2 o
: y7 h9 f% ~ j' `/ Y9 ~TOILET BRUSH: s1 ^6 M7 u1 n- i' P9 n
The kebab seller is holding the toilet brush in Marib. It is given to the
; s+ M1 \: X7 k4 @) J9 z manager of the Club Alamut for the toilet keys.4 Z8 p+ E2 t3 y1 m7 p2 [
; y8 G8 f( U: @( N- B2 q" d$ o
1 }+ q4 U( H# g$ E8 X
TOILET CHAIN, u' a8 @7 s+ e! C. D. P
Found in the toilet of the Club Alamut in Marib. It is not used.
1 w/ \! }0 v2 f' g1 l: H
3 L5 V4 p) s" t8 D/ e& j' w
+ D2 n( x) W' z9 S) p- I6 w# XTOILET KEYS
' L/ g" U8 R- Q# Q3 Y; c The manager of the Club Alamut in Marib will give the keys in exchange for( A% o1 R. t) s+ f9 J
the toilet brush. The keys are used to the unlock the toilet door in the Club
: D! b0 J Q' J, h) k Alamut, and to unlock the roller towel dispenser in the toilet.
# b0 _2 R0 C5 _8 M7 J9 U+ o# D) G V7 w
* {) X- C' F/ e
TOWEL
! H5 T4 C& d' U, [0 g- \ Found under Pat's arm in the bar in Lochmarne. It is used on the faucet in1 G g& d) z# [+ O, j% F
the cellar of the bar to create the wet towel. The wet towel is used in the1 B3 ]4 m! L* h* f7 W1 I* m% M' l
indentations in the room under the goat to create a plaster cast.
! L5 E, g- f" V7 z: D+ J# ^: J+ r" C' o
! S/ N1 E: ?8 n+ w' r/ G* X+ B, ^& I' P. M% m" X3 I; U. k$ D
TOWEL
8 z. ^2 M" O3 t/ w5 h4 Z- U; Y2 L) z Found in the roller towel dispenser in the toilet of Club Alamut in Marib. It
6 ~8 Q4 @9 A* s; d# N% k is given to Ultar to fix the taxi.
5 G- d8 ~/ N1 x! R! m7 t! f
3 x4 y. ~# X, w M! H9 W$ e# f! ~4 ~. t: ?. Z. `
TRIPOD
1 ~2 r/ c# V3 F3 ?* n0 c Found in Musee Crune. It is used in the cave of Montfaucon.9 Q3 e2 i- H# a9 T# H* \
9 }+ X& f) a2 A9 p, @
* o2 L( E% `& u4 N4 @WASHROOM KEY
! U( ^$ B4 t. z* X/ V The guard will give George this key when he asks about the washroom in Site$ F% e# d3 b# a7 Z' ]6 ^
de Baphomet. It is used to unlock the washroom door, and is also used to Y; K P, a( {: V6 b8 X7 U
create an indentation in the soap.- f! J: B J# M
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9 k9 b# P1 C" \4 z: h, _# GWIRE
+ m/ B5 E! S) a The wire is being held by the sneezing guy in the bar in Lochmarne. It is S8 |4 B& X" j. C P/ C1 o
used to fix the glass washer in the bar.( M5 w; h3 C. Q3 z6 ~) J1 ?
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+ G) `! q* y; ~) [! m4 R( H===============================================================================6 N3 o/ j' A0 n
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4. Copyright Information
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, D* V5 [; w: S===============================================================================
g. [1 k c# @' F
6 E- u# ]3 t" I2 |7 G% ^! _- d, @/ h$ N5 m. e# M* [: q1 [2 ^ }. N
This file is Copyright 2009 Tom Hayes. As it can be difficult to keep track of
7 F& F# V$ N4 B- ywebsites that haven't posted the latest version of this file, please do not
0 c. l( C& t" I+ S. P# m/ edistribute it without my permission. Send an e-mail to me if you would like to
8 D0 c3 u( v' g; {3 t9 spost this file on your website and you will likely receive a positive response.& m3 n: b! c8 O' U7 U% B* |' h: g
If you do post the file, please keep it in its original form with all of the
( L5 \) D9 {" D/ c0 fsections intact and credit the author (Tom Hayes) as the writer of the file.% F( A5 H/ k2 x$ D/ q8 k
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