因为玩完了NDS版的现在又玩PC版的~~~~~
" O6 ~- l3 [, i* q$ ]但是之前是没有攻略的(当然是在玩通NDS版时)
& E) \7 a9 L5 D0 V% W% R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~)
2 R1 c9 c4 W9 T) _1 {! V来至:http://www.neoseeker.com/resourc ... &rid=177583
" N6 k/ N8 G8 _0 j y1 q# s. x9 w===============================================================================
7 ?' ^# h, V N% d6 x* l8 [! J$ Q" X# b1 ^& W/ X
FAQ/Walkthrough for
- n! c0 Q3 X, o' l BROKEN SWORD: SHADOW THE TEMPLARS - THE DIRECTOR'S CUT
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===============================================================================
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( Z1 O: {- L; z( O+ uGUIDE INFORMATION/ x) N7 n' l3 Y* C5 q
-----------------( I& e' |1 U3 Y
" v, K6 h2 J- n; \Author: Tom Hayes2 b/ q/ _* i" n( [
E-mail: thayesguides(at)gmail(dot)com! _2 Q; D0 M |* p& N
System: Nintendo DS
& r" T1 r- T0 P2 K0 F2 K/ gUpdated: 12th April, 2009- i5 b4 w8 c+ g6 s1 P) n
Version: 1.0- I9 }0 c1 f' C ^
1 D8 f$ s: @* L- _: _+ P- Z, H& r/ b; B2 G6 ]) N( W
CONTENTS/ @" h9 w: B; Y" }' m
--------, d3 y2 h% L& I* s- N& _* ~
1 S* d* ], U4 r8 f. F8 N5 D1. Introduction
9 q4 A Z1 T! ?+ k4 A" ]$ G4 h) ^2. Walkthrough( x9 Q5 Y8 p/ A9 B/ P( x$ K- N
2.1. Nico: Paris - First Visit% x N2 T& n" P. h
2.2. George: Paris - First Visit7 h. L( \' J, f
2.3. Nico: Paris - Second Visit
j3 O! {$ p( E1 g% V3 f( K) U$ N- ^ 2.4. George: Paris - Second Visit
: w1 Y; J; `+ k1 ^ 2.5. Lochmarne
" x' I4 N+ l" Y/ H% _3 K 2.6. Nico: Paris - Third Visit7 r- q% }+ l/ L9 N2 ^
2.7. George: Paris - Third Visit
9 [! b" w3 p6 a 2.8. Marib% P& ~5 R" n+ c% \! F& Y
2.9. George: Paris - Fourth Visit
7 m# K! I( }- J! d. ]/ A1 Y0 [3 K 2.10. Villa De Vasconcellos - First Visit8 G0 v' w' m. W7 i
2.11. George: Paris - Fifth Visit
e1 R4 ]9 l# P4 h; A2 s 2.12. Villa De Vasconcellos - Second Visit2 B$ R- x/ R% [. y# j# }, f8 M
2.13. Train
7 ]+ I. P2 J7 O 2.14. Bannockburn T# N8 } W; G" r7 h* x: x
3. Item List: ~: @" r5 g- C/ j2 P
3.1. Nico
. M+ h+ G' W9 X5 \. [ 3.2. George' c, s7 |) G" A: Z% a
4. Copyright Information
) {$ I7 u9 g: r- Q& u2 ?1 I: R, x+ t7 O: T4 {: w
1 Y& V- f- P3 A
VERSION HISTORY
# r4 d. Z" f! Q9 Q {9 {- Q---------------7 }& j! K: ~( h1 Y$ J. C
4 P3 `6 y0 j; p' I% ~: D9 l1.0: 12th April, 2009 (First version)
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===============================================================================
. U3 I% p- H, V; G6 Z! }2 e6 _6 O4 ^. Z, _0 ^' t' x
1. Introduction
, h! k+ o( b2 R- F) u2 F
0 a V* i3 z! {9 p3 O3 G+ ~===============================================================================- H7 S' I+ c& K, D+ c% W! J
6 {. G* n2 w+ V- K7 G/ m( E3 M/ \1 q9 T
+ p. Z% K' \" Z6 W$ ?/ S- kBroken Sword: Shadow of the Templars was originally released on the PC in 1996.5 l/ L) o7 L5 u0 ]$ N( G9 R9 H
The game tells the story of an American tourist named George Stobbart who is on
" l/ l6 h r; ^) R. G' o2 p+ Cthe trail of the Templars. The Nintendo DS version features many new scenes and
$ Q; R8 z3 l. F2 |7 ^4 d W" xpuzzles which make getting this version worthwhile even if you have completed2 S# N2 R* R( \* X9 D4 i. h. h
the PC version. Nico also gets her own separate adventure which won't take long1 y6 m+ ?# X$ v) f% Q
to complete but is well designed and fits in well with the rest of the game.1 _2 j# m' s1 U& t# w+ V
9 @9 k+ I2 K% A; m
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=============================================================================== n3 [/ b1 h6 p5 C1 R
6 s- t* _, m i q5 U( M* n
2. Walkthrough y; d: V. |; J& l. g
! ]3 V4 R& O$ T. U5 b$ V3 B===============================================================================+ a* A- o. P B/ H6 j) O* ]
! }4 [8 ^; X; h2 W! w, I% c
! u) v! A! ]# _, K- a" F-------------------------------------------------------------------------------
$ Z8 D0 F; S. }# c2.1. Nico: Paris - First Visit1 B, v5 g/ l" a6 p! p- u. }
-------------------------------------------------------------------------------+ u+ U4 ~$ A" `% q8 n& R
. r/ b; L* e7 D3 ~8 f# }/ |5 B) H" u$ p
INTRODUCTION
# }3 a5 e' R* d; R------------
& T8 G8 X0 u7 [' t7 z( a! Y8 h2 T; M
Nico receives a call from her editor and is asked to travel to the Palais
+ J9 c% R/ A) g. @1 S: c- ?# sRoyale to interview the media tycoon Pierre Carchon. As Nico approaches the1 r5 F& q0 Y$ a, T/ j0 D2 o( R1 D
building, a mime steps in her way. She humours the mime and passes by. As she
, @4 U1 D6 K' [% S6 g0 Rpresses the doorbell, the mime continues to glare after her. Nico is let inside: R8 a0 Y2 M9 w5 S/ | p
by Pierre's wife, Imelda, while outside a ladder is put against the building.
( f$ ~. _; `2 ~! K x# m1 @+ PAs Nico and Imelda are talking, outside a glass cutter is used on the window
6 r" D) P6 D+ `5 land then a silencer is seen to a gun. Pierre introduces himself to Nico and
' C: H6 s7 y6 a2 h" a- T0 \mentions that he knew her father. A vase is dropped in the study and when6 U4 J* b0 x# x9 p, w3 h
Pierre goes to investigate, a gunshot and a scream are heard. When Nico enters,5 [- _$ _* v9 k0 ?# g% W
the mime is seen standing over Pierre's body. He beckons Nico to come closer,2 a% h. r/ p+ }0 j' p( E$ N
then knocks her unconscious with a punch when she gets near. Imelda goes off to+ i8 l+ }2 \1 u! [ }* J/ O# z0 p
call the police while Nico is left in the study to investigate.7 P/ b2 i6 b( S9 ]2 H
9 m8 h4 y! a$ m" S: o! V
+ d" o- T4 B% U& G2 K2 PPALAIS ROYALE0 }% j" V( a, f
-------------# f! D4 ]* y4 d z5 h
5 U. _* x0 S; RExamine Pierre's body to see a closeup. Get the hair clip on the floor near2 Z+ }" \0 J* e c4 D
Pierre's head. Operate Pierre's jacket to see a blood stain and a gold object' J% G. ?9 K% s" }
in the pocket. Get the gold object from the pocket to see that it is a ticket3 z/ P, b: `/ u6 k
stamped "Bateaux de la Conciergerie". Exit the closeup view. Exit the room on
( @! l; o$ [; R# [$ [$ O! D8 Athe left to enter the hallway. Examine the cloth on the table and then pick it
* C" A0 e2 B# } ?/ @up to reveal a tiny hole in the table. Use the hair clip on the hole to open a4 }0 \; }5 i+ m7 y! I
secret compartment. Get the key from the compartment. Exit the view.
6 b9 B5 B' B. ^9 {0 }# U, a8 {$ S% D0 g, M- k
Get the tube of paint below the painting and Imelda will question what Nico is$ t6 N$ u( Z! ?; l1 M6 C/ x8 q
doing. Talk to Imelda about Pierre: She doesn't believe that Nico is sorry.5 S6 U" O8 h0 I+ t0 M2 ~
Talk about Pierre again: She has no idea why Nico was called. Talk about Nico's5 w5 ]$ @! X* |; B! ?# m8 H
father: Imelda didn't know Nico's father. Talk about the mime: Pierre had many9 r6 Y. B+ C/ J
enemies. Select either option when Imelda asks if Nico has any moral sense.
0 P7 \; A1 t9 C3 i' r7 t, f8 Y6 ?Nico now mentions that Imelda lets her investigate and not the police. Again," c/ g1 C6 B9 _
select either the good or bad option when it is presented. Imelda agrees to let9 B8 p2 u1 D& i' h: q
Nico investigate and gives her the key to the drawing room.
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Walk to the right side of the hallway and use the drawing room key on the door.
, L9 {" j, }0 v$ O9 ]( ^ e6 T# bEnter the drawing room. Examine the painting above the fireplace. Press the; m0 C3 I: o) l' v3 @6 P1 w
small button at the left side of the picture frame and a click will be heard.9 p) t% e0 c" A8 W- v
Operate the picture to reveal a safe. Use the safe key on the keyhole to open
2 V/ y! n+ I/ J* z' ethe safe. Get the stone cylinder. Examine the desk at the right side of the9 N- o. n, M& L' Z+ g" m
drawing room. Get the carved elephant. Use the tube of paint on the in-tray.
; k* H- n1 f# R: H8 i, q4 l8 K& YUse the stone cylinder on the in-tray to roll it in the paint. Use the painted
. A F- M" v- `. O" }7 i @cylinder on the blotting paper to reveal a secret message. Get the message from" i; c! @8 e+ ]4 J6 _* A/ A9 q
the blotter. Exit the drawing room and walk to the left side of the hallway.
& x) u: \, U" z7 `+ K4 xTalk to Imelda and Nico will leave for the quayside on the Ile de la Cite.% Z+ _7 M3 [: P( Y
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5 f8 T) P8 l# m' Z# K
ILE DE LA CITE) j0 X9 E3 t+ p; X
--------------2 z- C* H9 l0 ]2 e6 l% @8 t
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Walk to the right side of the quayside and operate the gate to see a closeup.
# y0 `9 @( T- w6 ?/ {8 _9 YExamine either lock. The aim is to slide the bar with the latch all the way* h! I. Y- c9 C C8 o, S
along to the other side, but any blocks that are in the way need to be moved.
0 `9 Y6 w( Z1 L; _/ R: j1 ZThis is a long and difficult puzzle at such an early stage of the game, but; P4 J# N' _; Y$ S: Q/ I$ M
there is a shortcut to bypass it: Slide the stylus from the top-left corner of, Q$ m, Q2 N7 s/ r
the screen to the bottom-right corner. If you want to try and solve for the! U. z- D+ F5 I
puzzles for yourself, carry on. I have included the movements I used to solve- b* E( K) F3 m, B) X
both puzzles, although there are many other ways that the puzzle can be solved.! D8 ]& }! c$ e
9 D: F6 \; @& Q. m1 i ___________________________ ___________________________
* G+ V4 X1 p( p U| LEFT LOCK | | RIGHT LOCK |
- a3 E) l- N* I|___________________________| |___________________________|* w+ P. `2 K. k- P* e: m
| ___ ___________ | | ___ ___ ___________ |
' g/ P. m% ?$ q| | | C | | | | | | | C | |
4 M* n6 e7 l+ z& }9 v+ G| _______| B |___________| | | | A | B | |___________| |
7 e2 X! q# s" B9 K8 t* d| | A | | | | | | | | | | |
7 B7 p% Z8 O* Z) e7 i9 D; A| |_______|___| |_______ | | |___|___| ___| E | |3 U4 ?4 S( f+ Q& \1 @8 k
| | F | G | | | | D | | | | |
\, O8 Q, I% d- T| ___ _______| |_______| | | |___ ___|_______| |___| |& m5 L$ u' U0 j, G ?' p* L
| | | E | | | | | | | | G | H | | |6 d5 q# w8 b% }) C, ?% e
| | |_______|___| I | J | | | | F |___ ___ ___| | I | | |& @+ L4 C* @9 q9 P$ Q
| | D | H | | | | | | | | | | | | |7 {% F1 v) y d6 U( O! Z
| | |___ _______|___|___| | | |___| | J | K |___|___| |9 D4 H a, `2 r
| | | | K | L | | | | | | L | |
( f9 f3 x7 g1 e+ J7 M3 E| |___| |_______|_______| | | |___|___|_______| |0 w( \$ T) ~& J# B
|___________________________| |___________________________|
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' ^# N1 H0 A+ _* r5 j( P: [ h, S- c. F; ?4 [' I
B -> 1 down D -> 2 right+ I8 |( l: H: c" ]* A. I" g
C -> 3 left B -> 1 down) f, e/ D% f) k0 T% \
D -> 1 up C -> 2 left
( l/ O. W5 M1 v. `, e4 B F -> 1 up F -> 1 down' ` F# ^7 G! k) O* M; g& o6 c# \
K -> 2 left H -> 2 up$ ]2 A& k" Z7 K) [7 X& T( w4 ]
L -> 2 left G -> 1 right( K+ v8 q/ e" U7 q$ _5 J1 e
I -> 1 down B -> 3 down
* c i5 |0 ?" T8 R P$ p+ } D J -> 1 down D -> 2 left
3 C2 K. @1 o: K0 p# R7 J1 ~ E -> 3 right G -> 2 left
( e: _, l/ P5 v( h B -> 1 down K -> 3 up
" ` x( K% o; o0 M$ B3 x A -> 1 right L -> 1 left
( N% o9 `* K; ?) B, d1 Q D -> 1 up I -> 1 down
2 b0 [0 B9 H7 s2 d. S% H H -> 1 left G -> 3 right
& M" _- G7 r3 H6 C F -> 2 down J -> 3 up
9 M3 z+ k9 g$ ]- l A -> 3 right G -> 3 left
8 ?8 s) M8 @( l8 i- T B -> 1 up K -> 2 down; H4 K3 y2 C( W5 U g
F -> 2 up L -> 1 left
V# {# U! C) f3 l) O E -> 3 left H -> 3 down
" s# i! H/ N# x I -> 1 up C -> 2 right/ u* \6 R- j5 a3 }* g3 k8 G; c
J -> 1 up J -> 1 up7 u, z+ S3 n. X6 U/ N1 H$ C- @$ ?
L -> 2 right D -> 3 right
+ |9 K* D9 n! v5 }, L; U7 `( S F -> 3 down J -> 1 down/ b9 \& K1 h1 [* x+ ? s/ c
C -> 3 right C -> 1 left
2 O: I4 r/ g$ l. d, @* T$ h B -> 1 up E -> 1 up; v2 W! g% T3 e
G -> 3 left D -> 1 right
3 |8 c; `3 |. _- p1 P" @' @5 h0 s4 v. E. Q. W
After solving both lock puzzles, the door will open. Go through the doorway to
% v, ^. m* g0 ]* R, Z5 r. Denter the skiff room. Operate the skiff and it will fall over, revealing an old) n+ G% T: l' ]) V/ z( r7 u3 {
shell case below. Get the shell case. Use the stone cylinder on the hole near6 `) j4 @( H" \ w. J. b9 }
the door at the left side of the room to open it. Open the inventory and look3 I' Z: c2 W. K( I3 H
at the secret message print: It contains the message SDSSDSS. This is the code
: ^7 @% Y: p C5 f) v. H; Kthat now has to be entered, so press the left button once, right button once,
3 I1 m' B$ g/ C6 @, Pleft button twice, right button once and left button twice. Get the stone
+ e: O. P+ l0 n7 s) H/ H7 [. z. Vcylinder and then go left through the doorway to enter the anti chamber.
) t$ u- o; O1 W4 u o. f
) V4 o+ X9 R/ ?7 jUse the shell case on the right doorway to put it under the door. Operate the5 D( ]! F5 N' Y1 Q
cross in the middle of the room to flatten the shell case. Get the flattened
7 x9 c: T# Z# k" N& w3 K' r" F zshell case. Operate the cross in the middle of the room again. When Nico pulls
6 w+ E$ u& Y* G) r, x1 tthe cross back, open the inventory and use the flattened shell case on the7 S: D: r$ L, {
cross to hold it there. Use the stone cylinder on the hole in the panel. A
! l: z* {5 P h/ j! i9 R! D# Smechanism will trigger which was meant to open the door at the left side of the, C( y# L' L, E" o* Z0 q6 @9 [
room, but it has been jammed. Get the flattened shell case from the cross. Use- N, O9 M$ i. s# z$ `4 h
the flattened shell case on the door at the left side of the room to open the% ~) i- b+ w8 L( R4 c, W2 u) D
door. Continue left through the doorway to enter a dark room.) y9 |6 O1 r& I; u8 s% R: }
4 s* e6 u# m& X) b! t
Walk to the right side of the room to see a red flashing object. Operate the
8 v" ]9 S- N/ @/ o6 s5 r* G9 y+ robject to turn on the lights. Walk to the left side of the room and examine the
6 f7 R) x4 g7 P$ utop of the desk. Examine the photographs to find out that Nico is being; U, O2 ?' e0 r3 c) p) V& k
investigated. Examine the newspaper articles. Exit the desk view. Operate the9 B6 f/ \9 I4 z) Q% P l
top-right drawer on the desk to find a note written in code. Operate the drawer: D. O2 J7 j2 h/ V9 @0 V
again to pull it all the way out. Get the photograph from the hole. Open the8 N0 k7 g7 k2 b5 G h& ]
inventory and examine the note. Use the translation for the code below.
1 d, _" ~: X4 x! O
+ X$ H* a+ r$ R3 \& i ________ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
+ ?! w7 U4 k% M9 A! f/ w: K| SYMBOL | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |10 |11 |12 |13 |* Q) N, v A! T6 x
|________|___|___|___|___|___|___|___|___|___|___|___|___|___| h1 V/ h. t( {5 C7 `
| LETTER | E | M | J | O | P | B | A | C | U | V | D | | R |
* B0 t( T" B, n|________|___|___|___|___|___|___|___|___|___|___|___|___|___|8 O; ^( I' i1 z" J# N
1 b, H" T: _3 {7 x1 K. ^+------------------------------------------------------------+- V _, l: ]6 V1 A; G
________ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
; H. G0 q: y" H; X! `| SYMBOL |14 |15 |16 |17 |18 |19 |20 |21 |22 |23 |24 |25 |26 |8 \4 u) k2 Y: I$ g0 p: ~9 k
|________|___|___|___|___|___|___|___|___|___|___|___|___|___|
7 ?" P* e, x) b| LETTER | S | Y | | F | G | H | T | W | N | I | X | K | L |
+ P9 u/ h% Q: M! z: Z( [& w|________|___|___|___|___|___|___|___|___|___|___|___|___|___|2 S" Q# ^8 \4 `% S. Y2 I% b( _
3 Q6 z+ W, _* U0 B/ t& X1 P$ x
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The message now reads: "Pierre. Full report to follow. But this is too urgent$ c0 P# s' @- {" h1 _
to wait. Arno and Yamada both dead. This is not a coincidence. Indeed it seems
3 h0 t4 M" c! s/ s9 l1 H1 bthat all of us who came together in July are in danger. Take great care. X"* w7 T! a7 D$ m- ?% Z; `
" ?5 C- ^. }. l! Y6 u* X; vAfter deciphering the message, Nico returns to her apartment to write up her& k% J9 y* J% O4 d' R
story. When the phone rings, Nico answers to talk to her editor Ronnie: He
- F: `- T8 Q& O0 ctells her that he will not publish the story that was written. Nico realises3 \4 U, q! L6 G& r; ~) m! {
that someone must have got to him, and Ronnie tells her not to pursue the story8 K1 @# B9 t+ B% s1 ~
any more as Carchon had powerful friends. When the phone rings again, a man
: R" _ e% ~( l% ^6 Knamed Plantard says that he wants to meet Nico at the Cafe de la Chandelle8 N/ W, q2 L# S$ m8 U: c) a) a: b# c
Verte tomorrow morning to discuss the Carchon story.
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[2 ^& f* j- b' o2 z2 r-------------------------------------------------------------------------------/ r$ Z5 \. ]9 |) v
2.2. George: Paris - First Visit
m# ~8 G4 @7 N3 i( G. t6 Z! \-------------------------------------------------------------------------------4 @$ ]- I0 j2 }: M1 R6 \
# u8 l; r- @" N- N* F
0 E9 n. i; _. ]" O5 G7 E9 ACAFE DE LA CHANDELLE VERTE8 l& q3 `; e; u% L
--------------------------
. s+ ] j# f& \1 H7 D
* q0 [ M, ~ T$ A: B- z0 DThe game now switches to George Stobbart sitting outside of the cafe. George
+ ^- Q/ w e: Rwatches as a clown enters the cafe, and inside the clown places an accordion3 t! [ M3 L, B2 R
on the seat. The clown runs off, and seconds later, the accordion explodes and4 {6 ^$ j' a* | b( A/ C
destroys the cafe. George picks himself up and his adventure now begins.
$ j- m- |3 s# |) i( {% A5 x
! M) o8 x* _0 z7 eWalk north toward the construction site. As George walks into the area, a9 Y# ^; a9 Q. r- ]+ G& L0 J
police sergeant draws his gun and aims it at George. A police inspector arrives
0 H9 Z; M6 ^7 X5 ~9 son the scene as well and guides George back toward the cafe. Select any answers# U, {( P5 U; T' ]3 B- y
to the inspector's questions. George receives the inspector's card and then1 ?5 u3 C2 x" F0 R" [
leaves the bistro. Outside, get the newspaper that is curled up at the bottom
' N) @+ C! o7 G0 Jof the lamppost. Look at the writing at the bottom of the newspaper: "Salah Eh
: D% ?) t5 g8 v+ rDinn - 1345". Look at the picture of the man on the left page. Exit the view.+ P+ m2 D, H% X: ^
. ?6 A' l5 s& V( m* b8 s
Talk to Nico and she will introduce herself to George as a photo-journalist! W, G T9 g6 R4 b! x
the newspaper La Liberte. George tells Nico that he saw a clown enter the cafe; `' H% E, E5 `6 D9 s8 o
before the explosion, and Nico realises that it is the costume killer again.
% A7 X, v, n# y4 bTalk about the clown: She doesn't want to talk about him. Talk about Plantard:
8 m3 l* @( K3 E% rHe had a story that he said would interest her. Talk about the clown: Nico
5 I$ p9 z& i) x+ i9 lgives George her phone number and then leaves to develop her pictures. Walk
' X5 M: ?9 Q- jnorth to return to the construction site. Give the newspaper to the worker and" t6 |1 Z$ P/ i4 w
he will notice the horse Salah eh Dinn is running in a race. He tells George to
' A1 O% a: O% f/ y4 ikeep an eye on the hole while he leaves the area to place a bet.
1 b' E8 z3 g/ F* c+ N3 c6 d' s/ k4 Z% P
With the workman gone, get the toolbox in white tent to find a metal rod. Walk' V/ @% v0 W0 S7 j
west to return to the cafe area where Sergeant Moue is now standing guard
) r( `9 T; ~; n& l( l5 V* X" Qoutside the entrance. Go through the arch at the right side of the area to& O* O, ^6 }9 w; j2 q& K' O) M( n
enter the alley. Use the metal rod on the iron cover to remove it. Go down the
# ^, P: E+ n( h( f( h4 k1 t! zhole to enter the sewer. Get the red object on the floor to see that it is
7 Q+ L, e \& n' A1 y5 ?( zactually the clown's red nose. Walk north to the next sewer section. Get the
/ h F) @- v. [8 t: }7 j0 P m }tissue on the floor and the piece of cloth from the spike. Climb up the ladder.
7 k8 y9 y3 m1 N5 O8 c7 \: R4 ]# P+ ~/ ^2 U, R4 o4 g' p* {
George emerges from the sewers into a courtyard and sees a man standing above
, e/ n' M' |8 T9 ]; O: U9 {him. The man mistakes George for someone else and demands that he exit the
" n _) `4 K+ ]! g, X' L" [3 s: ^sewer. After standing up, he asks George what he was looking for. Select any of6 R! N/ \& ~9 N8 e, A
the options that are shown: The man had not heard the cafe explosion. The man" t0 H. _; U3 I- o0 o
wants to be sure that George is not in league with the man he chased earlier,
3 O$ R6 O1 d3 l3 xso show the card to the man: He now believes that George is a police inspector.
% m& ~2 U" j0 y1 u) {Show the piece of cloth to the man: It is the same cloth as the jacket he: ^; V: F5 f* _" D! L
found. Ask about the jacket four times: On the fourth times, the man tells
( ]2 u( ~6 X( vGeorge the name and phone number that were on the label. Exit the conversation' {/ p# y* ~0 |: t, ~# t
to leave the courtyard. Walk right to exit the area.9 K- q6 E, u$ l( \
. z2 v2 G1 ~3 k* |* g- V4 N
9 b. F' n A# \( UPOSTE DE POLICE9 z0 Q; S5 [/ o, W# \8 a- j
---------------
w$ V& e" J& v J0 l2 O3 X) Z, v$ F: p8 x1 g! E$ ]9 y( \
Operate the right phone on the wall. Select Nico and she will tell George the: B0 V4 R; c, j" J
address of her apartment in Rue Jarry. The game now switches back to Nico.' T6 ?2 ~; _# c0 g
9 ~; {9 `. e9 A
* Y+ \9 [/ R1 \0 `' P-------------------------------------------------------------------------------
$ j$ \& d0 M7 R& F( {5 J) i/ y2.3. Nico: Paris - Second Visit, J2 |: f! {* S! Y+ h
-------------------------------------------------------------------------------% ^" p" [* y9 T, [
% V; U$ s% v) E. g X; C z4 ?4 V/ t# l7 \6 ?
RUE JARRY
: q- p k1 W: y0 q5 B! R! v" X$ h3 G---------/ x5 |: j7 F! Z# q- ~% I& A2 j$ K( d1 K
: m$ U g/ I( a; ?Exit the apartment and walk west out of the area to view the map.
* {+ X; j4 ~$ A9 x) i& R
1 N/ y q$ @$ f6 p6 i7 V
. {( r0 `0 Q4 `$ I! ZCAFE DE LA CHANDELLE VERTE
% B& y1 M: V0 t. q8 W--------------------------, h- R$ `7 ~4 z
7 ~4 R+ N5 P* ?; L9 {3 U
Walk west to the cafe to see the workman boarding up the cafe. Talk to the
% t. Q Q6 B& b2 C1 J; ` z. {workman about himself: Nico wants to take his picture. While he turns away to- R" B+ w' n* s3 k
brush his hair, quickly enter the cafe. Operate the mirror leaning near the bar* `7 ^; m6 V0 J6 }4 A& V
to move it. Examine the mirror to see a close up view. Examine the gold object
# D* X) Q2 h w* | L3 Nin the reflection to see that it has been lodged in the gap behind the pipes.( Y x: x* g, n5 A3 V/ p$ \
Examine the table to see the damaged pipes. Get the gold pouch behind the pipe.
4 e3 v; y9 Y: d1 N6 i# ]2 J& vExamine the pouch in the inventory to find an artefact and a coded note. Look. v. @, U1 t6 e D
at the coded note and decipher it. Refer to the translation grid that was shown1 H; t% Z; ~: \, ?8 Q+ ~
earlier in the walkthrough as the same symbol to letter code is used here.
$ C1 k+ [# ~5 U+ Y
' |# t" w& x; f2 M. E7 A3 d' {The message now reads: "Plantard. Pierre killed. Murderer must have followed
! t. D6 H1 D) O) G5 `# `trail from Arno and Yamada. He will come for us now. We must be vigilant.$ k8 q& v: y8 [8 M3 A" D, Y
Thierry's girl broke into Pierre's safe. She worries me. Imelda.". Exit the+ u7 ^& S% e( R7 ~6 P7 ?4 X
cafe. Walk north to the construction site and east to return to Ile de la Cite.+ b/ }9 ~2 X. z4 D) h! a3 J
4 X3 Q+ c/ P- M- X$ [
6 F" A, w2 j& ?2 {& SILE DE LA CITE
, m8 I+ K3 N, @--------------
* A6 i/ c O- O0 E$ l7 E" O" H4 w, M
Go through the doorway into the skiff room. Walk west into the anti chamber.' N( y z& C6 k# G- o Q! ?
Operate the cross. When Nico pulls the cross back, open the inventory and use
0 ~% x8 q9 A; w0 Kthe flattened shell case on the cross to hold it there. Use the stone cylinder7 O T7 S% g' R$ o A2 R. `
on the hole in the panel. Get the flattened shell case from the cross. Walk* A3 p! X8 _; g( r. d3 X
west to return to the state room. Use the artefact on the small hole at the# S4 U1 }% `; b6 D( C
right side of the safe on the wall to open the safe. Examine the safe to see a4 V' Q5 v5 b. o
closeup. Pick up the pieces of the photograph and Nico will spread them out on
. R, U3 `8 R4 F+ r$ r) uthe desk. Place the pieces of the photograph together to see that it is a
# d& k( H; d) D; x( Dpicture of Nico's father. Nico returns to her apartment to meet George.. [; ]6 ~3 U3 J2 v+ r/ b
1 A2 O! p* o, _) h D3 ~
+ k( y6 t9 |" q8 Q3 M$ z/ U! M. J-------------------------------------------------------------------------------" }0 {/ S+ L( s3 [' R; m6 h$ [, U
2.4. George: Paris - Second Visit/ O0 [3 N8 {' P% F* b9 K
-------------------------------------------------------------------------------
+ O/ _4 C. f' I6 U: y) [! @" ^0 L0 u3 E' E1 e. u
( u0 |6 C; M( t! s% d, Z
RUE JARRY0 f9 F( M4 J. \. r5 t
---------
4 R& X1 k; e$ C. t- \
# s/ Z* Q- v% q; }# m+ }" aTalk to the old woman at the flower stall. Ask about Nico: She tells George9 C* ?. _! l+ e* I! Y
that the door needs a gentle nudge to open it. Exit the conversation. Operate% `5 P/ V& M9 [
the door and George will enter Nico's apartment. Talk about the red nose and
# H1 u5 a: E" h! q0 [8 qNico will notice the address of the costume shop La Risee du Monde inside it.
/ @5 m4 g# j. a; i& OTalk about the piece of cloth and Nico will show George a photograph of the
2 _' |5 T* a4 R. d+ E; vkiller wearing the same material. Exit the conversation. Leave Rue Jarry.
3 G& d6 e, D8 e1 o. l/ L
) w8 f1 \4 d6 I) l; ?
$ b( w9 {0 r; }, tLA RISEE DU MONDE
& B( ]$ c1 i4 V$ \) L-----------------
) _: j0 C2 K# E- c% j: A& c3 g- s, W% V
0 E. F4 m% y5 X1 L/ q0 R. RTalk to the man behind the counter. Show the tissue to the man and he will) z# f# h5 n& N1 v
recognise the smell as theatrical greasepaint. Show the picture to the man:5 e; H) l$ m9 P3 O9 F! U% ]
The greasepaint was bought under the name Khan. Exit the conversation and+ I0 l) L' p2 V5 P: f
before George leaves, the man gives him a trick buzzer. Leave the shop.
' ^% i) _/ K7 T! v2 Z2 Y2 `$ K$ @8 D C8 i# t
9 h* a; p3 j* p4 j; S9 ?POSTE DE POLICE
( w' K" o; V4 Q9 d---------------+ w. u5 I# J4 K W4 R6 J
+ [! [( D; ]4 o) E' c5 Y
Operate the right phone on the wall. Select Todryk and talk to him about Khan:
* E! D" e# v( f0 |2 N3 W+ L# YThe suit was delivered to the Hotel Ubu. Exit the police station.
% l$ g) i4 d. N5 F! g" e; d4 c0 U! y7 y
0 P6 ~ [) M' P3 I; ?8 GHOTEL UBU8 F9 i9 f7 z2 Q& O& p6 h) S. K
---------" `" H$ X% [; m* c; P1 Z9 j: n
' g8 {8 T5 X- u- N; r" MEnter the hotel. Walk to the left side of the lobby and try to get the key from
9 w1 v# x7 M% m5 pthe board above the counter near the clerk. Talk to the clerk about the key: It* s4 l, M9 A1 R4 p1 k" V' ~
is for room twenty-one. Go upstairs and operate the middle door to see that it
0 I% S% s( n* _& Mis locked. Go downstairs. Walk to the right side of the room and talk to the3 H9 [) M, q& f% L
woman playing the piano. Show her the photograph and she will recognise the, s4 }! }0 t1 E* F, S3 b0 a0 Z
person as Moerlin. Talk about Moerlin: George tells her that Moerlin is a fake.5 Z( e i( E0 i! B6 @
Talk about the key and she will walk over to the clerk. When the clerk leaves
/ Q9 u' S [6 R$ P0 t2 Z+ tthe room, quickly get the key from the board before he returns. Go upstairs.' y1 y9 M. S3 s& |2 a
) l, S# i9 y ~3 TUse the key on the right door to enter room 21. Operate the window at the right3 ^6 k U% F" x5 N
side of the room and then go outside onto the ledge. Walk along the ledge and9 l2 }' B. e, Z; H
go through the right window to enter room 22. Try to exit the room to see that
4 P& z y" S" D2 y: ^Khan is approaching. George quickly hides in the wardrobe. Khan enters the
" J* J' a/ }8 H) f0 Proom, changes clothes and then leaves. Examine the pants on the bed to see a
+ a" l& ]; b; Y: Q- \' E4 I3 ]; A/ Tcloseup. Pick up the pants at the top of the zip to turn them over. Operate the
; j" V! O, R6 Zleft rear pocket to find a matchbook. Operate the thread above the left pocket# R* m, z7 S3 i1 q5 z: l# `) J
to remove it. Turn the pants over again and then operate the right pocket to
, h8 ~& G/ R4 ?, l) Xremove a pass card. Exit the room to return to the hallway. Go downstairs.- p k- K) I4 g4 E' S9 `$ P9 R
; `0 |/ z Q, \7 v
Talk to Lady Piermont about Moerlin: He passed an object to the clerk about an5 ^* W+ ~+ _3 s6 s
hour ago. Talk to the clerk about the safe: He wants to see identification.3 |0 T4 e' Z5 [5 H6 s* m
Show Moerlin's pass card to the clerk: He still refuses to let George see the
1 {' D0 h" O' g* ~+ Rcontents of the safe. Talk to Lady Piermont about Moerlin's pass card twice:
! I4 B& }% D# h9 p- g$ m: P4 HShe returns to the clerk to demand that he retrieve the contents of the safe.
% p7 [7 a! Q% g9 }- m+ J) c% jThe clerk returns and gives a manuscript to George. Go upstairs and enter room
% f4 f3 J2 x& c21. Go out the window onto the ledge. Use the manuscript on the alley below to
3 }$ L# F2 L$ F2 Q5 q% E* nthrow it down. Return to room 21 and go out the door. Go downstairs and then3 v& I. g( o4 M4 x/ S
exit the hotel to be searched by the thugs. Walk to the left side of the area
) E1 L. b/ b) F& Aand go through the arch to enter the alley. Get the manuscript on the floor.& c; X" `- b5 Z, ]% U4 \
. m6 v' t0 ?# w6 x' u0 f# ^! o0 U5 y: B; z
RUE JARRY9 q0 ]3 V9 A$ n) I1 L
---------
" A! p" p; Z/ G, `7 m0 K% e& ]9 I) u8 b% {/ N6 Z: [) z9 }1 z
Back in Nico's apartment, talk to Nico about the parchment to watch a lengthy
3 u, f) g/ L/ H% `9 i' qscene about the history of the Templars. Talk about the parchment again to see
L0 R! t1 [3 T! g* |a closeup. Look at the four corners and the seal on the parchment. Exit the6 ~' M1 i2 ?0 e1 C9 v
view and Nico will suggest visiting the Musee Crune. Exit Rue Jarry.. h4 o, T& u/ {& _7 r, [; ~, K
) W7 i& d: S/ P+ o6 X% l1 v. ?# e0 k3 w6 M& \* o, V2 E9 N2 J' H" B
MUSEE CRUNE
" p; H7 ~* C/ y; N-----------# m2 P8 o: n5 z; K. u4 m
9 t. F. n. ^3 T9 s
Enter the museum. Operate the tripod in the middle of the room to see that it
7 ~0 Z- N. o3 ?8 N. |& A$ d Fis identical to the tripod in the parchment. George notices that the tripod is) O3 B' j3 C; o3 \- a# T
from Lochmarne in Western Ireland. Walk outside the museum and exit the area.
/ w3 X8 @# B5 s; ~/ C l, F5 O' y/ j: [. I& r* O- v
+ c$ F' N' ^& I4 Q5 {5 K
RUE JARRY
2 B% a* d( Y8 |& N1 S+ x. X---------5 p* O9 @0 `* n8 B3 e, g
4 O s3 [* G: W& h
Talk to Nico about the tripod. Exit Rue Jarry and select the yellow arrow at
) q8 A3 d" [( b. w: uthe top-right corner of the city map to see the world map. Select Lochmarne.0 {( g' V" d5 G) A
3 |" t6 C/ P, V, ]) P" z
) x2 r) {) z, {7 U1 i. s-------------------------------------------------------------------------------9 e5 H. X2 X% }7 \5 Y; k
2.5. Lochmarne2 l$ m2 e7 u" C8 r; h( U M
-------------------------------------------------------------------------------
4 o7 ~! X7 V& \% A/ O: ]5 x2 \9 |7 m. D. k8 l" E1 U
; q$ n& b% ^% T' [( S! y; ? PEnter the pub and talk to the man at the corner of the bar. The man introduces
, G1 V/ G0 u( z0 ]9 Q/ Xhimself as O'Brien. Ask O'Brien about the castle: It dates back to the tenth
4 W8 }; y- ~! j. A5 x4 B1 ocentury and much of the existing building was added later. Ask about the
3 b4 m$ [/ ~8 f% r" p5 `5 _4 Gtripod: It was dug up by an Englishman named Professor Peagram. Ask about" M: b7 L& Z1 a) k h2 ?2 z
Peagram: He left the village. Ask about Peagram again: O'Brien doesn't know
! d+ b- q2 R; O( D+ S' U3 {& Bwhere he has gone. Ask about the gem: O'Brien asks if George is a reporter, so
) J6 r% W7 }7 c- x2 |% d9 k- Q6 Kanswer however you like. Exit the conversation with O'Brien.
7 N4 V( P& }8 T/ D, S
$ X. z* N! d/ I1 I+ k1 O- pTalk to the man at the table in the middle of the room to meet Fitzgerald. Ask
9 n/ R Z8 W: F; Eabout Peagram: He knows he is an archeologist. Ask about the dig: He seems3 d* O7 h5 ?, K" k
guilty when George asks him if he worked at Peagram's dig. Talk to the man
% F9 N! F8 b4 T8 tsitting next to O'brien, Doyle. Talk about Peagram: He doesn't know him. Ask
, k8 B0 d. K8 Y4 O; H$ N0 babout the dig twice: He knew people from the village worked at the dig. Ask6 \2 A6 r* S+ l- T) f
about Fitzgerald: A drink might help persuade him. Select the drink icon to buy
6 _, P4 u( Y. QDoyle a drink, then ask him about Fitzgerald again: He did see him at the dig.6 ^& F# [9 g6 I& a9 V" T. z- g
) [! S, B8 i2 ?# v- r6 w$ h6 k
Talk to Fitzgerald about the dig: George tells Fitzgerald he knows he was at. i2 l3 s8 T8 o u: ?/ L
the dig. Ask about Peagram: He gave him a package to deliver to Marquet. Ask
, B# y7 c* d }3 i: E4 e2 uabout the package: He promised the professor he wouldn't open the package. Ask
1 D1 S/ Z A1 n" T+ T" Mabout the package again: He says that Marquet will kill him if the package is3 B% v: R7 D9 Y( o3 Q$ w
opened. Ask about Marquet: Fitzgerald stands up and runs outside. A sound of. f6 T7 Y$ V5 N: y. D( _
screeching tyres is heard, then a boy named Maguire comes into the pub and) I" m. r$ S6 x L8 u. w9 X, ?
tells everyone about an accident outside. Exit the pub.
, L1 B6 n- k( f' g
+ q* G* A6 c2 K+ WOutside, Maguire tells George that Fitzgerald was hit by a red sports car. The
8 e: L9 t& b/ Z1 b9 P! J- L. _% Kdriver then got out and pulled Fitzgerald into the car. Maguire adds that the3 g/ b; J5 O' P9 H
driver was dressed as a pixie. Operate the switch at the left side of the pub
6 ]) i+ N* t2 m4 U. Mdoorway to break it off. Walk right and go up the path to the hay cart. Talk to
# M1 X$ O: S- K3 j' N" H1 @& Ythe farmer about the red car: He saw it but assumes the driver must have been* b( r% O. U. @6 p& e( [; |
lost. Talk about the car again. Talk about Fitzgerald four times: George says
- U( U1 F) Q% i% Jthat he will guard the hay cart while the farmer leaves for the pub. Climb up: ~$ u1 o& r4 W
to the top of the haystack. Use the metal rod in the crack in the wall by the
/ A$ v4 M c( f7 oside of George's left hand. Climb over the top of the wall into the castle.# I% l; z6 E f
0 g! c. Z2 X4 N4 {. s9 iMove to the left side of the area and operate the plough share. The goat will
( o. W: J- Z# l/ {/ Ebutt George out of the way and the rope will become tangled on the plough# L/ T) [4 b, I8 c! V& D6 v, Z
share. Move right and climb down the ladder. Get some plaster from the sack on" C# c! w* H9 R5 a
the table. Examine the statue on the floor at the left side of the doorway. Try# e1 K) I9 @3 p* T8 U
to pick the statue up and it will fall over. Get the statue again to lift it! m' N0 e$ i8 U2 D9 E! z
back up, leaving a pattern of holes in the sand. Use the plaster in the holes.6 R8 O/ E' ]. z$ _2 `; w f
Climb up the ladder and go up the steps to exit the castle.
: y# n* V+ B: y6 {$ X5 u) @
- n2 Y" s7 B4 a4 a- KClimb down from the haystack and return to the bar. Talk to the barman and8 ^: R K4 P8 ^! a
answer his question about whether George wants a room however you like. Ask for/ b8 A) Z. g* S; Y4 \- [/ Q
a beer: The pump is broken and he only wants a professional electrician to fix7 j/ p. n) B; B1 `3 \6 s% |' X
it. Show the pass card and the barman: He will only allow George down to the: r% y& \8 `( h$ [& v' M g" H0 R) S# X
cellar if he can fix the glass washer. Get the towel on the bar. Talk to the
" H$ {: T- h) l! u$ d" y1 usneezing man about the wire: It is a necklace. Exit the conversation. Wait for
' y+ t4 z) J, {. xthe man to sneeze and then get the wire from the table. Use the piece of wire
3 \" y6 Z9 n( A0 B$ n3 H& @* oon the plug behind the bar to fix the glass washer. Enter the cellar.
! m" O8 ?3 a9 \% G, K) e0 h8 \* C4 s) B; U+ @
Use the lever on the wall: nothing will happen. Exit the bar and operate the
5 P; U" K* V0 f9 A* Mtrapdoor to open it. Enter the pub and return to the cellar to pick up the8 P7 S6 ]- N* T6 w. U/ r
blue gem. Operate the faucet and then use the towel on the water. Exit the bar" D! Q$ ?* w4 r( @ {
and return to the castle. Go down to the cellar. Examine the statue and use the' W' s1 Y' \% J
plaster on the holes in the sand. Use the wet towel on the holes in the sand.4 j0 E' q3 p, R" Z p: w0 t+ T5 J# e
Get the plaster cast. Use the plaster cast on the panel at the left side of the0 D ^6 C9 [* Q& q- H# g j
door. Go through the doorway. After a cutscene, George returns to Paris.% j% @4 T2 k) Q1 z. ]: _
+ k: S8 O# q& p; [/ [
% `* }( \4 S+ \-------------------------------------------------------------------------------
! z8 L- g. D3 j4 m; g. r2.6. Nico: Paris - Third Visit- v; ], I" T& c; X5 u S) j0 M
-------------------------------------------------------------------------------5 B# f; y* g" k2 y7 N) {0 Q
: P: @6 E }6 f' v
% J/ P: i0 X: o. c! TRUE JARRY! Z9 I. G; Q: f; Q* u, T ?3 p
---------% s1 X3 E! Z1 q7 h9 T4 {* s
. n# ^. E9 b: L2 M {; |
Operate the answering machine at the left side of the room. Nico listens to the
* C9 K6 Y) a, uthree messages and then travels to the Palais Royale.
0 V' [0 b# P0 M: a. j
6 }# z9 _! Q' Q- W4 P! A- U: h3 w2 M1 p8 ]' F$ L/ v7 t* F
PALAIS ROYALE
2 t' C, Z' y' Q0 _ p4 ^! L3 d1 E-------------
# x( \8 G/ [/ R2 \5 J3 x& I5 |) q5 _: M/ X; X/ H
Operate the two wires at the side of the statue. Operate the statue to move it( Y5 y+ h1 H+ V1 A0 N: R, q
toward the middle window. Climb up the statue and use the flattened shell case8 _* y6 U! i2 s7 Z( Z4 [3 A4 z$ p
on the plastic sheet covering the window. Operate the window to enter the7 M. h4 m; t+ s( o" M7 z
study. Move left to the hall and right to the drawing room to talk to Imelda.
1 T+ U, }9 ^2 w0 r6 yExamine Imelda and operate the locket to open it. Get the tiny gold key.
1 |; q3 u, m, y j6 A' Y
& W! E6 W! S# k6 ^9 X1 y" a/ F/ T" S$ \! ~' `0 H6 p) N
RUE JARRY+ ?0 g. P; F( s+ u- T- X8 O7 v
---------& c$ o0 |; C: L, R- z9 F
) N' |! Q% D& }! oExamine the chest at the bottom of the bed to find a tracking bug. Nico takes1 o {/ K& Y- a. D- }2 \! {
it over to the window and throws it outside. Examine the elephant box and then
0 S( o1 r" ?3 i8 nuse the tiny key on the box to open it. Examine the photograph of Imelda.
- C" o4 l) g- G, |! ZExamine the letter from Imelda to complete Nico's section.
" M4 q' ?$ V# W* A1 v- T- u1 x5 ^
- X" _6 [8 ^ U. ^6 R- G
0 X7 |1 N4 h8 i+ `1 V; L-------------------------------------------------------------------------------
! R& {: c$ q0 X- E2.7. George: Paris - Third Visit
$ B9 v: p q: d/ j/ K-------------------------------------------------------------------------------# M7 A. W! n9 Y, b; N
2 W/ \! v) m' }2 J k9 O' v3 x/ c- M1 u2 \% m" g
RUE JARRY* Q9 o* q4 W' P2 y
---------; B0 Y! T! b& h+ K0 t7 O
5 x: \. j# k5 n1 H' L+ W5 D
Leave Rue Jarry.1 f( y+ g# n: l. L
" u ?# i* K2 l& i- j4 [
& g6 ^8 B* X. i8 S8 I6 ^& }' L
POSTE DE POLICE
# v' @7 D" ]2 q! w---------------
- A: S% {( l' N' d5 z' T
5 D6 I8 `2 Q8 h3 |, g: c RTalk to Sergeant Moue about Marquet: He used to be known as the mole of( r: b4 P \2 q
Montmartre. Ask about Marquet again: Moue gives George the location of the
7 K& C. G1 `- G1 J- D( v: X/ Q ihospital where Marquet is staying. Exit the station.+ Q/ K8 R$ k8 }7 W& K( v4 H
7 O, ?7 t/ m) z' [
# O) s. M) j% X4 D; a1 q/ x- b5 n0 AHOSPITAL( w3 P$ E3 u; s `9 ^" T
--------
3 I5 h/ {9 ~8 Q: B" `2 c5 a* {
+ C5 Z7 B* S0 V2 g) y! M" vEnter the hospital. Show the pass card to the woman: She says that Marquet has d( U0 ?$ V e& ~' K; i: \
been asking for Moerlin and tells George the name of the ward is. Ask about0 _ C% |4 R8 T( ?% w7 u$ C# r
Nurse Grendal three times to get directions to the ward. Walk down the left
7 w$ m! b' a* s$ y# Y" Ccorridor to see a man polishing the floor. Try to open the door near the man8 h6 ]. X$ ~* @& E7 q
and he will stop George. Operate the plug near the water cooler to stop the
8 p2 x5 C) B; q0 \) s1 d3 Z. ypolishing machine from working. When the man leaves to investigate, open the0 H1 ~* R0 V+ H4 H1 _
door to get the doctor's uniform. Walk left to enter Nurse Grendal's ward.3 M* _9 O1 a$ O' x8 L! x, d
/ F2 L3 t* h- R _% J) XGrendal gives George a pressure gauge and tells him to look at Eric Sopmarsh in' H6 L* v4 n5 l0 r/ Y
bed 3. Try to walk right and Eric will ask George to take his blood pressure.
& l" _ K7 j1 x3 }* ?8 ?1 pWalk left to exit the ward and then walk right to the hospital lobby. Talk to5 d8 ~* N% J6 C I/ t
the man standing at the right side of the desk and he will ask George to look
/ h- O7 _+ E& Z7 i8 u0 lafter his nephew Benoir. Answer his question however you like, as George will: y" c# `, S/ p% r+ ?/ w
agree to show Benoir around either way. Walk left twice to Grendal's ward.
) ~# b# J0 v: ]
% ~& V8 K( k3 ?1 QShow the pressure gauge to Benoir. Try walking right to be stopped by Eric
. G' J7 t2 }$ l+ W {again. Talk to Benoir about the pressure gauge and then mention Eric. While7 H6 K# R8 d2 x; k1 I
Benoir is taking Eric's blood pressure, continue right and enter Marquet's
9 \* {- ]; U4 w: W6 z& Froom. Maruqet will mistake George for being the killer. He tells George that he
/ E: k5 o5 W0 @: g# t0 @, ?should deliver the Lochmarne gem to the Grand Master, and that the tripod has
5 G: W$ W9 k/ h9 Bbeen found in Paris. As Marquet begins to mention about Syria, another doctor7 {3 D" Q' G3 q+ z9 S5 N% Y8 p5 ~: v
enters the room and tells George to leave. Outside the room, Benoir gives the u- f4 b8 M$ d; i# H0 s! C
pressure gauge back to George and then a beeping noise is heard from Marquet's) Y8 O& S/ P W+ Z( C
room. George returns to the room and sees that Marquet has been killed.- u- _, O% M4 y( ]( i' ~ B! a: }
, z" d, s( @! v
/ V1 \2 G$ }* p4 e- X
RUE JARRY3 K5 j4 j/ F# E ^4 T7 G3 r
---------
# K& R3 g( G: t3 U1 A+ b0 L- i" ?* l' X
Exit the conversation with Nico and leave Rue Jarry.
2 M+ ]) M, O5 N9 V R! x! Y( j9 R; x) P+ Q- ?, a
) W) C- e% I/ L! i' M
MUSEE CRUNE3 K: P3 C. @( Q4 m
-----------* e3 d y0 |3 q$ I/ F
* k( z" Q" d, z8 }4 j' c
Enter the museum and talk to Andre Lobineau about Montfaucon twice: It is found
1 O: g- w g( g4 |5 C( x, [5 S6 Snear the Canal St. Martin. Exit the conversation. Wait for the attendant to
( q* B4 u5 m# G/ G# s' [look away and then operate the rod next to the window. Walk to the sarcophagus3 j; R! D0 h0 O: p5 d6 H
at the right side of the room. When the attendant walks over to close the0 ^( o0 z' ]+ Z) T
window, operate the sarcophagus to enter it. A cutscene is shown when Flap and
* Y5 `( |0 p6 j* m- s+ f0 XGuido enter the museum at night. Use the totem pole to try and knock it on to2 U; Z/ g) f2 v4 [; \
the Flap and Guido. George's plan backfires when a section of the totem pole9 V+ U1 u" H! D: ?2 \
falls off and drops onto his head, causing him to fall into view of the two5 F! a2 S( c4 w: _; ~7 @5 c7 Q
thugs. Just as they are about to investigate, Nico drops down and rescues him.
. S, e; L/ L: C# E3 m6 X; g5 L5 c. U0 S0 `. {
3 ^4 j3 L8 {/ eRUE JARRY( T) T% R, _4 {5 r
---------" u, }- p- I' o% |* A# H5 s! N7 n
: X" g9 \! g8 |& _Nico shows George the tripod she took from the museum. Leave Rue Jarry.1 m4 b- Y) h- R
C, ?' l* U) V# t, L ?
/ d) s, f* w9 E, }/ \4 t' vMONTFAUCON
4 t8 G2 L3 i! F2 c% R5 y+ S----------
# m! ~. W7 U( f* K* e# a
5 t5 W2 U' ]8 `* q' \$ GTalk to the clown about himself twice: George attempts to juggle. Show the red
1 }- F5 N' s9 m; R ?/ n* I4 }. f5 pnose to the police officer at the table: He asks if George is a clown. Show the
4 t; h1 B- G" Z. U9 g* f, C5 r' rred nose to the clown and George will impress the crowd. The juggler will get0 X3 b% V" ?# d) \# d& Q+ |5 x
frustrated that George managed to impress the crowd so easily and walks off.
; b3 i9 K; y# FUse the metal rod on the manhole cover and then go down to the sewers.
' l, C" M- d; i! v
+ |3 D0 K* b% F+ O4 }( uUse the metal rod on the right door to reveal a mechanism. Operate the lever to& `, j- z( y& ?9 }0 b
open the door part of the way. Operate the winching machine on the boat to
! ^( ] p8 `* H! S7 a5 uunwind the chain. Get the hook at the end of the chain and George will carry it: b* a5 U' k/ y
open to the partyly open door. He then operates the winching machine to pull
/ I R* f4 _8 vthe rest of the door open. Go through the doorway and examine the hole in the9 H8 s# u/ l3 m# ^6 A; Y8 E
wall to see a secret meeting of the Templars. Go down the steps. Examine the
6 b( W K* Z* A; z7 \1 m" N3 n. pstump in the middle of the room. Use the tripod on the stump. Use the gem on/ k/ g/ f: G, h5 V) d; |. B
the tripod to reveal letters that spell the word MARIB.
2 v; g* b/ t9 @. U# g
/ Q" U! w% t i! L( ]: o3 e7 M: y& l4 g! ]" k3 N z
RUE JARRY( k4 e; Z! O& A! T- r0 s
---------/ `) _6 Y* y& I
9 x; I {" T9 h: T' O. Y) e5 a
Nico tells George that Marib is a village in Syria. Exit the conversation with" t9 ^5 ~! b: \) E
Nico and leave Rue Jarry. Go to the airport and select Marib.
3 X# l6 S* |, w5 k6 A: N- |: D, U8 q) r6 x, f* e
0 m$ }, R- n* C6 E
-------------------------------------------------------------------------------
$ ?9 ]; ?# C) r- Y% S2.8. Marib
# H: j8 z0 r% o7 i7 x# q4 [-------------------------------------------------------------------------------7 L9 n" _9 Y7 @0 X' ~
* J7 X" L* X$ ^, r
% P, B/ w8 j! `" e( nMARKET1 i; g: b e3 B" l! P. `8 {: @. s2 Y
------
) x- _' B5 R; ` Z; {
+ N2 C9 ^: W) W( q: L! C6 NGo up the stairs at the right side of the market. Show the matchbook to the
+ s, t1 Q6 p; z$ S& Pcarpet seller and he will let George pass by to the Club Alamut. Operate the
6 l) _$ r, s' b- a' klocked door at the right side of the room. Examine the door. Talk to Ultar. A7 y/ E' B" \& r8 u
about the sign on the door: The door has been locked because the toilet brush
7 h: {! H1 M# O: @+ M* n2 W/ Ghas gone missing. Talk about the photograph: He recognises the man and tells$ S# T, K4 @# {/ C
George that he was in Marib yesterday. Ask about Bull's Head Hill and answer+ i+ e$ l. x3 s$ x: r8 c& v
yes when Ultar asks if George wants to go: He wants fifty dollars first. Exit
. _& u3 W9 _& Ythe Club Alamut and walk left through the doorway to the market.- Z0 r, U; t" r% i+ q
8 }" w5 y0 ? W p, ^7 h# h( |% v ZExamine the kebab seller to see the toilet brush. Talk to the kebab seller and
, U: R* \$ p- ~4 D6 W- Kthen exit the conversation. Walk to the left side of the market and talk to the
! O; |0 a [* c1 Dboy, Nejo. Ask Nejo about the kebab seller twice: He agrees to help if George
2 W8 [9 a$ ?0 W6 B$ rgives him an item. Give the red ball to Nejo and answer yes: He then tells
! W2 a0 l! C) `George a phrase to say to Arto the kebab seller. Walk back to the right side of0 ]0 e" P6 S: K$ i9 c$ N
the market and talk to Arto about the phrase: He chases George up the stairs.
. L1 z0 V4 X* Y2 \0 jWalk back down to the market and talk to Nejo to get the toilet brush. Walk5 y( n$ F' i1 n: z1 S$ C, I
right, go upstairs and return to the Club Alamut.
) v$ {+ Q9 d7 R5 P; i" g6 i; k1 l
, r5 i4 v7 Z- _- e; `Show the toilet brush to the manager to get the toilet keys. Use the keys on
6 w1 R a% x0 a7 ]- L* J( Rthe door to enter the bathroom. Use the keys on the roller towel dispenser and
: M7 W0 U+ g* I9 ~& ]then operate the dispenser to get a towel. Operate the chain above the toilet
9 I$ W) w7 H# G1 Z9 Z" G5 i5 bto get the chain. Exit the Club Alamut and return to the market.
- I, [/ b+ @- i3 i/ P) e2 ~3 ~# q) }9 n
Walk to the left side of the market and operate the cat on the table near Nejo:
0 J( B4 u% I* ^( p+ z8 C6 L$ t9 d- _It will jump up to the shelf. Quickly use the bell on the table and the cat
`. H P9 K4 H1 }5 ]4 c9 a$ Ewill jump down from the shelf, knocking the statuette down as well. Get the& \& m# O" o& G) J8 w, Y+ C
statuette. Open the inventory and combine the tissue with the statuette. Show
0 B8 N6 o* ?+ U" y4 m0 Zthe statuette to the man walking around in the yellow shirt and he will buy it
+ p/ M& M! L" v V1 s1 K0 H8 gfrom George for fifty bucks. Go upstairs and return to the Club Alamut.
' T$ J* l. V+ |6 ? v5 }3 e# s: E' i, V# t+ P2 a* ^) K
Show the fifty bucks to Ultar and answer yes to his question to return to the6 y0 [# r' Y N1 {6 F! D. }
market. Talk to Ultar about the taxi: The fan belt has broken. Show the towel
3 q/ L( n8 ]3 |4 [to Ultar: He fixes the taxi and then takes George to Bull's Head Hill.
9 s8 t0 P5 u4 t+ ]' ?. s! ~/ O6 a3 o; J# F8 G
, z( Z) S$ T e; [BULL'S HEAD HILL6 g1 b; a' U4 g+ W) }
----------------
# R; R1 g% E# T3 P3 o: g9 d
" e) G& y. k- ?Get a stick from the tree. Open the inventory and combine the stick with the
+ v% B h3 L3 ?: o3 ~towel. Use the stick-towel with the crack in the rock and then climb down to. [6 o' i2 m: D2 J8 z
the ledge. Operate the niche in the rock at the left side of the area twice to3 X, W' ^5 y5 v: p
open a secret door. Enter the cave to find the body of Klausner. Examine
; u6 u4 j& a8 P7 y, k5 sKlausner and operate the right side of the jacket. Get the lens. Examine the
5 X4 ?) R( k/ G( j& ^" T& |inscription at the left side of the cave. Examine the stone head at the right
: ]& a: K+ ?+ o; |$ R5 xside of Klausner. The door to the cave will open and George will go outside
$ x# b) C- R3 dwith Khan. Answer Khan's questions however you like. When he tells George he
$ i# n: l5 k1 N) D5 f8 Pwould like to shake his hand, select the hand buzzer.
0 B* x. s. a2 \) s( w# {
# g( r/ y* K# p6 }- |0 h0 R& P. M# s1 [. x9 Y
-------------------------------------------------------------------------------; I! ?0 X0 w8 B- |' }8 e3 ?
2.9. George: Paris - Fourth Visit
8 a: N4 v0 {# c" }, t" ~$ U! G7 G-------------------------------------------------------------------------------5 j( v* e; n( O) x, J3 h8 \
3 W# t1 n# K, ?$ Y
9 y6 p# n" O$ t$ U8 E `RUE JARRY) `9 e+ A- s' y
---------
1 {( E+ Y" \" n! G
; m% s0 u+ i" A2 B, a% M* FLeave Rue Jarry.
' W+ Y2 {% k6 V% R- I( |' y
; f* M0 {7 v$ L5 _2 |# d
: |( q# A `/ ` U8 t$ f( c8 jMUSEE CRUNE9 `( k. z* N' g& J* |5 i6 O
-----------8 k4 r [4 a$ S) P( M+ f
9 A1 e! {2 @; T7 e8 M
Enter the museum. Talk to Andre about manuscript: He would like to see it. Talk
# v" I& r. F# T4 x) \0 j; r" Z, yabout Nico twice to give Andre the address. Exit the museum.
- A" R- K( o. B) i" B. ^8 @2 K
) }) U, L6 {0 f l+ o
+ k7 ~: G/ R. M4 w7 w5 SRUE JARRY
$ d1 }1 q! K$ P/ y- n1 p7 G---------9 B1 Q& z5 ~& r Y6 \9 @7 z Q% `
; ^" j4 O, w# r% O' g" D8 f
Talk to Nico about Andre: He visited to see the manuscript. Leave Rue Jarry.
& S8 R" D. g4 A* e8 }. |
' t! q. }! v% X" b
8 g4 Q. z2 X8 o3 b: o9 }MUSEE CRUNE( G8 y: `6 ~, f) J z9 a+ R$ O
-----------
! [0 a! C, \8 d4 r: d- v2 t1 ~% ~
Enter the museum and talk to Andre about the manuscript four times: He mentions% W: \* }2 F! ` U/ t, {
the des Vasconcellos family from Spain. Exit the museum and go the airport.
/ z+ A8 O: r; J& Z! N7 D! z! w0 E% _* g4 [( U9 u( d
) T0 e3 S; M" U-------------------------------------------------------------------------------) e$ x) t* p( p4 s3 g! P
2.10. Villa De Vasconcellos - First Visit
8 Z7 x& Z: g; p# X* j! K4 Z, z- f. X-------------------------------------------------------------------------------
5 O" p9 G' j6 H+ l$ v4 T; e8 L% C
: z1 R. G$ o$ N$ SWalk to the left side of the area and use the blood pressure gauge on the hose.3 S: e* ^5 x6 X3 e: k
Follow the gardener into the house. Walk up the hall and the dogs will start
& N8 X: {+ j/ a, ~$ d# hbarking. Quickly operate the suit of armor and the gardener will walk past to
' L7 O e3 U4 T' I% C- ?: h+ B7 E0 R* G8 bcheck on the dogs. Walk upstairs and the Countess will talk to George. Ask her
) `& Z) A0 b* `1 Y- M4 iabout the Templars twice: The chess set is over six hundred years old. Ask
# B, l9 k2 X+ R/ ^5 @2 |% O7 Qabout the chess set: The Countess takes George to the mausoleum.9 b+ x4 x# q3 q- V' y% S' D! e
: z: a8 ^ `1 }, A* x! B$ \
Move the bible on the lectern to see a checker board. Examine the checker" a0 T$ P" k) f' s# R) N
board. Talk to the Countess about the checker board twice, then talk about the
: J7 C1 H, b& Pchess set: She tells Lopez to bring the chess set to the mausoleum. Ask about
& W- ^3 X( W4 |" S. U3 L: _the Templars to hear some more about their history. Lopez returns with the
+ D0 V' w$ f2 ?! zchess set and George takes it over to the checker board. The pieces are laid
( j8 v. i% ], C" _8 I5 |' lout at the side of the checker board like this. Examine the pattern at the base
s. o- g5 w, C( j% Uof the piece by tapping it once. Tap a hole on the board to see a pattern. The& E3 b8 ~: v4 c9 q9 P
aim is to put a piece into a hole which both have the same pattern. The pieces
0 l7 Z9 O7 ^- Y ~, s+ q% yare laid out like this at the side of the checkerboard:" n2 m {- h1 J" T1 G
4 K3 a y% e5 u( B- R
1 6
* o& s$ I3 f: [0 d2 E1 T7 B8 c( ]8 H2 7
7 z7 }1 ~# u) q! ^1 h. g3 8
/ c6 D# T) I* A5 G0 i4 {4 9! i/ ]5 v; f6 `- q7 Z* G( b9 g3 u
5 10
0 }5 y$ L- s6 R/ o: m$ i' F* M: P$ D6 I/ O! ~
Put the red pieces in the following positions on the checker board:
* P( ?: y/ [$ X
% l2 X# h3 ]4 A' T; q 1 2 3 4 5
' E; o! v0 s" I7 V0 D) x" [. }/ g _ _ _ _ _+ w( b; n! P! ?5 k* s6 C
A |_|_|_|_|_|
6 k& A o/ M5 _! X# `7 G8 [, |3 L/ BB |_|_|_|_|_|# W& g, `" i8 L) Y
C |_|_|_|_|_|
1 [9 V. P2 T2 H, J. _: v$ MD |_|_|_|_|_|% S& s2 n$ s. ^
E |_|_|_|_|_|
3 b7 y( j$ F& N! l8 I% e7 m0 } I/ G" `; e* j x
1: A1
( x' M: K# r) H2: E2
' j! E( H$ o5 r; r; u: L3: B5
2 H3 N) D) [, |5 m H- H3 o5 f4: D2
. \# C1 c, y% l* \+ o$ v+ K5: A58 f$ `! h5 i; z$ _; a1 j' O1 ~
6: C31 F0 p! E2 b$ |1 V
7: D48 R: D9 t( t0 w5 g
8: B1
; R8 X( F( f. r6 g0 L9: D1
5 G' a( }3 ]/ u6 K5 p. {10: A4
+ J& Q) V# D- Z# q( ^: F/ U3 M/ E' i/ s9 `3 G; a# D* Y% I
The white pieces must now be placed on the checker board in order to put the$ ?2 x! V' y4 |; C" l
red king in checkmate. Put the bishop on C1, the knight on C3 and the King on2 L) W9 c {' z
C4. A secret panel will open to reveal a chalice.( `3 T; T9 W8 }% h, ^( b. @! {
9 x0 K1 T. K' z' ?: ^' w7 C9 ^" J$ `+ H. J) w3 x8 e6 ?
-------------------------------------------------------------------------------& D/ R- C( ^2 f6 ^$ f9 I; f
2.11. George: Paris - Fifth Visit
$ z( o' q, j( |-------------------------------------------------------------------------------# Q, N7 I) u7 o
' K' n. g3 l w6 q6 i; }
6 H5 a9 a7 b0 L( z$ z4 q$ i8 Z& L, hRUE JARRY+ X& B V4 f! C
---------* Q+ g6 G' X/ D6 @+ v3 B1 _1 O9 B
! m4 _' H% @9 L9 U$ w" tExit the conversation with Nico to leave Rue Jarry.& y! {7 ~; V! F% }4 T( \- g
; q) y' j) E0 C
4 h4 J% e+ y# Y! H: R+ p. P* i, BMONTFAUCON
6 e# B6 c$ j* A1 v! X8 w' p L" ~# s----------
8 g! T8 z, G' q# q: ?
8 O& ^6 w3 ]6 |% Z( dEnter the church and show the chalice to the priest. Answer yes to his question9 i0 E: Y! S, U+ Y! m
when he offers to polish the chalice. Walk to the right side of the church and7 p2 Y& Q7 B2 v# k( Y/ x
use the lens on the scroll held by the statue. Examine the scroll three times
! `2 n$ ^1 P+ m2 Y; U( k" sand George will look through it to see the window. Adjust the slides on the
, V$ Q4 }; X( y2 E- Fwindow so that the image lines up. Talk to the priest to receive the chalice.
/ X5 R& O+ H2 F- PExamine the tomb in the far corner of the church. Highlight Psalms: XXXII XXI,# r- T8 L. Q8 |# W3 N: v
Psalms XXXII+VII and Corinthians 1: IV+V horizontally. Highlight John IV XI
, _0 U1 P5 ]* r% hvertically to find all of the references. Exit Montfacuon.) A! x* ^& w0 \# s$ _( z3 Z
+ F# t1 C* s4 q" B) ^0 S$ z D$ e. Q
, N+ |$ C# g; nMUSEE CRUNE
6 u$ r6 N h8 D-----------
4 @3 m/ U1 _8 q# k& R8 `& ~# w# i4 T( e6 \7 i
Enter the museum and talk to Andre about the statue: He says that it could be
1 i/ Z+ O/ y) {0 l7 N- c9 j, Z" SBaphomet, an idol described by the Templars. Exit the museum.
1 m+ \9 e9 u2 E0 Z8 N# F0 ^9 V8 z/ q: v$ N/ M" z
1 b3 @& \) M$ B$ z8 e
SITE DE BAPHOMET6 b% L6 d5 p+ S; l2 Q/ e7 \' q( M
----------------3 n0 a' c( |' R, F9 o
2 u) `6 W5 H: B3 s( S& JGo down the stairs and attempt to open the door on the right. Talk to the guard5 [ v: W: J3 `* y: ^# e# q8 {
about the toilet to get the washroom key. Use the key on the washroom door. Get) w8 {& g" Z7 \" G
the soap from the sink. Use the washroom keys with the soap to make an imprint.
2 L2 A# W9 U6 s& H* ]' |5 v7 z3 qUse the plaster on the soap to fill the imprint. Operate the tap to fill the3 r9 i/ F' E, ]2 }6 B I( Y6 D
make the plaster wet. Operate the hand drier to get the plaster key. Exit the
* k. _* y" S9 Q1 t1 zbathroom and give the washroom keys to the guard. Go upstairs.! ]9 S, N* S4 T" m% S
% M, y: `' |& G) P' ~
Outside, try to use the plaster key on the pot of paint at the right side of" F. r+ x5 Y7 V# q5 H# h- Z
the painter: The painter won't let George near it. Go downstairs. Use the phone5 x* Z6 w; D4 S& E, ~. j
to call Nico. Go upstairs and talk to the painter about the phone. While he is
H2 W" z/ }. Z5 ugone, use the plaster key on the paint. Go back downstairs.
. F9 h0 C' i* d' @6 U4 X
, T1 }2 ~) J, O) vTalk to the guard about the toilet to get the washroom key again. Use the
4 d( m% d) n: f: |4 Ywashroom key on the right door. Open the inventory and combine the washroom key
B) R7 X% b" y9 `4 |with the plaster key. Exit the washroom. Examine the thermostat and then talk
0 y) R! `' }8 Q. V2 vto the guard about the thermostat: He has his gloves in case it gets too cold.
9 K6 R% b; V9 r9 _2 Y4 s" |Operate the thermostat to turn the heating off: The guard will now put his
/ B5 ~, S6 g) Sgloves on. Give the washroom key to the guard. Operate the phone and she will4 L0 w* S% Y @9 V
agree to distract the guard. Go downstairs and use the excavation key on the
; N+ n8 }1 {) [( vleft door. Climb down the ladder. Use the chalice on the mosaic on the floor.: L6 J4 h+ k1 O- E5 C7 p* k
* X1 @' k$ k' K6 U! w
3 f5 e% z6 w0 V1 K- j
RUE JARRY* H# p0 x- V% n9 l2 c0 S3 y
---------& y. B' }) g3 L% I
3 r% l8 f2 B/ x$ {$ D* a. u- M
Exit the conversation with Nico. Go to the airport and return to Spain.& e/ ]: J6 f9 e# Q: s5 N! W x
5 h/ K* m& n, u
! Z- h9 S' J- b5 o- D-------------------------------------------------------------------------------% x3 Z e" m& U/ `, Y5 C
2.12. Villa De Vasconcellos - Second Visit$ ~+ M/ B$ m$ A' i& j
-------------------------------------------------------------------------------
( _& q/ J d, A
6 m0 {" @7 W; Q* i$ |
; `7 ?3 i# l& bEnter the house and get the mirror from the utility room at the bottom of the
5 D. ~/ ~! {' |- a* u3 e+ l3 pstairs. Go upstairs and talk to the Countess to return her chalice. Talk about
; ]3 z) S- Z X3 \2 t! vthe chalice to mention Don Carlos. Talk about Don Carlos to tell her about the
- J6 Y: x0 y$ l# u. C) [* ]Biblical references on the tomb at Montfaucon. Exit the house and walk up the
I. c& Z9 Z2 a5 R" O' X% ~; epath to the mausoleum. Enter the mausoleum. Get the Bible and return to the( z, F3 Y. @" R) c
house. Show the Bible to the Countess and she will read the references.
4 I+ D& e7 k$ h" l1 _$ ~' O. a8 N/ s2 _
Exit the house. Talk to Lopez about the well: He doesn't know where it is. Ask1 L. _/ H% r1 t1 X
him about the location of the well: It must be in the old courtyard. Walk up
& C4 a) Z1 p" `1 Rthe path and enter the mausoleum. Use the tissue on the window pole to char the/ L1 n4 W/ P! v& d
tissue. Operate the window to close it. Use the tissue on the window pole again: r7 k; j. M& v( z# T) u
and a key will fall out. Exit the mausoleum. Walk left to the courtyard. Talk
/ r8 G8 G3 H6 d% x3 g: L, }to Lopez about the location of the well: He needs a hazel stick. Walk to the
% h' O, e% ]+ R9 cleft side of the area and operate the tree near the hose to get a stick. Show
/ [, ~; y) I. @8 b9 q* wthe stick to Lopez and he will tell George how to find the well. After some
% Y( w$ _1 F, D* W5 N* r2 {searching, George finds the well and Lopez lowers him down into it.
* i1 @$ |7 o/ D) ?3 X/ i( U, c' Q- t8 `
Examine the lion's head to see that one of the fangs is separate. Operate the+ L$ s" Q& u% y
fang and George will jump out of the way as a section of the door falls. Use% M) q( f2 ]5 P& I: w6 W2 r
the mirror on the sun's rays to reveal a socket on the door. Use the stone key
! r8 v% W# P6 i+ h5 c- @( zon the socket to reveal a mechanism. George's diary for Montfaucon lists the6 ?. v6 n' t; s/ E
numbers around the window in the church as XIV, XXVII, VI, LXXXI, III, I, XVII,& ?1 Z1 }7 S9 H: S
XII and XXV. Spin the red dial to X, the yellow dial to IV and then press the2 d N& @0 l, y) ~; d/ E' x
bottom-right button to enter the first number. Do the same thing for all of the
, v- R/ v$ s h) t" ]# `& l2 Xother numbers that were on the window. Go through the doorway.
( o+ M8 O0 E3 P1 x, k. E& @
8 \& Y* Q2 `) V5 O: l
1 Z2 F9 N3 u9 R0 M q( r5 a) N-------------------------------------------------------------------------------( Q) d, E9 \" A6 L' ~
2.13. Train3 L1 T5 L/ W$ X5 v3 Q: R1 e: f" {
-------------------------------------------------------------------------------
' m! D- F: @9 m5 |
* D, }: r p- `! i# `
: g8 r7 R7 A( J' IAttempt to leave the room and the ticket conductor will enter. Leave the cabin., c5 ~, `! Q. }* q0 W
Walk left to the next section of the train to see Guido. Walk right and return
7 S3 ?$ ]* y4 B4 N5 Oto the cabin to see that Nico has gone. Exit the cabin and enter the cabin on
3 A* y% G- R, G4 _the left. Talk to the left man about Nico: He hasn't seen her. Operate the/ J% {: ` x8 S- x# H
window and climb up to the top of the train. Walk right to the next section of
$ |) V T5 g; [6 K) J mthe train and climb down the ladder to arrive in the room with Nico. George) u) U2 H) x, t! Y, U
pulls the emergency brake and stops the fight. Exit the conversation with Khan.% ]) c. G8 m; b
Talk to Nico to untie her. Exit left to leave the train at Bannockburn.: {9 }) d1 j. E( n; w2 \: N
: h; G6 T% I6 j/ j
A5 u" W5 ~8 m) g: R" R
-------------------------------------------------------------------------------* O" \7 P; B* |4 n" Y
2.14. Bannockburn
- z' S+ ~4 v* {-------------------------------------------------------------------------------
$ H# f' U2 M2 q0 s$ n& y
]9 a: E" t* M6 o9 L m1 e; g8 J8 ^& \- U2 Z
Enter the tower. Operate the heap of stones four times to find an old clay4 B7 i, @/ ?+ b1 u; q
pipe, a metal coin, a small cog and spindle and a pen lid. Operate the handle
, S; B4 k! X% o/ d. N1 Eat the left side of the statue to get the handle. Get the cog. Examine the B0 x3 D& u% j9 d) `3 Z1 F! n. z
statue. Use the first cog on the left eye. Use the second cog on the right eye.- f0 X5 O4 n2 o
Use the handle on the mouth to open the door. Go through the doorway. Go right
, [5 @$ J) n4 R$ Kto the next room to spy on the Templar's meeting. After a long scene, George5 q' _7 t7 h. F3 P9 a3 _
and Nico try to run out of the temple but are stopped by Guido. Operate the1 }6 b+ x* `# y) d
torch on the wall near George to complete the game.& q5 k/ Z9 W5 F
& Q) X) B8 R- s2 c8 ?8 d0 n$ X# {' _; |1 C. C1 ~
===============================================================================
1 V( l- m2 H. h) c# `) {3 U/ Z1 d% M& z5 g$ |4 z$ p9 U
3. Item List6 e) ^8 D; t" r- I! z: j1 W2 m
' C3 C/ O+ n. M4 G7 T===============================================================================
# \: ^0 x* a% S2 |
/ L* c k* U, ^/ ]( C4 L6 m4 v3 p! D& L: e5 y- N% Q( E
-------------------------------------------------------------------------------
; F: m6 N; A0 u+ G* W7 t: |3.1. Nico
3 D+ \) n$ E0 M1 y* O4 ]0 z-------------------------------------------------------------------------------, y. [- c6 A) x
& j u0 A8 P @1 J, M |
" E% h% f' \$ a! r X( Q0 ]" F9 oARTEFACT) Q3 b+ k7 K+ D* W: H
Found by examining the pouch in the inventory. It is used on the small hole
) o# ^0 Y, V( `5 d at the right side of the safe in the state room at Ile de la Cite.
: T5 ]- C; V% A0 O, h% K& v: T" X8 C" P" B1 V3 H5 ?
6 X' M% E# G$ G( r
BOAT TICKET+ [" ?- I) [4 {/ [
Found in Pierre's pocket in the Palais Royale library. It is not used.6 G7 y3 u- B, |/ ]% i+ g1 e
- y4 Z1 X& w% ` i( R6 N
* j8 y. ^% g! E# M, GCARVED ELEPHANT6 {: b) v S2 W( a' Y
Found on the desk in the Palais Royale drawing room. It is not used.
' B1 s$ r: ]) G" s2 W/ p" X0 {* o& f M
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CLOTH' h5 z [7 t ~$ x s" j
Found on the table in the Palais Royale hallway. It is not used.
) [; A/ U! \% J6 X; }1 P/ n- k9 e% e' n4 b. K8 I
. b/ x l/ p- S' v' }* sCODED MESSAGE8 d3 Y4 U, o0 O
Found by rolling the stone cylinder with paint on the blotting paper on the* }. i6 ?+ n" a; `2 C
desk in the Palais Royale drawing room. It contains a combination of letters3 Y( a9 V' I$ B+ |: @" _! l/ K$ P. ]
that are used to open the door in the skiff room at the Ile de la Cite.
p, W# X. U8 V$ Y$ u3 [
# L: u3 e& Y, `2 K s+ {
N% Q- e. `1 q, e2 y4 n% ]HAIR CLIP6 n( T+ k, l; R
Found on the floor near Pierre's body in the Palais Royale library. After the
" X( l2 `+ X' K cloth has been picked up from the table in the Palais Royale hallway, the/ L& F1 e8 }1 x% j. O3 _3 |
hair clip is used on the small hole in the table to open a compartment.: C( g5 U& B* B7 q0 R2 {- ]5 P7 h
/ Z3 i: g( c" ?6 Y
( k* \8 B( K7 v9 a7 _# Q8 U! AKEY TO DRAWING ROOM
; @/ D" S' p5 q0 g. c Found by talking to Imelda about every person. It is used to open the door at `9 K* K& h+ C) l0 p
the right side of the Palais Royale hallway.
$ J& } \+ d* M9 S1 T% u2 q) Q# B: e6 E) f8 a3 l4 ?
8 n/ S( W A- p) w+ }8 N
KEY TO SAFE7 T B6 `& m1 i3 E
Found in the secret compartment in the table in the Palais Royale hallway. It/ n+ ^: e( c; k! s6 h! V
is used on the keyhole of the safe behind the painting in the Palais Royale
, G! Z4 v$ S5 K5 t drawing room.2 O/ Y: r& Q# [0 U6 @. R
( h. ]1 z+ k$ a2 C3 _3 r( m4 U/ W
* O' y6 j5 B2 o, U0 I* n+ ~8 _NOTE
. _4 P% }! z; ?3 B Found by opening the desk drawer in the Ile de la Cite state room. It is
5 f* r4 ^6 v" P/ e9 P looked at in the inventory so that the message can be decoded.9 j) T4 @# c% }; ^$ X6 C6 c
" A; F+ D3 V6 ]: u. h3 L
6 ?- y/ J, c2 H! Y+ U- a& [
NOTE
. O* t j. j1 d+ I- I Found by examining the pouch in the inventory. It is looked at in the4 { F9 }0 j" w0 |1 g. A. B' w
inventory so that the message can be decoded.
2 a" L s5 V6 |7 K' u; y! Q5 @9 s1 @# }. C! x/ k F: s$ m
9 t1 a9 c7 w1 ]0 } CPHOTOGRAPH0 C/ v/ i- L- a1 x# ?2 H* h* C
Found in the hole made by pulling the drawer all the way out in the Ile de la" h0 n$ e$ J' ^5 z% [% c
Cite state room. It is not used.) {2 Q/ O+ |& l7 O( c; i/ b
* Y% K4 ~1 f( }) t7 v* Y% r: g4 g9 R$ Z+ y* ]: N
POUCH
/ N7 c, M* o. n Found behind the pipe in the Cafe de la Chandelle Verte. It is looked at in* C. l6 B4 u' ~. @$ c
the inventory to find an artefact and a coded note.
, J8 X* G: u4 F4 l* X i! l& ~0 Q1 g" M
3 M' `" ^3 {4 }% Q& `, R) ]* p7 s( I. C" n6 x$ ]3 ]* @* S+ O
STONE CYLINDER
2 [0 B4 g1 ~# c Found in the safe in the Palais Royale drawing room. After the tube of paint
$ U+ M" n' C* Q) S O+ I has been used on the in-tray on the desk in the Palais Royale drawing room,' c7 j' |* K8 t3 ~
the stone cylinder is used on the in-tray to roll it in the paint. The stone
/ e6 Z. T5 a0 b" S4 p- ? cylinder is then used on the blotting paper to roll out the coded message. It3 I: r5 N% U) e$ J, M& V
is used on the hole at the right side of the door in the skiff room at Ile de3 \& h7 i5 Z; s1 d1 r/ ^% Q4 h
la Cite. After the door has opened, the stone cylinder is picked up from the
7 i7 `7 O, F0 |' H& B/ ]6 \ hole. After Nico has used the flattened shell case to hold the cross in the
' `- V6 x4 V5 W# i! o7 b4 B: D Ile de la Cite anti chamber, the stone cylinder is used on the round slot.% K8 P; L7 d( E. F( z
5 V, s& g( |: ?; t8 v& [
3 C0 X, E2 t( C' o
SHELL CASE
/ {' _; D. ?% l" E* p6 ^ Found below the skiff in the skiff room at Ile de la Cite. It is used on the& M& _) z2 a0 C( e6 d9 A( Q
right door in the Ile de la Cite anti chamber. The cross is then operated in
8 ?. }' C: m _, Q0 Z4 ? the middle of the room to flatten the shell case. When Nico operates the
3 R) j' r9 @( c9 z% f0 l! v8 S cross again, the flattened shell case is used on the cross. After the stone! R7 F! A% p; h- b
cylinder has been used on the round slot in the anti chamber, the flattened& B- O3 c6 D! n* s& \& W5 }8 g
shell case can be safely taken from the cross. The flattened shell case is
1 x- B* v. U/ Q. T8 S then used on the door at the left side of the anti chamber./ t/ z% c1 L) a8 k+ y" J- K' I
( N( J* O, Q2 U! F- S" z( m
; }& w4 H+ c" E9 ^; i2 E/ F! u& ~2 v
TINY KEY
e- ?. |; @1 Z5 F- |$ F After George's Lochmarne section, Nico finds the tiny key in the locket worn' R6 u* V2 _8 S4 ?$ z, b
by Imelda in the Palais Royale. It is used on the box in Nico's apartment.5 w% @9 F" O" p# j' s0 j3 m
' `2 W( h. v+ f# D
' \" M( p# I/ [) d- HTUBE OF PAINT
- l4 w. o; R, G$ t0 z Found below Imelda's painting in the Palais Royale hallway. It is used on the
* @ x0 i, A4 l T in-tray on the desk in the Palais Royale drawing room.- V9 G- j) H. {
5 ^# n9 s9 G" e v! D, i9 V. q" `
& ]) y: J# D! Y( B-------------------------------------------------------------------------------
7 a5 L7 \) U$ w' O# a3.2. George' J6 U# b/ _3 l7 H8 R
-------------------------------------------------------------------------------& R. ?& h( z8 p2 r: Y1 X
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* J7 \- C1 T# U" P50 BUCKS
8 C8 G; h4 s- A Duane will give George the 50 bucks for the polished statuette. The 50 bucks! b9 b% U9 k: Y8 }
are given to Ultar in the Club Alamut in Marib.
/ a, `9 u4 M- w, Z: z7 n4 B/ M& c8 e0 U: P9 _+ L: E
8 H. @: w. e( ]; Y9 ~5 E$ h7 u3 O
BIBLE
" S) j; I. D$ m+ X Found in the mausoleum in Villa De Vasconcellos. It is shown to the Countess
" p" Z. F( n$ Z8 N& z r( I in the house.
3 Y7 u9 _/ s6 G$ q+ I, P6 ]& S% a1 I' j5 \$ A d5 h7 ^$ O
. z8 G7 ~; d( y9 E* S% cBLUE GEM
5 i1 Z1 | N, O( W Found in the cellar of the bar in Lochmarne. It is put on the tripod in the1 m5 h/ g, P, a5 L1 {5 P. M
cave of Montfaucon.; A: F# m% @; r* w- l( A5 T
+ y0 [! M9 k9 `0 i5 t& l3 f
5 Q7 U' a: ]+ B7 B u
BUZZER
/ Z, f) R& A& | v) r% K# p The man in La risee du monde will give George the buzzer when he talks to
( ]. G1 ^: b, d7 C6 V7 H him. It is used to escape from Khan in Bull's Head Hill.
4 w! V; F- L5 C- w2 A
9 a4 D% } V% U' w4 |' v4 |* u1 P$ ?; X9 u7 \* H4 \1 H( Q
CARD
$ j; v$ _$ L1 q% V8 A Inspector Rosso gives George his card after talking to him in Cafe de la" ~1 H3 _* G9 k% ]4 l1 c6 g* F
Chandelle Verte near the start of George's section of the game. It is shown- Z# F6 P- e& G' c' L* I
to the man outside the house after the sewers.
' @$ J4 ?: k2 C. Q/ S1 t
. o+ ~! s3 L! r" c/ {
* F6 E) g. L0 y; R: f" t% d1 vCHALICE: e. W$ S" N- S% [( E
Found in Villa De Vasconcellos after solving the chess puzzle. It is used on9 \! F4 H: R& w, H C% J
the mosaic on the floor in Site de Baphomet.
* d# B- D- z5 j8 y3 z2 P+ b! X9 W5 ?, E+ z8 p6 F
4 k6 X% R- B7 ~3 A0 F' V4 a
CLOTH
% ]9 W; y) c- p) ?3 F Found in the sewer below the alley near the Cafe de la Chandelle Verte. It is
- W- {/ d% P1 k i. h shown to the man outside the house after the sewers. It is also shown to Nico
% {0 ]3 f5 u0 W. N in Rue Jarry.
% u0 p( O- D$ A% j& L" S* z4 N2 [9 @- a |. T
/ m4 w- `0 x& G
COGS4 X" m+ E* c' F: u" W* Y1 c* A
Found in the heap of stones in Bannockburn, the cogs are used on the statue
& j, {" U; d- ^* U& Z+ g" d! J in Bannockburn to open the secret passage.
O5 O! v) Z* E( T( \9 [" K
, ^' n2 {) G n# k8 p% b+ p q- }; O) H# S6 D$ G$ [- |9 o
FAKE PLASTER KEY
! P; x U; |* _* M) F Made by using the plaster of paris in the indentation of the key in the soap.0 n; B, K1 b2 Z( h3 T
It is given back to the guard so that the real washroom key can be used.
# M- V6 E" K# |* K% u7 u8 Z( K. U5 \: ^/ C6 Z" [
; L: T( E3 u9 R4 V/ WHANDLE" K8 G8 L/ U6 t8 q! w2 U5 n- Q/ Q) E
Found in the cog arrangement in Bannockburn, the handle is used on the statue
: }0 v* h8 H2 F% `3 z in Bannockburn to open the secret passage.7 D- b1 a& S, Y6 F) K' F! w
0 S# n& ?% T% d+ g# a/ I* O
d5 l! g) Y. h7 ?+ h2 M* v
HAZEL TREE STICK
) [' ^* P6 i2 U& n1 f. b Found next to the small building in Villa De Vasconcellos. It is used to find8 B7 k& P; q; |/ J
the well.
0 c. k i4 }) T$ f4 v& b3 {5 t
- L- K1 h0 J- r1 x
) U) P! ?+ q8 \KEY
1 m0 d& R3 E! v4 a; o/ |4 d3 C# A The woman playing the piano will help George get this key from the Hotel Ubu.! }4 C0 l4 Z8 C; o6 P! S
In the hotel, it is used to open the first door on the right at the top of4 y7 f. O* i- K7 a% J. ]) p4 J
the steps.( R' Q. C5 D9 z1 N( I$ u8 P
6 l! w8 L8 w1 w+ `% o: m2 {
. n& _. P0 n# h* A' U+ |! x" R8 @, |MATCHBOOK
1 r+ I7 N; l4 o0 j) f& Q& U4 n z) X! n After Khan has gone from the room in the Hotel Ubu, the matchbook can be/ }! J* l3 w% B
found in the pants on the bed. It is shown to the carpet seller in Marib to- U7 K) Z# b `3 {- q3 E6 z
access the Club Alamut.
+ B x/ e/ l3 I! j/ `9 Z4 \: o
4 m6 V6 i- Z% y# G0 k, f2 I: I0 A; m- y0 ~
METAL ROD; H8 M5 D a; L5 L7 |
Found in the toolbox at the construction site after the newspaper has been
$ C, W. ]9 R1 Y$ E given to the worker. It is used to open the iron cover in the alley near the4 k1 F7 |. _$ @
Cafe de la Chandelle Verte. It is used to climb the wall near the castle in
1 W: I' d( C% q4 j, x4 p- Y4 L Lochmarne. It is used to open the manhole in Montfaucon. It is used to open, O8 f5 Y* B( U+ l3 G
the door in the sewers of Montfaucon.
/ g% `5 X/ r) ~3 r3 K8 k
( `) _4 N" e* S5 k0 ^7 J: K9 S* S6 u# H1 Y
MIRROR* X% l4 W0 V) o/ ], K; U$ Y
Found in the utility room in Villa De Vasconcellos. It is used with the rays
/ D0 u; K1 E. b; S, X of light in the well to find the keyhole.+ h/ v2 Q. ?) `; z, D4 R; L
6 ~9 \# u4 W! q9 B& a4 F8 Q2 Y1 B% n8 A; G" r: O, P
NEWSPAPER
1 p" |+ j& h* m% y1 A* P Found by the base of the lamppost outside Cafe de la chandelle verte. It is
/ z; d @9 O- i shown to the workman at the construction site to make him leave the area.9 d# `8 s2 j2 [$ M: j3 J
' {6 D+ [; x* Z* U* X
8 l8 l4 v5 d1 h6 H" U T& u1 I9 sPARCHMENT
: n( O& k7 i8 H! H7 s. q7 w3 G. p Found in the safe in the Hotel Ubu. After it has been thrown out of the" o/ ~5 A* D$ D
window, the parchment can be found in the alley at the side of the hotel. It
- E F* W* \2 D8 c8 p is shown to Nico in Rue Jarry.
2 Q( E) w8 ~# b0 \& q9 f! ]) w5 T: D: G4 D) o1 ]* q/ O, e
: I% R" D& @* Z
PASS CARD q( |6 }. o& f
After Khan has gone from the room in the Hotel Ubu, the pass card can be! a' y( \# g, y6 L1 H' X
found in the pants on the bed. It is shown to the clerk and the woman playing; g- q2 V+ l. h) j; f) M& T, Y
the piano in the Hotel Ubu to get the parchment. It is shown to the barman in
2 A3 Q! l2 `8 @) `: H Lochmarne to access the cellar. It is also shown to the woman behind the desk
6 H9 R0 G l9 s5 F! s# f. [ in the Hopital of Paris.
) F: Q" t3 P* [2 @& c' o5 A X' o. Q# x1 @" ]9 k* Q" Y
- D% f- D& ~' l3 Q* q! S5 ?6 pPEN LID
! Y9 G5 F2 _( E* v6 D. V2 w Found in the heap of stones in Bannockburn. It is not used.
q, m G, t* D! b1 v r( S) Q# I/ z& C7 ^
% {& S* D- |9 R: H7 PPHOTOGRAPH# Y# f8 M! s, B/ Y4 u
George receives the photograph in Rue Jarry after he shows Nico the cloth.! x) T* f6 [0 [2 x b+ p
It is shown to B. Todryk in the Police Station, to the woman playing the" m* ?; H2 @" m& q
piano in the Hotel Ubu and to Ultar in Marib.$ b* z2 K+ l: C7 s6 e( I' S
0 e9 O, s/ | J. j5 S; _- I
6 J- ]1 e: y2 d/ o" G ^* jPIPE
r3 C" D; z3 v5 t- M4 i Found in the heap of stones in Bannockburn. It is not used.
/ u, j T" B% e3 z ?; f/ Y, l
. s+ R v) x/ M/ x( [
' u* ?' A# Q# k3 C$ D+ xPLASTER CAST
0 d0 J. a) h% ~ Made by first putting the plaster of paris in the indentations in the room" o) c" @3 h; s+ q V
under under the goat, and then using the wet towel in the indentations. It is5 F, j7 u8 ^4 p' t L( l1 H% `
used in the five sockets in the room under the goat to open a secret door.. d/ u6 c0 Y- a+ {( z
; K- N( O. N7 v$ [. m1 J
5 c6 {/ Q+ ]" zPLASTER OF PARIS
* o* t" _2 o: P2 V' ~ Found in a sack in the room under the goat in Lochmarne. It is used in the
+ C' _4 b4 [% E3 N. C) l indentations made by the statue in Lochmarne. It is also used in the soap to+ g' G& j8 m: k$ ]
create a fake plaster key in Site de Baphomet.; _( {; u: D) D1 p, n+ x! M
4 L* e' W& V v! }% I
$ V4 Q2 o" t3 y9 Z% OPRESSURE GAUGE
. A) H) F& A' a4 Z- }1 y Found in the Hopital of Paris, It is used to stop the hose from working in
2 f* j8 _" i6 N Villa De Vasconcellos.
; }3 U: W& P$ P" Z$ U
9 n# Y% I; p1 m/ A6 W; a& }8 ?. I0 p5 R9 }1 @
RED BALL
D1 S1 q! Z1 C0 ^5 u/ b The clown drops this red ball in Montfaucon. It is given to Nejo in Marib.. R9 V/ A4 S2 ~% i5 n
& O7 e& ?- X: i- ^/ S) ?7 I( @
( U# G' {) N5 T T. m
RED NOSE! [% u) O( V4 M* s' {/ h a+ K+ c
Found in the sewer below the alley near the Cafe de la Chandelle Verte. It is
% `1 E* `* k+ j2 [3 ^' {" n not used." H4 e# F2 [; z( V8 t
8 f6 ^7 m+ N/ n- y+ a& L PSOAP0 A. ^; I& M! w" w) p/ |" O
Found in the washroom of Site de Baphomet. It is used with the tap after the
- |0 R- o* ?! A. @+ | plaster of paris has been used in the key indentation./ s/ o2 g _2 {1 ~7 Q
% ^ g& n: g3 k1 B. R2 \2 n
2 S; W* p% n |( ~$ |/ q# RSTATUETTE
, ~1 u% P' I: K, t$ B* b! g( C. { Found in Nejo's stall in Marib. It is cleaned with the tissue and given to# d$ ^7 h; j! k0 I
Duane for 50 bucks.) N# U5 {" N$ \: Y
! W. w0 }* |5 Q( A0 @* h
6 w& H9 W: E2 R. u5 e# [STICK
R( p' n" v. J9 _1 w1 ` Found on the tree in Bull's Head Hill. It is combined with the towel to make
; \8 K7 f2 t+ c% Y, Q3 m4 O8 \ the stick-towel.
+ ]# ]! a' r6 f1 z' U7 [2 t4 r$ t6 u1 O
( }6 S2 c E8 |$ d% r
STICK-TOWEL" [( Q: H3 _ |1 l
Made by combining the stick and the towel, the stick-towel is used to climb
' r O: s" u. W! p/ ~2 Z down the rock in Bull's Head Hill.# P b) ]* q' f: c1 R* X
/ O. m. [9 ~0 Y# E# R8 k3 I
, q. ?) t1 P6 n5 p% f$ w M
TISSUE
* {: |9 f1 B- {4 k Found in the sewer below the alley near the Cafe de la Chandelle Verte. It
( a& i: i' H. f0 Y0 r) C$ q is used to polish the statuette in Marib, and is also used on the end of the) f! M$ ?3 g7 x/ Z# v. ^
rod to light the candle in Villa De Vasconcellos.- ~- N: K: F, f) K
; w! X3 F) j# m) R: b [; E# T0 ?+ E; z! m0 e$ ]
TOILET BRUSH
7 J; Y9 H* }0 K0 w$ Q The kebab seller is holding the toilet brush in Marib. It is given to the8 \# r9 s3 |: Y8 R1 U- R* k( Y
manager of the Club Alamut for the toilet keys.
8 u/ [+ l+ R* R: P( w0 l- w/ Q1 g! v; F" [7 K
( W# f, U' H# F6 J
TOILET CHAIN" I9 n3 J- J4 [% u
Found in the toilet of the Club Alamut in Marib. It is not used.
3 V3 e3 N) p% K# P' q/ P
1 {( @ }" e8 D2 G! Q1 R; p% t, T, I- k5 ?' d" A r* f& k
TOILET KEYS3 |0 L! J5 o# K/ [9 g
The manager of the Club Alamut in Marib will give the keys in exchange for9 [; `( f" R# w: k
the toilet brush. The keys are used to the unlock the toilet door in the Club
- W, G1 i1 i* D5 Q( ^! v8 }: o Alamut, and to unlock the roller towel dispenser in the toilet.
6 i* c( P) s- x
6 e" u$ }0 `" r5 L8 C- O# y; T' y* O) m7 v
TOWEL
: {" J# f* Q h$ V0 @ Found under Pat's arm in the bar in Lochmarne. It is used on the faucet in0 `" r3 \ @- V! \8 R4 ]
the cellar of the bar to create the wet towel. The wet towel is used in the
) A/ s* |2 Y1 N* Q) ? indentations in the room under the goat to create a plaster cast.
/ |9 D* D7 _: z0 g: t; B A0 w* F) ^& G$ L3 v: v" B
3 w5 m$ K. R# c2 H6 |$ \TOWEL
+ ]* f; ^/ ~6 W Found in the roller towel dispenser in the toilet of Club Alamut in Marib. It& v& {. w% Q( w$ N8 G9 n& q
is given to Ultar to fix the taxi.& X% ~3 M( ?4 N- i! v1 Z* U
0 B- {0 T+ D {1 V5 T
. C8 J1 g& i+ L, Y- n
TRIPOD. ~/ D; U3 ?9 F! [- @
Found in Musee Crune. It is used in the cave of Montfaucon.6 \; X/ d: M2 i
* _6 f A3 B; I! e
6 t- `! B; a& q, GWASHROOM KEY
# F* ? N5 W0 u The guard will give George this key when he asks about the washroom in Site6 A, I+ R; ~+ S6 k8 }* z6 y7 v* {
de Baphomet. It is used to unlock the washroom door, and is also used to
: c6 Q( ^ L# Y# h! x& L% M create an indentation in the soap.
7 R( |$ D5 y) A$ e, S3 h' b" L& L. _8 @% O
9 t# [6 G# y/ i: oWIRE1 [% S( c$ M5 U. U6 n* e
The wire is being held by the sneezing guy in the bar in Lochmarne. It is
& `( ] y9 o& I used to fix the glass washer in the bar.
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# K$ M0 p+ p5 C# ]/ V0 e===============================================================================
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( d6 t" t. ?* c% W. }3 }This file is Copyright 2009 Tom Hayes. As it can be difficult to keep track of* k" J6 \0 t) [% ]5 @7 n T+ V
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