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

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

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发表于 2010-9-6 19:53 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式

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

因为玩完了NDS版的现在又玩PC版的~~~~~
' P; w) p7 f4 x3 Y但是之前是没有攻略的(当然是在玩通NDS版时)! f0 |7 s* M- G+ J& u4 K
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~): F% l' v. z$ ~) F. W- r6 A+ j
来至:http://www.neoseeker.com/resourc ... &rid=1775830 _3 s2 h* ?2 Q# Q& `
===============================================================================" E1 K* j. k+ R5 Q

: }1 B, m* F% P1 B0 s                               FAQ/Walkthrough for* Y: d5 o# \! L* @
              BROKEN SWORD: SHADOW THE TEMPLARS - THE DIRECTOR'S CUT
; D: Z  j8 J% e9 K( N7 H
6 e0 O: S1 v. F===============================================================================
0 b. k  G* o. d. }' H6 q6 K5 B6 D0 `( E/ o

0 L+ i* X! o( @. o1 b: yGUIDE INFORMATION" P. t& d) m- ^
-----------------
, G( L# k# L; P, `  U4 E: z4 A
Author:   Tom Hayes
. I1 _; r4 o6 H8 C' EE-mail:   thayesguides(at)gmail(dot)com
7 u5 B6 Z" l/ X2 {0 a. zSystem:   Nintendo DS
+ H; r) v! U8 S, Y( Y4 a+ o4 _Updated:  12th April, 20094 t7 r0 @4 G  Z& p/ o! P1 o. c
Version:  1.0
% Z& X4 X7 D1 `
( ~( S7 @. @7 W) q' l8 H/ s  Q( R: i! z4 [" K0 R
CONTENTS6 g4 o; A7 ]; R  m
--------" j- r- o- i) N7 ^* ^, y
; B! D7 O* d3 x; ^: S$ a% O+ L
1. Introduction
; W. L4 j: D5 E4 g/ G- _. f# i2. Walkthrough3 T' n5 h+ O) F' B
     2.1. Nico: Paris - First Visit
3 m! ^! V4 |3 `* [. Q' ~     2.2. George: Paris - First Visit
& A3 ?1 P! J/ Y. j5 N7 T) E: T7 d     2.3. Nico: Paris - Second Visit
  Q1 ^, r0 D$ G  ^  ~  M: @     2.4. George: Paris - Second Visit
9 ?7 F( f) S! w9 W; }     2.5. Lochmarne" B4 o( t: J7 n, |% V; Z6 u, i& {
     2.6. Nico: Paris - Third Visit' ]* t4 Z: R  w2 N, W6 \! D0 |
     2.7. George: Paris - Third Visit
. a8 [, V( E, X' {+ D     2.8. Marib
) j; ~+ k6 x" A     2.9. George: Paris - Fourth Visit, ^9 Z- n! l0 P* Q8 D  F- n! W
     2.10. Villa De Vasconcellos - First Visit. c3 S1 W( T6 t/ Z" G* G7 S" N; a
     2.11. George: Paris - Fifth Visit' T/ X& F8 s0 `4 M
     2.12. Villa De Vasconcellos - Second Visit
" @8 d2 w; l4 o  R4 k& t, y     2.13. Train
: x: q: f2 ^9 Z  T     2.14. Bannockburn
1 q+ v- m8 k/ {0 {; l' A" z3. Item List
3 L/ k! [. u' k7 A7 i, \- z     3.1. Nico) o9 H2 p% ?0 o- y, W
     3.2. George
4 G9 Q" ?$ ]; q; K4. Copyright Information
- c2 |9 g" C" W8 e6 g0 L  w6 Z5 J* U" }+ |. ?0 w
- N# J5 I/ O) `
VERSION HISTORY) I; F5 @1 g4 Y/ R7 |- K8 q
---------------* z& ~9 q% A. K4 S7 T$ Q$ w

5 \5 i6 l: d6 G1.0:  12th April, 2009  (First version): o  M" I2 V3 i! a
8 u6 |1 |1 d) ]$ I$ j* t
7 X( g1 v; d9 Z1 _; i# [8 H" t/ |
===============================================================================
1 `+ e6 x1 X9 P) |+ W( o! @7 q- s
  s4 g9 R! k+ \1.                                Introduction. b( B2 o- W- ]; V/ k
1 @0 a% b0 g' i! c/ ]& C
===============================================================================
  O! R' K, v3 ]1 X% {. ~2 m2 g( [7 H+ r* Y& l( ?  j8 w

6 P+ Q5 @8 U$ CBroken Sword: Shadow of the Templars was originally released on the PC in 1996.. w3 l! L/ P% ]( b
The game tells the story of an American tourist named George Stobbart who is on# e, Y" w( j$ m0 I  M
the trail of the Templars. The Nintendo DS version features many new scenes and
( t0 ?. k! Q' v1 B( h' Hpuzzles which make getting this version worthwhile even if you have completed; u7 x" w1 A7 @8 [7 p- I5 o
the PC version. Nico also gets her own separate adventure which won't take long$ Q* P$ h8 |2 h9 A4 `5 u  a2 M
to complete but is well designed and fits in well with the rest of the game.
- ^. E8 k6 t' e4 S+ U4 \3 s8 U1 |7 k6 t
* g8 l& N( k: n! s# |1 K- X
===============================================================================
4 Y8 G2 T8 w# ]$ {
$ j' P% _4 ]+ s8 a2.                                Walkthrough4 K, A4 G, g: ?8 o& Q
  M5 q% e: Q9 M6 L
===============================================================================$ t: S' i! x5 Z" @0 a) ?) E
! p& g# ?) c- u  g' ^! U
" J3 i7 l9 A9 e5 O4 Y- ~
-------------------------------------------------------------------------------- E6 \7 P) A; q: p$ R1 T
2.1.                       Nico: Paris - First Visit
6 r$ [, l+ d6 m: }* t- u* R-------------------------------------------------------------------------------
& G) I: h8 g4 \& p3 s9 b) D" ?6 D3 T$ w4 r# n* x
* A9 v- G3 U0 ]8 L# B
INTRODUCTION
( g( G2 F4 w  j/ a/ S6 k------------- b3 a4 X& R: A

9 b9 m3 h" A6 T" |Nico receives a call from her editor and is asked to travel to the Palais4 W5 {) `9 J0 O9 E
Royale to interview the media tycoon Pierre Carchon. As Nico approaches the
3 G$ Z5 @2 s: mbuilding, a mime steps in her way. She humours the mime and passes by. As she
1 ^, v+ L7 I- Y; Opresses the doorbell, the mime continues to glare after her. Nico is let inside
$ y5 Y: B3 a" v% Lby Pierre's wife, Imelda, while outside a ladder is put against the building.5 z( |0 m# N9 S, M
As Nico and Imelda are talking, outside a glass cutter is used on the window- k$ O! X2 t+ G$ Y8 V% z5 n
and then a silencer is seen to a gun. Pierre introduces himself to Nico and* G5 R) L8 K4 \; E/ z
mentions that he knew her father. A vase is dropped in the study and when
# P0 `/ F' V) ^Pierre goes to investigate, a gunshot and a scream are heard. When Nico enters,5 v) J2 D1 L. N
the mime is seen standing over Pierre's body. He beckons Nico to come closer,- l0 ~) p3 u( g2 U6 X
then knocks her unconscious with a punch when she gets near. Imelda goes off to
3 c3 W* K! w8 B& _( G1 hcall the police while Nico is left in the study to investigate.% o5 O  Z1 U0 G& `. ^* {
! s- F4 \) B) P& I
0 l% A7 I9 A3 ]! N! R, A- I. c
PALAIS ROYALE8 Y4 J# q# o2 j% t
-------------
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Examine Pierre's body to see a closeup. Get the hair clip on the floor near) d3 T8 l; C# \% A# t4 T: M
Pierre's head. Operate Pierre's jacket to see a blood stain and a gold object% ~9 |) |; n. M$ z: ~0 p! J1 k
in the pocket. Get the gold object from the pocket to see that it is a ticket, T' |& f( h' h  X/ n7 L
stamped "Bateaux de la Conciergerie". Exit the closeup view. Exit the room on
' W7 U' N$ w8 M- e% n. lthe left to enter the hallway. Examine the cloth on the table and then pick it8 S0 N5 v  U% B
up to reveal a tiny hole in the table. Use the hair clip on the hole to open a, p5 i) i, j6 m. H% b* |7 b
secret compartment. Get the key from the compartment. Exit the view.6 o( O  c2 V' Q  [

3 P6 L3 D2 ]" l/ |4 [& |! z/ n- bGet the tube of paint below the painting and Imelda will question what Nico is8 j1 h) Y6 s0 M  }, ^
doing. Talk to Imelda about Pierre: She doesn't believe that Nico is sorry.  Q, s  R! N' q
Talk about Pierre again: She has no idea why Nico was called. Talk about Nico's
" K' v) N% h8 O0 k7 nfather: Imelda didn't know Nico's father. Talk about the mime: Pierre had many# Y0 Z+ u( V, N; j
enemies. Select either option when Imelda asks if Nico has any moral sense.
( Z0 C  r( `% R8 c9 G* VNico now mentions that Imelda lets her investigate and not the police. Again,
6 {8 L( x4 n* G# @' t' ^( ~select either the good or bad option when it is presented. Imelda agrees to let
2 i' G8 u2 N/ ~/ nNico investigate and gives her the key to the drawing room.# T. ^9 P. e7 d7 ?

6 l$ w9 z) V" O' s: [& m, c7 aWalk to the right side of the hallway and use the drawing room key on the door.8 a& {! i1 c/ [1 `
Enter the drawing room. Examine the painting above the fireplace. Press the% m* t2 w* z' y/ H. @  D% {% k. j5 `
small button at the left side of the picture frame and a click will be heard.: J+ E8 H9 V0 N8 `/ y( v+ R
Operate the picture to reveal a safe. Use the safe key on the keyhole to open( I  u7 m0 N" M. j
the safe. Get the stone cylinder. Examine the desk at the right side of the
2 O  p! I  L! s; k& _4 ~drawing room. Get the carved elephant. Use the tube of paint on the in-tray.
, z4 ~( i# E7 X* c$ h# U1 \1 ?1 OUse the stone cylinder on the in-tray to roll it in the paint. Use the painted' X; S. N/ j# N: \* Z' B0 S2 o
cylinder on the blotting paper to reveal a secret message. Get the message from  w* k7 ~# _( b  m0 d# B3 a8 p
the blotter. Exit the drawing room and walk to the left side of the hallway./ o+ S2 P. t. z$ w5 `' ~; C
Talk to Imelda and Nico will leave for the quayside on the Ile de la Cite.
" A) Q* [6 C( v  q5 u$ I  g$ [6 }0 [; Q; Z

/ `3 W$ G0 ~6 Z& a9 A! lILE DE LA CITE* s7 O& x' Z2 @. l
--------------
, j- N( T  h! M3 O& c/ R; a% h5 u* z, a. }- ?$ ^6 J1 O
Walk to the right side of the quayside and operate the gate to see a closeup.
, d# j( g# {0 h4 OExamine either lock. The aim is to slide the bar with the latch all the way6 {9 E" w( b; s/ V
along to the other side, but any blocks that are in the way need to be moved.
8 I4 x3 C: n' |, K6 Q7 ]; ?" qThis is a long and difficult puzzle at such an early stage of the game, but
5 h' C( T- d, J, n  Ithere is a shortcut to bypass it: Slide the stylus from the top-left corner of
: w, T8 N' k9 }1 ~7 Fthe screen to the bottom-right corner. If you want to try and solve for the
$ b9 A$ g: Y4 e; H# tpuzzles for yourself, carry on. I have included the movements I used to solve' S, t& W! j7 i# j) O4 `3 {+ _
both puzzles, although there are many other ways that the puzzle can be solved./ q1 L  [# u! n& H6 \6 m8 p5 w

" M& D0 x* t% m) q2 i1 ?$ c- a' \/ A ___________________________      ___________________________6 _0 P# A4 \: P. Q* [9 J5 F8 `
|         LEFT LOCK         |    |         RIGHT LOCK        |
* s, \/ w* A4 |- j' I8 M. i|___________________________|    |___________________________|
1 Q. x* h# W2 l- N5 \/ R# s|          ___ ___________  |    |  ___ ___     ___________  |
1 {( B: o5 ]- i5 B) \- q4 q|         |   |     C     | |    | |   |   |   |     C     | |
2 i. D# f! ]0 N% t, [|  _______| B |___________| |    | | A | B |   |___________| |
/ ~- S7 ~% a8 u( x$ S' D9 V| |   A   |   |   |         |    | |   |   |           |   | |% B/ L. h+ j& b3 B8 O6 w1 q
| |_______|___|   |_______  |    | |___|___|        ___| E | |
" w" x" L- ~  L! x/ u|             | F |   G   | |    | |   D   |       |   |   | |
0 R: {! H0 |' c' j' }# ^# H|  ___ _______|   |_______| |    | |___ ___|_______|   |___| |& @- a3 Z$ g5 \3 z! B; [6 ], Y
| |   |   E   |   |   |   | |    | |   |     G     | H |   | |/ z% M7 j& M7 a( }
| |   |_______|___| I | J | |    | | F |___ ___ ___|   | I | |- `1 }2 w- y- m3 K: v4 x8 O
| | D |     H     |   |   | |    | |   |   |   |   |   |   | |
, x5 Z) ?+ W/ ~| |   |___ _______|___|___| |    | |___|   | J | K |___|___| |
* W2 t% P* v8 ]+ h3 o| |   |   |   K   |   L   | |    |         |   |   |   L   | |
+ r( ?% C$ G) @: n2 C2 p| |___|   |_______|_______| |    |         |___|___|_______| |
; f: E) U! ]( }: O% a|___________________________|    |___________________________|2 s- i8 L- n; Q* Z7 v/ k- ?
* b4 e4 D( Z- P; D: L8 E3 M

) ^- N& C  V+ O  A4 _         B -> 1 down                      D -> 2 right+ Q) m1 Y" ?7 ?
         C -> 3 left                      B -> 1 down  x# x* R3 g% z: S5 b
         D -> 1 up                        C -> 2 left
# ^: j# ?' E; l8 a8 s2 Q         F -> 1 up                        F -> 1 down
: g: l; S- i2 `; s9 c         K -> 2 left                      H -> 2 up
0 `: l  b  i4 e: e: B/ q         L -> 2 left                      G -> 1 right
; Y+ x5 I2 n# U& @: k         I -> 1 down                      B -> 3 down  C, [- M' P; G- b3 u' p
         J -> 1 down                      D -> 2 left* c+ D" B7 Y5 p7 t# X
         E -> 3 right                     G -> 2 left  g/ p8 T9 i: a) {: z
         B -> 1 down                      K -> 3 up
! b1 S* h7 R' J8 W         A -> 1 right                     L -> 1 left9 g; i/ K4 u0 d" b  Y4 W
         D -> 1 up                        I -> 1 down& _: Y9 A1 a2 \
         H -> 1 left                      G -> 3 right5 w) @5 Z$ T6 p$ F, K
         F -> 2 down                      J -> 3 up
2 u9 E! ^$ j2 y2 d' v0 ^0 ~         A -> 3 right                     G -> 3 left! V  ]- {6 d: L# u1 j' {+ [
         B -> 1 up                        K -> 2 down: e5 c+ \- C' k4 Y3 [9 T
         F -> 2 up                        L -> 1 left
# J0 |: x4 D/ q& D$ K7 Z$ {# i. y         E -> 3 left                      H -> 3 down
- x% ?2 B, l; z# w; Y. F         I -> 1 up                        C -> 2 right
+ Y/ r# E% i. L& j# L% T; O         J -> 1 up                        J -> 1 up0 {6 K1 n0 O8 _4 g
         L -> 2 right                     D -> 3 right& L1 u/ C+ b9 b5 I3 [0 V' o
         F -> 3 down                      J -> 1 down
. `( [, \/ F. R2 ^         C -> 3 right                     C -> 1 left
% A! L; f- V& z; p5 w         B -> 1 up                        E -> 1 up0 k7 @, _" m9 [6 j
         G -> 3 left                      D -> 1 right
0 k3 ^9 r; l9 J' O: I
& g$ G1 D0 N& j; T& sAfter solving both lock puzzles, the door will open. Go through the doorway to! q- M4 G0 K9 [( [$ o
enter the skiff room. Operate the skiff and it will fall over, revealing an old
+ E' b  k6 s! K( V2 y; nshell case below. Get the shell case. Use the stone cylinder on the hole near
. q6 |) I- d' b% jthe door at the left side of the room to open it. Open the inventory and look' q/ \7 E* g! U" b# I0 u
at the secret message print: It contains the message SDSSDSS. This is the code
' J' _% U0 B) d  p* B8 n2 @that now has to be entered, so press the left button once, right button once,/ [& {  h6 S: j
left button twice, right button once and left button twice. Get the stone/ C* U. A) I% H& z3 ~" G- M
cylinder and then go left through the doorway to enter the anti chamber.
8 [) m  ~% r: C6 r! d9 H3 P: z+ ?0 G) |* U8 {
Use the shell case on the right doorway to put it under the door. Operate the. V* z2 [% j. K* Q0 G
cross in the middle of the room to flatten the shell case. Get the flattened
) P) Y: w/ T7 ?3 l  }# |shell case. Operate the cross in the middle of the room again. When Nico pulls6 u1 O. _2 S- F5 C) _2 Y) C
the cross back, open the inventory and use the flattened shell case on the( p$ L+ p. @9 z, \7 g1 j& b' C: I
cross to hold it there. Use the stone cylinder on the hole in the panel. A  u; Z  o4 y  n& w; ^1 P/ q
mechanism will trigger which was meant to open the door at the left side of the
4 Y' [0 T& c% J  T: M" P* b1 \room, but it has been jammed. Get the flattened shell case from the cross. Use) D% P( a- B* [7 M2 [* P
the flattened shell case on the door at the left side of the room to open the5 [  S. }; j# F* m; U" q' T+ o5 p
door. Continue left through the doorway to enter a dark room.% Z$ a; @% n# N/ u& n$ D! Y

! l( g* S1 r8 T8 l  XWalk to the right side of the room to see a red flashing object. Operate the
" W; y8 z5 o7 @& H4 }object to turn on the lights. Walk to the left side of the room and examine the
; l* L* g0 r1 Q4 j' n  e8 t. Mtop of the desk. Examine the photographs to find out that Nico is being! c( \* o* h. c$ j. ^
investigated. Examine the newspaper articles. Exit the desk view. Operate the0 X# H9 A2 q, ?3 i
top-right drawer on the desk to find a note written in code. Operate the drawer$ b& U  V2 Z0 g3 d' d) ~, o
again to pull it all the way out. Get the photograph from the hole. Open the8 F& `4 N' V* l: A4 U5 P! Z
inventory and examine the note. Use the translation for the code below.7 V- _5 g- j- `
$ c6 I; S, j7 V! j/ ]
________ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
8 [; i/ G1 U' s' y/ ~% y8 I1 x| SYMBOL | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |10 |11 |12 |13 |
& I1 z% i6 }) @8 @3 }|________|___|___|___|___|___|___|___|___|___|___|___|___|___|1 ~1 H1 P( D4 g
| LETTER | E | M | J | O | P | B | A | C | U | V | D |   | R |+ _1 b/ T+ p8 s8 ?
|________|___|___|___|___|___|___|___|___|___|___|___|___|___|7 N6 I5 P7 u3 \" z; K7 l% p

/ J; I) s$ r) [+------------------------------------------------------------+' w& h- Y3 j9 A) H. }/ O: G) n
________ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
9 ^1 n- J" D9 O3 x8 v2 q# P| SYMBOL |14 |15 |16 |17 |18 |19 |20 |21 |22 |23 |24 |25 |26 |
3 D% h, h% T- |4 O|________|___|___|___|___|___|___|___|___|___|___|___|___|___|
4 e- l6 F$ C/ z( t# K( M8 j| LETTER | S | Y |   | F | G | H | T | W | N | I | X | K | L |
. ]' C/ r3 J' r. @0 x|________|___|___|___|___|___|___|___|___|___|___|___|___|___|
: u( I; @# [* t% t! N! c8 a' w0 Y' h# C. `" I; {% r# h

  V' S9 ^' b  I6 A9 ZThe message now reads: "Pierre. Full report to follow. But this is too urgent- E4 z/ j. V. s6 {8 Y- W
to wait. Arno and Yamada both dead. This is not a coincidence. Indeed it seems/ u9 B. E$ o* j# ]& T
that all of us who came together in July are in danger. Take great care. X"
9 `$ d, m3 ^: A+ s8 j6 X3 U
  B3 M, E! [; W+ `/ RAfter deciphering the message, Nico returns to her apartment to write up her" M- ~6 s& w6 [  [6 S  r8 ^2 m& Y/ _7 }+ W
story. When the phone rings, Nico answers to talk to her editor Ronnie: He4 o% X. [7 _( |: I
tells her that he will not publish the story that was written. Nico realises
1 l" v2 g) r4 R- b. W+ Y9 d2 Zthat someone must have got to him, and Ronnie tells her not to pursue the story
- m( I2 D& I, r2 J+ n' xany more as Carchon had powerful friends. When the phone rings again, a man
  Y' l9 h) Z: L9 e- knamed Plantard says that he wants to meet Nico at the Cafe de la Chandelle% A$ D' @7 k: R/ i
Verte tomorrow morning to discuss the Carchon story.
8 X; T% G$ [( ]6 f/ ]) S4 ?$ u1 K
) w# P/ @) F! w8 i; R- g4 Q0 k) d: b8 w# V  c7 z) G- M
-------------------------------------------------------------------------------" [2 S  t+ N7 ~+ y1 g! }
2.2.                      George: Paris - First Visit
1 L2 H( S. V' x' y8 B-------------------------------------------------------------------------------- ]$ X  x" w$ w/ {

2 z6 l' k& _% j5 }& [6 ~% L5 |& @9 d# C6 {
CAFE DE LA CHANDELLE VERTE
* t5 \: [: q" W4 t--------------------------
; L& M# C1 L  Z" `4 R( E: g# Q. V. p, G
The game now switches to George Stobbart sitting outside of the cafe. George) P+ r* \$ J" t( S0 F( s1 Y& W
watches as a clown enters the cafe, and inside the clown places an accordion
% X/ [7 H3 j: U/ R: Bon the seat. The clown runs off, and seconds later, the accordion explodes and
4 l  v6 p" J4 ]# Y+ m% A' U5 j0 Xdestroys the cafe. George picks himself up and his adventure now begins.
8 g6 n; `) z5 p0 R) Z5 ?6 \+ V* D2 l7 L$ O8 ~9 P
Walk north toward the construction site. As George walks into the area, a
/ C' Z9 K' N9 spolice sergeant draws his gun and aims it at George. A police inspector arrives
. v' M* y% b5 Kon the scene as well and guides George back toward the cafe. Select any answers# L# b, t) k$ o3 g9 R) T
to the inspector's questions. George receives the inspector's card and then
: X- y" ]1 b1 f8 @7 mleaves the bistro. Outside, get the newspaper that is curled up at the bottom. T. j& z9 S( {( f% S$ |
of the lamppost. Look at the writing at the bottom of the newspaper: "Salah Eh
( F# z, L/ D! u. ?1 |' lDinn - 1345". Look at the picture of the man on the left page. Exit the view.) I, H* N+ h8 w. M

* i, S5 m6 Q5 y4 e* P6 e( y/ VTalk to Nico and she will introduce herself to George as a photo-journalist# k9 H2 \& ^$ X& H: n
the newspaper La Liberte. George tells Nico that he saw a clown enter the cafe
% R- ?, q: l( v! c9 Obefore the explosion, and Nico realises that it is the costume killer again.9 L' _6 F0 ~9 L1 B" B: N
Talk about the clown: She doesn't want to talk about him. Talk about Plantard:6 {* y6 M# L  a+ b. H
He had a story that he said would interest her. Talk about the clown: Nico
- z8 \- h! b- d0 jgives George her phone number and then leaves to develop her pictures. Walk
! `; H& T: Z- e* D& @5 [' v6 R9 z. enorth to return to the construction site. Give the newspaper to the worker and
& a& k( B5 a+ {% @$ n8 h1 F+ Y. e" _he will notice the horse Salah eh Dinn is running in a race. He tells George to; Y( B6 Y) Y7 l$ D
keep an eye on the hole while he leaves the area to place a bet.
+ D+ R; ]3 Y& L. i5 D& ?4 H3 F; n- W, P5 ~6 ^) h
With the workman gone, get the toolbox in white tent to find a metal rod. Walk
; n0 x' N8 b4 d- J+ gwest to return to the cafe area where Sergeant Moue is now standing guard4 o4 ~! K% T% d( u: D! n
outside the entrance. Go through the arch at the right side of the area to
" R2 l8 l. m) Tenter the alley. Use the metal rod on the iron cover to remove it. Go down the8 h! e8 C9 I$ I
hole to enter the sewer. Get the red object on the floor to see that it is! ]% o$ q8 ]. f; f, u
actually the clown's red nose. Walk north to the next sewer section. Get the. S# _( V, @, m! C0 f
tissue on the floor and the piece of cloth from the spike. Climb up the ladder.
$ Q, K0 c$ C% t# \# B" C
/ D4 v' q0 {1 |7 v$ _4 t  [George emerges from the sewers into a courtyard and sees a man standing above* N* l) ?' ~3 p7 S6 b1 K
him. The man mistakes George for someone else and demands that he exit the& O: Y  T8 t4 ~# |
sewer. After standing up, he asks George what he was looking for. Select any of8 z- E3 f8 N  N; H* O
the options that are shown: The man had not heard the cafe explosion. The man+ X4 U' j6 R2 B7 `7 e7 M
wants to be sure that George is not in league with the man he chased earlier,
1 @1 E1 e2 \, T. C  o$ x4 eso show the card to the man: He now believes that George is a police inspector.% M5 f( R, O$ n5 c
Show the piece of cloth to the man: It is the same cloth as the jacket he
6 q1 |$ o7 {7 _' t8 hfound. Ask about the jacket four times: On the fourth times, the man tells
9 _+ O& T9 S2 M, NGeorge the name and phone number that were on the label. Exit the conversation% \+ _; c! g$ h0 O) k3 Q
to leave the courtyard. Walk right to exit the area.  |$ P' v) X" ]- j

* P& C6 i5 i, Z
5 G5 y+ D7 x" Q8 h  h) L+ APOSTE DE POLICE
" z. e6 I: \8 h---------------5 Q0 N  C# e6 d+ t* A) y6 Y$ m

4 H5 `/ q" M* E9 uOperate the right phone on the wall. Select Nico and she will tell George the
1 R. z" F4 y5 [# E' \address of her apartment in Rue Jarry. The game now switches back to Nico.
. V( j2 `4 [+ |  X1 d# K
- `( J# Y% X% E; w: b# b
2 i5 Y# r8 `- E# v5 m# d, w9 p-------------------------------------------------------------------------------
- M! T% j8 }# ?2.3.                       Nico: Paris - Second Visit. y/ w, ~+ A; `2 B" }5 @. r
-------------------------------------------------------------------------------
6 S. E' p1 e5 q8 W" ?! F
* a* x6 a: ]1 p) x$ O
1 G7 @; _5 M0 Z$ I& GRUE JARRY9 n; r) s3 L5 v
---------) O& U8 Q9 ?, z! l8 y
. }) l$ g2 K& X, p' \; E3 F
Exit the apartment and walk west out of the area to view the map.
9 e: e8 a( O: C$ G5 s0 X  t; m
- z) X  z' o4 M1 l( b' k
, O9 _/ t; i, `: M' sCAFE DE LA CHANDELLE VERTE
, S8 g( x! s  \$ U$ c4 W; O--------------------------
6 Z# g! @9 r7 h1 s0 B. o) \
6 L) Q  \9 Z( y0 L. p3 JWalk west to the cafe to see the workman boarding up the cafe. Talk to the
4 m! o% z& e3 A0 M9 M4 Eworkman about himself: Nico wants to take his picture. While he turns away to
4 I; O3 E/ o; [6 k/ u( M: Zbrush his hair, quickly enter the cafe. Operate the mirror leaning near the bar
. i% B/ C4 I! d& j/ Z% R# Fto move it. Examine the mirror to see a close up view. Examine the gold object
1 L% l# j7 l3 T/ X, vin the reflection to see that it has been lodged in the gap behind the pipes.6 p* g: S2 I) H  i+ D
Examine the table to see the damaged pipes. Get the gold pouch behind the pipe.- H/ E$ O! ?( a- f7 h& R7 T! p0 o
Examine the pouch in the inventory to find an artefact and a coded note. Look; ~, e! j' T4 a* S4 Q( Q8 y
at the coded note and decipher it. Refer to the translation grid that was shown% B/ A- P9 Q: e7 r7 N9 x
earlier in the walkthrough as the same symbol to letter code is used here.
9 E( y/ e, ~, f* Z. r
. B5 @  p9 }! J0 F  B6 uThe message now reads: "Plantard. Pierre killed. Murderer must have followed: E& m& d( t# N/ h% p9 f
trail from Arno and Yamada. He will come for us now. We must be vigilant.3 W% Z% [+ a( ]8 ]4 |
Thierry's girl broke into Pierre's safe. She worries me. Imelda.". Exit the! i$ }9 {3 o6 _, {
cafe. Walk north to the construction site and east to return to Ile de la Cite." C7 M8 X6 o7 ^$ `8 V( E  A" X

6 q. Y$ f7 [. b$ C! f) S# s
' E/ P( K* k$ i; u! y7 _ILE DE LA CITE
) X2 V7 f. t; V8 S--------------
# B  c/ P5 T4 s2 F; b5 o3 S, I2 v+ V' e$ Q( w: D
Go through the doorway into the skiff room. Walk west into the anti chamber.
9 L/ g" d" C7 I4 v* mOperate the cross. When Nico pulls the cross back, open the inventory and use+ |* ?' E9 e+ C+ s/ ]" W' U
the flattened shell case on the cross to hold it there. Use the stone cylinder
/ q* F$ \& b& D% C- g( R9 M9 N+ E, j. _on the hole in the panel. Get the flattened shell case from the cross. Walk
/ C% D3 v5 B$ ~6 x* z$ U5 uwest to return to the state room. Use the artefact on the small hole at the
) q0 L6 i8 S7 l2 v& v0 v: ^right side of the safe on the wall to open the safe. Examine the safe to see a
  ^+ V* r# i( \: C/ Mcloseup. Pick up the pieces of the photograph and Nico will spread them out on
' r) C, f, h; ^: {- Qthe desk. Place the pieces of the photograph together to see that it is a$ t- S4 ~, B! ^. s( O" m
picture of Nico's father. Nico returns to her apartment to meet George.
" v# U$ b! c1 `1 b6 {$ P, S. ~% J( {; C/ N4 r; B

4 f- p7 [' w' c# y- }-------------------------------------------------------------------------------
* |. q0 S! n$ x2 V7 J2.4.                      George: Paris - Second Visit9 O- ^$ p0 w6 U/ l+ E5 ?
-------------------------------------------------------------------------------7 f' K1 A: y2 Y
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! G. v1 m' w( N8 j2 D1 a4 X
RUE JARRY
5 V1 F0 m- l* ]3 a, Y---------% n6 J' T. w$ W5 o' _1 T/ C

6 K* t# I2 t4 Z: }# p2 hTalk to the old woman at the flower stall. Ask about Nico: She tells George
# ]7 y; h9 v& H) r( g( Dthat the door needs a gentle nudge to open it. Exit the conversation. Operate+ z  w: F" R3 W* N2 T9 q+ I& `
the door and George will enter Nico's apartment. Talk about the red nose and& z; a0 C, r3 c/ f5 z9 F
Nico will notice the address of the costume shop La Risee du Monde inside it., q1 r4 _% n& H- P1 g
Talk about the piece of cloth and Nico will show George a photograph of the$ d4 r6 y, S  M4 O
killer wearing the same material. Exit the conversation. Leave Rue Jarry.
: t$ G7 E6 o5 d' }: M: e0 s( _; U* @( ?# y% d( L2 H

( l  a# {. \. \& \5 o1 Q1 xLA RISEE DU MONDE' b- h* j0 J- S# j" [0 O7 J
-----------------: f8 x3 u" a) b2 J
% A* ^' q- v8 T5 r* I) ^) I) d
Talk to the man behind the counter. Show the tissue to the man and he will- Z3 y4 A- d" ~1 n
recognise the smell as theatrical greasepaint. Show the picture to the man:& K. C4 K; O; Y6 k, Q
The greasepaint was bought under the name Khan. Exit the conversation and
* B/ t' A/ T2 ~7 M* mbefore George leaves, the man gives him a trick buzzer. Leave the shop.
) B! z+ f' K( U! R0 ]
) N+ `3 ]+ C! h  R
! E* E7 ~3 p$ N/ E  J" WPOSTE DE POLICE! |0 _4 z9 Q/ ~( D
---------------
2 y. O. f$ K% `( e
3 a' t/ K% A4 s# \# B' _/ |3 `Operate the right phone on the wall. Select Todryk and talk to him about Khan:
- Y0 c+ Y. O4 g+ SThe suit was delivered to the Hotel Ubu. Exit the police station.
0 z! M% Y) `2 b# S3 k
: Y  K- U. O1 H7 K* X; @/ o/ E% }) q0 l+ W7 m& L7 ?
HOTEL UBU
3 Y7 N. O. F1 p$ L( Y---------5 F+ s+ w( P* _& H9 D/ Q
% w  j: Z% N* X8 Y, U6 Q
Enter the hotel. Walk to the left side of the lobby and try to get the key from( J. D  d+ S- b3 _0 H4 T& m+ l$ \2 E
the board above the counter near the clerk. Talk to the clerk about the key: It
* e4 i7 R; F9 L; Ais for room twenty-one. Go upstairs and operate the middle door to see that it3 m- f6 N) `- O& T- V
is locked. Go downstairs. Walk to the right side of the room and talk to the! m  A: B, }5 d  x6 b0 T: Y
woman playing the piano. Show her the photograph and she will recognise the
. n. t6 }4 X  G2 O0 Jperson as Moerlin. Talk about Moerlin: George tells her that Moerlin is a fake.
1 T1 `+ N3 B5 N5 a( V- Z# lTalk about the key and she will walk over to the clerk. When the clerk leaves
+ T  B$ ]5 x. W7 u/ o( v( o6 |$ q8 ethe room, quickly get the key from the board before he returns. Go upstairs.7 I& x6 ?8 z& P0 M9 Y: `- Q, ~  w
: K  m. Y7 H' M7 g7 _
Use the key on the right door to enter room 21. Operate the window at the right4 b# e& u5 m5 d. W9 f7 j  L
side of the room and then go outside onto the ledge. Walk along the ledge and# S! R; ?# F% I, T
go through the right window to enter room 22. Try to exit the room to see that0 k& R( t' p9 ?8 Z# T; M
Khan is approaching. George quickly hides in the wardrobe. Khan enters the7 |7 a* Q% X" L- ~3 d* z
room, changes clothes and then leaves. Examine the pants on the bed to see a, @5 o; N; I) R( W
closeup. Pick up the pants at the top of the zip to turn them over. Operate the
- _: _+ u5 }: B' l: X7 t# c" Eleft rear pocket to find a matchbook. Operate the thread above the left pocket# |) `6 Y/ d* S
to remove it. Turn the pants over again and then operate the right pocket to
2 C7 L7 ?: L4 H  p* j- O2 e1 U3 @remove a pass card. Exit the room to return to the hallway. Go downstairs.
* C7 h0 g4 o8 M9 e% W
7 ?" i( `1 A$ h% S' ?* r6 gTalk to Lady Piermont about Moerlin: He passed an object to the clerk about an6 ?0 T+ d, c. M  B; h
hour ago. Talk to the clerk about the safe: He wants to see identification.
+ n2 g) b8 Z- s( g( j2 D7 q- QShow Moerlin's pass card to the clerk: He still refuses to let George see the
; ^  C* ^1 b- v: h0 Gcontents of the safe. Talk to Lady Piermont about Moerlin's pass card twice:- F' H% _: @: o0 v
She returns to the clerk to demand that he retrieve the contents of the safe.
$ E8 ?# Y: @! n, D+ iThe clerk returns and gives a manuscript to George. Go upstairs and enter room
4 [9 b" M) c9 |% E4 W. v21. Go out the window onto the ledge. Use the manuscript on the alley below to
- L3 Q! ^$ r# g& A! w: rthrow it down. Return to room 21 and go out the door. Go downstairs and then5 d+ M5 X, \( f4 z# c) s
exit the hotel to be searched by the thugs. Walk to the left side of the area9 x% H" ?* q* W; o1 y3 p
and go through the arch to enter the alley. Get the manuscript on the floor.
" m# d: q6 J# |- V3 X/ y( Y) o/ m- ~, J
  A1 u4 [) X# h  j& _. _4 Y
RUE JARRY" v) _+ L& _' O7 C3 _
---------
4 L; V  G/ {+ O1 k. m1 P3 i! J
! [8 ]& K, O3 ^4 x0 f3 VBack in Nico's apartment, talk to Nico about the parchment to watch a lengthy% W2 c4 ~' q+ z$ Y
scene about the history of the Templars. Talk about the parchment again to see
' `$ j& _7 K* f1 h& g# f7 ba closeup. Look at the four corners and the seal on the parchment. Exit the: B# H8 Q) L/ ]6 S/ k& _* I; v# @
view and Nico will suggest visiting the Musee Crune. Exit Rue Jarry./ A2 u9 m$ }! o6 z7 j2 y; u

" e) a) W4 a2 Q4 J2 S
' v9 H, l8 I% N7 h" f# qMUSEE CRUNE8 q8 T1 N& V: p8 K) c
-----------2 `) Y/ P  f) N2 g1 J$ ]/ N
! w& m# ^+ q8 }/ w. j, \
Enter the museum. Operate the tripod in the middle of the room to see that it
" Y* [8 v& b6 V! V5 }is identical to the tripod in the parchment. George notices that the tripod is! s+ `, \. `! Y3 J1 l! Z
from Lochmarne in Western Ireland. Walk outside the museum and exit the area.& ~0 Z( o; M, ?. B+ s
/ N( g! `% v% d

, U/ Y" B4 d7 VRUE JARRY# J0 Y8 p5 ?2 Z7 H7 i% r5 P
---------- _( K- A: }& O9 K

" F+ ]0 ]7 T- f" d( H- mTalk to Nico about the tripod. Exit Rue Jarry and select the yellow arrow at
. `/ J- ]2 \$ @' pthe top-right corner of the city map to see the world map. Select Lochmarne.# W- P* b7 I2 `  `- t

1 M2 O# G2 v- x- u+ }8 I3 ~& a9 U2 ~- R3 p
-------------------------------------------------------------------------------, \3 r+ D: m7 c% K: L
2.5.                               Lochmarne
7 p; }6 }8 `( `( {0 [; r7 X. c-------------------------------------------------------------------------------4 R! W5 R8 V+ E- ]- @# D! ^
) P  Y6 Z  g2 x( u! Y7 \- W

# J  i6 R( C! |% G4 n! lEnter the pub and talk to the man at the corner of the bar. The man introduces6 {' Y8 t) g6 {% O4 n3 z
himself as O'Brien. Ask O'Brien about the castle: It dates back to the tenth
4 S3 Q7 H, x1 @& i: {9 z$ z1 Tcentury and much of the existing building was added later. Ask about the  w# j% f7 W# |" _9 i; }8 [
tripod: It was dug up by an Englishman named Professor Peagram. Ask about3 A9 S2 L% a& c0 J+ l9 Q, B1 z# S
Peagram: He left the village. Ask about Peagram again: O'Brien doesn't know
: m2 M* J2 d+ n( c0 W: k& k4 ywhere he has gone. Ask about the gem: O'Brien asks if George is a reporter, so
. [& ^2 b# i- A+ R9 Panswer however you like. Exit the conversation with O'Brien.' ]+ P3 Q6 C4 }) n
- [+ {$ _( l+ L. G  t, p
Talk to the man at the table in the middle of the room to meet Fitzgerald. Ask
+ r! \8 X4 Y  l9 Mabout Peagram: He knows he is an archeologist. Ask about the dig: He seems" }/ P& ^& ]% B2 ?! Y( h$ h
guilty when George asks him if he worked at Peagram's dig. Talk to the man1 Z5 B. T- _. b' U% F% [9 {  ]5 i2 I
sitting next to O'brien, Doyle. Talk about Peagram: He doesn't know him. Ask
5 W( P' D( q1 O! Zabout the dig twice: He knew people from the village worked at the dig. Ask2 Z- t1 k* ~3 M/ P9 b# S
about Fitzgerald: A drink might help persuade him. Select the drink icon to buy
9 ]$ E" t( k* M& R- w! z/ \Doyle a drink, then ask him about Fitzgerald again: He did see him at the dig.1 _# k( `2 Y, Q$ Y* R  o, ^# X+ Z

) I0 @6 v, S0 L' @0 i# N% FTalk to Fitzgerald about the dig: George tells Fitzgerald he knows he was at  o% N9 l' j* l) c& k
the dig. Ask about Peagram: He gave him a package to deliver to Marquet. Ask0 l9 v) |" t, X  o- g, X
about the package: He promised the professor he wouldn't open the package. Ask- e9 ~+ ?1 c, F
about the package again: He says that Marquet will kill him if the package is
) U- {! N1 [: Q' w4 Z  z, z" \opened. Ask about Marquet: Fitzgerald stands up and runs outside. A sound of. c5 m( ?* B7 H) Z
screeching tyres is heard, then a boy named Maguire comes into the pub and
% @' s! \3 F  X7 O1 _tells everyone about an accident outside. Exit the pub.4 g* l+ J8 F! S6 [# s5 b
3 L5 m! O2 `- I- H' K  s
Outside, Maguire tells George that Fitzgerald was hit by a red sports car. The
, }! Y' Z6 f# D4 P+ vdriver then got out and pulled Fitzgerald into the car. Maguire adds that the: _  V% q9 m% ^8 S- L
driver was dressed as a pixie. Operate the switch at the left side of the pub
$ D3 Q3 P' ]! k, P$ qdoorway to break it off. Walk right and go up the path to the hay cart. Talk to5 k% ]3 l" C" ]
the farmer about the red car: He saw it but assumes the driver must have been
) D' J# {3 g8 _2 {8 o9 d; `. ?' hlost. Talk about the car again. Talk about Fitzgerald four times: George says
5 h# H6 d* Z2 [2 rthat he will guard the hay cart while the farmer leaves for the pub. Climb up7 s1 W% T6 a9 Z/ m4 t5 z
to the top of the haystack. Use the metal rod in the crack in the wall by the( }( j: @5 v+ o" ]0 D
side of George's left hand. Climb over the top of the wall into the castle.
, k, L, k% e5 t4 j" j# K# S' z6 v: A5 Y) p
Move to the left side of the area and operate the plough share. The goat will
) X: _1 l/ k7 Dbutt George out of the way and the rope will become tangled on the plough
+ J- b+ z2 I) A9 G! gshare. Move right and climb down the ladder. Get some plaster from the sack on
6 U/ i, E. y& `9 X. m$ kthe table. Examine the statue on the floor at the left side of the doorway. Try0 L3 ~' |5 p: {  g' ~
to pick the statue up and it will fall over. Get the statue again to lift it. p) T5 ?7 J8 ^7 i
back up, leaving a pattern of holes in the sand. Use the plaster in the holes.! _' Y3 x' C" c& U
Climb up the ladder and go up the steps to exit the castle." R/ k. j% S* s8 C9 }
2 h# x5 D/ j  Q
Climb down from the haystack and return to the bar. Talk to the barman and8 Y$ b: q6 ~3 C4 w, K
answer his question about whether George wants a room however you like. Ask for5 p+ ^, {" o) R% O3 L8 g/ |
a beer: The pump is broken and he only wants a professional electrician to fix' \) W" L) n# `* f4 g; m+ h! }/ V  v
it. Show the pass card and the barman: He will only allow George down to the
& G0 V) Y; x5 y8 U8 jcellar if he can fix the glass washer. Get the towel on the bar. Talk to the) L7 p: h: Y, W8 u' \+ s0 i/ [
sneezing man about the wire: It is a necklace. Exit the conversation. Wait for
4 W! n9 \: Z% Y1 r# X+ Othe man to sneeze and then get the wire from the table. Use the piece of wire
9 n: c0 V; q' i; lon the plug behind the bar to fix the glass washer. Enter the cellar.
4 G# y2 c' M( v% }$ E4 M
/ p0 ?+ a% Y- F1 x4 h5 AUse the lever on the wall: nothing will happen. Exit the bar and operate the9 \- F3 l) y+ ^) k9 f
trapdoor to open it. Enter the pub and return to the cellar to pick up the
0 v) @) i( Y9 ^' T: B) xblue gem. Operate the faucet and then use the towel on the water. Exit the bar6 L6 d( m! e, J( L/ |2 S9 l- I
and return to the castle. Go down to the cellar. Examine the statue and use the
2 O& H% H, b: f8 L% `$ ^: Lplaster on the holes in the sand. Use the wet towel on the holes in the sand.! O4 o7 F- d4 p
Get the plaster cast. Use the plaster cast on the panel at the left side of the
; H6 u1 x. ?5 ddoor. Go through the doorway. After a cutscene, George returns to Paris.
, x, j5 y: N4 ]* `1 s/ P6 t/ i. W, r8 d- r$ W' K

& s9 ?: x! M9 p- y# d- p/ n( z" ~1 `- p-------------------------------------------------------------------------------
) }: @+ L* Y+ ]5 V# p9 H4 l, y2.6.                       Nico: Paris - Third Visit: ^$ w5 h0 W4 q( J* Y
-------------------------------------------------------------------------------
3 _" O9 g  l' h3 [
* i4 e5 a6 t6 Y, _& L2 b; A' ]9 A+ M' l% j! N3 ^# s/ B' E% y
RUE JARRY
/ I6 @0 L1 G: F+ p* N2 u---------
# E, b- ~) m& L* w. U! g. J  q6 |% Z3 z$ u
Operate the answering machine at the left side of the room. Nico listens to the
  P0 t1 ]: ^& C, C+ n1 Sthree messages and then travels to the Palais Royale.
3 A% y1 S7 w* d! w7 A: |" f# Q# k5 D$ ~' t. Y: r7 ]

% I6 w6 _) B1 T3 PPALAIS ROYALE
! p1 M8 h$ \& l& E; S-------------  t% ]" H( m) z7 g, V

0 ]8 S- g( T4 ]4 c8 J/ fOperate the two wires at the side of the statue. Operate the statue to move it2 a/ {5 C8 |9 a
toward the middle window. Climb up the statue and use the flattened shell case
9 y- U# N2 }6 _2 A, eon the plastic sheet covering the window. Operate the window to enter the
4 q0 d1 [( J& F1 n4 wstudy. Move left to the hall and right to the drawing room to talk to Imelda.
' z$ P. a0 r3 e6 v! e# UExamine Imelda and operate the locket to open it. Get the tiny gold key.+ M0 |/ R6 N: }3 Z* ~

' f% ]) ?0 y1 w" \+ V" t: k2 ~0 ^8 E* {+ e* x/ q
RUE JARRY5 ?& R6 k9 o  h" J' x
---------# m7 ~/ A7 _5 u
8 ?! ^& m% f6 x5 X
Examine the chest at the bottom of the bed to find a tracking bug. Nico takes6 D: T9 ?- Q& t, X( ?' p
it over to the window and throws it outside. Examine the elephant box and then6 z: k% B9 S& o
use the tiny key on the box to open it. Examine the photograph of Imelda./ @; k& P/ {0 V( U
Examine the letter from Imelda to complete Nico's section.
: _; Y7 T& q- n+ X  z+ z8 M' ]- B/ V4 [# a

9 O# N4 A; I. J-------------------------------------------------------------------------------
* p, l  p  Z) [' d; Q8 d, O6 E7 M8 `0 u2.7.                      George: Paris - Third Visit
: h4 d) L: C1 s/ B-------------------------------------------------------------------------------
' e# o' J# q1 R( y" j2 _( |, F$ Q2 M: k9 h/ r- `4 R+ W7 ^
" \2 j6 J8 X2 e/ m: L% [- T
RUE JARRY
8 O0 ?1 Z& P( {- J2 i---------
3 J; |2 y) S. {; f; o; B8 U# s$ x8 I' P, j* v$ c3 v
Leave Rue Jarry.
8 Z3 Q" U* G& ]* Q6 a+ e
- u. c0 `) z. s- ~! z0 m9 y& s' h2 \# _- |4 K& P+ k
POSTE DE POLICE
! d, J$ {6 s7 m, Q  J. v# n---------------0 r1 G3 R5 ^' f

5 J5 Y8 \5 D4 {+ tTalk to Sergeant Moue about Marquet: He used to be known as the mole of
7 S5 H5 p- t1 D4 j3 nMontmartre. Ask about Marquet again: Moue gives George the location of the
$ D- `7 ?+ i/ Z3 {3 g5 D' _hospital where Marquet is staying. Exit the station./ z: _3 c  x  h  E
5 U) x9 g( U, J1 F+ E2 G& v

$ _+ O" O% J# k( s- r+ ?3 ]HOSPITAL% I# ^- @; \. _7 `  F; A
--------$ S/ F; T& }1 Z3 [) o' Y
. H; p, b& H  U
Enter the hospital. Show the pass card to the woman: She says that Marquet has& ~, _* G4 O  Y4 z* A
been asking for Moerlin and tells George the name of the ward is. Ask about
: [# x( F2 v  r. G6 O) dNurse Grendal three times to get directions to the ward. Walk down the left
0 a# H! r* P9 kcorridor to see a man polishing the floor. Try to open the door near the man7 D  V1 ?' n: Y: b
and he will stop George. Operate the plug near the water cooler to stop the' }& D3 A+ Q5 t4 Q9 j/ ?
polishing machine from working. When the man leaves to investigate, open the
& c7 R* m* k( {5 Cdoor to get the doctor's uniform. Walk left to enter Nurse Grendal's ward.
5 Y# h2 ]' s; w# {
. s* x! x1 p5 F: z4 r! kGrendal gives George a pressure gauge and tells him to look at Eric Sopmarsh in
8 S- d. ]9 p$ Z8 v( @bed 3. Try to walk right and Eric will ask George to take his blood pressure./ B6 B  x4 k/ B3 Y. o4 K6 M
Walk left to exit the ward and then walk right to the hospital lobby. Talk to
1 f; k' M# K, [; P6 tthe man standing at the right side of the desk and he will ask George to look
" t/ W( K$ ~! |+ N4 Q4 M) X" q' D9 ~after his nephew Benoir. Answer his question however you like, as George will5 G3 y0 B' b/ O5 l* D: Q# W
agree to show Benoir around either way. Walk left twice to Grendal's ward.. s; g5 R0 D  c% h
, _) H. J9 x( i/ _" i
Show the pressure gauge to Benoir. Try walking right to be stopped by Eric
0 w/ W2 M! R0 j3 @( B+ Cagain. Talk to Benoir about the pressure gauge and then mention Eric. While
" W' v+ N4 n0 l# S- \  D. jBenoir is taking Eric's blood pressure, continue right and enter Marquet's
+ K; J4 u. m1 c" C5 u% l9 {room. Maruqet will mistake George for being the killer. He tells George that he% L% Y# ]: ]4 Q: G9 {4 G1 b
should deliver the Lochmarne gem to the Grand Master, and that the tripod has3 \, v; n' i/ I7 w  _; w0 J, G
been found in Paris. As Marquet begins to mention about Syria, another doctor& ]1 e/ [% {6 f9 ^' Z. Z+ |
enters the room and tells George to leave. Outside the room, Benoir gives the* y- ^* [3 k$ G; f9 D  N
pressure gauge back to George and then a beeping noise is heard from Marquet's
$ j' e$ P  G$ L- s  @9 {+ [2 groom. George returns to the room and sees that Marquet has been killed.1 Q8 t# d- t" q% e, S0 E1 l. T
+ u5 T4 `- o8 K( |2 h: g4 y" p

; c% I1 ~& o  z; o3 fRUE JARRY2 A0 _6 z9 i' R+ Q+ S- O" @4 R0 T
---------
! a5 @" |; \+ `; ]) G2 |' ?8 e. F
Exit the conversation with Nico and leave Rue Jarry.4 t+ Q6 Q* `% l$ a" o

( _/ W' F6 ~  m4 \3 l  M0 ]$ t5 S6 e0 Q+ ?- u
MUSEE CRUNE
7 z+ q$ _1 E, s-----------2 V+ a! W. u& ^4 F9 ^) d0 I
/ x7 ~2 L. ~2 C& I2 m# _
Enter the museum and talk to Andre Lobineau about Montfaucon twice: It is found
" m5 ~( v% o2 w: l3 i1 {near the Canal St. Martin. Exit the conversation. Wait for the attendant to3 V6 N; u* N! I- H9 a/ _% \
look away and then operate the rod next to the window. Walk to the sarcophagus
6 o3 h- w  W6 w! [at the right side of the room. When the attendant walks over to close the
: m9 n1 }. ]3 N% ]& Vwindow, operate the sarcophagus to enter it. A cutscene is shown when Flap and
# @0 x& A, i/ \9 |1 AGuido enter the museum at night. Use the totem pole to try and knock it on to
' S8 O8 Q8 s* M7 Bthe Flap and Guido. George's plan backfires when a section of the totem pole4 ~* }+ U7 p+ _0 J, u0 J9 `( ^: I
falls off and drops onto his head, causing him to fall into view of the two0 z! @" o0 x" M
thugs. Just as they are about to investigate, Nico drops down and rescues him.
$ a  D0 {/ N# x9 J# e& e; t2 w# C% k# e. b7 k$ c
, m/ j9 \5 ?' Z, o
RUE JARRY
3 A* {4 @" A( F. S---------8 ]$ N% `5 I2 h$ G0 w, a  M  _

* m5 H% E: }/ s- I5 e$ oNico shows George the tripod she took from the museum. Leave Rue Jarry.$ E3 H+ t# F* g& L1 U
4 G8 c0 v' ]1 h

7 b! w  y, `- e  WMONTFAUCON+ S7 r: s- \9 w/ G! V0 K
----------
: b2 ?  ]* ^, B6 ~
$ v4 m4 q2 p1 n3 KTalk to the clown about himself twice: George attempts to juggle. Show the red3 m1 J  R! }5 Q% n/ h$ Y  _
nose to the police officer at the table: He asks if George is a clown. Show the. `; X" H8 e/ a1 W# T
red nose to the clown and George will impress the crowd. The juggler will get
) ~* P& S' Y# I* L$ yfrustrated that George managed to impress the crowd so easily and walks off.3 e/ X/ _& ]+ H, m' U1 I8 J
Use the metal rod on the manhole cover and then go down to the sewers.
0 y/ V+ g: z4 r- b- ~$ {
* Q, N) q5 B# d" u+ N3 nUse the metal rod on the right door to reveal a mechanism. Operate the lever to7 m! Y) B( i/ v6 G
open the door part of the way. Operate the winching machine on the boat to; r. b- S$ A+ ~1 u
unwind the chain. Get the hook at the end of the chain and George will carry it$ \0 J- c6 P' @4 v9 N+ H# X7 I
open to the partyly open door. He then operates the winching machine to pull& {& b( t% H  D& u; g& q
the rest of the door open. Go through the doorway and examine the hole in the
$ ^% M/ y5 b8 W7 `wall to see a secret meeting of the Templars. Go down the steps. Examine the. G7 g1 P+ I9 b& J
stump in the middle of the room. Use the tripod on the stump. Use the gem on: ?6 f: h; W; X  W2 q* y* A4 P
the tripod to reveal letters that spell the word MARIB.
% `# h" X. Y" B& H/ W- C# F5 O# c. O/ r6 x/ ]3 W) Y9 E! O
  Q: a: Y# w0 L9 N9 t. ^
RUE JARRY
5 N" [2 D. n* j2 J. k( z---------" W9 b: N, b( n; Z. @& s1 e6 J

& q* t: D0 y5 {6 gNico tells George that Marib is a village in Syria. Exit the conversation with0 m. [: E  G9 u& Q1 F2 x/ z
Nico and leave Rue Jarry. Go to the airport and select Marib.
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1 q/ n/ v0 X* C) `0 t# }& O2 P5 l% R8 \+ n
-------------------------------------------------------------------------------
- o2 f' K3 o4 W$ P( C. s2.8.                                Marib2 }5 T1 v, R- \
-------------------------------------------------------------------------------% {& w$ e/ M$ g% S( g' {4 {
) V3 o1 _; V/ U% R' X9 N

% K* D7 d- P+ g* m' ^, p3 rMARKET
( ?1 x2 K( w  C$ F# X8 V------
6 z- v# k, [$ C; W& d7 W3 @. \- `3 [4 T# x2 }2 C
Go up the stairs at the right side of the market. Show the matchbook to the
  }6 E0 W& O( u+ W+ J# H8 ocarpet seller and he will let George pass by to the Club Alamut. Operate the7 T6 `( h) M" d5 n0 i6 Y
locked door at the right side of the room. Examine the door. Talk to Ultar
$ G  G2 Z! w; z& labout the sign on the door: The door has been locked because the toilet brush
9 ^2 p3 ]# |& S( K; t: E* i8 [1 @has gone missing. Talk about the photograph: He recognises the man and tells& }$ n3 a/ I7 K% r5 J3 l
George that he was in Marib yesterday. Ask about Bull's Head Hill and answer9 ]# {, K! ?! o4 ]% H1 D! v8 D
yes when Ultar asks if George wants to go: He wants fifty dollars first. Exit
1 S/ V- Y' n, ?* {& othe Club Alamut and walk left through the doorway to the market.' {2 n5 V# T, K. z+ g  c' o, R9 \; |( }+ `

( Z, \; I5 K4 D  m! V4 f, g& dExamine the kebab seller to see the toilet brush. Talk to the kebab seller and* d/ `- o) b% K! X7 _  U, P
then exit the conversation. Walk to the left side of the market and talk to the
/ R+ k2 V' ]( q) u$ Nboy, Nejo. Ask Nejo about the kebab seller twice: He agrees to help if George
+ P2 I1 c7 c: d! ]' M# H3 N! j% Rgives him an item. Give the red ball to Nejo and answer yes: He then tells
7 Z. I; N  B7 HGeorge a phrase to say to Arto the kebab seller. Walk back to the right side of9 S  R$ A* d% C! s, _7 a
the market and talk to Arto about the phrase: He chases George up the stairs.
' A2 r4 n9 Z; t& m( Z2 G8 p( BWalk back down to the market and talk to Nejo to get the toilet brush. Walk0 l: |7 D. W& a1 a: W3 I
right, go upstairs and return to the Club Alamut.  n+ [* s: g0 ^- `! U* }; `

: ?' A! R* Z7 R  f3 k/ ^# [Show the toilet brush to the manager to get the toilet keys. Use the keys on( k4 p8 G5 R* L/ e
the door to enter the bathroom. Use the keys on the roller towel dispenser and
# x" `5 W: e: U0 Q1 gthen operate the dispenser to get a towel. Operate the chain above the toilet& h8 A& v+ Z/ F7 h
to get the chain. Exit the Club Alamut and return to the market.
1 K$ J: j) ^' K- [+ ]: p/ _1 l  _8 l) W7 ~, X
Walk to the left side of the market and operate the cat on the table near Nejo:
( H* R& f3 j8 a+ l" k- SIt will jump up to the shelf. Quickly use the bell on the table and the cat
- b: T0 b! v* o; J( {will jump down from the shelf, knocking the statuette down as well. Get the8 i/ M$ J9 p) x( ^0 @9 h9 y! s
statuette. Open the inventory and combine the tissue with the statuette. Show
, q+ Z6 r0 q( b5 cthe statuette to the man walking around in the yellow shirt and he will buy it
7 o# q8 d' I$ X' q, Q9 tfrom George for fifty bucks. Go upstairs and return to the Club Alamut.8 [/ M6 M% Q5 e% j2 f7 K4 Q
/ R% ]( Q6 b- C$ R( e+ z/ W* t
Show the fifty bucks to Ultar and answer yes to his question to return to the6 X" q$ z4 X+ g+ D: {6 s2 a, _
market. Talk to Ultar about the taxi: The fan belt has broken. Show the towel
# w! {6 M6 D) O8 `, ~5 e4 uto Ultar: He fixes the taxi and then takes George to Bull's Head Hill.
- j; F( l$ a- Q3 |1 |  Y0 C9 [$ B0 {5 g( L$ G: r5 [" ~& g

7 \1 t$ [% o/ P4 v$ s6 d  }BULL'S HEAD HILL
7 X5 ]( J' K; p----------------: A1 G3 e' H3 l! y' ]. C

) x$ C' L! S! G4 I! P& pGet a stick from the tree. Open the inventory and combine the stick with the
6 d) U  S/ K7 U/ Mtowel. Use the stick-towel with the crack in the rock and then climb down to
, Q: u! K( P  ?5 b, j' c  }) |) ithe ledge. Operate the niche in the rock at the left side of the area twice to% H! W# t6 q8 V% L: @* |  I! B/ z
open a secret door. Enter the cave to find the body of Klausner. Examine
3 }. x. \  c3 B! [6 A$ J' sKlausner and operate the right side of the jacket. Get the lens. Examine the
1 J; \% F/ r, d" H$ Yinscription at the left side of the cave. Examine the stone head at the right
2 f' I5 d/ a# Rside of Klausner. The door to the cave will open and George will go outside- [6 S$ U7 x1 j! \) @$ l, C. E
with Khan. Answer Khan's questions however you like. When he tells George he1 Q5 P, B5 I/ H9 @! U1 N
would like to shake his hand, select the hand buzzer.: I% e4 [5 ~8 g" D
) f" _' w4 K( ?( C: ^
' J8 X; {9 ~# x( O% [
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( O7 h. [; e1 B; a( I2.9.                      George: Paris - Fourth Visit, n6 U% ^& |, B; J" E/ `0 m
-------------------------------------------------------------------------------
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( p5 E+ l' `, ^5 K! ^; A+ Y; l& s/ mRUE JARRY
& Y, v  v4 V) n" t; o---------
2 s5 T2 T: x- i% r( j
2 @0 a" C$ U1 wLeave Rue Jarry.
. [, u* y- E4 e# r* M7 k+ W: M% ?4 V4 s

5 T+ B+ k- V7 e& JMUSEE CRUNE& d! c! |, Y; T$ r! E
-----------
! n  a& U7 T' G" n, y+ ^
! p# e7 c/ s  G5 Y5 vEnter the museum. Talk to Andre about manuscript: He would like to see it. Talk4 t1 W0 o( F' W9 t* B' A
about Nico twice to give Andre the address. Exit the museum.
2 c7 x3 t3 R0 U
8 _. o# D: g4 V! y( V$ d. y& v5 u2 p, l) M
RUE JARRY
- k& M# c  [- F: T- e---------
* }. y3 n/ ?0 E' o6 _# J. J8 L" r3 A& D
Talk to Nico about Andre: He visited to see the manuscript. Leave Rue Jarry.
" D$ g; n9 s! |+ }3 I3 U' s* _: C5 U$ a& |+ A1 p( G
+ U6 |5 Z8 ^* V: f0 |' u3 t( c
MUSEE CRUNE
9 d+ z  j; D) L3 U-----------
! X) G' b% ^) W, ~9 `$ j( X6 g5 U. v9 j9 ?$ v7 M
Enter the museum and talk to Andre about the manuscript four times: He mentions
1 g: ^9 S& u6 ]the des Vasconcellos family from Spain. Exit the museum and go the airport.
- a6 ^( h: u1 X1 O9 ^' M$ F, P! m7 e) N
( ~! F; J# p/ G% }
-------------------------------------------------------------------------------
1 Z' y( j! C  @0 e( ^- K7 Q2.10.                  Villa De Vasconcellos - First Visit! U0 v! j2 g. M
-------------------------------------------------------------------------------  l$ H. \: \5 ^
' f1 J- v1 }  N: P

' y5 B7 E' p9 gWalk to the left side of the area and use the blood pressure gauge on the hose.6 ~$ w5 e6 P8 c1 y
Follow the gardener into the house. Walk up the hall and the dogs will start
( [- V+ S6 S# q- {$ mbarking. Quickly operate the suit of armor and the gardener will walk past to
, \; k3 t. S+ V9 N4 Y- {check on the dogs. Walk upstairs and the Countess will talk to George. Ask her
. e5 Q' v' [% {8 Fabout the Templars twice: The chess set is over six hundred years old. Ask
3 r  K  A; A' Y3 n" Z' Vabout the chess set: The Countess takes George to the mausoleum.
2 P+ V* \; s3 w- d
" d  D) E$ M& a8 L! tMove the bible on the lectern to see a checker board. Examine the checker
. H9 A3 h/ H8 {( D. t3 P$ ~board. Talk to the Countess about the checker board twice, then talk about the4 n$ M$ [& T  `" n% w; t
chess set: She tells Lopez to bring the chess set to the mausoleum. Ask about5 d8 ]" v# f" i' P1 N+ N5 ^
the Templars to hear some more about their history. Lopez returns with the3 W+ j) G8 O$ D6 J9 {- n
chess set and George takes it over to the checker board. The pieces are laid
1 ?% m3 ~) E! [out at the side of the checker board like this. Examine the pattern at the base
/ O! k: v0 y8 _3 q5 Y! lof the piece by tapping it once. Tap a hole on the board to see a pattern. The
: |$ F$ Y/ l/ ^8 ?( |aim is to put a piece into a hole which both have the same pattern. The pieces
* Y) y7 p; E! l* l; _! sare laid out like this at the side of the checkerboard:. U% ]& L8 U4 s; d* \, e; p3 W5 u
+ X5 @2 w% v, J3 |  _. z8 z8 T
1        6
" J# s$ t6 T1 A# s2        7( M+ o* b# w9 b4 V
3        8
; `% c" a! a% n8 E  n+ _4        9( Y- L) M0 m4 d
5        102 h- G( ~. y. y

* L; W( b) n, GPut the red pieces in the following positions on the checker board:) J$ s# o8 d4 j

( j  o- H+ {; w/ L    1 2 3 4 5
: R. r9 A( T* `: j  h2 L    _ _ _ _ _
$ o+ v( H- Y) Q% o& K9 rA  |_|_|_|_|_|+ e* c7 e; ]3 e9 A8 ~, S
B  |_|_|_|_|_|
- z$ |  h, B' ?7 _& IC  |_|_|_|_|_|
- z  l+ |: S8 m0 S. D1 ~$ JD  |_|_|_|_|_|7 B& m$ p. |# {0 U
E  |_|_|_|_|_|3 t4 u. B2 c/ k' l2 U

& ?/ g* T" ^  L' R' \0 @! ^! b4 L/ R. U1: A1& I0 E+ C. s6 p, m* T: G
2: E20 p& K8 `& s+ ^4 q) C- r! `, p
3: B55 h  \) e0 `# ]; u6 N
4: D2- u( h5 z2 i* e+ H! Y! F
5: A5+ k7 z% V4 u9 A7 w4 i
6: C35 B. k/ q# J& q+ f" z8 S
7: D4
- z! r- V9 Y: Y/ D/ g" p& o$ c8: B1
9 d, o$ ^, n$ h$ P/ z9: D18 K2 ]( O* @( d: G/ R
10: A4
+ U8 ^) x) ~% ]- \. g4 p1 ?
1 J5 n9 i4 g: |2 |& |The white pieces must now be placed on the checker board in order to put the
* ]9 n# p! W& |, jred king in checkmate. Put the bishop on C1, the knight on C3 and the King on3 Y  C4 c* Q/ \) C3 b
C4. A secret panel will open to reveal a chalice.
8 E9 m3 }/ g! ?5 y7 ?
& }2 ^& G; p- T7 F9 h/ V: N6 {) {/ t0 x
-------------------------------------------------------------------------------% l5 y& h& [. N4 k. F4 D
2.11.                     George: Paris - Fifth Visit: }1 C$ ?, I6 w% E* y( J+ r( j
-------------------------------------------------------------------------------
+ |! I& i: l, }' N! E1 N, p- v  [
1 C( k3 C# ?* \3 ~, @
- M, h, B- u6 f" n0 pRUE JARRY  P% [8 V; J6 \6 ?) I# C
---------
# m0 F) O) N2 w: t& A4 C
6 K9 f& \! V5 z7 h) v8 h$ {- mExit the conversation with Nico to leave Rue Jarry.
+ ~+ r1 Z2 Y  o# _& v
$ S* p, \0 D! z1 F' Q' Q4 n' I" @' a. z
MONTFAUCON5 j" j, s" J1 `4 \$ r
----------
- ?' w5 v) C. R5 _5 H% d% p5 e7 b) e& m: r
Enter the church and show the chalice to the priest. Answer yes to his question
1 ]8 E8 I! Q+ W9 o4 W( ^when he offers to polish the chalice. Walk to the right side of the church and8 M5 W" s% o; x, C% M
use the lens on the scroll held by the statue. Examine the scroll three times# j4 g& p& @3 b& \; ~- \2 t1 y& d
and George will look through it to see the window. Adjust the slides on the8 _7 x# f2 R: [( P8 z2 _
window so that the image lines up. Talk to the priest to receive the chalice.! R4 Z- j4 D9 U+ r- W0 _! ?
Examine the tomb in the far corner of the church. Highlight Psalms: XXXII XXI,) p6 z+ S* U3 ]
Psalms XXXII+VII and Corinthians 1: IV+V horizontally. Highlight John IV XI
9 G7 H6 s" a5 ~+ f9 ?vertically to find all of the references. Exit Montfacuon.
2 [" J8 N" G% m$ s, \: x$ O$ K6 x3 k7 t5 V/ f9 \. O4 A/ `- ]
' a4 H! K5 R! q; e
MUSEE CRUNE) u; t! L( A+ q+ R6 l
-----------8 f# m# P! s' G
! Q' ~7 U  @2 t
Enter the museum and talk to Andre about the statue: He says that it could be- w5 A% V% {  N/ v% n2 N
Baphomet, an idol described by the Templars. Exit the museum.
2 X8 d" E% x$ A5 Q3 W
6 ~( U/ {. Q5 _( e
% l* s, D) b  J8 R- [/ k" H& y  qSITE DE BAPHOMET
" ]' j5 u9 t+ ~/ ~9 O----------------; Z" Y! D. W8 ?" m6 s" c' S1 z# u+ t4 J

- ?+ L! M0 }9 X2 BGo down the stairs and attempt to open the door on the right. Talk to the guard
' Z, y# [0 T% y" R0 r" tabout the toilet to get the washroom key. Use the key on the washroom door. Get1 W- x) W0 V5 n/ S
the soap from the sink. Use the washroom keys with the soap to make an imprint.
' j9 ?7 M+ g- J6 Y9 a' BUse the plaster on the soap to fill the imprint. Operate the tap to fill the
1 ?7 ~0 N8 p3 ^- l. `+ b, Zmake the plaster wet. Operate the hand drier to get the plaster key. Exit the
: @# Y. M& F" ?6 s4 ^& Sbathroom and give the washroom keys to the guard. Go upstairs.% p! C; y- `. a1 _8 w5 C9 F

& n3 }7 o# F6 p. o& C. LOutside, try to use the plaster key on the pot of paint at the right side of2 v# q6 N- l) [! M7 s
the painter: The painter won't let George near it. Go downstairs. Use the phone' d( n$ z( N6 k. f$ p& g
to call Nico. Go upstairs and talk to the painter about the phone. While he is/ e7 e( m5 K8 A- P
gone, use the plaster key on the paint. Go back downstairs.! k- J) V5 l1 N0 r: z

& S3 F0 f5 @2 }6 [Talk to the guard about the toilet to get the washroom key again. Use the  n) |5 V$ T6 J1 Q/ l' G6 z2 K
washroom key on the right door. Open the inventory and combine the washroom key
$ P. }7 g; Z. u' L  [/ xwith the plaster key. Exit the washroom. Examine the thermostat and then talk
% j5 u6 s8 g, T! b7 D* o1 q# m: Q- hto the guard about the thermostat: He has his gloves in case it gets too cold.
6 [. a+ L( \; B2 |2 c6 W$ EOperate the thermostat to turn the heating off: The guard will now put his. ^: N6 Y! J0 e! `9 [! ^
gloves on. Give the washroom key to the guard. Operate the phone and she will  T* @# E: X) e6 T" D# V
agree to distract the guard. Go downstairs and use the excavation key on the3 a6 n9 ~. H; {* s; j2 I
left door. Climb down the ladder. Use the chalice on the mosaic on the floor.
4 @# y$ [1 P7 X9 r" A) h- ^5 F, d  u& d
: i. o0 f, {# M
RUE JARRY
. m+ K2 @! l& F! t/ R, b---------
" K( R" W* V0 F* I5 n7 x- B! u; ]# ^% s6 `/ l+ Y5 u$ |# B
Exit the conversation with Nico. Go to the airport and return to Spain.
- ^- T+ D9 m3 _; E2 u
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-------------------------------------------------------------------------------8 A( ?0 O: U  B
2.12.                 Villa De Vasconcellos - Second Visit% z6 l8 V$ m- f) H. o/ P: @1 h- s
-------------------------------------------------------------------------------) ?  P# B  Z# V, H% C9 {5 f

/ c  D# W0 B: F; Y5 w0 N
4 O5 }( [; W# }Enter the house and get the mirror from the utility room at the bottom of the  p3 N' C- T. q+ g, O- q6 M
stairs. Go upstairs and talk to the Countess to return her chalice. Talk about
/ ]0 ~: _9 l: zthe chalice to mention Don Carlos. Talk about Don Carlos to tell her about the
4 a3 E' n1 B+ Y8 M- \Biblical references on the tomb at Montfaucon. Exit the house and walk up the
7 m  d9 b6 x5 s% |$ }path to the mausoleum. Enter the mausoleum. Get the Bible and return to the
& ]: ^2 Y" G- Fhouse. Show the Bible to the Countess and she will read the references.
" T6 _& M% }% N
: n4 j/ _6 e7 ]# J( e* A9 |% [Exit the house. Talk to Lopez about the well: He doesn't know where it is. Ask3 B3 h2 h: S. G. n) R+ C
him about the location of the well: It must be in the old courtyard. Walk up
) e" @5 C9 B& Jthe path and enter the mausoleum. Use the tissue on the window pole to char the. f, O6 ^# V3 n# F3 n
tissue. Operate the window to close it. Use the tissue on the window pole again- }0 y* V8 I. e6 w$ h: a' H( I
and a key will fall out. Exit the mausoleum. Walk left to the courtyard. Talk
* S" l6 z; l, R, v! G7 l/ Lto Lopez about the location of the well: He needs a hazel stick. Walk to the1 u  j% y  @! R% `. t: ^
left side of the area and operate the tree near the hose to get a stick. Show
$ Y- g. V( ~* G' E& S9 M: S5 Kthe stick to Lopez and he will tell George how to find the well. After some* M, h2 K: X9 z5 x& b  s+ N; t
searching, George finds the well and Lopez lowers him down into it.: c0 W6 c" g. N+ s! i# Z( c

: ]1 G1 ~7 i- q5 f; h+ ^1 Z# u8 q, iExamine the lion's head to see that one of the fangs is separate. Operate the2 }& x' n6 _3 u! O- c& t' w3 R
fang and George will jump out of the way as a section of the door falls. Use
5 Y& M) A, Z: g; e$ Othe mirror on the sun's rays to reveal a socket on the door. Use the stone key
1 ]' b. M( S" j. B3 ^on the socket to reveal a mechanism. George's diary for Montfaucon lists the2 f5 V2 s  w0 s* t3 \- E- n0 y/ q5 a
numbers around the window in the church as XIV, XXVII, VI, LXXXI, III, I, XVII,
2 d# k8 ~* M# m1 P8 K: SXII and XXV. Spin the red dial to X, the yellow dial to IV and then press the$ v' v! r6 z( K  }' @
bottom-right button to enter the first number. Do the same thing for all of the8 E0 q4 [" w$ `3 E' {
other numbers that were on the window. Go through the doorway.) L$ L4 g* k1 E: U0 u
& ~8 W" U' ]7 P& [# |1 s! W# Q
% H3 h9 S9 X9 }6 G
-------------------------------------------------------------------------------
1 ~! h* d- r2 T2.13.                               Train0 ?2 [0 w6 N( ]3 p3 x8 Z9 E5 y
-------------------------------------------------------------------------------
) r+ j/ D$ u" N- B# _) H6 r; `2 X, [: `7 Q6 [% q9 E
. U1 O- X, l$ o  g. H( U
Attempt to leave the room and the ticket conductor will enter. Leave the cabin.# z4 ]3 s; ?. g; k% V" a
Walk left to the next section of the train to see Guido. Walk right and return+ i1 ?7 v4 }' g- ]$ I, t
to the cabin to see that Nico has gone. Exit the cabin and enter the cabin on
; I" c( ]( a0 h) Tthe left. Talk to the left man about Nico: He hasn't seen her. Operate the
! A  c! V0 S$ h9 Lwindow and climb up to the top of the train. Walk right to the next section of
! s" A: f( x( _# _' Z; gthe train and climb down the ladder to arrive in the room with Nico. George
) }6 W* U3 d9 w2 V) i2 Gpulls the emergency brake and stops the fight. Exit the conversation with Khan.
% n! }6 f" _! _) H. `2 A" E! ]Talk to Nico to untie her. Exit left to leave the train at Bannockburn.6 q' O+ I8 c* Y* p  J5 y- L
  _+ u0 M; a3 x) p' m( U. \
, E6 X# B/ Y8 G% f
-------------------------------------------------------------------------------( c7 v% s% c  J
2.14.                            Bannockburn0 ^" t9 y# k9 A  H/ |& T
-------------------------------------------------------------------------------. t0 ?. V6 B# _, g

+ V6 `- l+ `! _- v" I( Y& c" k
+ G2 }. _( N7 X3 ^7 v( e$ REnter the tower. Operate the heap of stones four times to find an old clay9 b, B' Y4 R6 S0 j6 O
pipe, a metal coin, a small cog and spindle and a pen lid. Operate the handle) N/ V5 m7 X" t2 U& _
at the left side of the statue to get the handle. Get the cog. Examine the
" g/ p" f, u+ Q2 T2 H) v- vstatue. Use the first cog on the left eye. Use the second cog on the right eye.- A0 H9 n) M  {1 T
Use the handle on the mouth to open the door. Go through the doorway. Go right
; X! G% `  i3 O" Ito the next room to spy on the Templar's meeting. After a long scene, George
4 A. `& s9 a; q6 N, k7 g' z2 b, ~and Nico try to run out of the temple but are stopped by Guido. Operate the, |3 r: k% b1 {
torch on the wall near George to complete the game.
/ E# }2 v0 X$ l9 {7 w% g4 D0 I' a" a; l- V
' n+ a# }1 g2 `) k' ~, n% H
===============================================================================
1 ~. u, N& x" C$ D; N
1 Y- v: B/ c9 F* l3.                                 Item List, x# h  E# A- a* J
3 M* g4 i9 b5 _/ ^1 `1 q
===============================================================================
( E0 H4 C8 M/ A) L# J/ S  A" e
* ?1 Z  k5 ^% V
- x6 A  C: p* K-------------------------------------------------------------------------------
  }, l  R6 w( i# Z2 T$ ~" [5 I. ^3.1.                                 Nico
: M# p7 F) k' J  Y6 L( g0 O' j-------------------------------------------------------------------------------! H7 o) {1 Z" j/ r! J
' X3 D  k' Z4 @/ v
+ O; f( [. o$ ]) n* s; U3 u9 {
ARTEFACT
$ k; K4 G% J0 F8 G7 D2 U* h( V4 S; f3 L- B  Found by examining the pouch in the inventory. It is used on the small hole6 f3 C( N3 v1 v/ D* _" z
  at the right side of the safe in the state room at Ile de la Cite.
1 V" g! f' n- E* [' m, v0 Y
3 {% j' K% S; j7 g- f( s' K8 \/ E! z+ x1 Z7 H# t* `# T
BOAT TICKET$ g5 w% ~' d1 w7 i
  Found in Pierre's pocket in the Palais Royale library. It is not used.
5 y) f% t+ M8 `; @) Z: J: ?8 w4 w; `5 w, k6 K- `; P5 d

3 i4 R/ j6 c) iCARVED ELEPHANT
7 ?& G( l  W& c8 u& t* e! K. K  Found on the desk in the Palais Royale drawing room. It is not used.! B3 n* q! B5 Q) n7 U9 B
, H7 s7 Q1 ?7 k8 z
6 ^' d0 P) [- b! ^) ^9 I
CLOTH
: ?3 W$ Y  S' q  Found on the table in the Palais Royale hallway. It is not used.) h) Z* w% I- w0 N0 D  |
1 J2 X+ ~, d9 ~7 x, R# w; F6 h

% M: h6 o3 }% D) `6 L9 UCODED MESSAGE. Y5 B6 G) Q6 D0 x7 L: D) Y
  Found by rolling the stone cylinder with paint on the blotting paper on the
0 B" U1 f  a; R3 Q: V! ]1 O& d3 X  desk in the Palais Royale drawing room. It contains a combination of letters
: U% d7 m" |; c+ k/ M6 D, M  that are used to open the door in the skiff room at the Ile de la Cite.1 C7 N" ~) @. r- j

8 q% e5 Y1 I" G* r3 ]( j) A- |6 d: l4 q
HAIR CLIP- H; n* s. o9 y: j$ _$ `
  Found on the floor near Pierre's body in the Palais Royale library. After the9 c6 [/ x; r' a* k' h5 k- b- n* n
  cloth has been picked up from the table in the Palais Royale hallway, the2 S" \" ^3 c0 o" W2 C
  hair clip is used on the small hole in the table to open a compartment.
1 _) g7 f( e& U9 f/ ^* q9 v
& E1 S, e& m( j) o/ N4 r. v" d( {! }0 @8 b! M. U/ w* u
KEY TO DRAWING ROOM2 a( d) d$ J/ ?4 K0 f# b
  Found by talking to Imelda about every person. It is used to open the door at  c8 c+ |5 N' B# a' W4 q
  the right side of the Palais Royale hallway.1 U; a: \5 B' f5 z' g! t  ~

; U1 P4 T" f* ~! ^% k
# }" p+ \5 R# [/ FKEY TO SAFE3 x& B/ V* R! y: a* x
  Found in the secret compartment in the table in the Palais Royale hallway. It& S* i+ z, P/ a* \6 b
  is used on the keyhole of the safe behind the painting in the Palais Royale
, S  b5 A. @- D- t' S  drawing room.
0 i$ Q% H7 A8 b; r5 \8 T  C* t' G
: q  K# w! I7 b+ c8 ~
# X% u" t( s$ v3 Q, M2 c1 CNOTE
7 q: v. K4 ~) {; ]0 K: V5 ]  Found by opening the desk drawer in the Ile de la Cite state room. It is
; U8 e1 E) t6 q5 N' o: U9 `0 e0 I  looked at in the inventory so that the message can be decoded.
1 ~7 g; G( S3 r( b( F' S
" y8 A  r: j  ?8 k* M$ I. w& x% d! M; N; {
NOTE/ Q: f. J# F! \- T
  Found by examining the pouch in the inventory. It is looked at in the* g1 O8 M+ v! _& d
  inventory so that the message can be decoded.; f+ U, I4 t* m! s

8 ^: p; Y& a! V4 A6 Q& }  s6 a/ [4 f2 T% b- V: q+ f) ?9 e7 f
PHOTOGRAPH
# p, ]5 m6 P  B+ I& q: H) R% b  Found in the hole made by pulling the drawer all the way out in the Ile de la
5 @6 V; ?8 W9 _' d5 v+ F  Cite state room. It is not used.
; x" j3 b+ i/ k
5 x2 a! D( G8 S
1 V, T( O  U3 c9 @$ BPOUCH6 g) w& ?. I4 `9 W7 {$ z; t0 g
  Found behind the pipe in the Cafe de la Chandelle Verte. It is looked at in4 e: d: C# b7 H" d9 P
  the inventory to find an artefact and a coded note.
" y1 s5 p# H+ Q0 Y* w: R0 L6 P' O* P) u
9 M: G, _* F0 ], ?
STONE CYLINDER
4 @) s% c3 [! l& j% w# U1 O  Found in the safe in the Palais Royale drawing room. After the tube of paint, k) ~  G8 x# R
  has been used on the in-tray on the desk in the Palais Royale drawing room,
; B2 q' c0 c6 x% a. C  the stone cylinder is used on the in-tray to roll it in the paint. The stone
7 e$ m+ [% p( B/ Y8 o2 G  cylinder is then used on the blotting paper to roll out the coded message. It' R2 S& T5 k8 }: l
  is used on the hole at the right side of the door in the skiff room at Ile de; l4 M* w$ v7 x0 S" e' j
  la Cite. After the door has opened, the stone cylinder is picked up from the
. t+ M- `& y) `1 c  hole. After Nico has used the flattened shell case to hold the cross in the
& x7 D; z: {& k2 R% J( ~7 B* B  Ile de la Cite anti chamber, the stone cylinder is used on the round slot.+ }8 X( |* a4 I  K4 A4 x, D! p4 I
6 D/ j: e1 A: A6 c+ D4 P

% Q- @7 Y7 D+ SSHELL CASE
, ~0 |4 s! G7 i0 [  Found below the skiff in the skiff room at Ile de la Cite. It is used on the& w' i, m. J5 h) L7 O0 C
  right door in the Ile de la Cite anti chamber. The cross is then operated in
7 |# u# i: L/ y8 X( `4 Q  the middle of the room to flatten the shell case. When Nico operates the
1 @' e$ x  {1 j% [  cross again, the flattened shell case is used on the cross. After the stone8 e9 Y+ @6 Z7 G) K2 A' e$ r
  cylinder has been used on the round slot in the anti chamber, the flattened
3 F4 H+ i0 X0 W3 n( _  shell case can be safely taken from the cross. The flattened shell case is
. f" _8 H0 u* |$ Z/ l  u# d  then used on the door at the left side of the anti chamber.
) S+ n( o8 }3 L& u! s. T  d0 B* I' ^3 t3 ?$ a
; ]1 c: C! e+ S6 _
TINY KEY3 c0 ]! b* _1 m( e: W; ?
  After George's Lochmarne section, Nico finds the tiny key in the locket worn
, D4 `, `$ E8 u2 v$ L. k  _  by Imelda in the Palais Royale. It is used on the box in Nico's apartment.
: v' {2 I/ Q; d+ A  E% J. ~3 ]- Q
9 h& x7 w- d0 h+ |8 ~! `
TUBE OF PAINT
% B2 H& c1 Z7 P+ F. ^$ d: X7 N  Found below Imelda's painting in the Palais Royale hallway. It is used on the
5 O8 r: r6 k4 `2 U* ^  in-tray on the desk in the Palais Royale drawing room.3 w: \3 e0 I9 O, ?" ~1 p
( K  n9 Z) I: ?0 R
$ ~8 S4 l. I5 d
-------------------------------------------------------------------------------; G5 {# n5 {; E7 X
3.2.                                George
6 x- ?; |8 w) C' I( Q-------------------------------------------------------------------------------1 W& x' v, l  c8 g9 w% |8 S
5 f3 H7 \3 w1 Z

' A4 N7 v" t( n' L: g; \8 B, z50 BUCKS$ c3 M& A: z  T" d
  Duane will give George the 50 bucks for the polished statuette. The 50 bucks
  L! P; ~6 \- t) A$ x3 `  are given to Ultar in the Club Alamut in Marib.4 h, o- ^+ @( F* Y

$ ^& O. U: p. ?0 ]+ j" W; U/ \" j/ `, d
BIBLE+ E4 \: x; b9 l2 S
  Found in the mausoleum in Villa De Vasconcellos. It is shown to the Countess
2 L) J0 e8 d' m" ]; M5 Z' F- g  in the house.
0 z! I  Q' }( T7 ^& u, Q
  T4 O. B, r7 n% N0 W9 _6 }9 d& e6 @' ^
BLUE GEM
) ]* s- q' D7 [0 J: E2 P6 }; L2 G8 b' ?1 q  Found in the cellar of the bar in Lochmarne. It is put on the tripod in the: B0 [: A- b* g. S
  cave of Montfaucon.
* ?$ U- ~! f2 t* G7 K  p6 s
, g# o, l! U# ?  r' P) ~, f# M  ?! ^; g/ l1 v; [
BUZZER( U! u* f+ O4 M' a: W. l
  The man in La risee du monde will give George the buzzer when he talks to1 E! T. S3 L6 D0 c. q0 q2 X$ t# ^
  him. It is used to escape from Khan in Bull's Head Hill.. ]  s1 {6 D5 m; y) W

* r, r; ^* w$ J- I, j1 l3 `* m0 R$ s
5 o( [8 U: O' PCARD  v4 G3 O7 W# V* A
  Inspector Rosso gives George his card after talking to him in Cafe de la
9 a9 [% }( B3 j; ^) w% u  Z  Chandelle Verte near the start of George's section of the game. It is shown
; u& X. \( H; W* l$ c0 z8 C& P  to the man outside the house after the sewers.* }0 c- f5 V" j& A9 ?
5 s9 Z7 |: F5 s$ {# Q

& @+ s. S! C& h6 KCHALICE/ v# w. L. G- F% K* h, u
  Found in Villa De Vasconcellos after solving the chess puzzle. It is used on
5 S2 ?* M7 Z" j8 v* a' }& {& y  p1 O( _  the mosaic on the floor in Site de Baphomet.
* c+ z: I) x1 T8 o  {# n* u8 D1 v# @! Q( v# f' K
( e- }- [* s+ h
CLOTH
; Q! O: }+ Y8 u8 g  Found in the sewer below the alley near the Cafe de la Chandelle Verte. It is+ |7 y6 j8 H6 H# f3 [
  shown to the man outside the house after the sewers. It is also shown to Nico# Q: v7 O7 i" z! V7 p
  in Rue Jarry.6 M) [  @" ~! |3 Y- z* s
9 ~# Z6 O) U2 w  e* ]: d) u
3 F2 f$ h8 P. v
COGS
+ C( a! y! V8 }* o% T6 [+ B( X0 F  Found in the heap of stones in Bannockburn, the cogs are used on the statue
! L) R* W$ X4 i8 K' Z  in Bannockburn to open the secret passage.. h: w* T- i8 W& n, w9 |& |7 {
; Q! e- m! L. [0 P$ Z- h5 {
/ l8 A+ f! @1 B+ h
FAKE PLASTER KEY+ {( A9 i+ H" l2 n' X
  Made by using the plaster of paris in the indentation of the key in the soap.8 B8 b; y7 s" p& f
  It is given back to the guard so that the real washroom key can be used.2 H! p1 p7 S; p, n$ M
& g+ j  O" H! e, w

0 i9 R* l/ n* a+ UHANDLE
# B0 Z# ?) z/ m- {  Found in the cog arrangement in Bannockburn, the handle is used on the statue" \0 E* R: }. D8 x
  in Bannockburn to open the secret passage./ o0 G- z5 N# a3 g8 l; l% V

6 _4 F, d" e( p+ i8 w' O* c6 L1 g& F9 X8 S) q, Z$ N# A
HAZEL TREE STICK
1 y1 \+ J: j6 V0 z  Found next to the small building in Villa De Vasconcellos. It is used to find
$ g  X/ R1 D1 n/ J* q! b  the well.
$ u# q* B& q9 g) }* R
! o* _1 B5 s' i5 F6 [. g5 |( h. o8 B
- r  G& ]' L; q9 s9 TKEY% l/ k. y( W+ S' m0 s1 e) z% Z
  The woman playing the piano will help George get this key from the Hotel Ubu.: d. I" a, z& y8 P+ B
  In the hotel, it is used to open the first door on the right at the top of
: |' S9 w, O: z, V8 J* Y2 A- O  w3 S9 |  the steps., m8 b6 ^# ~8 E. H
* h" U; E+ ?5 k9 K6 W, P

' K  }  x- b0 }7 ~) H4 B2 n; s1 CMATCHBOOK- O1 Y9 ?+ z5 z& Q+ @% p
  After Khan has gone from the room in the Hotel Ubu, the matchbook can be; d8 z% l3 [8 [6 @5 Z- ?9 s
  found in the pants on the bed. It is shown to the carpet seller in Marib to% p# ?1 U0 _% `& n# [, L7 S
  access the Club Alamut.
6 ~. a" G0 ]! r. y* E4 B
1 D1 V  A! R$ M7 \* _* J! a: a
* @7 Q0 ^% |! s- K) G/ fMETAL ROD3 y5 Z! `$ ]! b3 M$ K
  Found in the toolbox at the construction site after the newspaper has been
* R- ~$ s. x* i, z  given to the worker. It is used to open the iron cover in the alley near the- {  z; o5 p4 [7 _4 v6 s5 u. U5 n" n0 i
  Cafe de la Chandelle Verte. It is used to climb the wall near the castle in5 U$ p, I2 ~+ U/ |4 D; R( w1 A5 C
  Lochmarne. It is used to open the manhole in Montfaucon. It is used to open  p* h& ]5 D  u3 y; X
  the door in the sewers of Montfaucon./ Q8 g" m5 I2 l- C% S1 `
4 ?* w+ x9 ?0 Y( A7 G

+ w& l' T8 A* Y2 P% W: Z3 @0 i$ XMIRROR  g1 H4 x* c$ t0 `
  Found in the utility room in Villa De Vasconcellos. It is used with the rays
7 A7 S  `; v! R3 E  of light in the well to find the keyhole.
& s4 x. F( Y$ ?4 Y
1 _* ^! C5 N- N1 i" o+ w5 W5 i* V0 @/ O$ M" e$ _' j/ |$ e" P. A
NEWSPAPER
3 V1 o& y1 k3 Y2 U  Found by the base of the lamppost outside Cafe de la chandelle verte. It is$ O& T2 o) s0 {6 c) m
  shown to the workman at the construction site to make him leave the area.
" |7 a3 q. s5 z6 ?2 \& q
; h3 K9 z- }/ V) k& f. D9 T! V, t+ _$ c
PARCHMENT
; v5 `) \9 W8 q3 T# D  Found in the safe in the Hotel Ubu. After it has been thrown out of the: m2 K/ B, \" \) s
  window, the parchment can be found in the alley at the side of the hotel. It
6 [0 U$ E, o4 N  is shown to Nico in Rue Jarry.
) F/ R' k; ^3 M% H* p: M7 x3 x! I5 ?% _1 E

* |% D( L0 u  t" HPASS CARD$ w7 H& F1 [, _0 {* B4 o! x8 V
  After Khan has gone from the room in the Hotel Ubu, the pass card can be
. q( i$ @4 u2 V! }  found in the pants on the bed. It is shown to the clerk and the woman playing# g9 s! \# ^6 I5 [) v4 I; p
  the piano in the Hotel Ubu to get the parchment. It is shown to the barman in
7 \6 q4 {; p" z! C1 Z  Lochmarne to access the cellar. It is also shown to the woman behind the desk
. r  i  W$ C/ l+ \$ Q* L9 `  in the Hopital of Paris.
# C0 D/ c# A& |0 g1 b. e, M+ u
& t9 D& D5 _+ y: }% @
6 E0 v; u8 o3 b- jPEN LID1 K: d% F9 Z" @
  Found in the heap of stones in Bannockburn. It is not used.
) W9 c5 U0 A+ O
5 `: K1 n1 Y% k3 v; X$ `8 c) {. x- \( F2 @# A
PHOTOGRAPH' ]1 P6 T6 j4 `5 D" q
  George receives the photograph in Rue Jarry after he shows Nico the cloth.
1 |$ P% P7 _5 \: m; k  It is shown to B. Todryk in the Police Station, to the woman playing the+ f( p; o& p. c- ]! i3 i, b
  piano in the Hotel Ubu and to Ultar in Marib.% F( D, W4 g2 s3 B( S6 m

0 l* ]1 g, o  |$ P2 U2 U( x6 p9 p4 J5 {$ L& O( F
PIPE
; ?* S4 S! ^6 m* w  Found in the heap of stones in Bannockburn. It is not used.
& Q  ?) L- e+ e. n0 p4 ], \( ~# l$ r% s' C2 ^3 v; b( o

4 f( ^7 g% v! w1 o7 `# ^8 M& PPLASTER CAST8 e* K( }: {8 k1 J( [  \) J0 W. k" P
  Made by first putting the plaster of paris in the indentations in the room5 w, }" t7 V. t# G
  under under the goat, and then using the wet towel in the indentations. It is
' m% S. i8 V- f. }! Z( K- z) P  used in the five sockets in the room under the goat to open a secret door.5 w5 v" P6 a+ {
3 w" l" k% G9 U8 a8 J
4 o% [5 m% E7 S# l' u. P" n) W
PLASTER OF PARIS
6 C: W5 U8 Y6 t+ h6 I  Found in a sack in the room under the goat in Lochmarne. It is used in the; f/ N. R/ X1 h6 o& T2 N
  indentations made by the statue in Lochmarne. It is also used in the soap to4 U* G5 q" T% p8 v. v+ \, C, f
  create a fake plaster key in Site de Baphomet.4 O  Y. h3 Z/ O( I' ]
% F9 s7 {# [/ j0 o+ M! a
- g6 j8 H0 ^9 r1 I) y
PRESSURE GAUGE$ c( W2 P& K/ m* t4 R4 Z
  Found in the Hopital of Paris, It is used to stop the hose from working in
, V  ]5 t- W0 g& L7 l3 ^  Villa De Vasconcellos.
& t. g% G/ B2 `+ h$ u$ R. V1 o6 e$ q: _. {

* \7 X: i  c$ o$ B" {RED BALL7 Y+ V$ f! F- `8 P' w2 y1 f
  The clown drops this red ball in Montfaucon. It is given to Nejo in Marib.
8 d% |& s& O& A+ e, {  B9 S3 ~/ o- j  P/ B8 _9 S
/ Q; s. p8 V! h
RED NOSE& I; H& N: {$ G8 w+ P; ]
  Found in the sewer below the alley near the Cafe de la Chandelle Verte. It is7 y6 Z  [; G4 E' _0 |# o: w
  not used.2 F+ p1 v8 V) l, U8 n6 M9 ~+ k4 S& Q
7 T9 c; K4 f3 V& L5 n! N6 K5 e
SOAP
5 R7 W% Q& I9 i0 ?4 e  Found in the washroom of Site de Baphomet. It is used with the tap after the' J/ c1 ^7 ]! D" H
  plaster of paris has been used in the key indentation.- `- k% `1 v* K  H6 ?, I1 i
; j  l. N  L/ e+ i
! r9 L3 w2 [- V- J
STATUETTE" Z3 d, ]: J& U5 c+ N
  Found in Nejo's stall in Marib. It is cleaned with the tissue and given to
) Q# b1 R+ e1 ]; _( a0 H! ~  Duane for 50 bucks.( Y" r- I! T, Y/ E- [. U
9 R( |- R% f4 z, t0 x* T

- m  R" V. L& c! j) qSTICK4 |8 |: ]5 u: P) a) @
  Found on the tree in Bull's Head Hill. It is combined with the towel to make
  \3 ~" {4 _, ~$ I. F# a  the stick-towel.
5 Q  @( g+ T0 j  q0 ]- c- e; I9 [" b! t4 s* [+ Q2 T$ V2 T' u( m! Z4 N

; f$ ?- ^2 o& K' LSTICK-TOWEL
2 W9 B7 f1 r- @' o  L* l  Made by combining the stick and the towel, the stick-towel is used to climb& E& c: U! l% ^
  down the rock in Bull's Head Hill.9 w0 H, R8 I, ?0 Q' P, R9 ]
+ q6 C4 r( {: v

6 e) Z8 L; L, l; k1 F' j9 kTISSUE( S# B/ ?2 C( h2 [2 g! s0 {% G
  Found in the sewer below the alley near the Cafe de la Chandelle Verte. It1 U5 ]7 v3 c) T% P1 }7 J
  is used to polish the statuette in Marib, and is also used on the end of the( J6 Q. h0 ~  n) E7 ]
  rod to light the candle in Villa De Vasconcellos.
/ N4 I9 f' G) C/ G- H" {0 p# y5 D8 f$ j
- s% F4 T" O3 S  z1 d9 O; V' s3 s# A5 W: ?* x- ?
TOILET BRUSH
( `: D2 Z& l* H. n% J  The kebab seller is holding the toilet brush in Marib. It is given to the
, O3 Q: a3 m! ?' |2 Q' m; c  manager of the Club Alamut for the toilet keys.
: m, \6 z: q- x) _& B! f8 Y' M- G! W+ Q5 j+ a) N# h

" L0 ?, w, k9 k6 x0 H* MTOILET CHAIN7 P" H+ s6 F8 j
  Found in the toilet of the Club Alamut in Marib. It is not used.9 Y) M$ o6 o- O

, ?6 m* j2 K8 `4 R5 O7 }; e6 F! [6 ?3 \- h5 p
TOILET KEYS" ~) a; `# I# I
  The manager of the Club Alamut in Marib will give the keys in exchange for% P$ N: F3 n, R* d
  the toilet brush. The keys are used to the unlock the toilet door in the Club
4 f6 t- y" K% V1 l( v. J/ v9 E  Alamut, and to unlock the roller towel dispenser in the toilet.3 f4 m9 N6 b7 m
/ N. i6 j5 u  G

2 _& P9 f0 G3 Z* k! h3 X. jTOWEL
6 ?7 ?2 V1 ]9 `# v% z, Q  Found under Pat's arm in the bar in Lochmarne. It is used on the faucet in2 m( c' p2 D& c) c! d
  the cellar of the bar to create the wet towel. The wet towel is used in the' C) d& G, x: Y. b# }9 ~, x. y
  indentations in the room under the goat to create a plaster cast.
- u5 R% d! Q# M  ~% E8 \+ Y+ [% r
# H4 [8 b5 y1 x; s
1 K% \& {6 ^' L8 e  J2 ~TOWEL
- h% ~( e% o& V$ C' ]  Found in the roller towel dispenser in the toilet of Club Alamut in Marib. It
3 I$ n# Q" y& ?8 T  is given to Ultar to fix the taxi.3 o( U. I) M7 [
* A' R; x- A. n7 Q) b+ A% C
( g5 T* M7 K& u
TRIPOD7 R* U. F. d- q0 k) w1 V
  Found in Musee Crune. It is used in the cave of Montfaucon." y' Z& w' h4 G

* X% ~4 x* J. B+ Q2 w: u, c/ q; g) C
WASHROOM KEY
7 E! M4 }  n3 K, _6 ^4 Q  The guard will give George this key when he asks about the washroom in Site4 V# w- R' r% d6 X1 I
  de Baphomet. It is used to unlock the washroom door, and is also used to
$ r1 C0 y3 v0 i7 m& e! u  create an indentation in the soap.1 `" I* v6 ], @3 _# x* k3 q& Z

/ x. J! q* S/ m0 `- K
5 M. R- G- v- J# h- Y6 e! NWIRE4 z' H* A; c9 o
  The wire is being held by the sneezing guy in the bar in Lochmarne. It is
( R0 U% k$ D9 ]5 B( S  used to fix the glass washer in the bar.
* B7 I: o- P% M8 d; C9 D. `& Z( |3 l* d
/ g( T: T5 |- {: x2 P1 y9 x
===============================================================================
. {' [+ T; y# B
3 C: X3 S9 _& ^4 E! Z* X4.                          Copyright Information
! |- W  X( D4 d  ?0 t" V9 |4 c5 M9 J
===============================================================================+ h$ F! u8 t! V" Y" ?$ B4 a
1 t# z+ W  ~* G% R& m. x
& L% p4 H0 Z9 W- u+ ^2 U* n) h9 ?% o
This file is Copyright 2009 Tom Hayes. As it can be difficult to keep track of
1 e; N4 s1 d: \$ wwebsites that haven't posted the latest version of this file, please do not
2 V* f7 r" q1 V/ U' Bdistribute it without my permission. Send an e-mail to me if you would like to% J( i2 w: f. s2 u( }, |
post this file on your website and you will likely receive a positive response.
' c3 g8 g( u7 ^If you do post the file, please keep it in its original form with all of the
9 X+ a) ?; F+ W. D- K7 \sections intact and credit the author (Tom Hayes) as the writer of the file.
+ j, k$ x1 I: g! hThe latest version of this file can be found at www.gamefaqs.com.
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沙发
 楼主| 发表于 2010-9-6 19:55 | 只看该作者
我觉得去原帖看比较好~[s:73]
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板凳
发表于 2010-9-6 20:12 | 只看该作者
求中文攻略
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地板
发表于 2010-9-7 18:46 | 只看该作者
嗯,很详细的英文攻略~~
# _. L3 t( g: {% L6 o. V; K( ?) a+ N9 Z# B0 S3 m. F4 V
不过游戏中的hint提示也差不多足够指引通关了~
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