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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 |正序浏览 |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~~~~~
  ?: r% f+ \* m" ^% u# p, ?但是之前是没有攻略的(当然是在玩通NDS版时)
* ], T/ S  D/ z% ]0 J- ]  [) X7 d, f$ i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~)
: h1 U, |% |0 z; @1 Q% g来至:http://www.neoseeker.com/resourc ... &rid=177583
+ v) j. R# o. D  D+ G===============================================================================! ]7 Z* h# ]2 u

  J! d4 t  }/ e                               FAQ/Walkthrough for
" I: ?' k: [$ t/ K+ X. |9 {% g              BROKEN SWORD: SHADOW THE TEMPLARS - THE DIRECTOR'S CUT6 H2 G. j: f* A7 L" S

) b4 c4 O" f, i===============================================================================
2 O5 k$ X# Q% q) [# c1 K+ @6 J
# F' e9 p6 x9 u  W& r
& b3 E1 g: N- F, o( J2 L* W( [( C+ ZGUIDE INFORMATION
# L* s( @) w4 i* ]# {* V" G-----------------+ Z/ ^2 }0 d/ L7 d& u( a8 O; R
' d" R7 q8 G, H+ D6 w3 M0 @
Author:   Tom Hayes
4 G" _/ V0 l- G' t2 g0 sE-mail:   thayesguides(at)gmail(dot)com  {' t/ G% H3 i9 ], l' m+ x, v
System:   Nintendo DS1 F' ]1 n. \1 h- G  W8 s/ j
Updated:  12th April, 2009
6 v) ]- t. \) T7 k5 x# {1 DVersion:  1.0
  x- {. n! K, i8 l' G% ]+ e2 l
8 b( P& u$ A; o$ n- P6 P8 B6 q
CONTENTS
$ X0 H7 y' O0 B+ }* f5 p3 o- |. r" F--------9 q. S& l8 Z- V6 g8 o& h
6 Y6 ~, D% N8 K* z
1. Introduction8 I' w/ C) D# @, N9 g7 J" C, x
2. Walkthrough# _; |; r3 ?1 a( G1 e2 G
     2.1. Nico: Paris - First Visit1 B9 \& Y/ |! |. O
     2.2. George: Paris - First Visit% w6 L7 r' g. s* c2 ?
     2.3. Nico: Paris - Second Visit: x4 K3 |$ _' P& [& i& p5 ~6 y
     2.4. George: Paris - Second Visit' z, w# w  G- x; P* k
     2.5. Lochmarne7 L3 o8 o# X7 K2 A
     2.6. Nico: Paris - Third Visit; W3 E% D9 F0 w
     2.7. George: Paris - Third Visit
+ {5 N1 [) ^6 O" T     2.8. Marib
% F( Y4 }, U- b7 W$ G; W" k     2.9. George: Paris - Fourth Visit6 r7 F. o6 m- k6 Q% q. G
     2.10. Villa De Vasconcellos - First Visit
2 L9 Y2 d. W9 ~     2.11. George: Paris - Fifth Visit7 @8 m8 _8 y( X* ~
     2.12. Villa De Vasconcellos - Second Visit( y8 F6 E( Z2 Q, W/ H
     2.13. Train% J  J6 p' r( e3 A. E
     2.14. Bannockburn: K% s/ ~- _0 c; s/ s1 Z
3. Item List# O4 W& s# c9 t% D4 ~
     3.1. Nico7 n2 o: i3 i7 `; N; Q1 G! Y
     3.2. George" g2 J* S# }/ e
4. Copyright Information. Q) A/ F% W2 Y% ~# ]
% m+ W% b' L$ [

0 _7 K; x& M- y- y' @VERSION HISTORY
! z9 {  f5 s, h6 w9 d' E+ O---------------
4 O% \; ?+ U* n" }; r7 `) q
/ ]7 {+ F1 g! v4 e; b; e1.0:  12th April, 2009  (First version)( |, ~1 c! c- |! V8 e/ h7 Y

1 p- S9 n. l' X  o3 \/ {- N7 k  u: P1 {  K# x$ q: P& g
===============================================================================
# e& @4 ~6 d9 u/ E& G" I6 r" A5 A# B% r2 H" @! h
1.                                Introduction1 f+ t9 P: n; H. x2 t. R% G- ], U

3 z. A. p' M. F7 E7 }4 }6 Z' i===============================================================================
0 m/ Z9 K8 ?# b' n& z2 M% t  N5 S6 ?, T6 _0 e# @

# f* f! f: g' ?7 j6 W3 z6 U' C# _Broken Sword: Shadow of the Templars was originally released on the PC in 1996.
1 c" {4 U7 @1 ^3 zThe game tells the story of an American tourist named George Stobbart who is on& f* c# R! U5 }( Y/ Z  C& R
the trail of the Templars. The Nintendo DS version features many new scenes and
" O  V/ H4 p( {1 y, D7 g, g5 Xpuzzles which make getting this version worthwhile even if you have completed& Y/ j& O8 S7 ]3 `1 L; `
the PC version. Nico also gets her own separate adventure which won't take long
3 S4 ^1 X( p: V1 h: v; i! Q: `to complete but is well designed and fits in well with the rest of the game.+ J4 T5 \+ r1 z# \. ^
1 Z0 l! n. L" b, s9 b% c8 H: V
! ?: g5 y4 y, i, D9 p" u
===============================================================================1 n& d$ T, {2 J9 T4 h, ~' H6 U3 V  M

* t6 J: u+ ?: W1 u6 }$ z2.                                Walkthrough0 T! N9 K8 c5 o9 s. B" L- M

9 c, u( a' T2 ~" y; O===============================================================================
8 ?* p- v. Q% [: y0 S  [- E
. b4 t6 `) w. A( d) {4 O. v  t
5 r3 P( Q: Z! o-------------------------------------------------------------------------------
* S0 Q. _/ i1 j+ {( F2.1.                       Nico: Paris - First Visit
! j) Q. W9 r1 O" v-------------------------------------------------------------------------------! p5 |) y9 m9 b. ]; s# _& d' [
9 D: `$ E, E: L$ ?4 ?) G

3 O# H6 O% S4 l+ W0 hINTRODUCTION
- o& A" H; Y9 z5 h- j# w" }------------* F& F, X' h9 n" [7 k
2 H  O) t3 n& Z# ~4 e) l
Nico receives a call from her editor and is asked to travel to the Palais& t# J3 B5 i* u4 c1 x: E1 U/ O. Y
Royale to interview the media tycoon Pierre Carchon. As Nico approaches the
" o9 N  l* h2 F3 G- vbuilding, a mime steps in her way. She humours the mime and passes by. As she' V' m7 ]& E- Z: j
presses the doorbell, the mime continues to glare after her. Nico is let inside! p  n5 k! S9 Y2 q9 V% ^( `- H( @
by Pierre's wife, Imelda, while outside a ladder is put against the building.' `1 t  x3 r; y# H6 ~0 e
As Nico and Imelda are talking, outside a glass cutter is used on the window
- y+ r& X  j6 \5 d7 sand then a silencer is seen to a gun. Pierre introduces himself to Nico and
" h* b0 Z" K# h8 `& H8 Z( Jmentions that he knew her father. A vase is dropped in the study and when
. g2 h* A  ~! y; YPierre goes to investigate, a gunshot and a scream are heard. When Nico enters,0 E5 J: _  H9 c' z6 P
the mime is seen standing over Pierre's body. He beckons Nico to come closer,
  J/ e. l. d' Cthen knocks her unconscious with a punch when she gets near. Imelda goes off to5 O; ]( v# T6 G# N* r# i8 ?* c
call the police while Nico is left in the study to investigate.
2 S4 q8 R- w" ~4 `2 Y" w1 W$ I2 ^: H3 m# H( u

, }% @  x" J' ?: e2 j$ z% V" o/ ]PALAIS ROYALE
/ K) e/ _; o: M7 m# C( N-------------  p% x' G, H- w
) J) d; z# Z; h0 m* a
Examine Pierre's body to see a closeup. Get the hair clip on the floor near
" H4 e: h1 F1 p' w- q* B8 ^Pierre's head. Operate Pierre's jacket to see a blood stain and a gold object/ r! y% Z4 r+ F3 i# y5 A
in the pocket. Get the gold object from the pocket to see that it is a ticket
' m2 c- f; p% J8 ?stamped "Bateaux de la Conciergerie". Exit the closeup view. Exit the room on7 S3 q. P# `" y* e
the left to enter the hallway. Examine the cloth on the table and then pick it6 y) O0 s) H, p
up to reveal a tiny hole in the table. Use the hair clip on the hole to open a& h) I1 Z5 ]4 t
secret compartment. Get the key from the compartment. Exit the view.
! D' u* d1 S3 r9 Y( E9 F: D
- B" X4 y" L9 i/ k" n3 B9 v5 EGet the tube of paint below the painting and Imelda will question what Nico is
0 z  F  m2 r8 q' X: d8 \doing. Talk to Imelda about Pierre: She doesn't believe that Nico is sorry.# R4 R% V( e8 X" I
Talk about Pierre again: She has no idea why Nico was called. Talk about Nico's
  N' q8 ^' d0 `! d# tfather: Imelda didn't know Nico's father. Talk about the mime: Pierre had many! W, X+ t6 w  i2 `8 s. R
enemies. Select either option when Imelda asks if Nico has any moral sense.- m- l: R% S6 x7 l
Nico now mentions that Imelda lets her investigate and not the police. Again,+ z8 j. X9 ~. {/ u& g1 x# R' U
select either the good or bad option when it is presented. Imelda agrees to let  D+ x# {6 B: {2 L
Nico investigate and gives her the key to the drawing room.
5 \* ^! E8 A) W6 Z& G4 H, v2 h2 H8 I1 X. X
Walk to the right side of the hallway and use the drawing room key on the door.( Q5 C2 S+ u' m3 R
Enter the drawing room. Examine the painting above the fireplace. Press the! c- H; @. p8 E, b, ]- Z# B
small button at the left side of the picture frame and a click will be heard.0 C2 r6 l( B  g3 r
Operate the picture to reveal a safe. Use the safe key on the keyhole to open
# g9 l9 P9 f- o1 xthe safe. Get the stone cylinder. Examine the desk at the right side of the
+ a$ q3 i: @% b* I1 ^: Y( e5 ^! Mdrawing room. Get the carved elephant. Use the tube of paint on the in-tray.
7 ^( Q) D. ^. S  V' yUse the stone cylinder on the in-tray to roll it in the paint. Use the painted0 A. T. N6 `  L3 X# D; Q
cylinder on the blotting paper to reveal a secret message. Get the message from
& B6 c' |3 ~( H( J2 p7 uthe blotter. Exit the drawing room and walk to the left side of the hallway.
+ z' ~: T  G3 u" K* @6 G2 [Talk to Imelda and Nico will leave for the quayside on the Ile de la Cite.
% ]8 v1 F9 Z2 G6 [
9 g: m! t6 O' U4 `. c& Q, T
! W8 K8 f1 \3 hILE DE LA CITE, M" y+ J" ~8 C5 p4 X; n
--------------
: }% b+ _' I9 U. u% B$ @1 ]8 I( i. l$ n( _# e/ r
Walk to the right side of the quayside and operate the gate to see a closeup.) g% L: y0 f: Q: a
Examine either lock. The aim is to slide the bar with the latch all the way
' m( w) m! d' b0 Ralong to the other side, but any blocks that are in the way need to be moved.) w' ^8 G* C0 A) D% d2 R$ W4 u: O
This is a long and difficult puzzle at such an early stage of the game, but
3 g2 T. O9 y' athere is a shortcut to bypass it: Slide the stylus from the top-left corner of
- \0 ^7 l5 p3 L9 s& `the screen to the bottom-right corner. If you want to try and solve for the
. A1 D" ?: a6 H0 Kpuzzles for yourself, carry on. I have included the movements I used to solve4 Q6 H( \# [+ t- A1 x0 h( V" N7 J
both puzzles, although there are many other ways that the puzzle can be solved.% p2 p* D0 ]; g# f
! C  W) s5 ?/ v; w) F
___________________________      ___________________________! w' b) i- y) v' V. {/ L% u( s
|         LEFT LOCK         |    |         RIGHT LOCK        |  s( U  e" Y0 g- B9 f6 \3 W
|___________________________|    |___________________________|
4 Y8 B0 w+ y- [- K  A0 m# u" V' U|          ___ ___________  |    |  ___ ___     ___________  |
1 r9 D. _, o' v|         |   |     C     | |    | |   |   |   |     C     | |
! n1 X2 h1 s3 E|  _______| B |___________| |    | | A | B |   |___________| |4 R7 d$ L- M. t# n
| |   A   |   |   |         |    | |   |   |           |   | |
7 d% m" F$ B8 ^, U| |_______|___|   |_______  |    | |___|___|        ___| E | |
+ L7 A5 p- f  v4 c' v1 }3 j7 y- ?|             | F |   G   | |    | |   D   |       |   |   | |
# z- N3 ~! `, p. |! G9 b3 r|  ___ _______|   |_______| |    | |___ ___|_______|   |___| |( [% r3 v4 Y# m
| |   |   E   |   |   |   | |    | |   |     G     | H |   | |
% H- J  _/ L  L7 t" H9 I| |   |_______|___| I | J | |    | | F |___ ___ ___|   | I | |
9 K/ Z" `# m7 S% R) K| | D |     H     |   |   | |    | |   |   |   |   |   |   | |
$ {% _0 N; z  \1 L| |   |___ _______|___|___| |    | |___|   | J | K |___|___| |* v& _  W- a/ T2 C! {
| |   |   |   K   |   L   | |    |         |   |   |   L   | |
5 P4 z  ^, p( t3 S; Q7 i/ p$ _| |___|   |_______|_______| |    |         |___|___|_______| |
9 d% I9 Y4 }+ r3 c. W8 O  ?|___________________________|    |___________________________|% q) f6 _. u4 }  L( ~) x, E

+ ]2 n" a5 I, {& I! ]; A. u& e6 T- P- q5 F
         B -> 1 down                      D -> 2 right" C- S" y& }" A; A4 C2 r3 u+ O% c
         C -> 3 left                      B -> 1 down
( F/ u% j6 H! A- E8 M% X6 H" H         D -> 1 up                        C -> 2 left3 `7 J3 Y& I" a& E) Z% c
         F -> 1 up                        F -> 1 down( z% {1 L& X  L" E
         K -> 2 left                      H -> 2 up
7 O) }, T0 f# O: Z/ R         L -> 2 left                      G -> 1 right
( @4 x' G0 H6 ^  i         I -> 1 down                      B -> 3 down: I( i' S# Z# l4 e6 m# U
         J -> 1 down                      D -> 2 left1 M# c  r; A0 |. [
         E -> 3 right                     G -> 2 left
" D) i" U% K# F$ r$ b1 [         B -> 1 down                      K -> 3 up
3 e7 D/ p& a6 F6 B& ^: R         A -> 1 right                     L -> 1 left
3 U% N$ ^, d( X* J         D -> 1 up                        I -> 1 down
! n& j6 }6 a! v         H -> 1 left                      G -> 3 right
/ h" {0 S* ~9 i         F -> 2 down                      J -> 3 up6 K% v) P0 r# K* r
         A -> 3 right                     G -> 3 left  b; Y4 ^/ a- F# w  i4 I
         B -> 1 up                        K -> 2 down
2 ?1 K, \$ Y# o3 T4 v/ ]' ^         F -> 2 up                        L -> 1 left" {3 N, I9 f( b" W1 e% }3 Q
         E -> 3 left                      H -> 3 down
8 p* \8 G5 w. q" O) ^. y, i+ D         I -> 1 up                        C -> 2 right
# k$ k# }, u6 N! L' q         J -> 1 up                        J -> 1 up
  l% N; d& ]2 S         L -> 2 right                     D -> 3 right# g, A! w& x8 Z; c- ?+ @
         F -> 3 down                      J -> 1 down
* J/ B; u1 F  v         C -> 3 right                     C -> 1 left
; h% h2 T) R6 H/ w# o, R         B -> 1 up                        E -> 1 up
+ ?" T. I. k; s1 ~% `         G -> 3 left                      D -> 1 right
& \9 l% |. Q0 x9 }4 k4 ], T9 m: D& ~8 j0 I9 z
After solving both lock puzzles, the door will open. Go through the doorway to
0 \" s  j: S9 v  T6 i* e$ T! zenter the skiff room. Operate the skiff and it will fall over, revealing an old
4 K. n+ G. r5 n8 {- M( Yshell case below. Get the shell case. Use the stone cylinder on the hole near# t* y8 E. W! W, y8 N; k( s0 E
the door at the left side of the room to open it. Open the inventory and look9 a( @) k. t) y, @( P
at the secret message print: It contains the message SDSSDSS. This is the code- l8 {- k5 r/ ^3 ]! F; f2 l7 z
that now has to be entered, so press the left button once, right button once,
; c5 Q! T, p6 }8 I1 |/ I  aleft button twice, right button once and left button twice. Get the stone. S6 Z2 S7 D- [8 y: r0 O# ^' ?! Y
cylinder and then go left through the doorway to enter the anti chamber.3 h2 E$ x1 g+ W! K! V6 U

5 l4 E$ Y% ~* C5 H: AUse the shell case on the right doorway to put it under the door. Operate the! n" O8 i6 G% m0 H6 R* P* X. {; [1 e
cross in the middle of the room to flatten the shell case. Get the flattened
2 S2 i) I+ |8 W, p' G) v$ Lshell case. Operate the cross in the middle of the room again. When Nico pulls3 ?$ \) j" w4 `/ W& }% R
the cross back, open the inventory and use the flattened shell case on the
) d) k, [  j1 z1 z# H7 Icross to hold it there. Use the stone cylinder on the hole in the panel. A9 A! w. n) K- a2 B$ s: K& H0 H' n
mechanism will trigger which was meant to open the door at the left side of the
* v. D2 N6 U! g6 L$ s: L; ]room, but it has been jammed. Get the flattened shell case from the cross. Use" g& f2 p; W5 }: S* H, u: _! E
the flattened shell case on the door at the left side of the room to open the
5 H% }& b, B/ t1 m" adoor. Continue left through the doorway to enter a dark room.
  D  O7 w: ~$ {1 H, _1 w% B* `# N, o- ~- R( Q. _. Q) b
Walk to the right side of the room to see a red flashing object. Operate the
! w. L% {. A( U  O* B3 G) _object to turn on the lights. Walk to the left side of the room and examine the
- a8 Y8 @/ N1 t. w& o3 xtop of the desk. Examine the photographs to find out that Nico is being
, ^+ V7 S6 f% ?1 G0 H/ Winvestigated. Examine the newspaper articles. Exit the desk view. Operate the: d# `, K2 a  R1 b, H  K/ H
top-right drawer on the desk to find a note written in code. Operate the drawer) C5 I7 P5 [6 t/ y" ]: j: p
again to pull it all the way out. Get the photograph from the hole. Open the
- {' y' o6 [( i: u4 {! D6 Vinventory and examine the note. Use the translation for the code below.9 g5 u7 v* x) J! y" p0 {' k

- D5 ^5 |/ d3 l ________ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
, j) o1 \3 q4 n9 z  r| SYMBOL | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |10 |11 |12 |13 |
5 x$ ~; j/ G% c% u! {|________|___|___|___|___|___|___|___|___|___|___|___|___|___|% ?3 }  v: l9 Q! r" H$ \4 \
| LETTER | E | M | J | O | P | B | A | C | U | V | D |   | R |
1 U" n/ D; {* J" e, m& N( _- o|________|___|___|___|___|___|___|___|___|___|___|___|___|___|" {4 q# C3 b* H% O7 A

' h* }1 t8 _; d/ m# \, g. l2 ^+------------------------------------------------------------+
, q. s( w3 |2 q7 F9 \ ________ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___! e& m2 z* d" S, n& J' W' S3 k
| SYMBOL |14 |15 |16 |17 |18 |19 |20 |21 |22 |23 |24 |25 |26 |" S: o' X4 W/ {& X
|________|___|___|___|___|___|___|___|___|___|___|___|___|___|
3 o. @/ D3 `7 ?/ Y. `| LETTER | S | Y |   | F | G | H | T | W | N | I | X | K | L |: }7 H4 e* Y1 `0 p8 G* S
|________|___|___|___|___|___|___|___|___|___|___|___|___|___|
+ u7 B- f/ h2 b4 S& K# P) s) O) {4 F: j8 s% ~! Y( \- y

8 o1 L" j& t. U2 PThe message now reads: "Pierre. Full report to follow. But this is too urgent
0 _9 V% k5 _. s/ ?* b0 d2 Pto wait. Arno and Yamada both dead. This is not a coincidence. Indeed it seems# r  K7 q- Z6 `. q& V" X
that all of us who came together in July are in danger. Take great care. X"
" J9 W/ ?# M$ u7 b8 R) R
/ U( E" E! f$ w) O) i" LAfter deciphering the message, Nico returns to her apartment to write up her6 Z/ g" f9 m) V* _# R5 J" @' a
story. When the phone rings, Nico answers to talk to her editor Ronnie: He# v2 R1 e- a" B2 O$ K, D
tells her that he will not publish the story that was written. Nico realises6 ~5 g) t" G$ m/ Z* a6 Z
that someone must have got to him, and Ronnie tells her not to pursue the story
. k# p1 o; e* e' Eany more as Carchon had powerful friends. When the phone rings again, a man
) o/ O0 W: I) x. L" B0 _% ^" q$ mnamed Plantard says that he wants to meet Nico at the Cafe de la Chandelle* I+ v. C3 {- O% u7 \7 f1 W
Verte tomorrow morning to discuss the Carchon story.# q9 u: `+ V* L8 C0 k4 b2 l
* }* E: u) n6 Z, `7 [! y/ s5 [- f3 y; m
' t. ^' ], @! @! F0 G" z' `
-------------------------------------------------------------------------------$ c" G* ?" `/ S8 s% e, |+ `
2.2.                      George: Paris - First Visit% L- X3 j( a) h6 Q' j1 G0 }
-------------------------------------------------------------------------------+ M. x6 S; A9 d) N6 e

) C8 W8 v0 s7 H$ r: h9 a( K, v
6 Y3 Z1 i& a3 }  Q7 lCAFE DE LA CHANDELLE VERTE
% }1 {4 X& `- g# l$ r--------------------------
8 D5 C1 B* L4 l- D% |
4 ^! {$ I. @% `# v3 x1 ]8 s; aThe game now switches to George Stobbart sitting outside of the cafe. George
/ W/ T5 s, Y& y8 ywatches as a clown enters the cafe, and inside the clown places an accordion
/ s" Q" K9 V  b% aon the seat. The clown runs off, and seconds later, the accordion explodes and! y5 y4 |# i% ]# @4 q+ G; B7 Y
destroys the cafe. George picks himself up and his adventure now begins.
/ B# U0 M! D; `# t$ A8 x9 o
( C- g! u# v. b. [9 i- N& WWalk north toward the construction site. As George walks into the area, a
4 V1 b% j8 t  I* z% Zpolice sergeant draws his gun and aims it at George. A police inspector arrives
9 h6 j. B9 V: O7 \" don the scene as well and guides George back toward the cafe. Select any answers
) G& X& E" ?  x) F( A5 w' ^& p+ zto the inspector's questions. George receives the inspector's card and then
8 [& a; O; f7 q' P$ J8 s% f& l. W# Cleaves the bistro. Outside, get the newspaper that is curled up at the bottom: u. h" A: c6 X7 G* |9 N
of the lamppost. Look at the writing at the bottom of the newspaper: "Salah Eh
) S( T  j1 `: y+ tDinn - 1345". Look at the picture of the man on the left page. Exit the view.
. E1 i+ H' `; R# q' W0 q5 ?/ m8 ]% }- c$ Q6 w& t* L3 h
Talk to Nico and she will introduce herself to George as a photo-journalist5 X4 x+ a! T' S" o
the newspaper La Liberte. George tells Nico that he saw a clown enter the cafe+ `1 G4 W; p9 O0 |
before the explosion, and Nico realises that it is the costume killer again.
: H+ y: |/ O& A/ [Talk about the clown: She doesn't want to talk about him. Talk about Plantard:. }$ O$ s7 I4 b1 P+ o
He had a story that he said would interest her. Talk about the clown: Nico
7 |. N% V' b8 }+ g7 kgives George her phone number and then leaves to develop her pictures. Walk
5 w* m( A" Y2 l. n0 \3 xnorth to return to the construction site. Give the newspaper to the worker and
+ f- Y4 l& A  h" f+ Fhe will notice the horse Salah eh Dinn is running in a race. He tells George to  h3 R8 H$ [" ~
keep an eye on the hole while he leaves the area to place a bet.: t# Y3 D* E* W3 h1 ?, V* z- w" S

0 L) {- i) R$ J0 o, r' q9 i8 I+ NWith the workman gone, get the toolbox in white tent to find a metal rod. Walk5 l: x1 W' X" A% \
west to return to the cafe area where Sergeant Moue is now standing guard$ L: U) m  t$ n3 `0 x+ M. w
outside the entrance. Go through the arch at the right side of the area to/ b- N" ?6 m* g6 ~8 Y+ ^8 ~( @
enter the alley. Use the metal rod on the iron cover to remove it. Go down the
( e1 I; R+ M7 T* rhole to enter the sewer. Get the red object on the floor to see that it is& L4 @- k0 ~# T* t
actually the clown's red nose. Walk north to the next sewer section. Get the- w) _) h1 c3 T& W: N4 D
tissue on the floor and the piece of cloth from the spike. Climb up the ladder.6 |1 h8 \; Z+ d% ?
' K) ~, r9 f* X& s9 \: i. J6 v
George emerges from the sewers into a courtyard and sees a man standing above
( _1 ?! c7 C0 Yhim. The man mistakes George for someone else and demands that he exit the* x( M$ z# e; g# N( z' y* m  ^: x2 H
sewer. After standing up, he asks George what he was looking for. Select any of
, L" D1 Q1 c: D/ y1 [' sthe options that are shown: The man had not heard the cafe explosion. The man
& H* R, w; R  E: P3 i! [# Cwants to be sure that George is not in league with the man he chased earlier,
3 C. Z. }$ N/ @% |3 jso show the card to the man: He now believes that George is a police inspector.3 e2 X$ x  F8 g( ~
Show the piece of cloth to the man: It is the same cloth as the jacket he' ~) M9 _" Z1 }% a
found. Ask about the jacket four times: On the fourth times, the man tells
  W- R- [: m, M1 J6 u3 S5 IGeorge the name and phone number that were on the label. Exit the conversation+ h. |" k5 \" r. ]' W5 R9 u
to leave the courtyard. Walk right to exit the area.8 u" z) G. P* F/ R$ v9 |. c+ s9 Z
! [+ k  B6 X- [% G

) g* c1 h. t2 q( Z+ YPOSTE DE POLICE
$ n; K7 g) E5 y; M; D1 M8 d---------------
% [3 d6 F: y7 O  P7 E& J, d1 k
+ u) {/ Q2 q. l; i- `* k4 B! \: NOperate the right phone on the wall. Select Nico and she will tell George the# ]+ a8 y. v. |" D" o, n
address of her apartment in Rue Jarry. The game now switches back to Nico.$ L1 k% S* [, {+ R0 C

1 e+ s4 V; g! {! q, i3 b0 k4 k
, O3 V) P0 @0 s+ L4 G-------------------------------------------------------------------------------( w& O; g/ g1 v  N- ^) M& Z# i0 M
2.3.                       Nico: Paris - Second Visit
+ [( S- b/ ?5 m-------------------------------------------------------------------------------
( b. N8 j' ]! S8 J9 a, C0 Q( S, A0 W
  Z! H& D. n% S) C8 D, h/ @
RUE JARRY
; Z3 J( _2 }8 B, {( G3 J---------
1 B4 b; T2 l2 ^8 H6 x/ x: q  Q* p2 L8 }+ @
Exit the apartment and walk west out of the area to view the map.
. I: W6 N( G2 B8 L1 e( S7 l
, w: P# [7 E! h$ X8 P2 u' X
+ t& [) S0 z. S; eCAFE DE LA CHANDELLE VERTE
3 Z9 P3 {3 R8 ~: V; s9 _' ^7 ?1 j--------------------------" S# n: e& j: C! J6 ]( ]
4 Y& Z" w: h* x  U9 e
Walk west to the cafe to see the workman boarding up the cafe. Talk to the
9 j8 ?$ i* R7 n5 b: j. Rworkman about himself: Nico wants to take his picture. While he turns away to+ u  V* r1 ~6 F0 t! b+ l9 |' e, J+ D
brush his hair, quickly enter the cafe. Operate the mirror leaning near the bar% w% l0 N* Q; ?( v
to move it. Examine the mirror to see a close up view. Examine the gold object8 a$ L" ?. ]& X0 Y
in the reflection to see that it has been lodged in the gap behind the pipes.& I" @' X+ G& Q
Examine the table to see the damaged pipes. Get the gold pouch behind the pipe.
' w- k2 K" V# lExamine the pouch in the inventory to find an artefact and a coded note. Look8 c- i4 s" ~6 G* l  \
at the coded note and decipher it. Refer to the translation grid that was shown5 F% y- {' V) H3 l) u
earlier in the walkthrough as the same symbol to letter code is used here.& T& S4 h  U5 ~9 A. M- @- ]
. w2 f5 V) G! w9 @) Y/ m7 }
The message now reads: "Plantard. Pierre killed. Murderer must have followed
! x/ p6 R  ]! \6 gtrail from Arno and Yamada. He will come for us now. We must be vigilant.6 \0 F7 j0 {7 `1 }' q
Thierry's girl broke into Pierre's safe. She worries me. Imelda.". Exit the
1 o" j( x) r! F- u' M6 ^- h& x4 G2 ^cafe. Walk north to the construction site and east to return to Ile de la Cite.& `$ p; y/ A- {

" u" g( ~$ z3 n& L: w/ r) L) f' l6 H" Y
ILE DE LA CITE
' H- M3 s2 _  X& q% C- d--------------
3 {. T- U9 B, \$ p, ~* C  E6 W
( F* e5 E1 V& Y7 X+ H% {7 eGo through the doorway into the skiff room. Walk west into the anti chamber.
: O" a5 g4 ?& z4 }, W" _+ H% OOperate the cross. When Nico pulls the cross back, open the inventory and use
. `8 g8 N1 G5 Q6 B1 U7 B& K7 jthe flattened shell case on the cross to hold it there. Use the stone cylinder
+ p" Q0 B1 T8 j- A6 Con the hole in the panel. Get the flattened shell case from the cross. Walk
# J+ D5 g" |5 n2 Q( Mwest to return to the state room. Use the artefact on the small hole at the2 h( _  _2 s- l
right side of the safe on the wall to open the safe. Examine the safe to see a
/ A  h: @$ g- R/ l3 R  Ncloseup. Pick up the pieces of the photograph and Nico will spread them out on
" B5 _- c; }# j, Y. W; mthe desk. Place the pieces of the photograph together to see that it is a
& h. U" d( N- K/ _7 spicture of Nico's father. Nico returns to her apartment to meet George.
& Z% }) N: X+ u# u/ M
+ K0 n* v$ E0 \( k
$ }! ^" R5 |/ i6 X: e7 l-------------------------------------------------------------------------------+ d; X7 L! ~) G" i
2.4.                      George: Paris - Second Visit. I1 K6 E. ?' T4 H
-------------------------------------------------------------------------------
, l3 [, G7 g- z3 r$ Z1 B/ n4 \
, B7 [* z% a9 _* u1 L
/ [2 C( I; @. l! q# o  ]5 g# zRUE JARRY  [. @( _$ x2 o2 ]
---------
& C, P4 p& M& `% h7 z$ R& R0 {7 N
Talk to the old woman at the flower stall. Ask about Nico: She tells George  X7 ~% T% t5 ?( h9 z
that the door needs a gentle nudge to open it. Exit the conversation. Operate2 z8 c+ v. o, `: c. O; ^% @0 z
the door and George will enter Nico's apartment. Talk about the red nose and
! R( i$ l6 Q7 ?+ W/ jNico will notice the address of the costume shop La Risee du Monde inside it.
  I  f" z3 T: ^. \" mTalk about the piece of cloth and Nico will show George a photograph of the
+ c, B/ w3 o6 D, R! H( ckiller wearing the same material. Exit the conversation. Leave Rue Jarry.
9 n; i  H* Z% ]7 r* D: X* Q5 i7 r3 S

) E  Q3 B& i3 eLA RISEE DU MONDE
' b4 }. d9 s$ d7 Y/ G. O/ v-----------------1 ?  N2 h8 [$ Y" |
, C1 u" V+ u( j) b  e$ h$ m! a* O
Talk to the man behind the counter. Show the tissue to the man and he will
0 K1 }# w/ j, Z- Erecognise the smell as theatrical greasepaint. Show the picture to the man:% {: P" S4 N; K- A1 K/ K, e
The greasepaint was bought under the name Khan. Exit the conversation and
4 d, H* {1 c7 G2 ebefore George leaves, the man gives him a trick buzzer. Leave the shop.  W5 w: w4 G! Q& S7 u
4 c3 T& E! h3 e$ g& W; j; @2 Y( A0 p

) |$ \3 B/ W# t2 T+ J; S' NPOSTE DE POLICE
6 k4 b3 d# U( T3 i; d7 z; `( g---------------
4 Z/ ]# T' u' J6 U- g# C% ?  c( _; T. t4 W6 T
Operate the right phone on the wall. Select Todryk and talk to him about Khan:
/ X9 I5 }0 a3 aThe suit was delivered to the Hotel Ubu. Exit the police station.
) [2 x5 \8 [5 G4 f# H7 @' E% A. L1 h7 q1 `

. m3 r$ Q- x- j) w6 bHOTEL UBU
, X! M8 M+ ?9 o6 Q( B* c% K---------
6 ~- Y. o3 Z  u! p
  ?) h; D' _! n, BEnter the hotel. Walk to the left side of the lobby and try to get the key from6 i1 L5 K. r6 L! o# |
the board above the counter near the clerk. Talk to the clerk about the key: It. q3 K, R0 A4 o$ B7 J
is for room twenty-one. Go upstairs and operate the middle door to see that it% U- \8 [* j4 {8 j7 `, g% V4 \
is locked. Go downstairs. Walk to the right side of the room and talk to the
% K8 Q5 z+ U8 r3 Fwoman playing the piano. Show her the photograph and she will recognise the: _+ u/ ~! x7 d% t8 J* i& l; e4 G
person as Moerlin. Talk about Moerlin: George tells her that Moerlin is a fake.
$ U: c$ q8 a; Y4 E  TTalk about the key and she will walk over to the clerk. When the clerk leaves
2 v: K2 b0 w. n, bthe room, quickly get the key from the board before he returns. Go upstairs.6 X: i! a4 ?% n1 M0 [9 q
# X) _8 n6 R8 U2 Z$ d8 }. I
Use the key on the right door to enter room 21. Operate the window at the right
; W& J; o/ R1 i4 s' N: Sside of the room and then go outside onto the ledge. Walk along the ledge and; K- B3 k' t& x& P7 B. K
go through the right window to enter room 22. Try to exit the room to see that# {  Z0 ^% [4 l8 }' R
Khan is approaching. George quickly hides in the wardrobe. Khan enters the
: [+ S$ ^  L$ \room, changes clothes and then leaves. Examine the pants on the bed to see a! e" {$ Z5 ?1 N9 E! |7 r( n. Q
closeup. Pick up the pants at the top of the zip to turn them over. Operate the
/ I" m( u! R$ _( f+ ]) x' `! ileft rear pocket to find a matchbook. Operate the thread above the left pocket
: m$ d& e7 P* N! lto remove it. Turn the pants over again and then operate the right pocket to8 J) Y/ M+ O7 n, Y  X) |
remove a pass card. Exit the room to return to the hallway. Go downstairs.
# f2 y* c4 }2 t5 L: Y9 a# c8 ?% e2 O' M/ s
Talk to Lady Piermont about Moerlin: He passed an object to the clerk about an$ H( Q" J) e' N; H( @, o  d
hour ago. Talk to the clerk about the safe: He wants to see identification.
  y( u4 a2 ~' Y; _" D; U/ Z/ ~" VShow Moerlin's pass card to the clerk: He still refuses to let George see the
. ~. {* G$ t* Zcontents of the safe. Talk to Lady Piermont about Moerlin's pass card twice:" M# L4 J( ~1 X$ R1 u
She returns to the clerk to demand that he retrieve the contents of the safe.
4 A* Y( ?) L6 y6 l+ K4 zThe clerk returns and gives a manuscript to George. Go upstairs and enter room
) _6 _2 K9 K3 n' F+ D" T21. Go out the window onto the ledge. Use the manuscript on the alley below to! H1 J, r: ]' ]( S
throw it down. Return to room 21 and go out the door. Go downstairs and then3 K; s- k& _1 G5 f" b0 Q! Q: e2 B2 N
exit the hotel to be searched by the thugs. Walk to the left side of the area
% a9 r# W7 v! a: g8 ^7 T: X: Wand go through the arch to enter the alley. Get the manuscript on the floor.6 H: V* X- V% a9 E# z0 g3 T2 X: f

+ d& m6 K* Q: p  d7 A+ ?+ p' u' a4 o; H) S' L
RUE JARRY, T, l% d# m0 U7 G6 H
---------
" o6 O+ t) a" f& F$ H; W. L/ k% E. B+ D0 ]8 z2 ?+ Y
Back in Nico's apartment, talk to Nico about the parchment to watch a lengthy
  P* K/ A# N2 L. j" jscene about the history of the Templars. Talk about the parchment again to see7 \6 n" b* g/ `9 K0 J1 e1 R
a closeup. Look at the four corners and the seal on the parchment. Exit the: Q; d( t. J4 v
view and Nico will suggest visiting the Musee Crune. Exit Rue Jarry.8 f/ i- ?% f& ?6 g! J8 ~7 Y+ r
* U) A5 u/ G# B
7 V* _: ^- e& @  _' |5 s
MUSEE CRUNE
* k5 P4 c. i- g+ B-----------
  T" b6 I$ z, N1 @- C, k  K9 _: R0 S# f6 [8 C
Enter the museum. Operate the tripod in the middle of the room to see that it
* m! x$ h7 v: ?( Ais identical to the tripod in the parchment. George notices that the tripod is3 R8 X) G1 w1 T' J8 @- D
from Lochmarne in Western Ireland. Walk outside the museum and exit the area.# c0 w% \: ^1 T0 _+ I, H
* r* ^: d4 m6 u% C5 M  K) ]

8 {8 ^$ _. Z/ d* W1 |0 G- @+ WRUE JARRY
" z0 S( P. l4 e3 w1 U" t---------2 O$ Z( i! _' x2 U
/ G& `" F0 e: N" r* P
Talk to Nico about the tripod. Exit Rue Jarry and select the yellow arrow at
7 |  U! q; A: @the top-right corner of the city map to see the world map. Select Lochmarne.% u  |% a; ]0 u6 p  n
8 ?8 b2 Q% Z& T, U0 X
) Z# C: N% h/ i5 f
-------------------------------------------------------------------------------
) P% \4 Y7 ?0 }% }! V  b2.5.                               Lochmarne
. Q: v! |) d( W9 d, l-------------------------------------------------------------------------------- o9 b$ J8 }2 A% ~$ A
) f* S9 ^; L% j* N& x

+ K% R- h' d# l9 H$ \  G; OEnter the pub and talk to the man at the corner of the bar. The man introduces& v- ^3 }7 Q' J) Z, x% ?! g
himself as O'Brien. Ask O'Brien about the castle: It dates back to the tenth
9 y2 p( ?7 e9 t: c1 p( w4 c8 xcentury and much of the existing building was added later. Ask about the* c& D* B: J' K9 Z6 V. t
tripod: It was dug up by an Englishman named Professor Peagram. Ask about
- n! T( ^. Y1 P9 b' I+ K0 O9 {9 v! A$ @Peagram: He left the village. Ask about Peagram again: O'Brien doesn't know
0 g8 a0 V+ q- }5 U9 Owhere he has gone. Ask about the gem: O'Brien asks if George is a reporter, so
0 r0 T5 D" p) K% F# }answer however you like. Exit the conversation with O'Brien.2 s9 e9 k3 q  _( C) w) i, J" B

' F$ ]9 m" S5 y5 W7 JTalk to the man at the table in the middle of the room to meet Fitzgerald. Ask2 E! P" T  H5 W4 E( K  }6 s- p9 P
about Peagram: He knows he is an archeologist. Ask about the dig: He seems
% ?9 ~3 z% w8 \( N5 pguilty when George asks him if he worked at Peagram's dig. Talk to the man
8 O  S. q: [! H5 A. wsitting next to O'brien, Doyle. Talk about Peagram: He doesn't know him. Ask
0 e: K+ P5 ~% ~; Eabout the dig twice: He knew people from the village worked at the dig. Ask
  U) W3 A$ s3 K* R7 n! d& m- h+ @  ?about Fitzgerald: A drink might help persuade him. Select the drink icon to buy
" n% v( f+ `9 }* e( d* F! m' FDoyle a drink, then ask him about Fitzgerald again: He did see him at the dig.
! A, C0 O9 U0 c7 _" D: F
% l! U$ y$ k" l1 v5 E, ?0 rTalk to Fitzgerald about the dig: George tells Fitzgerald he knows he was at
) d) M7 i; x7 U0 x6 o+ [; Wthe dig. Ask about Peagram: He gave him a package to deliver to Marquet. Ask6 d7 g  ^% _* r) f; g
about the package: He promised the professor he wouldn't open the package. Ask
4 |6 R, F) r/ U- w7 a# t$ X) iabout the package again: He says that Marquet will kill him if the package is
; v" M8 T6 v& q& {0 B  \! f% ^opened. Ask about Marquet: Fitzgerald stands up and runs outside. A sound of
- T$ _* w  H! {! r% e9 `6 \+ S: O! Rscreeching tyres is heard, then a boy named Maguire comes into the pub and
5 c. {$ B1 S2 ?$ [tells everyone about an accident outside. Exit the pub.* R( c0 B4 {$ g5 Q# Z! {  ~" v' W
" q+ d2 A( g! l: G
Outside, Maguire tells George that Fitzgerald was hit by a red sports car. The
( a$ `3 U- R3 [5 hdriver then got out and pulled Fitzgerald into the car. Maguire adds that the
; a$ [5 w! C' Ydriver was dressed as a pixie. Operate the switch at the left side of the pub
! D4 a; h) m8 K9 ~" ddoorway to break it off. Walk right and go up the path to the hay cart. Talk to
' h2 e- p& q" P4 Tthe farmer about the red car: He saw it but assumes the driver must have been& R2 p" W8 @$ b/ G
lost. Talk about the car again. Talk about Fitzgerald four times: George says0 a! L9 N' S% q
that he will guard the hay cart while the farmer leaves for the pub. Climb up
7 P1 U( b9 G3 ^; m$ R% cto the top of the haystack. Use the metal rod in the crack in the wall by the
0 ?/ D& q) B6 A' n7 d5 [/ fside of George's left hand. Climb over the top of the wall into the castle.
% o7 B0 \2 I  k+ ?+ |* }2 x0 W+ g/ |/ k7 |0 n5 }2 B
Move to the left side of the area and operate the plough share. The goat will
/ e6 [* }+ f# i+ P# Zbutt George out of the way and the rope will become tangled on the plough# Q- t* ]5 |: M9 y+ b0 @" W
share. Move right and climb down the ladder. Get some plaster from the sack on# ~: M9 J% X" O; w5 \, L! F7 B7 C
the table. Examine the statue on the floor at the left side of the doorway. Try9 e/ N& i: F$ y# h  W, A9 ]
to pick the statue up and it will fall over. Get the statue again to lift it
4 K9 z1 n5 L: l$ \; Vback up, leaving a pattern of holes in the sand. Use the plaster in the holes.
# W8 Y' l* C. V" V- R; RClimb up the ladder and go up the steps to exit the castle.
9 Q/ S' E" h1 f3 S) P4 k
$ }( i; u2 o5 M, q/ i6 e" b- Y+ vClimb down from the haystack and return to the bar. Talk to the barman and
( ^) Y5 q: v6 C* i5 C  l: vanswer his question about whether George wants a room however you like. Ask for
. y2 p" ^# r& e* sa beer: The pump is broken and he only wants a professional electrician to fix
% s" Y$ N' _: ]it. Show the pass card and the barman: He will only allow George down to the
3 e% G, x* V/ R3 `3 E* _4 dcellar if he can fix the glass washer. Get the towel on the bar. Talk to the
9 O8 |6 `8 H1 y8 C7 A3 Z5 Lsneezing man about the wire: It is a necklace. Exit the conversation. Wait for
/ I# B* G6 R- z  _2 k* m+ U5 P8 ]the man to sneeze and then get the wire from the table. Use the piece of wire
. O" o7 t: ^5 J$ c' ron the plug behind the bar to fix the glass washer. Enter the cellar.
# ?4 G! X6 ~. ?9 ?. H" a" ^
6 F! \- F4 l% WUse the lever on the wall: nothing will happen. Exit the bar and operate the* t+ W8 _: H* e& t! c: e
trapdoor to open it. Enter the pub and return to the cellar to pick up the7 o  `! V; G; {8 N. U
blue gem. Operate the faucet and then use the towel on the water. Exit the bar& Z' `( z4 N3 Q; `
and return to the castle. Go down to the cellar. Examine the statue and use the
- G+ x7 `+ t) \+ Pplaster on the holes in the sand. Use the wet towel on the holes in the sand.- p" t0 ~1 C% [4 d. ?- r
Get the plaster cast. Use the plaster cast on the panel at the left side of the
' j8 ^2 a5 U* J# F+ |- v" kdoor. Go through the doorway. After a cutscene, George returns to Paris.) Y: D9 u. |# E- g6 M
/ t% p" V% o7 \

% r) b/ ^+ z7 r' L: c7 c-------------------------------------------------------------------------------& c4 i4 e5 d% [6 n5 w) ]6 _! F
2.6.                       Nico: Paris - Third Visit
. g7 I1 f2 Q: E4 K% H-------------------------------------------------------------------------------- F" B# f3 g: Z) F- M; |

: l6 L# @" \9 W  W9 d2 j, K8 Z: K$ t3 i3 \+ ^. Q
RUE JARRY" f4 D' l+ R  M+ y
---------0 W( n+ N$ u8 w

( u- ^% q, }6 vOperate the answering machine at the left side of the room. Nico listens to the* w; q1 ?" F( t0 |1 q9 U
three messages and then travels to the Palais Royale.4 U9 {$ u6 f' e, |5 {  A: r7 s/ @. t/ g
5 q/ M2 ]6 @/ p" g& ?! v- G4 [7 w$ ^# b  i

9 L. a4 k* w9 y: H5 S; d5 T! D0 ~PALAIS ROYALE
; b' P( v. L8 h* U* B- n* p  R-------------
" z  z  F) t/ ^( b" ^& I! f0 F* w& C6 ^# w' n5 ?. L
Operate the two wires at the side of the statue. Operate the statue to move it2 R7 d% m4 Z4 G3 w
toward the middle window. Climb up the statue and use the flattened shell case
- w2 ]6 F% H/ O: D! w. Q- Von the plastic sheet covering the window. Operate the window to enter the) \" A6 }2 v" X0 _2 y+ `
study. Move left to the hall and right to the drawing room to talk to Imelda.
* H2 e; U8 ^1 G/ |Examine Imelda and operate the locket to open it. Get the tiny gold key.9 ]% }! R. |, Z" f, `$ A+ K

5 |( w5 r# X- y3 P* j
$ \. p+ E9 ?3 B+ T* Y. I1 DRUE JARRY
. z$ Q/ q5 |& j; |2 I. Q9 }! c4 a) ^---------% p& a( K2 v$ w& I9 d, c

2 y; w. H) h2 Y3 E& p4 HExamine the chest at the bottom of the bed to find a tracking bug. Nico takes
0 y7 F, [! M& g; G0 |. iit over to the window and throws it outside. Examine the elephant box and then6 H$ K) ]' e- \) U2 l5 Z: ]7 E+ h* K
use the tiny key on the box to open it. Examine the photograph of Imelda.  B) Q. s( g9 ]5 a+ @4 g: g
Examine the letter from Imelda to complete Nico's section.$ o& N( t2 M, E0 q! X6 C% G0 j! ~3 ^

" x$ C% I( V3 T$ g+ ~7 T3 K! O1 M- E8 F% S) }9 L
-------------------------------------------------------------------------------( m* Q4 w. E. X7 V
2.7.                      George: Paris - Third Visit- _' p9 k) M* R( f
-------------------------------------------------------------------------------, k) d/ P5 ?5 W, }1 m
1 ]+ y' w% h$ ^/ l

* G7 p; V, E. }4 xRUE JARRY
& A, Y; {# P1 h% ^. C6 F7 J# I---------
3 D6 H9 b( @. Y
% I4 Z# M, z" V( x; w( c' @Leave Rue Jarry.
0 E6 J2 f5 u- r* O: ^3 O5 }  U/ D, M' u" m/ S8 c

2 A* J, D! P+ ^' ~, B& E. ePOSTE DE POLICE
( g( F4 L$ N) L+ c  E% Y& B4 E---------------
4 L! D( }0 [6 B9 v1 M, o* l2 X- K2 ~7 Q6 p) Y
Talk to Sergeant Moue about Marquet: He used to be known as the mole of
7 L( V& ?1 |: y9 v, QMontmartre. Ask about Marquet again: Moue gives George the location of the
1 _' S! F) e8 n3 x' Y# Ihospital where Marquet is staying. Exit the station.
8 X7 I' ~5 l) k
' s6 M3 P& l7 W. X
  z7 a8 k. ]$ u- [HOSPITAL
- @' W2 O+ r6 [( K$ R! w1 r! i--------
; J" ?6 p, \8 F6 m- [" v! f7 h7 ~: n$ K- g" `
Enter the hospital. Show the pass card to the woman: She says that Marquet has6 \+ ^' E" D- i2 a- h
been asking for Moerlin and tells George the name of the ward is. Ask about, F  @8 M7 F% Z4 k) H1 T; y
Nurse Grendal three times to get directions to the ward. Walk down the left& I; S  w2 ~, g. v
corridor to see a man polishing the floor. Try to open the door near the man
! V: L  m. a  x6 Y& Vand he will stop George. Operate the plug near the water cooler to stop the+ {- t; N2 u9 R- R& t& B- j
polishing machine from working. When the man leaves to investigate, open the0 U# D8 ~0 _# X4 O% s
door to get the doctor's uniform. Walk left to enter Nurse Grendal's ward.' s+ Z1 }, ~# e( d7 j

* A2 }9 z  S8 w' N: Z. r- bGrendal gives George a pressure gauge and tells him to look at Eric Sopmarsh in2 C" G, h+ v. P& s2 {$ H7 h+ r
bed 3. Try to walk right and Eric will ask George to take his blood pressure.7 G9 v8 f9 V% t. x
Walk left to exit the ward and then walk right to the hospital lobby. Talk to
8 P. S3 ]/ r3 ^, cthe man standing at the right side of the desk and he will ask George to look
- |- u$ g: v' @( [after his nephew Benoir. Answer his question however you like, as George will
0 G- U% G0 `# Lagree to show Benoir around either way. Walk left twice to Grendal's ward., c: z6 Z% i$ g8 f! X( K
" ], v  l) Y# R% V1 ^: ^: j8 m. k
Show the pressure gauge to Benoir. Try walking right to be stopped by Eric
- ?: q( u/ j3 d& P' F1 d3 D5 G5 Nagain. Talk to Benoir about the pressure gauge and then mention Eric. While5 @% J. d* F1 D# j9 S
Benoir is taking Eric's blood pressure, continue right and enter Marquet's. q# c) M& e3 N9 f( i* F
room. Maruqet will mistake George for being the killer. He tells George that he
4 j/ @$ D( B- }7 r. g+ X1 E, Yshould deliver the Lochmarne gem to the Grand Master, and that the tripod has
, S' p0 P( b3 c: u# [+ I% R5 j6 f( @% [been found in Paris. As Marquet begins to mention about Syria, another doctor4 s% v: s8 d. b; o% f2 B
enters the room and tells George to leave. Outside the room, Benoir gives the
- G$ p0 Z* t4 C# C' X: v( i" Z" J5 ?pressure gauge back to George and then a beeping noise is heard from Marquet's
7 A! }0 X) }- w/ J5 p6 a  [room. George returns to the room and sees that Marquet has been killed.( S/ x9 B5 ~: u3 V4 Z- ^0 K$ P
6 a8 `; m1 X' |' e

  S) t% u4 v% x: p' I" m0 I# yRUE JARRY
- M9 ]1 `$ y& G/ Y2 R& `* |---------
4 Q4 ]  f4 Y3 A- Y
6 I& _, y6 l# Q: |* y3 QExit the conversation with Nico and leave Rue Jarry.
2 d- g  R+ ~( {& G8 @
2 B  s. [- x& ?- t% N; i# H- C( p" m% ~& I" G2 G
MUSEE CRUNE
2 h& ~; h& n, S2 ~3 q4 q-----------( ?' }# q" K/ g" G+ k# L2 d. q, i1 p9 n

/ q3 y: j7 [2 x/ u; f( y* gEnter the museum and talk to Andre Lobineau about Montfaucon twice: It is found
# F. U: v" I" {3 c; n/ G: Jnear the Canal St. Martin. Exit the conversation. Wait for the attendant to& Y! Q2 p8 I9 M2 R  E/ J
look away and then operate the rod next to the window. Walk to the sarcophagus) V/ v' ~: }: c$ Q$ m* A3 ?
at the right side of the room. When the attendant walks over to close the
( l& U& m  }5 xwindow, operate the sarcophagus to enter it. A cutscene is shown when Flap and
- Q+ P# x- t5 L: |) ^9 R2 GGuido enter the museum at night. Use the totem pole to try and knock it on to3 B; O7 L" Y) e, _
the Flap and Guido. George's plan backfires when a section of the totem pole
) z! X  J! b0 g1 k* Rfalls off and drops onto his head, causing him to fall into view of the two5 W8 k# ?  f& R; U
thugs. Just as they are about to investigate, Nico drops down and rescues him.
+ O' o' O7 k5 W+ D
) O3 |/ [& ^0 q) j( Q) G0 ]" f. R; ?. x- N9 [
RUE JARRY
+ S. W# V6 ]) z9 q$ }---------
1 e0 ]/ \: z5 N( z2 u5 f9 I. v7 X$ r
Nico shows George the tripod she took from the museum. Leave Rue Jarry.
; q: E9 E' o, n
7 f/ a1 f7 T1 F" ?; t# f& B; o9 y- u, @% N/ q# W
MONTFAUCON, L7 z: I3 a2 k& S9 C# b9 M
----------  M7 ?3 N! s' U; M! G. J; ?

& Z: R. ?- c, A4 H6 bTalk to the clown about himself twice: George attempts to juggle. Show the red
5 ^9 Z( j8 T- V6 pnose to the police officer at the table: He asks if George is a clown. Show the# `  D8 o2 s4 x
red nose to the clown and George will impress the crowd. The juggler will get% O, I3 g1 N) [( F9 }( N  C4 Z
frustrated that George managed to impress the crowd so easily and walks off.
4 L0 o, b, R5 L" t% e. VUse the metal rod on the manhole cover and then go down to the sewers.
5 {: t. o! I/ V  m2 s0 W3 |8 k7 A& b& |+ F3 `$ z
Use the metal rod on the right door to reveal a mechanism. Operate the lever to
, V0 q2 f$ t( d  e2 b7 @/ qopen the door part of the way. Operate the winching machine on the boat to
2 X8 R, G& g. K# j0 y( Zunwind the chain. Get the hook at the end of the chain and George will carry it
! A6 o: {3 B% Z! e3 Z5 A. Kopen to the partyly open door. He then operates the winching machine to pull5 `( _4 x/ e$ H- q( c
the rest of the door open. Go through the doorway and examine the hole in the
/ x3 o$ m" G. r& ywall to see a secret meeting of the Templars. Go down the steps. Examine the
3 e, w4 s. P- L7 cstump in the middle of the room. Use the tripod on the stump. Use the gem on4 J# Q4 Z& n8 G; x
the tripod to reveal letters that spell the word MARIB.  q0 v0 O  K1 L: J* o+ Z

0 R. Y% ^( y. R8 q1 W. S- K
2 M. J9 s' b) ~8 _) y+ sRUE JARRY
# ~8 k3 l; G; o) i1 S. v) x* c. v---------
1 V- h' Z* g8 z$ {' h6 f' L4 `( W% j. V6 O
Nico tells George that Marib is a village in Syria. Exit the conversation with
; z' C# x: y, S! I! |7 C& c. P6 BNico and leave Rue Jarry. Go to the airport and select Marib.5 I) e3 U0 a3 `2 ?& d
; Q4 ~" q) h! |( a

5 K9 q9 n8 U8 S& t8 ~-------------------------------------------------------------------------------/ w6 h2 ~3 P6 ~7 d0 ?$ o: P
2.8.                                Marib/ {, S+ D3 Q; a2 r" v
-------------------------------------------------------------------------------
" B* o4 G9 }' A, h; d8 V6 _1 E' N2 L% u% b
# Z: w/ y, U7 `" q, W! Q* }4 F+ W
MARKET
, M. o- _- ^, |. E0 ?; ^3 Z4 [------
+ L- G+ o. `9 e% n0 F, H' ]1 E- X
Go up the stairs at the right side of the market. Show the matchbook to the# i4 {% ]5 a) x" i! @
carpet seller and he will let George pass by to the Club Alamut. Operate the
8 T$ n! ~/ X. ]" olocked door at the right side of the room. Examine the door. Talk to Ultar
/ B' Y( t" j4 @  H5 b# @about the sign on the door: The door has been locked because the toilet brush2 E% T3 z' F4 Y! d
has gone missing. Talk about the photograph: He recognises the man and tells
7 p# O9 Z8 T" r" tGeorge that he was in Marib yesterday. Ask about Bull's Head Hill and answer) V" I$ o: l. N' _3 E3 S* D
yes when Ultar asks if George wants to go: He wants fifty dollars first. Exit
( N1 I+ k  Z6 q9 ?/ j  \: M8 @! ~the Club Alamut and walk left through the doorway to the market.
4 B# _6 Q! Q/ O) j. \" j, a) P! X- q9 d/ n0 Z0 M- d: o6 M9 H
Examine the kebab seller to see the toilet brush. Talk to the kebab seller and
& k! y# i) g% P0 ythen exit the conversation. Walk to the left side of the market and talk to the
; J6 L" Z4 C+ S, Zboy, Nejo. Ask Nejo about the kebab seller twice: He agrees to help if George
: }% H; J' z9 M4 U! _gives him an item. Give the red ball to Nejo and answer yes: He then tells: m9 W9 b6 o7 U+ c
George a phrase to say to Arto the kebab seller. Walk back to the right side of
" I) U: r# U2 w) _/ u# p+ T8 Ethe market and talk to Arto about the phrase: He chases George up the stairs.
1 t: }- S1 m" |2 _$ y1 L& kWalk back down to the market and talk to Nejo to get the toilet brush. Walk
4 _/ A3 ?5 {; S7 F6 I- {# I. c% ?right, go upstairs and return to the Club Alamut." d" }3 W4 s5 e0 [

4 v- R- j7 f) o( x! q2 G9 ^Show the toilet brush to the manager to get the toilet keys. Use the keys on3 M3 ?; W* V7 y) \9 {7 @( W
the door to enter the bathroom. Use the keys on the roller towel dispenser and
4 r8 F* |  N; M3 d* H' Qthen operate the dispenser to get a towel. Operate the chain above the toilet0 ~9 W8 o' t( l7 r, n" v
to get the chain. Exit the Club Alamut and return to the market.
5 U" K" M+ l# C) k) j+ p" W
6 n; Y( B$ ]' qWalk to the left side of the market and operate the cat on the table near Nejo:
" n. Q# n0 p. g3 D6 |5 }+ s- AIt will jump up to the shelf. Quickly use the bell on the table and the cat/ `0 A2 _! q2 V% W
will jump down from the shelf, knocking the statuette down as well. Get the
3 k6 W+ q2 x* j5 e5 H, f* `2 pstatuette. Open the inventory and combine the tissue with the statuette. Show
3 s0 |' v( ]) [( a. O* W+ j/ Pthe statuette to the man walking around in the yellow shirt and he will buy it
- E7 P- y% x. H; ofrom George for fifty bucks. Go upstairs and return to the Club Alamut.
# @. y2 X7 l' j0 K( z
) M. w9 G! {2 e) VShow the fifty bucks to Ultar and answer yes to his question to return to the! N7 L( W$ ?* B
market. Talk to Ultar about the taxi: The fan belt has broken. Show the towel0 _* L3 B7 N. m- X, }
to Ultar: He fixes the taxi and then takes George to Bull's Head Hill.
1 n3 d+ E4 F  s9 A7 z
; h+ x5 H) f8 o1 g0 L6 n. ^) F, O8 R$ G- o
BULL'S HEAD HILL
$ ?; i* L$ E$ x# ], Z% j----------------! t/ }6 k" N5 m

1 a) @. D3 `8 i& ~, x2 @. eGet a stick from the tree. Open the inventory and combine the stick with the
3 T8 k% ]* V) wtowel. Use the stick-towel with the crack in the rock and then climb down to
9 h  G* Q- X  l' E2 `the ledge. Operate the niche in the rock at the left side of the area twice to
6 @2 ]7 N  W. s, f- m3 n, R" {4 ~" Kopen a secret door. Enter the cave to find the body of Klausner. Examine
% c* X+ W# K6 p. K7 DKlausner and operate the right side of the jacket. Get the lens. Examine the8 Y& G  [, b. i/ k! \, E
inscription at the left side of the cave. Examine the stone head at the right* O; y( Y* Q# m  {' S: D. I9 ^# W
side of Klausner. The door to the cave will open and George will go outside$ D: M' v3 b; n' ^5 ^) l( m
with Khan. Answer Khan's questions however you like. When he tells George he
; S! i- h: R+ U, p6 C- {would like to shake his hand, select the hand buzzer.
! u& x6 Z! `2 O% p- Q) L& i/ ?% _9 r7 R  r! w

- ]& u) W9 M, {, V-------------------------------------------------------------------------------8 u5 ^: w1 B! O. ^  f
2.9.                      George: Paris - Fourth Visit
6 H; `2 ~6 F4 m-------------------------------------------------------------------------------2 A$ [5 P) [3 @% n7 l3 A/ N" `

8 Q0 ?+ ~: o' W- V" a3 B! G
# H6 B' g- l8 x9 f' mRUE JARRY
" M4 H1 i  |4 A---------7 ]3 c5 O& z2 t& _6 n) H
% H* G1 `. \2 ^5 u4 u# E, v1 v! c7 g
Leave Rue Jarry.3 S: o3 Q; m) i- m
3 Z% K) S4 J% f5 T) p
4 D% y+ F4 T% T" g' U
MUSEE CRUNE9 P: U2 e: z, F) R* {, a) k! l
-----------
' |0 }6 {& V$ v# Q' V
; k6 i4 G* u/ k' x* y" i# ?5 u! dEnter the museum. Talk to Andre about manuscript: He would like to see it. Talk  {8 F* e9 a9 J" y
about Nico twice to give Andre the address. Exit the museum.$ m  A/ b" B0 l$ e! q" J2 c
) D' A6 u! u8 h8 Z7 r1 S" J
% \& ^* w$ e5 K7 U1 n/ B
RUE JARRY
, D( _* u: X* O. Q- G3 x' G---------' X4 \4 o% k* d! h
  v- |  W- x0 f2 Z, U  v
Talk to Nico about Andre: He visited to see the manuscript. Leave Rue Jarry.
( ~2 [; {3 }# [! I! c! Q
3 h& x3 \' ^1 e4 t0 O' p2 W
! F- W2 {# F0 {# f  r) n1 hMUSEE CRUNE  o  @, E3 ^7 Z' l8 c  t) F
-----------1 v# t- R  n% m8 G
' _% O7 u" x  W$ l
Enter the museum and talk to Andre about the manuscript four times: He mentions( z# I. m/ l/ L
the des Vasconcellos family from Spain. Exit the museum and go the airport.
# Y+ w  Y, R- I. ^$ U% m& H
, w9 U. p8 ], [/ m" Y" k" R3 Y. Q6 r" j8 O- T! d1 w+ m) u. \
-------------------------------------------------------------------------------' x' g6 @4 O# [: Z9 q9 n
2.10.                  Villa De Vasconcellos - First Visit
6 j. i% D3 Q! m) j0 d! J/ F-------------------------------------------------------------------------------% h# K) @1 g( |5 H
& y4 z+ I0 W& f9 j) X8 [
/ X: {% n! `' c/ K" T
Walk to the left side of the area and use the blood pressure gauge on the hose.
6 o0 Q7 K. x) H- B$ M5 ~- FFollow the gardener into the house. Walk up the hall and the dogs will start
$ T' e5 t8 ^; q8 c" r0 Vbarking. Quickly operate the suit of armor and the gardener will walk past to
9 }/ g4 L% g! K9 d9 E# S' W) A$ [& Jcheck on the dogs. Walk upstairs and the Countess will talk to George. Ask her  r2 s$ J, r) n8 m# C6 D$ Y
about the Templars twice: The chess set is over six hundred years old. Ask5 p' u% i  g% u, h* s; [. H+ t5 J
about the chess set: The Countess takes George to the mausoleum.1 Q6 ]5 V' j  x% X
9 w/ P" w4 [* J2 U
Move the bible on the lectern to see a checker board. Examine the checker
! p' ~/ M! s7 e  K; n6 eboard. Talk to the Countess about the checker board twice, then talk about the. h: Q: U# ^: Q  G. ]% M
chess set: She tells Lopez to bring the chess set to the mausoleum. Ask about+ @7 L! `5 F, Y; @* H" {6 O
the Templars to hear some more about their history. Lopez returns with the
5 L- \2 T! Z9 b/ p; Xchess set and George takes it over to the checker board. The pieces are laid8 G7 ^# N2 N9 k; @
out at the side of the checker board like this. Examine the pattern at the base2 V0 b' M( z& r, H& a  O! Y7 ^4 e
of the piece by tapping it once. Tap a hole on the board to see a pattern. The
+ y% c6 Y0 {1 P( t/ iaim is to put a piece into a hole which both have the same pattern. The pieces' U* R/ P- z, s9 q7 B5 G1 A
are laid out like this at the side of the checkerboard:
, T* j" [6 w9 s& C1 P& g/ K% W* J1 x2 r& u5 }( k4 P
1        6
. R. f  E! c* d, C2        7
9 H" r& q8 W" |3        8
0 d7 [% Y* A) i- Q$ n! V7 Z: a4        9
, n% ?' V+ S( z$ s' E7 O% w5        10, \7 `1 j. a: h) O

7 C5 m, p# y5 E1 C' S1 YPut the red pieces in the following positions on the checker board:4 V( J! y, v8 S" k* O* C! D' C

4 @: G  U) M2 b2 l    1 2 3 4 56 [- y, z" k9 \9 i. `
    _ _ _ _ _! ]2 T9 C  W/ Y0 S( B* k
A  |_|_|_|_|_|- \3 i$ _$ m' v9 \
B  |_|_|_|_|_|2 ]2 G( \0 G( ?4 D6 H* ?2 x
C  |_|_|_|_|_|
8 y2 p$ Q1 K) k( SD  |_|_|_|_|_|/ E0 ~) H& x$ X0 G1 B
E  |_|_|_|_|_|5 u5 b9 _( U0 E8 r
- C. m' K- L" _
1: A1
7 L4 I$ a! ~7 }! x; A; \- \2: E2
: ?5 i/ K. d: U3: B5* [; Y* p* F: z& j9 j. X; v- f; L
4: D2
- W& O- ]( o! _5: A5
0 }+ i! Z. G8 m+ Z1 ?& m" B( _6: C3
% p4 x" [2 c+ h8 c5 E( j$ _- p  e7: D4/ V4 r- c% @- z; y' N
8: B1, F" Y2 J# X4 l8 T; S- {
9: D15 j  F7 v8 Y+ ~/ X
10: A4
$ v% |, r; |# m' y! Z) l7 b$ X
1 _; j" M/ }7 O3 [The white pieces must now be placed on the checker board in order to put the3 z( e5 Y* H: ^
red king in checkmate. Put the bishop on C1, the knight on C3 and the King on2 M, |1 Y" S  s1 \6 C
C4. A secret panel will open to reveal a chalice.
  Z# S& C% @$ Z: h  S- f
0 U) X3 L0 }0 m& G9 N& ~0 C  G2 [  O. y+ Z0 ?
-------------------------------------------------------------------------------- t  @: B: V- f+ \9 y/ r
2.11.                     George: Paris - Fifth Visit$ X, y' a* M. A2 d
-------------------------------------------------------------------------------
0 z5 A# ]4 F) d; k# o
9 {- s- N2 W9 t+ f8 t* r& ]+ P/ s
3 t  o7 w' D0 d# T; k# g& x+ U; IRUE JARRY
! P6 w3 p. _/ c* l. m9 N; y. L% x---------
5 d1 k4 E0 d3 f, w: _( ?7 g2 a; D/ C3 D% r
Exit the conversation with Nico to leave Rue Jarry.
9 j& G8 T( `) l. b3 p' @3 v# P1 O' o1 p3 }- q! i
4 e/ B- ~* U3 J' ^% n* G
MONTFAUCON2 a3 v8 c! S+ v$ k) I# {
----------
: l0 s3 s9 e" {  p0 h7 C: D  K' S1 Q4 c/ {
Enter the church and show the chalice to the priest. Answer yes to his question; V% V. P( q  C0 w
when he offers to polish the chalice. Walk to the right side of the church and
; R  X/ h, i. n9 ^use the lens on the scroll held by the statue. Examine the scroll three times) s7 ^& Y! t7 H' J4 B
and George will look through it to see the window. Adjust the slides on the
. O* r9 N4 T4 R& q0 E: S; z- ~( l+ jwindow so that the image lines up. Talk to the priest to receive the chalice.
  L+ E* s% S5 f& `/ p# o6 M/ FExamine the tomb in the far corner of the church. Highlight Psalms: XXXII XXI,% y5 w( e  K' c
Psalms XXXII+VII and Corinthians 1: IV+V horizontally. Highlight John IV XI% e5 f& h3 G- n  J
vertically to find all of the references. Exit Montfacuon.
! B9 i. F( C- F2 k8 d1 i9 Y
  y3 t8 @% p1 R6 ]  H. q/ J4 h
: i7 d- s9 d3 {0 \) I( ?MUSEE CRUNE
3 @4 Q. M7 o/ z0 v' C% L1 s2 A: f-----------/ g& v) g7 G3 r4 B" S* s
0 P8 W6 y3 l9 ^+ U
Enter the museum and talk to Andre about the statue: He says that it could be* i1 j6 |1 I; |  I/ C; C
Baphomet, an idol described by the Templars. Exit the museum.- Z6 ?& Z5 c6 N' x) ^
2 b5 d) }! W7 p* C
$ }6 [" o" M8 ~% N' i
SITE DE BAPHOMET
& [! _, p) S8 C# d5 T8 [( j- t----------------- A# `% I& {; G1 D# N+ R
) p2 T$ e9 a# [9 e" X" q
Go down the stairs and attempt to open the door on the right. Talk to the guard
3 E$ p8 l. o. }: o# E; x1 Y8 x: i0 dabout the toilet to get the washroom key. Use the key on the washroom door. Get. ?! h  J/ \( K- }1 H: S7 A
the soap from the sink. Use the washroom keys with the soap to make an imprint.( Z6 s$ |8 I2 o/ M( u
Use the plaster on the soap to fill the imprint. Operate the tap to fill the8 J7 E+ B; f3 g! C
make the plaster wet. Operate the hand drier to get the plaster key. Exit the
$ {* m+ F3 @  Zbathroom and give the washroom keys to the guard. Go upstairs.
$ ^6 }4 I; \7 |. L- O) G+ P/ D3 d# Z1 M8 ?
Outside, try to use the plaster key on the pot of paint at the right side of3 j7 {& I, p& w7 y( H* }( D; g" q
the painter: The painter won't let George near it. Go downstairs. Use the phone. h* M/ z2 r6 b- R* N
to call Nico. Go upstairs and talk to the painter about the phone. While he is
8 q! f5 n9 \3 n6 ^. Zgone, use the plaster key on the paint. Go back downstairs.
3 _9 A5 n! d7 e6 V' c/ F! d7 k7 H) n; p$ N8 a& B. B
Talk to the guard about the toilet to get the washroom key again. Use the- n9 y0 B+ A5 j. O- B: u# D$ q. F2 q
washroom key on the right door. Open the inventory and combine the washroom key
- h$ O( {2 }9 u1 cwith the plaster key. Exit the washroom. Examine the thermostat and then talk
  h6 V: I( M' d/ }, E, E* oto the guard about the thermostat: He has his gloves in case it gets too cold.5 o6 u% Z/ |4 v$ p1 U* [: `- C2 {+ x8 h
Operate the thermostat to turn the heating off: The guard will now put his+ P+ G8 y- @+ |, |  `' B- s  X
gloves on. Give the washroom key to the guard. Operate the phone and she will( X7 ]( ^1 _& _$ U% P, |' T3 K
agree to distract the guard. Go downstairs and use the excavation key on the2 \1 g# N3 D- Y- T5 C+ W. v" x
left door. Climb down the ladder. Use the chalice on the mosaic on the floor.
7 R! u' ?2 U1 V/ \6 P5 k+ P0 @. i: ^, m0 q
+ Q3 X% ~, g- U  ~, b
RUE JARRY) T/ O1 z# N% L5 U5 x+ d) V5 }6 n$ u3 d' J
---------8 E% z1 A* F: k5 g. @2 i6 H

$ O0 C1 E0 G& I+ v" c, l0 n( wExit the conversation with Nico. Go to the airport and return to Spain.7 O* {& q+ h. _! B  h
% v7 t. R  `1 G# J

( U0 ?7 B- {' v! Y" f3 |-------------------------------------------------------------------------------
. O& c6 {( m8 F/ H; z2.12.                 Villa De Vasconcellos - Second Visit2 T) K7 g. Y) S& [6 \
-------------------------------------------------------------------------------
- Q. x, h1 p: {! d" P, q- G. c3 D/ i# B! `0 K

+ Y5 L$ [% V, Y& [4 b2 a$ |( aEnter the house and get the mirror from the utility room at the bottom of the
- D+ U# x, S* R$ [stairs. Go upstairs and talk to the Countess to return her chalice. Talk about
: R4 n7 `3 k' k. Q# mthe chalice to mention Don Carlos. Talk about Don Carlos to tell her about the9 g: [/ t% T4 q# o$ O
Biblical references on the tomb at Montfaucon. Exit the house and walk up the
# E( @; Y7 Q' t% E1 X* _9 t$ vpath to the mausoleum. Enter the mausoleum. Get the Bible and return to the
( |/ U/ A, U1 f" N) p4 Uhouse. Show the Bible to the Countess and she will read the references.
9 D( x* |2 @2 g5 b$ k* V9 ~+ d( X, z( n4 h
Exit the house. Talk to Lopez about the well: He doesn't know where it is. Ask, R+ f7 e3 A0 n# N% e, Y  {3 z* l
him about the location of the well: It must be in the old courtyard. Walk up9 t; M0 `( x5 R8 _
the path and enter the mausoleum. Use the tissue on the window pole to char the
% p7 w0 L2 {4 v* Jtissue. Operate the window to close it. Use the tissue on the window pole again
6 g9 x. F3 B0 _* ^9 t7 N- k6 wand a key will fall out. Exit the mausoleum. Walk left to the courtyard. Talk
8 V  C; W/ E: b& i, B1 v% @9 U6 }to Lopez about the location of the well: He needs a hazel stick. Walk to the
  K& Q! f9 d1 d7 i! \left side of the area and operate the tree near the hose to get a stick. Show
' X) C$ j% n- V, l& e0 v7 Athe stick to Lopez and he will tell George how to find the well. After some, s2 k. [6 l7 ^4 r5 A; D, `
searching, George finds the well and Lopez lowers him down into it.
9 Q+ q5 o% {/ J
' d4 M/ P$ n8 B7 c( @3 [1 NExamine the lion's head to see that one of the fangs is separate. Operate the& `" x, s8 X& Y9 F' a4 u8 I- ~
fang and George will jump out of the way as a section of the door falls. Use
/ J  s& t6 m1 M6 ?the mirror on the sun's rays to reveal a socket on the door. Use the stone key
; b6 W4 ^" G% `. z2 }* p# Con the socket to reveal a mechanism. George's diary for Montfaucon lists the
8 c3 M. ^8 x6 {$ Y0 \numbers around the window in the church as XIV, XXVII, VI, LXXXI, III, I, XVII,+ ]: y, f) m9 z* r, g4 X
XII and XXV. Spin the red dial to X, the yellow dial to IV and then press the' U4 g  J0 f6 I/ m  _* [1 E
bottom-right button to enter the first number. Do the same thing for all of the) k3 S( c- |# U! g
other numbers that were on the window. Go through the doorway.
  }! M5 O, ~' _0 Y
4 R6 c" R7 O" L; z
. K/ A2 [- s+ a9 h1 C! a! e-------------------------------------------------------------------------------
% o) Z  l# U7 a2 N# o2.13.                               Train5 S$ [; Y( x. n( x* Y
-------------------------------------------------------------------------------
0 o2 }* ^0 _2 Q. J
0 A* ~# V5 g& u4 _: K" S3 s
& x9 s* a8 H; E" \5 q' [$ A% IAttempt to leave the room and the ticket conductor will enter. Leave the cabin.' u$ m2 ?& @6 O: }
Walk left to the next section of the train to see Guido. Walk right and return
/ e' S5 g! N$ E; j  B. L( Wto the cabin to see that Nico has gone. Exit the cabin and enter the cabin on
: v5 k# i2 t7 ?7 ~the left. Talk to the left man about Nico: He hasn't seen her. Operate the
( p- h6 f  W3 H2 I& l' zwindow and climb up to the top of the train. Walk right to the next section of2 E6 @  u" n) P3 ^6 w
the train and climb down the ladder to arrive in the room with Nico. George
0 Q6 a# n2 i& ]9 L/ H7 fpulls the emergency brake and stops the fight. Exit the conversation with Khan.. J- H2 Y) k. W' i4 u( {/ E
Talk to Nico to untie her. Exit left to leave the train at Bannockburn.
; q, I7 U$ A' Q! n- S( @
: P) y* u1 P% s) f6 o2 h! M5 o; x6 T
-------------------------------------------------------------------------------' w" ^2 R+ \$ q
2.14.                            Bannockburn
& M. r; P, B1 h-------------------------------------------------------------------------------" \/ R0 ~; _0 O" @, o

4 O  ]6 o4 g" F! J/ A; K5 s& K( |- {1 W# I* o' K
Enter the tower. Operate the heap of stones four times to find an old clay
5 A7 W' `, X7 p& \! F! rpipe, a metal coin, a small cog and spindle and a pen lid. Operate the handle/ q7 X( `- e- D7 E: c! M' G& j9 K
at the left side of the statue to get the handle. Get the cog. Examine the
6 g  A2 ^) u8 v" Q' l  Sstatue. Use the first cog on the left eye. Use the second cog on the right eye.4 {) @- S8 Q  f9 f
Use the handle on the mouth to open the door. Go through the doorway. Go right/ h3 R/ z8 i2 @9 R
to the next room to spy on the Templar's meeting. After a long scene, George; L0 Q  T. s+ _7 M; M1 A
and Nico try to run out of the temple but are stopped by Guido. Operate the! o2 b, O1 Q: E) S4 ~5 C4 ~5 q
torch on the wall near George to complete the game." v* U/ R; I% k* M

7 D5 }4 n6 K9 u6 c, K- O% H9 g' C" Z! Q1 z+ z
===============================================================================: ^5 y! L: Z; Q, ~6 F
; b  P+ O: A0 d- H
3.                                 Item List% B0 L2 z9 N8 [( W9 }+ S3 K
( F8 f( ~( [+ [. D4 o9 X  ^
===============================================================================+ g! h7 r) s+ n0 {$ J
- U/ C5 ~$ y+ q. u$ T9 F- `  L& r

5 R% q, L: x1 _6 s/ m-------------------------------------------------------------------------------
% d$ D) u* ~3 I" [' E3.1.                                 Nico
% k/ v0 {9 y2 o. }. [3 L# j-------------------------------------------------------------------------------. a; `! d4 r; N; c) B7 x% O  E
4 }+ l) O0 J: P- c6 d+ v

! e7 |: x# m; B! u  FARTEFACT
+ x1 t/ d! @) o1 F  Found by examining the pouch in the inventory. It is used on the small hole: m! Y: C+ {' A8 v) z, ^) G1 s- V
  at the right side of the safe in the state room at Ile de la Cite.
# K$ ?/ g( @, O) O5 }* I4 c$ z* \' H1 j  ]. Y5 c
2 G6 t/ e0 I, [# t" ^
BOAT TICKET
1 {* A% J0 H! [3 L3 [5 G  Found in Pierre's pocket in the Palais Royale library. It is not used.0 G% E3 y, c9 {( X3 l

) T. R/ a2 y0 X/ [5 e- Q  t! u; V# m" ]6 \& b9 u7 A( Y. F" M
CARVED ELEPHANT
: L+ y% V4 ?3 ^5 s2 G* ?5 B  Found on the desk in the Palais Royale drawing room. It is not used.
8 U3 W' ^; Q; {; A9 ^3 r
8 J7 L! m+ X" ]/ v) z/ q7 k( K1 Y/ h5 j5 F* B$ l
CLOTH5 D. b; E+ K$ v
  Found on the table in the Palais Royale hallway. It is not used.
. U( x, A  I4 w4 X) n# _  w) A( K# _! F3 w" O, A/ n0 |& C
* K0 R; b! [' f# y
CODED MESSAGE
2 Y: N% i3 L" u% G( a) N  Found by rolling the stone cylinder with paint on the blotting paper on the8 u* ]+ I2 @3 [2 Y; i. r" B
  desk in the Palais Royale drawing room. It contains a combination of letters: v8 a, d5 j/ {- }, |% K* U
  that are used to open the door in the skiff room at the Ile de la Cite.
  Y) G9 h, i2 b, f! S( s
. f" c$ J; L. n, {8 x5 x& |/ I- i+ i) r# V" l& }! o
HAIR CLIP
' \7 z7 b/ [7 b2 @) {1 @  Found on the floor near Pierre's body in the Palais Royale library. After the7 Z# h% j, A% c
  cloth has been picked up from the table in the Palais Royale hallway, the. V: n+ U: Z2 p# S- Z
  hair clip is used on the small hole in the table to open a compartment., B' `0 F7 a. x& ?& S1 Z  b$ D: d
/ U  M. c/ }" [6 B& P% \

; `1 ~- x' t# N3 P+ @# U+ ^. i2 m) TKEY TO DRAWING ROOM0 `5 v# \$ X* O9 ?  u
  Found by talking to Imelda about every person. It is used to open the door at& q" L: Y# m. e- Y
  the right side of the Palais Royale hallway.
  P& \/ d# c$ \1 ^4 |! C; E. z  q! ^" H: z  s
1 g9 V! @4 L% V
KEY TO SAFE
$ N4 `8 j( }3 J$ ~: `  Found in the secret compartment in the table in the Palais Royale hallway. It0 i( }0 E, L( J
  is used on the keyhole of the safe behind the painting in the Palais Royale# d  e1 ?3 ?% ]. {2 u/ L
  drawing room." M( S- y0 o- @4 R) \
. q4 D+ l7 I, d0 q
" h' ^, o/ ^: `) T$ N
NOTE6 ?5 |9 S2 A2 m$ M9 J: s# I% ]
  Found by opening the desk drawer in the Ile de la Cite state room. It is  j: G# Q7 `. w' H; i2 i
  looked at in the inventory so that the message can be decoded.
$ U# O% [! r* G# Q
& w# E! w( W: K' l- R0 M7 l* P/ M& E; t% M2 X
NOTE  f/ H2 [  b% x: J  \7 {) j
  Found by examining the pouch in the inventory. It is looked at in the
" K4 y% X% V, [! G8 Z  inventory so that the message can be decoded." k" G1 G6 H* z  h3 D( n

" X" x  U2 ^* }- N: f" x4 Q" J, q" i# m3 i1 c9 ]% B9 _
PHOTOGRAPH
* `( O) K5 Z. u, O  Found in the hole made by pulling the drawer all the way out in the Ile de la  P2 y5 l- N1 Y- y+ x, M, o
  Cite state room. It is not used.# R; b6 v; M- P8 c+ r, Q/ l7 e; w. a
$ e: i- t# ~. S; B* j7 A
" H: {  H# g9 x
POUCH' i. N3 w5 ]. d( d
  Found behind the pipe in the Cafe de la Chandelle Verte. It is looked at in/ l1 {( b+ ^5 L
  the inventory to find an artefact and a coded note.9 W/ Y  M' [' T. o

/ @! y. l( T) z. ^7 j+ a( c) Y! P
STONE CYLINDER
1 N* s0 l6 b% T9 l" B% v0 E6 p  Found in the safe in the Palais Royale drawing room. After the tube of paint1 p" i+ h- b2 X, K, q4 g8 `3 Y" w
  has been used on the in-tray on the desk in the Palais Royale drawing room,/ l2 F! o" y! l* z8 R
  the stone cylinder is used on the in-tray to roll it in the paint. The stone
) W( `% y/ B, `; N  cylinder is then used on the blotting paper to roll out the coded message. It
2 O0 ]( V* U+ r; f* r. `9 @  is used on the hole at the right side of the door in the skiff room at Ile de
" I& I# ?1 v- m0 {- K  la Cite. After the door has opened, the stone cylinder is picked up from the) _/ G& o' P. x) O
  hole. After Nico has used the flattened shell case to hold the cross in the
: N8 T. v6 {" C! V- j  Ile de la Cite anti chamber, the stone cylinder is used on the round slot.0 S& p) Z0 v$ \+ }

1 T; r- M7 R3 l6 u; S* t
+ Y$ _6 b9 ]. @$ YSHELL CASE* Y8 z9 w- e$ X4 I9 |
  Found below the skiff in the skiff room at Ile de la Cite. It is used on the; ~. v% N0 o0 u2 H6 H8 R' X. I
  right door in the Ile de la Cite anti chamber. The cross is then operated in
* r- f) L1 k: L+ L7 G4 V5 F1 F  the middle of the room to flatten the shell case. When Nico operates the
( n7 y( j! `8 E; \  cross again, the flattened shell case is used on the cross. After the stone
' T( H) _$ B8 ^  B  cylinder has been used on the round slot in the anti chamber, the flattened
/ L! s# ~0 ?' D9 ^  shell case can be safely taken from the cross. The flattened shell case is
. I4 |1 p1 i! b0 D  then used on the door at the left side of the anti chamber.5 d3 I- h% Y& r+ I9 m; `

- f8 S/ Z& L5 _4 w5 Z. u8 V
" h9 T1 K5 K  ^' [! O3 I* n* sTINY KEY1 g9 s+ D* P1 N
  After George's Lochmarne section, Nico finds the tiny key in the locket worn! L/ N  B8 }; W- ~
  by Imelda in the Palais Royale. It is used on the box in Nico's apartment.
  z  W! d, s6 q3 a1 Z4 V! [9 `2 z* W
' K% Q+ m: U* ~2 }
TUBE OF PAINT
5 @# ]- I. q& Y7 P. s* N) }  Found below Imelda's painting in the Palais Royale hallway. It is used on the
; Y# s/ z' k" M+ k/ E0 i  in-tray on the desk in the Palais Royale drawing room.' T7 _! h. W, z$ x

- ^) H; u4 e/ |
/ a- ]# Z0 C% F-------------------------------------------------------------------------------
1 z) P1 m1 B: O3.2.                                George
8 S2 A. y+ A0 Z7 I; _7 d3 n-------------------------------------------------------------------------------
2 N0 F' J! `( z5 T3 ~$ @0 r
7 G- k+ r$ g9 b, v! l" e8 p4 _( K9 L
50 BUCKS5 ~! C  S3 x6 y7 G$ Z' M( P3 H+ r
  Duane will give George the 50 bucks for the polished statuette. The 50 bucks
' e; [- Z3 ~0 _5 d9 w; |; ?- l* Z  are given to Ultar in the Club Alamut in Marib.& A, l. T8 Q( I' J) b5 S

/ }# u$ t+ @: L# K. z+ V' i% s; G$ l" p' d* d3 P) y/ U: h$ }' ?
BIBLE
. ^* e- ?5 w; V1 p  Found in the mausoleum in Villa De Vasconcellos. It is shown to the Countess
/ B1 }% R7 J* W  N8 P( T- k2 M3 ?3 |  in the house.8 x, B* P5 e- F$ v2 S

8 X2 d; @) P5 ~% C; O$ A3 y7 N8 b; P: B  J4 \, N$ m9 h
BLUE GEM
/ J4 ^. _( A' a/ U# _  Found in the cellar of the bar in Lochmarne. It is put on the tripod in the8 T% q4 k! F  ]& }
  cave of Montfaucon.
" N, A6 K0 ^! e5 L" R+ R
# O" ?) }. ]2 g$ l$ w
( Q( T' C2 e/ P7 ABUZZER
2 o- i( ?% f" I/ `4 e  The man in La risee du monde will give George the buzzer when he talks to) x" Z* U( w* i2 i
  him. It is used to escape from Khan in Bull's Head Hill., p/ n0 j! D8 l9 A
0 ]5 s! ^2 q+ p9 f- P& ]

* v! s" w, @5 ^- ?; w7 n$ Y$ QCARD% j0 ?+ N( @$ L8 v. T
  Inspector Rosso gives George his card after talking to him in Cafe de la
' k& ^3 D: N- q1 e( |$ c  Chandelle Verte near the start of George's section of the game. It is shown  t4 ]1 g  a  \+ W0 z) g6 J- f
  to the man outside the house after the sewers.
; I  m( n& W, C
0 B1 r9 u( m/ ]- P" I" L1 J+ W( X% T/ w2 j0 u
CHALICE
( H" r2 S, d3 Z: @3 \8 G  Found in Villa De Vasconcellos after solving the chess puzzle. It is used on* L3 W+ l7 I0 P' L- \1 r) g
  the mosaic on the floor in Site de Baphomet.
" a  Y' G$ w1 Y* j1 m
/ f6 ~2 F" }( P# Q. D9 c0 A# g8 {
CLOTH& J5 C+ \+ \: R- V( p$ e3 p
  Found in the sewer below the alley near the Cafe de la Chandelle Verte. It is2 L1 ^$ w* C3 d2 f
  shown to the man outside the house after the sewers. It is also shown to Nico; b$ a. s9 E; I2 D9 o8 _
  in Rue Jarry.8 y9 i- q' g. N  J! w& y9 K
1 D" d3 w5 {! m" o, r) J6 I2 S

3 r  e3 |' K* W+ f% A- OCOGS2 a, y' E& V7 }1 \
  Found in the heap of stones in Bannockburn, the cogs are used on the statue+ W; P" L4 g) a4 ]/ G8 X# N. C- K
  in Bannockburn to open the secret passage.
1 i% U7 X2 H0 M. W1 h* g
5 V2 f0 C  v3 y0 I# C1 d
+ H4 G5 r, i3 b! S/ ]& EFAKE PLASTER KEY  Y0 a7 ^' w) M  y4 x# W4 U
  Made by using the plaster of paris in the indentation of the key in the soap.
3 f& d6 B3 \. G4 N; _8 h  It is given back to the guard so that the real washroom key can be used.
; S9 X6 c7 T0 w- Y# z% T% h; ?: D: {% `/ }: [1 v6 q$ t; v, `9 ~

/ g$ C9 S; z8 }' PHANDLE- N3 N5 X1 n7 e. M% ~
  Found in the cog arrangement in Bannockburn, the handle is used on the statue
# N3 l/ W. F  n" S2 l3 m  in Bannockburn to open the secret passage.6 B! F2 P0 ]+ b: y& r; O* G* \6 a

) S" K2 p3 ]! G# i2 e" O% c, ]% g- U% Z! _- U
HAZEL TREE STICK
( {" X' E0 @1 N; c  Found next to the small building in Villa De Vasconcellos. It is used to find
' @# X) M+ I' ~  the well.) i, G3 \' R5 M; w! M9 ]

! P8 E) Y3 [/ Q
: G# s7 }1 ]# {1 ?* B8 gKEY
5 D8 c5 v4 X2 }7 p( a  The woman playing the piano will help George get this key from the Hotel Ubu." R( z  y& o+ y8 M8 Q2 i
  In the hotel, it is used to open the first door on the right at the top of7 _% N/ `6 i0 N% n6 G8 u9 ]
  the steps.
5 b; O, w/ R8 a4 q& v% }" r, m- v3 J# ?) |3 @

# y; m6 P. {4 ~' Y- gMATCHBOOK
( n7 T/ Z6 [$ i" E4 c4 o) |0 s1 \  After Khan has gone from the room in the Hotel Ubu, the matchbook can be2 y# o/ N, g. J$ e$ f. G! a- ~  Q
  found in the pants on the bed. It is shown to the carpet seller in Marib to
6 z; m* F' @( x) {  access the Club Alamut.4 r9 o+ @- ?% O, H
* G5 P+ m2 q3 u

( m% O+ ]+ @. z6 p' ]$ tMETAL ROD
% B5 j0 W6 N5 f" o; [. n  Found in the toolbox at the construction site after the newspaper has been2 {" p2 Q* p! e5 ?+ r8 H0 `
  given to the worker. It is used to open the iron cover in the alley near the3 I0 O) h" j* ]
  Cafe de la Chandelle Verte. It is used to climb the wall near the castle in
3 ~/ ~* U3 b  r4 ~  Lochmarne. It is used to open the manhole in Montfaucon. It is used to open0 l4 k8 F2 I8 Z' R5 O+ r
  the door in the sewers of Montfaucon.1 C2 M) x9 c; N( C1 B

: }& u2 b8 f3 @8 A# h( @; B8 t9 f/ I# y5 L# z6 g! x: }6 J3 n
MIRROR
/ A; }8 y' Y! I1 O2 _1 Q0 A. I  Found in the utility room in Villa De Vasconcellos. It is used with the rays
7 d  m; r- y& j" d% o& n8 S  of light in the well to find the keyhole.
7 @7 ~  b; U* S+ Y
. w; ]3 o1 ~% y, @, {7 Z- ~! p3 X7 H4 B0 E) ^5 F. M
NEWSPAPER
) ?0 Q% Q) G/ N: E  O$ |* I8 g  Found by the base of the lamppost outside Cafe de la chandelle verte. It is
7 v. |0 t7 Q  q0 y  k7 k  shown to the workman at the construction site to make him leave the area.
# l$ G9 {8 P% H9 w. x% z% T# j; c; b7 H. V
9 m  D) z  N3 J! k, z
PARCHMENT: g' Z2 D) A* {* h# {
  Found in the safe in the Hotel Ubu. After it has been thrown out of the, u5 T( \: `2 [4 ~" O. D8 ?- {
  window, the parchment can be found in the alley at the side of the hotel. It
( r! k, K! y/ t9 H0 r  is shown to Nico in Rue Jarry.
- A& I( V4 c0 i/ G  t: y3 ^# M- J, i4 w( Q1 Z) Q6 ~+ r

, z; ]7 q6 R2 A& s5 A. E) k( [PASS CARD
4 i% {- G5 n% o* B  e  After Khan has gone from the room in the Hotel Ubu, the pass card can be" z/ [" k! }% G4 r: B% F
  found in the pants on the bed. It is shown to the clerk and the woman playing1 E" X& N7 P7 \4 Q: s7 p. {4 w
  the piano in the Hotel Ubu to get the parchment. It is shown to the barman in
# u  T6 L5 y! }8 R  Lochmarne to access the cellar. It is also shown to the woman behind the desk2 `! |, j4 S* C: A
  in the Hopital of Paris.
- F. W& z. h. i7 o$ q2 Y- [2 Y
. S2 s% a" k% l6 ^
7 u; q9 s7 }! wPEN LID: O! r% K4 E; u# C' j  n
  Found in the heap of stones in Bannockburn. It is not used.
9 o5 S5 U% S7 |& x9 @" D9 T0 q" ]1 ?6 ]; O9 h

* m1 p; A6 D+ ~# v9 JPHOTOGRAPH- J! ]9 y, b7 V" @  m
  George receives the photograph in Rue Jarry after he shows Nico the cloth., H* ]1 Z5 D+ x$ C
  It is shown to B. Todryk in the Police Station, to the woman playing the
& Q6 H  f9 @$ I4 H' Q8 @  piano in the Hotel Ubu and to Ultar in Marib., J* b0 `. T/ r

/ @; t& z0 B  e0 M+ p2 t3 `9 u
- Z5 r2 [! [. n4 q1 R- }( LPIPE6 v' S# y5 w$ Z  M* O% j$ O
  Found in the heap of stones in Bannockburn. It is not used.# ^$ ?! h) u: ]# w0 K$ C

7 e& z; |0 C5 i
9 v" s& D' \& W/ N  S4 z+ _9 u+ NPLASTER CAST
+ }8 L( L% X! Y  Made by first putting the plaster of paris in the indentations in the room) O# g% E2 S* h& x. W+ y8 K2 q$ X
  under under the goat, and then using the wet towel in the indentations. It is
, \+ G; \$ s; N: k  used in the five sockets in the room under the goat to open a secret door.
: F5 [4 O" ]* T
- `+ B% o6 I" ]! N  o3 A8 [" [  p9 L
PLASTER OF PARIS$ D8 d5 T8 }0 J$ a
  Found in a sack in the room under the goat in Lochmarne. It is used in the: r- j* r+ y6 g* \3 \. `5 S% K) v" w0 ]
  indentations made by the statue in Lochmarne. It is also used in the soap to
- ^2 J9 c! X( r$ N/ g% C/ c, |+ q0 R8 S  create a fake plaster key in Site de Baphomet.0 f! F1 c3 O# u: U( y3 y6 y+ P, b3 P

* T2 D+ Z; V  d! a3 I, S- g9 F2 Y) S& f/ M; ]
PRESSURE GAUGE
( v& r1 F" h: s) d  Found in the Hopital of Paris, It is used to stop the hose from working in) B2 y& G  R. f  }- Z
  Villa De Vasconcellos.8 r5 T2 a; L! R

7 `) z8 |& l1 V, N' Q; m  l# j8 z$ l, l! X
RED BALL
1 h2 _# n% k; t  o8 G. Z  The clown drops this red ball in Montfaucon. It is given to Nejo in Marib.# {2 ~7 P! W8 d# E- a. C

5 i4 U0 b6 i4 f4 z0 }( J
; T, r9 _; r- H" m$ IRED NOSE
4 @, Q3 E% M; c& d  Found in the sewer below the alley near the Cafe de la Chandelle Verte. It is
, Y3 n8 Y8 y0 \; ~  not used.
. s- U( D3 y2 X, h" Z% X! o. Z, S
9 j. i" a  E% L5 }: W3 I3 C. nSOAP$ u4 k2 j0 P/ k1 q  m! _
  Found in the washroom of Site de Baphomet. It is used with the tap after the
6 `, Z/ X" \; a6 Z$ Y! B2 V  plaster of paris has been used in the key indentation.
2 A: k2 l/ v3 ?1 n9 i
6 {6 L5 y7 E" R. Q+ `, Y, e2 x/ e# T& {. r- r
STATUETTE8 ^/ m& j, `0 l+ o
  Found in Nejo's stall in Marib. It is cleaned with the tissue and given to7 H$ F# N5 G' Z7 g3 h$ M, N5 V
  Duane for 50 bucks.5 c& r& D- |# O0 E7 J3 l- D. H
9 a* v( g0 }1 q  D
% b- a+ O( T$ X: x  ~8 f; w
STICK  r/ u2 a2 q2 Q( b. N. u) v
  Found on the tree in Bull's Head Hill. It is combined with the towel to make" ]6 @* R- Z8 F( z% p) W
  the stick-towel.  C+ w0 Y: w' P" N
! i$ N+ k( H8 _% D( \
9 y4 p$ B' c; ]. ^/ q
STICK-TOWEL! j  E- J% q3 q. J  o$ ?
  Made by combining the stick and the towel, the stick-towel is used to climb0 Z" c. ]* Y0 }3 K& a8 ]) f8 ~/ h, ?
  down the rock in Bull's Head Hill.  g: G2 \7 z/ B

- n* o8 `/ V1 X9 P4 z# l* D
# N) E1 j" f0 U. kTISSUE3 Y" Q) D" Y5 m3 S& D
  Found in the sewer below the alley near the Cafe de la Chandelle Verte. It, }) H2 \( I  L4 f0 E
  is used to polish the statuette in Marib, and is also used on the end of the  [; Y$ v' J% S; s& W1 ?
  rod to light the candle in Villa De Vasconcellos.
% L: C' U, x5 y3 U( _7 ]$ ^' o) d1 Z
/ v% G* j* J) H/ j
TOILET BRUSH. h" J, b- b/ O6 t! B
  The kebab seller is holding the toilet brush in Marib. It is given to the$ H, s5 N- x; Z8 h) k2 N1 e& o
  manager of the Club Alamut for the toilet keys.
5 x- t! P' ~2 @5 g( P4 s$ P2 [" z% S5 ^; R9 g* S# @& D

& X) g0 P2 Y3 N0 OTOILET CHAIN
! d3 N6 m+ t; v# R9 n! G* k  Found in the toilet of the Club Alamut in Marib. It is not used.
, s- Y0 b; h4 s  e8 {9 m; D: {
6 f5 e% u2 P' D6 w' O. `
$ z  a  L+ d) J7 r8 d" h( YTOILET KEYS8 t3 N1 v' N0 s& O4 |
  The manager of the Club Alamut in Marib will give the keys in exchange for, {+ f; ]  D8 j7 F) Q' X8 D
  the toilet brush. The keys are used to the unlock the toilet door in the Club
: _* b, z6 B( A4 r. z8 c) t  Alamut, and to unlock the roller towel dispenser in the toilet.
# G5 i/ E  Q1 x3 T0 _) L9 W* S
' g$ H6 f6 O9 z" ^  c. q
. c7 {7 O. ]8 \" W3 \TOWEL: ^2 Z' A; o4 A' E5 O! h. R$ x
  Found under Pat's arm in the bar in Lochmarne. It is used on the faucet in- p! b" f0 B7 L) t9 Y5 v; a) I! H9 N
  the cellar of the bar to create the wet towel. The wet towel is used in the
1 z' K! w2 z7 x6 j+ S  indentations in the room under the goat to create a plaster cast.# y, q" E+ q$ y
1 l$ z/ ?/ k- t
( d& K  y3 S7 o1 ^; d" l
TOWEL/ a- v, q8 P5 F7 c: k  S% ?: ^
  Found in the roller towel dispenser in the toilet of Club Alamut in Marib. It/ D) E9 Z, ^2 x3 W1 ]& _* t
  is given to Ultar to fix the taxi.
& g3 _& V) S" ~4 L( g- A
; ]8 j4 `5 q/ e" f; t/ C% r! b4 s
  ^9 V0 x# H/ ]TRIPOD0 u  ]" M9 A6 W; f) B9 o6 v& x
  Found in Musee Crune. It is used in the cave of Montfaucon.3 k7 [7 A0 ~" y8 t# {. v+ h" y

$ A  V" ~8 n! s. {" T( _3 T  H) {( S7 n, F' q/ K" v4 M
WASHROOM KEY) o9 F, J; f4 ?! ~7 R8 d; ?
  The guard will give George this key when he asks about the washroom in Site% b+ h$ B. G, H0 y! R1 v) \
  de Baphomet. It is used to unlock the washroom door, and is also used to: D# w7 V8 g. h/ l( b* y9 f- _
  create an indentation in the soap.
2 d3 @2 {% j# {  y4 _0 ?
; O0 E6 ?: l3 x
* ^% q) e; y: O  M. t; qWIRE
! J! N; v6 c1 O( C5 K  The wire is being held by the sneezing guy in the bar in Lochmarne. It is7 l6 L& H3 w7 h) M5 }
  used to fix the glass washer in the bar.! z8 M- F( ~, w2 U, ?! d; C  k' a

8 m4 ]6 U( p4 P8 [5 O; r5 q1 c* H! N
===============================================================================
: V7 G2 |; w1 K* K# Z" k
# B- L) I5 m9 @! V. _+ \/ ?4.                          Copyright Information
) `  C) _% a, l" n2 \, E; C7 z
" A5 z3 O, [, f* Z* S% F2 W3 D/ T' p===============================================================================( H; ^1 ^+ u$ R$ n% ?; q9 g; S% `

4 A- V' J+ d6 K5 a: v2 C( _2 Q& S6 z, w, A2 X; ~5 Z
This file is Copyright 2009 Tom Hayes. As it can be difficult to keep track of8 l& A: @/ N8 F6 s
websites that haven't posted the latest version of this file, please do not+ s: \) G$ J3 J; {# @) c
distribute it without my permission. Send an e-mail to me if you would like to2 b: O+ T; U* p% I; @: F/ @
post this file on your website and you will likely receive a positive response.7 ^3 }# s! u6 k2 G$ q1 p0 u" E
If you do post the file, please keep it in its original form with all of the
& R. O6 e/ k# a; S- t) Y7 Isections intact and credit the author (Tom Hayes) as the writer of the file.
9 T. c% G5 w/ f2 e! p. g# GThe latest version of this file can be found at www.gamefaqs.com.
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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~~! ~+ K" R& t( Y4 h
, M) x6 c0 l, ^+ R; e
不过游戏中的hint提示也差不多足够指引通关了~
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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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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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