因为玩完了NDS版的现在又玩PC版的~~~~~- _' v! T; G; C" z. V
但是之前是没有攻略的(当然是在玩通NDS版时)9 a. q3 H, } z' V& F% x0 q5 a$ P
现在有了就找给需要的朋友们~~~~(如果你会看英文的话,我是看不懂啦~但我玩通了就没关系啦~)
2 }% t" H6 ~2 U来至:http://www.neoseeker.com/resourc ... &rid=177583
+ r/ J" i; O* e0 E===============================================================================
: S# `$ f( n+ L- k' M9 t
; y" R6 e# X, P4 g9 } FAQ/Walkthrough for
$ D! l: p4 L7 `5 |" e/ g. | BROKEN SWORD: SHADOW THE TEMPLARS - THE DIRECTOR'S CUT& G: o, r: o" \0 d. I" T
5 t7 f e/ i' o6 K) t5 a7 C
===============================================================================5 c/ S: Y$ `& m2 ?/ k
1 h0 Q6 q' T, T, d+ u
# o, Y/ P+ Q4 V: N7 xGUIDE INFORMATION* T0 C0 Z# N7 E
-----------------, F5 y1 ~( o+ N( W) t. C% ]
9 ~% F, w; S5 q, `6 b' }& V
Author: Tom Hayes x0 d' c; ?5 t( o# E9 \/ t V
E-mail: thayesguides(at)gmail(dot)com
! P+ @9 [$ Z8 m1 I, C( g( D. A0 s0 WSystem: Nintendo DS
) G8 M- T& @& ?2 t$ d, Q8 O: T, s. P; C s8 _Updated: 12th April, 2009% M* V* D( o& Q `4 d
Version: 1.0; y: ~% B& `! K/ C8 }
9 t, G6 i* P+ B% _2 X1 @; s
$ v1 [% V) D3 N: t z; H, F2 ~
CONTENTS! `" s/ L7 n$ b
--------
: J) T% _' K a/ J% w# T
) }# W- i) ]6 H" X1 n- B) z1. Introduction# W4 {# E- D2 }' ^" c" d m0 a
2. Walkthrough s, x3 ]5 M2 p
2.1. Nico: Paris - First Visit* ~; L3 c5 z+ T7 d0 [+ ]
2.2. George: Paris - First Visit
1 @$ X4 [: m' o; [3 m5 i* @& r+ o 2.3. Nico: Paris - Second Visit
: z. i0 E# P; e `8 q 2.4. George: Paris - Second Visit( e9 p) V3 I6 `
2.5. Lochmarne
4 g1 A" f- @ K" x0 P9 y% X 2.6. Nico: Paris - Third Visit
6 b8 o1 b% z& W7 d 2.7. George: Paris - Third Visit
7 _1 K0 V- Z; Y) C$ r 2.8. Marib- ?+ G3 w' {4 t* O: K% {
2.9. George: Paris - Fourth Visit( D. p6 n5 K' p' d. l/ R
2.10. Villa De Vasconcellos - First Visit O8 S. C- {; D/ H) N- P$ H4 P4 }$ V/ D
2.11. George: Paris - Fifth Visit, u3 T: `8 q/ n# h5 f* H, T
2.12. Villa De Vasconcellos - Second Visit. J9 e2 T+ ~, {( t* h; c5 Z/ Y
2.13. Train6 r3 y" F# W4 W2 b
2.14. Bannockburn
9 [- X" E' N( H3 K3. Item List
4 ]- h! {& Q7 C6 y B 3.1. Nico
- n0 W: ~$ |( i 3.2. George7 k9 e5 l( ? ^! o7 c
4. Copyright Information+ \) }8 a9 \6 |
8 N1 Z9 J5 M1 n$ P
& @" k r a0 u+ N3 ^VERSION HISTORY4 d2 Y: ?4 l2 E) i5 _. P
---------------/ O* m$ L! I4 h+ H( s4 _$ t& }
; K. _! ^8 [3 a9 B. d1.0: 12th April, 2009 (First version)
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===============================================================================
, e* O, r3 ~$ {3 G' u1 R z
' u# E6 O! ^- V: h: g1. Introduction# E, P- Z7 C$ y' H) M, v) n1 z
- [+ W9 ?6 z. D/ Z1 \7 z7 n/ Z9 `% w+ o
===============================================================================
5 V8 k" B# x/ V/ ?) v' Q$ Q
9 G/ Z$ R# h! c$ F1 {. J A) W6 ]9 C4 H- g$ `8 X, [, f
Broken Sword: Shadow of the Templars was originally released on the PC in 1996.: C+ K! X. j" `
The game tells the story of an American tourist named George Stobbart who is on, d' V+ C s* h" }5 W
the trail of the Templars. The Nintendo DS version features many new scenes and% S# e" A- `% i- w2 u$ E
puzzles which make getting this version worthwhile even if you have completed
) m1 g) s! u9 x( e2 o3 a+ d+ hthe PC version. Nico also gets her own separate adventure which won't take long" d, m ]3 C# t7 N' k. }
to complete but is well designed and fits in well with the rest of the game./ X9 N7 }( [3 a ~9 n* M
8 y9 R) x" U1 Y
2 W2 h7 M' W4 G" o: Y
=============================================================================== P! R( X o3 G3 Z' m1 k; Q3 z7 O
! ^- l; `- M4 T5 I2 Z
2. Walkthrough" z' m1 ~, o7 w, Z
t. X t7 e2 b& ]8 j
===============================================================================
9 i1 |5 g# V" ^' `# [' w, S
/ K% \+ F2 a! e6 d# o/ |( }+ {+ t3 o z' P. S/ e' ]- P; O
-------------------------------------------------------------------------------1 u; z7 [5 f% v7 {5 X$ G4 o$ S
2.1. Nico: Paris - First Visit$ X! x* G: B" c6 ] R3 I
-------------------------------------------------------------------------------5 m/ p3 K' E9 X! n4 f0 x( X3 c! o
7 G: g$ w" T5 O* c8 t
; k/ l- ?! o% c7 cINTRODUCTION
7 \( J6 }6 `5 ?, W% Q& Z3 u4 _------------
( r3 `/ K: Q- W6 C5 O. @/ Q7 D0 l: h$ c& ]/ o
Nico receives a call from her editor and is asked to travel to the Palais7 e; Z9 v% B: [4 L* {0 E, r8 ]
Royale to interview the media tycoon Pierre Carchon. As Nico approaches the. ~7 K! T% n# v" I$ Q
building, a mime steps in her way. She humours the mime and passes by. As she
T4 ~% g e4 F5 Y' I* w/ V( x, rpresses the doorbell, the mime continues to glare after her. Nico is let inside6 ~ R* e0 C8 G( r/ }& N$ _1 d; z' s3 m
by Pierre's wife, Imelda, while outside a ladder is put against the building.) w; v2 g4 N( a$ C. L+ c2 M, ~
As Nico and Imelda are talking, outside a glass cutter is used on the window7 G% }- U) z% H; [( k
and then a silencer is seen to a gun. Pierre introduces himself to Nico and
$ g, I# X3 Y# v" ^, |$ T& ] hmentions that he knew her father. A vase is dropped in the study and when
( l; A$ q: i, }. `Pierre goes to investigate, a gunshot and a scream are heard. When Nico enters,
! G4 f( S: j, K, o5 U s# othe mime is seen standing over Pierre's body. He beckons Nico to come closer,
* z8 c) {) {4 O1 e0 Vthen knocks her unconscious with a punch when she gets near. Imelda goes off to. m+ q8 d: z" Z( P" \
call the police while Nico is left in the study to investigate.
Z! ?; a# b5 f2 w- K5 r% M/ c4 P, U8 x& T+ Z" G( b
4 ^% `. _; M: s: @' P u# W7 J' e
PALAIS ROYALE3 d) @5 O/ |- j% U( v1 e6 c' \. Z
-------------3 ]& A. Y1 ~6 E, S" {
" y' U# v5 A3 L" a0 Y, r- u: E
Examine Pierre's body to see a closeup. Get the hair clip on the floor near
2 X6 S% r: m1 ePierre's head. Operate Pierre's jacket to see a blood stain and a gold object
" U# k* D9 a% z* G0 min the pocket. Get the gold object from the pocket to see that it is a ticket6 H! b% F$ {* y
stamped "Bateaux de la Conciergerie". Exit the closeup view. Exit the room on% ~% I, h" F/ q i* T
the left to enter the hallway. Examine the cloth on the table and then pick it8 u) n" J4 n T3 @$ {
up to reveal a tiny hole in the table. Use the hair clip on the hole to open a
9 }0 P2 U5 e" }' a+ jsecret compartment. Get the key from the compartment. Exit the view.2 B d4 h/ ~& ~ |
1 U1 e; z) ?( P; ~' C0 |+ TGet the tube of paint below the painting and Imelda will question what Nico is; G3 h2 R8 }9 K; _& x9 [
doing. Talk to Imelda about Pierre: She doesn't believe that Nico is sorry.4 D' G8 f& |2 _" @7 g! ~8 z
Talk about Pierre again: She has no idea why Nico was called. Talk about Nico's3 Q; I6 [- i% I2 R8 H# E/ y. d
father: Imelda didn't know Nico's father. Talk about the mime: Pierre had many
1 k8 p1 C& l1 i/ e+ r! J' t) menemies. Select either option when Imelda asks if Nico has any moral sense.+ {) m# x& n2 z
Nico now mentions that Imelda lets her investigate and not the police. Again,
( u- h$ d2 s5 H' ~select either the good or bad option when it is presented. Imelda agrees to let, y! M7 O6 t7 _: ]5 B6 i" x2 G
Nico investigate and gives her the key to the drawing room.+ f9 }( ?& ^- j* c- H/ u3 n' ?
1 c6 U* j: L3 ]& m/ f3 X' SWalk to the right side of the hallway and use the drawing room key on the door.$ S: @7 L p, I5 Z& S
Enter the drawing room. Examine the painting above the fireplace. Press the; p: h+ v6 F2 j5 W
small button at the left side of the picture frame and a click will be heard.
: o- U; K4 A& pOperate the picture to reveal a safe. Use the safe key on the keyhole to open
8 F4 s1 I5 L' V, @) H1 y; _the safe. Get the stone cylinder. Examine the desk at the right side of the
4 q7 |) F4 b$ L+ m( K# {/ D/ [drawing room. Get the carved elephant. Use the tube of paint on the in-tray.: Y! b8 z2 v$ R: l" J- C0 k8 S
Use the stone cylinder on the in-tray to roll it in the paint. Use the painted' o$ Y8 Q3 S. r9 Q+ q
cylinder on the blotting paper to reveal a secret message. Get the message from
# ]% w( ?. L4 [+ t+ I. othe blotter. Exit the drawing room and walk to the left side of the hallway.& U g& S* r- q$ Z
Talk to Imelda and Nico will leave for the quayside on the Ile de la Cite., U3 Z: K8 Q' I* R9 g
. b# [# k! z1 q- H I8 N0 B A" w: K. M% M7 r4 g! k1 y4 w
ILE DE LA CITE6 N. `8 x- e4 O; h, x
--------------( n" H0 ?' J- A# E g* _: k
) [& C! r3 m7 fWalk to the right side of the quayside and operate the gate to see a closeup.
8 g0 n( o# n7 D5 AExamine either lock. The aim is to slide the bar with the latch all the way" c8 H. r7 J. O9 ?
along to the other side, but any blocks that are in the way need to be moved.
/ ?1 y0 @4 L6 \7 nThis is a long and difficult puzzle at such an early stage of the game, but
& d, G) r/ J: u; Fthere is a shortcut to bypass it: Slide the stylus from the top-left corner of+ z! ? s& ~! Y
the screen to the bottom-right corner. If you want to try and solve for the
" [4 P2 S7 f: N& r( s; y# A4 H; `3 opuzzles for yourself, carry on. I have included the movements I used to solve* { F/ \4 O9 `8 L6 ?$ p
both puzzles, although there are many other ways that the puzzle can be solved.3 j/ }$ k7 l- v% K) m4 n9 I" m( s
+ r5 G x, c3 c
___________________________ ___________________________
+ V, M" T" P5 u9 J9 s4 w& ~| LEFT LOCK | | RIGHT LOCK |
% h1 [! r- L) x' J O|___________________________| |___________________________|
2 D( u8 m/ M# D# E, y& F6 H6 M7 \| ___ ___________ | | ___ ___ ___________ |0 O' @0 v& e" o9 f' U f; Q
| | | C | | | | | | | C | |
$ J, E! p: @3 ~2 V3 x| _______| B |___________| | | | A | B | |___________| |
: u0 z y: y+ d& || | A | | | | | | | | | | |( W7 a/ h0 X" d9 v* E% q
| |_______|___| |_______ | | |___|___| ___| E | |
3 o0 t8 b, {# E3 \- p p+ V- {. x| | F | G | | | | D | | | | |
5 m/ J! e) J$ }9 j! C' J( w9 h| ___ _______| |_______| | | |___ ___|_______| |___| |
- [- N) D1 }) {$ X7 F4 T9 b) `5 g| | | E | | | | | | | | G | H | | |% }. c" L7 I4 W* F/ \- o+ {
| | |_______|___| I | J | | | | F |___ ___ ___| | I | |
) ]; _8 S' ]* f/ b' i; Y6 \) h+ G5 N| | D | H | | | | | | | | | | | | |% Q+ u8 }9 T4 v- E' _ S
| | |___ _______|___|___| | | |___| | J | K |___|___| |
5 ]6 L& m/ I. x! d| | | | K | L | | | | | | L | |: n& f R# y3 ~6 q* j _- R2 K5 b! F
| |___| |_______|_______| | | |___|___|_______| |
% K# Y3 W1 }) ^9 K% x/ W. q; f|___________________________| |___________________________|1 k9 Z4 R x. c- S% r& M
* |; T K( F: P1 D" ~0 }& M, c
: _4 Z; O$ P$ \ P7 J9 e4 l
B -> 1 down D -> 2 right
! s+ \2 {2 N+ m4 O C -> 3 left B -> 1 down
9 Q2 ]' o1 {$ Q. G D -> 1 up C -> 2 left
; w* e4 L/ Z+ A9 _ F -> 1 up F -> 1 down+ E+ w! ]3 i: @5 B6 ?/ _7 U
K -> 2 left H -> 2 up
% F; H/ v s) N! |9 c L -> 2 left G -> 1 right
! B. `3 J# ^) {: Z6 l5 T9 [ I -> 1 down B -> 3 down% G$ y- P* ?# Q/ H7 w: S0 T
J -> 1 down D -> 2 left/ U$ ` D& i. R3 [2 K1 N" W
E -> 3 right G -> 2 left: n1 g: G1 D% W9 V* e
B -> 1 down K -> 3 up
, R6 d, I; I2 L3 u3 L A -> 1 right L -> 1 left
- |: d9 ^; M6 N D -> 1 up I -> 1 down$ k& J i5 \- j8 H
H -> 1 left G -> 3 right
9 n; |- y0 j+ `* U F -> 2 down J -> 3 up ?# l+ A2 `$ a8 A3 P8 q" {
A -> 3 right G -> 3 left
! R$ h4 H/ g, _: {2 { B -> 1 up K -> 2 down( w9 p: Z2 d% _8 U
F -> 2 up L -> 1 left* Z0 t/ W+ N9 D( z1 Y, p( D
E -> 3 left H -> 3 down6 e S7 w& c9 o( Z
I -> 1 up C -> 2 right- H. U% N- V- c' M/ G) T
J -> 1 up J -> 1 up- O$ C1 V. ?" q5 C1 h; O: u1 u4 R0 z
L -> 2 right D -> 3 right+ n; C$ |. F- ^6 e J
F -> 3 down J -> 1 down; Z1 p* A' n6 ~; Z0 O3 B
C -> 3 right C -> 1 left. B% S( \( b- G/ @5 a# I
B -> 1 up E -> 1 up
2 p! e8 f6 K9 T G -> 3 left D -> 1 right1 O! `" f7 R9 Z! Z+ p( |
( k, v, Y9 D: c- d5 {* J1 d) @& }After solving both lock puzzles, the door will open. Go through the doorway to( ^+ {% t8 w4 k. R8 ~/ h/ {
enter the skiff room. Operate the skiff and it will fall over, revealing an old3 v3 V- A1 y' F
shell case below. Get the shell case. Use the stone cylinder on the hole near2 e; m1 a1 J- p1 b* U
the door at the left side of the room to open it. Open the inventory and look% I9 ?& }# d; ~7 m
at the secret message print: It contains the message SDSSDSS. This is the code" X/ s& x9 p/ S0 R+ m* d H0 Y
that now has to be entered, so press the left button once, right button once,$ ^* H) W" L, s+ C
left button twice, right button once and left button twice. Get the stone
6 O4 ?0 t% K/ {1 \cylinder and then go left through the doorway to enter the anti chamber.
, w2 w$ [$ B3 D& D7 ] n* ]* P
1 h `8 s/ Z* B" wUse the shell case on the right doorway to put it under the door. Operate the1 U! R2 x' d% [1 E2 Y" h
cross in the middle of the room to flatten the shell case. Get the flattened
9 f; C! B# U$ N0 s# E3 Zshell case. Operate the cross in the middle of the room again. When Nico pulls& g# ~2 c y! ^
the cross back, open the inventory and use the flattened shell case on the; ^: z4 F! p' _* F$ p2 l
cross to hold it there. Use the stone cylinder on the hole in the panel. A
, l& k! R& [5 @* }mechanism will trigger which was meant to open the door at the left side of the2 M8 f. V6 c) v4 D" Q' ]( x" G
room, but it has been jammed. Get the flattened shell case from the cross. Use7 h {( ~: M5 m
the flattened shell case on the door at the left side of the room to open the
: ^6 }# v9 |, Odoor. Continue left through the doorway to enter a dark room.
( B0 `+ z5 ^: p! k3 B
& Z4 D& X# l. ^# J) SWalk to the right side of the room to see a red flashing object. Operate the2 Z3 S9 q- W7 K) Z8 K2 |9 w( }3 W$ q
object to turn on the lights. Walk to the left side of the room and examine the
0 @; g2 K% z8 l/ x! U% L$ k& Otop of the desk. Examine the photographs to find out that Nico is being6 u8 T/ l% V- K! C" v1 u
investigated. Examine the newspaper articles. Exit the desk view. Operate the" t$ \* k- E6 p( Q$ Y! Y! E
top-right drawer on the desk to find a note written in code. Operate the drawer
. p# ]: g3 T; J9 S7 q" jagain to pull it all the way out. Get the photograph from the hole. Open the" {; c# Y4 e( p; O, c, M# H9 D
inventory and examine the note. Use the translation for the code below.
/ p: g1 G1 Z7 J% O& j( G: e, e$ @: I, k9 X' q% R
________ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___# b+ G0 N; @9 x& L( m2 Y
| SYMBOL | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |10 |11 |12 |13 |
' q% V1 [$ T- L) [ ~4 q0 ?|________|___|___|___|___|___|___|___|___|___|___|___|___|___|1 r& i5 x& m" @* W+ m! U& l) Z
| LETTER | E | M | J | O | P | B | A | C | U | V | D | | R |4 z) L& v% H' B$ K% n- q" s! e
|________|___|___|___|___|___|___|___|___|___|___|___|___|___|' |4 c; X8 v1 N w6 v) m
& t5 `+ h G8 M6 ]
+------------------------------------------------------------+
& {; [( Q1 a! T2 ] ________ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___5 c* b* o5 h: r) w1 I. P1 y( D
| SYMBOL |14 |15 |16 |17 |18 |19 |20 |21 |22 |23 |24 |25 |26 |8 k3 a4 r) W" N, }; F+ w
|________|___|___|___|___|___|___|___|___|___|___|___|___|___|
8 o: X# H! M& i$ D, w& E; Z| LETTER | S | Y | | F | G | H | T | W | N | I | X | K | L |8 Z8 a6 R$ p( ]6 J# u
|________|___|___|___|___|___|___|___|___|___|___|___|___|___|$ g3 R) S4 I. h& I z7 ]: @
5 w' s2 I, @7 R) X
# q2 L0 N7 Q G7 i& ?! [3 O) g
The message now reads: "Pierre. Full report to follow. But this is too urgent7 [4 ^% @- e/ c& {7 s. E
to wait. Arno and Yamada both dead. This is not a coincidence. Indeed it seems- b7 [/ W% b3 l" K
that all of us who came together in July are in danger. Take great care. X"
( U t7 q4 G1 u7 y: w
* q6 a, H0 G5 YAfter deciphering the message, Nico returns to her apartment to write up her8 n! U+ a5 ]3 D8 M$ d; x2 J: i
story. When the phone rings, Nico answers to talk to her editor Ronnie: He
/ C1 }: q- i$ [ ltells her that he will not publish the story that was written. Nico realises
% {0 o1 o* m. {- }. g( @, N: x7 ythat someone must have got to him, and Ronnie tells her not to pursue the story9 `/ }/ S) Z( X5 E/ F
any more as Carchon had powerful friends. When the phone rings again, a man
2 ?. w- L5 ?7 e" I; G9 jnamed Plantard says that he wants to meet Nico at the Cafe de la Chandelle
( u' q2 z7 [/ PVerte tomorrow morning to discuss the Carchon story.
9 a# { j0 W+ s2 ?$ m5 V' R; v0 w: b u7 ^0 r n$ I
. q Z8 w/ |) p, d* y( B r
-------------------------------------------------------------------------------* y6 }1 M! }' m! n
2.2. George: Paris - First Visit& K4 \/ g2 M: z# X" M4 i: ?+ m
-------------------------------------------------------------------------------: v, `4 l- M8 t( d& F7 H$ L0 p
# x/ E3 k2 Y( ~- P' N* F+ V8 h
& H# e5 s; }2 b/ iCAFE DE LA CHANDELLE VERTE' U2 k1 B" Z" ^! L+ U
--------------------------7 [5 m7 p, C$ m# h' q' J! I, u
- q3 F; V" u3 x) l5 D
The game now switches to George Stobbart sitting outside of the cafe. George
" S0 ^3 F3 J% l9 D0 [: twatches as a clown enters the cafe, and inside the clown places an accordion" L0 f4 s1 d0 s) k! h }
on the seat. The clown runs off, and seconds later, the accordion explodes and
4 o' `8 Q) h5 r( X! vdestroys the cafe. George picks himself up and his adventure now begins.
6 u7 z. }" n/ U9 {. S9 c( G0 M) c6 l' C+ j
Walk north toward the construction site. As George walks into the area, a
: h, }+ y8 N5 i! t. tpolice sergeant draws his gun and aims it at George. A police inspector arrives ]$ \$ L: [' R
on the scene as well and guides George back toward the cafe. Select any answers
* g& Q, G5 ~ Y) l2 pto the inspector's questions. George receives the inspector's card and then
' Q' V' X! B- d7 R& Fleaves the bistro. Outside, get the newspaper that is curled up at the bottom
6 _9 d( [4 j( [! k) ], Hof the lamppost. Look at the writing at the bottom of the newspaper: "Salah Eh) q) l' C" K6 \) b" b b4 u4 z
Dinn - 1345". Look at the picture of the man on the left page. Exit the view.0 L9 K. J" f2 z# k. |- S: n
8 n4 S" |$ h" V6 b
Talk to Nico and she will introduce herself to George as a photo-journalist
' e o4 p, z. Wthe newspaper La Liberte. George tells Nico that he saw a clown enter the cafe
) ` U$ B9 `( }( i$ |/ r H) _2 cbefore the explosion, and Nico realises that it is the costume killer again.
3 S3 I; @3 k; N0 P( P+ oTalk about the clown: She doesn't want to talk about him. Talk about Plantard:
- o6 E! n# m8 w$ S" D% Q/ r( XHe had a story that he said would interest her. Talk about the clown: Nico
0 r% s3 \: b' f( U' u) Jgives George her phone number and then leaves to develop her pictures. Walk
' N( m' y b/ l/ U! k) S+ M/ E4 q! Jnorth to return to the construction site. Give the newspaper to the worker and
, n- I# f/ P" g4 b; i x" ahe will notice the horse Salah eh Dinn is running in a race. He tells George to7 Z) c; |6 [' Q5 L, k: Q
keep an eye on the hole while he leaves the area to place a bet.
7 v! w* Q' u! \1 ^, V: \* A
, t( [, D+ E j% J" ~5 ^5 qWith the workman gone, get the toolbox in white tent to find a metal rod. Walk: r1 P! l+ ^6 \# _2 ]- r1 j; F3 _) y
west to return to the cafe area where Sergeant Moue is now standing guard
0 L. v! E2 u& Y* ]- k5 [outside the entrance. Go through the arch at the right side of the area to
, B$ }: p) K# x1 w1 J% }% o! ?: o' aenter the alley. Use the metal rod on the iron cover to remove it. Go down the
' E5 Y; y' h- R; e7 xhole to enter the sewer. Get the red object on the floor to see that it is
5 m$ z; @- g- A+ G# t; a' sactually the clown's red nose. Walk north to the next sewer section. Get the2 ?, A; o4 w6 ^! s- Y
tissue on the floor and the piece of cloth from the spike. Climb up the ladder.
( t" P7 j" u& a8 }: n- b
) ~! u L- u) P3 X# J, s( `George emerges from the sewers into a courtyard and sees a man standing above8 t8 M$ c8 n) ~5 |# z
him. The man mistakes George for someone else and demands that he exit the0 X% I: E7 `' Q1 ^; a) A
sewer. After standing up, he asks George what he was looking for. Select any of0 V% U; Z N4 D% s7 B
the options that are shown: The man had not heard the cafe explosion. The man3 j# u# E5 A9 t: t
wants to be sure that George is not in league with the man he chased earlier,
* Z4 p0 ]% t4 [0 gso show the card to the man: He now believes that George is a police inspector.
2 s( a- J& b4 v; rShow the piece of cloth to the man: It is the same cloth as the jacket he& l# l7 j/ E6 l/ ]4 G
found. Ask about the jacket four times: On the fourth times, the man tells
; l6 i4 a: }7 W3 r2 aGeorge the name and phone number that were on the label. Exit the conversation
" _6 X* ]+ P' R+ P* vto leave the courtyard. Walk right to exit the area.; M! N! J6 L* m. h" F) O
8 w7 E# c; m/ `, k
/ |6 K ~* G9 Q% T& G, ~& ^8 T: C
POSTE DE POLICE
5 P' h2 \- Y* e; o---------------
: X9 c- [+ A( `* a0 P, D3 l; r" g. H
Operate the right phone on the wall. Select Nico and she will tell George the
: t9 u! z A0 T- ?) G* xaddress of her apartment in Rue Jarry. The game now switches back to Nico.: ^. l4 G: R: q- _+ C* m: B( G
3 E9 u8 R' k( i) l" V
" i5 ?2 J; a' n# a9 O! l% Q
-------------------------------------------------------------------------------
7 l( }! e: a1 b# \) g2.3. Nico: Paris - Second Visit
+ \% S5 k* o- R! v! \& |( T4 g-------------------------------------------------------------------------------
3 u. ^6 m, f$ v* \. Q" F- ^+ S' F/ D# w ]( ~0 p: r; c8 a
/ L- S" {6 \8 I# E: A& _$ m
RUE JARRY
+ M+ w, H6 v; {9 l! o# d' }---------& s% }, w: M$ z" |7 N, [$ u
, n5 z. B5 a) tExit the apartment and walk west out of the area to view the map.. m8 F6 L7 s/ E+ l% c6 ~1 m
) {2 x2 `' }+ U: X$ N b2 i8 J: n
8 s5 {7 s5 d J1 j p- dCAFE DE LA CHANDELLE VERTE8 l( V, s- F4 Y! t6 L P
--------------------------3 e& X. Z; a: Q% v3 P$ S
) }' Q3 O5 g. K+ N
Walk west to the cafe to see the workman boarding up the cafe. Talk to the
% E. d5 r/ Q o# Q* Cworkman about himself: Nico wants to take his picture. While he turns away to
0 H7 n# S, w5 l/ J0 |brush his hair, quickly enter the cafe. Operate the mirror leaning near the bar8 L1 r& d2 Z# s! z! F v
to move it. Examine the mirror to see a close up view. Examine the gold object
6 m Y9 o5 F7 @in the reflection to see that it has been lodged in the gap behind the pipes.( V" z; v( u: F1 Q/ C' j0 T
Examine the table to see the damaged pipes. Get the gold pouch behind the pipe.
9 ~1 z- r7 Y% cExamine the pouch in the inventory to find an artefact and a coded note. Look
2 v4 X6 k4 ~$ U% rat the coded note and decipher it. Refer to the translation grid that was shown5 p2 W0 x T' B7 a
earlier in the walkthrough as the same symbol to letter code is used here.
. j. w! U/ a5 Q8 b6 u- G5 U5 |2 P- t+ q* o" X6 T
The message now reads: "Plantard. Pierre killed. Murderer must have followed; |$ |% [9 U5 S ]9 b8 m# _" Z# Z) k
trail from Arno and Yamada. He will come for us now. We must be vigilant.
* m7 k. ~2 i) eThierry's girl broke into Pierre's safe. She worries me. Imelda.". Exit the& w0 Y) {) Z7 u% `0 a3 \; j
cafe. Walk north to the construction site and east to return to Ile de la Cite.
7 z7 g$ E) I9 v+ y7 J
, r8 |1 \( H* ]% m& w5 A$ E# ~5 Y% A6 P; M. o+ B
ILE DE LA CITE2 Q) c) F7 F4 }8 s3 i
--------------
& Q' g' s# z1 _3 o' N
# r" k: @6 G8 _$ J' EGo through the doorway into the skiff room. Walk west into the anti chamber.
& b- h: o7 ?9 VOperate the cross. When Nico pulls the cross back, open the inventory and use( u8 z8 O! i1 Q% C5 S: f
the flattened shell case on the cross to hold it there. Use the stone cylinder
& [& ]! F1 y% x- a Kon the hole in the panel. Get the flattened shell case from the cross. Walk0 }: _0 Y3 W" U
west to return to the state room. Use the artefact on the small hole at the- Q7 M. H s3 t3 f0 d. Q. L, k
right side of the safe on the wall to open the safe. Examine the safe to see a+ b! T, d% ` R
closeup. Pick up the pieces of the photograph and Nico will spread them out on
% G# t) }9 x' c& ythe desk. Place the pieces of the photograph together to see that it is a+ Q+ U0 a5 b8 |$ [- d
picture of Nico's father. Nico returns to her apartment to meet George.6 [* n- v T; W* @
/ z$ U$ h {; T: m8 i& \
( L2 f+ K- w1 V-------------------------------------------------------------------------------
" B @6 ]% ^4 G6 o2.4. George: Paris - Second Visit
4 O. u8 [; I1 U8 G6 n-------------------------------------------------------------------------------
" O6 a) y9 c* v3 N1 b8 U7 \& x, ]) r( Q7 n3 S
( T' h6 L7 l- q/ O# h2 n" L3 WRUE JARRY. S3 U% A; C% d; {
---------* l+ z) e4 j% B. b
3 i+ c- m# b: G# ]# f* x
Talk to the old woman at the flower stall. Ask about Nico: She tells George
1 D+ q3 S1 d3 C: ] K% }that the door needs a gentle nudge to open it. Exit the conversation. Operate
# r/ Q) O) q" R5 p3 tthe door and George will enter Nico's apartment. Talk about the red nose and- z% d6 I4 k. C2 e7 D
Nico will notice the address of the costume shop La Risee du Monde inside it.& w x% t: D) T8 e( }. T" Q5 G# R
Talk about the piece of cloth and Nico will show George a photograph of the
" E( {/ `& }/ e: b, }/ D5 Mkiller wearing the same material. Exit the conversation. Leave Rue Jarry.4 f. J, P) c: A) O$ c j8 ?
& C/ R4 u" [) s r
% q& ^& A& v- i; h/ M+ `3 f ILA RISEE DU MONDE X# P- Z, n; h8 u- i1 }
-----------------2 C. B; W I9 o9 V+ U, ]* x) g$ J
) x7 b% E& k6 G$ O9 |, A3 T( }Talk to the man behind the counter. Show the tissue to the man and he will8 [) p! g. n2 k
recognise the smell as theatrical greasepaint. Show the picture to the man:2 m' P( e: F2 ^3 d1 m5 k- d
The greasepaint was bought under the name Khan. Exit the conversation and' c- Q5 j8 r& P, {& t6 @5 d7 t
before George leaves, the man gives him a trick buzzer. Leave the shop.
- |% q; j" ~* E6 ~! w0 {) p; h0 T
6 B8 D( ]$ [, ]6 s7 ]" Z0 Z; }& W& {, i3 [9 }5 H
POSTE DE POLICE
, q8 D" @% q1 N0 o+ H---------------
; b2 u0 @4 Z) T0 G! F4 F3 V0 p, }: j/ Y) c8 P
Operate the right phone on the wall. Select Todryk and talk to him about Khan:1 U" s) _- e' t) @$ k, P% S
The suit was delivered to the Hotel Ubu. Exit the police station.
0 z+ z8 F, ^8 a
K9 h* [$ J O, G# R
9 x, a" t* u5 h$ d4 X- U JHOTEL UBU3 M7 N& C1 V; X0 \! r0 F
---------
! u. W- k9 r) w' `3 W& N, }: e$ y& ?* {% j
Enter the hotel. Walk to the left side of the lobby and try to get the key from# `: E3 n3 P& x- H8 v8 ?- n. W
the board above the counter near the clerk. Talk to the clerk about the key: It* x: t* W L; N/ ]; f
is for room twenty-one. Go upstairs and operate the middle door to see that it( r* f. a' g3 g# x7 f
is locked. Go downstairs. Walk to the right side of the room and talk to the
. w/ D3 h1 _& x7 k9 pwoman playing the piano. Show her the photograph and she will recognise the# ~* t9 q0 u1 S2 \$ V7 a
person as Moerlin. Talk about Moerlin: George tells her that Moerlin is a fake.
! u* `9 K% ~: F- MTalk about the key and she will walk over to the clerk. When the clerk leaves
. P% N7 C" |! @- u& }3 N/ O8 }the room, quickly get the key from the board before he returns. Go upstairs.- s: l" s2 Y% r
' A/ i# ~6 u" Q( YUse the key on the right door to enter room 21. Operate the window at the right
7 @" z% I6 E8 P3 |1 S$ ]) gside of the room and then go outside onto the ledge. Walk along the ledge and
) G O1 A9 R" n2 m. ego through the right window to enter room 22. Try to exit the room to see that7 A# Z- y9 J. p4 ~6 U3 M
Khan is approaching. George quickly hides in the wardrobe. Khan enters the" B0 z" v: V" T6 F, ?
room, changes clothes and then leaves. Examine the pants on the bed to see a
2 x( r, N8 m' l5 T; c& M1 V+ ?closeup. Pick up the pants at the top of the zip to turn them over. Operate the, d0 u/ e' ~9 l6 @3 s
left rear pocket to find a matchbook. Operate the thread above the left pocket
1 d+ m: _8 k( q! ^5 n sto remove it. Turn the pants over again and then operate the right pocket to N+ _/ B6 k1 ~/ l% W4 v
remove a pass card. Exit the room to return to the hallway. Go downstairs." P- @6 B2 n" q
! j5 `9 I0 R- z! pTalk to Lady Piermont about Moerlin: He passed an object to the clerk about an
, g* h( b; c4 B d$ j& Zhour ago. Talk to the clerk about the safe: He wants to see identification.; |# |$ i3 x) t& n- Q; y
Show Moerlin's pass card to the clerk: He still refuses to let George see the
9 C4 h: O, j1 @9 f8 e* m9 \contents of the safe. Talk to Lady Piermont about Moerlin's pass card twice:% }9 N8 s3 ^; z, ^/ Q
She returns to the clerk to demand that he retrieve the contents of the safe.4 i% y# M# Y! `
The clerk returns and gives a manuscript to George. Go upstairs and enter room
, D" Z- I! K' Y) p21. Go out the window onto the ledge. Use the manuscript on the alley below to
+ r, F' y3 m1 W+ v7 V4 O% othrow it down. Return to room 21 and go out the door. Go downstairs and then
, D# u; }9 J0 }0 Kexit the hotel to be searched by the thugs. Walk to the left side of the area$ p k( c) Q' Z2 Y+ o0 ~! m) ~0 E* X
and go through the arch to enter the alley. Get the manuscript on the floor.1 i6 k8 T" D! Y
) o+ ^" d8 c6 b$ L* d) }% I6 }9 l3 F* A, t9 u& F6 y& D
RUE JARRY
( [) d$ B: C6 y--------- {; z& F8 U u/ N2 E9 j- B
+ O3 v& k. i+ r* t; x, E. Z% Y5 YBack in Nico's apartment, talk to Nico about the parchment to watch a lengthy
3 l6 T- C% m( T! [, L/ vscene about the history of the Templars. Talk about the parchment again to see7 J" b2 I$ k" s
a closeup. Look at the four corners and the seal on the parchment. Exit the3 _2 o: l5 o, e( K# {# y4 g. t) X
view and Nico will suggest visiting the Musee Crune. Exit Rue Jarry.9 \7 w- b5 h9 r( S- L' B
" z3 d3 o9 k* m( }% ~8 C. g0 V
, N5 Z* |6 m" ]$ p* TMUSEE CRUNE
$ b; x4 ^' O; @- n- d-----------
: m2 y _6 P2 e
/ `- ?" j7 X# v9 I$ o( cEnter the museum. Operate the tripod in the middle of the room to see that it5 p& r$ B* d ?& j! `, C8 l$ N
is identical to the tripod in the parchment. George notices that the tripod is' ~4 |. D( M' s/ i. G# t
from Lochmarne in Western Ireland. Walk outside the museum and exit the area.
( {$ P, A5 f6 P( K1 x
: f8 o. G& H4 F3 T0 J% ^: q; X( Z4 V! m/ ?6 ~$ K3 j" a
RUE JARRY
! W0 S- [% z& s8 q a& K---------
- l$ @( U, Y2 r E& ~+ ^/ L) @( A( q, }$ F5 r) l' r7 B7 _5 v
Talk to Nico about the tripod. Exit Rue Jarry and select the yellow arrow at: E* V5 u; c6 V! ?/ I
the top-right corner of the city map to see the world map. Select Lochmarne.
_7 }' G5 t% g7 J" k' d" C5 N1 k6 B4 Z
8 E2 K5 @2 q9 w$ e: N
-------------------------------------------------------------------------------
; F( F, b/ a" a: C8 B7 l2.5. Lochmarne
& P2 O! J# ~, [/ h6 @# M$ t- L-------------------------------------------------------------------------------
! ]% K1 {$ h0 {3 i" v
% Q* }4 f) w- l9 Y- O+ c/ g
' [3 a* @; o8 X6 C" z7 ~' BEnter the pub and talk to the man at the corner of the bar. The man introduces/ _3 S: c# o0 [2 @; T
himself as O'Brien. Ask O'Brien about the castle: It dates back to the tenth
% N Y+ c" m* Ecentury and much of the existing building was added later. Ask about the5 `9 N; s1 D0 X) b
tripod: It was dug up by an Englishman named Professor Peagram. Ask about' n5 v/ D/ {* `3 d. h5 n
Peagram: He left the village. Ask about Peagram again: O'Brien doesn't know% f6 T1 l( M/ O# A; v
where he has gone. Ask about the gem: O'Brien asks if George is a reporter, so
# S3 R, } E. x% a( lanswer however you like. Exit the conversation with O'Brien.7 x4 r, P; u. a* T6 m
z. v' f' k0 B0 XTalk to the man at the table in the middle of the room to meet Fitzgerald. Ask. z8 y0 S. N; v+ O# ^
about Peagram: He knows he is an archeologist. Ask about the dig: He seems
% I- L& _) ^) p& m7 {guilty when George asks him if he worked at Peagram's dig. Talk to the man
. l: b" F/ F( v% ?; dsitting next to O'brien, Doyle. Talk about Peagram: He doesn't know him. Ask
# Z# l' w6 n" W2 q j! rabout the dig twice: He knew people from the village worked at the dig. Ask
5 d G" p; T8 |# p2 gabout Fitzgerald: A drink might help persuade him. Select the drink icon to buy
5 c$ F" I5 y- X, @; D, s& ~! PDoyle a drink, then ask him about Fitzgerald again: He did see him at the dig.+ F8 t( y$ H# E7 p. O6 D3 U7 j
- K. s7 e# G" R+ oTalk to Fitzgerald about the dig: George tells Fitzgerald he knows he was at) c7 v6 T/ [3 b, I2 m
the dig. Ask about Peagram: He gave him a package to deliver to Marquet. Ask d! j- J% T' @
about the package: He promised the professor he wouldn't open the package. Ask2 R. H3 R# E& V# Q: ~: F: o3 N9 O
about the package again: He says that Marquet will kill him if the package is' h& G/ m8 G/ W8 a* y0 H
opened. Ask about Marquet: Fitzgerald stands up and runs outside. A sound of
, v4 I c4 S* L3 N/ r5 I) v; lscreeching tyres is heard, then a boy named Maguire comes into the pub and
1 b# R+ v* f6 \* s' H" Q" Ptells everyone about an accident outside. Exit the pub.* u& Z, a$ [- Q6 x8 ?2 x' \5 b
" P3 H7 e0 i. p4 ^4 C
Outside, Maguire tells George that Fitzgerald was hit by a red sports car. The7 U. T. x# Y$ P; G9 ~2 ^) d' {
driver then got out and pulled Fitzgerald into the car. Maguire adds that the
/ v& Y8 j: ?4 ^4 j! G! j. F% wdriver was dressed as a pixie. Operate the switch at the left side of the pub; z W& e3 F7 t9 l1 G& L
doorway to break it off. Walk right and go up the path to the hay cart. Talk to( Q* o* g/ L; E8 z; v$ U/ @% U
the farmer about the red car: He saw it but assumes the driver must have been6 |- Z* g) U; m7 k; k8 B/ V
lost. Talk about the car again. Talk about Fitzgerald four times: George says5 k* E- }% s, x6 `) F
that he will guard the hay cart while the farmer leaves for the pub. Climb up6 s8 E2 n3 K5 E8 z& j/ |+ B9 k
to the top of the haystack. Use the metal rod in the crack in the wall by the
$ j: B- r/ N- K" L8 uside of George's left hand. Climb over the top of the wall into the castle.
4 K9 z/ O) g# i% R2 w3 Y, e I6 \1 u. g& B: x; Y; W' Q
Move to the left side of the area and operate the plough share. The goat will
% Q! ~% U, U, lbutt George out of the way and the rope will become tangled on the plough+ @) v' {# G. U
share. Move right and climb down the ladder. Get some plaster from the sack on+ ], b7 {8 D1 h2 |6 c
the table. Examine the statue on the floor at the left side of the doorway. Try5 j9 q( f: g# H2 ?" W+ V4 S% D
to pick the statue up and it will fall over. Get the statue again to lift it% E% Q' j: m4 ?
back up, leaving a pattern of holes in the sand. Use the plaster in the holes.! }6 o, T/ w. Y- G
Climb up the ladder and go up the steps to exit the castle.2 H& @' M$ V) j: m) \
8 Y$ }5 G1 f" z2 I
Climb down from the haystack and return to the bar. Talk to the barman and
: r f8 [6 d( G& ianswer his question about whether George wants a room however you like. Ask for' W' g0 a# U$ B: O! a
a beer: The pump is broken and he only wants a professional electrician to fix1 @3 q' [- B+ @$ {; T7 n
it. Show the pass card and the barman: He will only allow George down to the+ _) r9 J. X) }4 F( F: z2 z& U
cellar if he can fix the glass washer. Get the towel on the bar. Talk to the+ \# Z& C7 ~& c% i+ l; M
sneezing man about the wire: It is a necklace. Exit the conversation. Wait for* e1 @( n' r2 B$ e8 @5 h
the man to sneeze and then get the wire from the table. Use the piece of wire
9 b8 ?: g( \. j' B$ o0 h2 Lon the plug behind the bar to fix the glass washer. Enter the cellar.: R; m8 I2 s/ P
% f( k4 R Q8 @: XUse the lever on the wall: nothing will happen. Exit the bar and operate the: b4 r- [( _# A! W+ Z
trapdoor to open it. Enter the pub and return to the cellar to pick up the" _7 R5 a+ e& E1 F3 K7 v, v& L! Y
blue gem. Operate the faucet and then use the towel on the water. Exit the bar
: o# L. W S3 Q3 h, uand return to the castle. Go down to the cellar. Examine the statue and use the
- p/ j( s) i% w$ \2 x# mplaster on the holes in the sand. Use the wet towel on the holes in the sand.
- ], ]( S$ ?6 g6 V1 e6 _2 |Get the plaster cast. Use the plaster cast on the panel at the left side of the
$ `2 h8 c# b# Q! j1 C" q: S* bdoor. Go through the doorway. After a cutscene, George returns to Paris.' b9 {1 c) c: P! u. H
+ F' z( Z* N! e! @5 P Q+ w; G: D ^- L. B2 ]
-------------------------------------------------------------------------------
& Y" C% c; j7 `" v' J2.6. Nico: Paris - Third Visit
8 \$ a7 O+ u1 s: U1 p( |1 f-------------------------------------------------------------------------------4 ]' L6 e. S+ e$ ~* v# R& V1 l
0 M6 u0 L* }& A
4 O( g9 s# \+ b! kRUE JARRY9 y0 Z% v9 w' C5 M5 v! p, J" C* \ y
---------
$ G4 Z T% T. k+ v) Y" c) O a! ~( E/ X" E0 v- S. Z( k' i% M
Operate the answering machine at the left side of the room. Nico listens to the
# c& n* N- g; V! \) `0 `! f* rthree messages and then travels to the Palais Royale.5 I6 x! L* O3 _9 G: ]7 V5 |: a( F
/ Z) P3 E# A- ~2 {9 c$ a
! P6 ~/ j2 a4 bPALAIS ROYALE
: @+ E- Z" T2 D-------------
i, s2 n- b4 D% q3 ?* S8 G% `0 Q) o/ ]9 `. k
Operate the two wires at the side of the statue. Operate the statue to move it
+ \0 C" {$ C9 H: K% O& atoward the middle window. Climb up the statue and use the flattened shell case
+ j. e, f; M* @# ^. @9 O8 @2 don the plastic sheet covering the window. Operate the window to enter the, S- @" t' c& ~) ?
study. Move left to the hall and right to the drawing room to talk to Imelda.
1 E9 N- Q; @) S5 V" U& t. N2 IExamine Imelda and operate the locket to open it. Get the tiny gold key.2 G, q' v$ E% r5 q. m8 ]4 Q1 X; ^' }5 C
0 X8 O" v& V8 C/ L5 n
# M7 A/ N T4 h+ M: m5 ?
RUE JARRY/ l4 T9 w* Y6 `, H* T8 \- c; i
---------6 t, D1 ?0 ], y, F* ]
4 o1 ?7 o2 T2 T0 @% T1 P
Examine the chest at the bottom of the bed to find a tracking bug. Nico takes) I* q# i6 N, Y: f. m# R! L* h$ v
it over to the window and throws it outside. Examine the elephant box and then
2 O! ]: x, J- u0 d! euse the tiny key on the box to open it. Examine the photograph of Imelda.
8 r( ?; y8 @/ o. h! b& lExamine the letter from Imelda to complete Nico's section.
& ~" A% f6 w2 `) t; R2 N5 t1 v% u4 `1 J7 W
- I0 A$ t& q' C/ c
-------------------------------------------------------------------------------
$ |# u( I! [2 Z C# L c9 U' Z2.7. George: Paris - Third Visit
9 O7 u' L+ ~5 n6 x-------------------------------------------------------------------------------
& X. ?* }3 `, @' |2 a
7 ~, f2 b! w% U4 N9 a! [8 U! d
1 P# E2 i# u |5 v" f" U* u. fRUE JARRY
8 h* }$ d7 |! h% }---------
+ b7 i3 Z* y' J* G$ J: V
/ \5 B7 E1 w8 k: f4 K3 qLeave Rue Jarry.
0 g& M- b+ [7 _. A" r3 k. m5 T& ]" d9 Q O! n! M+ u$ X( S
. X+ U- _$ ~5 {9 VPOSTE DE POLICE
# J6 e" V; Y/ S/ H- j+ |---------------
$ ?; V! s7 E5 O) h& F# ~7 P6 P5 v+ [# H) P& {, E
Talk to Sergeant Moue about Marquet: He used to be known as the mole of
0 M& Z: F- |; y+ K+ Z$ i+ j/ ZMontmartre. Ask about Marquet again: Moue gives George the location of the
' M; n8 F& P7 B1 T3 i; fhospital where Marquet is staying. Exit the station.
; v8 l) c, k8 z' @6 u! A6 e
) N, g: u/ j9 K+ ?0 R# p+ ~
5 `/ t5 [2 G4 [/ b; j8 _HOSPITAL5 N0 Q2 K O6 r. J" h1 t( }
--------
2 p+ h+ _/ \2 P* u E# L$ Q% \2 @/ `6 k, ?% G4 F! V+ X7 P4 X
Enter the hospital. Show the pass card to the woman: She says that Marquet has; k' W. a! e9 o8 m& z; z
been asking for Moerlin and tells George the name of the ward is. Ask about) r9 d1 C* r" k' M4 ^$ c" {+ A+ E
Nurse Grendal three times to get directions to the ward. Walk down the left
1 I; t0 D N9 w, R) U: a' J! Scorridor to see a man polishing the floor. Try to open the door near the man' c" h# f/ [' C8 h' u
and he will stop George. Operate the plug near the water cooler to stop the
# @. }! j' ^# c6 M) u) zpolishing machine from working. When the man leaves to investigate, open the9 r" Z4 {' ^5 P2 C
door to get the doctor's uniform. Walk left to enter Nurse Grendal's ward.
2 O3 N% f- u9 _5 g$ s' w, ?" Q0 [4 A& Q7 Y m* G c
Grendal gives George a pressure gauge and tells him to look at Eric Sopmarsh in
1 } n: B5 J; _# X8 Ibed 3. Try to walk right and Eric will ask George to take his blood pressure.5 N( H/ |/ U z% z. u! J
Walk left to exit the ward and then walk right to the hospital lobby. Talk to
# b: Y7 ]9 `! U. hthe man standing at the right side of the desk and he will ask George to look/ {7 m! v4 [/ B
after his nephew Benoir. Answer his question however you like, as George will
2 V, C+ @6 J; O3 S, O0 Uagree to show Benoir around either way. Walk left twice to Grendal's ward.+ x7 Q2 A" u& Z: `7 ?% U7 K
) G3 ?7 ?5 W; M8 U8 J, n+ LShow the pressure gauge to Benoir. Try walking right to be stopped by Eric
( I' ?2 f* z+ t# E- R' d8 Uagain. Talk to Benoir about the pressure gauge and then mention Eric. While
; z6 D& [/ y ?6 v) b# KBenoir is taking Eric's blood pressure, continue right and enter Marquet's
! ?5 \3 |* w6 J$ J: ]# T6 z8 \room. Maruqet will mistake George for being the killer. He tells George that he/ }, h% u9 P! R1 s- A
should deliver the Lochmarne gem to the Grand Master, and that the tripod has s; Q. y7 N" I; `- o% ^& j. D
been found in Paris. As Marquet begins to mention about Syria, another doctor
2 V5 Y$ O% {! _enters the room and tells George to leave. Outside the room, Benoir gives the6 s& M) S L5 L5 V
pressure gauge back to George and then a beeping noise is heard from Marquet's: @- c5 ?" G8 W* ^% ~
room. George returns to the room and sees that Marquet has been killed.4 r8 Y9 Z, d% l1 h! z" U
% p* [- Q) Q" j8 g7 _4 s
5 {' @' Z$ G# R
RUE JARRY
& f" } `# m( V- t" W3 n: [' ^---------
; r1 L6 _3 R* t9 m7 v6 @0 }8 e0 ^ Q Z$ F5 X3 ^
Exit the conversation with Nico and leave Rue Jarry.
6 y2 |2 S* B( Q* F9 A3 k( s& ~: S! Z% L6 V: ~
. H3 y G0 Q l8 |% TMUSEE CRUNE
) q/ \2 l+ n: A& r, k/ u6 l L* P-----------: c9 l* ~0 G5 J D4 n# \2 a
" O+ d( _% |" @+ b1 R0 REnter the museum and talk to Andre Lobineau about Montfaucon twice: It is found, |* E( Q) A I+ A! k
near the Canal St. Martin. Exit the conversation. Wait for the attendant to, B. k2 F. \4 `( R4 u
look away and then operate the rod next to the window. Walk to the sarcophagus- q6 j) x/ l1 Q4 c
at the right side of the room. When the attendant walks over to close the; _; H b8 j( H7 Y# y
window, operate the sarcophagus to enter it. A cutscene is shown when Flap and- M! h. s/ p/ A, _0 |" S
Guido enter the museum at night. Use the totem pole to try and knock it on to
& c5 {' [! j% Wthe Flap and Guido. George's plan backfires when a section of the totem pole
- [& o/ ]! q+ f9 |; Kfalls off and drops onto his head, causing him to fall into view of the two) ^/ s# r3 d; @0 @8 I! C
thugs. Just as they are about to investigate, Nico drops down and rescues him.& D# y; r6 Y* d" Q: {. O* S* X
4 n2 x' c- `5 { M7 T9 F
6 [8 I6 n$ C, z7 K! `2 `8 \+ M
RUE JARRY; c' V; S$ a) V' R. c7 O
---------
: w/ ~' B, D; Y( d6 Z& @3 s
4 C8 P, F, o9 r, J! uNico shows George the tripod she took from the museum. Leave Rue Jarry.% F1 g. q2 z' I7 T/ t
( `% l4 _: Y5 C" B9 q6 t1 ` s* ^ T2 E% G+ H3 Z
MONTFAUCON! x5 H" y6 W V! C
----------# z2 X" T5 R3 G& _5 d& G6 M m
K2 W* l3 j6 d& G2 N3 O. w, O
Talk to the clown about himself twice: George attempts to juggle. Show the red1 J2 t$ _3 r; p
nose to the police officer at the table: He asks if George is a clown. Show the8 ?2 z9 X0 t( _/ R3 |4 E
red nose to the clown and George will impress the crowd. The juggler will get
% X. q+ W* @- }8 W7 u$ L; Hfrustrated that George managed to impress the crowd so easily and walks off.: T1 D) p- i# x8 Y+ N E
Use the metal rod on the manhole cover and then go down to the sewers.
/ f9 w8 }! ~: C8 f/ M" b: L& n+ X8 W: G9 C
Use the metal rod on the right door to reveal a mechanism. Operate the lever to% N5 C s% I7 w; h
open the door part of the way. Operate the winching machine on the boat to: [: R$ q8 ]; R, E6 R+ x
unwind the chain. Get the hook at the end of the chain and George will carry it8 O% P5 {1 u) z/ J8 Z1 O7 o6 \! [
open to the partyly open door. He then operates the winching machine to pull! v, r: T# V f- C! D# M/ F( P' s: i8 U+ ?% N
the rest of the door open. Go through the doorway and examine the hole in the Y; I. Y+ O6 N+ a" p
wall to see a secret meeting of the Templars. Go down the steps. Examine the
! h8 t: W$ v$ a; a( @8 m! p" w! vstump in the middle of the room. Use the tripod on the stump. Use the gem on
* K; Q# D- n1 |$ k/ hthe tripod to reveal letters that spell the word MARIB.
: @8 ~4 c1 l. C, t `. E% Q( i
( Q- A; `# }2 X. J# E
8 \9 k B1 ^+ k, D4 ?' ZRUE JARRY7 ?1 U% h+ D3 q$ v+ }. N
---------' Y% Q; z" z3 b7 A4 B, j9 l
* G4 l) d3 `8 z2 N( ]
Nico tells George that Marib is a village in Syria. Exit the conversation with, U' r i* {* x; w6 O( p8 _
Nico and leave Rue Jarry. Go to the airport and select Marib.1 U3 y; [8 B$ \$ x
# k, X3 l- R! \/ g: ^% p
) o, R1 a! K1 Z6 h6 H, h0 k
-------------------------------------------------------------------------------
Z4 V% e) [' S2 ?2.8. Marib& ^7 k( u/ t1 A8 k, A( ]# z
-------------------------------------------------------------------------------8 D# i. N' h4 ?/ W* ^9 z
m/ f( y9 H5 K W3 @ q/ j# c. B5 S' \
MARKET" U9 C% ?, p9 \; A: W" v
------) q* C/ l4 U0 m; m$ N# r, y
& E! U: b' A* \1 w# v5 |5 W n
Go up the stairs at the right side of the market. Show the matchbook to the* R; ] d9 x# C$ e& W
carpet seller and he will let George pass by to the Club Alamut. Operate the7 U8 \* ^2 ^% S+ m0 k: H$ }
locked door at the right side of the room. Examine the door. Talk to Ultar- ?/ w8 q# u" W% U9 V' V0 i) S5 F
about the sign on the door: The door has been locked because the toilet brush. V- Z1 T/ y' m- Z0 F) q
has gone missing. Talk about the photograph: He recognises the man and tells6 V& M4 x% K" f8 f; n: S
George that he was in Marib yesterday. Ask about Bull's Head Hill and answer: H* Q" n5 V& i
yes when Ultar asks if George wants to go: He wants fifty dollars first. Exit4 U, f( N9 c g& V
the Club Alamut and walk left through the doorway to the market.0 R7 G5 u/ _- M) u. w3 _
6 ~. W D# C7 o. D! l) m
Examine the kebab seller to see the toilet brush. Talk to the kebab seller and8 ~* r9 O5 D o. M. G$ f
then exit the conversation. Walk to the left side of the market and talk to the
! ]7 x, @3 o0 e8 [ ?boy, Nejo. Ask Nejo about the kebab seller twice: He agrees to help if George, o- J8 F1 U8 v! {
gives him an item. Give the red ball to Nejo and answer yes: He then tells
7 c+ [* S/ C8 k) c0 p1 v! w. pGeorge a phrase to say to Arto the kebab seller. Walk back to the right side of2 t, k" |4 w% }7 F e% h* o0 D
the market and talk to Arto about the phrase: He chases George up the stairs.
. b/ g5 S" O( t* W( tWalk back down to the market and talk to Nejo to get the toilet brush. Walk
3 F9 p# E% Q) o5 vright, go upstairs and return to the Club Alamut.( P, O5 P+ C0 U
# u2 Z8 Z; w0 OShow the toilet brush to the manager to get the toilet keys. Use the keys on
% C+ h ?2 H: X( c* K; C6 lthe door to enter the bathroom. Use the keys on the roller towel dispenser and0 g8 K9 B/ E/ Z l
then operate the dispenser to get a towel. Operate the chain above the toilet
% {( {7 H$ z9 `# B* zto get the chain. Exit the Club Alamut and return to the market.2 k/ ~! z% p, M( W
9 q9 \% z& J) z) B7 W, G
Walk to the left side of the market and operate the cat on the table near Nejo:
# x. ^ \5 ~: X- U: z+ [' q0 FIt will jump up to the shelf. Quickly use the bell on the table and the cat
4 }- \" i* o7 P! z5 kwill jump down from the shelf, knocking the statuette down as well. Get the' }, C2 \, G& J e8 @
statuette. Open the inventory and combine the tissue with the statuette. Show
# t$ P) n2 s3 g8 V6 o6 q# sthe statuette to the man walking around in the yellow shirt and he will buy it
U6 M* {) ]. t1 J% R: Xfrom George for fifty bucks. Go upstairs and return to the Club Alamut.
5 X# S6 c# X3 [1 \6 [: k; |8 c9 A- E; {
Show the fifty bucks to Ultar and answer yes to his question to return to the
! @* l1 f+ Q4 w! m p' Fmarket. Talk to Ultar about the taxi: The fan belt has broken. Show the towel
+ I6 |( }% W, ^to Ultar: He fixes the taxi and then takes George to Bull's Head Hill.0 b& H* a7 m/ I
( N" \, Q% _) Y& Z! f- i' i- d, j, V& ?, ~* n
BULL'S HEAD HILL6 P) e9 T5 F t: B; q, H2 O; a8 p( ^
----------------8 R$ l/ V/ h) A% X8 N
' S/ D' I0 S( ^2 ]1 ]
Get a stick from the tree. Open the inventory and combine the stick with the
( T. A) x& }' qtowel. Use the stick-towel with the crack in the rock and then climb down to
+ l1 t( a* l: ^+ Fthe ledge. Operate the niche in the rock at the left side of the area twice to" z3 J& |; B% _) E R/ x
open a secret door. Enter the cave to find the body of Klausner. Examine
; v) Z" d5 N z1 e, oKlausner and operate the right side of the jacket. Get the lens. Examine the
' C( p9 C# K+ i) K2 [inscription at the left side of the cave. Examine the stone head at the right
( y J2 I3 X% r/ Y7 H* ~ pside of Klausner. The door to the cave will open and George will go outside
7 ^8 s! k+ q. A: M$ Uwith Khan. Answer Khan's questions however you like. When he tells George he# ?" l( w, m1 @4 v
would like to shake his hand, select the hand buzzer.
/ V8 l2 F2 I+ N& L/ b1 V( W0 c
9 D, F g- Z" n* ^$ T+ A" H( E) D3 w7 ?7 q) }
-------------------------------------------------------------------------------
: [, \5 i" E0 `- W+ S L& u4 Q. K( s2.9. George: Paris - Fourth Visit
; q5 i" c/ U4 k: f/ x-------------------------------------------------------------------------------0 n% y5 O8 { O; g
1 Y3 T1 y d" G% T' @* t) ], w3 r" m
RUE JARRY3 j( \- f s' s
---------5 e, ^1 a: T) l5 l K, L
* K' Q8 t' s) x6 O
Leave Rue Jarry.
8 d# ^6 |. p8 w/ w. d+ F
; { ~: e" K0 k; m4 ?3 |9 X' J, ?; F c
MUSEE CRUNE
) O3 _# v5 L- r$ r7 f-----------# g/ u. U# Z3 w+ l: d3 O, U
1 q" H3 f1 d8 C0 N% o: l( ^Enter the museum. Talk to Andre about manuscript: He would like to see it. Talk
4 D. ?% ] C! B- S9 pabout Nico twice to give Andre the address. Exit the museum.% y( L4 [% _3 Q
8 _% p' W1 \$ h8 c3 h& H# Z9 n( R- b: \ a
RUE JARRY) B! R8 U9 M$ Y8 r
---------
! D0 Y, }5 Q/ I
8 s" F" P" |. R3 o9 s z* ]Talk to Nico about Andre: He visited to see the manuscript. Leave Rue Jarry.
( ^+ H' g% e" z. d4 x0 Q g+ g# u8 H; T7 [3 h
0 A2 m* I6 N/ r8 N7 C+ |1 {1 v
MUSEE CRUNE- o1 [4 t5 ^& e4 Y
-----------4 Y& |! I2 Q" P/ h/ O1 T! d
5 }7 [7 O& D# }- L" LEnter the museum and talk to Andre about the manuscript four times: He mentions8 U& X9 g D; q
the des Vasconcellos family from Spain. Exit the museum and go the airport.
* W# s( v [' }) J. z: o( ~" s6 `% j# ~& e7 X% N7 P
$ P8 o* P9 m3 `) I% P
-------------------------------------------------------------------------------, ^( u# c9 p8 M
2.10. Villa De Vasconcellos - First Visit
) X7 d0 p" _( y( n2 j-------------------------------------------------------------------------------- X; B/ S, ?$ ~9 O: M. B" G' w. C
" R. I% ] I) m \( X5 x
4 j# l4 Q& G3 {0 C4 j+ eWalk to the left side of the area and use the blood pressure gauge on the hose.& n" o# ^, M- i6 ?9 S
Follow the gardener into the house. Walk up the hall and the dogs will start
1 D) X) K5 Q) n' e- ]6 f @barking. Quickly operate the suit of armor and the gardener will walk past to
6 G( ^/ o8 Z1 B1 W9 o6 K h. hcheck on the dogs. Walk upstairs and the Countess will talk to George. Ask her8 x4 Q5 M+ @$ K: O3 }
about the Templars twice: The chess set is over six hundred years old. Ask9 D$ d m# Z2 _5 @
about the chess set: The Countess takes George to the mausoleum.
# n u, Z* j0 |% {1 Q5 `: {6 z L% n% W5 [8 U7 b& y% Z F& l
Move the bible on the lectern to see a checker board. Examine the checker3 ?+ t! \1 S: b1 H
board. Talk to the Countess about the checker board twice, then talk about the
/ ]0 J1 n1 q5 G; u; x0 N2 @0 W" Ochess set: She tells Lopez to bring the chess set to the mausoleum. Ask about e P- @( t/ ?& H' v
the Templars to hear some more about their history. Lopez returns with the
3 L" u; x1 t! D" |chess set and George takes it over to the checker board. The pieces are laid
8 |5 n5 G- J. \" v3 e) q$ zout at the side of the checker board like this. Examine the pattern at the base ]' B; h3 U' x/ _) D4 M8 m
of the piece by tapping it once. Tap a hole on the board to see a pattern. The9 U, J, h1 j. I# ~0 M0 m
aim is to put a piece into a hole which both have the same pattern. The pieces
7 \3 x% C1 m; [ _1 ]6 D* aare laid out like this at the side of the checkerboard:4 Y5 n. Y$ [ Q: o1 @! v- d7 s
2 A% w N, Y& U' q; d! a7 j
1 6
3 I7 A u& H$ | ]# _* D6 r; r2 7
+ g Q6 f/ |% M+ \3 8
% w) W) p d6 U3 {! i4 9* }, |4 z5 ^' k8 G$ R; R: e
5 10
/ _+ k; p1 e" W. k* Z/ A8 C6 D& k* G* L- l+ L, c% |, r; ^+ b
Put the red pieces in the following positions on the checker board:' U* Y+ r' Z# ]
0 ?2 U* V0 |! X& m' X2 ?
1 2 3 4 5+ ~/ V7 }3 O& R! V% ]' b( O/ {
_ _ _ _ _* g3 O5 R. T5 Y. r
A |_|_|_|_|_|
+ `- B6 M/ C- g' D5 d7 PB |_|_|_|_|_|
7 S* R2 s# q7 nC |_|_|_|_|_|/ s3 T' X% c0 D( T+ W
D |_|_|_|_|_|, S. F+ ^! u) t. U7 g, e
E |_|_|_|_|_|; [9 l: q0 e8 c& w0 ?6 Z
9 U; K3 Y/ J2 Y0 o9 ~& {$ Z0 I1: A16 b. l1 v0 D) _9 \4 }5 k/ S
2: E2
- Z- L ^0 {/ e) h3: B5
7 _2 U" d" w3 \8 s5 D4: D2
9 E$ c; z Y$ t2 \! x5: A51 ^" n7 M: F* `! y" ^
6: C3
, [( |6 Y* m# `1 ]9 c, M% l8 P7: D4+ R+ p3 G$ w, f8 \) T- c
8: B1
# n! b a$ V3 [9: D1
& Y- O$ S9 _; A$ u2 K& D, p( \10: A4
6 J& j5 {! j7 E+ w: L. v4 {" w, n% I f3 P
The white pieces must now be placed on the checker board in order to put the
6 [0 h% X$ t2 `; p, mred king in checkmate. Put the bishop on C1, the knight on C3 and the King on' J. Y/ Z: C: C n
C4. A secret panel will open to reveal a chalice.6 f0 ~& U& b# @7 i
! S: _8 i0 V/ g9 s: p- h% B, w; e3 E% V& b. f
-------------------------------------------------------------------------------$ J, \( p: g) f1 P# d+ _
2.11. George: Paris - Fifth Visit3 H9 N. f7 q/ k# H7 o% T; o' N9 X
-------------------------------------------------------------------------------+ o1 r5 a5 s$ L( k" N- z: G
1 G n; K* j* A4 F! B6 x& K
+ `3 N2 W% k# B' x5 \, M+ URUE JARRY) v9 y$ F, o& G" g) \: e
---------. \; U* c4 x% M; e
9 x# {" f" b0 Y/ z* j5 r' zExit the conversation with Nico to leave Rue Jarry.3 x% J$ n3 a; u5 u+ Z5 w' S- _
2 l1 Y. e0 [7 G
2 N1 y% B' Z% M2 V1 [. DMONTFAUCON
7 s* R0 f5 L6 R. }! H6 L# t1 V----------
( X2 ]1 U9 l- j( C0 C, _& L* w4 O2 X% N( G$ w3 A' S
Enter the church and show the chalice to the priest. Answer yes to his question
9 w; ^4 K& B6 H' dwhen he offers to polish the chalice. Walk to the right side of the church and
' f0 T5 K: ` u$ E2 iuse the lens on the scroll held by the statue. Examine the scroll three times
3 d4 `2 Z! {2 Q. Q5 b2 v9 [and George will look through it to see the window. Adjust the slides on the, S0 {% B- }; g
window so that the image lines up. Talk to the priest to receive the chalice.( v9 U6 L( m( ^& q' g- o
Examine the tomb in the far corner of the church. Highlight Psalms: XXXII XXI,/ a) e: ]0 _5 t% N( I: r
Psalms XXXII+VII and Corinthians 1: IV+V horizontally. Highlight John IV XI0 P! q, N K4 m/ H
vertically to find all of the references. Exit Montfacuon.
) {8 A& R( |& y* [3 n' t8 ^, A& |( C9 f- ~; ?: p
! g' a) b) m2 L" `% s8 A9 J* h1 TMUSEE CRUNE
2 N+ k( w3 k9 D6 {-----------0 @3 W9 O( s+ G0 A
S' E/ ]" S9 n7 A- _
Enter the museum and talk to Andre about the statue: He says that it could be) F+ B. t4 v" z* P+ r3 J
Baphomet, an idol described by the Templars. Exit the museum.
, c. o {: A* U1 p! S
+ Q0 W6 E" ?" y0 i% G- q: p$ A& u+ ^; V6 {* U9 b7 ]1 y, _; h/ r% \
SITE DE BAPHOMET: |/ r9 X0 |+ d) _
----------------
- \( j& V p% G) x# r% R: ]* Y, @( Q+ b2 r$ X' w
Go down the stairs and attempt to open the door on the right. Talk to the guard! n% e% P5 [' o3 m
about the toilet to get the washroom key. Use the key on the washroom door. Get
2 U0 t" I w- W' z+ P( G3 N! othe soap from the sink. Use the washroom keys with the soap to make an imprint.+ J5 Y* D% i* E1 F
Use the plaster on the soap to fill the imprint. Operate the tap to fill the* T* V! N" m, p9 k
make the plaster wet. Operate the hand drier to get the plaster key. Exit the
$ Q4 O1 e, Y1 Z- f, _8 S! ^* @2 zbathroom and give the washroom keys to the guard. Go upstairs.! F) o( h9 F& F
~+ e% \; N" f
Outside, try to use the plaster key on the pot of paint at the right side of5 g A/ ^! h! r+ Y9 T
the painter: The painter won't let George near it. Go downstairs. Use the phone/ {% w( t7 I1 I
to call Nico. Go upstairs and talk to the painter about the phone. While he is
( T, a! B' o' f) b, Ygone, use the plaster key on the paint. Go back downstairs.6 s( W; h1 x: l3 m% j
3 m7 t7 e5 R3 ^Talk to the guard about the toilet to get the washroom key again. Use the
3 |9 Y; I# \8 wwashroom key on the right door. Open the inventory and combine the washroom key
, F" |1 s8 l$ f2 o/ cwith the plaster key. Exit the washroom. Examine the thermostat and then talk
" x! o; H* j$ V3 yto the guard about the thermostat: He has his gloves in case it gets too cold.% C4 X- c6 R; G- g. c
Operate the thermostat to turn the heating off: The guard will now put his/ l4 V; f8 K$ i+ v+ h9 p
gloves on. Give the washroom key to the guard. Operate the phone and she will
5 m0 `9 h" G3 }8 n! Sagree to distract the guard. Go downstairs and use the excavation key on the
! r! L( H1 o5 _& Bleft door. Climb down the ladder. Use the chalice on the mosaic on the floor.2 W, J+ ^6 C5 }' }& s
! S/ ~2 ^# l1 S; q' L4 i- v/ v/ s3 L- a& k
RUE JARRY
' i& Y' p" U) Q3 z) T% c/ F* J2 T( V# ]---------* M4 H7 u* Q% m! z" Z
3 Y R1 c& V3 d+ iExit the conversation with Nico. Go to the airport and return to Spain.3 N, \2 J4 |& P" u1 \ [' q" N
" v& b; p* ?( v& k! @: g
5 g2 o( v3 q/ J( G1 @7 F-------------------------------------------------------------------------------
+ m5 T# t6 d, U5 L3 p( P2.12. Villa De Vasconcellos - Second Visit( }1 o- g/ W6 q0 Q) J5 L* D- r
-------------------------------------------------------------------------------- C' O8 Q5 o) O: e
* t6 ^% E: l5 j2 w1 `9 b
9 {. [7 `0 Z, B$ S- sEnter the house and get the mirror from the utility room at the bottom of the- n% V0 v% j( @) [; M
stairs. Go upstairs and talk to the Countess to return her chalice. Talk about
. F7 x+ ~& O( p' W1 Y# @the chalice to mention Don Carlos. Talk about Don Carlos to tell her about the! J% `6 w; U$ e |/ T6 f
Biblical references on the tomb at Montfaucon. Exit the house and walk up the, M" @/ \& w; _0 J" r4 S
path to the mausoleum. Enter the mausoleum. Get the Bible and return to the) f, V. t2 i) A. l6 b& M
house. Show the Bible to the Countess and she will read the references.2 n- M0 {0 Q' c6 a2 D, G
. \% ^9 d; K4 Z5 v. [6 r
Exit the house. Talk to Lopez about the well: He doesn't know where it is. Ask2 t, @7 Z8 \8 ~1 e
him about the location of the well: It must be in the old courtyard. Walk up
" n4 I: [: i6 R _( bthe path and enter the mausoleum. Use the tissue on the window pole to char the5 U" ]- |5 K# Y% t' O
tissue. Operate the window to close it. Use the tissue on the window pole again) v& y! N; W, w
and a key will fall out. Exit the mausoleum. Walk left to the courtyard. Talk
/ x* P" L' L5 g- P' @to Lopez about the location of the well: He needs a hazel stick. Walk to the
0 v! _. C" s% n& J1 `4 nleft side of the area and operate the tree near the hose to get a stick. Show
% i" f) s; k- R* B0 }% A$ y2 ^6 lthe stick to Lopez and he will tell George how to find the well. After some
/ s1 v G: s* ]1 Wsearching, George finds the well and Lopez lowers him down into it.
% p* ~9 I. h( r- F. x" X7 ~; ~+ e, e. c+ j
Examine the lion's head to see that one of the fangs is separate. Operate the
/ @: z5 i/ A9 `fang and George will jump out of the way as a section of the door falls. Use+ M1 J" S2 D# V1 B# V8 |
the mirror on the sun's rays to reveal a socket on the door. Use the stone key
) f; \1 M# g' K. ^on the socket to reveal a mechanism. George's diary for Montfaucon lists the; }7 a/ h x8 o5 u
numbers around the window in the church as XIV, XXVII, VI, LXXXI, III, I, XVII,; Z* p9 [( y+ w! Z
XII and XXV. Spin the red dial to X, the yellow dial to IV and then press the
* F& N( b+ H. z* Ebottom-right button to enter the first number. Do the same thing for all of the
/ ^2 M' o! |7 gother numbers that were on the window. Go through the doorway.9 S, q) B/ `" o* ^3 [8 v5 b
+ Q6 r5 M( }: x
# [" X9 u+ i: H/ x/ d-------------------------------------------------------------------------------
6 X- o; G0 z# h' ~6 W8 @2 e- C+ f2.13. Train) s* }, _8 T }! Y( D$ _1 x) d& m- a
-------------------------------------------------------------------------------
: w4 ~ X# T5 \' ?% A
/ x; G- Q1 Q0 v& }
- H/ ?6 D! n( FAttempt to leave the room and the ticket conductor will enter. Leave the cabin.
) t$ @& E) u- x9 RWalk left to the next section of the train to see Guido. Walk right and return* E9 |5 f2 H5 j8 j' ~. V
to the cabin to see that Nico has gone. Exit the cabin and enter the cabin on6 ?5 v% C( C2 M# M% ` O
the left. Talk to the left man about Nico: He hasn't seen her. Operate the
4 R( x; U! v2 J; b Ewindow and climb up to the top of the train. Walk right to the next section of( N' H. y; K9 n2 N1 S0 u) M3 P
the train and climb down the ladder to arrive in the room with Nico. George
, e$ w) B, v/ n. d6 |& ~+ Mpulls the emergency brake and stops the fight. Exit the conversation with Khan.
3 a* ~4 z) `* V$ JTalk to Nico to untie her. Exit left to leave the train at Bannockburn.
9 R4 ~- p$ ~ O; x5 D8 f
4 U$ N% ]- h, x! I+ q: k- G; e2 @1 i% I: X$ Y+ b u
-------------------------------------------------------------------------------
; i( n2 N6 d2 U- a0 x: Q, r2.14. Bannockburn4 P; c9 I% Y& s; S7 m
-------------------------------------------------------------------------------$ R0 }, S( W& \% z% w
3 d" ]) g, s# o0 n+ \' I
, }, r- S& \- u+ E1 ]( M# e
Enter the tower. Operate the heap of stones four times to find an old clay) X) y+ h2 r& [6 p/ c/ N
pipe, a metal coin, a small cog and spindle and a pen lid. Operate the handle* s! a& N! j3 e' O
at the left side of the statue to get the handle. Get the cog. Examine the4 U. A: \/ l3 L6 i n+ n
statue. Use the first cog on the left eye. Use the second cog on the right eye.
9 _& t4 r( J7 T$ H: b0 d3 v0 @: XUse the handle on the mouth to open the door. Go through the doorway. Go right
& K& A3 P* F& `! k0 ?2 Q8 q- ?to the next room to spy on the Templar's meeting. After a long scene, George
2 o; t7 n3 i( P3 |and Nico try to run out of the temple but are stopped by Guido. Operate the
# O& R1 |# p# L! O+ dtorch on the wall near George to complete the game.
4 s5 g) y: B0 b# c7 ]
9 y/ F! R$ \- A6 t& i- k5 J8 u
" x+ `* g! ^7 D' l===============================================================================
1 G' W8 K& N3 U/ Z6 q1 U0 c
6 E& ~: b# B: J- ?. t+ C3. Item List
% B% y3 z' B* A0 t5 J, {$ T; I9 v6 {* `( F; t
===============================================================================2 M! l; j' |% }2 q' v0 k9 x
7 e8 U/ Q! Q" f: E+ m. O
' P/ X6 K7 k5 v) B& ~-------------------------------------------------------------------------------
7 P3 `0 ~. S. h( J) M" B; q. F3.1. Nico
, z/ d/ r, c: A9 s) q-------------------------------------------------------------------------------( s8 ^" H9 j0 L P }* g: l. K
9 y8 L% M. V; {$ u: n. G# L& {4 ]- G* a8 Y4 q/ ?3 i" k% T
ARTEFACT
- f. u% H8 l0 G# I7 w Found by examining the pouch in the inventory. It is used on the small hole
$ c- E( p) I0 l; F2 ^& A _ at the right side of the safe in the state room at Ile de la Cite.
1 C( J2 o7 G* @' a2 ^
7 [7 M( z6 h; E6 y9 M
0 G( G9 C! D9 e/ \0 u# MBOAT TICKET
2 ~" t B6 X/ {8 T8 q Found in Pierre's pocket in the Palais Royale library. It is not used.
+ V8 V6 N5 `8 {- \+ _3 s U$ w: r/ }. R9 t) s
- Y# ~/ [* U7 x( J! U- q- |$ vCARVED ELEPHANT
* Z9 c' E8 _, f# N9 n Found on the desk in the Palais Royale drawing room. It is not used.2 C0 E8 q! g( w
% X) B+ `. f$ Y7 Y
2 N6 ~; i, K( ]; }0 z: F: t: HCLOTH0 K4 N+ h8 Q: v7 ?% D M
Found on the table in the Palais Royale hallway. It is not used.' S0 J: K4 B; s( a0 T5 z" ~
+ N" [, a: I! ~
* D- e5 r0 F9 S" V6 Q O% K& x% _CODED MESSAGE
# R9 S+ { q: J; g$ { Found by rolling the stone cylinder with paint on the blotting paper on the
% k& _% y* H# Q0 n7 R desk in the Palais Royale drawing room. It contains a combination of letters7 ?0 j: q* q2 h2 k i
that are used to open the door in the skiff room at the Ile de la Cite.
4 o0 f# r6 V' I$ v( Q' |4 W* I5 Y$ I' O- Q, w2 o
7 g1 d7 W+ Q6 c8 U" M5 e2 |7 X
HAIR CLIP
5 c+ S! @9 j3 c! Z Found on the floor near Pierre's body in the Palais Royale library. After the4 B7 e4 Z- ?% l5 l# U# a {" L/ V
cloth has been picked up from the table in the Palais Royale hallway, the
2 u- H! v! q7 M6 b+ L hair clip is used on the small hole in the table to open a compartment.; a# @: V. c) e$ u$ h! C! E# H
4 u& O5 U7 I7 c$ P: J; n
& w2 I) c. ~" O) i0 E/ i' {" v
KEY TO DRAWING ROOM
4 {3 M" F/ S$ l0 N Found by talking to Imelda about every person. It is used to open the door at2 I* Q1 x4 n0 Y1 S5 W
the right side of the Palais Royale hallway.
( `* M) t8 n2 @# _0 ]$ G
( o( l& X% N3 M0 l( }- \6 j/ G2 k) S% n3 Y5 c8 |* O
KEY TO SAFE6 d+ A6 {' C- @, ]3 B4 Y
Found in the secret compartment in the table in the Palais Royale hallway. It
a" O" b: t/ e* ? is used on the keyhole of the safe behind the painting in the Palais Royale9 g" w. N9 F" s. z, ]
drawing room.
5 `2 H2 O2 F E
/ r. ], o2 h1 X8 [$ \ s' g. b U Z j
NOTE
& ]) u! Z2 Q4 N( U Found by opening the desk drawer in the Ile de la Cite state room. It is/ \% }2 {. D" _% s: m
looked at in the inventory so that the message can be decoded.8 Z: y) q g$ o2 X0 Y' Q+ J3 }3 F) E l
# E8 q; L8 l) B
+ I! k# U R8 n5 Y0 G a5 qNOTE
1 Z. G) x# R# d Found by examining the pouch in the inventory. It is looked at in the
" p" I. j2 o% ] W h inventory so that the message can be decoded.' q& A& P% M3 f- b; O4 h
/ k. z# ~: |! V; l u
- e, {; p9 W9 HPHOTOGRAPH- M$ o$ Z _; |/ }/ G& G" k
Found in the hole made by pulling the drawer all the way out in the Ile de la- p5 A1 T6 N) d2 o
Cite state room. It is not used.
3 v$ F0 Z0 @8 H* k- i$ P& b! J- T$ i% i8 Z, ]+ |7 Q
) K( J, v5 P7 a. P! s2 c
POUCH
0 X$ @& i* m/ L. P. q Found behind the pipe in the Cafe de la Chandelle Verte. It is looked at in4 E8 c% G" b7 S$ u( t9 ?# j; V$ O
the inventory to find an artefact and a coded note.
1 Z. G& D/ F( U, |' [1 ?# ~/ J! E
2 J6 E- d. ?# u$ O) P
1 ]( }% W9 D, D6 t9 I% JSTONE CYLINDER
. z+ H; J$ F# @) q8 F% {* l" C Found in the safe in the Palais Royale drawing room. After the tube of paint
6 ^/ }4 @, d& M' L* c- K has been used on the in-tray on the desk in the Palais Royale drawing room,
/ Z" O! t6 O+ M the stone cylinder is used on the in-tray to roll it in the paint. The stone
% m3 h6 V. w9 z! n+ W; R' i cylinder is then used on the blotting paper to roll out the coded message. It) J- J4 j6 _% I0 {) O Z0 t7 r% @
is used on the hole at the right side of the door in the skiff room at Ile de
7 z0 A: C) x! |" s7 J- @ la Cite. After the door has opened, the stone cylinder is picked up from the& Y& z) e* D( K( A
hole. After Nico has used the flattened shell case to hold the cross in the
. R: m5 l/ O/ b Ile de la Cite anti chamber, the stone cylinder is used on the round slot.
% Q) `+ V# V$ h
0 j. Z8 F$ y- x: C; d
% d! `# ]( E1 @2 k, I7 zSHELL CASE
( V) Y" \; g0 ~2 y* V Found below the skiff in the skiff room at Ile de la Cite. It is used on the- U0 W1 p: i4 B
right door in the Ile de la Cite anti chamber. The cross is then operated in
) G6 D% L3 z$ b3 P5 R/ s the middle of the room to flatten the shell case. When Nico operates the
/ t* z1 v r& o cross again, the flattened shell case is used on the cross. After the stone
5 b9 ^4 r( J. W cylinder has been used on the round slot in the anti chamber, the flattened6 f' x5 {7 {1 n- D
shell case can be safely taken from the cross. The flattened shell case is
; N) R( W% z3 {0 Z C( C* g3 x then used on the door at the left side of the anti chamber.
" b9 f5 |! i; T! R: K' i
# d( L' i: r& J9 w0 h+ ^4 r% R$ f. n' t8 q+ [8 U
TINY KEY
8 h5 I' ^% [! i z After George's Lochmarne section, Nico finds the tiny key in the locket worn
' {$ L0 o F" d6 n4 Z by Imelda in the Palais Royale. It is used on the box in Nico's apartment.
6 O. O6 R9 B. Z* e3 k$ ` \
; I. v y/ G! A$ u; C
0 {8 I3 j. W) u* W4 r. g& x3 b$ r: dTUBE OF PAINT; Y0 _& H% r2 s- J
Found below Imelda's painting in the Palais Royale hallway. It is used on the
( V' r# E, k+ o" A4 S in-tray on the desk in the Palais Royale drawing room.
' `7 S: J5 [: |) c5 T
$ M6 Z) v) ^5 a' J- K& |3 e- g5 \) h+ C' ~ o; F: k4 e {3 b
-------------------------------------------------------------------------------
5 |* |. N9 j3 ^, U3.2. George
) F2 C% _: Z8 z% e-------------------------------------------------------------------------------" _8 n) q# E( z. ^% p( t4 \
" `; f8 v {! _2 c
2 Y! S+ u* O2 M$ D3 x6 }50 BUCKS
. G0 a, g7 Z- c K0 {1 M8 w3 d" E Duane will give George the 50 bucks for the polished statuette. The 50 bucks
4 R) `" o! ^' Q2 E0 {0 |3 |1 y are given to Ultar in the Club Alamut in Marib.# \2 }: u$ X# K9 B9 ]
" [. V! m! R6 g$ N" B
4 H+ ?( z5 S# p, N, q* b6 d9 K+ ?BIBLE
+ U0 J: M4 h; J" E) q- O3 n" e. j Found in the mausoleum in Villa De Vasconcellos. It is shown to the Countess! f( ~0 u i: p* \2 R8 `: D9 b! S# d
in the house.
( c1 g. f8 L' |8 W5 ~1 ^: b( b" `0 ?/ C. ^1 t/ E# p5 d$ q
* T8 ^# t2 a9 e1 i a* a' T8 u* NBLUE GEM
: U% R# m) a$ {7 \$ S- t Found in the cellar of the bar in Lochmarne. It is put on the tripod in the
. R4 n% G' o( s1 V6 r9 F) B6 I cave of Montfaucon.* x, T7 S, Y+ k. z. E. I
0 m2 z6 K+ b& t0 F- i' d7 Q1 n' s E2 G. h3 n! a( R( a$ y
BUZZER" ~5 c" a7 O7 a) j: P
The man in La risee du monde will give George the buzzer when he talks to# n6 |$ R' }% r. t/ T. n1 Y O
him. It is used to escape from Khan in Bull's Head Hill.
+ F8 I+ f+ Y& W3 f* v& J
( p! H8 }2 z. O% a5 k9 V. K# B& A8 f; \
CARD
5 r# w5 x& E7 R: R1 d8 H Inspector Rosso gives George his card after talking to him in Cafe de la) B" `1 m0 ]6 h2 i; ~4 Q' P
Chandelle Verte near the start of George's section of the game. It is shown
* s' f2 K3 c& K' B8 t to the man outside the house after the sewers.1 B8 i D0 H- @0 B0 Q2 }
1 [0 z( l r8 D( _5 ]3 m
. B+ I- e5 D9 _CHALICE
- }9 R k* Y, o7 @: Z8 I Found in Villa De Vasconcellos after solving the chess puzzle. It is used on V: a% I( X# d4 }# R/ z. O
the mosaic on the floor in Site de Baphomet.
, x; H3 u5 R9 l; k; M, c5 O2 e- x7 |1 N5 c! u3 R. w8 y% {' u
4 E! l) L) N4 F, G- DCLOTH
" I& \# P/ C1 k; E7 W, T4 z8 @ Found in the sewer below the alley near the Cafe de la Chandelle Verte. It is
: u- v, z2 E! y* p4 m1 D& j2 {7 t shown to the man outside the house after the sewers. It is also shown to Nico
7 P: p. J, I" v1 p' }$ [: f! }/ { in Rue Jarry.; z' L* v1 s, q4 e [7 W# u
: I9 q1 w- w% Q$ i
" @- f; {; G/ m7 ?
COGS5 L; Z' {. k/ u" S" G, C
Found in the heap of stones in Bannockburn, the cogs are used on the statue, ?8 O t5 V9 E$ {6 Q) |8 `: L5 j8 C
in Bannockburn to open the secret passage./ I4 |7 O3 C; P: r) E. y* H
4 g5 D0 }4 p8 ]% Q# E! C& ? @0 p
; Q6 R8 U D5 x) j j/ ~FAKE PLASTER KEY9 i6 } R @3 n- ^0 p
Made by using the plaster of paris in the indentation of the key in the soap.
x1 X, i; ^0 _) ?" b# B; G% } It is given back to the guard so that the real washroom key can be used.) s; ~) [* y& ^# y4 |9 a
; M7 V) m; f) S7 w* L' |2 Z* \
$ V* `! T7 }( d5 ]; gHANDLE* r( @0 @1 [* @9 g3 V! ]' e
Found in the cog arrangement in Bannockburn, the handle is used on the statue
2 G6 C# l p. V1 A2 u in Bannockburn to open the secret passage. ^: b( Y4 r: k5 I$ ]0 n
8 W# k6 d% a0 [$ J/ D9 E6 I
\! u3 }7 |; Z3 y
HAZEL TREE STICK7 A9 m2 Q* @6 N4 i
Found next to the small building in Villa De Vasconcellos. It is used to find
2 y: v# ?/ t2 ]8 h6 y, _/ {- H1 M the well.7 x1 \$ C1 F+ a
, H( a. [( q7 ?8 L! b3 D
2 }) Y; _, n2 o) kKEY
, m* G, |' _0 k6 A) e) q- f2 U* r The woman playing the piano will help George get this key from the Hotel Ubu.5 v/ m( y6 `4 M3 T9 q
In the hotel, it is used to open the first door on the right at the top of
* H" U' v! }. c; k, [ the steps.& s @6 c8 B) ]+ n0 f/ u* `/ B! \
b0 M1 {5 E( o( W
/ o% [. P; s+ w! p4 ~! WMATCHBOOK
* g, ?8 j9 t2 M) F* a After Khan has gone from the room in the Hotel Ubu, the matchbook can be, }* `% V4 r3 Y2 Y0 p0 z
found in the pants on the bed. It is shown to the carpet seller in Marib to: u# ?* ^) d! i/ t; g
access the Club Alamut.
" v5 Q/ P G9 ?% i/ u B0 ?8 x
' b8 `8 T$ X3 M8 Z) M; K
( j. B0 I! l2 {4 j% qMETAL ROD
) f& G0 e7 A* S6 H Found in the toolbox at the construction site after the newspaper has been& ^" @3 r& Y. L8 M. q
given to the worker. It is used to open the iron cover in the alley near the! B6 F% t% V; Q* Z
Cafe de la Chandelle Verte. It is used to climb the wall near the castle in: F( T p' {2 j0 _7 \6 u
Lochmarne. It is used to open the manhole in Montfaucon. It is used to open e! Z6 ~: _3 U) F
the door in the sewers of Montfaucon.6 F+ f/ r: K* D. |
9 O8 x8 G0 C+ k3 `
$ m" ?- V+ Q3 v$ R& ?2 S. kMIRROR# j5 l& G- E3 p' ^3 l: V& k0 e
Found in the utility room in Villa De Vasconcellos. It is used with the rays4 I3 `9 Z* k. H. E. m
of light in the well to find the keyhole.% y7 N% e5 \& z6 T2 N4 T
" h5 `8 V5 I5 v; _
/ b0 w( ]$ X+ E
NEWSPAPER8 S" T6 G, W- W) V1 \1 d# Q1 [6 h
Found by the base of the lamppost outside Cafe de la chandelle verte. It is
* C( ~; z2 e- D shown to the workman at the construction site to make him leave the area.7 o' X$ s2 @4 d; ^9 u% |
( e$ f) W/ o& L+ o( V0 ]3 O( {: A7 G2 n2 h
PARCHMENT
2 A: f) k3 @6 @) @5 R: G7 I4 U Found in the safe in the Hotel Ubu. After it has been thrown out of the: U: J& C- ?! M" Y6 G+ ]
window, the parchment can be found in the alley at the side of the hotel. It
7 ~% G( R' W) ^( | is shown to Nico in Rue Jarry.
! G7 f4 `! j/ |; k4 Y2 r0 U
, C. j }* I) Y/ A$ V) y, R, n: A: k; `5 L2 ^1 B, q, w
PASS CARD
. V, p1 h+ G( @5 v: \: q/ |/ a6 \ After Khan has gone from the room in the Hotel Ubu, the pass card can be" B: @& y& O: v% Z/ W# G |! ]
found in the pants on the bed. It is shown to the clerk and the woman playing2 M+ A4 U8 L6 Q" a! U
the piano in the Hotel Ubu to get the parchment. It is shown to the barman in& w# ?& M/ h. c1 Q' @
Lochmarne to access the cellar. It is also shown to the woman behind the desk0 C; c1 n) v5 J! r _
in the Hopital of Paris.( E, A4 z5 g' ?' |5 q
' }$ o4 f* F% r; i8 ~- N$ c1 @% k8 [+ U
PEN LID l. h& u1 r2 r
Found in the heap of stones in Bannockburn. It is not used.3 _5 ~9 s7 m: i' r
$ e j! o5 x3 q( }3 @5 o* z/ H& Y
4 f; ?. K( `6 B6 T Y( oPHOTOGRAPH0 V! E" p' {7 ~ a
George receives the photograph in Rue Jarry after he shows Nico the cloth. N7 C$ o; [5 s' d3 e4 X+ Z( a+ W
It is shown to B. Todryk in the Police Station, to the woman playing the4 X9 ?" Q2 C/ B. r& i- s
piano in the Hotel Ubu and to Ultar in Marib.4 M( w5 a/ D: R5 V8 u' i+ [6 O- l5 J
/ G; z# N; j8 a3 m7 p% D" w$ E
* \+ p/ ?, N1 `- T! r$ B% pPIPE
- r1 ~% o. v! L3 L3 x; ]6 t! N5 H Found in the heap of stones in Bannockburn. It is not used.3 C7 h9 y' p6 v4 {. F9 \- m
C# n" ?3 t) r+ {
8 Q# x4 M1 O/ W) \7 p
PLASTER CAST
+ f0 D+ F; Z# w' W6 |! L; d Made by first putting the plaster of paris in the indentations in the room; k( _% Y6 K$ l* U8 ^9 m0 U
under under the goat, and then using the wet towel in the indentations. It is; i) ]5 D! [. |9 f8 g# D
used in the five sockets in the room under the goat to open a secret door.
6 w& d( L( q: h- m9 y4 h" k. a. v2 q$ d
: N! X$ M; A) d/ ?. @* Y: t
PLASTER OF PARIS
4 C& n& ]& K& _. g: Y" v Found in a sack in the room under the goat in Lochmarne. It is used in the
+ r; [, G* M7 r l9 [ indentations made by the statue in Lochmarne. It is also used in the soap to- v8 m# D5 i; b7 e
create a fake plaster key in Site de Baphomet.
) v: `! |9 \7 T C. R" C9 E; z5 \9 c, @! r- P7 f" v
) ]: z8 J1 L7 ?9 [/ v$ @PRESSURE GAUGE
( q, c8 r& j- V+ y h; b+ g0 L7 ~+ Q Found in the Hopital of Paris, It is used to stop the hose from working in
. N; q' z! z. R; W Z Villa De Vasconcellos." K7 K" n+ y5 n9 ^
/ e7 o" {8 O4 A5 ~, P$ c3 G* D! |. g3 @9 Z
RED BALL
6 j Y" h; B% N3 Q3 z6 Q0 p: j! Q" H The clown drops this red ball in Montfaucon. It is given to Nejo in Marib.
: o- p7 q8 K4 c( j" H; _/ H& N8 t4 @1 R1 S) ]- o
2 d+ v( X. _) [' G9 i% i7 YRED NOSE
/ g% W- z( V, S5 Q Found in the sewer below the alley near the Cafe de la Chandelle Verte. It is
/ [9 N. p: h8 i3 c9 @ not used.
7 Q# z; d+ z" R: b4 i# A
3 G. q4 ^4 \8 m- \( FSOAP
6 |7 x" o& o0 J+ }; e. p7 M/ ^8 x/ R3 } Found in the washroom of Site de Baphomet. It is used with the tap after the
6 ^9 d9 \' y$ p9 M plaster of paris has been used in the key indentation.
8 |) R: Q: J0 r
1 L7 f/ ?5 v% j. ~- p) r" G' E2 n% H, g( G
STATUETTE
0 g( d4 O5 @7 T1 [' a Found in Nejo's stall in Marib. It is cleaned with the tissue and given to, t, a1 v5 g' R/ o3 y- V; |' G
Duane for 50 bucks.# i. I6 g5 |" p- b
" b4 q8 R; K0 p; }5 x* n
4 C3 |6 p. o1 H; h) ^/ h# pSTICK6 S; v$ q9 C/ h/ y: d# N
Found on the tree in Bull's Head Hill. It is combined with the towel to make
( t# r# J& {# e) a% ^ the stick-towel.
4 D' d' g3 |; X& j: F q
* _3 {2 x6 \2 K: F, K5 B2 ^% j. D
STICK-TOWEL- I) J6 A7 W( a. W2 z! g3 c6 M
Made by combining the stick and the towel, the stick-towel is used to climb7 p9 s* ~3 ?) ?/ b; h
down the rock in Bull's Head Hill.! Q5 C; d8 E0 S7 n' h; P) I
( d6 S; W! y! X0 z9 k
( x! W% R4 F& z, e7 x8 XTISSUE
. U; O1 Y) x& d/ l Found in the sewer below the alley near the Cafe de la Chandelle Verte. It
- u$ C- p+ `" H is used to polish the statuette in Marib, and is also used on the end of the
4 h6 T Z5 G9 N3 M( t0 z rod to light the candle in Villa De Vasconcellos.1 e" w! q5 W0 `8 B3 c5 F
- s. S' u" s6 {0 h# ]
5 t7 r! \- x6 L/ t. FTOILET BRUSH
( J4 M5 @ U" G The kebab seller is holding the toilet brush in Marib. It is given to the
; y' }' w# E0 g+ j( @8 u- M manager of the Club Alamut for the toilet keys.
: ]" l6 t) O. T( H/ j+ {8 D
, l: M$ z. u* |" V3 @+ b
5 h6 l; K: `& K3 @TOILET CHAIN
* r5 v1 p$ O; o- O' I Found in the toilet of the Club Alamut in Marib. It is not used.9 ^2 M G0 J! Z4 M) n
- J1 f1 Y2 W5 c( y1 x2 }# m! e
- N' [2 [' U3 Y5 U* ~3 y7 {# ZTOILET KEYS% N: X; B' J3 j9 W" y4 J9 V6 T
The manager of the Club Alamut in Marib will give the keys in exchange for
0 \8 k/ N: C8 j: Y7 V+ j* D the toilet brush. The keys are used to the unlock the toilet door in the Club
% t8 `! H m7 x: g" c. e4 m Alamut, and to unlock the roller towel dispenser in the toilet.. Y3 L2 F! {4 o$ N
1 C' {* T# s$ B/ N" k
" H0 E" X% w. fTOWEL
9 M: k. A2 N2 X Found under Pat's arm in the bar in Lochmarne. It is used on the faucet in/ T& F: G/ X. k' L* F) T7 u
the cellar of the bar to create the wet towel. The wet towel is used in the' W t- u: Z" H0 M
indentations in the room under the goat to create a plaster cast.
. Q! K2 a1 G- [( X6 } e7 ?. v/ h( r$ V8 ^
5 B1 z3 ?9 R# \# b
TOWEL! d7 D# R* B9 ]! t" ?
Found in the roller towel dispenser in the toilet of Club Alamut in Marib. It
: { S7 }# m8 Q+ |# y( Z1 ^& e is given to Ultar to fix the taxi.4 s" T( [& o1 p. |. A
& Y. O/ L+ p# U" e5 {
; v. d; H1 H' Q0 hTRIPOD3 f( X K5 k) e! F- u
Found in Musee Crune. It is used in the cave of Montfaucon.: i) w% ~- ]9 @) F! d) \) {
5 F2 a. ~* b/ M
: J( i/ T8 K& R" u, {WASHROOM KEY |& U' d9 c! s# V; L
The guard will give George this key when he asks about the washroom in Site
0 D7 @" ?" Y' }) N de Baphomet. It is used to unlock the washroom door, and is also used to+ V0 A% ]- I' q# M, v& C
create an indentation in the soap.
( V# _/ U% E+ E. x$ P
4 g# @3 v7 |9 b2 {; p: k
& h1 n. z0 u; [; aWIRE
; N0 q* k4 r+ r: O The wire is being held by the sneezing guy in the bar in Lochmarne. It is
# `: Q, O; k8 R, ]) h0 X, p used to fix the glass washer in the bar.2 O, C* S* M8 F5 U' ?
0 q: G2 h3 ?# R g2 E. Q/ r+ [
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This file is Copyright 2009 Tom Hayes. As it can be difficult to keep track of
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