因为玩完了NDS版的现在又玩PC版的~~~~~
3 O$ G$ y4 `4 S- }但是之前是没有攻略的(当然是在玩通NDS版时)
9 Q7 i" k5 G. M- c$ F/ W6 g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~)7 C3 Q' F h {$ O) c% Y, n
来至:http://www.neoseeker.com/resourc ... &rid=1775839 C; \, c! U# s3 q
===============================================================================3 V Y! H6 L4 B0 l0 l' a' }
% Z! F c; A: L% N4 v$ Z* W( y7 c- x t FAQ/Walkthrough for
* S) o. s* M* `+ c BROKEN SWORD: SHADOW THE TEMPLARS - THE DIRECTOR'S CUT R. p. ^* H. M6 \9 V
) ~" r l g6 \0 _ [$ |7 Z===============================================================================
3 c- W1 K& Z9 f
7 D+ l% n1 F; [6 X$ w2 D: F* J6 C4 `! m. H# e0 C) z: Q' C
GUIDE INFORMATION
9 D' c0 x+ @/ g! [-----------------0 h! j C; u( l5 K1 Z2 E
+ f* L7 B/ w! i s( |Author: Tom Hayes, A" A- X1 ]/ h) ~5 k8 r
E-mail: thayesguides(at)gmail(dot)com- O* m. i# t% ?4 Z* C" W, W" d; V
System: Nintendo DS
8 z9 k% n- L& E6 @Updated: 12th April, 2009
, S _ z/ k W" B aVersion: 1.0
, M& u: d: V3 S& n1 ~9 A) u( Y$ d9 ]+ T% W' \0 \
5 F9 U+ J3 R4 Y! t
CONTENTS
( v3 {* K9 w- w6 Y" ]. W5 D--------
7 h, Q- h$ J! J f9 ]1 s9 z% m1 J% C, ^9 g6 E- K: f
1. Introduction2 V- [5 y% Q8 }- `! `5 l6 T
2. Walkthrough
f8 d6 q5 P5 L; ] C 2.1. Nico: Paris - First Visit
: U" I8 y |- [; t$ y* a 2.2. George: Paris - First Visit
! R9 \1 N5 M2 b) Z- K8 |, J& w 2.3. Nico: Paris - Second Visit% {8 {2 W- v9 A* \5 w& h l
2.4. George: Paris - Second Visit2 v5 I1 |$ s: Y
2.5. Lochmarne+ r3 v3 K) v _3 C( o% m3 [
2.6. Nico: Paris - Third Visit
( `% B6 q9 h8 y. d; A 2.7. George: Paris - Third Visit; r" E1 K4 i; M% B' M3 W$ k
2.8. Marib1 i5 H# z: M& t
2.9. George: Paris - Fourth Visit
' A4 C% V1 }6 Z2 R4 O( G 2.10. Villa De Vasconcellos - First Visit1 ~3 j: k2 d d) B: J, F3 y4 _( Y2 r" J
2.11. George: Paris - Fifth Visit3 c% p5 ?5 ~, e* W
2.12. Villa De Vasconcellos - Second Visit
" c/ K" @4 r8 m0 s% T) V8 t 2.13. Train
( N0 F8 v- d+ m/ Z6 t 2.14. Bannockburn$ r9 V% r2 U/ ]
3. Item List
4 M t" g8 P2 b" g: V5 a- I 3.1. Nico
{1 k) v7 W( i5 G 3.2. George
: F+ |. ~: s5 W/ j* Z, n4. Copyright Information
& i. T3 V5 R/ u! k2 K) s1 o" Y/ \0 u. X
4 E, J# i1 R$ s. l+ I% i" eVERSION HISTORY6 g( F; Z7 g r7 K6 J
---------------$ J1 |6 ^3 A8 V) M( ^0 O: y# a
6 ~4 p% G4 v" x: V4 Z1.0: 12th April, 2009 (First version)& }% `# }: L7 F1 |3 R1 |
0 z1 R# m: b* F! z) |/ m- J( K
6 }0 ?4 y9 d* b. s! ^& S |===============================================================================0 ?( R: o4 a* E- [0 W' ~
8 }& ]2 t9 v( D7 G* Q1. Introduction
% E" ^9 E/ ^( ]5 u% E: s
. w- N8 o! c5 q. b===============================================================================$ H2 T+ c$ J8 X; s. m
, `) m" C, n2 {
' ?' b$ x! B& b1 BBroken Sword: Shadow of the Templars was originally released on the PC in 1996.3 I: A' L! S/ V! N
The game tells the story of an American tourist named George Stobbart who is on
3 [0 d/ _/ z( I7 z9 [6 a6 Sthe trail of the Templars. The Nintendo DS version features many new scenes and
- y# [2 q0 G {4 vpuzzles which make getting this version worthwhile even if you have completed
/ q2 B9 k3 ^: _: E$ J- z3 a* L, ]the PC version. Nico also gets her own separate adventure which won't take long. Y9 Z# z( a# R" @5 S
to complete but is well designed and fits in well with the rest of the game.! z, E3 q. e1 l/ M& I
v' m }" A" [" n1 b! y. v& W8 t8 M
===============================================================================! `% u7 ]$ d2 Z
2 W! w F7 Y2 _# J% b" E P2. Walkthrough
0 Q" h" V5 |2 H& j
6 c4 l E' L2 t2 V) q) M===============================================================================, j, H5 M( n% a
1 S6 M5 V0 U% c: Z7 K5 f. m
! ]+ n" K* c& G7 I-------------------------------------------------------------------------------2 Q& w- s) f) Z, h ?' k
2.1. Nico: Paris - First Visit
- `3 n: D& _* `-------------------------------------------------------------------------------
9 s- k" h2 l0 V$ y- |$ S% o+ B* _
- l5 @- T E- H: L4 B: r
- W6 A2 I% w4 J- iINTRODUCTION
8 q2 R3 z# a% I1 |0 S3 o6 R------------. I7 y9 k7 o3 {! o+ ?
+ ?7 e; M$ s2 {* E( hNico receives a call from her editor and is asked to travel to the Palais
$ C" y' ~' e' T: IRoyale to interview the media tycoon Pierre Carchon. As Nico approaches the
, `7 M/ m) ~! m. Q$ _/ kbuilding, a mime steps in her way. She humours the mime and passes by. As she
. }" V! P8 ^& {presses the doorbell, the mime continues to glare after her. Nico is let inside# n. x B; |+ Q( y+ O, |; `) |6 Y( a$ I! b
by Pierre's wife, Imelda, while outside a ladder is put against the building.
9 }6 u2 m" ^; n1 p: t: I6 g/ J& ^As Nico and Imelda are talking, outside a glass cutter is used on the window
' x2 T* @& [+ K( P1 e6 f- K: `3 p7 Aand then a silencer is seen to a gun. Pierre introduces himself to Nico and) @% S3 @# i8 X/ ~
mentions that he knew her father. A vase is dropped in the study and when
3 V+ |" T+ `3 O h$ g0 C$ F' t' `Pierre goes to investigate, a gunshot and a scream are heard. When Nico enters,
: i [: o; g U4 D+ G& V! tthe mime is seen standing over Pierre's body. He beckons Nico to come closer,
8 s- d) f. d$ E2 F/ }' ~then knocks her unconscious with a punch when she gets near. Imelda goes off to1 h4 N3 K2 W% x9 ?" C8 d: v6 B
call the police while Nico is left in the study to investigate.' L' O3 n/ S/ O) _2 ~+ J
. X: e2 r& f. c2 C) P
4 J" u: l9 _6 [9 I3 a7 _PALAIS ROYALE/ `+ I2 X1 y" H% H& \& g
-------------
+ h t4 X# d: U$ z+ O9 k. @3 C2 m$ o9 Q( p
Examine Pierre's body to see a closeup. Get the hair clip on the floor near
- Q( h2 }/ k, I6 m7 G* }/ }Pierre's head. Operate Pierre's jacket to see a blood stain and a gold object& p- G! ]! P9 f* K
in the pocket. Get the gold object from the pocket to see that it is a ticket
5 v- H; w) U+ `# hstamped "Bateaux de la Conciergerie". Exit the closeup view. Exit the room on2 F) N1 H* ?( [) B0 @0 ?6 n
the left to enter the hallway. Examine the cloth on the table and then pick it6 B) r. {0 e @' H) y- e) x) v
up to reveal a tiny hole in the table. Use the hair clip on the hole to open a0 j- \1 J* V9 @/ z4 p/ M( ^/ M: @* n3 s
secret compartment. Get the key from the compartment. Exit the view.; v- ?- _2 ]3 x. R% y
0 r3 o9 P$ D. d8 aGet the tube of paint below the painting and Imelda will question what Nico is
) E% {/ r1 s; t C4 h5 v- J# @ M, M9 Rdoing. Talk to Imelda about Pierre: She doesn't believe that Nico is sorry.
6 F) j, m7 p& G: W- G& ZTalk about Pierre again: She has no idea why Nico was called. Talk about Nico's
9 p+ V# n0 v1 R$ S4 Ofather: Imelda didn't know Nico's father. Talk about the mime: Pierre had many
9 u8 ?3 ~9 h/ X& Z6 n7 A c. yenemies. Select either option when Imelda asks if Nico has any moral sense.* s, t- {" A( h
Nico now mentions that Imelda lets her investigate and not the police. Again,( u: z6 K2 B) `' z: s& m" N8 g6 x
select either the good or bad option when it is presented. Imelda agrees to let+ R4 n8 M5 d" ]5 f1 @. `
Nico investigate and gives her the key to the drawing room.
! G* V% I6 \$ m% k" i+ ^5 a$ |5 `
Walk to the right side of the hallway and use the drawing room key on the door.
; e- I! Q6 [) t5 P( Y: k1 ?6 REnter the drawing room. Examine the painting above the fireplace. Press the
! f' i8 c1 T6 Y9 o# w* y$ z7 Tsmall button at the left side of the picture frame and a click will be heard.
8 z7 C" D! x) H- `/ mOperate the picture to reveal a safe. Use the safe key on the keyhole to open
/ P- A& n, a" U, X4 ?the safe. Get the stone cylinder. Examine the desk at the right side of the
/ C# T0 d7 d1 H/ W: N' Q5 kdrawing room. Get the carved elephant. Use the tube of paint on the in-tray.# n- }; A% Z; e7 H: _$ A$ [8 H
Use the stone cylinder on the in-tray to roll it in the paint. Use the painted) J6 J" ]$ G6 s% P
cylinder on the blotting paper to reveal a secret message. Get the message from7 N, k3 M/ c: Q4 a
the blotter. Exit the drawing room and walk to the left side of the hallway.2 `* D; W5 r* V9 n( ^. @8 w6 \
Talk to Imelda and Nico will leave for the quayside on the Ile de la Cite.
* u( {( _0 t: e" _9 g& L, c
" l$ A% A1 v' k
( A x, L2 i% W4 Y5 F8 P1 j) B2 @ILE DE LA CITE
( m# |9 S5 I/ k( O* c1 t" w# K--------------6 P' z3 ^9 D5 Q5 y
0 D$ n' d3 T0 m+ P2 ?: [
Walk to the right side of the quayside and operate the gate to see a closeup.
' m8 f6 N3 V, sExamine either lock. The aim is to slide the bar with the latch all the way6 m, C' O1 I3 @' b! K# n+ u
along to the other side, but any blocks that are in the way need to be moved.) R' m# Y' d6 c* _# v& o/ Y
This is a long and difficult puzzle at such an early stage of the game, but
# X* m. u- |/ [' }- a& pthere is a shortcut to bypass it: Slide the stylus from the top-left corner of
9 D' X1 k( n8 H% hthe screen to the bottom-right corner. If you want to try and solve for the
5 w- q6 H/ z4 {4 p8 u/ Spuzzles for yourself, carry on. I have included the movements I used to solve$ ?- ~) Q4 v# ]. u' d8 v; e
both puzzles, although there are many other ways that the puzzle can be solved.
# B& t H7 R3 B6 m. V
7 Q9 M5 |1 N2 k9 Q. Y( Q; E ___________________________ ___________________________
" ~* w$ u2 K# [' l3 Q$ o, C| LEFT LOCK | | RIGHT LOCK |
& |$ S, N1 B" H3 x. y7 s|___________________________| |___________________________|
2 J; q2 j; t- I* W$ P8 G| ___ ___________ | | ___ ___ ___________ |
/ I2 b! |% ~. f) n: `/ p( a| | | C | | | | | | | C | |
m0 W( @4 [* ]| _______| B |___________| | | | A | B | |___________| |
# O* |0 f# K5 ]- s( o1 q| | A | | | | | | | | | | |
1 W% \' V+ i# }2 W| |_______|___| |_______ | | |___|___| ___| E | |
8 h5 R- }7 M% N! F! V. n| | F | G | | | | D | | | | |
, o+ \- M3 n) M| ___ _______| |_______| | | |___ ___|_______| |___| |: s' P6 B* H* U9 A+ y8 Y) O
| | | E | | | | | | | | G | H | | |
& c$ o, `- O# N" R8 x| | |_______|___| I | J | | | | F |___ ___ ___| | I | |* Q+ H5 w; v: n3 m+ I& k
| | D | H | | | | | | | | | | | | |) m4 _8 O. I* j; E, K3 B2 P: E/ {" ]
| | |___ _______|___|___| | | |___| | J | K |___|___| |
8 J; d" w! }) V! d, r# Y| | | | K | L | | | | | | L | |8 ]5 [. i( ?+ V& q$ Q1 g% X0 g
| |___| |_______|_______| | | |___|___|_______| |
# l' X5 ?; h4 B& q, V+ r' l0 i|___________________________| |___________________________|
# o% a6 Q1 i i- d. G- b- N& n
9 `6 E! F' x" h# \
B -> 1 down D -> 2 right7 E1 X0 y j2 ?+ h5 F7 F
C -> 3 left B -> 1 down! c& X8 c1 _( C) i% y9 `
D -> 1 up C -> 2 left/ A4 V0 M- L! f0 N
F -> 1 up F -> 1 down+ M: m1 A8 ]- e l+ v2 B
K -> 2 left H -> 2 up' V h4 b8 M+ I- `6 d7 i/ X1 X; E
L -> 2 left G -> 1 right
. T1 ^/ m: Z4 M% t I -> 1 down B -> 3 down2 g7 z, u* q1 t. ^& l/ s1 L* u# T
J -> 1 down D -> 2 left
% e$ \/ U/ G' r; g2 g$ F+ |4 n. p# z E -> 3 right G -> 2 left
+ j8 }3 r5 }8 ^ B -> 1 down K -> 3 up
: ^$ k- A4 Z" c) V" y/ x1 z8 W A -> 1 right L -> 1 left1 ]* U' \# ]7 @9 z' g
D -> 1 up I -> 1 down( W( e9 K- h/ D/ q) B! d0 ~3 e
H -> 1 left G -> 3 right
* p# e5 c4 y# o" x F -> 2 down J -> 3 up% a3 S7 Y: o% X
A -> 3 right G -> 3 left
& `8 j1 B9 ~& ?; a3 S% ] B -> 1 up K -> 2 down0 A a# d3 D* G, j8 C
F -> 2 up L -> 1 left
3 m' f- ^ s9 W, \ E -> 3 left H -> 3 down
. i+ }* F0 J' i! a X8 E I -> 1 up C -> 2 right
/ ?# f! K( z' Y- r# e* X) d/ J% r @8 c J -> 1 up J -> 1 up/ k) k9 w& I9 T- Z* w1 S- m) o; C
L -> 2 right D -> 3 right: s) ]* }: B5 P8 E
F -> 3 down J -> 1 down+ L- Q7 |. A: ^# D5 M( z' u
C -> 3 right C -> 1 left7 }- p: T$ H! J% u/ b" p) u
B -> 1 up E -> 1 up. O& b7 G7 U+ }# A
G -> 3 left D -> 1 right
+ ]. _0 |0 H6 L9 d( ]9 L/ s
( S: B! d. \! G; K: ]After solving both lock puzzles, the door will open. Go through the doorway to3 C# m; O' P# D4 F0 ^' _1 N
enter the skiff room. Operate the skiff and it will fall over, revealing an old
# {. n) j! T7 _* Jshell case below. Get the shell case. Use the stone cylinder on the hole near
5 L% J8 ]$ |: m' f3 g: _( R! M$ o) Mthe door at the left side of the room to open it. Open the inventory and look
- p$ E" S( a6 m4 ]- |at the secret message print: It contains the message SDSSDSS. This is the code1 J# D; E+ H+ k, ^5 i4 i8 V
that now has to be entered, so press the left button once, right button once,
" V- b- l( c" G6 oleft button twice, right button once and left button twice. Get the stone
$ y T* m2 d4 hcylinder and then go left through the doorway to enter the anti chamber.0 X( V' L' ]+ w( j1 N" |
% S; N3 w/ f) F3 C% {* |* [9 ]Use the shell case on the right doorway to put it under the door. Operate the& G0 {) @$ Q9 g# ? P
cross in the middle of the room to flatten the shell case. Get the flattened
/ q# f4 v5 o% B, `shell case. Operate the cross in the middle of the room again. When Nico pulls4 H% R. {. J9 h# I9 }, i
the cross back, open the inventory and use the flattened shell case on the4 Q3 ?3 I7 Z/ E- \% T- W
cross to hold it there. Use the stone cylinder on the hole in the panel. A: n& K! X9 o. Q. ]
mechanism will trigger which was meant to open the door at the left side of the' Y X3 ]/ f5 E( k$ ]" H4 H* G s
room, but it has been jammed. Get the flattened shell case from the cross. Use8 F- H7 o3 g4 i4 e# R: Z( v
the flattened shell case on the door at the left side of the room to open the
, U5 G$ h9 }5 [4 t3 qdoor. Continue left through the doorway to enter a dark room.
9 ?+ {( `0 r8 `! T5 @6 K+ R; c# f0 P( S# j
Walk to the right side of the room to see a red flashing object. Operate the6 F Y! |, b3 E' L, ~
object to turn on the lights. Walk to the left side of the room and examine the4 i6 n' S5 m1 r& c, G+ L
top of the desk. Examine the photographs to find out that Nico is being5 ], i/ E* k/ Y9 |+ {& u
investigated. Examine the newspaper articles. Exit the desk view. Operate the% ?8 @ m1 [* M$ z5 J
top-right drawer on the desk to find a note written in code. Operate the drawer
" p. b6 X4 w# l9 a6 D( o: Aagain to pull it all the way out. Get the photograph from the hole. Open the
) G6 ~+ p* Z8 x( y' d i C9 O, G |2 q! Finventory and examine the note. Use the translation for the code below.
/ n6 p- ]# V$ p$ z7 o8 g
" a6 n& B- }5 b ________ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___1 n! C3 W$ T" A i. r# e
| SYMBOL | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |10 |11 |12 |13 |
8 a, a3 c9 S% b|________|___|___|___|___|___|___|___|___|___|___|___|___|___|% b6 y! m/ X* F1 F; m9 B4 H
| LETTER | E | M | J | O | P | B | A | C | U | V | D | | R |
8 p. M. V& b. m. L# l8 x|________|___|___|___|___|___|___|___|___|___|___|___|___|___|
% j- k f) `) b0 c/ K
b D9 d+ _8 F _8 x# ?: m+------------------------------------------------------------+
0 r: M% [1 ]- l ________ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___9 J/ W6 N5 R# j' p: S
| SYMBOL |14 |15 |16 |17 |18 |19 |20 |21 |22 |23 |24 |25 |26 |
W! b6 D: D0 s. d! I& z|________|___|___|___|___|___|___|___|___|___|___|___|___|___|
9 G m8 }: L) i1 n0 B- @+ @* N| LETTER | S | Y | | F | G | H | T | W | N | I | X | K | L |
5 F# b0 |& F( H) N3 n6 F. V|________|___|___|___|___|___|___|___|___|___|___|___|___|___|
( F6 O" U9 [: t! F) T2 u; l( c! o8 y
1 D. [1 i* V3 Y7 X7 E
The message now reads: "Pierre. Full report to follow. But this is too urgent
0 u1 o9 k, V9 a/ yto wait. Arno and Yamada both dead. This is not a coincidence. Indeed it seems: q( f8 r$ J- ?
that all of us who came together in July are in danger. Take great care. X"/ i. X8 m# a% L/ D4 n
5 U+ ?- g3 h& D# e. U# o0 F$ X Z
After deciphering the message, Nico returns to her apartment to write up her: p7 G3 L6 y) p4 a) ^, d
story. When the phone rings, Nico answers to talk to her editor Ronnie: He
& z) x. z; Y; ], R8 K! U$ ytells her that he will not publish the story that was written. Nico realises
, ~7 _' K: b$ i3 w1 W! wthat someone must have got to him, and Ronnie tells her not to pursue the story
' J7 l- L/ t2 v) C4 Pany more as Carchon had powerful friends. When the phone rings again, a man2 n$ b0 H) i: h
named Plantard says that he wants to meet Nico at the Cafe de la Chandelle
0 v$ f$ S# }+ t$ |( P# rVerte tomorrow morning to discuss the Carchon story.) w, e. z3 W# k/ O9 @) P, b
" _! a9 m) C) J% k9 b
! t( v, ?; n# ?, c6 y. X. _
------------------------------------------------------------------------------- e- ~' F& W7 G$ V5 f0 I" z* d+ c8 g
2.2. George: Paris - First Visit. w- Y9 t$ `! H# h/ j V
-------------------------------------------------------------------------------2 [: d: z m! Z) A" c( W
" k% q0 x/ x: E4 L
# t" ?4 s4 _9 @2 QCAFE DE LA CHANDELLE VERTE
8 r6 ?9 Q* H: t( W* ^& g--------------------------! f; y/ k9 Z U4 }
, d, v1 @5 N( k; S4 Q+ hThe game now switches to George Stobbart sitting outside of the cafe. George
5 h2 m8 H% `' f. L- q% vwatches as a clown enters the cafe, and inside the clown places an accordion6 X! h3 w+ `( F
on the seat. The clown runs off, and seconds later, the accordion explodes and( O! _. V8 v! t; Y% z$ w
destroys the cafe. George picks himself up and his adventure now begins." q9 s# A" t) \1 N
( B( H& Q& W2 ]$ b5 m6 `1 \6 @- lWalk north toward the construction site. As George walks into the area, a
, e* x) O$ r& s. @police sergeant draws his gun and aims it at George. A police inspector arrives
$ @: G( k% }( _; ^* `! Ion the scene as well and guides George back toward the cafe. Select any answers5 C- `" N# {5 \+ |) s
to the inspector's questions. George receives the inspector's card and then" x6 u7 q4 C' \2 W2 i6 [) Y
leaves the bistro. Outside, get the newspaper that is curled up at the bottom5 r6 Y6 Y( B( d+ i& l& a
of the lamppost. Look at the writing at the bottom of the newspaper: "Salah Eh
' o5 f4 L: \$ R+ H1 jDinn - 1345". Look at the picture of the man on the left page. Exit the view.7 h1 U7 l' S. @3 z! J5 x
- z3 I' c/ j1 P; i( _& X: r* g2 Y
Talk to Nico and she will introduce herself to George as a photo-journalist: Z" y6 Z* _! |
the newspaper La Liberte. George tells Nico that he saw a clown enter the cafe
4 d! H0 z, n ?" L: cbefore the explosion, and Nico realises that it is the costume killer again.- H8 Q# r$ U" h
Talk about the clown: She doesn't want to talk about him. Talk about Plantard:
# n& Y) g. s( hHe had a story that he said would interest her. Talk about the clown: Nico7 M8 G) s, b/ T) H/ `
gives George her phone number and then leaves to develop her pictures. Walk& n8 z1 |: o9 }5 ^
north to return to the construction site. Give the newspaper to the worker and
5 f) x& u) p/ S6 \2 rhe will notice the horse Salah eh Dinn is running in a race. He tells George to
3 w$ n" K% t2 d* `% T% D- S+ x8 ~keep an eye on the hole while he leaves the area to place a bet.
% G1 ~: M3 e% c) Y8 c
, p3 F1 o1 Z4 n! nWith the workman gone, get the toolbox in white tent to find a metal rod. Walk1 [' K2 F0 _+ i; [+ I/ Z
west to return to the cafe area where Sergeant Moue is now standing guard
5 i8 i9 m5 T+ b2 }6 k" [: M houtside the entrance. Go through the arch at the right side of the area to
( u. ^5 [ i% y+ T5 [enter the alley. Use the metal rod on the iron cover to remove it. Go down the
6 m+ F- j" r, ^- s- Rhole to enter the sewer. Get the red object on the floor to see that it is# \+ c/ W9 O% G) s" k7 t3 T# O/ U) R
actually the clown's red nose. Walk north to the next sewer section. Get the
- Q6 @) ^* L6 b* y6 Ktissue on the floor and the piece of cloth from the spike. Climb up the ladder.
$ |5 H- k1 B% H0 N! C2 J/ [% n9 S) w+ U, E7 M5 B
George emerges from the sewers into a courtyard and sees a man standing above
/ F. N: R1 E4 e* khim. The man mistakes George for someone else and demands that he exit the: e+ I/ c* M) _# w1 W
sewer. After standing up, he asks George what he was looking for. Select any of" `5 z' H" e* N/ ~ }
the options that are shown: The man had not heard the cafe explosion. The man
0 r% Z2 t. A } G) F0 B/ gwants to be sure that George is not in league with the man he chased earlier,
/ j& b+ p; }) m3 N8 L" Dso show the card to the man: He now believes that George is a police inspector.
N, Q" h+ f @( {, h* i3 [! m# QShow the piece of cloth to the man: It is the same cloth as the jacket he
: h/ \9 X8 P W+ D/ b: Jfound. Ask about the jacket four times: On the fourth times, the man tells. G" ^4 i3 B, N2 p# H
George the name and phone number that were on the label. Exit the conversation
' u& O: ^9 G' M0 r, Fto leave the courtyard. Walk right to exit the area.
3 c8 _5 V) U; F# b/ K
: E9 z/ r, e: D% a6 ]4 S! w8 l) L- y8 p! ~; P& _! d6 I, |8 }0 D
POSTE DE POLICE
1 S2 }; j' Q! b R: z4 b---------------% x- \4 |8 }2 n O. ~# H% n1 B7 A
, s1 T( z( T% j4 o5 D4 r
Operate the right phone on the wall. Select Nico and she will tell George the8 M1 d& e" d/ [6 `7 n
address of her apartment in Rue Jarry. The game now switches back to Nico.
; a, r; Q: c% W. ^
7 X- i- z- s: E8 ~: P
- W$ i' o, |" C$ b b- R9 C( k-------------------------------------------------------------------------------
( L' }7 Q* u% C! h- m6 O2.3. Nico: Paris - Second Visit
3 b; T8 ` f- D* P5 M" _, n-------------------------------------------------------------------------------6 s1 k3 ^0 g3 ]- `1 `; z. ~
6 P5 K/ d x2 G
* |! ~& J6 G0 j. Y6 l( r* c
RUE JARRY& Y! Y5 o: a4 G8 f7 { n
---------
& p7 @& U9 r9 l0 N( ]
- h* h+ v1 m9 F) M5 [ JExit the apartment and walk west out of the area to view the map.
" e5 M+ I3 `0 A7 R7 C! s
$ |" G- k* L/ T# W2 Y# _: C
) T# F! @- Q+ K6 T) c `3 ^CAFE DE LA CHANDELLE VERTE, v/ y* n) [2 ]- z ?
--------------------------( [3 r {1 o) ^6 X5 S! ]3 L
5 U* w3 R) ~. S* aWalk west to the cafe to see the workman boarding up the cafe. Talk to the& F r) V$ F4 Y5 o* ^) }
workman about himself: Nico wants to take his picture. While he turns away to
$ a- a1 G" M' Fbrush his hair, quickly enter the cafe. Operate the mirror leaning near the bar
& {$ S% t0 _* A8 Wto move it. Examine the mirror to see a close up view. Examine the gold object
( W g# g0 S0 w! U9 w+ w* U3 xin the reflection to see that it has been lodged in the gap behind the pipes.
4 E3 E2 r# s0 S1 G0 VExamine the table to see the damaged pipes. Get the gold pouch behind the pipe.9 t' {1 v r" i) B5 _* n& l, f& m
Examine the pouch in the inventory to find an artefact and a coded note. Look8 s) V5 N; W$ Q |( j. B
at the coded note and decipher it. Refer to the translation grid that was shown
; ]+ E- R( z" J# p: X- bearlier in the walkthrough as the same symbol to letter code is used here.0 ]2 h1 N* { J7 v
* H' B" a, {6 E. Q- J
The message now reads: "Plantard. Pierre killed. Murderer must have followed5 b& M( n! p$ [
trail from Arno and Yamada. He will come for us now. We must be vigilant.
) [! B' k, m8 hThierry's girl broke into Pierre's safe. She worries me. Imelda.". Exit the( c* q, ?) x+ l H2 `6 Y
cafe. Walk north to the construction site and east to return to Ile de la Cite.4 t* P7 b% }- K* ? O/ T
1 k5 S# \3 }( T5 V& a) f" Y1 ^
6 a/ [( |. z _) [ILE DE LA CITE& _% v8 d0 n1 ^! Q- P
--------------& B2 k3 F B3 q. |: U
$ F1 W) f! L, IGo through the doorway into the skiff room. Walk west into the anti chamber.
, t8 Q$ k* ~1 j8 vOperate the cross. When Nico pulls the cross back, open the inventory and use+ X/ @& N7 @' v t% y% Z5 m
the flattened shell case on the cross to hold it there. Use the stone cylinder3 q. m/ }" k3 `9 H) i
on the hole in the panel. Get the flattened shell case from the cross. Walk6 e" _2 {, ^$ p/ @# \1 a" C- F7 m) b
west to return to the state room. Use the artefact on the small hole at the
0 d$ B6 k3 D( ]# ?+ \ \right side of the safe on the wall to open the safe. Examine the safe to see a
7 _# _1 B7 T! V- c' ]0 D2 Ccloseup. Pick up the pieces of the photograph and Nico will spread them out on
. y! J: {) f/ ]( M/ m0 ythe desk. Place the pieces of the photograph together to see that it is a) u5 X9 S/ R3 R5 m3 S0 r+ T3 N# T
picture of Nico's father. Nico returns to her apartment to meet George.
/ [4 {2 J* C+ u6 ~$ r- Z" G8 \% E8 Y5 \* g
. v$ D# F( b0 S6 w0 e' v/ |
-------------------------------------------------------------------------------
* d% m! p8 m$ h; H$ P5 j2.4. George: Paris - Second Visit4 ^ R& o; _; F% M* m7 K4 H
-------------------------------------------------------------------------------9 j1 v* x/ B j7 |2 D+ q
0 @7 k# _3 R" I8 \. k3 Y/ k' H8 w6 @$ ^6 D
RUE JARRY! [4 J3 _* C4 O7 f: T; F9 h; \) Q
---------
& b7 B% t8 }# d2 l
& ?2 C5 o! r0 W/ ^$ |* `1 W) b2 [Talk to the old woman at the flower stall. Ask about Nico: She tells George1 s8 g$ N+ H( a7 s1 C& I
that the door needs a gentle nudge to open it. Exit the conversation. Operate
, k' Q- ?% c: ]7 bthe door and George will enter Nico's apartment. Talk about the red nose and3 N, Z" u4 d1 \- ]
Nico will notice the address of the costume shop La Risee du Monde inside it.* n* q" w. ]$ B, R; G K' Y
Talk about the piece of cloth and Nico will show George a photograph of the
8 `" m0 s: \8 n' S5 h8 |killer wearing the same material. Exit the conversation. Leave Rue Jarry.
B6 @: v7 w9 d4 E+ ~' R5 R, s! B# W) i0 Q/ Y/ |
6 S0 c0 @8 o% ^! f. cLA RISEE DU MONDE
. D- n+ w' n `/ i. _# k-----------------
]; u: f0 L8 b, {7 H
9 n3 Y8 h. O' R& ETalk to the man behind the counter. Show the tissue to the man and he will
- a9 B& V; i9 s5 [* v# {recognise the smell as theatrical greasepaint. Show the picture to the man:
- N5 ^0 B- |1 U, T- ]/ T8 l8 t6 RThe greasepaint was bought under the name Khan. Exit the conversation and
: s% G3 F- V$ n8 ^% x' f4 G; R9 ?before George leaves, the man gives him a trick buzzer. Leave the shop.
" \6 x& a5 ?9 Z, o- _# L! z- W3 @1 Q) ]4 [7 `- `0 _9 |
7 a& E8 H0 R3 k3 o' f" @7 S* W7 bPOSTE DE POLICE) R$ O1 \" r2 H
---------------
* s M- _# z* o, _' `3 y7 H ?
/ g! b+ H h' b5 x- Z+ uOperate the right phone on the wall. Select Todryk and talk to him about Khan:. A' p7 i l6 D7 d
The suit was delivered to the Hotel Ubu. Exit the police station.
' t" {4 O' E; M- |7 _; v; G$ u
2 D C& E( [6 {: N
+ q( x8 F0 c7 _# YHOTEL UBU; I& p3 n! k3 A4 w4 @8 {
---------2 s; t+ `5 \9 q, z
# O+ e$ B/ N! b& _& ?8 X# gEnter the hotel. Walk to the left side of the lobby and try to get the key from" Z7 Q; b3 \6 P' p
the board above the counter near the clerk. Talk to the clerk about the key: It
1 a* Q! Y4 l" M' X4 wis for room twenty-one. Go upstairs and operate the middle door to see that it
: t+ z1 ?8 \7 X3 _is locked. Go downstairs. Walk to the right side of the room and talk to the
& V7 ^3 K5 x. S6 M/ Z/ Kwoman playing the piano. Show her the photograph and she will recognise the' {# f4 d7 w# v1 O/ F Z) M
person as Moerlin. Talk about Moerlin: George tells her that Moerlin is a fake.
4 p' N! z6 b8 DTalk about the key and she will walk over to the clerk. When the clerk leaves
3 Y4 _ e# l: z& _( Ethe room, quickly get the key from the board before he returns. Go upstairs.5 _/ z3 e) H5 D( \ y
2 ~) h t: K0 b/ K+ y3 C
Use the key on the right door to enter room 21. Operate the window at the right+ t1 C7 g1 z5 W w! ]4 H
side of the room and then go outside onto the ledge. Walk along the ledge and
# Q4 {% y e( T; v9 ego through the right window to enter room 22. Try to exit the room to see that
0 p- z; L5 } j7 V& }1 Y6 uKhan is approaching. George quickly hides in the wardrobe. Khan enters the( {, R9 j2 k, b1 w
room, changes clothes and then leaves. Examine the pants on the bed to see a
3 {7 g! b3 z$ R, M; ncloseup. Pick up the pants at the top of the zip to turn them over. Operate the
( l' z8 G8 y2 a! ]' G% F, v" b# Gleft rear pocket to find a matchbook. Operate the thread above the left pocket% b$ e+ n5 F8 M# U* x" P0 Z
to remove it. Turn the pants over again and then operate the right pocket to8 W9 j3 y+ r7 G
remove a pass card. Exit the room to return to the hallway. Go downstairs." z" u* g( b( g X( X* J3 ]
) o0 X- w' {7 K n. g9 P
Talk to Lady Piermont about Moerlin: He passed an object to the clerk about an
3 P+ s/ Y, m" o$ @3 f; x6 ^: Ehour ago. Talk to the clerk about the safe: He wants to see identification.
. [0 V2 p4 ^# U3 e8 mShow Moerlin's pass card to the clerk: He still refuses to let George see the
% k6 w) q0 R7 X* |$ d* U( t6 L- ccontents of the safe. Talk to Lady Piermont about Moerlin's pass card twice:, i. P" P2 E" t3 h: w
She returns to the clerk to demand that he retrieve the contents of the safe., ^: N4 A; c# G2 \4 t0 t! ~" Q
The clerk returns and gives a manuscript to George. Go upstairs and enter room
4 O1 u* X3 A0 n' v" z6 f21. Go out the window onto the ledge. Use the manuscript on the alley below to, [$ Q" f% ^( x/ Y$ H) O) C7 z
throw it down. Return to room 21 and go out the door. Go downstairs and then
. _* X5 {1 i/ m1 D Q$ W% I3 ^6 rexit the hotel to be searched by the thugs. Walk to the left side of the area, t! @3 M9 K+ M5 p, O
and go through the arch to enter the alley. Get the manuscript on the floor.& a2 l- s$ F# p% }0 G, j9 Q
9 ]& ^5 g2 `/ K. B/ P6 x7 Y
: N7 @" O4 W1 D" C3 ERUE JARRY$ B0 v+ V( L1 U' r4 V2 \3 p
---------7 y3 q5 q) p2 W
. m& S2 ?! W- i+ M
Back in Nico's apartment, talk to Nico about the parchment to watch a lengthy
% K/ ]9 r. c- ~% x) d* dscene about the history of the Templars. Talk about the parchment again to see! O6 y, w5 ?1 {/ S j% N
a closeup. Look at the four corners and the seal on the parchment. Exit the
: j3 }8 [1 @% U+ q0 Uview and Nico will suggest visiting the Musee Crune. Exit Rue Jarry.
8 Y: w9 O; n: u. i. b7 {. W3 ?6 D) `# t& h% e5 v9 o. m
( c) K* R3 e( hMUSEE CRUNE
( T$ X6 f T0 G/ Y-----------& d. T# Y1 l2 O8 Q% c
2 S6 ~; D1 K, _
Enter the museum. Operate the tripod in the middle of the room to see that it# y9 D3 y/ o1 V; q
is identical to the tripod in the parchment. George notices that the tripod is; h6 o1 z$ I1 e# @: d
from Lochmarne in Western Ireland. Walk outside the museum and exit the area.7 O) P9 }- G% S! e+ N% u
2 S5 g* {! p7 m
4 o# E3 q3 b" N) X9 |7 w4 WRUE JARRY' H2 q. Y E0 N3 z& w
--------- |* H8 Q1 e: U
s, d" [3 h7 `; b( _Talk to Nico about the tripod. Exit Rue Jarry and select the yellow arrow at5 A2 K9 b, ]9 J
the top-right corner of the city map to see the world map. Select Lochmarne.6 @% p% d9 _- R c% i" f" P7 |
2 s3 w# z3 P7 @$ V7 F/ D
5 X1 s2 m( M2 x-------------------------------------------------------------------------------
: \, L' h |$ |1 e5 `7 {, i# ]2.5. Lochmarne
$ n: y3 Q# S& s-------------------------------------------------------------------------------& b+ T% @* K$ `. s9 I$ X+ t
3 T8 O- z) x5 D0 |7 i2 f6 t& r+ z; [7 x, E5 E
Enter the pub and talk to the man at the corner of the bar. The man introduces
, B5 G6 A0 M0 M( Ehimself as O'Brien. Ask O'Brien about the castle: It dates back to the tenth
% V) P3 p% @! ^' S# Zcentury and much of the existing building was added later. Ask about the' Y# Z9 B1 u1 k
tripod: It was dug up by an Englishman named Professor Peagram. Ask about
2 {+ k; n* I% K1 M: d3 mPeagram: He left the village. Ask about Peagram again: O'Brien doesn't know
( \' C$ o2 U4 @% T4 `4 G+ U/ w; uwhere he has gone. Ask about the gem: O'Brien asks if George is a reporter, so
0 ^. ^' w# b* r: Y! ?9 k! b) ganswer however you like. Exit the conversation with O'Brien.1 S: k" j. v6 O
+ a$ r% }9 w' N; i$ qTalk to the man at the table in the middle of the room to meet Fitzgerald. Ask3 [6 n& \% s+ z7 y _/ S9 \
about Peagram: He knows he is an archeologist. Ask about the dig: He seems
! J+ A9 [* j# s5 p6 [) Y1 dguilty when George asks him if he worked at Peagram's dig. Talk to the man. T" R7 a, _: a2 N( d% ^8 s
sitting next to O'brien, Doyle. Talk about Peagram: He doesn't know him. Ask$ i% i; u% ?! h. {7 g" d; E
about the dig twice: He knew people from the village worked at the dig. Ask# D! y5 U3 \% B: q) U. w( b
about Fitzgerald: A drink might help persuade him. Select the drink icon to buy
/ i8 k: x& p9 }- ]Doyle a drink, then ask him about Fitzgerald again: He did see him at the dig.
1 T6 k; c/ d; Q) Q# n2 ]
- Q) s8 J* J% b8 \5 m F, O; rTalk to Fitzgerald about the dig: George tells Fitzgerald he knows he was at" e- U$ K& Q$ v
the dig. Ask about Peagram: He gave him a package to deliver to Marquet. Ask! d" }# ]1 X1 B( C, X
about the package: He promised the professor he wouldn't open the package. Ask
9 G8 U* m# [" Nabout the package again: He says that Marquet will kill him if the package is
" A9 a, [8 S' a( }opened. Ask about Marquet: Fitzgerald stands up and runs outside. A sound of8 \' t0 X7 n! q, v; V" l
screeching tyres is heard, then a boy named Maguire comes into the pub and; L0 ~) K% W2 j3 }9 d7 J
tells everyone about an accident outside. Exit the pub.
9 }$ w" J( t: R8 B' d( u
' A- a' q% ?' d. Z {2 zOutside, Maguire tells George that Fitzgerald was hit by a red sports car. The
6 P0 X% C9 `& i8 w& k% h3 P8 ~+ Sdriver then got out and pulled Fitzgerald into the car. Maguire adds that the0 J/ O! S& I1 _$ _% M5 u6 A
driver was dressed as a pixie. Operate the switch at the left side of the pub
8 {! R& S- ^2 \/ a- n9 Hdoorway to break it off. Walk right and go up the path to the hay cart. Talk to
1 w- _0 u" }' h' [8 t7 x Xthe farmer about the red car: He saw it but assumes the driver must have been1 N) I5 I" J" Y
lost. Talk about the car again. Talk about Fitzgerald four times: George says( }8 C+ C" S: _" D% ?0 G# F
that he will guard the hay cart while the farmer leaves for the pub. Climb up
0 G9 T9 j" l* c9 c: t+ g& G4 ~& A8 Eto the top of the haystack. Use the metal rod in the crack in the wall by the6 j l* x$ N: ~& z/ M( G
side of George's left hand. Climb over the top of the wall into the castle.# T- A$ _" B, S
/ t3 V* }' {, m A" `1 @3 _
Move to the left side of the area and operate the plough share. The goat will) p7 i+ O: D0 m/ a
butt George out of the way and the rope will become tangled on the plough3 ~7 G7 q+ U$ `8 Z
share. Move right and climb down the ladder. Get some plaster from the sack on' d7 t: J8 c+ _, ~' N0 \2 `
the table. Examine the statue on the floor at the left side of the doorway. Try
; S( X; h1 G4 B9 q: q) Y$ Dto pick the statue up and it will fall over. Get the statue again to lift it+ U& F: Z" b; D [' V7 G
back up, leaving a pattern of holes in the sand. Use the plaster in the holes.
8 G% U# t2 |/ d6 GClimb up the ladder and go up the steps to exit the castle." i' i/ Q" h: a! J/ D1 e2 ?
& W3 [9 F, j y; ~Climb down from the haystack and return to the bar. Talk to the barman and" e) _3 V+ c9 t- A7 E
answer his question about whether George wants a room however you like. Ask for
$ c/ X6 M" N8 x( i- L! @a beer: The pump is broken and he only wants a professional electrician to fix
2 R9 v' [4 t9 y0 l0 Bit. Show the pass card and the barman: He will only allow George down to the
% o2 N& W" Y5 O6 B6 mcellar if he can fix the glass washer. Get the towel on the bar. Talk to the
. M5 t Y- J! e5 S4 msneezing man about the wire: It is a necklace. Exit the conversation. Wait for
* o1 n( \5 I0 pthe man to sneeze and then get the wire from the table. Use the piece of wire
6 k5 |2 w, ?2 R; l% s! [% v! ]on the plug behind the bar to fix the glass washer. Enter the cellar.
5 {+ K7 c! N/ r! l6 z3 \- h
4 A: C3 @& U6 F" C# E7 rUse the lever on the wall: nothing will happen. Exit the bar and operate the
9 q& w& D% U. @( ~- @trapdoor to open it. Enter the pub and return to the cellar to pick up the4 C, }5 h. x. B3 j* e
blue gem. Operate the faucet and then use the towel on the water. Exit the bar
) h3 i2 W0 \9 u0 {0 cand return to the castle. Go down to the cellar. Examine the statue and use the
; F2 J* z& o0 P& {$ s, j. Iplaster on the holes in the sand. Use the wet towel on the holes in the sand.
; `9 B; B* U5 W3 j1 ZGet the plaster cast. Use the plaster cast on the panel at the left side of the7 ~" h# H* {* ^
door. Go through the doorway. After a cutscene, George returns to Paris.& Q E+ I: j4 w1 R( U7 D
) g1 D; S6 d' e, o% Z. |
. v1 q5 C& b( _8 X' x- v8 N
-------------------------------------------------------------------------------
$ W) ^6 x) f0 c; |2.6. Nico: Paris - Third Visit
; f) W: L9 k2 H( [) ?* T% }-------------------------------------------------------------------------------7 A D9 u" t5 r/ N4 ^) r# b
( A; m. Q& V' D/ ?' y7 K7 H2 X
$ g0 y/ Q6 ]2 ]0 Y7 j
RUE JARRY
/ D c* [3 U" Y/ R y, I' R0 M/ P---------
, W0 W \5 e' A$ ?* o3 w
9 b g& B4 y+ l1 o' `: o2 P2 A0 aOperate the answering machine at the left side of the room. Nico listens to the
% x$ z5 k3 n# ?- h" Z# `three messages and then travels to the Palais Royale.
' n% ~3 T* E k* Q# _. I
" A! u' o" C# f. R- |
% i: ?' v2 H8 T$ l' P+ N2 fPALAIS ROYALE4 } r5 C4 @+ e" `9 X
-------------. o( J' l* o- d5 `
* Y- C. ]9 y1 A# w
Operate the two wires at the side of the statue. Operate the statue to move it
$ x; ? `1 q( J; ?% x, Q; v, Wtoward the middle window. Climb up the statue and use the flattened shell case
6 c9 i+ Z9 Y- V" k& O' d7 uon the plastic sheet covering the window. Operate the window to enter the
$ Z# j% ^3 Y p2 P# _) q' Mstudy. Move left to the hall and right to the drawing room to talk to Imelda.
$ U& u/ k5 C6 y" P: T' k( d( J6 i: IExamine Imelda and operate the locket to open it. Get the tiny gold key.4 w0 v) ?* _( U" x* O# f" ^
1 L2 O' v1 H$ N) Q0 |# v/ p
0 s& W/ o* R( d* iRUE JARRY5 W+ K, s, e9 V
---------/ v8 H( S$ V4 ^, o0 x
3 _ F# v, L! mExamine the chest at the bottom of the bed to find a tracking bug. Nico takes
1 \ F0 y$ V6 O3 Q, T0 o4 Kit over to the window and throws it outside. Examine the elephant box and then
+ C, c- f+ e& s1 q5 euse the tiny key on the box to open it. Examine the photograph of Imelda.7 j6 Z H8 R" b' r7 |" V) U" C/ H
Examine the letter from Imelda to complete Nico's section.+ k$ B5 |; O+ h. m2 D# W
: c1 l4 G8 Q( M H1 a
) \/ Q7 v2 ]* |- B-------------------------------------------------------------------------------
8 o# A$ }9 [! [2 _2.7. George: Paris - Third Visit
& ^/ O; ~7 z7 o7 e# L" P/ D-------------------------------------------------------------------------------
3 j% |' z. d7 C9 o% Q+ o1 N$ e& z5 c Z3 O. d
1 d( }, x4 }2 }1 c5 E: i, p1 ORUE JARRY
# K, T* @. ]+ i2 {9 C" y---------
5 E+ X2 A0 M! j: Q9 l
9 N) B3 A, I1 |* a% C( j% S. GLeave Rue Jarry.
9 P; w1 _1 S9 i: \3 z" Q" x3 P- z6 N+ J8 p
! y: l6 k& s* {" H |: n+ \. ?POSTE DE POLICE
5 v% J, B5 k. T/ s$ j G---------------6 m' L( N1 c, [: `! S$ W7 }
. E/ A- A5 a( d# U% ^2 Z
Talk to Sergeant Moue about Marquet: He used to be known as the mole of: V2 ]: B1 O7 v( p& T
Montmartre. Ask about Marquet again: Moue gives George the location of the6 B& w2 T; Q4 @; t2 ^
hospital where Marquet is staying. Exit the station.8 {% X( E8 F2 a& P
8 C3 v% e6 f- j
+ g1 E/ e8 G, x q# g/ h' D' `HOSPITAL
" U9 V/ f _( d" X& {, c8 d--------
- E+ O! d7 ]5 k# e3 F8 |4 B; {: _0 ?- B" Q: _
Enter the hospital. Show the pass card to the woman: She says that Marquet has
% p) T" W0 u; ~' q$ \0 _. W2 qbeen asking for Moerlin and tells George the name of the ward is. Ask about$ ]: X" q3 o, Z1 d4 K' _: D% E9 n, w
Nurse Grendal three times to get directions to the ward. Walk down the left
9 F6 v8 q1 ]# u& p8 R5 Jcorridor to see a man polishing the floor. Try to open the door near the man# u! a5 b u" I
and he will stop George. Operate the plug near the water cooler to stop the/ v& {+ K1 M1 l( S& H
polishing machine from working. When the man leaves to investigate, open the& M- F# L0 |+ C$ M$ O) V
door to get the doctor's uniform. Walk left to enter Nurse Grendal's ward.
5 ~: d [ ]$ V& k/ O
( n2 D& ~( ]; m) mGrendal gives George a pressure gauge and tells him to look at Eric Sopmarsh in5 G( L' j$ r M2 ]3 u/ I/ u
bed 3. Try to walk right and Eric will ask George to take his blood pressure.
3 ?& t* T. i* G) j5 PWalk left to exit the ward and then walk right to the hospital lobby. Talk to
( d7 R, X' @( V3 i& y9 Xthe man standing at the right side of the desk and he will ask George to look
. e6 A8 Q# `+ n* o5 j- g5 }( Gafter his nephew Benoir. Answer his question however you like, as George will0 O. N4 h, h# h$ @" ~% U. E7 J/ l
agree to show Benoir around either way. Walk left twice to Grendal's ward.6 R# ?7 o+ |! ], `/ h+ D
' f6 Q$ M8 a* l6 ]
Show the pressure gauge to Benoir. Try walking right to be stopped by Eric
9 A6 Q- {6 h7 s7 @: Oagain. Talk to Benoir about the pressure gauge and then mention Eric. While% s( [9 O3 Y1 y% {- g5 i
Benoir is taking Eric's blood pressure, continue right and enter Marquet's/ t, E- G `8 N1 ]
room. Maruqet will mistake George for being the killer. He tells George that he
. Q* i! o6 t- `4 R+ N8 z) ^+ M% M. Sshould deliver the Lochmarne gem to the Grand Master, and that the tripod has3 D- A, c' |1 x) Q8 Q. a& ]
been found in Paris. As Marquet begins to mention about Syria, another doctor8 C. f' M1 ~, C Z& B- g
enters the room and tells George to leave. Outside the room, Benoir gives the
* ^* J0 x+ d- \) k4 H/ Mpressure gauge back to George and then a beeping noise is heard from Marquet's
) M( d3 W5 Q8 R/ M3 b+ U: Croom. George returns to the room and sees that Marquet has been killed.+ Y. u# V: i& R% _& a
+ _- k5 m9 Z. Q$ B% o% B
# h' j3 j" K. \' `4 ^# J- }, I8 Z0 M
RUE JARRY
" | Q( L! L. D---------
4 ?/ h3 [2 T/ ~* s/ s( Z. a- j, T" v! Z0 J( ~7 a
Exit the conversation with Nico and leave Rue Jarry.
- E5 y8 z& w, A; A, ~: x$ F" m* q- \1 B; _
' T4 H: V( Q, d1 p4 q) B# y9 p
MUSEE CRUNE1 n8 t; h% N7 [! M- \: T2 T. X
-----------7 i' O4 v8 B4 ~. `6 X8 V
" M9 z/ f2 o. @' R: M& x) |Enter the museum and talk to Andre Lobineau about Montfaucon twice: It is found# R# @: t( k \( x9 A3 \2 K7 W
near the Canal St. Martin. Exit the conversation. Wait for the attendant to, f" G1 e1 Q3 b Y( S( {
look away and then operate the rod next to the window. Walk to the sarcophagus
$ C( B# v0 e6 w4 x" Y6 y( Jat the right side of the room. When the attendant walks over to close the
X5 m, Y2 t2 a6 Xwindow, operate the sarcophagus to enter it. A cutscene is shown when Flap and
) K0 H4 v) J$ q6 X9 @: \Guido enter the museum at night. Use the totem pole to try and knock it on to
! M ]7 e- ^! v, u8 m1 ?% Ethe Flap and Guido. George's plan backfires when a section of the totem pole
! {6 u" _, d+ ?& F7 z+ Sfalls off and drops onto his head, causing him to fall into view of the two
8 P, _4 L, S+ T9 X, {# ?% vthugs. Just as they are about to investigate, Nico drops down and rescues him.6 q6 H2 B7 l! t& F3 T
; z( y L7 f& A% a# N
5 y9 Y( b- w: K1 s' TRUE JARRY3 ?' V6 v; n- T+ O# q
---------
% B( [+ S( b `7 ^ C" M) n
$ q8 \2 S I6 p5 PNico shows George the tripod she took from the museum. Leave Rue Jarry.$ a* E) l0 ]& s" O2 Z( V ^. `6 i
5 Q& h- T$ N- a0 O
5 n. |! e4 w$ {MONTFAUCON
( w: W. A. X) p8 J% E' G }----------
7 N$ x5 N! b y
/ N$ b! R; K6 ^9 U6 J/ n% e4 V! ~Talk to the clown about himself twice: George attempts to juggle. Show the red
& \1 f: G+ A# Znose to the police officer at the table: He asks if George is a clown. Show the
+ O' i3 B& M/ K( S/ g" Gred nose to the clown and George will impress the crowd. The juggler will get
8 N/ E7 D6 ]; {5 P3 e2 Hfrustrated that George managed to impress the crowd so easily and walks off.
$ F5 D& T% l+ W" f0 z( A0 v+ EUse the metal rod on the manhole cover and then go down to the sewers.# F9 z9 R* t0 L- y G! r \7 f
1 i5 {$ d' U( O& @: m
Use the metal rod on the right door to reveal a mechanism. Operate the lever to+ H, K( T* \/ A. i
open the door part of the way. Operate the winching machine on the boat to4 V( h9 }, z* f( K
unwind the chain. Get the hook at the end of the chain and George will carry it
1 M# z. Q, A# Bopen to the partyly open door. He then operates the winching machine to pull1 ]; K f3 n4 O# D; O& f |
the rest of the door open. Go through the doorway and examine the hole in the
. B8 C5 I* A6 E: V% E8 twall to see a secret meeting of the Templars. Go down the steps. Examine the
6 m- X. V2 l* G/ j3 `, bstump in the middle of the room. Use the tripod on the stump. Use the gem on% M2 ]2 |$ z7 S3 M
the tripod to reveal letters that spell the word MARIB.7 u+ p% S4 Y0 J
, {, \4 ^- @9 q" Z% g" N6 }
6 ^) \- F3 B+ Q D! [RUE JARRY
2 Y6 n+ R5 t: \4 g---------0 b: h8 ]5 N, H* j( h
. Y7 a+ Q3 O/ P$ ?: H* FNico tells George that Marib is a village in Syria. Exit the conversation with
1 w7 C$ @- c! _( T8 D- L( ]4 nNico and leave Rue Jarry. Go to the airport and select Marib., d5 l! S2 x. k
7 s( w1 { s- @4 x
/ n) A2 o: n* H- z; r& x-------------------------------------------------------------------------------+ R } y' P9 h- `! Q/ f9 \
2.8. Marib
+ C& w& a- W( y-------------------------------------------------------------------------------- R* L! K/ m6 t3 q, f" ~) x
% ?* ]% g+ D8 z* |& z/ ?
% {. I3 m+ x% {$ w3 x) T JMARKET
" h* d- X$ N+ e+ V------! f+ |! I N4 `! E
8 H+ K) Y4 Y$ b
Go up the stairs at the right side of the market. Show the matchbook to the" {" Y- o. {1 m$ u9 T
carpet seller and he will let George pass by to the Club Alamut. Operate the
, m ?+ N4 S6 q& glocked door at the right side of the room. Examine the door. Talk to Ultar
' J! B6 y7 [( D( Y' b, Cabout the sign on the door: The door has been locked because the toilet brush# N/ @! b) t& [' s9 w: N
has gone missing. Talk about the photograph: He recognises the man and tells
! B+ @6 r+ p. L! T/ o2 \George that he was in Marib yesterday. Ask about Bull's Head Hill and answer6 e% e) g6 K) t: V- a( G
yes when Ultar asks if George wants to go: He wants fifty dollars first. Exit* ]" {4 }& _8 }! a
the Club Alamut and walk left through the doorway to the market.
! N+ }- c) [, S. l
: j: I4 d( O' ~ RExamine the kebab seller to see the toilet brush. Talk to the kebab seller and
2 E6 `. g- ] Z/ b: A+ |$ Q& \0 Pthen exit the conversation. Walk to the left side of the market and talk to the2 x( C1 }3 t# ?8 R& M0 i+ T% k
boy, Nejo. Ask Nejo about the kebab seller twice: He agrees to help if George- t# M' P; R. ?; p% `
gives him an item. Give the red ball to Nejo and answer yes: He then tells
, I" ?- w& u: g+ I" G: b% TGeorge a phrase to say to Arto the kebab seller. Walk back to the right side of0 T$ ~- Y3 D4 y4 ~2 ^/ K
the market and talk to Arto about the phrase: He chases George up the stairs.
* B, ?7 ~& a8 ~ z0 e+ i3 tWalk back down to the market and talk to Nejo to get the toilet brush. Walk' N0 b" x" g$ Y9 x% N; A
right, go upstairs and return to the Club Alamut.
- v" X% \7 X6 S( ^) q1 p" d* i4 }! a) ^% |) O3 R' @! n
Show the toilet brush to the manager to get the toilet keys. Use the keys on! ]: `: P( y7 \2 L7 I- M- w2 C
the door to enter the bathroom. Use the keys on the roller towel dispenser and
4 ~$ b2 U. v( qthen operate the dispenser to get a towel. Operate the chain above the toilet! F/ G3 L! w% f
to get the chain. Exit the Club Alamut and return to the market.
+ d: j ^* P* J: F+ S
0 m) @, G5 \1 W3 d7 c6 x: cWalk to the left side of the market and operate the cat on the table near Nejo:
- R: X2 s& ~ P1 ~: Q8 nIt will jump up to the shelf. Quickly use the bell on the table and the cat
" L8 m$ p+ z8 \- y1 B- ?will jump down from the shelf, knocking the statuette down as well. Get the
8 a% W8 |" N' C" Z& F: ?( J }statuette. Open the inventory and combine the tissue with the statuette. Show# u3 h! W! {& ?
the statuette to the man walking around in the yellow shirt and he will buy it, K( a+ \9 T2 K) x
from George for fifty bucks. Go upstairs and return to the Club Alamut.
" r2 r& s1 _: j4 ~5 r( C( w3 u
. `# l1 \ c3 A' qShow the fifty bucks to Ultar and answer yes to his question to return to the- j N' Q1 i: @1 V W
market. Talk to Ultar about the taxi: The fan belt has broken. Show the towel0 r" }2 p7 ?$ |2 N1 v
to Ultar: He fixes the taxi and then takes George to Bull's Head Hill.
0 g% }9 N1 i7 F* ]) x/ f
# G" n) k0 K0 O; D! R/ c7 o6 B. H/ S: _* z* L9 l
BULL'S HEAD HILL$ }* ~9 o9 U' r5 a# a% a
----------------
* J+ s3 I' m3 C% v# {% v( l
# ]3 f, G4 e8 T) g8 N+ c Z, ?Get a stick from the tree. Open the inventory and combine the stick with the7 y) o3 O7 U* w; l% h8 P# w
towel. Use the stick-towel with the crack in the rock and then climb down to
3 B/ T+ Z% m8 kthe ledge. Operate the niche in the rock at the left side of the area twice to2 Q A4 C% {9 h1 \+ \+ H$ M
open a secret door. Enter the cave to find the body of Klausner. Examine" S9 V" W5 }- |. L4 L
Klausner and operate the right side of the jacket. Get the lens. Examine the
" }1 I8 {! F- o" o I0 rinscription at the left side of the cave. Examine the stone head at the right
$ U( l$ }0 p) ~7 Uside of Klausner. The door to the cave will open and George will go outside
1 E+ b7 C" e; F' Mwith Khan. Answer Khan's questions however you like. When he tells George he
8 Q& b/ ~" a( w, z( H2 wwould like to shake his hand, select the hand buzzer.
& Y! G, `4 g% n" y
" l, B1 C; z R: `; b# t M7 z! v* C' L( {/ _! e$ c
-------------------------------------------------------------------------------# j) H' c9 [: s( u' i( b6 {+ _
2.9. George: Paris - Fourth Visit
0 J- T9 B3 s& ]9 }! ?5 Z-------------------------------------------------------------------------------
4 V# P8 P: Y6 A- x0 A0 F; q" N( I6 j/ ~! w: S5 s! j
3 q( A% l% r) Y
RUE JARRY
: c) u7 b. ~- I+ F---------
# M7 l0 ?4 J/ [/ O! M1 r9 y+ J" g8 `! ^7 ~+ l3 l% C" w. c. P% S
Leave Rue Jarry.
' f2 Z1 B0 J+ M; m( s+ e8 a; c0 M* P, @$ e8 G2 g5 _6 E' I T# Q# J
! i4 H( A: x; a; B# s
MUSEE CRUNE' o8 {% X1 v0 X, W' U
-----------
; R1 p. U9 Z/ [9 j+ X% r; u2 h: D! v
) S. G% {7 ^) ~! n0 pEnter the museum. Talk to Andre about manuscript: He would like to see it. Talk
* l! t) z8 B( g4 k( W7 b+ E! qabout Nico twice to give Andre the address. Exit the museum.
7 L+ S ?. q& T% b) W& o1 j+ W" c+ V& N1 v0 j
8 a5 E B6 u5 c! g& Z2 p
RUE JARRY, a# s6 Y+ l$ @2 w7 O/ l. c
---------
6 ?' _3 c8 Q( a- Q5 |9 u, n: Y4 n& U$ M- T: `# Y" L/ I. `
Talk to Nico about Andre: He visited to see the manuscript. Leave Rue Jarry.# V! z; g! |" b1 M
# N/ U, A* R$ p6 s! h9 M
6 }% X e* }, p" i7 x% a H; [" ?
MUSEE CRUNE4 A5 b/ Y& x. H
-----------* R' B8 \8 c6 n, l6 ^
' O5 |) ~5 ~! b* V3 Q6 {Enter the museum and talk to Andre about the manuscript four times: He mentions
( M$ y, a0 g, ?- f9 Gthe des Vasconcellos family from Spain. Exit the museum and go the airport.& ?, m; r( a9 j6 k( B1 L
1 m# ?- V7 S& T' T
& n! N: {+ ~: Y& M' w: O3 {+ x. I4 Y-------------------------------------------------------------------------------
$ [# s: Q1 K' u: A) K5 C2.10. Villa De Vasconcellos - First Visit
! A/ ~: C9 e( T' M* p5 U* M, h-------------------------------------------------------------------------------
+ F* ~* z' T% t$ Q. P% q3 s! n9 V6 e0 o7 u6 \; |+ k, W1 A; Z6 d
6 [* j+ X6 m& \3 p
Walk to the left side of the area and use the blood pressure gauge on the hose.
0 F3 |) m3 I& t+ [; I! ^* ]) lFollow the gardener into the house. Walk up the hall and the dogs will start" _1 q* B8 e# v9 Q$ I/ U+ l
barking. Quickly operate the suit of armor and the gardener will walk past to3 G, K( E1 }" j
check on the dogs. Walk upstairs and the Countess will talk to George. Ask her
6 m; I: r) |! |% Qabout the Templars twice: The chess set is over six hundred years old. Ask
- [$ S8 f( v9 U# H) X/ |4 U4 Uabout the chess set: The Countess takes George to the mausoleum.
1 e& S' c2 J4 ` o: x" l" ?9 V2 f
) N @& s; e8 c1 P. V$ _Move the bible on the lectern to see a checker board. Examine the checker
6 g! p4 ^1 i* f, f5 uboard. Talk to the Countess about the checker board twice, then talk about the" U3 e6 m+ }7 T# w5 |
chess set: She tells Lopez to bring the chess set to the mausoleum. Ask about0 U! y6 Q. E0 B9 }
the Templars to hear some more about their history. Lopez returns with the
2 {! G) y0 v4 p, L6 ?" l8 dchess set and George takes it over to the checker board. The pieces are laid8 t& f, O ?3 Y# i, ?% A( t
out at the side of the checker board like this. Examine the pattern at the base
2 B) E' a% C, K4 Zof the piece by tapping it once. Tap a hole on the board to see a pattern. The ~- d7 E. |( w& o, Z7 e5 m+ M; c; a
aim is to put a piece into a hole which both have the same pattern. The pieces
Z$ u8 J7 s& M" Pare laid out like this at the side of the checkerboard:
$ D4 H5 g( L: G% l9 `% t# [2 I# ?4 t. d, _+ r
1 67 R; \$ I+ [3 o" X* U8 z D2 [( R
2 7
' Q* ^; m y: I0 a& |3 8; k* \8 d* K3 Q. C4 ~# M
4 9
! R+ |/ v+ ?8 ]+ a) d- M5 106 a# n% m. X) ? Q9 ~! L" _
+ z- x9 G0 E- ^. w/ I# y0 U+ f* B
Put the red pieces in the following positions on the checker board:
) g, D3 r+ y3 ]5 A' E0 u
4 d R; I& c8 m. S3 ]$ c m* a4 E 1 2 3 4 5 z* ~* K- M7 Y
_ _ _ _ _# Y3 b/ E7 l' @6 q$ ?
A |_|_|_|_|_|
( I/ N& M' q5 F- |, ]' j9 cB |_|_|_|_|_|
8 u( a M, N f- m \$ P7 CC |_|_|_|_|_| ~8 u! D0 r) Y# A! r- P
D |_|_|_|_|_|
9 A* `% E7 O, Y) O! X B4 WE |_|_|_|_|_|' b& \+ M/ V7 h7 g* @5 Y
/ O$ B: Y: M1 B3 q1: A12 I9 B' T& D. Q* @7 \( }6 {- R
2: E2' g8 Z2 F: \; `% e+ R0 a
3: B5
! \& S8 S% Z+ k6 b: ?- V4 e4: D2
3 {9 T! n. B& i, X6 c5: A5. z4 F& p# X2 A7 J/ x0 J
6: C38 _6 _! U3 e$ {4 T Y$ Y
7: D47 e: M1 k* W! {* M
8: B1
; T! J. D1 _+ e9 R' R$ c" s! F- @9: D1
: y! o2 i; X% Z% k. v10: A4+ k' d; N4 w8 }) `: N' }
- y! {- h; o! t' J+ B8 ?3 B& f& x
The white pieces must now be placed on the checker board in order to put the
' o7 d( j- L9 S- @' lred king in checkmate. Put the bishop on C1, the knight on C3 and the King on. R( ~( r: A. C
C4. A secret panel will open to reveal a chalice.: t" l0 b, [/ G: v
A# Q8 M* t8 p+ {0 y5 W0 Q0 K% f( }* h" ~2 d ]9 W! Y1 K
-------------------------------------------------------------------------------: J$ J0 L1 F" Y# u* Z7 }5 z
2.11. George: Paris - Fifth Visit
5 @% M3 A6 Z- Y6 U& J) h- p* O0 l- Z-------------------------------------------------------------------------------) D* M, Z* h4 p9 ]7 d, w: a
8 ]& y. v. P4 Z m) {" g
n- B I; ]5 t7 t$ L4 t* _RUE JARRY
& C: A' O9 X+ v9 Y3 T: i* R---------* w7 ^' Z, X7 h1 F5 z3 T
6 K# [0 v1 J+ f$ {' b. E. p5 @7 AExit the conversation with Nico to leave Rue Jarry.0 i, Z( |( M" ?" p
- j' o$ b' F. Z e+ S* M6 a; w7 X: z, M1 F# o7 n- Y: V6 F4 k
MONTFAUCON+ l3 H. a/ ~: {, t0 I/ x
----------" K1 Y5 \- J! o' e4 t; ^
$ N! P3 e2 c* k8 [
Enter the church and show the chalice to the priest. Answer yes to his question
D+ A5 O$ G% ?& zwhen he offers to polish the chalice. Walk to the right side of the church and: c4 M( s$ G, R- W* q# ]9 l h
use the lens on the scroll held by the statue. Examine the scroll three times% t/ Y8 b; S8 p1 N: Y
and George will look through it to see the window. Adjust the slides on the; V- [# K# F! c2 q
window so that the image lines up. Talk to the priest to receive the chalice. x) c- K" Z' N0 `8 H
Examine the tomb in the far corner of the church. Highlight Psalms: XXXII XXI,
+ B7 s9 _8 r1 DPsalms XXXII+VII and Corinthians 1: IV+V horizontally. Highlight John IV XI
* K! l7 x$ Q' y3 }vertically to find all of the references. Exit Montfacuon.6 Q1 k% e/ f5 S% i/ J, b) d
$ Y9 T+ G) m' O0 {8 N; L( o5 N( J
^* ]& m( i* C0 q7 u& Z v
MUSEE CRUNE- ~/ F, J3 q5 R/ s# D
-----------' ?* S& m* n5 N* v1 j- c
+ r A9 f. G z$ _7 L4 q& X" N/ b
Enter the museum and talk to Andre about the statue: He says that it could be9 Q! A+ e0 T' ?; J8 Y
Baphomet, an idol described by the Templars. Exit the museum.+ d: q2 r& ]# Z$ o
/ y& M X: o. h! }; k- Q+ o/ F
5 m _) [1 E4 d' ?6 \) R! n
SITE DE BAPHOMET+ }( ?& D4 s; l# {& F
----------------- R: o) {/ w" q/ b1 b6 ?! K
, j+ c9 K& D, E- x" h4 X. w
Go down the stairs and attempt to open the door on the right. Talk to the guard) L9 \% z$ ]! j+ M i& p' a" ^- k/ N
about the toilet to get the washroom key. Use the key on the washroom door. Get: H! K% A7 k) P; |/ R1 _
the soap from the sink. Use the washroom keys with the soap to make an imprint.
0 `/ x8 `$ u( e5 D1 U+ D5 T4 RUse the plaster on the soap to fill the imprint. Operate the tap to fill the
( [! |4 {/ [- Q0 v1 ^) wmake the plaster wet. Operate the hand drier to get the plaster key. Exit the
6 P" }' G' c1 U" C6 \bathroom and give the washroom keys to the guard. Go upstairs.( J+ K: }% g/ e. |+ G5 s& x
) K l( o9 \4 U1 e6 g! r( FOutside, try to use the plaster key on the pot of paint at the right side of* ?- n8 ~+ V" A9 t% f8 |
the painter: The painter won't let George near it. Go downstairs. Use the phone7 t% Q5 [) ]) r# ^8 l$ ~( V
to call Nico. Go upstairs and talk to the painter about the phone. While he is# V* y Q1 K0 P7 }
gone, use the plaster key on the paint. Go back downstairs.
G6 S1 B9 _5 ^7 k) d/ e3 i: S# x7 |* ]9 P
Talk to the guard about the toilet to get the washroom key again. Use the' U# ?( d+ k- L5 k: w) Z0 c( A
washroom key on the right door. Open the inventory and combine the washroom key8 Z7 v6 l: q6 l
with the plaster key. Exit the washroom. Examine the thermostat and then talk; b$ l3 s$ v9 ^
to the guard about the thermostat: He has his gloves in case it gets too cold.
" f$ P9 R- @+ m/ Y& ?' qOperate the thermostat to turn the heating off: The guard will now put his, i M! W) W( }1 S8 e' o
gloves on. Give the washroom key to the guard. Operate the phone and she will2 n: ?7 b& q. |: K8 h1 ~$ r
agree to distract the guard. Go downstairs and use the excavation key on the
% \: Y! U) q) b8 Z+ o- m' `+ vleft door. Climb down the ladder. Use the chalice on the mosaic on the floor.1 E. d7 W0 q% O: H
" E$ ]9 ]- w; C; Q7 E6 Z& j! W" D' T M
RUE JARRY8 _8 K5 E9 p/ s
---------
3 x' r3 q/ M0 E: A9 a* S* }9 p7 w; P
Exit the conversation with Nico. Go to the airport and return to Spain.$ u- b" r* e% q) b( u3 u( }
8 Z- J8 e; M5 X3 N& K( B X* L8 [6 x6 P- S) Y2 n4 N4 M
-------------------------------------------------------------------------------; V- c Z4 \& K/ n% t
2.12. Villa De Vasconcellos - Second Visit
& e. p4 H8 t( o4 i2 C. u. p-------------------------------------------------------------------------------
# g# Q, x6 ]. M! u, p6 ^
' ^( K; s7 `1 K5 ~! Q. v' {3 ^ W4 z7 }: L- x2 j7 u+ E
Enter the house and get the mirror from the utility room at the bottom of the
2 L7 M( k6 U% u5 @ G) D( T; B5 `stairs. Go upstairs and talk to the Countess to return her chalice. Talk about
6 p% ]9 g, m% y4 b. \! {, B) Sthe chalice to mention Don Carlos. Talk about Don Carlos to tell her about the
: u! s$ o' [# N% g4 M3 i) xBiblical references on the tomb at Montfaucon. Exit the house and walk up the* T9 O, _; R7 V+ m Y8 n9 m5 y
path to the mausoleum. Enter the mausoleum. Get the Bible and return to the
) D& D$ o" C' xhouse. Show the Bible to the Countess and she will read the references.
' h& g: C% b7 l" e1 m Y( w0 }8 b& f
Exit the house. Talk to Lopez about the well: He doesn't know where it is. Ask8 A' \! [, X& Q2 R
him about the location of the well: It must be in the old courtyard. Walk up, c/ k7 Q* X7 A |6 w* e& m
the path and enter the mausoleum. Use the tissue on the window pole to char the- `. N/ I9 }3 ]. [& g, F0 |
tissue. Operate the window to close it. Use the tissue on the window pole again' n$ L% n9 b1 m- D' T, h F
and a key will fall out. Exit the mausoleum. Walk left to the courtyard. Talk
6 |7 R8 _/ Q1 y: d6 k( g3 K8 tto Lopez about the location of the well: He needs a hazel stick. Walk to the
0 }2 v1 O3 r, _3 B+ J/ y- ]left side of the area and operate the tree near the hose to get a stick. Show
$ Q H! M- Q4 P+ u! G3 xthe stick to Lopez and he will tell George how to find the well. After some' G/ P% Q' n) @/ l6 X' d9 Z6 o
searching, George finds the well and Lopez lowers him down into it.7 k* x% w6 m0 R8 T
' S: s% ]0 [" }+ Z B9 z
Examine the lion's head to see that one of the fangs is separate. Operate the
. D' Q. D; ~+ `8 f1 w3 c" y" wfang and George will jump out of the way as a section of the door falls. Use
! i' {- s0 L( [1 |the mirror on the sun's rays to reveal a socket on the door. Use the stone key
" P' S# d* k8 m3 {on the socket to reveal a mechanism. George's diary for Montfaucon lists the
+ @2 x7 M- O1 O) M" Q0 B5 g: Pnumbers around the window in the church as XIV, XXVII, VI, LXXXI, III, I, XVII,3 ~" J. c; k! g2 B; W2 \" w3 [
XII and XXV. Spin the red dial to X, the yellow dial to IV and then press the c3 u8 |& x0 [6 I1 D* { M
bottom-right button to enter the first number. Do the same thing for all of the
: k6 t4 H/ a: yother numbers that were on the window. Go through the doorway.
O# _0 c* ~- ?8 ~4 A) s2 u; d) v) O8 I X2 c: b( _
) d% x7 |' J8 }$ ?8 S6 s. c. U0 Y-------------------------------------------------------------------------------5 r4 D4 G+ z \+ R; o# l/ l0 e0 S
2.13. Train
5 e. j/ h; q) y; d( y-------------------------------------------------------------------------------/ k/ ~2 B( k/ {! c- A8 Y8 @
' R8 N# t8 m) X8 J5 V8 }- m9 b
! ?2 F2 S Z, ]2 N2 FAttempt to leave the room and the ticket conductor will enter. Leave the cabin./ X8 E Q1 d. p2 R( {0 ^5 S7 m
Walk left to the next section of the train to see Guido. Walk right and return
" T% q5 b$ G/ }4 K9 j$ mto the cabin to see that Nico has gone. Exit the cabin and enter the cabin on q+ f& r. k- |
the left. Talk to the left man about Nico: He hasn't seen her. Operate the: S; ^; G. s3 {6 Q6 L
window and climb up to the top of the train. Walk right to the next section of
! s4 P2 d/ t; e' ?8 ?! h6 x9 Y1 ]5 d6 sthe train and climb down the ladder to arrive in the room with Nico. George* o$ j4 i' o j" o
pulls the emergency brake and stops the fight. Exit the conversation with Khan.5 c% b* J% u( S
Talk to Nico to untie her. Exit left to leave the train at Bannockburn.
7 i6 \+ K( b. v7 O( z9 l# M
: ~. \, j2 b0 G0 L. K( m5 M0 ]
------------------------------------------------------------------------------- ]' g3 `9 P0 _( t( k
2.14. Bannockburn' w7 L( d v# {
-------------------------------------------------------------------------------) l. F8 F: w" J1 s, o, X/ L! T3 q7 Q
' Q( f1 @2 ?; D1 a/ t6 X X0 M
4 `- s/ k% E! h/ l1 A
Enter the tower. Operate the heap of stones four times to find an old clay; w- y3 j# x# R( u. l# K
pipe, a metal coin, a small cog and spindle and a pen lid. Operate the handle, F m( ?& l# h
at the left side of the statue to get the handle. Get the cog. Examine the% L+ S, `+ K1 o$ l) B
statue. Use the first cog on the left eye. Use the second cog on the right eye.
# @* l( w. z( ?# O; TUse the handle on the mouth to open the door. Go through the doorway. Go right
7 m5 l. }- H& D4 p8 }) n4 k) Eto the next room to spy on the Templar's meeting. After a long scene, George, a: [, o# {; z/ F# D e
and Nico try to run out of the temple but are stopped by Guido. Operate the
" |. H, w" C9 ^( T% E% ztorch on the wall near George to complete the game.
' {4 }8 M3 H8 y! p! T S2 }6 h8 F+ P
" h2 }1 z- f- d# S5 b: h
===============================================================================
; h( s6 p& R* q/ E# ~# _; L: j7 f5 }5 v/ I; A5 V7 `7 L
3. Item List
# Z4 d! I: ^/ ]4 u. z& ^3 `6 e2 W) B+ `+ e$ R" n1 u" }
===============================================================================
" k- x& \7 I. {! ~( F
0 N7 |/ D z- }2 b6 K1 v
' p* A, K* ~, b. d6 Q# I! A-------------------------------------------------------------------------------
5 I+ V" H0 Y* f4 A) Y" t1 O; y3.1. Nico4 G/ N0 |+ k0 {9 q) j" Z) S0 y
-------------------------------------------------------------------------------
* ]" M8 }" P3 ~4 x* i( r7 [6 b
5 i: d5 W R5 h1 l* M% q4 {% H, p- w# ^/ z
ARTEFACT0 F2 j8 @0 _) m$ i$ j8 x
Found by examining the pouch in the inventory. It is used on the small hole
k* ^+ L' X7 F j! q at the right side of the safe in the state room at Ile de la Cite.* |8 W4 ^7 e, x+ z- i
) k. W: X6 g4 q7 Y% c
- @5 @( A# t' H& L- b. DBOAT TICKET
+ j" |1 J1 i3 t% }* w Found in Pierre's pocket in the Palais Royale library. It is not used./ G6 @* F7 M; Y3 g/ f
Z0 H8 Y j r# Y/ a8 X
7 V9 _; ^ G, b, M' a- H$ o X* PCARVED ELEPHANT3 o; Q/ D- |, Q) c
Found on the desk in the Palais Royale drawing room. It is not used.
5 a6 ]- a8 ?% e8 @6 n9 s4 Z* J# P, t) Q) \; [
0 C5 Z/ B6 O" a5 F- v% H% D8 d6 \: v4 P3 A
CLOTH
' J# O% t) t+ h1 l+ ^' ~" f Found on the table in the Palais Royale hallway. It is not used.7 t' O1 p# _( G6 Y4 e
7 m8 R, {! o! w3 L7 j
5 u6 j! m1 q. J4 dCODED MESSAGE
5 j$ m" Q; N! B Found by rolling the stone cylinder with paint on the blotting paper on the+ k' L/ t3 G d7 N
desk in the Palais Royale drawing room. It contains a combination of letters
1 X( o! d/ R) k' l$ P0 Z that are used to open the door in the skiff room at the Ile de la Cite.
) Z& ~8 b4 C& r9 c Z. m$ o5 s
/ ?$ m7 l6 g B) n) |, m! x& j* U- O+ J
HAIR CLIP
: E" a7 q# X& G5 a ] Found on the floor near Pierre's body in the Palais Royale library. After the
+ h$ G+ k/ i0 x& [! Q cloth has been picked up from the table in the Palais Royale hallway, the
# |8 i8 R% t6 C6 o hair clip is used on the small hole in the table to open a compartment.
" R+ {0 r+ ~ w/ ]8 {, z, Y8 e& U
- Z9 i( K! Y8 F1 l
KEY TO DRAWING ROOM
6 B0 Y" i, y6 F Found by talking to Imelda about every person. It is used to open the door at
. s7 V L% }# ^" J9 I% o% F' D the right side of the Palais Royale hallway.9 r" v* ?) M" g3 P2 @4 j
: B) I6 d* [) B* d$ l
' n: Z2 j7 t6 L4 o
KEY TO SAFE
; v( Q2 \, n6 S. o, F Found in the secret compartment in the table in the Palais Royale hallway. It; W$ [6 Y7 u9 A4 E
is used on the keyhole of the safe behind the painting in the Palais Royale2 y4 x, Z) P0 B( e2 i% v* G
drawing room.
! e5 i+ L9 O* I& ]+ b
$ k0 s8 o1 Z* `2 h* }4 E1 N% V! n* g3 r+ i: y% W
NOTE# x; H" |0 o& n" u- O' a
Found by opening the desk drawer in the Ile de la Cite state room. It is( G' `# Z4 W t, {# m
looked at in the inventory so that the message can be decoded.& \4 k4 u& r5 m. _
4 y% W: X' N+ Q/ K: S" u$ b8 y* q; `8 M. [! ^
NOTE, j5 s% m, T0 C s) j# ?) c& m
Found by examining the pouch in the inventory. It is looked at in the
9 `$ z1 L+ W1 w! l& s/ V' a inventory so that the message can be decoded.
5 R$ r: r9 c9 E: X3 ?2 e: X
0 [5 X7 v& Y6 B3 w# S; U4 O* h. y6 _# `0 Q1 l" J) K
PHOTOGRAPH$ I. g! H' t$ B2 p& S- o X% g# v, r
Found in the hole made by pulling the drawer all the way out in the Ile de la5 F) q# S7 b8 x
Cite state room. It is not used.3 K% x! z8 D; _/ ^+ x! M
5 W! H4 n& ]" s0 }, T! E
6 E* a+ c$ _. I" [, x% l
POUCH
. X+ |& k' a: E, ~: @& G) K- d Found behind the pipe in the Cafe de la Chandelle Verte. It is looked at in+ Z; q/ H. Q3 ^! o G6 v
the inventory to find an artefact and a coded note.
2 W. q0 x3 R. C: X% k: e6 D
4 S3 ~! H) f9 P% B0 `2 F
5 W( d/ `1 `- c8 r* @STONE CYLINDER
t5 a% {9 ^' X/ d' m5 R! A Found in the safe in the Palais Royale drawing room. After the tube of paint
2 T3 V2 D1 ~. A' l has been used on the in-tray on the desk in the Palais Royale drawing room,
& _' f: F0 A7 T- w1 T the stone cylinder is used on the in-tray to roll it in the paint. The stone
; P& u, G# Y/ M* l4 B cylinder is then used on the blotting paper to roll out the coded message. It! A& r0 \: n j; y. }
is used on the hole at the right side of the door in the skiff room at Ile de9 |# N% K% v% [
la Cite. After the door has opened, the stone cylinder is picked up from the8 G Y- S B' p3 U$ S0 v
hole. After Nico has used the flattened shell case to hold the cross in the) \" _% {8 e1 K# m# ]: }
Ile de la Cite anti chamber, the stone cylinder is used on the round slot.+ d3 H: Q1 w6 r( Q7 q
9 R* j, {, q& j) Q" ]1 x$ D
/ |, C, v n/ Q, t/ W: |% p( Z
SHELL CASE! u! f) s. A$ N$ V' t: d
Found below the skiff in the skiff room at Ile de la Cite. It is used on the* G* Z2 ?2 a% R/ e
right door in the Ile de la Cite anti chamber. The cross is then operated in9 u% ]1 w L$ k/ ~4 g
the middle of the room to flatten the shell case. When Nico operates the% |5 H4 ?: R5 `2 I! ?0 L3 n _
cross again, the flattened shell case is used on the cross. After the stone& p9 i& J8 v e/ \
cylinder has been used on the round slot in the anti chamber, the flattened
* J; C9 c, q% ` shell case can be safely taken from the cross. The flattened shell case is
1 }( i( |' L+ G8 e- {6 j% a2 ^5 V+ b then used on the door at the left side of the anti chamber.0 U/ H/ W/ ]* I% B f* n* L
- b! R m7 H% L( j1 s, E! u
, W- H3 h: r! D2 P6 k* ?! e2 x/ pTINY KEY
- [9 d4 k' S! v9 E6 [, y* r/ D After George's Lochmarne section, Nico finds the tiny key in the locket worn
5 B/ d+ l' b0 C: K+ L6 S1 E) [ by Imelda in the Palais Royale. It is used on the box in Nico's apartment.! k7 H- T' d7 Q, n8 z
3 }! e( M" t1 B; i
3 Y3 d& P+ r# n1 b# ]TUBE OF PAINT1 W- p) f. @! T2 z
Found below Imelda's painting in the Palais Royale hallway. It is used on the. h: H; z+ D7 ?% _
in-tray on the desk in the Palais Royale drawing room.0 f9 f/ K% @0 F+ q. X" ^* G
- P; K7 X2 z% g3 }+ Y2 n' e- j( }* e% W. y0 J5 b
-------------------------------------------------------------------------------$ g. z9 M# ]4 x
3.2. George' [% k! t" h- q' [( z8 a9 T# @
-------------------------------------------------------------------------------' V- _- A/ D0 @0 V8 J8 b# @" n
, j; w* s* }/ X/ ~& d' `: \& W5 ~" b1 `1 p" i) a7 u
50 BUCKS* j4 Y$ D1 @5 Q- b7 x
Duane will give George the 50 bucks for the polished statuette. The 50 bucks
7 _) L3 l# t1 n& k2 y are given to Ultar in the Club Alamut in Marib.. c5 L: z3 w( ^9 M& l
7 O) o' y( f' A0 ?6 q: l/ \, b, L, Y+ {8 M+ ?* z
BIBLE, `1 F1 O2 |& Y" u6 N, x
Found in the mausoleum in Villa De Vasconcellos. It is shown to the Countess
. _* J$ m2 f8 N1 u/ ^: D, v in the house. _0 ~, D9 C$ b! v$ L* n. c
3 _1 b( U9 e6 Z. v9 F
0 _8 k' P. v( h0 u: o" m: R7 E" t, g TBLUE GEM
4 n( J" {2 V5 }2 ^4 T: H Found in the cellar of the bar in Lochmarne. It is put on the tripod in the
& ?) |8 a U0 e cave of Montfaucon.
6 _2 P, A5 k' K& ~+ X7 y+ @) C& c" R& H* d0 O
. E* @# Z# W) b* p3 k& cBUZZER# \1 N/ S$ D- i- _+ T
The man in La risee du monde will give George the buzzer when he talks to! x* B( T! e1 u1 f
him. It is used to escape from Khan in Bull's Head Hill.5 s6 X" a; l- Q3 y# x% o
! B) f* d; l) c, O% @/ r/ S# Y9 p9 X& I* s4 i- S
CARD
# Y3 i* k) Y3 k$ [$ {" Z Inspector Rosso gives George his card after talking to him in Cafe de la
/ i$ [' g9 _ z( ~/ y/ Z' O) } Chandelle Verte near the start of George's section of the game. It is shown( D9 G3 p* _( o8 y
to the man outside the house after the sewers.
' L' o! K+ ~. k% }4 H, O
: L9 Z7 m# k8 R) \# w% q* @; G3 ~5 K5 Y( E+ g+ ?6 X
CHALICE
- B9 e, C* b4 m, ]1 E7 k4 ^& \- n Found in Villa De Vasconcellos after solving the chess puzzle. It is used on, E! ~# e# ?+ o
the mosaic on the floor in Site de Baphomet.
Z4 V, h- o& p* D# m5 J, x% y& ~) J9 T, w) O8 ^
, k$ N7 T; D! s: n) `1 SCLOTH, N$ Q- X; u, n- d: u( K5 _
Found in the sewer below the alley near the Cafe de la Chandelle Verte. It is+ O% F2 h# y4 l+ U- V- |" i
shown to the man outside the house after the sewers. It is also shown to Nico$ Q- F1 Q7 u1 r k8 w9 s) E/ \
in Rue Jarry.
: K- |: {6 L% f% p7 c% P# r8 Q% f# @
4 C. B. }+ `6 ]# D. ^6 n! k; d eCOGS
! L' A; a% H, O9 w# C Found in the heap of stones in Bannockburn, the cogs are used on the statue
, h" R$ ]& M3 x3 v; f l( a; Y8 k in Bannockburn to open the secret passage.
( J; B& q8 G4 A) s- r7 K) @' g
2 @' c: Z5 a$ f* i/ w! T3 ?8 h! l; o$ g7 G
FAKE PLASTER KEY
. k0 _; ^9 G$ w Made by using the plaster of paris in the indentation of the key in the soap.- K$ x3 m, k2 ^# Z( o9 |
It is given back to the guard so that the real washroom key can be used.4 y) t) o1 r. h) o& E+ C
% z, n+ P ?' S( u# t" b$ i% j. P! K0 w E% ~' y+ O+ d/ c* ]
HANDLE: X5 f3 I4 _( X; \1 j* p
Found in the cog arrangement in Bannockburn, the handle is used on the statue
2 T& o" K/ M* ]% w; `+ K) g1 u in Bannockburn to open the secret passage.
# s# _& |6 `2 m8 H+ t; p/ B- _% p0 R3 m6 w. [
) m |0 i$ h* |9 X. o& K' RHAZEL TREE STICK
/ U* C4 |3 H5 g M; @ f9 n Found next to the small building in Villa De Vasconcellos. It is used to find6 Q$ N* a) J) g. n- n i6 q5 x- {
the well.
/ F8 }/ P( _/ j5 Q7 }# k, Q& A% d$ P% F' f0 T
p/ Z$ h, E3 Z! K4 u/ qKEY) S' P3 h6 }* {- X9 |6 a/ F+ q: v
The woman playing the piano will help George get this key from the Hotel Ubu.* X- ^/ b0 j# M" v- e0 ^) k
In the hotel, it is used to open the first door on the right at the top of
! Q. r. ~7 v+ n: j Z9 Z/ s the steps.7 t0 i/ E1 t7 w. }4 u4 D
% N4 a, g6 N d" K, M1 l. h/ @' Z9 c3 L
$ v, b& u9 P& J$ o& x
MATCHBOOK( s; T: j- g& U$ z+ o, P
After Khan has gone from the room in the Hotel Ubu, the matchbook can be
5 G+ r7 a) k- V* }4 m4 J found in the pants on the bed. It is shown to the carpet seller in Marib to
. h( r0 Z# N+ b% b access the Club Alamut.
; R# t0 J1 F& u$ {7 T8 ^5 F( j2 b8 H' a
9 X& g# k: P' MMETAL ROD. B" o9 ~4 I! O3 n- q9 i8 L! G
Found in the toolbox at the construction site after the newspaper has been t6 A7 o4 O" `+ h- V" n
given to the worker. It is used to open the iron cover in the alley near the) u/ l# x# a; n7 j* p2 b$ d
Cafe de la Chandelle Verte. It is used to climb the wall near the castle in' b* @# O. P! C' R- [
Lochmarne. It is used to open the manhole in Montfaucon. It is used to open
9 G" N) V4 m( I. J% O/ ~2 a the door in the sewers of Montfaucon.
3 b; S* ^$ ^. O7 F% ^# X% n* ]- l$ }/ j9 b) @! j1 y
* m8 G% T1 Y% n- xMIRROR) M, d" W% N9 O3 B9 I1 g
Found in the utility room in Villa De Vasconcellos. It is used with the rays
7 J( F) O+ a# V4 v, M3 m; e of light in the well to find the keyhole.6 D! v5 s L6 s8 }
6 k! D' d2 |5 @) W' `: m: v# E9 p3 b5 ]0 h( i
NEWSPAPER
1 h3 d J% Z9 T# A' e$ F/ I0 T! k Found by the base of the lamppost outside Cafe de la chandelle verte. It is
2 F5 Q# s6 K8 @8 z shown to the workman at the construction site to make him leave the area.
3 V) _7 J9 |( T' h# ?7 ]. \& t+ h# r7 i2 y/ p$ e
3 n; M4 k" |2 x( K& M& KPARCHMENT
# B& Z4 }* |6 }1 I d Found in the safe in the Hotel Ubu. After it has been thrown out of the9 B0 H2 W( W# ?6 T4 ^3 h/ e+ z9 q
window, the parchment can be found in the alley at the side of the hotel. It6 L, R7 s! _$ A* ?: l4 A
is shown to Nico in Rue Jarry.* T, s4 o1 a% `
$ a9 n& `* o) L* }( B
3 V; O9 d% S9 |0 V: z: oPASS CARD3 v3 Q6 o8 B& g1 G% a
After Khan has gone from the room in the Hotel Ubu, the pass card can be
5 S; k* h9 l6 t% p/ U, `' u7 b found in the pants on the bed. It is shown to the clerk and the woman playing, I0 ~4 Z3 ]4 j' @; H
the piano in the Hotel Ubu to get the parchment. It is shown to the barman in! J" J! A! `$ S! `. a
Lochmarne to access the cellar. It is also shown to the woman behind the desk7 z* l/ M) b. o- G' u
in the Hopital of Paris.( Z2 @9 H6 v% T8 v6 F/ J; J
! }$ z! s4 [9 \1 [0 ~6 u6 N
' U0 w% o9 c" Z+ a# F2 \ D
PEN LID0 {* J$ @$ [5 c2 r
Found in the heap of stones in Bannockburn. It is not used.* q4 O, Z& j+ U1 _5 w
: c( @8 a) O! _: d) ^
5 ^, V: [9 m. Y1 `5 J# Q7 }7 k: \; HPHOTOGRAPH
5 y/ C8 }' e0 F9 w W George receives the photograph in Rue Jarry after he shows Nico the cloth.$ Z$ {! U1 r2 Y: L' j! o( ?
It is shown to B. Todryk in the Police Station, to the woman playing the
6 o$ `" {) f: ` piano in the Hotel Ubu and to Ultar in Marib.2 ]. w0 N" f6 Z8 U
' `, |1 @1 S0 y8 z* s3 O* i9 X4 P% @4 O" B! |- b
PIPE
) M8 z# f8 ]# h2 Y1 L4 i; I Found in the heap of stones in Bannockburn. It is not used.
. F4 e8 ~3 L6 g+ `! o
! U6 y6 a6 U. F: k4 l
0 { i7 t# x6 P! G" nPLASTER CAST
4 O# |6 E3 \, ^ s6 L' L Made by first putting the plaster of paris in the indentations in the room
! g, ^8 M0 _4 M/ {% V \$ q under under the goat, and then using the wet towel in the indentations. It is8 T# Z. F1 v8 `( U2 b" e8 z
used in the five sockets in the room under the goat to open a secret door." \" }) z! W/ R6 k8 x
! e1 h/ t3 d) A& j: g0 e5 X
$ }* C; c4 S, hPLASTER OF PARIS
' ~2 e! t/ Y' I- B$ Y Found in a sack in the room under the goat in Lochmarne. It is used in the
" g t/ X3 f0 [* z* M indentations made by the statue in Lochmarne. It is also used in the soap to) o/ l/ p$ B7 g+ g
create a fake plaster key in Site de Baphomet.
* e' N" m0 j4 t: F% q! I: y1 ]0 \9 W/ B8 x
$ |. i: x# G8 e+ @9 @3 t: }9 GPRESSURE GAUGE
8 i+ B t0 _' p9 H Found in the Hopital of Paris, It is used to stop the hose from working in
+ U+ D$ ^9 a9 M+ J( Z6 [1 ~ Villa De Vasconcellos.
7 l6 u" s& m# }2 ?- E \& u3 l* }: `0 Q4 E9 T6 P, c
; | }+ A0 z7 H0 p! s
RED BALL
' ^& V; {9 K7 v3 d The clown drops this red ball in Montfaucon. It is given to Nejo in Marib.
* P& k6 `' D" Y6 D6 L: B- d1 O; m; t# O- Y* r7 @
' F& o3 A) A& F: t- D1 G- U' ERED NOSE
2 _% q. n* w: c# r2 v$ m C" _ Found in the sewer below the alley near the Cafe de la Chandelle Verte. It is
0 I8 Y* d7 K" T4 `+ G not used.
; y y! P) B1 k: V9 b8 p) W7 g+ ]7 D
SOAP
- ?" `$ K+ {9 B Found in the washroom of Site de Baphomet. It is used with the tap after the, Q- g6 h9 h8 Q; u' t* K
plaster of paris has been used in the key indentation.8 f; d' p1 R! K) t, I$ s7 H
7 `, \( T" R# B& \# [) o2 q8 m( C$ o* O
STATUETTE
8 V h# A; {6 t1 A: O% Z Found in Nejo's stall in Marib. It is cleaned with the tissue and given to
4 D9 Y5 {( a0 o* c! s: m) r Duane for 50 bucks.
% N+ U$ C) C, |( \$ T8 N
' D+ _, M5 ?1 S
$ N' t; v+ j* t6 [; ^# Y1 ASTICK& u) C B% e, \: C, n# [
Found on the tree in Bull's Head Hill. It is combined with the towel to make
0 S* O# Y5 m M4 s the stick-towel.
a- u& k; v( A8 \; c
' C8 [- a5 |) ~7 f/ w |" U2 B* r) z& v9 A* s" B. g7 O5 s
STICK-TOWEL8 O0 w5 a4 t& I6 P" y0 ]
Made by combining the stick and the towel, the stick-towel is used to climb& T9 l. K, T, \% B& {
down the rock in Bull's Head Hill.
9 \3 z5 X& }9 x9 A4 a3 E
, P0 w" n6 D( N9 Z9 J1 X8 k, u$ h: _0 x6 j
TISSUE
6 N, l! l1 J) t$ T" G Found in the sewer below the alley near the Cafe de la Chandelle Verte. It3 w: I8 q3 K; r& S) g
is used to polish the statuette in Marib, and is also used on the end of the
# w4 o6 s4 N N- @( U/ | rod to light the candle in Villa De Vasconcellos.
9 k* F t* X7 p$ Y& l, j+ C+ z0 S8 b | o9 X, S+ z0 y$ f
9 {) z9 T# y$ @0 _
TOILET BRUSH/ H9 M; M/ W2 t) n0 M9 w2 c* n
The kebab seller is holding the toilet brush in Marib. It is given to the+ q5 |& h: M, f
manager of the Club Alamut for the toilet keys.3 S- ^# u: f' r4 g
& G5 r) a" K4 }- J+ E4 i
& k3 f) P0 ?3 H0 k
TOILET CHAIN
8 E$ a5 z7 O+ A( |" x Found in the toilet of the Club Alamut in Marib. It is not used.
1 j0 G7 V. H. N, F9 }+ Z
8 r9 o0 Q, \2 C
4 {0 I5 w5 g9 d" f+ P) c; aTOILET KEYS
1 \; B& w+ T! I/ A( Z The manager of the Club Alamut in Marib will give the keys in exchange for
0 {) y' l7 L/ G. r) y" [) U the toilet brush. The keys are used to the unlock the toilet door in the Club
D7 L- y& @5 z5 ?5 ^* b+ ^ Alamut, and to unlock the roller towel dispenser in the toilet.
& `/ [! B v( N. j9 \) j/ _% {0 r7 k w+ c( {
- j7 a: h9 |1 S# |# t" ] a+ m0 P
TOWEL
9 s: t& H4 Z7 Q9 R Found under Pat's arm in the bar in Lochmarne. It is used on the faucet in
2 d/ a! B! q9 ~- M# O3 o3 o8 e! B$ ~ the cellar of the bar to create the wet towel. The wet towel is used in the' b$ r; B% D- f& `" q2 i5 t, F
indentations in the room under the goat to create a plaster cast.
9 c' P0 o* X9 |3 N
4 y7 E- E0 J& [7 {; X; k0 Z) r2 ?0 c3 ]
TOWEL6 W# v# W. `4 g8 B! m( V
Found in the roller towel dispenser in the toilet of Club Alamut in Marib. It& ~7 o3 r' o- D% \
is given to Ultar to fix the taxi.
5 J6 e' k6 n2 |
* k7 g/ G* M: h* r3 s1 b' J4 N+ b8 \( A2 G
3 Q% O2 v$ z) ]4 E" T8 o* @; z7 _TRIPOD
+ o" e& c4 I; `3 X$ p) h Found in Musee Crune. It is used in the cave of Montfaucon.
* S1 E* e5 \4 D2 p5 }1 y- v+ \9 z! D
9 {( B6 L" h5 g
. C1 S/ a; `6 h' b H( OWASHROOM KEY
6 N5 H; o. t4 i4 ]2 @$ l, s The guard will give George this key when he asks about the washroom in Site, j n, }" u5 F+ \0 ^' }$ ~3 E( w
de Baphomet. It is used to unlock the washroom door, and is also used to
7 u/ e' i$ F6 N, B6 C0 @. Y create an indentation in the soap.3 P2 J& Q2 V& b
, h3 _2 K0 C% B$ u9 A3 h
/ }1 t9 `8 f) N) c3 B4 p" OWIRE
4 j8 l* \& K; n4 U8 q5 c5 v The wire is being held by the sneezing guy in the bar in Lochmarne. It is
: u- |* i! |- ]1 A1 P used to fix the glass washer in the bar.
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! O# p0 X! G* F! u/ q4. Copyright Information
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This file is Copyright 2009 Tom Hayes. As it can be difficult to keep track of* {* ^3 H) y. ?) c5 }3 {3 s
websites that haven't posted the latest version of this file, please do not
- h( \# j: M( p/ sdistribute it without my permission. Send an e-mail to me if you would like to
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