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Walkthrough for Broken Sword: Shadow of the Templars - The Director’s Cut (DS)

===============================================================================

                               FAQ/Walkthrough for
              BROKEN SWORD: SHADOW THE TEMPLARS - THE DIRECTOR'S CUT

===============================================================================


GUIDE INFORMATION
-----------------

Author:   Tom Hayes
E-mail:   thayesguides(at)gmail(dot)com
System:   Nintendo DS
Updated:  12th April, 2009
Version:  1.0


CONTENTS
--------

1. Introduction
2. Walkthrough
     2.1. Nico: Paris - First Visit
     2.2. George: Paris - First Visit
     2.3. Nico: Paris - Second Visit
     2.4. George: Paris - Second Visit
     2.5. Lochmarne
     2.6. Nico: Paris - Third Visit
     2.7. George: Paris - Third Visit
     2.8. Marib
     2.9. George: Paris - Fourth Visit
     2.10. Villa De Vasconcellos - First Visit
     2.11. George: Paris - Fifth Visit
     2.12. Villa De Vasconcellos - Second Visit
     2.13. Train
     2.14. Bannockburn
3. Item List
     3.1. Nico
     3.2. George
4. Copyright Information


VERSION HISTORY
---------------

1.0:  12th April, 2009  (First version)


===============================================================================

1.                                Introduction

===============================================================================


Broken Sword: Shadow of the Templars was originally released on the PC in 1996.
The game tells the story of an American tourist named George Stobbart who is on
the trail of the Templars. The Nintendo DS version features many new scenes and
puzzles which make getting this version worthwhile even if you have completed
the PC version. Nico also gets her own separate adventure which won't take long
to complete but is well designed and fits in well with the rest of the game.


===============================================================================

2.                                Walkthrough

===============================================================================


-------------------------------------------------------------------------------
2.1.                       Nico: Paris - First Visit
-------------------------------------------------------------------------------


INTRODUCTION
------------

Nico receives a call from her editor and is asked to travel to the Palais
Royale to interview the media tycoon Pierre Carchon. As Nico approaches the
building, a mime steps in her way. She humours the mime and passes by. As she
presses the doorbell, the mime continues to glare after her. Nico is let inside
by Pierre's wife, Imelda, while outside a ladder is put against the building.
As Nico and Imelda are talking, outside a glass cutter is used on the window
and then a silencer is seen to a gun. Pierre introduces himself to Nico and
mentions that he knew her father. A vase is dropped in the study and when
Pierre goes to investigate, a gunshot and a scream are heard. When Nico enters,
the mime is seen standing over Pierre's body. He beckons Nico to come closer,
then knocks her unconscious with a punch when she gets near. Imelda goes off to
call the police while Nico is left in the study to investigate.


PALAIS ROYALE
-------------

Examine Pierre's body to see a closeup. Get the hair clip on the floor near
Pierre's head. Operate Pierre's jacket to see a blood stain and a gold object
in the pocket. Get the gold object from the pocket to see that it is a ticket
stamped "Bateaux de la Conciergerie". Exit the closeup view. Exit the room on
the left to enter the hallway. Examine the cloth on the table and then pick it
up to reveal a tiny hole in the table. Use the hair clip on the hole to open a
secret compartment. Get the key from the compartment. Exit the view.

Get the tube of paint below the painting and Imelda will question what Nico is
doing. Talk to Imelda about Pierre: She doesn't believe that Nico is sorry.
Talk about Pierre again: She has no idea why Nico was called. Talk about Nico's
father: Imelda didn't know Nico's father. Talk about the mime: Pierre had many
enemies. Select either option when Imelda asks if Nico has any moral sense.
Nico now mentions that Imelda lets her investigate and not the police. Again,
select either the good or bad option when it is presented. Imelda agrees to let
Nico investigate and gives her the key to the drawing room.

Walk to the right side of the hallway and use the drawing room key on the door.
Enter the drawing room. Examine the painting above the fireplace. Press the
small button at the left side of the picture frame and a click will be heard.
Operate the picture to reveal a safe. Use the safe key on the keyhole to open
the safe. Get the stone cylinder. Examine the desk at the right side of the
drawing room. Get the carved elephant. Use the tube of paint on the in-tray.
Use the stone cylinder on the in-tray to roll it in the paint. Use the painted
cylinder on the blotting paper to reveal a secret message. Get the message from
the blotter. Exit the drawing room and walk to the left side of the hallway.
Talk to Imelda and Nico will leave for the quayside on the Ile de la Cite.


ILE DE LA CITE
--------------

Walk to the right side of the quayside and operate the gate to see a closeup.
Examine either lock. The aim is to slide the bar with the latch all the way
along to the other side, but any blocks that are in the way need to be moved.
This is a long and difficult puzzle at such an early stage of the game, but
there is a shortcut to bypass it: Slide the stylus from the top-left corner of
the screen to the bottom-right corner. If you want to try and solve for the
puzzles for yourself, carry on. I have included the movements I used to solve
both puzzles, although there are many other ways that the puzzle can be solved.

 ___________________________      ___________________________
|         LEFT LOCK         |    |         RIGHT LOCK        |
|___________________________|    |___________________________|
|          ___ ___________  |    |  ___ ___     ___________  |
|         |   |     C     | |    | |   |   |   |     C     | |
|  _______| B |___________| |    | | A | B |   |___________| |
| |   A   |   |   |         |    | |   |   |           |   | |
| |_______|___|   |_______  |    | |___|___|        ___| E | |
|             | F |   G   | |    | |   D   |       |   |   | |
|  ___ _______|   |_______| |    | |___ ___|_______|   |___| |
| |   |   E   |   |   |   | |    | |   |     G     | H |   | |
| |   |_______|___| I | J | |    | | F |___ ___ ___|   | I | |
| | D |     H     |   |   | |    | |   |   |   |   |   |   | |
| |   |___ _______|___|___| |    | |___|   | J | K |___|___| |
| |   |   |   K   |   L   | |    |         |   |   |   L   | |
| |___|   |_______|_______| |    |         |___|___|_______| |
|___________________________|    |___________________________|


         B -> 1 down                      D -> 2 right
         C -> 3 left                      B -> 1 down
         D -> 1 up                        C -> 2 left
         F -> 1 up                        F -> 1 down
         K -> 2 left                      H -> 2 up
         L -> 2 left                      G -> 1 right
         I -> 1 down                      B -> 3 down
         J -> 1 down                      D -> 2 left
         E -> 3 right                     G -> 2 left
         B -> 1 down                      K -> 3 up
         A -> 1 right                     L -> 1 left
         D -> 1 up                        I -> 1 down
         H -> 1 left                      G -> 3 right
         F -> 2 down                      J -> 3 up
         A -> 3 right                     G -> 3 left
         B -> 1 up                        K -> 2 down
         F -> 2 up                        L -> 1 left
         E -> 3 left                      H -> 3 down
         I -> 1 up                        C -> 2 right
         J -> 1 up                        J -> 1 up
         L -> 2 right                     D -> 3 right
         F -> 3 down                      J -> 1 down
         C -> 3 right                     C -> 1 left
         B -> 1 up                        E -> 1 up
         G -> 3 left                      D -> 1 right

After solving both lock puzzles, the door will open. Go through the doorway to
enter the skiff room. Operate the skiff and it will fall over, revealing an old
shell case below. Get the shell case. Use the stone cylinder on the hole near
the door at the left side of the room to open it. Open the inventory and look
at the secret message print: It contains the message SDSSDSS. This is the code
that now has to be entered, so press the left button once, right button once,
left button twice, right button once and left button twice. Get the stone
cylinder and then go left through the doorway to enter the anti chamber.

Use the shell case on the right doorway to put it under the door. Operate the
cross in the middle of the room to flatten the shell case. Get the flattened
shell case. Operate the cross in the middle of the room again. When Nico pulls
the cross back, open the inventory and use the flattened shell case on the
cross to hold it there. Use the stone cylinder on the hole in the panel. A
mechanism will trigger which was meant to open the door at the left side of the
room, but it has been jammed. Get the flattened shell case from the cross. Use
the flattened shell case on the door at the left side of the room to open the
door. Continue left through the doorway to enter a dark room.

Walk to the right side of the room to see a red flashing object. Operate the
object to turn on the lights. Walk to the left side of the room and examine the
top of the desk. Examine the photographs to find out that Nico is being
investigated. Examine the newspaper articles. Exit the desk view. Operate the
top-right drawer on the desk to find a note written in code. Operate the drawer
again to pull it all the way out. Get the photograph from the hole. Open the
inventory and examine the note. Use the translation for the code below.

 ________ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
| SYMBOL | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |10 |11 |12 |13 |
|________|___|___|___|___|___|___|___|___|___|___|___|___|___|
| LETTER | E | M | J | O | P | B | A | C | U | V | D |   | R |
|________|___|___|___|___|___|___|___|___|___|___|___|___|___|

+------------------------------------------------------------+
 ________ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
| SYMBOL |14 |15 |16 |17 |18 |19 |20 |21 |22 |23 |24 |25 |26 |
|________|___|___|___|___|___|___|___|___|___|___|___|___|___|
| LETTER | S | Y |   | F | G | H | T | W | N | I | X | K | L |
|________|___|___|___|___|___|___|___|___|___|___|___|___|___|


The message now reads: "Pierre. Full report to follow. But this is too urgent
to wait. Arno and Yamada both dead. This is not a coincidence. Indeed it seems
that all of us who came together in July are in danger. Take great care. X"

After deciphering the message, Nico returns to her apartment to write up her
story. When the phone rings, Nico answers to talk to her editor Ronnie: He
tells her that he will not publish the story that was written. Nico realises
that someone must have got to him, and Ronnie tells her not to pursue the story
any more as Carchon had powerful friends. When the phone rings again, a man
named Plantard says that he wants to meet Nico at the Cafe de la Chandelle
Verte tomorrow morning to discuss the Carchon story.


-------------------------------------------------------------------------------
2.2.                      George: Paris - First Visit
-------------------------------------------------------------------------------


CAFE DE LA CHANDELLE VERTE
--------------------------

The game now switches to George Stobbart sitting outside of the cafe. George
watches as a clown enters the cafe, and inside the clown places an accordion
on the seat. The clown runs off, and seconds later, the accordion explodes and
destroys the cafe. George picks himself up and his adventure now begins.

Walk north toward the construction site. As George walks into the area, a
police sergeant draws his gun and aims it at George. A police inspector arrives
on the scene as well and guides George back toward the cafe. Select any answers
to the inspector's questions. George receives the inspector's card and then
leaves the bistro. Outside, get the newspaper that is curled up at the bottom
of the lamppost. Look at the writing at the bottom of the newspaper: "Salah Eh
Dinn - 1345". Look at the picture of the man on the left page. Exit the view.

Talk to Nico and she will introduce herself to George as a photo-journalist
the newspaper La Liberte. George tells Nico that he saw a clown enter the cafe
before the explosion, and Nico realises that it is the costume killer again.
Talk about the clown: She doesn't want to talk about him. Talk about Plantard:
He had a story that he said would interest her. Talk about the clown: Nico
gives George her phone number and then leaves to develop her pictures. Walk
north to return to the construction site. Give the newspaper to the worker and
he will notice the horse Salah eh Dinn is running in a race. He tells George to
keep an eye on the hole while he leaves the area to place a bet.

With the workman gone, get the toolbox in white tent to find a metal rod. Walk
west to return to the cafe area where Sergeant Moue is now standing guard
outside the entrance. Go through the arch at the right side of the area to
enter the alley. Use the metal rod on the iron cover to remove it. Go down the
hole to enter the sewer. Get the red object on the floor to see that it is
actually the clown's red nose. Walk north to the next sewer section. Get the
tissue on the floor and the piece of cloth from the spike. Climb up the ladder.

George emerges from the sewers into a courtyard and sees a man standing above
him. The man mistakes George for someone else and demands that he exit the
sewer. After standing up, he asks George what he was looking for. Select any of
the options that are shown: The man had not heard the cafe explosion. The man
wants to be sure that George is not in league with the man he chased earlier,
so show the card to the man: He now believes that George is a police inspector.
Show the piece of cloth to the man: It is the same cloth as the jacket he
found. Ask about the jacket four times: On the fourth times, the man tells
George the name and phone number that were on the label. Exit the conversation
to leave the courtyard. Walk right to exit the area.


POSTE DE POLICE
---------------

Operate the right phone on the wall. Select Nico and she will tell George the
address of her apartment in Rue Jarry. The game now switches back to Nico.


-------------------------------------------------------------------------------
2.3.                       Nico: Paris - Second Visit
-------------------------------------------------------------------------------


RUE JARRY
---------

Exit the apartment and walk west out of the area to view the map.


CAFE DE LA CHANDELLE VERTE
--------------------------

Walk west to the cafe to see the workman boarding up the cafe. Talk to the
workman about himself: Nico wants to take his picture. While he turns away to
brush his hair, quickly enter the cafe. Operate the mirror leaning near the bar
to move it. Examine the mirror to see a close up view. Examine the gold object
in the reflection to see that it has been lodged in the gap behind the pipes.
Examine the table to see the damaged pipes. Get the gold pouch behind the pipe.
Examine the pouch in the inventory to find an artefact and a coded note. Look
at the coded note and decipher it. Refer to the translation grid that was shown
earlier in the walkthrough as the same symbol to letter code is used here.

The message now reads: "Plantard. Pierre killed. Murderer must have followed
trail from Arno and Yamada. He will come for us now. We must be vigilant.
Thierry's girl broke into Pierre's safe. She worries me. Imelda.". Exit the
cafe. Walk north to the construction site and east to return to Ile de la Cite.


ILE DE LA CITE
--------------

Go through the doorway into the skiff room. Walk west into the anti chamber.
Operate the cross. When Nico pulls the cross back, open the inventory and use
the flattened shell case on the cross to hold it there. Use the stone cylinder
on the hole in the panel. Get the flattened shell case from the cross. Walk
west to return to the state room. Use the artefact on the small hole at the
right side of the safe on the wall to open the safe. Examine the safe to see a
closeup. Pick up the pieces of the photograph and Nico will spread them out on
the desk. Place the pieces of the photograph together to see that it is a
picture of Nico's father. Nico returns to her apartment to meet George.


-------------------------------------------------------------------------------
2.4.                      George: Paris - Second Visit
-------------------------------------------------------------------------------


RUE JARRY
---------

Talk to the old woman at the flower stall. Ask about Nico: She tells George
that the door needs a gentle nudge to open it. Exit the conversation. Operate
the door and George will enter Nico's apartment. Talk about the red nose and
Nico will notice the address of the costume shop La Risee du Monde inside it.
Talk about the piece of cloth and Nico will show George a photograph of the
killer wearing the same material. Exit the conversation. Leave Rue Jarry.


LA RISEE DU MONDE
-----------------

Talk to the man behind the counter. Show the tissue to the man and he will
recognise the smell as theatrical greasepaint. Show the picture to the man:
The greasepaint was bought under the name Khan. Exit the conversation and
before George leaves, the man gives him a trick buzzer. Leave the shop.


POSTE DE POLICE
---------------

Operate the right phone on the wall. Select Todryk and talk to him about Khan:
The suit was delivered to the Hotel Ubu. Exit the police station.


HOTEL UBU
---------

Enter the hotel. Walk to the left side of the lobby and try to get the key from
the board above the counter near the clerk. Talk to the clerk about the key: It
is for room twenty-one. Go upstairs and operate the middle door to see that it
is locked. Go downstairs. Walk to the right side of the room and talk to the
woman playing the piano. Show her the photograph and she will recognise the
person as Moerlin. Talk about Moerlin: George tells her that Moerlin is a fake.
Talk about the key and she will walk over to the clerk. When the clerk leaves
the room, quickly get the key from the board before he returns. Go upstairs.

Use the key on the right door to enter room 21. Operate the window at the right
side of the room and then go outside onto the ledge. Walk along the ledge and
go through the right window to enter room 22. Try to exit the room to see that
Khan is approaching. George quickly hides in the wardrobe. Khan enters the
room, changes clothes and then leaves. Examine the pants on the bed to see a
closeup. Pick up the pants at the top of the zip to turn them over. Operate the
left rear pocket to find a matchbook. Operate the thread above the left pocket
to remove it. Turn the pants over again and then operate the right pocket to
remove a pass card. Exit the room to return to the hallway. Go downstairs.

Talk to Lady Piermont about Moerlin: He passed an object to the clerk about an
hour ago. Talk to the clerk about the safe: He wants to see identification.
Show Moerlin's pass card to the clerk: He still refuses to let George see the
contents of the safe. Talk to Lady Piermont about Moerlin's pass card twice:
She returns to the clerk to demand that he retrieve the contents of the safe.
The clerk returns and gives a manuscript to George. Go upstairs and enter room
21. Go out the window onto the ledge. Use the manuscript on the alley below to
throw it down. Return to room 21 and go out the door. Go downstairs and then
exit the hotel to be searched by the thugs. Walk to the left side of the area
and go through the arch to enter the alley. Get the manuscript on the floor.


RUE JARRY
---------

Back in Nico's apartment, talk to Nico about the parchment to watch a lengthy
scene about the history of the Templars. Talk about the parchment again to see
a closeup. Look at the four corners and the seal on the parchment. Exit the
view and Nico will suggest visiting the Musee Crune. Exit Rue Jarry.


MUSEE CRUNE
-----------

Enter the museum. Operate the tripod in the middle of the room to see that it
is identical to the tripod in the parchment. George notices that the tripod is
from Lochmarne in Western Ireland. Walk outside the museum and exit the area.


RUE JARRY
---------

Talk to Nico about the tripod. Exit Rue Jarry and select the yellow arrow at
the top-right corner of the city map to see the world map. Select Lochmarne.


-------------------------------------------------------------------------------
2.5.                               Lochmarne
-------------------------------------------------------------------------------


Enter the pub and talk to the man at the corner of the bar. The man introduces
himself as O'Brien. Ask O'Brien about the castle: It dates back to the tenth
century and much of the existing building was added later. Ask about the
tripod: It was dug up by an Englishman named Professor Peagram. Ask about
Peagram: He left the village. Ask about Peagram again: O'Brien doesn't know
where he has gone. Ask about the gem: O'Brien asks if George is a reporter, so
answer however you like. Exit the conversation with O'Brien.

Talk to the man at the table in the middle of the room to meet Fitzgerald. Ask
about Peagram: He knows he is an archeologist. Ask about the dig: He seems
guilty when George asks him if he worked at Peagram's dig. Talk to the man
sitting next to O'brien, Doyle. Talk about Peagram: He doesn't know him. Ask
about the dig twice: He knew people from the village worked at the dig. Ask
about Fitzgerald: A drink might help persuade him. Select the drink icon to buy
Doyle a drink, then ask him about Fitzgerald again: He did see him at the dig.

Talk to Fitzgerald about the dig: George tells Fitzgerald he knows he was at
the dig. Ask about Peagram: He gave him a package to deliver to Marquet. Ask
about the package: He promised the professor he wouldn't open the package. Ask
about the package again: He says that Marquet will kill him if the package is
opened. Ask about Marquet: Fitzgerald stands up and runs outside. A sound of
screeching tyres is heard, then a boy named Maguire comes into the pub and
tells everyone about an accident outside. Exit the pub.

Outside, Maguire tells George that Fitzgerald was hit by a red sports car. The
driver then got out and pulled Fitzgerald into the car. Maguire adds that the
driver was dressed as a pixie. Operate the switch at the left side of the pub
doorway to break it off. Walk right and go up the path to the hay cart. Talk to
the farmer about the red car: He saw it but assumes the driver must have been
lost. Talk about the car again. Talk about Fitzgerald four times: George says
that he will guard the hay cart while the farmer leaves for the pub. Climb up
to the top of the haystack. Use the metal rod in the crack in the wall by the
side of George's left hand. Climb over the top of the wall into the castle.

Move to the left side of the area and operate the plough share. The goat will
butt George out of the way and the rope will become tangled on the plough
share. Move right and climb down the ladder. Get some plaster from the sack on
the table. Examine the statue on the floor at the left side of the doorway. Try
to pick the statue up and it will fall over. Get the statue again to lift it
back up, leaving a pattern of holes in the sand. Use the plaster in the holes.
Climb up the ladder and go up the steps to exit the castle.

Climb down from the haystack and return to the bar. Talk to the barman and
answer his question about whether George wants a room however you like. Ask for
a beer: The pump is broken and he only wants a professional electrician to fix
it. Show the pass card and the barman: He will only allow George down to the
cellar if he can fix the glass washer. Get the towel on the bar. Talk to the
sneezing man about the wire: It is a necklace. Exit the conversation. Wait for
the man to sneeze and then get the wire from the table. Use the piece of wire
on the plug behind the bar to fix the glass washer. Enter the cellar.

Use the lever on the wall: nothing will happen. Exit the bar and operate the
trapdoor to open it. Enter the pub and return to the cellar to pick up the
blue gem. Operate the faucet and then use the towel on the water. Exit the bar
and return to the castle. Go down to the cellar. Examine the statue and use the
plaster on the holes in the sand. Use the wet towel on the holes in the sand.
Get the plaster cast. Use the plaster cast on the panel at the left side of the
door. Go through the doorway. After a cutscene, George returns to Paris.


-------------------------------------------------------------------------------
2.6.                       Nico: Paris - Third Visit
-------------------------------------------------------------------------------


RUE JARRY
---------

Operate the answering machine at the left side of the room. Nico listens to the
three messages and then travels to the Palais Royale.


PALAIS ROYALE
-------------

Operate the two wires at the side of the statue. Operate the statue to move it
toward the middle window. Climb up the statue and use the flattened shell case
on the plastic sheet covering the window. Operate the window to enter the
study. Move left to the hall and right to the drawing room to talk to Imelda.
Examine Imelda and operate the locket to open it. Get the tiny gold key.


RUE JARRY
---------

Examine the chest at the bottom of the bed to find a tracking bug. Nico takes
it over to the window and throws it outside. Examine the elephant box and then
use the tiny key on the box to open it. Examine the photograph of Imelda.
Examine the letter from Imelda to complete Nico's section.


-------------------------------------------------------------------------------
2.7.                      George: Paris - Third Visit
-------------------------------------------------------------------------------


RUE JARRY
---------

Leave Rue Jarry.


POSTE DE POLICE
---------------

Talk to Sergeant Moue about Marquet: He used to be known as the mole of
Montmartre. Ask about Marquet again: Moue gives George the location of the
hospital where Marquet is staying. Exit the station.


HOSPITAL
--------

Enter the hospital. Show the pass card to the woman: She says that Marquet has
been asking for Moerlin and tells George the name of the ward is. Ask about
Nurse Grendal three times to get directions to the ward. Walk down the left
corridor to see a man polishing the floor. Try to open the door near the man
and he will stop George. Operate the plug near the water cooler to stop the
polishing machine from working. When the man leaves to investigate, open the
door to get the doctor's uniform. Walk left to enter Nurse Grendal's ward.

Grendal gives George a pressure gauge and tells him to look at Eric Sopmarsh in
bed 3. Try to walk right and Eric will ask George to take his blood pressure.
Walk left to exit the ward and then walk right to the hospital lobby. Talk to
the man standing at the right side of the desk and he will ask George to look
after his nephew Benoir. Answer his question however you like, as George will
agree to show Benoir around either way. Walk left twice to Grendal's ward.

Show the pressure gauge to Benoir. Try walking right to be stopped by Eric
again. Talk to Benoir about the pressure gauge and then mention Eric. While
Benoir is taking Eric's blood pressure, continue right and enter Marquet's
room. Maruqet will mistake George for being the killer. He tells George that he
should deliver the Lochmarne gem to the Grand Master, and that the tripod has
been found in Paris. As Marquet begins to mention about Syria, another doctor
enters the room and tells George to leave. Outside the room, Benoir gives the
pressure gauge back to George and then a beeping noise is heard from Marquet's
room. George returns to the room and sees that Marquet has been killed.


RUE JARRY
---------

Exit the conversation with Nico and leave Rue Jarry.


MUSEE CRUNE
-----------

Enter the museum and talk to Andre Lobineau about Montfaucon twice: It is found
near the Canal St. Martin. Exit the conversation. Wait for the attendant to
look away and then operate the rod next to the window. Walk to the sarcophagus
at the right side of the room. When the attendant walks over to close the
window, operate the sarcophagus to enter it. A cutscene is shown when Flap and
Guido enter the museum at night. Use the totem pole to try and knock it on to
the Flap and Guido. George's plan backfires when a section of the totem pole
falls off and drops onto his head, causing him to fall into view of the two
thugs. Just as they are about to investigate, Nico drops down and rescues him.


RUE JARRY
---------

Nico shows George the tripod she took from the museum. Leave Rue Jarry.


MONTFAUCON
----------

Talk to the clown about himself twice: George attempts to juggle. Show the red
nose to the police officer at the table: He asks if George is a clown. Show the
red nose to the clown and George will impress the crowd. The juggler will get
frustrated that George managed to impress the crowd so easily and walks off.
Use the metal rod on the manhole cover and then go down to the sewers.

Use the metal rod on the right door to reveal a mechanism. Operate the lever to
open the door part of the way. Operate the winching machine on the boat to
unwind the chain. Get the hook at the end of the chain and George will carry it
open to the partyly open door. He then operates the winching machine to pull
the rest of the door open. Go through the doorway and examine the hole in the
wall to see a secret meeting of the Templars. Go down the steps. Examine the
stump in the middle of the room. Use the tripod on the stump. Use the gem on
the tripod to reveal letters that spell the word MARIB.


RUE JARRY
---------

Nico tells George that Marib is a village in Syria. Exit the conversation with
Nico and leave Rue Jarry. Go to the airport and select Marib.


-------------------------------------------------------------------------------
2.8.                                Marib
-------------------------------------------------------------------------------


MARKET
------

Go up the stairs at the right side of the market. Show the matchbook to the
carpet seller and he will let George pass by to the Club Alamut. Operate the
locked door at the right side of the room. Examine the door. Talk to Ultar
about the sign on the door: The door has been locked because the toilet brush
has gone missing. Talk about the photograph: He recognises the man and tells
George that he was in Marib yesterday. Ask about Bull's Head Hill and answer
yes when Ultar asks if George wants to go: He wants fifty dollars first. Exit
the Club Alamut and walk left through the doorway to the market.

Examine the kebab seller to see the toilet brush. Talk to the kebab seller and
then exit the conversation. Walk to the left side of the market and talk to the
boy, Nejo. Ask Nejo about the kebab seller twice: He agrees to help if George
gives him an item. Give the red ball to Nejo and answer yes: He then tells
George a phrase to say to Arto the kebab seller. Walk back to the right side of
the market and talk to Arto about the phrase: He chases George up the stairs.
Walk back down to the market and talk to Nejo to get the toilet brush. Walk
right, go upstairs and return to the Club Alamut.

Show the toilet brush to the manager to get the toilet keys. Use the keys on
the door to enter the bathroom. Use the keys on the roller towel dispenser and
then operate the dispenser to get a towel. Operate the chain above the toilet
to get the chain. Exit the Club Alamut and return to the market.

Walk to the left side of the market and operate the cat on the table near Nejo:
It will jump up to the shelf. Quickly use the bell on the table and the cat
will jump down from the shelf, knocking the statuette down as well. Get the
statuette. Open the inventory and combine the tissue with the statuette. Show
the statuette to the man walking around in the yellow shirt and he will buy it
from George for fifty bucks. Go upstairs and return to the Club Alamut.

Show the fifty bucks to Ultar and answer yes to his question to return to the
market. Talk to Ultar about the taxi: The fan belt has broken. Show the towel
to Ultar: He fixes the taxi and then takes George to Bull's Head Hill.


BULL'S HEAD HILL
----------------

Get a stick from the tree. Open the inventory and combine the stick with the
towel. Use the stick-towel with the crack in the rock and then climb down to
the ledge. Operate the niche in the rock at the left side of the area twice to
open a secret door. Enter the cave to find the body of Klausner. Examine
Klausner and operate the right side of the jacket. Get the lens. Examine the
inscription at the left side of the cave. Examine the stone head at the right
side of Klausner. The door to the cave will open and George will go outside
with Khan. Answer Khan's questions however you like. When he tells George he
would like to shake his hand, select the hand buzzer.


-------------------------------------------------------------------------------
2.9.                      George: Paris - Fourth Visit
-------------------------------------------------------------------------------


RUE JARRY
---------

Leave Rue Jarry.


MUSEE CRUNE
-----------

Enter the museum. Talk to Andre about manuscript: He would like to see it. Talk
about Nico twice to give Andre the address. Exit the museum.


RUE JARRY
---------

Talk to Nico about Andre: He visited to see the manuscript. Leave Rue Jarry.


MUSEE CRUNE
-----------

Enter the museum and talk to Andre about the manuscript four times: He mentions
the des Vasconcellos family from Spain. Exit the museum and go the airport.


-------------------------------------------------------------------------------
2.10.                  Villa De Vasconcellos - First Visit
-------------------------------------------------------------------------------


Walk to the left side of the area and use the blood pressure gauge on the hose.
Follow the gardener into the house. Walk up the hall and the dogs will start
barking. Quickly operate the suit of armor and the gardener will walk past to
check on the dogs. Walk upstairs and the Countess will talk to George. Ask her
about the Templars twice: The chess set is over six hundred years old. Ask
about the chess set: The Countess takes George to the mausoleum.

Move the bible on the lectern to see a checker board. Examine the checker
board. Talk to the Countess about the checker board twice, then talk about the
chess set: She tells Lopez to bring the chess set to the mausoleum. Ask about
the Templars to hear some more about their history. Lopez returns with the
chess set and George takes it over to the checker board. The pieces are laid
out at the side of the checker board like this. Examine the pattern at the base
of the piece by tapping it once. Tap a hole on the board to see a pattern. The
aim is to put a piece into a hole which both have the same pattern. The pieces
are laid out like this at the side of the checkerboard:

1        6
2        7
3        8
4        9
5        10

Put the red pieces in the following positions on the checker board:

    1 2 3 4 5
    _ _ _ _ _
A  |_|_|_|_|_|
B  |_|_|_|_|_|
C  |_|_|_|_|_|
D  |_|_|_|_|_|
E  |_|_|_|_|_|

1: A1
2: E2
3: B5
4: D2
5: A5
6: C3
7: D4
8: B1
9: D1
10: A4

The white pieces must now be placed on the checker board in order to put the
red king in checkmate. Put the bishop on C1, the knight on C3 and the King on
C4. A secret panel will open to reveal a chalice.


-------------------------------------------------------------------------------
2.11.                     George: Paris - Fifth Visit
-------------------------------------------------------------------------------


RUE JARRY
---------

Exit the conversation with Nico to leave Rue Jarry.


MONTFAUCON
----------

Enter the church and show the chalice to the priest. Answer yes to his question
when he offers to polish the chalice. Walk to the right side of the church and
use the lens on the scroll held by the statue. Examine the scroll three times
and George will look through it to see the window. Adjust the slides on the
window so that the image lines up. Talk to the priest to receive the chalice.
Examine the tomb in the far corner of the church. Highlight Psalms: XXXII XXI,
Psalms XXXII+VII and Corinthians 1: IV+V horizontally. Highlight John IV XI
vertically to find all of the references. Exit Montfacuon.


MUSEE CRUNE
-----------

Enter the museum and talk to Andre about the statue: He says that it could be
Baphomet, an idol described by the Templars. Exit the museum.


SITE DE BAPHOMET
----------------

Go down the stairs and attempt to open the door on the right. Talk to the guard
about the toilet to get the washroom key. Use the key on the washroom door. Get
the soap from the sink. Use the washroom keys with the soap to make an imprint.
Use the plaster on the soap to fill the imprint. Operate the tap to fill the
make the plaster wet. Operate the hand drier to get the plaster key. Exit the
bathroom and give the washroom keys to the guard. Go upstairs.

Outside, try to use the plaster key on the pot of paint at the right side of
the painter: The painter won't let George near it. Go downstairs. Use the phone
to call Nico. Go upstairs and talk to the painter about the phone. While he is
gone, use the plaster key on the paint. Go back downstairs.

Talk to the guard about the toilet to get the washroom key again. Use the
washroom key on the right door. Open the inventory and combine the washroom key
with the plaster key. Exit the washroom. Examine the thermostat and then talk
to the guard about the thermostat: He has his gloves in case it gets too cold.
Operate the thermostat to turn the heating off: The guard will now put his
gloves on. Give the washroom key to the guard. Operate the phone and she will
agree to distract the guard. Go downstairs and use the excavation key on the
left door. Climb down the ladder. Use the chalice on the mosaic on the floor.


RUE JARRY
---------

Exit the conversation with Nico. Go to the airport and return to Spain.


-------------------------------------------------------------------------------
2.12.                 Villa De Vasconcellos - Second Visit
-------------------------------------------------------------------------------


Enter the house and get the mirror from the utility room at the bottom of the
stairs. Go upstairs and talk to the Countess to return her chalice. Talk about
the chalice to mention Don Carlos. Talk about Don Carlos to tell her about the
Biblical references on the tomb at Montfaucon. Exit the house and walk up the
path to the mausoleum. Enter the mausoleum. Get the Bible and return to the
house. Show the Bible to the Countess and she will read the references.

Exit the house. Talk to Lopez about the well: He doesn't know where it is. Ask
him about the location of the well: It must be in the old courtyard. Walk up
the path and enter the mausoleum. Use the tissue on the window pole to char the
tissue. Operate the window to close it. Use the tissue on the window pole again
and a key will fall out. Exit the mausoleum. Walk left to the courtyard. Talk
to Lopez about the location of the well: He needs a hazel stick. Walk to the
left side of the area and operate the tree near the hose to get a stick. Show
the stick to Lopez and he will tell George how to find the well. After some
searching, George finds the well and Lopez lowers him down into it.

Examine the lion's head to see that one of the fangs is separate. Operate the
fang and George will jump out of the way as a section of the door falls. Use
the mirror on the sun's rays to reveal a socket on the door. Use the stone key
on the socket to reveal a mechanism. George's diary for Montfaucon lists the
numbers around the window in the church as XIV, XXVII, VI, LXXXI, III, I, XVII,
XII and XXV. Spin the red dial to X, the yellow dial to IV and then press the
bottom-right button to enter the first number. Do the same thing for all of the
other numbers that were on the window. Go through the doorway.


-------------------------------------------------------------------------------
2.13.                               Train
-------------------------------------------------------------------------------


Attempt to leave the room and the ticket conductor will enter. Leave the cabin.
Walk left to the next section of the train to see Guido. Walk right and return
to the cabin to see that Nico has gone. Exit the cabin and enter the cabin on
the left. Talk to the left man about Nico: He hasn't seen her. Operate the
window and climb up to the top of the train. Walk right to the next section of
the train and climb down the ladder to arrive in the room with Nico. George
pulls the emergency brake and stops the fight. Exit the conversation with Khan.
Talk to Nico to untie her. Exit left to leave the train at Bannockburn.


-------------------------------------------------------------------------------
2.14.                            Bannockburn
-------------------------------------------------------------------------------


Enter the tower. Operate the heap of stones four times to find an old clay
pipe, a metal coin, a small cog and spindle and a pen lid. Operate the handle
at the left side of the statue to get the handle. Get the cog. Examine the
statue. Use the first cog on the left eye. Use the second cog on the right eye.
Use the handle on the mouth to open the door. Go through the doorway. Go right
to the next room to spy on the Templar's meeting. After a long scene, George
and Nico try to run out of the temple but are stopped by Guido. Operate the
torch on the wall near George to complete the game.


===============================================================================

3.                                 Item List

===============================================================================


-------------------------------------------------------------------------------
3.1.                                 Nico
-------------------------------------------------------------------------------


ARTEFACT
  Found by examining the pouch in the inventory. It is used on the small hole
  at the right side of the safe in the state room at Ile de la Cite.


BOAT TICKET
  Found in Pierre's pocket in the Palais Royale library. It is not used.


CARVED ELEPHANT
  Found on the desk in the Palais Royale drawing room. It is not used.


CLOTH
  Found on the table in the Palais Royale hallway. It is not used.


CODED MESSAGE
  Found by rolling the stone cylinder with paint on the blotting paper on the
  desk in the Palais Royale drawing room. It contains a combination of letters
  that are used to open the door in the skiff room at the Ile de la Cite.


HAIR CLIP
  Found on the floor near Pierre's body in the Palais Royale library. After the
  cloth has been picked up from the table in the Palais Royale hallway, the
  hair clip is used on the small hole in the table to open a compartment.


KEY TO DRAWING ROOM
  Found by talking to Imelda about every person. It is used to open the door at
  the right side of the Palais Royale hallway.


KEY TO SAFE
  Found in the secret compartment in the table in the Palais Royale hallway. It
  is used on the keyhole of the safe behind the painting in the Palais Royale
  drawing room.


NOTE
  Found by opening the desk drawer in the Ile de la Cite state room. It is
  looked at in the inventory so that the message can be decoded.


NOTE
  Found by examining the pouch in the inventory. It is looked at in the
  inventory so that the message can be decoded.


PHOTOGRAPH
  Found in the hole made by pulling the drawer all the way out in the Ile de la
  Cite state room. It is not used.


POUCH
  Found behind the pipe in the Cafe de la Chandelle Verte. It is looked at in
  the inventory to find an artefact and a coded note.


STONE CYLINDER
  Found in the safe in the Palais Royale drawing room. After the tube of paint
  has been used on the in-tray on the desk in the Palais Royale drawing room,
  the stone cylinder is used on the in-tray to roll it in the paint. The stone
  cylinder is then used on the blotting paper to roll out the coded message. It
  is used on the hole at the right side of the door in the skiff room at Ile de
  la Cite. After the door has opened, the stone cylinder is picked up from the
  hole. After Nico has used the flattened shell case to hold the cross in the
  Ile de la Cite anti chamber, the stone cylinder is used on the round slot.


SHELL CASE
  Found below the skiff in the skiff room at Ile de la Cite. It is used on the
  right door in the Ile de la Cite anti chamber. The cross is then operated in
  the middle of the room to flatten the shell case. When Nico operates the
  cross again, the flattened shell case is used on the cross. After the stone
  cylinder has been used on the round slot in the anti chamber, the flattened
  shell case can be safely taken from the cross. The flattened shell case is
  then used on the door at the left side of the anti chamber.


TINY KEY
  After George's Lochmarne section, Nico finds the tiny key in the locket worn
  by Imelda in the Palais Royale. It is used on the box in Nico's apartment.


TUBE OF PAINT
  Found below Imelda's painting in the Palais Royale hallway. It is used on the
  in-tray on the desk in the Palais Royale drawing room.


-------------------------------------------------------------------------------
3.2.                                George
-------------------------------------------------------------------------------


50 BUCKS
  Duane will give George the 50 bucks for the polished statuette. The 50 bucks
  are given to Ultar in the Club Alamut in Marib.


BIBLE
  Found in the mausoleum in Villa De Vasconcellos. It is shown to the Countess
  in the house.


BLUE GEM
  Found in the cellar of the bar in Lochmarne. It is put on the tripod in the
  cave of Montfaucon.


BUZZER
  The man in La risee du monde will give George the buzzer when he talks to
  him. It is used to escape from Khan in Bull's Head Hill.


CARD
  Inspector Rosso gives George his card after talking to him in Cafe de la
  Chandelle Verte near the start of George's section of the game. It is shown
  to the man outside the house after the sewers.


CHALICE
  Found in Villa De Vasconcellos after solving the chess puzzle. It is used on
  the mosaic on the floor in Site de Baphomet.


CLOTH
  Found in the sewer below the alley near the Cafe de la Chandelle Verte. It is
  shown to the man outside the house after the sewers. It is also shown to Nico
  in Rue Jarry.


COGS
  Found in the heap of stones in Bannockburn, the cogs are used on the statue
  in Bannockburn to open the secret passage.


FAKE PLASTER KEY
  Made by using the plaster of paris in the indentation of the key in the soap.
  It is given back to the guard so that the real washroom key can be used.


HANDLE
  Found in the cog arrangement in Bannockburn, the handle is used on the statue
  in Bannockburn to open the secret passage.


HAZEL TREE STICK
  Found next to the small building in Villa De Vasconcellos. It is used to find
  the well.


KEY
  The woman playing the piano will help George get this key from the Hotel Ubu.
  In the hotel, it is used to open the first door on the right at the top of
  the steps.


MATCHBOOK
  After Khan has gone from the room in the Hotel Ubu, the matchbook can be
  found in the pants on the bed. It is shown to the carpet seller in Marib to
  access the Club Alamut.


METAL ROD
  Found in the toolbox at the construction site after the newspaper has been
  given to the worker. It is used to open the iron cover in the alley near the
  Cafe de la Chandelle Verte. It is used to climb the wall near the castle in
  Lochmarne. It is used to open the manhole in Montfaucon. It is used to open
  the door in the sewers of Montfaucon.


MIRROR
  Found in the utility room in Villa De Vasconcellos. It is used with the rays
  of light in the well to find the keyhole.


NEWSPAPER
  Found by the base of the lamppost outside Cafe de la chandelle verte. It is
  shown to the workman at the construction site to make him leave the area.


PARCHMENT
  Found in the safe in the Hotel Ubu. After it has been thrown out of the
  window, the parchment can be found in the alley at the side of the hotel. It
  is shown to Nico in Rue Jarry.


PASS CARD
  After Khan has gone from the room in the Hotel Ubu, the pass card can be
  found in the pants on the bed. It is shown to the clerk and the woman playing
  the piano in the Hotel Ubu to get the parchment. It is shown to the barman in
  Lochmarne to access the cellar. It is also shown to the woman behind the desk
  in the Hopital of Paris.


PEN LID
  Found in the heap of stones in Bannockburn. It is not used.


PHOTOGRAPH
  George receives the photograph in Rue Jarry after he shows Nico the cloth.
  It is shown to B. Todryk in the Police Station, to the woman playing the
  piano in the Hotel Ubu and to Ultar in Marib.


PIPE
  Found in the heap of stones in Bannockburn. It is not used.


PLASTER CAST
  Made by first putting the plaster of paris in the indentations in the room
  under under the goat, and then using the wet towel in the indentations. It is
  used in the five sockets in the room under the goat to open a secret door.


PLASTER OF PARIS
  Found in a sack in the room under the goat in Lochmarne. It is used in the
  indentations made by the statue in Lochmarne. It is also used in the soap to
  create a fake plaster key in Site de Baphomet.


PRESSURE GAUGE
  Found in the Hopital of Paris, It is used to stop the hose from working in
  Villa De Vasconcellos.


RED BALL
  The clown drops this red ball in Montfaucon. It is given to Nejo in Marib.


RED NOSE
  Found in the sewer below the alley near the Cafe de la Chandelle Verte. It is
  not used.

SOAP
  Found in the washroom of Site de Baphomet. It is used with the tap after the
  plaster of paris has been used in the key indentation.


STATUETTE
  Found in Nejo's stall in Marib. It is cleaned with the tissue and given to
  Duane for 50 bucks.


STICK
  Found on the tree in Bull's Head Hill. It is combined with the towel to make
  the stick-towel.


STICK-TOWEL
  Made by combining the stick and the towel, the stick-towel is used to climb
  down the rock in Bull's Head Hill.


TISSUE
  Found in the sewer below the alley near the Cafe de la Chandelle Verte. It
  is used to polish the statuette in Marib, and is also used on the end of the
  rod to light the candle in Villa De Vasconcellos.


TOILET BRUSH
  The kebab seller is holding the toilet brush in Marib. It is given to the
  manager of the Club Alamut for the toilet keys.


TOILET CHAIN
  Found in the toilet of the Club Alamut in Marib. It is not used.


TOILET KEYS
  The manager of the Club Alamut in Marib will give the keys in exchange for
  the toilet brush. The keys are used to the unlock the toilet door in the Club
  Alamut, and to unlock the roller towel dispenser in the toilet.


TOWEL
  Found under Pat's arm in the bar in Lochmarne. It is used on the faucet in
  the cellar of the bar to create the wet towel. The wet towel is used in the
  indentations in the room under the goat to create a plaster cast.


TOWEL
  Found in the roller towel dispenser in the toilet of Club Alamut in Marib. It
  is given to Ultar to fix the taxi.


TRIPOD
  Found in Musee Crune. It is used in the cave of Montfaucon.


WASHROOM KEY
  The guard will give George this key when he asks about the washroom in Site
  de Baphomet. It is used to unlock the washroom door, and is also used to
  create an indentation in the soap.


WIRE
  The wire is being held by the sneezing guy in the bar in Lochmarne. It is
  used to fix the glass washer in the bar.


===============================================================================

4.                          Copyright Information

===============================================================================


This file is Copyright 2009 Tom Hayes. As it can be difficult to keep track of
websites that haven't posted the latest version of this file, please do not
distribute it without my permission. Send an e-mail to me if you would like to
post this file on your website and you will likely receive a positive response.
If you do post the file, please keep it in its original form with all of the
sections intact and credit the author (Tom Hayes) as the writer of the file.
 
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