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    FAQ/Walkthrough by Andrew Testa

    Version: 1.1 | Updated: 02/26/05 | Printable Version | Search Guide | Bookmark Guide

    "I'm not running away from my responsibilities. I'm running to them...
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     *         ...there's nothing negative about running away to save my life..."
      **                                                 - Yossarian, Catch-22 
                   FAQ/Walkthrough (Version 1.1; Feb 26th, 2005)
                       Written by TestaALT <TestaALT@aol.com>
                  T  A  B  L  E    O  F    C  O  N  T  E  N  T  S 
      1. Author's Forward
           1.1  -  Version History
           1.2  -  Introduction
      2. Basics
           2.1  -  Story
           2.2  -  Controls
      3. Walkthrough
           3.1  -  Paris
           3.2  -  Ireland
           3.3  -  Paris II
           3.4  -  Syria
           3.5  -  Paris III
           3.6  -  Spain
           3.7  -  Paris IV
           3.8  -  Spain II
           3.9  -  Paris V
           3.10 -  Train
           3.11 -  Britain
      4. Appendices
           4.1  -  Items
           4.2  -  Characters
      5. End
           5.1  -  Credits
           5.2  -  Legal Disclaimer
           5.3  -  Contact Information
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    |11111111111111111|-------       1. Author's Forward       -----------_/
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    The usual before walkthrough stuff.
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                              1.1  -  Version History
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    Version 1.1  (02/26/05):  Made some minor corrections in the appendices.
    Version 1.0  (02/21/05):  Walkthrough and lists complete!
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                                1.2  -  Introduction
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    Broken Sword: Shadow of The Templars (SoTT) is, without a doubt, a fantastic 
    mystery game. It combines the thrill of finding new clues with the quick-
    witted quips that are aplenty. Enjoy quotes that not only mock construction 
    work but also America in general! However, SoTT falls short because it has 
    horrendous replayability. After playing through SoTT once, it won't be funny 
    or entertaining anymore. Nevertheless, SoTT is a good rent (if you have 
    money), borrow (if you have friends), or return (if you like to rip stores 
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    |22222222222222222|-------            2. Basics            -----------_/
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    No manual?
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                                   2.1  -  Story
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    George Stobbart, an American tourist, saw a clown blow up a cafe and take a 
    briefcase. Yes, the police will definitely believe that. Looks like its up
    to you to find out the truth.
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                                  2.2  -  Controls
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    A: Used to accept commands, pick up items, and start/continue conversations.
    B: Describes items/people. Also can cancel/exit menus.
    R: Cycle though options in area.
    L: Open item menu.
    Control Pad: Used to move around in game and cycle through options.
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    |33333333333333333|-------         3. Walkthrough          -----------_/
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                                   3.1  -  Paris
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    Life went on around me, but the explosion was to chance my life forever...
    After the introduction, check the table to the southwest and also the broken 
    glass window. Not much in the form of clues from both of them, so walk over 
    to the streetlight and pick up the newspaper. After reading the suspicious 
    writing on the back, George will pocket the newspaper. Next, walk into the 
    A dead man resides near the door. George will check his pockets, but it is to 
    no availability; it seems this very dead man has no identification. On the 
    other side of the room you will find a bottle of Brandy, but we don't like 
    that stuff. A waitress is sitting south of the bar. Talk to her, and tell her 
    that you are a Doctor. Also give her the bottle of brandy; she has had a hard 
    ...but not that hard of a day. She gobbles the Brandy like it is air! It 
    seems she hasn't lost consciousness yet, as she asks if the man is dead. Tell 
    her the truth; he looks dead enough. Now you can finally question her. Opt to 
    ask her everything you can. Choose the same option, such as the dead man, 
    until it is not an option anymore. This signifies that you have asked her 
    everything you can about the subject.
    Besides her own suspicion that the dead man was having an affair, she won't 
    be very helpful. There are not any clues in this room, so leave the cafe the 
    way you entered.
    Rosso's Questioning
    Once outside, head to the northern area to meet Moue. It seems Americans are 
    never innocent. Rosso will break up the arrest and bring you into the Cafe 
    for questioning.
    For the first question, answer that you saw him enter the cafe. For the 
    second, choose the clown option. Rosso will tell you to kindly leave and give 
    his card just in case you remember anything else. Of course, it just happened 
    five minutes ago - I can't imagine George recalling anything else.
    Questioning Nico
    Outside, a woman will be walking around, taking photos of things. Talk to her 
    and George will take it away. Her name is Nico, she's a Reporter, and, most 
    importantly, she knows about the clown. If you press her on the matter, 
    though, she'll say that it's a long story and she doesn't have time to tell 
    you. Choose the next option, the dead man, and she'll give you his name 
    (Plantard). It seems Plantard wanted to meet Nico at the cafe because he knew 
    of a really good story.
    After the small conversation, Nico will cut it off, saying that she has to 
    develop some pictures. George, being the sly dog he is, gets Nico's number. 
    We could all learn from the great George Stobbart. Alone again, it's time to 
    investigate further. Walk up the road to the northern area you were at 
    earlier. Y'know, the one where Moue pulled a gun on you.
    Construction Site
    Talk to the construction worker, Flobbage, who seems to be digging some sort 
    of hole. Talk to him about the clown - pursue the conversation a couple times 
    and Flobbage will say "I wondered what that bang was...!" Heh heh, either 
    they are stereotyping the French or construction workers, probably the 
    Anyway, continue questioning him about everything. George will say he's a cop 
    when you flash Rosso's card to him. Give him the newspaper and Flobbage will 
    reveal what the writing on the back of the newspaper means. Something about a 
    race horse. He'll go off to bet on that same horse. Construction workers. But 
    who cares, you can now raid his toolbox!
    Do just that, and take the T-shaped tool from his box. George will 
    automatically do it, saying that "it looks useful." Ha. Try the door near the 
    construction site but it's securely locked. Ignore the telephone - you don't 
    need to call anyone right now - and go back to the cafe west of this screen. 
    Walk down the road to the streetlight and go east, over to what looks like an 
    The clown escaped this way, as you might already know. Try to climb the drain 
    pipe near the entrance to this area, and George concludes that the clown 
    didn't use that to get away. Check both of the trash cans in this area to 
    find out that he isn't hiding in those. Of course, if he was, he must smell 
    horrible. Finally, use the T-shaped item (in the item screen) to open the 
    manhole. George, of course, repockets the tool. We must have to use it again. 
    Enter the manhole.
    Interesting sewer we have here. A red ball resides in the middle of the 
    walkway. Walk over to it and George will realize it is the clown nose! No, 
    the clown definitely wasn't down here. Continue to the next area of the 
    sewers to find a soggy tissue. Walk south and pick up the scrap of material 
    off of the "thing." It is a piece of the clown costume! Boy, this clown must 
    have a good time dropping incriminating clues on the ground. Exit via the 
    Albert's House
    Albert thinks you're a bad guy. After George calms him, ask him about the 
    clown. Albert won't budge - he thinks you're in the same "league" as the 
    clown. To further his suspicion, he doesn't know what you are doing down in 
    the sewers. Show him the police card that you obtained from Rosso and he'll 
    think you are a policeman.
    Now he is putty in our hands. Ask him about the clown, Plantard, and the 
    briefcase. He will give you good answers to each of the questions. It seems 
    the briefcase is of some importance. Finally, show him the clown scrap to him 
    and it seems he has the clown costume, but it's in repair. He knows all the 
    specifics on it, though, from time at the "desert." I wanna go to the desert. 
    When you are done questioning him about the jacket, opt to leave his house.
    Construction Site
    Albert knew the phone number and the telephone is right there. It practically 
    has "Call Todryk" in neon lights over it. So call the guy. It turns out that 
    Todryk doesn't know anything at all about a bombing, or Plantard, or the 
    clown. He doesn't know nothing! Leave the construction site to the east.
    World Map
    Go to the southern dot on the map.
    Police Station
    Fancy police station... anyway, talk to the guy at the counter. He isn't much 
    help, though. Rosso and Moue both aren't here, so decide to end the 
    conversation and use the telephone at the far west of the room. Call Nico and 
    George will brag about everything he has discovered. Nico is so impressed 
    that she'll invite you over to her apartment. Oh my! Exit the police station.
    World Map
    Nico's apartment is in the middle of the three dots, to the left of the 
    police station.
    Apartment Street
    Walk over to the door in the middle of this area. It will be locked. South of 
    the door you'll find an old lady. Talk to Fleur; she is a flower seller by 
    day and a fortune teller by night. Ask her about Nico and she'll give you the 
    trick to opening the apartment door. Continue talking about Nico to find out 
    that she isn't really successful. Ignore the other options (they both yield 
    nothing) and open the door to Nico's apartment.
    Nico's Apartment
    A snowman, a penguin, and now a clown! Osh Begosh, I think Nico is on to 
    something! Continue to talk about everything you can - Nico will find a shop 
    name in the clown nose. I guess George thought it was mucus. She'll shoot 
    down most of the other items you let her see, though. Talk about her and 
    she'll go on about her father and college. When there are no options left, 
    opt to leave.
    World Map
    Enter the new dot - it should be the most northern dot, also.
    Costume Shop
    At the costume shop, talk to the man on the other side of the counter. 
    Claude, the shop worker, starts up the conversation with some idle talk about 
    dressing up. Next, we get to the questioning. It seems that Claude sells 
    substantial amounts of clown costumes and can't look in the records for 
    anyone who has bought one. He recognizes the substance on the tissue has 
    grease paint, "white pancake."
    This guy must have quite a nose. Claude also knows the man in the photo that 
    you acquired from Nico. His name is Khan. Anyway, opt to leave and Claude 
    will have a little surprise for you. He gives the electronic device to you as 
    a gift, I guess he has a ton lying around. After the trickery, leave the 
    Costume Shop.
    World Map
    The costume shop dot will turn black, signifying that you can't go back to 
    that dot. Return to the police station, which is the most southern dot.
    Police Station
    Talk to the guy at the counter. It's none other than Moue. He must be 
    workin' counters now. Talk to him about Khan, to which he doesn't know 
    anything, and then about Rosso, who is at the police station currently. Rosso 
    will walk out to the counter, and in the words of George: "He was pompous, 
    and patronizing, but he had style."
    Quiz Rosso on everything that you have found. He won't budge from his 
    original tirade, though, that you shouldn't investigate the clown. After 
    talking to him, finish up questioning Moue, who will also say nothing and 
    admit everything is "circumstantial." I think the developers are trying to 
    depict that police people aren't helpful. D:
    Well, now that we know the suspect's name is Khan, we might as well call 
    Todryk again. Use the telephone in the police station to call him. Choose the 
    third option - Khan - and Todryk will spill where Khan is located. We've got 
    you now, Mister Clown! Exit to the world map.
    World Map
    Walk to the southeast dot, now, next to the river.
    Hotel Ubu
    What an extravagant exterior to a hotel. And two suspicious looking 
    characters near the entrance to boot. Talk to both Flap and Guido about 
    everything - all the options - and they'll answer rather oddly, like they are 
    hiding something. Anyway, enter the hotel.
    Inside, talk to the pianoist, Piermont, who acts all snobby and "royalish." 
    She'll talk about her dead husband and how he made a good excuse to leave to 
    Paris. Witch. Continuing the conversation, she talks about the man of her 
    dreams that she saw a little while ago. Blah blah blah. Show her the picture 
    of Khan and she'll recognize it as the man of her dreams!
    Moerlin is the name she got from him. She'll talk about Moerlin giving the 
    clerk some papers. Talk to the guy reading the newspaper next to the statue 
    now. He knows that Khan is a killer ("amongst other things"), but he won't 
    help you investigate. After this, talk to the clerk at the counter to the 
    He denies everything but, according to George, his expression changed when he 
    talked about the scar. The clerk won't give you access to anything unless you 
    have an investigator's license, so he turns out to be a dead end. Try to get 
    the keys north of the counter and the clerk will catch you. Nothing more down 
    here, so ascend upstairs.
    The two doors on this floor are both locked. Blast. Go back downstairs and 
    talk to the clerk about keys. It seems that one of the rooms is vacant. 
    However, guests will be arriving for that room, so you can't buy a night 
    there. Talk to Piermont about the keys and she will distract the clerk long 
    enough to get your key!
    Walk back upstairs and open the first door. In this room, try calling Nico on 
    the left side of the phone, but she won't pick up. Open the drawer on the 
    other side of the room but it won't yield anything, either. Enough horsing 
    around - go over to the window and, after opening it, walk outside to the 
    Sidle over to the east where Khan's room resides at. It seems that Khan likes 
    to leave his windows open so unsuspecting burglars can jump on in. Check the 
    drawer on the right side to yield nothing - I guess the assassin was smart 
    enough to not leave incriminating evidence lying around. This must not be the 
    same clown. Walk to the front of the bed and check the bed. George will find 
    Plantard's briefcase, but Khan wasn't stupid enough to leave anything in 
    Check the wardrobe, which is to the left of the bed. Finally, try to leave. 
    Khan will be just outside the door, but - thankfully - he won't see George. 
    Immediately, George will hide inside the wardrobe. Immediately, Khan gets a 
    new suit in the wardrobe. Khan must be blind along with having a scar, 
    because he won't see you. After Khan changes, he'll leave the room.
    Walk on over to the bed and check the pants that Khan left. Cool, we found an 
    electrician's passcard! And Thomas Moerlin was one of the names Khan was 
    using! Leave the room and walk downstairs to the lobby. Talk to the clerk 
    about the passcard but he *still* won't give you passage to the safe. 
    Return to Piermont and talk to her about the passcard. She'll agree to help 
    you again with the clerk. You just gotta know how to rid'em. Once you get the 
    parchment, talk to Ostvald about the parchment. It seems he knows something. 
    Choose the match option and he'll say something incomprehensible. Now it's 
    time to go back upstairs.
    Return to the first room and out to the ledge. Go to the item menu and choose 
    the parchment (it should be the first option). George will toss the 
    manuscript to the alley floor to make sure the two men outside don't take it 
    from him. Now that you don't have the manuscript, walk out the front door of 
    the lobby. After being checked by Guido and Flap, go to the alley to the west 
    and pick up the parchment from the ground. Finally, you'll be taken back to 
    Nico's apartment.
    Nico's Apartment
    After sitting down, talk to Nico about the manuscript. And talk to her again 
    about the manuscript. And talk about the five sections of the manuscript. And 
    talk about Nico's past boyfriends. Finally, talk about the matches and clown. 
    Then we're off to the museum in search of "some guy who gets horny on 
    World Map
    Crune Museum is located to the southeast, next to Ubu Hotel, which is now a 
    black dot.
    Crune Museum
    Walk inside the museum and talk to Goinfre, who will be walking back and 
    forth at the northwestern part of the room. Goinfre doesn't know anything 
    about the Shadow Templars, so take a peak at the thing in the middle of the 
    room. It is the tripod, and George gets an epiphany to tour Ireland. Now that 
    we have the information we need, leave the Museum.
    World Map
    Walk to the northeastern part of the map and you'll be transported to the 
    Europe map. Walk to the northwestern dot, which some of you more intelligent 
    people might know as Ireland. Enter.
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                                  3.2  -  Ireland
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    On the street, talk to the boy beside the bar. His name is Maguire and he 
    won't give up much enlightment on anything. It seems that the castle is 
    locked up, but that's about all he'll tell you. Kids. Anyway, the entrance to 
    the bar is right near Maguire.
    Ireland Bar
    What a stereotypical bar! Talk to the man in the blue shirt on the counter of 
    the bar. Ask him about the castle but he won't know anything. Continue by 
    saying that you are a Professor and he'll ask why you aren't with the other 
    Talk to the man standing next to him. O'Brien knows that no one is permitted 
    into the castle, and that Professor Peagram dug up a gem. He left 
    mysteriously afterwards, though, so you can't question him or anything. 
    Continue talking to O'Brien and say that you aren't a Reporter - apparently 
    he hates them.
    After this, converse with the man sitting at the table in the middle of the 
    room. His name is Sean Fitzgerald, and apparently he used to play at the 
    castle as a little kid. However, when someone died one day playing, he never 
    went there again. If you want to knock down a pint or two of Ale, just ask 
    the Bartender, Leary.
    Lastly, talk to the man in the eastern corner of the room. At first, George 
    (being the cheapstake he is) thinks that the necklace wire is for a woman. 
    The man corrects him, saying that it is for a rabbit. After the conversation, 
    take the necklace from the table. And after that, loot the towel at the end 
    of the bar.
    With the booty in hand, walk back outside and talk to Maguire again. This 
    time, however, bring up Peagram in your chat. If you press the option enough, 
    you will find out that Sean actually worked for Peagram! Back at the bar, 
    converse with Sean again. The usual: he exclaims that Maguire is lying.
    Armed with a lie, talk to Doyle now. It seems he doesn't know anything at 
    first, but he quickly realizes that his brain needs some *lubrication*. Buy 
    him some beer and his brain circuits will suddenly start functioning again - 
    Sean _was_ working with Peagram.
    Confront Sean and he'll think that you are from social security. With that in 
    mind, he pours out everything he knows about Peagram, the gem, and this 
    Marquet guy. Try to persuade Sean to give you the package but he'll have none 
    of it. After he runs outside, Maquire will immediately enter the bar and howl 
    that Sean has been run over.
    The bartender runs a tight ship, though, and doesn't care much about Sean. 
    Exit to the street and Maguire will tell you everything. It seems a 
    leprechaun in a ferrari ran over our poor Sean (well, Sean ended on top of 
    the car). After chatting with Maguire, take a look over at the black spot on 
    the left side of the bar's entrance.
    It seems that the car knocked the cover off of some type of switch. George 
    tries to flip the switch but ends up snapping it. Klutz. Reenter the bar and 
    ask for another pint of ale. Everything in the shop is broken but thankfully, 
    being an electric man, you can fix it.
    Walk around to the inside of the bar and take a look at the pump. Use the 
    handy dandy trap necklace that Ron gave you to fix the pump. Leary will be so 
    happy that he'll let you fix the other pumps in the cellar. Joy. The cellar 
    door is located near the newly fixed pump.
    Downstairs, go to the center of the room and pull down the lever. Once that's 
    complete, ascend upstairs and exit the bar completely. Take a poke at the 
    black trap door on the sidewalk near the window. George will thrust it up 
    with all his strength.
    ...only to find Khan lurking down the street. George will smoothly sidestep 
    him, though, saying that he didn't see the car or the leprechaun or the 
    parcel or the ferrari. He also vouches for Maguire. Now that Khan's out of 
    the way, enter the bar and descend to the cellar. It's really bright in here 
    now. George will pocket both the flashlight and the gem.
    Maguire, being a kid, can't see a bribing opportunity if it smacked him in 
    the face and said: "Hey, I will bribe you!" Dolt. Anyway, while you're down 
    here, you might as well use the free water. After turning the water on, soak 
    the towel with the water. Now that we're done with the bar, exit to the 
    street and go east to another area.
    Talk to the man ensconced on his hay. He's relieved that his nephew was 
    abducted, apparently. The conversation ends with the farmer heading towards 
    a different bar in search of a nephew. Break the poor farmer's only rule by 
    climbing on top of the hay stack. It seems George is just a little short of 
    the wall.
    Go a little left of the crack in the wall and thrust the manhole remover into 
    the wall. With the extra step George has no problem scaling the wall. At the 
    top, a goat guards the excavation ladder. Walk around the lower half of the 
    screen to the western part of the area. Try to use the black plow on that 
    side of the area and George will move it over to the goat. After the goat 
    rams George he'll get tangled up in the plow. Good job.
    Descend via the ladder to the excavation area. Go to the eastern part of the 
    room and take the Plaster of Paris. This stuff will be really handy in the 
    future. Once you have the plaster, walk over to the ladder and move the 
    statue, which is on the ground a little north of it. Move it another time and 
    George will find a couple holes in the ground.
    Drop the plaster into the holes in an attempt to make a mold. To finish 
    making the mold, squeeze some water from the towel you soaked in the bar. 
    This will make a perfect mold. After picking the mold up, insert it into the 
    wall a little north of the statue (near the door) and the door will magically 
    open. Enter the door to see what Peagram had recovered.
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                                  3.3  -  Paris II
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    After the cutscene, you'll be back at Nico's house. If you forgot to turn the 
    water off in the cellar, George will have a terrible night because he had to 
    help get the water out. (^_^) After some talk about everything George found, 
    you're off to do the dirty work once again while Nico lounges in her 
    comfortable appartment.
    World Map
    Back to the police station, the most southern dot.
    Police Station
    Talk to Moue (our best friend) at the counter of the police station. He'll 
    tell you everything about Marquet without any fuss, amazingly. It seems he is 
    at the hospital, and is also know as "Marquet the Mole." Moue won't tell you 
    why, however. I guess you have to bake some donuts for him. Anyway, once you 
    have exhausted the conversation options, head back to the world map.
    World Map
    The new dot on the map, located below the northern black dot, is the 
    Try to open the door to the ambulance - George will almost faint. Open the 
    clinic door, which is to the left of the amulance. This is one happenin' 
    muse- err... Hospital. Wow, this place is almost like Versailles! Gold walls, 
    walls of glass, all kinds of plants, and extravagant chandeliers! Anyway, 
    talk to the guy at the entrance dressed in white.
    It seems respective doctors wear white bathrobe to work. Doctor Felix isn't 
    very respective, though. He won't permit passage to Marquet, that son of a 
    monkey's uncle! Additionally, Felix won't tell you who checked him in or 
    anything. Basically, he's a complete waste of time.
    Now it's time to talk to the receptionist. Her name is Elsa and she's a big 
    help. If you want a funny response, tell her that you're Marquet's long lost 
    brother. Of course, she won't believe you (George needs to work on his Irish 
    accent). However, if you flash her the electrican card, she'll let you see 
    him. Apparently, he wants to see the guy on the card.
    This little card is becoming more useful by the second! Just your luck; it 
    seems that Nurse Grendel -- the lady who looks over Marquet's room -- is a 
    witch that runs a tight ship! She'll give you long directions that no one 
    would ever remember. Talk about the clown and she'll comment on a bear in an 
    old suit that comes to entertain the kids every Thursday.
    With all this in mind, walk northwest of the desk to a new area. In here, 
    you'll see a janitor making Versailles look even more prettier by polishing 
    the floor. Talk to him to learn about Mr. Shiny, the superhero vacuum with 
    super uber powers! The game stereotypes janitors here -- crazy, obsessive 
    people who don't know anything. Sam fits this image perfectly.
    You can unplug Mr. Shiny's power at the other hallway if you're a cruel 
    person. Ha, that was fun! Anyway, walk into the room in the southwest part of 
    the area to find Grendel. She's a big let down because she won't let George 
    speak to Marquet, even though he came all the way from California. At least 
    he's working his American accent now.
    Back outside the ward, go over to Sam and try to open the door west of him. 
    It seems that important contents are inside the door. So, if there is 
    important stuff in the door than that means we must have to obtain it. Go 
    over to the adjacent hallway to the west and unplug Mr. Shiny. When Sam gives 
    the little man life again, walk over to the door and George will take a 
    doctor's outfit out of the closet.
    Hah, we were just laughing at Felix's white bathrobe and now we have to wear 
    one. That's ironic, isn't it? At any rate, head back to Grendel's ward and 
    her short term memory loss will kick in. She'll think you're a doctor and 
    give you a blood pressure device. Exhaust all the options of conversation to 
    find out where Marquet resides.
    Try to go southeast to Marquet but Eric, a patient, will stop you. George 
    will fluff off taking Eric's blood pressure but he'll still call you every 
    time you try to get to Marquet. Too bad George doesn't know how to take 
    someone's blood pressure! Couldn't he just wing it?
    Bleh. Anyway, go back to the entrance and talk to Felix again. He doesn't 
    recognize you, either, and thinks you're a prestigous doctor. So prestigous, 
    in fact, that he allows Bunny, a new doctor, to follow you around and see 
    what you do. Take this mission and walk back to the Ward.
    Inside, arm Benoir (the Bunny dude) with the blood pressure device and tell 
    him to use it on Eric. With Eric distracted, you can finally get through to 
    Marquet's door. Talk to the guard, first, to find out that Marquet has 
    anthrax. I guess it was "big" when this game first came out. Finally, go 
    inside Marquet's room.
    For an almost dead guy, Marquet sure spills the beans on everything. George, 
    being the smooth talker he is, persuades Marquet with the help of the gem. 
    You have to deliver the gem to "grand master," according to Marquet. After 
    you learn a few more things, another Doctor will enter the room and tell you 
    to kindly leave.
    Outside, Benoir comes to the realization that the doctor was an imposter! 
    Marquet eats it, and the officer breaks the door down with his spider-man 
    powers. Inside, everything is dead or gone.
    Nico's Apartment
    Spill everything to Nico and she'll give you a funny remark about people 
    disguising themselves as doctors. Well, George did it, too. Anyway, George 
    brings up some new information - he states that the imposter had fish eyes. 
    Whoa. Talk about everything else (besides the manuscript, of course) and opt 
    to leave the apartment.
    World Map
    Crune Museum, now, which is the southwestern dot.
    Crune Museum
    After walking inside the museum, Goinfre will inform you that the museum will 
    be closing soon. Boo! Now we're going the haunted, eery approach as 
    apparently some kid died in the museum. Anyway, it's finally time to talk to 
    the highly acclaimed Andre Lobineau.
    This guys probably the most knowledgable person you've come across in the 
    entire game. He dates the Hashish-word (whatever it is) back to the eleventh 
    century, and proceeds to bore everyone. He tells a story of the Assassins and 
    basically how they operate. After this, talk about Montfaucon to learn where 
    it's located.
    Continue talking to Andre and he'll continue his intelligence streak. Though 
    he doesn't know anything about Peagram, he does know that two people riding 
    the same horse symbolizes the Knights Templar. George will tell him to drop 
    by at Nico's if you press her option a couple times. He'll talk about the 
    Knights Templar for five frickin' minutes, so just hang in there.
    Persuading Andre into giving you the tripod doesn't work, so it's time to 
    protect it the only way you really can. Go right of the tripod to an Egyptian 
    looking tomb. This is called a sarcophagus. This is the really tricky part. 
    You have to open the sarcophagus and get inside without Goinfre looking. This 
    might seem easy, but he can hear and it takes an amazingly long amount of 
    time for George to stuff himself inside a tomb.
    Go over to the left of the windows. If you open the blinds, Goinfre will come 
    over and close them. Wait until Goinfre is two-third to the right on the 
    bottom half of the screen. When he starts walk over to the sarcophagus 
    (north) pull the blinds. Immediately start walking in his direction over to 
    the sarcophagus and stuff yourself inside the first chance you get. If you 
    did this correctly, George will get inside right after Goinfre closes the 
    This takes a small bit of practice to accomplish, but you should get the hang 
    of it after a little while. It's all about timing it correctly so Goinfre is 
    walking to the sarcophagus. When you have that down, the walking and stuffing 
    part is pretty easy. Once you stash yourself inside the sarcophagus, Goinfre 
    will directly afterwards lock up.
    Wow, it's dark. They gave the Museum a blue tint to it and called it night. 
    Anyway, our best friends, Guido and Flap, decide to show up. They will walk 
    up to the tripod and George will stupidly walk outside the tomb. When you 
    first see the option to hide behind the totem pole please do so. If you 
    don't, Guido and Flap will make mice meat out of you.
    Once you hide behind the totem pole, the two gangsters will decide to leave. 
    However, George, trying to be a hero (or impress Nico) pushes the totem pole 
    in a last ditch attempt stop the two shady characters. Well, something drops 
    on George and he falls to the ground. After that, someone bungie jumps from 
    the ceiling and takes the tripod. Great.
    Nico's Apartment
    Again, George's smooth talking and American innocence persuades Rosso to let 
    him go again. At Nico's Apartment, you shockingly find out that Nico stole 
    the tripod! The one time that she actually does something and she doesn't 
    tell you. What a wonderful girlfri- err... partner in crime.
    Hah, Georgie. We should start calling her Nickie. Choose the gem option and 
    George will put the gem on the tripod. Sort of anticlimatical because nothing 
    happens. Oh well; George swipes both items, thinking it has to work in a 
    certain location. After a small chat about Andre, you're off to the races 
    World Map
    Time to play at the Montfaucon, which happens to be the most northeastern dot 
    on the map.
    It's... a clown. Before we engage in a heart-throbbing conversation with our 
    entertainment, opt to talk to the officer ensconced on a chair by the cafe. 
    Ha, what really did happen to duty? The officer likes to sit instead of help 
    traffic, amazingly.
    In the second option the officer thinks you are carrying illegal substances. 
    But he doesn't have to make an arrest; it's just Plaster of Paris. Another 
    funny quip is when George flashes the gem. It's either the gem's glass or 
    George is a madman. ^_^
    The tripod, sadly, yields no funny result. Go talk to the clown and George 
    will start the conversation with: "Hey! You with the balls." Americans. 
    Anyway, exhaust all of the clown's conversation options. He's an artiste, and 
    not a juggler. Another funny excerpt in reference to juggler's being 
    important in the past: "...Thank God we've go Chuckles the Jongler to throw 
    his balls around."
    Haha, that was pretty funny. I don't know how much information we'll get out 
    of the clown, though, if we mock him. After a failing attempt to juggle three 
    balls (not the ones you're thinking of), it's time to get a critique from 
    Gendarme. After a short conversation, go back to the clown.
    Try to juggle again and George will use his "secret weapon." The crowd will 
    roar with laughter and the clown will turn into a mime. He'll also collect 
    his balls (yes) and make a serious walk for it. Gendarme will also have an 
    epiphany and decide to go somewhere. Probably the donut shop...
    Now that the black manhole that the clown was standing is vacant, opt to open 
    it with T-shaped tool that you have used so many times in the past.
    Montfaucon Catacombs
    Cross the plank of a bridge over to the eastern area of the catacombs. From 
    here, you should see three arches and a boat. After toying with the boat, 
    check all three arches. The most southern arch is in worse condition than the 
    other two, according to George.
    When you are hinted off like that, what do you think you have to do? Take out 
    the trusty T-shaped tool and it's time for some baseball practice. Today, we 
    practice batting. After bashing in the wall, George will discover a lever. 
    Flip it and the door will open just a little ways. Not enough for George (who 
    happens to be a skinny American) to get through, though.
    Go over to the boat and George will automatically put the rope on the door. 
    After cranking the wheel on the boat, it's time to enter the secret room. 
    With the background, it would seem we are in a cave. Walk a little north to 
    yellow light and it's showtime.
    It would be great if we knew what the heck these five people are talking 
    about. Gibberish after gibberish of people that we don't even know. However, 
    little by little, the people seem to seep into your brain. And the end wraps 
    things up that didn't make sense quite nicely. They will leave in the boat.
    Walk down the stairs and to the area the people were talking in. Examine the 
    circular area that they were standing on and George will read the latin part. 
    After that, place the tripod and gem on the stump in the middle (in that 
    order) and the gem will make five awesome light rays. The rays hit letters on 
    the circular area and make out "Marib." Coolio.
    Nico's Apartment
    George seems to have this all thought out; they killed Plantard because he 
    was going to find the sword. Nico knows about Marib, which is a small village 
    in Syria. How she knows it's a small village in Syria, I don't know. Maybe 
    she's reading tons of books while you're out spying on bad guys and trying to 
    kill gangsters?
    World Map
    It's time to blow this popsicle stand and explore the unknown. Go to the 
    northeastern corner of this map to get to the world map. From here, go to the 
    southeastern dot. This is Marib, Syria.
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                                   3.4  -  Syria
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    This place looks oddly like Agrabah in Aladdin. Must be a coincidence. 
    Anyway, talk to the boy by the shop at the entrance. Nejo's sort of an 
    entertainment buff so (naturally) he doesn't know much about the Templars. 
    He's a good swindler, though. After chatting it up with the local, walk to 
    the eastern part of the area and exit through the doorway.
    In this small area, go to the (d)rug dealer and talk to him. He seems a 
    bit... odd. Open up your item and show him the matches. He'll take them and 
    move one of his rugs to reveal a doorway. George will automatically enter and 
    engage in conversation with the guy at the counter.
    Apparently, this place is the Alamut Club. Try to open the door in the 
    eastern corner of this room. It's the toilet room (huh?) and you can't go in. 
    From here, quiz Ultar, the manager at the counter, about everything. It seems 
    that the brush for the toilet was stolen, and everyone has to use their 
    superior willpower until it is given back. But hey, you can always use 
    Ultar's deluxe bucket!
    If you flash him the picture of Khan, he will know exactly who he is. 
    Apparently, Khan went through here yesterday asking for "Stobbie." It's later 
    clarified as "Stobbart," which is George's last name. Uh-oh. He also states 
    that Khan went to Bull's Head Hill. Well, if Khan went there then that must 
    mean you have to do the same.
    But first, we have to find Ultar's long lost toilet brush and get some money 
    to pay for the ride to the Hill. Go back to the rug (not drug) dealer and 
    back to the entrance of Marib. By the doorway you should see a man dressed in 
    red. If you try to talk to him (whose name is Arto) George will find out the 
    "horrific truth"; the man is basting things with the friggin' toilet brush. 
    Walk back to Nejo and talk about Arto. He'll help you if you give him the 
    red ball. After agreeing, Nejo will say that if you are polite to Arto he 
    will hand over the brush. After George memorizes the words, walk back over to 
    Arto and choose to chant the words. Arto will run you off his area.
    Trudge back to Nejo and really give it to him. However, you will find out 
    that Nejo swiped Arto's brush while he was chasing you. Good man, that Nejo. 
    Always smarter, quicker, and more quick-witted than the other bunch in this 
    area. With the brush in hand, walk back to the Alamut Club.
    After giving the brush to Ultar, he'll just walk off with no "thanks" or 
    anything. However, he'll give you the keys to the restroom. It's time to go 
    rest, apparently. Use the keys on the eastern door to enter the restroom. In 
    here, you need to get two items.
    The first is a towel. By the water faucet you'll find a box that is the towel 
    dispenser. It seems that you need a key to open it, however. Good thing that 
    Ultar threw all the keys at you. After using the key, take the towel out of 
    the dispenser. The second item can be found in the stall. Try to use the 
    chain over the toilet and George will yank it off.
    Now that we have both of these items, exit to the entrance of Marib, which is 
    the marketplace. In this area, go over to Nejo's stand and pet the black cat 
    of one of the shelfs. The cat will jump up onto a statue. When you first have 
    control of George ring the bell that is near Nejo on the stand. Nejo's father 
    will walk outside and the cat will break the statue.
    Pick up the remaining piece of the statue on the ground. We have to stretch 
    this statue out fifty dollars worth, sadly. Combine the statue and 
    greasepaint (the blue cloth you got in the sewers) together to make a cool 
    looking statue. And that's all that counts when selling stuff, right?
    With the statue talk to the fat guy that wanders around this area. He stands 
    out pretty obviously from the background. When you find him, choose the 
    statue options and he'll offer fifty bucks. George, obviously, will take it, 
    though I think he could of gotten a little more out of it.
    Cool, we have the money! With it, we can get to Bull's Head Hill in the safe 
    environment of an air-conditioned taxi. Go back to the Alamut Club and tell 
    Ultar the "good news." Agree to the payment and you'll automatically walk 
    back to the entrance of Marib.
    In this area, go north on the eastern side of the area to meet up with Ultar 
    and his taxi. Sadly, the fan belt for the ta- err... truck has taken it upon 
    itself to break. The really funny part, though, is when Ultar responds with 
    the time being "One day, maybe six." Give the towel to Ultar (it's a 
    conversation option) and you'll be off to Bull's Head Hill.
    Bull's Head Hill
    Hey, we're in the desert now! Walk over to the cliff and you should see a 
    dead tree. George will break a branch of the tree; this should prove very 
    useful. Combine the branch and the half towel (from Ultar) together to make a 
    stick-towel! Whee!
    Now it's time to put this new device to good use. Walk about four steps east 
    from the tree and you'll hit a crack. Use the stick-towel to make an anchor 
    and go down the ledge. In this small area, go north passed the ledge shadow 
    to find a small hole in the wall. Try to use it and George will stick his 
    hand inside.
    Well, there is a metal ring of some sort, so put your hand in again. George 
    will exclaim that it did something, but to what it did, I don't know. Maybe 
    it opened the doorway in the ledge shadow to the right of the hole? Go inside 
    this secret area and you'll meet Klausner.
    He's not very proactive, is he? The door will slam behind you and, sadly, 
    you'll be locked in. Good job, Georgie! Examine the statue next to Klausner 
    but nothing will happen - not a single death trap. I guess Klausner just fell 
    apart next to it.
    Speaking of Klausner, search him for a key item. George has searched two dead 
    guys in this game already! With the lens in hand, look west of Klausner to 
    find an inscription of some sort. Stupidly, George didn't bring a notebook or 
    camera, so he has to try and memorize the inscription. Then the door will 
    open and all hell will break loose.
    Khan has you point-blank with a gun... so will Nico bungie jump from the sky 
    and kill him? Sadly, she is settled in her cozy apartment, probably watching 
    a sitcom of some kind. Anyway, it's time to answer Khan. First, I'd like to 
    say that there are several ways to do this correctly, but I'll just list the 
    one that I did.
    First, tell him the truth by selecting the "Angel George" option. He'll 
    believe you, oddly enough. In the second option, choose "Angel George" again.  
    George will smooth talk his way out of this one, stating that the lens might 
    break if he shoots you. For the third option, tell the truth again. Khan will 
    accidently slip something of Caesar.
    ...and also say that he'll have to kill you. Great. Choose to "die like a 
    man," which is the second option. It obviously isn't the first with George 
    ducking like a coward. Khan will admire you and ask to shake your hand. 
    Select the second option, which is to shake his hand with the buzzer. George 
    will stun Khan, punch him in the gut, and jump off the cliff. Suicidal.
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                                 3.5  -  Paris III
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    Nico's Apartment
    ...luckily, the canopy on Ultar's truck breaks your fall. Ha, I even thought 
    you were a goner! Once George states that he has the lens Nico seems really 
    happy to see him. The best part here, though, is that you can give Nico the 
    bathroom chain you acquired in Syria. Even though she comments on it being a 
    little "heavy," George sells her by saying: ethnic craftsmanship at its most 
    rustic! And we're off.
    World Map
    With no place to go we have to find a lead. Go to Crune Museum. If you don't 
    know where that is by now god help you.
    Crune Museum
    Enter the museum and talk to Andre. Hah, he refers to the manuscript as 
    "sexy" and Georgie thinks he's talking about Nico. It seems that the map 
    wants you to go to Spain now. The suit of armor is from the Vasconcellos 
    family, which must be Spanish.
    World Map
    Head to the "world world map" via the northeast corner. On it, go to Spain, 
    which is the most southwestern dot.
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                                   3.6  -  Spain
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    House Exterior
    That gardner is spraying the same area over and over... odd. Talk to him and 
    he'll be a little "pissy" towards you. Interesting, the French are all nice 
    people while the first person in Spain tells you off. His name is Lopez, and 
    he doesn't answer any of your questions. Just say no when it comes to the 
    lottery, the Countess doesn't do that sort of stuff.
    So, the gardner obviously isn't going to help you. Looks like you'll have to 
    get in by force. Or intelligence. Walk west across the entire screen to the 
    beginning of the hose's slack. A hose should be outlined on the ground, so 
    just follow that. When you reach the end, use the blood pressure device to 
    stop the hose. That will teach Lopez!
    He'll run inside to figure out the problem, leaving the door wide open for 
    you to enter. Lopez states that he'll sick the dogs on you if you enter, but 
    we need to see that Countess! Enter the house in the same door Lopez entered.
    House Interior
    Inside, go down the hallway north of you to get Lopez's attention. Directly 
    afterwards, though, hide behind the suit of armor, which is near the stairs. 
    Once Lopez is gone, go up the stairs to find the Countess. George will 
    explain the situation to the Countess and she'll let you sit down.
    Talk about the Knight Templars and George will ask about all the "medevil" 
    stuff she has. After some thought, the Countess exclaims that the chess set 
    is very old. However, a couple pieces are missing from the set - a sure sign 
    that you have to find these pieces.
    George seems to play chess because he can see an irregular base on the 
    pieces. Lopez walks in and gets owned by the Countess. Next, the gang walks 
    outside and opens the mausoleum.
    Odd name, no? After some chat about when the mausoleum was built, you're off 
    to look for clues. Immeditately go over to the statue and open the cover 
    under it to find a checkerboard. After checking that out, converse with the 
    Countess about everything.
    Yes, everything. She'll straighten you out about the Templars, and then we 
    get to the clues. It seems that the knights were "dedicated" to Virgin Mary, 
    the statue that you just looked at. After that, talk about the checkerboard. 
    After a small revelation, it's time to take a peak at the checkerboard again.
    The Countess becomes eager, bordering eccentric. While we're waiting for that 
    unintelligent manservant Lopez to arrive, talk about the Templars again to 
    learn about Don Carlos. Sad, sad story, but it probably ties in with 
    everything else in some way.
    Hah, even the Countess trusts you now! But we have arrived at a hit-and-miss 
    part of the game. You have to arrange the pieces in a certain way to continue 
    in the game. So, first, put the bishop (round tower) at the very top. Second, 
    put the knight (he has a shield) in the direct middle, two squares below the 
    bishop. Finally, put the king (guy with the cross) directly under the knight.  
    With all the pieces in place, something will open in the room! It's... it's 
    the Communion Chalice! But what the heck is that? It doesn't matter because 
    it's been missing for seven hundred years, so it must be of some importance. 
    Hehe, we have the Countess get the item first, to avoid any deathtraps!
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                                  3.7  -  Paris IV
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    Nico's Apartment
    It seems George has the hots for a withered old Spanish aristocrat! And I 
    figured he liked Nico, silly me! Talk about the chalice (the first option) 
    and Nico continues her suspicion about George's relationship with the 
    Countess. You can return the argument with a little suspicion about Andre 
    (^_^) and then it's time to go.
    World Map
    So where are we going to find a church? The Montfaucon, of course! It's the 
    most northeastern dot on the map.
    The return of the Gendarme! He's undercover as an indolent, wine guzzling 
    police officer. P'zang! You'll also learn about "Sewer Jacques," an urban 
    legend! Go inside the Church, which is to the east. I wonder why a CLOWN was 
    performing in front of the Church. That just rubs me the wrong way.
    Talk to the Priest, who stands out distinctively because he's white, has a 
    white beard, and a white tabard. Talk about the stained glass, which yields 
    little results in the form of clues. Talking about the two priests won't be 
    very interesting, either.
    However, if you talk about the Chalice, the priest will see some writing on 
    it. How the Countess, Lopez, George, and Nico didn't see it, I don't know. 
    Agree to let him polish the chalice (you can chase down and tackle an old man 
    if he runs) and he'll start polishin'.
    To the east of the priest is a big statue. Inspect it twenty times and George 
    will finally take a peak inside the scroll to see a stained glass window. 
    You'll get no clues from it, sadly. But if you put the lens on one end of the 
    scroll, it will fit like a glove.
    That must mean something! Take another peak inside the scroll to find a 
    different picture. Neat-o! George will remember a date (the lack of a notepad 
    scares me again) and we're done with the statue. The priest must be done 
    polishing, so converse with him again.
    Talk to him about the newly polished chalice; a coat of arms is on it and not 
    writing. Chat about the scroll and the priest will decipher the latin words. 
    The stained glass window of a burning man, it seems, is seen by some in this 
    haunted place. Spooky!
    After exhausting all the conversations it's time to follow through on all the 
    priest's hints. To the north on the wall you'll see two tombs. Inspect the 
    right tomb to see the same coat of arms as the Countess's. After George 
    memorizes a bunch of gibberish, it's time to leave.
    World Map
    Back to the museum we go!
    Crune Museum
    Yes, Andre is permanently stationed at the museum. Talk to him about the 
    statue you saw in Syria (why didn't George ask him before?) to find out it 
    might be Baphomet - the idol described by the Templars! Yeah, I couldn't 
    think of another way to say that, so I just took it from the game. And how be 
    danged, the Baphomet statue was birthed right here in Paris, at some long 
    French-named place.
    World Map
    It's the most western dot. Oddly, there are two, so it's the more north one.
    Site of Baphomet
    Another extravagant place! Talk to the painter at the entrance to find out 
    he's a little "shady." He'll tell you about the dig, though, and that some 
    even more shady people entered the excavation site. I wonder who they are? 
    The painter is very protective of his paint pot, so you can't touch it. If 
    you try to look through the dumpster, he'll tell you to get lost.
    Bah, forget the painter. Go downstairs to find some shady (!!) characters 
    guarding the door. Talk to the guard but he'll evade everything. Try to enter 
    the restroom opposite of the guard but it's locked. I guess they are digging 
    up waste there, too.
    Talk to the guard about the toilet and he'll remarkably give you the key to 
    unlock the restroom door. I guess they aren't digging up waste like I 
    thought. Use the keys to enter the bathroom. This bathroom *does* look like 
    it's been dug through.
    If you select the toilet, George will remember the good old days in Syria 
    when he vandalized and looted the restroom in the club. Well, that's sort of 
    what we're going to do here. Turn on the water and George will automatically 
    take the soap bar.
    With the soap in hand, combine it with the keys to make... a key imprint! 
    Whoa, I think we're on to something, Sherlock! Now combine the Plaster of 
    Paris with the soap imprint to make a soap bar with a key imprint that is 
    filled with plaster! Put the soap bar under the water to mix it with the 
    plaster; George will automatically dry it with the hand-dryer device in this 
    With the fake key, exit the bathroom and talk to the guard. Give him back his 
    keys and walk back up the stairs to the painter. Try to dip the key into the 
    paint pot but the painter will have none of it. Uggh... stupid fat painter! 
    Walk back downstairs to the guard and use the phone near the restroom door to 
    call Nico.
    George's plan is to have Nico distract the painter on the phone while he does 
    the finishing touches on the key. It would work even better if Nico wore 
    something slutty and came over to the site, but we're not complaining. Go 
    back to the exterior and tell the painter about the phone call.
    Haha: "She asked for 'that hunk of man with the nicotine fingers and his ass 
    hanging out of his pants.'" George will probably die for this, but meh. With 
    the painter gone, dip the key in the paint pot. The key now looks like a 
    normal key but, sadly, doesn't feel like a normal key. Walk back downstairs 
    and see how the phone sex is going.
    The painter will remark that the woman was "all over him" and suddenly it was 
    "nothing but abuse." The latter sure sounds like Nico. Talk to the guard and 
    ask for the bathroom again. George will dismiss the guard's suspicions saying 
    that he doesn't want to get "technical."
    Open the bathroom door with the keys. Inside here, put the fake key on the 
    ring in place of the real key. Once done, exit to the guard's room. We still 
    have the problem with the "feel" of the fake key that we must resolve before 
    we can trade off the key to the guard.
    On the same wall as the excavation door you should see a bronze spot. Walk up 
    to it and examine it (don't press the use button) to find out it is a 
    thermostat. Talk to the guard about this and he'll say he must keep it warm 
    in here. He has gloves if it gets too cold.
    This is our loophole; if we can get the guard to wear the gloves, he can't 
    feel the key! Walk back over to the thermostat and turn it off. George will 
    wait and the guard will put his gloves on! Eureka! Now you can give the guard 
    the fake key - with the gloves and paint he won't know it's made of plaster!
    Ring up Nico again on the same phone that you used to distract the painter. 
    Hah, Nico won't even repeat what she said to the painter - it must have been 
    really bad! George will think of another good idea that involves the guard 
    and the painter. When the guard goes up to get the painter, the two get in a 
    big argument. This is your chance to enter the excavation site! Remember to 
    use the key...
    Excavation Site
    Examine the planks to the right of the door but George won't find any use for 
    them. Take the ladder to descend to the lower part of the excavation site. 
    Look at the ground first to see an odd pattern. Getting to business, walk a 
    little north of it to find the Baphomet statue! Set the Chalice on the odd 
    pattern south of the Baphomet statue and it's show time.
    Nico's Apartment
    Back here, you can pry on the matter of Andre. It seems Nico met him in 
    college and he hasn't changed much since. Choose to leave and George will 
    mumble your new mission to give the Chalice back to the Countess.
    World Map
    Head to the Europe Map and go back to Spain.
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                                  3.8  -  Spain II
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    Talk to that crackhead gardner Lopez again. He'll be in the same spot 
    watering the same area over and over. He'll give you a much needed apology 
    and say that you have restored the life in the Countess - she laughs and 
    smiles now! Well, if George really liked the Countess, he'll be happy now...
    Talk about Don Carlos to find out a little more of the story. Once done, walk 
    inside the mansion. Naturally, the Countess is upstairs, so take the stairs 
    to the second floor. Yep, she's in her normal place. Walk around the chairs 
    and talk to her.
    It's almost like she's on ecstacy when she first sees you. George will 
    proudly put the Chalice on the mantle and the Countess will be even more 
    delighted to find out that he cleaned it. She'll start to talk about the 
    knights but George will just say "Whatever." I guess he doesn't like her 
    after all.
    Choose the Chalice conversation option and the Countess will be very pleased 
    to find out you found Don Carlos' tomb. Continue by talking about the 
    biblical references, which George memorized solidly. After some serious 
    discussion about the missing children, you're off to find the unknown.
    Downstairs, walk west of the stairs to a little utility room. Pilfer the 
    Mirror (this is Lopez's retribution) and walk outside. Go to the northeast 
    corner of the grass and enter the Mausoleum outer area. Walk up to the door 
    and enter. Inside, pilfer the bible under Virgin Mary and exit the Mausoleum.
    With the bible in hand, head back to the Countess. Choose the bible in the 
    chat option with her and we'll get to the clues.
    "Thou art my hiding place; thou shalt preserve me from trouble; thou shalt 
    compass me about with songs of deliverance."
    "The well is deep."
    "Will bring to light the hidden things."
    "Save me from the lion's mouth: for thou hast heard me from the horns of the 
    These clues are pretty convincing. Even though the Countess has lived here 
    her all life she doesn't know if there is a well on campus. Odd. Back to 
    Mausoleum we go! In here, go over to the right of the statue and you see a 
    small pole. Use the greasepaint on the pole and George will light the pole 
    and the candle in the middle of the room.
    It will blow out, though, sadly. Go a little west and you should get an 
    option up on the open window. George will close the window with the pole when 
    you select it. With the window closed, use the now red greasepaint on the 
    pole again and George will light the candle in the center of the room 
    (again). This time, however, the candle will burn completely out.
    A key-looking thing will be obtained from this exchange. With it, walk back 
    to the Countess and talk about it. She'll be mad because it is irreplacable, 
    but later forgive you because this mystery shakes her very soul. Exit to the 
    outside of the mansion and have a little chat with Lopez.
    Talk about the candle key and he'll be a little mad. He won't be mad about 
    you swiping his mirror, though, which is the second option. In the third 
    option, George will ask about the hidden well. Yes, Lopez *knows* about it, 
    but he doesn't know where it is.
    Keep on talking about the well and Lopez will get the stick idea. He'll point 
    to a hazel tree but there isn't ONE Y-shaped stick in the bunch! Go back over 
    to Lopez and follow his hose until it reaches the wall. To the right of the 
    wall is a suitable hazel stick.
    Run back over to Lopez and ask him how to use the divine rod. After some 
    instructions, George will automatically use this technique to search the 
    area. It takes a while, but he finally finds a... a TIN CAN! EUREKA! George 
    will be more than a little pissed off and Lopez will throw the can only to 
    find the well! If Lopez had watered more than one area he might have known 
    the well resides there...
    Hidden Well
    Well, down here, one of our clues comes in handy. See the lion door to the 
    east? Inspect it to see a loose fang. Try to use it and jump to the left when 
    you can. If you don't, the door will squash you and George will be toast. 
    Yeah, you *should* save it right about now...
    Walk back over to the rope and use the mirror on the bright wall next to it. 
    George will flash the mirror around and find a small gap in the wall. Back 
    over at the lion door's darkness, put the weird key (that we got at the 
    mausoleum) inside the gap and it will open up a door that you should enter. 
    Inside... George will find... bleh.
    Being the nice guy he is, George will give the old chess piece to the 
    Countess, tell her the atrocious news, and leave.
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                                  3.9  -  Paris V
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    Nico's Apartment
    Andre likes the couch better than the chair. I would, too. George will recite 
    their adventure to Andre. The best line is: "One of the few places where 
    nobody tried to kill me." George will continue to talk about all the places 
    he almost got killed and Nico will break it up.
    Amazingly, Andre is a huge help. He'll recall a battle in 1314 where the 
    Knights Templar helped some Scottish people win a big battle. So, we're off 
    to a church in Bannockburn! Even better, we get to share a seat with Nico 
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                                   3.10 -  Train
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    A good time to save, by the way. Anyway, do the only thing available right 
    now, which is to try and leave the box car. Nico will stop you, however, 
    asking what you're doing. After George acts like a little kid, Vail, the 
    ticket man, will arrive and ask for tickets.
    After chatting it up, he'll leave and George will say that the man is 
    peculiar to him. Try to exit again and Nico will tell you to get her some 
    food. In the boxcar view, go west all the way to another screen. It's... 
    Guido! The return of the gangsters!
    It will also hit George that the conductor is Eklund, Marquet's killer. 
    Immediately go back to the boxcar view and run back to your car. Nico and the 
    old lady will both be gone! Go back to the boxcar view and enter the adjacent 
    room to the west.
    Inside, talk to the guy in the black and white uniform. He's drunk so he 
    won't know anything but say that he'll fight anyone that tries to hurt you. 
    In this same car, open the window and Basher will think that you are trying 
    to jump! I'd think he would before us! Jump up to the top of the train.
    Do not touch the metal wiring on the left side of the car. You'll feel all 
    kinds of pain if you do. Save the game here and exit to the east of the car. 
    At the roof of this car go to the center and down into the cars. Wow, that 
    lady must know karate!
    The first chance you get, press the use button to hit the gangster of the 
    ground. You'll find out that the old lady is none other than Khan! He'll say 
    that we were always on the same side as him and had a common enemy. He'll 
    mostly talk in riddles, though.
    Talk about Bull's Head Hill and he'll say it was a long walk back. End the 
    conversation and he will almost say something before he dies. Great, he can 
    talk about some stupid hill, but when it comes to the real stuff he goes and 
    dies on us! Untie Nico and George will kiss her. Ahh, what a good talker that 
    George is! Now it's time to jump off the train...
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                                  3.11 -  Britain
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    Hey... we got some C-Four, that's waaaay better than a gun! Yep, sure is. 
    Khan's handbag sure packs a punch! Enter the church and search the pile of 
    stuff in the center of the room. In all, search it four times to find a pipe, 
    coin, cog, and pen top, respectively.
    Look at the demon statue to the east a few times. After that, look at the 
    panel to the right of the statue. It doesn't move, suprisingly. Walk a little 
    north of the statue and try to pull the lever. George, being a klutz, will 
    break the handle. That's a good thing, though, because if you check the place 
    where the lever was you'll get another cog and a spindle.
    Put both cogs in the eyes of the demon statue. I guess that was why it didn't 
    have any eyes. We still have one thing to put in the statue, however. Put the 
    broken lever right in the demon's mouth. George will turn it and the door 
    will open. Pretty cool how Nico figured that out...
    Enter the new doorway and try to take one of the torches off the wall. Nico 
    will correct you, however, talking about gunpowder. At any rate, go northeast 
    and try to enter the new area. Nico and George will both here chanting and 
    it's time for the game's biggest cutscene.
    "Finally, the truth. The Templars had never worshipped this graven image, no 
    more than they'd worship a rainbow. But, like a rainbow they regarded it as a 
    symbol of a covenant with God, who'd revealed this place to them."
    OMGWTFBBQROSSO! Grand Master (err... it's hard to refer to him as that) will 
    try to recruit George but he's just too smart now. His biggest motivation to 
    turn down the Grand Master, though, is probably Nico. They will start to run 
    and meet up with their best friend.
    Yes, that's right, it's Guido. When you first get the chance, throw the torch 
    in the gunpowder. However, the stuff is over three hundred years old, so you 
    got to wonder if it's going to make a bang or not. It doesn't, but Nico 
    remembers what she has in her handbag. That's right, the person you stalked 
    and thought was your enemy (and who is now dead) pulls through as Nico throws 
    the explosives in the fire.
    Amazingly, they don't go off right away. Even more amazingly, all the other 
    bad guys don't run outside. The thing goes bang when the twosome are a safe 
    distance away and then it's credits time. Thanks for playing!
    |44444444444444444|---------                             ---------------_/
    |44444444444444444|-------         4. Appendices           -----------_/
    |44444444444444444|---------                             -----------_/
    |44444444444444444|----------------------------------------------- /
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                                   4.1  -  Items
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    Here, I'll list where the item is found, a short description of the item,
    and what it is used for. This is a good place to go if you're stuck and
    don't want to read the walkthrough - this list will tell you which item to 
    use without reading paragraphs or spoilers. It's also in chronological
                Name: Newspaper
               Found: Outside Cafe near Streetlight
         Description: Regular newspaper with horse race words on back
                Used: - To get the construction worker to leave
                Name: Rosso's Card
               Found: Rosso gives it to you after the questioning
         Description: It's a police card with his name on it
                Used: - To dupe many people into thinking that you are
                        a police officer - It is a conversation option
                Name: T-Shaped Tool
               Found: In Flobbage's toolbox
         Description: It's used for many things but I believe it is
                      primarily used to remove manholes
                Used: - Open Manholes
                      - Extra "step" in Ireland
                Name: Clown Nose
               Found: First area of sewers on ground
         Description: A regular red clown nose
                Used: - A clue when describing the clown
                Name: Soggy Tissue (Greasepaint)
               Found: Second area of Sewers on ground
         Description: It's really greasepaint
                Used: - A clue when describing the clown
                      - To light pole in Spain
                Name: Clown Costume Piece
               Found: Second area of sewers near ladder
         Description: A piece of the clown's costume
                Used: - A clue when describing the clown
                Name: Electronic Device
               Found: Costume Shop
         Description: Put it on your hand and electricute someone!
                Used: - To shock Khan and make your escape
                Name: Hotel Ubu Key
               Found: Hotel Ubu
         Description: A key for one of their rooms
                Used: - To enter the room and sidle to the adjacent
                Name: Electrician's Passcard
               Found: Khan's Room
         Description: An electrician's license
                Used: - To open the safe in Hotel Ubu
                      - To front as an electrician in Ireland
                Name: Manuscript
               Found: Hotel Ubu; Khan's Safe
         Description: A big map for the Templar Knights
                Used: - Throughout the game - it's usually with Nico
                Name: Necklace Wire
               Found: On Ron's table at the Ireland Bar
         Description: It's a rabbit snare but George thinks it is a
                      necklace for a woman.
                Used: - To fix the bar's pump
                Name: Towel
               Found: Counter from Ireland Bar
         Description: A normal towel
                Used: - Soak it with water and use it in combination
                        with the Plaster of Paris
                Name: Flashlight
               Found: Cellar of Bar
         Description: Generic flashlight that you lose after a couple
                Used: - To see in the bar
                Name: Gem
               Found: Cellar of Bar
         Description: A pretty gem that Professor Peagram found on his
                      expedition, this is one of the most important and
                      crucial items in the entire game.
                Used: - Several times, but most notably used in comb-
                        ination with the tripod on the circular area.
                Name: Black Plow
               Found: Castle In Ireland
         Description: A big plow that George can't take
                Used: - George will move this and get the goat caught
                        in a rope tangled in the plow
                Name: Plaster of Paris
               Found: Excavation Site in Ireland
         Description: It's used to make items out of mold.
                Used: - In Ireland when you need to make a mold for the
                      - In the second excavation site (late in the
                        game) to make a key
                Name: Soaked Towel
               Found: Cellar of Bar
         Description: This towel has been soaked and can be a good
                      source for water.
                Used: - To finish the mold in the castle
                Name: White Doctor's Robe
               Found: Closet in Hospital
         Description: A generic doctor's outfit; it looks convincing
                Used: - To fool Nurse Grendel and Felix into thinking
                        that you are a doctor
                Name: Blood Pressure Device
               Found: Obtained from Nurse Grendel
         Description: Used to take someone's blood pressure
                Used: - Feed Eric's need to take his blood pressure
                      - Turn off the Lopez's hose in Spain
                Name: Tripod
               Found: Obtained from Nico after meeting Andre
         Description: One of the most crucial items in the game. The
                      gem fits perfectly on top of it.
                Used: - With the gem on the circular area
                Name: Red Ball
               Found: Clown runs and leaves one ball
         Description: Just a normal red ball that is used for juggling
                Used: - Trade with Nejo in Marib for help
                Name: Toilet Brush
               Found: Given by Nejo after plan
         Description: It's a toilet brush that was formerly used as a
                      basting brush. Sick, I know.
                Used: - To get inside the bathroom
                Name: Bathroom Keys (Marib)
               Found: Obtained from Ultar after giving brush
         Description: Keys to the bathroom
                Used: - To get inside the bathroom, which has two key
                Name: Towel (Marib)
               Found: Inside Alamut Club bathroom
         Description: A normal towel that is in a locked case
                Used: - To fix Ultar's truck
                Name: Chain
               Found: Inside Bathroom stall in Marib
         Description: Chain used to flush the toilet
                Used: - A necklace for Nico, or otherwise a really
                        funny joke ;)
                Name: Broken Statue
               Found: Nejo's Stand
         Description: It's been broken by the cat
                Used: - Not much use for it until you put greasepaint
                        on it to make an ancient broken statue
                Name: Ancient Broken Statue
               Found: After combining the Broken Statue and Greasepaint
         Description: It looks more ancient now that you put
                      greasepaint on it
                Used: - Barter with Duane to get fifty dollars
                Name: Fifty Dollars
               Found: After trading with Duane
         Description: It's fifty dollars in Syria
                Used: - To pay for the taxi fair with Ultar
                Name: Half Towel
               Found: After giving Ultar the towel
         Description: It's the other half of the towel
                Used: - To make a stick-towel
                Name: Stick
               Found: Tree at Bull's Head Hill
         Description: Just a regular branch from a tree
                Used: - To make a stick-towel
                Name: Stick-towel
               Found: After combining the stick and half towel
         Description: An interesting device that is made by George
                Used: - To get down the ledge in Bull's Head Hill
                Name: Lens
               Found: On Klausner's cold, dead body in Bull's Head Hill
         Description: A crucial item to the game that makes some things
                      appear differently
                Used: - Used throughout the game but especially in the
                        church - you have to put it in a scroll
                Name: Chess Set
               Found: The Countess in Spain
         Description: A very old chess set that is missing three chess
                Used: - To further progress in the game
                Name: Chalice
               Found: Mausoleum
         Description: Regular newspaper with horse race words on back
                Used: To get the construction worker to leave
                Name: Paint Pot
               Found: Outside the Excavation Site near the Painter
         Description: A pot full of paint - the Painter guards it with
                      his life
                Used: - To make the key look more "real"
                Name: Keys (EXC Site)
               Found: Given by Guard
         Description: Keys to restroom and excavation site
                Used: - If we could make a copy of these keys we'd be
                        all set...
                Name: Soap
               Found: Restroom faucet
         Description: Soap... blue soap.
                Used: - To make the key mold
                Name: Fake Key
               Found: Made by George
         Description: Fake keys made with mold, soap, water, and hot
                      air. George later has to dip it in paint to make
                      it look more like a key
                Used: - To swap the keys so you can get inside the ex-
                        cavation site without the guard's keys
                Name: Mirror
               Found: Lopez's utility room in Spain
         Description: A small mirror that could be of some use later
                      in the game
                Used: - To shed light on the darkness in the well
                Name: Weird Key
               Found: Mausoleum
         Description: Odd looking key that drops from candle
                Used: - To open a passageway in the well
                Name: Bible
               Found: Under statue in Mausoleum
         Description: Just a normal Spanish Bible
                Used: - To decipher words from tomb in Church
                Name: Pole
               Found: Mausoleum
         Description: Really long and slender black pole
                Used: - To light the center candle in Mausoleum
                      - To close the window in the Mausoleum
                Name: Y-Shaped Stick
               Found: Tree near water hose
         Description: A Y-Shaped stick used by the Spanish for many
                      centuries to find water
                Used: - To "find" the hidden well
                Name: Tin Can
               Found: Lopez automatically stumbles upon it
         Description: A really old tin can that dates back to the
                      thirteenth century
                Used: - Lopez throws it and finds the hidden well
                Name: Loose Fang
               Found: Hidden Well
         Description: A fang on the statue of the lion door
                Used: - To get George killed. (^_^)
                      - To open the lion door
                Name: C-Four
               Found: Nico automatically gets it from Khan
         Description: It packs quite a punch but the detonator is
                Used: - At the very end of the game
                Name: Pipe
               Found: In Rubble in Britain
         Description: A normal pipe used to... y'know
                Used: - Can be put in demon statue's mouth
                Name: Coin
               Found: In Rubble in Britain
         Description: A weird-looking silver coin
                Used: - None
                Name: Cog
               Found: In Rubble in Britain
         Description: It's a small device used to make things rotate
                Used: - Put in eyes of demon statue
                Name: Cog
               Found: In same place as lever
         Description: It's a small device used to make things rotate
                Used: - Put in eyes of demon statue
                Name: Lever
               Found: A little north of the demon statue
         Description: George breaks it off of its device
                Used: - Put in the statue's mouth and turn it to open
                        the secret door
                Name: Spindle
               Found: In same place as lever
         Description: I have no idea what this is
                Used: None
                Name: Torch
               Found: On Wall in Britain Hidden Passageway
         Description: A small medevil-like torch
                Used: - To light the gunpowder on fire
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                                 4.2  -  Characters
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    Characters are very important in any mystery. Yes, I am a keen observer of 
    the obvious. They are listed in chronological order, by the way.
    Clown: He's supposedly the guy that killed a man and took his briefcase.
    Waitress: She's in shock that the cafe exploded and a man died.
    Moue: A eager detective that ends up being more of a clerk.
    Rosso: The head chief of the station, Rosso doesn't help you one bit 
           throughout the entire game.
    Nico: One of the biggest characters in the game, Nico spends most of her time 
          at her apartment while you go out and find all the clues. When it gets 
          to the hard stuff, though, calling Nico is always a good thing. George 
          has the hots for Nico, but who doesn't?
    Flobbage: The construction worker that is also a horce race fanatic.
    Albert: The man that sees the clown in his house - he has the clown costume.
    Plantard: The man that died in the explosion at the cafe.
    Todryk: The guy who sold the clown suit to the killer.
    Fleur: Flower seller by day and fortune teller by night, this lady helps you 
           open the door to Nico's Apartment.
    Snowman: One of the killer's disguises.
    Penguin: One of the killer's disguises.
    Claude: A nice guy that sells costumes, Claude is only looking for a carefree 
            life. He has a good nose in greasepaint and gives George one of the 
            game's most important item, the electronic device.
    Khan: The alleged killer.
    Guido: A gangster that rubs George the wrong way.
    Flap: Guido's right hand man that is big, tough, and dumb.
    Piermont: The wealthy pianoist that helps you out in Hotel Ubu.
    Moerlin: One of Khan's aliases.
    Ostvald: A man that knows about the Knights Templars but doesn't want to get 
    Clerk: Apathetic guy that just want to protective Khan.
    Goinfre: The only janitor in Crune Museum, Goinfre likes to walk in circles 
             the whole day.
    Maguire: A teenage kid that sees Fitzgerald get ran over.
    O'Brien: An intelligent man in the Irish Bar.
    Fitzgerald: He worked for Peagram and gets ran over by a leprechaun.
    Doyle: He's not the brightest person but he does know some key information.
    Ron: The craziest person in the bar. He has a rabbit snare.
    Leary: The bar's owner, Leary runs a tight ship where he never goes outside 
           and doesn't listen to Maguire.
    Professor Peagram: He must have dug up something important if he disappeared.
    Leprechaun: The disguise that the killer wore to run over Sean.
    Farmer: Sean Fitzgerald's uncle, he's very apathetic towards his nephew.
    Marquet the Mole: He has anthrax and dies quickly.
    Felix: One of the hospital's fine doctors that spends his time at the 
           hospital's front desk.
    Elsa: The hospital's receptionist.
    Sam: A crazy middle-aged janitor that loves his polish machine.
    Mr. Shiny: The polish machine that Sam loves so much.
    Nurse Grendel: A nurse that runs a tight ship when it comes to seeing 
    Eric: A pestering patient that wants his blood pressure.
    Benoir "Bunny": A new doctor, he's one of Felix's relatives.
    Andre: One of the museum's smartest minds, Andre aids you throughout the game 
           with leads on the information you have found.
    Gendarme: A smart police officer that likes to sit at the cafe all day.
    Clown: He's decent at juggling.
    Crowd: The clown's big crowd.
    Nejo: A small, smart boy that makes up a clever plan to get the toilet brush. 
          He is fluent in four languages.
    Ultar: Club Alamut's owner and head, Ultar drives you to Bull's Head Hill.
    Arto: A weird guy that basts stuff with a toilet brush.
    Duane: An American that is willing to pay fifty dollars for a broken statue.
    Klausner: One of the Grand Master's agents
    Lopez: The Countess's gardner. At first, Lopez hates George, but he later 
           realizes that George is a good guy, and so Lopez turns out to be an 
           all right guy himself.
    The Countess: An old lady that is rich and has the right heritage.
    Priest: He likes to polish stuff.
    Painter: He loves paint, seductive voices, and fighting with guards.
    Guard: Loyal to his job, the guard doesn't let anyone get into the excavation 
    Eklund: Marquet's killer and conductor of the train.
    Old Lady: The last of Khan's disguises.
    Basher: A large man that is way too drunk to know anything.
    |55555555555555555|-------------                    --------------------_/
    |55555555555555555|----------          5. End         ----------------_/
    |55555555555555555|-------------                    ----------------_/
    |55555555555555555|----------------------------------------------- /
    The usual after walkthrough stuff.
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                                  5.1  -  Credits
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     * Bam! for publishing this game!
     * CJayC for posting this guide.
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                              5.2  -  Legal Disclaimer
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    This document is Copyright (c) 2005 Andrew "TestaALT" Testa. All Rights
    Reserved. This document may not be reproduced or retransmitted in any form 
    and under any circumstances without the complete consent of the author. It 
    may not be sold, altered, or published in any way without the advanced 
    permission of the author. All sources, which have contributed to this 
    document, are cited and/or credited in some form. The only sites I allow this
    document to be viewed at are:
    GameFAQs <http://www.gamefaqs.com>
    IGN <http://www.ign.com>
    If you see this document at any other site please email me as I do not allow 
    this document to be published at any other sources. Please do not ask me if 
    you want this document on your website, as the answer will most likely be no. 
    These terms have become binding once the recipient (or reader) opened this 
    document. Violation of these terms are strictly prohibited and will result in 
    a lawsuit. Please do not take these terms as threats and/or not read them as 
    they are all very much true. I can sue you for an act of plagiarism and will 
    not hesitate to do so. Thank you for reading this legal disclaimer and have a 
    nice day! =)
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                            5.3  -  Contact Information
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    Contact me via email (TestaALT@aol.com) or AIM (TestaALT) if you have any 
    questions, comments, or suggestions about this guide. Just make sure that you 
    put the game name in the subject line. If you don't, I'll probably delete 
    you're email thinking it's spam. Also, make sure that the question isn't 
    answered in the latest version of the document, which can be found at 
    GameFAQs. Try to ask me legibly, as I can't decipher chickenscratch. For AIM,
    just beep me whenever you like. Thanks for reading, and check some of my 
    other work at:
             -> http://gamefaqs.com/features/recognition/23249.html <-
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