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    Walkthrough by OutRider

    Version: 1.0B | Updated: 01/07/15 | Search Guide | Bookmark Guide

    Broken Sword: Shadow of the Templars: Director's Cut (PC) Walkthrough v1.0B
    Copyright (c) 2011-2015 by OutRider
    To see the other guides that I have written, please check out this link:
    Author's Note:
    I'm a little slow on the uptake for writing walkthroughs since it's been a long
    time since I wrote my last one. Writing guides has lost its appeal for me as
    I've gotten older and have moved on to doing other things although I'm still as
    much of a gamer as I've always been.
    I'd like to think that this will be my first original walkthrough. My previous
    guides have always been based upon someone else's work but this game will be
    one I'm playing through on my own without any additional assistance and I'll be
    writing the guide based on my personal experiences with the game.
    The original reason I decided to write this guide was to update the guide I
    wrote for the original game that was last updated eight years ago and have this
    one supersede it in order to include the additional content that the Director's
    Cut had to offer in terms of its new storyline. However, I'll keep the two
    guides separate in case there are those who have no interest in playing the new
    version of the game.
    Copyright & Technical Notice:
    All I ask is that you don't plagiarize this guide or add this guide to your
    website without my express permission as legal action will be taken against
    you. Please don't reproduce my work for profit, however, you may distribute it
    for others to use for free. You may include this guide on your website, as long
    as users have the unhindered ability to access it for free, but all I ask from
    you in return is that you contact me and tell me where the guide will be listed
    so I can keep track of all the websites listing it for players to use.
    Over the years, people have emailed me because they were having technical
    issues with a game with which they were using my guides. Let me take the time
    to tell you now that I am not technical support and I will not provide any
    technical assistance for you. If you are having problems, consult the game's
    FAQ and contact the developer for further assistance as I do not want to be
    held liable for any damages caused to your system.
    The Carchon Estate – Paris, France:
    The game opens with a French reporter, Nicole Collard (or Nico for short),
    reminiscing about life in Paris, France. She used to love it there, except now
    all she can associate with it is death. We learn that she was sent to interview
    Pierre Carchon, a French media tycoon but on her way to his home, she's
    accosted by a mime.
    Inside, she's introduced to his wife, Imelda the “Ice Queen” before her husband
    walks into the room. Nico is told that she was picked specifically because he
    was good friends with her father. Meanwhile in another room, we see a gloved
    intruder drop a vase that draws the attention of Pierre Carchon. Not too long
    after, he's shot and Nico runs into the other room to see what has happened.
    It appears that the mime shot and killed Pierre Carchon and he punches out Nico
    before he makes his quick escape. Upon regaining consciousness, Pierre's wife
    goes to call the cops while Nico investigates further into the circumstances
    surrounding Pierre Carchon's assassination.
    Take some time to familiarize yourself with the new interface and along the
    bottom of the screen, you'll see several icons. The spanner icon allows you to
    change the settings of the game, while the others allow you to access the
    inventory and read from Nico's journal to re-evaluate the notes she's taken and
    search for clues that may help with her investigation.
    As you move your mouse cursor around the screen, you'll see the cursor change
    as blue blips pop up to indicate that actions can be taken with those objects.
    Let's start by inspecting Pierre Carchon's corpse. Open his jacket and remove
    the slip of paper to discover a ticket and then pick up the hair clip near his
    Walk over to the door and move the curtain aside and you'll realize that his
    murder was a professional job. The mime used a glass cutter to cut a hole in
    the window and unlock the door so that he could sneak in unnoticed. When you
    open the door and look outside, Nico will decide to look for the ladder he used
    to climb up to the door, only to realize that there isn't one to be found.
    You can look around at the busts and the books on the shelf, but there really
    isn't anything else to be found once you've picked up the ticket and the hair
    clip so let's leave the room and go out into the hallway.
    You'll find Imelda on the phone with the police, but before we talk to her,
    look at the table underneath the large painting. You'll see a cloth that Nico
    can move out of the way, only to uncover a hole that looks like could unlock
    something. Use the hair clip on the hole by opening the inventory and dragging
    the hair clip onto the hole and Nico will unlock a hidden compartment on the
    table. Take the key that's found inside and then walk over to the easel near
    where Imelda is sitting. You'll find an unused tube of paint that Nico should
    take with her before you go and finally talk to Imelda.
    Imelda isn't exactly forthcoming with any helpful information, but during the
    conversation you'll be presented with a couple of moral choices. I've never
    known Nico to be anything more than nice, so I responded in kind and was
    presented with a key that unlocks the door to Pierre's drawing room that's next
    to the room in which he was killed. Not only that, the “Ice Queen” seemed to
    finally warm to Nico a bit as she started to act a little nicer towards Nico
    which will certainly be helpful if Nico wants to investigate Pierre's murder
    Once you're finished talking to Imelda, walk over to the drawing room door and
    use the key to unlock it before going inside. You'll find several paintings
    hanging around the room as well as a couch, fireplace, and writing desk. When
    you investigate the painting hanging above the mantle, Nico will see that it's
    actually hiding a safe that's been set into the wall. Use the key from the
    drawing table to open it to see a marked stone inside. Nico will take it with
    her and you can feel free to continue looking around the room for more clues.
    When you check out the writing desk, you'll see a tray, a blotter, and an
    antique elephant. Taking the antique elephant will cause Nico's heart to skip a
    beat as she realizes that it's one that was carved by her father, Thierry
    Collard and she's convinced that he and Pierre truly were best friends. When
    you took the stone out of the safe, Nico may have mentioned that it had some
    sort of message inscribed upon it but currently you have no way of making out
    what it says.
    To reveal the contents of the message, squirt some of the paint into the tray
    on the writing desk and use the stone on it to cover it in paint before using
    it on a sheet of blotting paper. Once you've revealed what it says, Nico will
    make a connection between the message and the ticket that she found in Pierre's
    jacket. Once she's made the connection, leave the room to talk to Imelda before
    Nico heads out to Ile de la Cité.
    Ile de la Cité:
    Walk around the corner and attempt to open the metal door at the end. It won't
    budge, but you'll see that it's locked by a couple of complicated locks.
    Welcome to your first puzzle. The object here is to slide the vertical and
    horizontal blocks out of the way so that you can slide the lock over and unlock
    the door. Neither of them are overly tough, but they may take some work to
    figure out.
    The second lock puzzle may require you to slide the lock over to make room to
    slide the blocks so that you can get the door unlocked. I don't have any exact
    solutions for either puzzle but as I said, neither of them are difficult enough
    to really require one.
    Once you've unlocked the door, go inside to find a couple of broken down ship
    frames. Move the one that's propped up along the wall and Nico will knock it
    over to uncover a spent shell casing. Take the shell case and then walk over to
    the next door. Use the stone cylinder in the lock and you'll have to figure out
    the combination to unlock it. If you mess up the combination, the lock will
    reset and you'll have to start over. It's another trial and error puzzle and
    once you've opened the door, remember to remove the stone cylinder before going
    into the next room as it'll come in handy in a moment.
    The following was submitted by Andrew Lin in regards to the stone cylinder lock
    "In the second section of the game, Ile de la Cité:, you stated that the stone
    cylinder lock is "trial and error," when, in fact, the game gives you the
    answer to the combination.  When you rolled the cylinder with blue paint
    onto the blotter, there was a coded message under Sub-Judice:  SDSSDSS.
    When Nicole looks at the lock she says Sinister means Left, and Dexter
    means Right, which gives you the combination!  The S's are Left,
    and the D's are Right!"
    Put the shell case on the floor near the door you used to enter the room and
    then walk over and lift up on the cross. As you do so, a panel will be revealed
    as the door closes to crush one end of the shell case. Set the cross back down
    and pick up the shell case before lifting up on the cross once again. Use the
    shell case on the cross to hold it up and you'll see that the door is still
    closed and the panel is still showing. Use the stone cylinder on the hole in
    the panel to open up another door, except this one is stuck and will not open
    any further.
    Take the shell case and use it to prop open the new door before you head
    through it and realize that you were just in a hidden passage that led from
    someone's stateroom. The first thing you'll notice is that it's dark, so you'll
    need to find a source of light so that you can inspect the surroundings. If
    you'll walk back near the entrance, you'll find a blinking red light. Use it to
    flip the breaker, which will cause the room to light up.
    Check out the desk on the far side of the room to see several files, including
    one containing pictures of Nico and her personal information. You'll realize
    that the Costume Killer has been spying on Nico for reasons currently unknown
    to her. Open the drawer to find an encoded note and when you go to close it,
    Nico will accidentally pull the drawer all the way out and won't be able to put
    it back in. Upon further investigation of the space behind the drawer, you'll
    find a picture of Pierre Carchon in his younger days when he was out quelling
    African uprisings with the other half of the picture having been torn off.
    There isn't much else you can do here for now, but let's take a crack at
    decoding that note. You'll have to match the letter with the symbol but with no
    way of actually knowing which symbols to which the letters correspond, you'll
    simply have to guess. The game offers a hint that the first word is Pierre, and
    that the letter E is usually the most common.
    The message, once decoded should read as follows:
    “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.”
    Once you're finished decoding the message, Nico will return to her apartment at
    Rue Jarry to write up the story. The next day, she'll receive a call from her
    editor Ronnie, who thinks she's crazy for writing a story that trashes a
    national hero even though he initially loved it when he first heard about it.
    After Nico hangs up, she receives another phone call, this one being from a man
    named Plantard. He wants to talk to her about the story and tells her to meet
    him at the Café de la Chandelle Verte.
    Meanwhile, an American named George Stobbart is sitting at a table at the café
    Nico is supposed to be headed to when he encounters a creepy clown who runs in
    with an accordion and leaves it on the stool next to Plantard's seat. It's too
    late as it's realized that it's a bomb in disguise and as it explodes, it
    leaves George under a pile of rubble nearby and Plantard has been killed.
    Café de la Chandelle Verte:
    You'll start to notice the technical differences in the audio here as you can
    tell Revolution Software simply ported the audio over from the original game
    without cleaning it up, but since I'm not an audiophile I have no way of
    accurately describing the differences.
    Anyway, once George picks himself up and dusts himself off, pick up the
    newspaper that's lying against the light post to catch up on the local news.
    Head north to enter the road works to see an old man currently at work. Not too
    long after George arrives, two officers appear on the scene, Sergeant Moue and
    Inspector Rosso. Rosso will escort George back to the café for interrogation
    and you'll be able to answer his questions however you choose.
    Once the interrogation is finished, Rosso will hand over his card and George
    will be free to leave. Talk to Nico, who's wandering around outside snapping
    photos. Ask her about the clown as well as Plantard before asking about the
    clown again. Before she leaves, she'll give George her phone number so that he
    can call her should he learn anything helpful to her story.
    Return to the road works and talk to Flobbage the worker. Hand over the
    newspaper and he'll leave his post to go bet on the horse races. Click on his
    toolbox that is inside the small tent to find a T-shaped tool and then return
    to the café. Off in the distance is another passage leading to an alley, which
    is where we're heading next. Use the T-shaped tool on the manhole cover and
    climb down the ladder to enter the Parisian sewers.
    Follow the path to find a red object (the clown's nose) lying on the ground not
    too far from the ladder. Retrieve it and then continue following the path to
    find another ladder leading up to the surface. Pick up the cloth on the ground
    as well as the green material that's on the spike near the ladder before
    climbing up to the surface.
    As George emerges from the sewers, a man will stop him and mistake him for the
    Costume Killer. Answer his first question and then show him Rosso's card. Show
    him the green material and he'll identify it as coming from the killer's
    jacket. Ask him about the jacket four times to get a phone number for someone
    named Todryk and you can then leave the conversation. The man will escort
    George back out to the street, where he can use Flobbage's telephone to call
    Nico and tell her of the news.
    The scene will shift to Nico's apartment where she begins pondering the
    unanswered questions running through her mind. Before George shows up to tell
    her what he has learned, it looks like Nico will have to take care of a few
    things first.
    Rue Jarry (Nico's Apartment):
    There's not a whole lot to do here at the moment, so leave the apartment
    through the front door and walk down the street until you see the city map and
    return to Café de la Chandelle Verte.
    Café de la Chandelle Verte:
    As you approach the café, you'll find a man boarding up the window to cover up
    the gaping hole that was there previously. Talk to him to realize he's
    Flobbage's brother and he's a little angry because his brother hit it big at
    the races and isn't willing to share the wealth even though he was more than
    generous when Flobbage needed money.
    When you ask him about himself, Nico will offer to snap some pictures but he'll
    need a moment to gussy himself up. While he's preoccupied, walk into the café
    to do some snooping around. You'll find a bottle of brandy on the bar, but what
    you want to do is move the broken mirror away from the wall. As Nico goes to
    move it, it falls down to the ground with a crash. Gaze into the mirror and
    Nico will spot something wedged into the exposed pipes.
    Remove the object from the pipes to discover a pouch with Carchon's cross
    emblazoned upon it. When you go into the inventory and open it, you'll find a
    coded note and some sort of artifact. Decode the note to read the message
    “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.”.
    Once you've finished decoding the message, leave the café and return to the
    city map to automatically go to Ile de la Cité.
    Ile de la Cité:
    Return to the stateroom and use Plantard's key on the slot in the wall near the
    breaker to open the safe. You'll find several torn pieces of a photograph
    inside, so pick them up in order to assemble them. It's a relatively simple
    process and as you put the pieces together, Nico will quickly realize at what
    she's looking. It's the other half of the photograph that features Pierre
    Carchon and her father quelling the African uprisings. Nico is crushed by this
    revelation as she's always seen her father as someone to look up to, but she
    resolves to get to the bottom of the case and learn the truth.
    She'll return to her apartment just as George arrives on the scene.
    Rue Jarry:
    Talk to the old woman about Nico and you'll learn that she's only been living
    in the apartment for a few months. Use the door behind George to head up to
    Nico's apartment and talk to her about the clown nose and she'll discover the
    name of the shop from which it was purchased. When you ask her about the green
    cloth, she'll show George a picture of a man wearing the similarly designed
    pants and you'll see that he has a scar on the right side of his face in the
    shape of a crescent moon (or a horseshoe, if you prefer).
    After the conversation, leave the apartment for La Risée du Monde.
    La Risée du Monde:
    Talk to the proprietor and show him the picture to learn more about it.
    Afterwards, show him the tissue with the greasepaint on it followed by the
    picture again and the proprietor will tell you about a man named Khan. Leave
    the shop and either go to the road works at Café de la Chandelle Verte or the
    police station and use the telephone to call Todryk. Ask him about Khan's
    picture and he'll tell George that he is staying at Hotel Ubu, which will be
    your next destination.
    Hotel Ubu:
    First thing you'll notice as George walks up to the hotel are the two
    seedy-looking characters standing outside. Ignore them for now and head inside
    the hotel. Walk to the left until you reach the counter and do you see that key
    rack on the wall? Try taking the key, but the concierge will stop George from
    taking it. Ask him about the picture to learn that Khan is in fact, one of the
    hotel guests.
    Go over and talk to Lady Piermont, the English pianist. Ask her about the
    picture and about Khan himself to learn that he has an alias: Thomas Moerlin.
    Look at the key hanging on the rack again and investigate the register in front
    of the concierge to learn that Khan is staying in room 22 while the key is for
    room 21. Talk to Lady Piermont about the key and she'll agree to distract the
    concierge so that George can swipe the key before he comes back.
    With the key in hand, walk upstairs and use it to unlock the first door on the
    right. Open the window and climb out onto the ledge. Shimmy down to the next
    window and enter Khan's room and as you rummage through it, George's snooping
    will turn up nothing. Try to leave through the bedroom door and George will
    spot Khan returning to his room. He'll hide in the closet, where he is nearly
    discovered as Khan changes his pants.
    After Khan leaves, inspect his pants to see a pocket that's been stitched shut.
    Flip them over and look through the back pockets to find a matchbook. As George
    pulls the matchbook out, he reveals a ripcord that you can pull to undo the
    stitch in the front pocket.
    Flip the pants back over and look through the unstitched pocket to find a
    business card with Khan's alias on it. Leave the room and return to the main
    lobby. Talk to the concierge and ask him about the safe and then show him
    Moerlin's card, but it won't do any good. Talk to Lady Piermont again and show
    her the business card and she'll once again help George out so that he can get
    the contents of the safe, which turns out to be a rolled up manuscript.
    Once you have the manuscript, you're left with two choices: Head outside and
    end the game prematurely, or head upstairs to the empty hotel room. I'm sure
    you'll want to continue on to see the story through to its conclusion, but if
    you're curious, feel free to take a step outside.
    Go out onto the ledge again and drop the manuscript down into the alley below
    before leaving the hotel. As George walks down the front steps, Flap and Guido
    will frisk him and if you have the manuscript in your possession, George will
    arrive at the pearly gates but if you dropped it into the alley before leaving,
    they'll let him go on his merry way. Head into the alley to retrieve the
    manuscript and George will automatically return to Nico's apartment to apprise
    her of the latest news.
    Rue Jarry:
    Show Nico the manuscript and they'll take a look at what George has discovered.
    Watch the movie to learn more about it and then ask Nico about the individual
    illustrations on the manuscript. She'll tell George that they'll need to talk
    to a man named André Lobineau, who works at the Musée Crune, which is where
    we'll be headed next.
    Musée Crune:
    Head inside the museum, and you'll note that Lobineau isn't in at this time.
    Look at the tripod in the display case near the guard to confirm that it is the
    same one from the manuscript and then head back to Nico's apartment.
    Rue Jarry:
    Talk to Nico about the tripod and she'll share some information about a
    professor named Peagram who is working in a small Irish village called
    Lochmarne. When you're done listening to her, just leave without asking
    anything more and go to the airport to fly off to Lochmarne, Ireland.
    Lochmarne, Ireland:
    When George arrives in Lochmarne, talk to the kid that's standing outside the
    pub to be introduced to Liam Maguire. Ask him about Peagram and then about
    Peagram's dig three times. Go into the pub and speak with Sean Fitzgerald, the
    man sitting at the table closest to the door. He seems awfully nervous about
    something, but anyway, ask him about the dig as well.
    Go over to the bar and speak with the man sitting at the bar who is dressed in
    light clothing. His name is Patrick Doyle, and you should talk to him about
    Peagram and then about the dig twice. When you try to ask him about Fitzgerald,
    he mentions that his brain needs some “lubrication”. Offer to buy him a beer
    and then ask him about Fitzgerald again. Go over and talk to Fitzgerald again
    and ask him about the dig again. Afterwards, leave the pub and ask Maguire
    about the dig and Fitzgerald.
    Go back inside and speak with Fitzgerald about the dig, Peagram, the gem, the
    package twice, and finally Jacques Marquet. Fitzgerald will be very agitated
    and he'll decide to run outside. You'll hear a car speed by followed by a
    thump. Maguire will burst in to say Fitzgerald has been run over, but none of
    the other patrons seem to care. Go outside to listen to Maguire recount what
    had just happened to learn that Fitzgerald was hit by a red Ferrari and then
    abducted by the driver.
    When you're done listening to his story, flip the switch on the panel near the
    entrance to the pub, only to have it break off. Go back into the pub and ask
    the bartender for a beer. You'll learn that the glass washer and the beer pump
    are both broken. Show the bartender Moerlin's card and he'll ask George to
    repair them. Go over to the corner and talk to the old man about the necklace
    he's making.
    Afterwards, stand near the front corner of the bar and as the old man puts the
    wire on the table and begins to sneeze, quickly grab the wire from him. Use the
    wire on the electrical outlet near the vibrating washer and then talk to the
    bartender to be let down into the cellar. Pull the lever on the wall only to
    realize that the trap door is stuck.
    Head outside and open the trap door, and after you do so, Khan will walk up and
    begin to question George about the package Fitzgerald dropped as he was being
    abducted. George will deny that he and Maguire know anything about it, causing
    Khan to turn around and leave.
    Return to the cellar to see that it's now fully illuminated. George will pick
    up the flashlight from near the sink and the sparkling gem that Fitzgerald
    dropped through the trap door. On your way back outside, make sure to grab the
    towel from the edge of the bar.
    Follow the upper right path to find a man reading while resting in the middle
    of a large haystack. Ask him about the car twice and then about Fitzgerald
    until he decides to leave to go look for him since he is the man's nephew. Once
    he leaves, climb up the haystack and use the sewer key on the mortarless crack
    in the wall near George's left hand to create a step that will allow George to
    reach the top of the wall.
    On the other side of the wall, you'll encounter a rather nasty looking goat. If
    George tries to climb down the ladder nearby, he'll be rewarded with a headbutt
    to the stomach from the goat. Walk over to the other side of the area and move
    the plow share. As the goat attacks George again, his leash will become tangled
    in the plow share which enables George to climb down the ladder unscathed.
    You'll find a statue sitting on the ground as well as a work table nearby. When
    you inspect the bag resting on the table, George will discover that it's a bag
    of plaster of Paris. Try moving the statue on the ground, only to have it
    overbalance and tip over. Pick it up and note the impressions that statue left
    in the sand. Sprinkle the plaster of Paris on the impressions to cover it and
    then return to the pub.
    Go down into the cellar and use the sink to turn the water on. Wet the towel
    and then quickly return back to the dig site before the towel dries. If it does
    become dry before you make it back, simply return to the pub and get the towel
    wet again. As soon as you've returned to the dig site, use the towel on the
    plaster of Paris to get a hardened cast of the statue's impressions.
    Use the cast on the left side of the door to unlock it and watch the sequence
    as George stumbles upon a mural featuring the word “Montfauçon” inscribed on
    it. Before we get to learn what ultimately becomes of George, we return to Nico
    in her apartment.
    Rue Jarry:
    Check the answering machine on the stand sitting towards the left side of the
    room to hear that Nico has three message waiting for her. The first one is from
    her editor, trying to get her to come back to work while the others are from
    George and Imelda Carchon. Imelda is inviting Nico out for dinner the next day
    but when she mentioned the name Thomas Moerlin, Nico begins to panic as she
    realizes that he is the killer and he is due to meet with Imelda that day.
    She'll leave her apartment and head directly to the Carchon estate.
    The Carchon Estate:
    You can see that that front door light is on, but when you test the intercom
    near the door, Nico will spot that the wiring has been cut and the door itself
    is locked. It looks like you'll be able to climb up to the broken window, but
    it's too high to reach and the only thing allowing you to access the window is
    the statue sitting nearby but even that is too far away from the ledge and it's
    tethered to the ground.
    Undo the wires holding the statue in place and push the statue over to form a
    ladder leading up to the ledge. Cut open the plastic with the shell casing and
    open the window to enter the room where Pierre Carchon had been murdered.
    Go out into the hallway to see that the door to Pierre's office was left open.
    Head inside to find Imelda slumped over on the floor. She briefly comes to in
    order to reveal that she knew Nico's father, even though Nico originally
    thought that she hadn't and then afterwards, Imelda passes away. Before
    leaving, inspect the locket hanging around Imelda's neck to find a small key
    inside. After Nico takes it, she'll return to her apartment.
    Rue Jarry:
    Open the chest at the foot of Nico's bed to discover a bug hiding inside. Nico
    will remove and destroy it before re-entering the room. Further inspect the
    chest to find a box with an elephant engraved upon it. Nico will comment that
    it never had a key, but when you use the key from Imelda's locket, you'll see
    that it fits. Inside the box is a third piece of the photo that shows that
    Imelda was in Africa with Pierre and Thierry. Read the letter to find out that
    Imelda had loved Thierry, but once she found he was a spy, he had to leave and
    she ended up falling in love with Pierre instead.
    At this revelation, Nico will finally discover the truth and resolves to keep
    her father's secret. She'll sit down at her table to cry when she hears a knock
    at the door. She knows it's George, and he'll enter the room to tell her what
    he has discovered in Ireland.
    As George, leave the room and go to the police station.
    Poste de Police:
    Talk to Sergeant Moue about Jacques Marquet until the option disappears to
    learn that he's been hospitalized at a nearby clinic. Leave the station and go
    to the hospital.
    Talk to the receptionist and show her Moerlin's card. Ask her about Nurse
    Grendel until the option disappears to learn more about where Marquet is
    located. Walk down the left hallway and you'll spot the janitor sweeping the
    floor. Unplug the sweeper from the wall, although you may have to attempt to
    enter the storage closet near the janitor before you're able to do so.
    Once the janitor plugs in the sweeper and begins his trek back to his original
    location, open the door to the closet to find a doctor's coat. George will put
    it on just as the janitor returns.
    Return to the lobby and talk to the elderly doctor. His name is Felix
    Hagenmeyer and the guy in the glasses that you may have seen wandering around
    is his nephew Benoir or “Bunny”. Go back down the hall with Bunny in tow and
    soon you'll wind up in Ward J-2.
    Nurse Grendel will tell you to check on the man in bed three. His name is Eric
    Sopmarsh, but there really isn't anything that you need to discuss with him.
    Talk to Bunny and hand the blood pressure gauge over to him before heading
    towards the far end of the room where you'll see a guard watching over
    Marquet's room. However, before George can get too far, Sopmarsh will call him
    back because he hasn't taken his blood pressure.
    Talk to Bunny and have him take Sopmarsh's blood pressure and while he's
    preoccupied, talk to the guard and head into Marquet's room. George will have
    an interesting conversation with Marquet himself and after a while, another
    doctor will enter the room. George will leave and eventually Marquet is killed
    after it's revealed that the doctor was an impostor. Afterwards, George will
    return to Nico's apartment.
    Rue Jarry:
    Talk to Nico about Marquet to fill her in on the details before leaving for the
    Crune Museum.
    Musée Crune:
    Enter the museum and when the guard isn't looking, go over to the display cases
    near where Lobineau is standing and flip the switch to open the window. When
    the guard goes over to close it, hurry up and hide inside the sarcophagus on
    the opposite end of the room. If you fail, you can always try again until you
    succeed. Once George is hidden in the sarcophagus, the guard and Lobineau will
    leave and later that night, George will emerge from the sarcophagus only to
    witness Flap and Guido attempting to steal the tripod.
    Knock over the totem pole, only to have the top part of the totem fall in the
    wrong direction and render George unconscious. However, a cat burglar will
    break in through the skylight and take Flap and Guido down for the count as
    they steal the tripod for themselves.
    Rue Jarry:
    George will find himself back in Nico's apartment after having convinced the
    police that he was innocent. You'll learn that Nico was the cat burglar as she
    sets the tripod on the table. After the conversation, return to the museum.
    Musée Crune:
    Talk to Lobineau about Montfauçon twice before making it your next destination.
    Ask the jongleur about himself twice and George will take a stab at juggling.
    Ask the gendarme sitting at the table about the clown nose and he'll give
    George a lesson on presentation. Talk to the jongleur about the clown nose and
    George will start juggling again, this time entertaining the crowd. The
    jongleur will pick up his balls and leave in a fit of rage, but he'll leave one
    behind. The gendarme will leave to go do some policing, leaving George up to
    his own devices.
    Use the sewer key on the manhole to open the sewer and climb down the ladder.
    Walk to the right and take a look at the first panel from the right. Use the
    sewer key on it to discover that it's hollow as George puts a hole through it.
    Click on the switch inside the panel to move it a bit and then walk onto the
    boat and turn the wheel to lower the chain.
    Pick up the chain and George will connect it to the panel before reeling it in
    and breaking the panel. Go through the entryway to find yourself inside of a
    large cave. Look through the hole in the wall near the stairs to eavesdrop on a
    meeting of the Knights Templar! They'll leave once the meeting has adjourned,
    so feel free to walk down the stairs to their meeting place.
    Look at the stone pedestal and place the tripod atop of it. Put the gem on the
    tripod and watch as a beam of light shines onto it and splits into five
    separate beams that spell out the word “MARIB”. Afterwards, George will return
    to Nico to keep her up-to-date.
    Rue Jarry:
    George will tell Nico what he's found and he'll learn that Marib is a village
    in Syria. Once she's caught up, it's time to leave for the airport and onwards
    to Syria.
    Marib, Syria:
    When you arrive, go as far to the right as possible and walk up the stairs near
    the kebab seller. Talk to the man and show him the book of matches in order to
    gain access to the stairs hidden behind the rug.
    As George enters the club, he'll be introduced to Ultar, the local taxi driver.
    Try to open the door leading into the bathroom, only to find it locked because
    after reading the sign and talking to Ultar regarding its meaning, you'll learn
    that someone stole the toilet brush and the bartender won't allow anyone into
    the bathroom until it's returned.
    For now, leave the club and head back down into the marketplace. Talk to the
    kebab seller to learn that he stole the toilet brush and is now using it to
    baste his kebabs. Return to the spot where George appeared when he first
    arrived in Syria and talk to the boy to be introduced to Nejo. Show him the
    ball and then try to talk to the kebab seller, only he doesn't speak English
    cogently enough to be understood.
    Talk to Nejo again and ask him about the kebab seller twice before giving him
    the red ball. Return to Arto the kebab seller and tell him the phrase as was
    instructed by Nejo, only it appears that whatever George was told to say had
    the effect of making Arto turn homicidal as he becomes angry and chases George
    up the stairs with a knife.
    When you get ready to chew out Nejo, George will realize he was used as a
    diversionary tactic that allowed Nejo to grab the brush when Arto was away from
    his stand chasing George. He'll hand over the pilfered brush and you can go to
    return it to the bar owner.
    Upon returning the brush, the bar owner will hand over the bathroom keys. Use
    them to unlock the door and enter the bathroom. Open the towel dispenser near
    the door using the bathroom keys and take the towel and then go into the stall
    and take the chain from the cistern.
    Leave the bathroom and talk to Ultar about Khan's photo and then ask him about
    Bull's Head. He'll offer to take you there for $50, but since George doesn't
    have that kind of money, he'll have to find a way of getting it. Exit the bar
    and return to Nejo's stand.
    You'll spot a cat resting on the table near Nejo. Spook the cat and it'll jump
    onto the shelf and the only way to get it to come back down is to ring the bell
    which causes a man to come out from behind Nejo. A ball will go bouncing around
    and cause the cat to jump off the shelf, knocking over a statue in the process.
    Pick up the statue and use the tissue with the greasepaint on it to disguise
    the statue as having been made from aged marble instead of cheap plaster. Now
    we have to find ourselves a mark dumb enough to fork over some money for it.
    Try talking to the fat man wandering around to learn he is an American named
    Duane Henderson. Show him the statue and he'll offer to pay $50 for it, which
    is exactly what we need in order to get to Bull's Head.
    With the money in hand, return to Ultar and hand it to him to get ready to
    leave for Bull's Head. However, before we can get too far, Ultar says that the
    fan belt broke and he has to wait for a replacement. Give him the towel from
    the bar's bathroom and George will be on his way.
    Bull's Head Hill:
    When you regain control, walk over to the tree and snap the twig off of it so
    that it can be tied to the towel to form a makeshift grappling hook. Use the
    hook on the funnel shaped hole and climb down to the cliff below.
    Near the hidden cave passage is a small hole in which George will be able to
    fit his hand. He'll discover a metal ring, which you should pull in order to
    open the cave passage.
    As you enter the cave, you'll discover Klausner's remains and it appears that
    he died from either starvation or dehydration. Open the left side of his jacket
    to find a small lens resting inside of a satchel that's hanging from his
    shoulder. After that, look at the stone panel on the far side of the room to
    discover a map with a Latin phrase “In occidenta sita est in ora mundi”
    inscribed on it. Look at the three headed statue near Klausner's remains and
    after you've done so, you'll hear the door opening. George thinks it's Ultar
    walking into a trap and begins to warn him about it, only to discover that it's
    Khan and he's found George!
    Khan will bring George outside and hold him at gunpoint. Be honest when he asks
    about Klausner, but lie to him about the lens. Be honest with him again in
    regards to the next question and opt to die like a man (the George icon).
    When you have a chance, shake his hand using the electric buzzer to buy George
    enough time to jump off the cliff and into Ultar's truck. Next thing you know,
    you'll be back in Paris telling Nico what just happened.
    Rue Jarry:
    Leave and go to Musée Crune.
    Musée Crune:
    Talk to André about the manuscript and then ask him about Nico twice. When
    you're finished, return to her apartment.
    Rue Jarry:
    When you arrive and ask about André, Nico will tell George that he stopped by
    to look at the manuscript and was over the moon with excitement upon seeing it.
    Leave and return to the museum to learn what André discovered.
    Musée Crune:
    Ask André about the manuscript four times and then leave for Villa de
    Vasconcellos via the airport.
    Villa de Vasconcellos:
    Walk as far to the left as you can and then use the pressure gauge on the part
    of the hose that is coming out of the window. The gardener's hose will shut off
    and he'll already suspect that it was George that caused it.
    The gardener will walk into the house to fix the hose, so follow him inside.
    Walk towards the gate, which will set off the dogs and get them barking. Before
    the gardener spots George, hide behind the suit of armor and when the gardener
    checks on the dogs, head up the stairs to meet the Countess de Vasconcellos.
    After startling the Countess de Vasconcellos, she agrees to hear George out
    before he is fed to the dogs. Ask her about the Templars and then about the
    chess pieces. After a bit of conversation, George will be escorted to a Templar
    mausoleum that's been dedicated to the de Vasconcellos Templars. As George
    begins to investigate the mausoleum, take the Bible from the lectern and check
    out the chessboard decoration underneath it. Ask the Countess about what you
    can and she'll have Lopez the gardener retrieve the chess pieces.
    When he arrives, George will take the set from him and place them on the board.
    Take the red pieces and starting with the top row, put them in the following
    Rook – First column, first row
    Queen - Fourth column, first row
    Pawn – Fifth column, first row
    King - First column, second row
    Pawn - Fifth column, second row
    Bishop – Fifth column, third row
    Bishop - First column, fourth row
    Knight - Second column, fourth row
    Knight - Fourth column, fourth row
    Rook - Second column, fifth row
    Once you're successful, you'll get the white pieces that will also need to be
    dragged to their correct spots. The white bishop goes in the third column of
    the first row, the white knight will be placed in the third column of the third
    row, and the white king will be placed in the third column of the fourth row.
    When the pieces have been correctly positioned, it'll unlock a niche in the
    wall to open to reveal the missing de Vasconcellos' Communion chalice. The
    Countess will be overly thrilled at what George discovered and eventually he'll
    return to Paris to meet with Nico.
    Rue Jarry:
    Leave and go to Montfauçon after the conversation.
    Walk up the steps to enter the church. Show the chalice to the priest and when
    he asks if he can be allowed to polish it, agree to his request. Walk over to
    the knight statue behind the priest and place the lens inside of the scroll the
    knight is holding in his left hand.
    This next puzzle consists of turning the dials until you line up the picture to
    show a Knight Templar being burned at the stake while holding a date. Talk to
    the priest to have the chalice returned to George and then inspect the tomb on
    the other side of the pews. When you're finished, leave Montfauçon and return
    to Nico once more.
    Rue Jarry:
    George will fill her in on his new discoveries and then you can leave and head
    over to the Musée Crune.
    Musée Crune:
    Talk to André about the three-headed statue that George saw in the Syrian cave
    and he'll explain that what he saw was a statue of Baphomet. He'll also mention
    a new location, the Site de Baphomet, our next destination.
    Site de Baphomet:
    Walk through the gate and down the stairs. Open up the right door to find out
    that it's locked. Talk to the guard and ask him for the keys to the washroom
    and unlock the door to go inside.
    Take the soap from the sink and use the keys on the soap to make an impression.
    Use the plaster on the soap and then run it under the water to make the cast
    before running it under the hand dryer to harden it. Afterwards, look at the
    boiler so George will note how hot it's running before leaving the room.
    Look at the thermostat that's above the radiator and talk to the guard about
    it. He keeps the place nice and toasty because he has to leave the door open
    for the workmen to gain access, which also exposes the room to the chilly
    autumn air.
    Turn down the thermostat and after a few seconds, the guard will put his gloves
    on. After he does so, return the keys to him and then head outside. Try to put
    the plaster key into the paint, only to be stopped by the painter who doesn't
    like people messing with his paint pot.
    Return downstairs and use the phone on the wall near the guard to have George
    place a call to Nico, who will agree to assist George in distracting the
    painter. Tell the painter that he has a phone call and after he leaves, dip the
    key into the paint.
    Go downstairs again and after the painter leaves, ask the guard for the keys
    again and then head back into the washroom. Replace the real key from the
    guard's key ring with the plaster key before returning the key ring back to the
    guard. Call Nico again and this time the guard will leave to persuade the
    painter to answer the phone.
    While they're arguing, use the key on the door the guard was protecting to find
    a three-headed statue similar to the one found in Syria. Place the chalice on
    the floor in front of the statue to make a new discovery, after which George
    will return to Nico.
    Rue Jarry:
    Same old story. Nothing really new after George talks to Nico about his latest
    discovery. Return to the Villa de Vasconcellos.
    Villa de Vasconcellos:
    Talk to Lopez and he'll apologize for having acted so rudely when George
    visited the first time but he has decided to trust him from now on after he
    made the Countess a happy woman again.
    Go into the villa and take the mirror hanging on the wall near the hose. Walk
    upstairs and talk to the Countess. Talk to her about the chalice to have George
    return it and then ask her about herself. She asks about George's findings in
    regards to the Bible references he found on the de Vasconcellos tomb in
    Montfauçon but George has no idea what the actual verses actually say.
    Leave the Countess and walk over to the mausoleum outside. The path leading it
    to is somewhat hidden by Lopez's spraying, but you'll be able to find the hot
    spot that will allow you to go there. Take the Bible from its lectern and  then
    place the tissue on the long pole. When George tries to light the chandelier,
    the flame is extinguished by the breeze blowing through the open window.
    Click on the window and George will grab the pole and close it. Place the
    tissue on the pole again and this time, the chandelier will be lit. The candle
    will quickly melt away and drop a strange key. Return to the Countess and ask
    her about the Bible. After you're done talking, go out and talk to Lopez about
    the well. He doesn't know where it is because it's been covered up for
    centuries but then ask about the gap twice. He'll suggest making a divining rod
    that will allow George to locate the hidden well.
    The hazel tree that Lopez points out is growing near the window with the hose
    leading out of it. Grab a branch and George will fashion himself a divining
    rod, but after hours of searching, he turns up nothing but a tin can filled
    with water.
    As Lopez throws it away, George will notice that it's taking an awfully long
    time to fall when he suddenly hears a bang, which suggests that he found the
    well. Lopez will assist George in climbing down the well and at the bottom,
    you'll find a carved lion's head blocking the path. When George takes a closer
    look at it, he'll realize that the fang is a separate piece.
    George will jump out of the way to avoid being crushed by the falling statue
    and after he picks himself up and dusts himself off, use the mirror on the
    light shining down into the wall to reflect the light into the darkened passage
    in order to reveal a key hole in the hidden door.
    Use the strange key from the chandelier on the lock and you'll have to solve
    another puzzle to unlock it. The game hints at using the notes from Montfauçon
    in order to solve it. You'll have to turn the dials to spell out the correct
    code so that they align at the top and push the lower right button as you input
    each Roman numeral.
    The solution is XIV - XXVII - VI - LXXXI - III - I - XVII - XII - XXV
    Once the door is unlocked, walk through the door to make yet another discovery.
    George will return to the villa to give the Countess her missing chess piece
    before leaving so she can be alone to deal with the shock.
    Rue Jarry:
    André will be here with Nico and the trio will put their heads together in
    order to come to the conclusion that for all the searching they've done, the
    journey will come to an end in Bannockburn, Scotland. After some conversation,
    George and Nico will hop aboard a train bound for Scotland.
    Aboard the Train:
    Try to leave and a conductor will enter the compartment to check everyone's
    tickets. George has his suspicions about the conductor and the old lady, but
    once the conductor leaves, get up and exit the compartment.
    Walk to the left into the next car and you'll spot Guido coming out of one of
    the compartments. Return to George's compartment only to find that the old lady
    and Nico have both disappeared!
    Go into the compartment next door with the man wearing the striped shirt. Ask
    him about Nico and then open up the window to climb up onto the top of the
    train. Walk to the right until you see a ladder leading down into the next car
    and climb down. You'll find Nico bound with the conductor pointing a gun at the
    old lady. Flap is knocked out of the train and killed as the conductor is
    recognized as Eklund, one of the Templars, as she shoots and kills Khan, who
    was disguised as the old lady.
    As soon as you can, pull the emergency brake near George's head to cause the
    crates to fall over and crush Eklund. Talk to Khan to learn that he and George
    are on the same side, since Khan is an Assassin sent to stop the Templars from
    reforging the Sword of Baphomet. You can ask him about how he escaped from
    Bull's Head if you'd like, but as he succumbs to his injuries as he tries to
    tell George one last thing.
    Untie Nico from her bindings and the two will share a kiss as George realizes
    just how close he was to death. Exit through the left door and the two will
    soon arrive in Bannockburn, Scotland.
    Bannockburn, Scotland:
    As George and Nico walk up to the ruins, Nico will explain that they were once
    used as an arms dump until a stray spark destroyed all but the tower. Walk
    inside and sift through the rubble near the window four different times to find
    an object each time. Use the gear you find on the close-up view of the demon
    statue and George will place it in one of its eyes. Near the statues are a set
    of gears and a handle. Try turning the handle only to have it come off in
    George's hand and then take the gears out of the same contraption.
    Use the other gear on the demon to place it in its other eye and then put the
    handle in its mouth to open the door. Follow the passage to stumble upon a
    secret Templar meeting. George and Nico will recognize one of the hooded
    figures as Inspector Rosso and they're soon discovered by Eklund, who survived
    the encounter in the train.
    The Grand Master will persuade George to join them as they know how smart and
    resourceful he is, but George will refuse and a shoot-out will ensue. George
    and Nico will attempt to leave, only to find Guido blocking their path. Grab
    the nearby torch and George will throw it onto the cache of gunpowder that
    dates back to the English Civil War. Nico, having caught onto George's plan,
    throws the handbag containing the C-4 onto the gunpowder.
    The Grand Master is convinced that the powder won't explode since it's so old,
    but as Guido thinks otherwise, he'll attempt to blow the fire as the C-4
    explodes while George and Nico escape a fiery death just in the nick of time.
    Watch the ending as George and Nico return to Paris and reminisce about their
    experience while looking out over the city from the Eiffel Tower to conclude
    this thrilling adventure.

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