Broken Sword 1 - Shadow of the Templars: Director's Cut (2009)

Broken Sword 1 - Shadow of the Templars: Director's Cut (2009)

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Full guide: Walkthrough, Story, Lore, Basics, Tips, Trivia, Puzzles, Characters, Item list
By Mare
Comprenhensive guide of the game which includes basics, interface and mechanics, walkthrough with commentary, items list, puzzles, diaries, character list, etc.
   
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Intro
As the one game I was astounded by at the years when it appeared, the original game indebted me, so much so that I'll forever feel the need to provide back to it. My gaming course would probably be different if I never stumbled upon the original in '96-'97.

It's a shame that they removed this DC version of the game from the Steam store, just so the new remastered version could be promoted. Personally, I resent that kind of actions, but this will not cast a shadow on a game that set the course of P&C games. At the least, Revolution should have put this DC version as a free or for loose change price DLC to the Reforged version, but alas, what can you do.

This guide was written from the heart of someone who grew up playing P&C games, and I wholeheartedly would like you to enjoy it as much as I enjoy in the Broken Sword franchise and P&C games in general.
Guide foreword
The aim of this guide is to collect all there is to know about the Broken Sword: Shadow of the Templars (Director's Cut) game.

The walkthrough is the central piece of the guide, but there are other sections that further expand and enrich information regarding the game.

For those of you who are going through your first play through, I can only say: "You are going on a long journey"

Easy navigation. For easier navigation through the guide, key parts are coded and surrounded by square brackets, like [CH01] for chapter 1, or [GD04] for George's diary entry #4, or [PZ02] for puzzle #2, etc... so please use CTRL+F with the reference code (including square brackets) to quickly find the referenced part.

Some parts may still be work in progress, and they will be finished shortly.
Interface & Game mechanics
The game consists of areas which have one or more scenes. Each area has at least one exit in a scene that leads to the map or different area. Player moves the character and performs actions with mouse clicks.

Every player gets greeted with interface and game mechanics popup tutorial message at the beginning of the game.

Moving around
The controlled character can be moved around just by clicking the left mouse button, and they will move to the targeted point or as near to it as possible.

Hotspots
Moving the mouse pointer around the scene will reveal points of interest (hotspots). They will be showing as blue concentric circles as the mouse pointer gets close to them.

When a mouse pointer hovers over a hotspot, the pointer changes to an appropriate action(s) for that hotspot.

Actions
When a mouse pointer gets over a hotspot or an inventory item, it changes into available actions, which are then performed by mouse button clicks. Hotspots can have one or two actions.

When there are two actions, the icon for the secondary action is smaller and positioned above and to the right of the primary action. Primary action is always executed by a left mouse button click, and secondary action by a right mouse button click.

In the walkthrough, all actions that player needs to perform, are bolded.
Following is the list of actions that are available in the game.
Examine
To learn more about an object (hotspot) use examine icon. It is usually a primary action, but it can also be a secondary action.

This action can also be performed on the inventory items exclusively as a secondary action.
Investigate
Magnifying glass icons can be used to bring a part of the current scene up for closeup inspection. In closeup view, additional hotspots will be available. To close the closeup view, use the blue arrow that appears next to the diary icon. In rare cases the close arrow is not available until certain actions are not executed on the closeup view.
Investigate action can also be performed on some inventory items as well.
Use
Use an item or an object in a certain way. This can mean various different actions like: open, pull away, reveal, expand, roll…. The icon is always two connected cogs spinning, but the actions are different. Through the walkthrough, it will always be referred to as Use.
Pick up
Pickup action almost always means that the character will take an item from the scene and put it into the inventory. In rare occasions it would have a different outcome.

It is almost always accompanied by the examine secondary action.
Talk to
Start a conversation with an NPC.
It can be accompanied by the examine secondary action.
Exit
Each scene has one or more exits that lead to other scenes, areas or the map.

In very rare cases, performing the exit action does not change the scene. The protagonist rather enters other part of the scene which was not accessible prior.

Go to (fast travel)
At one point in the game, a fast travel option through a map becomes available. It allows the character to quickly travel from one area to the other. The map is accessed by using an exit that leads to the map or, at times, the game will automatically move the character to the map to change the area.
Travelling to a different area is done by selecting the red dot on the map, or the red arrow first, if the destination requires the airport to be used.
Gray dots are previously visited locations that are not available.
The walkthrough will use bolded go to action to indicate when fast travel action needs to be performed.

Item mechanics
All acquired items are stored in the inventory, which is accessed through the briefcase icon at the bottom of the screen. When the briefcase icon is clicked, the inventory will be displayed on the screen.

The briefcase icon will flash when the character obtains a new item.


Items from the inventory can be examined, some investigated, and all used with hotspots or other items in the inventory.
Using items from the inventory
To use the item from the inventory on a hotspot, simply do the following steps:
  1. open the inventory,
  2. left mouse button click over the item and hold it,
  3. drag it out of the inventory (after a few moments, the inventory will fade away),
  4. drag it over a hotspot or an NPC (the item will be highlighted in gold, indicating the proper location),
  5. release the left mouse button.
The first time, the item from the inventory needs to be used on a hotspot, the game displays a popup tutorial message.
Combining items in the inventory
There are times when the game requires for two of the items in the inventory to be combined in order to create a new item. This is done in the same fashion as using the item on a hotspot, differentiating only in the target not being a hotspot, rather another inventory item. When the action is ready to be performed, two blue curved arrows, pointing in each other, will be displayed.

Conversation
During adventure, there will be other non-playable characters (NPCs) you can talk to for valuable information.
Move the mouse pointer over an NPC and the pointer will change to a “talk to” mouth icon, usually with a secondary “examine” eye icon. Left mouse click will initiate a conversation with the NPC, and right mouse click will examine them.
When the dialogue starts, all conversation topics will be displayed on the screen, and clicking on them will trigger the selected topic with the NPC.
Topics
When talking to other characters, conversation topics will appear in the form of icons of people and objects at the top of the screen, and the inventory items at the bottom of the screen.


Topics give background story, lore and entertainment, and can open or hide other topics, but important ones cannot be omitted.
Once a conversation on an inventory item topic has been exhausted, the topic will be greyed out and unselectable.
Options
During the conversation with an NPC on a particular topic, the player can be presented at times with two options to choose from. It can be moral options or Yes/No options which steer the conversation.
Saving and Loading
Saving
Saving of the current game state can be done by clicking on the wrench icon, in the bottom left, and the using the Save Game option.
There are 10 slots to save the game state, with a custom title, the autopopulated game completion percentage and the time in hours and minutes spent in the game playthrough.

Autosaves
The game provides autosaves, which are not visible to the user, nor they appear in the list of saves. These autosaves are not exact, and the player should not rely on them to save the game progression.

Loading
In order to load a saved game state, the player needs to choose Restore Game option at the start menu, and select and confirm the saved game state from the list.

Logic for Continue is somewhat of a black box because it sometimes does not take the player to the game state where he left it last time it was played.
Tips
  • Always examine (eye icon action) all hotspots in a scene or an area before any actions
  • Some of the hotspots can be examined multiple times with different descriptions
  • There are only handful of places where time of the essence, so take your time with the puzzles. These places are usually quite obvious, and the protagonist will comment if the time runs out and action is unsuccessful. Here is the list of all those places:
    • [C09] Where George must quickly grab the key when the hotel clerk is away to deposit Lady Piermont’s jewellery in the backroom.
    • [CH18] Hospital, hallway. After unplugging the polishing machine, Gorge has limited time to open the closet and get the doctor's robes, before the employee gets back.
    • [CH20] Musee Crune, Museum exhibit. George must get into the sarcophagus when the custodian goes to close the window, and before he turns around.
    • [CH24] Syria, Marib, Street market. After George pats the cat, quickly ring the bell so the ball which Nejo bounces scares the cat away from the shelf.
  • When a new item appears in the inventory, a briefcase will flash for a period of time, it is good practice to examine (right mouse button click) the newly acquired item for more information
  • Pay close attention to protagonist’s comments. They can often reveal hints
  • There are a couple of very distinct sparkling sounds in the background when you execute a correct action or solve a puzzle. You'll know you are on the right track if you hear them
  • When having a conversation with an NPC, always exhaust all conversation options
    • If an inventory item is not greyed out, there is still further conversation on that topic
  • Some items do not have direct usage on hotspots or other items, rather they unravel the story, and without them present in the inventory, our protagonist wouldn’t be able to figure out how to proceed.
  • Hints questions alone can point you the way if you get stuck
  • Items can be reused multiple times in different puzzles
  • New hotspots may appear when re-entering a previously visited area or scene after story progressed
  • Items that stay in the inventory, after they are used, do not necessarily mean that they will have to be used again
  • Very rarely, puzzles can be solved in multiple ways. This can deem items, that are used in other paths, useless
  • Very rarely, the same action can be executed on the hotspot with different outcomes
Walkthrough foreword
The walkthrough is spoiler free! No upfront content will be revealed. Sections that come after the walkthrough contain spoilers. Any potential spoiler in the walkthrough will be formatted with
spoiler text.

Walkthrough is grouped by areas. Each chapter is one area in which the protagonist is located. When the protagonist leaves the area, a new chapter begins. In a very rare occasion, two areas are joined in a single chapter.

Lines marked as [DEXX] and [GDXX] numbered reference to diary entries, Nico's and George's respectively. At that point in the game, a new diary entry appears. It is indicated by the flashing diary icon. Look into the Diaries section of this walkthrough for the exact text of the new addition to the diary for each of the references.

Lines in italics are story development, summary of the automated scenes and cinematics, thought process behind actions, comments and thoughts on the game progression.
For those who seek a fast walkthrough, all lines in italics can be skipped! They can look for bold, underlined and italic words and phrases for easy navigation, especially the bold text since those are the actions that need to be executed.

If you are uncertain of who is a character that appears in the walkthrough or how does an item look like, please have a look at the Characters or Items section.
Walkthrough text formatting
The walkthrough is formatted in a way, so key parts are easily recognized for effortless navigation and clear understanding. The list below holds the specific formats and what they represent:
  • Hotspot in the scene/area
  • Action on a hotspot
  • Inventory item
  • [Character]
  • Use exit scene/area
  • Whole sentences in italics → Story fillers and thought process
Walkthrough Intro
The story begins in Paris. Nicole ‘Nico’ Collard, one of the protagonists of the story, recollects a past incident that left a huge mark on her view of the city.

On a bright and sunny day, she received a call from her editor. He rushes her for an opportunity to do a no-photos interview with non-other than Pierre Carchon, politician, future royalty, the media king and a huge public figure, infamous by his adulteries. Intriguingly enough, Mr. Carchon asked for her personally.

Nico set foot to the Palais Royale (the Royal Palace) for the interview. Just in front of the main entrance, she was stopped by a street mime for an unsolicited entertainment. She reluctantly humored the mime and continued to the Carchon residence.

Madam Imelda Carchon, the ice queen as others called her due to her cold attitude, “greeted” Nico and kept her company until Pierre appears. After pleasantries, Nico learns that Pierre was a friend of her late father. The conversation is interrupted by a breaking noise from Pierre’s study, and he leaves to check, leaving Imelda and Nico to pick up the chit-chat. A shot from a silenced gun is heard, and Nico rushes to the study to find Pierre lying dead on the floor and the mime above him. As she approaches the body, mime knocks her out with a punch to the head.

After Nico woke up, Imelda was checking the husband’s dead body and leaves the scene to call the police, instructing Nico to remain here until police arrives.

As the only witness to the murder of one of the most important figures in Europe, and with crossing path with a couple of murders like this before, Nico determines to start her own investigation with a great potential for an exquisite story and a big break in her career.

[CH01] Chapter 01 – Paris, The Palais Royale [Nico]
Pierre’s study
Right at the beginning you are greeted with a small UI guide which shows essentials for navigation and interaction as well as the description to the four (4) icons at the bottom of the screen.
[ND01]

You start the adventure playing as Nico overshadowing the Pierre’s lying dead body. Looking around the room, you can get a grasp of what an egocentric bourgeois Pierre was. Inspect Pierre’s body. Nico comments about the mime killer she wrote about before, while naming him the Costume Killer. Pick up the hair clip, on the floor right next to the body. Use the jacket and [Nico] will reveal the inner side. Pick up the boat ticket stamped “Bateaux de la Conciergerie” from the inner pocket.

The mime has climbed using the ladder and entered the room through the balcony doors.

Exit outside the room through the door on the left.

Hallway
Nico’s instincts are telling her that something fishy is going on here. Police are incoming, and she must hurry to gather the clues of the murder.

Look around the hallway. The door on the right is locked. [Imelda] is talking on the phone with the police, and the door on the left is a way out. Examine the cloth on the table, for a close-up view. The lace cloth has a beautiful and unusual cross embroidered on it. Pick up the cloth to reveal a tiny hole in the table-top. Looks like a tiny keyhole, so try to use the hair clip from the inventory with it. It works! A compartment opens up with some sort of very unusual key. Pick up the key and exit the close-up view. Examining the key, Nico says that is maybe is some sort of safe key.
[ND02]

Imelda reveals that Pierre was quite the Casanova, that she didn’t know Nico’s father and agrees that it is not a coincidence that Pierre specifically called her to come, so she agrees that Nico proceeds with her own investigation.
Walk to the right end of the hallway, use the Key to the Drawing Room on the door and use the door exit to enter the Drawing Room.

Drawing room
Yet another room in antique baroque style, which was mostly used by Pierre.

Inspect the Carchons’s picture above the fireplace for a close-up view. Use the button hidden on the left side of the picture-frame and then use the picture so Nico pulls it away from the wall to reveal a safe. Use Unusual key with the safe keyhole to open the safe. There is a strange stone cylinder artifact inside. Pick it up. Nico comments that the symbols on it are important and that she needs to find a way to print them, but doesn’t know what to use for paint, paper nor where it can be utilized. There is already a tube of paint in the inventory, but trying to use it on the stone cylinder would be too messy, so she needs to find another way to smear the paint onto it.

Proceed to the right and inspect the writing desk, where objects are placed with mathematical precision. On the desk there are: a carved elephant figurine, a sheet of blotting paper in the leather holder and an inn-tray. The carved elephant figurine is a proof that Pierre knew Nico's father Thierry, since the figurine is exactly as the one that she has in her apartment carved by her father. Pick up the elephant figurine. If Nico tries to pick up the blotting paper, she will comment that she doesn’t need it while it is blank. Maybe the paper can be used to print out the stone artefact. The inn-tray looks like it could fit the rolling stone artefact and maybe an acrylic paint tube could be used for ink? Use Tube of paint on the inn-tray on the desk so Nico smears the paint on it, and use the strange stone cylinder artefact through the in-tray so it is completely covered in paint. Use the strange stone cylinder artefact covered in paint on the blotting paper, and Nico will roll it to reveal the contents. Finally, pick up the secret message from the desk.

Side note: The other way to put the paint onto the stone cylinder artefact is to combine the paint with the cloth first and then use it on the artefact.

Nico tries to read the message which says “Sub-judice – SDSSDSS” and elaborates that Sub-judice means a legal case that is before the courts. If she has the Boat Ticket in the inventory, she will suddenly realize that there was a connection between the ticket and the secret message. The boat ticket was stamped “Bateaux de la Concierge”. The Conciergerie on the Ile de la Cite – by the river – housed the ancient law courts. So “Sub-Judice” could literally mean – “under the law courts” or below the Conciergerie! She now needs to find a way under the Conciergerie.

[ND03]

Exit outside through the door and talk to [Imelda] in the hallway. Nico asks about the elephant carving and promises to Imelda that she will find the killer, while Imelda agrees not to disclose Nico’s appearing. The next stop is quayside on the Ile de la Cite. The best place to find a way under the Conciergerie.
[CH02] Chapter 02 – Paris, Ile de la Cité [Nico]
“An hour later…”

Nico approaches the docks quite confident that she is on the right trail since a man like Pierre Carchon is not a type that would mess around in a place like this. The old boathouse for the Conciergerie looks just like the place where “Sub-judice” hint would refer to.


Docks Quay
[ND04]

Walk to the far right and examine the cross carved in stone next to the iron gate. It’s the same as the one embroidered on the lace cloth from the Carchon’s palace. Use the iron gate and Nico will approach it for closer view, triggering the first puzzle of the game.

Puzzle: [PZ01] Iron gate locks (Look at the "[PZ01] Iron gate locks" in the Puzzle section of this guide for details about the puzzle. Use CTRL+F with [PZ01] to quickly find it)

After both latches have been released the iron gate will collapse revealing the way behind. Proceed to exit the quay through the iron gate to enter the dark grotto.

Grotto
The iron gate collapsed and formed a bridge which Nico can safely pass. There is a small skiff and a stone door.

Use the skiff, so Nico will turn it over and reveal a brass shell casing on the floor. Pick up the shell casing. Weird thing to find in a place like this.
[ND05]

On the left side there is a stone door without a handle and a rough hole cut into the pillar next to it. Use the pillar hole and Nico will get a close-up of the mechanism for opening the door.

There are two buttons and a hole in the middle with two words SINISTER and DEXTER carved on the sides. The hole is too small for Nico's hand to reach inside, but the shape roughly matches the stone cylinder artefact outline. Use the stone cylinder artefact with the pillar hole and [Nico] will slot it inside and trigger the puzzle.

Puzzle: [PZ02] Stone door lock

Pick up the stone cylinder artefact from the pillar hole and exit the grotto through the opened stone door.
[ND06]

Hidden chamber
The dark secret room behind the stone door doesn’t offer much.

Use the cross in the middle and [Nico] will slide it upwards and hold it. The entrance door will close, and a sliding panel will appear next to it. The cross will not hold itself in the lifted position. If Nico releases it, the cross will rather slide down, and the entrance door will open up with the panel be hidden again, so it needed to be supported while in the upper position. There are several candidates for that purpose in the inventory, but only one is sturdy enough.
Use old shell case, that [Nico] found just outside, with the lifted cross to support it, and the side panel will stay opened.

The panel contains a round slot (again!). Yet again, use the stone cylinder artefact with the panel hole and a mechanism behind the walls will be triggered. Nico comments that it appears to be jammed.

A new hidden door appears on the left side of the room, but it is stuck open. Since it is jammed, Nico needs something thin enough to pry it open. The cross is used for panel and entrance door manipulation, and since the new secret door is revealed, the cross manipulation is not needed any more, and it doesn’t need to be supported by the shell casing. Pick up the old shell case from beneath the cross, it will stay in the upper position, and the mechanism will not reverse.

Since the shell casing is sturdy, it can potentially be used again on the new secret door, but it is not thin enough. The entrance door can be manipulated, and since they are very heavy, maybe it can reshape the shell case to fit the purpose. But the entrance door is closed, the room mechanics need to be reset.

Pick up the stone cylinder artefact from the panel hole to reset the room mechanics. Use the old shell casing at the doormat of the entrance door and use the cross to lift it up again. The door will close and squash one end of the shell case. Move away from the cross and pick up the flattened shell case.

Now mechanics for the secret door need to be started again. Use the cross to lift it up, use the flattened old shell case with the lifted up cross. Use the stone cylinder artefact with the panel hole, to start the secret door mechanics, and finally pick up the flattened sell case from beneath the lifted cross. The secret door will not close since the stone cylinder artefact is in place.

Use the flattened shell case with the stuck secret door on the left, to open it completely and reveal a new exit. Finally, exit the hidden chamber through the secret door. If you try to take the stone cylinder artefact from the panel hole, the room mechanics will reset and the new hidden door will close again, so it needs to be left as it is.

Secret State room
Nico enters a very dark room.
Backtrack a little bit to the door through which Nico entered the room, to find an old circuit breaker will blink red among the faded background. Use the old circuit breaker and the room will light up. Walk to the left and examine the main room.

Looking at the contents of the room, one could tell that it was used by very important people. The desk to the right is completely covered in dust and looking like it hasn’t been used for a long time. Next to it is a picture of lady Justice being a front of what looks like to be a wall safe with a slot in the wall next to it.

Walk to the left side of the main room. There is a desk that looks like it has been used recently. Examine the table for a close-up view. On the desk, examine Nico's photos on the left. The sheet on the left contains Nico's personal information. Someone has been tracking her and it was not an individual.
[ND07]

On the right there are Nico’s newspaper articles on the Costume Killer, examine them. There were two murders, one in Italy and one in Japan. In both cases, a killer had worn costumes, a penguin and a snowman. In both cases the victims were very controversial people presented as philanthropists in the media. Quite similar to what had happened to Carchon, since he was killed by the mime and fits the victim profile.

Examine the mug to find out that someone was just recently here, not more than a day. Exit the close-up view.

Use the desk drawer. [Nico] will open it and pick up a coded message from it. Use the desk drawer again and [Nico] will pull it out completely from the desk.

In the desk, behind the drawer, there is something that Nico can pick up. Pick up Pierre Carchon’s picture. Nico will analyze the picture and note that the other half is missing.
Finally, open up the inventory and inspect the coded message to start the puzzle.

Puzzle: Coded message

Nico realizes that her story will not go live and that there is something more going on in the background. A mysterious guy called Plantard is asking to meet tomorrow morning at a café, should Nico go?!
[CH03] Chapter 03 – Paris, Café de la Chandelle Vert [George]
“Café de la Chandelle Vert – the next morning...”

At the beginning, cinematic plays where George is talking about how his trip to Paris is going. His latest discovery, a peculiar local café with a lovely waitress. An older guy in a gray raincoat enters the café, passing the cheerful waitress on his way in. Almost right after him, a very conspicuous clown, follows him into the café. Clown snatched the old guy's briefcase, replacing it with the accordion he was poorly playing, and hurriedly left the café. Shortly after, a huuuuge explosion ravaged the small bistro. George picked himself up and angrily decided to find the clown that tried to mess with his holiday.

Café front
… adventure switches to George …
[GD01]
George finds himself in front of the ruined café. Look around and pick up the newspaper wrapped around the lamp post for a close-up view. Examine different articles, and most importantly, the handwritten note “SALAH EH DINN 1345”, after which option to close the close-up view will appear. [George] will keep the newspaper once the close-up view is exited.

Let’s investigate where the clown fled. Walk right and exit to the alley in between the buildings, through which the [clown] fled.

Small alley
There was no sign of the clown but, the small alley contains several ways for a clown to escape, from which only one looks plausible, through the manhole cover.
Examine the manhole cover and [George] will comment that he cannot lift it up with his bare hands. He needs something, maybe a tool. Exit back through the archway to the front of the café on the street.

Café front
Examining the inside of the café, the waitress appears in quite a shock from the event. Also inside, the old man’s body lies quite still in the right and rubble is everywhere. There are a lot of hotspots, but they do not look of any importance. Outside, there is a road worker just down the street, let’s ask him if he saw anything. Exit down the street through the middle of the scene.

Entering the road works scene, George will get stopped by the law enforcement officers. They are Sargeant Moue and inspector Rosso. The initial conversation they have is continued inside the café. Depending on how the conversation is going, either George or the waitress will reveal that the killer was a clown. At the end of the conversation with the law enforcement officers, [inspector] will give Inspector Rosso business card to [George]. The card reads Augustine Rosso with an address to the south of the Montparnasse Cemetery. The conversation sequence ends with George standing in front of the café and Sergeant Mouse guarding the entrance.
[GD02]

Nico appears in front of the café taking pictures of the crime scene. Talk to [Nico]. During conversation, both of them introduce themselves and discuss the circumstances about the murder. Nico explains how she linked the two murders abroad in her newspaper article and how that involved Plantard, the victim. Nico won’t disclose what she knows about the clown killer. Eventually they reach an agreement that, if George helps her with the story, she will let him in on what she knows, giving him her phone number so they can be in contact. After their conversation, [Nico] leaves.
[GD03]

Since George was stopped by the law enforcement officers last time he was going to approach the worker on the street, let’s try again. Exit down the street to towards the work site.

Road works
The worker looks rather busy swinging his pick. Behind him there is a toolbox. Maybe George can find something there to help him open the manhole cover.
Try to pick up the toolbox, and [George] will be stopped by the [worker] who forbids George to touch hist stuff. Talk to the [workman] to find that he encountered the old man who died in the explosion, didn’t see the clown, and has tools for lifting manhole covers presumably in the toolbox. When the newspaper topic is selected, [George] persuades the workman to take a break and browse through the pages. Workman will recognize the name of the race horse (Salah-eh Dinn) and rushes off to place a bet, leaving George to take care of his hole and allows George to help himself with the tools. Note the engineer's telephone right between the tent and the hole. Pick up the tool for lifting manhole covers from the toolbox. Exit back left to the front of the café, and from there exit in to the alley on the right.

Small alley
Use the tool for lifting manhole covers with the manhole cover and [George] will lift it up with ease. Exit down through the now open, manhole into the sewer.

Sewers
Walk to the right and pick up the red ball from the floor. George will recognize that it is the clown’s nose. Proceed right and exit down the pathway to the next part of the sewers. Nothing much in here as well. Pick up the soggy tissue, and a piece of cloth from the spikes. The new exit will be revealed. Exit upwards using the ladder.

It was quite obvious that the clown went through here.

Building courtyard
Exiting through the hatch, there is a building's concierge standing in the courtyard. Concierge stops George and start the conversation. He is quite sceptical and does not want to cooperate with George until George mentions “his” police inspector’s card. When George shows the piece of cloth, found in the sewers, the concierge will recognize it as the same one as the jacked from the guy who passed through. Talking about the jacket, George learns that it was give back to the tailor Todryk which telephone number was written on the label inside the jacket.
When all topics are exhausted, exit the conversation and [George] will go through the wooden door and end up on the street near road works.
[GD04]

Road works
The killer went through the sewers, the courtyard and slipped back into the street. Now is the time to use the telephone. Talk to [Todryk] the tailor. George inquiries about a customer who bought the jacket (the clown). When all topics are exhausted, hang up, use the telephone again and talk to [Nico]. During the conversation, George presents new information that there is a witness that spoke to clown and the whereabouts of the tailor who made a suit for the killer. Nico is impressed and gives George her address (361 Roue Jarry) so he can come over.

[CH04] Chapter 04 – Paris, Rue Jarry [Nico]
Nico is glad that George is here so she is not alone. There are several questions that need answers.

Nico’s apartment
... adventure switches to Nico ...
[ND08]

Notice the wooden box with a carved elephant inside the bedside chest. Nico states that she never had the key for it. Examine the scene and exit outside through the door.

Building outside
Talk to the neighbour and learn that Nico’s apartment had been bugged. That is how Plantard knew about the story being spiked.
[ND09]
Let’s try to find the bug. Exit back into the building, and [Nico] will end up in her apartment.

Nico’s apartment
Start searching through objects and Nico look closely for any listening devices. Investigate the bedside chest, for a close-up view, and examine the wooden box with carved elephant. Nico notices a small blue metal disk placed underneath the chest. Pick up the small metal disk. Nico will pick it up and dispose it through the window.

Nothing much to do until George arrives, so keep on exploring the areas. Exit outside the building through the door and use the exit on the left.

At this point in the game, options to travel between previously discovered areas becomes available.

At the moment there are three places that can be visited: Café de la Chandelle Vert, Carchon’s residence and Rue Jarry. Since George mentioned that there is additional information on clown bombing, it’ll maybe be fruitful to revisit the café site.

Go to Café de la Chandelle Verte.
[CH05] Chapter 05 – Paris, Café de la Chandelle Vert [Nico]
Arriving at the café area, there is nothing of interest at the road works scene, so pass it to the café front.

Café front
It looks like there is no police at the crime scene, but there is now a repairman, boarding up the café windows. Talking to him Nico learns that the street worker is his brother Flobagge, and that the police has finished with the crime scene, and they removed the body as well. If Nico tries to enter the café, he will stop her.

Talk to the [workman] and during the conversation, on the topic about him, he will turn around to get his hair straight for a photoshoot, and that is the queue to exit into the café interior.

Café interior
It looks like the police investigated the scene and removed the body. Investigate the broken mirror for a close-up view. Examine the reflection in the mirror to spot an object hiding behind the flipped desk, lodged behind the pipes. Exit the close-up view and investigate the table for a close-up view. Pick up the object behind the pipes. It is kind of a pouch. Looks like the police missed a piece of evidence. The pouch has the cross symbol of Carchon’s organization and by the looks of it, it belonged to Plantard.

Open the inventory and examine the pouch and [Nico] will find a strange metallic artefact and a coded letter. The artefact has a sword on the scales and a Lady Justice in the room below the Conciergerie, and the Plantard’s coded message in the same substitution cypher as the one from Secret State room on the docks.

Examine
the coded message.

Puzzle: Plantard's Coded message

Story unravels. Plantard was involved with Carchons. Imelda doesn’t look as innocent as she presents herself. This answers some but opens many more questions.
[ND10]

Exit the close-up view and exit through front door back to the café front.

Café front
The strange metallic artefact, from Plantard’s pouch, hints towards Conciergerie so let’s go back to the docks to investigate.

Exit towards the road works and then exit to the map. The game automatically takes Nico to the docks.
[CH06] Chapter 06 – Ile de la Cité [Nico]
“Ile de la Cité - an hour later”

Recollecting from the previous visit of the area, there is a picture similar to the one on the strange metallic artefact located in the Secret State room. Proceed to exit the scenes until [Nico] arrives at the Hidden Chamber.

Hidden Chamber
The mechanism to open the door to the Secret State room needs to be activated again. Use the cross on the wall, and use flattened shell case with lifted cross. Then use the strange stone cylinder artefact with the panel hole. The mechanism will trigger and lift the stone slab that is used as a door to the secret state room.
Exit through the stone slab door into the secret state room.

Secret State Room
On the right side of the room is a picture of lady justice with a slot next to it. The same picture as the one on the strange metallic artefact.

Use strange metallic artefact (Plantard’s key) with the slot next to the wall picture-safe and [Nico] will unlock the safe. It looks like Plantard used this room as well.

Inspect the wall-safe for close-up view. There are a lot of files and papers in the safe. Pick up the pieces of paper to find that it is a torn photograph. Nico will place them on a nearby table and it will trigger the puzzle.

Puzzle: Torn photo

Nico discovers that her father was the second part of the photo she found earlier. He was standing beside Carchon with the evil background behind them. She’s quite disappointed and more determined than ever to get to the bottom of the story since it’s now personal.

Nico returns to her apartment.
[CH07] Chapter 07 – Paris, Rue Jarry [George]
“later that afternoon…”

Building outside
… adventure switches to George …

George is arrived in front of Nico’s building. The front door appears to be locked. Talk to Nico’s neighbour, the [florist]. During conversation about [Nico], the florist mentions that there is a way to open the building front door. Among other things, the florist will disclose that a tall thin man, in a long brown raincoat and with a hat, was watching Nico.

Use the building’s front door to enter the building.

Nico’s appartment
George enters Nico’s apartment and they start the conversation.

At this point they exchange information they have gathered in the process. George shares what he found out about the clown bombing and Nico shares information on almost other murders. She kept quiet about the Carchon because of her father’s involvement.

Talk about the clown nose. Nico will spot label of the costume shop inside of it, with the shop name ‘La risée du monde – masques et costumes’. A new lead.

Talk about the scrap of cloth. Nico will show a picture she took at the crime scene with a guy wearing checkered paints of the same material. The guy has a crescent moon scar on his face. Nico will hand over the killer clown suspect picture to George.

After the conversation ends [George] ends up on the street, in front of Nico’s building.

At this point, a new location is available on the map: La Risée du Monde.
[GD05]

Let’s follow the new lead and go to La Risée du Monde through the exit on the left.
[CH08] Chapter 08 – Paris, La Risée du Monde [George]
George arrives at the costume shop and enters inside.

Costumes shop
Talk to [Costume shop owner] who is standing behind the desk. On the soggy tissue topic, he will recognize the grease, and after that when [George] shows him the killer clown suspect photo, he will recognize the man on the photo as the customer from that morning, and that he sold him the grease paint and two costumes as well, Bozo the Clown, and Seamus the Pixie. Pixie costume is made of green silk with taffeta lining. The customer left his name as mister Khan.

While exiting the conversation, [Costume shop owner] will prank [George] with a handshake shocker and politely gift him the Shake ‘n Shock buzzer.
[GD06]

Finally, a name of the killer suspect. Who could have any information about the killer now when there is a name? The killer rented or commissioned the clothes from the tailor. Maybe he knows something? Since he doesn’t want from George to come over to him, let’s give him a phone call.

Exit the store and go to Café de la Chandelle Vert area.

Café de la Chandelle Vert - Roadworks
Use the engineer’s telephone and call [Todryk]. After the quick phone call, Todryk reveals that there was a customer named Khan and that he delivered the suit directly to Khan’s hotel, Hotel Ubu. Great! A new lead on the whereabouts of the suspect killer. Todryk even remembered that he is in the second room on the right-hand side of the corridor upstairs.
[GD07]

Exit through the right to the world map.

At this point, a new location is available on the map: Hotel Ubu.

Go to Hotel Ubu.
[CH09] Chapter 09 – Paris, Hotel Ubu [George]
Hotel entrance
Arriving at the front, two guys who don’t know much when asked about anything. They look quite shady, like gangsters. On the left is an exit that leads to the back, but there is not much as well.
Exit into the lobby through the main hotel entrance.

Hotel lobby
Talk to the [lady in purple dress] playing the piano. That is Lady Piermont, British aristocrat. Talk about her and show her the clown killer suspect picture. She’ll say that the man introduced himself as Moerlin. He scammed her last night, and she agrees to have revenge and be of any help. Continuing, Lady Piermont said that the man was here an hour ago talking to the clerk passing along something to be stored in a safe, some documents. Moerlin has left and hasn’t returned since.
[GD08]

Walk upstairs by using the stairs exit in the middle of the hall. Try to use and examine both doors, 21 and 22, and George will find out that they are locked. Exit back downstairs.

On the left side of the hall is the front desk. Walk to reception and try to pick up the hanging key, and the [clerk] will stop [George]. Use the guest register, right in front of the receptionist, and [George] will spot that Moerlin is registered in the room 22. Talk to the [hotel clerk]. Inquire about the safe, the hanging key, it's the key to the room 21, and the Khan/Moerlin. He is staying in the hotel, but the clerk cannot help because he is afraid. The states that the safe deposits cannot be retrieved without an identification.

The doors are locked, but the clerk won’t let George have the key to any of them. Let’s ask Lady Piermont for help with the key. Talk to [Lady Piermont] and ask for the help with the hanging key. She agrees to distract the clerk, so George can borrow the key. They both approach the front desk, and she instructs the clerk to make deposits to the safe. When the [hotel clerk] leaves the front desk there are a couple of seconds where [George] can act before the [clerk] returns, so pick up the hanging key to the room 21 when Lady Piermont says “Over to you my dear”.

Exit back upstairs and use the Hotel Ubu room 21 key with the closest door on the right.

Room 21
The room is equipped with a set of antique pieces of furniture.

Use the window to create a new exit to the ledge. Exit through the window and over into the room next door (22). The room 2 window needs to be clicked twice in order for George to proceed into the room.

Room 22
This room has the same looks and feels as the room 21. Let’s look for any evidence. Examine and use the furniture in the room. Under the bed is Plantard’s briefcase, empty. No luck with the new clues.

Exit the room 22 using the door.

Cinematic sequence occurs. Just as George was exiting the room, Khan appeared in the hallway. George quickly hides in the closet before Khan entered the room. He remained silent in there while Khan took his pants from the wardrobe and changed them on the bed, leaving the chequered one behind him. After that, Khan exited the room.
[GD09]

Investigate the chequered pants on the bed. The front left small pocket is seamed with a strong thread and a special stitch. Flip the pants over by picking them up just above the zipper. Use the left back pocket and [George] will pull out the matchbook and a metal tag with a thread will pop out at the top of the pants. Use the metal tag and [George] will pull it out along with the thread. Pick up the pants to flip them over to the front, and the front left pocket will be available. Use the unseamed pocket and [George] will find a business card. It looks quite fake, and it reads Thomas Moerlin, Gruber electronics corporation. Close the closeup view.
[GD10]4

There is now a new lead from the Khan’s matchbook, ‘Club Alamut’. Let’s check it out. Again, exit the room 22 using the door, this time the coast is clear. Exit downstairs and exit through the main entrance to the street.

Hotel entrance
George is stopped by the shady guys at the hotel entrance. The one in the green suite (Flap) searches George, but they do not find what they were looking for. They were clearly looking for something.

Let’s report the incident to the clerk. Exit back inside to the hotel lobby.

Lobby
Talk to the [hotel clerk]. He is not much of a help. Show him the ID pass card, but he still cannot George access the Moerlin’s safe. Maybe Lady Piermont can help again! Talk to [Lady Piermont] and show her the ID pass card. Eventually she will get agitated and get up to deal with the clerk. After a short persuasion, the clerk will bring the contents of Khan’s safe, a tightly rolled parchment. It looks old.
[GD11]

Khan stole the ancient manuscript from Plantard. What the manuscript represents?! George now cannot exit the hotel through the front door, since the gangsters are probably on the lookout for the manuscript. There has to be a way to get the manuscript out. The only other way outside was through the window ledge between rooms on the upper floor.

Exit the lobby upstairs and into either of the rooms. From there, exit through the window onto the ledge.
It’s quite high for George to jump down, but a piece of paper would survive the fall. Use manuscript with the alley and George with throw the manuscript down. Now it’s time to exit the hotel safely through the main entrance.

Use exits all the way to the main entrance of the hotel.

Hotel entrance
Gangsters will condone a routine security check on George again, but without any luck for them, again.
Exit to the alley on the left and pick up the manuscript from the ground. It’s time to show Nico the discovery.
[CH10] Chapter 10 – Paris, Rue Jarry [George]
“Back in Nico’s apartment …”
Nico’s apartment
George arrives at Nico’s place to show what he had found out. The conversation begins immediately as George enters the apartment.
Talk about the medieval manuscript. Nico recognizes the official seal of the Knights Templars, and this manuscript is connected to them. Cinematic on the origins of the Templars plays. They agree to leave the manuscript in Nico’s apartment for safe keeping.

Talk again about the manuscript and examine all four pictures as well as the seal in the middle.
Nico suggests that they contact André Lobineau. A guy who specializes in medieval studies. He is teaching at the Crune museum.

At this point, a new location is available on the map: Museé Crune.

After the conversation is ended, George ends up in front of the building.
[GD12]

Next stop Crune Museum. Exit to map and go to Museé Crune.
[CH11] Chapter 11 – Paris, Museé Crune [George]
George arrives in front of the museum.
Exit the scene into the museum through the front door.

Museum exhibit
The exhibit is in place. Take a look around. The totem pole looks like it does not belong here and if George tries to use it, it will swing left and right, almost tipping over. Notice the window that can be opened, but the custodian keeps closing it. The central piece of the exhibit is the tripod in the middle of the room. Examine the tripod. It originates from Lochmarne, Ireland, and belonged to the Knights Templars.
[GD13]

If George tries to reach the tripod, the alarm will go off.
Talk to the [deputy custodian]. Lobineau is not here today. Talk about the tripod and the alarm. It’s John Dee’s tripod surrounded by a very sophisticated alarm system.

Nothing more to do in the museum, let's return to Nico with the news about the tripod and Lochmarne.

Exit the museum and exit through the left to the map. Go to Rue Jarry.
[CH12] Chapter 12 – Paris, Rue Jarry [George]
“Back in Nico’s apartment…”
Nico’s apartment
Talk with Nico about the clown killer. Nico says an interesting fact is that both of the victims of the clown killer were in Paris in the 2nd week of July.

Talk with Nico about the tripod. George reveals that the tripod from the manuscript is found in the museum and that it originates from Lochmarne, Ireland. Nico then recalls reading about the castle in that place that was excavated by the professor Peagram. George wants to talk to professor Peagram.

At this point, a new location is available on the map: Lochmarne, Ireland.

Exit through the front door, the to the map, and there will be the red-orange arrow for the Aéroport in the top right. Use the arrow to zoom out the map and select Ireland flag labeled as Lochmarne.
[CH13] Chapter 13 – Ireland, Lochmarne [George] - part 1
“A few hours later…”
Cinematic shows George arriving at Lochmarne via bus, passing the castle excavations. He gets off in front of the Mac Devitt’s pub.
[GD14]

Pub front
There is a young lad hanging in front of the pub and a drainage trapdoor locked from the inside. The path to the right leads to the caste gates with a farmer sitting on the hay bale and a locked gate.

Exit the scene through the pub door to get inside.

MacDevitt’s Pub
There are several people in the pub. Two guys are at the counter. One guy in a yellow jacket is sitting alone at the centre of the bar. He looks quite nervous. At the right, an old man sits alone also and is sneezing/coughing from time to time. Behind the counter is an old looking bartender.

Pick up the towel from the counter.

Talk to the [old man] on the right. He says that the castle is haunted. Ask him about the blue wire necklace. After the conversation, he will begin to put the wire on the table, in front of him. When [old man] puts his wire for the necklace on the table, pick it up.

Talk to the [man in the gray shirt] at the corner of the counter. That is O’Brien. Talking about the castle, the tripod, Peagram and the Gem, George learns that the Peagram dug up the tripod and the gem, but he left the place.

Talk to the [guy in the yellow jacket] sitting alone at the middle table. His name is Sean Fitzgerald. He seems very nervous, looking at the watch from time to time and when talking about the castle and Professor Peagrams digging. Notice in front of him a small package.

Walk to the [guy next to O’Brien] and talk to him. His name is Doyle. Talk about professor Peagram, the castle and the dig. George learns that archaeologists employed people from the village, but they have packed their bags and left. Talk about Fitzgerald at the dig. Talk about the beer to buy him a drink, and talk about Fitzgerald again. Doyle remembers him at the dig site last week.

Go back to [Fitzgerald] and talk to him about the dig. George now knows that he worked at the dig, and requests to know where Peagram is. Sean is given a package by Peagam to give it to Jacque Marqet. Ask about the package, but Sean cannot open it because he is afraid. Talk about Jacque Marquet and Fitzgerald will rush out the pub and get run over by a red sports car as Liam reported.
[GD15]

Exit the pub through the front door to check what has happened.

Pub front
George gets out of the pub and Liam starts to explain what has happened. The car was rushing down the hill and knocked out Fitzgerald out right in front of the pub. The driver popped out and put Fitzgerald into the car. The driver wore a leprechaun suit. Notice how the car knocked off the plastic box from the wall, and also, when Fitzgerald was put into the car, something fell out into the trapdoor on the sidewalk.
[GD16]
Since the plastic cover was smashed away from the box, the switch is revealed. Use the switch and [George] will push it down, and it will accidentally fall off.

The trapdoor is locked from the inside and cannot be opened.

Proceed right and use the cobblestone path exit to get to the castle gates.

Castle gates
The tall wood gates are locked.
Talk to the [farmer]. Ask about the red sports car several times. George will explain the accident and what happened to Sean Fitzgerald. Sean is the farmer's nephew, and George convinces the farmer to go and look for his nephew. [Farmer] leaves towards the pub, leaving the haystack and is now available for anyone to climb on to.

Use the stack of hay and [George] will climb on top of it.

Castle walls
The stack of hay falls short from the top of the wall.
Use the Tool for lifting manhole covers with the narrow crack in the wall, and [George] will create an improvised step.

Take the new exit that appeared at the top of castle walls.

Castle yard
Inside the castle walls there is a ladder leading downwards in the excavation pit, and a goat peacefully eating the grass. When George tries to take the ladder exit, goat will prevent him from proceeding.
Use the old iron plough and [George] will move it. The goat will get agitated instantly and hit George, but now her rope will become tangled and George can take the ladder exit.

Take the ladder exit.

Castle excavation pit
A cinematic of George climbing down the ladder will occur.
[GD17]
There is a carved panel behind the altar, a pattern of five holes on the wall, a knight statue on the ground and a sack of white powder on the desk.

The pattern of five holes on the wall looks like a mechanism for something, and that something needed to be inserted into the holes.

Inspect the stone statue on the floor for a close-up view. It looks like the holes in the back of the statue have a similar pattern to the one on the wall. Pick up the statue and [George] will, unable to lift it up, tip it over into the sand. Pick up the statue again and [George] will lift it up, leaving a pattern of holes in the sand. Since George cannot lift the statue to position it on the wall, there has to be another way of activating the mechanism.

Pick up the white powder. [George] will obtain Plaster of Paris. Maybe we can use plaster and the pattern of holes in the sand to create the key for the mechanism. Use the Plaster of Paris with the pattern of holes in the sand to fill up the holes. Now something to harden the plaster is needed.

Nothing to do here, let’s go back to the pub.

Use exits all the way to the MacDevitt’s Pub.

MacDevitt’s Pub
Talk to the [bartender]. He is the owner, or the landlord as he prefers, named Michael ‘Mick’ Leary. Peagram owes him money. Ask for a beer and the beer pump will break as well as the glass washer. He is in need of the electrician. Talk with him about the ID pass card, and [George] will present himself as an electrician. The landlord instructs George to fix the glass washer first.

Use the wire with the glass washer plug, and [George] replaces the fuse with the wire fixing the glass washer. Now the cellar, where beer pumps are, becomes available.

Exit into the cellar through the backdoor.

MacDevitt’s Pub cellar
It’s very dark in the cellar, with only one lever visible. The lever locks the trapdoor.
Use the lever, so [George] lowers it into the downwards position. There was a metallic screeching, but nothing happens.

Exit upstairs the pub’s cellar and exit onto the street through the front door.

[CH13] Chapter 13 – Ireland, Lochmarne [George] - part 2
MacDevitt’s Pub front
Use the trapdoor and [George] will open it.
Cinematic triggers, Khan appears inquiring about the accident and the parcel.
[GD18]

Since [George] cannot jump down the opened trapdoor, take exits back inside and into the cellar.

MacDevitt’s Pub cellar
The cellar is now illuminated from the sun reaching through the trapdoor. George grabs flashlight and Peagram’s gem from the floor.
[GD19]
In the background, there is a dripping tap. The water can be used for hardening the plaster, now only to figure a way to transfer the water. No container in the vicinity but a piece of cloth could suffice.

Use the tap and water will start running. Use the towel with the running tap to get it to be soaking wet.

Let’s get back into the castle’s excavation pit.

Take exits all the way into the castle excavation pit. Pub’s cellar → Pub → Pub front → Castle gates → Castle walls → Castle yard → Castle excavation pit.

Castle excavation pit
Investigate the stone statue on the floor for a close-up view. Use soaked towel with sprinkled plaster on the ground. George squeezes out the water from the towel and the plaster will become hardened.

Pick up the plaster cast. It formed a perfect copy of the statue’s back.
Use the plaster cast with the pattern of holes on the wall. The mechanism unlocked the door behind the altar. New exit appears.

Take the exit into the tunnel.

Cinematic occurs. George takes out the flashlight and ventures further into the tunnel. He stumbles upon a picture of a hanged man with the title MONTFAUCON written at the top.
[CH14] Chapter 14 – Paris, Rue Jarry [Nico]
“That evening, back in Paris…”
Nico’s apartment
... adventure switches to Nico ...
[ND11]
The voice machine is blinking; there are new messages.

Use the voice machine. 3 new messages from Editor, George and Imelda Carchon. The editor wants to talk to Nico about a new job and the story that was spiked. George called drunk from Ireland. He is returning tomorrow with some amazing news. The third person was Imelda Carchon. She is inviting Nico for lunch and says that she is expecting Monsieur Moerlin this evening, information about Pierre’s murder.

The killer is going to visit Imelda, and she had no clues, so Nico rushes to Palais Royale.
[CH15] Chapter 15 – Paris, Palais Royale [Nico]
[ND12]
Nico must warn Imelda before it is too late.

Building front
Front doors are locked and have a fresh scratch on the paint, like when you pick the lock. The doorbell is not working. The top window looks like the best way to get in, but it is too high to climb.
Use both wires that hold the sculpture in upwards position, [Nico] will release them, and then use the sculpture. The sculpture will lean and by forming a staircase and a new exit that leads to the top ledge will be created. Take the new exit up the sculpture.

The window is wrapped in plastic and cannot be opened with bare hands. Something to cut the plastic wrapping is needed. Use flattened old shell case with the wrapped window and [Nico] will cut out and remove the wrapping. Use the window and [Nico] will open the balcony door and get inside.

Pierre’s study
[ND13]
Nothing to do here. Nico needs to find Imelda as soon as possible. Exit into the hallway.

Hallway
It’s very dark and only light come from the Drawing room. Exit hallway into the Drawing room.

Drawing room
As Nico entered the room, conversation triggers. Imelda is wounded by Moerlin dresses as a cavalier. In her dying breaths, Imelda discloses that she knew Thierry, Nico’s father, and dies shortly after. Nico feels angry because Imelda lied to her.
[ND14]
Investigate Imelda’s body for a closeup view. Use the locket around her neck and [Nico] will open it up. Pick up the tiny key.
Nico leaves automatically.
[CH16] Chapter 16 – Paris, Rue Jarry [Nico]
Nico is back at her apartment.

Nico’s apartment
The only place where for which a key was not found is Nico’s father’s box. Investigate the bedside chest for a close-up view, use father’s wooden box and use the Lockey key with the keyhole.

Imelda’s key opened the box. There is not much inside, a picture and a letter.

Investigate the picture. It’s a part of the picture with Imelda on it. The whole picture is now complete. Carchon, Imelda and Nico’s father are hugging in the picture in front of a burning village.

Investigate the letter. It’s from Imelda to Thierry. They were lovers. He was a spy working undercover for the government. The story begins to unfold. Imelda figured out that Thierry was a spy. He had to leave for Paris, but she couldn’t come with him.
“The next morning.”
... Adventure switches to George …

George arrives back from his trip to Ireland. He shows the Peagram’s gem, the Templars gem, and tells Nico about Jacques Marquet. He is now investigating the name Montfauçon and the picture of a hanged man.

Exit the conversation.

As the conversation ends, Nico hints towards Lobineau and Rosso.
[GD20]

It’s been a while, let’s see if Rosso has any new info. Go to Poste de Police.
[CH17] Chapter 17 – Paris, Police station [George]
Sergeant Moue is standing behind the counter.

Entrance hall
Talk to [Sergeant Moue] about Jacque Marquet. He recognizes the Marquet as the Mole of Montmartre, and is currently in the hospital. The Hagenmeyer clinic.
[GD21]

At this point, a new location is available on the map: Hôpital.

Exit the police station through the front door, to open a map, and go to Hôpital.
[CH18] Chapter 18 – Paris, Hôpital [George]
George arrives at the hospital front gate.
Front gate
There is only locked ambulance vehicle. Go inside through the front door exit.

Reception
An older doctor standing in the lobby, looking quite important. When George tries to use the Wards exit to look for Marquet, he just ends up returning on the other side of the reception, “after several minutes”. He doesn’t know where to go.
Talk to the [receptionist] about Marquet. She has instructions to not let anyone near Marquet. During conversation, show her the Moerlin's ID pass card.

Marquet is in nurse Grendel’s ward J2. The nurse in that ward is quite strict and not very pleasant. Talk about nurse [Grendel] and [George] gets instructions how to get to her ward J-2. George is now able to find the path to the ward where Marquet is located. Both of the passageways lead to the same scene, so use Wards exit to proceed further into the hospital.

Hallway
George enters the hallway with a huge statue besides a wall and a hospital worker polishing the hallway.

The door on the left of the worker is the cupboard, but the hospital worker does not let George access it.

Proceed to the left and use the exit to enter ward J2.

Ward J2
Upon entering, George is greeted by the nurse Grendel. She explains that he cannot be there and needs a permission from the doctor to enter, so George ends up back in the Hallway.

Hallway
The door just left of the hospital employee is a cupboard and is unreachable to George because the hospital worker will forbid him from entering.

Use the wall socket in the left part of the passageway, just next to the water dispenser, and George will plug out the electricity for the polishing machine. The hospital worker will go to plug it in again and leave the door unattended. Use the door and [George] will quickly open them, grab the doctor’s coat and put it on. George is now disguised as a doctor.

Proceed to the left using the exit to arrive to the ward J2.

Ward J2
Upon arriving at the ward, conversation is again triggered between nurse Grendel and George.
[George] receives a blood pressure gauge and is instructed to talk to patient Eric Sopmarsh in bed number 3. Further talking about Marquet, George learns that he is placed in a strict isolation in a private room at the right end of the ward. George needs permissions from higher instances to enter.

Exit the conversation with nurse [Grendel] and walk to the right. The patient in bed number 3 will stop [George] to take his blood pressure. George takes out the blood pressure gauge, he received a couple of moments ago, but he is not trained for that and the patient requests for his blood pressure to be taken in proper fashion. The patient will stop George for proceeding further until his blood pressure is taken.

Go back to the hospital reception using the door of ward J2 exit and right hallway exit.

Reception
There is a new guy wearing a doctor's coat and much younger than the other one that was present on the first visit. Talk to the [older doctor] in the lobby. That is Felix Hagenmeyer. He’ll recognize George as a new guy and instruct him to take his nephew Benoir, the younger doctor, to show around the place. From there, the young doctor will follow George around the hospital.

Talk to [Benoir]. He is a trainee, perfect! Since George is not able to take blood pressure, maybe Benoir can do it instead of him. Talk about the blood pressure gauge and [George] will give it to [Benoir]. Now George needs to get to ward J2.
Exit through the wards exit to the hallway and then exit to ward J2 through the left. Benny will follow.

Ward J2
Talk to [Benoir] about the blood pressure gauge. George will ask him if he still has the pressure gauge. Benny needs instructions. Talk about the patient Eric Sopmarsh in bed number 3. After that, Benoir will proceed to take the blood pressure from the patient and George can pass through.
Walk to the right part of the ward. There is a gendarme in front of the private room.
Try to exit into the private room, and [gendarme] will stop [George] and begin conversation. Talk about Marquet and [gendarme] will let [George] through.
Exit into the private room.

Private room
Conversation is triggered automatically. Marquet has been expecting a killer, a hashshashin. He requests from George for the gem to be delivered to the Grand Master. Marquet explained that he hired gangsters to steal the tripod and also mentions someone named Klausner, and that he has gone to Syria to investigate his theory about the location of something what seems important.
At that point, a doctor enters the room and evicts George, who steps outside. Benny approaches George and returns the pressure gauge. They figure out that the doctor inside is not a real doctor and rush in, but it is too late. Marquet has been killed and no trace from the bogus killer doctor.
[CH19] Chapter 19 – Paris, Rue Jarry [George]
“Back in Nico’s apartment …”

Nico’s apartment
Conversation is started. Talk to Nico about Jacques Marquet and George will retell what has happened.
[GD22]

Exit the conversation.

Marquet mentioned that the tripod will be stolen by gangsters, which is located in the Crune Museum.

Go to Museé Crune.
[CH20] Chapter 20 - Paris, Museé Crune [George]
George arrives in front of the museum. Exit the scene into the museum through the front door.

Museum exhibit
In the museum, there is another guy besides the attendant. That is André Lobineau.
Talk to [Lobineau] about the Montfauçon primarily and the rest of the topics. Lobineau explains what Montfauçon was used for and where it is located in Paris. George can also learn from him about Templars, treasure of Knights Templars, hashshashins, and the tripod.
[GD23]

At this point, a new destination appears on the map: Montfauçon.

There is a sarcophagus that can be opened, but when George tries to enter it, the custodian will stop him from doing it.

Since no one from the museum is interested to stop the theft of the tripod, George must find a way to do it himself. Spending time in the museum shows no sign of the perpetrators. When will gangsters try to steal the tripod? It’s most likely that the attempt of theft will occur at night under the veil of darkness. How can George stay in the museum after it's closed? Maybe he can hide somewhere and wait for the culprits to appear. Sarcophagus?!

When the [deputy custodian] does not look, use the lever to open the top window. That will force the custodian to go and close the window. While he is busy closing the window, use the sarcophagus and get George to hide inside.

Both deputy custodian and Lobineau leave and cinematic occur.

Two gangsters appear with the intention to steal the tripod. George came out of the sarcophagus he was hiding in, and stumbles upon the totem pole, which gets in the way of stopping the robbery. A masked figure jumped down from the ceiling and took out the crooks.
[CH21] Chapter 21 – Paris, Rue Jarry [George]
“Back in Nico’s apartment…”

Nico’s apartment
Conversation between Nico and George triggers. George tells of how, when he woke up, he had to explain to the police that he is innocent, and Nico discloses that she was the one that stole the tripod!

If George told Lobineau Nico’s apartment address there will be a topic to talk about Lobineau.

During conversation, select Gem from the inventory items and George will place it on the tripod. It fits perfectly, but nothing happens. It may need to be at a specific location, but the manuscript does not specify where.
Exit the conversation and [George] will open the map for travel.
When the conversation ends, George will pick up the tripod.
[GD24]

Go to Montfauçon to explore the next lead.

[CH22] Chapter 22 – Paris, Montfauçon [George]
The large city square is located in front of the building Montfauçon. In the centre, a clown juggler is entertaining a small crowd of people. There is a café nearby with an older gendarme enjoying the clown performance. Two of the stairs exit lead to the church. The church looks like it originates from the medieval times. There is a priest polishing something, a lot of knight tombs, a big statue of a knight holding a staff and a scroll and a huge stained-glass window.

City square
There is not much in this scene. Since George is quite familiar with manhole covers and sewers, maybe the potential direction of the exploration could be through there, but the clown stands in the way.
Talk to [clown] about himself and juggling, until George tries to juggle himself, unsuccessfully. Crowd boo-es George since the act was not entertaining.

Talk to [gendarme] about the clown’s nose and [gendarme] will say that even unsuccessful juggling with clown’s nose is funny.

Talk to [clown] again about the clown’s nose, so [George] tries to juggle again with the nose on. Even though the juggle act is unsuccessful, George will be found funny by the crowd, which will infuriate the clown and he will walk away. Without the clown performing, [gendarme] will go on to continue with his police duties and leaving the scene as well. [George] acquires a bright red ball that the clown left on the floor.

Now, manhole cover is unattended. Use tool with manhole cover and [George] will open sewer exit.

Sewer
Sewer looks more like catacombs with a water canal. There is a little maintenance boat with a winching machine and three arches, each with an inscription.
[GD25]
The exit on the left leads to a dead end with a picture of a gallows and a door with a skull in the middle. How iconic this door looks and rather have no usage.

The wall under the archway on the right is in very poor condition, flaked and crumbling. Maybe George can try to add to its crumpling?

Use the tool for lifting manhole covers with the wall under the arch on the right, and [George] will try to destroy the wall, revealing a mechanism with cogs and a lever. Use the lever and the secret door opening mechanism will trigger and jam. One of the cogs got loose and jammed the mechanism. Use the winching machine on the boat to lover the hook. Pick up the hook, and [George] will place it onto the jammed secret door and winch it again to break open the door. New exit appears.

Take the secret door exit.

Secret tunnel
The secret tunnel has a ledge on top of the steep cliff and a long staircase downwards. George doesn’t want to go down the stairs since there are voices in the area.

Investigate a crack in the wall and [George] will witness a secret meeting.

Those are neo–Knights Templars! There are six people on the meeting; the Grand Master, the bogus doctor who killed Marquet (also a Templar) and whose name is Eklund, the professor from the Hotel Ubu, one woman and two other people. George learns that the neo-templars are trying to reforge the Sword of Baphomet and regain power! The manuscript is the key. Their operative Klausner obtained the lens and went to Syria with it, and then vanished. At the end of the meeting, all of them leave on a boat.
Now the story got some shape!

[GD26]

The area is now clear. Proceed down the stairs to exit.

Meeting area
The meeting took place by the underground river in an area with the large circle on the floor with a pillar in the middle lit up by a sun ray. Examining the pillar, George sees three holes on the top which appear to be a place for something to be put. A tripod maybe?
Use the tripod with the pillar and then use the gem on the tripod. Five letters in the text will become illuminated - M A R I B.
[CH23] Chapter 23 – Paris, Rue Jarry [George]
“Back in Nico’s apartment…”

Nico’s apartment
George explains of the neo-Templars meeting, Klausner and Syria. Nico says that Marib is a village in Syria. A new clue! The tripod will be sent back to Lobineau and the gem stays with Nico at the apartment.

At this point a new location is added to the map: Syria, Marib.
[GD27]

Exit the conversation and use Aeroport to go to Marib, Syria.

[CH24] Chapter 24 – Syria, Marib [George] - part 1
“A few hours later…”

Street market
[GD28]

It’s time to find clues about Templars and Klausner.
On the left is a young vendor named Nejo selling various stuff at the stand, with his father working at the back. Nejo wants the red ball but cannot exchange anything from the stand for it, since those items are for sale only.

The woman in green clothes talking to the machine vendor is Pearl Henderson. She is looking for something ancient to buy. Her husband is the guy in the yellow shirt taking pictures named Duane. They are from the USA and run a “greetings card business” but Duane is an operative.

Talking to Duane about Templars and the Templar statue from the manuscript, and George will figure out that the knight is not holding a crystal ball, rather a lens. Now it makes sense that Klausner was associated with a lens.
[GD29]

On the right is the kebab stand. The seller is interested in nothing else than selling kebabs and is using some kind of blue brush to smear kebabs.

There are two exits, big doors in the back lead to the countryside and is not available at the moment, and to the right, the other one leads into the tower.

After exploring the area, proceed right into the tower exit.

Tower
There is a carpet seller. Coincidentally, the pattern on one of the carpets match the pattern on the matchbook.
Talk to the [carpet seller] about the Khan’s matchbook, and the seller will put the curtain to the side and create the undercover exit.

Take the carpet exit.

Club Alamut
Immediately upon entering the secret club, conversation starts. George meets Ultar who is world’s greatest luxury taxi driver as he presents himself. The club manager is standing behind the bar. He does not have a tongue and cannot speak. To the right is the toilet, but it is locked.
Try to use the toilet door. The club manager will stop George and point him to the note. Examine the note on the toilet door. George will try to read it but could not understand a word of it.

Talk to [Ultar] about the toilet sign. Ultar says that it reads that the toilet is closed until the brush is returned. Looks like someone stole the toilet brush. While talking to Ultar show him Khan’s picture. Khan is here and asking about George and Klausner. Klausner was also here and went to the Bull’s Head hill. That is George's next clue. Talk about Bull’s Head hill as well, and say Yes to the taxi ride to the hill, but Ultar requests 50 dollars for the trip.
[GD30]

Who could have 50 American dollars? American tourists? Remember how Pearl is looking for something ancient? Maybe George can find something of her interest.

Go to the street market through the exit on the left and through the tower exit as well on the left.

Street market
Remember the kebab seller that uses brush to cater kebabs? But he is only interested in selling kebabs. Talk to the [kebab seller] and [George] will spot that he is using the toilet brush!

Exit the conversation and talk to [Nejo] about the kebab seller, Arto. He agrees to help George but requests something to break his boredom. If George previously talked to Nejo about the bright red ball, he will request it in exchange for the help with Arto, and if not, talk with Nejo about the bright red ball.

Answer Yes. If George answers No, he needs to talk to Nejo about the bright red ball again. Nejo instruct George to be polite with the kebab seller, and teaches him a couple of words in Arabic to help.

Talk to [kebab seller] and repeat the words learned from [Nejo]. It looks like Nejo taught George an insult. Arto gets mad and rushes towards George with a knife. George flees into the tower exit and appears in front of the carpet seller.

Nothing much to do here so get back to the street market using the tower exit on the left.

Alto will refuse to speak to George, and why should he when George insulted his kebabs. Talk to [Nejo] again and he will present the toilet brush which he stole while [Alto] was chasing [George].

Ok, now the brush can be returned to the Club Alamut manager.

Go through the tower exit and carpet exit into the Club Alamut.

Club Alamut
If George talks with Ultar and he will instruct George to give it to the Club Manager. Use the toilet brush with [club manager] and he will [George] the toilet keys. Use the toilet keys with toilet door to enter the club toilet.

Club Alamut toilet
Try to use the water tank and [George] will break off a short chain. Note that there is a towel dispenser with rolling toweling. SPOILER: One can figure out that there are two keys on the keychain with probably for similar place of usage, and the towel dispenser is usually locked in public bathrooms. Use the toilet keys with towel dispenser on the wall next to the door and [George] will unlock it. Use the tower dispenser and [George] will acquire toweling from within.
Go back to the street market through Club Alamut and tower.

Street market
George still needs to find 50 dollars to pay Ultar for the ride to the Bull’s Horn Hill. The only vendor that sells anything is Nejo, but he is now preoccupied with throwing the ball and George cannot talk to him anymore. Nejo is bouncing the ball of the door. When the bell rings, Nejos father exits from the back through the door and breaks Nejos bouncing into a different direction; very near where the cat flees after George tries to pet it.

Try to use (pet) the cat on the table at Nejo’s stand, and the cat will flee onto the top shelf. While the cat is on the shelf, use the bell so Nejo’s father gets out through the back door. Nejo’s ball will bounce off the wall next to the cat. That will scare the cat so it flees over the table, knocking a statue on the ground in the process.

Pick up the statuette. The statue is made of cheap plaster and looks like it is not worth much.

Talk to [Pearl] about the recently picked statuette. Pearl likes it quite much, but it looks new, and she was looking for something ancient. Maybe some makeup can be applied?!. Use soggy tissue with the Statuette and [George] will smear the greasepaint all over the statuette, making it look old and more expensive, almost like a marble statuette.

Talk to [Pearl] about the fake marble statuette. She likes it very much, but she is not carrying any money and points George towards Duane. Talk to [Duane] about the marble statuette, and he will buy it for 50 dollars.

George now has the money for the ride. Go to Club Alamut through the tower.

Club Alamut
Talk to [Ultar] about the Bull’s Head hill or 50 bucks and choose Yes when offered the ride. Ultar will leave and wait for George at the street market. George leaves the toilet keys on the bar and gets out.
[CH24] Chapter 24 – Syria, Marib [George] - part 2
Street market
Talk to [Ultar] standing in the back near the tall gates about the ride. The truck’s fan belt is broken, and the truck needs to be repaired before it can be taken for a ride. The only thing remotely similar to a fan belt is a towel dispenser in the Club Alamut toilet. SPOILER: If George already has the toweling from the Club Alamut toilet, just talk with Ultar about it, and he will repair the truck giving back to George the other unused half.

Go back to Club Alamut through tower.

Club Alamut
Pick up keys from the bar and use Toilet keys on toilet doors to enter the Club Alamut toilet.

Club Alamut Toilet
Toilet keys keychain contains two keys, one is for the toilet door and the other must be for something related to the toilet. Inside the toilet the only thing that could potentially fit the other key is the towel dispenser which are usually locked.

Use the toilet keys with towel dispenser and [George] will unlock it. Use the opened towel dispenser and [George] will pick up the toweling. Now George can go back to Ultar.

Go back to street market through tower. George will leave the keys on the bar once again.

Street market
Talk to [Ultar] about the toweling, and he will take it, cut it in half and repair the fan belt, returning the other half to [George].

Truck taxi is now repaired and two of them take on an adventure to the Bull’s Head hill.

[CH25] Chapter 25 – Syria, Bull’s Head Hill [George]
“A few hours later…”

Cinematic of someone watching the truck driving towards the hills and stopping at the summit. Upon arriving, George climbs the step hill and ends up at the cliff’s edge.

Cliff’s edge
[GD31]

On the cliff there is a crack in the cliff and a young tree.
Pick up a branch stick off the young tree. It is surprisingly hard and inflexible.

George now needs to get down the crack in the cliff. The crack is potentially a good anchor point, but what could be used to get down? From items in the inventory, the only lengthy stuff is the toweling, but has to be anchored in the rock. The crack in the rock looks very usable, but the toweling cannot be anchored directly to it. Maybe the toweling has to be combined with something else?

Use half of toweling with branch stick, and [George] will create the Stick-Towel by tying the toweling in a reef knot around the branch.

Use Stick-Towel with the crack in the cliff and [George] will anchor the branch stick in its side, creating a new exit down. Use the new improvised rope exit to venture further.

Plateau
George climbs down to a plateau. The ledge on the left is an exit. George can see the top of Ultar’s truck standing on the ledge. There is a wall that looks like it’s been moved and a niche in the wall.
Use the niche in the wall and [George] puts his hand inside, finding a metal ring as wide as the hand. Use the niche in the wall again and [George] will pull the ring, triggering a mechanism which opens the nearby stone door, revealing a cave behind. Use the cave exit and [George] proceeds into it.

Cave
George enters the cave and finds a corpse around the corner. That is Klausner! The door closes behind, trapping George.
[GD32]

Looking around, there is a stone head with three bearded faces, Klausner’s corpse, and a stone tablet with something that looks like a map of Britain island.
Investigate Klausner’s corpse for a close-up view. Use the jacket and [George] will flick it open, revealing a pouch. Pick up the lens from the pouch.
[GD33]

Investigate the stone tablet on display inscribed in the wall for a close-up view. George will examine the tablet with what it looks like, the island of Britain. There is an inscription: “In occidenta sita est in ora mundi".

Close the close-up view and an automated scene is triggered. Someone is opening the cave door from the outside and is trying to get in. George assumes that it’s Ultar, but It’s Khan! Conversation continues at the plateau in front of the cave.

Plateau
Khan interrogates George of what he found in the cave. The conversation can proceed in different paths depending on the moral answers by George. SPOILER: All have the same ending. When George reveals the Latin inscription to Khan. Khan immediately recognizes the Caesar’s phrase and elaborates that is pointing towards the location of the Sword of Baphomet.

At the end of the conversation, Khan offers George a handshake before he is executed. Finally, time to use the Shake ‘n’ Shock. George uses the pranking device and Khan is tossed backwards, giving George enough time to jump off the cliff, right onto Ultar’s truck.

[CH26] Chapter 26 – Paris, Rue Jarry [George]
“Back in Nico’s apartment …”
Nico’s apartment
[GD34]

There is a lot of mystery around the manuscript with some of its parts already getting recognized by George, but the manuscript needs to be properly analysed, and the only person that can do it is professor Lobineau. Let see what he as to say about it.


Go to Museé Crune.

[CH27] Chapter 27 – Paris, Museé Crune [George]
George arrives in front of the museum. Go inside through the main door exit.
Museum exhibit
The tripod case is empty.

Talk to [Lobineau]. He visited Nico and had a look at the manuscript. George explains his adventure on the Bull’s Head hill, and Andrée concludes that the map contains a series of pointers. Continue talking about the manuscript. Andrée was able to deep dive into the manuscript, and he confirms that it dates from the time of the crusades. It’s a story in pictures, from which Andrée can be sure that the knight is from Spain. He identified the of the coat of arms that the knight is wearing. It belonged to a member of the de Vasconcellos family from Costa Calida. Even thou Andrée says that they are probably long dead, that is a solid clue for George which has to be explored further.

At this point, a new location is available on the map: Spain, Villa de Vasconcellos.

Go outside through the front door exit and go to Vila de Vasconcellos, Spain through Aéroport on the map.
[CH28] Chapter 28 – Spain, Villa de Vasconcellos [George]
“A few hours later…”

George arrives at Costa Calida in Spain. Along a dusty road that passed through ruined walls, he arrives at the Vasconcellos mansion.
[GD35]

Front yard
There is a gardener watering the lawn, an old summerhouse and the mansion. Exploring around, George notices that the summer house looks quite older than the mansion. Gardener is not fond of George and does not let him enter the mansion.

Talking to the gardener, George learns that the only residents of the mansion are the Countess de Vasconcellos and the gardener.

George needs to enter the mansion somehow by forcing the gardener to relocate from the front entrance. Go to the left side of the mansion. If something is to happen to the hose, the gardener would likely go to check out what is happening. Looking at the inventory, there are a couple of scenarios with items that could work, but the most exotic one will suffice.

Use blood pressure gauge with the hose exiting from the mansion window. Gardener goes into the mansion and the way is clear.

Go into the mansion through the main door exit.

Lobby
The gardener is trying to figure out why the water has stopped running, and George needs to be very quiet. Blue door supposedly lead to the back with dogs, and it is unusable, but will alert the gardener if George approaches them.
Use the back exit and [George] will try to venture further, but the dogs will get noisy and block him. When George walks back, the gardener will turn around and evict George. If this happens, George can freely get back into the mansion lobby. Maybe George can hide behind the suit of armour after the dogs are alerted, so the gardener does not spot him?

If [George] was evicted by the [gardener], try to use the exit to the back, so [gardener] gets alerted again. Use the suit of armour standing in the hallway and [George] will hide behind it. Alerted by the dogs, the gardener will go to the back, passing George on his way without spotting him.

Use the stairs exit to go to the upper floor.

Upper floor
Immediately upon entering a conversation with [Countess] will start. She is not pleased with George’s visit, but will listen to what he has to say.
Talk with the [Countess] about templars. Countess explains how her family was involved with the Templars and she is the last in the line of de Vasconcellos. George asks for any objects that date from that period. Chest set dates back to the time when Templars existed. One piece is missing and is replaced with a modern version.

Talk about the chess. George finds chess pieces quite odd.

Countess leads George outside to show him something more interesting. The summerhouse is in fact a mausoleum. She instructs the gardener to unlock it and they both enter inside.

Mausoleum
In the mausoleum, the Vasconcellos Templars are laid.
[GD36]

The mausoleum contains five tombs, and a shrine with a big statuette of the Virgin Mary above the lectern with a Bible on it.
Pick up the Bible and [George] will put it aside and reveal a glass checkerboard on the lectern top.

Talk to [Countess] about the Templars and the tombs. Talking to the Templars and the tombs, Countess describes her family history. Six of her ancestors were in the order and five tombs. Countess does not want to talk about the one that was lost to the family. When talking about the glass chessboard and the chess pieces, George suggests that it is not a coincidence that the chest set originates from the same era as the glass chequerboard linking the manuscript with the chest set. Countess gets super excited and instructs her gardener Lopez to go into the house and bring the chess set.

Talk about Templars while they wait for the gardener. Countess describes the history of her family and the Templars. Don Carlos left their ranks to become a scholar. He is the one that survived the inquisition due to being on a scholarly mission. Everybody else, including his children, was killed and Don Carlos was searching for his children all his life, never to be seen again in Villa de Vasconcellos.

Lopez brings the chess pieces and triggers the Chess puzzle.

Puzzle: Chess

After the puzzle is successfully solved, a hidden stash appears. Inside of it is the Communion chalice of the de Vasconcellos family. It’s been missing for over seven hundred years. Countess lifts the chalice above her head.
[CH29] Chapter 29 – Paris, Rue Jarry [George]
“Back in Nico’s apartment…”

Nico’s apartment
The story continues in Nico’s apartment with George detailing on the events in Spain and ending with the statement that there is still the riddle of the missing knight. He tells Nico that he promised Countess that he will find Don Carlos. The Countess entrusted George with the chalice, and the quest for her ancestor’s tomb.
[GD37]

The knight and the chalice need to be reunited. The manuscript also points in the direction of the knight. The only knight statue that George stumbled upon is the one in the Church near Montfauçon. As George's diary suggest, it’s now time to explore Montfauçon in greater detail.

That settles, next stop is the church at the Montfauçon.

Exit the conversation and go to Montfauçon.
[CH30] Chapter 30 – Paris, Montfauçon [George]
City square
Proceed using the stairs exit to the Church.

Church
The stained-glass window dominates the room, and it is from the early fourteenth century. The whole chapel radiates the medieval Templar vibes.
Talk to the [priest]. He is polishing a candlestick (what a reference?! :D). The chalice de Vasconcellos is tarnished and would use a proper cleaning. Give the chalice de Vasconcellos to the [priest]. He will spot an inscription, but due to the chalice poor outer condition it’s inaudible. The priest will then ask for permission to polish the chalice in order for the inscription to be more visible. Accept the priest's offer, and he gets on the job right away.

Look around the church. There is a statue of a knight that holds a staff and a scroll, a scholarly knight, ... a Spanish knight. On the manuscript, the knight is holding a lens, and the scroll has a crack at its base.

Use the Lens with the scroll that the knight is holding in his right arm. Inspect the scroll. George will read “Per disciplinam meam, lux videbis”. It’s the same inscription as the one on the manuscript.
Mosaic puzzle triggers.

Puzzle: Mosaic

The mosaic shows a picture of Jacques de Mollay burning at the stake in the year 1314 (MCCCXIV).
[GD38]

Talk to the [priest] to receive the chalice back. No inscription on the chalice, rather a coat of arms that the priest recognized as the one from the tomb in the far corner. Oh boy, a tomb with the de Vasconcellos coat of arms!

Investigate the one tomb just to the left of the big windows.

The tomb has no name, but the Pegasus of the de Vasconcellos family is definitive proof that this is the tomb of Don Carlos. There are Biblical references carved into the edge of the tomb.

Biblical verses puzzle triggers.
Puzzle: Biblical verses.
[GD39]

George is convinced that the chalice has significance on its own, regardless of the inscriptions on the tomb.
[GD40]

All bible references are written in Gorge’s diary.

The story unravels further; new clues are found. Let’s check with the guy who is specialist on the medieval studies, Lobineau. Maybe he can uncover more from recent findings.


Go to Museé Crune.
[CH31] Chapter 31 – Paris, Museé Crune [George]
George arrives in front of the museum. Go inside through the main door exit.

Museum exhibit
Talk to [Lobineau] about the statue with three faces George saw in the cave in Syria. André recognizes the depiction of Baphomet. The idol is associated with Templars according to the inquisition. André informs George that a statue of Baphomet was unearthed just here in Paris, at the Institut Hermétique de Nerval, while the building was renovated. The base of the statue is carved with Templar symbols. A new lead!
[GD41]

At this point, a new location is available on the map: Site de Baphomet.

Go outside through the exit and go to Site de Baphomet.
[CH32] Chapter 32 - Paris, Site de Baphomet [George]
George arrives in front of the building. There is a painter on a break, smoking a cigarette.

Gates
The painter does not allow George to fiddle with the dumpster or the paint bucket. He is not to go in into the dig any more. Since the digging stopped, all the visitors are not looking like archaeologists. There is a bucket of gunmetal paint next to the painter, but he doesn’t allow George to touch it.
Proceed through the iron gate exit into the property and into the basement.

Basement
In the basement, there are two doors. One is guarded and the other leads to the toilet, which is locked. A thermostat on the nearby wall regulates temperature in the room. It’s currently set on the max heating. The phone on the wall can be used and George can only call Nico.
Try to use the toilet door and the [dig site guard] will inform [George] that it is locked.

Talk to the [dig site guard] about the toilet and receive the dig site toilet keys. The keychain has several keys, and the big key looks like it might fit the excavation door behind the guard.

Use the dig site toilet keys on the toilet door to unlock them and [George] enter automatically.

Toilet
George needs to find a way to snatch the key for the dig site door but how? George cannot steal the key, since the guard will most certainly notice. Examine the toilet/boiler room. There is a sink with a soap and running water, and a hand dryer. The soap is soft and can be used as to imprint and create a copy of the key?
Pick up the dirty soap for a close-up inspection. Use the dig site toilet keys with the soap and [George] will imprint the big key. Use the plaster with the soap key imprint and [George] will fill the imprint with it. Use the faucets to wet the plaster and then use the dryer to speed up the drying process. George obtains excavation key plaster copy. This copy cannot be used to open the door, but can be substituted for the real one?!

The key now has the same shape as the original, but the looks and feels are not the same. The key won’t fool the guard, it’s of the wrong colour. Maybe George can improve the key? How to paint the key? The painter has a bucket of gunmetal paint next to him. Let’s go back outside the building.

Use the door exit to go back to the basement.

Basement
If George tries to leave with the dig site toilet keys, the guard will request for the keys to be given back and forbid George to leave until they are returned.

Use the dig site toilet keys with the [guard] to return the keys, or talk to the [guard] and present him the dig site toilet keys.

The painter won’t let George near his bucked of paint and needs to be distracted somehow. Maybe Nico can help.

Use telephone and George calls Nico. He comes up with a plan, but he needs Nico’s help. Nico can keep the painter busy until George uses his paint. Use the stairs exit to the outside.

Gates
Talk to the [painter] about the phone call and he will go to the basement. The area is clear and George can proceed with his plan.

Use the excavation key plaster copy with the bucket of paint to get excavation key copy.
Use the iron gates exit and go back to the basement. Painter will finish his phone call and go outside.

Basement
Let’s replace the key on the keychain. Talk to the [dig site guard] about the toilet to receive the dig site toilet keys again. Use the excavation key copy with the dig site toilet keys and [George] will substitute the real key with the false one.

The fake key looks like a real one but does not feel like it, and the guard must not touch the key, or he will recognize the con.

Talk to the [dig site guard] about the thermostat. The guard mentions that he has gloves if temperature becomes low, so George now needs to lower the temperature in the basement.

Use the thermostat and [George] will turn off the heating. It becomes colder in the room and the guard puts the gloves on.

Talk to the [dig site guard] and give him the dig site toilet keys back. He doesn’t recognize the substitute key! Now George must think of a way to move the guard from the door. Maybe Nico can help again.

Use the telephone to call [Nico]. The plan now is for Nico to call back and ask for the painter, so the guard has to step outside to get him. The phone rings and George steps outside.

Gates
George patiently waits for the guard to appear. Painter refuses to take the call and both of them get into a verbal fight.
Use the iron gates exit to get to the basement.

Basement
Now there is nobody guarding the door. Use the excavation key with the unguarded door. George enters inside.

Dig site
The dig site is quite a mess. The Baphomet idol is located at the lower level, just below the platform.
Use the ladder to get to the lower part. Examine the statue. It’s the same idol that George has seen in Syria.

Examine the base of the statue. There is a pattern on the floor that didn’t make any sense. At least at the first glance. It spreads from one focal point, but the picture is vague. The only thing in the inventory related to the Templars is the chalice, let’s try to use it with the idol and the base.

Use the cleaned chalice de Vasconcellos with the statue base. The chalice fit perfectly and reflected the image off the floor! It’s a church with a square tower.
[CH33] Chapter 33 – Paris, Rue Jarry [George]
“Back in Nico’s apartment …”

Nico’s apartment
George explains how he found out what the chalice was used for.

Exit the conversation, and [George] will state that he needs to go back to the Countess de Vasconcellos to return the chalice.
[GD42]

Go to Villa de Vasconcellos, Spain.
[CH34] Chapter 34 – Spain, Villa de Vasconcellos [George]
“A few hours later…”

Front yard
The circumstances are different since the last visit. Lopez is now more friendly towards George, and event apologizes for his earlier behaviour. Mausoleum is open due to previous story development.

Use the front door exit to enter inside.

Lobby
Pick up the mirror from Lopez’s utility room.
Use the stairs exit to go to the upper floor.

Upper floor
Talk to the [Countess]. The chalice is returned to the Countess and George places it on top of the fireplace. Talk about the chalice. George informs that he found the tomb of Don Carlos in a church in Paris. The priest recognized the coat of arms from the chalice and matched to the one on the tomb. She would like to visit the location of the tomb. Talk about the countess. There were biblical references carved on Don Carlos’s tomb. The countess does not know what the verses mean, and George forgot to ask the priest. George needs a Bible. There was a bible in the Mausoleum on George's previous visit.
[GD43]

Go to the mausoleum using the stairs exit, front door exit, path to mausoleum exit and mausoleum front door exit.

Mausoleum
The bible is back on the lectern and the candles are lit in honour of finding the chalice.

Pick up the Bible from the lectern.

Go back to [Countess] using the path to villa exit, front door exit and stairs to the upper floor exit.

Upper floor
Talk to the [Countess] about the Bible. George gives the bible to Countess and starts telling the bible references. Countess looks for them in the Bible. First reference: “My hiding place”. Second: “The well is deep”. Third: “Will bring to light the hidden things”. Fourth: “Save me from lion’s mouth”.

There is something hidden deep inside a well? Countess is not aware of any wells, but Lopez is the one to be asked about the estate.
[GD44]

Let’s go ask Lopez about the real-estate.
Exit conversation and go to the front of the house using the stairs exit and the front door exit.

Front yard
Talk to [Lopez] about the well and well’s location. Lopez needs to think about the location where the well could be.

Let’s go back to the mausoleum for further exploration.

Go to mausoleum through mausoleum path exit.

Mausoleum
Maybe there are more secrets to this place. The big candle in the middle chandelier looks like it has never been lit, and one of the verses mentions light. The nearby long rod has a cone and a hook on the end, for manipulation of the big candle on the chandelier. What could he use to transfer the fire from the lit candles to the chandelier?

Use the soggy tissue with the long rod. George puts the tissue onto the hook on the rod's top end, sets it up on fire on the burning candle, and transfers the fire onto the big candle on the chandelier. The dome window is open, and the wind blew up the candle. [George] removes the charred tissue from the rod.

Use the open dome window and [George] will close the window using the long rod.

Repeat the candle lighting process. Use the charred tissue with the long rod and [George] will place it onto the rod, light it up on fire and transfer the fire onto the big candle.

A cinematic occurs where the big chandelier candle almost completely burns out fairly quickly, revealing some sort of key. [George] receives carved stone key.
[GD45]
Let’s check if Lopez remembered of the well.

Go back to the front yard using the path to villa exit.

Front yard
Lopez suggest dowsing using the hazel Y stick. The three trees just behind the Lopez do not have a suitable branch, but the tree next to the utility room window does.

Use the hazel tree and [George] will find a twig of hazel in the form of the Y stick.
Talk to [Lopez] and show him the twig of hazel. Lopez instructs how to find the water and George starts scanning the area. After a while and one fail find, George and Lopez discover a well hidden in the bushes on the edge of the estate.

A cinematic occurs where Lopez lowers George down into the well.

Well
Inside a well there are results of a landslide and a door with a lion’s head.
Examine the stone door and [George] will discover that one of the fangs is a separate piece. Use the stone door. George will pull the loose fang and the door will collapse. Almost on top of George.

Behind the door is a stone wall, but it’s quite dark. OK, now it's time for the third clue: “Will bring to light the hidden things”. The only light is the one pouring down the well, and it does not reach the dark area. What if we could somehow redirect a light?

Use the mirror with the sun rays coming down the well to reflect the light. In the middle of the door, there is some kind of socket. The door has a lock.

Use the dark area for George to locate the socket in the dark. Use the carved stone key with the socket in the dark.

Puzzle: [PZ09] Dials lock

After the puzzle has been solved, a new exit through the dark appears.

Use the dark new exit into the unknown.

Cinematic occurs. In the stony chamber in which George enters there are two very old, what look like, children skeletons holding a chest piece. Behind them, on the wall, there is a unique chess board on display. Red figures are outnumbering white figures, and there are knights on horses fighting over a river as well.


The cinematic is continued with George talking to Countess. He hands over the missing chest piece, informing her that he found the children.
[CH35] Chapter 35 – Paris, Rue Jarry [George]
“Back in Nico’s apartment…”

Nico’s apartment
George enters the apartment. Lobineau is here as well. The conversation starts and George tells his adventure in Spain and what he discovered. He augments the story with the details from his other adventures. André starts analysing the clues. The Latin phrase are the words of Julius Caesar describing the island of Britain. All sums up to a historical battle at Bannockburn in Scotland where a group of outlaw Knights Templars aided outnumbered Scots against Brits. The battle ended in a church at Bannockburn.

Nico and George set foot to Britain.
[CH36] Chapter 36 - Train to Scotland [George]
“The next morning…”

Train compartment
[GD46]

George cleared most of the items from his inventory.

In the train compartment are George, Nico and an old lady. The sweet old lady is intriguing. She knows much about the Moerlin the Illusionist and has been pranked by the Shake ‘n’ Shock. She also suggests George and Nico to visit the Stirling castle on their holiday. Strange, isn’t it?
Use the door exit and [George] tries to get out of the compartment to go to the bathroom, but the [ticket conductor] comes in asking for tickets. Passengers hand over the tickets, and he gets to move along. That ticket conductor looked very familiar.

Use the door exit again and [George] get out of the compartment into the hallway.

Hallway
From the hallway, George can see a couple of guys in the compartment next to theirs and an empty compartment at the left end of the wagon.
Let’s explore the train first. Using the left exit go to the next wagon.

Wagon with toilets
As George enters the wagon, Guido the gangster exits one of the toilets. He starts smoking just in front of the toilet doors and blocks passage for George. Suddenly, George has an epiphany; the train conductor is Eklund, the Marquet killer!
Since [George] cannot proceed further, go back to the passenger wagon through the right exit.

Hallway
Go back to Nico’s and George’s compartment using the compartment door exit.

Train compartment
Nico and the old lady are gone. George should act fast. Exit the passenger compartment back into the hallway.

Hallway
Let’s ask the guys in the next compartment. Walk to the left, into the compartment with two guys in it, using the compartment door exit.

Train compartment with drunk Brits
They are both super drunk and no much benefit from talking to them, but there is a window in their compartment.

Use the compartment window and [George] will open it, creating a new window exit. Use the window exit and George gets on top of the wagon.

Passenger wagon roof
It's super windy. Nothing much to do here.

Use the exit to the right, so [George] gets on the roof of the next wagon.

Cargo wagon roof
The only exit from there is into the wagon through an iron ladder in the middle of the wagon.
Use the iron ladder exit.

Cargo wagon
As soon as George enters the wagon, an animated scene occurs. Strangely enough, the old lady is holding the Guido’s buddy Flap while Eklund is aiming the gun at them. Flap sets himself free from the grip, and the old lady somehow dashes him out of the wagon. It is not an old lady … it’s Khan! At that second, Eklund shoots at Khan, hitting him in the chest.
Use the exit on the right where Flap hurled out and [George] will pull the emergency brakes. The crates fall over Eklund pinning him down.

George approaches Khan and the conversation starts. It appears that Khan and our protagonists were on the same side since the beginning, fighting the common enemy. Khan vaguely explains about the Sword of Baphomet, which symbolizes a colossal energy caused by the alignment of the earth’s natural power fields (focused as St Ninians). Khan does not succeed to tell all of his mind before he exhales one last time.
[GD47]

Talk to [Nico] and [George] sets her free, after a kiss.
Use the left exit to get off the train.
[CH37] Chapter 37 – Scotland, Bannockburn [George]
“Early the next morning …”

Church tower
Nico and George arrive at the ruined tower. Nico took Khan’s bag full of C-4 plastic explosive, but the detonator is broken. The sign says that this place was used as an arms dump during the English Civil War. The tower was the only thing that survived.
Enter the tower using the gates exit.

Tower inside
Use the rubble near the entrance to get an old clay pipe with a broken stem. Use the rubble again to find a green metal coin. Use the rubble a third time to find a cog on a spindle. Use the rubble a fourth time to find a black plastic pen top.
Use the handle for church winding mechanism. [George] will start to win it, but it will break and George will keep the winding handle which has cog teeth mounted at its base. Use the winding mechanism and [George] will pick up the cog on a spindle #2.

Investigate the statue next to the door. The statue has three holes and there are a lot of junk in George’s inventory. Maybe these holes present some sort of mechanism that needs to be completed with items? Use cog on a spindle with the left eye socket. Use cog on a spindle #2 with the right eye socket. Use the winding spindle with the mouth socket. George will place the handle and begin to turn. The door opens and Nico goes in. George picks up the winding handle.

Underground corridor
The broken powder kegs are all over the place. The neo-Templars got here first, by the looks of it.
Use the exit down the corridor. Nico and George eavesdrop the ritual.

Ceremonial site
Main figures of the ritual are the man in the blue robes, the Grandmaster and the Temple keeper who is leading the ritual. They are reforging the Sword of Baphomet. Rosso is here as well, on the side of the neo-Templars!
George and Nice get spotted, and Eklund is holding them at gunpoint. After the ritual, the Grandmaster turns to George and tries to convince him to join the neo-Templars. When Grand Master fails to convert George to Knight Templars order, he instructs Eklund to kill George. Suddenly, Rosso has a change of hearts and intervenes by killing Eklund.

Betrayed, Grand master kills Rosso while Nico and George rush out.

Underground corridor
[GD48]

When the cinematic ends, Guido appears.
Use the torch next to [Gorge]. He will fetch it and toss it towards Guido. If George waits long enough, Nico will force George to take the torch and plunge it forward. The torch misses the gangster and lands in the gunpowder. The Grandmaster appears and order Guido to stop them. Nico throws Khan’s bag of C-4 into the powder as well.

** Lean back and enjoy the ending. **

Nico and George rush out of the tower seconds before it explodes, bringing all the neo-Templars into history.

Puzzles [PZ01] - [PZ04]
[PZ01] Iron gate locks
Location: [CH02] Paris, Docks Quay, Grotto

Description: Iron gate is locked with two locks. Locks need to be released before the gate can be opened.

Mechanics: There are left and right lock. First, investigate one and release the notch, and then the same with the other one. The order does not matter.
To release a notch, rectangular blocks need to be moved to make space for the notch to be moved away from the gate, for the left lock, the notch need to be moved to the far left, and for the right lock, the notch needs to be moved to the far right. Rectangular blocks are moved along their length, some vertically and some horizontally, by click on it and drag along its longer axis.

Solution:
Left:
B1↓, C3←, D1↑, E1↑, H2←, K2←, I1↓, J1↓, F3→, B1↓, A1→, E1↑, G1←, D2↓, A3→, B1↑, D2↑, F3←, I1↑, J1↑, K2→, D3↓, C3→, B1↑, G3←








Right:
D2→, B1↓, C2←, F1↓, H2↑, G1→, B3↓, D2←, G2←, K3↑, L1←, I1↓, G3→, J3↑, G3←, K2↓, L1←, H3↓, C2→, J1↑, D3→, J1↓, C1←, E1↑, D3→









[PZ02] Stone door lock
Location: [CH02] Paris, Docks Quay, Grotto
Description: A very simple lock mechanism that old the stone door in place. The round cylinder needs to be rotated in correct order for lock to be released.

Mechanics: The round part is rotated using two dark brown stone buttons at the top. The left button rotates the cylinder counterclockwise, and the right button rotates the cylinder clockwise. If in any point of the sequence, the cylinder is rotated incorrectly, the mechanism will reset.

Hint:

Solution: It is written on the secret message printed in the Palais Royale Drawing room. SINISTER and DEXTER are Latin words for LEFT and RIGHT, so SDSSDSS translates to L-R-L-L-R-L-L and that is the sequence how the buttons should be pressed.

[PZ03] Coded message
Location: [CH02] Paris, Docks Quay, Secret State Room

Description: Coded message that needs to be decoded into English language by replacing the symbols with English letters.

Mechanics: Clicking on the symbol in the list at the bottom will activate it and highlight all occurrences of that symbol in the message at the top. While a symbol is active, click on the English letter to match it, and all occurrences at the top will be replaced with the matched letter. This needs to be done for all symbols.
There is a reset button on the right, to restart the puzzle, as well as the undo button on the left, to reverse the last match.

Hints:
  • Certain words can be isolated, like and . There are not that many words that fit these patterns.
  • Look for double letters in words
  • Look for words with one letter
  • Try to resolve shorter words first

Solution: The top right two words are super easy to guess. They are TO and TOO. The one single word is A. The last word in the sixth row is ALL. The first word in the second row is FOLLOW. The fourth word in the sixth row is THAT, and so on.

[PZ04] Plantard’s Coded message
Location: [CH05] Paris, Café de la Chandelle Vert, Café inside.
Description: Another coded message in the same fashion as the PZ03. It needs to be decoded into English language by replacing the symbols with English letters.

Mechanics: Clicking on the symbol in the list at the bottom will activate it and highlight all occurrences of that symbol in the message at the top. While a symbol is active click on the English letter to match it and all occurrences at the top will be replaced with the matched letter. This needs to be done for all symbols.

Tip: The code is the same as for the previous message [PZ03], so as are the hints as well.

Solution:
Puzzles [PZ05] - [PZ09]
[PZ05] Torn photo
Location: [CH06] Paris, Ile de la Cité, Secret State Room

Description: A picture has been torn up and needs to be restored.

Mechanics: Align the pieces to restore the picture. Drag and drop pieces around so they connect with other pieces.

Tip: Only one piece can be moved with mouse click even if there are multiple connected.

Solution:


[PZ06] Chess
Location: [CH28] Spain, Villa de Vasconcellos, Mausoleum
Description: Chess figures must be placed on the chess table to form a checkmate. First, red figures are placed, and after them White figures are placed.

Mechanics: Red figures must be matched with a corresponding vacant spot, and then white figures need to be placed into the middle column to form the checkmate. Both vacant black spots and red figures have a four-colour pattern, which is revealed when clicked. When a figure is matched to the vacant spot by their patterns, use drag and drop to place the figure on the spot. After all red figures are placed, white figures appear ready to be placed. White figures need to be placed on the middle column of the board to form a checkmate for the red king. There is only one solution for white figure placement.

Tip: For white figures, start with the King, since he must be placed and not be in the check status. Then the bishop, and then the horse.

Solution:


[PZ07] Mosaic
Location: [CH30] Paris, Montfauçon, Church
Description: Three lenses need to be rotated into the correct position, so the image is clear.

Mechanics: Each of the lenses has a numbered tab that can be used to drag and rotate the lens.

Solution:


[PZ08] Bible verses
Location: [CH30] Paris, Montfauçon, Church
Description: Find and highlight all the verse references in a bunch of letters carved onto a tomb. Verse reference consists of a name of the book followed by the Chapter and Verse in Latin numerals.

Mechanics: Highlight a whole verse reference by holding the mouse click and dragging the mouse over all parts of the verse. Once the whole verse is correctly highlighted, George will read it out loud.

Tip: Locations can be both horizontal and vertical.

Solution:
PSALMS: XXII+XXI (II row)
PSALMS: XXXII+VII (VI row)
CORINTHIANS I: IV+V (VII row)
JOHN: IV+XI (vertical)


[PZ09] Dials lock
Location: [CH34] Spain, Villa de Vasconcellos, Well

Description: There are two dials with Roman numerals. The inner dial has: I, II, III, IV, V, VI, VII, VIII, IX, and the outer dial has: X, XX, XXX, XL, L, LX, LXX, LXXX, LC. Two buttons < and two buttons > that turn dials respective by colour, and a button ▼ to set in the number.

Mechanics: Press the < or > buttons to rotate the dials. Each dial has its own buttons to rotate it left and right. The direction of the rotation is not important. After the dials are set, push the▼ button to set the number. The set number is read in the middle two sections of both dials, below the downwards arrow, from top to bottom.

Tip: George previously encountered unaccounted Roman numerals on the edge of the Don Carlos’s tomb. They are written in the diary.

Solution: XIV – XXVII – VI – LXXXI – III – I – XVII – XII – XXV
Nico's Items
Hair clip
Found: [CH01] Paris, Palais Royale, Pierre’s study. On the floor in Palais Royale study next to the Pierre’s body.
Used: [CH01] Paris, Palais Royale, hallway. To unlock the table.
Key to the Drawing Room
Found: [CH01] Paris, Palais Royale, hallway. Given by [Imelda] after exhausting all conversation topics.
Used: [CH01] Paris, Palais Royale, hallway. To unlock the table.
Cloth
Found: [CH01] Paris, Palais Royale, hallway. On the table.
Used: [CH01] Paris, Palais Royale, Drawing room. To be smeared in paint so it can be used on strange stone cylinder artefact.
Cloth with paint
Found: [CH01] Paris, Palais Royale, Drawing room. When cloth is smeared in paint.
Used: [CH01] Paris, Palais Royale, Drawing room. On the Strange stone cylinder artefact.
Unusual key
Found: [CH01] Paris, Palais Royale hallway. In the small compartment on the table below the cloth after hair clip is used.
Used: [CH01] Paris, Palais Royale Drawing room. To open the safe behind the picture above the fireplace.
Boat ticket
Found: [CH01] Paris, Palais Royale, Pierre's study. In the inner pocket of Pierre’s jacket.
Used: [CH01] Paris, Palais Royale, Drawing Room. Needed so Nico can link the Secret Message contents with the location ‘Conciergerie’.
Tube of paint
Found: [CH01] Paris, Palais Royale, hallway. On the easel below the painting.
Used: [CH01] Paris, Palais Royale, Drawing Room. On the inn-tray, or on the Cloth.
Strange stone cylinder artefact
Found: [CH01] Paris, Palais Royale, Drawing Room. Inside the safe hidden behind a picture above the fireplace.
Used: [CH01] Paris, Palais Royale, Drawing Room. On the inn-tray on the writing desk to cover it in paint, and on the blotting paper to get the message afterwards.
Strange stone cylinder artefact covered in paint
Found: [CH01] Paris, Palais Royale, Drawing Room. By combining the stone cylinder artefact with the inn-try with paint in it, or by combining the artefact with the Cloth with the paint on it.
Used: [CH01] Paris, Palais Royale, Drawing Room. On the inn-tray on the writing desk to cover it in paint, and afterwards on the blotting paper to get the secret message.
Elephant figurine
Found: [CH01] Paris, Palais Royale, Drawing Room. On the writing table.
Used: [CH01] Paris, Palais Royale, hallway. Required as a conversation topic in order for the game to progress.
The Secret message
Found: [CH01] Paris, Palais Royale, Drawing room. Picked up from the table after strange stone cylinder covered in paint is printed onto the sheet of paper.
Used: [CH02] Paris, Docks. As a guide to the hidden chamber.
Old shell case
Found: [CH02] Paris, Docks, Grotto. Picked up from under the skiff.
Used: [CH02] Paris, Docks, Hidden chamber. To support the lifted up cross and to create a flattened old shell case.
Flattened old shell case
Found: [CH02] Paris, Docks, Hidden chamber. Picked up after the entrance door flattened the shell casing.
Used: [CH02] Paris, Docks, Hidden chamber, to support the cross and to pry open the hidden door on the left. [CH15] Paris, Palais Royale, Building front. To cut open the taped window.
Coded message
Found: [CH02] Paris, Docks, Secret state room. Picked up from the far-left desk drawer.
Used: [CH02] Paris, Docks, Secret state room. Decoded for contents.
Pierre Carchon’s picture
Found: [CH02] Paris, Docks, Secret state room. Picked up from behind the desk drawer
Used: [CH02] Paris, Docks, Secret state room. To progress the story.
Plantard’s pouch
Found: [CH05] Paris, Café, Interior. Picked up from behind a flipped table and wall pipes.
Used: [CH05] Paris, Café, Interior. Examined for contents. Contains Metallic artefact with Lady Scales and Plantard’s coded message.
Metallic artefact with Lady Scales
Found: [CH05] Paris, Café, Interior. Inside the Plantard’s pouch.
Used: [CH06] Paris, Docks, Secret state room. On the slot next to the wall-safe to open the safe.
Plantard’s coded message
Found: [CH05] Paris, Café, Interior. Inside the Plantard’s pouch.
Used: [CH05] Paris, Café, Interior. Decoded for contents.
Dad’s picture
Found: [CH06] Paris, Ile de la Cite, Secret State Room. Picked up from the drawer.
Used: [CH06] Paris, Ile de la Cite, Secret State Room. To progress the story.
Locket key
Found: [CH15] Paris, Palais Royale, Drawing room. Picked up from the inside of the Imelda’s locket.
Used: [CH16] Paris, Rue Jarry, Nico’s apartment. To open the father’s wooden box.
George's Items - part 1
Newspaper
Found: [C03] Paris, Café, Front. Picked up from the floor.
Used: [C03] Paris, Café, Roadworks. Conversation topic with the worker so he leaves the work site.

Inspector's business card
Found: [C03] Paris, Café, Front. Given by the inspector after the conversation sequence ends.
Used: [C03] Paris, Café, Building courtyard. In the conversation with the concierge to get him to stop being sceptical and open up.

Tool for lifting manhole covers
Found: [C03] Paris, Café, roadworks. Picked up from the toolbox.
Used: [C03] Paris Café, alley. Used on the manhole to open the hatch. [CH13] Ireland, Lochmarne, Castle walls. To create an improvised step on the castle walls. [CH22] Paris, Montfauçon, City square. To open the sewer hatch. [CH22] Paris, Montfauçon, Sewer. To break the crumpled wall.

Soggy tissue
Found: [C03] Paris, Café, sewers. Picked up from the floor.
Used: [C08] Paris, Costume shop. Shown to the costumer shop owner during conversation.
[CH24] Syria, Marib, Street market. To make the statuette look antique.
[CH34] Spain, Villa de Vasconcellos, Mausoleum. In combination with the long rod to light up the big candle.

Scrap of cloth
Found: [C03] Paris, Café, sewers. Picked up from the rusty spike.
Used: [C03] Paris, Café, Building courtyard. In conversation with the concierge to get the tailors phone number. [CH07] Paris, Rue Jarry, Nico's apartment. Shown to Nico.

Killer clown suspect picture
Found: [C07] Paris, Rue Jarry, Nicos apartment. Given by Nico during conversation.
Used: [C08] Paris, Costume shop. Shown to the owner during conversation. In conversations.

Shake ‘n Shock buzzer
Found: [C08] Paris, Costume shop. Given by Costume shop owner after conversation.
Used: [CH25] Syria, Bull’s Head Hill, Plateau. Used on Khan at gunpoint.

Hotel Ubu room 21 key
Found: [CH09] Hotel Ubu, Front desk. Picked up hanging from the hook on the wall.
Used: [CH09] Hotel Ubu, upstairs hallway. To unlock the room 21.

Khan's matchbook
Found: [CH09] Hotel Ubu, Room 22. Taken from Khan’s pants.
Used: [CH24] Syria, Marib, Tower. Shown to the carpet seller.

ID pass card
Found: [CH09] Hotel Ubu, room 22. Picked up from the seamed small pocket of the Khan’s pants
Used: [CH13] Ireland, Lochmarne, MacDevitt’s Pub. Shown to the landlord. [CH18] Paris, Hôpital, Reception. Shown to the receptionist.

Medieval manuscript
Found: [CH09] Hotel Ubu, lobby. Given by the clerk from the Khan’s safe.
Used: [CH10] Paris, Rue Jarry, Nico’s Apartment. Analysed with Nico.

Towel
Found: [CH13] Ireland, Lochmarne, Pub. Picked up from the counter.
Used: [CH13] Ireland, Lochmarne, Castle excavation site. Get it to be soaked in water in the Pub’s cellar on the faucet. When soaked in water, use it on the plaster on top of the holes patter in the sand.

Wire
Found: [CH13] Ireland, Lochmarne, Pub. Taken from the table in front of the guy on the right.
Used: [CH13] Ireland, Lochmarne, Pub. On the glass washing machine plug to fix it.

Flashlight
Found: [CH13] Ireland, Lochmarne, Pub cellar. In the cellar.
Used: [CH13] Ireland, Lochmarne, Excavation pit. George uses the flashlight automatically after entering the tunnel behind the altar.

Gem
Found: [CH13] Ireland, Lochmarne, Pub. In the cellar.
Used: [CH22] Paris, Montfaucon, Meeting area. Placed onto the tripod.

Plaster of Paris
Found: [CH13] Ireland, Lochmarne, Castle excavation pit. Picked up from the desk.
Used: [CH13] Ireland, Lochmarne, Castle excavation pit. Sprinkled on to the pattern of holes in the sand, after the statue has been turned over and up again.

Plaster cast
Found: [CH13] Ireland, Lochmarne, Castle excavation pit. Picked up from the ground after the plaster was sprinkled with water.
Used: [CH13] Ireland, Lochmarne, Castle excavation pit.

Blood pressure gauge
Found: [CH18] Paris, Hopital, Ward J2. Given by the nurse when entered the room.
Used: [CH18] Paris, Hopital, Ward J2. Given to Benoir so he can take patient’s blood pressure.

Tripod
Found: [CH21] Paris, Rue Jarry, Nico’s apartment. Taken by George after the conversation with Nico.
Used: Used: [CH22] Paris, Montfaucon, Meeting area. Placed onto the stump in the middle of pillar.

Bright red ball
Found: [CH18] Paris, Montfaucon, City square. Picked up from the floor after the clown leaves.
Used: [CH24] Syria, Marib, Street market. Given to Nejo in exchange for information about kebab seller.
George's items - part 2
Toilet brush
Found: [CH24] Syria, Marib, Street market. Received from Nejo.
Used: [CH24] Syria, Marib, Club Alamut. Given to the club manager

Toilet keys
Found: [CH24] Syria, Marib, Club Alamut. Given by the club manager.
Used: [CH24] Syria, Marib, Club Alamut. Used to open the club toilet.

Toweling
Found: [CH24] Syria, Marib, Club Alamut. Picked up from the towel dispenser.
Used: [CH24] Syria, Marib, Street market. Given to Ultar to repair the truck.

Short chain
Found: [CH24] Syria, Marib, Club Alamut toilet. Broken off the water tank
Used: Unused.

Statuette
Found: [CH24] Syria, Marib, Street market. Picked up from the floor after the cat knocks it off the table.
Used: [CH24] Syria, Marib, Street market. Combined with soggy tissue.

Marble Statuette
Found: [CH24] Syria, Marib, Street market. Obtained when soggy tissue is used with statuette.
Used: [CH24] Syria, Marib, Street market. Sold to Duane for 50 bucks.

50 dollars
Found: [CH24] Syria, Marib, Street market. Given buy Duane in exchange for marble statuette.
Used: [CH24] Syria, Marib, Club Alamut. Given to Ultar for the ride to Bull’s Head hill.

Half of toweling
Found: [CH24] Syria, Marib, Street market. Returned by Ultar when George gives him toweling to repair the truck.
Used: [CH25] Syria, Bull’s Head Hill, Cliff’s edge. Combined with branch stick to form a rope so George can climb down the crack.

Branch stick
Found: [CH25] Syria, Bull’s Head Hill, Cliff’s edge. Picked up off the young tree.
Used: [CH25] Syria, Bull’s Head Hill, Cliff’s edge. Combined with half of the toweling to create an improvised rope.

Stick-Towel
Found: [CH25] Syria, Bull’s Head Hill, Cliff’s edge. Created from combining the half of the toweling and branch stick.
Used: [CH25] Syria, Bull’s Head Hill, Cliff’s edge. Used on the crack in the cliff to create a new exit.

Lens
Found: [CH25] Syria, Bull’s Head Hill, Cave. Picked up from pouch on Klausner’s body.
Used: [CH30] Paris, Montfauçon, Church. Placed onto the scroll that the knight statue holds.

Chalice de Vasconcellos
Found: [CH28] Spain, Villa de Vasconcellos, Mausoleum. Picked up from the secret stash.
Used: [CH30] Paris, Montfauçon, Church. Given to the priest for polishing.

Cleaned chalice de Vasconcellos
Found: [CH30] Paris, Montfauçon, Church. Given by the priest after polishing
Used: [CH32] Paris, Site de Baphomet, Dig site. Placed at the Baphomet idol base in order to reflect a castle picture.

Dig site toilet keys
Found: [CH32] Paris, Site de Baphomet, Basement. Given by the guard.
Used: [CH32] Paris, Site de Baphomet, Toilet. Imprinted into the soap.

Excavation key plaster copy
Found: [CH32] Paris, Site de Baphomet, Toilet. Taken from the soap as an imprint of the Dig site toilet keys.
Used: [CH32] Paris, Site de Baphomet, Gates. Dipped into bucket of gunmetal paint to receive the excavation key copy.

Excavation key copy
Found: [CH32] Paris, Site de Baphomet, Gates. Received after the excavation key plaster copy has been dipped in bucket of gunmetal paint.
Used: [CH32] Paris, Site de Baphomet, Basement. Used to substitute the real key on the dig site toilet keys keychain.

Excavation key
Found: [CH32] Paris, Site de Baphomet, Basement. Received after the excavation key copy has been put onto the dig site toilet keys.
Used: [CH32] Paris, Site de Baphomet, Gates. Dipped into bucket of gunmetal paint.

Mirror
Found: [CH34] Spain, Villa de Vasconcellos, Lobby. Picked up from the utility room.
Used: [CH34] Spain, Villa de Vasconcellos, Well. Used on the sunrays that are coming down in the well to light up the dark stone door.

The Bible
Found: [CH34] Spain, Villa de Vasconcellos, Mausoleum. Picked up from the lectern.
Used: [CH34] Spain, Villa de Vasconcellos, Upper floor. Given to the Countess to read the verse references.

Charred tissue
Found: [CH34] Spain, Villa de Vasconcellos, Mausoleum. Received after George attempts to light up the big candle.
Used: [CH34] Spain, Villa de Vasconcellos, Mausoleum. Used for lighting up the big candle after the dome window is closed.
George's items - part 3
Carved stone key
Found: [CH34] Spain, Villa de Vasconcellos, Mausoleum. Received after the big candle is burnt out.
Used: [CH34] Spain, Villa de Vasconcellos, Well. Used on the dark stone door to trigger the dials puzzle.

Twig of hazel
Found: [CH34] Spain, Villa de Vasconcellos, Front yard. Picked up from the hazel tree next to the utility room window.
Used: [CH34] Spain, Villa de Vasconcellos, Front yard. Used by George to find the well.

Clay pipe
Found: [CH37] Bannockburn, St. Ninian’s Church, Tower inside. Picked up from the rubble.
Used: Unused

Green metal coin
Found: [CH37] Bannockburn, St. Ninian’s Church, Tower inside. Picked up from the rubble.
Used: Unused

Cog on a spindle
Found: [CH37] Bannockburn, St. Ninian’s Church, Tower inside. Picked up from the rubble.
Used: [CH37] Bannockburn, St. Ninian’s Church, Tower inside. On the statue next to the door.

Pen top
Found: [CH37] Bannockburn, St. Ninian’s Church, Tower inside. Picked up from the rubble.
Used: Unused

Winding handle
Found: [CH37] Bannockburn, St. Ninian’s Church, Tower inside. Taken after George unsuccessfully tries to wind the mechanism.
Used: [CH37] Bannockburn, St. Ninian’s Church, Tower inside. On the statue next to the door.

Cog on a spindle #2
Found: [CH37] Bannockburn, St. Ninian’s Church, Tower inside. Taken from the winding mechanism after the handle falls off.
Used: [CH37] Bannockburn, St. Ninian’s Church, Tower inside. On the statue next to the door.
Nico's Diary
[ND01]
Palais Royale: Pierre Carchon Interview

Relaxing in the bath, a tycoon and serial philanderer. On the case like a shot.

Creepy mime outside the Carchon’s apartment.

Mme. Carchon cold as Ice. M. Carchon suave and charming – living up to his reputation. Played along with his flirtation.

The sound of a vase smashing, and M. Carchon went to investigate. A gunshot – I rushed to the room and found mime standing over Carchon’s body.

Mime beckoned. As I walked to him, he punched me. Knocked me out.

Came to, to find Imelda distraught – almost feel sorry for her.

Must get to the bottom of this story before police arrive. This is the break that I have waited for.
[ND02]
Imelda doesn’t trust me very much. Fortunately, she has chosen to let me investigate her husband’s murder.
[ND03]
In Carchon’s safe, found a stone cylinder with symbols carved on surface. Got an imprint and found that it contained a coded message.

Sub-judice – SDSSDSS. Sub-judice refers to a case that is under the jurisdiction of a court – but what about the letters?
[ND04]
Carchon was carrying a boat ticket marked ‘Bateaux de la Conciergerie’ – the Conciergerie being the ancient law-courts. The coded message includes the words ‘Sub judice’

I should follow the clues exactly – by going to the quayside on the Ile d la Cité – literally under the Conciergerie.
[ND05]
Below the Conciergerie: Sub Judice.

Found a shell case underneath rotting skiff. Weird thing to find in a grotto.
[ND06]
Carchon’s stone cylinder operated a mechanism which opened door to a hidden chamber. But my way is blocked. Someone has gone to great lengths to protect something.
[ND07]
I’ve made it into an extraordinary state room, the place that someone wanted to hide. Something very sinister going on, and I’m part of it.
[ND08]
Amazing! Carchon, the ‘media hero’, has a very nasty past. And he is somehow connected to the Costumer Killer murders.

Strange guy called Plantard phoned, saying he had information about the Costume Killer. How did he know I was writing the story, let alone the it had been spiked?

He wants me to meet him at the Café de la Chandelle Verte tomorrow morning. But should I go? What if it’s a trap?

They have been watching me – will the come after me now? Need to get the story published straight away. Ronnie will love it.

Can’t believe it. Ronnie spiked the story. Someone powerful has got to him, someone connected with Carchon and this whole nasty business. My big break – and now I must let it go.

Meeting Plantard: Explosive Results

Arrived to meet Plantard. Turns out the café has been blown up – Plantard is the latest victim of the Costume Killer. Will I be next?

Met an American guy, George, who was caught in the blast. He’s keen to find out what happened. I gave him my phone number – I hope that wasn’t a mistake. Last thing I need is someone pestering me.

George called. He found some clues. I invited him over this afternoon – need to find out more for myself before he arrives. Should I go to the police? Can I trust them? Glad to have someone else investigating.
[ND09]
Fleur, the flower seller, tells me that a girl who looked like me broke into my apartment. She must have planted a bug – which is how Plantard knew about the spiked story.

Maybe Plantard was scared and wanted to talk to me – tell me what was really going on.

Carchon’s organization have kept me under surveillance, but have chosen not to kill me. Yet. How about the Costume Killer? There’s some kind of war going on, but I don’t know how – or why- I am involved.
[ND10]
The police missed evidence in the café – not that I’m surprised. Found a pouch with another coded letter, and a strange metal object with a familiar symbol.

Decrypted the message – it was written to Plantard by Imelda. She was clearly part of the organization and lied to me- ger front was a complete sham.

She warns Plantard that the murderer will come after them. Plantard must have really wanted to tell me, or show me something.
[ND11]
Oh no. Found part of a photograph which links my father directly with Carchon. He was part of Carchon’s organization. A fascist involved in war atrocities. Can it really be true?

Papa is the link to this whole business. Was he the real reason why Carchon asked to meet me? I hope George does come over – but this part of the story must remain my own terrible secret.
[ND12]
Palais Royale: Imelda In Danger

Three messages on my answer-machine. My editor worried about the story. George called from Ireland – drunk.

And finally, Imelda Carchon. She said that a man called Moerlin is visiting her for dinner tonight. That’s Khan – the Costume Killer! She’s in terrible danger. I have to go and warn her.
[ND13]
Broken into Carchon’s apartment. I make a great cat burglar.
[ND14]
So now it’s Imelda’s turn to die. Another murder by the Costume Killer – Moerlin, or Khan. This time dressed as a cavalier.

The police won’t investigate – they’ll just cover it up as they have covered up all the other killings.
George's diary - part 1
[GD01]
Paris: Vacation

My long overdue vacation in Paris. This is the life, sitting in cafés, drinking coffee, enjoying the sunshine... and the ladies.

Woah! The café just exploded. EXPLODED! A clown left a bomb in an accordion. Killed a guy. And nearly killed me. I will bring that clown to justice. Once I get some hearing back in my ears.
[GD02]
The police don’t think I had anything to do with the explosion. Which is a relief. But who was responsible?
[GD03]
Met a very cute photo-journalist called Nico Collard. She works for La Liberté – some kind of newspaper. She knew something about whoever planted the bomb, but wasn’t giving much away.

But, she did give me her number!
[GD04]
Met an old guy in the courtyard near the café. He saw a man running away after the bomb blast, wearing a jacked made of the same material I found in the sewers.

He gave the jacket away straight away. But I’ve got the phone number of the tailor who made it, so I might have a lead.
[GD05]
Paris: Clown Chasing

Visited Nico in her apartment. Turns out, her editor spiked the story.

Seems some important guys are being assassinated by clowns and penguins, while the police are keeping quiet about the murders. Not quite the vacation I expected.

Inside the clown’s nose I found the name of the costume shop from which the clown suit was hired. Great lead.

Nico’s sharp. When I showed her the material that I found in the courtyard, she gave me a photograph she took at the scene.

It shows a man emerging from the courtyard, wearing trousers made of the same material – and there’s a scar on his cheek in the shape of a crescent moon.
[GD06]
The guy in Nico’s photograph – he bought greasepaint from the costume shop, and rented two costumes; Seamus the Pixie, and Bozo the Clown. Apparently he called himself Khan. I’, on his trail.
[GD07]
Gave that tailor Todryk another call. He finally admitted to knowing something – confirmed that the guy who bought the suit was called Khan. Apparently he’s staying at the hotel Ubu. I’m getting closer.
[GD08]
Met the most fantastic, and insane, English woman, Lady Piermont. She recognized the photo of Khan, bus aid he claimed to be called Moerlin.

He’s been lying to her, toying with her affections – brave man. She’s after revenge.
[GD09]
That was co close. Just as I was searching Khan’s hotel room, he came in. I hid in the wardrobe. My heart was thumping so hard, I am amazed he didn’t hear me.
[GD10]
He’s left his trousers on the bed. I found a matchbook with the name ‘Club Alamut’ and a fake electrician’s ID card. 
[GD11]
Lady Piermont is fantastic! If I were a couple of hundred years older … After helping me get the room key, she then worked her magic to get me Khan’s stash out of the hotel safe.

It turned out the be an ancient manuscript. So that was what Plantard was killed for – but why?
[GD12]
Showed Nico the manuscript. I think she was impressed! How could she not be?

She knew right away that it was something to do with the Knights Templar – a hugely powerful medieval order with too few horses to go around, or something. But they had hidden treasure!
[GD13]
Paris: Crune Museum

The tripod from the manuscript, it’s in the Crune Museum right here in Paris. According to the plaque, it was discovered in Lochmarne, Ireland. 
[GD14]
Ireland: The Lochmarne Gem

Lochmarne – what a beautiful village. Nico and I must really be onto something here. Ancient manuscripts, the Knights Templars, and a tripod from a medieval manuscript. All I need is the gem that goes with it.

I will stary by asking the locals about Peagram and his dig.
[GD15]
Came across this guy, Sean Fitzgerald, who was as nervous as a long-tailed cat. He’d been given a package by Peagram – and told to give it to someone called Jacques Marquet.
[GD16]
Fitzgerald panicked when I caught him out, rushed out the pub and … was run over. By a leprechaun. Khan rented a leprechaun suit – it must be him.
[GD17]
So the ‘ghost of Lochmarne’ is no more than a fierce Billy goat. For a moment I thought he was going to be incredibly awkward to get past, but in the end it was surprisingly simple. Who would have known?
[GD18]
I met Khan. Face to face! He came right up to me and asked about the accident. He was looking for something – Fitzgerald must have had the gem in the package. Now all I need to do is find it.
[GD19]
Got it! Got the gem that goes with the tripod. Now I just have to figure out what to do with them.
[GD20]
Nico will be impressed. I figured out how to open a secret door under the castle, which revealed my next big clue. An image of a gibbet in a place called Montauçon. I’ll just join the locals for a quick beer before heading back to Paris.

Paris: Montauçon

Need to find out what Montauçon is all about. Something to do with a hanging man? And I need to find out more about the mysterious Marquet.
[GD21]
Marquet’s in the local hospital. I’ll head right over there.
[GD22]
Marquet thought I was some sort of assassin. Seems someone is trying to stop him re-forging a sword. He wanted me to deliver the gem to some guy called the Grand Master.

Marquet said those two thugs from the hotel would try to steal the tripod. He also mentioned someone called Klausner, who the assassin might have followed to Syria. Very confusing.

But before I could get any explanation, I was ordered out by a doctor. Who wasn’t a real doctor because he then murdered Marquet! These people certainly don’t mess around.
[GD23]
Wow, that Lobineau guy is such a jerk. “Look at me, look how much I know about the Knights Templar”.

Well. I guess he did know about the Hashshashin, and he knew about Montfauçon and where I need to head.
[GD24]
Paris: Crune Museum

My attempt to thwart the robbery at the museum was hindered by a shoddy totem pole. But then a figure swooped in from the ceiling, like some kind of superhero.

The masked savior was Nico! I guess she did a good job – we do have the tripod. And I found the gem. Next move is to head to the site of Montfauçon, and see if I can figure out what to do with them.
[GD25]
Paris: Montfauçon

Fooled an idiot juggler – jongleur as he wanted to be called. And now here I go again. Into another sewer.
[GD26]
Gate-crashed a meeting of influential leaders – from the military, business, government and academia. Recognized the academic – he was hanging around the Hotel Ubu. Must have been staking out Khan.

The big boss, a guy called the ‘Grand Master’, mentioned a ‘Broken Sword’. Didn’t Marquet say something about fixing a sword? The Sword of Baphomet.

They talked about Klausner who has some lens that’s important, but he’s vanished in Syria – they think the assassin may have got him too.

The Grand Master claimed to be a Knights Templar! I really don’t trust them at all. They’re a bunch of megalomaniacs planning a “New Order”.
[GD27]
Found out what the tripod and gem were for. Placed on the stump at the centre of the circle where the neo-Templars had met, the gem refracted light onto five letters: M A R I B.

Nico informs me Marib is the name of a village in Syria. That was where Klausner was last seen. This assassin must be Khan. He’s killing them to stop them from re-forging this Sword of Baphomet, whatever that might be.
George's diary - part 2
[GD28]
Syria: Marib

Now in Marib, the village reveled by the tripod and gem. Need to start hunting for clues as to what happened to this Klausner guy, and the lens he is supposed to have found.
[GD29]
The knight in the manuscript isn’t holding a crystal ball. It must be the lens that Klausner was supposed to have found in Marib.
[GD30]
Oh no. Khan’s here, and he’s been asking around about ME. According to Ultar, the taxi driver, Klausner asked to go someplace called Bull’s Head Hill. I need to check that out.
[GD31]
Syria: Bull’s Head

This place is weird. Had to get a toilet brush to get a towel to fix a taxi. But I made it to Bull’s Head Hill. Now to look for Klausner. Find him, find the lens.
[GD32]
This is some vacation. Trapped in a cave in Syria, with a corpse for company and an assassin on my tail.
[GD33]
I was right, it’s a lens, not a crystal ball. And now I have it. Although Klausner is dead, and I’m going the same way unless I find a way out. Minda mixed result.
[GD34]
Face to face with Khan again. But this time he tried to kill me. Fortunately my ninja-like reflexes saved me. The Latin inscription in the cave is a clue to where the Sword of Baphomet is hidden.
[GD35]
Spain: Villa de Vasconcellos

Lobineau tells me that the knight’s coat of arms belongs to the de Vasconcellos family in Costa Calida, Spain. Must figure out what the de Vasconcellos family has to do with the manuscript.
[GD36]
It looks like Lobineau was right. The de Vasconcellos family was heavily involved with the Templars. The Countess’s check board dates back to that era as well. There’s something odd about those chess pieces.
[GD37]
The countess took me to her thirteenth century mausoleum, where five of the six de Vasconcellos Templars are buried.

Found a chessboard puzzle which must connect to those weird chess pieces. Countess’s face really lit up when I told her!

Countess told me about the missing de Vasconcellos knight, Don Carlos, and his conflict with the church after the dissolution of the Templars.

Don Carlos returned from a scholarly trip to find his manservant killed, and his children gone. Distraught, he searched for his kids until the day he died.

Since then, there has been a curse on the de Vasconcellos family.

My new puzzle-solving skills have uncovered an ancient hidden Templar chalice! Now back to Paris to show Nico.

Guess I’ve promised the Countess I’ll try to find out what happened to Don Carlos. I’m sure that everything is related in some way.

So I’ve got a chalice. Now it’s time to follow that lead from Ireland and explore Montfauçon further.
[GD38]
Paris: Montfaucon

Used the lens in the church in Montfaucon and discovered an ancient clue in the window. The burning of Jacques de Molay, and the date 1314.
[GD39]
Got the priest in the church in Montfaucon to clean the Countess’s chalice. He recognized the engraving on the side as matching one on a tomb in his church! The Pegasus of the de Vasconcellos family.
[GD40]
Around the outside of the inscriptions were the numerals XIV and XXVII at the top, VI and LXXXI to the left, III and I on the right, and XVII, XII, XXV along the bottom.
[GD41]
Seems the three-faced monstrosity I saw in Syrian cave was a depiction of Baphomet.

Lobineau says a Baphomet statue was recently found in Paris at the Institute Hermétique de Nerval. Apparently it’s covered in Templar symbols.
[GD42]
Paris: Baphomet Dig

Finally got past the dig guard, and into Baphomet site.

Found out what the chalice was for. Following the clues from Syria and Spain, I put the chalice in front of the Baphomet statue which revealed the image of a church reflected in its surface.
[GD43]
Spain: Villa de Vasconcellos

The countess was very excited to hear that I had discovered the tom of her missing ancestor – Don Carlos de Vasconcellos.
[GD44]
We translated the verses on Doc Carlos’s tomb.

‘A hiding place’. ‘The well is deep’. ‘Will bring light into hidden things’. ‘Save me from the lion’s mouth’. Those are the Bible verses on the tomb. But what do they mean?
[GD45]
Guess I brought light to a hidden thing. The candle in the mausoleum contained some sort of carved stone key.
[GD46]
Have discovered a hidden cave.

And found the pathetic corpses of the missing children, grasping the missing chest piece.

So the loyal manservant must have hidden them – and they waited there, terrified and all alone for their father’s return, finally dying of dehydration and starvation.

Hope the de Vasconcellos curse has finally been lifted.

Scotland: Train

All the clues came together – and suddenly make sense. The year 1314. A church. A stream, or burn, running through the site of a massively one-sided battle.

It all points to the battle of Bannockburn, in which a small Scottish army defeated a much larger English army. Legend has I that the Scots were aided by a Templar army.

So Nico and I are heading to the church of St. Ninian’s, close to the city of Stirling in Scotland where the battle of Bannockburn was fought. Lobineau couldn’t come ... What a shame.
[GD47]
Khan said that the Sword of Baphomet is a colossal power. An energy emanating from the earth that can be harnessed to give whoever controls it great power.

It seems that Khan was always on our side! Like his sect in medieval times, he had a great respect for the real Templars, but knew that he had to stop these frauds. Now he’s dead, it’s up to us – Nico and me.

Nico and me. I like the sound of that.
[GD48]
Scotland: St Ninian’s

The Grand Master – a ruthless megalomaniac who manipulates all around him. An Assassin perpetuating a medieval conflict to uphold ancient honor.

It’s crazy. But it all makes perfect sense.

The ‘Sword’, a colossal energy – a divine power. It’s a communication with angels – the opportunity to learn arcane and divine secrets. A power that the Templars had – and lost.

No wonder these neo-Templar guys wanted to find and re-forge the ‘Sword’ so badly. When Edward II led his English army up to the Bannockburn, this must have been his goal. And this is why the Templars intervened to stop him.
Characters
George Stobbart
Nicole Collard
Khan/Moerlin/Assassin
Pierre Carchon
Imelda Carchon
Ronnie (Nico’s editor)
Plantard
Paris café waitress (Chantelle)
Sergeant Moue
Augustine Russo
Street workman (Flobbage)
Nico’s neighbor (florist)
Gendarme (Carchon residence)
Café Workman
Costume shop owner (Claude)
Gangster 1 (Flap)
Gangster 2 (Guido)
Lady Piermont
Professor (Nobel Prize winner)
Hotel clerk
Deputy Custodian
Liam Maguire
Landlord Michael ‘Mick’ Leary
Sean Fitzgerald
O’ Brien
Patrick Doyle
Old man
Farmer
Felix Hagenmeyer
Hospital receptionist
Hospital worker
Nurse Grendel
Patient Eric Sopmarsh
Doctor Benoir
Jacquet Marquet
Doctor Braille
André Lobineau
Old gendarme
Clown Juggler
Priest
The Grand Master
Eklund
Templar woman
Templar man
Nejo
Pearl Henderson
Duane Henderson
Arto (Kebab seller)
Carpet seller
Ultar
Club manager
Lopez (Gardener)
Countess de Vasconcellos
Painter
Dig site guard
Old lady
Train conductor
Gatekeeper of the temple
Differences between Director's Cut version and Original version
The following has been added/removed/reworked in the Director's Cut version:
  • Improved graphics
  • New chapter with Nico at the beginning
  • Improved UI, more modern look
  • Secondary action indicator
  • Improved conversation dialogues
  • Removed death options and scenes
End words
Thank you for using my guide. Hope you had as much pleasure in it as I did creating it.

All the text content is written by me and all the picture contents are taken by me. Content is free to be used by anyone without any licensing. If used, I’d appreciate a reference back, but it’s absolutely not mandatory.

I'm not a native in English, so please pardon me if there are any grammar mistakes.