Broken Sword - Shadow of the Templars: Reforged

Broken Sword - Shadow of the Templars: Reforged

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Full Guide | Achievements, Walkthrough, Tips, Story, Trivia, Items, Basics, ...
By Mare and 1 collaborators
The guide contains a full spoiler-free walkthrough with all achievements in one playthrough, as well as basics and tips for the new players, and a lot of additional content.
You can also find what each of the three Broken Sword 1 versions bring.
   
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Welcome to BS1 Reforged comprehensive guide
If you’re here, you likely appreciate a classic: smart puzzles, grounded storytelling, and the kind of adventure games that don’t hold your hand like modern titles tend to, even though the developers included various types of optional assistances for the story experience's sake.
Reforged brings the original’s charm back with a fresh coat of visual upgrades and cleaner controls, but the heart of this game is still exactly what we loved back in the 90s: mystery, humor, and a bit of danger wrapped in a globe-trotting conspiracy.

The original game shifted the course to what we today see in the P&C genre, and as someone who played the original during the 90's, this game shaped me as well.

This guide is built to help players who want to enjoy the entire story without frustration.
Like all games from the franchise, Broken Sword 1 isn’t about rushing — it’s about soaking in the details, listening, investigating, and letting the mystery take shape in front of you.

So whether you’re returning for a nostalgia trip or experiencing this masterpiece for the first time, welcome to my guide.

The guide is based on the PC version of the game, and contains spoilers! The walkthrough itself is spoiler free, and it is written in a narration form, so the story unfolds along with the in-game progress, but the contents other than the walkthrough contains spoilers.
Original vs Director's Cut vs Reforged
Original game (1996)
The original game was released in 1996 during what many consider the golden age of point-and-click adventure games. The title stood alongside genre greats such as Monkey Island, Day of the Tentacle, and Gabriel Knight, yet it managed to carve out a distinctive identity through its mature storytelling and cinematic presentation.

For its time, considerable work was put to achieve its presentation. Artwork was particularly drawn in pencil and digitally coloured in Photoshop.

The game was built with Revolution's Virtual Theatre engine, which had already been used by the company in two previous games, Lure of the Temptress and Beneath a Steel Sky.

Broken Sword proved a critical and commercial success. It was launched on Windows, Mac OS, PlayStation, Game Boy Advance, Palm OS and Windows Mobile.

Critics lauded praise on the game's story, puzzles, voice acting, writing, gameplay, and music, leading to it receiving numerous award nominations and wins.

Director’s Cut (2009)
This version stemmed from a desire by Revolution’s founder, Charles Cecil, to reintroduce Broken Sword to a new generation of players using updated technology and platforms.

The project began when Nintendo approached Revolution about adapting the game for the Nintendo DS and Wii, both of which were seeing success with story-driven and touch-based titles. Recognizing the potential of the DS’s dual-screen and touch functionality, Cecil and his team reworked the game’s interface to suit handheld play, replacing the traditional mouse-based point-and-click system with a more intuitive stylus-driven interface. This led to a broader redesign that included improved graphics, updated character portraits by comic artist Dave Gibbons, and a partially rewritten script that would better integrate new content. The base for this version is the Game Boy Advance version, which was reworked from scratch.

The success of these versions later prompted ports to PC, Mac, iOS, and Android, where further graphical and control refinements were made.

Unfortunately, this version was discontinued on Steam when the Reforged version was released, and is no longer available. It would be more grateful if the developers complemented this version as a DLC to the Reforged edition.

Steam store page link
SteamDB page link[steamdb.info]

Here are the key differences between the original and the DC version:
  • New content with Nico as the main protagonist
  • New puzzles
  • Removed death scenes
  • Multiple save slots and auto-save

Here is the list of all differences between the original and the DC version:

Content & Story Additions
  • New playable sections featuring Nicole “Nico” Collard were added — she’s controllable for the first time in the series.
  • Additional puzzles and scenes expand the story, particularly at the beginning of the game.
  • Some original scenes and cutscenes were removed or altered for pacing and consistency.
  • Revised script and dialogue, written to integrate the new Nico sequences and slightly modernize the tone.

Gameplay & Mechanics
  • Hint system introduced to assist players with puzzles (optional feature).
  • Streamlined inventory management and simplified puzzle interactions.
  • Some puzzles reworked or removed, particularly those that didn’t fit the new pacing or interface.
  • Contextual point-and-click system replaced the classic “verb wheel” style of the original game.
  • Touch and motion controls added for DS and Wii versions; mouse and touch support added for PC and mobile ports.

Visual & Audio Enhancements
  • New character artwork and close-up portraits created by comic artist Dave Gibbons.
  • Improved resolution and cleaner visuals, particularly noticeable on modern displays.
  • Redesigned user interface, with context-sensitive interactions instead of the original icon-based system.
  • Updated animations and touch-based controls, optimized for the Nintendo DS and Wii, later adapted for PC and mobile.
  • Partially re-recorded voice acting for new and revised scenes.
  • Audio quality improvements, though most of the original soundtrack by Barrington Pheloung was retained.

Platform & Technical Updates
  • Originally released in 2009 for Nintendo DS and Wii; later ported to PC, Mac, iOS, Android, and other systems.
  • Save system updated with auto-save and multiple save slots.
  • Optimized performance and compatibility with newer operating systems and display resolutions.

This version is best for all who want to experience additional story and lore, not present in the other two versions.

Reforged (2024)
Opposite to the DC version, the Reforged version is based on the original game from the 1996. It was released in September/October 2024 for PlayStation 5, Xbox Series, Switch, and PC.

It marks the revitalization of a cult classic in the point-and-click adventure genre, making it accessible to modern audiences and hardware. Reforged “perfectly” captures the spirit of the original.

Enhancements in Reforged:
Visuals
  • Entire game redrawn in high resolution (up to 4K).
  • New hand-painted backgrounds based on original art with subtle animations.
  • Character sprites and animations rebuilt for smoother motion.
  • Improved lighting, color depth, and shading to better highlight Paris, Ireland, and other locations.
  • Optimized for widescreen displays (16:9 aspect ratio).
  • Refined cutscene transitions and new visual effects for certain moments (explosions, smoke, etc.).
Gameplay
  • No change to difficulty or puzzle structure — maintains the 1996 logic.
  • Improved pathfinding and interaction detection, fixing some clunky hotspot issues.
  • Added skip options for some cutscenes and dialogues.
  • Switchable graphics on the fly
Audio
  • Remastered soundtrack by Barrington Pheloung with modern mastering.
  • Voice acting cleaned and enhanced for clarity and dynamic range.
  • Improved environmental sound effects (traffic, ambience, background chatter).
  • Balanced volume mixing between dialogue, effects, and music.
Interface & Accessibility
  • Updated point-and-click interface for mouse, controller, and touchscreen.
  • Reworked cursor icons and interaction system (context-sensitive).
  • Added optional hint system for modern accessibility.
  • Improved inventory layout for controller use.
  • Autosave and checkpoint system introduced.
  • Native support for modern resolutions and UI scaling.
Performance & Platforms
  • Runs natively on PC, PS5, Xbox Series X|S, and Nintendo Switch.
  • Optimized for 60 FPS gameplay with stable performance.
  • Support for cloud saves on Steam and console equivalents.

This is the best version for both experienced nostalgia driven old-school P&C gamers and, the players new to the genre who would like to try a timeless classic.

Comparison of the graphics for the three versions
Interface & Game mechanics
Basic mechanics of the game
In this game, the player controls the main protagonist of the story. The protagonist moves through areas/scenes and performs actions. Certain actions progress the story line, so new actions and/or scenes/areas become available.

An area consists of one or more scenes. The protagonist moves from scene to scene using exit actions, and from an area to an area using the map. The footsteps icon identifies moving action.

Gameplay
There are several individual configuration points for customizing the game experience, which can be found under Options → Gameplay.

The game offers two play styles presets for the player:
  • Story
  • Classic

At the beginning of a new playthrough, the game offers to the player to select a gameplay preset and, guides him through an interactive demo of the game's controls and core mechanics.

One very insightful feature that is implemented is switching between original and enhanced graphics. The player can use 'TAB' button on the keyboard at any moment during the playthrough to switch between the original and new graphics without any effect on the gameplay itself.

Moving around
The player moves the protagonist around by LMB click anywhere in the scene. The character will then try to move to that location or as close to it as possible.

Hotspots
Move the mouse cursor around the scene, and points of interest will be highlighted as a pulsating circle.


Actions
By howering the mouse cursor over a hotspot, all available actions for that hotspot are displayed.

Shown actions are executed using the left mouse button (LMB) click or right mouse button (RMB) click respectfully on the hovered hotspot.

Examine

The protagonist observes the hotspot and presents new information.
It is always right mouse button (RMB) click.

Use

This is a unique action on a hotspot. For example: Open, Lift up, Climb, Hit, Pull, Push, etc.

Investigate

The protagonist deeply analyses the hotspot and presents new information.

Pick up

The protagonist usually takes an item and places it in the inventory, but there are occasions where the item will be held by the protagonist.

Talk to

The protagonist initiates a conversation with, typically, an NPC.

Walk

The protagonist tries to move to the specific location, or as close to it as possible.

Exit

When the protagonist executes exit action, it often leads to changing of scene in an area, but it can also lead to just moving to the other part of the scene.

Go to

This action is exclusive for the map. Player chooses where the protagonist will travel.

Inventory
Through the playthrough, the protagonist will obtain items that can be combined or used with hotspots (NPCs).
All items from the inventory can also be used as topics in conversations with NPCs.



A complete list of all obtainable items with the locations where can they be acquired and used can be found at the end of this guide. WARNING: The item list contains heavy spoilers.

Opening
Inventory can be opened in two ways:
  • by pressing SPACE on the keyboard, or
  • by using the icon in the bottom left of the screen (shown on mouse cursor hover).
The icon below opens the menu at the top, and inventory at the bottom of the screen.


Combining items in the inventory
Items from the inventory can be combined.
  • Open the inventory,
  • LMB click on the first item (the item becomes bound to the cursor),
  • hover over the second item (label shows 'First item + Second item')
  • LMB click on the second item to execute the action.

An example of combining the Red nose item with the Tissue item from the inventory.


Using items on hotspots or with NPCs
Items from the inventory can be used on hotspots (or NPCs).

  • Open the inventory,
  • LMB click on the item (the item becomes bound to the cursor),
  • hover over the hotspot (label shows 'Item + Hotspot')
  • LMB click on the second item to execute the action.

An example of using the Red nose item from the inventory with Umbrella hotspot.


Conversation
When using Talk to action on an NPC, the protagonist engages in a conversation.
Initial conversation start will require from player, at some point, to select a topic to set the conversation course.
Conversation topics are displayed, at that point, so the player can choose how the conversation will proceed.

Another way of discussing a certain inventory item topic with an NPC is to drag and drop the item from the inventory onto an NPC. Action ‘[ID card] + [NPC name]’ will be displayed. Example of using the ID card with the Clerk in Hotel Ubu, Paris.


Topics
All topics that can be discussed with an NPC are shown in two rows, with the bottom row being the complete inventory item list.



Options
At a certain point in the conversation with some NPCs, two or more options are displayed for the player to select in order to continue the conversation.

These options can range from simple, Yes/No, to more diverse, and depending on the selected one, the flow of the conversation will adapt.


Ending the conversation
The player can end the conversation by selecting the green arrow from the conversation topics.



Dialogue history
After a conversation with an NPC has been finished, the player can use 'BACKSPACE' button to display the list of all dialogue lines, which helps if the player missed some lines.

Dialogue history lasts until a new conversation with an NPC is triggered, at which point, previous dialogue history is cleared.
Achievements
There are twenty-six (26) achievements in the game. Eleven (11) of them are optional and can be missed. Initially in the game's achievements list, the story achievements are hidden, and all optional ones are visible with their descriptions.

Story achievements are displayed as Hidden achievement on Steam achievements page.

Walkthrough covers all achievements, both story and optional. Story achievements are displayed using the curly brackets, for example: '{ Paris in the fall }', and optional achievements have their own sections with the details on how to obtain it.

One playthrough is enough to acquire all achievements, but for those who missed some on their previous playthroughs, there are tips on the fastest ways to acquire the missing ones.

Story achievements (unmissable) [15]
Awarded as the game progresses.
Paris in the Fall
Join forces with a Parisian photojournalist called Nico.

[CH02] Paris, Rue Jarry, Building front. Awarded after George visits Nicos apartment.

Khan's Manuscript
Track down an assassin and uncover a medieval mystery.

[CH06] Paris, Rue Jarry, Building front. Awarded after George finds the manuscript.

The Goat
The Myth. The Legend.

[CH08] Lochmarne, Castle ruins, Courtyard. Awarded after George restricts the goat so he can have unobstructed path into the dig site.

Peagram's Gem
Recover an ancient artefact from Lochmarne Castle.

[CH08] Paris, Rue Jarry, Building front. Awarded after George returns to Nico from Ireland with the gem.

Crune Raider
Saved by a surprise cat burglar.

[CH14] Paris, Rue Jarry, Building front. Awarded after George witnesses the burglary in the museum.

Templar Shadows
Witness a gathering of powerful conspirators.

[CH16] Paris, Rue Jarry, Building front. Awarded after George witnesses the secret meeting of Neo Templars.

Bad Language
Avoid the wrath of an outraged hygiene thief.

[CH17] Syria, Marib, Marketplace. Awarded right after Nejo presents the toilet brush and discloses what he taught George in Arabic.

Klausner's Cave
Beat the assassin to a Templar artefact in Syria.

[CH19] Chapter 19 – Paris, Rue Jarry, Building front. Awarded after George successfully recovers the lens from Templars cave in Syria.

Hide and Sneak
Slip past an overprotective gardener.

[CH21] Chapter 21 – Costa Calidá, Villa de Vasconcellos, Foyer. Awarded after George tricks Lopez the gardener into thinking that he’s in the back with the dogs.

The Hidden Chalice
Recover an ancient artefact from the Costa Cálida.

[CH22] Chapter 22 – Paris, Rue Jarry, Building front. Awarded after George returns from Spain with the Communion chalice of the de Vasconcellos family.

Baphomet's Secret
Decode an image from an ancient Templar statue.

[CH26] Chapter 26 – Paris, Rue Jarry, Building front. Awarded after George successfully unscrambles the image at the Baphomet idol’s base.

Candle Light
Find a hidden artefact inside an ancient candle.

[CH27] Chapter 27 – Costa Calidá, Villa de Vasconcellos, Mausoleum. Awarded after George retrieves the stone key from inside the candle.

Curse of the Vasconcellos
Reunite the Countess with her long lost family.

[CH27] Chapter 27 – Costa Calidá, Villa de Vasconcellos, Parlor. Awarded after George returns the missing chess piece to the Countess.

Action Hero
Climb atop a speeding train and rescue Nico.

[CH29] Chapter 29 – Scotland, Train, Baggage car. Awarded after the conversation with Khan, who passes away from the shot by Eklund.

Broken Sword
Finish the adventure of a lifetime.

Awarded after the end credits rollout.
Achievements - Optional
This section contains SPOILERS.

Optional achievements are missable. The achievement details can hint to the process of its unlocking, but not all are clear enough.

Walkthrough carefully pinpoints locations in the playthrough where an achievement can be obtained.

One (1) optional achievement requires a save-load action, since it leads to the death of the protagonist, but an auto-save will suffice.

Optional achievements (missable) [11]
Truth Bomb
Misjudge a moment to calm someone's nerves.

[CH01] Paris, Café de la Chandelle Verte, Café inside.
When entering the café after the bombing, first examine the dead body and then talk to the [Waitress]. During conversation, George will be asked Yes/No questions, so give the following answers:

"Are you a doctor?"
"Pour me a brandy?"
"Is he dead?"

The waitress will faint afterwards and you will be awarded the achievement.

TIP: Since this achievement appears at the very start of the game, if missed, you can easily start a new game and grab it in a matter of minutes. Be very cautions that starting a new game deletes autosaves!

NOTE: This is the way I triggered the achievement, maybe there are other combinations of answers to waitresses questions that will also work.

Everyone's Buzzing
Try to prank as many people as you can.

This is the most challenging achievement as it requires a conversations with NPCs that spans through the whole playthrough. In total there are fourty-six (46) NPCs, starting with Costumier, in the costumes shop, and ending with Football fan in train to Scotland.

It starts in [CH03] Paris, La Risée du Monde, Costumes shop. After George acquires Hand buzzer from the shop seller, he needs to try to prank all the people he meets throughout the game, including the ones he already met, by using the buzzer item on them (as the achievement description hints).

Simple “Talk to [NPC] about Hand buzzer” is enough for that NPC to count towards the achievement progress. Some NPC’s have interesting lines, while other have quite boring ones. For some George won’t even try to initiate a conversation on the topic.

TIP: When having a conversation with an NPC for the first time, make it a habit to discuss the Hand buzzer first, then continue with other topics.

NOTE: The walkthrough describes the first occurrence where an NPC needs to be talked to in order to progress the game (or when first encountered), and annotates the prank attempt for this achievement, but George can potentially encounter those NPCs, and have a conversation with them, sooner than it is described in the walkthrough.

Here is a complete list in chronological order of appearing thought the walkthrough:
NPC
Location
Costumier
Paris, La Risée du Monde, Costumes Shop
Concierge
Paris, Café, Roadworks
Flobbage (Workman)
Paris, Café, Roadworks
Guido (Man)
Paris, Hotel Ubu, Entrance
Flap (Man)
Paris, Hotel Ubu, Entrance
Clerk
Paris, Hotel Ubu, Lobby
Professor
Paris, Hotel Ubu, Lobby
Lady Piermont
Paris, Hotel Ubu, Lobby
Nico
Paris, Rue Jarry, Nico's Apartment
Flower seller
Paris, Rue Jarry, Building front
Museum Guard
Paris, Crunée Museum
Maguire
Lochmarne, Mac Devitt's pub, Exterior
Ron (Old man)
Lochmarne, Mac Devitt's pub, Interior
O'Brien (Regular)
Lochmarne, Mac Devitt's pub, Interior
Fitzgerald
Lochmarne, Mac Devitt's pub, Interior
Doyle (Regular)
Lochmarne, Mac Devitt's pub, Interior
Michael ‘Mick’ Leary (Landlord)
Lochmarne, Mac Devitt's pub, Interior
Farmer
Lochmarne, Castle ruins, Gates
Moue
Paris, Poste de police
Rosso
Paris, Poste de police
Receptionist
Paris, Hospital, Reception
Janitor
Paris, Hospital, Corridors
Nurse Grendel
Paris, Hospital, Ward J2
Croquet (Patient)
Paris, Hospital, Ward J2
Spomarsh (Patient)
Paris, Hospital, Ward J2
Felix
Paris, Hospital, Reception
Benoir
Paris, Hospital, Reception
Policeman
Paris, Hospital, Ward J2
Lobineau
Paris, Crunée Museum, Interior
Juggler
Paris, Montfauçon, Plaza
Policeman
Paris, Montfauçon, Plaza
Policeman (Young)
Paris, Police Station
Kebab Seller Arto (Vendor)
Marib, Marketplace
Nejo
Marib, Marketplace
Duane Henderson
Marib, Marketplace
Pearl Henderson
Marib, Marketplace
Carpet seller
Marib, Passageway
Ultar
Marib, Club Alamut, Interior
Khan
Marib, Bull's Head Hill
Lopez (Gardener)
Costa Calida, Villa de Vasconcellos, Gardens
Countess
Costa Calida, Villa de Vasconcellos, Foyer
Priest
Paris, Montfauçon, Church
Painter
Paris, Site de Baphomet, Exterior
Guard
Paris, Site de Baphomet, Cellar
Old lady
Scotland, Train, Compartment 1
Football fan
Scotland, Train, Compartment 2

NOTE 2: If George cannot engage a conversation with an NPC, then that NPC does not count towards the achievement progress.

NOTE 3: This achievement must be obtained in one playthrough, so using Chapter Select functionality to jump to NPCs that were missed will NOT work.
Achievements - Optional - part 2
Social Work
Get to know all the locals on holiday.

[CH08] Ireland, Lochmarne, Mac Devitt‘s Pub, Inside.

The description hints that George needs to find out names of the locals on a holiday. In this case, a holiday is a location other than Paris. When visiting Ireland, the names of some locals are generic (boy, regular, old man, man,..) and when George initiates the conversation, they introduce themselves and the NPC label changes into their real name.

The description is misleading, and only the following four locals need to be identified: O'Brien, Doyle, Fitzgerald, and Ron. They are all inside the pub.

These are the steps for the quickest way of getting the achievement after entering Mac Devitt's Pub for the first time:
  • Talk to the [regular] in the dark gray sweater (O'Brien) about: Castle, Tripod
  • Talk to the [man] sitting alone in the middle of the pub (Fitzgerald) about: Peagram, Dig
  • Talk to the [regular] in the gray sweater next to O’Brien (Doyle) about: Peagram, Dig, Dig, Fitzgerald, Beer
  • Pick up the bar towel from under Doyle's arm, when he goes for a drink
  • Talk to the [landlord] about the Bar towel. (he reveals Ron’s name)
The achievement is awarded when the conversation with the landlord ends.

TIP: If the game has been beaten, the fastest way to get this achievement is to use Chapter Select and start with Chapter 3. George starts right in front of the Mac Devitt’s pub, chapter 08 from the walkthrough.

Indecent Proposal
Pinball, pimples and puke.

[CH08] Ireland, Lochmarne, Mac Devitt‘s Pub, Inside.

At any give point during the conversation with the [Landlord], while the beer pump is operational, order a beer for George. Drink up the glass of Beer with three (3) pick up actions. Talk to the [Landlord] and order another beer. Drink up the other Beer, again with three (3) pick up actions, and talk to [Landlord], and order beer for the third time. After the conversation ends, the achievement will pop up.

TIP: If the game has been beaten, the fastest way to get this achievement is to use Chapter Select and start with Chapter 3. George starts right in front of the Mac Devitt’s pub, chapter 08 from the walkthrough.

Medical Attention
Enjoy a private health care experience.

[CH11] Paris, Hopital, Private Room. Before talking to Marquet, investigate and examine the following equipment: Medical chart, Intravenous fluids, and Medical machine.

TIP: If the game has been beaten, the fastest way to get this achievement is to use Chapter Select and start with Chapter 4. George starts at the Police station, chapter 10 from the walkthrough, and needs to go through the Hospital before getting into the private room.

Fish Food
Word of warning to the wise.

[CH14] Paris, Poste de Police, Lobby. After the tripod has been stolen, go to the Poste de police and talk to [Moue] about Rosso. Confirm that George wants to speak to the inspector. Rosso comes to the front and start the conversation with George. While speaking to Rosso, talk about Peagram, two (2) times. George will ask if Rosso knows professor Peagram and if he knows him well. End the conversation.
Rosso will inform that Peagram was found devoured by fish off the coast of Norway. He ended up as fish food.

NOTE: If, in case the Peagram topics were covered previously with Rosso, simply initiate the conversation with Rosso and end immediately without discussing any topics. That will trigger Rosso telling the Peagram's end.

TIP: If the game has been beaten, the fastest way to get this achievement is to use Chapter Select and start with Chapter 4. George starts at the Police station, chapter 10 from the walkthrough, but needs to go to the Hospital and the Museum first, before going back to the Police station and talking to Rosso about Peagram.

Impressing Nobody
Gatecrash a secret meeting.

[CH15] Paris, Montfauçon, Catacombs, Caverns. Save the game! After entering the scene, do not “Investigate the Gap”. Rather, proceed to use exit down the stairs. George will stop mid descend and comment that there are voices down below. Exit down the stairs again. A death scene occurs, and the game needs to be continued from a save, bute the achievement is awarded.

NOTE: The game auto saves after George comments about voices down below while descending, so even if no manual saves, the game can be continued from an auto save.

TIP: If the game has been beaten, the fastest way to get this achievement is to use Chapter Select and start with Chapter 4. George starts at the Police station, chapter 10 from the walkthrough, but needs to go to the Hospital and the Museum first, before coming to Montfauçon.

Line of Duty
Hear some sad and surprising news.

[CH16] Paris, Poste de police, Lobby. After George crashed the Neo-Templars secret meeting in the Montfauçon catacombs, and before going to Syria, go to Poste de Police. Talk to the young [Policeman] standing behind the counter about sergeant Moue. He is standing right where Moue was standing before. The young policeman informs George that Sergeant Moue is dead. Killed in the line of duty.

TIP: Fast way to get this achievement if the game has been beaten and Chapter select has been enabled. Use Chapter Select and start at the Chapter 7. Exit the church and left to the map, and go to Poste de police. Talk to the young [Policeman] about sergeant Moue.

Repeat Offender
Waste yet another opportunity to decorate.

[CH25] Paris, Site de Baphomet, Exterior. Before using excavation key plaster copy with the Paint pot, make the painter talk to Nico over the phone, three times.

TIP: Use Chapter Select and start at the Chapter 7. Proceed using the walkthrough ([CH23]) to unlock the achievement.

Shared History
Enjoy a new conversation with an old friend.

[CH30] Scotland, Train, Compartment 1. Talk to the [Old Lady] sitting opposite to George and Nico about all topics. Ensure all dialogue options are exhausted.

TIP: Fast way to get this achievement if the game has been beaten and Chapter select has been enabled. Use Chapter Select and start at the Chapter 9. Game start at the beginning of the train area and the achievement can be triggered right away.

Coping Mechanism
Think like a child to defeat an ancient demon.

[CH30] Scotland, Bannockburn, Tower. Use Red nose with the Gargoyle statue. Use Pen top with the Gargoyle statue.

TIP: Fast way to get this achievement if the game has been beaten and Chapter select has been enabled. Use Chapter Select and start at the Chapter 9. Game start at the beginning of the train area and George needs to get through the train in order to get to the Bannockburn ruins.
Tips
  • When a correct action, that progresses the story, is executed, a distinct sparkling sound can be heard.
  • Pay close attention to protagonist’s comments. They can often reveal hints.
  • Always examine (eye icon action) all hotspots in a scene or an area before any actions
    • Most of them are story fillers, but there are funny ones and important ones as well
    • Only few are required for story progression
  • There is no rush to playing the game, so play at your own pace. There are only a handful of places where time of the essence. 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:
    • [CH05] Paris, Hotel Ubu, Lobby. George must quickly grab the key when the hotel clerk is away to deposit Lady Piermont’s jewellery in the backroom.
    • [CH11] Paris, Hospital, Corridors. After unplugging the polishing machine, Gorge has limited time to open the closet and get the doctor’s robes, before the employee gets back.
    • [CH13] Paris, Musee Crune, Interior. George must get into the sarcophagus when the guard goes to close the window, and before he turns around.
    • [CH17] Syria, Marib, Marketplace. After George pats the cat, quickly ring the bell so the ball, which Nejo bounces off the door, scares the cat away from the shelf.

  • Items can be reused multiple times in different puzzles.
  • Items that stay in the inventory, after they are used, do not necessarily mean that they will have to be used again.
  • New hotspots may appear when re-entering a previously visited area or scene after story progressed, make a habit to re-inspect the scenes when returning to an area.
Walkthorugh foreword
The walkthrough is written in the narration style, which includes the background story and the thinking/reasoning for puzzles.
Lifeless walkthroughs with a list of to-do actions tend to look like a chore and do not include the player in the story, so the idea behind this guide is to offer a different approach.

This guide lists all actions that are required to complete the game, as well as some that are not, but are products of the logical thinking process that precedes solutions to puzzles or gives an insight to the reasoning behind following actions.

The playthrough progression does not require interaction with all hotspots/NPCs, and the guide does not show all interactions that the protagonist can experience. The game is rich in humour, puns, trivia, etc and everyone is encouraged to explore additional dialogues, and examine areas/scenes in detail, which can deeply engage the player in its world.

For people that want a quickly run through the game, you can skip the whole sentences and paragraphs where the text is formatted in italics and focus just on the bolded actions, underlined hotspots and italic inventory items.

Walkthrough text formatting

The walkthrough text is formatted in a way that it is easily identifiable.
Here are the meanings for the different text formats.

  • Hotspot in the area/scene
  • Action on an object
  • Exit action that changes area/scene
  • Inventory item
  • [Character]
  • { Achievement }

Actions are executed on their respected mouse button clicks. Please refer to the Action section in 'Interface & Game mechanics' above in this guide for any potential unclear/confusing/vague situations.
Intro
George: “Paris in the fall. The last months of the year, and the end of the millennium. The city holds many memories for me — of cafés, of music, of love... and of death.”

Paris in the Fall. American tourist George Stobbart is relaxing in the café “La Chandelle Verte” being served by the waitress. An older guy in a grey overcoat enters the café, unintentionally bumping the waitress on his way. From the other side of the street, a hideously looking clown approaches and enters the café, throwing balloons and dropping hot noise with his accordion.

The clown grabs the old man’s briefcase, laves the accordion and rushes out as quickly as possible towards the side alley.

Suddenly, an explosion rocks the café. A clown-costumed assassin detonates a bomb, killing an old man.

George is stunned but survives the blast.
[CH01] Paris, Café de la Chandelle Verte
Café front
Picking himself up, George dusts the debris from the explosion off of him.
George: “I survived the blast, but my life would never be the same again.”
Look around and pick up the Newspaper wrapped around the lamp post. George will pick up the newspaper from under the chair and browse through it. One main article about a Nobel Prize winner guesting in Paris and other garbage fillers. There is a writing on it that reads: “Salah-eh Dinn, thirteen forty-five”. He keeps the newspaper in the inventory.

Let’s investigate where the clown fled.

Walk right and exit to the alley leading through the curved building, 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.

Use the Manhole cover and [George] will comment that he cannot lift it up with his bare hands as there is not enough leverage. He needs something else.

Exit back through the archway to the front of the café on the street.

Café front
Let’s check what is happening in the café.

Exit into the café through the café entrance door.

Café inside
The inside of the café is quite the mess. On the right is an old man’s body lying quite still, the waitress is trying to pick herself up, and rubble is everywhere.

Examine the dead body for any clues about the victim, but there are none.

Talk to the [Waitress].

Optional achievement: Truth Bomb
Aftert he body has been examined and the conversation with the waitress trigered, answer the questions in the following way:
  • "Are you a doctor?”   (any)
  • "Pour me a brandy?”
  • "Is he dead?”
The waitress will faint and the achievement will be awarded.
She is in quite shocked and in distress. The explosion dismayed her into thinking that she drank too much.

Nothing of interest in here, so exit the café through the café entrance door.

Café front
Outside, a street worker can be seen digging a hole down the street. Let's inquire with him if he saw or heard anything regarding the explosion.

Exit down the street through the middle of the scene.

Road works
Entering the road works scene, George will get stopped by two law enforcement officers. Sergeant Moue and an inspector demand to ask George some questions inside the café. One of the iconic dialogues takes place here.

Sergeant: “Freeze! Hold it right there!”
George: “Woah - don’t shoot! I’m innocent! I’m an American!”
Sergeant: “Can’t make up your mind, huh?”.

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.

It doesn’t matter which conversation options are selected, at the end of the conversation with the law enforcement officers, [inspector] will give Rosso’s card to [George]. The card reads Augustine Rosso with an address to the south of the Montparnasse Cemetery.

Café front
The conversation sequence ends with George standing in front of the café and Sergeant Mouse guarding the entrance and prohibiting anyone from entering the café.

Open inventory, by hovering the bottom enter of the game area, and examine Rosso’s card. George learns that the inspector’s name is Augustin Rosso.

A woman appears in front of the café taking pictures of the crime scene.


Talk to the [woman]. During conversation, both of them introduce themselves and discuss the circumstances about the bombing. The woman's name is Nicole ‘Nico’ Collard, and she is a freelance photo-journalist for the ‘La Liberté’ newspaper. Talk about the old man, and George will find out that his name is Plantard, and that he called her last night and invited for a meeting at the café.

Exhaust all conversation topics, but leave clown topic as last. Nico explains how she linked the two murders abroad in her newspaper article and how that involves Plantard, the victim, but 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 chitchat ends, Nico leaves.

Since George was stopped by the law enforcement officers last time he was going to approach the workman in the street, let’s try again.

Exit down the street towards the work site.
[CH01] Paris, Café de la Chandelle Verte - part 2
Road works
The workman looks rather busy swinging his pick. Behind him there is a telephone and a tent with a toolbox in it. Notice the exit to the right, it leads to the Map that is used for fast travel, but for now it of little use to George.

Maybe the workman has some sort of tool that can help George with the manhole cover.


Try to use the toolbox, and [George] will be stopped by the [workman] who forbids George to touch his 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 telephone right between the tent and the hole.

Use the toolbox, and George will find the tool for lifting manhole covers, the sewer key.

Exit back left to the front of the café, and from there exit in to the alley on the right.

Small alley
Use the Sewer key with the Manhole cover and [George] will lift it up with ease. Exit down through 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 red nose. On the inside it is printed: “La Risée du Monde, Paris”.

Proceed right and exit down the pathway to the next part of the sewers. Nothing much in here as well.

Pick up the Tissue, and a Scrap of material from the spikes. The tissue is quite greasy and the scrap of material looks like it came off of someone's clothes. A new exit upwards will be revealed as well.

Exit upwards using the ladder.

Judging by the clues, it’s quite obvious that the clown went through here.

Building courtyard
Exiting through the hatch, there is a building’s concierge standing in the courtyard. The concierge stops George and starts the conversation. He is quite skeptical with George and does not want to cooperate much on any topic or item.

Talk about Rosso’s card, and George shows it as his own. Concierge will become friendly, since he also served in the army, and George will have all conversation topics available again.

Talk about the jacket. George learns that it was sent back to the tailor named Todryk for repairs, and the tailor’s telephone number was written on the label inside the jacket. Concierge memorized the phone number and gives it to George.

Inquire again about all conversation topics, especially about the Scrap of material, found in the sewers. The concierge will recognize it as the same one as the jacked from the guy who passed through. The clown indeed removed his disguise and went through the sewers and courtyard, hugging the suitcase firmly.

When all topics are exhausted, exit the conversation and [Concierge] will escort [George] out through the wooden door back to the street near road works.

Road works
The killer went through the sewers, the courtyard and slipped back into the street. With all the new information George acquired, he can now call Nico and share the news.

Use the Telephone and call [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 Roué Jarry) so he can come over.

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

Let’s explore the other lead, the tailor.

Use the Telephone again and call [Todryk] the tailor. George explains that he is trying to trace one of the customers. The tailor is not allowing George to come over, but will answer any inquiries about customers. It's certain that the killer used suits from the tailor, but he does not know anything about the clown.

Todryk: “What are you talking about? Who are you working for?”
George: “I guess you might say I’m acting in the interests of Truth and Justice.”
Todryk: "Ah, thank god! I thought you were the police..."


Now it’s time to use the travel system in the game. Exit to the right end of the road and the map will open.

There are three points of interest: Café de la Chandelle Verte, Poste de police and Rue Jarry, where Nico lives.

Go to Rue Jarry, towards Nico’s apartment.
[CH02] Paris, Rue Jarry
George arrives in front of Nico’s building. The building has several shops at the ground level, as well as the entrance door. There is a charming old lady which sells flowers on the side of the road.

Building front
Use the building’s front Door to find that they are locked.

Talk to the [Florist].

She is also a psychic and can foretell the future. Talking to the old lady, George cannot make his mind on the flowers that he would like to buy for the journalist, but the florist foretells George that a great adventure awaits him.

Talk about Nico. The florist will reveal that she knows her and that she is less successful than she presents herself as. Along the way, florist also brings the light on how to open the building’s front door. At the end of the conversation, the Florist makes a remark the both of them will be seeing each other again in a quite convincingly fashion.

Again, try to use the building’s front Door, but this time, as per advice, George manages to open them and to go in the building.

Nico’s apartment
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 that she had little luck with the editor since he rejected her story.

Talk with Nico about Plantard, and how he found her through the articles in the newspaper, and The clown, where she describes previous victims of the costume killer. Continue the conversation talking about the Red nose and the Piece of material. Nico recognizes the costumes shop located near the Gare St Lazare and brings up the photograph of the potential killer, she took at the bombing site, where he wears pants that match the Piece of material. The killer has a crescent moon scar on his face.

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

Exiting the conversation, George suggests that he should pay a visit to the costumes shop.

After the conversation between the two ends, George ends up back on the streets again and keeps the photograph of the potential killer.

Building front
{ Paris in the fall }
As George hints, let’s check the costumes shop lead.

Exit to the left, to open the map, and go to La Risée du Monde.

[CH03] Paris, La Risée du Monde
George arrives at the costume shop and enters inside.

Costumes shop

Talk to the [Costumier] that is standing behind the counter. Inquiry about the clown costume. That is the most sought out costume in the shop so he cannot recollect of all customer names, but he requests more details to filter the customers.

Talk about the Photograph of the perpetrator. Costumier recognizes the customer, he was in the shop that morning and bought two costumes: Bozo the Clown, and Seamus the Pixie. The customer provided his name as Monsieur Khan. Finally, a lead on the killer's name!

Talk about the Tissue as well, and [Costumier] will keenly observe it as a theatrical greasepaint that he sold two cans recently. So, the killer used the grease paint, and has more potentially.

While exiting the conversation, [Clothier] will prank [George] with a handshake shocker and politely gift him the Hand buzzer.

Optional achievement start: Everyone's Buzzing
Achievement hunt starts here. It spans thought the whole game, where George needs to talk to every NPC through the game, where possible, about the Hand buzzer, including the ones already encountered. Talk to the Costumier and select the Hand Buzzer.

George now has a potential name of the killer. Let's inquire again with the Todryk the tailor, who made suits for the killer. Maybe there will be more luck with the new information.

Exit the shop, through the door on the left, and go to Café de la Chandelle Verte.
[CH04] Paris, Café de la Chandelle Verte
Road works
George arrives at the dig site scene. The street workman is back to his job.

Optional achievement progress: Everyone's Buzzing
Use the wooden Door, and [Concierge] will appear. Talk about Hand buzzer.
End theconversation and talk to [Workman] about Hand buzzer.

Pick up the Telephone and call Todryk the tailor.

George learned the name of the killer through the photograph Nico took. Talk about the Photograph. Todryk remembers a customer named Khan. He delivered the suit to his room at Hotel Ubu. The room is upstairs, second on the right. A new clue on the whereabouts of the killer! Let’s follow the clue.

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

Exit through the right down the street so the map opens. Go to Hotel Ubu.
[CH05] Paris, Hotel Ubu
Exterior
Arriving at the front of the hotel, there are two shady looking guys. They don’t know much when asked about anything. One could say that they look like gangsters.

Optional achievement progress: Everyone's Buzzing
Talk to man in green suit (Guido) about Hand buzzer.
Talk to man in brown suit (Flap) about Hand buzzer.
To the left is an exit that leads to the side alley, but there is not much as well.

Exit into the lobby through the main hotel entrance.

Lobby
Entering the hotel lobby, George sees a couple of guests and a clerk on the far-left side of the hall. The old lady is playing the piano quite gracefully.

Let’s follow the clue and investigate the room to which the suit was delivered. It’s upstairs.


Exit the lobby upstairs using the huge staircase in the middle.

Landing
The long hallway features three rooms on the right.

Examine and use the two doors closest to the staircase. The first one is number twenty-one, and the second is twenty-two. So, the killer is in the room 22; but all rooms are locked.

Head back downstairs. Exit downstairs using the staircase.

Lobby
Let’s check with the clerk, maybe he knows how to get the keys to the room 22.

Proceed left and approach the counter. There is a key conspicuously hanging in the background, behind the counter, and the clerk is filing his nails.

Pick up the Hotel key, but George will be stopped by the Clerk.

In front of the clerk is the guests register. Examine the Register. George notices that there is no one registered under the name Khan, but the name in the book for the room 22 is Moerlin.

Talk to [Clerk]. Talk about the keys, two (2) times. The key on the board is for the vacant room 21, but it is reserved for other guests and George cannot check in. The clerk does not know any guest named Khan, but George noticed that he changed the expression when George mentioned the scar on Khans face. The clerk also recognizes the man from the photo Nico took, as one of the guests.

Optional achievement progress: Everyone's Buzzing
Talk to [Clerk] about Hand buzzer.
The clerk does not allow George to take the key from the board. Let's explore the lobby and talk to the hotel guests. Maybe they have seen the man from the photo.
Optional achievement progress: Everyone's Buzzing
Talk to [Professor] about Hand buzzer.
The professor reading the newspaper is the Nobel Prize winner George previously read about.

Talk to [Woman] playing the piano. That is Lady Piermont, British aristocrat.
Optional achievement progress: Everyone's Buzzing
Talk to [Lady Piermont] about Hand buzzer.

Talk about the Photograph. She instantly recognizes the killer as Moerlin.

Talk about Khan until the option is exhausted. He was here not too long ago, and he gave something that looked like a bundle of papers to the clerk for stashing in the safe. George would like to get his hands on the contents of the safe. She offers to assist in “stitching up” Moerlin as he.

Lady Piermont:: “Good heavens! You’re a private detective?”
George: “That’s correct, ma’am.”
Lady Piermont: “What's the term you Americans use …?”
Lady Piermont: “It’s on the tip of my tongue…”
George: “I believe what you’re thinking of is ‘♥♥♥♥’.”
Lady Piermont: “Precisely.”

George: “I didn't realize you were mourning the loss of a loved one.”
Lady Piermont: “I’m not. He was my husband.”

Talk about the keys. After a short persuasion, she agrees to help with the clerk and they both approach the counter. She instructs the clerk to deposit jewellery for her in the safe. The clerk then leaves to the back, and she hints to George “Over to you, my dear”.

Act quickly and pick up the Hotel key before the clerk returns from the back. If George fails, the act can always repeat by talking to the Lady Piermont about the keys.

Since Khan deposited, what seems to be, the documents from Plantard’s briefcase, let's see if the George can retrieve them from the clerk.

Talk to the [Clerk] about the safe. The clerk requires a form of identification and won't succumb to George’s “persuasive skills”.

George now has the key, let’s check the rooms.

Exit the lobby upstairs using the staircase again.

Landing
Use the Hotel key with the closest door on the right. George automatically enters the room.

Room 21
The room is equipped with a set of antique pieces of furniture. Looking around, but there isn't much.

Use the window and a new exit to the ledge is created.

Exit through the window on to the ledge.

Window ledge
The ledge is just above the side alley next to the main hotel entrance. It’s a bit high for George to safely get himself down. Fortunately, the window in the nearby room 22 is open!

Exit the ledge scene using the room 22 open window.

Room 22
The room is quite similar to the previous one. Plantard’s briefcase is here, but it is empty. Examining the rest of the room, yields no additional clues nor hints. No Luck.

Exit the room through the door. As George is exiting the Khan's room, no other than the killer walks up the stairs and proceeds to enter the room. George quickly gets back inside and hides in the antique closet, as the killer enters the room. In a tense close encounter scene, the killer changes his pants and gets back outside without noticing George.

Pick up the clothes that the killer left. George finds two new clues: a matchbook, and a pass card on the name 'Thomas Moerlin, Gruber Electronics Corporation'. Cool, new clues! Examining the matchbook, George notices a distinct rhomboid pattern with the words: ‘Club Alamut’. Maybe the Khan’s fake ID card can be used to fool the clerk to acquire contents of the safe Khan deposited!

Exit the room into the hallway through the door, and from there, exit downstairs using the staircase.
[CH05] Paris, Hotel Ubu - part 2
Lobby
George has Moerlin’s ID card, let’s see if Clerk will accept it as a form of identification for the safe contents. Approach the [Clerk] and talk to him about the ID card. Unfortunately, the clerk does not give in, bummers. Last time, Lady Piermont was able to persuade the Clerk, let's chat to her again.

Walk right and talk to [Lady Piermont] about the ID card. She is outrageous with the Clerk’s actions and storms towards the reception. She orders Clerk to fetch the contents of the safe for George. The feisty old lady is exhilarated with all the actions.

After a short altercation, the Clerk gives in and leaves to the back, quickly returning with a tightly rolled sheet of parchment, which he gives to George. A manuscript! That was in Plantard’s briefcase. George is reluctant to inspect the manuscript in detail until he is back in Nico’s apartment.

Save the game!

Quickly, let’s go to Nico’s place to present the new clues.

Exit the hotel through the entrance door on the right.

Exterior
Exiting the hotel, George get stopped by the goons. They conduct a thorough search and find the manuscript. They overpower George and a death scene occurs. GAME OVER.

Luckily, the ‘Continue’ option will revert the game to the last save, either the manual or the auto save. If continue from the auto save is in place, George will be placed at the beginning of the previous scene, where he needs to show the ID card to Lady Piermont to acquire the manuscript again.

Lobby
Looks like the mobsters are in cahoots with Khan to safeguard the manuscript, and there is no way of getting outside with the Manuscript; but what if the manuscript and George go out separately? George can potentially ask the guests to get the manuscript out, but they will probably get searched as well when exiting the hotel.

The only place, from where the outside of the hotel is accessible, is the window ledge between rooms 21 and 22. The alley below looks quite desolate, and even though George cannot lover himself down, the manuscript should survive the fall and remain unseen until George picks it up. Sounds like a plan!

Exit upstairs through the big staircase. Use the Hotel Key on the room 21 door, [George] enters by automation, and exit through the window back onto the ledge.

Window ledge
Use Manuscript with the Alleyway and [George] with throw the manuscript down. Now it’s time to exit the hotel safely through the main entrance.

Exit back into any of the rooms through a window. Exit into the hallway through door. Exit into the lobby by using the staircase, and finally exit outside through the entrance door on the right.

Exterior
Mobsters condone the search again but with no luck this time.

Exit into the side alley through the archway on the left.

George enters the alley and picks up the manuscript and rushes to Nico’s place.
[CH06] Paris, Rue Jarry
“Back in Nico’s apartment …”

Nico’s apartment
George enters the apartment and announces the vital discovery. He then approaches the desk and unfolds the manuscript on the table in front of Nico.

In the middle of the parchment was the seal with two knights on the same horse. It’s the official Templars seal with the two knights sharing a horse. So the manuscript is connected to the Templars. Nico learned about them already due to an article on the crusades she had to write. Nico then proceeds to elaborate on their origins, brief history, their end, and their treasure.

George agrees to leave the manuscript with Nico for safekeeping.


After Templars tale, talk about the Manuscript topic. Nico suggests that they seek help with a guy who is specialized in Medieval studies, a professor named André Lobineau, and gives George the address of the Crune museum, where the professor works at.

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

Discuss with Nico all four parts of the manuscript to become acquainted with it. These are:
  • A woman looking in a mirror – the mirror displays three hideous faces,
  • A knight with a crystal ball – has the following written on the scroll beside him: “Through my teachings, you will be enlightened”,
  • A guy weaving on a loom – Nico suggests that it’s a clue to a place, famed for weaving, and ships, and
  • A guy with a sword and a bull – there is a gem on top of a tripod between them.

Optional achievement progress: Everyone's Buzzing
Talk to [Nico] about Hand buzzer.

End the conversation. George suggests that he should check the Crune Museum, then leaves the apartment ending up on the street level in front of Nico’s building.

Building front
{ Khan’s Manuscript }
Optional achievement progress: Everyone's Buzzing
Talk to [Florist] about Hand buzzer.

Next stop, Crune Museum. Exit to the left, to open the map, and go to Musée Crune.
[CH07] Paris, Musée Crune
George arrives in front of the museum.

Exterior
The museum exterior is overgrown with bushes. Not much to be seen, so let’s proceed inside.



Exit the scene into the museum through the front door.

Interior
There is an exhibit setup in place. Take a look around. There are a couple of statues from Ancient Egypt times, a sarcophagus, a strange totem pole and a bunch of rocks from Palaeolithic era. The totem looks like it could tip over at any given time, and the sarcophagus is referred to as the closet by the guard.



The handle by the windows opens the topmost middle window, but as soon as George opens it, the guard approaches and closes it.

In the middle of the exhibit is an encased tripod. Examine the Tripod. It’s identical to the one on the manuscript. Notice says that it is dated to XV century, from Western Ireland. It had been found in Lochmarne, at the site of Knights Templar preceptory.

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

Investigating the tripod, the alarm will go off. The guard will explain how the exhibit must not be touched and turn it off.

George is here to find the professor Lobineau. Let’s see if the guard knows where he is.

Talk to the [Guard]. George mistakes Deputy custodian for Professor Lobineau. No luck, Lobineau is not in the museum today. The guard knows even less about the exhibit and is not of much help.

Optional achievement progress: Everyone's Buzzing
Talk to [Guard] about Hand buzzer.

Nothing of value to explore. Lobineau is not here, but there is a clue leading to Ireland.

Exit the museum through the front door on the left.

Exterior
The tripod is most definitely connected to Knights Templars! George is tempted to go to Ireland to check it out, but he cannot stay indifferent to the clues. Ireland it is!

Exit to the map, by using the pathway to the left, and go to Aéroport, at the top right.


A map of Europe will be displayed with two cities: Paris (France), and Lochmarne (Ireland). Go to Lochmarne.

[CH08] Ireland, Lochmarne
The cinematic shows George arriving at Lochmarne via bus, passing the castle excavations along the way. He gets off in front of the Mac Devitt’s pub.

Mac Devitt’s Pub, Exterior

In front of the pub is a young lad hanging around, and a trapdoor locked from the inside.

Talk to the [boy]. His name is Liam Maguire. He introduces himself, no matter the option selected for George, and tells a sobbing life story.
Optional achievement progress: Everyone's Buzzing
Talk to [Maquire] about Hand buzzer.
Maguire is not much of a source of information and looks very deceptive. Even though he tells a tale about the castle and the ghost, when asked about them, his appearance does not look trustworthy.

The path to the right leads to the caste gates, with a locked gate and a farmer sitting on the hay bale. The farmer tells a bit of the castle’s history. While talking to the farmer, George asks if he can climb the haystack to get into the castle, but the farmer forbids him since it is dangerously unstable.

Let's check inside the pub. Exit the scene through the front door to get inside.

Mac Devitt’s Pub, Interior
Inside the pub are several people. Two regulars are sitting at the counter drinking beer, with a landlord behind the counter polishing glasses. A man in the yellow jacket is sitting alone at the table in the middle of the bar. He is nervously looking at his watch. To the far right is an old man with a runny nose, loudly sneezing. A fiddler is playing the violin in the left corner.

Let’s inquire with the folks. Talk to the [Old man] sitting alone on the right side table. Talk about the beer. He doesn’t drink beer from the pub, and informs George that the castle is not open to the public. After the conversation, the old man will get out some sort of wire from his jacket and put it onto the table.

Optional achievement progress: Everyone's Buzzing
Talk to [Old man] about Hand buzzer.

Pick up the Wire, when he places it on the table in front of him. Be fast to grab it while he is sneezing, or he will notice the theft and prevent it. He catches rabbits with that wire?! The old man repeats the pattern, so George can repeat the action if fails.

Walk to the left towards two regulars sitting at the bar. A green bar towel is resting below the arm of one of them. If George tries to pick it up, man’s right arm will prevent him from moving the towel. Wait until, the man starts to drink, lifting the arm, and pick up the Bar towel. George needs to be quick, but the action is repetitive and can be tried multiple times.

Optional achievement: Indecent Proposal
Talk to [Landlord] about the beer. George will order a glass of beer. The landlord pours one, and put it onto the counter in front of George. Pick up a glass of beer three (3) times and George will empty it. Talk to [Landlord] and order a beer again. The landlord refills the glass. Again, pick up the second beer glass three (3) times to empty it. Talk to [Landlord] and order for the third time. George suggests to the landlord to covert the pub into a cocktail bar, to which the landlord exclaims “Pinball, pimples and puke”. The achievement is awarded after the conversation ends. Emptying the third glass, George becomes tipsy for a short amount of time.

Talk to the [Regular] in a dark gray sweater sitting at the bar, on the far left. His name is O'Brien. Talk about the Castle, the tripod, Peagram two (2) times, and the Gem. The locality dates back to the X century, and it is not open. He reveals that Peagram was leading the excavation and found a tripod and a gem as well. Peagram left the village and is of unknown whereabouts. The gem has been taken! Locals are reluctant to talk about their dirty laundry.

Optional achievement progress: Everyone's Buzzing
Talk to [O’Brien] about Hand buzzer.

Talk to the [man] sitting at the middle table. That is Fitzgerald.

Talk about Peagram, the dig, and the gem. When George asks about the gem, notice how he puts his arm on top of the little box in front of him. Fitzgerald looks super nervous, like he is hiding something. When George asks him if he worked at the dig, he gives a very anxious answer.

Optional achievement progress: Everyone's Buzzing
Talk to [Fitzgerald] about Hand buzzer.

Talk to the other [regular], in gray sweater. Talk about Peagram and the excavation two (2) times. He was working at the dig for professor Peagram.

Talk about Fitzgerald. George will ask if he maybe saw Fitzgerald working at the dig, but the chap requires a bit of lubrication for his brain cells to think more clear.

Talk about the beer, and Gorge offers to buy him a pint. George orders beer, and the landlord addresses the regular as Patrick Doyle.

Talk about Fitzgerald again. He confirms that Fitzgerald was at the dig last week, talking to Peagram.

Doyle: “Would you be o’ them history fellas yourself?”
George: (lie) “That’s right! Professor Stobbart, Miskatonic University!”

Optional achievement progress: Everyone's Buzzing
Talk to [Doyle] about Hand buzzer.

End the conversation.

Optional achievement: Social Work
At this point, three of the four people have their names when hovered, excluding the landlord. The only one left is the old man in the right corner. Talk to [Landlord] about Bar towel. He will reveal that the guy in the corner is named Ron.

So Fitzgerald is lying. Let’s confront him.

Talk to [Fitzgerald] about the dig. George confronts him, but he still doesn’t give in and defends himself that Doyle is a scoundrel, and George cannot prove that claim. End the conversation.

Maybe someone else can confirm Doyle’s story. That little rascal Maguire said he is wandering around a lot, let’s ask him if he saw anything.

Exit the pub through the front door.

Mac Devitt’s Pub, Exterior
Talk to [Maguire] about Peagram three (3) times and the dig two (2) times. Maguire tells that Sean Fitzgerald was working for Peagram.

Talk about the dig again. Maguire confirms that Fitzgerald was helping Peagram dig. Peagram even gave Fitzgerald a box last night. This time he looks genuine.

Let’s go back inside and talk to Fitzgerald again.

Exit back into the pub through the front door.
[CH08] Ireland, Lochmarne - part 2
Mac Devitt’s Pub, Interior
Talk to [Fitzgerald] about the dig. Fitzgerald finally gives in. Peagram left and gave a package to Fitzgerald.

Talk about Peagram. Sean does not know where Peagram left, but the professor saw him this morning and gave him a package for a guy named Marquet.

Talk about the package two (2) times. Sean doesn't want to open the package since he is supposed to deliver the unopened package to a man from Paris, Jacques Marquet, or he will be dead.

Talk about Marquet. Sean, highly confused, grabs the package and runs outside. Shortly after, a loud breaking of car tires is heard from the outside.

Maguire storms inside and shouts that Sean Fitzgerald was run over by a red sports car. Let’s check what has happened outside.

Exit the pub using the front door.

Mac Devitt’s Pub, Exterior
George gets out of the pub and the conversation with Maguire starts. He explains what happened. Fitzgerald was hit by a red sports car, which was driven by a pixie! The driver got out and pulled the unconscious Fitzgerald into the car and drove away.

It must be Khan. He rented a pixie costume from the costumes shop in Paris!

What Maguire didn’t see is that while Fitzgerald was flying over the car, his box dropped from his hands, broke open and the gem ended up through the trapdoor.

The car hit the pub wall right at the plastic box which is now open, exposing a switch.


End the conversation and try to use the Switch. George will push it down and it will break off. Nothing happened.

Let’s enter the pub to inform the locals.


Exit back into the pub through the front door.

Mac Devitt’s Pub, Interior
George soon learns through speaking with the locals that they don't really believe Maguire's story. From all this fuss, he could use a drink. :)

Talk to the [landlord] and ask for a beer. (TIP: If there is no beer option, it’s because George already has one and needs to empty the beer glass on the bar first.) The beer pump will break, as well as the glass washer. George offers to help, but the landlord requests a certified electrician.

Optional achievement progress: Everyone's Buzzing
Talk to [Landlord] about Hand buzzer.

Talk about the ID card, and George will introduce him self as an electrician. The landlord suggests that George fixes the glass washer first before he is allowed to fiddle with the beer pumps.

Examine the Glass washer. George assumes that it’s the wiring problem, but if George examines the plug, the plug looks fine. It must be the fuse, since all other wiring is in order.

Use Wire with the Plug. George replaces the fuse with the piece of wire and the glass machine is fixed.

The Landlord is now convinced that George knows what he is doing and allows George to have a look at the beer pumps in the cellar next. He moves away from the cellar door, revealing a new exit, into the cellar.

Exit down into the basement through the cellar door.

Mac Devitt’s Pub, Cellar
The cellar appears to be under the street level, with a little light coming down from the trapdoor grates. There is a dripping watter sound. In the dark vastness of the cellar, only one thing can be detected, a lever.

Use the Lever and George will push it. A sound similar to that of unlocking can be heard. The metal trapdoor, in front of the pub, which were previously locked, should now be unlocked. Let’s check it out.

Go back to the outside of the pub. Exit upstairs into the pub, and exit outside through the front door.

Mac Devitt’s Pub, Exterior
Use the trapdoor. George lifts one side. The stench of stale beer starts to evaporate, but the light enters the cellar. A new exit into the cellar is created, but George is reluctant to just jump down.

In that very moment, Khan appears! Oblivious of who George is, he approaches and inquires about the parcel that the victim may have dropped. After an unsuccessful hunt, he retreats back to where he came from.

Now the cellar should have enough light and George can rummage around. Go back into the cellar.
Exit into the pub through the front door, and exit back into the cellar through the cellar door behind the counter.

Mac Devitt’s Pub, Cellar
George enters the cellar and immediately grabs the flashlight next to the sink. He then spots a shining object on the floor and proceeds to pick it up. It’s the gem Peagam discovered.

Use the Faucet and the rusty water will start to flow.

Use the Faucet again and George will turn off running water.

The gem is recovered, but nothing much to do. Thinking about the accident, the only person that could have potentially seen what happened, except Maguire, is the farmer by the castle gates. Let’s inquire with him.

Go to castle gates. Exit the cellar upstairs, then exit the pub through the front door and exit following the path on the right to get to the castle gates.

Castle ruins, Gates
Talk to [farmer]. Talk about the castle, three (3) times. The castle was build on top of the Templars Preceptory. The farmer forbids George to climb the haystack to get into the castle. Talk about the Templars. It is said that beneath the castle is a Templar chapel.

Farmer: “Are you attempting to hypnotize me or is it a constipation you’re suffering?“
Optional achievement progress: Everyone's Buzzing
Talk to [Farmer] about Hand buzzer.

Talk about red sports car, two (2) times. George asks if the farmer saw the accident.

Talk about Sean Fitzgerald, four (4) times. It turns out that he is the farmer’s nephew and the one who poorly built the haystack. George eventually persuades the Farmer to go off and search for his prodigal nephew, convincing him to not destroy the “potentially lethal agricultural construction” along the way. He will start the investigation at Mac Devitt’s pub.

When the farmer leaves, the coast is clear.
Use the Hay bales and George climbs on top of the hay.

Castle ruins, Walls
The wall is too tall and out of reach.

There is a gap in the wall exit, but George cannot use it since there is no leverage for his feet. By chance, there is a little crack in the wall just where George's foot slipped while trying to climb into the gap. Maybe something can be put into the little gap to make an improvised step. From George's inventory, only the sewer key looks sturdy enough to endure the weight of an adult man.


Use Sewer key with the Crack. George lodges the key, creating an improvised step.

Exit through the Gap in the wall at the top.
[CH08] Ireland, Lochmarne - part 3
Castle ruins, Courtyard
A cinematic of George entering the yard occurs. He stumbles upon a viciously looking goat. Behind the goat is the excavation hole with the ladder.

The goat does not allow George to wander through the yard. If he gets so even close to the dig site or the plough, the goat will charge and knock him on the floor, fortunately not ending his life.

Welcome to the most infamous puzzle of the series. George needs to pass the goat and get into the pit. It’s all about timing in this one. The plough on the left has rusty spikes which can tangle the halter that tethers the goat, and the animation when the goat rams George clearly display the halter bends in a way that it could get stuck.


Try to exit into the hole. The goat will ram George. George ends up on his back, but quickly, while the goat is retreating, use the Plough.

George runs across the yard, and relocates the plough a bit closer to the goat. The goat angrily charges towards George, but quickly becomes tangled on the old plough share.

{ The Goat }

George can now safely exit down the hole.

Castle ruins, Dig site
George lowers himself using several flights of ladders into the excavation site. Let’s look around.

In the middle of the site is an altar. Behind the altar, there is a huge panel with a distinct cross on it, that looks like some sort of slab door entrance. Left to the altar, on the wall, is a pattern of five drilled holes.

The statue on the floor has fallen from its place from the wall. It has five stone fingers sticking out from the back that match the holes on the wall. It looks like it needs to be placed back onto the wall.



Pick up the Statue. George tries to lift it up, but it tips over into the sand due to its heavy weight.

Pick up the Statue again. George returns it to the upright position and keenly notices that the statue left the pattern of holes in the sand, almost as it is a mould.

Continue to look around. On the bench is a sack of fine white powder.
Pick up the Sack. George puts his hand in the sack and retrieves a handful of plaster. The sand pattern can actually be used as a mould to cast the pattern, and George just obtained the plaster.

Use the Plaster with the Holes in the ground. George sprinkles the plaster into the sand and all holes become filled. Now the plaster needs to become harden in order to be useful.

The only water source, George encountered so far, is the faucet in the pub’s cellar.

Go back into the pub’s cellar. Exit by using the ladder, into the yard, then exit over the wall using the stairs, then exit down the haystack, exit to the right path, exit into the pub through the front door, and finally exit into the cellar through the cellar door.

Mac Devitt’s Pub, Cellar
Looking at the inventory, there is no obvious container to transfer the water. The only viable solution is to soak the bar towel and transfer the water that way.

Use the Faucet so the water starts flowing. Use the Bar towel with the Faucet, and George gets it to be completely soaked.

Rush back to the dig site with the water. Exit into the pub using the staircase, exit out of the pub through the front door, exit following the path to the right, use the Hay bales to climb up, exit through the gap in the wall, and finally exit down the hole into the dig site.

Castle ruins, Dig site
If George was quick enough, the bar towel is still soaked in water.

Use the soaked Bar towel with the Plaster on the ground.

TIP: George needs to be quick with fetching of the water since the towel will become dry very fast. There is just enough time, from when the towel is soaked to when it's squeezed over the plaster, for the towel to stay soaked, so the trip should be straightforward without detours and unnecessary actions.

Pick up the Plaster cast from the ground. It's a complete replica of the back of the statue. It will not go to the inventory, rather George will hold the cast in hands.

While George is holding the plaster cast, use it on the Holes on the wall. George places the plaster onto the wall. Suddenly, the stone slab panel caves in and a flight of stairs leading into darkness s appears behind!

Exit into Darkness.

George takes out the flashlight and starts the descent, proceeding to get deeper into the crypt. At the very bottom, he finds a picture of a man hanged in the archway, with the label MONTFAUÇON written at the top.
[CH09] Paris, Rue Jarry
“Back in Nico’s apartment …”

George returns to Paris, straight to Nico’s apartment.

Nico’s apartment
Both of them exchange information they gathered wile afar. George explains how Peagram has disappeared and shows Templar’s gem. The person who was supposed to receive the gem, named Jacuqet Marques, is here in Paris.

Nico shows a local magazine which has a lot of topics on professor Peagram. He became quite popular due to his discoveries, but is now disappeared.

They agree, that Nico proceeds to look for clues on Professor Peagram, and George will focus on the name Montfauçon, even though he does know what it relates to, and the picture of a hanged man.

At the end of the conversation, Nico suggests visiting Lobineau and Rosso.


Building front

{ Peagram’s Gem }

Sewer key is returned to George inventory.

The name of the person related to Templar’s gem is a more solid clue, so let’s inquire with the police. Maybe they know something about Jacques Marquet.


Exit left, down the road to map and go to Poste de Police.
[CH10] Paris, Poste de police
Arriving police station lobby, Sergeant Moue is standing in the lobby behind the counter, while Rosso is working in the back-office.



Lobby
Talk to [Sergeant] Moue about Jacques Marquet (old guy) two (2) times. He used to be known as the Mole of Montmartre, and is in the hospital at the moment. In the Hagenmeyer clinic.

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


Optional achievement progress: Everyone's Buzzing
Talk to [Moue] about Hand buzzer.

George: “Why was Marquet known as the mole of Montmartre?”
Moue: “Because he lived in Montmartre, I suppose.”
George: “Yea, but why the mole?”
Moue: “I don’t know. Maybe he ruined peoples lawns.”

Optional achievement progress: Everyone's Buzzing
Talk to [Moue] about Rosso and he will come out from the back-office to talk to George. Talk to [Rosso] about Hand buzzer.

Talking to Rosso, George learns that the investigation is closed, and he is off the case. Rosso is also familiar with Marquet, as one of the more prominent offenders. Rosso orders George to forget about the murder and to continue being an ordinary tourist.

Rosso: “It is my theory that the passions evoked in violent crimes create ripples in the ether. … Invisible to all but the possessor of a highly developed and receptive mind … ”
George: “I’m impressed. Can you bend spoons, too?”

Progress. Let’s look for the person of interest, Jacques Marquet, and follow the trace. To the hospital.

Exit through the front door and the map will open. Go to Hopital.
[CH11] Paris, Hospital
George arrives at the hospital complex.

Exterior
The hospital is located in a huge old building with recent additions that do not quite fit in.


Exit inside through hospital front door.

Reception
A young doctor is wandering around, while the receptionist looks quite busy with the computer. The young doctor is named Benoir, and he is only a trainee at the hospital.


George can immediately venture further into the hospital but, since he doesn’t know where Marquet is, he’ll return to the reception “A few minutes later …”.


Talk to the [Receptionist] and ask about Marquet two (2) times. The receptionist has instructions to only let relatives and acquaintances to speak to Marquet, and she requires some sort of identification.

Talk about ID Card. George identifies as Moerlin, once again. Coincidentally, Marquet was asking for Moerlin when he was brought to the hospital. He was recently transferred to the ward J2, the nurse Grendel’s ward. The receptionist sounds like there is a whole background story.

Talk about nurse Grendel three (3) times. The receptionist is not quite fond of that particular nurse, but eventually, she explains to George how to find ward J2.

Optional achievement progress: Everyone's Buzzing
Talk to the [Receptionist] about Hand buzzer.

An older doctor will appear after George asks the receptionist, “Is this the Hagenmeyer clinic?”. He stands tall, looking like an important figure, but isn't a good source of information.

End the conversation and, as per receptionist’s instructions, exit through the left corridor further into the hospital.

TIP: The right corridor will lead George back to the reception.

Corridors
George enters a huge hallway with a janitor is happily cleaning the floor with an industrial polishing machine. The machine is producing an annoying sounds that could also be heard in the reception.

Talk to the [Janitor] about nurse Grendel. He gives instructions on how to get to ward J2 to George.
Optional achievement progress: Everyone's Buzzing
Talk to the [Janitor] about Hand buzzer.
Try to use the Door. The janitor will stop George and forbid him to open the cupboard.

Let’s continue the search for the ward J2.

Exit through the furthest left corridor, the one closer to the window.

TIP: Note that there are two exits to the left and to the right. Only the furthest ones are the useful ones.

Ward J2
As George enters the ward, a nurse stops him. It’s Nurse Grendel, and she informs George that visits are not allowed now.

Optional achievement progress: Everyone's Buzzing
Talk to the [Nurse Grendel] about Hand buzzer.

After the conversation, George exits the ward following nurse’s instructions.

Corridors
George is not allowed in the ward. There must be another way to access it. Maybe there is something interesting in the cupboard to which the Janitor forbids access. Let’s find out, but the janitor needs to be distracted first.

Notice how the cleaning machine power cord goes down the hallway, bends to the left and appears in the left corridor where it is plugged in the wall socket.


Pick up the Plug. George unplugs the socket and the machine stops working. The janitor will come over to check what happened. While he is away, use the Door again quickly before he returns.

George opens the cupboard door and finds a lab coat, which he immediately puts it on. George now becomes Doctor Stobbart and is no longer a plain visitor. Let’s try our luck with the ward J2 again.

Exit through the furthest left corridor, the one closer to the window.
[CH11] Paris, Hospital - part 2
Ward J2
The nurse gives doctor George the blood pressure gauge and instructs him to inspect the patient in bed #2. That is mister Croquet.

Optional achievement progress: Everyone's Buzzing
Talk to the [Patient] in the middle bed (Croquet) about Hand buzzer.

When asked, the patient tells George that Marquet is in the solitary room just around the corner to the right.

Walk to the right and the patient in the third bed will stop George to check his blood pressure. His name is Sopmarsh. But George does not know how to take the blood pressure, and the patient will not let George proceed to the right until it is correctly done. Who could help George? There are two doctors in the hospital reception, a submissive looking trainee and the older doctor, maybe they could help.

Optional achievement progress: Everyone's Buzzing
Talk to the [Patient] (Sopmarsh) about Hand buzzer.

Go back to hospital reception. Exit back to the corridors through the hallway, and exit back to the reception through the furthest hallway on the right.

Reception
Talk to the older [doctor]. He is Felix Hagenmeyer. He recognizes George as a new doctor, and instructs him to look after his nephew, Benoir, and show him around the clinic.

Optional achievement progress: Everyone's Buzzing
Talk to the [Felix Hagenmeyer] about Hand buzzer.

Benoir starts following George around, and it looks like he could do the job instead of George.

Talk to [Benoir]. It's his first day at the clinic. Talk about the blood Pressure gauge, and George will give it to him for safekeeping.

Optional achievement progress: Everyone's Buzzing
Talk to [Benoir] about Hand buzzer.

Let’s go back to the ward J2.

End the conversation and, exit through the left corridor.

Ward J2
Nurse Grendel now asks George to check the patient in bed #3, Eric Sopmarsh. Let’s check if Benoir can do the job instead of George.

Talk to [Benoir] about the Pressure gauge and ask him to check the blood pressure of the patient in bed #3, Eric Sopmarsh (the chubby fellow).

George can now proceed to the right part of the ward.

Walk to the right. There is a private room guarded by a policeman. Talking to the policeman, George can learn that Marquet has anthrax poisoning.

Optional achievement progress: Everyone's Buzzing
Talk to [policeman] about Hand buzzer.
Exit through the private room door.

Private room
In the private room, Marquet is laying, looking like a wreck.


Optional achievement: Medical Attention
Before talking to Marquet, investigate and examine the following equipment: Medical chart, Intravenous fluids, and Medical machine.

Talk to [Marquet]. Automated conversation starts. Marquet was expecting a killer. He also reveals that the gem is intended for the Grand Master. Marquet also hired mobsters (Flap and Guido) to steal the tripod. He mentions “reforging of the sword”; what could that mean? The assassin is probably following Klausner, which is gone to Syria.

Marquet: “I thought you were one of the Hashshashin!”
George: “Not me. I never inhaled.”

Another doctor interrupts the conversation and George gets out. Outside, Benoir returns the pressure gauge to George. Shortly after, it’s revealed that it’s a fake doctor, and George rushes in, but it is too late. Marquet is dead but, nevertheless, new clues have been found!
[CH12] Paris, Rue Jarry
“Back in Nico’s apartment …”

Nico’s apartment
George explains to Nico what happened to Marquet. Another killer took care of Marquet, not Khan. Nico doesn’t know anything about “Hashy-ashin”.

End the conversation.

Building front

As the conversation ends, George exits the apartment and stands in front of the building.

Marquet mentioned that the tripod will be stolen by gangsters, which is located in the Crune Museum, and George didn't have a chance to talk to Lobineau, so next stop is Crune museum.


Exit to the left, to open the map, and go to Musée Crune.
[CH13] Paris, Museé Crune
George arrives at the museum.

Exterior
Nothing of interest, so go inside. Exit into the museum through the front door.

Interior
Entering the museum, the guard approaches George and tells him that the museum will close soon. He proceeds to warn George how it is not advisable to be locked in the Museum overnight. A couple of years ago, a guy was locked in and was found dead in the morning.

This time, there is another academic type of guy in the museum.


Finish the conversation with the guard, and talk to the [Man] focused on the display cases in the back. It’s the professor Lobineau. Finally, someone who can shed some light on historical facts regarding clues George gathered.

Optional achievement progress: Everyone's Buzzing
Talk to [Lobineau] about Hand buzzer.

Talk about the manuscript. Lobineau would be glad to have a look at the medieval parchment.

Talk about Nico. George explains that he doesn’t have it with him, rather it’s located at his friend’s house.

Talk about Nico, for the second time. George gives Nico’s address to Lobineau.

Talk about Montfauçon. Lobineau explains that Montfauçon is a place where many people were executed by hanging. All of them were hung between the arches and left to rot.

George: ”Does the name Montfauçon mean anything to you”
Lobineau: ”Sure. It was the most grisly spectacle in Paris until the Revolution.“
George: “A public toilet?”

Talk about Montfauçon again. Lobineau explains the location of the Montfauçon.

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

Lobineau can shed more info on the Hashshashins, Templar Knights, Templars Manuscript, the Tripod. George would like to take the tripod with him, but it is not allowed. Taking the tripod while the guard is present if off-limits since the guard is present. Is there any other way? Marquet’s goons must be stopped. Guard mentioned that someone stayed overnight by hiding. What if George hides somewhere until the museum is closed? The sarcophagus can be opened and was big enough to hide an adult person, but the guard stops George when he tries to open it, but the guard is distracted when he goes to close the top window.

Use the window Handle, while the guard is not facing it, and shortly after, the guard will proceed to close it. While the guard is closing the window, use the Sarcophagus. George will hide in it.

A bit later, the guard will announce that the museum is closing, and both of them leave.

“Hours pass …”

The following night, as Marquet told, two crooks sneak into the museum to steal the tripod. George sobers up and peeks out of the sarcophagus to check what is happening. The gangsters are standing around the encased tripod, preparing for the theft. George must act fast.


Quickly, use the Totem pole.

George gets behind the pole and starts pushing it towards. It swings back and forth and finally falls towards the burglars, knocking Flap to the floor and breaking the glass in which the tripod was encased. The top part of the totem separated and landed on George, knocking him on the ground as well.

At that moment, while Guido is distracted by the alarm, a masked cat burglar drops from the ceiling, puts him to sleep and takes the tripod from the floor.
[CH14] Paris, Rue Jarry
The story continues in Nico’s apartment.

Nico’s apartment
“Back in Nico’s apartment…”

George tells the burglar story and how he was apprehended to the police station, but eventually released by Rosso. Nico surprises George after disclosing that she was the cat burglar.

Both of them try to place the gem onto the tripod. It fits perfectly, but nothing happens. Nico hints that the tripod needs to be in a certain different location.

Nico tells George that Lobineau stopped by and had a look at the manuscript. He was super excited and managed to identify the family that bears the crest from one of the pictures.


End the conversation.

The tripod is left with George.

Building front
{ Crune Raider }

George exits Nico’s apartment and ends up in front of the building.

Optional achievement: Fish Food
Exit left down the road to map and go to Poste de Police. Talk to [Sergeant] Moue, and ask to talk to Rosso . While speaking to Rosso, talk about Peagram, two (2) times. George will ask if Rosso knows professor Peagram and if he knows him well. End the conversation.
Rosso will inform that Peagram was found devoured by fish off the coast of Norway. He ended up as fish food.
NOTE: If, in case the Peagram topics were covered previously with Rosso, simply initiate the conversation with Rosso and end immediately without discussing any topics. That will trigger Rosso telling the Peagram's end.

Lobineau shed a lot of light on the hanging of the Knights Templars on Montfauçon. Let's check it out.

Exit to the left, to open the map, and go to Montfauçon.
[CH15] Paris, Montfauçon
George arrives at the plateau in front of, what it looks like, a medieval building with a church.

Plaza
On the town square is a juggler entertaining a group of tourists. At the café, an older policeman is sitting, drinking, and watching the juggler.


Up the large huge staircase is a chapel with a couple of tombs, a statue, several monuments and a huge stained-glass window. The knight’s statue is holding a staff and a scroll. Investigating the staff, George says that he could take the end, but it is not worth it. Around the base of the disk is a hairline crack. Using the knight’s scroll, George can see one particular bit of the gigantic stained-glass window. One of the tombs has biblical references engraved on the sides. Nothing much to do, other than explore.

Let’s get familiar with the situation at the square.


Talk to the [Juggler] about himself (juggling) two (2) times. George discusses juggling with the juggler and eventually tries himself as a juggler, and fails miserably.

Optional achievement progress: Everyone's Buzzing
Talk to the [Juggler] about Hand buzzer.
Juggler: “Perhaps you feel you could do better, non? Be my guest...”
George: “I had no idea what I was doing.”
George: ”But this guy was obviously an idiot, so how hard could it be?”
* George tries juggling *
George: “A lot more difficult than I’d thought, that’s how difficult.”

Talk to the [policeman] about the juggler, a new topic, two (2) times. He is quite amused by the juggler and refuses to sanction him because he is blocking the traffic.

Talk about the Red nose. The policeman points out that anyone can be a clown-juggler with only a red nose, despite his appearances and knowledge at juggling; it’ll still be hilarious.

Optional achievement progress: Everyone's Buzzing
Talk to the [Policeman] about Hand buzzer.

Talk to the [juggler] about himself (juggling) again. George gives another try at juggling, but this time he puts the red nose on. Even with his bad performance, the crowd will be amazed. The juggler will get mad, collect his balls and leave. One ball was left with George. Without entertainment, the policeman leaves the café as well.

There is a manhole cover where the juggler used to stand. What else for George to do than try to open it?!

Use Sewer key with the Manhole cover. A new exit down the shaft appears.

Exit down the sewer.

Catacombs, Sewers
Below the street level is a series of sewer tunnels, the catacombs. Right where George descended is a maintenance boat docked at the bay, and three arches with intriguing stone panels.


The left one speaks of the gallows used for hanging, the middle reads something about Templars innocence, and the right panel wall is in quite poor condition. The boat has some sort of balanced seesaw with a chained hook, probably used for picking up heavy loads. The handle extends and contracts the chained hook.

The right panel can be torn down somehow, maybe. What could possibly George use to bring down a wall? The only thing sturdy enough in the inventory is the Sewer key.


Use the Sewer key with the Stone panel on the right. The panel is hollow, and George slams it with the sewer key.

Use the Mechanism that appeared behind the broken wall. George spots a mechanism with a lever. Use the Mechanism again. The crumpled stone door will start sliding to the right, but gets stuck. Potentially, the mechanism on the boat can help with the door. The chained hook needs to be lowered first.

Use the Handle, on the boat, to extend the hook. Now to attach the hook onto the stone door.

Pick up the Hook, and while George is holding it, use the Mechanism. George attaches the hook to the crumpled panel.

Use the Handle again. The stone panel completely collapses, and a new exit will appear!

Exit further through the archway.

Catacombs, Caverns
George finds himself in a cave. The only path forward is the long set of stairs to the right. There is also an illuminated gap near the top of the stairs.

Optional achievement: Impressing Nobody
SAVE GAME. Without investigating the Gap, exit right down the stairs. George will stop mid descend and comment that there are voices down below. Exit again down the stairs. A death scene occurs, and the game needs to be continued from a save.
NOTE: The game autosaves after George comments about voices down below while descending, so even if no manual save, the game can be continued from an auto save.

Investigate the Gap. George eavesdrops a secret meeting!

Gathered group is some sort of Knights Templars successors, the Neo Templars. They are discussing their plan for the New Order. The Knights Templars lost the sword of Baphomet when they were prosecuted by the inquisition and their power with it. The sword is, what it looks like, shattered and needs to be reforged, and thus is referred to as the ‘Broken Sword’.


Their next course of action is to find Baphomet and the sword, and they have already uncovered another piece of the puzzle, in Paris, but they are not sure what it is.

During the conversation, Khan is referred as ‘Syrian maniac’ and the ‘Hashshashin’. So, he is from Syria, and it looks like that he is a rival to the gathered group.

George recognizes the bogus doctor from the hospital, the one who killed Marquet, who was also part of the group. His name is Eklund.

Professor, the Nobel Prize winner which George met at the Hotel Ubu, is also part of the group. He disclaims that the three pieces are already known, but which one, and how many are there, is unknown.

One of their operatives, Klausner, has obtained some sort of lens and vanished in Syria.

The meeting hasn’t ended.


Investigate the Gap, again.

Grand master informs everyone that this is the last in-person meeting before the Sword of Baphomet is located. It’s crucial for their plan.

They board a small boat and sail away deeper into the cave. The coast is clear.


Exit down the stairs.

Catacombs, Templar Circle
George reaches the secret hideout where the meeting took place. A large circle carved into the stone floor. Around the circles are the Templar seal and two Latin phrases inlaid into the stone. In the middle of the circle was a stone pedestal enlightened by a ray of light from above.


Use the Pedestal and George will notice three small notches around the edges at the top. Location for the Tripod?! Oh boy! Place the tripod at the top of the pedestal.

Use the Tripod with the Pedestal. The tripod fitted perfectly into the stumps. Now place the gem.

Use the Gem with the Pedestal. The light scattered through the gem onto the floor, illuminating a word, M A R I B.
[CH16] Paris, Rue Jarry
Nico’s Apartment

George tells Nico about Neo Templars and the sword of Baphomet. The situation starts to get clearer. The manuscript is they to solving the mystery to the ‘Broken Sword’. Plantard was one of the Neo Templars, and the assassins are their enemies.

George explains how he found and used the stone pedestal at the site of their meeting, with the tripod and the gem. Placed like that, the gem illuminated the word M-A-R-I-B.

Nico recognizes MARIB as a village in Syria, and that is where Neo Templars operative Klausner had vanished!


End the conversation.

George leaves the gem and the tripod with Nico. She will send the tripod back to the museum. George suggests that he should go to Marib.

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

Building front
{ Templar Shadows }

Next stop, Syria!

Optional achievement: Line of Duty
Exit left down the road to map and go to Poste de Police. Talk to the young [Policeman] standing behind the counter. Right where Sergeant Moue was standing before. Talk about Moue. The young policeman will inform George that Sergeant Moue is dead. Killed in the line of duty.
Optional achievement progress: Everyone's Buzzing
While in the police station, talk to the young [Policeman] about Hand buzzer.

Exit left, down the road to the map, and go to Aéroport, at the top right. A new country will be available. Go to Marib, Syria.
[CH17] Syria, Marib
George arrives to Marib’s busy marketplace area.

Marketplace
Let’s look for any clues about Templars, Klausner or Khan. To the left is a young boy selling stuff at his bric-a-brac stand. There are several vendors and merchants, and a couple of tourists.

Walk to the right and talk to the [Vendor] selling kebabs. The vendor is interested in nothing else than selling kebabs and is using some kind of blue brush to smear kebabs.

Optional achievement progress: Everyone's Buzzing
Talk to [Vendor], the Kebab seller, about Hand buzzer.

Walk to the far left and talk to the [boy] in front of his “store”. His name is Nejo, and he is selling various stuff at his stand, with his father working at the back.


Talk about the kebab seller. His name is Arto, he is quite sad and does not speak much English. Talk about the Red ball. Nejo wants the red ball but cannot exchange anything from the stand for it, since those items are for sale only. His obsession is bouncing the ball off the wall.

Optional achievement progress: Everyone's Buzzing
Talk to the [Nejo] about Hand buzzer.

After the conversation, try to pet the cat. She will evade George’s hand and jump to the highest shelf on the wall. Nejo’s father comes out from the back, when the bell is used.

Talk to the male [Tourist] in green/yellow clothes. His name is Duane Henderson.

Talk to Duane about Templars, and the Templar statue from the manuscript. 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.

Optional achievement progress: Everyone's Buzzing
Talk to the [Duane] Henderson about Hand buzzer.
George: “Do you know anything about the Templars?”
Duane: “The Knights Templar?”
George: “Yep.”
Duane: ”Nope. Nothing at all.”
George: ”Well, you knew they were an order of knights!”
Duane: ”What I know and what I say are two different things, boy. I haven't lasted as long as I have in this business without knowing that.”

Talking to Duane about Nejo, he will say that his wife, Pearl, is looking to buy some antiquities, but he is sceptic that she will find something like that in this place.

Talk to female [Tourist] in olive/brown clothes talking to the machine vendor. That is Pearl Henderson, Duane's wife.

Talk about Nejo. She wants to buy something ancient to bring back home from Nejo, that the poor guy is trying his best, but still no luck.

Optional achievement progress: Everyone's Buzzing
Talk to the [Pearl] Henderson about Hand buzzer.

The two exits in the middle are interconnected, and the right exit leads into the tower.

After exploring the area, exit upstairs to the tower passageway on the right.

Passageway
The only person at the tower is a carpet seller, offering various rugs and carpets. Looking at the carpets, there is one that looks familiar. Coincidentally, the pattern on one of the carpets match the pattern on the Matchbook from George's inventory.


Talk to the [carpet seller] about the Matchbook. The seller will take the matchbook, put the curtain to the side and create a new undercover exit.

Optional achievement progress: Everyone's Buzzing
Talk to the [Carpet Seller] about Hand buzzer.

Exit up the stairs behind the carpet, into Club Alamut.

Club Alamut, Interior
Immediately upon entering the secret club, conversation with a patron starts. George meets Ultar who is “world’s greatest luxury taxi driver” as he presents himself. He can take George wherever he wishes to go.


The club manager is standing behind the bar. He does not have a tongue and cannot speak. To the right is a door.


Ultar: “He not have tongue!”
George: “No tongue? What happened?”
Ultar: “It was a bet”
George: “And he lost.”
Ultar: “He won! You should see the other chappie. Oh yes!”

Try to use the Door on the right. The club manager will point George to the note. Investigate or examine the Note on the door, any of the actions work. George will try to read it but cannot understand a word of it.

Talk to [Ultar] about the door sign. Ultar says that it reads that the toilet is closed until the brush is returned. Looks like someone stole the toilet brush.

Talk about Khan’s picture. George shows him the picture. Khan was here yesterday, 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, and accept the taxi ride to the hill, but Ultar requests 50 yankee dollars for the trip.

Optional achievement progress: Everyone's Buzzing
Talk to the [Ultar] about Hand buzzer.

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 back to the street market. Exit through the entrance door, and exit to the left down the stairs.

Marketplace
Examine [Arto] the kebab seller. George will realize that he is smearing kebabs with a toilet brush! The brush stolen from the club.

Walk left and talk to [Nejo] about Arto. George says that he needs Arto’s brush, but Nejo is requesting something in return. Talk about the red ball, if not previously discussed with Nejo, and Nejo will agree to he’ll in exchange for the ball.

Agree to the exchange. Nejo instruct George to be politely talk to the kebab seller, and teaches him a couple of words in Arabic that will help.

OK, end the conversation, and go and talk to [Arto], the kebab seller.

Say the phrase that [Nejo] taught [George]. It looks like that Nejo taught George an insult. Arto gets mad and rushes towards George with a knife. George flees into the tower exit and ends up in front of the carpet seller.

Exit back to the marketplace using the stairs on the left.

Alto will refuse to speak to George, and why should he when George insulted his kebabs. “’Il ‘a’kl kalb’” means that kebabs are made from dog meat. :)

Talk to [Nejo] again, and he will present the toilet brush which he stole while [Alto] was chasing [George].

{ Bad language }

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

Exit upstairs to the tower passageway, and exit through the carpet upstairs into Club Alamut.
[CH17] Syria, Marib - part 2
Club Alamut, Interior
George needs to give the brush to the club manager, but he does not have a tongue and cannot speak.

Use Brush with the club [Manager]. The manager takes the brush and provides the toilet keys.

Use Toilet keys with the Door. George unlocks the door and enters the toilet.

Club Alamut, Washroom
Nothing much in the washroom. Stall, a sink with a mirror, and a towel dispenser.


Use the Stall door, and George will open it. Use Toilet chain. George pulls it down and it breaks. Shamefully, George stuffs it into the jacket.

Using the towel dispenser, George will scroll the towel a little.

SPOILER: A keen observer will notice that there are two keys on the toilet keys ring. One is for the door, and that is probably the larger one, and the smaller one is for what? Since it is on the same keychain, it must be used for something inside the toilet, and usually it is for the boxes that store soap or paper towels.

Use Toilet keys with Dispenser. George will unlock the dispenser and the towel will be revealed.

Pick up Hand towel from the dispenser.


Let’s get back to the marketplace. Exit the washroom through the door, exit the club through the entrance door, and exit to the left down the stairs.

Marketplace
Nejo is now playing with his new shiny red ball, bouncing it off the door. If George rings a bell, so Nejo’s father comes out from the back, the bounced ball will change its course and divert slightly to the right. At the exact same place where the cat runs off when someone tries to pet it.

Investigate the [Cat] and it will jump onto the top shelf. While the cat is on the shelf, use the Bell. The cat will become agitated and rush off into the unknown, knocking the statuette in the process.

Pick up the Statuette. It's not in the good shape.

This looks like something that might interest Pearl. She is now talking to the fruit merchant a bit to the right. Talk to [Pearl] about the Statuette. It would be an ideal antiquity, but it looks new.

Maybe there is a way for George to make this item a bit more aged. The soggy tissue has residue of various paints that clowns use, possibly it can be applied to give the statuette an aged appearance.

Use the Tissue with the Statuette to obtain a Painted statuette. The plaster will soak up the greasepaint and the desired effect is achieved.

Now talk to [Pearl] about Painted statuette. She’s delighted and wants the ‘fine piece of antiquity’, but doesn’t carry any money, so she instructs George to look for Duane and request from him to pay.

Talk to [Duane] about Painted statuette. Duane will buy it for 50 bucks. OK, George now has the money for the ride, let’s go to Ultar.

Exit upstairs to the tower passageway, and exit through the carpet upstairs into Club Alamut.

Club Alamut, Interior
Talk to [Ultar] about the Money. Ultar is delighted with a new customer and asks if they should depart immediately. Accept the ride. Ultar‘s taxi is the old army truck sitting in back of the marketplace.

Before leaving, George leaves the toilet keys on the bar.

Marketplace
George meets Ultar at the taxi. The conversation starts automatically.

Talk about the truck to get moving. But there is a problem with a truck which needs to be fixed. The fan belt broke, and the truck needs to be towed into a garage for a replacement.

The only thing that remotely resembled a conveyor belt, that George encountered in Syria, was the hand towel in the dispenser in Club Alamut’s washroom. Let’s go check it out.


SPOILER: If George already obtained the Hand towel from the Club Alamut washroom, just give it to Ultar and they will depart to Bull’s Head hill.

Exit upstairs to the tower passageway, and exit through the carpet upstairs into Club Alamut.

Club Alamut, Interior
Pick up the Toilet keys from the bar counter, and use Toilet keys with the toiled door. George gets inside once again.

Club Alamut, Washroom
When George tries to use the dispenser, the hand towel just rolls. Could the dispenser be opened in any way? Notice how the Toilet keychain has two keys, one is for the door, and the other? Usually, these dispensers are locked.

Use Toilet keys with the Dispenser. George opens the dispenser.

Now, pick up the Hand towel. Let’s see if this fits for Ultar’s truck. Go back to Ultar on the marketplace.

Exit the washroom through the door, exit the club through the entrance door, and exit to the left down the stairs.

George will leave the toilet keys on the bar counter once again.

Marketplace
Talk to [Ultar] about Hand towel. George offers the towel, Ultar accepts and miraculously repairs the truck. Since only half of the length of the towel was required, Ultar returns the other half to George.

Off to Bull’s Head. Both of them get into the taxi truck and rush to Bull’s Head hill.
[CH18] Syria, Bull’s Head Hill
“Later that afternoon …”

Bull’s Head Hill
George arrived at a desolate plateau of the hill. It is so desolate that there are only one branch and a crack of any significance.


Pick up the Branch. The stick looks quite hard and inflexible.

The crack in the rock looks like it could be descended, but George quickly returns up on the first try. There must be something that will help George descend into the crack. The towel is lengthy but needs an anchor. The stick looks durable, maybe George can lay it across the pit and tie the towel to it. It is unknown why George didn't want to use the Sewer key for anchoring the towel; it’s quite possible that he didn’t want to leave it behind. :)

Use Torn towel with the Stick, and the use the Stick-Towel with the Crack. A new exit downwards is created.

Exit down the Stick-Towel.

The lower plateau doesn’t differ much from the elevated one, except for one hole in a mountain wall that looks artificial. To the left is an exit and a nice viewpoint from which Ultar’s truck could be seen.


Investigate the Hole. George finds a metal ring as wide as a hand. Use the Metal ring. As George pulled the ring, a secret stone door slides up, revealing a doorway.

Exit into the cave using the doorway.

Templar Cave
George enters the secret cave.

Walk to the left. George finds a corpse, it’s Klausner. Then, suddenly, the door through which George entered suddenly closed. George is trapped!


Next to the corpse is a very strange statue with Templars cross and three bearded faces, and in the back, is a stone tablet on display. The statue looks like the one from mirror in the Manuscript, so this is definitely a Templar’s secret cave.

Investigate the Dead body. George finds a very old lens. It is definitive, the knight on the manuscript is holding a lens instead of, previously thought, a crystal ball.

Examine the Statue. It’s a stone head that bears three bearded faces.

Investigate the Stone tablet. There is a map of what looks like a Great Britain with a Latin inscription, which George tries to memorise.

As George finished reading the inscription, the stone door started opening. George assumes that it is Ultar and rushes to prevent him to enter. To the surprise, it’s Khan!

He wants to interrogate George at gunpoint, and both of them continue the conversation in outside the cave at the plateau. Khan first wants to know where Klausner is. If Khan suspects that George is not answering truthfully, he will shoot George and the game ends.


TIP: Game should conveniently autosave last safe action George took. At this point, it is after George investigates Klausner’s corpse.

Answer truthfully. George explains how Klausner died inside the cave. Khan then asks if Klausner was carrying anything of importance.

Answer in any way. George mentions the lens. Next, t Khans question is if there was anything else beside the lens.

Answer in any way. George eventually repeats the Latin inscription from the stone tablet, which Khan immediately recognizes as the location of the Sword of Baphomet. Khan then gives two options to George, to die like a dog or to die like a man.

Answer, George (like a man). Khan recognizes George as an honourable man and wants to shake hand with him. Finally, someone wants willingly to shake hands with George, but George has an ace up his sleeve. : )


Open inventory and use Hand buzzer with [Assassin], and Khan will stumble backwards, losing his balance. George now has a couple of moments before the assassin gains his footing again. Reaching for the gun or fleeing into a cave are not viable options since Khan will regain his consciousness really quickly, so George his only option is to do a leap of faith into the abyss, hoping that Ultar’s truck will mitigate the damage.

Exit into the chasm on the left. George lunges forward and with all the luck in the world ends in the truck through the canopy.
[CH19] Syria, Paris, Rue Jarry
The story continues back in Nico’s apartment in Paris.

Nico’s apartment
George retells his adventures in Syria and the finding of the lens. Talk to Nico about the Lens. Nico is convinced that the lens is used as a magnifying glass.

Looking again at the manuscript, it’s clearly a Templars guide. There are a lot of clues uncovered, but it looks like that there are still more to it.

Last time, Nico told George that Lobineau had some new clues about a crest from one of the pictures from the manuscript. Let’s check what has Lobineau found out.


End the conversation and head towards the museum.

Building front
{ Klausner’s Cave }

Exit to the left, to open the map, and go to Musée Crune.
[CH20] Paris, Museé Crune
George arrives at the museum.

Exterior
Nothing of interest, so go inside. Exit into the museum through the front door.

Interior
Talk to [Lobineau]. He is sad because the tripod is stolen. Lobineau proceeds to tell that he visited Nico at her apartment and had the privilege to have a look at the manuscript, and asks George of his undertakings. George explains about the Bull’s Head hill, the cave, and the reference to the manuscript. George then repeats the Latin phrase from the stone tablet, and they both agree that the manuscript is some kind of map pointing to something.

NOTE: If George didn’t discuss the manuscript and Nico topics two (2) times with Lobineau earlier, George needs to discuss them first, so Lobineau promises to have a look at the manuscript. Then George needs to go back to Nico’s apartment, in Rue Jarry, where Nico informs that Lobineau came by, and then get back into the museum for new manuscript topics with Lobineau to be available.

Talk about the manuscript. Lobineau confirms that it dates from the time of the Crusades. The manuscript looks like to be a story in pictures.

Talk about the manuscript again. George asks about the story of the manuscript. It is highly likely that it is produced as a brochure for the pilgrim tourists.

Lobineau: “The tourist trade in nothing new, you know. It’s been around for centuries.”
Lobineau: “Ever since Joshua made a packet selling souvenir bricks from the walls of Jericho.”

Talk about the manuscript the third time. Lobineau is only sure that the knight is from Spain due to the very peculiar coat of arms.

Talk about the manuscript the fourth time. Lobineau identified the Knight’s coat of arms. He was a member of the Vasconcellos family, from the Costa Cálida, a region in Spain. History does not mention them after the XV century, and Lobineau is assured that they are long gone.

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

Yay, a new clue. Let’s immediately head towards Spain.

Exit the museum through the front door on the left.

Exit to the map, by using the pathway to the left, and go to Aéroport, at the top right. A map of Europe will be displayed. Go to Villa de Vasconcellos in Spain.
[CH21] Costa Calidá, Villa de Vasconcellos
George arrives at Costa Calida in Spain. Along a dusty road that passed through ruined walls, he arrives at the Vasconcellos mansion.

Gardens
In the front yard is a gardener watering the garden, with an old looking summerhouse in the background. The villa looks old and also like an addendum to the gatehouse, which gives the medieval vibes.


Talk to the [Gardener]. George learns that there are only two residents of the villa, Countess de Vasconcellos and him. The gardener is not fond of George and does not let him enter the house, but George needs to speak to the countess.

Optional achievement progress: Everyone's Buzzing
Talk to the [Gardener] about Hand buzzer.

Gorge: ”Are you angling for a bribe or something?”
Gardner: “You have nothing that I want, señor, except the pleasure of your absence.”

If George tries to enter the villa, the gardener will stop him. There must be a way for George to go inside and talk to the Countess.

The only thing that the gardener is interested is to water the garden, so if anything is to happen to the water hose he’d have to react. The hose is coming out from the villa on the left side from a back utility room. What could George do to the hose so the gardener reacts? Looking at the inventory, a super exotic idea is to use the blood pressure gauge to squeeze the hose.

Use Pressure gauge with the Hose, on the left side of the villa. The water stops, and the Gardener goes into the house to check and threatens to release the dogs on George if he so only tries to enter the house; but George cannot give up now.

Exit into the villa through the front door.

Foyer
Inside the villa, the gardener is trying to figure out what is happening with the hose. There is an exit upstairs to the higher stories of the house, and an exit to the back where the dogs get alarmed if George tries to use it. The dogs also alarm the gardener, and he turns around to check. The exit upstairs also alarms the gardener. If he spots George, he’ll see him out, but George can return inside without any issues.


There is also a suit of armor sitting in the lobby. George hides behind it when used, so George can conceal himself when gardener geos to investigate the alarmed dogs.


George: “Apart from being stupid and unworkable, it was a great plan.”

Try to exit to the back, and the dogs will get alarmed. Quickly, use the Suit of armor. The gardener goes to the back to check what is happening, getting past George, and the way is clear.

{ Hide and Sneak }

Exit upstairs to the upper floor.

Parlor
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.


George explains about the conspiracy, the Templars, and the clues that led him to the estate.


Optional achievement progress: Everyone's Buzzing
Talk to the [Countess] about Hand buzzer.

Talk about templars. Countess explains how her family was involved with the Templars, and she is the last in the line of de Vasconcellos.

Talk about Templars second time. George asks for any objects that date from that period. The chest set dates back to the time when Templars existed. The set is not complete; one piece is missing and is replaced with a modern version.

Talk about the chess set. George asks to examine the chess set. Gardener (Lopez) interrupts the conversation and after a short discussion, countess takes George to show him something.

Gardens
Countess takes George through the gardens, and they stop in front of, what George thought was a summerhouse, but it is a mausoleum. The conversation is continued inside.

Mausoleum
In the mausoleum, the Vasconcellos Templars are laid. There are five tombs, and a shrine with a big statuette of the Virgin Mary above the lectern with a Bible on it. George is allowed to take a look around.


Investigate the Lectern. George removes the bible to find a checker board behind.

Investigate the Lectern again. George closely looks at the checker board. It is made of glass squares, where some of them have little pointy holes in the middle.

Talk to the [Countess] about the chessboard. Countess says that it’s purely decorative, even though George remarks that there are some glass pieces missing.

Talk about the chessboard again. George suggests that the missing holes are for chess pieces.

Talk about the chess pieces. They conclude that it must be a Templars puzzle, as George proposed. Countess gets super excited and instructs her gardener Lopez to go into the house and bring the chess set.

While waiting for Lopez to bring the chess set, continue to conversation with the Countess, and talk about the Templars. Countess asks George of his opinion of the Templars and proceeds to elaborate on the comparison between other medieval knightly orders and the injustice that the Templars endured at their end.

Talk about the Templars again. 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 gives it to George, who then placed the chest near the checker board. Both of them try to use a piece on the board, which triggers the Chess puzzle.

PUZZLE: CHESS

Three white pieces need to be positioned correctly in the middle column to form a checkmate position on the red king, while the white king is safe. Pieces are moved by drag and drop.

SOLUTION: King to D3, Knight to C3, and Bishop to A3.

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.
[CH22] Paris, Rue Jarry
“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.

End the conversation.

Building front
{ The Hidden Chalice }

The knight and the chalice need to be reunited. The manuscript also points in the direction of the knight, as well as the phrase in Latin that matches the Don Carlos’ told by the Countess.

The only knight statue that George stumbled upon is the one in the Church near Montfauçon; worth exploring.


Exit to the left, to open the map, and go to Montfauçon.
[CH23] Paris, Montfauçon
George arrives at the plaza. The old policeman is back to the café.

Plaza
Walk to the right and exit using the stairs into the church.

Church
This time, there is a priest in the church.


Talk to the [Priest]. He is energetically polishing a candlestick ( :) ).

Optional achievement progress: Everyone's Buzzing
Talk to the [Priest] about Hand buzzer.

The chalice is quite tarnished and could use a round of polishing.

Talk about the Chalice. The priest spots an engraving, but due to the chalice poor condition it’s inaudible. The priest will then ask for permission to polish the chalice in order for the engraving to be more visible.

Accept the priest’s offer, and he gets right away to do the job.

Look around the church.

Examine the Statue of a knight. George keenly spots that the knight is holding a staff and a scroll. On the manuscript, the knight is holding a lens. When the scroll is used, George peeks through it to focus the rightmost part of the huge stained-glass window in the center.

Use the Lens with the scroll. George slots in the lens at the scroll's end and peeks through the scroll. He discovers a different picture than before. It’s a mosaic of a knight Templar burning at the stake and a year. MCCCXIV → 1314.

Looking at the priest, the chalice is now glowing in his hands.

Talk to the [Priest] and George receives the Polished chalice. No inscription on the chalice, rather a distinct coat of arms with winged horse, that the priest recognized as the one from the tomb in the far corner.

Investigate the Tomb near the back wall on the right, the one closest to the large windows. Oh boy, a tomb with the de Vasconcellos coat of arms! It’s the last resting place of Don Carlos. There are biblical references carved into the edges of the tomb. George tries to memorize the biblical references.

Even though the chalice led George to the tomb of the missing Templar knight, he is convinced that the purpose of the chalice is still not found.

There are a lot of clues gathered since George last visited the only expert, Lobineau. Maybe he can shed more light on the new foundings. Let’s go to him.


Exit back to the plaza through the main church door, and exit left to the café to open the map, and go to Musée Crune.
[CH24] Paris, Museé Crune
George arrives at the museum.

Exterior
Exit into the museum through the front door.

Interior
Talk to [Lobineau] about the statue with three bearded faces from the Templar cave in Syria. George describes a statue he saw in Syria, which Lobineau recognizes as Baphomet. The idol is associated with the Templars from the evidence by the Inquisition, until now.

A statue of Baphomet was unearthed in Paris during the renovations at the Institut Hermétique de Nerval.

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

Talk about the pagan statue again. George asks for any insight of the statue. It’s a fearful image, with the base carved with Templar symbols. Allegedly there is a blood stain at the statue foundation.

New location for exploring. Let’s head there right away.

Exit the museum through the front door on the left, and exit to the map, by using the pathway to the left, then go to Site de Baphomet.

[CH25] Paris, Site de Baphomet
George arrives in front of the building. A painter is on a cigarette break.

Exterior
The painter is not of a workaholic type, and is quite enjoying his break. He is not allowed to go into the dig any more. The digging has stopped and since then, quite a few people that do not look like archaeologists are interested in the dig.


George: “I don’t think I’ve ever seen a Gauloises smoked so stylishly.”
Painter: “It’s a natural talent.”
George: “I’m being sarcastic.”
Painter: “I’m being indifferent.”
George: “You’re very good at that as well.”

Optional achievement progress: Everyone's Buzzing
Talk to the [Painter] about Hand buzzer.

The painter does not allow George to fiddle around his paint bucket nor the dumpster in the back. Nothing much to do, let’s explore further.

Exit through the iron gate into the property.

Cellar
Specifically, George ends up in the basement. There are two doors, and a guard which is standing in front of one of them. The other is a toilet, which is locked. A thermostat on the nearby wall regulates the temperature in the room and is 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, the one on the right.

Talk to the [Guard] about the toilet. Guard will give George a bundle of keys where a key to the toilet is as well.

Optional achievement progress: Everyone's Buzzing
Talk to the [Guard] about Hand buzzer.

When the keyring is examined, George notices that the huge key is highly likely used to unlock the dig site door.

If George tries to leave the basement with the keys, the Guard will stop him. In ordexit,o exit he would need to return the keys.

Use the Bunch of keys with the toilet Door, on the right, and George enters the washroom.

Washroom
The toilet is also a boiler room. Thea huges huge boiler, a not so clean toilet, and a dripping sink.


Investigate or explore the Sink. George won’t use it.

Pick up the Soap from the washbasin.

George needs to find a way to snatch the key for the dig site door from the keyring but how? He cannot steal the key, since the guard will most certainly notice. Soap, dryer, plaster … copy the key?

Use Bunch of keys with the Soap. George will press hard and make an impression of the big key in the soap.

Use Soap with imprint with the Plaster. George splinters the plaster into the soap mold.

Plaster is dry and needs water, once again.

Use the Soap with plaster with the Taps. George puts the plaster under the water for a bit, and moves to the dryer to speed up the process.

“Several minutes later…”

The copy of the site key is done, but it cannot be used on the lock, since the hardened plaster is fragile. It can be replaced on the keyring but, it is not very convincing as well since it’s plaster and not metal.

George suggests that the key could be improved, and just by coincidence, the painter outside has a bucket of gunmetal silver paint.


Exit the washroom through the door back into the basement.

Cellar
Return the keys to the guard.

Use Bunch of keys with the [Guard], or talk to the [Guard] about Bunch of keys.

Let’s get outside and paint the plaster key.

Exit the basement upstairs.

Exterior
The painter is still on his cigarette break.

Try to use the Plaster key with the Paint pot next to the [Painter]. The painter still does not allow George to use the paint bucket, so George needs to move the painter away from the pot in order to paint the key.

George could lie to the painter and make a story, but that could lead to more mess and even restriction to the renovations, so he needs to create a convincing plan. Remember the telephone in the basement? Maybe Nico can jump in and help?

Exit through the iron gate back into the basement.

Cellar
Use the Telephone and George calls Nico. He convinces her to talk to the painter as a distraction. Nico stays on the line, so George can go and get the painter.

Exit the basement upstairs.

Exterior
Talk to the [Painter] about the telephone call. George convinces painter that a woman is on the phone waiting for him to answer. The painter leaves in to the basement.

Optional achievement: Repeat Offender
Once the painter leaves into the basement to answer the phone call, George is left outside. Before proceeding, and putting the plaster key into the pot, exit back into the basement through the iron gate. George will witness the end of the conversation between Nico and the painter.
Use the Telephone again for another round of distraction. Exit back outside upstairs, and talk to the [Painter] a second time about the phone call, so the painter leaves back into the basement again. Do not use the paint pot just yet!
Exit into the basement through the iron gate, so George witnesses the ending of the second round of distraction by Nico. Repeat the same actions, use Telephone to call Nico, talk to the [Painter] about the phone call, and exit into the basement for the third time, and the achievement will pop up after painter slams the telephone the third time.

George now has all the time in the world to fiddle with the paint bucket.

Use the Plaster key with the Paint pot. George dips the key into the paint bucket before the painter returns. The key is now looking just like the real one, but it still feels like plaster.

Exit through the iron gate back into the basement.

Cellar
Painter wraps up the call with Nico and heads outside.

It’s now time to replace the fake key onto the keyring.


Talk to the [Guard] about the toilet to receive the Bunch of keys, again.

George cannot proceed with the con in front of the guard, and he cannot go outside with the keys, so go into the washroom.

Use the Bunch of keys with the toilet Door, on the right, and George enters the washroom again.

Washroom
Use Painted key with the Bunch of keys. George quickly swaps the real key with the fake one.

Exit the washroom through the door back into the basement.
[CH25] Paris, Site de Baphomet - part 2
Cellar
The key still does not feel like a real one, and the guard will most certainly figure out the deception just by having the key in his hands. George cannot return the keys like this.

Examine the Thermostat on the nearby wall. It is set to the highest, resulting in the very warm ambience in the basement. George refuses to fiddle with the thermostat dial.

Talk to the [Guard] about the thermostat. He turned to heat up since the outer door need to be opened all the time. He has gloves, but there is no need for them at the moment.

That would mean that he would put the gloves on, if it was colder in the basement. Bingo!

End the conversation and use the Thermostat. George turns off the heating, and after a short while, the guard puts his gloves on.

Now, use the Bunch of keys on the [Guard] or talk to the [Guard] about the Bunch of keys, and George will return the keys with the substituted fake.

Half of the job is done, now the guard must be moved away from the door, so George can enter. So, the guard must be distracted?! Nico?

Use the Telephone again. George calls Nico and suggests a new plan. 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.

Exterior
George witnesses an argument between the painter and the guard, which doesn’t seem to have an end. The way is now clear, so George sets back inside.

Cellar
The coast is clear.

Use the Excavation key with the now unguarded Door, on the left. George enters inside.

Excavation
The dig site is quite a mess. The Baphomet idol is located at the lower level, just below the platform. It’s exactly as depicted on the mirror in the manuscript, and as the one from the Templars cave from Syria.


Investigate the Floor. The pattern does not make much sense. In the middle of the floor is a weird mosaic, all distorted. It looks like it the patter in focused in one circular point and spreads out in a spectrum.

Is it now time for the chalice? It is the only item associated with the Templars in the inventory.

Use the Polished chalice with the Floor at the idol’s base. George places the chalice on the floor at the point of convergence, just in front of the idol.

Close up on the chalice, an image of a church could be seen. Which church is it? What does it mean?

[CH26] Paris, Rue Jarry
“Back in Nico’s apartment…”

Nico’s apartment
George returns to Nico’s apartment and announces the purpose of the chalice, then proceeds to explain about the reflected image of a church with a square tower.

End the conversation.

George suggests that he should return the chalice to the Countess in Costa Calidá.

Building front
{ Baphomet's Secret }

OK, let’s go back to Spain to return the chalice.

Exit left, down the road to the map, and go to Aéroport, at the top right. Go to Villa de Vasconcellos in Spain.
[CH27] Costa Calidá, Villa de Vasconcellos
George returns to Costa Calida. There is a different vibe this time.

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

Talk to [Lopez] about the Chalice (topic, not the item). George makes inquiry about the story behind the vanishing of the chalice. Lopez tells the story about the Inquisition raid that happened and how it was believed that they took the children and the chalice, but they denied both of the claims. Since they were telling the truth about the chalice, maybe they were telling the truth about the children as well?! Lopez advises George to report this to the Countess.

Let’s find the Countess.


Exit into the villa through the front door.

Foyer
The utility room, that was previously used by Lopez, is now available.


Pick up the Mirror from Lopez’s utility room.

Exit upstairs to the upper floor.

Parlor
As George enters the room, the conversation starts. George gives the chalice back to the Countess, placing it on top of the firewall.

Talk about the chess. There is still the mystery of the missing chess piece, and the Countess relates it to the missing children. George explains his theory that the children are still around somewhere after Don Carlos’ manservant hid them from the Inquisition.

Talk about the chalice. George explains that he discovered the tomb of Don Carlos de Vasconcellos in a church in Paris.

Talk about the Countess. George follows with the explanation of biblical references carved on Don Carlos’ tomb, but both of them are not competent when it comes to the Bible.

If remembered correctly, there is a Bible in the mausoleum that could help. Let’s go to mausoleum and check.


Exit downstairs through the archway on the right, then exit outside through the main door, then exit into the gardens section with mausoleum through the pathway that leads towards the mausoleum, and finally, if the mausoleum door is not open, use the mausoleum front door, or simply exit inside if the front door is open.

Mausoleum
There is a Bible standing below the Virgin Mary statue.

Investigate the Lectern, just below the statue, if the Bible is not available.

Pick up the Bible from the lectern.

The chess pieces were the key to finding out the chalice here in the mausoleum, and there is still one piece missing. Maybe there are more secrets that the mausoleum hides.

The nearby pole is used for snuffing the candle on the chandelier, and in general for reaching high places. Is there a way that the big chandelier could be lit? It can be reached, using the pole, but how to light up the candle?

Looking at the inventory, the only thing that could continue to emit flame long enough to light the candle is the Tissue.


Use the Tissue with the Pole. George puts the tissue on top of the pole and continues to hold it. The tissue needs to be lit up.

While George is holding the pole, use the Candle that is burning on the lectern, and he will light it up. Now, reach out to light up the candle on the chandelier.


Use the Candle, while George is holding the light up pole. Success! But the candle is almost immediately being extinguished by the wind from the top window. So, the window needs to be closed first. The only way to reach it is with the pole.

Use the Pole, so George takes it in his hands, and use the Window, so George closes it. Now to light up the candle again.

Click anywhere on the floor, so George releases the pole first.

Use now Charred Tissue with the Pole.

While holding the pole with the tissue, use the Candle near the lectern, and finally use the Candle on the chandelier.

As George puts up the flaming tissue, the candle quickly burns out, revealing something hidden within.

{ Candle Light }

It’s some kind of stone key.


Let’s go back to the Countess.


Exit the mausoleum through the main door. Exit back to the gardens in front of the villa through the pathway on the left. Exit inside the villa through the main door, and exit upstairs.

Parlor
Talk to the [Countess] about the Bible. George presents the Bible from the mausoleum and starts repeating the remembered verses from Don Carlos’ tomb, while the Countess looks for them in the Bible.

Psalms, 32:7. ‘Thou art my hiding place; thou shalt preserve me from trouble; thou shalt compass me about with songs of deliverance.’ John, 4:11. ‘The well is deep.’ Corinthians, 4:5. ‘Will bring to light the hidden things.’ Psalms 22:21. ‘Save me from the lion’s mouth: for thou hast heard me from the horns of the unicorns.’

George asks if there is a well in the grounds on the estate, and by the clues from the verses, there is something hidden deep inside a well, potentially? Countess is not aware of any wells, but Lopez is the one to be asked when it comes to the estate.

Let’s go ask Lopez about the real-estate.


End the conversation and exit downstairs using the archway, and then exit through the front door to the front of the house.
[CH27] Costa Calidá, Villa de Vasconcellos - part 2
Gardens
Talk to [Lopez] about the well. Lopez lived his whole life on the estate, and he knows of its existence, but doesn’t know the location since it was covered even before his grandfather’s time.

Talk about the location of the well. Lopez suggests that it should be located in the right here in the gardens.

Talk about the location of the well once again. Lopez proposes for them to try water dowsing, using the Y shaped hazel stick, and there are hazel trees around the villa. George just needs to find one suitable.

End the conversation and start looking for a suitable branch from a hazel tree nearby. Eventually walk to the left of the villa and investigate the Hazel tree growing on the side wall, to find the Hazel branch.

Talk to [Lopez] about the Hazel branch. Lopez explains the process of dowsing, and George starts the process. After a long while, there is a hit! George found a tin can, bummer. Lopez tosses the can over the cliff, and with great luck, finds the hidden well amidst the bushes!

Lopez helps George down the well using a rope.



Ancient Well
George emphasizes that he has a “really bad” feelings about this place. Down the shaft, a beam of light spreads, and to the right, obscured by the dark, the outline of what looks like … a lion’s head.


Examine the Lions head. George will remember the psalm, “Save me from the lion’s mouth.”.

Investigate the Lions head. George looks up close at the head, and notices that one of the fangs is a separate piece.

Use the Lions head. The sound of stone moving could be heard and George is in danger.

Quickly, after George says “… and I knew I’m in danger.”, walk away from the stone, and George will back up a bit. Just enough for the stone plate to not fall over him. There are a couple of second in which George needs to move away from the stone plate, or it will fall over him, resulting in a death scene. Luckily, the game has an auto save feature and the adventure can be continued with a small backtrack.

Behind the stone is pure darkness. It’s hard to make anything out. The area needs to be brightened up. The beam of light coming from above is not enough. Looking at the inventory, there is a mirror which can be used to redirect the light.

Use the Mirror with the Well shaft. There is some kind of socket on the door in the darkness.

Looking at the inventory, what else there is to do, then to use Stone key with the Stone socket. The stone door slides open. Behind the door, complete darkness.

Exit into the darkness behind the stone door to proceed.

George enters an abandoned stone chamber, that didn’t have any visitors in a long time, by the looks of it. Initially, in the focus are two very small skeletons holding a red chess piece entangled in spider web.


Behind them, on the wall, is a huge tapestry depicting a chess board with a castle in the top right and a battle between knights at the bottom.



Parlor
George returns the missing chess piece to the Countess, and leaves.

{ Curse of the Vasconcellos }
[CH28] Paris, Rue Jarry
“Back in Nico’s apartment…”

Nico’s apartment
George is back in Nico’s apartment, but this time Lobineau is here too.

At first, George describes his findings from the bottom of the well, and after that all other gathered clues. They summarize them, trying to figure out what could they mean.

Then, while iterating through his thoughts, Lobineau remembers the battle of Bannockburn, which took place in 1314. A group of outlawed Templars helped Scots to turn the battle in their favor against the Brits.

Nico and George rush to go to the next clue, Bannockburn.

The map of Europe will be displayed with a new location in Scotland.


Go to the only possible location, Bannockburn, Scotland.

[CH29] Scotland, Train
Nico and George travel to Stirling in Scotland by train, where, just south of it, a historical battle took place.

Compartment 1
It’s nighttime, and they find themselves sharing a compartment with an old lady.


George cleared some of his items from the inventory.

Optional achievement progress: Everyone's Buzzing
Talk to the [Old lady] about Hand buzzer.
Optional achievement: Shared History
Talk to the [Old lady] about all topics and make sure that all are exhausted.

Exit the compartment through the cabin door.

The conductor will enter the cabin and the passengers show their tickets, chit-chat for a bit, and he leaves. The conductor looked oddly familiar to George.

Exit the compartment through the cabin door again, and George ends up in a hallway.

Carriages
From the hallway, George can see a couple of guys in the compartment next to theirs and a completely empty compartment at the left end of the wagon. To the right is the baggage wagon, and the door to it is locked.

Can’t go to the right, let’s explore to the left.


Walk to the left into the next wagon, and proceed going to the left.

George stumbles upon Guido, who is smoking in the corridor. Suddenly, George remembers who the conductor looks like, Eklund, Marquet’s murderer. That doesn’t sound fun. Let’s rush back fast and check on Nico.


Exit back into Nico’s compartment through the cabin door.

Compartment 1
Nico and the old lady are gone! George should act with haste.

Exit back into the corridor through the cabin door.

Carriages
The two doors in the wagon to the left are locked and George doesn’t want to deal with Guido at the moment, so going to the left is not an option. To the right, the doors are also locked.

Let’s inquire with the guys in the next cabin.

Exit into the first compartment to the left through the cabin door.

Compartment 2
This cabin feels different. It’s the only one where the window can be seen. Two lads are occupying this cabin. One is sleeping, presumably from being too drunk, and the other one is having a beer … for breakfast.


Talk to the [Football fan]. He discloses that his buddy’s name is Basher, and that they were supposed to get off in Newcastle.

Optional achievement end: Everyone's Buzzing
Talk to the [Football fan] about Hand buzzer. If George tried to buzz every NPC at this point, the achievement will trigger.

Talk about Nico. George asks for help and the guys are glad to help, but looking at their state, it’s hardly to believe that they will be of any help.

Use the Window, and George will pull it down, creating a new exit that leads to the roof.

Exit through the window onto the roof.

Roof
To the left is the arm that feeds the train with electricity, so no go. Proceed to the right.

Walk to the right over to the carriage wagon. There are ladders that lead down to the sliding door.


Exit down the ladder.

Baggage Car
George enters the cabin where action is already in place. Nico is tied up in the back, the old lay is fighting with Flap, while the conductor is taking aim at all of them. That is not an old lady, that is Khan!


Khan somehow manages to get rid of the gangster Flap, throwing him out of the wagon, but Eklund took his chance and shot Khan in the chest.

Now, he is pointing the gun towards George, so George must act fast to save them. Looking around, everything looks quite far from reach. Eklund would probably get him before he can even do something with it. The closest thing is the emergency brake, just above George.


Use Emergency brake. The train promptly starts to rapidly decelerate, forcing the crates behind Eklund to fall over and pin him down to the floor. Eklund is incapacitated and disarmed.

Conversation with Khan starts. He is in bad shape. They were both on the same side all along! Even after Khan tries to clear what the Sword of Baphomet is, it’s still a mystery.

It is some sort of weapon, but older than Jacque DeMolay, and even Solomon! The sword symbolizes a colossal energy, that is a product of the alignment of the earth’s natural power fields focused as St Ninians church.


End the conversation. Khan tries to say one last thing, but couldn’t finish the sentence …

{ Action hero }

Nico still stands tied up.

Exit to the right or to the left (either works). A romantic kiss-kiss moment follows where George unties Nico at the end.

Exit to the right or to the left again, and Nico and George get off the train.
[CH30] Scotland, Bannockburn
“Several minutes later…”
George cleared his inventory again. Only Red nose and Railway tickets left.

Graveyard
The party arrives at an old ruin with a graveyard. Khan gave Nico informs a bag full of C-4 plastic explosive.


The old square tower is standing tall over the ruins. The sign describes what happened to the ruins. During the English Civil War in the XVII century, this place was used as an armory. By the state in which the place is in, an explosion happened, and the tower is the only thing that survived the blast.


Exit into the tower through the massive archway.

Tower
The entrance to the tower is all in rubble. There is a massive panel with a cross and an undecipherable inscription, and a gargoyle statue that decorates the entrance.


Nearby, there are wheels and a handle mechanism; probably used for something that no longer functions.

There must be a mechanism that opens the door.


Inspect the Rubble. George finds an old clay pipe.

Inspect the Rubble again. George finds a metal coin under one of the stones.

Inspect the Rubble a third time. George finds a small cog and a spindle.

Inspect the Rubble fourth time. George finds a plastic pen top.

Use the Handle on the nearby mechanism. George will start to turn the handle, but it will remain in his hands.

Pick up the Cog from where the handle used to be.

Optional achievement: Coping Mechanism
Use Red nose with the Gargoyle statue. Use Clay pipe with the Gargoyle statue as well.

Use the Gargoyle statue two (2) times. George will analyse, it and conclude that eyes and the mouth are some kinds of sockets.

Use Cog, that George found in the rubble, with the Gargoyle statue. It slips neatly into the eye socket.

Use the other Cog, the George found behind the handle, with the Gargoyle statue. The second eye will be slotted with the cog.

Finally, use the Handle with the Gargoyle statue. George slots it in and starts to turn the mechanism. The stone door lifts, revealing a passageway. George picks up the handle.

Exit inside through the stone doorway.

Crypt
Lots of gunpowder spilt from the barrels laying nearby. Lit torches signal that the Neo-Templars are already here.


Let’s proceed further.


Exit down the corridor. As they were getting further into the crypt, Nico and George start to hear chanting from down below.

George: ”What do you suppose they are doing?”
Nico: ”It wouldn’t surprise me if they were holding some kind of satanic sex ritual...”
George: ”So, what are we waiting for?”

Ceremonial Site
Nico and George start to watch the ritual hidden on a high ledge, but soon, they are detected. Rosso is here as well, on the side of the neo-Templars!


The main figures of the ritual are the Grand master, the man in the blue robes, and the Gatekeeper of the Temple who is leading the ritual. They are reforging the Sword of Baphomet.

The ritual ends with Grandmaster endowed in some sort of power granted by the statue.


Neo-Templars try to cover George to their side, but he refuses. Disappointed, Grand master orders Eklund to kill George, but Rosso has a change of hearts and intervenes. Betrayed, Grand master kills Rosso while Nico and George rush out.


Crypt
Nico and George rush out of the crypt, but Guido appears!


George must act fast once again, or Guido will take care of them. There are little options, but Nico’s earlier proposition to blow up the place sounds like a plan this time.

Use the Torch right next to George. George tosses the torch into the gunpowder.

Grandmaster appears from behind and orders Guido to kill the intruders.

The gunpowder is laying on the floor for centuries and its purpose diminished over time, but Nico throws the bag of C-4 into the fire.

** Lean back and enjoy the ending, credits and a couple of bonus post credits bonus removed scenes. **

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


{ Broken Sword }


** THE END **
Item list
Listed below are all items that can be obtained in the game. It is remarked where the item is found, and all places where the item is used (in any way).

Newspaper
Found: [CH01] Paris, Café, Front. Picked up from the floor.
Used: [CH01] Paris, Café, Road works. Conversation topic with the workman so he leaves the work site.

Rosso’s card
Found: [CH01] Paris, Café, Front. Given by the [inspector] after the conversation sequence ends.

Used: [CH01] Paris, Café, Building courtyard. In the conversation with the Concierge to get him to stop being skeptical and open up.

Sewer key
Found: [CH01] Paris, Café, Road works. Picked up from the toolbox.
Used: [CH01] Paris, Café, Small alley. Used on the manhole to open the hatch. [CH08] Ireland, Lochmarne, Castle ruins, Walls. To create an improvised step on the castle walls. [CH15] Paris, Montfauçon, Plaza. To open the manhole where juggler is standing. [CH15] Paris, Montfauçon, Sewer. To break the crumpled wall.

Red ball
Found: [CH01] Paris, Café, Sewers. Picked up from the floor.
Used: [CH02] Paris, Rue Jarry, Nico's apartment. Presented to Nico during conversation and determines the next destination, La Risée du Monde.
[CH15] Paris, Montfaucon, Plaza. Talk to Policeman about the Red nose.

Tissue
Found: [CH01] Paris, Café, Sewers. Picked up from the floor.
Used: [CH03] Paris, Costume shop. Shown to the costumer shop owner during conversation.
[CH17] Syria, Marib, Marketplace. To make the statuette look antique.
[CH27] Costa Calidá, Villa de Vasconcellos, Mausoleum. Used on the rod to light up the candle on the chandelier.

Scrap of material
Found: [CH01] Paris, Café, Sewers. Picked up from the rusty spikes.
Used: [CH02] Paris, Rue Jarry, Nico's apartment. Presented to Nico during conversation. George is given the Photograph in return.

Photograph
Found: [CH02] Paris, Rue Jarry, Nico's apartment. Given by [Nico] after Scrap of material is presented during conversation.
Used: [CH03] Paris, La Risée du Monde, Costumes shop. Shown to the owner during conversation where he identifies the killer.
[C05] Paris, Hotel Ubu, Lobby. Shown to Lady Piermont during conversation.


Hand buzzer
Found: [CH03] Paris, La Risée du Monde, Costumes shop. Given by the [costumier] after the conversation ends.
Used: [CH18] Syria, Bull’s Head Hill. Used on Khan at gunpoint. Used to get the achievement Everyone's Buzzing.

Hotel key
Found: [CH05] Paris, Hotel Ubu, Lobby. Picked up from the wall-board when the clerk is not around.
Used: [CH05] Hotel Ubu, Landing. To unlock the room 21.

Matchbook
Found: [CH05] Paris, Hotel Ubu, Room 22. Picked up from the killer's pants.
Used: [CH17] Syria, Marib, Passageway. Shown to the carpet seller to get access to the Club Alamut.

ID card
Found: [CH05] Paris, Hotel Ubu, Room 22. Picked up from the killer's pants.
Used: [CH05] Hotel Ubu, Lobby. In conversation with the Clerk and Lady Piermont for retrieving contents of the safe.

Manuscript
Found: [CH05] Paris, Hotel Ubu, Lobby. Given by the [clerk] from the safe.
Used: [CH05] Paris, Hotel Ubu, Window ledge. Thrown into the alleyway.
[CH06] Paris, Rue Jarry, Nico’s apartment. Discuss with Nico to learn about a professor who specialized in Medieval studies, Andrée Lobineau.

Wire
Found: [CH08] Lochmarne, Mac Devitt’s Pub, Interior. Picked up from the table in front of the [old man].
Used: [CH08] Lochmarne, Mac Devitt’s Pub, Interior. On the glass washing machine plug to fix it.

Bar towel
Found: [CH08] Lochmarne, Mac Devitt’s Pub, Interior. Picked up from the counter after, the regular lifts his arm to drink the beer.
Used: [CH08] 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.

Flashlight
Found: [CH08] Lochmarne, Mac Devitt’s Pub, Cellar. Picked up automatically after George lights up the cellar.
Used: [CH08] Ireland, Lochmarne, Excavation pit. George uses the flashlight automatically after entering the tunnel behind the altar.

Gem
Found: [CH08] Lochmarne, Mac Devitt’s Pub, Cellar. Picked up automatically after George lights up the cellar.
Used: [CH15] Paris, Montfaucon, Templar circle. Placed onto the tripod.

Plaster
Found: [CH08] Lochmarne, Castle ruins, Dig site. Picked up from the sack sitting on the bench.
Used: [CH08] Lochmarne, Castle ruins, Dig site. Sprinkled on to the pattern of holes in the sand, after the statue has been turned over and up again.

Pressure gauge
Found: [CH11] Paris, Hopital, Ward J2. Given by the nurse Grendel after George disguises himself as the doctor.
Used: [CH11] Paris, Hopital, Meeting area. Given to the young trainee doctor Benoir so he can measure the blood pressure of the patient named Sopmarsh, and George can venture forward.

Tripod
Found: [CH14] Paris, Rue, Jarry, Nico’s apartment. Given by Nico after successful heist.
Used: [CH15] Paris, Montfauçon, Catacombs, Templar Circle. Placed on the pedestal in the middle.

Ball
Found: [CH15] Paris, Montfauçon, Plaza. Picked up from the floor automatically after the clown leaves.
Used: [CH17] Syria, Marib, Marketplace. Given to Nejo in exchange for information about kebab seller.

Brush
Found: [CH17] Syria, Marib, Marketplace. Received from Nejo after he steals it from Alto.
Used: [CH17] Syria, Marib, Club Alamut, Interior. Given to Club Alamut manager.
Item list - part 2
Toilet keys
Found: [CH17] Syria, Marib, Club Alamut, Interior. Received from the club manager when the toilet brush is presented.
Used: [CH17] Syria, Marib, Club Alamut, Interior. Needed to open the door to the washroom. [CH17] Syria, Marib, Club Alamut, Washroom. Needed to open the towel dispenser.

Toilet chain
Found: [CH17] Syria, Marib, Club Alamut, Washroom. Received from the club manager when the toilet brush is presented.
Used: [CH19] Paris, Rue Jarry, Nico’s apartment. Given to Nico as a “necklace” present from Syria. :)

Statuette
Found: [CH17] Syria, Marib, Marketplace. Picked up from the floor after the cat knocks it off the shelf.
Used: [CH17] Syria, Marib, Marketplace. Given to Pearl Henderson.

Painted statuette
Found: [CH17] Syria, Marib, Marketplace. Obtained when Tissue is combined with the Statuette.
Used: [CH17] Syria, Marib, Marketplace. Given to Pearl first, and then to Duane.

Money
Found: [CH17] Syria, Marib, Marketplace. Give by Duane in exchange for Painted Statuette.
Used: [CH17] Syria, Marib, Club Alamut, Interior. Given to Ultar for the ride to the Bull’s Head hill.

Hand towel
Found: [CH17] Syria, Marib, Club Alamut, Washroom. Picked up after the dispenser is unlocked with Toilet keys.
Used: [CH17] Syria, Marib, Marketplace. Given to Ultar to repair the taxi truck.

Torn towel
Found: [CH17] Syria, Marib, Marketplace. Leftover from Hand towel returned by Ultar after he repairs the taxi truck.
Used: [CH18] Syria, Bull's Head Hill. Combined with the stick to get the Stick-Towel.

Stick
Found: [CH18] Syria, Bull's Head Hill. Picked up from the tree.
Used: [CH18] Syria, Bull's Head Hill. Combined with the towel to get the Stick-Towel.

Stick-Towel
Found: [CH18] Syria, Bull's Head Hill. Picked up from the tree.
Used: [CH18] Syria, Bull's Head Hill. Used on the crack in the rocks to form a downwards exit.

Lens
Found: [CH18] Syria, Bull's Head Hill, Templars Cave. Picked up from Klausner’s corpse.
Used: [CH23] Paris, Montfauçon, Church. On the scroll that the knight statue is holding.

Chalice
Found: [CH21] Costa Calidá, Villa de Vasconcellos, Mausoleum. Given by the Countess after the chess puzzle is solved.
Used: [CH23] Paris, Montfauçon, Church. Given to the priest for polishing.

Polished chalice
Found: [CH23] Paris, Montfauçon, Church. Given by the Countess after the chess puzzle is solved.
Used: [CH25] Paris, Site de Baphomet, Excavation. Placed on the floor to reveal the hidden picture.

Bunch of keys
Found: [CH25] Paris, Site de Baphomet, Cellar. Given by the Guard when asked about the locked toilet.
Used: [CH25] Paris, Site de Baphomet, Cellar. To unlock the toilet door.
[CH25] Paris, Site de Baphomet, Washroom. To create an imprint of the big key when combined with the Soap.
[CH25] Paris, Site de Baphomet, Washroom. Used with the plaster key to substitute the original with the fake one.
[CH25] Paris, Site de Baphomet, Cellar. Returned to the guard.

Soap
Found: [CH25] Paris, Site de Baphomet, Washroom. Picked up from the sink.
Used: [CH25] Paris, Site de Baphomet, Washroom. Used to create an imprint of the dig site key from the Bunch of keys.

Soap with imprint
Found: [CH25] Paris, Site de Baphomet, Washroom. Obtained when Bunch of keys is combined with the Soap.
Used: [CH25] Paris, Site de Baphomet, Washroom. Filled with the plaster to get Soap with plaster.

Soap with plaster
Found: [CH25] Paris, Site de Baphomet, Washroom. Obtained with the Soap with imprint is combined with the plaster.
Used: [CH25] Paris, Site de Baphomet, Washroom. Put under the taps to extract the hardened plaster key copy.

Plaster key
Found: [CH25] Paris, Site de Baphomet, Washroom. Obtained when soap with plaster is put under the taps.
Used: [CH25] Paris, Site de Baphomet, Exterior. Put into the paint pot to make it more real looking.

Painted key
Found: [CH25] Paris, Site de Baphomet, Exterior. Obtained when plaster key is put into the paint pot.
Used: [CH25] Paris, Site de Baphomet, Washroom. Used on the bunch of keys to swap out the real one.

Excavation key
Found: [CH25] Paris, Site de Baphomet, Exterior. Obtained when plaster key is put into the paint pot.
Used: [CH25] Paris, Site de Baphomet, Cellar. To open the dig site door.

Mirror
Found: [CH27] Costa Calidá, Villa de Vasconcellos, Foyer. Picked up from the utility room.
Used: [CH27] Costa Calidá, Villa de Vasconcellos, Ancient well. Used to reflect the light bean coming from the surface to investigate the area behind the stone with the lion’s head.

Bible
Found: [CH27] Costa Calidá, Villa de Vasconcellos, Mausoleum. Picked up from the lectern.
Used: [CH27] Costa Calidá, Villa de Vasconcellos, Foyer. Given to the Countess to find the verses.

Charred tissue
Found: [CH27] Costa Calidá, Villa de Vasconcellos, Mausoleum. Obtained after George lights up the candle on the chandelier.
Used: [CH27] Costa Calidá, Villa de Vasconcellos, Mausoleum. Used for lighting up the big candle after the dome window is closed.

Stone key
Found: [CH27] Costa Calidá, Villa de Vasconcellos, Mausoleum. Received after the big candle is burnt out.
Used: [CH27] Costa Calidá, Villa de Vasconcellos, Ancient well. Used on the stone door behind the lion’s head.
Item list - part 3
Hazel branch
Found: [CH27] Costa Calidá, Villa de Vasconcellos, Gardens. Found on the hazel tree on the left side of the villa.
Used: [CH27] Costa Calidá, Villa de Vasconcellos, Gardens. Discussed with Lopez to get instructions on how to use it to find water.

Railway tickets
Found: [CH29] Scotland, Train, Compartment 1. Obtained by automation when Nico and George enter the train to Scotland.
Used: [CH29] Scotland, Train, Compartment 1. Given to the train conductor when he appears at the cabin door.

Clay pipe
Found: [CH30] Scotland, Bannockburn, Tower. Found inspecting the rubble.
Used: [CH30] Scotland, Bannockburn, Tower. Used to get the achievement Coping Mechanism.

Coin
Found: [CH30] Scotland, Bannockburn, Tower. Found inspecting the rubble.
Used: [CH30] Scotland, Bannockburn, Tower. Funny conversation with Nico.

Cog
Found: [CH30] Scotland, Bannockburn, Tower. Found inspecting the rubble.
Used: [CH29] Scotland, Bannockburn, Tower. Used on the Gargoyle statue.

Pen top
Found: [CH30] Scotland, Bannockburn, Tower. Found inspecting the rubble.
Used: [CH30] Scotland, Bannockburn, Tower. Used to get the achievement Coping Mechanism.

Handle
Found: [CH30] Scotland, Bannockburn, Tower. Obtained after George uses the handle to start the mechanism.
Used: [CH30] Scotland, Bannockburn, Tower. Used on the Gargoyle statue to trigger the door opening mechanism.

Cog (#2)
Found: [CH30] Scotland, Bannockburn, Tower. Picked up from the mechanism after George takes the handle first.
Used: [CH30] Scotland, Bannockburn, Tower. Used on the Gargoyle statue.
Chapter selection
Once the initial playthrough has been completed, additional features become unlocked. One of them is Chapter Select.


It is located in More section of the main menu.

By using the Chapter Select feature, the player can start the playthrough at the beginning of certain game chapters.

It’s quite useful if one wants to try different scenes or areas, to explore lore or complete missing achievements.

Here is the list of relation between game chapters and walkthrough chapters.

Game chapter
Walkthrough chapter
Chapter 1 – Paris in the Fall
[CH01] Chapter 01 – Paris, Café de la Chandelle Verte
Chapter 2 – Khan’s Manuscript
[CH03] Chapter 03 – Paris, La Risée du Monde
Chapter 3 – Peagram’s Gem
[CH08] Chapter 08 – Ireland, Lochmarne
Chapter 4 – Templar Shadows
[CH10] Chapter 10 – Paris, Poste de police
Chapter 5 – Klausner’s Cave
[CH17] Chapter 17 – Syria, Marib
Chapter 6 – The Hidden Chalice
[CH21] Chapter 21 – Costa Calidá, Villa de Vasconcellos
Chapter 7 – Baphomet’s Secret
[CH23] Chapter 23 – Paris, Montfauçon
Chapter 8 – Curse of the Vasconcellos
[CH27] Chapter 27 – Costa Calidá, Villa de Vasconcellos
Chapter 9 – The Broken Sword
[CH29] Chapter 29 – Scotland, Train



References
  • [CH01] Paris, Café de la Chandelle Verte, Café inside. When inspector Rosso and sergeant Moue interrogate George, the inspector says, “A great detective assumes nothing. Take Maigret for instance…”. Maigret is a fictional French police detective created by the writer Georges Simenon. There are 75 novels and 28 short stories featuring this character. Wiki link[en.wikipedia.org]

  • [CH05] Paris, Hotel Ubu, Lobby. When Lady Piermont orders the Clerk to retrieve the contents of the safe for George, she states: “You know, I haven't enjoyed myself this much since Greenham Common”. It’s a reference to Greenham Common Women's Peace Camp. Wiki link[en.wikipedia.org]

  • [CH06] Paris, Rue Jarry, Nico’s Apartment. George sarcastically suggests for them to seek help with Indiana Jones. Wiki link[en.wikipedia.org]

  • [CH08] Ireland, Lochmarne, Mac Devitt’s Pub, Interior. When talking to Doyle and George says ‘Yes’ that he is an archaeologist, George introduces himself as Professor Stobbart, Miskatonic University. Miskatonic University is a fictional university located in Arkham, in a world created by the writer H. P. Lovecraft. Wiki link[lovecraft.fandom.com]

  • [CH11] Paris, Hospital. At one point nurse Grendel asks George to have a look at the patient Eric Sopmarsh, and George responds with “I’ll have him up and about before you can say ‘Lazarus, get out of bed and walk’!” It’s a bible reference, John 5:8-16, where Jesus heals the man and tells him to walk.

  • [CH15] Paris, Montfaucon, Catacombs, Templar circle. Neo Templars are mentioning the Baphomet. It is an occult symbol, and the demon idol that Knights Templars were accused of worshipping. Wiki link[en.wikipedia.org]

  • [CH17] Syria, Marib, Marketplace. When discussing the cat, Nejo says “As Kipling would say, ‘It is a cat that walks by itself’”. That is a reference to one of the stories named “The Cat that Walked by Himself” published in 1902 in the book “Just So Stories for Little Children” by the British author Rudyard Kipling. Wiki link[en.wikipedia.org]

  • [CH17] Syria, Marib, Marketplace. When asking Duane about Arto the kebab seller, he says “Pearl’s already had on attack of the Montezuma’s Revenge”. This is a reference to the traveller’s diarrhoea, an illness that is typically caused by consuming contaminated water. Wiki link[en.wikipedia.org]

  • [CH17] Syria, Marib, Club Alamut, Interior. When George asks about the Templars, Ultar says at one point that it’s a she-bop band of the sixties and continues to sing the song: “Who put the ‘Bop’ in the ‘bop-shebop-du-whop’?”. The song is a reference to Who Put the Bomp song, by American songwriter Barry Mann, released in 1961. Wiki link[en.wikipedia.org]

  • [CH17] Syria, Marib, Club Alamut, Interior. When George asks about the American tourist couple, Ultar says that they asked him to see anything ancient made by men, to which Ultar replied: ”Have you seen taxi? Fan belt older than Ozymandias!”. Ozymandias is a poem written by English romantic poet Percy Bysshe Shelly, first published in 1818. Wiki link[en.wikipedia.org]

  • [CH17] Syria, Marib, Club Alamut, Interior. When George asks about the toiled keys, Ultar responds with: “Is this ‘Life Goal’ thing I read in GQ?”. GQ is a magazine for men and is a short term for Gentlemen's Quarterly. Wiki link[en.wikipedia.org]

  • [CH17] Syria, Marib, Marketplace. When the fan belt of the taxi breaks, George challenges that it is not a taxi, rather an old army truck. Ultar comments: “Bah! You Americans with your checkie board cabs and your Judd Hirschs!”. That is a reference to a TV series from the 1978 called Taxi, where Judd Hirsch played the main protagonist. Wiki link[en.wikipedia.org]

  • [CH18] Syria, Bull’s Head Hill, Templar Cave. Another reference to Indiana Jones. Klausner’s corpse a whip, hat, and the jacket that resemble the famous fictional archaeologist. Wiki link[en.wikipedia.org]

  • [CH20] Paris, Museé Crune, Interior. When talking about the story of the manuscript, Lobineau makes a joke on how Joshua made a profit selling bricks from the walls of Jericho. This is a reference to the story in the Bible, found in Joshua 6 in the Old Testament, named Joshua and the walls of Jericho. The walls of Jericho are a real archaeological site. Link[www.britannica.com]

  • [CH26] Costa Calidá, Villa de Vasconcellos, Gardens. When George returns to Spain to give back the chalice, Lopey says that the Countess has been in a very positive mood since his last visit. He says: “The tradesmen are saying that she is on Prozac.”. Prozac is an antidepressant medication. Wiki link[en.wikipedia.org]
End words & legal
Hope you enjoyed my guide, I took an absolute pleasure in building it.

Anyone is free to use this guide in any form, in whole or partially, text or images, without any repercussions, since all text and pictures were entirely created/taken by me. I’d appreciate a reference back, but it’s absolutely not mandatory.

Please feel free to rate and leave any comments you might have. It will be most appreciated!
Constructive critique is always welcome.

In the anticipation of the Broken Sword - The Smoking Mirror: Reforged
https://steamproxy.net/steamstore/app/3335460/Broken_Sword__The_Smoking_Mirror_Reforged/
Until next time.
Mare
2 Comments
Mare  [author] 9 Nov @ 1:01pm 
Thank you very much. Long time P&C fan here. This game is one of the first from the genre I played, and it resonated quite a lot.
Nick "Der Schlitzer" McGurk 9 Nov @ 11:52am 
Great guide, thanks for the work