Broken sword shadow of the templars walkthrough. Broken Sword: The Sleeping Dragon Guide and Walkthrough

Passage of the game Broken Sword 3. Part 1

The screensaver smoothly transitions into action. You will have to get out of the plane "alive".
First, unfasten the belt, but not on the pants. There will be a bottle of beer right there, but it’s better not to drink it right away, but leave it for a rainy day. I do not advise you to go into the cockpit to a friend, because the plane will begin to swing. For balance, you will have to move the box in the opposite direction from its initial location. Now there is a small guarantee that the hero will not be carried away by death and you can go into the cockpit. Since Harry likes to drink, let's give him a beer. After that, we will talk with him about his plane and next time we will ask him to buy a better and more comfortable airplane. Let's ask Harry to sit on the box, which we moved to the end of the cabin. Let's take a fire extinguisher. Since fire extinguishers are only meant to put out fires and break something solid, we can safely break the glass in the cockpit and climb out. Let's tell Harry to sit still and let's go get some fresh air. Due to the fact that we did not teach Harry to sit in one place for a long time, the plane will quickly go to the ram with the bottom of the gorge. Our task is to go over the rocks, near the waterfall, to the cave.

Passage of the game Broken Sword 3. Part 2

Paris

So. On our conscience, the murder we did not commit. We'll have to bring the reptile to clean water. Before we interview a dead man, we need a pencil. Let's take it from the ad wall. We blow on the balcony. Here we move something like an old pedestal. We climb on it and bring down to another balcony. Next, we drag our ass to another balcony (we use railings). The door will not open itself for us, so you can use your card to open the lock. Entering the house, we take everything that lies badly, and especially Vernen's business card. If we get bored, call him. Entering the kitchen we will meet a washcloth. She'll threaten to kill us, but we don't suck. We smear it with a frying pan and then the door from the refrigerator. In the kitchen, in the trash can, there is a copy of the document from the bank that you need to take. There is a safe under the carpet, but there are only a few ways to open it. We'll talk about them later. We jump out into the street and find a newspaper in the garbage. Behind the painted wall we find a wig. Next, you need to ask the cleaning lady, the skateboarder and the policewoman. Here the cops will come and, as usual, with donuts in their mouths.

Passage of the game Broken Sword 3. 3rd part

Congo

Having entered the cave, we will see how one uncle was soaked. This uncle is who we were looking for. After the death of the old man, we will take his passport. On the table we will take away a magnifying glass and a postcard. Nearby is a box that just wants to move to the button (platform) on the floor. Let's help him. By doing a good deed, God will open a door for us through which we will drag our ass. Let's go to the broken device and push all the buttons and pull all the levers. Something will explode there. Now the device is definitely broken. Let's take a metal tube. It must be inserted into a hole in the wall at the entrance here. The box will again start asking us to move it to the wall with the tunnel at the top. This tunnel is in a room with a broken device. Going inside, we again need a metal tube. With its help we will get the dog's nest - crows. Going out into the forest, we will make a sacrifice. To do this, put a nest in the head of the bull and light it with a magnifying glass. We roll down and then quickly into Harry's car.

We arrived in a new town called Glastonbury. Previously, this city was called the city of the shrunken, and the street was Elm Street. It's all in the past. We stop everyone we find on the street and ask what we don’t know. We blow into the shop and talk to its owner. Please give his poetic collection of poems about death to us. We bring down to the man sitting on the bench. Let's give him a collection to read. After reading it, he will go to deal with its compiler. We then bring down to the store, to the secret door. We meet Melisa there who will give us the panties of her last lover. Do you believe in fortune tellers? Me not. Let's go to the fortuneteller. Before that, we will again need a collection. We take it in our hands and with the help of a metal tube we grab silver coins. The fortune teller is not free. We give her a coin and panties. She sniffs the panties and puts the coin in her pocket. We give a card because of which the fortuneteller has an attack "Stop heart" and glitches. When we go outside, we see a fire. Who turned off the kettle? We ask the sedentary idiot to help us kick the door. Having passed into the new passage, we move the boxes to the wall of the shed. There is a window in which we climb. Having untied the man's hands, we drag him out into the street. Next, we talk about how good it is to live in this world.

Passage of the game Broken Sword 3. 4th part

Paris

So. After several days of confinement in jail, we were released. We were released early and this is due to the fact that we slept with the guard. When we return to the house, we will pick up the phone. After talking with our friends, we go back to the crime scene. We are looking for a cleaner, a policewoman and a neighbor of a fresh corpse. We talk to everyone. After that, we blow into Vernen's apartment. To do this, climb up the stairs to the balcony and go through the door. Cant!!! The door is locked. Crap!!! Let's use the trick from the movie. Newspaper under the door, and a pencil in the slot. Then the newspaper is back to us and the key is already there. We'll be in the kitchen. Well, that's not bad either. Take a couple of napkins from the table. Let's go to the bedroom. Here Beatrice will weep before us. This aunt was Vernin's mistress. Let's give her napkins (to wipe the snot). Let's start flirting with her and find out her birthday. We bring down to the safe under the mat and enter this number. When the chest opens, take everything. After talking with Beatrice about these clothes, we bring down to our home, but first we grab napkins in the kitchen. Maybe they'll come in handy. They will try to bring us down. In vain!!! Let's go home. After watching the cartoon, we call Andre and ask him to come.
Then we call the newspaper and find out about some kind of theater.
Our next destination is the theatre.

Passage of game Broken Sword 3. 5th part

Passage of the game Broken Sword 3. Part 6

George

So. All the mura points to the fact that a bad person is here in the theater. Having passed into the courtyard, we move the box to the trash can, close it with a lid, climb in, open the window for ventilation and crawl inside. Here we are waiting for a large stack of boxes that need to be pushed aside and crawl through the hatch in the floor, but first we turn on the light. Having passed through the tunnel, climb the stairs and look at what is happening on the stage. In the lobby, grab an empty glass. We go to the right of the stage and understand the stairs. Having untied the beam, we climb to the other side where we drop bags of flour on the reptiles. We come up to Nicole and “circle” her with compliments. Going down to the basement, take the makeup and put it in a glass to turn it into liquid using a shell (on the stage). Next, we go to where they took the makeup but on the floor below. There is one thing there - a piece of iron supporting the ceiling where the safe stands. We grease this garbage with makeup and ask Nicole for help. Taking everything that was there was blowing to a dead end. There is a corpse here. Using the VIP pass, open the door and go inside. Going down, we take a stone for breaking bones and hide from Susarro, hanging on the edge of the road. Then we quickly get into the elevator. So that he does not return, we use the opener and clamp it between the elevator doors. We use the elevator to enter the stage and quickly blow to the stairs where we came from.

Passage of game Broken Sword 3. 7th part

Congo

Welcome to Congo!!! Since the door cannot be opened by ourselves, Nicole can be useful in this. We ask her. At this moment, we ourselves will use the tool of the ancient hippies - a metal tube. Another door will be much steeper and more expensive than the previous one. To open it, use a stone to break bones. Before us is the path of death. In order not to die, we crawl on our second two along the ledge from the wall (to your left). Nicole is also hunting with us, so we move the big bricks to the center of the trap. We ourselves throw the tube between the gears. By the way, the corpse has a valuable scarf and a priceless record. Going further ahead there will be another guess or die puzzle. We ask Nicole to stand on the animal platforms in the following order: herring, scorpion, snake, herring, bird, scorpion, snake, bird, herring, scorpion, snake. Further along the swinging pebble we bring down to the exit to the next room. The next room is a huge hall with laser discs. Using the remote control, we connect them in a certain sequence with the source: left, right, middle. We pass into the next room. Here we will put the reflectors in a certain order so that we can move the huge thing that closes the passage. Pushing it, we bring it down and call Nicole. Having returned, we change the direction of energy and change the position of the reflectors so that the clot is directed to the door. We change the direction of energy again. Simultaneously with Nicole, we press the remotes and crawl into the opened passage. On the wall, on the left, there is a hole suitable for inserting a disk. We insert it and quickly cover it with a scarf. Nicole has nothing to do, so we ask her for help. In the meantime, we grab a stone with the letter "A". We blow back.

Passage of the game Broken Sword 3. 8th part

Theatre

Here we are again. We bring down to the dressing room and jump down there. We find an unlocked door and crawl in there. In the next room, on the table, we take a photo.

Passage of the game Broken Sword 3. 9th part

Susarro Castle

On the way the car broke down and needs to be fixed. Ask for the help of a security guard. He will refuse. We ask Nicole to distract the guard with her ******. In the meantime, we run through and immediately jump over the wall on the left. The trash is full of stuff. We take the rope and foil. If you are hungry, take a pie. We find a room with boxes and move them so that it is possible to jump onto the wall. There are no superheroes here. On the ledge we pass through the balcony and jump down. Here we crumble past the guards. We move the box to the wall and climb over the fence. Next, we go to the gate behind which our girlfriend. After talking with her, open the gate with the remote control. Next, at the canopy, we will ask her to hold the button while we take the handle from the jack and a small piece of coal. How much more will fit in my pockets? Having found a black car, let's jump onto its hood and open the window (use the jack handle). This is the path for women. We have to remove the jeep from the handbrake, move it to the wall and jump up.

Passage of the game Broken Sword 3. 10th part

Nicole

Having entered the castle, we will chat with the cook about the meaning of life in the kitchen. Then we go upstairs. Let's go into the very last door and find a hair dryer and a wig in the chest. That's not all. Using a pencil, open the bottom of the chest and take a grindstone there. We bring the pebble to the cook and in return we use bleach. In the bath, we use bleach on the wig to achieve maximum effect and eliminate dandruff. We use a hair dryer. We are blonde now. Next, we bring down to the guard.

Passage of the game Broken Sword 3. 11th part

George

Rising up, we will break the statue (to our right). They still wanted to take it down. We jump down and run across to another building. We climb into the window, move the boxes, climb into another window. Going down we find a pipe closed by a mug. We take a mug and return back. Pour fish oil into a mug and pour down again. There we grease the ancient grating and descend.

Passage of the game Broken Sword 3. 12th part

Nicole

After talking with the guards and the admin, we learn about Bruno. We take an unactivated passport from the guard at the gate. We take it and bring down to the programmer. She activates it for us and we use this pass on the door with the red button. The path lies in the basement. We blow there.

Going to the toilet, let's talk with my aunt about the wonders of nature. Then we'll go to the urinals to satisfy our needs. After talking with her again, we will force her to move away for a while. We quickly climb onto the pieces of iron and get the rope. For the sake of fun, we turn off the pump at the worker and steal the key. Let's make a hook out of a rope and a key. Attach it to the hatch. Having frightened the carrier, we go down. Here, with the help of a cylinder, we will open the door. We are drawn into the catacombs. Our path lies in Egypt.

Passage of the game Broken Sword 3. 17th part

Egypt

When Nicole runs, we immediately run after her. We hide behind blocks of stones. Next, chat with Nicole and take the handle from the jack in order to open the door. Use three stones and talk to Nicole again. What a chatty!!! Here the Elk will appear and tell us a riddle. Let's figure it out. Let's pick up the killer and drag him to the other side. We take the witness and drag him to the other side. In the same place we take the killer and drag him back. We grab our brother and carry him to the shore. We blow to the killer and drag him to these donkeys. Further, in a fit of rage, we rush to the blockhead and steal a pistol from him. After a small incident, we take the key of Solomon and, at the sight of a nuclear bomb, we jump down. The box will ask us to move it to the littered exit. Let's help. Then press the button on the same panel.
Glastonbury
There are iron gates. Behind them we will move the boxes to the passage in the wall. We climb into the passage and use the key of Solomon to take the sword. Taking the sword, let's start fighting the dragon. We dodge his fireballs like in the matrix. Coming close, we poke the sword right into the heart. The dragon is dying, the sword is broken, you are all dirty, the day is HORRIBLE.
End.

So, we have the first part of the famous line of Broken Sword games - Broken Sword: The Shadow of the Templars. This is a unique game with interesting characters, humor and a fascinating story. The interface in the game is quite simple. If there is a possibility of movement, the standard cursor is replaced by a hand indicating the direction. The cursor in the form of a gear is responsible for interactions with the subject. A magnifying glass makes it possible to examine an object and obtain any information about it. In many cases, an item must be right-clicked to become the active item to be manipulated. The hand says that we can pick up the item. The inventory is located in the upper left corner of the screen and becomes visible when you hover over it. The game menu is called up with the Esc button. When communicating with characters, you can show them items from your inventory, very often this is important for further progression. Do not forget to save, as a feature of this game is the possibility of the hero's death from wrong actions.

Paris


Ireland

We examine the grate on the pavement and the switchboard near the doors to the bar. We speak with the boy at the bar Lime Maguire. We go to a bar. We talk to everyone. It turns out that the archaeologist Pygram, who conducted excavations in the castle, left. We speak with a loud sneezing gentleman. After the conversation, we do not leave, but wait until he puts the wire on the table, quickly pick it up. We speak with Sean Fitzgerald - the only local who worked with the archaeologist. But he denies the fact of his participation in the excavations.
We leave the bar and go right along the path. We reach the walls of the castle. The gate is closed, but next to the wall is a cart loaded with hay. Great opportunity to be in a castle. However, the owner of the hay, out of concern for our well-being, will not allow us to use the hay as a ladder. We talk to him. We return to the bar. We are talking to the boy. We enter the bar, try to talk to Sean, talk to the man at the bar, treat him to beer. While he is drinking, we take a towel from under his arm. Again we speak with Sean. Now he confesses that he worked for an archaeologist and that he left him some kind of bundle to give to Jacques Marquet. We are trying to persuade him to give the bundle to us, Sean runs away. There is a screech of brakes and a thud. Lime reveals that Sean was hit by a red sports car. Let's watch the video. We return to the bar and talk to the owner, show him the electrician's certificate. Let's go fix the dishwasher. We use the wire on the plug from the car, the work is completed, we go to the basement. We press the switch, we return to the entrance to the bar and open the hatch on the pavement. This is where Han comes in. It turns out that Sean lost his bundle during the accident, it would not hurt to find it. We go to the basement, now it is light here and we can look around. We select the bundle lost by Sean. In the sink, after running water, we moisten the towel. I'm going to the castle. We speak with the man, we persuade him to start looking for Sean. We climb up the stack. We use the key tool on the hole in the wall and continue climbing. An unpleasant surprise awaits us below. The entrance to the excavation site is guarded by an unfriendly goat. When you try to go down, we find ourselves on the ground. To the left of us we see a long detail from some machine. Again we go to the excavation site, when the goat once again knocks us down, wait for the cursor to appear, and quickly click on the long part, George should run to it (it may not work the first time). The rope is tangled, and the law enforcement officer no longer threatens us. We go down. We look around. Next to the wall, very similar to a door, we see strange openings. We take plaster from the table, we try to move the statue at the steps. She falls, we pick her up, there are holes in the floor, pour gypsum there and moisten it with water from a towel (if the towel is dry, you will have to visit the basement of the bar). We take the resulting key and insert it into the holes in the wall. The panel in the center moves off. We go to the passage.


Paris

We tell Nicole about our adventures and show the stone. She advises us to visit Rosso and Lobino at the museum. We go to the police station. We talk with Sergeant Mu. He informs us that Jacques Marquet is in the hospital. Let's go there.
We speak with the administrator. She refuses to let us visit Mark, as George is not related to him. Show business card. We speak with the doctor and the young graduate student Benny. We go to the left corridor. We communicate with the cleaner, then turn off the electric floor polisher from the outlet and while the cleaner plugs it back in, we pick up a white coat from the pantry to the left of the appliance. We go to the far door on the left. We speak with nurse Grendel and with all patients. When trying to go down the corridor to the right, one of the patients asks George to take his blood pressure. So he has no idea how it's done, let's go look for an assistant. We speak with the old doctor. Benny is his nephew and he asks us to look after him. Excellent. We return to the ward, talk with the patient, give Benny the tonometer and invite him to practice on the most extreme of the patients, and we ourselves go further down the corridor to the ward to Mark. He informs us that the stone must be delivered to the Grand Master, so that it is necessary for the revival of the Sword. The tripod from the museum is stolen by Guido and Flap. He didn't have time to say anything more.
After talking with Nicole, we go to the museum. We speak with Andre Lobino. We open the window and, while the guard closes it, we hide in the sarcophagus. At night, robbers come to the museum. We drop a totem on them, George also gets hit on the head, and the tripod is eventually stolen by an unknown person. In Niko's apartment, we learn that she was an unknown robber, we take away the tripod. We're going to Monfason. We speak with the police officer and the clown. Let's try to juggle. We go up the stairs, inspect the church. Again we speak with the policeman, and then with the clown. When they leave, use the tool on the hatch. We go down inside. We consider three arches, use a tool on all those arches, a void is found behind the very far right. The plaster will crumble, and gears will be found under it. We click on them, the door drives off to the side, but then breaks. We click on the winch and, when the chain unwinds, we attach it to the extreme arch. Again we click on the winch. The passage is open. We go inside and approach the hole in the rock at the top of the screen. We were witnesses of a meeting of the Knights Templar who are looking for some "Broken Sword". After the end of the meeting, once again look through the hole and wait until the Templars leave by boat. We go down. Here, a large circle was carved on the floor with a pedestal in the middle. We put a tripod on the pedestal, put a stone on top. The rays emanating from the stone highlighted the five letters MARIB in the circle. We return to Nicole's apartment. We tell her everything we saw, she says that Marib is a village in Syria. Let's go there.


Syria

We have arrived at the market. We talk to everyone with whom we can, go around the market in a circle. We go up the stairs (next to the kebab seller), talk to the carpet merchant, give him the matches. We go upstairs, something like a cafe is located here. We talk with the taxi driver Ultar, we try to go to the toilet. We read the inscription on the door, we do not understand anything, we ask Ultar to translate. Turns out the brush was stolen from the toilet. We go down to the market, right-click on the kebab merchant, and here is our brush. We go to the boy-seller Najib. He agrees to help us in exchange for a ball, we give him the ball and go to the kebab seller. We speak with him, after a small scene, we approach Najib and take the brush from him. We return to the cafe. We give the brush to the owner, we get the keys to the toilet. In the toilet, click the keys on the cabinet with a towel and pick it up. We open the booth and take the cord from the drain barrel. We return to Najib. Let's scare away the cat, and then immediately press the bell on the table, pick up the figurine. We use a handkerchief with makeup on the figurine, now it looks like marble, we sell it to an American tourist, we take the money and go to Ultar. You can go. We go down to the car, but the taxi driver says that the belt is damaged, and a new one will have to wait almost a week. We give him a towel taken in the toilet, which replaces the belt. We go to the canyon Bull's head. Here we are at the top. We approach the tree and break off a branch from it. In inventory, connect the branch and the remaining piece of towel. We apply this design to the descent to the right of the tree, we go down. There is a small depression in the rock at the top of the screen. George discovers a ring there, if you click again, a passage will open in the rock. Let's go ahead. We find the corpse of Clauser, take the lens from him. Look at the engraving on the left. Meet Khan. In a conversation with him, we always choose the second option. When he wants to shake your hand, use the electric shock and jump down the cliff.


Paris

We will talk with Nicole and go to the museum. In a conversation with Lobino, we get a hint about the next travel destination. We leave for the airport, and from there to Spain.


Spain

We go along the path deep into the estate. We speak with the gardener. He doesn't want to let us in with the Comtesse de Vasconcellos. You'll have to be clever. We follow the orange hose to the place where he leaves the house. We use a tonometer on it. When the gardener enters the house, follow him and turn right. When the dogs bark, we quickly hide behind the ancient armor near the stairs. The gardener will pass by and the way upstairs is free. We speak with the old countess. There are few things left from the Templar era in the house, such as chess, but one of the pieces is a copy, and no one knows where the original is. Then the Countess will show us the only building from the time of the Templars - the de Vasconcellos family crypt. Let's look around. Remove the bible from the stand. Under it, a chessboard will be found. Talk to the Countess. She will call the gardener and tell them to bring the old chess. Now you need to arrange them correctly. We can only move the white pieces on the central column. Let's number it from bottom to top. So, we put a figure that looks like a bishop with a staff on the topmost cell 1. We put the horse on cell number 3 and the king, on cell number 4. A hidden niche opens, in which a long-lost family communion cup is found. The old lady gives us the bowl and asks us to find their missing ancestor, Don Carlos.


Paris

We tell Niko about our adventures. She's not thrilled about finding missing relatives, but George seems to be connected.
We leave for Monfason. We speak with the priest. We show him the bowl. On the bowl, he found writing, but they could not be made out. While he is polishing the goblet, we will examine the church again. We right-click on the statue of a templar with a staff and a scroll. Let's look at the scroll. It turns out that stained glass windows are visible through it. Use the lens on the scroll. The stained glass has changed! A man appeared, burned at the stake, and the date was 1314. Again we speak with the priests. On the cup were not letters, but the coat of arms of the nobility. The same coat of arms, he saw on a distant grave. We study the grave in the niche, located closer to the window. Coat of arms of the de Vasconcellos!
We go to the museum and talk to Lobino. Statue of Baphomet found in Paris Let's go there. At the gate there is a painter, on the right there is a door to the basement, we go down. We speak with the guard, he naturally will not let us inside. There is a telephone on the wall. Opposite the guard there is a door to the toilet, but it is locked. Ask the security guard for the keys. In the toilet, we take soap from the sink, click it on the keys. Great, we got a blind. Then we apply gypsum on the cast and carefully bring it to a dripping tap, and then to dry. It turned out to be an excellent plaster key, but it does not look much like a real one, something else is needed. We give the guard the keys, go outside. We speak with the painter, show him a photograph of Khan, he was also here and asked many questions. Next to the painter there is a can of silver, but he does not allow it to be used. We go to the basement and call Niko, ask her to distract the painter. We approach the painter and invite him to the phone, as soon as he leaves, we use the key on the bank. Now they can replace the real one. To do this, we again ask the guard for the keys and in the toilet we replace the real key with a fake one. However, we cannot give the keys to the guard, the substitution is too noticeable. There is a thermostat to the left of the entrance to the excavation site. Let's talk to the guard. Then we turn off the heating and give the keys. Now you need to remove the guard from the basement. We call Niko again. When the basement is free, use the keys on the door and go inside. We look at the statue of Baphomet and a strange image on the floor. Use the bowl on the image. It reflects the church. We speak with Nicole. Now you need to return the bowl to the Villa de Vasconcellos.


Spain

Talk to the gardener and enter the house. Opposite the front door there is a small pantry, from where a hose goes out into the street, take a mirror from the wall. We go up to the countess, tell her everything that we learned in Paris. We go into the crypt, take away the bible from there and return to the countess. She will read us the necessary psalms. Judging by them, where the well should be on the territory. We go to the gardener, he does not know about the well, but promises to think about how to find it. While the gardener is thinking, let's visit the crypt. There is a large candle hanging from the ceiling, but we cannot reach it. We take the pole at the altar and close the window so that there is no draft. Now we use a handkerchief with makeup on the pole, we use all this on the left candle at the altar and set fire to the central candle. After the candle has burnt out, a stone falls into George's hands. complex shape maybe that's the key. We go to the gardener. While we were in the crypt, he figured out how to find the well. For this we need a hazel horn. We did not find a suitable branch on the hazel, which is located directly, we go to where we blocked the hose with a tonometer. Another hazel grows there, and on it we find a suitable branch. We give it to the gardener. Now poor George will have to go around the whole garden. When at last the well is discovered, the gardener will help us down. We look around. On the right we see a huge lion head, click on it. George says that one of the fangs is a separate element. We pull the fang. If you try to pull the fang again, the wall will fall. It turns out that it was a snag, and the real door is hidden in the darkness. We use the mirror on the well, highlighting the keyhole in the door. We use the key from the candle. We go inside. Here are the missing children.


Paris

Train

We speak with Niko and the old woman opposite. We try to get out of the compartment, the conductor comes. Again we try to get out of the compartment. We speak with a drinking guy from a neighboring compartment. We go to the left into the next car until our friend Guido leaves one of the compartments. We return to the compartment to the guy, we talk to him. We go to our compartment, but it's empty! We return to the guy, we speak with him and through the window in his compartment we climb onto the roof of the train. We go to the right to the next car. We go down the side stairs. We pull the stop-cock, located to the left of George on the wall. We speak with the wounded Khan. We're trying to get out. Niko asks to untie her. We leave through the left door. I'm going to the tower. Nicole says that Khan gave her a bag full of explosives, but the detonator is broken and you need to make a small explosion first to use it. We enter the tower, we consider the mechanism against the wall. When you try to use it, the pen remains in George's hands, we also pick up a small gear. Near the mechanism we see a pile of garbage. We rummage in it until we find another gear. We apply both gears and the handle from the mechanism to the demon at the door. Inside, a room full of gunpowder is found, torches are burning on the walls, which means that the Templars got here before us. Move on. Let's watch a cartoon. We are trying to escape, but Guido is blocking our way. We take a torch from the wall and throw it on gunpowder. THE FINAL! However, the story doesn't end there!

There is a tutorial at the beginning of the game.

Exit to the menu - wrench icon in the lower left corner of the screen, bag - inventory, question mark - tips.

If you want to use an item, pull it out of your inventory with the mouse button held down.

To exit the dialogue mode, click on the blue arrow at the bottom of the screen.

Chapter 1

We play as Nicole.

She goes to interview a prominent politician Karshon and witnesses a murder.

Once in the office, inspect the corpse of Karshon and raise the hem of the jacket. You will find a boat ticket and a hairpin above your head. Go out into the corridor and click on the table. You will take a napkin, and under it on the table you will see a keyhole. Open the lock with a hairpin and get the key to the safe. To the left of the table is an easel, from which you need to pick up a tube of blue paint. Talk to Karshon's widow Imelda (on the screen, conversation topics look like character icons) and take the key to the living room.

Go right and open the door to the living room. Click on the painting above the fireplace to open the safe panel. Open it with the key found in the table and take out the cylinder. Approach the table at the right wall. In inventory, combine the napkin and the tube of paint, and then the napkin and the cylinder. Roll the cylinder across the table. Take the big brown elephant and go to Imelda. Talk to her on all topics.

Automatically you will find yourself on the island of Cité.

Go to the right and pull the grate - it does not open. You need to open two locks by moving the blocks and freeing the latch. You can use the help of the game developers: put the mouse in the upper left corner of the screen, hold down the left mouse button and sharply pull from left to right along the upper border of the screen. The castle will open.

For those who want to open the lock themselves, here is the correct location of the blocks on the left lock - all that remains is to move the latch to the left:


Right lock:


Get inside. Drop the wooden frame and pick up the cartridge case. Go to the door - it has a lock with two square buttons and the inscriptions "Sinister" (to the left) and "Dexter" (to the right). Insert the cylinder into the center of the lock. Look at the letters on the napkin and press the lock buttons in the same order: left, right, left 2 times, right, left 2 times.

Take the cylinder with you.

You will find yourself in a chapel. Click on the cross: the door will lower and a panel with a button will open on the wall. When you decide to check what the panel is and release the cross, the door will open again. So, you need something to support the cross.

The found sleeve will do. Use the sleeve on the cross and insert the cylinder into the panel - the left door will rise slightly. Pull out the sleeve and cylinder. Place a cartridge case under the right door and click on the cross - a heavy door will flatten the cartridge case a little. Take the cartridge case, click on the cross and support it with a flattened cartridge case. Insert a cylinder into the wall (it holds the right door), and slip a sleeve under the left door.

Niko will enter the dark room. Return to the door and press the switch (flickering dot on the wall). Go to the table on the left, examine the newspaper clippings and open the right desk drawer. There is a note there.

Right click on the note in inventory. This is an encrypted email. First, click on the letter of the Russian alphabet, then on the corresponding icon from the two bottom rows. Here is the translation:


Then pull out the drawer that contained the note and check the table again. You will find half of the photo that has fallen behind the drawer.

Nicole will be at home and sit down to write an article. First, the editor will call her and refuse to print compromising information on Karshon, then a certain Plantard will make an appointment for the next day in a cafe.

Chapter 2

We play George.

He sits outside in front of a cafe and witnesses Plantard's murder.

Pick up the newspaper from the pillar and click on the inscription at the bottom of the page: "Saladin 13-45". You can go to the cafe and try to chat with the waitress, but if you give her brandy, she will collapse unconscious. Go outside and go right to the doorway. Try to open the sewer hatch - it doesn't work.

Return to the cafe. In the depth of the screen you will see the worker; go to him to ask for some tool in order to open the hatch. The police will automatically approach George, and everyone will end up in a cafe. The result of the conversation with the police will be the detective's business card in your inventory.

When George goes outside, Nicole will come here. Talk to her on all topics to get a phone and arrange a business meeting.

Return to the worker and give him the newspaper. "Saladin" is the name of the horse, and the worker will run to stake on it. There is a tool box in the white tent, take the lifting key out of it. Go to the doorway and open the hatch. In the sewer, pick up a red clown nose, then - a napkin with makeup and a piece of green cloth.

Climb up the stairs. You will find yourself in the courtyard of a house. Here is the doorman, who must immediately show the detective's business card (otherwise he will answer all questions in a joking tone). Show him a piece of fabric - the doorman will tell you the phone number of the tailor who sewed this jacket. Finish the conversation and go outside.

There is a gray box in the hole the worker was digging. This is a phone. Try talking to the tailor, but he won't tell you anything yet. Call Nicole and arrange a meeting.

Chapter 3

We play as Nicole.

Go outside and talk to the flower girl. She will tell you that her cousin came to Nicole's apartment yesterday. Nicole will conclude that her apartment is being bugged. Return home and open the big chest. To the left of the box with the elephant, take out the bug.

Go outside and left to the map. Choose a cafe.

There are no traces of an explosion here, only a worker boards up the windows. Start talking to him and promise that you will take a picture for an article in the newspaper. While he is smoothing his hair, quickly enter the cafe. Look in the mirror - you will see that something brown is stuck between the pipes. Click on the overturned table and take out a small bag from behind the pipes. Examine it in the RMB inventory - there is a key and another encrypted note.

Here is the translation:


Go outside, go to the worker's pit and onto the map. Automatically you will find yourself in Sita. Open the door in the same way (sleeve to the cross, cylinder to the panel).

Use the found key to open the safe on the right wall and get the photo fragments.

Fold it up - it's a piece from a drawer photo of Nicole's father.


Chapter 4

We play George.

Ask the flower girl where Nicole lives and open the door of the house. Show Nicole a piece of fabric, in return she will show the developed photographs of Plantard's killer. Show the clown nose - Nicole will find inside the address of the store where the killer bought it.

Show the host the make-up napkin and then the photo of the killer. The owner will identify him (the killer bought a clown and elf costume from him) and will name him (Khan). When you start to say goodbye, you will receive a stun gun as a gift.

On the map, go to the cafe and call the tailor again from the worker's phone. He will tell you where Khan is staying. Select the hotel "Ubyu" on the map.

Show the receptionist (he is on the left behind the counter) a photo of Khan. He recognizes him, but will not give any more information. Climb the stairs to the second floor and click on the second door on the right (number 22) - locked. Try to open the next door (number 21) - it is also locked. Return to the receptionist and click on the only key that hangs on the counter. You will find out that this key is just for room 21, but it is impossible to rent a room.

Go to the grandma in the purple dress playing the piano and show Khan's photo. Tell her about everything (all topics on the top of the screen) and agree that while she distracts the porter, you will steal the key.

With the key in hand, go up to the second floor, open room 21 and immediately climb out the window. Walk along the ledge and climb into the window on the right. Fumble under your pillow for George to automatically inspect Plantard's suitcase (empty). Try to go out into the hallway, but this is where Han comes. George will hide in the closet, Khan will change his pants and leave again.

Examine the pants - there is a stitch above one of the pockets. Take the pants by the middle part of the belt and turn them over. Examine the left pocket (you will pull out matches and thread). Pull the tag - George will open the pocket. Take the pants by the middle part of the belt and turn over again. Get an electrician's pass.

Go down the hall and show the pass to the porter. You will have a remark about the documents from the safe, but the porter will again refuse to help. Ask granny for help again and give her a pass. The receptionist will give back what Khan stole from Plantard.

Because there are two mobsters in front of the entrance, you can't leave the hotel. Return to room 22, climb out the window and throw the bundle down. Leave the hotel in the usual way (through the door), turn into the gateway and take the bundle.

Automatically you will find yourself in Nicole's apartment. Give the bundle to Nicole: it turns out that this is an old manuscript, in the center of which is the coat of arms of the Templars. Examine the coat of arms and four images, after which Nicole will send George for further information to the museum to her friend Lobino.

Go outside and follow the map to the museum. The historian will not be there, but in the center of the hall in the showcase you will see a tripod, as in a manuscript. Click on it so that George realizes that he needs to go to Ireland.

Return to Nicole and tell her about the tripod. Travel to Ireland.

Chapter 5

The bus will drop off your character near the bar. Go inside and chat with the man in the glasses at the center table (his name is Fitzgerald). He is nervous and seems to have been working on excavations in the castle, but refuses to tell. Chat with two visitors at the counter (one will have to buy a beer) - they will confirm that Fitzgerald worked at the excavations. You will also learn about the tripod and the blue stone that were dug up here. Once again, talk to Fitzgerald (a small box is on the table next to him) about the excavations. He will explain that the box is intended for Marquet from Paris, and then jump out of the bar. Immediately you will hear the squeal of brakes, the door will open, and a witness of the accident will fly in with the story that Fitzgerald was hit by a driver in an elf costume.

Go outside and inspect the grate in the basement of the bar (maybe Fitzgerald dropped something when hit?) - does not lend itself. Examine the mechanism near the grate, but it is broken. We need to find a way to get into the basement.

Go to a bar and ask the owner for a pint of beer. He will explain that his pump is broken. In the corner sits the grandfather, who has a terrible runny nose. You will have to get to know him. The grandfather twists the blue wire in his hands: wait until he puts it on the table and is distracted (sneezes or starts drinking beer), and grab the wire. Show your owner an electrician's license. He will be delighted and will allow you to go down to the basement to the pump, but first you need to fix the dishwasher. Apply the wire to the outlet that the dishwasher is plugged into.


Go to the basement, picking up a green towel from the counter along the way. Pull down the lever on the wall and go outside. Click on the grate - it will open, but then Khan will come up to George. After a short cutscene, return to the basement. George will automatically pick up the flashlight and the blue diamond that Fitzgerald dropped. Wash a towel in the sink (remember to turn on the faucet) and go outside.

Go right. An aborigine in green boots sits in a huge haystack and reads a book. Tell him about the accident and Fitzgerald. It turns out that this is his nephew, and the native will leave. Click on the hay to go upstairs. Apply your lifting key to the active point in the wall and climb over the wall.

A huge goat is chewing grass in the yard, to the left of which is a plow. Click on the plow: the goat will become entangled in it and will no longer be a danger. In the background of the screen there is a staircase down. Get down to the dungeon.

To open the door, you have to make a key in the shape of the keyhole (to the left of the door). Pay attention to the stone figure near the door and knock it over to the ground. Then pick up the figure - there are five pins in its back just in the shape of the keyhole. Take plaster from the table on the right and zoom in on the statue. Pour gypsum into the holes in the ground and wring out the towel - you will get a gypsum key. Apply it to the keyhole. George will go inside and find a slab marked "Monfason".

Chapter 6

We play as Nicole.

Check your answering machine for Imelda Carshon, waiting for Merlin's dinner. Nicole realizes that Merlin is the killer of her husband, and decides to warn her.

Automatically you will find yourself near the Carshon's mansion. Ring the intercom and knock on the door - closed. In the foreground of the screen is a large surreal sculpture. Disconnect both cables that are attached to the ground, and click on the sculpture - the ladder is ready. Use the sleeve on the window of the second floor and go inside.

Go to the living room - the dying Imelda is sitting there. Examine it and take out a small key from the medallion around the neck.

You will be at home again. Take out the box with the elephant from the chest and open it with the found key. Inside will be a photograph of Imelda and her letter to Nicole's father. It turns out that they loved each other, and, in addition, Nicole's father secretly worked for the government. Nicole decides not to tell anyone about this.

Explosion in a cafe and the first physical evidence

After getting out from under the umbrella and dusting yourself off, take a quick look at the scene. Pay attention, by the way, to the crumpled newspaper that is lying around the lantern. At the bottom of the page it says Salah-eh-dinn 1345...

Check out the clown bombed cafe and shake the waitress. The poor girl decided that she drank too much the day before and from this she had such a headache, "not a drop more!" she groans. Find out from her everything she remembers about the clown and the old man with the suitcase.

Examine the dead man (unfortunately, he has nothing interesting) and exit the cafe. Go towards the worker who is diligently brandishing a pickaxe. This is where you will be stopped. We will have to meet with Inspector Rosso more than once, but for now we will have to answer his tricky questions. Was Stobbart nearby when the explosion happened? Did you notice anything suspicious? You can lie all you want: the inspector will not catch you on anything, not to mention his half-witted assistant Sergeant Mu, who orders the corpse to "stop holding your breath now."

Take a business card from the inspector and go outside. A French woman in a purple skirt walks in front of a cafe, photographing the scene. Hey girl! This is Nicole Collar, a liberté journalist. It turns out that she had an appointment with the now deceased elderly gentleman. Plantard (that was his name) called Nicole and promised to tell extremely interesting story associated with two mysterious murders: in the first case, the killer was dressed as a snowman, and in the second - as a king penguin. Now Plantard himself died from the harmonica of the red-nosed clown ...

At first, the journalist refuses to accept Stobbart's help - why would you get involved, stupid American? - however, in the end, George manages to persuade her. Nicole leaves him a phone number and leaves.

It's time to start investigating. First of all, let's chat with the mustachioed worker. As befits a real rude proletarian, he will be rude to you and not tell you anything interesting, but when you show him the newspaper ... It turns out that Salah-eh-dinn is the name of a horse from the local hippodrome, and our hard worker is a passionate fan of horse racing. As soon as he reads the inscription on the newspaper, all thoughts about work and a piece of bread will dissipate by themselves and the proletarian will leave, asking you to look after his toolbox and telephone. So do it. The box contains a mysterious T-shaped tool. Take it, return to the cafe and turn into the courtyard under the archway.

And now you are in a real Parisian dump. There are a lot of useless objects lying around, and among them a sewer hatch turns green. What would hook him up? Arm yourself with the stolen tool, move the hatch and go down into the sewers. There is something red in the corner. Wow! Yes, it's a clown nose! So the killer was here too!

Going further along the canal, you will find a scarf soiled with some kind of rubbish and a green patch. Collect physical evidence and get out of the next hatch. "Hands up, sewer rat! You violated the boundaries of private property!" You were caught by the concierge - an experienced veteran and retired. He demands to explain how you got into his yard. If you want the old man to respect you, show him Inspector Rosso's business card: let him think that you are a policeman.

Now the warrior will honestly tell everything he knows. Show him a green patch and he will admit that he recently found a tattered jacket made of the same material. Obviously, the thing belonged to the killer, but it’s a pity you can’t look at it: the concierge gave the jacket to be repaired. But he remembers the name and telephone number of the tailor, indicated on the label...

Leave the courtyard and use the phone of the runaway digger. Call Nicole and report on the work done. Wow! The girl invites you to her apartment for a confidential conversation. Forward!

Rue Jarry

An elderly flower girl on Zary Street will explain how to open the front door. Go to Nicole's room, chat about this and that and take the photo of the killer from her. Show her the red clown nose. An astute journalist will immediately notice the inscription on the inside of the plastic product. This is the address of a theater supply store. Go there.

La Rissee du Monde

Show the shop owner the photo of the killer and the dirty handkerchief. Of course he remembers! This man's name is Kan. He bought two costumes this morning: a clown and an elf, as well as a couple of cans of makeup ... Take a gift - an electric shock, and go back to Nicole.

Rue Jarry

After learning that the killer bought the elf costume, Nicole perks up: now we know that he is planning the next murder, and we can get ahead of him! While you were gone, Nicole unearthed an interesting fact: it turns out that all three victims of the disguised killer recently visited Paris at the same time. It's not for nothing, oh for good reason! Use Nicole's phone to call the tailor whose number the concierge gave you. Todrick will tell you that he took Monsieur Kahn's suit to the Ubu Hotel: second floor, second door on the right...

Hotel Ubu

At the entrance to the hotel, two suspicious individuals hang around. One is thin, the other is thick. Both are clear criminals. After making sure that all the doors on the second floor are locked, we will go down to the hall. A grandmother with hair the color of unripe thorns plays the piano, an uncle in pince-nez a la Chekhov reads a newspaper sitting on the sofa, and an imposing clerk at the counter sharpens his nails with a nail file. Good company! Let's talk to the lady first.

This is Lady Piermont, a real English aristocrat. Fortunately, she likes handsome men, so George made an extremely favorable impression on her. Talk to the woman, let her tell you how cruelly a stranger named Merlin deceived her. Only yesterday he won her heart with his politeness, graceful manners, tight pants ... Only yesterday, and today he has already run away - and broke this heart. Lady Piermont promises to kill him if she meets him... Just in case, show her a photo of Kahn. What luck, this is the very trickster Merlin! Now the deceived aristocrat will wholeheartedly contribute to your investigation!

It turns out that the killer just left the hotel an hour ago, handing over a bundle to the clerk. Let's talk to the guy behind the counter. Of course, he won't reveal what Merlin left in the safe. He also forbids you to take the key to room 21. I'll have to complain to the lady. The noble lady is ready to help: while she distracts the clerk, you will have the opportunity to steal the key.

Now you can go up to the second floor and unlock room 21 (first door on the right). After opening the window, you can make your way along the ledge to the killer's room. There is nothing interesting here - clean linen on the bed, an empty suitcase by the bed, pants in the closet... However, when you try to get out...

Here he is, Kan himself! Rather, hide in the closet and pray that he does not notice you! Here the killer opens the closet door, peers into the darkness ... Then he takes his pants off the hanger, changes clothes and goes out.

Phew, you can come out of hiding and search the removed clothes. What a luck! In the pocket of the trousers that Kahn left on the bed, there is an empty matchbox and an identity card. The plastic card reads: "Thomas Merlin, Gruber Electronics Corporation."

Let's go back to the hall and shake the ID in front of the sleepy clerk's face. Unfortunately, this will not affect him: he remembers Monsieur Merlin, and you will not deceive him so easily. We'll have to resort to the help of the Honorable Lady Piermont again. Tell her about your find. Well, lady, well, bomb! The broken clerk will bring you what Kahn left behind - a small parchment scroll.

Now the most important thing is not to go outside. Remember those hanygs who were on duty at the entrance to the hotel? These guys will search you, and if they find a scroll, they will kill you. They are there specifically for this purpose. So it's better to go back to the second floor, go into the room, get out on the ledge and throw off the scroll in the courtyard! Now you can exit through the front door. Let the bandits search you, and when they find nothing, go into the archway and take the scroll.

Rue Jarry

Returning to Nicole, you can carefully examine the find. An enlightened journalist will explain to you that this scroll is related to the Templars - a medieval religious order. Look at the images on the scroll: a tripod, a bull's head, a woman with a mirror... You can't figure it out without a specialist! Nicole advises consulting her friend, the historian Andre Labino, who always sticks out in the Krün Museum. Maybe he will tell you something interesting about the scroll?

Musee Crune

Unfortunately, just now Labino is not in the museum. You will find only one caretaker here. Of course, the guy knows nothing about the Templars. Throughout his life, the poor hard worker managed to learn only a few letters of the French alphabet ... Well, let's look at the exhibits. Statues, pebbles, paintings... There is a tripod in the middle of the hall. Does he remind you of anything? Of course! The same tripod is depicted on the scroll! The exhibit was found in Ireland, in the town of Lohmarn. Go George!

Lochmarne

And now you have arrived in an Irish village. The car was last seen here about two years ago, and the local police cannot share the only bike available. Talk to McQuayer - the boy who leaned against the wall at the entrance to the pub. Ask him about the local castle. By the way, you can test it with an electric shock. The poor kid is the only one who will buy into your stupid joke.

There are several patrons in the bar. Chat with them. Mr. O'Brien, a fat man in the far corner by the window, will tell you that the tripod was found in the castle by the famous archaeologist, Professor Pygram. Pygram recently came to Lochmarn again, this time in search of some kind of precious stone, but this morning suddenly disappeared. Rumor has it that he found a stone and decided to tear it up.Nothing, this type will not be missed in Lochmarn!

How to bring a nervous Sean

A young man with glasses sits at a table in the middle of the pub. He looks anxiously at his watch, taps his fingers on the table, as if he is waiting for someone. His name is Sean Fitzgerald. When you ask about the castle, he replies that he hasn't been there since childhood, since one of the boys fell off the wall and broke his neck. He knows almost nothing about Pygram's excavations.

Okay, let's go outside to McQuayer, ask him about the archaeologist. Yes, of course he saw Pygram. Of the locals, only Fitzgerald worked on his excavations ... A discrepancy turns out! Let's try to talk to the guy with the glasses. Fitzgerald flatly refuses everything: McQuire is a bully and an inventor, you can’t trust him!

Okay, let's talk to the regulars. Doyle, the man in the blue shirt who sits at the counter next to O'Brien, is ready to tell you something if you buy him a beer. Having received a glass of dark, he will remember that he saw Fitzgerald at the excavations. And still the guy with the glasses is all denies! McQuire, in his opinion, is a fabricator, Doyle is a scoundrel and an idiot. Talk to McQuire again, and he will tell you that he saw Fitzgerald with Pygram only last night. Not only that, he noticed how the professor conveyed that "So Fitzgerald... It's time to split this guy! Cornered, Fitzgerald confesses that he received a bundle from Pygram, which he must now give to a man named Jacques Marquet. If he does not do this, he will be killed!"

Poor Fitzgerald! He is so nervous that when you try to push him a little, he breaks down and rushes out of the bar. There is a sound of brakes in the street and a thud ... McQuaer was a witness to the incident. Fitzgerald was hit by a red sports car. The driver, dressed as an elf, dragged Sean into the car and drove away.

How to break the pump and fix the dishwasher

Turning around, the Ferrari knocked the lid off the box on the wall next to the entrance to the bar. When Stobbart tries to turn the small lever on the device under the lid, the part breaks off. Well, most importantly, no one saw!

Return to the diner and ask the bartender for a glass of beer. Oops! The pump is defective. No beer today! (No wonder you broke off the lever.) Now the owner will have to look for a qualified specialist. He won't let anyone into his basement! Show him the Merlin ID you found at the Ubu Hotel and let him choke! An electrician? What luck! He just needs an electrician!

Before letting you touch the priceless pumps, the owner will check what kind of master you are. Come on, fix the dishwasher! No problem! See the old man with a cold at the table on the right? Grandfather makes snares for hares. Spreads the wire, sneezes, sips from the glass... Come closer and, while he is not looking, steal the workpiece! Insert the wire into the dishwasher plug. Done, Mr. Leary!

Now you will be invited to go down to the basement. They say you can find an electric flashlight there. Father, what darkness! You can barely see the lever on the wall. Let's grope and turn it around. Now you can go outside and raise the grate on the pavement.

At that moment, someone taps Stobbart on the shoulder. Killer Kahn came to see if anyone had noticed the little package that Fitzgerald had dropped. No, George didn't see anything! And the boy did not see! When Kan leaves, take a breath, return to the basement and pick up the gem from the floor.

Lock

The gates to the castle are locked. There is a cart with a huge haystack against the wall. Immediately, a man collapsed with a book in his hand. No matter how much you ask, he will not allow you to climb on the hay. Worried about your own health! Better tell him about what happened to Fitzgerald.

It turns out that this man is Sean's uncle. He would be happy to go in search of his nephew (having previously passed a dozen glasses at the bar), only he is afraid that while he is gone, some idiot will climb into the hay and break his bones. Reassure him that you will look after the "dangerous agricultural structure" and he will leave. Well, lying to you, thank God, is not the first time. Climb up and insert the contraption to open the sewer hatches into the gap between the stones. Standing on it, you can climb over the wall.

Goat

The entrance to the dungeon is guarded by an old vile goat. As soon as you get close to the stairs, he lunges forward and knocks you down. What a demon! Okay, and there are scarier animals. Let's deceive the bad guy. When he once again butts you, quickly, quickly rise, run to the left, grab the rusty part from the plow and drag it. Rushing at you, the horned one will hook on the piece of iron with a rope. Now the path to the dungeon is free!

Dungeon

Let's go down the wooden stairs to a small room and look around. The stone door, which apparently leads to the dungeon, does not lend itself. Next to the step on the floor is a figurine with five pins on the back. Apparently, it used to hang on the wall near the door: there are five holes left exactly corresponding to these pins. Try sticking your fingers into the holes. Fiction! No result!

It will not be possible to lift the figurine on the wall: it is heavy. When George tries to do so, she falls to the floor. But, putting it in place, he sees that holes from the pins remained in the sand. Take a handful of plaster from the bag on the table and fill in the holes in the floor. Well, what did we get? So far, nothing. Gotta get water! Return to the bar and pull the green towel from under Doyle's hand. Go down to the basement and wet the towel under the tap. Now quickly run back to the entrance to the dungeon. If you yawn on the way, the rag will dry out and you will have to do it all over again!

Squeeze the towel onto the plaster, take out the resulting frozen form and insert it into the holes on the wall. Ready! The stone door slides open and you descend into the darkness of the dungeon. Below on the wall you will see the inscription Monfacon and the image of a hanged man...

Rue Jarry and Musee Crune

George spent the rest of the day and the next night in a bar with his new acquaintances, and in the morning he returned to Paris. Nicole learned from the newspapers that Professor Pygram had quit his job at his university and gone on another dig in Ireland. Okay, we still have business in Paris. Let's go to the Krün Museum, maybe this time we will be able to catch Labino?

Indeed, the young professor loomed over the showcase with exhibits. Chat with him. It turns out that Monfason is the place in Paris where thousands of Templars were executed. Ask Labino about the knights. This bookworm has a lot to say! Having found out everything you can from the professor, visit Inspector Rosso.

Post de Police

Sergeant Mu works behind the counter at the police station. Writes down something in a notebook. You will learn important news from him: Mark, the person to whom Fitzgerald was supposed to give the gem, is in the hospital. Call Inspector Rosso and talk to him. It turns out that the inspector was removed from the case of the explosion. He has washed his hands and does not want to know anything about either Plantard or Caen. Okay, time to visit the sick.

Hospital

The hospital hall looks a lot like a greenhouse. Around the plant in tubs, trees stand at the entrance. The nurse at the registration desk is fiddling with the computer. When you ask permission to visit Marche, she flatly refuses. Only relatives or close acquaintances, outsiders are not allowed! Show her your electrician's ID, maybe a green card will come in handy again. And there is. The patient called out Merlin's name in his sleep, he wanted to see you. (Oh, if only she knew why he was shouting that name!)

Marquet was recently transferred to Sister Grendle in ward J2. The girl from the reception speaks unflatteringly about her: she treats, they say, a sister with the sick, like a planter with slaves, and even underlies every man in the clinic. Okay, we don't care about their showdowns. Ask the girl how to get to ward J2, and after listening to a long confused explanation, go to the left corridor.

Around the corner, a guy in blue pajamas is cleaning the floor with a huge sweeper. This is crazy, he calls the car Mr. Shiny and considers her his friend. Ask him how to get to Sister Grendle's room.

The nurse is really strict. Visits only on Thursdays, and even then once a month. It doesn't matter that you came from California itself, no one will let you in today to the patient. Well, you have to become a doctor. Remember the red door to the left of where the freak stands with the sweeper? Behind the door is a utility room. To get into it, you need to distract the cleaner.

Do the worst: turn off Mr. Shine's power (the socket is located by the water machine). The crazy uncle will go to see what's the matter, and in the meantime you open the back room and steal a white coat from there. Stobbart, you are a real doctor!

Return to room J2. Nurse Grangel will ask you to examine the sick and give you a blood pressure device. In general, it turns out that all patients are people like people: one from time to time loses consciousness, the other has already died ... Only the patient from bed N3 will give you anxiety. The fat man suspected that you were not a real doctor. He wants his blood pressure to be measured, but Stobbart, unfortunately, does not know how to do this. As soon as George heads for Marquet's room, the villain waves his arms: hey, doctor, you didn't measure my blood pressure!

I'll have to go back to the reception and turn to the owner of the clinic, Felix Heginmayr, who stands with an air of importance in the middle of the hall. Luckily for you, the luminary of science will mistake Stobbart for a new doctor and instruct him to find a job for his nephew Bunny. The boy had just graduated from medical school and couldn't wait to be allowed to see real suffering and get blood on his hands.

Escort the young man to room J2, give him the pressure gauge and ask him to take care of the grumpy patient. Now it's time to visit Mark! The poor thing is really bad! He wheezes, suffocates. Seeing that someone came, he almost died. He begs to quickly "do what you came for." I mean, finish him off. Hey man, relax! Where do such sentiments come from?

Marke decided that you are a member of a sect of Muslim assassins (assassins), who must deal with him for something. Hearing about the precious stone, he is mistaken again and takes you for his own: "Ah, so you were sent to Lohmarn instead of me!"

An interesting picture emerges. Marquet says that he found "the same" tripod in Paris and that two bandits hired by him will soon take care of it: Flap and Guido (remember the guys who searched George at the Ubu hotel?). Marque asks to take the precious stone to some Grand Master in England. In addition, he mentions a certain Klausner, who went to Syria in search of... The old man does not have time to finish: the doctor enters the ward and drives George away.

Little did Stobbart know that he was not the only fake medical worker at Heginmeier's clinic. But the doctor who escorted him out of the ward came to kill Marquet! Turning off the life support system, the offender jumped out the window and was gone.

Museum Crune. tripod abduction

After sharing your impressions with Nicole, go to the Kruen Museum. Chat with Labino, ask him about the Muslim sect and Philip the Handsome. Now look around. Somehow we need to hide here in order to get ahead of the bandits who will come for the tripod. To the right of the eerie pyramid with a bird's head is a sarcophagus. Maybe hide in it? Cozy place, only the guard is watching all the time. Nothing. For those who have a head on their shoulders, the guard is not a problem!

One of the windows in the museum opens, and the duty of the caretaker, as you know, is to make sure that the windows are closed. Take advantage of this. Open the window and, while the uncle is busy, quickly climb into the sarcophagus.

Great, no one noticed you. Soon the museum will be closed, and you will be left alone in the darkness of a stuffy sarcophagus. What are those scary sounds? Are the bandits, Flap and Guido, coming for an antique tripod? Let's go and see. And there is. They step carefully, illuminating museum rarities with flashlights, approaching the display case...

Now is your only chance. As they say, either pan or go. If you take a wrong step, you won’t save the tripod, and you will destroy yourself. Quickly slip behind the pyramid with a bird's head, swing it and bring it down on the intruders! Having accomplished this remarkable feat, George will pass out (you'll see why), and the rest of the operation will be done in time by Nicole.

How to drive the gendarme out of Montfacon

Once upon a time, a bunch of people were hung on Monfason Square, and now there are fat, peaceful tourists standing there and watching the performance of the juggler. A relaxed elderly gendarme is drinking brandy at a table. It would be necessary to spoil the mood of this company. Ask the artist how he manages to handle the balls so deftly. George himself has never tried juggling, but he thinks it's easier than a steamed turnip. If an idiot in a stupid hat and flared pants can do it, then he will certainly succeed! Bang-bang-bang - the balls hit Stobbart on the top of his head. Yes, it's not that simple!

Approach the gendarme and show him the red plastic nose. Ah, monsieur clown! Why didn’t he immediately put on his nose, then his performance would have made the proper impression! Ah, that's the point! Good. Let's take the balls from the juggler and try again. So George puts on a red nose, makes a stupid face and repeats his shameful number. The audience is thrilled! The offended juggler collects the balls and leaves. Now the gendarme has nothing to do here. Putting on his cap, he leaves to direct traffic. Well done Stobbart! You know how to break people's buzz!

Wow, you can finally climb into the sewers! We take an invaluable tool, open the hatch and go down.

Secret gatherings

Yes, this is not a sewer, but a real underground Venice! Galleries stretching into the distance, lancet arches, the dark water of the canal... Cross the bridge to the opposite bank and carefully examine the three slabs under the arches. Something there is not very legibly written about the Templars.

Okay, enough staring, it's time to use brute force. Tap the universal opener on the right plate. Ha-ha, but behind it is emptiness! Punch harder to break a piece of stone. In the gap you will see a mechanism: several gears and a lever. When you turn the lever, the door opens slightly, but then one of the gears falls out and the mechanism jams.

You have to use the boat lift. Attach the hook to the gears behind the stove and pull the chain... Hooray, the historical monument is destroyed! Go into the opened cave and look through the window on the left. An amazing sight awaits you. A whole bunch of powerful men and women who call themselves the successors of the Templars and discuss the strategy for establishing a new world order. Real maniacs! Among the sectarians you will see two acquaintances: Nobel laureate from the Ubu hotel and the fake doctor who killed Marche.

When the society boards the boat and leaves in an unknown direction, go down the stairs and study the cult circle. Pay attention to the stone pillar in the center. Without wasting time on unnecessary thinking, let's put the tripod on a pillar and set a precious stone on it. It must be like in the movies! The light hits the stone and breaks up into several beams that snatch out the letters on the inside of the circle: M.A.R.I.B.

Rue Jarry

George learns from Nicole that Marib is the name of a town in Syria. It is no coincidence that first Marquet, and then the New Templars, mentioned a certain Klausner who went to Syria in search of a mysterious lens. Something Georges stayed too long in Paris, it's time to travel!

The scorching sun, houses with cracked walls, mountains of fruit on the shelves... Hello Syria! Hello Marib! Of the few people you will see in the marketplace, only three speak English. And even then two of them are American tourists.

The most educated person in Marib (and perhaps in all of Syria) is Nijo, a boy of about twelve, who stands at the counter with small goods. Chat with this smart and progressive young man! The harmony of Nijo's nature is also confirmed by the fact that he loves the round shape more than anything else. Any ball causes ecstasy in him. We have yet to use this predilection of a child prodigy, but for now, show him the ball forgotten by the juggler in the Place Montfaçon. Oh, round miracle, oh spherical delight, oh spherical delight!.. Yes, all geniuses are a little crazy!

After talking with a miracle child, you can approach the Americans, however, until they tell you anything of value. Wander around the market and up the stairs next to the kebab vendor's table.

Club Alamat

On the top platform you will find a tent with carpets. Tell me, does the carpet in the middle remind you of anything? If not, take a look at the matchbox you found in Kahn's pants. What a similar ornament! Show the box to the taciturn Arab and proceed to the Alamat club. In addition to the owner, you will meet only one person in the club. This is Ultar, a local taxi driver and a big talker. He invites everyone to take a ride on his army truck. The owner, unlike him, does not speak at all (he lost his tongue to someone).

Talk to the driver and show him the photo of Kan. Ultar knows him! Kahn had been here just yesterday and asked about some Stobby (the killer had already figured out George!), and then went after Klausner, whom Ulthar had taken to Mount Bull's Head a week before.

The taxi driver is ready to take you there (only 10-60 miles from the city!), Only for this you will have to pay 50 greens. Stobbart has no money, so you have to figure out where to get such a significant amount.

Returning the brush to its rightful owner

Let's briefly digress from this important problem and go to the club toilet. Annoying! The door to the restroom is locked and there is an inscription in an incomprehensible Arabic language on it. Ask the taxi driver, he will translate for you: "The toilet will be closed until the brush returns to its place!" What does it mean?

It turns out that the owner of the club bought a new brush for his toilet, and someone stole it on the very first day. The hot-tempered debater advised the visitors to be patient and locked the restroom. Gee! There seems to be nothing else for Stobbart to do here. Leave the club and go down to the market square.

Once again, pay attention to the kebab vendor. God, what does he do to get the flies out of his stinking concoction? That's the toilet brush! Try talking to the thief. Useless! All he can say is: "Kebab, kebab! Buy a kebab!"

It would be necessary to somehow discreetly take away the club property from him. But how? Let's turn to Nijo for advice. In exchange for a juggler's ball, the child prodigy will advise on how to deceive the seller. It is enough just to say one single phrase: "Il akl kalb". And that's it! The kebab man will be so flattered that he will fulfill any of our requests!

Well, let's try. As soon as Stobbart utters the cryptic words, the merchant is transformed. Grabs a huge knife and rushes at George. The American barely manages to carry his feet! Let's go deal with the little villain. Well it was necessary to set us up like that! Hey miracle baby! Are you crazy? In response to your scolding, Nijo holds out a toilet brush. The end justifies the means, sir!

Okay, don't kill him! It remains to go to Alamat and return the valuable item to the owner. Taking the keys from the grateful owner, we will go to the restroom. A small debacle for our good deeds. First, unlock the box on the wall at the entrance and take out the towel. Wonderful. Now, just in case, remove the chain to lower the water. Excellent.

Fake figurine

You can return to the market square and see what Nijo is doing. How touching! The boy plays ball: throws it against the door and catches, throws and catches. George is not the first time to disturb the idyll. See the skinned cat on the counter? Pet her. When the animal jumps to the shelf with small goods, click on the bell in the left corner of the counter.

The door opens and Nijo's father's head is revealed. The ball flies to the shelf, the cat jumps aside and touches the plaster figurine. The figurine falls and its handles break off. An excellent combination!

Now you can drive the figurine to the Americans! No, wait. No one will give you $50 for a cast. First, the thing must be brought into proper form. Take a make-up-stained rag and rub the work of art! Now it's ready: the figurine looks like a stone one. Show her to the photographer in the yellow shirt and get a fifty. You honestly earned it!

fan belt

Now you can go in search of Klausner. Climb up to the club, give Ulthar the money and follow him to the car. What a misfortune, a fan belt flew off an army truck! Thank God we stocked up on towels. Give it to the driver, and he will quickly make a belt.

bull head

And now you have arrived at the place. It remains a little: without crashing, go down to the plateau. We break off a branch from a tree, tie a towel to it and strengthen the resulting device in a crack at the edge of the rock. Now you can slowly slide down. To the left on the plateau you will find a poorly camouflaged stone door, and next to it - a small niche, inside of which a ring is groped.

After passing into the opened cave, you will find the corpse of Klausner. I wonder why he died? Suddenly, there is the sound of a door closing. Ah, it's clear why...

What's left for George? Just search the dead! We pinch the nose and carefully pull out the lens from the pocket of his clothes. Great, that's what we're here for! Now to go back! Let's look at the place of our conclusion. To the left of the corpse is a plate with an inscription in Latin. On the right is a stone head with three hideous faces.

Look at everything (including Klausner) and you will hear the door to the cave open again. George was scared half to death. It was Ultar who came after him! Now he's in a trap! It wasn't there, George! A man in a lilac suit stands on the threshold with a pistol in his hand. Are you Kan?

Now you have to demonstrate your masculinity. If you act like a coward or be stupid, you will not escape death! Talk to Kahn politely but with dignity. Do not lie too much when they offer to die - agree with dignity. Out of respect for such behavior, the killer will want to shake George's hand. At this moment, you will have a wonderful chance to save your own skin. Quickly equip your hand with an electric shock and, when Kahn falls, jump off the plateau into Ulthar's truck.

Musee Crune

While you were in Syria, Labino stopped by Nicole's to look at the parchment scroll. Head to the Crune Museum and see what the young professor thinks of your find. The only thing Andre is sure of is that the knight depicted on the scroll is a Spaniard. By the coat of arms, he even recognized the clan to which the warrior belonged: de Vasconcelos. Well, before George returned from Syria, he already had to leave for Spain. What a life!

Villa de Vasconcellos

The gardener, watering the lawn at the mansion of the elderly countess (the last representative of the de Vasconcelos family), is the most intractable type of all whom Stobbart had a chance to meet in recent times. The old man refuses to answer any questions and promises to feed you to the dogs if you cross the threshold of the house. How tired George was of these threats!

How to get into the Countess's chambers

Go to the extension from which the watering hose exits, and attach a pressure gauge to the base of the hose. Every thing has its place! When the gardener goes into the house to check why the water stopped flowing, follow him. If you immediately rush up the stairs, the old man will definitely catch you, so first turn into the passage with the grate (dogs live there, who were promised to feed you). When the dogs bark, hide behind the knight's armor. The gardener will pass you to the nursery, and you can go up to the countess.

family secrets

Deep in thought, the old woman sits behind a set of chess. Seeing Stobbart, she jumps up in amazement. What does it mean? How dare you!.. George quickly explains what it is: a series of murders, the Templars, a scroll that mentions the de Vasconcelos... There must be some kind of
important secret! Finally the Countess allows him to sit down.

It is necessary to find something medieval that could be related to the order. Medieval? Please, at least this set of chess, which is missing one piece... An interesting set, but the Countess has something more interesting. Crypt of the thirteenth century with the tombs of the Templars of the de Vasconcelos family!

An open Bible lies on the lectern. Beneath it, you will find a surface made up of square pieces of glass, reminiscent of a chessboard... Share your guess with the Countess. Look how the old woman has changed! Still would! From childhood she looked at this board and at this chess, and it never occurred to her that this was the most ordinary puzzle! Lopez! Drop the hose! Now bring the old chess here! While the gardener is fulfilling the instructions of the mistress, ask the countess about the disappearance of Don Carlos (the sixth Templar of the de Vasconcelos family) and his children.

Chess puzzle

White pieces should be positioned so that they are not threatened by red ones: the king should stand between two red knights (fourth cell from the top), the tour on the first cell, and the knight on the third. And now the problem is solved. A niche opens in the wall, in the depths of which one can see a mysterious tureen. No holy grail?! No, just a communion cup! Having promised the countess to find the grave of Don Carlos and taking the cup with him, George returns to Paris.

Where are you, Don Carlos?

Tighten into the temple on Place Monfason. Quiet as a child, the priest laboriously rubs the candlestick. Give him a cup, let him rub it, and in the meantime, examine the statue of a knight opposite the stained glass window. As through a spyglass, look through the scroll in the knight's hand. Cute picture. Now insert the lens into the scroll. Instead of a benevolent young man, a Templar burning at the stake appeared in front of you. Wow!

The priest managed to recognize the coat of arms on the cup. He saw the same Pegasus on the tomb in the far corner of the church, by the window. Let's see... Exactly! On the tomb is the coat of arms of the de Vasconcelos family. This is where the body of Don Carlos rests!

Musee Crune

Check out the museum. Labino has great news for you. During the reconstruction of the building of one of the Paris technical institutes, a statue of Baphomet was found. (Remember the stone head with three faces in Syria?). Baphomet is the deity that the Inquisition accused the Templars of worshiping. So the cult exists!

Site de Baphomet

Another representative of the glorious Parisian proletariat is lounging at the gates of the Institute. A wonderful person, a true philosopher. Chatting with him will bring you a lot of pleasure.

Go through the gate and go down the stairs. The entrance to the excavation site is blocked by a gallant guard in an eggplant-colored uniform. We'll have to resort to all sorts of tricks again. To the right at the end of the corridor is a door marked "toilet". Try to open it. Ah, damn, that familiar feeling! Around one closed toilets!

Contact the guard and refer to the need. No problem. The kind person gives you a bunch of keys. Go to the toilet and look for a bar of soap in the sink. You have one more creative task to complete. Take the key and press it into the soap. Fill the resulting form with gypsum, wet and dry. What did you get? White, rough and nothing like a plaster key! Let's continue the experiment.

Leave the restroom, give the keychain to the guard and go outside. Try dipping a piece of plaster into a bucket of paint that hangs next to the worker. Of course, he will not share paint with you, but it is important to try!

Return to the basement and call Nicole. After dedicating it to your cunning plan, go for the worker and call him to the phone. The loafer will retire to chat with your beloved, while the bucket will remain unattended in the meantime.

Ask permission to use the facilities again, go to the restroom and change the key on the keychain. Left a little. The only problem is that the new key remained plaster to the touch. Nothing, we'll fix that.

Pay attention to the thermostat located above the battery in the corridor. Talk about it with the guard, and then turn off the heat. Yes, and freeze for a short time! When the guard puts on the gloves, give him the bunch with the fake key.

Now it remains only to expel strangers from the premises. Call Nicole again and arrange for her to call back and ask for a worker on the phone. The guard will pick up the phone and he will have to go outside. Forward, the path is clear!

And here is the statue of Baphomet, the same as in the cave on the plateau. On the floor next to the statue is a mosaic pattern converging at one point. Try to put a bowl in this place for the sake of interest. Well well! The image of the church is reflected in the dish!

Villa de Vasconcellos

As an honest man, George must return the cup to the Countess. By the way, Lopez treats him now in a completely different way: with respect and love. Tell the Countess about the Bible verse references you found on the tomb of Don Carlos. I'll have to see what kind of poetry it is. Unfortunately, the Bible is not at hand, so you have to go to the crypt for it. On the way, grab the mirror from the room downstairs by the stairs.

stone key

Another important task awaits you in the crypt: you need to melt a candle hanging from the ceiling. To begin with, close the window with a pole so that it does not blow too much, then tie a dirty one to the end of the pole.
handkerchief, set fire to it from a small candle and light a candle under the ceiling. Made of some unknown material, the candle will completely burn out in a couple of minutes and a stone object will fall out of it, resembling a key in shape.

Return to the Countess and read the Bible verses that interest you. The text speaks of some kind of well, as well as a lion and a unicorn. As for the well, it's better to ask Lopez about it...

Don Carlos children

Show the old woman the stone key and then go to the gardener. Unfortunately, Lopez does not know where the well can be nearby, but he knows how to find an underground source with the help of a hazel horn.

Hazel grows on the estate, but on the one that Lopez will show you, there is not a single horn. Will have to look elsewhere. Walk to the corner of the house. Another tree grows next to the extension, and on it is just such a horn that you need. Show the find to the gardener, and he will teach you how to use this device.

After a while you will find... a tin can filled with water. When Lopez throws out a useless item, a very strange sound is heard, as if the can has fallen deep, deep ...

After descending into the well, approach the stone head of a lion with an open mouth and turn one of the fangs. As soon as you hear the roar of falling stones, quickly jump back. Now, in order to view the opened wall, you will have to shine a mirror on the opposite side of the well. It's not a wall, it's a door! Opening it with a stone key reveals a room with the skeletons of Don Carlos' children and a lost chess piece.

Rue Jarry

In Nicole's apartments you will meet your erudite rival - Andre Labino. And yet, without a professor, you're nowhere! See how quickly you figured out the purpose of the next expedition with it. Having compared the available facts (a quote from Caesar found on a slab in Syria, a reflection of the church in the bowl de Vasconcelos, etc.), the company decided to go to Bonnekburn. Onward to the final journey!

Bannockburn

Friends find themselves in the same compartment with a nice elderly woman. Talk to her and Nicole, and then try to go out into the corridor. The quarrelsome journalist will delay you: why are you sitting still, George! While you are explaining to the girl that you need to take a walk, the controller will enter the compartment. The controller's face seems familiar to Stobbart, but he can't remember where he saw him before... Leave the compartment and go to the next carriage along the train. Oh old friend! Bandit Guido!

Suddenly, George remembers where he happened to meet the controller. It's the fake doctor who killed Marquet! Returning to your compartment, you will find that you are too late: neither Nicole nor the old lady is there anymore.

Go to the neighbors on the left and tell your troubles to a peasant in a striped T-shirt. No problem, he and his friend are veterans! If anything, help! .. Open the window and get out onto the roof. Do not go left to the arcs! Go right, go down the stairs and open the lattice door...

Wow, you are in the thick of things! Flap fights Kahn (the "grandma" from your compartment), the fake controller brandishes a gun, and Nicole is tied up at the fire shield. After a moment, Kahn manages to throw the fat man out the open door. Marquet's killer shoots him.

Now it's your turn to act. Quickly pull the stopcock next to the door. The train slowed down, the "controller" got hit on the top of his head with a box and lost consciousness. Chat with Kahn, your former enemy, now friend and brother. He also tried to thwart the plans of the New Templars, which means you played on the same team! When Kan dies, try to exit through the door on the left. Nicole will remind you to untie her.

Destruction of Baphomet

On the road leading through the cemetery, you will reach a dilapidated church. Go inside and, while Nicole is looking at the writing on the door, rummage through the garbage heap. First you will find a slightly damaged clay pipe, then a coin that has turned green from time to time, then a gear, and finally, the most useless item: a plastic cap. In the far corner is a part of the lifting mechanism. Turn the knob on it. When it breaks off, remove another gear from the mechanism. Now perform an incredibly wild action: insert the gears into the eyes of the demon statue at the door and stick a pen in his mouth. Turn...

Go to the church and watch the New Templars. (By the way, among the monks you will recognize your old friend - Inspector Rosso). When you get the chance, take the torch off the wall and hurl it on a pile of gunpowder left in the church from God knows what war. See what a "bang!" turned out!

Magazine "VideoGames", 1998.

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