2019: Walkthrough by: Louis Koot

If you have found this walkthrough via google search or via another site then you have  probably not visited my site. 

A lot more very detailed game walkthroughs can be found on my site at:  www.pcgameswalkthroughs.nl

Chapter 5: Lochmarne; Ireland: 

George Stobbard: Pup:

NB: Some of the conversations, and other things, can go a bit different then it was in the original game, so don't hold this against me

George has arrived in Lochmarne and stands in the street at a real Irish pup. To the right of the entrance of the pub, a boy leans against the facade. In front of the left window of the pub there is a grille in the sidewalk. Next to the left window there is a small green box on the facade.

Look the grille in the pavement. Also try to open the grille. George does not succeed because it is locked from the inside. Also check out the small green box. Try to open the box, but George has no succes. Then walk on to the whistling boy and talk to him and use all talk options

The boy is named Liam Maguire and he tells that Professor Peagram is doing research in the Lochmarne Castle. According to Liam, a ghost is wandering around in that castle. The most important thing Liam tells is that Peagram has employed a local worker and that is a man called Sean Fitzgerald. Liam describes what Sean Fitzgerald looks like. Close the conversation with Liam when you have asked him everything.

 Then go into the pup. First look around and look at everything, with your right mouse button, so that you know where all the important things can be found

At a table sits  a young man wearing a yellow jacket. With the help of Maguire's description, George recognizes this young man as Sean Fitzgerald. On the left a violin player is driving everybody crazy with his violin. Behind the bar stand of course the bearded bartender and there are 2 "locals" at the bar. On the right end of the bar lies a green Towel that is soaked with beer. Behind the bar is the passage to the basement. Behind the bar is a dishwasher. The dishwasher is located to the left of the basement entrance and the dishwasher is plugged into the socket in the wall. On the right  an elderly man sits at the table. This older man apparently suffers from a severe cold because the man constantly sneezes. The sneezing man always takes a sip from his glass.

First go and talk to Fitzgerald, so the young man in the yellow coat sitting at the round table. 

Fitzgerald is unusually nervous and he denies that he works for Peagram and also says he has not been to the castle. 

Note that there is a small package on the Fitzgerald table.

When you are done with Fitzgerald, go talk with the bartender. The bartender asks if George wants to rent a room. It really does not matter if you say yes or no, by the thumbs. You will not get a room anyway. You can have George order a beer and let him drink it. In fact, you can let George get drunk. Order no beer now. Save this for later. However, ask the bartender all other questions.

George finds out that he is not the only one who asks questions about the castle. If you ask about Professor Peagram, the barman asks if George is a friend of Peagram. Say no via the Thumb Down. The two men who are hoisting their beer at the bar will also join into the conversation with the barman at some point. They are called Doyle and O'Brien. Doyle is the front guy and O'Brien the back one. Close the conversation if you only have the beer topic left.

Talk to Doyle and use the Thumb Down again when he asks if George belongs to the Peagram group. 

Doyle also refers George to O'Brien. O'Brien then automatically engages in the conversation. Ask Doyle about Fitzgerald. Doyle, however, suddenly suffers from memory loss, so use the Beer topic now and George offers Doyle a beer. Ask Doyle again about Fitzgerald and now Doyle tells us that Fitzgerald is working for Peagram at the castle.  

Go and talk to O'Brien again.  

O'Brien says that Professor Peagram has left the village and has not paid his bill at the pub. The professor would not only have found the tripod, which he sent to the museum, but also the gem that lay on the tripod in the picture. It is the talk of the day in the village.

When  you've talked extensively with Doyle and O'Brien, talk to Fitzgerald again and confront him with what Doyle said. Fitzgerald, however, calls Doyle a liar and continues to deny that he has been to the castle.  Take the dirty green beer soaked Towel, which is lying on the bar

Go  talk to the sneezing old man and use all the  topics in this conversation. Then stay in front of the table after the conversation with the old man and watch.  The sneezing old man always takes a piece of iron wire out of his inside pocket and then puts it on the table. The old man must then sneeze again and then he put the iron wire back in his inside pocket. This will always repeat itself.  So when the old man puts the iron wire on the table, George gets the chance to grab the iron wire when the man has to sneeze

NB: If you don't succeed in taking the iron wire then talk with the old guy again and ask him about the iron wire and ....... wait again until the he has put his iron wire back on the table and the man must sneeze again ..... Once he sneezes  quickly grab the iron wire

You have now talked extensively with everyone in the pup and you have taken the Towel and the Iron Wire and these 2 items must be in inventory. 

Leave the pup and outside go talk to Liam Maguire again. 

Liam will now tell George that he has seen that Peagram has given a package to Fitzgerald

So go back into the pup and talk to Fitzgerald again and use the Package topic.....

 Fitzgerald now admits and you will receive follow-up topics. Use them all.  George now confronts Fitzgerald with what he has heard from Maguire about the package that Fitzgerald received from Peagram. Fitzgerald then completely panics when George asks if he can see the contents of the package. Fitzgerald now says that one Jacques Marquette has threatened to kill him if he dares to open the package. You insist, of course, but Fitzgerald then grabs the package and runs out the pup in big panic. 

You hear the sound of a car with squeaking brakes. Maguire comes in and shouts that Fitzgerald is run over by a red sports car. 

No one seems to take Maguire seriously and he's send out the pup by the bartender. 

Go back outside and ....George talks to Maguire who tells what happened to Fitzgerald

We see how Fitzgerald is deliberately hit by a red sports car. Note that the red sports car destroyed the small box.

Also note that Fitzgerald drops the package. Fitzgerald is seriously injured and is taken into the red sports car. 

Maguire said that the driver of the red car was dressed up like a green Pixie.

Talk to Maguire about Fitzgerald and the Pixie but Maguire has not seen anything else. Not even that Fitzgerald lost the package. But maybe Fitzgerald did drop that package during the collision. Look at the small box under the left window. That box is now open. Look at the box again. George now sees a switch in the box. 

Now click with your left mouse button on the box and George will flip  the switch. Unfortunately, the switch breaks off. 

Go back into the pub and talk to the bartender again.  Order another beer and .... the beer pump does not work anymore. That's because George has broken off the switch in the outside box. The dishwasher also shut down, while the bartender tries to pull a beer. George offers to repair the beer pump. But the bartender wants a real electrician to make the beer pump. So click in your inventory on the ID-pass of Moerlin and ..... 

George shows the bartender the ID-pass and the bartender thinks George is an electrician. But he still does not want George to mess with the beer pump. George must first prove that he is a good electrician by repairing the dishwasher. The bartender opens the lid in the bar and stands in front of the basement entrance. Place your cursor on the dishwasher plug. You get the Gears on the plug. 

Click with your left mouse button and George will walk to the plug and then examine the plug. George, however, does not notice anything strange about the plug. George is now at the plug. Now take the Iron wire from your inventory and click again on the plug and ........

.....George takes the plug out of the socket and inserts the wire and plugs the plug back into the socket and ..... the dishwasher works again. Now George can enter the basement.

So go through the basement entrance now to the basement of the pub....

 It is dark in the basement. But there is dim light coming in through the grille door that is in the pavement. You see a lever hanging on the left side of the niche. 

Click with your Gears on the Lever and ....

George hears that the grill hatch unlocks, but the hatch does not open. Place your cursor on the left side of the screen. You get the Up Hand. Click and George climbs back up  via the dark cellar stairs. Leave the pub. Outside click with your Gears on the grille basement hatch and George open up the hatch....... And then ...... Khan / Moerlin turns up.

Khan asks if anyone has seen the collision of Fitzgerald. Of course, George denies this. Khan then says that Fitzgerald lost a package during the collision and George answers that if he finds the package he will drop it at the police station. Khan disappears again.

Enter the pub again and down to the basement......it will go by it self now.......... 

There is now a bit  more light in the basement and George automatically picks up a torch lights on the table near the sink. George then sees something shimmering in the niche, and he walks up to it and picks it up. It is the Jewel of Peagram. Maguire has a suggestion about the Jewel but George will not agree

.

look in your inventory. You now have a Flashlight and the Jewel in your inventory. 

Go up the stairs again and then leave the pub again. Outside you walk to the right, to the corner of the pub. Right next to the pub you now see a sand path  that goes up the hill. 

Click with the beckoning hand on the sand path and George walks up the hill and ends up at the:

Castle:

Against the wall of the castle there is a hay-cart on which there is a huge pile of hay. The farmer is sitting against the hay reading a book.

Walk to the left and try to open the closed gate of the castle. That does not work. So go talk to the farmer about all topics

The farmer said that the castle was built on the old foundations of a Templar chapel. George can climb on top of the hay pile to get into the castle. So George has to get rid of that farmer. George tells about the accident with the red sports car and you get the Fitzgerald subject. Now use the Fitzgerald subject and exhaust it completely. It turns out that Fitzgerald is the cousin of this farmer. However, the farmer  does not want to leave his hay pile to see how his nephew is doing. George then offers to keep watch on the hay stack and ..... the farmer disappears.

Now that the farmer is gone, George can climb up through the hay pile. So click on the hay stack and George climbs up on top of the hay stack. 

There is a breach in the castle wall, but if you try to get George through the breach, you realize that George is not yet high enough. 

At the left hand of George is a hole in the wall. Take the T-bar from your inventory and then click on that hole in the wall.

 George sticks the T-bar into the wall hole. Now click again with your Hand in the breach, at the top of the wall, and ......... 

George uses the T-Rod as a step and now climbs through the breach over the wall and lands in the courtyard of the castle 

....... and George meets the ........ terrible Goat .......

A goat is in the middle of the courtyard. The goat is behind a broken trough. To the right of the goat you see a ladder in a hole. Behind the water trough is a rusty piece of a metal plow. Try to go down through the ladder in the hole. Unfortunately .... as soon as George gets too close to the ladder he is attacked by the goat and pushed on the ground.

Try again and pay attention to the goat. You can see that the goat is stuck on a rope so that the goat has limited freedom of movement .....

Walk a bit to the left and then click on the metal plow and....

George shift the plow to the right...... the goat comes back to George and knocks him down again......but the rope on which the goat is stuck, now is stuck under the plow.

The Goat can not bother George anymore. So click on the ladder again and now George descends the ladders and lands in the basement.

There is a low altar in the basement. Behind the altar you see a niche with a large gray stone door. On the stone plate is a circle with engravings. Look at  that circle. The circle contains engravings of plants, birds and other animals. To the left of the stone plate you see a panel. Look at that panel. Five holes have been drilled into the panel.  On the ground, in front of the panel, stand a small stone statue, which originally stood at the panel. On the right is a table. On the table is a bag with plaster. 

Click on the stone statue

George then pushes the statue over and you zoom in on it. Click again on the statue to put it straight up again

George puts the statue upright again. But the statue has now left 5 prints in the sand. Click on those prints. 

George places his 5 fingers in the prints and .... George's fingers fit perfectly into the prints. 

George now has to make a plaster print of the fingerprints, but for this he needs plaster and water. Click the bag that is on the table.

George now finds out that the white powder in the bag is  plaster and he picks up a pile of plaster from the bag and puts the bag back on the table. 

In your inventory you now have a pile of plaster. Zoom again in on the statue

Take the pile of plaster from your inventory and then click on the prints that the statue left in the sand.

George throws the plaster into the prints. Now George only needs water. Go through the opening above the ladder back to the courtyard and then climb up the stone stairs back up to the hay stack. Then click at the bottom of the hay stack to climb back down.... and then go back to the pub via the right side of the screen. Enter the pub again. Note that the farmer of the hay cart is also in the pub. Go to the pup basement. Back in the basement, click with your gears on the dripping faucet of the sink. 

George opens the tap and a water comes out. Take the Green Towel from your inventory and click on it on the faucet and ...

George soaks the towel with the water from the tap ........... Now you have to go back to the basement of the castle. 

When you're back in the castle's basement you zoom again in on the little statue. 

Then  take the towel from your inventory and click on the white plaster spot. 

George wrenches the towel and the plaster becomes hard and is now a Plaster Cast  

Grab the Plaster Cast. It is a perfect copy of the 5 protrusion of the statue.

Now use the plaster cast on the panel and.........

  .........the stone door slides open. So go through the opening and ....

George lands in the Secret Chapel of the Knights Templar and sees a mural drawing with an image of a hanged man. George reads "Mont Faucon" above the hanging man. 

George is done here in Ireland and he goes back to Paris, but in the meantime we switch to Nico in Paris:

Paris; France: Nico

Poor Imelda

While George is in Lochmarne, Nicole tries to learn more about the killer and how her father was involved in all of this. Listen to the answering machine. 

There are three messages recorded on Nico's answering machine. The first message is from the chief editor of the newspaper who offers Nicole a new assignment and wants to talk with her about the enemies she has made with that other story. The second message is from George, from Lochmarne, who says he has news. And the last message is from Imelda, who asks if Nicole will have lunch with her tomorrow. Tonight Imelda has an appointment with one Moerlin and she can tell Nicole more about that. Nicole gets scares. Moerlin is a killer! She must warn Imelda! Nicole leaves immediately to the Palais Royale to warn Imelda.....

Palais Royale

Walk to the front door. Click on the front door......That is locked, but Nicole sees scratches around the lock. 

Click the bell with the intercom.....it  does not work. Someone cut the wires?

Walk back to the modern artwork on the pavement in front of the window....it looks a bit like a giant violin. Above the violin is the broken window of Imelda's study, were the mime has entered and killed Imelda's husband.....How to reach that window? The giant "violin" is kept at his place by 2 tension wires, left and right. Loosen both tension wires on both sides of the artwork. 

Then push the "violin"  against the façade and Nicole can climb up to the broken window, which is covered with foil.

When Nico stand on the ledge before the window then remove the foil by using the dent Shell Case on the window

Leave the room to the hall and then go into the salon.

But......Nicole is too late. Imelda is dying and with her last breath she tells hat Nicole's father would have been proud of her. So she knew him!

When Imelda has died, look at her up close. 

A locket is hanging around her neck. Open the locket and take out a small golden key.

Nicole can do nothing more here and so she goes back home again.

Nicole's apartment

Look again in the chest that stand at the foot of the bed.

In addition to the elephant box, Nicole finds a eavedropsbug in the chest, left by the fake niece that was in her apartment. Nicole immediately removes the bug

When you're back in the close-up of the chest take the elephant box out of the chest and then use the little golden key on the keyhole.

The key fits and the box of Nicole's father opens.

In the box Nicole finds a picture of Imelda. It is the center of the photo with Carchon and her father! 

Take the photo piece out the box and then click a few times on the 3 photo pieces to fit them together into a whole photo

In the box is also a letter from Imelda to Nicole's father. Take the letter out the box and Nicole reads it aloud and.....

Nico now understands that her father was a spy in the service of the government, who infiltrated in Carchon's organization. He had to flee when he was discovered. 

Nicole, like her father and Imelda, decides to keep their love  a secret.

Chapter 6: Paris; France: Hospital, Crune Museum and Montfaucon

Nico's Apartment:

It's the next morning and George is back from Ireland and enters Nico's apartment. George tells Nico about his adventures in Lochmarne. Nico then says that George should go back to the Crune Museum and also have to talk to Rosso in the police station. So close the conversation to be outside again. Walk left again and then travel via the map to the:

Police station:

Talk in the police station with agent Moue about  everything but especially about Jacques Marquette, the guy that Sean Fitzgerald was so afraid of. 

Moue knows  Marquette as "De Mole van Montmartre", a criminal. Moue says that Marquette is currently in the Hagenmeyer hospital. You can also talk to Inspector Rosso if you want to.

Leave the police station. On the map there is now also the Hôpital location, so go there now. George ends up at the:

Hagenmeyer Hospital:

George is standing in the driveway of the hospital. There is an ambulance in front of the entrance. Go inside through the glass door. George ends up in the reception hall of the hospital. Behind the counter a receptionist is working on her computer. Behind the counter is a left corridor and a right corridor. The left corridor goes to the rooms A1-10 and B1-10. The right corridor goes to rooms C1-10 and D1-10. Go talk to the receptionist. 

Talk to the receptionist and ask her about Marquette. The receptionist asks if you are related to Jacques Marquette, Say no via the Thumb Down. However, the receptionist may not provide information about the patients to strangers. Click on the Idd pass from Moerlin to show it to the receptionist. 

The Receptionist thinks that George is Moerlin and says that Marquette asked for Moerlin. The receptionist then tells that Marquette is in J-two and that is nurse Grendel's department. Ask the receptionist now further about nurse Grendel and keep doing that until the receptionist  has told the way to ward J-2. If you want to enjoy some more hilarious conversation between George and the receptionist, you can talk further about the clown and about Flap and Guido. Then close the conversation bar via the green curl arrow.

Go into the left corridor and ........ George ends up in another hallway. At the intersection of the two corridors, Sam, the cleaner, is polishing the floor with a polishing machine. Behind Sam you see the cord of his polishing machine going through the hallway. On the left is an orange door

In the left corridor is a Water Cooler. To the left of the water cooler is a wall socket in the wall and the plug of Sam's polishing machine plugs into that socket. Right in front of the water cooler is the entrance of the ward of nurse Grendel. Try to open the orange door at Sam. That is not allowed by Sam. It is a storage closet and Sam is responsible for the contents of it. Talk to Sam. Sam has given his polishing machine a name, Mr. Shiny.  When you have asked Sam everything then close this conversation.  Walk into the hallway where the water cooler is and pull the plug of Sam's polishing machine out of the socket.

This means that Mr. Shiny shut down and Sam goes, via a detour,  to the plug to plug it back into the socket. 

George stands still  to see how Sam plugs the plug back into the socket. 

Sam then goes back to his polishing machine through the same detour. 

Now act fast.....as soon as you have control again, click on the orange door again and ..... 

George now opens that closet door and grabs a white doctor's coat and puts on the coat.

George has to go back to the reception hall, so aim your Hand in the hallway, right behind Sam, and George will return to the reception hall. Back in the reception hall a young man is walking around. You can talk to that young man but it isn't necessarily.  Go  talk to the older doctor who is still waiting in the hall, now that George has dressed as a doctor, this man will talk with George. 

This older man turns out to be Dr. Hagenmeyer and he wants George to play babysitter for his nephew Bennie, and that is the young man that's walking around here in the hall.

Walk into the left corridor again and then go into the ward of nurse Grendel

George has a conversation with nurse Grendel and she gives a blood measuring device to George. Ask nurse Grendel about Marquette

Grendel says that Marquette lies in a private room, around the corner.

Try to walk around the corner to the right.......However, George is called back by the patient in the front bed who wants his blood pressure measured. So George is forced to "treat"  this patient, Eric Sopmarch, and he does his best but the patient is not very satisfied with George's treatment. 

If you then try to walk to the right again then George will again be forced to measure's Eric Sopmarch's blood pressure. 

To prevent this happening over and over give the Blood Pressure device to Bennie and say that he has to use it on patient Eric Sopmarch 

 When Bennie is busy with Sopmarch you walk right around the corner again. You can talk to the gendarme, but this is not necessary. 

Go through the door into the room. Jacques Marquette is in this room and it all goes automatically now.....

Marquette thinks that George is his assassin who has come to murder him. Marquette has hired Flap and Guido to steal the tripod from the Crune museum. Marquette talks about the Hashshashin, a contract killer and he tells about the Grand Master. The Grand Master wants to forge the Sword of the Knights Templar again but the Hashshadin wants to prevent this. The Hashshashin works on behalf of Klausner who is somewhere in Syria. Then a  doctor comes into the room saying that Marquette is his patient and George is being put out of the room.

 We then see the heart monitor of Marquette and then ..... Marquette is dead .... killed by the fake doctor.

George goes back at Nico in her apartment. Talk to Nico about Khan / Moerlin and about the Hashshashin and then close the conversation. Outside you go via the map to the:

Crune Museum: 

André Lobineau and the Tripod

Enter the museum again. The guard is still walking around, but now there is also André Lobineau, the friend of Nico. Upon arrival, the guard tells George that it is already late and that the museum is about to close. The guard also tells about a person who had been locked in the museum 7 years ago. That person did not survive that adventure. Go talk to André Lobineau, who stand bent over the showcases under the left window. Talk to Lobineau about all the subjects and exhaust them completely.

Lobineau does not want George to borrow the tripod, but he would like to see the manuscript. André tells George all about the Hashshashin and he tells that, in the Middle Ages, Montfaucon was the execution place where the Knights Templars were hanged. André also tells a lot about the Order of the Templars and how they were persecuted and exterminated in the Middle Ages. George has some doubts whether he will give André Nico's address but he does eventually.

When you have asked Lobineau everything, then you  close this conversation via the green curling arrow. George knows that it is almost closing time for the museum. George also knows that Flap and Guido will try to steal the Tripod from the museum tonight. George obviously wants to prevent that, and that's the reason he want to be locked up in the museum.

During your first visit to the museum you noticed that you can open the upper sky light in the left window with the rotating pole that hangs along the left window. You then also noticed that the guard will  close the skylight again. You also know that you can open the sarcophagus but that the attendant does not allow it. You also know that you can push the big totem pole. Well .... all these facts become important now.

 When the guard is on the other side of the room open the top skylight in the left window with the swivel pole

When you have open up the skylight you walk directly to the sarcophagus or the Tottem pole.  

Then wait until you see that the guard is at the window and is just about to close the skylight again. Then quickly click on the sarcophagus and ....

Unseen by the guard and Lobineau, George is now crawling into the sarcophagus ....The guard then close the upper skylight and then tells André that it is closing time. André and the guard leave the museum, not knowing that George is in the sarcophagus. It's night then and  ..... Flap and Guido break into the museum and George sneaks out of the sarcophagus.

once you have regained control, click with your Gears on the Totem Pole and ....

George pushes the totem pole and ...  

George pushes and pushes the Totem pole and then ......George gets knocked out and..... 

But then a slender and dark figure comes down by a rope and this figure pushes Flap over and goes off with the tripod and we end up back in

Nico's apartment:

So it is the next morning and ..... Nico has  the Tripod. Nico was that slim and dark figure in the museum last night. George places the jewel on the tripod but nothing happens. Nico suggests that the tripod may need to be placed in a specific location. George puts the jewel and the tripod in his pocket. Nico says that André has reported to her. Talk to Nico, especially about the Templars and then say goodbye again. Outside you go to the map and via the map you now go to:

Montfauçon:

On the terrace of the café sits a gendarme and a clown is showing his juggler's arts to a group of tourists. The juggler stand at a sewer manhole cover. Behind the juggler is the white ruin of the ancient Templars church. Look at, so right-click, the manhole cover. George thinks the manhole cover is relevant to him, but as long as the clown and the Gendarme are here, George can not do anything with the manhole cover. Talk to the gendarme and use all options again. The gendarme tells that this is the square where the Templars used to be hanged. The gendarme has this knowledge of the notice board that hangs on the pillar of the church. 

Now go talk to the juggling clown about juggling  and about the Templars. The clown says that the last Grand Master Jacques de Moley was burnt at the stake. George claims that juggling with the balls is not that difficult, so the clown challenges him to try it and.... well ... George has no success

 After the conversation and George fumbling with the balls, go talk with the gendarme again, but now click the red clown's nose  in your inventory

The gendarme has seen George's fumbling with the balls and suggests that George should wear the clown's nose during juggling. 

So go back to the clown and talk to him again. Use the juggling subject again and George asks if he can try to juggle the balls again. 

That is allowed and George now automatically puts on the red clown nose  and does his trick with the balls again. The audience loves it, but not the clown. The clown is angry because the audience thinks George's act is nicer. The clown picks up his balls and walks away but he leaves a red ball behind.  George takes the red ball automatically

 Because there's no more entertainment the gendarme goes away now also.  Now both the clown and the gendarme are gone, George can enter the sewer. George can now also read the note that hangs on the pillar. So first read that note for a moment, by clicking on it with your loupe. Then take the T-rod from your inventory and click on it on the manhole cover and George will lift the manhole cover. Then descend into the sewer

In the Sewer of Montfauçon:

There is a barge with a crane in the main channel of the sewer. The crane has a wheel and a hook. On the other side you see 3 Niches. George can walk to the other side via a bridge. Walk across the bridge to the other side, or click on the boat or in one of the 3 niches so that George will automatically walk across the bridge to the other side.  An inscription is engraved in each niche. Read  these inscriptions by clicking with your magnifying cursor in each of the 3 niches. Start with the left niche, then the middle niche and do the right niche last

George reads the inscriptions but he can not read the inscription in the right-hand niche because fresh cement has been plastered over it. 

Take the T-Rod from your inventory and then click with the T-Rod on the wall in the right-hand niche.

George finds out that the niche is hollow and with the T-Rod he makes a hole in the wall of the niche. 

Click on the hole and George will discover a gear mechanism and a lever. Click again and........

......... the wall slides slightly open but then remains stuck.  Click on the wheel of the crane....

George turns the wheel of the crane and drops the chain and the hook, which then lies on the ground. Grab the chain and.......

George attach the crane hook to the lever in the wall hole and ....... George winds up the chain again and because of this the entire wall is pulled out ......

Go through the opening in the right-hand niche and ..........George ends up in the system of caves below Montfauçon. A staircase goes down but do not go down that staircase yet. In the wall, at the top of the stairs, you see a yellow light. Click with your magnifying glass on that yellow light and ...

George looks through a hole into a cave and he sees a meeting of contemporary Templars.

One of the men is that Nobel Prize winner who George met at Hotel Ubu. Watch and listen to this modern group of Templars. They talk about an Broken Sword, the Sword of Baphomet ... The Nobel Prize winner talks about one Klausner and about Syria. The Grand Master wants nothing more and less than World Domination and he wants to achieve this with the help of the Sword of Baphomet. The Templars then step into the rowing boat and leave.

Now go down the long stairs along the wall by clicking at the bottom of the stairs with the  hand. 

George then enters the Ceremony cave. So this is the room where you have just watch the meeting through the hole. 

There is a short pillar in the middle of the circle...zoom in that pillar

Take the tripod from your inventory and then click on the pillar and George puts the tripod on the pillar.

Then take the Jewel from your inventory and place it on the Tripod and ....5 light rays indicate 5 letters and those letters spell out the word .... MARIB

George goes back to Nico in her apartment and he tells Nico what he discovered in Montfauçon. Nico then says that Marib is a village in Syria.

Close the conversation via the green curling arrow and George leaves Nico again. Once outside you walk left again to open the map. On the map you click again on the Airport (Aéroport) and the map of Europe appears again. You will then see the Marib location right away. So click on the Marib location and ..... 

George flies to Syria and lands in......

Chapter 7: Syria: Marib:

Square

George has arrived in Marib. A fat guy in a yellow shirt walks back and forth across the square. Further on stand is a fat woman at a store. That fat man and woman are the terror of every local population, anywhere in the world........ they are American Tourists. And in this case they are called Duane and Pearl Henderson. 

George is standing in front of  Nejo's stall, the boy on the left of George. On the table of Nejo a cat is sleeping and on the left corner of the table is a bell. Nejo's stall also has 2 shelves with stuff on it. On the top shelf stand a small statue and that statue will soon be very interesting for George. Look at the stuff on the two shelves of Nejo's stall with your eye by right-clicking on it. Also look at the cat. Try stroking the cat......... the cat jumps away and sits down on the shelve with the little statue on it. Use the bell that is on Nejo's table. A man comes out of the house and then goes back inside. Probably this was Nejo's father.

Now go talk to Nejo who speaks perfect English. Talk to Nejo about all topics. If you've looked at the stuff on the shelves, stroked the cat and clicked on the bell, Nejo can also talk about the cat, the stuff and his father. If you also click on the items in your inventory while you are talking, then Nejo has a comment on each item. In the inventory, click on the red ball and do it twice. Nejo would like to have the red ball, but he does not want to give anything in return. Exit when you have asked Nejo everything and showed him the red ball.

Walk to the right. The screen scrolls along and you will see the village gate and the Kebab seller stall on the right-hand side of the gate. To the right of the Kebab seller is a staircase that goes into a dark gate. Now first go and talk to Duane Henderson, the fat American in the yellow shirt who is constantly walking  back and forth. You can stand still waiting until you see Duane again and then click on him 

Duane takes a photo of George. Duane and Pearl are from Cleveland; Ohio;  where they run a shop in postcards. Pearl writes poems on the postcards. Pearl is hunting for a souvenir that she could get cheap but so far been she's unable to find anything. Duane knows nothing about the Templars. You will also get the Knight topic and if you use that then George realizes that the Glass Globe, which the Knight on the Manuscript holds in his hands, is a Lens. It is important that George realizes this, so do not forget to use the knight's topic. You can also show Duane all the items in your inventory and then enjoy Duane's commentary. Say goodbye to Duane when you have asked everything.

Pearl, the wife of Duane, is chatting at the shop. Go talk to Pearl

Pearl writes poems and makes picture postcards. If Pearl asks if she can read George one of her poems then you can say No or Yes via the thumbs and then you say yes. Pearl says she and Duane run their postcards store in Akron, not in Cleveland. George finds this strange. If you ask Pearl about Duane, you will learn that Duane has been with the Marines and has fought in Vietnam, but that he has been fired for medical reasons. Pearl is looking for a souvenir from the region, but she has not been able to find anything yet.

When you've talked to Nejo, Duane and Pearl, then you go to the Kebab seller again

Then go up through the dark gate, right next to the Kebab seller and George ends up on the city wall and at the carpet salesman. Look at  the carpet that hangs directly behind the carpet seller. It is the red carpet with the diamonds on it. Take a look at the match book in your inventory, so right-click in inventory on the matchbook, and .... you see that the match book has the same pattern as that red carpet. "Club Alamut" is on the match book.  Talk to the carpet seller and then click the match book in inventory and.....

 The Carpet Seller grabs the match book and slides the red carpet aside. A staircase becomes visible. The stairs lead up to Club Alamut.

 Apparently the matchbook was the admission ticket to Club Alamut. Well .... go up the stairs and George ends up in:

Club Alamut:

George is welcomed by the man sitting at the bar . This is Ultar and Ultar is a taxi driver. Try to talk to the bartender, who's the manager of the club

However, Ultar says that the bartender does not have a tongue and therefore can't talk.  Try to open the toilet door

The toilet door is locked. Ultar says that George must  look at the note that is on the toilet door. So take a step away from the door, so you can see the note that is on the door again. Look at the note with your eye. Unfortunately .... the text on the note is obviously in Arabic and so George can not read it. Now go talk to Ultar about all the topics

Ask Ultar especially about the Note that is on the toilet door. Ultar says that someone has stolen the toilet brush and that the "Management" has decided to lock the toilet until the thief has returned the toilet brush. Once you have asked Ultar all the questions again, show the picture of Khan / Moerlin to Ultar by clicking on it in your inventory.

Ultar tells that Khan was here yesterday and that he asked about Klausner and Stobbard. Khan also asked for a place called "Bulls Head Hill". So ask Ultar about "Bulls Head Hill" and we learn that it is a place in the desert and Ultar can take George there with his taxi. Ultar asks if he should drive George to that "Bulls Head" place. Say YES via the Thumb Up. But the ride will cost $ 50,- and George does not have $ 50,-, so George must now say No via the Thumb down. However, the "Bulls Head Hill" topic will remain available for later use

Square:

Leave Club Alamut go down to the Kebab seller. Look at the Kebab seller. 

The Kebab seller slides a brush back and forth across his table and George realizes that the brush is the toilet brush from Club Alamut. George needs that toilet brush but will have to invent a trick to grab the brush. The Kebab seller must be distracted so George can grab the brush. Go back to Nejo. Talk to Nejo about all the topics, but especially about the Kebab man

Nejo wants to help George to steal the brush but in exchange for his help he wants the Red ball. ... say yes via the Thumb Up. Nejo then says that George should talk to Arko, the Kebab man, and say "II a'kl kalb" to Arko. Ask Nejo what this means and Nejo says it's a compliment. Ask Nejo also about Ultar and then close. 

Go back to Arko, the Kebab man, and talk to him. Say "II a'kl kalb" to Arko and see what happens next ....

George has to run for his life because it turns out he has said a deadly insult. 

So George runs up the stairs to the carpet seller

Go back to Nejo. Talk to Nejo again and ...... George is angry but Nejo has stole the toilet brush, while Arko was chasing  after George, and he gives the brush to George

Club Alamut:

Give the Toilet Brush to the bartender / manager and George will get the key for the toilet door.

George now has a key ring with 2 keys. Open the toilet door with the keys.

George then steps into the toilet. The towel cabinet hangs to the right of the door. Take the keys from your inventory again and click on the towel box. 

George opens the box. Left click again on the box and ....... George grabs the towel from the box

Go to the toilet box and then take the Chain, that is hanging from the toilet

Go back through the door. If you want you can talk to Ultar again and ask him for the translation of "II a'kl kalb".

Square:

Leave Club Alamut again and head back to Nejo. If you have previously looked at the stuff of Nejo's stall then you know that there is a nasty cat sleeping on Nejo's table and that there is a bell on it. You also know that there is a little white plaster statue on the top shelf that George thinks is the only item that looks a bit antique. If you have previously given the cat a pet, then you know that the cat does not appreciate it and will jump on the top shelf. George wants to have that little statue so that he can sell it to Pearl for $ 50,-  But of course Nejo will not give that statue to George, so George must steal the statue. 

Click on the cat again......... The cat jumps on the top shelf .....Click on the Bell and ......

Nejo's father comes out again and...........

Nejo's father pushes the cat away and the cat  throws the white statue off the shelf. 

The statue lies then just in front of the cart that is at the bottom of your screen. Take the statue

The statue isn't very old, so if you offer it to Pearl now then she will not buy it. You must make the statue look older.  

Open the inventory and look at the statue...... George says that both arms have been broken off. Now combine the dirty tissue with the statue. 

George rubs the statue with the smink that is still on the tissue. The statue now looks really antique. Now go to Duane and show him the statue. 

Duane offers George $50,- for it and George likes to go for that. The statue is sold to Duane and George is now 50 dollar richer.

Alamut Club:

Go back to the Alamut Club. Talk to Ultar again and use the "Bulls Head Hill" topic again and say yes again to his question if you want to go to "Bulls Head Hill". 

George gives Ultar the $ 50 and asks where his taxi is. George then puts the toilet keys back on the bar and then we are back downstairs and at Ultar's taxi. Ultar's taxi turns out to be a truck. Ask Ultar about his truck. Unfortunately we can not leave because the drive belt of the truck's fan is broken. A new drive belt must therefore be provided. 

Click on the Towel in the Inventory and ... Ultar tears half of it and gives George a half towel back. Ultar uses his half of the towel as a drive belt and we go to:

Bulls Head Hill:

Ultar delivers George under the Bulls Head and George has climbed the long climb  up and is now on top of a plateau, high above the ground. 

A dead tree stands on the plateau and, on the side, there is a hole in the plateau.

Left click with the gears cursor in the hole and ....George tries to go down through the hole, but then decides not to do it because he finds it too dangerous. 

You can take a branch from the tree......take that branch from the tree. Combine the Towel with the branch in inventory

Take this Branch  / Towel combo from your inventory and then click on the hole and then climb down the hole

Walk to the middle of the plateau. In the rear wall you see a small niche / hole. Right click that hole 

After George's remarks about the hole left click it  and .... George puts his hand in the niche and discovers that a lever is in it.

 Left click again on the hole and .... George pulls the lever and .... 

Behind George the rock wall opens. So go through the opening and George is in the Tunnel. Walk on to the left side of the screen and George discovers a Corpse around the corner. It is the body of Klauser. Unfortunately ..... the entrance to the tunnel closes again and George is now locked up in this tunnel. 

Look at Klausner's body in close-up

In close-up left click on the left side of Klausner's  jacket (For the player it is the right side) to push it aside and then take the Lens out the inside pocket of the jacket

In the left niche is an inscription on the wall. There is a statue in the right hand. Look at the inscription in the left niche first 

It's a slab with an inscription and George will try to remember the inscription

Go out the close-up and now left click the statue in the right niche....... The statue has 3 faces and they are the same faces that we have seen on the manuscript, in the mirror of the lady. Then George hears the entrance of the tunnel sliding open again, he  runs to the entrance and ..... Khan has arrived and points a gun at George

We land outside on the plateau and Khan will ask George questions. You have to give Khan answers to his questions via the "Angel George" or the "Devil George". 

Angel is Yes and Devil is No. Give Khan only honest answer to all his questions, so only click the Angel George icon

George learns that the text in the left niche means "To the west, to the edge of the world" and that this tells him where the Sword of Baphomet can be found. Well .... Khan wants to kill George and you then get the choice to die courageously or as a coward. For this choice you get a Cowardly George and a Normal George icon. Click the Normal George, so on the right icon. Khan respects this and he wants to shake George's hand before he shoots George......

.........as soon as you have control over George, click the BUZZER in your inventory and...........

George shakes  Khan's hand, with the BUZZER hidden in his hand, and Khan gets a shock and ......... 

George jumps over the edge of the plateau and .... land in the truck of Ultar ............

Nico's apartment:

George automatically returns to Paris in Nico's flat. George tells Nico about his miraculous escape and you get the Manuscript subject again. Click on the manuscript and George and Nico look at it again. Use all the icons below the manuscript again and then listen to what George is now say about it. Then exit via the green curl arrow and say goodbye to Nico. Once outside, you walk to the left again to the map. Go back to the.....

Crune Museum:

Enter the museum again and talk to André Lobineau again. Lobineau mourns the theft of the tripod. Nico apparently has not returned the tripod yet. Lobineau has looked at the manuscript and has become very greedy of it. George tells Lobineau about his adventures in Syria. Lobineau says that the inscription George read in the left niche, in the tunnel of Bulls Head, England is meant. Talk to André Lobineau about the manuscript. 

Lobineau says that the Knight, seen on the manuscript, is a Spanish Knight and a member of the VASCONCELLOS family who lived in the Villa De Vasconcellos in Spain.

Exit, leave the museum and find the Map again and travel to the Airport  and then, via the map of Europe; to  Villa De Vasconcellos in Spain

Chapter 8:Villa De Vasconcellos; Spain

2019: Walkthrough by: Louis Koot