2019: Walkthrough by: Louis Koot

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Chapter 1: George:  Paris:

A: At  the home of Professor Oubier.

George is tied to a chair and a big poisonous spider is slowly creeping up to him. There is also fire in the room.  George "walks" back to the wall where the bookcase stands.

Quickly look at the bookcase (Bookcase) with a right-click. George then reports that the right leg of the bookcase has been replaced by a block of wood.

Move your cursor down until between the legs of George and "Block of Wood" comes into your screen. 

Left click on the block of wood and the bookcase falls over and crushes the spider.

In the wall, where the bookcase stood against, you can now see a (Metal Bracket. Left click on that Metal Bracket and George frees himself from his ropes.

Walk to the left, to the window. Nico's handbag is lying on the floor near the window, against the right window curtain. 

On the corner of the "green" carpet, lies the Dart with which Nico was stunned. Take the Dart and take Nico's Handbag 

The items from the handbag and the dart goes to your Inventory. 

Open your inventory and you will see the 3 items that came out of the handbag. These are Nico's Lipstick, a Note and Nico's Panty. 

Examine the note (right mouse button). The note is from Andrè Lobineau and George now has  Andre's telephone number. 

Now the fire at the door has to be made out. You need an extinguisher for this. You have to make this yourself.  Walks to the left. You now see the flames at the door. You also see a cabinet standing against the wall. On the right side of the cabinet stand a white Syphon. In the middle of the room also stand the Box where the spider crawled out. George refuses, however, to take that box. 

Click with your gears on the white Syphon ...... and .......

George tries the Syphon  for a moment but no water comes out. Apparently there is no gas cylinder in the syphon . George puts the spray bottle back on the cabinet. Left click on the Cabinet doors. George tries to open the cabinet doors but they are locked. Take the Dart  from your inventory and click again on the cabinet doors.

George pokes with the dart in the lock of the doors .... and then ........ Pang ....... the doors literally pop open. 

There are two cylinders in the cabinet but the left cylinder is broken. So try to take the right cylinder. 

Unfortunately, George can not pick up the cylinder. The thing is too hot. 

Take Nico's panty from your inventory and click on the cylinder again. Now George picks up the cylinder.

Take the cylinder right out of your inventory and click it on the Syphon and .....

George tries the spray bottle again and now water is pouring out. Now click with the spray bottle on the flames and .......

 George now extinguishes the fire.

Do not leave the room but walk back to the right, to the fallen bookcase. There is a writing desk against the wall. Click on the cover of the writing desk. 

George opens the lid and finds a bottle of Tequila. Take the bottle of Tequila and ........... George takes a sip but spits it right out again.

 There was a worm in the bottle, and that worm is now on the floor, right next to George. Pick up the Worm.

There is a drawer  at the bottom in the desk. Open the drawer. 

George finds a decorative Pot in the drawer and the pot goes into your inventory .Open your inventory and examine the decorative pot. 

A key comes out of the pot. probably the key to the front door.

Now walk left again and click on the door and .....The doorknob is too hot to touch, but George is simple and kicks in the door.

 Click in the doorway and George leaves the room and walks down the stairs and ends up in the hall. Right there is a small table by the window. 

On the table is a red telephone and there is also a newspaper on ​​the table. Take  the newspaper / newscutting 

The newscuttings reports about an upcoming Eclipse which can be clearly seen in Mexico. Open your inventory and right click this on the newscutting

A piece of paper comes out. Examine this paper. It is a bank statement from Oubier's bank account. The last 5 transactions have been made in Marseille.

Now click on the phone and ........

George calls André Lobineau and they agree to meet each other on one terrace in Montfauçon. 

NB: George only calls Andrè Lobineau now when you have first examined the Letter from Nico's handbag in inventory. If you have not done that, George does not know the Lobineau's phone number, so he can not call him either. To correct this look (right click ) in inventory at that small note, which has come out Nico's handbag. 

Take the key from your inventory and click on it with the outer door. That is the door right in front of the stairs.

George unlocks  the door. Now click on the door and ........ George travels to:

B: Café Montfauçon.

George arrives in the district of Montfauçon and he takes place on the terrace of the café. There is another customer on the terrace. If you've played Broken Sword 1 before, you might recognize this person. It is the gendarme who was already sitting here on this terrace in Broken Sword 1. The waiter comes out of the café at regular intervals to provide the gendarme with a fresh glass of wine. While the waiter is busy with this customer, click on the Waiter with your "talk cursor". The waiter totally ignores George and just walks into the cafe again. 

The waiter comes out again and starts pouring a glass of wine for that other customer.  Again...Click the waiter with your talk cursor and .........George now orders a cup of coffee. It is quite a grumpy man, that waiter, but eventually he brings George his cup of coffee. At the bottom of your screen, your talk options now appear

Ask the waiter first all about Andrè Lobineau and then about Professor Oubier. Through the "Oubier" topic you get a new conversation option, "Oubier's wife". Use this option too. Then ask the waiter about the other guy who is sitting on the terrace You then experience that it is George's old "friend",  the stupid gendarme from Broken Sword 1. When you have used all the options, you close the conversation via the "curling arrow". The waiter enters the cafe again and Andrè Lobineau pops up now. However, Andrè only appears when you first have asked the waiter about Andrè. 

A conversation follows between George and Andrè. Andrè shows George a Maya stone, which he has got from Nico.

You automatically leave the close-up and the call options appear. So ask Lobineau about all topics and exhaust them completely.

Ask Andrè about the Mayan stone and about that professor Oubier and the Maya Indian. Ask Andrè also especially about the decorative Pot, which you found in Oubier's house in the desk drawer. Andrè thinks the pot comes from South America and he knows someone who can tell more about it. Andrè's friend works in the Glease Gallery and this makes the Glease Gallery option available on the map......Do not forget to ask Andrè about the Pot, because then you will not be able to go to the Glease Gallery

 When you have exhausted all options exhaustively then you close the conversation and ....... Andrè disappears and then you see a cut scene

 We see Nico tied on a chair, in an attic space, and she being questioned by her kidnappers.

Back on the terrace you see that there's a white flask on the table of the gendarme.......

George needs that white flask, but if you try to take the flask it while the gendarme is looking , it will not work.

Your have to make sure that the gendarme does not see that George takes his white Flask. Talk to the gendarme and....

........Ask the gendarme about himself and / or about Nico and......

........ the conversation is over immediately because the gendarme gets all emotional and he hide his face in his hands to cry.....

......now be quick and take the white Flask while the gendarme is crying with his hands covering his face

 ......George now takes the Flask. You see this happening and George also reports that he has the Flask.....there is absinth in the flask

NB: Where you too slow, then the gendarme will notice that George wants to steal his flask. Then talk to the gendarme again and ask him again  about himself or about Nico and then try to steal the Flask again. Keep doing this until you have the Flask. When you have taken the flask you're done here

At the right edge of your screen you will find the "Exit", so click that Exit and ...... 

George reports that he or she can go back to the house of Oubier or go to the Glease Gallery. The Map appears in your screen

There is absolutely no point in returning to Oubier's house (or you should have forgotten something), so click the Glease Gallery photo and you will travel there now.

C: Glease Gallery

There are 4 showcases in the room that you can look at. There are two Japanese schoolgirls walking around.....who you just leave alone. On the left  stand a rather fat guy with a wine glass in is hand.  Walk to the left. The owner of this gallery, Glease, stands in front of the glass table. In the corner, behind the glass table, there are a number of crates. Walk in that corner.

The gallery owner, Glease, calls George to order. The audience is not allowed to enter that corner and George is walking back. Talk to Glease and use all possible options

After some options, the conversation will abruptly end. Then click on Glease again to continue with the conversation. 

Glease tells that the fat-drinking guy is an Art Critic called Laine. Through the Pot options you find out that Oubier is one of the suppliers to this gallery. Ask about Oubier and then ask about the pot that you found in Oubier's house. However, Glease refers you to Laine. 

End the conversation and then go and talk to that fat guy, Laine.

  Laine is a great snob and an even bigger arrogant bastard. Ask Laine first about Oubier and then about the Pot.

Laine then looks at the pot and then, willfully, smashes the pot in pieces on the floor. 

Ask again about the pot and also use the other pot topic. Finally ask Laine about the Wine glass topic and finish the conversation.

Laine always takes a sip from the wine glass he has in his left hand. When Laine has taken a sip, he keeps the wineglass up and that is the moment George can take action, because George has an idea to teach that Laine a lesson. Open your inventory and take out the Absinth Flask of the gendarme . Wait until Laine keeps his glass up and then click with the Flask on Laine's glass.

George pours a rips absinthe into the glass and he hopes that Laine will not notice it.

However, Laine notices that the taste of his drink has changed, but he likes this and he wants more of it

Wait again until Laine keeps his glass up  and then pour another gulp of Absinthe into the glass

......... and ... well ... Laine has reached his limit and he collapses unconscious to the floor, breaking a showcase to smithereens. 

Snob Glease runs to Laine and this is the chance for George to examine these boxes, in the forbidden corner,  more closely. 

So quickly go  turn left again and then enter the corner with the crates. Move your cursor over the front box until you see "Packing Case".

Left click and ......... George is investigating this crate. George finds nothing but he makes you aware of the Label. This label is located right next to the "Packing Case" place. Take this label.

George reads the label and reads that the crate comes from "Condor Transglobel Mars ......." 

A piece of the label is missing, so the full name is not legible. Via this label and the bank statement from Oubier that you found in that newspaper clippings, George now make the connection with Marseille....... When you have forgotten to examine this newspaper clippings in your inventory, then you have not read the Bank statement either, so George won't make the Marseille connection.....you can not travel to Marseille now....To get the Marseille connection you must have read the newspaper and the bank statement in inventory. George now knows he has to go to Marseille. A Loading follows and you end up in

Chapter 2: George: Marseille:

2019: Walkthrough by: Louis Koot