2019: Walkthrough by: Louis Koot

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Chapter 2: George: Marseille

A: Guard Hut

George has arrived at the "Docks" of Marseille. You see the warehouses, a fence and a guard's hut. Behind the guard's hut is the channel. Click on the fence and ........

George walks to the fence and tries to climb over the fence, but .......... Behind the fence is a guard dog and it jumps up against the fence, under loud barking. George falls to the ground with fright and the guard comes out of the hut and ask what in the devils name George is doing

The guard then goes back into his hut. 

George has to get to the other side of that fence, but to be able to do that he must first get rid of that damned dog and his boss. 

There is a window in the guard's hut and a chimney pipe is placed to the left of the window. Look through the window into the hut.

George  looks through the window into the hut and sees that that guard throws a bottle through the hatch into the floor. Then the guard will go stir in a jar on the fire.  We see George through the window. Talk to the guard now and use all possible topics 

First use the "Time" topic. George is then told that the port is closed for a month due to holidays. Ask further about the "Time", the "Label" the "Dog" the "Stove" and the "Beans". The guard says that "Condor Transglobal" has a warehouse here in the harbor. George is lying there, but the guard is not going to let George through the fence. The guard is busy cooking a jar of kidney beans on his stove. When you have asked the guard about the "Time", the "Label", the "Stove" and the "Beans" you end the conversation.

We see George standing in front of the window of the hut. On the outside of the hut is a Chimney pipe. Look at that pipe. There's a Cone, sitting on top of the pipe. 

Try to take that "Cone" from the pipe. However, the pipe is too hot to take the "Cone".  To the left of the hut, the stairs go down to the canal.

Go down via the stairs. George is  then standing on the pier. Stay at the bottom of the stairs. There is a huge amount of waste floating in the water, but you also see a mooring post. Two chains are attached to this mooring post. Now move your cursor over the left chain until you see the "Hook" item. 

Take the Hook out of the water.

Then walk to the left. George is then under the hut and above his head is the "Trap door". Look in the water again. You will find a Bottle, floating in the water. 

Try to take the bottle out of the water. This does not work. Take the Hook from your inventory and click on the bottle. 

George takes the bottle out of the water using the hook.

Click the "Trap door". George looks into the cabin through the trap door.

The guard does not notice George because he is busy cooking his bean soup. To the left of the stove stand a bucket full of coal on the floor. Remember this. On the table, right next to the stove, is a pack of dog Biscuit. Remember this too. Click again in the hatch and George is back on the pier. At the top left you see the dog and the "Platform".

That platform is the connection between the door of the cabin and the quay. Remember this. Walk back to the left and go back upstairs via the stairs. George is standing in front of the hut again. If you haven't done it yet, now is the time to click on the Chimney ......So that George will tell that the chimney is to hot to take the cone from it.

When George knows that the chimney is to hot then open the inventory and take out the Bottle you just have fished up out of the water. 

The bottle is half full with the dirty water. Click with the bottle 2 times in succession on the chimney pipe and ..........

The water from the bottle cools the "Cone". Now George will take the Cone from the pipe, so click again on the Chimney pipe

When George has taken the "Cone" from the pipe, you take the now empty Bottle out of your inventory and click it again on the pipe and ........

George now put the bottle in the pipe and as a result the smoke can no longer escape through the pipe. 

The hut is full of smoke and the guard rushes outside to breathe fresh air ........

Go down the stairs again and click again the Trap Door and.....". George crawls back into the hut through the Trap Door.

Take a lump of Coal from the bucket  and then take the box of Biscuits from the table. Go back down through the trap door. 

George is under the hut again. Take the box of Biscuits from your inventory and click on the "Platform" and ........ 

George throws a few biscuits on the platform and the dog then comes to stand on the platform. 

Quickly take the Hook from your inventory and click on the platform and..........

The dog takes a dive into the canal but fortunately the dog can swim ... 

Well...the coast is clear now.....Walk to the right and via the stairs back up again and click again on the Fence and ..... 

George now climbs over the fence and sneaks further. LOADING ..........

B: Behind the Fence:

George is now on the other side of the fence and he is standing next to a green scaffolding. There is a wheel at the top of the scaffolding and if you look at the roof you see a hatch where barrels come out. A gripper is attached to the rack. At the bottom of your screen a Barge lies in the canal. With the gripper and the wheel in the scaffolding the barrels can be loaded into the Barge. To the left of the green scaffolding you see the "Condor Trans Global"  sign on the wall. Continue to the left.

George is at the end of the quay. You see the large wooden door of "Condor Trans Global" and in the corner you see a blue ladder to climb up to the flat roof. 

You hear the rather deafening sound of a fan. Click on the door. George knocks on the door but there's no reply. 

According to George this is because of the noise of that fan. Climb up the roof via the blue ladder. On the roof you click on the left window and ........... 

George looks through the window into the warehouse and then he opens the window and puts his head inside. Right next to George you see the rotating fan. Downstairs George sees the Indian, who has knocked him knock out at Oubier's house and who has kidnapped Nico, sitting at a desk. The sound of that fan is deafening, so open your inventory and take the Hook out and click the Hook on the rotating Fan. 

The Hook blocks the fan and suddenly it is wonderfully quiet. Click your "beckoning hand" in the window and George is back on the roof. 

Walk  to the right, to the barrels. Click on the barrels and.......

George puts the gripper on the front bar and gives the barrel a firm push and ...... the barrel then lands in the  Barge. 

Walk back to the left and climb back down the ladder. 

SAVE YOUR GAME because George could die,  if you're not fast enough in a moment. Click again on the door of "Condor Trans Global" and.....

George knocks again and this time the door hatch opens and the Indian asks who is there.

Use the George option, so tell the Indian who you are. Then use the Nico Option. You can also use the Gendarme option.

 The Indian is pissed off and he closes the door hatch and shall come out to give George an "ear full"...

Quickly........as soon as you have control back over George click the ladder to climb back up the roof. Back on the roof you walk to the barrels. 

NB: If your to slow then George get shot by the Indian and dies. This certainly happens if your system doesn't meet the system requirements of this game

The Indian has come out and stays in the doorway. Click on the barrels and George drops another barrel down into the "Barge". 

The Indian now walks to the scaffolding and stands there for a moment

Now quickly click on the barrels again and ......... The barrel goes down again and causes the Indian to fall into the barge

Go back to the left and climb back down the ladder. Now click in the opened door and George goes inside.

C: Inside the warehouse:

A bulletin board is hanging above the desk and there are two drawers in the desk.  Click on the bulletin board

George walks towards it and examines the papers that have been pinned on it. George finds a "delivery note" from Condor Trans Global on the bulletin board. The company has transported stuff to Quaramonte, a place in Central America. Click on the drawers of the desk. George takes a Copper Key from the drawer

Continue to the right. The little Indian now raises his head above a crate and he shoots something at George through a blowpipe.

It is the Indian who also numbed Nico with an arrow. Talk to the little Indian. His name is Tipionco but the only thing he says is "Quaramonte". Use the Nico option and then use the Copper Key option. Tipiponco then comes to George. It is just a little guy and his legs are tied together with handcuffs. George uses the Copper Key to liberate Tipiponco and then Tipicondo disappears again between the crates. 

George has put the Handcuffs in the inventory. Investigate the green lift doors. Click on the elevator doors....the doors won't open by hand. 

On the left wall is the lift button. So click that lift button and George will go upstairs with the lift.

Upstairs George prevents the elevator doors from closing again, to prevent that the elevator goes down again, by keeping his hands in front of the photoelectric cell of the doors. However, George can not stay that way for all eternity. After all, there is a mystery to unravel and there is still  Nico to be saved. There are 3 boxes in front of the lift.  Click on the right box and ...........

George now moves the box between the elevator doors. The doors can no longer close and the elevator can not go down anymore.

Right next to the elevator doors you will find the "Switch" and that is the light switch...Click that Switch.

You can now continue to the left in the attic. Two boxes are now in front of the elevator, one on top of the other. There is also a "Pallet Carrier" with an heavy statue on it. Above the statue hangs a Pulley. Walk to the left. Part of the wall is made of wood. On the floor, in front of the wooden wall, you will find Scratch Marks....Left click on those "Scratch Marks" and ......

..... George finds a door in the wooden wall. Move your cursor over the wooden wall above the "Scratch Mark" and ....

..... George will then discover the contours of that door in the wooden wall. Left click on the door and George opens the door in the Wood for.

Enter the Secret Chamber and ......

 George has found Nico. Nico is still tied to the chair.

Next to Nico there is a little statue on the floor. Nico's hands are tied to the chair with rope and her mouth is covered with tape. Click on the rope with which Nico's hands are tied. George unties Nico and he puts the rope in his inventory. Nico pulls the tape from her mouth and throws it on the floor and there is a conversation in which Nico now informs George of the case she is investigating .. Then Nico leaves the room. 

Take the little Statue and take piece of Tape from the floor.

If you do not have the rope in your inventory, search the floor for the rope and then take it. Exit the room, back to the attic.  George tells Nico that they can not escape through the elevator. Talk extensively with Nico through. Use each option and exhaust them all until there is simply nothing to talk and then close the conversation again.

Nico is going to walk around the attic and she can stand annoyingly in the way. If Nico gets in the way when you want to click on something then just wait until Nico walk away again. If you had not done it before, go and examine everything first. Left click and right click on: the boxes, the heavy statue, the Pulley and the lever of the Pallet Carrier. George tells you that: the statue is too heavy to lift, that you need a rope to attach to the Pulley but that you can not jack up the jack because those boxes stand in the way. Don't forget to try to open up the large wooden door in the outside wall.......George can't open that door but it is the only way out.....so we must break through that door somehow

Left click on the box that you have previously placed between the elevator doors. However, George does not want to move the box from the elevator doors because otherwise the elevator will go down again. That Photo-electric cell must therefore be taped. So take the Tape, which Nico's mouth was stuck with, from your inventory and then click this tape on the photoelectric cell of the elevator doors, to tape that cell with the tape.

Then click on the box again and George will push the box back, next to the other two boxes

Left click on the box that is on top of the left box and ......... George picks up the box and he puts the box on the right box.

Then click on the left box and ........ George is now pushing this box out of the way. 

Now you can use the jack, so click on the "Pallet Carrier" and ......

 the statue is up a bit. Take your Rope from your inventory and click on the statue George ties the rope around the neck of the statue.

Click on the rope again, which is now around the neck of the statue, and then........

....... click with the rope on the Pulley. The statue is now attached to the Pulley.

Click on the Pallet Carrier again to jack down the platform. 

The statue now hangs freely on the crane. Click on the statue....... However, the statue is too heavy for George to give it a big move on his own. 

So go talk to Nico and use the Statue option and ...........

...... Together George and Nico give the image a big push and the image breaks through that wooden door.

Go outside through the door and ..... George is standing on the "loading balcony". A cable runs to the left through the pointed roof. Find that cable by moving your cursor to the left of the "balcony". Then grab your Handcuffs from your inventory and click them on the cable.

George calls Nico and via the Handcuffs  they go down via the cable and ...

... the cable is released and George and Nico end up in the canal, where the dog is still swimming around Then we are back in Paris in the Glease Gallery. 

Andrč returns the Maya Stone (that is the Coyote Stone) to Nico and George travels to Central America.

Chapter 3: Quaramonte: Part 1 The General:

2019: Walkthrough by: Louis Koot