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Subject: Broken Sword 3 walkthrough
Date: Fri, 13 Aug 2004 14:22:07 +0200
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<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dcenter><IMG =
height=3D84=20
src=3D"http://www.the-spoiler.com/ADVENTURE/Revolution/broken.sword.3.1/B=
S3title.jpg"=20
width=3D343 border=3D0></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dcenter><B><FONT =
size=3D5>by=20
Revolution </FONT></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dcenter><B>Walkthrough by=20
MaGtRo&nbsp;&nbsp;&nbsp;&nbsp; November, 2003</B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dcenter>&nbsp;</P>
<HR width=3D"50%" color=3D#000000>

<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dcenter>&nbsp;</P>
<P=20
style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: =
5px"><B>Gameplay</B>:&nbsp;&nbsp;&nbsp;=20
This is a keyboard controlled game that has one timed sequence, some =
running and=20
careful movements. The initial main menu has the new game, load, =
options, extra=20
gallery and quit. The main menu is accessed during gameplay using ESC. =
The=20
gameplay main menu has return to game, load, save, quit and options =
menu. There=20
are 30 saved game slots. The options menu has the controls, sound, =
subtitles and=20
graphics menu. The controls menu has adjustment for the default movement =

controls: run is left shift, next object is page up, previous object is =
page=20
down, creep is left Ctrl key, pause is ESC, inventory is spacebar. =
Toggle or=20
press the spacebar again to close inventory. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px">The action map =
positions are: up=20
is W, down is S, left is A and right is D.&nbsp;These keys are used =
together=20
with the action console at bottom right of the screen.&nbsp; Additional =
action=20
is a combination of the action with the arrows for direction of the =
action=20
needed. To combine items in inventory use the left action (2 boxes with =
an=20
arrow) panel after selecting the items to combine.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px">During gameplay an =
action console=20
panel is seen at bottom right of screen. It has the action (gears), look =
(eye),=20
change in position of inventory, etc. Use page up and page down to cycle =
the=20
command icons on the action map. Use page up and down also to cycle the =
hotspots=20
that can be interacted with when there are more than one shiny star lit =
on=20
items.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px">The game gives endless =
chances=20
even after the gamer dies over and over and over. Read the character's =
notebook=20
to check developments and clues.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px">&nbsp;</P>
<HR width=3D"50%" color=3D#000000>

<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px">The Preceptor talks =
with his men=20
- It has begun! Power is already building. The price for failure is =
Armageddon.=20
Note the symbol on the floor - lightning symbol and a broken sword.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px">In a plane over the =
Congo, George=20
talks with Harry, the pilot. The plane passes through a weird weather =
area, got=20
hit by lightning and crashes.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px">In Paris, also =
experiencing=20
bizarre weather, a computer hacker opens his door to a hip tattooed =
woman named=20
Nico. He has decoded the manuscript. He knows too much. </P>
<HR width=3D"50%" color=3D#000000>

<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dcenter>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dcenter><B><FONT =

size=3D5>George in Congo first time</FONT></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dcenter>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B><FONT =
size=3D4>Plane=20
Crash:</FONT></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Back of =
the=20
plane</B> - George wakes up. Press S to use bottom action gear on the =
console=20
panel. George unbuckles the seat belt. Look at (D) and try to open (S) =
the=20
window&nbsp;by the chair. Go to the end of the plane (directional =
arrow), look=20
and try to open the door. Pick up the <U>beer bottle</U> from the floor. =
Go to=20
the cockpit and the plane tilts over the cliff. Whoa!</P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>To =
stop the plane=20
  from tilting:</B>&nbsp;&nbsp;&nbsp; Go to the foreground part of the =
crate on=20
  the left of the plane. Look at the buckle and strap that holds the =
crate. Free=20
  the crate. Go to right of crate and pull (S + right arrow) the crate =
to the=20
  middle of the plane. Go to back of crate and push (S + down arrow) the =
crate=20
  to the very back of the plane. </P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Cockpit</B> - Go to=20
the cockpit and look at crack on the window.<FONT size=3D2> =
</FONT>Position George=20
to look at fire extinguisher on the floor. Look and pick up the <U>fire=20
extinguisher</U>.&nbsp;If a drop icon is seen at the action map at lower =
right=20
of screen, use page up or down to cycle to get a gear action icon. Once =
you get=20
the gear icon, throw the fire extinguisher on the cracked window. Go out =
the=20
window and George will say more weight is needed for the back of the =
plane.</P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Get =
more weight=20
  at back of plane:</B>&nbsp;&nbsp;&nbsp; Go to Harry and try to wake =
him up.=20
  Check (lens icon) Harry to get a <U>bottle opener</U>. In inventory, =
select=20
  beer bottle - it will move to the side of the bottle opener. Combine =
them by=20
  pressing the left combine icon to get <U>open beer bottle</U>. Select =
open=20
  beer bottle and while facing Harry, use the gear icon. Harry wakes up. =
Talk to=20
  Harry about everything. After the ballast dialogue, Harry sits on the =
crate at=20
  the back of the plane. Go out through the window. Great =
view!</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B><FONT=20
size=3D4>Cliff:</FONT></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Jump to =
next ledge and=20
then climb to the ledge Harry stands on. George is to meet a scientist =
named=20
Cholmondely to patent his invention. Talk to Harry again. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Walk right =
to the=20
cracked ledge part. The ledge cracks and as soon as the next ledge is =
seen to=20
the right, move to the right or else you'll fall down the cliff to the =
water.=20
Climb the higher right ledge and Harry says he'll see you at the top. =
</P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Get =
to the=20
  cave</B> - </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Go to =
the right wall=20
  and skirt over to the right around the small ledge. Use the S key and =
arrow to=20
  go around the small ledge.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Before =
the=20
  waterfall, go down the front part of the ledge 2xs and jump to get =
behind the=20
  waterfall. </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Go =
behind the=20
  waterfall and up the ledge to the right.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Go down, =
jump down=20
  and let George hand on the edge of the ledge. Use the A and the =
directional=20
  arrows on the keyboard to move George to the right ledge. </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Travel =
to the=20
  extreme right of the cliffside. From here, go up to the top and walk =
the=20
  skinny ledge left to the cave. Watch! A man is interrogated and killed =
by a=20
  pale skinned man.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"=20
align=3Dleft>&nbsp;</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dcenter><B><FONT =
size=3D5>Nico=20
in Paris first time</FONT></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dcenter>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B><FONT=20
size=3D4>Vernon's apartment area:</FONT></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Thinking =
about her=20
career, Nico walks up to the door of Vernon, the hacker she was to =
interview.=20
She hears a shot. Listen and Nico will say she needs to get in. Look at =
the=20
bulletin board on the left and take the <U>pencil</U>. She carries her=20
<U>notepad</U>, <U>lipstick</U> and <U>press card</U>. </P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>How =
to enter the=20
  hacker's apartment:&nbsp;&nbsp;&nbsp; </B>Open the balcony door. Pull =
the=20
  birdbath closer to the left railing. Climb the birdbath and jump to =
the other=20
  side. Push the birdbath closer to the left railing. Face the wall and =
climb=20
  the drain pipes. Use W and left arrow to get to the middle balcony. =
Look=20
  inside to see a body. The door is locked. Go over the railing and walk =
left to=20
  the left balcony. Look and see the gap on the door is too small. Use =
press=20
  card on door. </P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Inside =
apartment=20
</B>- Enter and look around the bedroom. Take note of the familiar =
poster by the=20
door. Listen and go through the door. See Vernon dead on the floor. Look =
around=20
and pick up the <U>shell casing</U> from the murder weapon on the floor =
by the=20
book case. Look and the zoom in on the hacker to get Vernon Blier's =
<U>business=20
card</U>. Look at the computer and note that someone took the hard drive =
in a=20
hurry. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Kitchen</B> - Go=20
through the open entryway and Nico steps on a creaking floor. The =
murderer comes=20
out and talks with the gun pointed at Nico. She knows Nico. </P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Fight =
with Petra:=20
  </B>&nbsp;&nbsp; As soon as the action icon appears - press S and left =
arrow=20
  to get Nico to hit the woman with the frying pan. Nico protects =
herself with=20
  the frying pan. Immediately press S when the door action appears and =
when Nico=20
  drops the frying pan and is about to be shot at the third time. Nico =
opens the=20
  fridge door. The gun is empty and the murderer escapes. =
</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Follow the =
culprit to=20
the balcony and see a red car speed away. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Vernon's=20
kitchen</B> - Go back to the kitchen and listen to the 3 messages in the =

answering machine on the kitchen table - Mom, Nico and Bernice, a =
girlfriend.=20
Call Andre and the newspaper. Go the trash bin by the sink and pick up =
the=20
<U>bank statement</U> showing that Vernon has little money. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Safe</B> - On the=20
way out of the kitchen look at and fold the rug to see a loose =
floorboard. Pull=20
up the floorboard to see a small safe. Trying the bank statement and =
phone=20
number on the safe didn't work. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Get =
clues about the=20
murderer:</B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Alley</B> - Go down=20
the kitchen balcony and ladder going down to the alley. Look at the =
trash cans=20
on the left. Pick up the <U>newspaper</U> on the ground. Climb the wall =
on the=20
left and pick up the <U>wig</U>. Look at the wig in inventory and note =
the=20
blonde hair. Climb the wall again to go back to the alley.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Get =
clues about the=20
murderer's car:</B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Front =
of Vernon's=20
building</B> - Go around to the front side of Vernon's building and talk =
to the=20
woman sweeping outside a Brasserie opposite Vernon's building's main =
door. The=20
blonde woman drove away in her sports car.&nbsp; </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Skateboarder</B> -=20
Go out to the street and talk to the skateboarder. There was a red =
E-type Jag=20
sport scar seen. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Park</B> - Enter=20
the park behind the traffic warden. Talk to purple haired Beatrice, =
Vernon's=20
girlfriend sitting on a bench. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Traffic =
Warden</B>=20
- Talk to twitcher, the traffic warden in blue at the corner. Show her =
the shell=20
casing and she will say that it is manufactured in Prague; the gun was a =
Magnum=20
and recently fired. The sports car's registration is 451 CAC 75. There =
was an=20
old theatrical mask in the car.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>The police =
arrive and=20
interrogate Nico at the apartment. Talk to the inspector about =
everything. Nico=20
is arrested.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dcenter><B><FONT =

size=3D5>George in Congo second time</FONT></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dcenter>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Cave</B> - Enter=20
the cave and George talks to the dying man, Cholmondely. Susarro.... =
Look at the=20
omega door with a slot at the center.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>On the =
table at right=20
corner, pick up the <U>postcard</U> from Glastonbury, England and signed =
Bruno.=20
Look at the postcard in inventory to learn the message of Bruno and that =
Susarro=20
is on to the scientist. Pick up the <U>magnifying glass</U> from the =
table.</P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Open =
the door=20
  without a handle -</B> Look around and see a door without a handle. To =
the=20
  right of the screen see a square board on the floor. Get George to =
stand on it=20
  and see that it opens the door - the old pressure pad trick, eh. Push =
the=20
  black crate to the square pressure pad on the floor.</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Inventor's machine=20
room</B> - Enter and look at the housing with a hole on the wall. Left =
of the=20
machine is an opening high up on the wall. Go further in to see a giant =
power=20
machine attached to gas cylinders. Look close at machine and turn it on =
using=20
the left arm of the machine. It sputtered like it needs fuel. Look to =
the lever=20
on the right that is somehow connected to the gas cylinder. Pull the =
lever and=20
the machine explodes. </P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>To =
get out of the=20
  cave</B> - Take the <U>lever</U> on the floor that blew off the =
machine.=20
  Insert the lever on the housing with hole by the door to get the door =
to=20
  remain open. No need to pull lever down. Take the <U>lever</U> from =
the=20
  housing by the door. </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Push the =
crate that=20
  is over the pressure pad next room to the machine room and under the =
opening=20
  up on the wall left of the destroyed machine. Climb the crate and up =
the=20
  opening.</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Out of =
the=20
caves</B> - See a bird's nest up the wall. Use the lever on bird's nest =
and then=20
pick up dry as tinder&nbsp;<U>bird's nest</U>. Go to bottom of screen =
and walk=20
the skinny ledge to the other side of the cliff. Jump up, cling to =
another=20
skinny ledge and go left using the W and left arrow action buttons. Go =
left=20
until sunlight.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Stone =
statue </B>-=20
Go forward and see Harry beckoning to you. See the 3 bad guys down at =
the=20
bottom. </P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Escape from=20
  Susarro:&nbsp;&nbsp;&nbsp; </B>Look at the stone statue with remnants =
of fire.=20
  Place the dry bird's nest on charred remains. Use the magnifying glass =
on=20
  bird's nest. Fire comes out of the stone statue and 2 of the bad guys =
run.=20
  George accidentally slides off the top and falls at the bottom. As =
soon as=20
  Harry calls out immediately run (Shift + directional arrow) and jump =
(S) to=20
  the <B>back</B> of the jeep.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"=20
align=3Dleft>&nbsp;</P></BLOCKQUOTE>
<P align=3Dcenter><B><FONT size=3D5>George in Glastonbury</FONT></B></P>
<P align=3Dleft>Take any side street and find yourself coming up back on =
this=20
street. Weird! Let's go find information about Bruno.</P>
<P align=3Dleft><B>Cosmic Faerie</B> - Enter the Cosmic Faerie down the =
street.=20
Look at the stand by the glass case and see postcard similar to the one =
found in=20
Congo. Look and read the ouvre with 'silver' plated coins on the cover =
in the=20
stand in foreground. Read more than once the poetry and George will say =
the=20
poetry is pretty good. Talk to Tristram Hillage and ask about the =
postcard and=20
ask about Bruno repeatedly (hear floor creaks and flushing). Go to the =
bottom=20
screen and try to go upstairs to Private Area - customers are not =
allowed=20
upstairs. Exit after looking around.</P>
<P align=3Dleft><B>Pacing man</B> - Talk to man, Colonel Butley - father =
of=20
Melissa who has a&nbsp;Purdey in his landrover. Talk about Tristram who =
rents=20
his room.</P>
<P align=3Dleft><B>Zazie's Kiosk</B> - Talk to Madam Zazie, who only =
accepts=20
silver to cross her palms about the postcard. We saw 'silver' in =
Tristram's=20
poetry book, right?</P>
<P align=3Dleft><B>Eamon O'Mara</B> - Cross the street. Talk to the man =
who has a=20
BBC program sitting waiting for the pub, The Yeoman's Arms to open.</P>
<P align=3Dleft><B>Cosmic Faerie</B> - Talk to Tristram again and after =
talking=20
about the poetry book and O'Mara - you will be given the <U>poetry =
book</U> with=20
coins. In inventory, combine metal rod with poetry book with coins to =
separate=20
the <U>3 silver coins</U> from the <U>damaged poetry book</U>.</P>
<P align=3Dleft><B>Madame Zazie's</B> - Talk about Eamon and silver for =
the=20
postcard reading. She needs 'more personal something' from Bruno to get =
a better=20
reading.</P>
<P align=3Dleft><B>Eamon O'Mara</B> -Talk to Eamon about Tristram. Eamon =
reads the=20
poetry to find out that Tristram copied the poetries. Eamon runs to the =
Cosmic=20
Faeries.</P>
<P align=3Dleft><B>Cosmic Faerie</B> - Watch the men argue. When George =
says it's=20
time - go to bottom screen and up the stairs to the private area. Talk =
to=20
Melissa and find out about Bruno. </P>
<P align=3Dleft>Go down and talk to Tristram. You will end up =
blackmailing him to=20
get <U>Bruno's shorts</U>. Ugh!</P>
<P align=3Dleft><B>Madame Zazie's</B> - Talk about silver for the boxer =
shorts=20
reading. Dragon fire and man visions are seen. Madame Zazie faints. </P>
<P align=3Dleft><B>Burning Pub</B> - Exit the Kiosk and see the back of =
the pub=20
burning. Go to the door left of Eamon. It is locked. Go back to Eamon =
and ask=20
for his help. When both heroes open the door, enter and see a monk and =
the=20
burning building.</P>
<BLOCKQUOTE>
  <P align=3Dleft><B>Enter the burning building</B> - Go to front of the =
burning=20
  building on the right. See a window on top floor. Move the 2 single =
crates to=20
  form a line under the window. Then push the top crate over the crate =
under=20
  window. Climb the crates and enter the window.</P></BLOCKQUOTE>
<P align=3Dleft><B>Bruno</B> - Untie Bruno. Talk to Bruno, an old Neo =
Templar=20
acquaintance of George to learn what all this is about. He talks about =
geomantic=20
energy which the Chinese calls the dragon current. The Temple of the =
Dragon has=20
been activated by Susarro causing the world to be in danger. The Cult of =
Dragon=20
has Susarro as its leader.</P>
<P align=3Dleft>Listen to the party at the Cosmic Faerie.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dcenter><B><FONT =
size=3D5>Nico=20
in Paris second time</FONT></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B><FONT =
size=3D4>Open=20
the Safe:</FONT></B><FONT size=3D4> </FONT></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Nico's=20
apartment</B> - Listen to the phone messages and then use the phone to =
call=20
Andre and the newspaper office. Let's follow Andre's advice. Look at the =
table=20
on the bottom screen and see the clown's nose. Look at George's picture =
at shelf=20
by toilet door. Leave the apartment.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Vernon's apartment=20
area </B>- Go to the front of the main door to Vernon's apartment. Talk =
to Edith=20
with rollers in her hair. When she leaves, the sweeper tells Nico about =
what=20
Vernon said - power was building and manuscript. Enter the main doors to =
the=20
apartment building on the left. Go upstairs and find out that Vernon's =
apartment=20
and balcony doors are locked tight.</P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Enter =
Vernon's=20
  apartment</B> - Go to the alley behind Vernon's apartment. Climb the =
fire=20
  escape ladder to Vernon's back balcony. Look at the door to note that =
the key=20
  is inside the door. Use the newspaper taken from the alley ground =
earlier on=20
  the door. Then use the pencil taken from the bulletin board on the =
lobby of=20
  Vernon's apartment on the door. Pick up the <U>newspaper</U> and =
<U>key</U>=20
  that was slid under the door. Use Vernon's kitchen door key on door =
and enter.=20
  </P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Kitchen</B> - Go to=20
the sink and take <U>paper tissue</U>.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Vernon's bedroom=20
door</B> - Hear sobbing and enter to talk to Beatrice. She won't talk to =
you.=20
Give her the tissue and Nico can talk to her now. Some people want =
Vernon to=20
crack an old manuscript and threatened him 6 months ago.&nbsp; Ask about =
the=20
safe and Beatrice will mention about Vernon's faulty memory and his =
continued=20
asking her birthdate - 23rd of October. Leave the bedroom and Nico told =
Beatrice=20
to contact her at her apartment. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Safe</B> - Use the=20
safe and Beatrice's information to open the safe. Inside were a <U>hand =
drawn=20
diagram</U> and <U>DVD disc</U>. Leave the apartment through kitchen =
door.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Red =
sports car</B>=20
- Once on the main road, the red sports car tries to run Nico down. =
Immediately=20
go right by using S and right arrow.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B><FONT =
size=3D4>Get=20
info about safe's contents:</FONT></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Nico's=20
apartment</B> - Place the DVD on TV and DVD player. Vernon's recording =
for=20
Beatrice stated that the weather that is now occurring is predicted in =
the=20
Voynich Manuscript (information about the manuscript can be read at main =
menu).=20
He talks about ley lines or Dragons lines. The people who paid him want =
to=20
harness the power. 2 things are important: Key of Solomon and the phrase =
-=20
Devils and Witches dance with cows on the Sabbath. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Use the =
phone and talk=20
to Andre. He comes and watched the DVD. Andre talks about the Book of =
Solomon=20
and Ile St. Louis - Cow Island. Talk to Andre about everything and Nico =
will say=20
- I know just the place to phone.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Use the =
phone to call=20
the newspaper and find out about the condemned old theatre at Ile St. =
Louis.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Talk to =
Andre about=20
L'Heiroglyphe. Go to the door to depart&nbsp;for the theatre. The phone =
rings=20
and after a discussion with the newspaper boss, Nico quits.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B><FONT =
size=3D4>Get=20
inside the old theatre:</FONT></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Nico exits =
a taxi in=20
front of the abandoned theatre. She says she needs to get inside.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Check the =
door. Check=20
around the area. Go to the right screen and to the side road right of =
the old=20
theatre.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Walk the =
left side of=20
the street and check the fire escape ladder right of the restaurant. =
It's pulled=20
up and too high to reach. Check the door to the right of the ladder.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Go down =
the end of the=20
road and check the red sports car and verify that Nico is on the right =
track.=20
Look at the mask on the passenger seat. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Scaffolding:=20
</B>&nbsp;&nbsp; </P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Main =
level</B> -=20
  Go across the road and walk back under the scaffolding. Walk to the =
road curve=20
  under the scaffolding that is not fenced in - just across the fire =
escape=20
  ladder across the street. Jump up to <B>first level</B>. </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Second level</B>=20
  - Climb the ladder to second level, walk to the very end around the =
corner and=20
  jump up to the third level. </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Third =
&amp;=20
  fourth level</B> - After a few steps on third level, jump up to fourth =
level.=20
  Walk around the corner and jump down right of the fence on to the =
third=20
  level.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Billboard</B> -=20
  Climb the ladder and see a billboard on the right. Stand parallel the =
first=20
  posts to climb up to top level. Look at the billboard attached by a =
string.=20
  Untie the billboard - nothing happens. </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Go down =
and=20
  backtrack to the second level under the billboard. Instead of going =
down the=20
  ladder, jump across.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Walk to =
the end and=20
  stand parallel to the post with the light. Jump up. </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Walk to =
the end and=20
  push crate under the scaffolding above. Climb up crate and up to the =
top=20
  level. &lt;pant&gt;</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Now, =
look at the=20
  billboard. Remove the metal clip of the billboard. Watch Nico cross to =
the old=20
  theatre building, billboard falls and Nico is now trapped.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"=20
align=3Dleft>&nbsp;</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B><FONT =
size=3D4>Old=20
theatre building:</FONT></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Climb the =
ladder. On=20
the roof, walk to the left of the wide platform at foreground and climb =
down the=20
ladder. Open and enter through the door. Go down and out to the opening =
at top=20
left of the big room.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Go down =
the steps to=20
the door. Go through the door to the main theatre. Look around until =
Nico hears=20
somebody coming, hides and gets caught. Petra introduces Nico to Susarro =
and=20
Flap took care of Nico. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dcenter><B><FONT =

size=3D5>George in Paris</FONT></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dcenter>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Watch =
Bruno take=20
George to the place that is shown by his Power locator machine reading. =
Talk to=20
Bruno.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Book=20
Repository:</B>&nbsp; Go across the road. Check the door of the book =
repository.=20
George says to find another way inside.</P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Enter =
the book=20
  repository</B> -</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Go =
through the arch=20
  and turn to the left of the screen. Go to the very end and by the wall =
right=20
  of the white panel above the short open wall with a slashed P. Look at =
the=20
  white lid and find that it is propped open. George says he needs more =
height.=20
  </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Move the =
crate by=20
  the wall left of the dumpster to right side of the white panel. Climb =
the=20
  crate and pull down the lid. </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Climb up =
and look at=20
  the lid and see that there is a broken window with a latch. Move the =
latch=20
  through the broken pane. Open the window and enter the book=20
repository.</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Inside =
the book=20
repository</B> - It's very dark in here. Go to bottom screen and then to =
the=20
left wall and see a light switch. Turn the light switch on and find out =
nothing=20
happens. The exit to the book room is on the right of the dud light =
switch.=20
Enter through the door.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Another =
storage=20
room</B> - Follow the wall to the right in the book room, pass a file =
cabinet=20
and enter the door on the left.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>See a =
light switch=20
hidden behind a crate left of the door.</P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>To =
get to the=20
  light switch</B> - Move the single crate on the left closer to the 2 =
crates=20
  covering the light switch. Go to left screen and then to the left to =
see=20
  another crate. Move this crate to left of the crate assembly by the =
light=20
  switch. With 2 single crates left of the double crate by the light =
switch.=20
  Climb up the single crate and pull the top crate over the middle =
single crate.=20
  The light switch is now accessible. </P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Trap =
door</B> -=20
Look at the floor by the middle crate and see scratches. Go back up and =
push the=20
crate to over another crate. Go down and pull the middle crate out of =
the way to=20
see a trap door on the floor.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Old =
Theatre</B> -=20
Enter the trap door and go through the tunnel and up the metal ladder. =
Go up=20
another ladder and George will end up watching a show on stage. He =
finally=20
realized that it is Susarro and Nico up there. When only Nico and Flap =
are left,=20
it is time to find a way to save Nico.</P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Save =
Nico</B> -=20
  Go left and go down the aisle towards the stage while staying in the =
shadowy=20
  areas to the opening at the end of the aisle. </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Climb =
the ladder and=20
  when on top of the rigging realize that the walkway to the other side =
is=20
  impassable. Go right towards the back wall. See a rope attached to the =
lights=20
  metal rigging. Pull rope and it will stabilize the rigging. Jump up on =
it and=20
  move George to the left walkway. </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Go to =
the front=20
  walkway and see 2 sandbags. Look down and see Flap and Nico. Drop the =
closest=20
  sandbag on Flap and <B>immediately</B> drop the second sandbag to land =
it on=20
  Flap. </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"=20
align=3Dleft>&nbsp;</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dcenter><B><FONT =

size=3D5>George and Nico together again</FONT></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dcenter>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Watch =
George and=20
Nico's reunion and the update of the situation. Talk to Nico and then =
check=20
Flap. Move to the rear left of the stage and go down the steps. Go down =
the=20
steps again to the basement. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Basement</B> - Turn=20
right by steps and enter the screened room on the left. See a lift =
operated by a=20
button. Go to crate by the left exit and take a tube of <U>theatrical =
grease=20
paint</U>. Go left of the main hall and then right. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Dressing room</B> -=20
Enter a dressing room. Check around and see a new locked safe under the =
dressing=20
table. George will say the floor buckled under the weight of the safe. =
Exit the=20
room. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Subbasement </B>-=20
Go down to the end of hallway top of screen and enter another door in =
the=20
alcove. Go down the steps and hear shots. A guy behind the door starts =
shooting=20
and is very afraid.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B><FONT =
size=3D4>Open=20
the safe:</FONT></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Room =
under the=20
dressing room</B> - Go back to the hallway in front of the steps and =
enter the=20
first room on this hallway just under the dressing room. See a fuse box =
with=20
only one fuse left. Look at the strut at middle of the room and George =
will say=20
it holds the safe up above. Try to move the strut and George will say =
the=20
friction from the floor is too great. Needs some greasing. Use the =
theatrical=20
grease on strut and find out it is too old. George wants a liquid =
lubricant.=20
</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Exit the =
room and go=20
down the hall to a big metal door and a mutilated body. Look at the =
panel right=20
of the door - it needs a keycard. Go back upstairs. </P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Get =
liquid=20
  lubricant:</B></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Foyer</B> - Go=20
  out to the back of the audience sitting area and left to the red =
carpeted=20
  area. Go down to the foyer down to the bottom screen and enter the =
popcorn=20
  stand at bottom of the screen. Pick up the <U>disposable cup</U> that =
Nico=20
  crushed. </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Stage</B> - Go=20
  back to the stage and climb up. Note the hot stage lights at edge of =
the=20
  stage. In inventory, use the A (combine icon) on the paper cup to move =
it=20
  aside. Scroll to theatrical grease paint and then use the combine A =
icon again=20
  to make <U>cup holding grease paint</U>. Then use&nbsp;cup holding =
grease=20
  paint on hot stage light to make <U>melted grease =
paint</U>.</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>&nbsp;Go =
back to=20
subbasement and the strut.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Room =
under dressing=20
room</B> - Use the melted grease paint on strut. Move the strut but =
George can't=20
do it alone. In inventory, select Nico and the click S-gear icon while =
looking=20
at the strut. Watch! That's one way to crack a safe!</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Look in =
safe and pick=20
up 2 things: a <U>security swipe key card</U> and <U>crystal covered=20
artifact</U>. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Exit room =
and go to=20
the metal door with the mutilated body. Use the key card on the panel =
right of=20
the metal door. Nico and George go down on the elevator. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B><FONT =
size=3D4>The=20
baddies all appear:</FONT></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Tunnel</B> - Walk=20
through the tunnel and see a forked lightning carved stone.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Omega =
power=20
cavern</B> - Enter the cavern and see an impressive sight - 3 cobras =
with a=20
floating artifact inside a flow of energy. It is surrounded by crystals =
and=20
lightning energy flows through the center to the surrounding crystals. =
At the=20
center is a column of energy. George can place his hand through the =
energy=20
column but not Nico. Use the gear icon to get the slab of rock floating =
at=20
center of the energy column. The <U>stone has an omega symbol</U> on it. =

Remember where we saw similar to this?</P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Escape</B> -=20
  Watch the men run away from the Grandmaster. Susarro and Petra climbs =
the=20
  elevator. </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>As soon =
as control=20
  of the game is taken, run to the foreground edge of the bridge and =
climb down=20
  (shift + down arrow and then A). </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Move =
George close to=20
  Nico. Climb up and Susarro sees them. </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Run up =
to the=20
  hallway (shift +up arrow) to the elevator. The screen view changes =
fast - so=20
  be sure to adjust the directional arrow immediately. Elevator goes =
up.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Stop =
pursuit</B>=20
  - Now you can take your time. When elevator opens, use bottle opener =
from=20
  inventory on elevator while Nico holds it open.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Leave =
the=20
  theatre</B> - Do not go to the stage steps or you will meet the =
baddies. Go to=20
  the screened room under the stage and press button to lower the =
trapdoor=20
  platform and the counterweight is up.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Climb up =
and step on=20
  trap door platform. Press the button while up the platform. </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>On =
stage, jump off=20
  the stage and go to the ladder at the back of the audience area.=20
Watch!</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Susarro =
and Petra look=20
at the broken safe and Petra promises to kill them for Susarro.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Outside =
the book=20
repository </B>-&nbsp;George is zapped by a stranger. The crystal =
covered=20
artifact is taken but George held on to <U>stone cylinder</U> left by =
the=20
zapper.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>At =
<B>Nico's=20
Apartment</B>, the good and bad news are told to George when he woke up. =
Exhaust=20
all dialogues with Nico, Bruno and Andre. Bruno explains about Susarro =
and the=20
Armillary, the machine at the Temple of the Dragon. Andre explains the =
findings=20
of Vernon. The crystal artifact is the Key of Solomon. The diagram is =
how=20
Susarro found the location of the Temple of the Dragon. The only clue to =
follow=20
is the Omega stone and the Omega slot on the door at the cave in the =
Congo.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dcenter><FONT=20
size=3D5><B>Omega Temple in Congo</B></FONT></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dcenter>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Harry =
drives Nico and=20
George to the stone statue clearing. Go to the door and find it locked. =
Use the=20
metal rod on lock but the rod is too wide. Select Nico from inventory or =
talk to=20
her to pull the door. Then select the metal bar again and use it on the =
door.=20
The padlock is broken. Subtle is extra! </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Cholmondely's=20
lab</B> - Enter and go to the omega door with the slot at center. An =
earth=20
tremor occurred. Use the omega stone on the slot at center of the =
door.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Spike =
hallway</B> -=20
See a dead guy on the floor. Walk George towards the dead guy and Nico =
pulls=20
George away from the spikes. </P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Go to =
safety at=20
  other end</B> - Is it weight triggered? Go to wall and jump up. Move =
George to=20
  end of the hallway to safety. </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Check =
the dead=20
  man</B> - Move one of the stone blocks to the center of the first part =
of the=20
  spike hall until the screen view changes to George's front. Then push =
the=20
  other stone block behind the first one leaving a space in between. =
Climb up=20
  and go to space between the stones and push the other stone to the =
second part=20
  of the hallway. Climb up and then down to check the corpse. </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Examine =
the corpse=20
  and take the <U>ancient scarf</U>. Look at ancient scarf in inventory =
to note=20
  that it has a coat of arms with a lightning symbol and a broken sword. =
Inside=20
  the scarf is a <U>metal plate</U> with a lightning symbol on it. </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Get =
Nico=20
  across</B> - Go back to the safe end of the hallway and look at the =
gears on=20
  the wall. Insert the metal rod from inventory between the gears. Nico =
comes to=20
  safety. Hahahaha!</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Floor =
tile room</B>=20
- Enter the floor tile room. </P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>The =
principle of the=20
  puzzle is to step on safe tiles to get to the other end of the room. =
There are=20
  several lit blank tiles all over the room. The blank tiles are the =
safe tiles=20
  to rest on. You have to select an iconed tile that goes from blank =
tile to=20
  blank tile. To see the path, step on the tile icon near the entrance =
and see=20
  the corresponding tiles lit up to show the safe path. </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>In =
inventory, ask=20
  Nico to stand on a tile and walk George to find the safe way across. =
You must=20
  be standing on a blank tile when changing iconed tiles. If you stand =
on unlit=20
  tile or outside a lit tile the ceiling comes down - you die.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Ask Nico =
to stand on=20
  the Fish tile. Walk George on all 6 lit tiles ending on a blank =
tile.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Ask Nico =
to stand on=20
  the Scorpion tile. Walk George on only 7 of the lit tiles ending on a =
blank=20
  tile.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Ask Nico =
to stand on=20
  the Snake tile. Walk George on the lit snake tiles ending on a blank =
tile.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Ask Nico =
to stand on=20
  the Fish tile. Walk George on the lit fish tiles ending on a blank =
tile.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Ask Nico =
to stand on=20
  the Bird tile. Walk George on the lit bird tiles ending on a blank =
tile.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Ask Nico =
to stand on=20
  the Scorpion tile. Walk George on the lit scorpion tiles ending on a =
blank=20
  tile.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Ask Nico =
to stand on=20
  the Snake tile. Walk George on lit snake tiles that go left and then =
down=20
  ending on a blank tile.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Ask Nico =
to stand on=20
  the Bird tile. Walk George on the lit bird tiles ending on a blank =
tile.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Ask Nico =
to stand on=20
  the Fish tile. Walk George on the lit fish tiles ending on a blank =
tile.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Ask Nico =
to stand on=20
  the Scorpion tile. Walk George on the lit scorpion tiles ending on a =
blank=20
  tile.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Ask Nico =
to stand on=20
  the Snake tile. Walk George on the lit snake tiles.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Jump up =
on the=20
  platform. Nico is now left behind. </P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Caved =
in floor=20
hallway</B> - Go to bottom left of screen wall with the cave in the =
foreground.=20
Jump down to a ledge. Jump across to next ledge. Jump down and move =
George to=20
the right above another ledge. Jump down to the ground. Look at the =
crystal=20
embedded in the rock. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Balanced slab=20
cavern</B> - Enter the opening to a temple like cavern. There is a large =
slab=20
balanced over a stalagmite. There is an opening at right ledge that you =
need to=20
reach. Climb the stones podium on the left and cross over the slab. The =
slab=20
teeters and George falls off. We have to stabilize the slab. </P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Stabilize the=20
  slab</B> - Climb up the block podium on the left. </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Climb =
and drop down=20
  behind the pink carved block (let's call it B) above the bottom carved =
block.=20
  Push the carved block over the other carved block (let's call it C). =
Push=20
  block B to the left part of the structure close to another carved =
block on top=20
  of the structure (let's call this one - A).</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Move the =
bottom=20
  carved block C that is close to the slab and fit it on the space below =
the 2=20
  carved blocks (A and B) on the left side of the structure.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Push the =
first moved=20
  block (B) to the niche to the right of the carved block (A) above. =
</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Move the =
top carved=20
  block A to the right.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Pull the =
carved=20
  block B on the niche and move it to another niche by the moved top =
carved=20
  block A.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Place =
the lower=20
  carved block C that was moved on the left back to its original =
position.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Push the =
top carved=20
  block A to the right.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Move the =
middle=20
  carved block B back to its original position. </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Now move =
the top=20
  carved block A to the left end of the slab to hold it in position. =
</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Cross =
the slab and=20
  enter the opening on the wall.</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Mechanical device=20
room</B> - Look around the room and study the 4 giant mechanical =
devices. Note=20
the placements of the crystals and holes in all of them. The one closest =
to the=20
next room cannot be moved. The next room that has a lightning insignia =
over the=20
arch is full of crystals that are not activated. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Go to the =
control=20
console at other end of the mechanical device room.</P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Mechanical device=20
  puzzle</B> - The object of this puzzle is to combine all the 4 =
mechanical=20
  devices into one by inserting one after another to bring energy to =
activate=20
  the crystals in the next room. </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Standing =
on the=20
  console, the immovable mechanical device is the one at NE position. =
The=20
  console is operated by pressing S to rotate the energy flow that will =
move a=20
  device to the center. Once a device is at the center, it can be =
rotated using=20
  A or W. The devices should fit with the protruding part inserted to=20
  another.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>SE =
Mechanical=20
  device</B> - </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Press =
arrow (A or W)=20
  to change the flow of energy from SE to NW. </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Press S =
to move SE=20
  device to center.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Press =
the arrows to=20
  rotate SE device to a position wherein the protruding part faces the =
unmovable=20
  NE device. This also diverts the flow of energy from SW to NE.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Press =
the S-gear=20
  icon to move SE device to join the NE device. Hey, it worked!</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>NW =
Mechanical=20
  device</B> - </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Press =
arrow (A or W)=20
  to change the flow of energy from NW to SE. </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Press S =
to move NW=20
  device to center.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Press =
the arrows to=20
  rotate NW device to a position wherein the protruding part faces the =
unmovable=20
  joined NE devices. This also divert the flow of energy from SW to =
NE.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Press =
the S-gear=20
  icon to move NW device to join the NE devices.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>SW =
Mechanical=20
  device</B> - </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>We have =
to turn SW=20
  device by pressing S to bring it to the center. </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Press =
arrow to=20
  rotate SW to a position wherein the protruding part faces the =
unmovable joined=20
  NE devices. </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Press =
the arrow to=20
  change the flow of energy from SW to NE.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Press =
S-gear to move=20
  SW device to join the NE devices.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Watch to =
see the=20
  flow of energy shoots out to the next room.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Go to =
the joined=20
  mechanical devices and look at the control panel on the first part of =
the=20
  devices. Operating the panel reverses the energy flow. Make sure the =
flow of=20
  energy is going to the other room.</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Crystal =
room</B>=20
-&nbsp;Enter and see that the flow of energy passes through a crystal =
and is=20
diverted to the wall. There is a giant machinery part that blocks a=20
staircase.</P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Crystal=20
  puzzle</B> - The object of the puzzle is to align the crystals so that =
the=20
  flow of the energy moves the machinery part that blocks the staircase =
to a=20
  position that will make the 2 touch sensitive panels in the alcoves=20
  accessible. </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Panel =
on the=20
  right: </B></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>With the =
energy flow=20
  going to the crystals from the device next room, turn the first =
crystal (1) so=20
  that flow goes to the left crystal.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Turn =
left crystal=20
  (2) so that the flow of energy goes to the crystal below it.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Turn =
this crystal=20
  (3) so that energy goes to the crystal on the right.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Turn =
this crystal=20
  (4) so that the energy goes to the crystal on top of the room.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Turn =
this crystal=20
  (5) so that the energy goes to the giant machinery part that is on its =

  left.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>The =
machinery part=20
  is pushed by the energy flow to far wall making the panel by staircase =

  accessible.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Panel =
on the=20
  left:</B></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Turn =
crystal (3)=20
  that is located at middle of the room so that the energy goes to the =
crystal=20
  at left alcove.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Turn =
this crystal so=20
  that the energy goes to the crystal left of it.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Turn the =
left=20
  crystal in the alcove so that the energy goes to the crystal below =
it.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Turn =
this crystal so=20
  that the energy goes to the machinery part that was pushed to the wall =
and is=20
  now blocking the other panel. </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Go next =
door and=20
  press the control panel on the side of the first part of the joined =
mechanical=20
  device. This will reverse the flow of energy that is coming out of it. =
The=20
  flow should be coming into the device not going out.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Go back =
to crystal=20
  room and see that reversed energy flow pulls the machinery part away =
from the=20
  alcove with the other panel. Both panels are now =
accessible.</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Climb the =
stairs and a=20
panel will open where Nico was waiting. George will call Nico to go back =
with=20
him down to the crystal room.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Look at =
one of the=20
panel and in inventory, call Nico to control one of the panels. Go to =
the other=20
panel and operate it. Together, George and Nico lit up the lights above =
the door=20
to the right of the crystal room. The lights opened the door. Exit the =
room.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Lightning room</B>=20
- Walk forward and feel earth tremor. Enter the lightning room. See a =
slab with=20
the lightning insignia on the floor in front of the closed door and a =
recess on=20
the wall with the insignia similar to the metal plate taken from the =
corpse.=20
</P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Insert =
the metal=20
  plate on recess and the door opens. The metal plate falls off and the =
door=20
  closes. Pick the metal plate and feel it hot.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Insert =
metal plate=20
  on recess again and operate again so that George will hold it in place =
but it=20
  burns George's hand.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>One more =
try -=20
  Insert metal plate on recess again, immediately use the ancient scarf =
on metal=20
  plate to hold it and the door stays open.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Since =
you cannot=20
  continue to hold the metal plate and go on with the game, let Nico =
hold the=20
  metal plate. Enter the next room.</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Alpha =
power=20
cavern</B> -&nbsp; - Find yourself similar to the one in Paris. Take the =

<U>Alpha artifact</U>.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Go out of =
the room and=20
join Nico. </P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Escape from=20
  Petra</B> - As soon as you exit the lightning room, Petra appears. =
When the=20
  earthquake starts, <B>run</B>. Again, the screen view changes fast so =
that the=20
  directional arrows need to be adjusted immediately George and Nico =
will rest=20
  and a ledge falls off - as soon as action panel is seen, <B>run</B> to =
and=20
  <B>jump</B> the ledge. If not successful, trigger happy Petra will get =
both of=20
  you. If I can do it - you can do it! Of course it took me=20
forever.</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>See Nico =
and George=20
jump on Harry's jeep.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dcenter><B><FONT =
size=3D5>Nico=20
in Paris - Old Theatre again</FONT></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dcenter>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Nico's =
apartment was=20
ransacked, Andre was attacked and Bruno was taken. From information =
stated by=20
the Inspector, it seems that Susarro has influence all over the country. =
Bruno=20
was taken to Prague. The inspector will help them gather information and =
he=20
leaves. Beatrice arrives and Andre falls for her beauty and charm. =
Beatrice=20
invites Nico and George to stay at Vernon's apartment with her. Nico =
will check=20
the old theatre's office to gather information.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Old=20
Theatre</B>:</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Basement</B> - Go=20
down to the subbasement where the safe fell off but the door going down =
is=20
locked. Go to the dressing room and see the hole the safe made. Jump =
down the=20
hole.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Office</B> - Go to=20
the door where the shots and yelling from a frantic man came from =
earlier. Exit=20
the dressing room, go to left passage and open the door on the right. =
Examine=20
the room. Check the papers on the credenza. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Enter the =
next room=20
and Flap starts to choke Nico. Immediately, press S to take the vase and =
hit=20
Flap. Nico will tie Flap with the ancient scarf. Look at all the torn =
paper and=20
map in the next room. Check the paper on the table. It is a security =
report of a=20
private residence but no address. Prague is mentioned. There's a picture =
of a=20
castle with a dragon depicted on the back.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dcenter><B><FONT =

size=3D5>Castle in Prague</FONT></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dcenter>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>After the =
car broke=20
down in front of the castle, use the intercom and meet the guard. He =
will not=20
let George in. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Entering the=20
castle:</B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Distract the gate=20
guard</B> - Look at the intercom and then use inventory to tell Nico to =
distract=20
the guard or talk to Nico and use intercom dialogue. Hide George on the =
shadowy=20
front side of the left wall. When Nico walks with Boris the guard to the =
right=20
front wall, creep (Ctrl + arrow keys) towards the open gate while =
staying in the=20
shadowy area.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Second =
set of=20
guards</B> - As soon as you are inside the gate, climb the walls on the =
left.=20
Look at the pattern of the guards. The right guard with the dog stays =
where he=20
is but the guard on the left moves around with his dog.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Drop down =
on left=20
garden. While staying in shadows, move to the other left wall. Climb up =
and down=20
to the other side. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>From a top =
view, see=20
the guard moves around with the dog. Time your movement when the guard =
and dog=20
are far from you. Creep to the shadow on the wall of the left raised =
courtyard,=20
climb the steps and stay in the shadows away from the spotlight. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Spotlight area</B>=20
- Walk the shadowy area going down to the trash bins. Take the =
<U>string</U>=20
(not used in game) from the first trash bin and go pass the dumpsters. =
Check the=20
trash bin right of the dumpster and take the <U>burger</U>. Take the =
<U>aluminum=20
foil</U> (not used in game) from the next trash bin. Continue to go =
around the=20
area staying in the shadows and exit above to a crate area.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Crate =
area</B> -=20
Look around and see that one of the curved area on top of the wall does =
not have=20
a grill. There are 3 small crates beside the big one. Push the top crate =
to the=20
next one. Pull the left single crate out, then navigate it to the front =
of the=20
now double crate and it will be by the wall. Push the top crate over the =
single=20
one by the wall. Climb up the crates and over the top.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Outside =
castle=20
wall</B> - Walk to bottom of screen. At the corner, jump on the ledge. =
Here you=20
will see a close view on top of fence and windows. Walk right on the =
ledge and=20
George will appear out of the shadows. Move right until the front part =
of the=20
castle. Jump down the glass patio, climb over the other side and walk =
the ledge=20
to a small courtyard with a dog and a guard on the other side of the =
fence.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Courtyard area of=20
the castle</B> - Go down the steps into a tree area. Exit on the right =
to a=20
courtyard with a guard by the gate. Go across to the opposite side of =
the=20
opening you went out from. Just cut across when the guard is not =
looking.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Another =
crate=20
area</B> - Pull the small crates away from the small crate closest to =
the wall=20
on the left. Push the crate close to the wall and then climb up and down =
to next=20
area.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Guard =
with a caged=20
dog</B> - See a guard on the other side of the big crates. Walk to the =
bottom=20
side of the big crate and get a close-up view of the guard at right and =
the=20
fence where the dog is situated on the left. Look at dog and then throw =
the=20
burger to the dog. The dog should run to the burger and stop barking. =
Then creep=20
pass the guard by going up pass the big crate and then to the gate at =
right of=20
the screen. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Bricked =

courtyard</B> - Walk the perimeter of the bricked courtyard to the =
bottom of the=20
screen. Talk to Nico outside the gate. She will point out the helicopter =
and=20
need for a remote to open the gates. Continue to walk the perimeter pass =
the=20
trucks, fence with button, helicopter to the back of the building. See a =
jeep=20
with a jack under it. Take the <U>remote</U> from inside the jeep. Go =
back to=20
Nico. Use the remote on the door. The gate opens, Nico gets in and a =
guard comes=20
around. Nico and George hide behind the big metal container.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Storage =
area</B> -=20
Walk to the gate with the button. Check the button and see that it opens =
the=20
gate but closes immediately.&nbsp; Ask Nico to press the button and then =
enter=20
the shed. Take the <U>car jack handle</U> inserted on the door in the =
back. Turn=20
to the wall in the background and pick up a <U>coal</U> (not used in =
game) from=20
the ground. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Jeep</B> - Exit the=20
area and go back to the jeep. Check the helicopter and the dark archway =
on the=20
way to the jeep. No way in. Use the car jack handle on the red jack =
under the=20
jeep. Push the jeep and still wouldn't move. Look inside the jeep and =
let the=20
handbrake off. Now, push the jeep. I didn't mean that you have to hit =
the wall.=20
Climb on the jeep and on the wall. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Drainpipe</B> - Go=20
to&nbsp; top left corner of the patio. Look at the drainpipe and George, =
it is a=20
way to the roof. George barely made it. Now Nico and George are =
separated=20
again.</P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dcenter>&nbsp;</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dcenter><B><FONT=20
  size=3D5>Nico alone at the Castle</FONT></B></P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Nico all =
alone needs=20
to find another way in. Take the drain pipe <U>bracket</U>. Since you =
can't do=20
anything up here, let's go down. Climb down to the jeep and walk over to =
the=20
second limo left of the building. Climb on top of the limo hood. Look at =
window=20
to see a small storeroom. Use the bracket on the small gap of the =
window.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Wine =
room</B> -=20
Check the 2 barrels. One is empty and the other one has a tap that can =
not be=20
moved. There is a rusted suit of armor in the corner. Nothing to do =
here.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Inside =
the=20
castle</B> - Exit the room and Nico automatically crouches to listen to =
the 2=20
guards talk about Petra and Doner kebab. I'm not going into that =
conversation.=20
Listen! They have not seen Petra close-up. Hmmm. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B><FONT =
size=3D4>Get a=20
Petra disguise to move around the castle freely:</FONT></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Upstairs</B> - Go=20
back to the hall across the wine room. Go up the stairs and enter the =
far=20
opening on the right of the hallway. Eek! The floor creaked. Nico hides =
when the=20
guards come up to check. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Go around =
the balcony=20
and enter the hall at the opposite side. Check all the doors until the =
very last=20
one opens.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Petra's =
bedroom</B>=20
- Look around. Open the chest at the foot of the bed. Look at chest, use =
page=20
down-up until the hand icon comes up and take the small =
<U>hairdryer</U>.&nbsp;=20
Go behind the folding wall and open another chest to see a wig. Use page =
down or=20
up until the hand icon comes up and pick up the <U>brown wig</U>. Look =
at chest=20
again and Nico will knock on it to find out about a secret compartment. =
Examine=20
the chest again (standing on right corner of chest and Nico will find a =
small=20
button that her fingers cannot press. Use the pencil in inventory on the =
button.=20
Look again and find an assortment of knives and a something wrapped in a =
rag.=20
Use page up or down until the hand icon comes up and pick up the=20
sharpening-<U>grindstone</U>. The wig is brown.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Kitchen</B> - Go=20
back down to the main floor and forward to the other side of the hall. =
Enter the=20
single brown door into the kitchen. See an unhappy chef. Try to take a =
vegetable=20
from the chopping area and he will threaten you. Try to take the bleach =
on the=20
shelf on the wall. Talk to chef while standing on his right (left of =
screen).=20
Sorry, we got him to talk! My ears are still ringing. Find out that he =
doesn't=20
have any thing to sharpen his blunt knives. Talk to the chef about the=20
grindstone. When he turns to the sink to sharpen his knives, take the=20
<U>bleach</U> from the shelf. Go back to Petra's room and the =
bathroom.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Petra's =

bathroom</B> - Place the brown wig on the sink and then add the bleach. =
Now use=20
the hairdryer on the wig on the sink. Automatically, Nico wears the wig. =
</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Go to the =
balcony and=20
Nico is stopped by a guard.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dcenter><B><FONT =

size=3D5>George trying to get inside the Castle</FONT></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dcenter>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Roof</B> - On the=20
roof area, move the crate to the wall with a green landing above just =
across the=20
locked door and left of the way you came here. Climb the crate and up on =
the=20
green landing.&nbsp; Climb up the steps to a locked door. Turn right and =
climb=20
over to the ledge. Walk around, walk the teeny ledge with you back on =
the wall=20
and walk around to the front of the castle. Drop down to the balcony in =
front of=20
the castle. Jump up to the right ledge and move George to the right onto =
the=20
next building. Climb through the open window on the left.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Storage =
room</B> -=20
Play with the old oil lamp that dripped oil on the floor. Fire hazard. =
Climb the=20
crates and see an opening hidden behind the crates. Move the crates to =
get to=20
the opening. Go out the window and go forward a long way on the walkway =
to a=20
bricked patio. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Bricked =
patio</B> -=20
Move left between the 2 trees to the grate on the floor. Pull the grate =
up but=20
it is so rusty. Looking down on it, George can see a pit with a window =
that led=20
into the castle.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Go back to =
the stairs=20
going back to the walkway. Turn right opposite the stairs and look at =
the=20
drainpipe. Take old <U>tin cup</U> that is used to block an offshoot =
pipe. Go=20
back to the oil lamp in the storage room. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Storage =
room</B> -=20
Open the knob of the oil lamp. Use the tin cup on the lamp to collect =
oil to get=20
<U>cup filled with oil</U> and close the knob of the oil lamp. Go back =
to the=20
grate at the brick patio. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Bricked =
patio</B> -=20
Use the cup with oil on the hinges of the grate. Pull up the grate and=20
enter.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dcenter><B><FONT =
size=3D5>Nico=20
and the security card</FONT></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dcenter>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Nico's =
disguise=20
worked. The guards are fooled. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Foyer</B>&nbsp; -=20
Go to the door left of the guard on the desk. Operate the door to note =
that it=20
has a card reader. Talk to the guard on the desk. Ask about the door and =
Bruno.=20
The security sergeant outside has Petra's security card. Bruno is at =
Susarro's=20
office at the lower level with 2 guards.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Courtyard </B>- If=20
you want to you can talk to the guards at the courtyard. The guard by =
the door=20
has a dog named rascal. Boris says you look familiar. The guard on the =
right has=20
a dog named raptor. Go to the steps right of&nbsp;raptor and out to one =
of the=20
side entrance by the guard at the other end. (Or you can do it the =
George way by=20
moving the crates, up the wall and up to the guard with the dog path). =
Go out to=20
the brick courtyard and talk to the sergeant guard standing under the =
arch in=20
front of the trucks. He gives Petra-Nico an <U>unvalidated security=20
card</U>.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Foyer</B> - Go to=20
door left of the guard at the desk. Look at the door, then use page up =
to look=20
at the card reader and try to use the unvalidated card on the card =
reader. It=20
doesn't work. The guard says it needs to be validated.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Security room</B> -=20
Go to the room on the other side of the guard at the desk and same side =
as the=20
kitchen. Look around and then talk to the technician. She reports only =
to=20
Susarro until preparation about the Armillary is finished. She flips the =

validated card on the desk.&nbsp; Harrump! Take the <U>validated =
card</U>. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Foyer</B> - Go to=20
door left of the guard at the desk. Look at the card reader by using =
page up=20
until the shiny star is the one above the door active icon. Use the =
validated=20
card on card reader. Enter and see Nico on the steps going down. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Dungeon =
area</B> -=20
Go down and see an empty old cell. Go forward and hear somebody coming. =
Nico=20
picks up a fire extinguisher to protect herself.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dcenter><FONT=20
size=3D5><B>Castle's lower levels</B></FONT></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dcenter>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Laundry =
room</B> -=20
George lands on laundry bin. Look around and see an old washing machine =
at the=20
corner and a trolley at opposite end of door. Try to get out through the =
door=20
and find out it is locked. Move the old washing machine to the trolley. =
Push the=20
weighted trolley to the door.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Basement</B> - Walk=20
the hall and then turn screen left. Turn right at second right and see a =
modern=20
door that has a card reader. Go forward to end of tunnel and be hit with =
a fire=20
extinguisher. Guess who! After determining that blondes have more fun, =
talk to=20
Nico about everything. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Go left =
and see a=20
guard guarding a door. George will be shot if seen.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Guard =
room</B> -=20
Turn back and go to the modern door with the security card reader. In =
inventory,=20
ask Nico to do something to this door. Nico uses the keycard and they =
enter the=20
guard room. Go to corner closet and get modest George to wear guard =
uniform.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Exit the =
room and go=20
back to the end of the tunnel by the fire extinguisher. Turn left and =
approach=20
the guarded door. After a short talk with the guard, Nico and George =
enter the=20
guarded area.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Tunnel</B> - Go=20
forward and see a metal door that needs a code to open. Go to the area =
next to=20
the locked room. See a grill on the top part of the wall. Move the =
crates to the=20
grill so that George can climb up and listen at the grill.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Susarro's=20
office</B> - Nico and George talks to Bruno. Susarro arrives and after =
some=20
pleasant chit chat with Bruno, Petra arrives. After reporting, Flap =
comes in.=20
Susarro recognizes the scarf Nico tied him with and stated that the Key =
of=20
Solomon is with the St Stefan chapter of the Knights Templar. Susarro =
goes to=20
Paris to retrieve the key and Petra is to take Bruno to the Armillary. =
They=20
leave through a secret panel behind a bookcase. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Look at =
grill and=20
George says that it is screwed on. Use the silver coin taken from the =
poetry=20
book at Glastonbury on grill. The grill is removed. A funny byplay about =
George=20
not able to get through the opening happens. Look at grill and use Nico =
in=20
inventory to go through the opening to next room. Nico comes through. Go =
to room=20
next door. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Look at =
the map of the=20
ley lines. The convergence of ley lines is in Egypt. Look around the =
office.=20
Note the shield with a crest. Note the secret panel the baddies went =
through.=20
Look at Susarro's desk while standing by the chair and see a button. Use =
page up=20
to look at button and press the button.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dcenter><B><FONT =

size=3D5>George at Montfaucon Square</FONT></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dcenter>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>After a =
talk with=20
Andre about St Stefan at Vernon's apartment, George decided to check the =
old=20
meeting place of the Templars at the sewers at Montfaucon Square. Nico =
and Andre=20
will check the location in Egypt.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>As soon as =
George=20
comes to the Square, see a <B>rope</B> hanging on a scaffolding at the=20
foreground. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Sewer</B> - Try=20
waking the sleeping man in the truck. Go to the back of the truck and =
see the=20
sewer cover. Try opening it. Turn around and see a sewer key in the tool =
box but=20
the man is facing this way. Go to the other side and turn off the =
compressor. Go=20
to the tool box and take the <U>sewer key</U>. Use the sewer key on the =
sewer=20
and realize that you need more strength. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Pissoir</B> - Go=20
across the road-fountain and talk to the pissoir attendant. Go inside =
and do the=20
usual business done in a pissoir. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Scaffolding</B> -=20
Go around to the other side of the building away from the pissoir. Jump =
up and=20
climb to the very top. Walk to the end and jump at the corner of the =
scaffolding=20
to the other side. The pissoir attendant tells you to come down. How do =
we=20
distract her from watching the top of the scaffolding?</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Pissoir</B> - Talk=20
to the attendant, insult the pissoir and get her to check the pissoir =
again. Run=20
to the scaffolding on the other side of the building. Jump up and climb =
to the=20
very top. Run to the end and jump at the far corner of the scaffolding =
to the=20
other side. Go to end of the scaffolding and jump down to the lower =
level. Take=20
the <U>rope</U>. Climb up at the same place you jumped down and get =
caught by=20
the attendant again. That's okay - you need to go down anyway now that =
you have=20
the rope.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Sewer =
cover</B> -=20
In inventory, combine rope and sewer key to make <U>rope tied to sewer =
key</U>.=20
Use the rope tied to sewer key on sewer cover. George ties the rope to =
the=20
truck. Try to wake up the truck driver but couldn't. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Flobbage</B> - Talk=20
to Flobbage, an old friend. Talk to him about everything - Alphonse and =
positive=20
discrimination. George expands on the topic of Alphonse's seismophobia. =
Now,=20
walk to sleeping Alphonse. Watch!</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dcenter><B><FONT =

size=3D5>George at </FONT></B><FONT size=3D5><B>St Stefan's Templars=20
Headquarters</B></FONT></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Sewer</B> - Enter=20
the manhole. Cross the log bridging the sewer. Study the 3 archway and =
then walk=20
to the left and around the corner. See a skull door. Use the stone =
cylinder on=20
the skull's mouth that is out of proportion. Enter the room.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Templar =

headquarters </B>- Go forward until the heavy doors of a chapel like =
area. Hear=20
voices and see 2 of Susarro's men and a dog guarding this area. =
Backtrack and go=20
to the branch on the left coming back from the chapel. See a pool of =
blood. Go=20
forward following the blood tracks to a split of the hallway and take =
right hall=20
to a locked gate. Go back and go to the other hall where the blood =
tracks=20
continue.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Lounge</B> - Check=20
the room on the left that has lockers. Check the opposite room, the =
lounge and=20
see a massacre of the Templars. Look closer on the body behind the door =
and get=20
a rusty key. There is a microwave that has a functioning 10 seconds =
timer.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Go back =
out and=20
forward to the room at the end of the hall. One of Susarro's men is in =
the=20
kitchen. George said to find a way to distract him.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Distract the=20
guard</B> - This is the hardest puzzle for me in this game. You have 10 =
seconds=20
to press the microwave, run to the locker room opposite this room, hide, =
wait=20
for guard to enter lounge, close door and lock him in.</P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>In your =
inventory,=20
  place the old key ready to be used.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Go to =
the room where=20
  the microwave is located. Start the microwave.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft>Immediately, run out=20
  the door and hide in the room opposite to this one. </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>The =
guard will come=20
  and check the noise. </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>When he =
enters the=20
  microwave room, go to the door of the microwave room and close it. =
</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Then use =
the old key=20
  to lock the guard in.</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Go to the =
kitchen,=20
through the other exit and down the passage following the blood =
trail.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Wine =
cellar</B> -=20
Enter the wine cellar. The blood trail ends at a wine rack that has 5 =
bottles.=20
Look at and note what the bottles are.&nbsp; </P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Wine =
bottle=20
  puzzle</B> - Remember what Andre's story about St Stefan's travels: St =
Stefan=20
  carried the relic&nbsp; from Israel, through Italy, Germany and the =
Rheims=20
  before reaching the Berentoires Preceptory. Read George's notebook =
about this.=20
  </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>You have =
to pull the=20
  bottles in order. Look at the shiny star that flickers to see which =
bottle is=20
  the one that George will pull next. Cycle the shiny star using the =
page=20
  up-down keys. Then press the action-gear icon.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Pull the =
green=20
  sealed wine from Israel. Cycle the action map using page up-down.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Pull the =
left red=20
  sealed wine from Italy. Cycle the action map using page up-down.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Pull the =
right red=20
  sealed wine from Germany. Cycle the action map using page up-down.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Pull the =
white=20
  sealed champagne from&nbsp; Rheims. Cycle the action map using page=20
  up-down.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Pull the =
blue sealed=20
  wine from France. Cycle the action map using page up-down.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Wine =
rack moves back=20
  and opens.</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Walk =
through the=20
tunnel. The wine rack door closes. Go forward and see the dying Templar. =
With=20
his dying breathe he asks that you find... the others. Protect the key. =
Look for=20
the statue, it hides the..... Check the Templar's body but no clues are=20
found.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Robe =
room</B> - Go=20
forward, up the steps into a Templar Robe room. The secret door closes =
behind=20
him. Look at the smashed clock on the floor. It stopped at&nbsp; 3:42. =
Exit the=20
room using the door on the right of screen. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Cathedral</B> - Oh=20
whoopee! Not again!&nbsp; The door you want to get to is across from =
where you=20
are. There is a guard with his dog at middle of the aisle. There is a =
guard by=20
the altar. Now what? Study the movement of the guard by the altar.</P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Time =
your movement=20
  well. The corner post by altar is very well lit.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Go left =
using the=20
  shadowy, dark areas. </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Enter =
the pulpit and=20
  read the ornate bible. Hmm, nothing worthwhile.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Go pass =
the pulpit,=20
  move towards the back aisle of the pulpit.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>The post =
in this=20
  corner is well lit. Time your movements to pass the post to go to the =
back of=20
  the altar when the guard goes to the front by the throne and his back =
is=20
  turned. </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Go to =
other side at=20
  the back of the altar. </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Time =
your movement=20
  to go to the side aisle pass the post when the guard moves towards the =

  opposite aisle with his back to you. </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Hide =
behind the=20
  pillar and wait for the guard to go back to the altar and enter the =
opposite=20
  door to the office.</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Templar's=20
Office</B> - Look around and see a clock that doesn't work but the key =
to adjust=20
it is still inserted. Go across the room and see 3 statues. At the =
center is the=20
statue of St. Stefan. Look at statue and then look at the base at the =
plinth=20
that reads a passage from Revelation. <B><I><FONT size=3D2>Blessed is he =
that=20
readeth, and they that hear the words of this prophecy, and keep those =
things=20
which are written within therein: for the time is at hand.=20
Revelation.</FONT></I></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Go back to =
the useless=20
clock. Use the gear icon and select the smashed clock number to set the =
clock=20
and then St Stefan's year -1247. They don't work. What did the plinth of =
the=20
statue say? - he that readeth. Where did we see a bible that was =
readable - Oh=20
No! </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Go back to =
the pulpit.=20
My nerves are shot - how's yours? Read the bible and see that the =
passage of St=20
Stefan is from Revelation 1:03. <B>Save game here!!!!</B> Go back to =
office. If=20
you get shot, find yourself by the door of the office and have a saved =
game=20
after reading the pulpit bible, just go in and can proceed with the =
clock=20
puzzle. There is a God at Revolution! Go back to the clock in the =
office.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Office</B> - Set=20
the clock using the Revelation chapter and verse numbers. The statue of =
St.=20
Stefan moves and opens a passage. George goes up the stairs to the =
office of the=20
Preceptor of St. Stefan's Chapter of the Templars. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Watch! =
Goosebumps=20
time! The Key of Solomon releases the Dragon energy. The Preceptor gave =
him the=20
third of the ancient stone - <U>psi stone</U>. The stones are the only =
way to=20
stop the Armillary. The Preceptor will send a chivalrous, tenacious, =
unswerving=20
desire to fight evil knight to do the deed. The Preceptor knighted =
George. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Back in =
Vernon's=20
apartment, George updates the rest of the gang. Lord Stobbart of Idaho. =
Talk to=20
Nico about everything. Nico has a satellite map that you can use to see =
Egypt.=20
</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Computer satellite=20
map</B> - Select the 3 stones and match them with the satellite map of =
Egypt.=20
The Psi stone matches the upper delta. The Omega stone is matched to a =
ruin=20
beside the Nile river. The Alpha stone matches the points of the ruin =
except for=20
one. George deduced it to be the site of the Armillary.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dcenter><B><FONT =

size=3D5>Egypt</FONT></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dcenter>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Ruins =
-</B> 2=20
guards and a dog are talking by a tented entrance to the side of the =
ruins.=20
Scout out the area. Watch Nico do a sprint to the left side. Nico makes =
a sound=20
alerting the guards. Try to get to Nico. </P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Get =
to Nico</B> -=20
  Move left behind the next wall. Wait until the dog leaves and move to =
the wall=20
  where the dog was. Eventually, the guard will move away but the dog =
stays.=20
  Wait and the dog will go back to the guard and he will turn his back.=20
  <B>Run</B> to the left of the hill and meet Nico. Talk to =
Nico.</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Entrance door</B> -=20
Go left by the wall of the structure and see a square stonework. Look =
closer and=20
Nico will point out the etching on the stone work - the Alpha, Omega and =
delta=20
icons. Use the car jack handle on the exposed stonework.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Watch =
Bruno set the=20
key on the ancient control panel, turns it and pulls out a wheel.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Anubis =
tests</B> -=20
After a dark corridor, Nico and George enters a chamber with skeletons.=20
Suddenly, Anubis, Guardian of the underworld appears.&nbsp; Pass 2 test =
to prove=20
worthiness to pass through. Talk to Nico.</P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>First =
test of=20
  authority</B> - Look at the gold round door and see that the icons are =
matches=20
  the 3 ancient stones. Use the 3 stones on the gold round door. The =
fishy alpha=20
  stone, the psi stone with the Nile delta marking and the omega stone =
are the 3=20
  symbols of authority. </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Second test of=20
  wisdom </B>- Enter the second test room. Anubis appears and presents =
the test=20
  of wisdom. Listen to the story of Horus.</P>
  <BLOCKQUOTE>
    <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Horus test</B>=20
    - You have to move 3 figures to the tribunal side of the river. =
Horus can=20
    only carry one at a time. You cannot leave the brother and suspect =
alone.=20
    And also not leave the suspect and witness alone.&nbsp; You have to =
do this=20
    in 7 steps. </P>
    <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Go to =
right side=20
    of the elaborate setup. Using the controls - cycle the figures to =
select=20
    them. The&nbsp; panel icon is used to move Horus across the =
river.</P>
    <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>1. =
Select the=20
    killer.&nbsp; Select panel for Horus to take the killer to other =
side.</P>
    <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>2. =
Select panel to=20
    bring Horus back to this side.</P>
    <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>3. =
Select brother.=20
    Select panel for Horus to take him across. </P>
    <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>4. =
Select=20
    killer.&nbsp; Select panel for Horus to take the killer back this =
side.</P>
    <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>5. =
Select the=20
    witness. Select panel for Horus to take witness across. </P>
    <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>6. =
Select panel to=20
    bring Horus back to this side.</P>
    <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>7. =
Select the=20
    killer. Select panel for Horus to take the killer to other side.</P>
    <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>All =
three are now=20
    at tribunal side. The other door =
opens.</P></BLOCKQUOTE></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B><FONT=20
size=3D4>Armillary:</FONT></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Disarming=20
Susarro</B> - Watch Nico and George enter the room with the Armillary. =
</P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>The door =
shuts and=20
  alerts Susarro. Flab was told to kill them. </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>As soon =
as control=20
  is taken and the action gear is seen. Press the jump action button =
(S). Watch=20
  George jump on Flap.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft>&nbsp;The gun slides=20
  towards Susarro. Immediately press the grab icon (S). George is hit by =
Susarro=20
  and Nico comes to the rescue.</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>With the =
baddies=20
asleep, Bruno explains that as long as no one touches the armillary, the =
events=20
will be fine. Stage right, Petra appears and guess who - the =
Grandmaster. After=20
disposing of Susarro (shades of Star Wars), Petra and the Grandmaster =
departs.=20
</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Find a =
way to get=20
out:</B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Talk to =
Nico and=20
Bruno. Take the <U>Key of Solomon </U>from podium. Climb the steps on =
the other=20
side of the Armillary. When on the upper level, go left of the screen =
and see=20
some rubbles. Move towards right of screen (right arrow) when you see a =
box of=20
dynamite left by the Grandmaster and Petra. George moves towards the =
dynamite=20
and immediately press S when the jump railing icon appears. </P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Make =
an escape=20
  route:</B></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Look =
around and see=20
  that there are 2 movable pink stone blocks. Also note that there is a =
big slab=20
  of stone to the left of the floor crack and the rubble at the back of =
the=20
  control panel.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Move the =
pink block=20
  that is at the floor crack to make a bridge on the circular walkway =
around the=20
  Armillary and just in front of the control panel.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Then =
move the other=20
  block over the made bridge to the side in front of Bruno and Nico.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Move the =
block as=20
  close as possible to the right of the crack and left of the rubble =
behind the=20
  control panel.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Move the =
block that=20
  is in the floor crack to make a bridge to the left of the crack and =
across the=20
  main floor block you moved to this place.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Push the =
other block=20
  to the left of the crack. </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Push the =
block to=20
  abut the slab at the end of the cracked piece of flooring. Climb up=20
2xs.</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>George =
calls Bruno and=20
Nico to follow. Before leaving, Nico noticed that the lines converge in =
England=20
- Glastonbury.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Horus =
puzzle room -=20
</B>Since the characters came in the room, see Anubis repeating words of =
the=20
next test and the penalty associated. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Click for =
George to=20
take a statue and to sacrifice himself so that the others can be =
released.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Nico stops =
him. While=20
the argument ensues, Bruno decided to sacrifice himself. Nico and George =

leave.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dcenter><B><FONT =

size=3D5>Glastonbury</FONT></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dcenter>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>With Harry =
in his new=20
plane, George and Nico arrive at Glastonbury's main street. They are met =
by the=20
Colonel and later by Melissa. Glastonbury is flooded.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Get to =
the other=20
side and up the Glastonbury Tor:</B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Go down =
the other end=20
of the road and see razor sharp blockade. Enter the building on the =
right that=20
contain crates. Note that when the view moved there is a possible exit =
on the=20
top of the wall that is damaged.</P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>The =
object of the=20
  puzzle is to make a 3-crate height on the left under the break at top =
of the=20
  wall.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>1. Move =
the single=20
  crate under the break on the left wall to area above the double crates =
on the=20
  left.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>2. Move =
the single=20
  crate right of the partial middle wall to top area above the middle =
wall and=20
  right of the Crate at #1.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>3. Move =
a crate=20
  under the platform crate.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>4. Move =
the crate=20
  under the window on the right to area below the crate of #3.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>5. Move =
the platform=20
  crate on the moved crate below. </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>6. Move =
the crate at=20
  #4 to space left of the now double stacked crates. You should now have =
4=20
  layers of crates.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>7. Move =
the top=20
  crate to the leftmost crate.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>8. Move =
the single=20
  crate to the right of the now double stacked crate under the break on =
the left=20
  wall.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>9. Make =
a space=20
  between the 2 crates under the platform.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>10. Push =
the left=20
  crate under the platform to the left close to the double stacked =
crates. </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>11. Move =
this #10=20
  crate above the #8 crate under the break on the left wall. </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>11. Push =
top crate=20
  to single crate under the break on left wall.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>12 Climb =
to the=20
  middle wall and push the topmost crate to the double stacked=20
crates.</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>The =
baddies are=20
here:</B>&nbsp;&nbsp;&nbsp; Now, climb up and over the wall. Nico =
follows. Meet=20
Petra. Nico will handle the er... Petra and George is to handle the=20
Grandmaster.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>The =
Grandmaster=20
changes to the Dragon. George falls in an earthquake fissure.</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Chamber =
of the=20
Sword:&nbsp;&nbsp;&nbsp; </B>See King Arthur and Excalibur on the stone. =
Look at=20
Excalibur and see a plinth on the stone that has the same shape as the =
Key of=20
Solomon. Place the Key of Solomon on the plinth. Earth energy flows on =
the=20
plinth and the sword. Take the <U>sword</U>. Arise, Sir George!</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Face =
the=20
Dragon:</B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>The first =
burst of=20
fireballs hits the women on the hill behind George. Run towards the =
dragon while=20
dodging the balls of fire. Escape the fire of the dragon by hiding =
behind the=20
pile of stones on the right and the wall to the left. After 3 bursts of =
fire,=20
the dragon has a brief rest. Run immediately to dragon and use the =
sword. </P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Defeat the =
dragon.=20
Watch! Where's Petra? George throws the broken sword in to the river. =
</P>
<HR width=3D"50%" color=3D#000000>

<P align=3Dcenter><B><FONT face=3D"Book Antiqua" color=3D#000000 =
size=3D2>This document=20
may not be distributed without express written permission of the author =
and the=20
content may not be altered in any way.</FONT></B></P>
<P align=3Dcenter><B><FONT face=3D"Book Antiqua" color=3D#000000 =
size=3D2>For Questions=20
or Comments on this Walkthrough,<BR>Please write to: </FONT><FONT=20
face=3D"Book Antiqua" color=3D#000066 size=3D2><A=20
href=3D"mailto:margotr@earthlink.net">MaGtRo</A></FONT></B></P>
<P align=3Dcenter><B><FONT face=3D"Book Antiqua" color=3D#000000 =
size=3D2>Copyright =A9=20
11/2003&nbsp; </FONT><FONT face=3D"Book Antiqua" color=3D#000066 =
size=3D2><A=20
href=3D"mailto:margotr@earthlink.net">MaGtRo</A></FONT></B></P></BODY></H=
TML>

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