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Getting the Manuscript

In the lobby, you can go back to the man on the sofa to ask him about the matchbook and about Kahn. Now ask Lady Piermount about the ID and the matchbook. She will tell you that the matchbook comes from a club, Alumet. Before leaving the hotel, speak again to the clerk, this time about the ID. Only after he refuses to get Kahn's package from the safe will you be able to get Lady Piermount to help, by asking her twice about the ID. Once you have the manuscript, you will meet an anonymous death if you try to leave the hotel, so save that game! You need to thwart the guards outside. Return to the ledge outside of the room window upstairs. From the ledge, drop the manuscript into the alley, and then leave the hotel. Going into the alley will initiate a lengthy cut scene that brings you back to Nicole's apartment.

 

The Manuscript

At Nicole's apartment show her both the ID and the matchbook, then ask her about the manuscript. She will give you the address of an expert to consult. Also, ask her about all of the new discussion topics about the four manuscript panels. Exit the manuscript and the conversation with Nicole and return to the street. If you ask the flower woman about the matchbook cover, she will give you a small clue about the location of the club. You can return to the police station to get some information. Show the sergeant the matchbook for some clues. Also, tell him about the thugs outside the hotel to get him on their case. Ask for the inspector and then tell him about the two thugs. Show him the ID card as well. If you call Nicole from here, she will have just a bit more to say about the Templars. Go the museum.

 

At the Museum

Outside of the museum, notice the closed window and the bushes, then go in. After making pleasant conversation with the guard, scan and examine carefully everything in this first room. Examine the glass cases beneath the windows and the totem pole by the arch. Note that if you touch the totem pole when the guard is facing you, he will bark a warning. But if his back is turned, you can rock the pole. Remember that pole. Try to use the mummy case several times to get different warnings. Try to open the window by the glass cases as well, when the guard's back is turned. He will close it eventually, but note that this action gives you the opportunity to slip inside the mummy case. Finally, examine the tripod exhibit in the center of the room. Once you have looked at everything in the room, speak again with the guard and pursue all of the new topics to discover that an alarm protects the tripod. Leave the museum site and return to Nicole's apartment for the next conversation. Pursue all topics and the leave this site for the airport and Ireland.

 

At the Pub

Talk to the boy on the corner. Pursue the topic of the castle and the ghost. You also can use the hand buzzer on him. Go into the lounge and talk with the bartender/landlord to discover that someone else has been around today asking about the castle. You can speak with the sneezing man and the patron nearest the bartender about the castle for a few details. O'Brian, the heavy man at the end of the bar, has the most to say about the castle, Professor Peagram, and the tripod. Talk with him to discover that the professor is gone. Also, show him that matchbook for a small clue. After speaking with O'Brian, speak again to the landlord about Peagram. Tell him that you are not the professor's relative. You will discover that Peagram rented a room in this inn. Finally, speak to Sean Fitzgerald, seated alone at the table. Ask him about the castle and Peagram to find that he had worked at the dig. Then return to the man in the blue shirt at the bar and pursue the new lines with him about Peagram, the dig site, and the gem. Return to Fitzgerald and press him on the topic of the dig site. Return to the sneezing man and ask about the professor, the dig, and the wire "necklace."

 

More Ramblings and Tasks at the Pub

You need some items from the bar. You must get a rabbit snare from the sneezer. He places one on the table briefly when he erupts. Also, you must get the green towel that is next to the man with the blue shirt. Wait until he lifts his arm to raise his drink and then snatch the towel. You can leave the bar now and speak to McGuire (the boy on the corner) about Peagram, the gem, the dig, and Fitzgerald. Now, go back inside the bar and press Fitzgerald about the professor, the dig, the castle, and the package. When you press him on the subject of Jacques, the professor's Parisian connection, Fitzy gets upset and races from the bar, where he gets hit by a car. When you go outside to check, a cut scene begins of the accident. Now ask McGuire about Fitzy and the driver in a pixie outfit. If you try the grating and mechanism outside the bar, they won’t work. You can return to the bar and ask the blue-shirted fellow about pixies if you want a short Irish tale. If you ask O'Brian about the red car, he'll call McGuire's story into doubt.

 

Finishing at the Pub

You need to get into the landlord's good graces. Here's the trick: After the purported car accident, use the small box to the left of the pub's front door. This will disable the ale tap pumps at the bar. Go back inside and ask Leary for a drink. You only can do this if you haven't asked for a drink yet or have finished the first one. If you still have ale left in your glass, use it until George says he's done and ready for more. When Leary tries to get a drink for you he discovers that the pump is broken and that he will need an electrician to fix it. You may recall that George has an electrician's ID card on hand. Show the card to Leary and he will give you a trial run at fixing the glass washer. Use the wire snare (gotten from the sneezer) on the plug next to the washer to fix it. Leary then will let you into the basement. Once there, throw the large switch to the up position and return to the street. Use the large grate to open it, which will trigger the arrival of Kahn. You cannot jump down into the basement from here, but the open grate now allows light in so that you can return to the basement through the pub and get the gem. While you are down there, turn the water on in the sink and use the bar towel on it for later use. You now can go into the castle by taking the road to the upper right of the street corner.

 

The Castle

At the castle wall, speak to the farmer about the castle, the professor, the Templar, and Fitzgerald's accident. Pursue the topic of Fitzgerald until you convince the man to leave the haystack in your care. Once he has gone, use the haystack to climb to the castle top. Now, use the manhole cover tool on the crevice in the castle wall. To get past the goat, you need to tangle his leash in the plowshare on the left of the screen. To do this, try to use the ladder on the right. As soon as the goat knocks you over, click on the plowshare on the left. It may take a few tries to get the timing right, but eventually George will run to the plow and move it in the goat's way, entangling him. Go down the ladder.

In the Castle

Once downstairs, go to the table and take some plaster of Paris from the sack. If you try to use the device to the left of the locked door, you will note some holes in it. In order to unlock this door, you need first to tip over the statue to the lower left of the locked door. Crawl your mouse very slowly over this area, as it is easy to miss. Once you topple the statue into the sand, use the mouse once again to lift the statue up and note the impressions that it left on the floor. Now use the plaster from inventory on the holes on the floor. Use the area again to smooth the plaster. Take the wet towel and use it on the area. If you haven't gotten the wet towel, see the instructions above for the pub. If you have taken too much time with your other tasks since first wetting the towel, it will have dried. You can return to the pub sink to re-wet it. Once you wring the towel over the plaster, you can pick up the cast and use it on the door lock to the left. The door will open. When you enter it, a cut scene will lead to you coming upon the name "Montpassant." You will then be back in Nicole's apartment.