YEAR: 2008
GENRE: Point & Click Adventure
WHERE TO GET IT: GOG
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DIRECTOR'S CUT
PART 1
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PARIS - PALAIS
ROYALE (NICO)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
STUDY
After being invited
to interview Paris Statesman Pierre Carchon, you are shocked to find him
assassinated by a mysterious mime, shortly after you meet him. Determined
to get to the bottom of why he was murdered, you find yourself in the
Statesman’s Study, standing next to his body.
Look at Statesman
Pierre Carchon to get a close-up. Close his eyes. Open his jacket,
and look at the deadly gun-shot wound. Take the BOAT TICKET from
inside the jacket. Take the HAIR CLIP that’s lying next
to his head. Exit the close-up.
Look at the glass
door on the right - a small round piece of glass has been cut from the
door. Open the glass door and head out onto the balcony. The killer
is long gone. You head back inside. Look at the bust next to the
glass door. Look at the bookcase in the back wall. When you’re
ready, go through door on the left to leave the Study.
GRAND HALLWAY
Try to open door on
the right - it’s locked. Look at the large tapestry on the back
wall. Look at the table in front of the tapestry, and look at CLOTH that’s
lying on the table. Take the CLOTH. Look at the hole in
the table, and use HAIR CLIP in the hole to open a secret
compartment. Take SAFE KEY from the secret
compartment. Exit the close-up. Look at the painting on the easel,
then take TUBE OF PAINT from the easel. Talk to Imelda
and work through all the conversation topics. She gives you DRAWING
ROOM KEY. Talk to her again and work through the remaining
conversation topics. Show her all your Inventory items. Exit the
conversation. Walk right a few steps, and use DRAWING ROOM
KEY in the door on the right. Head through the door, into the
Drawing Room.
DRAWING ROOM
Look at the
painting above the fireplace. Push the button in the picture frame - you
hear a faint click. Exit the close-up. Move the picture.
Ah-ha! A hidden safe was behind the painting! Use SAFE
KEY in the safe to unlock it. Look in the safe and take PRINTER'S
BLOCK ARTEFACT from the safe. Leave the safe. Look at the
settee.
Look at the desk on
the right. Look at the blotting paper. Look at the CARVED
ELEPHANT on the desk - you recognise it as being carved by your
father. So your father and Pierre Carchon had been friends. Take
the CARVED ELEPHANT. Look at the in-tray. Use TUBE
OF PAINT with the in-tray. Use PRINTER'S BLOCK
ARTEFACT with the in-tray to cover it with paint, then use ARTEFACT
WITH PAINT with the blotting paper. You discover a SECRET
CODED MESSAGE. Pick up the SECRET CODED MESSAGE.
Leave the desk.
Try to open door on
the right - it’s locked. Walk left, and go through door on the left, back
to the Grand Hallway.
GRAND HALLWAY
Walk left a few
steps. Talk to Imelda and ask her about the CARVED ELEPHANT.
She doesn’t really know much about it, except that is was carved by a friend of
Pierre’s. Return the DRAWING ROOM KEY to her. You
automatically leave the Palais Royale, and head for your next destination - the
Quayside.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PARIS - QUAYSIDE
(NICO)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
RIVERSIDE
Explore the
area. Walk right a few steps, and look at the stone cross carved into the
wall, under the stairs. Look at the gate on the right, under the stairs -
it has 2 locks on it. Look at each lock - they are sliding puzzles.
You have to release both latches in order to unlock the gate. If you
dislike slider puzzles like I do, don‘t worry. There’s a way to bypass
this annoying puzzle: Position the mouse cursor on the left of the
screen. Click & hold the mouse, and drag the mouse from left to
right. The lock will spring open. Now walk through the gate, and
enter the Junk Room.
JUNK ROOM
Look at the skiff
lying at the back wall, and push it over. Pick up the SHELL
CASE from the ground, under where the skiff had been. Look at
the stone door on the left. Look at the hole in the pillar next to the
stone door. Insert PRINTER'S BLOCK ARTEFACT from
Pierre’s mansion into the hole - it acts as a knob. Now press the buttons
at the top like so:
- Left
- Right
- Left
- Left
- Right
- Left
- Left
The stone door
opens. Retrieve the PRINTER'S BLOCK ARTEFACT from the
pillar next to the door. Go through the stone door, into the
Chapel.
CHAPEL
Look at the cross
in the back wall. Lift up the cross - the slab on the right drops down,
sealing you inside the room. But it also reveals a secret panel next to
the slab. Releasing the cross raises the stone slab again, but hides the
secret panel. You need to find a way of keeping the cross raised, so you
can examine the secret panel.
Raise up the cross,
and insert the SHELL CASE under the stone cross, to keep it
raised up. Now look at the secret panel on the right, and insert PRINTER'S
BLOCK ARTEFACT into the secret panel on the right. A hidden door
on the left is revealed, then the mechanism jams. Unfortunately, that
means that the door on the left won‘t open fully. Try to use the door on
the left, to realise that there is a small gap under the door.
Retrieve the PRINTER'S
BLOCK ARTEFACT from the secret panel. Retrieve the SHELL
CASE from the cross in the back wall. The stone slab on the
right opens again. Place SHELL CASE on the ground under
the stone slab on the right. Now lift up the cross on the back wall to
lower the stone slab. The stone slab flattens the shell case.
Release the cross again, and the stone slab raises up. Pick up FLATTENED
SHELL CASE from the ground under the stone slab on the right.
Once again, raise
up the cross on the back wall, then insert FLATTENED SHELL CASE under
the cross to hold it in place. Insert PRINTER'S BLOCK
ARTEFACT into the secret panel on the right, then retrieve FLATTENED
SHELL CASE from the cross in the back wall. Now insert FLATTENED
SHELL CASE under door on the left, to lever it open. Finally,
walk left, into the State Room.
STATE ROOM
It’s dark in the
State Room, and you can’t really see anything. Walk right a few steps,
then flip the circuit breaker in the back wall, to turn the lights on.
That’s better!
Explore the
room. Look at the painting of Lady Justice on the wall, and then use the
painting to learn that there’s something behind it - you just have to find a
way to unlock it. Look at the flags.
Walk left a few steps,
and look at the desk at the left wall. Someone has recently been working
here! Look at the photos, and look at the newspaper articles on the
desk. Someone is rather is obsessed with you. Look at the coffee
cup. Exit the close-up.
Open the desk
drawer, and take the CODED MESSAGE. Look a the CODED
MESSAGE in your Inventory. You need to decrypt the message by
clicking on a letter of the alphabet, then clicking on the relevant
symbol. The message reads as follows:
PIERRE. FULL REPORT TO
FOLLOW. BUT THIS IS TOO
URGENT TO WAIT. ARNO AND
YAMADA BOTH DEAD. THIS
IS NOT A COINCIDENCE.
INDEED IT SEEMS THAT ALL
OF US WHO CAME TOGETHER
IN JULY ARE IN DANGER.
TAKE GREAT CARE. X
Pull the desk
drawer out further - it falls to the floor. Take PHOTO OF CARCHON from
the slot where the desk drawer had been. You now have enough information
to write up a news-worthy story on Pierre Carchon. You return home.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PARIS - RUE JARRY
(NICO)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
NICO’S APARTMENT
Watch the cut scene
at your apartment. Your boss refuses to print the story, but someone else
wants to meet you to discuss the story.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PARIS - CAFÉ DE LA
CHANDELLE VERTE (GEORGE)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
CAFÉ
You’re playing as
George Stobbart now. You’re sitting at a table outside the café, just
watching the world go by. You’ve been having a great time in Paris.
You notice a suspicious-looking clown leave the café… shortly before it
explodes! That’s the last thing you expected to happen on your
holiday! Look at the overturned table. Pick up NEWSPAPER from
the base of the lamppost, and read the article about Pierre Carchon. Also
look at the writing at the bottom of the page - Salah-Eh Dinn 1345. Exit
the close-up. Enter the café.
INSIDE THE CAFE
Talk to the
waitress, who’s still in shock. Work through all the conversation topics
with her. Decide if you want to tell her you’re a doctor or not, then
decide if you want to get her a brandy to drink or not. If you gave her
brandy, she will pass out at this point. If you didn‘t give her brandy,
show her your NEWSPAPER. Exit the conversation. Look at
the broken mirror at the back wall next to the bar, and straighten the
mirror. Look at the body on the floor, and search him - he isn’t carrying
any ID, so you have no idea who he is. Poor guy! Leave the
café.
CAFE
Follow the road up
to the next street.
STREET
Watch the cut
scene, as you are stopped by Inspector Augustin Rosso, and brought back to the
café.
INSIDE THE CAFÉ
Choose how you want
to answer the Inspector‘s questions. He’s satisfied that you don’t know
anything about the explosion. He gives you AUGISTIN ROSSO’S
BUSINESS CARD, then allows you to leave.
CAFE
Outside the café
again, you see a woman - Nico - who is taking photos of the crime scene.
Talk to her, and work through all the conversation topics. She agrees
that, if you help her with her newspaper story, she’ll tell you all she knows
so that you can investigate it. Then she leaves to develop her
photos.
Talk to the
Constable in the doorway and work through all the conversation topics.
Show him both your Inventory items. Exit the conversation. Walk up
to the street.
STREET
Talk to the Workman
and work through all the conversation topics. Give him your NEWSPAPER.
You learn that Salah-Eh Dinn 1345 written in the NEWSPAPER is
actually a racehorse. The Workman leaves, to bet on the racehorse.
After he leaves, pick up the SEWER KEY from the toolbox in the
tent.
Look at the small
access door set into the large gate. Try to open the access door, but
it’s locked. Walk left, back to the café.
CAFÉ
Head right, into
the Alley.
ALLEY
Explore the
area. Use the drainpipe on the wall. Pull the bars on the
window. Search both rubbish bins - a cat jumps out of one of them.
Kick the plastic crate on the ground. Look at the manhole cover in the
ground, and use SEWER KEY with the manhole cover. Now
climb down, into the sewer.
SEWER
Pick up the RED
PLASTIC BALL from the ground, only to realise that it’s the RED
NOSE from a clown’s costume. Look at the RED NOSE in
your Inventory, to see that it has some writing inside. Follow the path
right.
Pick up SOGGY
TISSUE from the ground. Take SCRAP OF MATERIAL that’s
snagged on the spikes. Now climb up the ladder.
MANSION COURTYARD
You find yourself
in the courtyard of a mansion. Talk to the Butler and work through all
the conversation topics. Show him all your Inventory items. You
pretend that you’re a police inspector. Work through all the conversation
topics again. Show him all your Inventory items again. Exit the
conversation. You automatically leave the courtyard.
STREET
Walk right, to the
Map.
MAP
Travel to Poste De
Police.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PARIS - POSTE DE
POLICE (GEORGE)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ENTRANCEWAY
Look at the Desk
Sergeant. Talk to him and work through all the conversation topics.
Show him all your Inventory items. He’s not being very helpful.
Exit the conversation.
Use the public
phone on the left, and call Mr Todryk. Work through all the conversation
topics. He claims not to know the man who died. Exit the
conversation. Use the public phone again, and call Nico. She asks
you to come to her apartment to discuss what you know about the case.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PARIS - RUE JARRY
(NICO)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
NICO’S APARTMENT
You wait for George
in your apartment. Walk left a few steps, and look at the photo of your
father displayed on the shelves. Use the answer machine on the shelves -
you have no messages. Turn on the radio on the shelves if you like.
Open the chest in front of your bed, on the right.
Take the BOX from
the chest - it was carved by your father. Unfortunately, the box is
locked, and you don’t have a key. Exit the close-up. You
automatically replace the BOX into the chest. Leave your
apartment.
STREET
Talk to your
neighbour at the flower stall. You realise that your apartment has been
bugged. Ask your neighbour about this mysterious ‘cousin’ of yours.
Talk to your neighbour again and work through all the conversation
topics. Show her all your Inventory items. Exit the
conversation. Walk left, to the Map.
MAP
Travel to Café De
La Chandell Verte.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PARIS - CAFÉ DE LA
CHANDELLE VERTE (NICO)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
STREET
Look at the small
access door set into the large gate. Try to open the access door, but
it’s locked. Walk left, to the café.
CAFE
All the rubble from
the explosion has been cleaned up, and the workman is now boarding up the
café. Talk to the workman and work through all the conversation
topics. He’s flattered that you might feature him in your article.
When he turns away, enter the café.
Look at the tall
mirror. In the close-up, look at the mirror shards. From this
angle, you can see that something has been lodged in a gap behind the
pipes. Exit the close-up.
Look at the
overturned table.
You can see an
exposed panel with some pipes. Take POUCH from behind
the pipes. In your Inventory, open the POUCH to find
a LADY JUSTICE ARTIFACT and ANOTHER CODED MESSAGE.
Decrypt is, just like the last message. It reads as follows:
PLANTARD. PIERRE KILLED.
MURDERER MUST HAVE
FOLLOWED TRAIL FROM
ARNO AND YAMADA. HE
WILL COME FOR US NOW.
WE MUST BE VIGILANT.
THIERRY’S GIRL BROKE
INTO PIERRE’S SAFE. SHE
WORRIES ME. IMELDA.
Exit the
close-up. Leave the café.
The workman talks
to you, asking about his photos, but you just tell him that your camera is
broken. Talk to the workman and work through all the conversation
topics. Show him all your Inventory items. Exit the
conversation.
Follow the road up,
to the next street.
STREET
Continue right, to
the Quayside.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PARIS - QUAYSIDE
(NICO)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
RIVERSIDE
Enter through gate
on the right, under the stairs.
JUNK ROOM
Walk left, into the
Chapel.
CHAPEL
The secret door on
the left has closed again. You have to go through the same process as
before, in order to open it. So here goes. Raise up the cross on
the back wall, then insert FLATTENED SHELL CASE under the
cross to hold it in place. Insert PRINTER'S BLOCK ARTEFACT into
the secret panel on the right, then retrieve FLATTENED SHELL CASE from
the cross in the back wall. Now walk left, into the State Room.
STATE ROOM
Look at the
painting of Lady Justice on the wall, and look at the slot next to the
painting. Insert LADY JUSTICE ARTIFACT into the
slot. The Lady Justice painting opens, revealing a hidden safe.
Look at the safe, and take the torn-up photo. You now have to re-assemble
the photo. The finished picture will look like this.
You’re shocked to
discover that the photo is of your father. This is the other half of the photo
of Carchon you found earlier. Your father and Carchon… smiling happily at the
camera… while chaos lies around them. How can this be? You need to talk to George.
You automatically return home to your apartment.
You’re shocked to
discover that the photo is of your father. This is the other half of the
photo of Carchon you found earlier. Your father and Carchon… smiling
happily at the camera… while chaos lies around them. How can this
be? You need to talk to George. You automatically return home to
your apartment.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PARIS - RUE JARRY (GEORGE)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
STREET
You arrive at the
street outside Nico’s apartment. Talk to the woman at the flower stall
and work through all the conversation topics. Show her all your Inventory
items. Exit the conversation.
Open the door of
the apartment block, and head up to Nico’s apartment.
NICO’S APARTMENT
Talk to Nico and work through all the conversation topics. Show
her all your Inventory items. She gives you an enlarged PHOTO OF
PLANTARD’S KILLER. Exit the conversation. You automatically
leave the apartment.
STREET
Walk left, to the
Map.
MAP
Travel to La Risee
Du Monde.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PARIS - LA RISEE DU MONDE (GEORGE)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COSTUME SHOP
Talk to the Shopkeeper and work through all the conversation
topics. Show him all your Inventory items. Exit the
conversation. He gives you a joke HAND BUZZER, that allows
you to shock anyone who shakes your hand. Leave the Costume Shop.
MAP
Travel to Poste De
Police.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PARIS - LA RISEE DU MONDE (GEORGE)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ENTRANCEWAY
Talk to the Desk
Sergeant and confirm that you wish to speak to Inspector Rosso. Inspector
Rosso comes through from his office, and he tells you that the case has been
closed, and that he has been removed from the case. Work through all the
conversation topics with him. Exit the conversation. Inspector
Rosso returns to his office, and the Desk Sergeant returns to the Front
Desk. Work through all the conversation topics with the Desk
Sergeant. Exit the conversation.
Use the public
phones on the left, and call Mr Todryk. Work through the conversation
topics to learn that he delivered a clown costume to a man named Khan, who was
staying at the local hotel. Leave the Police Department.
MAP
Travel to Hotel
Ubu.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PARIS - HOTEL UBU (GEORGE)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
STREET
Talk to the man in
the green suit and work through all the conversation topics. Show him all
your Inventory items. You don’t get anything useful from him. Talk
to the man in the brown suit and work through all the conversation topics.
Show him all your Inventory items. He’s not much help either. Exit
the conversation. Enter the Hotel.
ENTRANCE HALL
Talk to the woman
at the piano and work through all the conversation topics. Show her all
your Inventory items. Ask her about Mr Moerlin, and keep asking her until
you can‘t ask anymore. Exit the conversation. Talk to the man
reading the newspaper and work through all the conversation topics. Show
him all your Inventory items. Ask him about Mr Khan, and keep asking him
until you can‘t ask anymore. Exit the conversation.
Walk left a few steps, and talk to the Clerk at the desk. Work
through all the conversation topics. Show him all your Inventory
items. Exit the conversation. Look at the Guest Register on the
desk. Try to take the KEY that’s hanging on a board at
the end of the desk. Talk to the Clerk again and work through all the
conversation topics. Exit the conversation.
Walk right a few steps and talk to the woman at the piano again.
Ask her about the key, and persuade her to distract the Clerk. When he
enters his office, quickly take the KEY that’s hanging on the
board at the end of the desk. Climb up the staircase to the 1st Floor
Hallway.
1ST FLOOR HALLWAY
Look at the doors on the right, and use the KEY with
the door to Room 21.
ROOM 21
Explore the
room. Look inside the wardrobe. Look inside the bedside
cabinet. Open the window, and climb out onto the window sill.
WINDOW SILL
Edge along to the
other window, then open the window and climb into Room 22.
ROOM 22
Look at the bed,
and search the bed. You find a briefcase underneath the bed, but it
provides no clues for you. Look inside the wardrobe - it’s empty.
Leave the room through the door on the left.
Uh-oh! Khan
is heading back to his room. You have to hide! QUICKLY!!! You
automatically hide in the wardrobe. Amazingly, Khan doesn’t see
you. After he leaves, look at the trousers he left on the bed.
Turn the trousers over, so you‘re looking at the back. Search the
left pocket to find an empty MATCHBOOK. A thread comes loose
near the pocket, so pull on it to find a metal tag. Turn the trousers
over again, so you can see the front of the trousers. Look carefully at
the loose stitching at the top right of the trousers - you find a find an ELECTRICIAN’S
PASS CARD. Exit the close-up.
Leave the room
through the door on the left. This time, the coast is clear.
1ST FLOOR HALLWAY
Climb the stairs
down to the Entrance Hall on the Ground Floor.
ENTRANCE HALL
Talk to the Clerk behind the desk on the left. Show him the MATCHBOOK and
show him the ELECTRICIAN’S PASS CARD. Exit the
conversation. Talk to the man reading the newspaper, and show him
the MATCHBOOK and ELECTRICIAN’S PASS CARD.
He doesn’t know anything about them. Talk to the woman at the piano, and
show her the MATCHBOOK and ELECTRICIAN’S PASS CARD.
She recognises the ELECTRICIAN’S PASS CARD as belonging to Mr Moerlin,
and uses that to make the Clerk give you the package that Moerlin left in the
hotel safe. The package turns out to be an ancient MANUSCRIPT that
he had stolen from Plantard. Now you can’t leave the Hotel through the
front door, because those thugs you saw outside have probably been looking for
the MANUSCRIPT. Climb up the stairs to the 1st Floor
Hallway.
1ST FLOOR HALLWAY
Enter Room
21.
ROOM 21
Climb out of the
window, onto the window sill.
WINDOW SILL
Throw the MANUSCRIPT down onto the pavement
below. It’s no way to treat an ancient manuscript such as this, but it’s
the only way to keep it hidden from the thugs outside. Climb through
window, back into Room 21.
ROOM 21
Leave the room
through the door on the left.
1ST FLOOR HALLWAY
Climb the stairs
down to the Entrance Hall on the Ground Floor.
ENTRANCE HALL
Walk right a few
steps, and leave the Hotel.
STREET
Just as you suspected, the thugs search you. But thanks to your
cunning plan, they don’t find the MANUSCRIPT. Head up through
the archway, into the alley.
ALLEY
Pick up the MANUSCRIPT from the ground. You
automatically return to Nico’s Apartment.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PARIS - RUE JARRY (GEORGE)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
NICO’S APARTMENT
Work through all the conversation topics with Nico. Show her all
your Inventory items. Watch the cut scene as Nico tells you about the
Knights Of The Templar. Ask her about the MANUSCRIPT again.
In the close-up, look at the centre of the MANUSCRIPT to see 2
knights sharing a horse. Look at the bottom left section to see a knight
with a crystal ball. Look at the top left section to see a man with a
sword and a bull. Nico gives you the address of her professor friend, who
knows a lot about the Minotaur legend. Ask her about the MANUSCRIPT again.
Look at the top right section to see a man using a loom. Look at the
bottom right section to see a woman with a mirror. Make sure you‘ve
looked at all 5 sections of the Manuscript, to get out of the close-up of
it. Exit the conversation. You tell Nico that you have to go.
STREET
Walk left, to the
Map.
MAP
Travel to Musee
Crune.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PARIS - MUSEE CRUNE (GEORGE)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
STREET
You’re outside the
museum where Nico’s professor friend works. Enter the museum through door
on the right.
MUSEUM
Explore the
museum. Look at the metal rod on the back wall, and use the metal rod to
see how it opens the window. However, every time you open the window, the
Guard just closes it again. Look at the totem pole on the back wall, and
try to topple it over. Look at the sarcophagus, and open it. Look
at the display case in the middle of the room, to learn that the tripod inside
the display case was found in Ireland. For a bit of fun, try to touch the
display case. Talk to the Guard and work through all the conversation
topics with him. Show him all your Inventory items. Exit the
conversation. Unfortunately, since Nico’s friend, Andre, isn’t here,
you’ll have to come back another day. When you’re ready, leave the
museum.
STREET
Walk left, to the
Map.
MAP
Travel to Rue Jarry
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PARIS - RUE JARRY (GEORGE)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
NICO’S APARTMENT
You head straight
to Nico’s Apartment. Work through all the conversation topics with her
(look at all 5 sections of the Manuscript, to get out of the close-up of
it). Show her all your Inventory items. Exit the
conversation. You automatically leave the apartment.
STREET
Walk left, to the
Map.
MAP
Click on the red
arrow to travel to the airport, then click on the Lochmarne flag in the UK to
travel to Ireland.
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