Broken Sword: The Shadow of the Templars/Paris

Life went on around me, but the explosion was to chance my life forever...

Street
After the introduction, check the table to the southwest and also the broken glass window. Not much in the form of clues from both of them, so walk over to the streetlight and pick up the newspaper. After reading the suspicious writing on the back, George will pocket the newspaper. Next, walk into the cafe.

Cafe
A dead man resides near the door. George will check his pockets, but it is to no availability; it seems this very dead man has no identification. On the other side of the room you will find a bottle of Brandy, but we don't like that stuff. A waitress is sitting south of the bar. Talk to her, and tell her that you are a Doctor. Also give her the bottle of brandy; she has had a hard day.

...but not that hard of a day. She gobbles the Brandy like it is air! It seems she hasn't lost consciousness yet, as she asks if the man is dead. Tell her the truth; he looks dead enough. Now you can finally question her. Opt to ask her everything you can. Choose the same option, such as the dead man, until it is not an option anymore. This signifies that you have asked her everything you can about the subject.

Besides her own suspicion that the dead man was having an affair, she won't be very helpful. There are not any clues in this room, so leave the cafe the way you entered.

Rosso's Questioning
Once outside, head to the northern area to meet Moue. It seems Americans are never innocent. Rosso will break up the arrest and bring you into the Cafe for questioning.

For the first question, answer that you saw him enter the cafe. For the second, choose the clown option. Rosso will tell you to kindly leave and give his card just in case you remember anything else. Of course, it just happened five minutes ago - I can't imagine George recalling anything else.

Questioning Nico
Outside, a woman will be walking around, taking photos of things. Talk to her and George will take it away. Her name is Nico, she's a Reporter, and, most importantly, she knows about the clown. If you press her on the matter, though, she'll say that it's a long story and she doesn't have time to tell you. Choose the next option, the dead man, and she'll give you his name (Plantard). It seems Plantard wanted to meet Nico at the cafe because he knew of a really good story.

After the small conversation, Nico will cut it off, saying that she has to develop some pictures. George, being the sly dog he is, gets Nico's number. We could all learn from the great George Stobbart. Alone again, it's time to investigate further. Walk up the road to the northern area you were at earlier. Y'know, the one where Moue pulled a gun on you.

Construction Site
Talk to the construction worker, Flobbage, who seems to be digging some sort of hole. Talk to him about the clown - pursue the conversation a couple times and Flobbage will say "I wondered what that bang was...!" Heh heh, either they are stereotyping the French or construction workers, probably the former.

Anyway, continue questioning him about everything. George will say he's a cop when you flash Rosso's card to him. Give him the newspaper and Flobbage will reveal what the writing on the back of the newspaper means. Something about a race horse. He'll go off to bet on that same horse. Construction workers. But who cares, you can now raid his toolbox!

Do just that, and take the T-shaped tool from his box. George will automatically do it, saying that "it looks useful." Ha. Try the door near the construction site but it's securely locked. Ignore the telephone - you don't need to call anyone right now - and go back to the cafe west of this screen. Walk down the road to the streetlight and go east, over to what looks like an alley.

Alley
The clown escaped this way, as you might already know. Try to climb the drain pipe near the entrance to this area, and George concludes that the clown didn't use that to get away. Check both of the trash cans in this area to find out that he isn't hiding in those. Of course, if he was, he must smell horrible. Finally, use the T-shaped item (in the item screen) to open the manhole. George, of course, repockets the tool. We must have to use it again. Enter the manhole.

Sewers
Interesting sewer we have here. A red ball resides in the middle of the walkway. Walk over to it and George will realize it is the clown nose! No, the clown definitely wasn't down here. Continue to the next area of the sewers to find a soggy tissue. Walk south and pick up the scrap of material off of the "thing." It is a piece of the clown costume! Boy, this clown must have a good time dropping incriminating clues on the ground. Exit via the ladder.

Albert's House
Albert thinks you're a bad guy. After George calms him, ask him about the clown. Albert won't budge - he thinks you're in the same "league" as the clown. To further his suspicion, he doesn't know what you are doing down in the sewers. Show him the police card that you obtained from Rosso and he'll think you are a policeman.

Now he is putty in our hands. Ask him about the clown, Plantard, and the briefcase. He will give you good answers to each of the questions. It seems the briefcase is of some importance. Finally, show him the clown scrap to him and it seems he has the clown costume, but it's in repair. He knows all the specifics on it, though, from time at the "desert." I wanna go to the desert. When you are done questioning him about the jacket, opt to leave his house.

Construction Site
Albert knew the phone number and the telephone is right there. It practically has "Call Todryk" in neon lights over it. So call the guy. It turns out that Todryk doesn't know anything at all about a bombing, or Plantard, or the clown. He doesn't know nothing! Leave the construction site to the east.

World Map
Go to the southern dot on the map.

Police Station
Fancy police station... anyway, talk to the guy at the counter. He isn't much help, though. Rosso and Moue both aren't here, so decide to end the conversation and use the telephone at the far west of the room. Call Nico and George will brag about everything he has discovered. Nico is so impressed that she'll invite you over to her apartment. Oh my! Exit the police station.

World Map
Nico's apartment is in the middle of the three dots, to the left of the police station.

Apartment Street
Walk over to the door in the middle of this area. It will be locked. South of the door you'll find an old lady. Talk to Fleur; she is a flower seller by day and a fortune teller by night. Ask her about Nico and she'll give you the trick to opening the apartment door. Continue talking about Nico to find out that she isn't really successful. Ignore the other options (they both yield nothing) and open the door to Nico's apartment.

Nico's Apartment
A snowman, a penguin, and now a clown! Osh Begosh, I think Nico is on to something! Continue to talk about everything you can - Nico will find a shop name in the clown nose. I guess George thought it was mucus. She'll shoot down most of the other items you let her see, though. Talk about her and she'll go on about her father and college. When there are no options left, opt to leave.

World Map
Enter the new dot - it should be the most northern dot, also.

Costume Shop
At the costume shop, talk to the man on the other side of the counter. Claude, the shop worker, starts up the conversation with some idle talk about dressing up. Next, we get to the questioning. It seems that Claude sells substantial amounts of clown costumes and can't look in the records for anyone who has bought one. He recognizes the substance on the tissue has grease paint, "white pancake."

This guy must have quite a nose. Claude also knows the man in the photo that you acquired from Nico. His name is Khan. Anyway, opt to leave and Claude will have a little surprise for you. He gives the electronic device to you as a gift, I guess he has a ton lying around. After the trickery, leave the Costume Shop.

World Map
The costume shop dot will turn black, signifying that you can't go back to that dot. Return to the police station, which is the most southern dot.

Police Station
Talk to the guy at the counter. It's none other than Moue. He must be workin' counters now. Talk to him about Khan, to which he doesn't know anything, and then about Rosso, who is at the police station currently. Rosso will walk out to the counter, and in the words of George: "He was pompous, and patronizing, but he had style."

Quiz Rosso on everything that you have found. He won't budge from his original tirade, though, that you shouldn't investigate the clown. After talking to him, finish up questioning Moue, who will also say nothing and admit everything is "circumstantial." I think the developers are trying to depict that police people aren't helpful.

Well, now that we know the suspect's name is Khan, we might as well call Todryk again. Use the telephone in the police station to call him. Choose the third option - Khan - and Todryk will spill where Khan is located. We've got you now, Mister Clown! Exit to the world map.

World Map
Walk to the southeast dot, now, next to the river.

Hotel Ubu
What an extravagant exterior to a hotel. And two suspicious looking characters near the entrance to boot. Talk to both Flap and Guido about everything - all the options - and they'll answer rather oddly, like they are hiding something. Anyway, enter the hotel.

Inside, talk to the pianoist, Piermont, who acts all snobby and "royalish." She'll talk about her dead husband and how he made a good excuse to leave to Paris. Witch. Continuing the conversation, she talks about the man of her dreams that she saw a little while ago. Blah blah blah. Show her the picture of Khan and she'll recognize it as the man of her dreams!

Moerlin is the name she got from him. She'll talk about Moerlin giving the clerk some papers. Talk to the guy reading the newspaper next to the statue now. He knows that Khan is a killer ("amongst other things"), but he won't help you investigate. After this, talk to the clerk at the counter to the west.

He denies everything but, according to George, his expression changed when he talked about the scar. The clerk won't give you access to anything unless you have an investigator's license, so he turns out to be a dead end. Try to get the keys north of the counter and the clerk will catch you. Nothing more down here, so ascend upstairs.

The two doors on this floor are both locked. Blast. Go back downstairs and talk to the clerk about keys. It seems that one of the rooms is vacant. However, guests will be arriving for that room, so you can't buy a night there. Talk to Piermont about the keys and she will distract the clerk long enough to get your key!

Walk back upstairs and open the first door. In this room, try calling Nico on the left side of the phone, but she won't pick up. Open the drawer on the other side of the room but it won't yield anything, either. Enough horsing around - go over to the window and, after opening it, walk outside to the ledge.

Sidle over to the east where Khan's room resides at. It seems that Khan likes to leave his windows open so unsuspecting burglars can jump on in. Check the drawer on the right side to yield nothing - I guess the assassin was smart enough to not leave incriminating evidence lying around. This must not be the same clown. Walk to the front of the bed and check the bed. George will find Plantard's briefcase, but Khan wasn't stupid enough to leave anything in there.

Check the wardrobe, which is to the left of the bed. Finally, try to leave. Khan will be just outside the door, but - thankfully - he won't see George. Immediately, George will hide inside the wardrobe. Immediately, Khan gets a new suit in the wardrobe. Khan must be blind along with having a scar, because he won't see you. After Khan changes, he'll leave the room.

Walk on over to the bed and check the pants that Khan left. Cool, we found an electrician's passcard! And Thomas Moerlin was one of the names Khan was using! Leave the room and walk downstairs to the lobby. Talk to the clerk about the passcard but he *still* won't give you passage to the safe.

Return to Piermont and talk to her about the passcard. She'll agree to help you again with the clerk. You just gotta know how to rid'em. Once you get the parchment, talk to Ostvald about the parchment. It seems he knows something. Choose the match option and he'll say something incomprehensible. Now it's time to go back upstairs.

Return to the first room and out to the ledge. Go to the item menu and choose the parchment (it should be the first option). George will toss the manuscript to the alley floor to make sure the two men outside don't take it from him. Now that you don't have the manuscript, walk out the front door of the lobby. After being checked by Guido and Flap, go to the alley to the west and pick up the parchment from the ground. Finally, you'll be taken back to Nico's apartment.

Nico's Apartment
After sitting down, talk to Nico about the manuscript. And talk to her again about the manuscript. And talk about the five sections of the manuscript. And talk about Nico's past boyfriends. Finally, talk about the matches and clown. Then we're off to the museum in search of "some guy who gets horny on fossils."

World Map
Crune Museum is located to the southeast, next to Ubu Hotel, which is now a black dot.

Crune Museum
Walk inside the museum and talk to Goinfre, who will be walking back and forth at the northwestern part of the room. Goinfre doesn't know anything about the Shadow Templars, so take a peak at the thing in the middle of the room. It is the tripod, and George gets an epiphany to tour Ireland. Now that we have the information we need, leave the Museum.

World Map
Walk to the northeastern part of the map and you'll be transported to the Europe map. Walk to the northwestern dot, which some of you more intelligent people might know as Ireland. Enter.