On the street, talk to the boy beside the bar. His name is Maguire and he won't give up much enlightment on anything. It seems that the castle is locked up, but that's about all he'll tell you. Kids. Anyway, the entrance to the bar is right near Maguire.
What a stereotypical bar! Talk to the man in the blue shirt on the counter of the bar. Ask him about the castle but he won't know anything. Continue by saying that you are a Professor and he'll ask why you aren't with the other people.
Talk to the man standing next to him. O'Brien knows that no one is permitted into the castle, and that Professor Peagram dug up a gem. He left mysteriously afterwards, though, so you can't question him or anything. Continue talking to O'Brien and say that you aren't a Reporter - apparently he hates them.
After this, converse with the man sitting at the table in the middle of the room. His name is Sean Fitzgerald, and apparently he used to play at the castle as a little kid. However, when someone died one day playing, he never went there again. If you want to knock down a pint or two of Ale, just ask the Bartender, Leary.
Lastly, talk to the man in the eastern corner of the room. At first, George (being the cheapstake he is) thinks that the necklace wire is for a woman. The man corrects him, saying that it is for a rabbit. After the conversation, take the necklace from the table. And after that, loot the towel at the end of the bar.
With the booty in hand, walk back outside and talk to Maguire again. This time, however, bring up Peagram in your chat. If you press the option enough, you will find out that Sean actually worked for Peagram! Back at the bar, converse with Sean again. The usual: he exclaims that Maguire is lying.
Armed with a lie, talk to Doyle now. It seems he doesn't know anything at first, but he quickly realizes that his brain needs some *lubrication*. Buy him some beer and his brain circuits will suddenly start functioning again - Sean was working with Peagram.
Confront Sean and he'll think that you are from social security. With that in mind, he pours out everything he knows about Peagram, the gem, and this Marquet guy. Try to persuade Sean to give you the package but he'll have none of it. After he runs outside, Maquire will immediately enter the bar and howl that Sean has been run over.
The bartender runs a tight ship, though, and doesn't care much about Sean. Exit to the street and Maguire will tell you everything. It seems a leprechaun in a ferrari ran over our poor Sean (well, Sean ended on top of the car). After chatting with Maguire, take a look over at the black spot on the left side of the bar's entrance.
It seems that the car knocked the cover off of some type of switch. George tries to flip the switch but ends up snapping it. Klutz. Reenter the bar and ask for another pint of ale. Everything in the shop is broken but thankfully, being an electric man, you can fix it.
Walk around to the inside of the bar and take a look at the pump. Use the handy dandy trap necklace that Ron gave you to fix the pump. Leary will be so happy that he'll let you fix the other pumps in the cellar. Joy. The cellar door is located near the newly fixed pump.
Downstairs, go to the center of the room and pull down the lever. Once that's complete, ascend upstairs and exit the bar completely. Take a poke at the black trap door on the sidewalk near the window. George will thrust it up with all his strength.
...only to find Khan lurking down the street. George will smoothly sidestep him, though, saying that he didn't see the car or the leprechaun or the parcel or the ferrari. He also vouches for Maguire. Now that Khan's out of the way, enter the bar and descend to the cellar. It's really bright in here now. George will pocket both the flashlight and the gem.
Maguire, being a kid, can't see a bribing opportunity if it smacked him in the face and said: "Hey, I will bribe you!" Dolt. Anyway, while you're down here, you might as well use the free water. After turning the water on, soak the towel with the water. Now that we're done with the bar, exit to the street and go east to another area.
Talk to the man ensconced on his hay. He's relieved that his nephew was abducted, apparently. The conversation ends with the farmer heading towards a different bar in search of a nephew. Break the poor farmer's only rule by climbing on top of the hay stack. It seems George is just a little short of the wall.
Go a little left of the crack in the wall and thrust the manhole remover into the wall. With the extra step George has no problem scaling the wall. At the top, a goat guards the excavation ladder. Walk around the lower half of the screen to the western part of the area. Try to use the black plow on that side of the area and George will move it over to the goat. After the goat rams George he'll get tangled up in the plow. Good job.
Descend via the ladder to the excavation area. Go to the eastern part of the room and take the Plaster of Paris. This stuff will be really handy in the future. Once you have the plaster, walk over to the ladder and move the statue, which is on the ground a little north of it. Move it another time and George will find a couple holes in the ground.
Drop the plaster into the holes in an attempt to make a mold. To finish making the mold, squeeze some water from the towel you soaked in the bar. This will make a perfect mold. After picking the mold up, insert it into the wall a little north of the statue (near the door) and the door will magically open. Enter the door to see what Peagram had recovered.