====================================================================== THE DA VINCI CODE (PS2) FAQ/Walkthrough (version 1.01) By: neeker ====================================================================== ====================================================================== DISCLAIMER AND LEGAL STUFF ====================================================================== This walkthrough can be posted on: - GameFAQs.com - Neoseeker.com - 1UP.com - SuperCheats.com and their associates only, unless authorized by me. You may contact me at lestor underscore wong at yahoo.com for this purpose. Also, please note that, as with most gaming guides: + + + THIS GUIDE CONTAINS SPOILERS! + + + ====================================================================== ====================================================================== CONTENTS ====================================================================== INTRODUCTION ------------ 1. Introduction 2. Characters 3. Getting Started WALKTHROUGH ----------- 4. The Lourve 5. Saint Sulpice 6. Normandy Mansion 7. Bank of Zurich 8. Chateau Villette 9. Biggin Hill Airfield 10. Temple Church 11. Westminster Abbey 12. Rosslyn Chapel BONUS PUZZLES ------------- 13. Lourve Revisted 14. Rosslyn Chapel Revisted MISCELLANEOUS ------------- 15. Visual Database 16. Cheats Appendix 1: Version history Appendix 2: FAQs Appendix 3: Credits Appendix 4: Donation ====================================================================== ====================================================================== 1. INTRODUCTION ====================================================================== Hi, I'm Lestor Wong. I post on GameFAQ.com/ GameSpot.com by the username "neeker". Feedback for this document can be directed to lestor underscore wong at yahoo dot com. You may check out my other works from this URL: http://www.gamefaqs.com/features/recognition/52881.html I don't think I need to explain about the premise of The Da Vinci Code. So, without further ado, let's begin. Meanwhile, ====================================================================== ====================================================================== 2. CHARACTERS ====================================================================== You'll come across the following personnel during the game: 1. ROBERT LANGDON ----------------- A professor of Symbology at Harvard University, Langdon is not foreign to danger and mystery, as some of his previous adventures have brought him close to ancient conspiracies and assasination attempts on his life. It's no wonder that intrigue follows wherever he goes. Langdon came to Paris to give a lecture. While there, he was supposed to meet with Jacques Sauniere to discuss an unknown matter at Sauniere's behest. However, a shocking turn of events brings Langdon to Sauniere, only, not under the situation that he'd expected. 2. SOHPHIE NEVEU ---------------- An agent with the Judical Police, Sophie works in the cryptography department deciphering coded messages. Though her childhood was tragic she has become a strong woman in her own right. However, on this particular night, a most bizarre crime scene has come across the desk of this cryptology expert. 3. BEZU FACHE ------------- An inspector of the Judical Police, Facge is well known for getting the criminal he's after. He pursues relentlessly and always captures the perpetrator. Unfortunately, the bizarre circumstances behind his current investigation have given him a great deal to ponder, and the most unlikely suspect seems to be the most likely culprit. 4. JACQUES SAUNIERE ------------------- The Curator of the Lourve had always been known as a quiet and peaceful man, His time away from work was kept very private, and no one could ever have known about his secret life at home. Recent events have caused mysterious affliations in Sauniere's life to bubble to the surface, and now these secrets ge held most dear must be passed on to someone soon, or will be lost forever. 5. SILAS -------- Silas is an albino monk born to a spiteful father and a timid mother. She was beaten to death by Silas' father. Silas retaliated by slaying his father with a butcher's knife. He then ran to the streets, where he grew up as a thief without a name until he was caught stealing by dockers workers, and killed one of them as he was being beaten. He was sent to prison, damned to spend his life rotting in a cell forever. This was until a day when the earth shook and the wall of his cell crumbled. he escaped and wandered aimlessly in a delirious fever until he passed out. When he awoke, he found himself under the care of Father Agringarosa, who gave him the name "Silas". and his purpose in life. 6. SIR LEIGH TEABING -------------------- The author of over a dozen of books on Grail Lore, Teabing is a world- renowned expert on the history of the Holy Grail. He was diagnosed with Polio at a young age, and was forced to use clutches for the rest of his life. He spent several years traveling to famous Grail sites in Europe, and obtained a first-class Honors in History before completing his PhD. After purchasing Chateau Villette, Teabing retired to focus on his life's passion - the quest for the Holy Grail. ====================================================================== ====================================================================== 3. GETTING STARTED ====================================================================== Some things that you should know before you start playing this game: 1. NAVIGATION ------------- Use your left analog stick to move your characters around. Use your right analog stick to rotate the camera angle. When an object or person is interactive, a message will appear at the bottom of the screen telling you what button to push to interact, and what sort of interaction will take place. For example, X TALK. 2. CHECKPOINTS -------------- When you see the message "Checkpoint Reached" during the game, you can save your progress. Any attempts to save the game before a checkpoint is reached will be futile. Each level will have at least one check- point for you to save your progress. 3. INVESTIGATION ---------------- When examining a clue, use the left analog stick to pan the camera. When you pan the camera over an object of interest, an "examine" message will appear, telling you to push X to check it out. If you do so, your character will discuss the object of interest and give you some important information. Some objects will be automatically picked up when you investigate them for your further checking in future. 4. INVENTORY ------------ Push R2 to access your inventory list. Move the left analog stick up or down to move through the items, and press X to select one. You can use an item by choosing "Use" for the said item. You can combine items by choosing one item, selecting the "Combine" option, and then select the second item. Only compatible items can be combined. You can examine items in your inventory list by choosing the "Examine" option. 5. PLAYER INTERACTIVE SEQUENCES ------------------------------- There are a variety of sequences that require special motions on the analog sticks as well as rapid button presses. Pay attention to the directions at the bottom of the screen to determine what you must do to complete these sequences. If you fail to push the buttons properly, you'll fail a sequence. You can continue to try until you succeed, but failed combat sequences may lead to your demise. 6. STEALTH ---------- The move steathily, hold L1 to crouch and the left analog stick to sneak around. This lets you walk silently without alerting your enemies. To cause a sound distraction, hold L1, and then press R1. Enemies near the area will hear the noise and come over to investigate, allowing you to ambush them. When you're near a wall, you can wall ambush your enemies. Press X to initiate a wall ambush when you see the message appears at the bottom of the screen. From here, you can choose to attack (Square), tap (Circle) or exit (triangle) from the ambush. After you down an enemy, you can press X near his head to drag its body away. This is useful when there're other enemies around, and you don't want them to wake this downed enemy up. Try to hide bodies at dark corners. When an enemy is facing you, sneak up on him and you can do a stealth attack. Press Square repeatedly to initiate a one-hit kill when you're within range. At times, you may find weapons to effect a stronger stealth attack sequence. 7. COMBAT --------- Once an opponent discover you, they'll engage in a fight. You can either press Square to attack, or R1 to run away. When either of you connects with an attack, you'll go into the Struggle System. You've three choices to make you engage in a struggle. To attack, press Square. This will give you a sequence to press in a short timed period. If you hit the sequence correctly, your character will do a series of attacks that will greatly damage your enemies. To push the enemy, use your left analog stick to find a direction to throw him towards. Ideally, you should push an enemy towards a wall to greatly injure him. To throw an enemy, press X repeatedly. If you do so correctly, you can throw him towards a wall to greatly injure him. If you fail any of the attack sequences, you'll enter into defense mode. The enemy will attack, and you'll need to follow the buttons shown at the bottom of the screen to defend the move. If you still can't follow the sequence correctly, you'll be injured. 8. HEALTH --------- When you get injured, your health bar decreases. When your health is low, your character may become dazed, and you may not be able to even walk properly. This is when you may want to heal yourself with the variety of healing items that you can find during the course of the game - small/ large bandages and First Aid Kits are the stuff that help you regain health. ====================================================================== 4. THE LOURVE ====================================================================== After the opening scenes, you'll gain control of Robert Langdon. Your first task is to examine the body of Jacques Sauniere. Click X near the body to do so, and use your left analog stick to pan the camera angle. There're four examinable sections here: 1. The Pentagram sign on Sauniere's chest; 2. His clothes; 3. His feet (with a "3" sign beside it); 4. His left hand (with a "7" sign beside it). Examine each of these for four cut-scenes. Sophie Neveu will enter the fray next. She passes you a business card and a cell phone. Click R2 to enter your inventory list, and then select the card. Use the left analog stick to rotate the card to its back. You'll find a series of codes, and a number "454" on it. Now, use the cell phone. You'll be asked to key in an access code. Key in "454", and you'll get a voice message from Sophie. Apparently, you're in grave danger, and you'll excuse yourself to the restroom. There, you'll meet Sophie and find out some startling revelations. One of those is that you've been bugged! The tracker will be added to your inventory. Fache is losing his patience while you talk to Sophie in the restroom. Go towards the basins to find a soap bar. Pick it up, and then combine it with the tracker. Now, go towards the windows. You'll need to open them, and to do so, you'll have to do a mini rhythm game. Press X repeatedly, and then up on both the left and right analog sticks to open the windows. NOTE: Follow the commands on the screen and press the buttons at the correct time. Once you do that, use the soap bar + tracker on the windows, and you'll throw them down. This will mislead the Police, thinking that you've escaped. The whole lot of them (well, almost) will go after the soap bar, giving you some breathing space. Press Start now to solve an analgram puzzle that is found on the crime scene. The riddle is "OH LAME SAINT". Well, if you've read the book (or watched the movie), you'd know the answer to this: THE MONA LISA So, it seems that clues are written on the Mona Lisa. However, the clues appear to be written in blood, and wiped away. Which means you'll need a UV Light to read them. A UV Light can be found in the Crime Investigators Box, and you'll need to access it. #### CHECKPOINT #### You'll now control Sophie. Go straight all the way to the end, where you'll find a Gate Control. Use it to open the gate. The game will now teach you how to perform stealth movement. Go straight, and use L1 to crouch and creep past the first two guards when they're not looking your way. Beyond them, you'll enter the next room. Another guard is at the end of this room, looking at the Crime Investigators box. Creep slowly up to him, and you should find a pole on the floor. Pick it up, and then creep up slowly to the guard, and press Square to perform a stealth attack on him. TIP: If you want a one-hit kill, make sure you're close enough, or you may miss totally! NOTE: If you don't manage to kill him off, you'll have to fight him, so try to do it right. Once the guard is disposed, examine the Crime Investigators box. The UV Light is hidden behind a bottle of chemicals. Click the chemicals to find the UV Light, and pick it up. You'll soon find yourself back with Langdon again, in the Mona Lisa Room now. You'll also resume control of Langdon. #### CHECKPOINT #### Use the UV Light on the Mona Lisa, and you'll see symbols on it. A Cryptogram! You'll need to solve it, but not until you shine the UV Light on every single symbol. Once you do so, you can solve the cryptogram by substituting the symbols with alphabets. It's tedious to do so, so just key these in: DA VINCI PAINTED THOSE THAT KNEW BETWEEN BACCHUS AND URIEL LIES THE CLUE Looks like you'll need to find paintings of Bacchus and Uriel. A guard with a strange accent appears from nowhere though, so you've got to fight him. Dispose him, and then check out the statue in the middle of this room. Notice the glowing symbol on it. This is a sign that a secret item is nearby. Collecting these items will unlock some goodies for you at the end of the level. The secret item here is the "SATURN SPHERE". You'll find it automatically when you examine the statue. Use the door to the left that is facing the statue to access the Grand Gallery next. You now stand before Bacchus and Uriel. The clue said that the clue lies between Bacchus and Uriel, and the painting between them is that of John the Baptist. In this painting, John is pointing upwards, so examine the painting above to find something hidden. Sophie will suggest that you lift her up. Do so (press X repeatedly) and she'll discover the Priory Ring. Once you do this, the phone in Sauniere's room rings, and fades. Someone has left a message, and you'll want to listen to it. The office is just opposite where you found the Priory Ring, a little to the left. Walk towards it, and then hide at the small gap to the left. Two guards will walk past, so stay in crouch position to avoid being detected. Once they're gone, go into the office. Examine Sauniere's desk to hear the voice message. A sister has left a voice message, and it seems she's in grave danger. Examine the desk again. A statue of a knight seems to have been reposition, and his lance is pointing towards a map on the wall. Before you check out the map, examine the top right drawer for a Small Bandage. Now, go to that map, and you'll find that it's the map of the Lourve. If the UV Light on the map to find a circle. It's circling the room beside Sauniere's Office, which is the Restoration Room. Sophie commented that the room is locked, so you may want to lift her up to go through the air vent, which is to the left of the map. Do so, and she'll past through and open the path for you to enter the Restoration Room. Once you're here, go to the bottom left corner of the room (from where you enter) to find a First Aid Kit, hidden behind some tall paintings. Now, go to the top left corner to find a desk. Examine it to find some notes on mixing enzymess. The top right corner of this room has some boxes, and you'll find the "ARIAL SCREW" here. This is another secret item. To the right of this room is a table with enzymes on it. If you've read the notes on mixing enzymes, you'll know how to solve this puzzle. Basically, just mix them in the following sequence: 1. One shot of Chitinase; 2. One shot of Dismutase; 3. One shot of Catalase. You'll get the Enzyme Beaker. Opposite the enzymes table are some crates with a yellow toolbox on it. Examine this area to find a Towel. Now, combine the Enzyme Beaker with the towel to form an Enzyme Towel. To the left of the chemicals table, you'll find a dirty painting. Use the Enzyme Towel on the dirty painting for more clues. #### CHECKPOINT #### Head back to the Mona Lisa Room. Along the way, you may have to fight a guard or two. When you're back at the Mona Lisa Room, quickly go into stealth mode, and creep slowly on the left side of the room. This is because a guard will be patrolling on the right, so you won't want to end up being found. Beyond this room, note that there're two doorways on the right. Creep to the left of the left doorway, and stay hidden. Two guards are behind these doorways, but they'll soon walk into the room where you are, and leave by the door that you came in from. Just beside the left doorway is a pole on the ground. Pick it up, and then continue walking until you reach the next room. Go down the stairs (left or right, doesn't matter). Go into stealth mode again and approach the stairs in front to go up. Before you can go further, however, a guard will appear from behind the statue in front of you. Quickly creep back to the left and hide. Tilt your camera angle so that you can see him, because he'll soon take a walk up the stairs to the left of the statue. Creep up the stairs, and then up the stairs that the guard walked up. Go up to him and stealth attack him with the pole. With the guard down, examine the Winged Victory Statue (aka Nike Statue) for clues. Then, go up to where you down the guard and examine the Hand of Nike display there. You'll notice a hole on the front. Use the Priory Ring on it to trigger a drawer, which will give you the Fleur-De-List Disc. #### CHECKPOINT #### Time to escape from the Lourve. Go back down the stairs, and down again to find yet another flight of stairs leading to the exit. Two guards will walk up though, so quickly hide using the left flight of stairs. Go up, and then come down from the right flight of stairs to find that the guards have separated. Sneak up to the guard here and finish him - if you still have the pole, use it. Now, go towards the exit to find the second guard here, with his back facing you. Do the usual. Before you leave, check out the right of the exit to find a glowing symbol. Looks like there's another secret item here. Examine the tiles and railings nearby to find the "LEAD COIN". Now, leave via the exit. You'll see a guard in front, but there's another one hidden behind the statue on the left. I'd suggest you take them on here. After you defeat them, exit the final door to end the level. + + + LEVEL COMPLETED + + + + + + NEW PUZZLES UNLOCKED + + + + + + NEW CONCEPT ART UNLOCKED + + + + + + NEW BONUS MISSION UNLOCKED + + + ====================================================================== ====================================================================== 5. SAINT SULPICE ====================================================================== This level brings you to Saint Sulpice, following up on the lead from the voice message you heard from Sauniere's phone. You'll begin in a bedroom. Notice the dead monk here, but he's of no use to you. Check out the table between the two beds to get a small bandage. Now, walk across to the opposite room. You'll find the nun who called Sauniere earlier, but unfortunately, she's dead. Examine her body, paying close attention to her right hand. It seems to be pointing to the bed. So, stand beside the bed and follow the instructions on- screen (X repeatedly, L and R down together) to pull the bed away. A floor safe will be revealed, but you can only open it if you solve a slide puzzle. There're symbols on this puzzle that make no sense to you at the moment, so we'll come back to this later. Examine the desk in this room to find another clue - Matthew 7:14. Needless to say, the numbers "7" and "14" will come in useful later. You can now leave this room and use the door on the right to access the balcony. There's another door opposite, so go through it to another room. Here, you'll find a Supply Shelf. Examine it to find an Oil Can and a pair of Bolt Cutters. Return to the balcony, and then go back to the first area with the dead monk and nun. Go into the little area just opposite the door to the balcony. Sister's Margarite's Room is to your right as you enter. Knock on it, and she'll give you some hints. Exit via the other door. Now, you'll find a monk showing his back to you. Sneak up to him and do a stealth attack on him. Once you dispose him, go straight until you find a Chappe Monument on the left wall. Examine the symbols on the monument - they look vaguely familiar. Perhaps, you've seen it before? Anyway, note down the symbols if possible, but I know, it's a lot. Nevertheless, go back to the dead nun's room and examine the floor safe again. Yes, the symbols on the slide puzzle here are similar to the ones found on the Chappe Monument. Your aim is therefore to form the word "SION" in the middle row of the slide puzzle. I generally suck at this kind of puzzles (reminds me of the one in Trace Memory!), but this one is kinda easy. Assmue that the location of the slides are numbered as followed: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 where 8 is an empty slot. Move the slides in the following sequence: 4, 3, 2, 6, 10 to solve this pizzle, and you'll be rewarded with the Bronze Slide. #### CHECKPOINT #### Go back to the area leading to the Chappe Monument. Notice that when you enter this area, there's actually a door to the left leading to a flight of stairs. I didn't mention it earlier since it wasn't important then, but now you should use the door at the end to access the Ground Floor. Once in, go down another flight of stairs and turn right to reach a large area. This area has several "stations" on the walls that are numbers I to XIV. Each station describes the events leading up to and beyond the cruxification of Jesus Christ. Each station also has a Station Shell at the bottom. You may want to check out all the events and the shells in the following sequence: I - Jesus condemned to die II - Jesus carries his Cross III - Jesus falls the first time IV - Jesus meets his Mother V - Simon helps Jesus carry His Cross VI - Veronica wipes Jesus' face VII - Jesus falls the second time VIII - Jesus meets woman of Jerusalem IX - Jesus falls the third time X - Jesus is stripped XI - Jesus is nailed to the Cross XII - Jesus dies on the Cross XIII - Jesus is taken down from the Cross XIV - Jesus is laid in the tomb Before you go about doing this, however, there're actually two monks patrolling around here that may cause some problems for you. So, I'd suggest you take them out first. The first monk is right in front of you when you enter this area. Sneak up towards him - somewhere close to him, on the left, there's a pole that you can use - and stealth attack him to death. A statue with a cross in this area has a Large Bandage for you if you need it. Now, go after the second monk. This one is somewhere in the room, so just go around looking for him. Try taking him out in stealth mode as well, but even if you don't, you should be quite good with the combat system now to defeat him. Once done, you can go around checking out the stations. Along the way, you'll find many secrets. I'll list them in order: 1. Go to the small area between stations III and IV to find a stand for the Book of Eclipses. Read it to find out about a date, 11th April. Now, examine the Roseline Piacard on the ground. You'll have to solve the puzzle here by inputing a date. Well, you've the date, don't you? On the left dial, rotate it to "Aprilis". On the right dial, rotate it to "XI". A platform will rise up nearby, and you can pick up a Station of Cross Statue (of Jesus carrying the Cross) from it. 2. A Seashell Fountain near station VIII has an Ornate Key. Take it, and return to the dead nun's room. Use the key on the Armoire, and you'll find another Station of the Cross Statue, this one with Jesus lying in his tomb. Return to the room with stations after this. 3. A window between station IX and X also has a secret item - the "Tin Coin". Take it. 4. A Locked Grate is on the ground between stations X and XI. Examine it, but you've no way to unlock it at the moment. 5. A door beside station VII is locked. Use the pair of Bolt Cutters on it. Press X repeatedly, and then L -> <- R at the same time to cut the lock on this door. Go through it to reach the Church's Organ. First, pick up the Large Bandage to the left of the organ. Then, check out the Organ Clock Controls to the right of it. You'll have to put in a correct time, and if you remember Matthew 7:14, you'll do well to turn the time to 7:14. For the effort, you'll get the Copper Slide. Go back to the stations room. Once you return, two monks greet you. Dispose them. A candlestick is nearby stations V and VI if you want a weapon to use. Otherwise, just do the normal. Now, Matthew 7:14 has another use here. Go to station VII, and examine the Station Shell. Use the Station of Cross Statue (of Jesus carrying the Cross) on the shell. Now, examine station XIV, and use the other Station of Cross Statue (of Jesus lying in the tomb). This will unlock the Locked Grate between stations X and XI. Go throgh the grate. You're now in an ancient tomb kind of area. Check out the crates to your right for "Da Vinci's Ornithopter", a secret item. Now, head left to find a table with three lanterns on it. Before reaching this table, there's also a Large Bandage on the left side. Go behind the table to examine it. Notice the Oil Valve here, which means you can use the Oil Can you found earlier on it. Next, open all the lanterns. Notice the one in the middle has some alphabets on it. The slots for the ones on the left and right are empty. Remember the slides you found earlier? Use the Copper Slide on the left lantern's door, and the Bronze Slide on the right lantern's door. Now, you've some Matches in your inventory. Use them to light all three lanterns, and the alphabets will be projected onto the wall behind you: J E R U S A L E M Looks like a clue, and you can use it right away. To the left of the table is a Tomb End. Push it to the side by pressing X repeatedly and then L -> R -> together. You'll unveil the... Tomb Puzzle (duh). You'll have to refer to the Chappe Monument to decipher to symbols here, but hey, that's a long way up! Nevertheless, you've the clue, which is "Jerusalem", so you know that you can't run away from the alphabets found in the word. To solve this puzzle, you'll have to press the buttons in the order of how Jerusalem is spelt. If you're lazy to cross-reference, just follow the sequence below: S E. R J L A M E.. U where "." denotes the first "E" to press, and ".." denotes the second "E" to press. Which means, you'll have to press the 4th button from the left first, followed by the 2nd button from the left, followed by the third buttom from the left... etc. Once you solve this puzzle, you'll find a list of all the Grand Masters of the Priory of Sion. You should now return to the stations room, but lo and behold, two monks are blocking the entrance! Kick their butts and leave. If you need a weapon, there's a pole behind the tomb that's opposite the Tomb Puzzle. NOTE: When I was playing this part, one of the monks got stuck in the exit door, so I was able to finish them off without losing any health. If you're not so lucky, you may want to use the more subtle stealth attack mode. Hide behind the tomb opposite the Tomb Puzzle and wait for the monks to separate, and then sneak up on them one-by-one. When you return to the stations room, another three monks await you, but they're scattered, so you can fight them individually. Or, you can me be like me and just run away, since the level is ending anyway. Once done, go back to the area with Sister Margarite's Room and a cut-scene will happen to end this level. Finally. + + + LEVEL COMPLETED + + + + + + NEW PUZZLE UNLOCKED + + + + + + NEW CONCEPT ART UNLOCKED + + + ====================================================================== 6. NORMANDY MANSION ====================================================================== You're Sophie in this mission, and you'll begin in front of Normandy Mansion. There's two dogs guarding it, and you don't have the keys to the mansion as well. Worst still, the birdge leading to the mansion is not drawn down. Anyhow, go all the way to the right to find a Shed Window. Climb into the shed through this window, and then fight a monk that follows. Should be easy by now, even if you're Sophie. There's a shelf here with a blackboard on with the numbers 112358. Check out the puzzle box beside this blackboard. This is an easy puzzle to solve if you know the Fibonacci Sequence. Basically, if you look at "112358", it's actually made up of the following: 1. 1+1= 2 2. 1+2= 3 3. 2+3= 5 4. 3+5= 8 See the logic? So, your task is simply to continue the sequence, which is: 1. 5+8= 13 2. 8+13= 21 3. 13+21= 34 And so the password is 132134. Rotate the dials on each to form this number to unlock the box, and you'll get the Mansion Key. Leave the shed through the door. Once outside, go all the way to the left to find a boarded door. Press X repeatedly, and then L -> R -> together to break the door. Inside, there's a Dog Food Locker. Examine it to find a piece of Dog Food. Leave this room, and look to your right to find a caged area. Go into this area to find two empty bowls. Use the Dog Food on one of them, and miraculously, both bowls will be filled with Dog Food! The wonders of lazy programming. Anyway, you're now ready to bribe the dogs. Go to the left of the boarded up door to find a Bell Pull Chain. Press L and R up, and then L and R down repeatedly to sound the bell. The dogs will run towards the food bowls and open up the path for you. Now, check out the Da Vinci Bridge Winch to the right of the bridge. You'll need to follow the sequence shown on the screen, which is basically L down, and then L clockwise. Now, this sequence is hyper sensitive, and you'll have to do your best to follow the sequence. A little too fast or too slow, and you'll fail. Worst still, you'll have to rotate it clockwise about four times, so, I can only wish you the best of luck here. Once done, the bridge will be drawn down. The dogs will run across the bridge, but no worries, you've given them food, and they won't bother you now. Walk across the bridge, and use the Mansion Key on the Side Entrance to Mansion to enter. #### CHECKPOINT #### Go left into the next area. There's a cabinet that you can examine there. Do so to find the Aeneas Statue. Now, go to the room opposite the cabinet to find a Fireplace. Examine it to find three Fleur-De-Lis discs on four slots. The second slot is missing a disc, so you should use the Fleur-De-Lis Disc that you found in the Lourve (at the Nike Statue) on it. Unfortunately, even with the disc in, you'll need to remember how the discs are rotated, so you should now go around looking for clues to do this. The top left corner (from the entrance) of this room has a small table with a Cupid Statue. Take it, and then find the flight of stairs in this room. Take the stairs up. Halfway through, you'll find some Stained Glass on the left. Examine them and listen to the explanation for each picture (four of them in all). Also note the directions of the Fleur-De-Lis Discs on top of each picture, which are: Nibada UP Tiamat DOWN Belet-ili RIGHT Isis LEFT Now, go up the stairs all the way to find a room on the left. It's locked, but the Priory Ring unlocks it. Enter. Go down the small flight of stairs to the right in this room, and head towards the bed. Examine it to find a secret item, the "Da Vinci's Tank", hidden in one corner. The dresser to the right of the bed has some important clues, so open the top right drawer to find a note with a poem: From Her the heaven and earth were torn. From Her the race of was born. By Her their names were writ in stone. By Her a healing love was shone. If you've examine the Stained Glass earlier, the explanation on each Goddess will make sense. The poem basically tells of the traits associated with the Goddess, in the of sequence Tiamat, Belet-ili, Nibada and Isis. So, the solution to the Fleur-De-Lis Disc puzzle is: DOWN RIGHT UP LEFT Before you go down to rotate the discs at the Fireplace, however, use the Priory Ring to unlock the bottom left drawer on the dresser to find the Vulcan Statue, and open the middle right drawer for a Large Bandage. Back at the Fireplace, turn the discs in the sequence above. Note that the screen is pretty faraway, and you may not be able to see the discs direction. I'd suggest sitting closer to the TV screen if you've very poor eyesight like me! Once you do this right, you'll be rewarded with the Venus Statue. Go back up to the room with the bed and dresser, and go down the stairs again, and head straight into the library. Examine the bookshelves if you want, but the important thing to do here is to go the table opposite the bookshelves. Examine the table to find a box, which has a Jupiter Statue. Take it, and then read the note to the right of the box, which has another poem: The key of genders lies within her hands. There's much to do to meet Hathers demands. First gather all who Venus has spurned. Her heart demands each loving gaze is returned. This clue has to do with all the statues you've found so far. It basically tells you that all other stautes should be facing the Venus Statue. Keep this in mind. Once you read this poem, the game throws another cryptology puzzle. This is like the puzzle you found on the Mona Lisa in the first level. The solution is: JUPITER IS ABOVE VULCAN AENEAS IS BELOW MARS MARS IS TO VULCANS RIGHT It seems like you're still missing the Mars Statue. No worries though, you'll find it soon enough. Take the stairs in this area to go downstairs. You'll have to fight another monk, so quickly finish him off. Look for a table with a skeleton on its right side, and examine it. On the table's left is a large lamp (or whatever it is). Examine it to find the... Mars Statue! Now, leave through the doors (anyone will do) here, and return to the mansion's entrance. Notice there's a flight of stairs directly opposite the entrance. Go up now. Midway through, you'll find another room with two paintings on the left and right walls. The faraway wall on the left also has a glowing symbol, which means another secret item. Check out the painting on the left wall to find the "Jupiter Sphere". Exit this area and continue up the stairs. Go into the room there, and look out for a round table with a Statue Pedestal modelled after the Pentagram sign. Use all your statues (you should have six of them now) on it. Examine the table again, and you'll see that all six statues are placed nicely on the left. Based on the poems and cryptology solution, you should put them into the slots on the pedestal in the following sequence: 1. Centre: VENUS (All other statues must face Venus) 2. Top Left: VULCAN (Mars is to Vulcan's right, and Aeneas is below Mars, which means Vulcan is top left) 3. Top Right: MARS (Mars is to Vulcan's right) 4. Bottom Right: AENEAS (Aeneas is below Mars) 5. Top Centre: JUPITER (Jupiter is above Vulcan) 6. Bottom Left: CUPID (All the others have found their places) Putting the statues in place is not enough. You must now rotate the statues until they all face Venus. Once this is done, a cut-scene will follow, and you'll see that the garden is modelled after this Statue Pedestal, where all six statues are in the same positions. Your task is to rotate the out five of them so that they all face Venus, like what you've just did on the pedestal. #### CHECKPOINT #### The complication here stems from two issues. Firstly, the garden is a maze-like area that is surrounded by high plant walls, which makes identifying directions a little difficult. Nevertheless, you'll only need to remember that for each statue to face Venus, they've to face the front. The game will also prompt you once you've successfully rotate a statue to face the front, so you should have no problems doing the rotation. The second complication for doing this is the need to fend off some Policemen. As you can see from the cut-scene, they've infiltrated the mansion, and are now patrolling the garden area. You can sneak up and do stealth attacks on them one-by-one, or you can be gung-ho and take them on face-to-face. Regardless of your approach, however, do remember to drag the bodies away once you're done with one. Otherwise, if a colleague finds a body, he'll wake him up and you'll have to fightthe bugger all over again. A good place to hide is behind any of the five outer statues. Do what you've to, and then rotate all five statues to face the middle. The Venus Statue will appear, and you'll now gain access to the Underground Grotto. #### CHECKPOINT #### The Underground Grotto looks something like this: Flaming 1 Flaming Bird Bird Statue (1) 2 3 Statue (2) 4 5 Entrance The numbers 1-5 refers to the Fire Sconces that you'll need to light up. Go to Statue (2) to find a stick, and then walk towards one of the flaming birds to light the stick with fire. You now have a lighting torch. With the torch in hand, light up the Fire Sconces in the following order: 1, 2, 5, 2, 3, 2, 4 If you do so fast enough, the ground will form a Pentagram sign, which reveals a secret passage leading to the Laser Etched Key. Watch the resultant cut-scene, and the level is complete. + + + LEVEL COMPLETED + + + + + + NEW PUZZLE UNLOCKED + + + + + + NEW CONCEPT ART UNLOCKED + + + ====================================================================== ====================================================================== 7. BANK OF ZURICH ====================================================================== You'll be controlling Sophie, even though you're now reunited with Langdon. Walk up to the guard at the bank, and he'll point you to the door on his left (your right). Go through it, and then go through another two doors to the Atrium. The Atrium is huge, but there's nothing important. Just head towards the centre door on the left passageway and go into it to reach the Private Viewing Rooms. Ignore the guard here, since he speaks glibberish. Go to the Key Terminal on the right at the end, and use your new found Laser Etched Key on it. This opens the gate, and you can go right through to the next available room. There's another Key Terminal here that requires the Laser Etched Key. Use it, and a cut-scene will show you that a box is being retrieved. Unfortunately, you won't be able to gain access to it yet. Examine the Key Terminal again, and you'll start talking about the need for a password. Now, this is another Fibonacci Sequence. Just listen to the conversation, and you'll know that the sequence is 21+500= 521. So, the next sequence should be: 1. 500+521= 1021 Yes, 1021 is your password. Examine the Key Terminal again, and key in "1021", and press "Enter". Now, you'll get the box with a Cryptex inside. Sadly, you've no idea how to decipher it. Examine the box now to find a tiny hole. Now, go to the table to the left, and then check out the drawer to miraculously find a paper clip. How convenient. Go back to the box, and use the paper clip on the hole. You'll get another riddle poem: Not yet the cup when Jesus broke the bread. Not yet the vessel into which he bled. But more than this a secret most divine. Whose hiding place has stood the test of time. Have you read the book? Or have you watch the movie? Well, the whole premise of The Da Vinci Code is the quest for the Holy Grail, and this poem basically sums it all up. The solution to the Cryptex is therefore "GRAIL". Go into your inventory and use the Cryptex by rotating the dials on it to reflect the word "GRAIL". A cut-scene follows, and it appears that the Police are here. The Bank Manager offers an escape route, and passes you a vehicle key and the Security Card Level 1. #### CHECKPOINT #### Leave now and return to the Atrium. Go left, and then right, to find the elevators. Use the security card on the terminal. A cut-scene follows to tell you that the guards are already onto you, and will ambush when the elevator reaches its destination. Quickly lift Sophie up to open a vent in the ceiling of the elevator, and escape through that route. On top of the elevator, open the crank to the left by rotating both your analog sticks in an anti-clockwise direction. Do so until the door is fully opened, and leave through there. Go right, and you should see a guard with his back against you. Stealth attack him. This *may* alert the other guard, so take him out as usual. Otherwise, just go look for him and finish him off as usual. There's a room to your left just after you turn right. Enter it to find a Large Bandage. Look up at the top right corner of the wall to find a glowing symbol. Secret item! Search the shelves on the left, and you'll find the "Mars Sphere" on the top left shelf. Leave this room and continue on the walkway till you reach a door on the left. This leads to the Bank Offices. Once inside, Sophie will hide into one of the cubicles, so you're on your own. You should see a guard walking from right to left in front of you, so sneak up on him quickly and knock him out with a stealth attack. There's another guard in this area, so locate him and take him out as well. Now, return to the entrance of this area (where Sophie is), and face the area from the entrance's perspective. The bottom left and right corners of this room has maps for this area, so check either one out. Your next immediate location is found on the bottom right corner of the map - a cubicle. Go there, and you should get the prompt to examine the cubicle. Do so, and check out the top left shelf to find a secret item, the "Da Vinci's Ballista". Check out the maps for the location of the Admin Office now. Go there, and then turn left to open a door to the manager's office. Examine the desk, and the bank manager will give you a password, which is "867530". Insert the security card, and key in this password. Unfortunately, the password doesn't seem to be working. The manager then tells you that perhaps the IT guys have changed the password. Damn. You'll now have to find the new password. Exit this area, and head towards the Office Manager's Office (check the map if you've to). Inside here, examine the painting behind the manager's desk first. Looks like you need the trusty UV Light. Use it on the painting to find some thumbprints at the bottom. Looks like you can actually lift the painting. Follow the prompts on screen to lift the painting. This reveals a safe. You don't have the password to open it, so examine the manager's desk now for it. NOTE: If you don't examine the painting first, you can't examine the desk. The password is found in the middle right drawer, and it's "728559". There's also a Large Bandage in the bottom left drawer. Go back to the safe next, and use the password on it. You'll get the File Cabinet Key as a result. Leave this room, and turn right until you find an opened room, which is where the File Cabinets are. Go to the end of the room, until the second last cabinet (a low one). Go behind it, and examine the right side of it. There're three drawers here, but only the top right has something inside, and it's locked. Use the File Cabinet Key to open it. You'll find a note that says: Security passwords document. The admin's password is 260924. Great. Go back to the Admin Manager's desk and insert your security card on it, followed by the password "260924". Your card will now be upgraded to Level 2. Just beside the bottom right map is the security terminal to use this new card on. Go there, use it, and a door will open next to it. Use this exit, and take the stairs down. Sophie will join up with you. #### CHECKPOINT #### You're now at the bottom of the Atrium. There're two guards here, but you should be able to avoid them by sneaking on the left side of this area, and then heading towards a door called Deposit and Server Area. Go into this door, and then go through another door on the right to reach a new area. You should notice a guard right in front of you. Sneak up and stealth attack him. Search out for a second guard and finish him off as well. From where you begin in this room, head left until you find three privacy rooms. The leftmost one has a secret item, the "Iron Coin". Take it, leave the room, and make a u-turn to find another security terminal and a door. To the right of the terminal, you'll find an air vent. Lift Sophie up, and she can pass through into the next area. You'll play as Sophie now. #### CHECKPOINT #### You're now in the server room. Finish off the guard in front with a well-placed stealth attack. Search the area for a room without a door, and you'll find another guard inside. Stealth attack him as well, and you can gain access to the computer here to upgrade your security card to Level 3. Leave this room, and then go through the door to the left of the room. Continue down the walkway until you reach a terminal. Use the security card to open the door, and you'll join up with Langdon again. You'll also resume control of Langdon from here. Return to the Atrium. Back in the Atrium, and the two guards are still here. Go right, and sneak through this side until you reach a room leading to Loading Docks. Go into this new area. #### CHECKPOINT #### Here, you'll find a caged door to the right, and a security terminal ahead. Use the Level 3 card on the terminal, and the caged door will be raised. Go through the door, and you'll find another guard ahead of you. Sneak up and stealth attack him. Now, you should also find another guard standing at the far right corner of the screen. He's looking to your left, and somehow, he just can't see both of you. You can sneak up to his left side, round to his back, and stealth attack him. He won't see you, really! Snatch the Large Bandage behind this guard as well, and look into the direction that he was looking at. There's another guard there, and he's walking up and down, looking fierce. There's no point sneaking around here. Just go up and finish him off. Check the area that he's guarding - there's a yellow arrow on the ground pointing to the exit door. Go through this door, and continue to the end of the next area. You'll find the Armored Truck Door here. Well, since it's a truck, and you've the vehicle key from the bank manager, you might as well use it. The door opens, and the level ends. + + + LEVEL COMPLETED + + + + + + NEW PUZZLE UNLOCKED + + + + + + NEW CONCEPT ART UNLOCKED + + + ====================================================================== ====================================================================== 8. CHATEAU VILETTE ====================================================================== You'll come face to face with two important characters in the story during this level, namely, Sir Leigh Teabing and Silas. Chateau Villette is the residence of Teabing, and when the level begins, he'll brief you on some history about the Holy Grail, etc. All very dry stuff that are interesting when you read them (if you like the topic), but just very boring when you listen it through during the cut-scene because the voice actor sucks. Also note that this is a relatively short level, so there'll be no checkpoints for you to save your progress, meaning you'll have to sit through the entire level without a break. Note also that the whole purpose in this level is to decipher a second Cryptex in the possession of Teabing. Anyway, you'll control Sophie primarily in this level. Start by going to the left, and take the flight of stairs down to the basement. Go to the top left corner of this area (from where you enter, as usual) to find a lot of chairs. A glowing symbol can be found around here (just to the right, above the chairs), and you can examine the chairs to find another secret item - the "Copper Coin". Take it, and go back upstairs where Langdon and the butler, Remy are. Turn left to go into the room where Teabing is for a cut-scene. Teabing will talk about the two Athurian paintings on the left and right walls of the room. Take note of the explanation for both, since you'll need them for the next puzzle's solution. Notice at the end of the rooms, there're three shields displays on each side of the room. Go to each and every one of them, and examine them. Each time you examine a shield, Teabing tells a story about it. With his input, you can now solve the puzzle. Go to the Gallahand's Shield (the one with the red cross), and take it. Bring it to the right Arthurian painting (with an Arthurian Knight looking at an angel), and place it at the Knight display there. Now, take the Percival's Shield (the one with the heart), and bring it to the left Arthurain painting (of a floating grail). Place the shield at the Knight display there. This will open some doors to secret rooms in Chateau Villette. God knows why Teabing is so secretive, but well, you've solved this puzzle, which is good. Now guess what? More puzzles! Go into the room beside Gallahand's Shield (let's just call it the G-Room for easier typing). Check out the bookshelf on the right to find a note, which says: Solomon's Songs Verse 14 Line 4 Word 3 Exit this room, and go to the room beside the Percival's Shield (P- Room, thank you). There's a bookshelf on the left, and you can examine the Bible on it. You'll automatically check the verse from the note, which says: O' my dove, in the clefts of the rocks, In the secret place of the steep pathway, Let me see your form, Let me hear your voice, For your voice is sweet, And your form is lovely. As you can see, the 4th line is "Let me hear your voice", and the 3rd word is "hear". That's the password you need, but for what? Well, head back to the G-Room and check out the right of it for a security terminal. Examine it to key in the password "HEAR". This will reveal the hidden Music Room. The Music Room has a piano there. You'll come back to it later. A door is directly opposite the piano. Open it, and check out the storage area. Look around for a small table on the right, and examine it for another secret item - the "Venus Sphere". Now, go back to the G-Room. Go to the chalices displays at the top right corner of the G-Room (from the entrance). There're five or six of them there, but Teabing mentioned something about a red dragon just now, so you should take the Red Dragon Chalice. Bring the chalice to the P-Room. Check out the bottom left corner of this room for a display stand, and place the chalice onto it. Another secret door will be revealed. Go into the next area to find a slide puzzle. I really hate these puzzles, but again, this is rather easy. Just do this sequence: Bottom Left, Top Left, Top Centre, Bottom Centre, Bottom Right, and you'd get a nice picture of someone kneeling infront of another. This will open the door to the secret library. You really have to wonder why Teabing has to go through all these troubles to access a room, considering he's, you know, crippled. Go into the library anyway, and go right. You'll find a table, so examine it as usual. You'll find a Music Sheet, so take it. Continue right until you reach a display case. Examine it for the "Da Vinci's Warcart", yet another secret item. You should now return to the Music Room. Use the Music Sheet on the piano, and you'll have to play another rhythm game. The sheet will have the buttons that you'll need to press on the piano. Damn, this is SO Trace Memory. Press X to start the rhythm, but immediately press the first required button, because if you hesitate, you'll miss the first note. Continue for the rest of the notes until you play the song correctly. When this is done, Teabing will talk about the painting of The Last Supper. There're some secrets in the painting alone, and you'll have to discover them. Zoom in on the painting, and discover the following secrets in order: 1. The V-Shape - find this in the middle of the painting, between Jesus and the person left to him; 2. The Grail - find this at the top left corner of the painting; 3. John - this is the person beside Jesus... turns out that "he" is actually a "she"! 4. The M-Shape - this is the shape form between "John" and Jesus... it reveals the matrimony (thus, "M") between the lady, Mary Magdalene, and Jesus. At this point, you should have enough clues to decipher the second Cryptex. But there're more secrets on the painting: 5. Peter - find him just to the left of Mary; 6. The Grail - find this at the top left corner, as before; 7. Jesus and Mary - this should be obvious by now. Now, if you check out the second Cryptex, you should find that it requires a 9-alphabet solution. And which better word now than "MAGDALENE"? As before, "use" the Cryptex, and rotate the dials on it to reflect this password. Once done, a cut-scene introduces Silas, the albino Monk/ Assassin. He's hell bent of getting the keystone, and will kill to do it. In fact, if you've read the book and all, you'll know that he was responsible for the death of the nun at Saint Sulpice. So, you won't want to mess with him... or so you thought. Teabing tells you to gather some parts and send them down to the basement for him to form a ballista. If you don't what a ballista is, it's basically a middle-age weapon that is used to hurl heavy projectiles at a target. You've to wonder why doesn't Teabing keeps a gun or something in his mansion. Anyway, the game wants you to form a ballista, so you form it. First off, exit from the room that you resume control in. Go to the Music Room to find a Globe, which is obviously the said projectile. As you approach it, Silas will dash in and ask for the keystone. You've no choice but to fight him, but notice when you do so, despite getting the buttons right, you may not hurt him. Pressing the buttons right is therefore only to prevent yourself from getting hurt. You'll have to hold Silas until Langdon finds a pole to knoch him out for a while, so quickly send the Globe down to the basement via an elevator. Go to the P-Room next, and turn right to find the second piece of item to form the ballista. Silas attacks again, jumping in through the windows this time. Get through the fight sequence again, and you can send the part down to the basement as well. Now, go to the library. Go to the corner that has plenty of paintings, and Silas will attack yet again. This guy just never gives up. Fight him again, until you get switched to Langdon, and the cue to push the bookshelf. Press X repeatedly to push the shelf onto Silas. Watch the cut-scene as the third part gets sent down. With this, the level ends as well - remember to check out Teabing as he uses the ballista to send Silas flying! + + + LEVEL COMPLETED + + + + + + NEW PUZZLE UNLOCKED + + + + + + NEW CONCEPT ART UNLOCKED + + + ====================================================================== ====================================================================== 9. BIGGIN HILL AIRFIELD ====================================================================== You'll find yourself in London, trying to get out of the airfield after Teabing's plane has landed. While Teabing and Remy are talking to the officers, Langdon and Sophie will sneak away. When you resume control, you'll be controlling Langdon. It's raining, and you really should check out Langdon's funny "oh, I'm so cold" expression. But then again, the police have found you, and are knocking on the door at the top left corner of this area. Quickly find your way to that door, and push the dumpster to the left of the door towards the, er, door. Press X repeatedly, and then L -> R -> to do so. A power switch is revealed behind the dumpster. Do a sequence of L and R Up and L and R Down continuously on the switch to activate the power. NOTE: Remember this sequence, because you'll get to do this a lot in this level. The cut-scene shows a rail cabin directly behind you. Go over there, and examine the cabin for a Brake Release. To activate the brake release, you'll have to do a sequence of <- L <- R and L -> R -> continuously. Once you're successful, the cabin will start to move. Hide behind it, and start walking left. Notice that halfway through, the police outside will see you via the fence at the far side. They'll also start shooting at you. Thank God for the cabin, which is the perfect shield for you! At the end of the journey, you'll find a door somewhere on the right of the left wall. This door leads to the hangar. Go through it to reach a checkpoint. #### CHECKPOINT #### Secret item right away in the hangar! Turn right to find a bunch of crates. As usual, examine this lot to find the "Da Vinci's Bridge" at the top. From the entrance, turn left to find the Biggin Hill Airfield Bunker Map. To the right of the map to find a tool box. Examine the top drawer to find another pair of the good o' Bolt Cutters. You can examine the other drawers but you can't take anything from them. No, not the spanner, you can't! Now, go to the right side of the plane (from it's front) to find a gate with a lock on it. Use the Bolt Cutters on the lock, and do a X repeatedly, followed by L -> <- R to break it. Cool, you can now enter. Go left in this small area to find a ladder. Climb the ladder to go up. There's a Large Bandage on the table at the top right corner of this area (from where you enter). Take it, and then go to the Hoist Controls on the left. Activate the controls now to remove a large crate downstairs. This will reveal a hidden area. Go back down to the plane area, and two policemen will attack you. Thankfully, Sophie is with you, so no worries. Dispose them, and then head into the hidden-just-now-but-not-so-hidden-now area. Check out the Supply Shelf on the left to find a Box of Flares. Take it, as you'll need it very soon. There's a trap door on the ground in this area as well. Open it by doing that L and R Up and L and R Down continuously sequence, and then climb down. Now, this area is dark. This is why the Box of Flares is needed. No worries though, since you'll automatically use them without having to do the R2-select thing. Good AI! Just follow the path forward until you hit a cut-scene. Go forward from where you resume, and then turn left to find a Floor Grate. Do that usual sequence now (for the last time - X repeatedly, and then L -> R -> !) to open this grate, and then climb the ladder down. Continue and you'll soon hit another cut-scene. There's a huge metal (I think) door on to your right, which is locked. Check out the Surface Access Switch right in front, and you'll find that it's missing a few fuses. You can't examine any further after this, so just leave this box and the door alone for now. Go the only path down left. You'll soon light the fuse again. Go till the end, and then turn right to find a flight of stairs leading up to another area. Go up, examine the door, and you'll find that it's locked. Use your Bolt Cutters and do the usual. Enter. You're now in the controls room. Go straight and through another door (this one isn't locked), and you'll find the first Auxillary Fuse Box in this area. Examine it to find three 50 AMP fuses. Take them all, you'll need them. From here, turn left until you reach another huge room with railings and a ladder to climb down to another area. Ignore the ladder for now. Instead, turn right, and then right again (it's like doing a u-turn while driving) to find an area with another Auxillary Fuse Box. There're two 300 AMP fuses here. Take them as well. From here, turn and look directly opposite this fuse box. You may or may not see a door at a very, very far end, but it's there anyway. Go all the way there, and use the door to access the next room. In this room, head towards the Elevator to the Control Tower. Use it to go up to the tower. When you resume control after the ensuing cut- scene, check out the third Auxillary Fuse Box here to find three more 300 AMP fuses. Take them as usual. Return down, and you'll find a Policemen there. Sometimes I think they add in these buggers just to prolong the game. Beat the crap out of him, and then leave this room and return back to the huge room with a ladder that you didn't use earlier. You'll see another Policeman right away at the far left, but you can stealth attack him since he's walking. I'd suggest you do so, because another one is around here, somewhere. Finish the first one off, and then search for the second one. You know what to do with him. Now, return to the ladder beside the railings, and use it to climb down to the lower area. You're now ready to resume the power to this place. Go all the way forward to find the Main Fuse Box. To the right of this is the Main Power Switch, and to the right of this switch is the Main Fuse Box Schematics. Use your favorite item, the UV Light, on the Schematics. This will reveal the plan for how the fuses should be placed in the Main Fuse Box. Remember the locations by hard, or just use this: 300 300 --- 300 300 300 300 --- 300 300 --- --- --- --- --- 50 50 --- --- --- where 50 and 300 depict where the AMP fuses should go, and "---" depicts an empty slot. Do note that when you first examine the Main Fuse Box, there'll be some fuses placed into some slots already, and some of them are just wrongly placed. I'd suggest removing them all so that you can focus better. If you take all the slots as I suggested, after placing all these slots, you'll still have two 50 AMP fuses with you. They're now officially useless. Which the fuses in place, you can now pull the Main Switch. And guess what? They want you to do THAT sequence again! Do so, and watch the cut-scene that follows. This place is funny lighted up! Before you leave this lower area, there's a secret item to find here. To the left of the ladder, there's a small path leading to a hidden area. Go there, and then check out the wall for a glowing symbol. Examine the engine near the symbol to find the "Mercury Coin". It's very small, but very prominently displayed at the top right area. Now, go back up, and then through the entrance near where you found the first Auxillary Fuse Box. Go through the next door again, which will lead you back to the flight of stairs that you took to come up here earlier. Go down, and turn left. Immediately crouch and you'll see another (duh!) Policeman walking from right to left. Sneak up and finish him off. Go to where he came from to find yet another glowing symbol. As with earlier, examine the engine there to find the "Mercury Sphere". Cool. Now, return to that large metal door. It should be easier now, since the power is up. But lo and behold! Near the door, there's ANOTHER BLOODY POLICEMAN. Vent your frustration on him by giving him a full- blooded attack sequence. Throw him to the wall repeatedly if you want until he passes out. Throwing an enemy to the wall is damn fun. I'd suggest throwing him against the huge metal door. NOTE: Of course, you can always stealth attack if you want... Now, you can pull that Surface Access Switch that you couldn't examine further earlier. God bless THAT switch-pulling sequence. Go forward, and then left all the way until you find a ladder. Use it to climb up to the next level, and you'll find another ladder. Climb up again to reach the outside (thus, the "Surface Access" Switch that you've to pull earlier). Landgon goes into his I'm-so-cold expression again, and you can finally save the game now. #### CHECKPOINT #### Last area before the level ends. There're two Policemen talking here. Since they'll be the last ones that you'll face, I'd suggest that you just go out and beat the crap out of them. Once done, look for a Gas Tank that has a caged-up section. Use your Bolt Cutters to finish off that lock on it (yes, another bolt-cutting action is required). You're now required to do a L and R anti-clockwise movement to open the valve on the Gas Tank. Just follow the pace of the rotation shown on screen, and you should be ok. The gas will now be released, and you'll need something to create a diversion so that Teabing can be excused from the incessant questioning. There's a ladder leading to the roof of a higher building here. Go find it, it's like, seven o'clock of the valve that you just rotated (I think, but if it's not, go find it, there's only one ladder that leads up from ground level). Up there, you'll find... another Policeman! Before you finish him, check out the direction that he's heading. Now, clobber time. Go towards where he's heading to find some Flares. Use the flares, and watch the place explodes - fire + gas = a lot of explosion. And this is when the level ends. + + + LEVEL COMPLETED + + + + + + NEW PUZZLE UNLOCKED + + + + + + NEW CONCEPT ART UNLOCKED + + + ====================================================================== ====================================================================== 10. TEMPLE CHURCH ====================================================================== LONG LEVEL ALERT! This level is quite possibly the longest in the game, so it be some time before you can see that "Level Completed" note. YOu'll begin outside the church, as Sophie. Langdon and Teabing talk about a coded message, so go check your inventory list for it. God knows when it comes into your possession, but that isn't important. This is another one of those cryptogram puzzles, and you'll need to form the following: OUTDOORS THE GRACEFUL WATER YOU WILL SEE THROUGH DEDICATION YOU MUST FIND THE KEY Watch the cut-scene, and you'll find yourself all alone, trying to get into the church, while the two dudes find another way in. First off, go to the church's door to find a Bulletin Board. Examine all the ads and then examine the Handle to open the glass panel. You'll find the Golden Key at the bottom right corner of the board. Before you try to find a door to use the key on, turn around and face the opposite of the church. Go find a hidden path on the right (when you're facing the opposite) of the opposite building. I've drawn a rough sketch of where the hidden path is (depicted by a down arrow). NOTE: You can also find a hidden path on the left (when you're facing the opposite). This leads to the same area, so it's up to you which path you want to use. -------------CHURCH DOOR-------------- -------- | ||| | | | ||| | | | |V| | | -------- ------------------------------ ---- -------------------------------WINDOW------- Go through the hidden path into the back alley of the opposite building. Follow the path until you find a trash bag underneath a window. Examine this window to find a secret item, the "Silver Coin". Yippee! Next, go back to the church's door, and head left from there until you find a locked gate. Use the Golden Key on it to trigger a cut-scene. #### CHECKPOINT #### The bad guys shown in the cut-scene are generally quite tough to fight, since most will require a six-button sequence to register a successful hit. As such, when you see that Samuel L. Jackson lookalike in front, try not to engage. Instead, pick up the shovel just behind him (remember to press L1 to enter into Stealth Mode), and then use the shovel to register a stealth attack. Go forward to find a long hallway that are divided by several arcs. Go to the last on your right, and enter this area to find another secret item, the "Moon Sphere". It's in the Pile of Boxes to your right in this area. Go back out, and right (from where you exit - you were walking left to right to find this last arc, now you're just walking backwards). Enter the first available arc (some others are blocked by railings), and go through the path to find a flight of stairs up. Enter Stealth Mode, because there're two guards up there talking. Be patient, and wait for their conversation to end. One of them will come down this flight of stairs. Stay in crouch position there, and then as the guy approaches, punch him until he's KO-ed. I'm not sure whether this is a bug or not, but I managed to finish him off without having to go into a struggle sequence at all, all the while with the other guy not knowing a thing. Now, go up, and sneak up on the other guy. There's a pole somewhere here, so if you want, grab it and deal this chap a stealth attack. Once you're done, this area will have no more enemies, and you can explore it to your heart's content. Not that there're many things to do. First off, go to the area that's above the arcs to find a Wheelbarrow. Examine it to find a pair of Shears. As usual, when you find something, take it. Go back to the area where you knocked out the second guard, and check out the fountain there. The fountain has four planters surrounding it. The planter closest to the (back of the) church is "examinable". Use the Shears on it to unveil a Copper Engraving. Check the engraving, and you'll find the all familiar Priory sign. Which means, Priory Ring time. Use the ring on the engraving to get the Rough Metal Shard. Adventure over for Sophie. For now . #### CHECKPOINT #### You'll be Langdon now, somehow separated from Teabing, and somehow trapped in a cell. A guard is taunting you from outside the cell, through a window. Ignore him, since you'll be getting back at him real soon. But first, check out the pallette in this room, and move the crate on the right to find a Metal Rod. The table to the right of the cell also has an item for you - check it out, and then move the box on the left to find a Piece of Cardboard. There's another table here with a chair that can be moved. Pull it out to find a Small Gear on it. Take it, of course. Now, go to the door and examine it. There's a gap below the door, and it seems like you can slot something thin through it. Piece of Card- board, man! Use the cardboard at the gap, and you'll slot it through. The next thing you should do is to examine the keyhole. Seems like a key is stuck there! Metal Rod, baby! Use the rod onto the keyhole, and the key will drop onto the Piece of Cardboard, allowing you to pull the cardboard back into the cell with the key on it. You'll now have the Basement Key, but I mean, who'll just leave the key in the keyhole after locking somebody up? Anyway, use the key on the door, and you're now free. Sneak up onto the guard now - he should be watching the TV - and finish him off with a well-placed stealth attack. Before you go anywhere else, go back to the cell, and go into the room opposite it. Check out the File Cabinets on the right of this area to find the "Da Vinci's Paddleboat", Secret item, obviously. Go back to the TV room, and go to the far right area to examine a door that leads to the Catacombs. Unfortunately, you'll need Sophie to help open this door, because the bolt there is too heavy for one person to lift up. You'll be back here later. Instead, go through the door just right to the TV. You'll now be in the church's main hall, which looks roughly like this: ---------------------------------------------- | CABINET | | | w/ DOORS | | | | | _ | | TWO | GUARDS | | _ | | | D | | O | | O | YOU | ONE GUARD | CABINET | R ---------------------------------------------- CHURCH DOOR If you go straight ahead, you'll find two guards in a tomb room on your left. They're talking non-stop, and they take forever to finish, so don't bother about them first. Instead, go right, and you'll find another guard there. Stealth attack him, and then examine the cabinet near him. There's a Large Bandage and a Small Gear on it. Great. Now, sneak to the other cabinet. This one has doors, so open it, and you'll find another Small Gear. By now, the two earlier guards would have completed their long-winded conversation. Sneak in to stealth attack them one-by-one, since one of them will be pretty close to where you're. Take out the other once you're done. From the entrance to this tomb area, turn left to find a study table. Check it to find a Large Gear. You're now done with this place. Return to the TV room now, and go to the area left of the TV to find a Gear- Box. You should have one Large Gear and three Small Gears with you now. You'll need to rearrange them as shown below: http://img.photobucket.com/albums/v313/lestor/Gears.jpg Once done, the screen will zoom out to tell you that you're successful. Pull the switch beside the Gearbox now (damn, another does of THAT sequence!) to open the Door to Basement. Which means you can be reunited with Sophie very soon. Phew! #### CHECKPOINT #### You'll play as Sophie again, and you're still at the fountain area waiting for Langdon to find a way in. Now that he has opened the Door to Basement, you can now enter the church. Go back down that flight of stairs where I told you to punch one guard to oblivion earlier, and return to under the arc walkways. Wait for a while when you're on the stairs, as two guards are engaging in a conversation. After they're done, they'll go their separated ways, with one turning his back to you just after you turn right from the stairs, and another going outside. Now, you can either be gung-ho and attack/ stealth attack them, or you can simply sneak past both of them to the Door to Basement. This door is just opposite of the second and third arc if you're walking from left to right from the stairs. Rough sketch: ----------------------------------------------------- |DOOR| |ARC| |ARC| |ARC| |ARC| |ARC| |ARC| ----------------------------------------------------- Enter the door to join up with Langdon. #### CHECKPOINT #### You'll now resume your role as Langdon. Retrieve the Basement Key from the door if you want, but what you'd really want to do now is to bring Sophie to the Door to Catacombs, where you couldn't open a door earlier. With her around, you can lift the bolt on the door by pressing X repeatedly. #### CHECKPOINT #### There's a Small Bandage to your left from where you resume. Two guards are talking, so wait for them to finish as usual. One of them will walk towards you after the conversation, so you can either stealth attack him, or just take him on head-on. Either way, the other guy won't notice, since he'll be quite far away by now. Continue down the linear path inside the Catacombs to find the other guy. Finish him off as well. The fighting isn't over though. As you carry on in the Catacombs, you'll come across two more guards, who're (duh!) engaging in another conversation. As with earlier, one of them will walk towards your direction after the talk, and you can down him. In this area where these two were talking, there's a Crypt on the left wall. Examine it the bottom right corner of it to find a Templar Seal. This is the first of three that you'd need to solve a later puzzle. Now, carry on walking in this linear path, and you'll end up fighting the second guard from the second conversation. It's all getting a little confusing, but just put him to sleep. There's a right wall around here (search around if the guard isn't at the "right place") that has another Crypt. Examine it, and move the Cardboard Box on the left to reveal the hidden Templar Seal. This is the second of three. NOTE: If the second dude's body is blocking the path to the Crypt, simply drag him away. Continue on in this very long path until you see another guard in front, looking to his right while examining about the Electrical Switch. Dispose him, and then check out the Electrical Box. Your task now is to push the buttons in this box in the correct order. Now, there's like, 48 permutations (?) to this, but to save time, you should just press them in the following sequence: ( 2 ) ( 4 ) ( 3 ) ( 1 ) NOTE: Remember this sequence, since you'll need to use it three more time later in a frantic chase scene. A cut-scene will follow, showing two switches that're now on (with a red button on each, so they're easy to find). The first switch is to your immediate left. Examine it, and do that all too familiar sequence to push it down. The metal gate beyond this area is now opened. Go in, search the table, and you'll find a Small Bandage and another Templar Seal. This is the third of three. Now, you'll need to backtrack. Somewhere along the way, you *should* encounter some guards who've either awakened or have just entered into this area. Regardless, there're so many of them now that I've lost count. Just fight anyone who blocks your path, and then, while along the way, search for the second switch with the red button. It can be found on one of the left walls as you backtrack. As with the earlier one, push it down with the usual sequence, and the metal gate beside it will open. Walk into this area to find a Pillar Monument. Examine it, and then put all the Templar Seals into the empty slots. You'll now have to do one of those disc-rotating puzzles. Like the Fleur-De-Lis Discs puzzle in an earlier level, this one will zoom out, and make it difficult for you to see. Anyhow, turn the four seals in such a way that the top (the white part) faces the following directions: 10 O'Clock 4 O'Clock 12 O'Clock 2 O'Clock Another cut-scene follows, and Sophie comments that you could've trigger something at the Front Courtyard of the church. More backtracking, then! #### CHECKPOINT #### Walk back to the TV room. Along the way, you'll encounter lots of guards. Finish them off, and then dispose off the one at the TV Room as well (he has since awakened from his slumber). From here, go through the door that leads to the church's main hall (refer to the ugly ASCII diagram earlier when you were here). With Sophie around, you can now lift the bolt on the church's main door. Press X repeatedly to do so, and then head out to Front Courtyard. This is where you began this level. Go right up to the Stone Opening that was revealed because you've successfully decrpyted the puzzle on the Pillar Monument. Examine it to find the Sharp Metal Shard. You should have two metal shards by now, after Sophie found the Rough Metal Shard on the planter at the fountain earlier. Two guards will appear to fight you now. Somehow, Teabing is also around, but he'd be of no use in a fight. Just dispose these two dudes, and go back into the church via the main door. Now, remember the tomb area where you found the Large Gear earlier? Refer to the earlier diagram of this area and it's basically that opening that says "TWO GUARDS". Go in there, and head towards the top right corner to find a Shield. Examine the shield, and you'll notice that it's missing two pieces on the top left and bottom right corner. Place the Rough Metal Shard on the top left corner, and the Sharp Metal Shard on the bottom right corner. Hey presto! The Shield is complete, and you'll find some weird symbols on it. You don't need to remember them though, since the game will show you the contents when you need them to solve the next immediate puzzle. Now, this is actually a tomb area that I mentioned earlier. There're many crypts lying around here, and the game specifically wanted you to solve a puzzle on the one that says "Dark Effigy". If you're facing this room from its entrance, the Dark Effigy's location is as follow: Dark Effigy | | V | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Examine the Dark Effigy, and the placard will say "Here lies W. Marshall". A puzzle will follow, and the symbols you saw earlier on the Shield will appear on the left in the form of a table, with each combination of two symbols depicting one English alphabet. The contents of the Shield will appear on the right, and you'll have to decipher the symbols. This one should be easy, and the answer is "RICHARD". Now, you've the solution to another Cryptex in your inventory. Rotate the dials to form "RICHARD", and you're done. Once this is solved, watch the cut-scene as Remy (Teabing's butler!) and Silas (!) appear. Sophie and you will somehow find their way to the Catacombs, and she'll be separated from you. Silas will now give chase, and you'll have to run for your life before he shoots you to death with his gun. Thankfully, there's a checkpoint right here! #### CHECKPOINT #### Now, this is the frantic chase scene that I mentioned earlier. You're in the Catacombs, and you'll need to run away from Silas while he shoots at you continuously. God knows where he gets all the rounds. The greatest challenge here is not the puzzles that you'll encounter (and need to solve quickly) along the way, but the really crappy camera angle - it'll pan to Silas shooting at you from behind, and you can't really see what's in front of you. Nevertheless, you'd only need to know that you've seven puzzles to solve in quick succession as you run away from Silas. I'll break them down as follow: 1. A boarded-up door blocks your way after a short run. Engage the puzzle, press X repeatedly, followed by L -> R -> to break it. One down. 2. After another run, you'll come across an Electrical Box and Switch. Examine the box to find a similar puzzle as before, when you need to hit the buttons in the following sequence: ( 2 ) ( 4 ) ( 3 ) ( 1 ) Do so, and the Switch to the box's left will be activated. Engage in that usual switch-pushing sequence to open the gate beside it. 3. Continue running and you'll face another boarded-up door. Press X repeatedly, followed by L -> R -> to break it, as usual. 4. Another Electrical Box and Switch. Do the same as before, but this time, the gate beside it will be jammed halfway through. Quickly engage it, press X repeatedly, and then L and R Up together to lift the gate. 5. Some distance later, you'll find another Jammed Gate. Do the same. 6. Another distance later, another Jammed Gate! Damn! Do the usual. 7. Finally, the last one puzzle. It's another Electrical Box and Switch thing, so do the usual, and you'll hit a cut-scene. It seems like you've now successfully escaped from Silas despite all your efforts, but Sophie arrives to save the day. And with this, this long level is finally over. + + + LEVEL COMPLETED + + + + + + NEW PUZZLE UNLOCKED + + + + + + NEW CONCEPT ART UNLOCKED + + + ====================================================================== ====================================================================== 11. WESTMINSTER ABBEY ====================================================================== You begin this level at the Westminster Abbey, as Langdon, and it seems that your immediate task is to search for Newton's Tomb. Turn around to find the Westminster Directory, and you'll notice that you're at the Main Hall, while Newton's Tomb is just nearby. Before you go there, however, go behind the directory, and examine the statue on the left to find the "Gold Coin" at its bottom right corner, a secret item. Now, it's time for Newton's Tomb. Newton's Tomb is behind a shiny fence-gate on the right if you're facing the Main Hall with your back towards the directory. Once in, you'll comment about the possibility of electrocuting a guard there. Go forward and push the standing lamp (X repeatedly) so that it'll fall into the puddle of water that this guard is standing on. This will send him to his maker. Amen. Now, go straight ahead to find a stone wall. Examine it to find the second secret item in this level - the "Sun Sphere". Go over the Newton's Tomb now (it's on the right of this area from where you began). Examine all the items on it: the Celestial Orbs, the Planets, Sir Isaac Newton himself, the Latin Inscription, the Books and the Prism. Examine the Prism further and you should find a Hole on it. The magical Priory Ring comes into use again. Insert it into this Hole, and the Sub Orb beside it will slide out. Take it, and a scroll with be revealed inside. The scroll has FIVE poems (Sauniere's likes to write, apparently), which give you the clues to solving the next major puzzles in this level. The first poem goes like this: The father of the English poems of yore, Whose Canterbuty tales held moral core, Clockwise around a shield stops the name, Of he who can absolve your sin and shame. NOTE: I'll list the rest of the poem as we progress. This first poem is actually taking about Chaucer the Poet. If you do a search on him on the Internet, you'll find that his works include The Canterbury Tales, which more or less confirms that there's a puzzle to solve at his tomb. Go back to the Westminster Directory and check out the location of Chaucer's Tomb, and then go there to check it out. At the top of Chaucer's Tomb, you'll find four discs that show the characters from The Canterbury Tales. Examine them all to find out who these people are. The rightmost one is the person called the "Pardoner", who absolve all sins and shames. So, this Pardoner guy is your man. The bottom area of Chaucer's Tomb has a slide puzzle, which looks like this in the beginning: | R | P | A | ------------- | D |( )| R | ------------- | E | N | O | ------------- where ( ) is an empty slot. Place the Sub Orb into this slot to activate the puzzle. Now, remember that the poem mentions about "clockwise around the shield". The Sub Orb is the shield here, and the starting point for this puzzle is the letter "D". Click on "D" to move it to the middle slot, and then "R" (top left corner), followed by "P", "A", "R" and then "D" (which is in the middle now) again. Notice you're just clicking the alphabets in a clockwise direction. With the click of "D" the second time, the puzzle will be solved, like this: | P | A | R | ------------- | R |( )| D | ------------- | E | N | O | ------------- If you read it from the top left corner, in a clockwise direction, it basically says "PARDONER". Cool, puzzle solved! A Large Ring will appear in the middle slot. Take it, and I'll now show you the second poem on the Sub Orb's scroll, which says: Though many tried his words defined the rose, In iambs writ' this man of loves and woes, A word you'll find that lies within the prose, Which here denoted grants a ring repose. #### CHECKPOINT #### "This man" that the poem is talking about is actually Shakespeare. The Shakespeare Statue is just to the right of Chaucer's Tomb, so head over there and examine it. Unfortunately, you'll find a note saying that the Shakespeare Statue is currently "under restoration". If you check the Westminster Directory thorougly just now, you'd have notice about the area known as the "Art Restoration Hall". It's just after this area called "The Cloister", and The Cloister is basically the room to the left of the one leading to Newton's Tomb. But before you go there, go to the right of where Shakespeare's Statue is supposed to be, and you should find a Workman's Cabinet. Examine the cabinets handles, and open the cabinet. On the left is an Old Coat. Examine it, and you'll push it to the right. This will reveal the pockets beside the coat. Seach the pocket, and you'll find a Brush. Now, you can go through the door to the Cloister. Once you're in, you'll find two paths to take - one forward, and one to the right. Ignore the right path for now, since it actually leads to a door with a lock. Instead, sneak forward. A guard ahead of you, so use the crates to the left and hide. As you get closer to the guard, you'll suggest that perhaps you can loosen the lights on the ceiling, and send the lights onto the guard. So, what're you waiting for? Press X to loosen the lights, and watch as you totally murder this guy. Also, to the left where you loosen the lights is a small alcove. There's a Large Bandage there, so take it if you need. Next, continue forward until you find a door on the left. This leads to the Art Restoration Hall. Enter. There're two guards right in front of you. Fortunately, this room is dark, and they can't see you from afar. Go to the immediate right of this area to find a Light Switch. Use the switch, and a light will be turned on. One of the guards will be alerted, and will walk towards your location to find out what's happening. Crouch and hide in that corner. The guard will come all the way, but will not check where you're hiding. Once he turns his back towards you, stealth attack him. Now, quickly drag his body away into the dark, and then go left (a little further from the Light Switch you just used) to find another Light Switch. Use this switch now to turn on another light. The second guard will be alerted, and walk towards your location again. Stupidly, he'll walk past your position without noticing you. Quickly come out of hiding when his back is towards you, and stealth attack him. You should now go forward, and then turn right at the end of it. There's a small room to the left, which you can access. Go into this room, and pick up the Large Bandage here. There's a Fuse Box at the bottom right corner of this room (from where you enter). Use it, and another light will be turned on. A guard that's inside the restoration area will come out to investigate. Once he passes the room, go out and stealth attack him. By now, all the guards here are downed. Go into the restoration area (where the third guard came from), and check out the pallet to the right. The top left box has a pair of Bolt Cutters inside, so take it as usual. This would be useful for that locked door I mentioned earlier. From where you entered into this area, check out the left for two crates that're covered by blue cloths. Examine these crates, and you'll find another secret item, the "Da Vinci's Codex Arundel" on top of one of the crates. The Shakespeared Statue is found at the top left corner of this room (from where you entered). Examine it, and pay attention to the Scroll on it. It's extremely dusty, and you won't make out the words on it. You've already gotten the Brush from the Workman's Cabinet earlier. So, it seems that you'll need something to remove the dust. And no, the Cleaning Supplies at the foot of Shakespeare's Statue doesn't work! Backtrack to the place where you loosen a ceiling light earlier. Turn left at the end (which is basically the right path leading to a locked door when you first entered The Cloister). You'll find a guard there, but you can easily finish him off. Examine the locked door now, and use the Bolt Cutters on the lock. The usual X repeatedly, followed by L -> <- R trick will break the lock. Enter. This area is dark as well. Search the pallet immediately to the left of the door, and move the top left box to reveal a Light Switch. Use it to turn on the lights here. You should now find a Workbench. Examine it, and check out the second box at the bottom left corner of it. You'll find a bottle of Marble Cleaner. Combine this with the Brush, and you'll get... the Soapy Brush. Go back to the Shakespeare's Statue, and there'll be another guard there. Down him, and then examine the statue again. Pan to the scroll, and then use the Soapy Brush on it. Hey presto! The scroll becomes a Clean Scroll! You'll read the contents, and find that Shakespeare's finger is pointing to the word "TEMPLES". Another clue? Perhaps? Well, this is indeed "the word you'll find that lies within the prose" that was mentioned in the second poem. We'll come to use it later. Anyway, the second poem also mentioned about a ring. Remember the Large Ring? Now, you see Shakespeare's finger, and you've a ring? What do you do? Slot the ring into the finger, of course! The result is a sliding drawer at the bottom of the statue, and you getting the Hand Crank. You must now solve the puzzle related to the third poem, which says: The first child king of England made his place, Where now he rests inside confessor's grace, The bard's denoted word will help your find, A way to help release a king of kind. #### CHECKPOINT #### "The child king of England" in this poem can be easily found on the Westminster Directory - King Henry III's Tomb. See? These puzzles aren't that difficult. Backtrack to the Main Hall, and take out any guards you see along the way (I'd believe there's one at The Cloisters, but I can't really remember). At the Main Hall, go to King Henry III's Tomb (or go to the directory to check its location if you haven't already done so), and examine it. On the tomb, you'll find another one of those Holes, which you can insert your newly found Hand Crank into. Do so, and you can start cranking the letters. Now, the "Bard" in this poem refers to Shake- speare, obviously, and so "the Bard's denoted word" would be "TEMPLES", which you already know. So, rotate the cranks until you form the word, and a drawer will slide out at the bottom. From it, you'll gain the "king of kind", the King Symbol. Easiest to solve poem so far, yes? You'll have to solve the fourth poem now, which says: The cousin of the Queen Elizabeth, In Somerset the Baron lost his breath, His mother with a Soldier ran away, But not before the Knight had made her day. Notice the four characters that appear in this poem, which are bascially members of chess pieces. Remember the sequence of their appearance, but I'll come back to this soon. Opposite King Henry III's Tomb is a scaffolding. Examine it, and pan down to the left rear wheel and right front wheel. Click on them to unlock the locks on these wheels, and you can move the scaffolding. Go to the left side of it, and then engage in a pushing sequence to move it aside. A locked door is revealed behind the scaffolding. As with all doors with a lock, the Bolt Cutters come in handy here. Break the lock, and you'll now have access to St. John's Chapel. The tomn that you'd want to examine is Baron Hudsen's Tomb, which is directly opposite the door you just entered. You'll find a chess board that's all but one piece complete. The empty space can be filled up by the King Symbol in your invetory. Once you do so, you'll have to engage in a button-pressing puzzle. Remember the sequence in the fourth poem? The Queen comes first, followed by the Baron. But, even though the Soldier is next, he didn't come before the Knight, so the Knight would be the third in line instead. This means that the correct sequence to press the chess pieces would be: 1. Queen 2. Baron 3. Knight 3. Soldier A drawer slides out from underneath, and you'll get the Unusual Cylinder from it. Watch the cut-scene, and then fight off the guard who suddenly appears after the scene is done. Before you leave this room, however, search for a box on the floor. Empty its contents (books, etc.) to find a First Aid Box, and take it if you want. Now, the fifth, and last poem: Think back on all that you have observed, And find the knight with whom you first conferred, He seeks the orb that ought to be his tomb, But only if the seed lies in its womb. Ok, direct clue: Knight with whom you first conferred in the West- minster Abbey? Sir Isaac Newton, of course ("Sir" is a symbol of Knighthood, if you didn't already know). You also saw orbs and such on his tomb, so that's the place you should go now. Once you're back in the room with Newton's Tomb, another guard appears from nowhere. Destroy him, and then search your inventory for the Sun Orb and the Unusual Cylinder. Combine them to form the Sun Orb Cylinder. Check out Newton's Tomb again, and go directly to the Sun Orb Cavity. You know what to do next - insert the Sun Orb Cylinder into the Sun Orb Cavity, and another drawer slides open with a torn scroll, which says: This final puzzle will reveal the word, That frees you from the losses you incurred, There's an empty space below the torn scroll, and, somehow, you've a piece of torn scroll in your inventory as well. I can't remember where I got this, but I guess it's part of the scroll in the Sun Orb? Regardless, place this scroll underneath the scroll found in the drawer, and the whole poem will look like this: This final puzzle will reveal the word, That frees you from the losses you incurred, Your family reunion is at hand, See through the picture and you'll understand. A picture will now form in front of you. You'll need to swap the tiles around on the picture to find a password that's hidden inside. This must be one of the most troublesome puzzles in the entire game, because my TV's resolution really sucks, and it took me like 30 minutes to solve it. Therefore, thank God for Eric Waechter, who emailed me the PDF version of his FAQ/ Walkthrough for this game. It includes a great solution picture to this puzzle: http://img.photobucket.com/albums/v313/lestor/DVC.jpg Notice the password in this picture: "PAYENS". Payens is actually the founder of the Knights Templar, and you comment that the picture is showing a Templar Church. Anyway, you won't get to solve the Cryptex in your inventory right away, because Remy appears again in a cut-scene. However, when you watch through the cut-scene, you'll finally realise that (for those who hasn't read the book or watch the movie) Teabing is actually the "Teacher" behind all these crap! He kills off Remy, and then forces you to hand over the Cryptex. Eventually, you'll switch to Sophie, and will have to ask a question to distract Teabing, so that Langdon can solve the Cryptex. During this very long cut-scene, you'd reach a Checkpoint, so save your game just in case. #### CHECKPOINT #### Now, your first question to Teabing would hinted to you, about Teabing talking about the Grail being in the possession of the worthy. So, ask him: "I thought you told us only the worthy can find the Grail!" Teabing will retort, and this switches you to Langdon. You'll have to solve the Cryptex quickly, because once Teabing finishes talking, you'll switch back to Sophie. I managed to solve until "PAYE" at this point, just for your information. Once you switch back to Sophie, she'll "suddenly" come to the conclusion that if Teabing is the Teacher, and the Teacher is involved in the murder of Sauniere, then: "You're responsible for my grand- father's murder!" Back to Langdon now. Quick! Finish the Cryptex! I managed to complete "PAYENS" at this stage, and if you do so as quickly, you'd only need to watch the rest of the cut-scene, which will provide a hint to the true origins of Sophie. Go take a pee or something, since it takes forever. But when Langdon says: "I've to protect Sophie... and the Grail!", the level will end. NOTE: This whole confrontation with Teabing feels like playing the last chapter of Trace Memory all over again, when you're taking on Richard, and asking him a hell lot of questions! + + + LEVEL COMPLETED + + + + + + NEW PUZZLE UNLOCKED + + + + + + NEW CONCEPT ART UNLOCKED + + + ====================================================================== ====================================================================== 12. ROSSLYN CHAPEL ====================================================================== Last level of the game, and it's a rather breezy ride. You'll assume the role of Sophie, and will begin at the Rosslyn Chapel, the Templar Church in question. From where you begin, turn around to the back of the chapel to find a Baptismal on the right wall. There's a Stone Lid there, so take it. On the left wall, directly opposite the Baptismal, is a Wooden Chest. Examine it, in particular the Marks on the Floor. You'll comment that this chest seems to have been moved about, which opens up the cue for you to pull it when you exit the examination. Go to the side of the chest, and engage in the usual pulling action. Press X repeatedly, and then L and R Down together to pull the chest away. Examine the Floor that was previously hidden under the chest, and you'll find a Loose Stone. Examine the Loose Stone now to find the Daisy Disc. This is your first disc of three in this level for solving a major puzzle. Now, head back to where you began in this level, and check out the right wall for a red curtain. There's a rope just to the right of the curtain, which you can pull. Do so by engaging in THAT sequence again (altough a little shorter than Langdon's switch-pulling sequences!), and the curtain will be opened. Behind the curtain is a Stone Sculpture. Examine it to find an empty space that has the shape of the Stone Lid that you found on the Baptismal earlier, so place the lid onto this space. You'll get the Lily Disc for your efforts from a drawer that slides out below the curtain. Go back to the back of the chapel, and examine the higher walls for sculptures of some angels. They're all holding banners in the following sequence: 1st Angel 2nd Angel 3rd Angel 4th Angel HOPE TRUTH FAITH COURAGE From the Faith Angel, you'll find a Matchbox. As with before, there must be some use for it later, so grab it. As you leave these angels, remember their sequence, as you'll soon return for them. But for now, check out the left wall (from where you began the level) for the other red curtain. Pull the rope to unveil an "Object" behind the curtain. You can't read what's on the Object, but to the left of it is a Candle. Since you've the Matchbox, simple use it on the Candle to light up the area, and you'll find a Latin Inscription, which Langdon promptly translates: Wine is strong, The King is stronger, Women are even stronger, But truth conquers all. Truth conquers all? Well, this is a clue, isn't it? Go back to the Truth Angel (which is why I told you to remember the sequence), and examine it. You'll hit a cut-scene, and then switch over to Langdon for a brief moment, just so that he can lift Sophie up to the Truth Angel. Do so by pressing X repeatedly, as before. You'll resume control as Sophie, after grabbing the Rose Disc from the Truth Angel. All three discs to solve a major puzzle have now been retrieved. It's time to head towards the front of the chapels. There're three altars there. You can ignore the left and central ones, but in the right altar, you'll find a Ceiling Journal. Read the journal to find out the following: Five-course vaulted ceiling: Daisies represent Innocence, Lilies represent Purity, Sunflowers represent Adoration, Roses represent Love. This is the most complex. It showcases stars in the sky, a crescent moon, one small star, a dove, a sun and an open hand underneath. This riddle is the key to finding the Holy Grail. As you leave the altar area, you should encounter three pillars from left to right. Examine them all, and listen to Langdon explains the stories about these pillars, which are the Master Pillar, the Journeyman Pillar and the Apprentice Pillar respectively. To the right of the Apprentice Pillar is the Star of David Gate. Examine this gate, and you'll hit a disc-placing puzzle. There're three missing slots in the Star, and they're "Innocence", "Purity" and "Love". Now, remember the contents of the Ceiling Journal? Put the following discs into the correct slots: 1. Daisy Disc into "Innocence"; 2. Lily Disc into "Purity"; and 3. Rose Disc into "Love". The gate opens! You can now go right through it to the Sacristy. In the Sacristy, examine the right wall for another Stone Memorial. It has another Latin Inscription, which Langdon translates: This is the centre of the Earth, And by rectifying, You shall find the Hidden Star. You'll remember something about the "Earth" that you encountered in a previous level. You know, Chateau Villette. Ballista. Globe? Well, there's a globe at the top right corner of this area. Examine it, and you'll get the cue to spin it. Do so, and you'll find a missing piece on it, presumably the "centre of the Earth". From where you begin in the Sacristy, look to your left to find a path that leads to another room. There's a display of the Bleeding Angel on the left wall here, and you can examine it to find an Oddly Shaped Stone. Return to the globe and insert this stone into the missing space. The globe will now be opened, and you can take the Star Disc from inside. Go back to the room with the Bleeding Angel display, and take the only path into yet another room. There's a Stone Slab right infront of you, so examine it. You'll find an empty space where you can place the Star Disc onto. This will trigger yet another picture puzzle. Thankfully, this one is VERY MUCH easier than the one with "PAYENS" on it, so I'll just leave it to you to figure it out. If you still can't figure it out, use the following hints. HINT 1: The "frames" of the picture are pretty much defined, so work on them first. HINT 2: Stars in the sky, a crescent moon, one small star, a dove, a sun and an open hand underneath. When you solve this puzzle successfully, you'll hear a click some- where. It seems that a trap door has been unlocked somewhere, but where is it? Well, it's underneath the Wicker Box that is near to the Stone Slab. Push the Wicker Box aside with X repeatedly, followed by L -> R ->, and you'll find the trap door to the final area of the game - the Secret Library. To open the trap door, you'll have to do that dreaded sequence one more time - they just won't let you go! Once you enter the Secret Library, check out the right wall for two Murals. Examine them and listen to more of Langdon's stories. Now, check out the Sacrophagus in the middle of the room. It used to house the remains of Mary Magdalene, but it seems that her tomb has already been removed. Now, examine the top right area in this room to find the last secret artifact of the game, the "Da Vinci's Codex Atlanticus". If you've followed this walkthrough all the way, you'd have found all secrets. If not, you may want to redo certain levels to find the missing ones. You should now go to the top left corner of this room to find the Photo Album. Check out the left page, and then the Newspaper Clippings on the right page to trigger a cut-scene, which explains the true origins of Sophie. Apparently, SHE IS THE... I'll leave it to you to find out. You'd have nothing to do now, except to watch the ending, which includes a scene from the movie of Langdon finding the location of Mary's tomb. + + + LEVEL COMPLETED + + + + + + GAME COMPLETED + + + + + + NEW CONCEPT ART UNLOCKED + + + ====================================================================== ====================================================================== 13. LOURVE REVISITED ====================================================================== This is the first of two bonus missions that you unlocked from the first level. As you progress by finding secrets, new puzzles are unlocked in these missions. Whether you do well in them has no bearings on the ending. They're only included to add value to the game, and I thought it's nice touch for puzzle lovers to have a go at these added puzzles. You'll be controlling Langdon in both of these missions, and the one in the Lourve is basically a series of Cryptogram puzzles. Almost all of them are found on the paintings of the various levels you're in, in the Main Gallery. They locations of these puzzles are as follow: | | | | _ | Westminster To Mona | Abbey Painting Lisa <-- | Room _ | | | Temple Church | | Painting | | | | | | Biggin Hill | | Airfield Painting | | | | | | Chateau Villette | | Painting | | | | Normandy Mansion | | Bank of Zurich Painting | | Painting | | | | The Lourve | | Saint Sulpice Museum Painting | | Painting | | | | The last painting, the Rosslyn Chapel Painting, is found in the Mona Lisa room, on the right wall. Check out every painting, and use the UV Light on them to find the Cryptograms. The solutions to all these are based on the logic of from the very first Cryptogram in the first level. I'll just list the answers down here: THE LOURVE MUSEUM ----------------- YOU SHOULD NOT HAVE RUN MONSIEUR SAUNIERE NOW TELL ME WHERE IT IS SAINT SULPICE ------------- THE SISTER MUST HAVE BEEN CALLING PRIORY MEMBERS WHEN SHE WAS ATTACKED NORMANY MANSION --------------- ITS THE PRINCESS SOPHIE KEY MY GRANDFATHER PROMISED ME BANK OF ZURICH -------------- IT IS THE CRYPTEX THIS IS BASED OFF OF A DESIGN BY DA VINCI CHATEAU VILLETTE ---------------- THE LEGEND OF THE HOLY GRAIL IS A LEGEND ABOUT ROYAL BLOOD BIGGIN HILL AIRFIELD -------------------- SAUNIERE BROUGHT US TOGETHER TO FOLLOW THESE CLUES FOR A REASON TEMPLE CHURCH ------------- SILAS TAKE THE KEYSTONE FROM MR LANGDON TEABING IS OUR HOSTAGE NOW WESTMINSTER ABBEY ----------------- TEABING FELT THE TRUTH CRASHING DOWN ON HIM THE GRAIL WAS LOST TO HIM ROSSLYN CHAPEL -------------- THE QUEST FOR THE GRAIL IS THE QUEST FOR THE DIVINE IN EACH OF US After you complete all the puzzles, you won't be able to leave the Lourve. Just exit the game to access the second bouns mission. ====================================================================== 14. ROSSLYN CHAPEL REVISITED ====================================================================== While the Lourve Revisited level is a haven for Crytogram puzzles, this level is more for those who enjoy anagrams. You'll begin in the Sacristy. Go forward to find the jukebox for playing the music tracks from the game. This is a really cool inclusion. It almost reminds me of finding the soundtrack secret in The Legend of Zelda: The Minish Cap. If you enter the room with the trap door leading to the Secret Library, you can check the "Secrets Found" table on the left. This displays all the secret items you've found during the course of your game. Go back to the Sacristy, and head back up to the area where you find the altars and all. There're EIGHT altars (Anagram Pedestals) in all, and each has an angram puzzle. The solutions to them all are: 1. JACQUES SAUNIERE SAINT CLAIR - (The King) 2. REMY LEGALUDEC - (The Merchant) 3. SOPHIE NEVEU SAINT CLAIR - (The Queen) 4. BEZU FACHE - (The Soldier) 5. SILAS - (The Priest) 6. SISTER SANDRINE BIEIL - (The Bard) 7. LEIGH TEABING - (The Baron) 8. ROBERT LANGDON - (The Knight) In between the Anagram Pedestals of Teabing and Langdon, you'll find an Altar Note. Examine it, and key in the notes based on the following: 1. Priest 2. Knight 3. Soldier 4. King 5. Queen 6. Bard 7. Merchant 8. Baron NOTE: I've no idea about how to do this sequence, but thanks to Eric Waechter again for the tip. You'll then be informed that all contents in the visual database has now been unlocked. To see them, go to the Main Menu, and choose the Options, and then Extras options. #### CHECKPOINT #### Somehow, the game gives you a Checkpoint here, so you may just want to save the game one last time for remembrance's sake. That's all, you've completed The Da Vinci Code. ====================================================================== ====================================================================== 15. VISUAL DATABASE ====================================================================== I can't show the Concept Arts here, but on the Visual Database, you can find the following: EXTRAS ------ | I | II III | IV | V | VI | VII | VIII | ------------------------------------------------------------------ | Saturn | Jupiter | Mars | Venus | Mercury | Moon | Sun | | Sign | Sign | Sign | Sign | Sign | Sign | Sign | ------------------------------------------------------------------ | Saturn | Jupiter | Mars | Venus | Mercury | Moon | Sun | | Sphere | Sphere |Sphere | Sphere | Sphere | Sphere | Sphere | ------------------------------------------------------------------ | Lead | Tin | Iron | Copper | Mercury | Silver | Gold | | Coin | Coin | Coin | Coin | Coin | Coin | Coin | ARTIFACTS --------- | | I Da Vinci's | II Da Vinci's | III Da Vinci's Aerial Screw | Orinithopter | Tank | | -------------------------------------------------------- | | IV Da Vinci's | V Da Vinci's | VI Da Vinci's Ballista | Warcraft | Bridge | | -------------------------------------------------------- | | VII Da Vinci's | VIII Da Vinci's | IX Da Vinci's Paddleboat | Codex Arundel | Codex | | Atlanticus | | ====================================================================== 16. CHEATS ====================================================================== I ripped these off from the GameFAQs.com Cheats Codes page for this game. If you really need to, go to Codes at the Options Menu and key in these codes: Vitruvian Man God Mode (infinite health). Sacred Feminine Double Health. Phillips Exeter One Hit Fist Kill. Royal Holloway One Hit Weapon Kill. Clos Luce 1519 Level Select. Apocrypha All Visual Database entries Unlocked. Et In Arcadia Ego All bonuses Unlocked. ====================================================================== ====================================================================== APPENDIX 1. VERSION HISTORY ====================================================================== Version 0.5: Basic information completed. Walkthrough for first five levels completed. (5.29.06) Version 1.0: Guide completed. (6.3.06) Version 1.01: Added a donation section, for those who wanted to help contribute to my wedding funds. No obligations, obviously! (6.4.06) ====================================================================== ====================================================================== APPENDIX 2. FAQS ====================================================================== Questions that I know people will ask: Q: How do I solve this/ that/ whatever... puzzle? A: All puzzles solutions are clearly covered in this walkthrough. Please READ through it and FIND the answers! Only email me if I really did make a genuine mistake, and I'll amend it accordingly and provide credit. Q: Left? Right? Why are the directions you specified in the guide different from what I experienced? A: The Da Vinci Code is a game with a 3D cam. During the action, orientation could be altered as you fight an emeny or look around to check out your surroundings. The direction I put down are always 1. from where you begin at the start of the screen and, in situations where left and right is automatically defined by the camera, 2. from the orientation of the screen, regardless of whether your characer/s is/ are facing the front. Q: How do I do this/ that/ whatever sequence? A: This would include stuff like "How do I cut the lock?", "How do I open the window in the restroom?", "How do I pull the switch?", "How do I fight Silas?", etc. Seriously, if you can't follow the cues on the screen, I really can't help you. Every action sequence/ struggle system in this game can be done by even a casual gamer, even my wife. The button-pressing sequences are never in the league of Indigo Prophecy, so you'd only need to practise, practise and practise till you can do them. Good luck. Q: Which is your favorite level? A: It has to be the Westminster Abbey. I love riddle puzzles, and I had the most fun with this level. To conclude, please DO NOT email me on any of the above questions anymore! They'll be binned without reply. Thanks. ====================================================================== ====================================================================== APPENDIX 3. CREDITS ====================================================================== 2K/ The Collective: Not a great game, but the puzzles are enjoyable nonetheless. Dan Brown: Great consipracy theory fiction. Eric Waechter: Author of the other FAQ/ Walkthrough at the moment. Thanks for the tips (the PDF file rocks!) and encouragement. ====================================================================== ====================================================================== APPENDIX 4. DONATION ====================================================================== If you like my work, and would like to extend a little donation, you can PayPal it to lestor_wong at yahoo.com. After living with the missus for a few years, we've finally decided to host our wedding this November. Every dollar counts for me now. There's, however, totally no obligation, of course. Cheers. ====================================================================== Copyright Lestor Wong 2006.