Talk to her. Sylvie decides she is nice. On to the temple. Talk to the archaeologist. He gives you a lot to think about. Take the scooter and leave. You will automatically go back to La Valletta, then on an airplane to Istanbul. Istanbul, November 6, The first person that you see is a rickshaw driver working on his rickshaw.
Talk to him. The rickshaw is broken. Walk to the right. Now you can see an alley with a car parked, and the window of the art gallery you are looking for. Start by going into the alley to the left of the gallery. Notice a half-open window in the back of the gallery, but when you start to go towards it, a guard stops you.
Talk to the guard for a while. He will tell you to go see the sights of the town. Go back out to the main street. Go right again.
Now you can see the front door of the art gallery and another side street just to the right, and a man standing outside his store on the far corner past the art gallery. Go into the art gallery. There is another guard, and the woman who owns the gallery. Go talk to the woman first. Sylvie will have a confusing and silly conversation with the woman. Also note that the gallery owner comments that Sylvie smells of fish—not surprising, since she still has a fish in her pocket.
On your way out, stop and look at some of the items. Talk to the second guard. Leave the gallery. On the side street between the gallery and the tobacconist, examine the convertible, a Cabriolet. There is a mean cat in the Cabriolet. Sylvie decides she needs a distraction to draw away the guards. Now go back to the alley. Find a poker on the ground.
Use the poker to get a toy ball out of one of the trash bins in the latticed yard on the left. Now that you have the ball and the poker, go back out to the main street. Walk back to the Cabriolet. Put the ball by the front tire. This will keep the car from rolling in the next steps. Give the fish to the cat. Shift the car from Park to Drive. According to Sylvie, this will let the car roll.
Now the only thing holding the car is the ball. Use the poker to puncture the ball so it has a slow leak. Now Sylvie will automatically run all the way back to the alley.
This lets the guard see her giving her an alibi when the sound of the car crash comes. The two guards will talk to each other on their walkie talkies. They have to both leave to take it to the garage for repairs.
Apparently she has a habit of forgetting to put the handbrake on, so no one is surprised, just annoyed. With the guards gone, Sylvie has to figure out a way to get into the back of the gallery through the half open window. She is still hoping to find her Uncle. She mentions that she needs to build something like stairs.
Building the Stairs Puzzle Go into the small yard on the left side below the window. You will see short crates and tall bins. Only one of the crates and one of the bins can move. You need to move the bin until it is next to the back wall.
Then move the crate until it is in front of the bin. This will make your staircase. Sylvie will move one square at a time. You need to position her so that she can pull the bin one square away from the right wall.
Then walk Sylvie all the way around so she can push the bin into place, one square at a time. Once the bin is in place, walk Sylvie over to the crate for a similar maneuver. There are a few squares where you will think you can pull the crate, but it will go the other way instead. Just go back around and work from the other side. In fact, the trickiest part is figuring out what to do once you have the bin and crate in place. Inside the gallery, part of the room is lit and part is dark.
Look on the desk, in the lit part. Take the business card and powder-case out of the purse. Take the scarf off the desk. Right-click on the business card in inventory, and you will find Hebrew writing on the back. You will have to ask James to translate. Click on the top left corner of the wardrobe and you can look behind it.
There is a bicycle pump and chain on the pegs behind the wardrobe. Take them. Now Sylvie wants to explore the part of the room that is dark. Put the scarf and the powder-case together. Hang the scarf on the pegs. The powder-case is shiny. Click it once to turn it so the light is shining into the room. Follow the beam of light by clicking along it. Eventually Sylvie will come to a switch box.
Click on it and you will get some additional light. Sylvie can see some crates, a big one and a little one. Take the poker from your inventory and use it on the crates. One has the large table that the archaeologist had the picture of. The other has the four stone cubes. Take the cubes and put them in your pocket. Someone will hit Sylvie from behind. When she comes to, the guards and the gallery owner are interrogating her.
However, they have searched her, and she has nothing important. James calls her and she tells him about the cubes. Outside again, go talk to the rickshaw driver. Gives him the bicycle chain and the pump, and he fixes it. He offers her a ride, and she goes back to the airport, then back to La Valletta. There is an open window, and everything has been rummaged through, but nothing seems to be missing.
Go downstairs and out to the street. Inspector Granc is there—talk to him about the intruder. He still believes Uncle stole the stones.
Call James on the intercom and he will let you in. Go upstairs and discuss what happened in Istanbul. He will decide he needs to go to a monastery and work in secret. He advises Sylvie to go into hiding in Paris, but she refuses. He says he will mail her the translations when they are finished. He also tells Sylvie she should go back and talk to the archaeologist on Gozo. This time when you go to the scooter, it will start.
Island of Gozo, November 7, Back in the Parking lot. This time there is a large white van to your right. Peek in the back window of the van. It has the same kind of crates as the art gallery in Istanbul. Walk left to the Camping area. Stop by the door to the trailer. You will overhear the archaeologist on the phone with someone. He was the one who hit you and stole the tablets! Look down, just to the left of the trailer door, and you will see a suitcase.
On top of the suitcase is a car key. Take the key. Go back to the van in the Parking lot. Open the van doors and look inside. The crates are nailed shut again. There is a blue toolkit. Open it and take out a hammer and a chisel. Use the hammer to remove the nails from the crate. Use the chisel to pry the crate open. Ah, ha! The tablet from the temple and the four stones. Put the four stones back in your pocket. Before you can get out of the van, the archaeologist returns.
There will be a brief movie while he drives the van to the airport, then onto a waiting plane. You fly…somewhere. Somewhere, November 8, The van is locked.
Use the chisel to pry open the doors and get out. Go to the archway at the back of the courtyard. You can get there either by going to the left and then walking up the corridor, or going straight back until you are just to the left of the boarded up windows.
You will see a movie and overhear a conversation between a Cardinal and the archaeologist. It sounds like the archaeologist is a member of the Knights Hospitaller! You learn several things. Inspector Granc works for Mossad. The archaeologist believes Mossad has Uncle Olivier.
The archaeologist brought the tablet and the stones to the Cardinal for safekeeping. Walk back into the courtyard. Now go back to the archway again. The two men have gone.
Examine the fireplace. There are some strange symbols at the top, but they are too dirty to read. Notice that the men have gone through the door to the right of the fireplace. Go back out to the courtyard. Go to the central fountain. You need a lever to start it rolling. Go to the boarded-up window closest to the van.
Take the broom. Now use the hammer on both sides of the plank until you can remove it. Take the plank back to the fountain and wedge it next to the column. Walk to the center of the fountain and attach the hose. Turn the faucet. Just a little water is coming out, but that should be enough. Walk all the way to the left side of the courtyard.
You will see a large potted plant. Walk back to the column piece. Put the dirt near the end of the hose on the ground. It will turn to mud. Now use the broom from your inventory to smooth out the mud. Click on the plank to push the column.
You will see a movie as it rolls into the gate and opens the way. Go out through the gate. You will see a man, a priest, who looks like the one who was following you in Malta. You can use them to clean the dirt from the fireplace symbols, if you decide to go back in.
Now walk all the way to the left, past the gate, until you see a taxi. Talk to the taxi driver, and you will find out you are at the Vatican. You should go back in, and see what else you can learn.
On the way, stop and break off a bough from a tree. You will use this to make a handle for the moist napkins. Walk back through the gate into the courtyard. Go back by the archway into the chamber. At the fireplace, look all the way down to the floor. You will find a small shovel. There is soot down at the bottom. Use the broom to sweep it away. This will reveal six tiles with patterns like the ones up by the ledge. Unfortunately, this part of the game is very dark. It may be difficult to make out the patterns, even if you turn the brightness all the way up.
We have provided a lightened screenshot, so you can see what they are. Look back up to the ledge. You still need to clean these off. Go back into the room view. Look around and you will find a piece of thread hanging on the furniture cloth near the lower left. Take it. Combine the thread with the bough and the moistened napkins to make a cleaning stick.
Walk back to the fireplace. Use the cleaning stick on the dirty tiles at the mantel level of the fireplace. Now use the small shovel to press the top tiles in the sequence that matches the bottom tiles: 7 4 9 6 2 5. A secret door will start to open, then close. You have to quickly put the small shovel into the opening to wedge it open. If it closes, just push the tiles in sequence again; then wedge it open.
Go through the secret opening into the Corridor. You are now in the Corridor. Note that there are two large panels in the floor that are moving up and down. You have to stop the movement before you can cross. This part is tricky just in getting the timing right, but the actual process is pretty simple.
Take a stone from the pile on the left. With an intelligent heroine and variety of exotic settings, The Scorpio Ritual reminded me at first of my favorite adventure games like Syberia and The Longest Journey. If only it could've sustained the comparison! The web of danger was drawing me in, the mystery was getting thicker, I couldn't wait to see what would happen and then So abruptly in fact, it felt like the development team ran out of time and was ordered to wrap up multiple unresolved narrative threads via cutscene in two minutes or less.
Ultimately the end failed to live up to the game's initial standard of quality and that's not only a disappointment, it's unfair to an otherwise excellent title. Verdict After drawing me in and taking me on a whirlwind ride, The Scorpio Ritual left me with nothing but a stunned expression and a heartache the like of which I haven't felt since 's Culpa Innata.
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