Walkthrough for: The Da Vinci Code (Playstation 2) Version 1.3 ************************************************************************* VERSION HISTORY ************************************************************************* May 21, 2006 - Version 1.0 Completed first draft of COMPLETE walkthrough. May 22, 2006 - Version 1.1 Corrected mixup of church organ room and closet with can of oil and bolt cutters in Saint Sulpice. May 23, 2006 - Version 1.2 Easier solution to slider puzzle in Chateau Villett added. Link to image of completed picture puzzle at Westminster Abbey at Newton's Tomb added Link to image of gear placement in the basement of Temple Church added May 23, 2006 - Solutions to Anagrams and button puzzle in Rosslyn Chapel Revisited added May 24, 2006 - Version 1.3 New and improved description for the solution of the torch puzzle at the end of Normandy Mansion ************************************************************************* Copyright Notice ************************************************************************* This document is copyrighted © 2006 by Eric Waechter (author) This guide is for personal use only and may not be altered, printed or distributed for any commercial purposes. This guide may be printed for personal use providing it is not further distributed or sold. No part of this guide may be used without written consent of the author and the requester agrees to provide proper recognition. Violators of this copyright will be prosecuted to the fullest extent of the law. The only Internet sites that have permission to use this guide are: www.gamefaqs.com www.cheatcc.com www.cheatcodes.com www.ign.com www.gamerstemple.com www.1up.com www.supercheats.com www.neoseeker.com www.cheathappens.com If this guide is found on any other sites, please contact the author. ************************************************************************* INTRODUCTION ************************************************************************* Being that this is my first and probably only walkthrough I will ever do, I'll just say now that I originally just wrote this stuff down to help my wife when she played the game, and since there were no walkthroughs up for it yet, I decided to go ahead and submit it. The walkthrough, while truncated, answers every puzzle, reveals every secret item and will successfully get you through the entire game including the "Revisited" levels. The nitpicky little stuff like controls I won't be including because I feel like if you went through the trouble to look up a walkthrough, then you are probably capable of reading the book the game came with to get the controls. I'm also not going to retell you the story of the game. If you want the story, read the book. This walkthrough is designed simply to get you through the game when you get stuck. ************************************************************************ TABLE OF CONTENTS ************************************************************************ I. The Louvre II. Saint Sulpice III. Normandy Mansion IV. Bank of Zurich V. Chateau Villette VI. Biggin Hill Airfield VII. Temple Church VIII. Westminster Abbey IX. Rosslyn Chapel X. The Louvre Revisited XI. Rosslyn Chapel Revisited XII. Contact Info ************************************************************************ I. The Louvre (3 Secrets) ************************************************************************ (Secrets will be indicated by surrounding stars and all capital letters. eg: **SECRET**) If you insist, labor through the opening scenes, do the thing with the business card and the cell phone by dialing "454" and then you'll end up in the bathroom with Sophie. Get the bar of soap from the counter and combine it with the tracking device and chuck it out the window. Now you'll have to unscrew the phrase into a new one. Use the letters from "OH LAME SAINT" to make "THE MONA LISA" A clue! Now you'll be Sophie and you'll have to creep towards the entrance way to get the UV light from the Crime Investigators box. Just crouch and sneak past the first two gaurds and in the next room grab the pole on the ground and sneak up behind the third gaurd staring into the box and club him quietly to the floor. Examine the box and you'll eventually find the UV light. Poof - You're standing in front of the Mona Lisa and Langdon is with you again. Examine the Mona Lisa with the UV light and you'll see the cryptogram. Use the UV light to highlight EVERY SINGLE character and it will switch you over so you can solve the puzzle by replacing the symbols with letters. The solution will be: DA VINCI PAINTED THOSE THAT KNEW BETWEEN BACCHUS AND URIEL LIES THE CLUE Congratulations, you've solved the first of many cryptograms. Grab the **SATURN SPHERE** from the statue in the middle of the room. Take note of the glowing symbol on the statue before you grab the item. This is what you will look for to find further secret items. Now head out the door back into the main hall. Just outside the door you'll find the paintings of both Bacchus and Uriel and a cutscene will ensue. Examine the painting in between the two and you'll find something. Lift Sophie up and she'll grab the PRIORY RING. More cutscene. Now you'll be heading to Sauniere's office. Either hide out in the main hall and sneak past the gaurds (wait for them to walk out), or double team them and beat 'em up, your choice. Go into the office (the gaurds won't return). Examine all the objects on the desk (grab the small bandage in the top right drawer if you need it). When you've done that, move to the wall and examine the map with the UV light. Another clue! Go to the air vent on the wall just to the left of the map and lift Sophie up to climb in. She'll open up the Restoration room and let you in. In here you'll need to examine another desk and read stuff to learn about mixing chemicals. Directly behind you on top of some boxes, you can find **DA VINCI'S ARIAL SCREW** (There are no glowing symbols to indicate any of Da Vinci's contraptions, you've actually gotta look for those) Now you want to head to the table with the chemicals on it and examine that. Just to sort out what you read at the desk, you want 1 shot of Chitinase, 1 shot of Dismutase and 1 shot of Catalase (1st, 2nd and 4th chemicals) and you'll have your mixture. Now look by a yellow toolbox and find the TOWEL. Combine the towel and the chemical. Take the resulting red rag and use it on the dirty painting. When the cutscene is done, grab a first aid kit from a corner of the room behind some tall paintings and you can head out of this room. You're heading back down to the Mona Lisa room. When you get back in there, creep up the left side of the room because a gaurd will come around from the right side of the Mona Lisa. You want to go where he came from, you just want to get there from the left side of the painting. Creeping will avoid having to deal with him at all. Go through the doorway behind the Mona Lisa and creep directly to the left side of the two doorways and hide in that corner. In just a second, the two gaurds in the next room will get called away and you can cruise in there without having to deal with either of them. There is nothing of importance in that room so just run on through to the other side and you'll enter the Nike room. Go down either stairwell, it doesn't matter. When you get to the landing and start to go up the next set of stairs, a gaurd will pop out from behind the Nike Statue. If you're creeping, then he won't see you and in just a second, he'll turn his back to you and go up a set of stairs to the left. Creep up behind him and do the stealth knockout and you can breathe relief. Examine the statue and learn stuff. Go back up to the platform you knocked out the gaurd on and examine the display case there. You'll see a round hole here. Use the PRIORY RING on it and a drawer will slide out to give you a FLEUR-DE-LIS DISC. You're all done here and now its time to escape the Louvre. Go down to the landing below the Nike statue and two gaurds will start to come up towards you. Hide to the right, wait for them to separate and you can take them both out with stealth attacks. After both gaurds are knocked out, look around on the lower landing (the right side as you came down the stairs). You should see a glowing symbol on the wall as you turn to look back up the stairs. Examine the railing and you'll find the **LEAD COIN**. Finally, head carefully out the exit door there at the very bottom. You'll see one gaurd, but there are actually two. Creep up behind the statue to the left and if you're lucky, you can take out one of them with a stealth attack, but at a minimum you're going to end up fighting at least one of them, so take them out. When they are disposed of, head to the exit and the level is over. ************************************************************************ II. SAINT SULPICE (2 Secrets) ************************************************************************ Once the opening sequence is done you'll be standing in a bedroom. There is a small bandage on the table between the beds, other than that, there is nothing useful in here at all. Head out and go to the bedroom straight across. Examine the dead sister on the floor (make sure you examine her outstretched hand). Examine the desk and read stuff. The numbers "7:14" are important. That's all you can do in here for now, so go out of this room and go to the door to the right (balcony) and enter. Cross the balcony to the other door (there is nothing useful on the balcony) and enter. You find yourself in a closet, so search around and be sure to find the CAN OF OIL and the BOLT CUTTERS and then head back across the balcony. Back in the living quarters area, head into the little alcove with the doors in it. The door to your right is the sisters room and if you knock on her door, she will give you hints, but if you're using this guide, you don't need her. Go out the other door. First things first, there is a creepy monk walking away from you. Simply creep up behind him and knock him out with a stealth attack, then search around this area (don't go down the stairs yet) and you'll find the diagram on the wall that tells you the letters that corresponds to symbols. Note this because you'll need this twice in this level -- or you can just keep using this walkthrough 'cause I'm gonna tell you anyway. Head back to the room with the dead sister on the floor. If you examined her hand earlier, he said something about her pointing to the bed. Stand beside that bed and pull it out of the way. You will reveal a safe on the floor that has a slide puzzle lock. The center row of the puzzle has symbols in the blocks underneath the slider tiles. These tell you what letters should be in the center row using the earlier noted diagram. You want the center row to say "SION". I generally hate these kind of puzzles, but its already pretty close and you can make that arrangement in about 5 moves. Complete it and it will open to give you the BRONZE SLIDE. Head back out to the area that had the alphabet diagram. Now you can head down those steps and enter the door, then you will go through yet another door and you'll be standing in one big a$$ room. There are two creepy monks walking around in here, one of whom is right in front of you with his back to you. Creep up behind him and stealth attack his butt. There is a large bandage in this area where you knocked him out, behind a round concrete thingy with a cross on top. The other creepy monk is way down near the other end of this giant room. Hunt him down and take him out. (There MAY be a third creepy monk in here, I forget, but I don't think so.) You may now freely explore this very large room. You can listen to the stories on all 14 of the posts, but note the little platform on the bottom of each one. Get the **TIN COIN** in the window of the dark alcove between #'s 9 and 10. The quickest way to get this done is to go down to the end of the room between #'s 7 and 8 where you will find two fountains that look like seashells. In the fountain closest to #8 you will find an ORNATE KEY. Grab this key and head all the way back up to the room with the dead sister and the "under the bed" puzzle. Use the ornate key on the armoire. Look inside to find a small statue of Jesus after his death, then head back down to the giant room. I don't believe the creepy monks come back when you return, so you should be ok. Now we're ready to finish up this room (for such a large room, there isn't a whole lot to do here). Go to the alcove between #'s 3 and 4. Read the book there and then turn to the stone tablet on the floor and examine it. Using what you learned in the book, you know that you have to turn the left dial to "Aprilis" and the right dial to "XI". Just outside the alcove, a piece of the floor will rise up and there you will find another small statue of Jesus carrying the cross. Now head down to the large double doors near pillar #7. You'll know you are at the right one because it is locked with a padlock. Yank out the trusty BOLT CUTTERS and unlock the door. You will go up a short set of stairs and enter another door. You are standing in front of the church organ. To your left there is a small bandage on the floor. Go to the crank beside the organ and use it to change the clock to 7:14. A slot in the floor will open up in front of the organ keys and you will get the COPPER SLIDE. Now head back to the large pillar room. (A creepy monk may return to harass you when you get back to the pillar room, but I don't remember completely, so just be careful and do what you need to do) Now go to pillar #7 and examine it. Put the statue of Jesus carrying the cross on the platform. From there go to pillar #14 and put the remaining statue there. A trapdoor in the floor between pillars 10 and 11 will unlock and thats where we're going next. Open the trapdoor and enter. You'll find yourself in a cave. There is a stack of boxes immediately to your right, behind which you will find **DA VINCI'S ORNITHOPTER**. Head around to the left to the stone table with the 3 lanterns on it. Stand behind the table and examine it. Use the can of oil on the oil valve. Now open the lanterns and put the sliders that you found in the appropriate lantern (Put the BRASS SLIDE in the BRASS LANTERN, etc) and use the matches to light all the lanterns. You will now see the word "JERUSALEM" projected on the wall. That's a hint, folks. Now go to the crypt to the left of the lanterns (left as you are looking at the word projected on the wall) and push it to the side. Behind it you will find a series of buttons with those symbols on them that you found in the alphabet diagram at the beginning of this level. The symbols all correspond to the letters in the word "JERUSALEM" and there- fore need to be pushed in that order. (Since there are two "E's", the first one you push is indicated by 1 dot and the second indicated by 2 dots) To help you out, I'll translate the buttons in the diagram below: ------------------------------------ / S / E / R / J / L / A / M / E / U / ------------------------------------ 1 2 When the puzzle is solved, a door in the floor will open up and you will get a list of all the Grand Masters of the Priory of Sion. You will never use this or hear mention of it again in the rest of the game, so I'm not entirely sure why we had to go through all this except to be able to move on to the next level of the game. As soon as the cutscene is done, two creepy monks will be heading towards you from the way you came in and they are blocking your hasty exit. Since facing two of these guys in a fight when you are alone RARELY works out in your favor, hide behind the crypt opposite the button puzzle. (There is one of those golf club looking things on the floor there for your convenience - although I'm not sure what a golf club is doing in an ancient crypt). Keep an eye on these two and when they head in separate directions, do your best to creep up behind one of them and take him out with a stealth attack (usually the easiest one to get is the one that heads towards the lanterns). You are then free to fight the other monk as you wish. (If you do manage to get discovered by both monks, simply take the option to run away and get as far away as possible. It doesn't take long for them to believe they lost you and resume their patrol) Head out the way you came in after you've disposed of the monks. Now that you've made it out of that trap and are back up in the large 14 pillar room, you will find that the game has kindly placed 3 monks into this room now. You can either carefully beat the crap out of all of them one at a time, or slowly creep past all of them . . .either way, your goal here is to get back to the door to head back upstairs. Once you've chosen your method, get to the door and head back up. You are going to knock on the door of the sisters room and get the cutscene that ends the level. Yay you. ************************************************************************ III. NORMANDY MANSION (2 Secrets) ************************************************************************ You begin facing the mansion. Don't worry about the dogs yet, they're not coming after you unless you go right up to them and you're not going over there yet anyway. Go behind the shed to your right and climb in the back window. As soon as you start to move, the Creepy Monk Leader will follow you in in a cutscene and then you'll have to beat him unconscious before you can do anything. Once he's out, you need to go examine the lockbox on the shelves next to the chalkboard with the numbers on it. The numbers indicate the Fibonacci Sequence which is simply a sequence in which the next number is the sum of the two numbers in front of it. (1+1=2, 2+1=3, 3+2=5, 5+3=8; thus 1,1,2,3,5,8) This being like a hint and all, it means that the number you need to unlock the box is related to this. Quite simply, you just need the next numbers in the sequence, so it's solved like this: 5+8=13, 8+13=21, 13+21=34 or 13, 21, 34 Unlock the box with the combination 132134. Get the key found inside and leave the shed. Time to deal with the dogs. Walk straight out from the shed to the other building and find the boarded up door at the end. (You should be looking almost straight at it when you exit the shed). Break down the door. Inside this small room, locate the freezer that you can examine, and get the steak out from inside. Head back out of this little room and over to the open cage with the dog bowls in it. Put the steak in the bowl (You only need to put it in one bowl, the steak will appear in both bowls after you do it) Walk out of the cage and turn to the left (back towards the room with the freezers). You'll see a big square on the sidewalk there (its a shadow of the belfrey) and there is a rope there. Pull the rope and the bell will ring and the dogs will run up to eat. You are now a friend to the dogs and they are no longer a threat. Now you need to turn the bridge so you can get to the mansion, so go down to the big spool just below the shed. Grab the crank and turn it to spin the bridge around. (NOTE: This action is SUPER picky compared to every other action you will do in this whole game. Do EXACTLY what the indicator on the bottom of the screen is showing you . . . .do not get ahead of it, and don't fall to far behind what it is indicating. You will need to spin it 4 times. It's annoying, but keep trying.) Once the bridge is spun, head across to the mansion. Don't let the dogs upset you, they're your friends now, but it kind of freaked me out the first time I saw them running at me. Go up to the door and use the key you found in the shed. Now that you are standing inside, ignore the stairs in front of you for now and head into the alcove on the left. Look in the cabinet you find there and you will find the AENEAS STATUE. Go into the room opposite the cabinet with the lions head with the fleur de lis discs over it. Notice that there is a disc missing. Well now you know what to do with that disc you found back in the Louvre, but now she's crabbing about not remembering how they are supposed to be rotated, so we'll have to figure that out. Head towards the back of this room and look on a little table on the left side. Sitting right there in front of everybody with no puzzle or locks or cabinets or anything is the CUPID STATUE. Grab it. Keep going out the back of this room and head up the stairs you find here. You can examine the stained glass windows here, but at the moment it is meaningless to you, so head all the way to the top of the stairs. The PRIORY RING is what unlocks this door, so unlock it and head in. You find yourself in a bedroom (wish I had a bedroom like that). First, examine the bed and find **DA VINCI'S TANK**. Now go to the dresser and examine it. There is a poem you need to read in the top center drawer, which gives you a clue as to how you are going to rotate the discs down- stairs. There is a large bandage in the middle drawer on the right. The drawer on the bottom left is locked, but once again, the PRIORY RING is the key to unlock it. In that drawer you find the VULCAN STATUE. Now head back out the way you came in and go observe the stained glass windows. You'll see that each window has a God on it and Sophie will tell you the story of each one. Each God has a fleur de lis symbol in a pane above it rotated in a certain direction. Each line of the poem you found in the dresser refers to one of these God's, and your goal here is to figure out which God each line refers to and therefore which direction their respective fleur de lis is facing. It's all very confusing at first, but for the purposes of this walkthrough, head down to the fleur de lis discs over the lion's head and examine the discs again. Turn them like this: (The direction refers to which way the TOP of the design faces) DOWN, RIGHT, UP, LEFT The lions mouth will open and give you the VENUS STATUE. Now head back up to the bedroom. Go all the way through the bedroom and into the library on the other side. Stay on the top level for now and go to the table you see to your left. Look inside the box first and you'll get the JUPITER STATUE, then read the note on the table. After you've read the text of the note, you'll get your second cryptogram of the game. Give it a shot first (hint: the symbols always represent the same letter in EVERY cryptogram you will do in the whole game), but if you don't wanna, this is what it says: JUPITER IS ABOVE VULCAN AENEAS IS BELOW MARS MARS IS TO VULCANS RIGHT Now head down the stairs to the lower part of this library. Upon reaching the bottom of the stairs you will be treated to another cutscene and another "You don't have any choice close quarters fight with a crazed monk". Once you have disposed of the monk, examine the table with the skeleton sitting on it like a monk fight spectator. Examine the funky UFO lookin' thing and a statue will roll out from under it. Move your gaze to the floor under the table and pick up the MARS STATUE. Pick either door out of this room and make your way back to the stairs you saw when you first entered the mansion and head up. Halfway up there is a little overlook area with two paintings. Examine the painting on the left and you'll find the **JUPITER SPHERE**. Now head the rest of the way up the stairs to the room at the top. In this room, go to the round table with the pentacle on it and place all 6 statues on it (They will all line up on the platform on the right side of the table). Once they are all there, its time to place them all on the pentacle in the correct spot and facing the correct direction. Put them on the pentacle in THIS ORDER: Put Aeneas on the lower right point Put Mars on the upper right point Put Cupid on the lower left point Put Jupiter on the top point Put Venus in the center Put Vulcan in the upper left point When you are done, make sure that all the statues are FACING VENUS, and that Venus is facing Aeneas. You'll get a cutscene, and when its over, you'll be in the garden below. The concept here is pretty simple, its just a matter of getting it done. The garden is a big replica of the pentacle table you just completed. You simply have to go around the outside and rotate all the statues so that they face Venus, which is pretty easy considering that when the statue is facing the right way, a big box pops up on the screen and tells you that its right. The trick is the 3 gaurds wandering around in there. Fortunately, it does allow so that you only run into one gaurd at a time (MOST of the time. One time I did get snagged by two at once.), and you can usually sneak up on him and take him out with a stealth attack. Just be sure to drag them out of the way so one of the other gaurds doesn't find him and wake him back up (Metal Gear Solid flashbacks). The safest bet is to drag them to one of the statues that you have to rotate . . .they don't go there on their patrol. Once you have them all turned the right way, the Venus statue will rise up out of the ground to reveal an entranceway beneath it. Of course, you should go there and enter. So now you're in the "Underground Grotto". Before I go any further, its only fair to tell you that this is the one puzzle in the game that has me completely stumped. I'm still not sure what or where the pattern is, but I can help you recognize when you are close and get it finished so you can get the hell out of here. First, there is a statue on either side of the room. Go to the one that looks like King Tut and take the TORCH (You can examine the other statue, but there is nothing there to examine until the puzzle is completed, and then its a cutscene anyway, so forget it). Light the torch on one of the flaming birds. Now, you can do what I did and run around for 45 minutes just lighting torches until you get lucky and the puzzle solves itself or you can do this: Starting from scratch before you've lit any torches, imagine the torches in a clock format. When you walk in the room, the one furthest from you being the 12 o'clock position, illustrated as shown below: ------------12------------ -------10---------2------- ----------7----5------- -----door you come in----- Now light the torches in this order: 12 oclock 10 oclock 5 oclock 10 oclock 2 oclock 10 oclock 7 oclock (Many thanks to 'maceasar' on the IGN Message Boards for this description of solving the puzzle!) A cutscene ensues, the LASER ETCHED KEY is retrieved and the level is over. ************************************************************************ IV. BANK OF ZURICH (3 Secrets) ************************************************************************ If I had to pick which level is "Chock full O' gaurds", this is it, so if you don't like the gaurd fights and creeping around, go ahead and mentally prepare yourself now. First thing you're going to do is talk to the gaurd at the main desk and he'll point you through the door on the right. Go through the two doors here and you'll be in the "Atrium". There is nothing to find on this level and the only door you can go through is the one in the center on the left side, so just head there and go in. Speaking to the gaurd here is useless unless you just want to hear him say stuff that only borders on funny, so you can skip him and go to the gate and use your newly aquired LASER ETCHED KEY to get in. Once the gate is open, there is an open room right in front of you to go in. Don't bother exploring the hallway, there is nothing there. In this new room, you will again use the laser etched key to retrieve your box o' goodies, but, to your surprise, it gets there and THEN it decides to let you know you need a password. Then you have cutscenes telling you about the symbol on your box of goodies and what numbers it represents and the Fibonacci Sequence and 21 and 500 and 521 and blah blah blah, so its going to make you do math again, but at least its math you can do in your head because you only need a 4 digit number this time so: 21+500=521 (this you know already), 500+521=1021 How about that. A 4 digit number. "1021" is your password, so enter it, and the box o' goodies is yours. Inside, you get the Cryptex and no clue how to open it . . . .SWEEEEEEET!! not. Examine the box again and you will find that there is a tiny hole in the smaller box that contained the Cryptex, but you need something to poke into the hole. Well, of all things, suddenly you can examine the desk on the left side of this room. Open the drawer and inside you'll get a paper clip. Of course Sophie will tell you how very perfect that is, so go and use it on the little hole in the Cryptex case. You get a lovely little poem that if you know anything at all about "The Da Vinci Code" (even if you've only seen commercials, or it could be you are over 30 years old and you are a Monty Python fan), you know boils down to one word: "GRAIL" Go into your inventory and chose the Cryptex and "use" it. Enter the word "GRAIL" and you're on your way. The bank manager comes in and very kindly tells you to get the hell out and he's going to help you do it without getting busted. After the cutscene, head out the way you came in, but when you get back to the "Atrium", head to the left and around to the elevators. Use the security card the bank manager just gave you on the elevator. A cutscene lets you know that this is the last friendly gaurd you're gonna see on this level, because this guy is too stupid to know he's supposed to be pissed at you yet. When you're in the elevator, you're told that you're screwed and you need to get out of there before the elevator opens, so lift Sophie through the door in the top of the elevator and up you both go. Once there, turn the crank you see on the wall to open the doors. Head to the right out of the elevator. There are two gaurds patrolling this floor. Go into the first set of doors you come to, which should put you in a storage closet. Look around in here and you'll find a large bandage, and you should see the eerie glow of one of the secret items, so, of course, search the shelves to find the **MARS SPHERE**. Exit the closet. At this point, what you do with the gaurds is up to you. What you want to do is continue along this side of the Atrium to the doors further down the hall. If you can get there and into the Admin Office without messing with the gaurds, good for you, if not, try to only have to get rid of one of them. Enter the Admin Office. In here, there are two more gaurds. Sophie will not follow you in here, so you are on your own for fighting, so just don't fight. Immediately crouch and look straight ahead and a gaurd will pass from right to left. Sneak up behind him and stealth attack him and knock him cold. Move up a little further and look to your right around the cubicles and you'll see another gaurd on patrol. If you crept up correctly, you should be able to sneak up on him and do the same thing you did to the first gaurd in here. If not, just fight him and take him out. You are now free to explore and do your thing on your own time in here. First thing will do is take care of one of the two hardest secrets in the game to find. If you go to the door you came into this room, and turn around and look into the room just as you did when you came in, you need to go all the way to the back of the room to the furthest cubicle on the RIGHT. Go in the cubicle and you'll get the "examine" cue. Examine the shelf here and you'll get **DA VINCI'S BALLISTA**. (If you choose to find this cubicle by looking at the map on the wall to either side of the door, it will be the cubicle in the lower right corner.) Now you have to go to the Administrator's office. As you came in, its on the left side near the back, and you have to walk to a smaller office with about 6 cubicles in it to get to the Admin Office. (Does this mean the Administrator has 7 secretaries?? This guy can DELEGATE!!) Once in the Admin office, go to the desk and insert the security card after the bank manager gives you the code. Enter the code "867530" and it will be wrong, (TRIVIA NOTE: For those of you who might be fan's of 80's music, note that this passcode is the first 6 digits of the song "867-5309 (Jenny)" that Tommy Tutone topped the charts with in 1981. I have yet to confirm if this was on purpose, or if its a freaky coincidence. Is my age showing?) so the manager tells you to check out the Office Managers office. As you stand, the Office Managers office is directly across the main cubicle room from you,so head out and go across and enter the Office Manger's office. Search the desk first. There is a large bandage in the bottom left drawer and a password in the middle right drawer. When you're done with the desk, turn around and examine the painting with the UV light. Examine the fingerprints you find. Now you can lift the painting and reveal the safe that is hidden behind it. Use the password you found in the drawer to open the safe "728559". Take the FILE CABINET KEY you find inside and leave that office. Go to the right and enter the file room at the end. Go all the way to the back of the room to the last set of free standing file cabinets (IE: Not the ones against the wall) and find the set that allows you to "examine". Unlock the top drawer with the key you just obtained from the safe and get the password. Go back to the Admin Office. Put the security card back in the computer and enter the code that you found in the file cabinet "260924". Head out of here and back towards the door you came in here from and find the Security Card Reader in that corner. Use the security card and move to the stairwell. When you get to the bottom, you'll go through another door and end up on the lower floor of the "Atrium". There are gaurds here, but if you immediately crouch and head to the left, you'll end up near a door that says it is "Deposits and Servers" or something to that effect. Enter that door and go down a long hallway that has nothing in it but doors you can't open until the last door on the left. Go through that door, down a little hallway past an unmanned security desk and through another door. You end up in a small break room. Walk through it and you'll be in a big "privacy cubicle" room. Walk all the way to the far side of this room and peek to your left and you'll see the two gaurds in this room. It's up to you how you handle those two because I knocked them both out when I was searching for secrets, but it is possible to get through the room without the gaurds even knowing you're there. As you come in this room, the place you want to be is the other corner of this room directly to your left (there is a security card reader and another door in this corner). There is a privacy room you can enter, closest to the security card reader, however the secret you want is in the privacy room directly BEHIND it. In other words, check the two privacy rooms closest to the card reader, you'll see the glowing symbol on the wall when you go in. Get the **IRON COIN**. On the same wall as the door by the card reader, there is an air vent. Go there and you will be prompted to shove Sophie through it. Do so. You are now in a small server room and a gaurd will walk up between the servers and turn his back to you. Creep up on him and take him out with a stealth attack. Go to the left from here and you'll find a set of doors and an office with no door. Creep into the office because there is a gaurd standing there with his back to you. Take him out with a stealth attack. You can now upgrade your security card once again at the computer found in this office. Just stick it in . . . no password or puzzle necessary. Go back out of this office and through the doors right beside it. Go down the short hallway outside the card upgrade office and open the door at the other end with the security card. Langdon will meet you there and you'll be back in the "privacy cubicle" room. Leave here the way you came in and go back to the "Atrium". When you're back in the Atrium, there are two gaurds here, but there is no need to even mess with them. Simply crouch, turn to the right and follow the wall around to the loading dock door. You've got time and space here, so listen to the gaurds conversation for a giggle if you want. If not, go ahead and enter the loading dock area. You'll be in a sitting room with a security card reader and a caged off door. Use your upgraded card in the card reader and the cage will raise. Creep through the doorway quick enough and there will be a gaurd walking away from you that you can sneak up on and take out with a stealth attack. As you now stand, you should now see a gaurd just standing there and looking to your left. Believe it or not, you can crouch and sneak up beside and then behind him and take him out with a stealth attack (the guys gotta be BLIND!). There is a small bandage in the closet behind that gaurd. Now look down where that gaurd was looking and you'll see a gaurd waaaaaaay down on the other end. He does pace back and forth, so I suppose you COULD sneak up on him, but its quicker just to run up, fight him and knock him out. The arrow on the floor points you out the door, so follow it. Go to the end of that hall, use the Vehicle Key on the doors and the level is over. ************************************************************************ V. CHATEAU VILLETTE (3 Secrets) ************************************************************************ This level has only one enemy and you don't see him till the end, so in the meantime we'll have to endure the fact that Teabing is longwinded and just get through this. When you finally have control after the cutscenes, the first thing I recommend that you do (Only if you want all the secrets) is take the steps down into the basement. Go through the door and the basement is to your left. Go to the back left corner of the basement (look for the glowing symbol) and there are some chairs there that let you "examine" them. You'll find the **COPPER COIN** there. Go back upstairs to the room everyone is standing in. Listen to Teabing babble and observe the two paintings on the wall. When he's done, you can either go to each shield at the back of the room and listen to Teabings story, or, you can listen long enough to find "Gallahad's" shield and "Percival's" shield. In either case, it is the shield furthest to the left in both sets. (Gallahad's shield is a red cross, Percival's shield is the Heart) Grab Gallahad's shield and put it on the Knight closest to the painting of the knight looking at the Angels. Grab Percival's shield and put it on the Knight closest to the painting of the knight looking at the castle and the Grail floating in the sky. Doors will open. (From this point on, the door next to Gallahad's shield is "Gallahad's Room" and the door next to Percival's shield is "Percival's Room".) Enter Gallahad's Room and read the note on the bookcase in the corner directly to your right. Go over to Percival's Room and read the Bible on the bookcase. Go back to Gallahad's Room and enter "HEAR" as the password on the security door. In this new room, there is a piano and two other doors. The furthest door takes you back to the main hall of the house, the other door puts you in a closet in which you will find a table you can "examine". Under it, you will find **VENUS SPHERE**. Go back into room and then back into Gallahad's room. Observe the Chalices in this room and find the "Red Dragon Chalise". Take it and carry it to Percival's Room. Place the chalise on the display stand directly to your left that says "Arthur". A door will slide open and you will have to do a slide puzzle to put together a picture. It's pretty easy and you can complete it in 5 moves. Click on the tiles in this order: Bottom Left Top Left Top Center Bottom Center Bottom Right The puzzle will be finished and the door to the library will open. Go in this new room. Turn right and go to the corner and on top of an empty display case you will find **DA VINCI'S WARCART**. You walked past a table on the way here, so stop now and grab the music. Take the music back to the piano you found in the room off of Gallahad's room. Use the music sheet on the piano and just hit the buttons AFTER the note displays to complete this very slow and easy puzzle. More longwinded speach . . .then go back to Gallahad's Room. You'll go through many longwinded cutscenes here, but basically you'll be searching "The Last Supper". Basically, after you have observed and heard about the following items, you'll be done: The "V Shape" The "Grail" "John is Mary" The "M Shape" "Peter mad at Mary" The "Grail" (again) "Jesus and Mary" Apparently, now you have all you need to solve Cryptex #2, so go in your inventory, use Cryptex #2 and put in "MAGDALENE" Large cutscene here with the Creepy Monk Leader and now you'll have to send parts to the basement to complete a weapon. Run upstairs to the room with the piano and grab a GLOBE in the corner. You'll end up having to fight the crazy monk for it. Get away with it and they send it to the basement. Go over to Percival's Room and go to the right as soon as you enter. The thing you need is over there, but you end up having to fight the crazed monk yet again. When you're done, the cutscene sends that part downstairs too. Now, you have to run around and enter the room you just crammed the crazed monk into, (I know, sounds stupid, doesn't it?) via the other door from the main hall. Head to the far corner and you'll be attacked again (DUH!!). Fight him off, make Langdon crush him under the bookcase, and the final piece will head to the basement. It's all cutscene from here on out. Watch, enjoy, and move on. ************************************************************************ VI. BIGGIN HILL AIRFIELD (3 Secrets) ************************************************************************ You start off here freezing in the rain and cops are beating on the door. Go to the dumpster nearby and push it in front of the door. Behind the dumpster you just moved, there is a power switch. Activate the power switch and move over behind the rail car. Release the brake on the rail car and walk carefully behind it. The cops will be shooting at you, but the rail car is your cover, so stay behind it and you'll be fine. When the car stops, you are at the end and you can enter the door you've come to. Once in the hanger, turn directly to your right and get **DA VINCI'S BRIDGE** from on top of the crates there. You are standing very close to a "Bunker Map" on the wall next to the door you came in. Right next to that is a tool box in which you will find BOLT CUTTERS. Go to the left side of the plane (as you are looking at it) and find the gate with the padlock. Cut the lock, enter the fence and climb the ladder. Get the large bandage off the table then activate the controls to move the crate. Climb back down, go back into main hanger area and two gaurds come in to ruin your day/evening/weekend. Dispose of both of them. Enter the cage you revealed by moving the crate. Get the FLARES off of the shelves in there, then open and enter the trapdoor. Follow the dark stairwell all the way down until you get a cutscene. When its over, enter the very dark room and open the grate on the floor and crawl down. Go forward to another short set of stairs, go down and find a gate with a pad- lock. Cut the lock with the bolt cutters and head down the new hallway. Go through another door and head to a fuse box that is straight in front of you. Take all the fuses (3 of them). Turn to your left and head into the next room until you hit the railing, the turn right. There is an alcove here and at the back of it, there is another fuse box with 300 amp fuses (2 of them) you can take. Go all the way to the opposite end of this room from this set of fuses (STRAIGHT ACROSS, do not go downstairs yet!), and climb the ladder to the Control Room. In here, find a first aid kit on a shelf behind some cleaner, then take the elevator to the control tower. Up here you will have more cutscenes and another fuse box. Take all the 300amp fuses (3 of them). Go back down to the control room. A guard meets you there. Defeat him. Go back down again and there are two gaurds patrolling here. Do what you will with the gaurds, but make your way back to the opposite side and take the ladder down into the lower area and then come back to the far end to find the "fuse box", "switch" and the "schematic". Use the UV light on the schematic. Go to the fuse panel and put in the correct fuses to activate the "left generator", "right generator", and "surface door" (Generators take all the 300amp fuses,surface door takes the 50amp fuses). Pull the switch. Start heading back the way you came, but before you climb back up, go behind the ladder and to the left into the alcove underneath where you found the first set of 300amp fuses. Look for the glowing symbol on the wall and look around for the **MERCURY COIN**. When you get past where you took all the fuses from, down the long hallway and then down a short set of stairs, creep up and you'll see a gaurd pass from left to right. Sneak up behind the gaurd and stealth attack him and take him out. Go back to where the gaurd came from and find the alcove on the right. Look for the glowing symbol in there and get the **MERCURY SPHERE**. Head back towards the door that you could not open because it had no power, and there is a gaurd there with his back to you. Knock him out, pull the switch and the door opens. Follow this path until you reach a ladder. Take the ladder up to the next floor and you'll find another ladder. Take this ladder up and you'll find yourself back up in the rain and outside. There are two gaurds here, but it is very possible to sneak up on both of them and take them both out with stealth attacks. Once they are taken care of, go to the cage at the back of the gas tank and cut the lock with the bolt cutters. Open the valve you find there to release the gas. Go over to the ladder on the building and climb to the roof. Sneak up and stealth attack the gaurd here and then use the flare on the edge of the building. Consider this level over. ************************************************************************ VII. TEMPLE CHURCH (3 Secrets) ************************************************************************ You start in the courtyard outside the church with Langdon and Teabing. The first thing you have to do is go into your inventory and "use" the coded message you find there. It is a cryptogram, so give it shot or I'll just tell you what it is here: OUTDOORS THE GRACEFUL WATER YOU WILL SEE THROUGH DEDICATION YOU MUST FIND THE KEY The boys head off into the church and leave you alone. Behind you as you face the church, look for a sunken area. Go either to the left or right, it doesn't matter, and you'll find a path down. In this path you'll find a window with a trash bag laying under it. Examine the window and you'll find the **SILVER COIN**. Go back up to the courtyard. Go to the bulletin board just to the right of the front door of the church. Examine the board and you'll find you can grab the handle and open it. Inside you'll find a key. Go to the left side of the church and use the key to unlock the gate to the backyard of the church. Once inside, there is one gaurd walking away from you, so grab the shovel on your left, creep up behind him and stealth attack him so he's down. There is a long wall with archways in front of you. Go to the sixth arch and enter. Look for the glowing symbol and grab the **MOON SPHERE** in the pile of boxes to your right. Cross the rest of the way under the arches and find the stairway upwards to the right. Creep up the stairs as there are two gaurds having a silly conversation at the top. Wait for their conversation to end and they will walk away from each other. Pick one to sneak up behind and you can take him out with a stealth attack. Watch what the other one does and you can do the same to him as well. Now you are enemy free. Go down the walkway over the archways and find the wheelbarrow. Get the SHEARS from the wheelbarrow and go back to where you knocked out the gaurds and go to the fountain. In the planter closest to the church, use the SHEARS and you will cut back the roses. Use your PRIORY RING on the resulting plaque, and you will get the METAL SHARD. -----YOU WILL NOW CHANGE CHARACTERS AND BE LANGDON----- You awake in a cell with a gaurd looking through the window giving you crap. Eventually he will go away and watch TV. Turn and look towards the door to the room. To your right is a table on which you will find a PIECE OF CARD- BOARD. To the right of that table is a pallet on which you will find a METAL ROD. Turn right 90 degrees from the pallet and pull the chair out from under that table and get the SMALL GEAR. Now go to the door and examine it. Go to the bottom of the door and use the PIECE OF CARDBOARD on the space below the door. Move up and use the METAL ROD on the keyhole. Congrats, now you have the key and can get out of your cell. The gaurd is watching TV and he is entertained. Sneak up behind him and take him out with a stealth attack. You can breathe for a moment, so go into the room that was directly across from your cell. In there you will find **DA VINCI'S PADDLEBOAT** on top of the file cabinets just to your right inside the door. Go back in by the guard you knocked out and enter the door just to the right of the television. You are in a large sanctuary, with a crypy to your left. There are two guards in the crypt having a conversation. Wait for them to finish and quietly take them both out with stealth attacks when they go their separate ways. There is still one guard left in the main sanctuary area. Sneak around and take him out too. You are now free to roam, but not much you need. In the main sanctuary, there are two cabinets in opposing corners. One has doors on it, and the other does not. The one that has doors on it has only a SMALL GEAR, grab it and go to the other corner. In that cabinet that has no doors, get another SMALL GEAR and a large bandage. Go back over to the crypt area where you took out the first two guards and turn to your left. You will find a desk that has a LARGE GEAR on it. Head back to the door and go back down to where you were held prisoner. When you go back in this room, go to the right and find the gearbox. In your inventory you should have 1 large gear and 3 small gears. You may rearrange the gears you see in the gearbox, but this should be your final result: ssL (Ex)Ls s(Sw) s=small gear L=larger gear (Ex) = Exit gear (Sw) = Switch gear If that is about as clear as mud, then there is a picture of it that I've put up that you can see at this link: http://www.northsearesearch.com/files/dvgears.jpg (A big THANK YOU to maceasar at the IGN message boards for finding that picture for me!) When you get it right, pull the switch and you'll get a cutscene and you'll be Sophie again. ----CHANGE CHARACTERS AND BE SOPHIE---- All you have to do here is be sneaky and take out the two guards. The best option is just to let them both walk by you and then creep back to the basement door and enter. Thats it, you're done. You join Langdon in the basement. Now that you have Sophie with you, you can take her down the long hallway in this room and open the door to the tunnels (catacombs). Once inside the tunnels there is a small bandage just to your left in the little alcove. Let the two gaurds have their conversation and when they are done talking, they will split up. Now you can creep down and stealth attack the first gaurd. Continue on down the tunnel and beat up the next gaurd as well. Carefully continue through the tunnels until you come up on 2 more guards and let them finish talking as well. Let the first guard come to you and then subdue him. Look in the crypts on the wall in this area (should be on your left as you are walking through the tunnels) and you should find your first TEMPLAR SEAL. Now you need to move up and dispose of the remaining guard. Move a little further along the tunnels and look for a crypt on your right with a cardboard box in it. Move the box and get the second TEMPLAR SEAL. Continue through the tunnels until you get to one lonely guard complaining about the electrical switch. Creep up on him and stealth attack him. Now you get a brief (very brief) brake from the guards. Examine the electrical box on the wall. There are 4 green buttons inside that you need to push in the correct order to get them all to light up. Remember this order because you will need it later several times when you are in a panicked state: 2 4 3 1 Push them in that order and the power will turn on for the switch right next to you. Pull the switch and enter the room that opens for you. Grab the small bandage and the third TEMPLAR SEAL. Check your inventory and make sure you have all 3 TEMPLAR SEALS. You are going back through the tunnels the way you came now, so if you don't have them all you can pick up what you missed on the way. Go back through the tunnels carefully because 2 guards will reappear for your fighting pleasure. Do away with these guards and return to the switch on the wall in the area you found these guards. Pull the switch and enter the little room that opens for you. You have a disc puzzle in front of you very similar to the one you found in Normandy Mansion, only its not nearly as complicated to figure out. Put the three TEMPLAR SEALS you found into the empty spaces in the puzzle. The way the seals need to be turned is very easily painted on the walls to either side of the puzzle. I will use clock positions to tell you how each disc should be turned since this puzzle doesn't have straightforward up/down type positions. Turn them like this from left to right (the clock position refers to where the TOP of the seal should be): 10 O'clock, 4 o'clock, 12 o'clock, 2 o'clock Now you'll get a cutscene showing you that you've revealed something up in the courtyard where this level first started, so you're going to continue back through the tunnels the way you came in. You will come across two guards on your way back, but there will be more if either of those guards find and awaken any of the guards you knocked out on the way in, so get out of there fairly quickly. When you exit the tunnels back in the room where Langdon was held prisoner, the guard Langdon knocked out when he escaped his cell will be there waiting for you and he won't be happy. Take him out and go out the door near the TV to go back up to the church sanctuary. When you get there, use the combined efforts of Langdon and Sophie to unlock and open the front door of the church that you see on your right, and exit out into the courtyard you started the level in. Go to the monument straight in front of you and look around the bottom of it for the item you revealed with the Templar Seal puzzle. Get the METAL SHARD. After you have the shard, 2 guards will run across the courtyard after you. Take care of them as you see fit and return inside the church through the front door. Go to the left into the room with all the crypts on the floor and in the right rear of this room you will find a shield with two pieces missing. Put the ROUGH METAL SHARD in the top space and the SHARP METAL SHARD in the bottom space and the shield will be whole again revealing a code of paired symbols. You don't need to write this down as it will be shown to you when you need it. Look at the crypts in the room and find the one that says "Dark Effigy" when approach it. When you examine it, it will say "Here lies W. Marshall" and then you will be presented with a chart and the shield you need to decode. Use the paired symbols on the shield to find the correct letters on the chart and fill in the blank spaces at the bottom. When you finish, the word will spell out "RICHARD". Now you can go into your inventory and solve the 3rd Cryptex with the word "RICHARD". You'll get a cutscene in which you'll discover that you've been duped. Enjoy the cutscene or skip it, but be prepared when its over because the Creepy Monk Leader will be chasing you with a gun. (Yes, only Langdon. Not sure exactly where Sophie disappeared to or how you ended up back in the tunnels, but yet here you are.) What you have to do here is just RUN! You will get a crappy camera angle with a view of the crazed monk shooting at you from behind. Run away from him until you get to a door that you need to break down. Do it quickly and continue to run. Next you'll come to another door with one of those electrical boxes and a switch. Solve the electrical box with the solution I gave you earlier, pull the switch and then run some more. The next door you come to will be one that you have to break down again. Do it and keep running. You come to another electrical box/switch door, so do them again, but this time the door will only go halfway up. Quickly grab the door and pull it the rest of the way up by hand, then run again. The next door you come to will just be halfway up, so just grab it and lift it up by hand and run some more and you'll come to another half opened door where you will do the same thing and keep on running. The last door you come to will be the electrical box/switch type door. Get it opened by the prescribed method and enter it for the cutscene. In total there are 7 doors you have to get through. Thankfully, while you are running, the crazed monk is walking, so you get enough time to get through them all, but here is an abbreviated list of the doors you have to go through: 1. Break through door 2. Electrical Box/Switch door 3. Break through door 4. Electrical Box/Switch broken door, then lift 5. Half open door 6. Half open door 7. Electrical Box/Switch door The cutscene will show you trapped by the crazed monk and Sophie reappearing and saving your butt. Now this level is over. ************************************************************************ VIII. Westminster Abbey (3 Secrets) ************************************************************************ This level looks kind of intimidating, but its really not that bad. First thing you need to do is turn and look at the directory to get an idea of where you will be going. Go behind the directory first, towards the front doors of Westminster Abbey and look towards the statue on the left for the glowing symbol that indicates a secret. Examine that area to find the **GOLD COIN**. That is the only secret out in this main area, so we'll pick up the other two on our way through the level. Check the directory and find your way to "Newton's Tomb". As soon as you enter this room, you will get a hint about electricuting the patrolling guard. Do as suggested and shove the light into the puddle of water, but do it fairly quickly as the guard will eventually walk out of the puddle and then you'll have to kick his butt as you normally would. Go straight across the room to the opposite side and look on the wall for the glowing symbol of secrets. Examine that area to get the **SUN SPHERE**. (Just started and already you got 2 secrets!) Now walk over to Newton's Tomb and examine it thoroughly. When it has been completely examined and you are staring at it wondering what to do, use the PRIORY RING in the little hole next to the Sun, and you will be able to take the sun off the tomb and add it to your inventory. (That Priory Ring is handy as hell) Listen to them babble for a bit and head out of this room back to the main area. Use the directory if you need to, but you want to go to "Chaucer's Tomb". Examine this tomb and note the characters from Canterberry Tales across the top of the tomb. You will need to know one of them to solve this puzzle. Examine down near the bottom of the tomb and find the slider puzzle with the shield engraving in the middle. Place the Sun Orb on the shield engraving to activate the slider puzzle. It's pretty easy to solve as you have to get the letters to spell out "PARDONER" clockwise around the puzzle starting from the top left square. Simply slide the "D" into the center and the rest of the letters will slide right into place so you can slide the "D" right where it is supposed to be and the puzzle will be solved. You will be presented with the LARGE RING for your efforts. Now that you have completed that, lets save you some running around and grab a nearby item that you will need later. You are standing next to where Shakespeare's Memorial should be, but there is a sign saying that it is being renovated. Right next to that area you will find a "Workman's Cabinet". Examine the cabinet and you will find and old coat inside. Slide the coat to the side and you will get a BRUSH added to your inventory. Now if you know the way, head to "The Cloister". Check the directory if you don't know how to get there. When you enter the Cloister, creep straight ahead and there will be a gaurd in front of you. Look a little to the left and Langdon will proclaim that maybe he can untie the light on the ceiling and it will drop on the guard. Do just that and grab the large bandage that you find there as well. Continue down that hall and enter the "Restoration Hall" on your left near the end. There are 3 guards in this hallway. Try to take them out with stealth attacks by turning on the light switches you can find on either side of the hallway, otherwise if all 3 guards come after you, you are unlikely to beat them. The third guard is near the end of this "L" shaped hallway near a closet with a closed door. Enter the closet and find a large bandage and a light switch. Flip the switch and a guard will walk out of the Restoration room at the end of the hall. Run out and take care of him before he wakes up any of the bodies you've left laying around the hall. When the guards are all sleeping peacefully, enter the Restoration room at the end of the hall. Just inside the door to the right is a pallet that you can examine. Search it and find BOLT CUTTERS inside one of the boxes. Look to the other side of the door you came in and look for two boxes covered with blue cloths right next to each other. Walk around them until you get the cue to "examine" and you will be rewarded with **DA VINCI'S CODEX ARUNDEL**. You can't do anything else in this room at the moment, but go and examine Shakespeare's Statue before you leave if you feel like it. Head back out of the Restoration Hall to the Cloister and back towards the door you came in, but instead of leaving, turn to your left and go down the previously unexplored hallway. There will be 1 guard wandering around down here, so just take him out in whatever way you like best, and proceed all the way to the end of the hall to find a padlocked door. Use the BOLT CUTTERS to unlock the door and enter this closet. The closet is dark, so examine the pallet just inside the door and slide a box to the side to reveal the light switch and turn on the lights. Search under the workbench until you find MARBLE CLEANER. You are done in here, so go aaaaaaaaall the way back to the Restoration Room where Shakespeare's Statue was. When you get there, there will be a single guard wandering around the room. He's pretty easy to creep up on and take out with a stealth attack. Do that and go over and examine Shakespeare's Statue. Go in your inventory and combine the MARBLE CLEANER and the BRUSH. Use the resulting soapy brush on the scroll on the statue and reveal the quote. Note the word that Shakespeare is pointing to, "TEMPLES". Now examine Shakespeare's finger and place the LARGE RING on it. A drawer will slide out and you will be rewarded with a HAND CRANK. You are done here, so you are going to head all the way back to the main area of Westminster Abbey. You will encounter 1 guard on the way back in the hall in the Cloister, so take him out on the way. When you are back in the main area, head over to King Henry III's Tomb if you know the way, check the directory if you don't. Examine King Henry's Tomb and you will find a hole into which you can insert the HAND CRANK. The word Shakespeare was pointing to is your clue, so crank the letters around until it says "TEMPLES". Your efforts will reward you with the KING SYMBOL. Now turn around and examine the scaffold behind you. Examine the two wheels with locks on them and unlock them. Now you can push the scaffold to the side to reveal the door to Saint John's Chapel. Use the BOLT CUTTERS to unlock this gate and enter Saint John's Chapel. In here, search through the box on the floor and once you've emptied it, you'll find a first aid kit. Now go examine Baron Hunsden's Tomb in this room. Put the KING SYMBOL in the empty space that you find. Use the clue to figure out the sequence in which to push the buttons you now have in front of you or just read the sequence I have provided for you here because the clue you have is terribly confusing. Push the buttons in this order: QUEEN BARON KNIGHT SOLDIER You will be presented with the UNUSUAL CYLINDER. A guard has now entered the room and you will have to induce his coma so you can get out of here. When you have made it back out to the main area of Westminster Abbey, you need to head back to the very first room you explored in this level, Newton's Tomb. When you enter Newton's Tomb again, there will once more be a guard wandering around in here, but electrocuting him is not presented as an option this time, so you'll just have to kick his butt. Once that is done, examine the tomb once again. In your inventory, combine the UNUSUAL CYLINDER and the SUN ORB. Place the resulting object (SUN ORB CYLINDER) in the Sun Orb Cavity on the tomb. A drawer will slide open to reveal a torn scroll. Take the torn scroll you already have in your inventory (I don't know how it got there either) and place it in the empty space below the torn scroll you just found. Now you will have a scrambled up picture to assemble. Generally speaking, the top and bottom row of the picture should be fairly easy to identify, so put that together first and assemble the rest of the picture. There isn't really a "way" to do this puzzle, you just have to use your eyes until it is put together correctly. *************************** After getting asked repeatedly, I solved this picture down to one final move and took a picture of it. In the picture you see, all that needs to be done is the top left block needs to be moved down 1 space and the puzzle is solved. The picture is not great, but it gets the point across. The pictures is at: http://www.northsearesearch.com/files/payenspuzzle.jpg *************************** Once it is done, the word you need to solve the fourth and final Cryptex, "PAYENS". Instead of getting to solve the Cryptex though, you'll be subjected to a very longwinded cutscene in which you find out that Teabing has screwed you over. During this long oration from Teabing, you will be presented with different things for Sophie to say to Teabing to distract him so that Langdon has some time to solve the Cryptex. The first response you need to use is: "I thought you told us only the worthy can find the grail" You will then switch to Langdon and the Cryptex. You need to rotate it as quickly as possible to say "PAYENS". You will probably not get to finish the first time, so get as far as you can until you are returned to the cut- scene. The next time you need to respond, use: "You are the one responsible for my grandfather's murder" You will now return to the Cryptex to pick up where you left off. I managed to get the Cryptex finished during this turn, so I just returned to the cut- scene to let it finish out the level, but if you need one more go at it, you will be given another opportunity to respond to Teabing. This response will be: "You are no better than the church" Beyond this, I don't know if you are given any more chances because I got it after the third response the first time I played through and after the second response the second time I played through. If you find any more, feel free to e mail me with what they are and I will add them to the walkthrough with credit given to you. You have now completed "Westminster Abbey" and it's time to move on to the last level of the game. ************************************************************************ IX. ROSSLYN CHAPEL (1 Secret) ************************************************************************ For being the last level of the game, this is certainly the easiest. There are no guards, no crazed monks, and no friends to stab you in the back anymore. In fact, there is no creeping, fighting or hiding at all in this level. You are just here to follow clues and solve puzzles, just the way The Da Vinci Code was intended. First go into the foyer of the church (the area where the front doors are). Examine the Baptismal there and take the STONE LID from it. Turn around and look behind you and examine the wooden chest, being sure to examine the drag marks on the floor in front of it. Now you can pull the wooden chest away from the wall and find a loose stone underneath it. Pick up the loose stone and you will find a DAISY DISC. Go back into the main area of the chapel, and go over to the red curtain on the right wall. Pull the rope to open the curtain. Place the STONE LID in the empty space you find here and you will retrieve the LILY DISC. Now return towards the rear of the church and examine the 4 Angels on the back wall. Grab the box of matches from underneath the "Faith" Angel. Now go to the red curtain on the other side of the sanctuary and pull the rope to open that curtain. Use the matches on the candle you find there, then read the inscription for a clue. Return to the back wall and closely examine the "Truth" Angel and help Sophie retrieve the ROSE DISC from it. Now go up to the front of the sanctuary and examine the 3 altars on the front wall. There is nothing in the left and center altars, but in the right altar you will find and read the "Ceiling Journal". Note the following things from it: Daisies = Innocence Lilies = Purity Sunflowers = Adoration Roses = Love Stars in the sky, crescent moon, one small star, a dove, a sun and an open hand underneath. Now you can walk around this room and let Langdon tell Sophie about the 3 pillars at the front of the room, or you can just move on to the gate with the Star of David on it so you can get out of here. Examine the Star of David gate and you will see the various characteristics on it with a little space underneath it. We are only worried about 3 of them. Put the DAISY DISC in the "Innocence" space Put the LILY DISC in the "Purity" space Put the ROSE DISC in the "Love" space A cutscene will open the door and you can now go down into the Sacristy. As you enter the Sacristy, read the memorial on your right. Go up to the front of this room and observe the globe on the right. Be sure to spin the globe so that you find that it is missing a piece. Now return to the end of this room and go down the short hallway you find on the right. Examine the "Bleeding Angel" on the wall and retrieve the ODDLY SHAPED STONE. This is, of course, the missing piece of the globe you just looked at, so return to the globe and put the ODDLY SHAPED STONE into the globe where it belongs. The globe will now open and give you the STAR DISC. Go back down the short hall past the "Bleeding Angel" and into the next room. In here you find a stone slab and a wicker box. Push the wicker box out of the way to reveal the trap door beneath it which you can't open yet. examine the stone slab and use the STAR DISC in the appropriate place and another scrambled picture puzzle will reveal itself. This one is REAL EASY because the borders of the picture make it obvious where most of the pieces go, and then you just have to arrange the center pieces. It should be fairly obvious that you are assembling the picture that was described earlier in the level in the "Ceiling Journal". When the puzzle is completed, the trapdoor will unlock and you can open it and enter the final area of the game. Before you do anything else in here, go to the far corner of the room near a stack of chairs and find the last secret of the game, **DA VINCI'S CODEC ATLANTICUS**. Now all you have left to do is examine the two murals on the wall in here and then examine the photo album and its contents. When you've done that, put the controller down and watch the closing cutscene. Congratulations, you have completed "The Da Vinci Code". ************************************************************************ X. THE LOUVRE REVISITED ************************************************************************ This level is an extra awarded to you after completing the game. There are no enemies to fight or secrets to find. In here you simply return to The Louvre and get to examine all the paintings. There are 9 cryptogram puzzles in here to solve, and they can be found with the UV light on the paintings that represent each of the 9 levels of the game. They don't have to be done in any particular order because they are just there for the puzzle lovers among you. These puzzles were unlocked by finding the secrets within the game. HINTS TO HELP YOU: The quote the cryptograms reveal are simply dialouge that you heard in cut- scenes that you saw in each level, so if you're the type that skips these cutscenes, you'll find these cryptograms a little more difficult. Note that the same symbols represent the same letters in every single cryptogram. For example the symbol that looks like the letter "B" that fell over onto its humps, represents the letter "T" in EVERY puzzle. FOR THE COMPLETELY LAZY OR TOTALLY STUMPED: This is quite simply the solutions to all the puzzles: The Louvre Museum Painting: YOU SHOULD NOT HAVE RUN MONSIEUR SAUNIERE NOW TELL ME WHERE IT IS St. Sulpice Painting: THE SISTER MUST HAVE BEEN CALLING PRIORY MEMBERS WHEN SHE WAS ATTACKED Normandy Mansion Painting: ITS THE PRINCESS SOPHIE KEY MY GRANDFATHER PROMISED ME Bank of Zurich Painting: IT IS THE CRYPTEX THIS IS BASED OFF OF A DESIGN BY DA VINCI Chateau Villett Painting: THE LEGEND OF THE HOLY GRAIL IS A LEGEND ABOUT ROYAL BLOOD Biggin Hill Airfield Painting: SAUNIERE BROUGHT US TOGETHER TO FOLLOW THESE CLUES FOR A REASON Temple Church Painting: SILAS TAKE THE KEYSTONE FROM MR LANGDON TEABING IS OUR HOSTAGE NOW Westminster Abbey Painting: TEABING FELT THE TRUTH CRASHING DOWN ON HIM THE GRAIL WAS LOST TO HIM Rosslyn Chapel Painting: THE QUEST FOR THE GRAIL IS THE QUEST FOR THE DIVINE IN EACH OF US ********************************************************************** XI. ROSSLYN CHAPEL REVISITED ********************************************************************** This level is also unlocked by completing the game. The rotating solar system model where the globe was during the game allows you to play various music tracks from the game and examining the Sun gives you a full screen view of the solar system. In the room that had the trap door in the floor, there is a table that will display all of Da Vinci's invention models that you found during the course of the game. Take the trapdoor down to the lower room and in here you will find all the concept art that you unlocked by finding the secrets during the game. Originally I didn't even bother to try to go upstairs into the main sanctuary of the church because I figured if they wanted me to be there, they would have started me in there just like the normal level did, but after recieving an e mail from a reader (All he gave me were the intitials B.G. --- So, Thank you, B.G.) I found theres a whole big puzzle up there. Several actually, but they all add up to one final one, so here goes the solution(s): Up in the area where the altars are, the one on the right is: JACQUES SAUNIERE SAINT CLAIR The one on the left is: REMY LEGALUDEC The one just outside of this area is: SOPHIE NEVEU SAINT CLAIR As you look at the back wall under the Angel Statues, the one on the right is: BEZU FACHE the one on the left is: SILAS The one right by the Star of David Gate is: SISTER SANDRINE BIEIL Looking at the two in the center of the room, the one on the right is: LEIGH TEABING and the one on the left is of course: ROBERT LANGDON Now, once you have all 8 of them done, go to the buttons in between the Teabing and Langdon Anagrams and push the buttons in this order: PRIEST KNIGHT SOLDIER KING QUEEN BARD MERCHANT BARON The game then tells you that everything in the visual database has been unlocked. I have no idea what this means, but then there you are, stuck in Rosslyn Chapel,just wandering around again. Again, thanks to B.G. for pointing out to me that I missed this whole section, and thanks to Google for helping me find all of the complete names that I had not heard before. It would seem you are done with the game. Yay! ********************************************************************** XII. CONTACT INFORMATION ********************************************************************** My name is Eric Waechter. If you have any questions, comments, submissions or anything else constructive to say, please send me an e mail to: fixmybsod (at) yahoo (dot) com I will answer you as quickly as possible unless you are sending flaming e mails, in which case I will be ignoring you.