Da Vinci Code The Walkthrough :
This walkthrough for Da Vinci Code The [Playstation 2] has been posted at 31 Aug 2010 by althegamer and is called "The Da Vinci Code FAQ". If walkthrough is usable don't forgot thumbs up althegamer and share this with your freinds. And most important we have 6 other walkthroughs for Da Vinci Code The, read them all!
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Walkthrough - The Da Vinci Code FAQWalkthrough 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 |
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