Just Adventure original
Messenger – Louvre Walkthrough
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The Messenger (Louvre: The Walkthrough version 1.1a My dear Game Play: Walkthrough: Morgan Standing at St. Louis Go forward A coughing Middle St Louis Inventory Check We arrive Large King’s Go forward, Large Room: Look up to Courtyard: Look around, Cup-bearer’s Inventory It is a room Garden To your right Courtyard: Inventory Check the Large King’s Inventory The relic ![]() We’ll just ![]() Back King’s Inventory Luckily, the Library: The library ![]() The 3 constellations Large King’s Inventory Use knife Moat: Go around Courtyard: Inventory Go in front ![]() Insert the Dungeon Go towards Dungeon The hall is Sombreval Cd 2 17th St. Louis Inventory Check the Courtyard: It is night Cup-Bearer’s To the left Courtyard: Go towards Caryatid We see the Tribunal: Listen Caryatid Inventory Look close ![]() A door opens. Library: The descendant Tribunal: Use sideboard First Floor Look close King’s The inventory ![]() Great! That Kings Portrait Inventory Turn around Ambassador’s Do not move! Small Ground Way down the Cup Bearer’s Inventory Since she King’s Give very Small Ground Inventory Listen, somebody ![]() |
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We need the year
for the birthday and based on the clues on the back of the King’s
throne in the Kings portraits gallery, we need to look for huntsmen.
Go to the other end of the hall. There were tapestries about
hunting. By flipping through the pictures, produce a mirror
image of a huntsman carrying dead birds. The top of the arch
shows 1553. Let us now look for the scepter and the bull shaped
pendular key. Go to the Ambassador’s room.

Ambassador’s
Room:
Climb up the
scaffolding and walk by the long wall to the far end. On the
way back to the stairs, look at the murals on the ceiling.
There is one of a lady, a sheep and a bull. Bull!! Let us
check that. Use hammer and chisel on the bull mural and pick
up the bull shaped zodiacal key. (If you try
to do 2 murals, the snoring guard will wake up). Now,
we pick up the scepter – remember where we saw it?
Caryatid
Room:
Let us pay
homage to the dead King. Look close and use fire tongs to
get the Royal scepter on the King’s left. (Try getting
it without the fire tongs – save first). Time to look at that
clock at the King’s bedroom.
King’s
Bedroom:
Look close
on the top clock face. Let us follow Mr. Gauthier’s instructions.
Time should be around 12th hour. Use the bottom left round
dial to move the hour hand and the bottom right dial to change
the minute hand. Test the mechanism by placing the royal scepter
at the bottom center hole – it will not fit if it is the wrong
time. The right time is 1:55 and the scepter will rotate.
Look at the bottom zodiacal face. Place bull shaped zodiacal
key at the center. Turn bull until Aries (ram) is on the top.
Place the year 1553 at the 4 squares by clicking the + and
-. The secret drawer opens at the bottom of the pedestal.
Pick up the Bull shaped foundation Assyrian statuette.
Now we have 3 but the daemon is destroyed.
Courtyard:
Inventory
needed – Gun powder, lead bullet, gun (combined).
Combine gun
with gunpowder to produce gun full of powder and then combine
lead bullet to have a gun full of powder and loaded, ready
to be used. We hear the Queen screaming to have us be
captured. Go forward towards the crates/barrels of gunpowder,
turn right, use ready to use loaded gun.
Sombreval
reprimands Morgan for failing again. He sends her back to
1770 when revolution spirits are stirring and murder and anarchy
is at hand. The Black Templars have attached themselves to
a new order – Brotherhood of the Masons. He tells Morgan to
befriend the Marquis de Nemours that has traveled to Mesopotamia
and to learn from him. He warns that the Marquis belongs to
the Black Templars.
18th
Century (1770)
St. Louis
Room:
Inventory
needed – crossbow, hook, rope (combined – hook-launching crossbow);
bolt.
Again, we
arrive with no inventory. The inventory chest is in the same
place. Listen to the Dictaphone of the Louvre. Check the map
for access areas. We only need the daemon and that was destroyed
during the 17th century. We have to find information about
it then.
Go under the
middle alcove and pick up copper wire. The only way
out is through the window. Now, we need to get a disguise.
Courtyard:
Go forward
2x towards the light across the way. Turn right and go forward.
Turn left to talk to a lady of the evening. She will get
some clothes for Morgan from one of her costumers. Pick
up clothes and the well lined purse from the front
of the covered cart. Turn left, go forward and turn around
and look close on the walls of the ruins of a freestone mansion.
Use hook launching crossbow on the top middle of the screen.
Ruins of
a Freestone Mansion:
Here is our
friendly neighborhood Alchemist. Alchemists surely have gone
down on their luck – from castle to a ruin. The Alchemist
welcomes the beautiful traveler. He states that Morgan will
not recognize the Louvre. Materialism and money taken over
the world. Politicians and secret societies like the Masons,
Rosicrucian and others replace the last of the artists, painters,
etc. He might be Anselme himself but definitely his descendant.
He advises Morgan to gain the favor of a Marchioness von Schoenhausen
and gives her a precious necklace to help. He also gives her
a new cabalistic spell that awakens the dark forces because
strange things are happening. Look close on the chest
by the left wall and pick up the magic formula revealing
some of Anselme’s basic secrets. Open the drawer and get
the pearl necklace.
Go out
the room through the open doorway. Turn around and look back
at the dwelling of Anselme’s descendant. Look up and close
on the roof of the ruined tall building on the right. Use
crossbow with bolt on the copper ridgepole on top of
the ruined roof. Turn to the right and look close at a dark
corner of the ruin. Pick up a zinc tile. Go out of
the ruins.
Courtyard:
Go back to
the covered cart and pick up the copper ridgepole found
close to the wall of the ruin after you shot it down from
the roof of the ruined tall building. Go back to the opposite
side of the courtyard. Look close at a drunk that will sing
for you for some money. Looking at the map the only entrance
available is the Caryatid room.
Caryatid
Room:
Talk to the
man by the crate of rolled up papers. He is upset because
he is drowning in scores. His muse, his goddess, Marchioness
von Schoenhausen requests the music of Austrian genius Mozart.
Just the lady we want to meet.
Tribunal:
We find the
Marchioness lounging at the far end of the room. Click on
her head. She complains of the bore and the heat. We
have to gain her favor as the alchemist advises. How? Turn
around and go through door to the ground floor service area
(with a stair on the right) and through the other door to
the Queen’s guard’s room.
Queen’s
Guard’s Room:
Go to the
left side of the room and find bottles of champagne in ice.
Pick up the champagne glass. Something cool for the
Marchioness, hmm!
Tribunal:
Combine pearl
necklace and champagne glass. Give the champagne and pearl
necklace to the Marchioness. (Champagne alone does not gain
her favor). She recognizes Morgan as a woman. Morgan asks
for help in getting in touch with Marquis de Nemours. The
Marchioness informs her that the Marquis loves the ladies
and the music of Mozart especially Bastien and Bastienne.
She also gives Morgan a key to the dresser. Pick up heart
shaped key from side table. Didn’t that upset man say
something about Mozart and score in the crate? We have to
get him away from the crate. Go to courtyard.
Courtyard:
Use well lined
purse on drunken man. He will sing drunkenly, enough to
drive the upset man away.
Caryatid
Room:
Pick up a
score of Bastien and Bastienne, Mozart’s first opera
from the crate. We need to dress up to see the Marquis. Go
to the Queen’s guard’s room.
Queen’s
Guard’s Room:
Use heart
shaped key on chest drawer beside the exit door. Pick up gown.
Use the score on the piano. The Marquis comes in full of
praises. Morgan asks for information concerning the Assyrian
statue of the Demon of the Wind, Pazuzu since the Marquis
has gone on an expedition to Mesopotamia, Brother. He also
is in search for the statue that was once lost. His travels
are recorded in an encyclopedia that also contains a picture
of the statue. Many scientists have tried to restore the statuette
but the notes have disappeared. He also advises Morgan to
talk to a sculptor at the Bronze Gallery. He is also a member
of the same Lodge. Checking the map, the sculptor’s workshop
is on Level 0 under the square room. The square room can be
accessed by way of Apollo’s Gallery on the same floor. The
room adjacent but one floor below the Apollo’s Gallery is
Diane’s room. There might be a way there. Pick up the key
to the library from the table by the windows. Go to Diane’s
room.
Diane’s
Room:
Inventory
needed – general purpose formula.
Pick up the
generator crank handle from the picture stand. Look
close at left double door, this might lead to Apollo’s Gallery.
It has fancy copper knobs. Turn left and look close at the
statue. Use general purpose formula on grill the boy is holding
and pick up flask full of acid (sulfuric). Go back to ground
floor service area and climb the stairs.
First Floor
Service Area:
Look close
on cabinet containing flask and use flask full of acid on
the lock. Open the cabinet door and pick up sulphate flask.
Open drawer and pick up sheet of copper and sheet
of zinc. Enter door on the right.
Science
Academy:
Inventory
needed: general purpose formula, key to library, magic formula
for revelation, generator crank handle.
The inventory
chest is on the right side of the room. Time to empty and
pick up some inventories. Look close on the fireplace and
note that the 4 keys are depicted. Use the general purpose
formula on it. We find ourselves down to St. Louis room. That
is nice to know as an exit. Go back to the science academy.
The tables have experiments and reagents laid out. By the
door are the bookcases. Look close on right bookcase. Use
key to library on lock of the bookcase. Pick up notes from
a scientific expedition in Persia. Read it and look at
the picture of Pazuzu. The page on the left has indistinct
writing on it. Combine it with magic formula for revelation.
It is a procedure to reproduce Pazuzu. So, that is what we
have to do make another and then what, destroy it? We have
to make a statue and then give it life. Getting to that
sculptor is now more important not just for information, but
to make a statue for us.

Look close
on left bookcase. Pick up memorandum on electricity.
Read the book. There is instruction on how to make a Leyden
jar. Look on the table closest to the bookcases, there is
already a set up for making Leyden jar. Use generator crank
handle on the cylinder. Pick up Leyden jar. Let us
now see to getting to that sculptor. Go to Diane’s room.
Diane’s
Room:
Short-circuit
the lock on the double door with the fancy copper knobs. Use
Leyden jar on knobs. Wow! It worked. Enter.
Apollo’s
Gallery:
Inventory
needed: notes from a scientific expedition in Persia, copper
ridgepole, gas mask.
Talk to the
painter on the right. His name is Joseph Duplessis.
Turn left and go down the hall, pick up the stepladder
on the way. The inventory chest is at the end of the hallway.
Enter door on the right.
Square
Room:
We’re getting
closer to finding the sculptor’s gallery. This is a room full
of paintings. Look but don’t touch!! (If you want to touch
a painting, go right ahead. Don’t say I didn’t warn you!)
Go to the other end of the room and pick up exhibition
catalogue from the Square Salon sitting on a desk. Read
it. Look at that! #18 is our friend Mr. Duplessis’ painting
of Christophe Gabriel Allegrain, Sculptor. Go down the stairs.
Sculptor’s
Workshop:
We are here.
The inventory chest is just in front of the open door. Pick
up the bag of coal from down the hall. That was heavy!
Enter through the open door. Talk to the sculptor. Morgan
asks that the sculptor make a mold of a statuette for her.
The sculptor will do it immediately if Morgan can get the
picture of Christophe Allegrain for him since he cannot afford
it. It would be better if there were a picture of a chisel
and mallet on it. That is the picture done by Joseph Duplessis.
Give the notes from a scientific expedition in Persia with
the picture of Pazuzu to the sculptor. Go to square room.
Square
Room:
The picture
is on top of the second panel of paintings to the right of
the stairs. Use stepladder on the floor in front of the panel
of paintings. Pick up the portrait of Christophe Gabriel Allegrain.
It does not have a chisel and mallet on it. Let us go talk
to Mr. Duplessis at the Apollo room.
Apollo
Room:
Talk to Mr.
Duplessis. Use portrait on canvas. Pick up the portrait.
Go back to the sculptor.
Sculptor’s
Workshop:
Use the portrait
to the sculptor. The sculptor shows Morgan how he made
the mold. Use bag of coal on oven. From the secret writings
on notes from a scientific expedition in Persia, we need copper
and tin. Use copper ridgepole on melting tank on top of the
stove. Open cabinet by the door and pick up the pewter
crockery. Marquis de Nemours arrives and has a gun
pointed at Morgan. He has been observing her and suspected
her from the beginning because of her interest on Pazuzu.
He tells her to finish her researches and they will talk later.
Place pewter crockery on the melting tank on top of the
stove. Remember what the instruction said – that the smelting
process would release deadly fumes. The tin and copper
melted and poured into the mold. The fume starts to thicken.
Use the gas mask. Why do we end up killing these men!! Above
the door, pick up the sculpting mallet. Use it on the
mold. Pick up the reconstruction of the Assyrian demon
Pazuzu statuette. Let us now energize the statue. Go back
to the science academy.
Science
Academy:
Inventory
needed – sulphate flask, Pazuzu statuette, zinc tile, zinc
sheet, copper sheet, copper wire, general purpose formula.
Look close
on the table at the center of the room. Following the instructions
from the secret writings on notes from a scientific expedition
in Persia, we need a sulphate bath. Use the sulphate flask
on the empty tank on the left. Use Pazuzu statuette
on the left side of the left blue tank and the zinc tile on
the right side of the blue tank. Then use sheet of zinc on
the left side of the right yellow tank and the sheet of copper
on the right side of the yellow tank. Use copper wire on the
top left of the left blue bath. Pazuzu’s statue is now
energized.

Pick up Assyrian
demon Pazuzu. Watch the sculptor comes towards Morgan.
Use the general purpose formula on the back of the fireplace
that has the drawings of the 4 keys.
Morgan
goes down to St. Louis Room and meets the ghost. She told
him she has all 4 of the keys and that they should go to the
21st century and destroy them. Sombreval told her that
he is the leader of the Black Templars and used her to collect
the keys since he cannot do it himself because he is dead
but not as dead as the men Morgan killed – the True Defenders
of the Faith. He will send Morgan back to the 21st Century
so that his manservants can take the 4 keys from her. In 1314,
while on the stake the devil has given him the mission to
wreck death and destruction.
Cd 1
21st
Century
St. Louis
Room:
Inventory
needed – Crossbow with bolt, magic formula for revelation,
general purpose formula, magic formula revealing some of Anselme’s
basic secrets.
Now what? Look
for a way out before Sombreval’s men come. We are locked in.
Go to the grilled door under the stone arch and use crossbow
with bolt on lock, which might open it. Oh! The other 3 pedestals/plinths
rise up in the room. The bolt on the lock triggered the rising
of the plinths. The inventory chest is on the end of the room
by the exit to the museum proper. Use lion shaped perfume
burner on pedestal found on the left of the inventory chest.
Go to the other side of the room and use the bull-shaped foundation
Assyrian statuette on the pedestal. Go to the arched end of
the room and use vase with a Roman eagle on top on the right
pedestal. Go to the opposite empty pedestal and use Assyrian
demon Pazuzu on the last empty pedestal.




Ghosts of
the 3 defenders of Faith, the Papal Legate, Jesuit priest and
the Mason, Marquis de Nemours appear. The 4 plinths are the
forces of Satan and Sombreval tricked Morgane to activate them.
If she places all 4 statues on them, she will invoke the apocalypse
– death and destruction. They became ghosts because of the practice
of black magic on their bodies by the descendants of Anselme.
Sombreval tricked everybody for centuries in the pursuit of
the brotherhood. In fact, he acted alone and the brotherhood
of the Black Templar did not exist. Anselme stole the lion and
King Philippe’s men stole the other 3 from the Templars. He
tortured Anselme to reveal the hiding place and he died without
talking. He used Anselme’s magic to become a ghost and the magic
brooch to go back in time. He waited for Anselme’s prophecy
to come in order to collect the 4 keys and activate the 4 plinths.
Sombreval has become immortal as the devil himself. Morgane
has to find his grave that is in this room’s foundation. With
the use of the magic brooch, Morgane has to go back in time,
to 1314, to destroy him while he burns at the stake.
You
are death, Morgane!
Go to the
middle arch and use the magic formula for revelation on the
faint rectangular outline on the floor. It revealed a grave.
Use the general purpose formula to open it. Pick up the magic
brooch – magic fibula made by Anselme. Combine it with
magic formula revealing some of Anselme’s basic secrets.
1314
Tower of the
Prison:
Inventory
needed – knife, crossbow with bolt.
Inventory
chest is found opposite the door. Look close on the window
to the right of the door. Use knife on window. Use crossbow
with bolt on Guy de Sombreval .
21st
Century
Morgan
holds her head, thinking that she dreamt it all while the
magic brooch shoots out lightning.
This
walkthrough will be updated frequently.
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MaGtRo
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