THE SHADOW OF ZORRO
The Walkthrough

 

HINTS

The objectives are displayed one by one.

Generally, while stealth mode is sufficient in order not to be spotted, it is preferable to stick close to the walls as much as possible, since the camera can be moved in this position, something which is often impossible when Zorro is crouching.

Beware : when Zorro's danger gauge is at it's maximum, chances are he will be captured without a fight, even when dealing with a single guard.

Zorro can knock out guards who haven't seen him (even those who have seen him, if he's quick) without combat, by coming up behind them and activating X.

The few Rosa Nepenthes that Zorro finds in the game knock out all guards in the zone, but to do this, the rose must be thrown into the fire (use it in front of the fire).

The soporific bombs are quite useful when dealing with a clutch of guards. If surrounded, throw a soporific bomb, stand in the middle of the gaz cloud and whistle around. Charging guards will fall before they reach you.


LEVEL 1

I: The San Bernardo mission

1 : Exit from the small room in stealth mode, pick up the bullets from behind the sleeping guard, then move quietly into the next room.

2 : Wait until the back of the patrolling guard is turned, then slip behind the altar while avoiding the sleeping guard. Pick up the silver from the altar. Again wait for the patrolling guard to turn his back, then walk forward (on the carpet, since this deadens the noise) as far as the centre of the nave, hide between the pews, let the guard pass by and pick up the key without waking the second sleeping guard. Same manoeuvre in reverse, and use the door which is on the left as you look at the altar.
You can also knock the guards out, or shoot them. It has no consequence here.

3 : Scriptorium. There is a guard patrolling around the square library opposite the entrance. A second guard is sleeping near the next door. The bullets lying in the background opposite the door can be picked up. In stealth mode, you need to evade the guard on patrol and pass by the side of the sleeping guard to the door.
 

4 : The cloister: Zorro arrives behind a pile of barrels. The exit is at the end of this side of the cloister, behind the barrels. Use stealth to pass (the guard near the well is asleep and doesn't turn a hair even at 20cm from him). Be careful; the place is crawling with guards, and only a single bout of combat is allowed before exiting.

5 : Linen room. To save: press X in front of the Zorro poster on the right of the entrance. A guard is asleep just to the left of the door. Pick up the soporific bomb by edging along the right-hand wall. Keep following the wall as far as the door opposite the one you arrived through. A guard is patrolling along the lit-up wall. Take the key hanging on the wall when his back is turned (or he can be knocked out). The exit is located to the left of the entry door, with one guard to overcome.

6 : Garden. You have to leave the mission via the large, raised door, an easy thing to do by slipping between the trees (I haven't seen any guards, but you never know).

7 : The courtyard: take a right after entering. Continue straight ahead as far as the corner of the courtyard walls, where a save point can be found. Save and climb the ladder. You can pass through this zone by keeping on running, while still avoiding passing too close to the guards.

 


II : The barracks

1 : Main Courtyard: Take the footbridge which goes along the wall immediately to the left, without descending from the walkway, overcome the two guards and go through the door.

2 : Mezzanine courtyard: when entering the zone, Zorro has a round wall with a low roof to his left. Climb on it and walk to the stone arch on that same roof.

3 : Get over the rail and climb onto the balcony. After eavesdropping on the conversation, save and head back to the previous sector.

4 : Get down the roof and go back to the main courtyard.

5 : Be careful: a guard armed with a gun is already behind Zorro when he goes back towards the platform. He is asleep, but wakes up as soon as combat begins with the guard in front of Zorro. It is therefore better to knock him out before moving on, since he has a gun. Go down into the courtyard and run to the left. There is a save point in a corner where the end of the alert can be awaited (no soldier follows Zorro there), but without saving. The portrait of Juan Felipe is in the centre of the courtyard, beneath the gallows. Once you have found the portrait, go back to the save point. Juan Felipe's cell is located behind the grill on the left. Save after speaking to him. The next objective is to find the key to Fuertes's office. To do this, you need to return to the Mezzanine courtyard.

6 : Once there, take the staircase going down at the back on the right, behind the sleeping guard.
 

7 : The stairs. Switch to stealth mode immediately, as a guard is asleep at the bottom of the staircase. Head towards the corridor, turn to the left and go throught the window (a guard patrols the corridor, try not to be seen).

8 : The roof : go to the right and enter the last window.

9 : Zorro enters an office. Two guards are asleep and a third one is turning back to him. Switch immediately to stealth mode, pick up the key on the table and run to the window as soon as it's done : the guards will all awake when you take the key.

8 : Return to the courtyard. Stealth Mode: After the first flight of steps, stick close to the wall and go to the staircase leading to the office. Wait until the patrolling guard's back is turned, then pass by the side of the guard sleeping in front of the office door (to the right of the top of the steps).

9 : Fuertes's office. Switch to stealth mode and go right to the end of the corridor (there's a guard in the room on the right). Once in the office, activate the world globe. The wall map comes back up and a hiding place appears. It contains the secret map, Fuertes's watch and the key to Juan Felipe's cell. Exit the room (still in stealth mode) and knock out the guard in the next room. When he is out of action, Z. is free to make noise. Go and save in the end room, then leave Fuertes's quarters.

10 : The Mezzanine Courtyard again. You just need to come out onto the level and take the door to the main courtyard.

11 : Main Courtyard: You can save in the same place as before, in front of the grill of Juan Felipe's cell. As you leave this location, take a left and pass by the small porch leading to the door to the cells (a guard is waiting in front and should be taken care of).

12 : The cells: all or almost all the guards are asleep. By moving along the corridor in stealth mode, you reach the cell doors. Garcia is asleep in the first, and you need to steal his uniform. Juan Felipe's cell is located beyond the next porch (the door on the left). Open the door.
After the duel against Agatha, be careful after the victory, the guards have been awaked by the noise and are patrolling the next rooms. There is a save point opposite the door to Juan Felipe's cell. Use it, then leave towards the main courtyard (while exiting the cells, climb half the stairs and use the newly opened door that leads to the cells's outer grills).

13 : Save and go to the corner in front of the gallows, towards the great door which is now open.

 

 

 


LEVEL 2

1 : Zorro is back in the courtyard which separates the mission from the barracks. He needs to go back in there but the guards have removed the ladder present in level 1. He converses with a monk, who tells him of a secret entrance. There is a pickaxe at the other side of the courtyard, against a wall. Take it and return to where the monk was speaking off : a door appears behind a flowerbed. Use the pickaxe on it, save and enter the tunnel.
Bullets are available close to the tunnel's door (follow the wall on your left with the Z poster in your back), don't miss them.

2 : Get past the obstacles in the tunnel. Once at the end, knock out the guard, take the soporific bomb and save. Enter the adjacent corridor.

3 : Corridor: The door is locked. Use the open window.

4 : Z finds himself in a heavily guarded courtyard. Jump to the roof of the block that is on the angle of the big wall. Once there, wait until the patrolling guards are all nearby, and throw a soporific bomb. It should knock most of them out. There is a door at the top of a flight of stairs, under the arcades. Next to it there is a board, on which the corridor door key is hanging (Ornello's quarters). Take it after having disabled the sleeping guard, and go back towards the ladder (you have to jump from the bottom of the block to access the ladder).

5 : Back in the corridor, return to the tunel's way out, grab the soporific bombs (again) and save. Now you can go open Ornello's quarters door.

6 : Square courtyard (Ornello): Z finds himself in a courtyard, on the patio. He cannot get down but can hang from the parapet to evade the guards. Go left as you arrive, and pass by a window leading to Ornello's daughter's room.

7 : Once in the room, take the key to the trunk lying on the table and go back out of the room.

8 : Back on the patio, take a left and go in the first door you come to.

9 : It is a room with three guards: Fight with the first, knock out the second (he is on his back, asleep) and third, round the angle of the corridor. Go through the door.

10 : You come to another patio. Go towards the staircase, pick up the valve behind the staircase and go up to the floor above, where Ornello awaits. He asks for the manuscript.

11 : Eliminate the guard on the footbridge. To release the system surrounding the manuscript, you have to leave the room where the manuscript is and go down the ladder on the right. Once at the bottom, go along the small wall on your right and down towards the basement. Take up a position to the right of the pump, facing it, and use the valve. The mechanism is triggered. Climb the ladder, take the manuscript and save (there is a poster in the room). Go back to see Ornello.

12 : In order to produce his forgery, he needs the vice-roy's seal. Go back into the corridor with the three guards and take the door towards Carlota's room.The passageway behind the bookcase opens by the chandelier, to the left of the bookcase. After entering the other room, save and go to open Agatha's trunk, which is in a corner. A fight with her ensues. Take the soporific bomb from the small adjoining room and leave.

13 : Z. arrives in Agatha's room He needs to go back to see Ornello to give him the seal. Take the same route as before, towards Ornello's terrace.

 

 

LEVEL 3

Objective: To get to the school, but it is very heavily guarded. You have to take a detour via the mission.

1 : Z. is in the church once again. Progress as in level 1 (the doors are open) as far as the save at the entrance to the linen room. Save and continue.

2 : Take the large door from the linen room into the next courtyard. There, head to the left and go along close to the wall until you are behind the grill at the bottom. You find an iron rod there, which you need to take back to the well mechanism. Use the rod on the gears at the side of the water wheel, then go towards the raised exit and jump into the canal just to the right of the door (when facing it). Walk to the end of the canal, down the secret path.

3 : Z. emerges in the school garden. There's a save point against the wall on the left. Zorro must then cross the courtyard to the patio, where the last door on the right is open. The key to the school can be found there. Come out of the room and go back to the save point. The entrance to the school is on the right when facing the save point.

4 : You enter a room: climb the ladder. Go and take the skeleton from the corner, and three guards then arrive downstairs. Save, then go out through the window and enter the hut which is straight ahead at the bottom as you come out of the enclosure. Come back out of it with the lantern and take the underground passage to the guards' courtyard. There, climb the ladder which is on the right of the grill being guarded by the three guards. Z. then goes past the grill, saves and realize the door is closed. You must return to the church (the door after the linen room save poster), put the two guards out of action and take the tow bomb and the hand of the statue on the left. He then returns to the courtyard from where the guards fled, passes the grill, saves and goes through the now open door.

5 : Labyrinth. When Zorro looks towards the corridor, a ghost appears. Follow it to the bottom and speak to the Indian. New objective: to catch the amulet thief. Go back as far as the junction to another zone you crossed when following the ghost and take the other fork. There's a room containing a bridge (cut): jump across the void. In the corridor, there is a second hole to leap across, a climb, then another hole that can be passed by hanging onto the beam. Then there is a save point and an exit, followed by combat with Captain Coroto.

 

LEVEL 4

1 : Z. has to get out of the underground passages. But he first must go back down to speak to the shaman. The route is a reverse of before. After the discussion, you have to come back to the surface. The way out is a few steps to the right when exiting the walkway leading to the shaman. Save, then enter (to avoid confusion, the passageway starts with a leap, followed by a part where you have to hang from a beam). After arriving at the room where the bridge is guarded, shoot the guard from a distance and pass through quickly, before the fusiliers start firing at Z.

2 : The room of bridges. Go through on the left, or Z. falls, leading to Game Over. After leaving the room, Z. can save and leave the tunnels.


LEVEL 5

1 : Coming up behind Garcia, Zorro learns that Ornello and his daughter are in the tower. You have to get back the ladder used in the previous level, on the bottom left after going down the steps.

2 : Before going through the door, go into the small adjoining room to save: This avoids having to go back through the courtyard. Go back into the corridor and enter Ornello's quarters.

3 : When you have entered the mezzanine, the exit is a door opposite and to the right, which leads to the same room as before, with its three guards on duty. The exit leads to the school. After going up the tower, break the window. Then lead the ghost between the mirrors (just whistle) and break the two one after another (otherwise the mirrors regenerate, and the ghost too).


LEVEL 6

After a kind of distortion in the screenplay, I start to get a bit lost. According to the walkthrough, Don Alejandro is held prisoner, like Carlota. It is necessary to enter Vega's hacienda to save them.

1 : the hacienda courtyard: Zorro quickly switches to predator mode. After the round porch, go to the right, and pass the second porch. There is a door opposite up some steps, with a board on which the key to the hacienda is hanging. Take it and go down the steps to the right. As he approaches the small bridge leading to the entrance, Z. leaves predator mode. Depending on your mood, use force (not recommended, as the guards are swarming like flies), speed or stealth to get around the building to the left and reach the entrance - I think it's best to run, attract the guards to a spot, then evade them and get through the door fast.

2 : Vega's hacienda: Save on arriving. In the room opposite, a sole guard and a Rosa nepenthes. In the room on the right, there are two guards whom there is no point trying to fight with: use the rose (throw it in the fire) after having knocked out the room guard (he is often on his back), and look at both maps on the wall. (X, action). Go back out of the house, turn right (as you come out), and take care of the guards who are hanging around. Then position yourself opposite the wall of the hacienda, in front of the small clump of vegetation, and move straight ahead. Zorro enters the secret passage and moves to its end. Activate the left chandelier to open the door.

3 : Z finds himself in a doorless room. You need to consecutively activate the four chandeliers on the wall to make the corner of the room with the visible square of parquet floor turn (finish with the chandelier closest to the corner).

4 : Z. enters a corridor. Upon arriving at the end after a few obstacles. After fighting the ghosts, he retrieves the sword of his ancestor. Return to the room. Use the sword on the jackal statue beside Don Alejandro, while facing it.

5 : Z. passes through the open door by the lady in the raincoat. In ne next zone, there is a save point at the pyramid's central level. Save and climb. Zorro is obliged to hand over the white amulet, Fuertes flees with Carlota and Zorro fights with Coroto. Once Zorro has killed him, go back down to save, then follow Fuertes.

6 : As soon as he enters the next room, Zorro enters into combat with Fuertes. After lengthy exchanges, Fuertes flees. Follow him into the next room.

7 : The final combat against the Inca god with an unpronounceable name, Inca for short. In order to kill him, you have to break the four mirrors which surround the altar. They can only be destroyed when the Inca is shut in the illuminated chapel. Method: wait for the Inca to emit his red rays. While he is doing so, place yourself in the middle of the chapel, facing the way out. As soon as he is finished, Inca rushes at Zorro. Before attacking, he remains still for a short instant, during which Zorro must leave the room, for as soon as the Inca touches the floor, the grill comes down. If Z. is shut in with the Inca, it's GAME OVER. While it is trapped, run over to the mirrors and break one.
 

You then need to raise the grill and repeat the manoeuvre. To do this, it is necessary to activate the wheel on the left of the chapel grill. Wait for the red rays before doing this, otherwise the Inca is attracted by the noise. Once the grill is raised (it makes a specific noise, indicating the grill won't go down by itself), it starts again. After breaking the third mirror, the columns crumble and block the route between the mirrors and the chapel. You have to take up a position in the centre of the room, in front of the debris, and provoke an attack from the Inca (by making noise) in the right direction so that he clears the blocks. Once this is done, raise the grill a final time, shut in the Inca and leave VERY QUICKLY to smash the last mirror. After doing so, the Inca remains trapped and dies, leaving the body of Fuertes on the ground.
 

Zorro has triumphed and it's the...

THE END