_ _ _ | |_ ___ ___ | |_ ___ ___ ___ _ _ _ ___ ___ _| | | _ | | _| | _ | | _| | -_| | | |_ -| | | | | | _ | | _| | _ | |___| |_| |___| |_|_| |___| |_|_| |___| |_____| |___| |_| |___| t h e s l e e p i n g d r a g o n ------------------------------------------------------------------------------- Broken Sword - The Sleeping Dragon FAQ / Walkthrough by Luke Charman ------------------------------------------------------------------------------- =============================================================================== Versions =============================================================================== 1.0 - Everything is all shiny and new, walkthrough is complete. 1.1 - Added a small note for the wine cellare puzzle, and a couple of sites that are now hosting this FAQ. =============================================================================== Table Of Contents =============================================================================== 1. Introduction 2. Broken Sword History i. Broken Sword - The Shadow Of The Templars ii. Broken Sword II - The Smoking Mirror 3. Walkthrough i. Part One - Introduction ii. Part Two - The Congo - Cliffs (George) iii. Part Three - Paris - Vernon`s Apartment Area (Nico) iv. Part Four - The Congo - Cholmondely`s Workshop (George) v. Part Five - Glastonbury (George) vi. Part Six - Paris - Nico`s Apartment (Nico) vii. Part Seven - Paris - Vernon`s Apartment Area (Nico) viii. Part Eight - Paris - Nico`s Apartment (Nico) ix. Part Nine - Paris - L`Hierogliphe (Nico) x. Part Ten - Paris - L`Hierogliphe (George) xi. Part Eleven - Paris - Nico`s Apartment (George) xii. Part Twelve - The Congo - Cholmondely`s Workshop (George) xiii. Part Thirteen - The Congo - Ancient Temple (George) xiv. Part Fourteen - Paris - Nico`s Apartment xv. Part Fifteen - Paris - L`Hierogliphe (Nico) xvi. Part Sixteen - Prague - Susarro`s Castle (George) xvii. Part Seventeen - Prague - Susarro`s Castle (Nico) xviii. Part Eighteen - Prague - Susarro`s Castle (George) xix. Part Nineteen - Prague - Susarro`s Castle (Nico) xx. Part Twenty - Prague - Susarro`s Castle (George) xxi. Part Twenty-One - Paris - Vernon`s Apartment xxii. Part Twenty-Two - Paris - Montfaucon Square (George) xxiii. Part Twenty-Three - Paris - Montfaucon Sewers (George) xxiv. Part Twenty-Four - Paris - Templar Hiding Place (George) xxv. Part Twenty-Five - Paris - Vernon`s Apartment (George) xxvi. Part Twenty-Six - Egypt - Outside The Armillary (George) xxvii. Part Twenty-Seven - Egypt - Inside The Armillary (George) xxviii. Part Twenty-Eight - Glastonbury (George) 4. Legal Information / Contact =============================================================================== 1. Introduction =============================================================================== Hello, and welcome to my FAQ/Walkthrough for Broken Sword - The Sleeping Dragon, by Revolution, one of my favourite developers. This is their fifth adventure title (as far as I know), the previous four being Lure Of The Temptress, Beneath A Steel Sky, and the first two Broken Sword games, The Shadow Of The Templars, and The Smoking Mirror. This new game is the third in the Broken Sword series, and continues the adventurous and daring exploits of George Stobbart, an American lawyer, and Nicole `Nico` Collard, a French journalist. =============================================================================== 2. Broken Sword History =============================================================================== The following information is copied from the Background Information section of the game, as it seems a lot of people are more likely to read it here than actually in the game, which I find odd, I read it before I started the game :) If anyone has any legal issues with this stuff being here, just let me know and I will gladly remove it. ------------------------------------------------------------------------------- Broken Sword - The Shadow Of The Templars ------------------------------------------------------------------------------- When young American tourist George Stobbart takes a seat at a pavement cafe in Paris, little does he realise he`s about to embark on an adventure that will take him across the world in a life or death struggle against ancient conspiracy that threatens civilisation itself... The cafe is destroyed in an explosion which George is lucky to survive. He realises that not only has he seen the victim but the murderer too - an evil assassin who planted the bomb while dressed as a clown. Finding that the police are taking no action, George has little choice but to get involved. With the help of beautiful journalist Nico Collard he begins to unravel a complex series of clues that show this murder was one of a string of killings spread across the globe. And a bigger picture begins to emerge... From Irish pubs to Syrian clubs, from clowns to countesses, from secret wells to Scottish chapels, they close in on a terrible truth: The ancient order of the Knights Templar is alive and well, thriving under a fanatic Grand Master with megalomaniac intentions - and only George and Nico can thwart him. To do so they`ll have to survive homicidal doctors, trained assassins, undercover ticket inspectors and rogue cops - and all without firing a single gun! Nico`s old friend Andre Lobineau proves invaluable as they attempt to solve a myriad of puzzles centred around an ancient Templar manuscript. As the trail is uncovered it becomes clear that George and Nico must stop the Grand Master and his entourage at any cost. ------------------------------------------------------------------------------- Broken Sword II - The Smoking Mirror ------------------------------------------------------------------------------- Six months has passed since la petite affaire of the Neo Templars in Broken Sword: Shadow of the Templars. While George has spent the time in the USA tending to his dying father, Nico`s journalistic investigations have put her on the trail of an international drug smuggling operation. Intercepting a package in which she expecting to find cocaine, or worse, she instead discovers a mysterious stone covered in strange symbols. She contacts Professor Oubier, a well-known Mayan specialist, who excitedly invites her over... And George arrives back in Paris, just in time to join her. He`d rather catch up after their time apart, but he nevertheless agrees to go with Nico to Oubier`s house - and that`s where once again George and Nico`s world goes polvre-shaped. George is knocked out, Nico is abducted and soon our two heroes find themselves wrapped in the middle of a drug lord`s plan to unleash an evil Mayan deity on mankind. Without leads, George can do nothing but contact Andre Lobineau - with whom no love is lost - and persuade him to help find their mutual friend before she meets and untimely death. From Paris to Marseilles, Central American to the Caribbean (via London), George and Nico clock up the air miles, solving puzzles as they go, making new friends and enemies - and sometimes meeting old ones. Whether they`re up against CIA agents, cocaine lords, power-hungry dictators, mysterious scientists, Mayan artefacts, fallen priests, powerful shamans, even movie stuntmen - they respond to the threats and the danger in the normal manner; with brains, not bullets. As they race against time to avert the ancient prophesy - said to coincide with a coming eclipse - George and Nico must find the means to prevent the deadly secret of the Smoking Mirror being unleashed. =============================================================================== 3. Walkthrough =============================================================================== ------------------------------------------------------------------------------- Part One - Introduction ------------------------------------------------------------------------------- The game awakens to a church beneath the streets of Paris. A character known as the `Preceptor` informs two of his knights that the failure in their `task` would bring about the end of the world. To fans of the series, the familiar music piping up here will bring a smile to your face. The scene changes to a small plane flying over an African jungle. Our protagonist, George Stobbart, patent lawyer / adventurer, is being flown by his Australian pilot over the dense jungle, when a sudden storm arises in the distance, and the plane is sent dwindling down. Meanwhile, a French hacker listens through to his TV news programme, which is detailing strange extreme weather events across the globe, such as storms. Notice a link? A young woman, "Nicole Collard", knocks on the door. Worriedly, the young hacker, Vernon Blier, opens the door and lets her in. A neighbour looks on from her front door. Vernon begins telling the young woman that he has decoded a manuscript which spells out the end of the world. Before he can divulge more, a gun is pointed at his head, and the scene fades. George`s ride has crashed, and is hanging precariously over a cliff in the middle of the jungle. George smells smoke, and realises that he is in danger. You`ll take control from this point. ------------------------------------------------------------------------------- Part Two - The Congo - Cliffs (George) ------------------------------------------------------------------------------- First of all, you`re going to need to get George out of his seat. Press the A button (in this case, Operate), to unbuckle the seatbelt, and rise to your feet. I suppose you should go and check if your pilot is alright. Move George towards the front of the plane. As you head through the archway into the front section, the plane begins to tip, and George realises that his movement into the front would tip the plane too far and cause it to fall from it`s unsteady position. Move back into the rear of the plane, and take a look around. See the crate to George`s left (if you`re facing towards the camera)? I should think that`s heavier than you are, so pushing that to the back of the plane would enable you to get to the front. One small problem arises, the crate is buckled to the wall. Not a problem for our brave adventurer, press your Operate command and you`ll unfasten the buckle and strap. Pull the crate (with the hand icon), one space to the right (so it`s in line with the front archway), then push it all the way to the rear of the plane. Notice that beer bottle on the floor, too? You`d best grab it, it`ll come in handy. Move into the front area of the plane, and you`ll see Harry, your pilot, lying in his seat. You could have a go at using the fire extinguisher on him to try and wake him up, but that will unfortunately do no good. Harry seemed rather fond of beer in the game`s introduction, didn`t he. Maybe a sniff of the beer would awaken him? Problem is, the beer bottle is closed. Well, if Harry was drinking the stuff, chances are he`ll have an opener on him. Search him, and indeed, you will find a bottle opener. Use it with the bottle of beer you already collected, then use the opened bottle on Harry, this should bring him round. Turns out he wasn`t unconscious, just asleep. Lazy git. Anyway, back to the task at hand, escaping from your rather risky situation. Remember that extinguisher we couldn`t use on Harry? If you haven`t already, grab it, and chuck it out of the front window of the plane. That should give us a means to escape, right? Wrong! Well, kinda wrong anyway. Try climbing out, and George will realise the weight at the back of the plane just isn`t enough to keep the plane steady while he makes his exit. Well, I see one other fat useless lump in that plane. Go talk to Harry, and tell him to park himself at the back of the plane. He`ll go sit on the crate at the back (you didn`t expect him to stand up for more than four seconds, did you?) and wait for you. Climb out of the front window of the plane. Harry once again foils your plans, seeming all too eager to get off the plane, which is sent plummeting down the cliff. The camera pans back up, to thankfully reveal that both George and Harry are safe and well, and are sat on two of the many outcroppings of the cliff. After a brief and untimely conversation about career changes, you`ll be given control of George again. Hop over the gap in the cliff, then hoist yourself up to Harry`s level. George will unwillingly reveal a little more information about the case, it seems that he`s travelled to the Congo to meet an inventor called Cholmondely, who claims to have invented a machine capable of creating limitless quantities of energy. Whatever. Walk to the right of the platform you are standing on (directions in this section will always be given camera-relative, i.e. to YOUR left, not George`s left). It will crumble beneath you, and you will drop to the next platform. You can either jump from this next platform to the more stable one, or simply wait around for a couple of seconds and George will fall to the one below it. Regardless, climb up so you`re on the higher of these two steps, and Harry will well you to meet him at the top, looks like he`s going to make his own way up there. Ungrateful so-and-so. You`re going to make to make your own way up the cliffs to find Cholmondely`s workshop. Head to the right, and shimmy around the thin rock ledge. Hop down the platform on the other side, then down the ledge towards the front of the screen (i.e. nearest to where you`re looking from). You can jump through the waterfall if you like, however it will only bring you to a dead end. Drop down the next ledge, then jump across the smaller gap just to the left of the waterfall here. Run behind the waterfall, and climb the ledge towards the front of the screen. Hang from this ledge, and shimmy along until it is safe to drop off. Walk around this ledge, hug the wall to get past the small alcove, and hop up the platform. Jump across the gap here, then turn George 90? to his left, and hop up this ledge. Walk left a little way, turn a 180, and hop up again. Then climb the left to the right of your screen. If you want to go left you can, but once again, it`s nothing but a dead end. Walk towards the back of the screen, climb up the step, then down the small ledge. One more wall hug and two more ledges to climb, and you`re outside the workshop. You`ll enter into a cutscene where a very pallid man and two of his henchman are threatening another man, Cholmondely. Very little is divulged before the man orders him shot. ------------------------------------------------------------------------------- Part Three - Paris - Vernon`s Apartment Area (Nico) ------------------------------------------------------------------------------- A young woman, Nicole Collard (or Nico), explains that her `glittering career in journalism` seems to be dwindling somewhat. All that was about to change. She hears gunshots, and she`s under your control (in a non-perverted way, heh). First things first, in case you (or I) forget later, grab the pencil from the notice board on the wall, to your right of the French Windows (hmm, I guess since we`re in Paris here, that they just call them windows). Try the obvious things, listen at Vernon`s front door, and try to open it. Both will not turn up much. You`re going to need to find another way in. Head out of the (French) windows onto the balcony. See the stone bird-bath to the right of your screen? Grab hold of it, pull it one space, hop over it, and push it. This will place it at the opposite end of the small balcony, and enable you to climb onto it and reach the guttering above. Grab onto the guttering, and shimmy along to the next balcony, Vernon`s. Drop down, and take a peek through the grimy window there. You cannot see much, except what Nico describes as something which looks like a body. These windows are also locked, so that only leaves the far set. Process of elimination shining through, once again. Head over to the railings, hop over them, and step along to the left to the other side of the balcony, then climb back. Looking through these windows will tell you you`re outside Vernon`s bedroom. These windows are also locked, but not so securely as the rest. There is a gap in-between the windows, and only a small latch keeping the door closed. If you could flip up that latch by slipping something in the gap, you could get inside. Nico`s press card looks about right, use that on the window and you`ll be able to open the door and get inside the apartment. There`s nothing of interest in Vernon`s bedroom except his unpolished television set and wardrobe full of dirty clothes, so head out of the door, noticing the poster for the original Broken Sword game on the wall. Ah, memories :) Nico will open the door to a rather unpleasant sight, the slumped body of the dead hacker, perched against a wall. Whilst walking over to the corpse, you should notice something shiny on the floor, in front of the dresser. On picking it up, you`ll notice that it`s a shell casing from the gun the killer used to murder Vernon. Search Vernon`s body, and you`ll grab his business card, proving his identity. Vernon Blier, Software Consultant. You could check out the other door on the wall you came in by, but it`s just the bathroom, and I doubt you want to think about that guy`s personal hygiene, or lack thereof. The only other exit looks to be into the kitchen, through the archway with the rug in it. Be ready for a couple of quick button-presses there. You`ll be held up by the woman who murdered Vernon, (in case you hadn`t worked it out by now, she isn`t Nicole Collard, she`s an impostor). When she says the line `You won`t be so clever when I`ve killed you, be ready to press your A button to give her a smack in the face with a nearby frying pan. Then, when Nico wonders `I never forget a face, so why had I forgotten hers?` be ready again to press the A button, to slam the freezer door into her face. The grin on Nico`s face after this happens is priceless, she looks proud of herself :) The killer will realise she is out of ammunition, and flee the building, escaping down the balcony and driving off quickly. You`ll need to track her, and find out who she really was, and what her motive for shooting Vernon was. Before we were so rudely interrupted by the killer, we were about to investigate Vernon`s kitchen, so head back inside through the door. The answer machine on the kitchen table is flashing, it looks like he has messages. The first two are not too important, one from his mother, detailing a particularly troublesome stain on his trousers, and one from Nico, confirming the time she would be around to interview him. The third message, however, is more interesting. A woman named Beatrice wishes Vernon good luck with `the reporter`, and promises to meet him in the gardens afterward. From the sounds of the `Love you, Snooky` comment, it sounds like she was his girlfriend. You could also use the phone here at Vernon`s to make a couple of calls. Phoning your old friend Andre Lobineau won`t achieve much, bar him insulting George, but phoning your newspaper La Liberte and asking about Vernon will reveal that the young programmer was one of the best in his field. Head back out of the kitchen door, and climb down both of the balcony ladders to the alley below. You can search both of the trash cans here, but they won`t give you any new information. Grabbing the sheet of newspaper on the floor is a good idea though, since it`s there. The wall on the other side of the alley is covered with graffiti, and, more interestingly, it`s climbable. Jump up and drop down on the other side, into a small garden. Looks like there`s a small item on the floor in front of one of the benches. Grabbing it reveals that it is an expensive black wig, an exact copy of Nico`s own hairstyle. Open up your inventory and take a closer look at the wig. The label had been cut out, so you wouldn`t be able to trace her through the manufacturer, but she left a few strands of her own hair inside the wig; it would seem that the killer is a blonde. Jump back over the wall and walk out onto the main street. Take a right, and walk over to the gates to the gardens. Speak with the woman outside, a traffic warden. She seems to take rather a bitter tone with Nico, maybe we will need to loosen her tongue a little. Show her the shell casing before asking anything else, and the warden will pipe up, change her tune entirely, and tell you a little about the bullet itself. She will be much more co-operative from hereon in. Ask her about the blonde woman, the dark wig, and Vernon Blier. Head on through the large gates and into the gardens. The young woman sitting on the bench is Beatrice, as you should already know. Someone please tell me how a fine young thing like that ended up with Vernon, as it`s baffled me for a while now. It seems only fair that you should break the news to her. Talk to her about Vernon, and she will run off, refusing to believe your story. Head back out of the gardens and along the road, to the street after the alleyway you came from. Speak with the old woman with the broom, and after her rather lengthy tale about the Moulin Rouge, ask her about the blonde woman. This will reveal some very important information, that she got into a sports car, and drove off. Unfortunately, the woman didn`t get the make of car. Remember the name of her husband, Alphonse, maybe you`ll bump into him later :) For now, we need to find a little more about that sports car the killer escaped in. You might think to ask the traffic warden, but asking her without knowing anything other than that it was a sports car won`t do much good. There`s only one other person on the streets, the young boy with the skateboard. Take a look at him, the description made me laugh, and then have words with him. Wow, what a lame, slimy kid. Letting skaters down, makes me feel a little ashamed! Ask him about the sports car, and he`ll tell you it was a red Jaguar, an E-Type. Exit the conversation, and after some more slime from him, and some humour from Nico that the kid probably wouldn`t understand, you`ll be free never to talk to him again. His retarded words will never leave my head though, aaaah! Anyway, head back over to our friend the traffic warden, and ask her about this E-Type Jaguar; what a helpful woman! She will gladly hand over the registration number, 451 CAC 75, and also give you a vital clue, information that there was an old theatrical mask on the back seat of the car. At this point, the police will arrive, and, seeing as she has rather obviously been framed, take her into Vernon`s house for questioning. Ask him about everything you can (you have to anyway), you`ll give him the registration number of the car and some other information. You will then be placed under arrest. This happens regardless of what you do, so don`t worry about it. ------------------------------------------------------------------------------- Part Four - The Congo - Cholmondely`s Workshop (George) ------------------------------------------------------------------------------- You will regain control of George and be standing in the mouth of Cholmondely`s cave workshop. Walk inside, and George will run up to the dying inventor. He will tell you that the world is in danger, speak a name, `Susarro`, and fall into his final sleep. Search the body, and you`ll turn up his ID card. This was certainly Cholmondely, the man George was supposed to be meeting. The large Omega design on the wall at the back of the cave looks very impressive, but will not serve a purpose just yet, so take a look if you like, and then don`t worry about it. Take a look at Cholmondely`s workbench, and grab both items you can from it, the postcard, and the magnifying glass. Open up your inventory and take a closer look at the postcard. A man named Bruno warns Cholmondely to leave, and informs him that this `Susarro` is onto him. The card was sent from a place called Glastonbury, in England, somewhere not too far from where I`m sitting as I type this :) There`s a closed door to the right of the area, a crate, and a raised pad on the floor. Go take a look at the pad, and step on it. The door will slide open, but as soon as you step off the pad again, the door will close. Looks like we`re going to need to find something to keep on the pad. Grab hold of the crate, drag it into the pad, and head into the newly-opened door. Wow, that is an impressive machine, and George has a penchant for large, unknown machines. First of all use the control on the left of the machine, then pull the level on the right. Will George ever learn not to play with things? As a result of the little explosion, voices will be heard outside. So, naturally, head over to the little window next to the door, and take a look through it. The pale man, Susarro, is speaking to two of his guards, who seem fearful of the Gods. It seems that Susarro has sent other man to inspect the crashed plane, good job George and Harry got out then! Looks like you`re going to need to find a way out of there, since there`s not much more you can do. The door there is locked, which to be honest is a good thing, remembering what you just saw Susarro do to Cholmondely, so we`re going to need to find another way. First of all, there`s a piece of debris on the floor near that door, grab it, it`s a metal rod, which was once part of the lever you pulled. It`ll come in useful on a few occasions, the first of which you`re about to see. Go look at the doorway where you entered this chamber. See the housing on the wall, with the hole in it? Place your metal rod in it, and operate it. That`ll fix the door to be open, so you can move that crate from the pressure pad without worrying that the door will close. Don`t forget to take the metal rod out of the hole in the wall again afterwards. Speaking of the crate, push it through the doorway into the machine room, and shove it right up against the rear wall. Climb up onto it, and you`ll see a small gap high in the wall. You can now reach it, so hoist yourself up there. You`ll see a bird`s nest on a ledge at the back of the screen, which you cannot reach. Move down towards the front of the screen, hug the wall around the narrow path, and jump up to grab the crack in the wall. Shimmy along it to the left and around the corner, drop off, jump the gap, and climb the next gap, back into the jungle. Head along, and you`ll catch sight of Harry, waiting for you in a nearby vehicle. You`ll also be able to observe Susarro and his men, although the game won`t let you walk down near them (I wonder why?). Take a look at the large statue, and you`ll see that the back has been hollowed out and the remnants of a fire are inside. Perhaps a fire would distract Susarro long enough for you to run to Harry`s truck. Well, when you picked up the magnifying glass, George remembered setting fire to his father`s sun hat by reflecting the sun`s rays onto it when he was a child, so the same principle might apply here. Use the magnifying glass on the hollow. The embers will smoulder a little, but will not catch fire; Looks like you need some kindling. Remember the bird`s nest from a little way back? That would make some perfect kindling, head back there and try to grab it. Unfortunately George can`t reach it, so use our trusty metal rod once again, and he will swipe it down. Pick it up, and head back to the stone sculpture. Place the nest in the hollow, then try using your magnifying glass on it one more time. The wimpy henchmen will see the fire protruding from the sculpture`s mouth, and run for their lives. George, unfortunately, whilst admiring his efforts, will slip and fall down in front of Susarro. Harry gives the call, so quickly run George to Harry`s truck, and press Operate to jump onboard and be driven to safety. George knows what he wants to do next, head to Glastonbury in England, to track down the mysterious Bruno. ------------------------------------------------------------------------------- Part Five - Glastonbury (George) ------------------------------------------------------------------------------- George has come to England to attempt to find the mysterious Bruno, which seems like a rather difficult task, but hey, he`s George Stobbart, right? You`ll be plonked into the main street of Glastonbury (at least the in-game Glastonbury), and left to work out Bruno`s location by yourself. First things first, you`ll see a large typically-British man wandering around the street. Have a word with him, perhaps he knows something about Bruno. Or, perhaps not. Still, he will tell you about his daughter Melissa, and her experiences at the `Glastonbury Popular Music Festival`. We`ll hear more about Melissa in a little while, but her father, whose name is Colonel Butley, suspects she might have moved in with somebody else in the area. There`s a man sitting outside the pub, head over and speak to him too. His name is Eamon O`Mara, and he does a fine job of pointing out the love of sarcasm a lot of Brits (or, Irishmen) have. Ask him about himself and you`ll find out that he`s working on a documentary for the BBC, and express a personal fondness for poetry; remember that. Ask him about everything else you can, for a little background information about the town. It looks like the pub is closed, and you also won`t be able to get in the door to the beer garden either, just yet. Head into the building opposite the pub, Zazie`s Kiosk. Doesn`t sound like any shop I ever saw in Glastonbury. Head in, and speak to the woman. Ask her about all you can, specifically the postcard. She will tell you that `The Cosmic Faerie` sells postcards just like this one. That seems like a good lead, so turn to George`s left out of Zazie`s Kiosk and go about three houses down, you will see the sign outside The Cosmic Faerie; head inside. Whoa, hippy headquarters. Now shops like this you DO find in Glastonbury! Take a look at the postcard rack in front of the counter, and you will see a card exactly like the one you have, you`re on the right trail, as George points out. There`s also a poetry book in front of the counter, take a look at it, and the store owner will point out that it is his own book, `Enchanted Avalon, Lays Of A Mystical Age`. Speak to Tristram Hillage, the guy behind the counter, ask him about everything you can, specifically the postcard, obviously. Tristram will tell you that The Cosmic Faerie is the only store which stocks these `exclusive` postcards, so you know that the card was purchased here. He`ll also react rather suspiciously when asked about Bruno, it seems that he is lying. Also, assure you ask him about Eamon O`Mara, and you`ll get a free copy of his poetry book. You can head on our of the store now, and back onto the street. Well, you should do as you promised Tristram and take his poetry book over to Eamon at the pub. Talk to him about Tristram, and the book, and, remembering his love of poetry he told you about, it`s easy to see why Eamon becomes so angry when he discovers that Tristram`s poems are plagiarised. Eamon will march over to The Cosmic Faerie and start an argument with Tristram. Hmm, it seems that Tristram charmed Melissa, as well as his other crime. The argument will give you the perfect opportunity to sneak upstairs and investigate the creaking and other noises you heard from up there earlier. Head upstairs, and you`ll meet Melissa Butley, the Colonel`s lost daughter. She will come onto you in a rather British way, but still, ask her everything you can, about the townspeople and the Tor. Asking her about the postcard will reveal some VERY important information, that the elusive Bruno used this very room before Melissa did. Seems we missed him. Asking Melissa about herself will turn up an amusing connection for fans of the first Broken Sword game. You also need to tell Melissa about Tristram`s lies, although it seems she already knew what was going on. She calls George a knight in armour, too true, too true. She leaves after this, and you return downstairs, much to Tristram`s alarm. You can threaten to tell Colonel Butley about him, it`s enjoyable watching the little hippy squirm, plus it gives you the opportunity to blackmail him into giving you the information you need about his previous house-guest, Bruno. It seems he simply upped and left one night, leaving nothing behind but a pair of boxer shorts, which are almost entirely useless to you besides one point. You`ll take them along for the ride anyway, and they`ll occupy a nice little spot in your inventory for pretty much the remainder of the game. It is at this point that I wonder if Charles Cecil and the Revolution team have some kind of fetish, remembering previous pieces of underwear carried in earlier games. Head out of the pub, and return to Zazie`s Kiosk. Perhaps this `personal item` of Bruno`s can shed a little more light based on her psychic abilities. Ask Madame Zazie about the postcard again, and she will ask you to give it to her so she can see if any `psychic traces` remain on the card. Unfortunately, she also asks you to cross her palm with silver before she will perform the reading. Guess we`re just lucky that Tristram`s poetry book has three silver coins laminated to it`s cover then, eh? Head back outside, and use your metal rod (once again, hehe) to free the coins from the laminate of the poetry book. Head back inside, and cross Madame Zazie`s palm with one of the coins. I guess her psychic powers weren`t strong enough to tell her the coins are silver- plated! Ask her about the postcard again, and she will `read` the postcard. Looks like too many people have touched the postcard and Bruno`s trace has gone. She asks for something a little more personal to Bruno, to perform a better reading. What`s more personal about a person than their underwear? Hand over the boxer shorts, and George will automatically give her your second of three coins. She will use her `psychic hoodoo` on the shorts, give a worried speech about dragons, and having minutes to live, and then pass out. George heads outside automatically. It looks like the pub is on fire! Quickly, run to the back door you couldn`t get in earlier, and try it again. Looks like George isn`t strong enough to open the door by himself, so run to Eamon and ask for his help. The two of you together are strong enough to break down the door, and you enter the beer garden of the pub. It looks like a barn or similar building is on fire, and it seems that if Madame Zazie was correct, that Bruno would be in the building! You see what George describes as an `evil monk` walking away from the scene, but George decides that saving a life is more important. Run towards the wooden building, and you`ll encounter a block puzzle. There are a fair few of these in the game, some more difficult than others, thankfully this one isn`t too tough. Push the crate furthest to the left up one, then right one space. Push the crate furthest to the right up one, then left three spaces, so it lines up with the others. Head to the other end, nearest the front of the screen, and push the crate on the higher level across one space. Climb up onto the crate it was resting on, and push the higher crate along one more. That`s done it, you now have a step needed to climb into the barn, so hop up and inside. You will call out to the person you hear coughing. Head straight forward and you`ll see a man lying on the floor. Climb back out of the steps you created, and both yourself and the man will be flung forwards in a resulting explosion. Thankfully, you`re both OK. It seems that the man is Bruno, as Madame Zazie suggested. Another link to the original Broken Sword game is mentioned here, Bruno was found in the original Broken Sword game, and was a member of the evil group of that game, the Neo- Templars. George thought he had destroyed that organisation, however it seems not, as the remaining members are trying to kill Bruno because he is seen as a traitor. The Colonel walks past, perhaps to lighten the mood somewhat, off to fetch `Purdey`. Ask Bruno about the robed figure you saw, however he does not know who it was. He suspects it may be an assassin sent by Susarro, and it seems that Bruno too has dealings with Susarro. Ask Bruno about Dr. Cholmondely, which it seems is pronounced `Chumley`. It seems his workshop in the Congo was a focal point of geomantic energy, which is why his machine functioned there. It is also evident that Susarro is the one causing these earthquakes and natural disasters you have heard about and experienced. Bruno is fearful that Susarro has found something called `The Temple Of The Dragon`, and activated it. The geomantic ley lines running through the earth are sometimes known as Dragon Currents, and this Temple Of The Dragon is apparently where this great power held within the earth can be activated. Bruno thinks Susarro may have found the temple`s location. It also seems that Susarro`s pale skin has been caused by his dealings with mystical energies and such. Ah well, I guess even world power comes with a price, eh? Susarro managed to obtain power over the former Neo-Templar group by quickly regaining order after George and Nico foiled the plots of the group`s former leader, the Grand Master. Susarro now calls the group the `Cult Of The Dragon`, and he wishes to gain the power to enable him to do anything and everything he has always wanted. Paris is also another major power focus like the Congo, as is Glastonbury Tor, which seems to be the most important. George invites Bruno back to Paris with him, and as the two walk off together, a humourous dialogue ensues between the mixed and amusing residents of the town. ------------------------------------------------------------------------------- Part Six - Paris - Nico`s Apartment (Nico) ------------------------------------------------------------------------------- Nico has been released from prison after two days. Unfortunately, this means she has lost a lot of time investigating the case, and she hopes that the trail has not gone cold. You`ll make a phone call to Nico`s newspaper, and discover that your boss is after you, since you missed two days of work. You`ll regain control of Nico in her apartment in Rue Jarry. Anyone who has played Broken Sword before will notice how Nico`s apartment has been faithfully recreated in three dimensions, plus we can now also see her bed, kitchen, and bathroom. There are a couple of items near the bathroom which remind Nico of her old friend George, she will fondly examine them. Check Nico`s answer machine, you`ll hear a rather obscure message about soffits, and a more important one from Nico`s newspaper editor, asking her where she has been for the past two days. Pick up the phone, and call the newspaper once more. Candice at the news desk will tell you that the boss is still in a meeting, and that he will phone you when he is free. Grab the phone again and give Andre Lobineau a call, who was also not aware that you had been arrested. After you`ve finished with the phone, head out the front door and return to Vernon`s apartment area. ------------------------------------------------------------------------------- Part Seven - Paris - Vernon`s Apartment Area (Nico) ------------------------------------------------------------------------------- You`ll arrive back at the area you were in before, however how it is evening. Skater boy is nowhere to be found, however the traffic warden and our old friend with the broom are still found in or around their old locations. The gossipy and rather annoying woman who lives across from Vernon is speaking to the broom lady, walk up to the corner of the street and as soon as you start hearing voices, overhear the conversation between the two women. Once it`s over, walk up to them. Speak to the neighbour, who will walk off in annoyance. The other woman will inform you that the neighbour overheard Vernon saying that `the power was building up`, and that he mentioned a manuscript. Climb up the balconies again to Vernon`s kitchen door, we should see if we can get inside again, to look for more clues. Seems that Vernon`s door is locked tight, but hey, we broke in before, why not do it again? Take a look at the door, and you`ll see that the kitchen door key is in the lock. If you`ve played just about any other adventure game before this one, or seen an old TV mystery programme, you should know what to do now. You`ll need to poke the key out of the lock onto a piece of paper which you slid under the door. You have the sheet of newspaper you grabbed earlier, which you should use with the door, and a pencil, which you should also use with the door, to poke the key down onto the paper. Grab both items, the newspaper and the key, and unlock the door with your new key. Head inside. Remember that creaky floorboard between the kitchen and living room that almost got us killed earlier? Let`s investigate. Pull bag the rug you stepped on, and you`ll spy a loose floorboard. Lift it out, and you`ll discover Vernon`s little secret, a small safe in the hole in the floor. Take a read of the business card you have in your inventory, and try to open the safe, perhaps his phone number is the code? Guess not. Walk over into the room, and you`ll hear emotional sobbing coming from Vernon`s bedroom. Open the door and yep, you guessed it, our favourite little Goth is sat on Vernon`s bed weeping. It looks as though she has been crying for days. Maybe we should give her a tissue to dry her eyes? There is a box on the counter in Vernon`s kitchen, go grab one and take it to Beatrice. She will then let you speak to her, so ask her about Vernon`s safe. Seems Vernon didn`t have too good a memory, and Beatrice`s birthday is the 23rd of October. Ask her about Vernon too, he seemed to know his life was in danger. Some people paid Vernon to decipher an old manuscript, which he was successful in doing, and was then threatened. Head out of the room, and Nico will kindly offer her address to Beatrice, if she wants to talk at a later date. Now, we have a new lead on the code to Vernon`s safe, Beatrice told us the date of her birthday, so go enter that into the safe. There were two items in Vernon`s safe, a hand-drawn diagram, and a DVD. You can leave the building, head down the alley, and a sequence will occur. Be sure to stay alert, as Nico will need to press a button to narrowly avoid being run down by the sports car she was looking for earlier. There is a DVD player at Nico`s apartment, so head back there now. ------------------------------------------------------------------------------- Part Eight - Paris - Nico`s Apartment (Nico) ------------------------------------------------------------------------------- As soon as you get inside, place the DVD inside your player on the desk. It seems it was a home-movie made by Vernon to his girlfriend Beatrice. He talks about the manuscript he decoded, and that is prophesises the earthquakes and other tremors which have been going on recently. A power flowing through the ley lines of the earth is causing it, and this power was harnessed by an ancient civilisation, much to their benefit. This group then became greedy and overstepped their boundaries, and the power became too much for them and surged throughout the earth. It almost destroyed the world. It seems the people who paid Vernon want to harness the power again, and take control of the world. He mentions the diagram you found with the disc, and he knows that two things are important to the mystery, something called the Key of Solomon, and a particular phrase, `Devils and Witches dance with cows on the Sabbath.` Vernon feared for his life, but died loving Beatrice. Nico says that she is going to need help working this puzzle out, so pick up the phone and call everyone`s favourite brain, Andre. He arranges to meet you at your apartment, so wait a while and he will turn up. You`ll hear Vernon`s dramatic `last words` to Beatrice once, more, and Nico and Andre summarise the situation. Andre tells you that the Key of Solomon is a book, which unlocks the wisdom of Solomon. The phrase Vernon gave you is also linked to the Ile St. Louis, formerly known as the Ile Aux Vaches, Cow Island. Speak to Andre again, about the theatrical mask, the Key of Solomon, Vernon`s diagram, and the Ile St. Louis. Pick up the phone, and give your newspaper a ring, it might be a good place to research. Ask Candice about the theatrical mask, who will tell you that there is an old theatre called L`Hierogliphe on the island. Say goodbye to Candice and speak to Andre again, this time about the Theatre. Unfortunately, he knows nothing about it, so Nico decides she will have to investigate. Walk out the door, and let`s get going to our next destination. Oops, just before we do, the phone rings. It`s your editor, who is not best pleased with you missing days of work. Nico refuses to take the new assignment she is given, and subsequently quits her job in anger, slamming down the phone in frustration. Andre, ever the optimist, pipes up with some comment about paying the bills. Nico, as undeterred as ever, sets off for the theatre. ------------------------------------------------------------------------------- Part Nine - Paris - L`Hierogliphe (Nico) ------------------------------------------------------------------------------- Nico arrives at the old theatre in anticipation; she will need to find a way inside before she can look for any more clues. Well first of all, try the obvious thing, the front door. Take a look at it too, it seems that while the door is very old, the lock on the door is brand new, so however dilapidated the place is, it must still be in use, which is good news for Nico. The bad news is that this new lock is preventing you getting in here, so you will need to explore a little to find a way. Head to the right of the screen and follow the building down until you come to the end, take a left down that street. You should see some scaffolding here, marked with red lighting. Run down towards the end of the scaffolding, and as you turn the corner, you will see the infamous E-Type Jaguar parked there. Take a look in the window, and you will see the mask left on the back seat. The killer clearly has a connection to this theatre, giving you all the more reason to get inside. Head back the way you were, and you should see a ladder on the second level of the scaffolding, at a point where the meshing covering that level has stopped, meaning you can climb up. Do so, and then climb the ladder. Stay on the side of the third level which the ladder goes to, and head all the way to the end. Turn around, and jump to the fourth level, then straight up to the fifth. Run to the end of this platform and climb back down to the fourth level. Climb the long ladder you will see here right to the top, and dismount. Jump up to the next level, and you will see a large billboard. Run towards it, and the camera angle will show you the back of the sign. Take a look at it, and Nico will tell you that it was only attached by a thin piece of string. Perhaps we can use this billboard as a means of getting across to the theatre building. Operate the billboard, and Nico will untie the string, and unfortunately discover that it still seems to be attached at the bottom. Go back the way you came, down the long ladder, and back to the very first ladder you climbed, on the second floor. This time, jump over the gap to the platform on the other side. Run to the end of the platform, then turn 180?, and jump up. Run all the way to the end and you will see a crate. Drag it backwards three spaces, and it can be used as a step to reach the higher level towards the right of the screen. This will take you to the platform adjacent to the bottom section of the billboard. Operate the base of the billboard too, and Nico will undo the metal clips, causing it to fall and reach the billboard. Nico creeps across the billboard to the theatre building, and just as she reaches the other side, her walkway slips and falls dramatically, Nico narrowly surviving. It looks like we are now stuck on the theatre side with no way back, so going onwards is our only choice. Climb the short ladder onto the theatre roof, then down a longer ladder to Nico`s left. Take the doors right next to this ladder into the theatre building. Head into the door on the same wall as the one you entered by, follow the corridor along, down three sets of steps, and through a door to what looks like a foyer or lobby. Walk around the room a little, and a cutscene will occur. Nico will hear voices coming from the main double doors, and quickly run to hide behind the popcorn area. You will hear a familiar voice approaching, it`s Susarro, AND the woman you are looking for! Unfortunately, Nico crushes a paper cup with her hand by mistake, which attracts the attention of Flap, the burly and dim-witted guard. It seems the killer`s name is Petra (well, the blonde female killer anyway, there are quite a few murderers in this game, hehe), and Susarro instructs Flap to take Nico as the scene changes. ------------------------------------------------------------------------------- Part Ten - Paris - L`Hierogliphe (George) ------------------------------------------------------------------------------- George and Bruno have travelled to Paris, and using Bruno`s mysterious machine, they have managed to track down the source of the earth energy, somewhere in the back streets of the French capital. Bruno refuses to go into the building, so it looks like George is going to go at it alone. Head towards the back of the screen and through the large archway, over the speed bump. Towards the left of the area you will see a large dumpster, and an even larger one, which is open. Maybe we should try to close the larger container so we can climb it. Unfortunately, it is too high for George to reach. There`s a crate in the area, to the left of the orange dumpster, so go grab that and shove it in the gap in the wall between the large grey container and the wall. Push it right into the corner, then climb it, and operate the container again, closing it. Climb up onto it, and operate the broken window twice to sneak yourself inside the building. You`ll find yourself in a book repository. There is nothing of interest in this small room, so head out of the door and into the door farthest back on that same wall. You`ll be welcomed into this small room with another block puzzle. Push the lone block near to the two stacked ones to the right, so that it is next to the stacked crates. Then, go grab the crate in the opposite corner of the room, and drag it right the way around the room so that it`s to the left of the one you just moved. Climb up onto the crate furthest to the left, and drag the higher crate one space to the left, so it now sits on the middle crate of the lower three. This will expose a light switch on the wall, which you should now operate. Now you have a clearer view of the room, you can see that it is just another store room. You`re going to need to move your crate collection again, so shove the higher crate back into the corner where it began, then pull out the middle crate, right to the back of the room. You will see a trapdoor set into the floor. Operate it, and head on down. You`ll be dropped into a rather mysterious underground passageway, so head along it right to the end, and climb the long ladder you see here. The spooky voices and music here kinda creeped me out, just a warning! The door at the back of the room is locked, so climb the ladder in front of the large red boiler-like machine. Ah-ha, we recognise this wallpaper, don`t we? It seems that, in case you hadn`t already guessed, we`re in the exact same building as Nico, and judging from the `show` George thinks he is seeing on stage, the very same room! Petra is interrogating Nico, asking her the location of something, as Susarro looks on. Seems the old popcorn isn`t too appetising. Flap rushes up and interrupts the `breaking` session, to inform Susarro that a problem has arisen downstairs, an intruder problem. Who could that be? As far as we know, only George and Nico are in the building. Susarro creeps off to investigate, and as he stands, George is shocked to see not only him again, but his dear old friend Nico in the interrogation chair! Susarro warns Nico to stay where she is, and just to ensure this, he asks Flap (the master of not-screwing-up) to guard her. As we take control of George again, it becomes clear that we need to rescue Nico. You could try running straight up to the stage, however, it will become apparent after George gets shot that this isn`t too good of an idea. Don`t worry, you can never get a game over in Broken Sword, so you`ll just get a retry from this area again. Anyway, hold down the sneak button, and tiptoe into the door to the right of the stage (from your point of view). If you`re good, Flap probably will not notice you at all. Climb the ladder here up to the catwalks above the stage. The gangways are crumbling, so you will need to be very careful. The path straight ahead of George is a dead end, so go to his right, and operate the lighting rig, levelling it. This will make it usable. Grab onto it and shimmy across to the other side. It`s a long way down, but George`s seemingly infinite supply of upper-body strength means you can take your time working your way across. Dismount at the other end of the lighting rig, and follow the platform up. Hmm, two heavy bags of sand, and Flap standing underneath? I think you can figure out what to do here yourself :) After quickly using both bags, Flap will be knocked unconscious, and George will delightedly, yet sarcastically, free the prisoner. After a pleasing little catch-up between the two, and some explanation from both George and Nico, it will become apparent that the two are on the same case, from different angles. George and Nico will now remain together for a while, so get used to talking to Nico about things, and `using` her like an inventory item to help you when you need two bodies, or brains, instead of one. There are some lights at the front of the stage, operate one for an amusing, yet painful, experience for George. Hop down off the stage, and head into the door at the (camera`s) left of the back of the stage room. You will be back in the room Nico was captured in earlier. Remember that cup that Nico crunched earlier by mistake? It`ll come in handy, so go behind the popcorn counter and grab it. Go back into the stage room, and into the doorway on the other side of the one which lead to the catwalks, i.e. to the camera left of the stage, when looking at it. Head down the stairs to the area below the stage, take George`s left, then head to his left again, and you should be in a fairly large area with an elevator going to the stage. Head around the elevator, and you will see a small container sitting on a crate. Pick up an item from it, and you`ll see that it`s a stick of greasepaint. Bestheimer`s No. 7 - White, a very nice in- joke for fans of the first game :) From the greasepaint, go towards the back of the screen, then when the camera changes, head forwards again, then once again towards the back of the screen, all the way down to a door, which you can head inside. As soon as you climb down these stairs, you will hear a petrified guard who will take shots out of the door which he has barricaded himself inside. Something`s scared him witless, and I guess we might eventually find out what. Head back towards the stairs, then go towards the back of the screen, and head all the way down the passage. Mmm... dead body. It looks like the guy`s chest has been burned away; absolutely horrific. Search the corpse, but it looks like the guy has already been turned over, so there`s nothing on him but his empty card-holder. The large metal door is locked and needs a card to open, so head back and up the stairs to the previous section. Follow the corridor around, but head towards the front of the screen instead of back the way you came, and enter the first door you see, into an old dressing room. There is a safe tucked under the desk, which was still in use. The rotting floor beneath it had begun to buckle under the weight. Seeing as how we can`t open the safe, maybe we can knock the floor away and break it open? The best idea would be to do that from the floor below though, so head back downstairs. Start walking back towards where the corpse was, but enter the first door on the wall. Take a look at the red support strut, and George will guess that it is holding up the safe in the room above. Unfortunately, he cannot move it. The friction on the floor is too great, so maybe we need to lubricate it somehow. Greasepaint would make a good lubricant... if it wasn`t too hard. We are going to need to find a way to melt the greasepaint down, so first of all open up your inventory and place it inside the paper cup. Do you remember anything warm from our past experiences in the theatre? Or, anything scolding hot? Take it right the way back up to the stage lights, use it with one of them and the greasepaint will melt into your receptacle, the cup. Take the melted paint back down to the support strut, and use it with it. It seems that George still cannot move the pillar on his own. Open your inventory, and `use` Nico with the strut. After very nearly crushing George`s skull, and a witty one-liner from Mr. Stobbart, the safe will have cracked open on the floor. Grab the contents, the key card you need to enter the metal door, and an obscure crystal-imbued object. Now that we have the key card, head back to the metal door and open it with the card. An elevator will rise, and the duo will head down. Get out of the elevator and go forwards, through the long winding corridor, stopping to look at the symbol on the stone which will become MUCH more apparent later on in the game. Continue forwards, and be amazed. An immense chamber awaits you, with enormous amounts of the earth`s geomantic current flowing through it, focusing on a point in the centre. Three dragons` heads peer at the object in the centre, and a narrow bridge reaches out to it. Run right down to the middle, and, inside a large column of energy, you will see a small stone object. George places his hand up to the column, and ripples occur, much like in water. Stobbart, ever the idiot, reaches in again. Take the piece of rock from inside, and examine it. It seems to have an omega symbol on it, which should be familiar to you all if you were paying attention at the beginning :) Start to head back down towards the elevator, and George will see his favourite creepy monk scaring the be-jeezus out of all the workers on the lower level. Nico will tell him that someone is climbing up the elevator. George tells Nico to hide, and she climbs down and clings onto the rock side. George needs to do the same. Susarro asks how `he` got here, but as long as you climbed down quickly enough, he won`t be talking about George, so don`t worry. He means the robed figure, and Petra informs him that he easily got past the weak guards. Susarro will tell Petra to wait, and you will regain control of George. It may seem like suicide, but climb back up the ledge, as far to the left as you can get. Thankfully, Petra will be out of ammunition once again, giving you the opportunity to escape. You will need to be fast to escape Petra, but you should make it back to the elevator just before she does. As you reach the bottom, Nico will hold the doors to ensure Petra cannot get back up to you, and will tell George to find a means of keeping the doors closed. You already have the item necessary, use Harry`s bottle opener on the elevator door to ensure it doesn`t close. Run all the way back, up the stairs and through the door, then go to climb the stairs to the stage. No such luck, it seems the bad-guys have posted lesser-bad-guys at the top of the stairs. I rather liked George`s idea to knock them unconscious, but I suppose the guns they carried wouldn`t have given our heroes much change. Head back into the large room down here, climb onto the stage elevator, and pres the button to be cunningly risen to centre- stage. Hop off the stage and run for the way you entered this room, the ladder at the back. George will explain to Nico that the quickest and safest way is through the way he came in, and the two will escape the theatre. Outside, there is no sign of Bruno, however you will encounter a strange man with an English accent, who will use some sort of device to mug George, and steal the `key` from him, the crystal device you found in the safe. Also, after running off, the man will drop a strange stone cylinder; perhaps a link to his location or a group he is associated with? Back inside the theatre, Susarro and Petra will discover the cracked safe, much to their annoyance. It seems that George has `powers`, yet Susarro still orders Petra to kill them both, a duty which she gladly accepts. ------------------------------------------------------------------------------- Part Eleven - Paris - Nico`s Apartment (George) ------------------------------------------------------------------------------- Andre, Bruno, and Nico are all by George`s bedside as he begins to come around. George has been electrocuted, and Nico gives him the good news that he managed to grab the stone cylinder I mentioned earlier, and the bad news that the attacker stole the crystal artefact. Andre and George have a little tete-a-tete over Nico, and none of the group can work out what the stone cylinder means, or what it`s marking represent. Ask Bruno to recap the group about all the information you have obtained such far. He tells you that Susarro has formed the Dragon Cult from remaining Neo- Templar survivors, and that an amazing device known as The Armillary is the key to releasing the most powerful energy. Ask Andre what he has discovered, and he will recap to you that the Key of Solomon is crucial to Susarro`s plan, and that Vernon was only able to decipher part of the Voynich manuscript before Petra murdered him. Nico is thinking about Vernon`s diagram, and George suggests, correctly, that the diagram, or a similar one, was how Susarro managed to find the location of the temple, along the earth`s ley lines. Andre still believes the Key of Solomon to be a book, but Bruno corrects him, in fact it is an ancient jewel-encrusted statue, the item you took from the safe, which was then stolen by the man who mugged you. The purpose of the Key of Solomon is to create a burst of Dragon Power within the Armillary. It must be used at a precise moment in order to achieve it`s maximum effect. The omega stone you found in the theatre is the same as that which you found on the wall in the Congo, and it seems that this is where you are headed next. ------------------------------------------------------------------------------- Part Twelve - The Congo - Cholmondely`s Workshop (George) ------------------------------------------------------------------------------- On your return to the Congo, you will find, and subsequently hitch a lift from Harry Gilligan, your old friend the pilot. It seems that he has started his own taxi company out there, since none of the locals would drive you to such a mystical place. You are dropped off outside Cholmondely`s workshop. Try the front door, and you`ll discover that it`s still locked from the last time Susarro was there. You`ll need to get it open. Remember that metal rod that I kept harping on about earlier? Use it with the doors. Unfortunately, George cannot fit it between the gap in the doors. Go ask Nico to pull on the doors for you, then use the rod on them while she is doing so. It may take a couple of tries to get it right, but eventually George will use the rod to snap the padlock off the door. Head inside, and you`ll be returned to a familiar sight. Seems that poor Cholmondely`s corpse still hasn`t been moved, but then again, who would have moved it? Use your omega stone with the slot in the door, and it will open, giving you access to the temple inside. You`re warned to watch our for traps, but hey, you have me and my walkthrough right here :) ------------------------------------------------------------------------------- Part Thirteen - The Congo - Ancient Temple (George) ------------------------------------------------------------------------------- The first sight you`re treated to is that of another explorer, lying dead, VERY dead, on the floor. Start to walk towards him, and you will be narrowly saved from a rather spiky death by Nico. It seems the spikes are activated when you step on the floor, so we need to find a way across without touching the floor. This one`s pretty easy, on the left wall you can jump and shimmy all the way along to the other side, then drop down. Part of the way across, a large earth tremor will knock away part of the platform, but George`s upper-body strength will save him once again. Thanks to the platform breaking, Nico now won`t be able to get across the same way, so you`ll have to find a way to help her. See those cogs? It looks like they`re part of the spike mechanism. It`s metal rod to the rescue once again, jam it in the gears, and Nico will make a run for it, narrowly avoiding death. Head on through into the next large chamber. Hmm, IEHOVA anyone? :) To those of you NOT familiar with the Indiana Jones movies, ignore that one, and let`s move on to this puzzle. It looks like there`s a secret entrance in the back wall, but we can`t use it for now, so focus on the tiles. Step on a couple of the tiles outset from the rest, and then speak to Nico, and she will step on the tiles you tell her to. To get Nico to change tile, you need to use your inventory and tell her which to step on. The path you need to take is as follows, and all directions are from looking at the room from Nico`s perspective, i.e. the way you came in from. Nico Stands On Directions -------------- ---------- Fish Stone Up, left, up, up, left. Scorpion Stone Left, down, down, left, left, up, up. Snake Stone Right, up, up, up. Fish Stone Up, left, left, left, up. Bird Stone Up, up, up, right, right. Scorpion Stone Down, down, down, right, right, right, right. Snake Stone Right, down, down, down, right. Bird Stone Down, down, down, right, right. Fish Stone Up, up, up, up, up. Scorpion Stone Up, up, up, up, up. Snake Stone Left, up, up, left, left, up. This will leave you on a stone up against the edge, so jump up and grab onto it, and hoist yourself up, free of the nasty floor of doom and animals. Nico will go ahead and try to find a way to get Nico through, since she can`t stand on the panels and move at the same time. Head through the next door. You will be in a room with another door at the other end, but a large gap in the floor. Move forward and climb down. Shimmy to the left slightly, and drop onto the left-most platform (with relation to the camera). Jump to the right platform, and drop to hanging off it, then shimmy along the right wall until you can drop down. Do so. Make two more drops, and you are on the floor, head through the door near the blue crystal light, into the next chamber. George will emerge in a room with a huge piece of stone on top of a stalagmite, acting as a scale, or seesaw. There are some crates to the left of the screen. Climb up the sets of stone and try to cross the huge stone. The rock will drop, and George will be flung headfirst into the rock, causing him some pain. Hmm, maybe we`re going to need to put some more weight at the left side of the rock, so that George can get across. Move back to the crates and climb up. This is a fairly complex and lengthy block puzzle, but if you know what to do, it`s not too tough. There are three crates, on three different levels of height. I will label them, the highest crate Top, the middle crate Middle, and the lowest crate Bottom, and I will reference them as this. Seeing as you cannot change the height of a crate, you should not get them confused. Basically, if you want to try yourself first, the idea is to get the Top crate onto the large rock. Start by standing behind Middle, and pushing it on top of Bottom, then push it one space to the left. Drop down, and push/pull Bottom down two spaces, then left nine spaces, then up four, then right two spaces, so that it sits in the gap near Top. Climb up to the next level, where Middle is, and drag that crate left six spaces, then push it up three, so it is adjacent to Top. Stand on Middle, and pull Top over to the set of nine squares on that level, using Middle as a bridge. Go back down, grab Middle again, and pull it down three spaces, then right four, then up three. Using Middle as a bridge again, pull Top over to the next section. Next, run right around and grab Bottom again, and move it left two, down four, right nine, and up two, so it is back in the position it started in. Get back to Middle, pull it down three, and push it right three. Then, climb down to the level where Bottom is, stand next to the two crates on top of each other, and push Middle. Climb on top of Bottom, then run around to the left of Top, and push it one space right. Climb up next to Top, and pull it down one, then hop over it and push it the other one space. Hop over it again, and pull it three more spaces so that it sits on the large rock. George is now free to run across, jump the gap, and enter the next chamber. This chamber is filled with huge, impressive machinery, which George will need to learn to operate if he is to progress. Run over to the set of four large machines you saw, and stand by the command console at the bottom of the screen (the red, yellow, and blue small stand). You`re going to need to operate these controls in a certain order to assemble the machine, and that order is as follows: Rotate Clockwise Rotate Clockwise Operate Rotate Clockwise Operate Rotate Clockwise Operate Rotate Anti-Clockwise Operate Operate Rotate Clockwise Rotate Clockwise Operate Rotate Clockwise Rotate Clockwise Operate Operate Once the machine has been fully slotted together, run over to it, and press the touch-sensitive panel on the side nearest the right hand side (looking from the rear of the machine, from where the pieces came from). Pressing this button will reverse the direction of the flow of energy, which may come in useful in the next chamber. For now, press the panel again, and run into the next room. In the next chamber, you will find eight crystals with reflective and non- reflective sides. You`re going to need to point the beam of energy to certain places to move the non-working machine, to enable to get access to the staircase behind them. First of all, you should go and play with the green panel at the top-left of the room. Pressing it will make four lights on the ring above the next door light up. Go to the crystal that the light is currently shining at (it should be the one on the far right of the screen), and rotate it anti-clockwise three times. This will make it point the energy towards the crystal below the large machine. Rotate this one anti-clockwise three times as well. Hmm, it looks like we need to make the energy point at it from the other side, so it will move aside from the staircase. Rotate that last crystal clockwise once, so that it points downward. Turn the next crystal clockwise until the beam points to the right. The next crystal should already point the beam upwards, if not, make it do so. Make the final beam point left, and the large machine will slide out of the way. Climb the staircase, and you`ll emerge through that secret door you couldn`t get into earlier. Nico will be brought back down into the crystal chamber with you. Press the green circular device next to the stairs, and four lights on the wall will illuminate the four lights which didn`t illuminate last time. Talk to Nico about the panel. She says we may need to press both at once. See where the beam of energy forms a square? Rotate the bottom-left point of that square, so that the beam travels to the left. Move the next one to point down, then the next to point right, and finally to point up. Head back into the previous chamber and push that energy flow button. This will move the ancient machine downwards, meaning we can access both panels at once. Go speak to Nico about the panel and she will suggest you do indeed press both at once, so run over to the far panel and press it. Gloriously, all eight lines will glow, and the door will open. Head through your new door. Hop down the first small ledge, jump the next gap, head around the corner, hop up a step, and go through the door. You`ll find yourself in a small chamber with a large door, a few copies of the lightning logo around the room, and a panel with a small recess, as if it needed something to fit in it. If you look at this panel, Nico will suggest that perhaps `Mr. Spiky` had the key on him before he was, ahem, stopped in his tracks. So, run all the way back there (you can use the stairs in the previous room as a shortcut, remember), and once you`re back in that room, stop. Don`t run straight up to him, remember, spikes? We`re going to need to find a way to get to him to search the body. The spikes are triggered whenever an object, or a person, touches the floor there. There are two stone blocks in the area, push one of those over. Make sure you don`t PULL the block, as obviously you will walk onto the spikes yourself. As soon as the block is pushed onto the first space of spike tiling, the spikes will pop out, and be stopped by the block, meaning you can get past, however, the dead guy is in the middle of the SECOND set of spikes. Climb over the block so you`re standing in the middle of the spikes, and begin pulling the block towards the dead guy. Provided you only pushed it one space into the spike section, you should pull it twice. Then, head back to where you came in, and grab the second piece of stone. Push that to the first space of spike tiling, then jump over it, and push the original stone block two spaces forward, to trigger the second set of spikes. Hop over this crate, and search `Mr. Spiky`. George will call out to Nico that he has found a piece of cloth with something inside it. Open your inventory and look at the scarf, and you will discover that in fact it is a metal plate that`s inside. Head right back to Nico (leave the blocks as they are), and try using the plate on the recess in the panel on the wall. The plate opens the door, so run over there. Ah, one small hitch. The plate won`t stay in the wall. Use the plate again, and then again while the door is opening. Unfortunately, heat energy will burn George`s hand. Grab the plate again, use it with the recess again, and this time, use the scarf you just got with the plate. This will enable you to hold it in place, but still, you cannot hold it and pass through at the same time. George will automatically ask Nico to hold it for him, and she agrees. Run on into the next chamber. Another amazing sight awaits you, exactly as it was at the theatre in Paris. Same platform, same three dragons protecting the column of energy; an awe- inspiring sight. Run down to the end, and again, you`ll see another stone held in the beam of energy. Operate it, and George will reach in and take it. He wonders if it is similar to the omega stone that he already discovered in Paris. Head back through the door and George will talk to Nico, seems the new stone has a Greek alpha symbol on it. Looks like you`re done with this site, so head back out of the door and down the step. Petra will spring from behind and point a gun at you. Petra demands the key you stole from the safe in Paris, and George is as sarcastic as ever on denying her it. Just as Petra is about to shoot the pair of you, another earthquake will occur, sending her toppling over, giving you an opportunity to run. You`ll have to run very quickly along the platform to avoid being killed by a falling stalactite. The rock in front of you breaks, so jump the gap and climb up the ledge to the door, then run for it! You`ll run quickly into Harry`s Jeep and escape once more. ------------------------------------------------------------------------------- Part Fourteen - Paris - Nico`s Apartment ------------------------------------------------------------------------------- George and Nico arrive back at 361 Rue Jarry laughing and joking about their adventure in the Congo. As they enter Nico`s apartment, they find the place totally wrecked, and the same police inspector that arrested Nico is on the scene too. Seems some of Susarro`s men came while George and Nico were away, and turned the place over looking for the Key of Solomon that we stole from that safe in the theatre. The men also captured Bruno, while Andre was unconscious. Nico seems rather annoying that the inspector is here, and Andre tells you that Flap was one of the men who raided the house. Nico`s police file was stolen from the station, and the inspector figured she might be in trouble, so he came to help. It also seems that Susarro has a contact in the police, since all information on Petra`s sports car has become classified. He also tells you that Bruno was spotted at the airport, being smuggled through customs to a plane headed for Prague. The inspector seems willing to help with the case in future, since he suspects that a conspiracy is afoot. As he leaves, another knock on the door is heard, this time it`s Beatrice. Nico lets her in, who Andre treats rather amorously. Beatrice is introduced to the two men, and told that her boyfriend was murdered by Petra, a woman working for some kind of secret group, and she is told more about the Templars. To anyone who played Broken Sword - The Shadow of the Templars, this should all be engraved into your brains by now :) The group decide to relocate to Vernon`s place, in case the bad guys return to Nico`s. Beatrice is shown Vernon`s DVD, and Nico heads off to the theatre again to find more information about whereabouts in Prague Bruno was taken. Wave goodbye to Nico`s apartment, as you won`t be back. ------------------------------------------------------------------------------- Part Fifteen - Paris - L`Hierogliphe (Nico) ------------------------------------------------------------------------------- You will be dumped back into the theatre. If you were paying attention to the previous cutscene you will know that your target this time is the room which was previously locked, the one that the guard had barricaded himself in for fear of whatever killed the guy there. If you try and head back down there, you`ll find that the door is locked. You can get to the level under the stage, but not to the basement level, which is where you need to be. Think back to our last visit to the theatre, we did something involving moving something down a floor then, with the safe. Head back to the dressing room (which is straight down from the locked door to the lower level), and try to climb down the crack in the floor. Thankfully Nico went, and not George, I doubt he`d fit down a gap that small! You will fall into the room below, so head straight out of the door and towards the back of the screen, then a left from Nico`s perspective. Go into the first door on the right, which was previously locked. You will find yourself in a well-presented office, or study. You`re here to find clues about Prague, so begin taking a look around. There are some papers in a briefcase on a desk to the right of the archway into the other part of the room, take a look, but unfortunately you won`t find anything pertaining to Prague. Start to head through the archway, but keep your wits about you, as Nico will be set upon from behind by Flap. A quick press of the operate button and you will slam a vase into his head, once again knocking him unconscious. You will use the scarf you took from the guy in the temple to tie his hands, and be allowed to continue your search, so head through the archway. Head straight for the large desk at the rear of the room, and looking at it will turn up a security report for a private residence. It does not include an address. Take a closer look at the papers, and Nico will find a photograph of a large castle, with a dragon symbol on the back. The obscurity of the castle should be enough information to track down Susarro, so Nico`s work here is complete, and you`re off to Prague! ------------------------------------------------------------------------------- Part Sixteen - Prague - Susarro`s Castle (George) ------------------------------------------------------------------------------- George and Nico are driving in the European rain in a beaten-up old car to Susarro`s castle. Their ride conveniently breaks down just outside the castle in question, so they head outside and you`ll take control of George. Take this opportunity to talk to Nico about everything you can, she will have some concerns and information about the case. The castle is Medieval, and asking about Lobineau will produce an amusing yet juvenile dialogue between the two. Back to the task at hand, move to the large wooden doors, and press the button on the wall to the (camera) right of them. This will send the bumbling guard Boris out to... shoo George away. You can bother Boris some more if you like, but he will just continue telling you to get lost. Perhaps a woman`s touch is necessary here? `Use` Nico with the button, and then quickly run and hide George around the side of the wall or somewhere. You can sneak in whilst Nico is speaking to the guard, but it`s much more fun to simply hide and listen to Boris sliming up to Nico, and Nico acting pretty amorously towards him. Wait for the guard to close the door again, and tell her to press the button again. Get George hidden once more, and listen to the next part of the story. Nico will act even more tenderly towards Boris, and walk him slightly further away from the door. This gives George an opportunity to sneak inside, but once again, it`s funnier to sit and listen to the conversation. One more time, head over, use Nico with the button, and hide again. Listen to `Helene` come onto Boris even further, and get a good laugh at Nico`s performance. Use Nico with the button one last time, and George will automatically run and hide. Boris will come outside once more, and be romantically set upon by Nico... lucky guy. George will automatically sneak into the castle. Be very careful in this section, as there are several guards, some with dogs, who will shoot on sight. You will always restart the section again, there is no worry of a game over, but still, you should be alert. Begin by climbing over the wall to George`s left, and dropping into the grassy area beyond it. Sneak over and hide behind the wall to the left, just to the left of the opening into the main courtyard. If you got spotted by the guard whilst crossing past the opening, just try again until you don`t, it`s pretty much guess work from that camera angle. Once you`re there, wait for the guard you see there to begin walking to the right of the screen, then as soon as he`s started (or a few seconds thereafter if the dog is feeling twitchy), sneak to the left of the screen, to the set of grey steps. Climb them, and as soon as you`re through, run to the bottom of the screen, as the searchlight may see you, and you will be shot. Run down to the corner in the wall, then, taking the searchlight into consideration, carry on around the outside of the building, ignoring the double doors, and walk into the small area with crates inside it to the right of the doors. There`s a small block puzzle here, which isn`t too taxing. Stand next to the set of two crates stacked on each other, and push the higher of the two onto the single crate next to it. Grab the single crate, and push it around so that it`s on the other side of the stacked ones. Swap the higher crate onto the other crate, climb up these `steps` you have created, and jump to the ledge which is missing the railings (you will be directly below it). Climb up onto the ledge, and drop onto the battlements. Run to the very end of the battlements, and you will be able to jump up onto a ledge. Head towards the front of the screen and around a bend, and you will find yourself on a ledge above the guards you saw at the beginning. Hop over the side to the top of the structure you are on, and sneak across, peeking in the window if you wish. Climb over again at the other side, and sneak slowly around the ledge you are standing on. If you`re slow and sneaky, you will avoid the guards with no problems. It may seem suicidal, but once you are at the very end of that ledge, drop down the floor level. As long as you sneak, you won`t attract the dog or the guard. Sneak past them to the left and down some steps to another grassy area. You are going to need to sneak past here without the guard noticing, which can be tough, but the only real trick to it is moving as soon as the guard begins walking from the right to the left side. It might take you a few tries, but it isn`t too difficult. Once you`re through, you`ll be presented with yet another block puzzle, oh joy! This one isn`t hard at all since all the crates are on the same level, simply drag the right-most crate downwards one, the next one right one space, then go behind and push the next crate down one space, then finally push the left-most crate to the left one space, so you can use it as a step to reach the ledge above, which you should climb onto, and then drop down. Sneak to George`s right (as he faces the ledge he came from) and sneak him behind the large container. The dog will snarl, but he`s locked up in that area at the bottom for a reason, so his respective guard will simply tell him to be quiet. This guard does not move, so just sneak to the top of the area, then to the right, then down and through the archway to progress. You will be in a very large courtyard, which is the main section of the outside of the castle. You can run here freely more or less, so don`t worry too much about having to sneak, unless you see a guard. Run to the very bottom, then begin running right, and you will see a view from outside a gate, where Nico is standing, waiting for you. She will speak to you, point out Susarro`s helicopter, and ask you to find a remote, as she thinks that is how the gates open and close. Talk to Nico about the gates and she will point out a sensor. So, it definitely looks like we will need a remote control to open the gate. Carry on around the courtyard, behind all of the vehicles so as to keep yourself hidden from view. You will come to a dark door, which leads nowhere, and a small barbed-wire-protected closed-off area in one corner, with a red button on the side. Pushing the button opens the gates, but when you let go, they spring shut again. You`ll need to find a way to keep the button pressed, later. Keep heading around the building until you find a Jeep, parked next to a couple of other cars. Operate the glove compartment of the green Jeep, and you will turn up the remote you need. Run right back around to the gates and let Nico in by using the remote on the gates. The guards will be attracted by the opening gates, and George and Nico automatically hide. Once you`re back in control, run back to the metal shack you saw before, and `use` Nico with the button on the shack. Run inside and grab the handle holding the door shut. There is also a piece of coal on the floor in there, grab it, it`s always good to have a lucky piece of coal, as Broken Sword 2 players will appreciate :) Head back outside. Run back to the Jeep you were at before, and use your newly-acquired car jack handle on the jack itself, to lower the car back to the ground. Try pushing the car. Oops, looks like the handbrake is on, go operate that to let it off, then push the car again. It will crash into the wall, which means you can use it as a step to reach the wall above, which you should climb over. Run towards the back of the screen, and try to climb the drainpipe you see here. Unfortunately, in climbing the pipe, George manages to break it off the wall, pulling the bracket which affixed it there off too. You will now need to take control of Nico and find a way into the castle yourself. ------------------------------------------------------------------------------- Part Seventeen - Prague - Susarro`s Castle (Nico) ------------------------------------------------------------------------------- First things first, grab the bracket from the floor that broke off the drainpipe when George climbed / broke it. Climb back down the way you came up, hop off the Jeep, and head for the other car parked near there, not the one directly next to the Jeep, but the one nearby. Climb onto the bonnet / hood of the car, and look through the window there to see a small store room. Try to open it; it`s locked, with a gap. You might think to use your press card again, but it`s something we picked up much more recently. Use the drainpipe bracket on the window and Nico will awkwardly force open the window with it. Climb into the window. There`s nothing of interest in the store room so head through the next door. You will overhear some guards discussing Petra`s love of killing, and one specific method she used to kill a victim, pretty funny if you ask me. The guards only seem to know that she has short blonde hair, they have not seen much more. Remember that Petra once impersonated Nico? We need to do the precise opposite, find a way to make Nico`s hair look more like Petra`s. Climb the stairs you see here, run out of the only door in this corridor, then sneak around the room to the red-carpeted passage on the other side of the landing. Nico will creak on yet another floorboard, and automatically hide from the guards. Run right through the passage, ignoring all the doors except the one at the end, which you need to enter. This is Petra`s room. Take a look around, and open the green case at the foot of her bed. Look inside, and you see a small portable hair-dryer on top. I thought it was a gun at first, no such luck I`m afraid! Grab the hair-dryer, and head to the other green case, behind the changing screen. Open it up, and you`ll find nothing except a brown wig inside. Typical Petra. Grab the wig, it might come in useful in impersonating her, then take a closer look at the case. It looks like there is a hidden compartment in the case. Operate it, and you will find a small button which will let you into the hidden compartment. Unfortunately, your fingers are too large to reach it, so use the pencil from Vernon`s building to press it. Inside you will find a cavalcade of knives and other weapons. Seems that Petra is `packing`. There is also an item wrapped in a small rag inside the case, grab it and open the rag to find that it is a sharpening stone for the knives. It could come in useful, in fact, I`m sure it will ;) Head back out of the room, and go back through the carpeted passages. Then, head back downstairs, taking the back stairs of course, the ones you came up, rather than the main set, which would get you shot by the guards. Head out into the hallway, near the store room door you first entered, and sneak across the back and into the door on the other side, the kitchen. The chef looks rather annoyed, and is not doing too good a job of chopping those vegetables. This is probably one of the more amusing characters in the game, sarcasm is a particular favourite of mine, and this guy has it down to a finer art than he does chopping those carrots, for sure. First of all, you should notice the large bottle of industrial bleach on the shelf in this room, you will need it. Taking it will rather anger the chef, you can try if you want but it won`t achieve much. Speak to the chef, and after a rather amusing introduction, give him the grind stone, it looks as though he is struggling with those blunt knives. He will turn around to sharpen his knives, allowing you to reach his bleach :) Now, we`ve got to impersonate someone with blonde hair who looks a lot like us. We have a dark wig, and some bleach. I think you know what to do now! Head back up to Petra`s bedroom, right at the top at the end of the carpeted passage, we will need the sink in her bathroom to apply the bleach. Place the wig in the sink, then use the bleach on it. The wig has bleached successfully, but unfortunately it is soaking wet. We need to dry it off, so use the hair-dryer we found on it. Nico will put on the wig and can now masquerade as Petra throughout the castle. Head back through the carpeted passageway and a guard will stop you. Control will now be passed back to George. ------------------------------------------------------------------------------- Part Eighteen - Prague - Susarro`s Castle (George) ------------------------------------------------------------------------------- As George, head towards the front of the screen and you will see a crate. Drag it left, then down, and finally left again so that it rests up against the wall. Climb onto it, and then climb up to the wall. Climb the stairs and try the door here. Locked? Hmm, let`s look for another way in. Go to the right (camera perspective), and operate the large stone dragon to knock it off the ledge, allowing you to pass. Carry on along the ledge, and wall hug past the gap, very nice dramatic camera use here :) Dismount from the wall, run around again, and drop down off the wall onto the platform with the two yellow lights on it. There`s a wooden beam to the right of this platform, jump up and grab onto it, and shimmy all the way along, then drop down once you can. There is an open window near to where you landed, climb inside it. Yippee, another block puzzle. Pretty easy once again, push the second-level block towards the back wall, then pull the one it was set on to the right a couple of spaces, then push it up to the back wall. Climb up there, then pull the second-level crate right two. Hop back down, pull the leftmost crate down one, and climb through the gap onto some battlements. Run forwards and down all the stairs, then run into the gap between the buildings. Take the old tin cup from the rusted drainpipe on the right of the screen, and retrace your steps back up to the room with the crates. Climb over them and turn on the oil lamp on the wall. Oil will leak onto the floor, collect some in your tin cup. Run all the way back down to the small garden area at the bottom, and look for the grating on the floor. Attempt to pull it open, and you`ll find that it is rusted shut. Use your oil to free the hinges, and then open the grate. This will enable you to climb inside. ------------------------------------------------------------------------------- Part Nineteen - Prague - Susarro`s Castle (Nico) ------------------------------------------------------------------------------- Now that Nico is impersonating Petra, you can walk around the castle pretty much freely. Talk to all the guards you see, specifically the one sitting reading by the security door here. Ask him about the prisoner, Bruno, and you will be told that two guards took him to Susarro`s office in the lower levels. Go try to open the security door, and then ask the guard about it (responding No when given the option) to be told that you will need to find the security sergeant outside to get your card. Exit through the large double doors in front of you, and head outside to find the security sergeant. Keep heading to camera right of the screen, and eventually you will arrive back at one of the block puzzles from earlier. You will need to complete the puzzle again since the crates have been reset, so push the crates in the order bottom- right in the only ways they will move, and then climb up and over the wall to the area with the lone guard and large container. Walk past him, and back into the large main courtyard. The guard nearby is the security sergeant, and talking to him will get you your key card. Unfortunately, if you take a look at the card, you will see that it requires validating before you can do anything with it. You will need to find a way to get the card validated before you can proceed. Head behind the security guy and behind the next building to the left, and go back into the building you were in before, where the security door is. There is a door on the other side of the hall which leads into a security room, with dozens of computer displays. This looks like a good place to get a security card checked. Hand it to the woman in the room, who will rather stiffly mark the card for you. Grab the card from the table, and use it to get through the security door back out in the hallway. You need to use with the card reader, not the door itself, these two items are close to each other so you may need to cycle through them with the directional pad to choose the card reader. Head forwards, and climb down the stairs. There is a cell on the wall, but it seems that Bruno had already been moved out of it. Continue along and you will see a shadow from around the corner. Nico will grab a nearby fire extinguisher, and... you will be returned to George. ------------------------------------------------------------------------------- Part Twenty - Prague - Susarro`s Castle (George) ------------------------------------------------------------------------------- When George climbed down the grating in the garden area, he landed in a laundry room somewhere in the castle. The only door out of this room is locked, but there is a broken washing machine in the opposite corner which can be dragged. Perhaps it is heavy enough to break down the door with. Grab the washing machine and push / pull it onto the trolley at the other end. Now, run around to the trolley handle and have some fun, operate it! The washing machine will crash through the door, breaking it down entirely. Run down the passageway and take a right, then head straight at the next fork, then right at the next. Ignore the fork to the left, and you will be hit in the head by... Nico! The duo is re-united once again :) With both characters, head back the way George came, and you will pass a security door on the wall. `Use` Nico with it, and a swipe of her card will let you in. How fortunate, a changing room! Go grab the guard`s uniform out of one of the cupboards, and George will change into it. Head back outside, take (George`s) left out of the door, then another left, and head down the passage. A guard steps out to stop you, but some of that combination Nico / Petra attitude takes care of him pretty quick! Continue down the steps, past the extra-super-locked door, and into the vacant cell. You will hear what is pretty obviously Bruno crying and breathing heavily in the next room, the locked one. There is a grating high up on the wall, and, yep, you guessed it, another block puzzle before we can see in there. OK, this time we`ve got a set of two blocks stacked, and three single blocks side by side. Place one of the single blocks between the stacked ones and the back wall, then push the upper crate onto it. Pull the crate it was sitting on left one space, then up one space, so it is to the left of the stacked ones. Go grab another crate, and place it next to the one you just moved, so you can pull the higher crate along one space. Hope over the high crate and push it to the leftmost side of the three lower crates. Move the middle crate up one, then left one space, and push the higher crate onto it, creating two steps up to the grating. Climb up your new steps and prepare for some interesting information. Nico and George will awaken Bruno, and as you can imagine, he is pretty glad to see them! It seems that he has been given electro-shock torture, and has been starved. Poor guy. Susarro has been demanding that Bruno tell him who has the Key of Solomon, but since Bruno does not know that information, he could not tell him. Just as Nico is about to free Bruno, footsteps are heard approaching. Bruno hurriedly returns to his chair as Susarro enters and tells Bruno that Petra has arrived. As the real Petra walks in, Susarro is disappointed to learn that she did not manage to kill George and Nico. Flap enters, and as he is about to leave, Susarro remarks on the scarf still tied around Flap`s neck. It seems to be of great interest to Susarro who smiles delightedly at it. It seems that Susarro has now discovered who has the Key of Solomon. The emblem on the scarf is the logo of the Saint Stefan chapter of the Knights Templar, and Susarro knows exactly where to find them! He sets off for Paris to retrieve the key, and Petra is to take Bruno to the Armillary to prepare for their nefarious plans. After they leave, you will be back to George, who will need to remove the grille from the wall before he can enter that room. Use your silver coin as a screwdriver of sorts, and then try to enter the gap. It seems that George is too large to fit, and after Nico makes a joke about his weight, use her with the grate to ask her to slip through and let you in the door. Walk down and open the door, and you will see a large map of global ley lines, focusing in Egypt, similar to Vernon`s diagram. Susarro took a secret door out of this room, and you`re going to need to go out the same way, as going back up through all the guards would be suicide. There`s a secret button on the desk, look at it, then operate it and get the hell out of there! Light is made of a deadly situation once again :) ------------------------------------------------------------------------------- Part Twenty-One - Paris - Vernon`s Apartment ------------------------------------------------------------------------------- George and Nico are surprised to see Andre with Beatrice on their return (I don`t know why, I wasn`t surprised at all, the slimy nerd). It seems that the Saint Stefan chapter of the Templars was only a myth to Andre, but regardless, he tells you that the Saint Stefan chapter hid in secret chambers near the church at Montfaucon to avoid the inquisition of centuries ago. Andre tells the crew a tale about a brave knight who travelled through Israel, to France. You should hang onto the information in this tale, listen very closely to it, as it comes in handy later to know about Saint Stefan`s journey through Europe. George will set off for the catacombs of Montfaucon. ------------------------------------------------------------------------------- Part Twenty-Two - Paris - Montfaucon Square (George) ------------------------------------------------------------------------------- Well well well, we`re back in Montfaucon Square after all these years. Yet more happy memories for Broken Sword and Broken Sword 2 players transferred into full 3D. Most people`s instincts would be to head over to the familiar cafe, but you might be a little disheartened to see that it has been boarded up and closed, thanks to the earthquakes and other earthly hoo-ha that has been going on lately. You will be much more pleased to discover something else that will be familiar to you. The workman over near the manhole is the same guy you met outside the bombed cafe all those years ago, Flobbage! Take a look at his tool bag, and you will spy a sewer key, deja vu anyone? You can have a go at lifting the manhole, but George will not be able to do so without some help. Head over and talk to Flobbage. You gave this guy a racing tip in the first game, and it looks like he has started his own construction (or, destruction) company. Ask him about himself a couple of times, and his sewer key. Go take a look at Alphonse sitting in the front of the truck (in case you haven`t remembered, he has the same name as the former husband of the Moulin Rouge woman near Vernon`s place, coincidence? I think not!), and try to speak to him. Looks like he is fast asleep, but you will already of heard from Flobbage that he is seismophobic, i.e. afraid of the earthquakes. Head down towards the front of the screen a couple of times, and you will come across a house covered in scaffolding, and a public toilet (or pissoir) with a female attendant outside it. First of all, speak to the woman. Is that the woman who lives opposite Vernon? Looks like her, for sure. Ask her about Flobbage twice, and the urinals a few times. Head to the back of the scaffolding house, the side which isn`t visible from the pissoir, and begin climbing. Hoist yourself up to the first ledge of scaffolding, then climb the ladder in front of you. Head forward and jump the gap, and the woman will threaten to call the police if you don`t come down. We are going to need to distract her to take a better look around up there, so talk to her again, about her urinals, and she will scuttle off to inspect her pissoir. Run back to the house, climb back up, and take a look around. Climb off the end of the platform and drop to the middle level, and the camera will practically GIVE you a piece of rope which is tied to a piece of scaffolding. Grab it, then climb back down. Armed with the rope, we now have what we need to get down below. First of all, turn off Flobbage`s compressor, then, once his back is turned, grab the sewer key out of the bag, then use it on the manhole. Hmm, it seems the cover is welded to the ground, damn. How about using that big truck right next to it to lift it up. Well, we just got a piece of rope, so first tie that to your sewer key, then use that again with the manhole. Head around and speak to Alphonse to set the plan into action. Much to Flobbage`s amusement, Alphonse will drive off rapidly for fear of the earthquake, and free the manhole cover, meaning George can once again descend into the Parisian sewers. What`re you waiting for, climb down! :) ------------------------------------------------------------------------------- Part Twenty-Three - Paris - Montfaucon Sewers (George) ------------------------------------------------------------------------------- George will climb down the ladder, and you will be treated to yet ANOTHER three-dimensionalised (is that a real word?) version of a classic Broken Sword backdrop. This time, obviously, the sewer area. Walk straight across the narrow path over the icky waters, and take a look at the bricked up archway. Hehe, anyone else remember wrecking that archway? Follow that path around to the left and you will see a painting of a hanging man on the wall. To the left of that is a door with a large skull on it, it`s mouth looking out of proportion. Perhaps this skull is a keyhole? Look through your inventory, and try some things on the skull. Wow, that stone cylinder dropped by the man who mugged you unlocked the door! Does that mean the guy was a Templar, and he stole the Key of Solomon? Probably. Head on through the door to the Templars` hiding place. ------------------------------------------------------------------------------- Part Twenty-Four - Paris - Templar Hiding Place (George) ------------------------------------------------------------------------------- Run forwards, towards the rear of the screen, and turn around two bends in the passage. Take the next right, and follow the bend to discover the pool of blood. The trail leads right around the corner, so follow it and you will arrive in a room full of dead Templars. They have all been brutally killed, it seems Susarro showed no mercy whatsoever in killing them horribly. First of all, note that this door can be opened and closed at will, that will prove very important in a second. Search the corpse of the guy slumped against the wall to the (camera) right of the door. You will discover an old, rusty key, which is the key going to the door in this room. Once again, very important, as we can now lock this door. Head out of the door and down the passage, you will stop as George spots a guard, which you will need to distract. Perhaps, by, locking him in a room full of bloody corpses? :) Run back to that room, and take a look for something that you could use to distract him. There is a microwave at the back, those usually make a pinging sound when they`re finished, so operate it, and as soon as you can, run George out of this room and into the opposite door on the corridor, then hide him behind a wall. As soon as the guard comes to investigate, and gets into that room, walk over and close the door (make sure you do this from the outside), then lock the door with the key. They guard is now trapped in the room, meaning you are free to explore. Now that the guard is out of the way, head up and into the room he was sat in. There is nothing important in this room so head on into the passageway on the right wall, and all the way through it to the wine cellar / library (?) at the other end. Head to the end of the room, and George will notice that the bloodstains on the floor lead directly into that wine shelf. Hello, and welcome to possibly the most obscure puzzle in the game. The first time I played through, I simply guessed combinations until I got it right, which took me several hours. Thankfully, on a subsequent play-through, I worked out where the order came from. Remember that conversation you had with Andre about the history of Saint Stefan, that I told you to remember? That`s the key to this fiendish puzzle. Head over to the wine rack, and you will see five bottles of wine. Take a look at each one, and you will discover the following about them: 2 1 3 5 4 1 - (Red bottle) - Italian - Modena Lambrusco (Wine) 2 - (Blue bottle) - French - Chateau Berentoires (Wine) 3 - (Red bottle) - German - Wiesbaden (Wine) 4 - (Green bottle) - Israeli - Sauvignon Blanc (Wine) 5 - (White bottle) - French - Montagne De Rheims (Champagne) I will simply get straight down to the solution of this puzzle, as there is not too much I can say about it. Pull the bottles in the following order, to `chart` Saint Stefan`s journey Andre told you about. 4 - 1 - 3 - 5 - 2 If you`re wondering, Saint Stefan began his journey in Israel, moved up Europe, through Italy and Germany, through the mountains in Rheims, and handed the relic to the master of the chapel in Berentoires, and then died. This puzzle made me dislike Revolution a LOT, but it was a superbly thought-out and well- made puzzle, so I will forgive them :) It has later come to my attention that the solution to this puzzle was in George's notebook, thanks to the couple of people that emailed me letting me know that. On the other side of the wine rack, follow the trail of bloody footprints and you will encounter a dying knight, who seems to know your name. It is the man who mugged you outside the theatre. He admits that he did in fact mug you, and it was to obtain the Key of Solomon. He explains that Susarro is far more powerful than they first thought, and that George must find `the others` and protect the key. He tells you to look for the statue, and that it hides something, and then passes away in front of you, George, as usual, showing sod all emotion! Search the body if you wish, but you won`t be able to find anything at all. Head up the stairs and through the next door, and George will emerge in a washing or changing room, through a secret door. Take a look at the broken clock on the floor, and note that it stopped at 3:42. This number might come in useful later. Walk through the door on the right of the screen, and you will come out in a large room with two guards. This is a church room, with an altar, a bible, and other religious paraphernalia. You should not really need to sneak in this room, as it is quite big, but the chances of you completing this section without getting shot at least once are slim to nil. Run up behind the orange wooden structure, which is where the bible is kept. Hide behind there until the guard (who will likely be on or near the steps at the bottom of the screen) is walking towards George`s location, but on the other side of the orange wooden structure. Use this opportunity to sprint to behind the altar at the far bottom, and then you should be able to run straight along to the door on the opposite side of the room to where you came in. Enter this door. There are not any guards here, so you can take a bit of a breather in here if you wish. Take a peak at the large statue in the centre of the left side of the room, and you will see a plaque at the base of it. Have a closer look at the Plaque, which will reveal that the statue is of Saint Stefan. It also quotes a bible verse, `Blessed is he that readeth, and they that hear the words of this prophecy, and keep those things that are written therein: for the time is at hand - REVELATION.` George already knows from his past that this is a biblical passage. There is a clock on the other side of the room which does not work, however the hands are still movable, so maybe setting a certain time on the clock will allow us to progress. Operate the clock, you can try a couple of times, the smashed clock face, and the year Saint Stefan was credited, neither of which will work. The only lead is that bible verse, maybe the number it is listed as in the bible would help? We have seen a bible before, out in the large room, so head out there (watch out for the guards, remember), and get back to the orange wooden structure. Operate the bible, and George will find the corresponding chapter. The number is Chapter One, Verse Three. 1:03. Head back and enter this into the clock, once again making sure not to get shot, (as I just did, hehe), and the statue of Saint Stefan will slide out of the way to reveal another passage and a stairway, which George will take automatically. This chamber should look familiar to anyone who was paying attention during the introduction, and so should the three faces you will see here. The Preceptor of the Temple, and his two guards, who initially will think you are a danger to them. The Preceptor will recognise you as George Stobbart, and will treat you a little better. It seems that Susarro once again has stolen the Key of Solomon, and killed many of the Templars once again. Susarro has already set the Armillary in motion, and wants to use the Key to release a huge burst of dragon energy to fulfil his own evil desires. You are told that three ancient stones will guide you to the Armillary. The one stone the Preceptor has matches the two you already do, so that rules out having to traipse around looking for more stones, (Broken Sword 2, anybody?). George is then, much to his astonishment, knighted by the Preceptor of the Temple. Arise, Sir George! ------------------------------------------------------------------------------- Part Twenty-Five - Paris - Vernon`s Apartment (George) ------------------------------------------------------------------------------- George re-enters the room, and tells Andre that he was correct about some of the Templars surviving. He tells the gang that Susarro already has the Key of Solomon, and George is rather delighted to say that he was knighted by the Preceptor. Nico walks off, seeming rather distant. Head back over and talk to her, ask her about everything you can, asking about Beatrice and Andre is quite funny, but asking about Egypt is the important one. Seems the rest of the crew found a DVD filled with satellite maps while you were underground, and you will all take a look at Egypt on them. You were told that the three alphabet stones hold the key, so use your new Psi stone on the diagram, and George will spot that the Nile Delta looks exactly like it. You should be able to see the Omega next, so use that stone. Use that alpha stone next, and the four points on the map will clearly point out the location of the Armillary to you. George and Nico head off to save the day, once again. ------------------------------------------------------------------------------- Part Twenty-Six - Egypt - Outside The Armillary (George) ------------------------------------------------------------------------------- Nico and George will arrive to find that Susarro has tunnelled into the Armillary, leaving two of his guards, and a dog, outside. Nico runs off and manages to sneak around the back of the structure Susarro tunnelled into, and it`s now up to you to get George there too. This is probably the hardest piece of evasion in the game, but you will eventually get it right. What you need to do is run through the gap in the wall in front of you, then diagonally up the left so you can hide behind the wall with a corner, the upper-leftmost ruin. Hang around here for a minute or so, and eventually the guard, and more importantly the dog, will walk off the other way. As soon as the man is at the other end, and FACING the other way, AND the dog is a fair way away too, you can sneak off the way Nico did. It might take a while, it`s taking me a few tries as I write this, and I`ve beaten the game a couple of times already. The way I`ve done it is to sneak until the camera angle changes, then run for it. If you`re lucky, you`ll get past before the dog barks and you`re spotted. Good luck! Once you get around to where Nico is, you will find her waiting for you behind the rock-like structure. It looks like there is a gap in the rock here, looking like a door, with the symbols of the stones you have etched into it. Use your car jack handle with the blocks, and they will open to expose the door beneath them. Head on inside. ------------------------------------------------------------------------------- Part Twenty-Seven - Egypt - Inside The Armillary (George) ------------------------------------------------------------------------------- A cutscene ensues. Bruno, Flap, and Susarro are at the Armillary (uh, that huge thingy in the middle), and Bruno is being forced to operate it, assumedly since he is the only one who knows how. He inserts the Key of Solomon, and rotates it, and pushes it into place. He pulls out a large section of the control panel, and looks rather dejected as Susarro`s plans begin to take shape. George and Nico enter, the entrance sealing behind them, and have a discussion about their seemingly missing flashlight. More lovely references to Syria, and Broken Sword, but before you have time to reminisce, a large guardian creature, Anubis, appears. He gives you some spiel about wisdom, and that you must pass two tests. He says that in this chamber you will need to prove your authority to go onwards. It looks like this round door has three black openings, so slip your three alphabet stones inside. The door will open wide, and you can enter into the next chamber. You will be told a rather lengthy story by Anubis about Horus helping some people crossing a river, which, although interesting, isn`t too important, despite the fact that the next puzzle relates directly to it. What you have here is one of those fox-duck-corn puzzles. The three people in THIS puzzle, are a murdered, a witness to the crime, and the victim`s brother. Horus will carry these three across the water one by one. You cannot leave the witness and the killer alone together, and you cannot leave the killer and the brother together. You have a total of seven crossings in order to get all three across. You need to do this in the following order: Pick up the killer. Cross the river. Drop the killer. Cross the river. Pick up the brother. Cross the river. Drop the brother. Pick up the killer. Cross the river. Drop the killer. Pick up the witness. Cross the river. Drop the witness. Cross the river. Pick up the killer. Cross the river. This will give you a total of seven crossings, and all of Anubis` criteria for the puzzle will have been met. Nico will congratulate you; the door will open, and in you go! Nico and George sneak into the same room Bruno, Flap, and Susarro are in, with Susarro heckling Bruno to hurry up with the settings of the Armillary. He makes the final turn of the Key of Solomon, and Susarro looks up as the door closes, to see George and Nico arrive. Be ready for two quick presses of the button, as George leaps down and knocks Flap unconscious (yet again), and kicks his gun from Susarro`s hand. George takes a knock on the head from Susarro`s stick, and Nico is thrown off him as she tries to arrack. George lands a punch square on Susarro`s cheek, knocking him to the floor, yet still nursing his hand; wimp. The pair, plus Bruno, admire the Armillary, and Bruno tells you a little more about it. Nico reminds you that Petra is still on the loose, and, speak of the devil, she springs forward and points a gun at you both. Seems Petra is no longer taking orders from Mr. Pasty-Face, but from Mr. Burny-Face, a.k.a. the Grand Master! Seems he didn`t quite die when George and Nico exploded his headquarters, and Petra nursed him back to health, and has been spying on Susarro ever since. The bad guys will have a discussion, and ultimately, the Grand Master will use some snazzy electrical attack to destroy Susarro. His whimpers bring a smile to my face even now, the third or fourth time through the game :) The Grand Master bids you goodbye, Petra makes the final adjustment to the Armillary, and it spins into life, pointing out the precise location at which the power will first. You will regain control of George, and become responsible for saving yourself, Nico, and Bruno, from the collapsing building. First, run up the stairs behind the Armillary itself, and take a right. George will encounter a bomb, and a swift press of your action button will send him off the balcony. Nico is not best pleased that George is CONTRIBUTING to the collapse of the temple. George will grab the Key of Solomon just in case anyone else feels like using it, and you will be back in control. Another, fairly easy block puzzle before we can get after the Grand Master. We have one stone block in a crack in the floor, and one on the level above it. Move the lower block one right, then one down. Hop up to the left, grab the other block nearby, and pull it over the bridge you just created with the last block. Once it`s over the gap, take your `bridge` block, and move it up one, left two, and back five spaces, so it`s almost at the end of the crack. Move your higher-level block around, past Nico and Bruno (nice of them to help you with the large stone block!) and over the bridge block once again. Finally, pull it all the way back, and you can use it as a step to reach the cream-coloured ledge there. Climb up there, and George will tell the others that they can get out that way. Before you go, Nico will point out that the lines converge in Glastonbury, and that the Tor is the epicentre of the energy. Once you are back in the puzzle room, and after Bruno has finished admiring Anubis, George feels a surge of `I must die so my friends may live`, so go use the Horus figure once again. Nico runs up to stop George killing himself, and whilst the two bicker, Bruno feels his duty and picks up one of the stone statues. After a heartfelt goodbye, Bruno will be sacrificed to Anubis so that George and Nico may save the world. You`re off to Glastonbury once more, the game isn`t quite over yet! ------------------------------------------------------------------------------- Part Twenty-Eight - Glastonbury (George) ------------------------------------------------------------------------------- Harry will... once again, crash his plane. What a great pilot. Colonel Butley will come out to greet you, and offer you a drink. Melissa will come outside and greet George, and Harry will walk off inside with the Butleys, leaving George and Nico to save the world. Head straight up the road and into the gate on the right of the street that was locked the last time you were here, and prepare to come face to face with the most annoying block puzzle in the game. I spent hours on this the first time, and didn`t write down how I did it, so it`s just as difficult for me to figure out this time! It`s rather difficult for me to explain how this one works, so I will just have to tell you the general idea of what you are trying to do, and let you figure it out on your own. It took me about five minutes to do it just now, so it isn`t too tough if you know the general idea. You need to get the third-level crate right up against the gap on the left wall. To do this, you need to take the second-level crate on the right of the screen over to the left. This is achieved by pushing it onto another crate, then moving the crate it was on around so you can push it back onto that, and continuing this pattern until it reaches the end. Then, you will need to push the second-level crate next to the other second-level crate, and push the third-level one over onto it. You can push the third-level crate onto the wall at the centre of the screen before you do anything else, to keep it out of the way. Hopefully that will be enough information to get you through, it isn`t as tough as I make out, honestly! Once you`re done, climb up and through the gap in the wall. Nico will climb over too. George and Nico climb the hill towards the Tor and discover Petra. Nico takes care of Petra, and George climbs the rest of the hill to take care of the Grand Master, who is standing before the Tor awaiting his new burst of power. A large blue light surrounds the Grand Master, who is horribly transformed into a mythical dragon before your very eyes. George and the Dragon, anyone? :) George falls down a subsequently-crated gap in the ground, as Glastonbury Tor falls apart. George is sent down to the tomb of what I think is King Arthur (correct me if I`m wrong), and grab the sword (I`m assuming once again that this is the famed Excalibur). You will need to use the Key of Solomon with it to be able to retrieve the sword. After you`ve done this, get ready for the final `boss fight` of the game. Don`t worry adventure fans, nothing too dramatic :) Yup, you guessed it, it`s a battle with Grand Master Flamey-Mouth. You will need to get close to him, then run up and use the sword to stab him. You will undoubtedly die a few times before getting it right, but it isn`t difficult at all. What you need to do is run to the right, then a small scene will occur, then to the left, and another small scene will occur, then very quickly left, right, and left, then duck and hide behind the wall (use the sneak button and don`t move to crouch). Run away from the wall, and run either right then right again, or left then left again, and operate the sword. George will plunge the sword through the dragon`s jaw, then his throat, and he will seemingly freeze, then shatter, and be destroyed. The clouds over Glastonbury will clear, and Sir George will awaken from his triumph. Nico is alive, and the game is over, and a rather good song plays during the final credits. =============================================================================== 4. Legal Information / Contact =============================================================================== This document is copyrighted (c) 2003 to Luke Charman. It may be shown online at Gamefaqs.com (http://www.gamefaqs.com) and may NOT be reproduced anywhere else without the expressed written consent of the author, who may be reached at by email at luke@so.org. This document must not be sold for profit, or distributed with anything that IS sold for profit. Basically, it`s my work, I did it, and if I find out that anybody has thieved it or is charging money for it without my prior permission, I will be forced to do horrible unspeakable things to them. It may now also be found at: http://www.cheats.de http://www.actiontrip.com http://www.ign.com If you do wish to contact me, for game help or whatever, or you want to use this walkthrough on your site, the email address is luke@so.org.