Broken Sword: The Sleeping Dragon (PC & Xbox) Walkthrough Final Version Copyright (C) 2004-2005 by OutRider This is the final version of this guide, meaning that this guide will no longer continue to be updated. To see the other guides that I have written, please check out this link: http://www.gamefaqs.com/features/recognition/4538.html WARNING: This walkthrough does contain spoilers that will ruin the game for anyone who may be playing this game for the first time. Do not read ahead unless you fully understand the risks involved. Copyright notice: Don't plagiarize this guide or add this guide to your site without my permission, as legal action will be taken against you. Please don't reproduce this guide for profit. Please do not distribute this guide, and please don't email me requesting permission to add my guides to your site, as enough places already have them on their pages. Please do not make an HTML version of any of my guides. Other than that, have fun and I hope this guide helps you out. People have constantly emailed me because they were having technical difficulties with a game I have written a walkthrough for. I am not tech support, nor am I affiliated with any of the different companies that made the games I've done walkthroughs for. If you do email me with a technical problem, the only answer I can and will give you is to check the developer's website and read the FAQs. The reason for this is because I do not want to be held liable for any damages done to your system. Walkthrough: The Congo (George Stobbart): Watch the introduction as we see the hero, George Stobbart, flying in a plane with Harry Gilligan as the pilot. The two see a storm and apparently, there's no way to get around it. The plane is struck by lightning, causing it to crash. When we next see George, he is buckled into a seat in the crashed plane, which has since landed in a jungle. The nose of the plane is teetering off the edge of a cliff, so we must act fast if George is to survive. Start by unbuckling the seat belt and get out of the chair. Go walk to the left side of the plane and pick up the beer bottle from the floor. Unbuckle the crate that's behind George and pull it away from the wall and then push it to the far back of the plane because by doing so, George can enter the cockpit without having the plane tip over with him and Harry still inside. When you enter the cockpit, you will see Harry unconscious in the pilot's seat. Examine Harry using the magnifying glass icon and you will find a bottle opener. Go into your inventory and open the beer bottle with the opener and then wave the open bottle under Harry's nose and he will come to. Pick up the fire extinguisher behind George and use it to break open the cracked windshield. If you attempt to climb out, the plane will tip forward. Talk to Harry about plane tilts and he'll go sit on top of the crate you put at the back of the plane to provide some more ballast. Try to climb out the windshield again and watch the sequence. While the plane will fall, George and Harry will successfully escape and land on some cliff ledges below. From your starting point, jump across the gap and climb up to Harry. George will tell Harry that he's looking for a Professor Cholmondely, and they'll get into a heated conversation. Afterwards, cross the platform to the other side and stop on the cracked platform. The platform will give way and George will fall onto another cracked platform, but this time there's nothing underneath it to save George. To remedy this situation, just jump across to the next ledge before the platform crumbles. Follow the path around until you reach a waterfall. Climb down the next two platforms that are on the left side and then jump through the waterfall to land on a platform on the other side. Go onto the next platform and you'll see a ledge followed by a ledge that was carved into some stone. Climb down to the right and while George is hanging off the side, shimmy along the platform and drop down once you reach the other side. Sidle along the next ledge and then climb up the next, followed by a jump across another gap. Continue climbing until you reach a cave, at which point you'll overhear a conversation between the professor George was looking for and a mysterious man who is being accompanied by a henchman. The professor will try to explain everything to the mysterious man, but before he can finish he is killed by the man's flunkie. Paris (Nicole Collard): After the events in the jungle, the game will take you to Paris where we will get to find out what Nicole, or Nico, Collard has been up to since The Smoking Mirror. She is about ready to knock on the door of an apartment when she hears several gunshots being fired from the other side. You can't go in through the door, so let's try to find another way in. Take the pencil off the bulletin board near the door and then open the nearby window. Once you're out on the balcony, pull the birdbath back once and climb over it. Push it to the other side of the balcony and use it to reach the pipe. Shimmy over to the other side and drop down when you reach the window. You can't open this window, so instead climb over the railing and go down to the next window. Climb back over the railing and use Nico's press card to open the door and head inside. Go through the door on the other side of the room to discover a grisly scene. You'll see Vernon slumped against the wall, obviously dead. The body is on the right side of the archway, so walk across the room, but do not go through the archway at this time. Inspect the body to find a business card and then to the right, you'll find a shell casing on the floor. PIck it up and then attempt to walk through the archway. Nico will cause a floorboard to squeak, which prompts the killer to come out of hiding and attack Nico. Watch the sequence and when you have the chance, pick up the frying pan and Nico will use it to deflect the bullet the killer shoots at her. Continue watching the events unfold, but keep your fingers ready. When your next opportunity pops up, have Nico open the refrigerator door and she'll bash the killer in the head. The woman will get up and aim the gun at Nico's head from point blank range, but when she tries to fire, she'll discover she's out of ammo. Realizing this, the attacker will run out the door, jump into a car and speed off. If you are killed during this sequence, don't worry about it if you didn't save beforehand. The game will take you back to the beginning of the sequence so that you can try again until you succeed. Now that the danger has been averted, go back into the apartment and go back through the archway where Nico squeaked the floorboard. Move the rug and the floorboard out of the way to discover a locked safe. You can't open it right now, so leave it where it lies. Go into the kitchen and root around in the trash can to find a discarded bank statement. Walk over to the table and listen to the messages on the answering machine. You'll hear one from Vernon's mother, one from Nico about meeting Vernon tonight, and the last one will be from Vernon's girlfriend, Beatrice. When you're finished, leave the apartment and climb the ladders down to the ground level. On terra firma, walk to your left and pick up the newspaper you find lying there. After that, climb over the wall to the other side and if you walk over to the bench, you'll find a wig. Pick it up and Nico will recognize it as being one of her many hair styles. Go into your inventory and look at the wig to find that the label is missing and that the killer left behind a couple strands of blonde hair. Climb back over the wall and leave the alley. Turn left down the street and then turn left down the next street to find a woman sweeping the sidewalk. Talk to her about the blonde woman to learn that she escaped in a sports car. Stop talking to her and then go back down the street until you find a skateboarder (He'll probably show up behind Nico when you first get out into the main street). Talk to him and he'll flirt with Nico for a bit, but you need to talk to him about the sports car and he'll tell Nico that the car was an E-Type Jaguar. Well, okay, now we're starting to get somewhere. Head further down the street where you'll find a traffic warden. Talk to her about the shell casing and the sports car to get the registration number. After you're finished, the police will decide to show up and start asking questions. As Nico is being interrogated, talk to the detective about the blonde woman, the wig, the car, Vernon, and about herself. When you're done, the detective will take Nico down to the station for further interrogation. The Congo (George): George will be in the entrance to a cave. Run down the path to find a crippled Cholmondely. He'll say that the world is in danger and before dying, he mentions the name Susarro. After Cholmondely croaks, examine his body to find his ID. Go over to the table on the far side of the room and take the postcard and magnifying glass. Walk over to the crate and push it until it depresses a pressure pad. A door will open, so go through it and take a look at the strange machine you find inside. Turn it on and it'll sputter to life. Pull the lever on the right and the machine will explode. You'll hear some men outside as the explosion attracted some attention. They won't show up right away, so while you have some time, pick up the metal rod. Go back towards the doorway and if you take a look at the contraption on the wall, you'll see that it's missing the lever. It so happens that we just found a metal rod, so use it on the device and it'll fit nicely into the slot. Pull the lever once and leave the room. Pull the crate off the pressure pad and you'll notice that the door does not close. Push the crate into the other room and if you look towards the far wall, you'll notice an opening. Push the crate towards the opening and before you climb on top of the crate, retrieve the metal rod and then feel free to climb up into the cave. Once inside, go up and you'll see a bird's nest above you. Use the metal rod to knock it down and take it with you. Follow the path around until you find yourself outside. Go down the path and you'll see that Harry has made it off the cliffside, but you'll also see a couple of other men, one being the mysterious man that killed Cholmondely. Put the nest on the statue and then set it on fire using the magnifying glass. You'll scare off the henchmen, but watch as George falls off the cliff and then the mysterious man will walk over to George. When you have the opportunity, take off like a shot towards the jeep and hop in before the henchmen regroup and shoot George. Instead of heading back to the patent office in Idaho, George decides to take a trip to Glastonbury to find Bruno, whose name was mentioned on the postcard you discovered. Glastonbury (George): Once you arrive in Glastonbury, walk up the street and follow it until you find a man pacing up and down. Talk to him about everything and you'll learn that he is Colonel Butley. Afterwards, continue down the street until you see a man sitting on the bench on the opposite side of the road (that is, depending on where you first meet the Colonel). Talk to him to learn that he is Eamon O'Mara, a poet and reporter. Ask him about everything and then stop talking to him. Head back up the street until you find a building with a sign hanging outside the door. This is the Cosmic Faerie, so head inside. Look at the postcards in front of you and George will see one that looks exactly like the one he found back in the jungle. After you're done, look at the partially hidden book sitting on the counter. The proprietor, Tristram Hillage, will tell George that it is a poetry book. George will also notice some silver, well, silver-plated coins and Tristram will tell George what they signify. Read the book until George can read no more and then talk to Tristram about everything. Attempt to go up the stairs to the left of the counter and then leave the store. Go back down the street until you find a building that reads Zazie's Kiosk. Go inside and speak to Madame Zazie about everything. You'll learn that in order for her to read the postcard, you'll need silver to cross her palms with. After you're done talking, go back to the Cosmic Faerie. If you have the poetry book, then you're one step ahead of me. Otherwise, go back to Tristram and talk to him about it and he should give it to you so you can show Eamon. Either way, take the book to Eamon and you'll learn that the poetry in the book is not Tristram's, but rather that he's been plagiarizing the other authors' works and calling it his own. You'll follow Eamon over to the Faerie so he can give Tristram a piece of his mind. While they're arguing, you'll be returned control of George. Take this opportunity to go up the stairs into Tristram's private room. You'll discover the noises that you heard earlier were made by Melissa Butley, the Colonel's daughter. Talk to her about her dad and then about Tristram twice. She'll tell you that she knows that Tristram didn't write the poetry, but he doesn't know that she knows. After the conversation, George will go back downstairs and tell Tristram about Melissa. Threaten to call the Colonel, and he'll beg for mercy. George will decide to use that to his advantage to get some info out of him, so ask him about Bruno and he'll give up a pair of boxer shorts. Leave here and go back to Zazie's. Before you speak to Zazie, go into your inventory and use the metal rod to pry the silver coins out of the poetry book. Talk to Zazie about the postcard to learn that the psychic trace is too faint to read because other people have been handling it. Show her the shorts and this time she'll get a whole lot better reading. She'll tell you that she sees a man's life in danger and that he only has minutes to live. She'll pass out from the vision, and George will leave the kiosk. As he exits, he'll notice that there is smoke coming from behind the pub. Run over to the pub and attempt to open the door to the left of the building. George can't open it by himself, so ask Eamon for assistance. He'll help you break down the door and then leave to go call the fire brigade. You'll see a hooded figure leave the scene, but we have some more pressing issues to attend to, such as saving the man in the burning building. Go over to the front of the barn to find four crates. Pull the far right crate back three times so that it is in front of the stacked crates. Push the far left crate so that it is in between the barn and the crate you just moved. Go over to the stacked crates and push the top crate all the way to the barn and climb up into the barn itself. Once inside, untie Bruno and then exit the barn and you and Bruno will barely make it out in time as the barn explodes, sending the two men flying. George and Bruno will now be out in the main road, where George will recognize Bruno as Ostvald, the Nobel Prize winner and Neo-Templar seen in the Hotel Ubu from the first game. Bruno is no longer with the Neo-Templars, but now Susarro's men are out to kill him. Talk to Bruno about Susarro three times and then about Dr. Cholmondely twice. After that, ask about the earth power twice and about Glastonbury Tor to end this part of the game. Paris (Nico): As the scene opens, we find ourselves in Nico's apartment and we learn that she has been caged up in a jail for two days under false pretenses. She'll get a phone call from a co-worker at the paper she works for and then you'll be free to do what you will. Start by leaving the apartment and going back to Vernon's. Walk down the street and you'll start to hear a conversation between two women and one of them still believes Nico is the killer. If you want to hear what they say, don't move once you hear them talking because if you walk near them, they'll stop (that's my guess, anyway). Once you reach Vernon's alley, climb up the ladders to his apartment. Use the newspaper on the door and Nico will slide it under the door. Use the pencil on the door and Nico will use it to pop the key out of the lock. Pick up the newspaper and you'll now have the key to the door. Unlock it and head inside. Go over to the counter near the trash can and take a tissue. Go into the bedroom to find Vernon's girlfriend Beatrice sitting on the bed crying her eyes out. Hand her the tissue and then talk to her about everything. She doesn't know the combination to the safe, although note that Vernon would constantly ask for her birthdate. Leave the bedroom and go over to the safe. Open it using Beatrice's birthdate and then take the contents you find inside, which is a diagram and a DVD. Leave the apartment and as you exit the alley, start hitting S (or A for you Xbox users) as the car that you saw near the beginning of the game is back and it's looking to mow Nico down. Keep hitting your button until Nico jumps out of the way and watch as the car speeds around the corner and out of sight. After that brush with disaster, go back to Nico's apartment. Put the DVD into the player on the table to watch a recorded message from Vernon. He'll explain the mess he's gotten himself into and that he is aware he'll be killed sooner or later. He'll conclude by saying that he loves Beatrice. Use the phone on the table to call an old friend, André Lobineau. Tell him about Vernon and Nico will explain the situation to him (even after all this time, André still doesn't like George). André will soon arrive at Nico's apartment and they'll proceed to strip down naked and make hot monkey love right there on the floor. I wish (but hey, Nico is one sexy woman)..Nico will show André the DVD and he'll tell her what he knows about certain things that were mentioned in the video, such as the Key of Solomon and the strange phrase Vernon mentioned. Call the newspaper and tell them to stop the presses. Actually, ask the woman on the other line about the theatrical mask and then try to go to the theatre. Before Nico leaves, she'll get a not-so-nice phone call from her boss and the end result is Nico quitting her job. She'll then leave and head over to the theatre. Once you're there, go right and follow the road down until you see an alley to your left. Go down that way and in the distance you'll see the Jaguar that tried to run Nico over as she left Vernon's place. Run down to the car and take a peek inside to find the theatrical mask sitting in the back seat. Go back down the alley until you're in a scene that offers a nice view of the construction scaffolding. Walk over to the far right of the open scaffolding and climb on up. Rather than typing a large paragraph, I'll sum it up by saying make your way up to the sixth floor to where you see a billboard hanging off the platform. Untie the billboard, but it won't fall...yet. Head back down to the second floor and go around until you see the ladder and a gap between two platforms. Jump the gap and make your way up. You'll eventually come to a spot where you have to move a crate, so pull it back three times and then use it to reach the next platform. Continue climbing up until you find the base of the billboard. Undo the metal fasteners and the billboard will fall to make a ramp over to the theater. Nico will automatically walk up the ramp, and as soon as she is safely on the other side, the billboard will fall to the ground. No worries, we won't be going back this way again. Climb up the ladder to the roof and instead of attempting to open the doors you see here, climb down the long ladder to the left and go through the doors there. Follow the hallway around until you come across the popcorn stand and Nico will suddenly become very aware that someone is coming. She'll behind behind the popcorn stand just as Susarro, the killer (Petra), and a henchman come through the door. The henchman is actually Flap, who was waiting outside the Hotel Ubu with another guy and if George tried leaving out the front door with the manuscript, he would have been killed by Flap and the other guy. Anyway, all is going well until Nico moves and crumples a paper cup. She'll think that they didn't hear it until suddenly Flap reaches over the counter and pulls Nico out from hiding with one huge hand. Nico is finding herself in an ugly situation as her segment comes to an end. Paris (George): We see that George and Bruno have made their way to Paris, which is one step closer to a big happy reunion. As George proceeds to go inside the theater, Bruno refuses to go any further for fear of his life. Well, okay, guess we won't need him anymore. Run up the road and through the archway on the right. When you see a crate and an orange bin, pull the crate a couple times and then move it to the far right. Push it up and it should be on the right side of the large dumpster. Climb onto the crate and close the lid. Get on top of the dumpster and open the window to head inside. Rather dark in here, isn't it? Go to the other side of the room and go through the door. Run up to the door north of you and go on through there. You'll find a bunch of crates in here (Revolution sure does love crates, don't they?). Walk over to the opposite end of the room to find a lone crate. Pull it back twice and push it to the right seven times. Push the other lone crate once so it barely touches the stacked crates. Push the first crate to the right until it meets up with the other crate and then climb onto it. Pull the top crate to the left to uncover a light switch and flip it to turn the lights on. Push the crate that's behind you as far back as it can go and then climb down. Pull out the middle crate to uncover a trap door. Lift the door open and climb down into the secret passage. Follow the passage and climb up the long ladder to arrive in the boiler room. Climb up the next ladder to enter the theater itself and George will stumble across what he thinks is a dress rehearsal until Susarro stands up to deal with an intrusion. After Susarro and Petra leave, Flap will be left behind to watch Nico. Go to the opposite end of the seating area and follow the ramp down into the doorway next to the stage. Climb up the ladder to the gangway area and follow it to the right until you see a wire hanging near a lighting rig. Pull the wire and the rig will lower a tiny bit before jamming. Shimmy across the rig to the other side and follow the gangway around until you come across a couple of sandbags. Knock the first bag over to get Flap's attention and then quickly knock over the other one to take him out. George will climb down from the rigging and free his old friend. Nico will be tagging with George for a bit, so let's continue on. Go to the edge of the stage and jump down. Head back up the ramp and go through the door to the left to find the popcorn stand. Go behind the stand and pick up the paper cup. Go back into the auditorium and head back down to the stage. This time, go to the left side and go through the door. Follow the staircase down to find yourself under the stage. Take the path to the right and then to the left. Go to your right until you see a lamp hanging down from the ceiling and then go to the right to see a crate with a box of theatrical grease paints on top of it. Take some grease paint and then go into your inventory and put it in the cup. Go topside onto the stage and do you see those covered stage lights? Use the cup on one of them to melt the grease paint and then go back downstairs. Instead of going back into the art room, continue down the path and open the first door on your right to find a dressing room. If you look under the desk, you can see a safe but you can't open it up right now although I won't stop you if you want to test that theory. Leave here and head south, go around the corner and through the door. Run downstairs and watch as George and Nico are shot at by an unknown gunman. Don't worry about him right now, so go back near the stairs and head north. Enter the first door on your right to find a room with a support strut. If you try to push on the strut, George will comment that the friction is too great. Use the melted paint on it and ask Nico to help you push it. They'll succeed, but the safe will come awfully close to caving in George's skull. The safe will have broken open from the fall, so take the contents you find inside and then leave the room. Follow the hall south until George and Nico come across the smoking remains of a body. Walk over to the card reader and use the security card to activate the elevator. Ride the elevator down and follow the tunnel until the duo finds an engraved stone. You can't take it right now, so continue on down the tunnel until you reach the end. Cross the bridge and then reach into the energy field and take the stone. Go back across the bridge and watch the sequence. As soon as you regain control, follow in Nico's footsteps by running over and quickly hanging down from the ledge. Susarro and Petra will come out of the elevator, so once you have control, shimmy down the bridge until you reach Nico and then climb up. Petra will attempt to shoot at George, but apparently she has forgotten to reload the chamber. Take this chance to book it on down the tunnel and don't stop running until you've reached the elevator. When you've reached the top, use the bottle opener on the doors to keep the elevator from going back down. Go down the hall, head upstairs and go on through the door. In this corridor, take the first intersection to the right to find yourself directly below the stage. Ride the elevator up and climb off the stage. Walk up the ramp and to the right to find the ladder George used to get into the theater. Watch the sequence because as soon as George is outside, he is knocked unconscious by a man wielding a stun gun. When George comes to, he'll be in Nico's apartment with Bruno, Lobineau, and Nico surrounding him. Talk to the gang about everything and then you'll wind up back in the Congo. The Congo (George & Nico): Alas, we find ourselves once again at the temple. Approach the doors and have Nico pull on the doors while George uses the metal rod on them to pop the padlock. Go inside and as you run into the next room, you'll hear a quiet earth tremor. Pay no attention to it now and continue on with the game. Go over to the door in the top left corner and use the Omega stone on it. The door will open, so go through it to find another dead guy in the room. Walk through the room as normal, but just as George steps off the small step, two sets of spikes shoot out and Nico saves him just before he becomes a shish-kabob. To get past this trap, hang from the ledge on the left side and shimmy across until you're safe on the other side. Once you're there, go over to the gears and stick the metal rod in them. Nico will take her sweet time as she crosses the trap to the other side, and then George will release the gears to let the spikes retract. Go down to where you see a couple of blocks. Pull the closest one out a bit and then push it towards the spikes until the spikes shoot out. Leave the block there and go back and grab the second block. Push it into the gap the spikes made and then push the first block until it sets off the second set of spikes. Check out the dead body to find a scarf. Go into your inventory and examine the scarf to find a concealed plate. Return to Nico and continue on into the next room. In here, you'll find a room with a bunch of differently styled tiles on the floor, plus four off to the side. Walk into the room until you see a sequence to get the full perspective of the room and then have Nico stand on the fish tile and watch as the fish tiles light up. Whenever the tiles are lit, those are the ones that are safe to walk on. Follow the fish path to the end and then have Nico stand on the scorpion tile. Stop at the first blank tile and have Nico stand on the snake tile. Check that path out and at the end, have Nico get on the fish tile again, followed by the bird and scorpion tiles. At the end of the scorpion path, you'll see multiple snake paths. Have Nico get on the snake tile and follow the path that leads off to the bottom left. Next, ask Nico to stand on the bird tile, followed by the fish, scorpion, and snake tiles. Once you're at the end of the snake path, climb up the ledge and go into the next room. Here you'll see a large pit in the middle of the room with no way to get across. Go over to the bottom left corner to find a ledge you can hang down from. Now that I've gotten you started, work your way down to the bottom and I'll meet you there. Go onto the next area. Pay attention to what I'm about to tell you so that this next puzzle doesn't seem as complicated as you may think. Start by climbing to the second level so that there is a block below you, above you, as well as one on the level you're currently on. Move the stone on your level until it is on top of the stone below you. Push it west seven times and then to the north once. Climb down to the level below you (so there will be two stones above you). Move the stone twice to the south, nine to the west, four to the north, and twice to the east. Climb back up one level and push the stone twice to the north. Climb up to the top level and move the stone four to the east. Jump back down one level and move the stone south three tiems, four to the east, and then north thrice. Go back up to the top and move the stone east three times. Climb back down and move the stone south three times and east twice. Go down to the bottom level and move the stone west twice, south four times, east nine times, and then north twice. Climb back up one level and move the stone east once and north twice. To finally conclude the puzzle, climb back up to the top and move the stone south once and then east three times. The stone should wind partly on the stone bridge. Walk across the bridge and jump across the gap to leave this wretched place. This time you'll find yourself in a large circular room with four parts of a strange machine in four corners of the room with a ring in the middle and a couple of trenches filled with electricity and two without. Go to the other side of the room until you see a greenish control panel (it'll be in the lower right of the ring). Rotate the ring to the left twice and watch as the electricity flow changes direction. Operate the panel and watch as a part of the machinery moves out to the center. Rotate the part to the right once and operate the panel and watch as the part connects with the one in the upper right corner. Rotate the electricity so that the top left part is able to move out into the center. Once it's in the middle, turn it to the left and send it into the connected parts. Do the same with the remaining part and when it's all done, the machine will fire up and let loose a beam of electricity flying into the next room. Follow the beam to see a bunch of crystals that can be turned. Walk up to the first one and turn it to the right. Follow the beam to the next crystal and turn it to the left twice. Always follow the beam when you work from crystal to crystal. The next crystal should be turned to the right once and then skip the next one and proceed to the crystal after that. When you turn the next crystal to the left once, it'll move a piece of machinery. Walk up the stairs to open a hidden doorway to Nico. The two will automatically head back down into the crystal room. Go back to the third crystal you turned and turn it to the left once. Follow the beam to the next crystal and turn it left twice and the crystal after that should be turned to the right once. Head back to the generator you put together and operate the green panel near the front of it to reverse the flow of energy. Head back into the previous room and the energy beam should pull the machinery away from the wall, uncovering a second panel. Try to operate both panels and watch as some lights light up above a door, but then quickly disappear. Talk to Nico about the panel and she'll agree to help George. Operate the left panel and Nico and George will hit them at the same time, allowing the door to open. The newly opened door is on the far right side of the room, so go through the door into the next room. Follow the path around and you'll encounter another earth tremor. Time is of the essence, so follow Nico into the next room. You're barred by a door and there's no apparent way to open it. If you'll look at the wall to your left, you'll see an indentation that should look familiar to you. Use the metal plate on it and the door will open. Quickly use the scarf on it to prevent the plate from popping out. Nico will hold the scarf and plate in place, so quickly get through the door and into the next room. You'll find yourself in a room similar to the one where you found the Omega stone, so cross the bridge and take the Alpha stone from its containment field. Head back to Nico and you'll emerge without incident. As you return to the cavern, you'll see that Petra is here as well. Before she can shoot, you can feel another tremor and Petra will stumble over. Take this opportunity to run down the path while avoiding falling rocks and quickly jump the gap at the end. If you're not fast enough, the path ahead of you will crumble and Petra will shoot both George and Nico. Clamber up the ledge and get out of here to find an awaiting Harry. He'll take off with George and Nico before Petra can catch up and you'll soon be back in Paris. When George and Nico get back to Nico's apartment, you'll see that it has been ransacked and you'll find André sitting in a chair as well as the detective that arrested Nico earlier in the game. Listen to the conversation and afterwards Beatrice will show up at the door. She'll be brought up to speed on the recent events and after all is said and done, Nico decides to go back to the theatre. Paris (Nico): Head into the auditorium and go down the stairs that are in the room to the left of the stage. Go down the hall and head back to the room where you first saw the safe. Climb down the hole to the floor below and leave that room. Head north and open the first door on the right, which happens to be the same room where George and Nico were shot at by a strange man. Go into the next room to suddenly be snatched by Flap. As soon as you can, grab the vase and Nico will bash it over Flap's head to knock him out. Continue into the room and go behind the desk. Read the paper and then you'll be off to Prague: Prague - Susarro's Castle (George & Nico): We see that George and Nico have arrived in Prague and are now standing at the entrance to Susarro's castle. Go up to the door and push the buzzer to the right. The guard will come out and brush George off. Talk to Nico and have her push the buzzer. Quickly run around the left wall and when Nico has gone over to the car and the guard is looking in her direction, creep (using CTRL if you're playing the PC version or the L button if you're playing the Xbox version) around the wall and go through the door. Climb up the wall to your left and jump down onto the other side. Walk over to the wall near the archway and sit there until the guard and his dog are under the gazebo. Once they're there, quickly creep out and walk up the stairs to the left. Here, you'll see a spotlight moving back and forth. Walk south along the wall until you find some trash cans. Open the first one to find some string, and then open the third one (on the other side of the recycling bins) to find a half-eaten hamburger. Open the last one to find some foil and then move along the wall to you find an arched window. Wait until the spotlight moves south and then continue along and get through the archway. You'll find some crates here that you will need to move. Start by pushing the top crate over and then pull the freed crate out and move it to the other side so that it's between the wall and the crates. Move the top crate again and then climb onto it to get up onto the ledge. Drop down onto the walkway and follow it south to the wall. Climb up the wall and follow the ledge (be careful when you get to the gazebo) around to the other side of the building. You'll know when you're in the right area when you can see a guard and his dog to the left of you. Drop down from the ledge into the shadowy area and creep through the archway south of you. There will be another archway to the right as well as a guard patrolling the area. When he moves to the right, creep across the area to the other side and get through the archway. You'll find even more crates here. Start by pulling the first one south and then climb over it and pull the next one to the east. Climb over that crate and push the next one south and push the last one west. Climb onto the last crate and get up onto the ledge. You'll see a guard standing with his back towards the fence and while you might not see it, there is a dog in the fenced in area. Drop down from the ledge and toss the burger to the dog. Creep along the fence and go through the archway on the other side. You'll see another guard north of you, but don't worry about him. Follow the wall to the south and east until you find Nico standing on the other side of the gate. You'll need a remote to open the gate, so continue following the wall around until you find a jeep. Check out the jeep and George will find the gate remote. Go back to Nico and use the remote to open the gate. The noise will attract the guards, but George and Nico will automatically hide. After you have control, go back towards the jeep, but when you find an enclosure with a red button on the side, try to push the button only to see that the gate closes when you let go. Have Nico push the button and then go inside. Take the car jack handle out of the door and then pick up the lump of coal behind you. Leave the enclosure and go back to the jeep. At the rear of the jeep is a car jack. Use the handle on it to lower the jeep and then go near the front and examine the jeep to release the handbrake. Go to the back of the jeep again and operate it to have George move the jeep forward. Climb onto the hood and up onto the ledge. Wait for Nico to catch up and then attempt to climb up the drainpipe. While George offers for Nico to go first, she isn't stupid. George proceeds to scale the pipe, but it begins to break under his weight as he nears the top. George barely makes it onto a ledge, but Nico is left stranded on the roof. Guess she'll have to find her own way in. Susarro's Castle (Nico): First things first. Take the drainpipe bracket off of the ground and then climb down where you first climbed up. From the jeep, head left until you see a black car all by itself. Get onto the hood and use the bracket on the window to pry it open. Head inside and go up the stairs and through the door. Watch the sequence to overhear a conversation between two guards about Petra. Go upstairs to the second floor and go through the door at the end of the hall. Nico will squeak a floorboard and unfortunately for her, the guards hear it and are now on their way to investigate. However, she finds a potted plant to hide behind and they eventually return to their posts. Go back down the hallway and past the door where you first entered until you see a door with red curtains. Follow the corridor to the end and go through the single door. This is Petra's bedroom, so go over to her bed and open the case. Take the hair dryer from inside and then go behind the changing screen to find another case. Open up this one and take the wig. Take a closer look at the case to discover that it has a hidden compartment. Push the button that Nico discovers to find three knives and a sharpening stone. Take the stone and then leave the room. Go back to where Nico overheard the conversation between the guards and go through the door on the opposite end of the hallway to enter the kitchen. Give the grind stone to the chef and while he's sharpening his knife, go to your left and take the bottle of industrial bleach off of the shelf. Leave here and go back to Petra's bedroom. Go into the bathroom near the changing screen and put the wig in the sink. Dump some bleach on it and then dry it with the hair dryer. Nico will put the wig and she'll look almost exactly like Petra. Leave the room, head down the hall, and watch what happens next. Susarro's Castle (George Stobbart): Let's see what George has been up to, and it doesn't seem to be much as he's currently standing on the ledge he managed to reach by climbing the drainpipe. Head south from your present location to find a crate. Move it west five times, south three, and west once. Clamber onto it and up to the path above you. Run up the stairs to the door and jump over the small wall to your right. When you get to the gargoyle, give it a good ol' shove and watch it fall to the ground. Continue to follow the ledge around, narrowing as you go along, and at the end drop down to the roof below. Face the window to the right and grab the beam above you. Shimmy across to the other side and drop down when it's safe. Climb through the open window to find a small, yet dark storeroom. Go to the other side and up the ledge to find the ever popular crate puzzle (Someone at Revolution must have an obsession). You can end this puzzle quickly by pushing the top crate north once so that it'll be sitting on top of another crate. Move the bottom left crate to the east twice and then to the north once. Pull the stacked crate east twice and then the crate it was sitting on to the south once. Climb over it and crawl through the hole to leave the room. Follow the walkway north and around the corner. Go down the stairs and into the alley ahead of you. Look at the broken drainpipe to find a tin cup. Take the cup and head back to the storeroom. Go over to the oil lamp on the left wall and turn it on to get some oil dripping. Use the cup on the oil drip to get some oil and then turn the lamp off. Leave the room through the hole again and head back down the stairs. This time, veer off to the right, past the tree to find a grate. If you attempt to open it, you'll learn that the grate's hinges are rusted. Use the oil on them to loosen them a bit and then open it. Drop down through the grate to enter Susarro's Castle. Susarro's Castle (Nico): Whew, that was a close one. Thank God you were wearing that wig that made you look like Petra, otherwise you would have been shot. You can now walk freely around the castle, so head through the front door to go outside. Run to your right and down the stairs. There is a building north of you, so run around it to find a guard standing in the archway. Talk to him and he'll give you an unvalidated security card. Head back into the castle through the front door and go to your right and through the door you find to enter a security room. Give the unvalidated card to the woman at the desk and she'll validate it for you. Leave the room and go to the opposite end to find a door with the red light. If you're playing the PC version, there may be a glitch here because if you attempt to use the validated card on the door, Nico will spit out some nonsense before she'll actually swipe the card to unlock the door. Xbox players won't have this problem. Follow the stairs down into the basement and follow the tunnel around. When you see the fire extinguisher sitting next to a wall, continue past it and Nico will see a shadow coming her way. She'll take the extinguisher and prepare to attack... Susarro's Castle Basement (George): You'll wind up in a laundry room. Go to your left and move the old washing machine onto the trolley. Operate the troller to have George ram it into the door, busting it wide open. Follow the tunnel south and take the second right. Watch the sequence as George is attacked by a fire extinguisher to the head. Susarro's Castle Basement (George & Nico): Well, now we know who the shadow belonged to. After George recovers, go south to the security door and ask Nico to unlock it. Go to the locker on the opposite end of the room and change into the guard's uniform. Leave the room and follow the tunnel north and head west at the intersection. As you continue to follow the tunnel, a guard will step out to say he has to make sure George and Nico have clearance to pass. Nico will quickly put an end to that, so go through the door and follow the stairs down. Head south through the gate to find none other than a crate puzzle. Push the lone crate south three times and move the left crate west once and south three times. Move the other crate south four times and east twice. Push the stacked crate west twice and north once. Push the middle crate north twice and west once and push the stacked crate against the wall. Peer through the vent to find Bruno Ostvald. Bruno will explain what has happened to him and you can watch the rest of the sequence on your won. After Susarro and the gang leave, use the silver coin to undo the vent and have Nico climb through the hole to unlock the door. Head back to the security door and go inside. Take a look at the map on the wall to learn the location of the Armillary. Examine the desk and George will discover a secret button. Push the button to open a door and then head on through. Watch the sequence and you'll soon be back in Paris. Paris (George & Nico): André and Beatrice will still be in the apartment when you arrive. André will explain the St. Stefan chapter of the Knights Templar. After more conversation, George decides to go back to Montfauçon to see if he can find some answers there. Montfauçon (George): There sure are a lot of familiar faces and places in this game, aren't there? Head east from the fountain to find a house under construction with a pissoir to the left of it. Climb up the scaffolding on the right side and head all the way up to the top. Follow it around and a lady from down below will yell at you for being a pervert. Back on earth, talk to the lady about the urinals until George insults her pissoir. As she goes to clean it, quickly climb back up to the top of the scaffolding and then climb back down to the first level once you reach the other side. Take the rope and then climb back up. If you have time, you can hurry up and get back to the ground without hearing from the lady again, otherwise, she'll just yell at you again. Either way, we're done. Go around the front of the truck to find an air compressor. Turn it off and quickly run to the other side and swipe the sewer key from the tool bag that belongs to another old friend, Flobbage (you may need to wait for him to go yelling at his workmate and tinkering with the air compressor before you can take it). Tie the rope to the sewer key and use the sewer key on the manhole. Talk to Flobbage about himself and Alphonse twice and then leave the conversation. Go over to Alphonse, who is sleeping in the truck and talk to him. Watch as George scares Alphonse into thinking there's an earthquake and he'll take off like a rocket dragging the manhole cover behind him. Climb down the ladder to once again find yourself in the sewers of Montfauçon. Follow the path until you find a door with a skull on it. Use the stone cylinder on it to open the door and proceed down the stairs. Follow the hallway around until you see the first intersection, and then turn right. As you run along this corridor, you'll spot a pool of blood. Follow the bloody footprints and they'll lead you into a room full of massacred Templars. Search the body behind the door to find an old iron key. Leave the room and follow the hallway to the end to see a guard sitting at a table. Guess we'll have to find a way to distract him. Go back down the hall and back into the death room. Use the microwave and as soon as you can, run out of the room and into the room across the hall before the microwave dings. As soon as it dings, the guard will get up to investigate. When he enters the death room, quickly close the door and lock him in using the old iron key. Head up the hallway and through the door on the right side to find a continuing trail of blood. Continue to follow the trail and you'll see that it disappears into a wine rack. Pull the green bottle, left red bottle, right red bottle, white bottle, and then the blue bottle to uncover a hidden passageway. Step into the passageway and follow it to find the Templar that stunned George earlier in the game. Looks like Susarro already got to him. The Templar tells George a couple things before he finally croaks. Head up the nearby stairs and go through the door to find yourself in a changing room. There's nothing here of importance, so continue on through to wind up in a large room with guards patrolling the area. I'll give you a hint for getting through here: Only move when the guard you see now is walking down the stairs, otherwise he'll spot you and kill George. Start by creeping over to the brown podium to the right of the altar. Look at the Bible and then when it's safe, run behind the altar and hide behind the screen. Run to the door on the right side and proceed through. You'll now be inside a study. Go over to the left side of the room to find three statues. Look at the center one and George will notice a brass plaque. Read it and then head back to the guard infested room. This time, you'll need to go back to the podium. As a note, if you're quick about it, you may be able to make it all the way to the podium without having the need to stop if you run as the guard is going down the stairs. Once at the podium, read the Bible and George will find the verse from the statue. Get back to the study and on the opposite end of the room you'll find a clock. Use the Bible verse on the clock and George will change the time. At first he'll think nothing has happened until suddenly he hears a noise. The middle statue will have moved and uncovered another hidden hallway. George will go up the stairs and you'll get to meet the Preceptor. Watch the sequence and at the end, George will become the newest member of the St. Stefan Knights Templar. He'll then return to Paris. Paris (George): George will bring the group up to speed on the recent events that have transpired. After he's finished, go over and talk to Nico, who is standing in the archway about Egypt and she'll show you a DVD full of satellite maps on the computer. When you have the opportunity, use the Psi stone on the map, followed by the Omega and Alpha stones to discover the exact location of the Armillary, and that will be our next stop. Egypt (George & Nico): When they arrive at the site, they'll notice a couple of guards watching the place. Nico will make a break for it, but she inadvertently tips the guards to their presence when she accidently knocks over a stone pillar. The guards will begin to patrol the area, leaving George to come up with another plan. Run left until you get a bird's eye view of the area. Hide behind the nearest wall and as the guard and his dog walk near the tent, run until you're clear of the area. If you need to, you can hide behind the wall nearest the exit before making a break for it. Once you've caught up to Nico, you'll have to look closely at the stone wall as not everything is as it appears to be. There's a part of the stone that can open up a hidden passageway (the stone seems to be lighter than the rest of the wall), and once you've figured it out, use the car jack handle to open the door. Watch the sequence between Flap, Susarro, and Bruno and then when the game returns to George and Nico, the door will have shut behind them, leaving them in pitch black darkness. They'll stumble their way around until the lights suddenly come on. A statue of Anubis will suddenly appear and explain that there are two tests that must be completed before he'll let you through. The first test is very easy, all you have to do is put the three Greek stones into the door. Proceed through the door and into the next room. Anubis will show up again and explain the puzzle with a story about Horus, a murder witness, the dead man's brother, and the killer himself. The objective for the puzzle is to have Horus carry all three people to the other side of river in seven trips without leaving any two people together at the end. Operate the panel and select the killer. The killer's statue will appear in Horus's hands, so use the panel again to have Horus carry him across. Select the panel again to bring Horus back and the rest of the solution is Brother, Panel, Killer, Panel, Witness, Panel, Panel, Killer, Panel. This should successfully complete the puzzle and a doorway should have opened. If it has done so, go through it and into the next room. You'll watch a rather long sequence here, but don't go away just yet as you'll need to be tapping the S (or A, depending on the version of the game you're playing) button the entire time. The first time will result in George jumping the railing and landing on Flap. The second time will be George laying the smackdown on Susarro's candyass (well, almost) as he kicks the gun out of his hand. Now you can stop with the button tapping. Petra will soon appear and she'll level her gun at George and Nico. Just when you think the end is near, Petra's real boss, the Grand Master will show up. He'll give the hero and heroine a chance to run, so when you have control, head north up the stairs and turn to your right. Follow the long path until you see a hole in the wall. George will approach it, only to discover a bomb. Let the button tapping again and watch as George leaps the railing just as the bomb explodes. When you're back in control, there will be two blocks. One inside a trench and the other is to the left of the large sphere. Start by moving the block in the trench downwards so that it forms a bridge between the gap. Go over to the other block and move it to Nico and Bruno's side and then go back into the trench and push the block north until it's one push away from the end. Leave that block alone and push the other block upwards and across the block bridge and then push it north again until you can't push anymore. Climb onto it and then climb onto the ledge and watch the sequence. Nico will take one last look at the sphere before leaving and the trio will realize that the ley lines are converging in Glastonbury. They'll return to the previous puzzle room, where George wants to sacrifice himself in order for Nico and Bruno to escape. Nico tries to talk him out of it, and while they're bickering, Bruno goes up to the panel and cheats. Watch the dramatic scene as George wants Bruno to live, but Nico urges him to leave. Anubis will appear and as the door closes for good, Anubis comes down with his axe to decapitate Bruno as Nico and George make their escape. You'll next arrive back in Glastonbury. Glastonbury (George & Nico): Harry will fly Nico and George to Glastonbury in his brand new airplane and as he lands, you'll notice that it's pouring and that a part of the town has flooded. Colonel Butley will appear to thank George for saving his daughter from Tristram and then he'll take Harry to get a drink after George declines. Talk to Nico about all topics and then run up the road and through the open gate on your right. It's time for the last, and most complicated crate puzzles ever, so I urge you to pay close attention as I don't want to have to repeat myself. You will see a bunch of crates here. Start by going over to the left side of the area and moving the crate left of the triple stacker north once and east twice. Go over to the small wall and move the crate to the right of it east one time. Next stop, the wooden table. Move the crate on the right side south twice and west once. Move the crate below the table east once and north once. Climb onto the table and move the crate east once and then climb back down and move the crate that's to the right of the table south once and west once. Climb back onto the table and move the crate south twice and west once. Climb down and move the crate north of the wall west once. Go back to the table and move the crate that's at the bottom of it west twice and south once. You should now have a double stacker, so move it west once. Move the crates that are right of the double stacker north once and west twice. Push the double stacker north once and west twice and move the crate to the right of the double stacker north once, west twice, and south twice. Move the top-right single crate west once, north once, west twice, and south once and then move the double stacker west once and south once. Climb onto the wall and move the crate west once and climb through the hole in the wall. Watch the sequence as the Grand Master's plan comes into fruition, but just then, he begins to transform into a hideous dragon. As the dragon lands on the ground, it'll open several cracks in the earth, and George will end up falling into one of these cracks to arrive in an underground tomb. Head north of the tomb to find a sword in the stone. Try to pull it out, but you won't be able to succeed. Examine the plinth in front of it and use the Key of Solomon on it to cause the sword to glow. Go behind the sword and pull it out and watch the sequence. You will now have to defeat the dragon. Start by running right and standing behind the wall. As long as you're standing in the right spot, you'll be safe from the flames (crouch if you have to). When you have the chance, run out from behind the wall and then get back behind it. Repeat the process until the dragon turns blue and when he does this, run out from behind the wall and get behind the next one that's closest to the dragon. Continue doing this until you're close to the dragon and then slay him with the sword. Watch the closing credits and afterwards, you'll have unlocked some extra stuff and you will have completed Broken Sword: The Sleeping Dragon. Credits: Tom Hayes - his guide was cool, though he made some omissions in it. He allowed me to use his guide so I could make mine and while I strived for some originality, I had to copy some of his puzzle solutions since I didn't have any other way of explaining it. Revolution Software - you have to love the Broken Sword series. The story is rather deep and the voice acting seems rather flawless. These guys really know how to make an enjoyable game and I hope they make a Broken Sword 4.