Broken Sword: The Sleeping Dragon – by Revolution
Panel on the left:
Turn crystal (3) that
is located at middle of the room so that the energy goes to the crystal at
left alcove.Turn this crystal so
that the energy goes to the crystal left of it.Turn the left crystal
in the alcove so that the energy goes to the crystal below it.Turn this crystal so
that the energy goes to the machinery part that was pushed to the wall and is
now blocking the other panel.Go next door and press
the control panel on the side of the first part of the joined mechanical
device. This will reverse the flow of energy that is coming out of it. The
flow should be coming into the device not going out.Go back to crystal
room and see that reversed energy flow pulls the machinery part away from the
alcove with the other panel. Both panels are now accessible.
Climb the stairs and a
panel will open where Nico was waiting. George will call Nico to go back with
him down to the crystal room.
Look at one of the panel
and in inventory, call Nico to control one of the panels. Go to the other panel
and operate it. Together, George and Nico lit up the lights above the door to
the right of the crystal room. The lights opened the door. Exit the room.
Lightning room –
Walk forward and feel earth tremor. Enter the lightning room. See a slab with
the lightning insignia on the floor in front of the closed door and a recess on
the wall with the insignia similar to the metal plate taken from the corpse.
Insert the metal plate
on recess and the door opens. The metal plate falls off and the door closes.
Pick the metal plate and feel it hot.Insert metal plate on
recess again and operate again so that George will hold it in place but it
burns George’s hand.One more try – Insert
metal plate on recess again, immediately use the ancient scarf on metal plate to
hold it and the door stays open.Since you cannot
continue to hold the metal plate and go on with the game, let Nico hold the
metal plate. Enter the next room.
Alpha power cavern
- – Find
yourself similar to the one in Paris. Take the Alpha artifact.
Go out of the room and
join Nico.
Escape from Petra
- As soon as you exit the lightning room, Petra appears. When the earthquake
starts, run. Again, the screen view changes fast so that the directional
arrows need to be adjusted immediately George and Nico will rest and a ledge falls off – as soon as action
panel is seen, run to and jump the ledge. If not successful, trigger happy Petra
will get both of you. If I can do it – you can do it! Of course it took me
forever.
See Nico and George jump
on Harry’s jeep.
Nico in Paris – Old Theatre again
Nico’s apartment was
ransacked, Andre was attacked and Bruno was taken. From information stated by the
Inspector, it seems that Susarro has influence all over the country. Bruno was
taken to Prague. The inspector will help them gather information and he leaves.
Beatrice arrives and Andre falls for her beauty and charm. Beatrice invites Nico and George to
stay at Vernon’s apartment with her. Nico will check the old theatre’s office to
gather information.
Old Theatre:
Basement – Go down to
the subbasement where the safe fell off but the door going down is locked. Go to
the dressing room and see the hole the safe made. Jump down the hole.
Office – Go to the door
where the shots and yelling from a frantic man came from earlier. Exit the
dressing room, go to left passage and open the door on the right. Examine the
room. Check the papers on the credenza.
Enter the next room and
Flap starts to choke Nico. Immediately, press S to take the vase and hit Flap.
Nico will tie Flap with the ancient scarf. Look at all the torn paper and map in
the next room. Check the paper on the table. It is a security report of a
private residence but no address. Prague is mentioned. There’s a picture of a
castle with a dragon depicted on the back.
Castle in Prague
After the car broke down
in front of the castle, use the intercom and meet the guard. He will not let
George in.
Entering the castle:
Distract the gate guard
- Look at the intercom and then use inventory to tell Nico to distract the guard
or talk to Nico and use intercom dialogue. Hide George on the shadowy front side
of the left wall. When Nico walks with Boris the guard to the right front wall,
creep (Ctrl + arrow keys) towards the open gate while staying in the shadowy
area.
Second set of guards
- As soon as you are inside the gate, climb the walls on the left. Look at the pattern of
the guards. The right guard with the dog stays where he is but the guard on the
left moves around with his dog.
Drop down on left garden.
While staying in shadows, move to the other left wall. Climb up and down to
the other side.
From a top view, see the
guard moves around with the dog. Time your movement when the guard and dog are
far from you. Creep to the shadow on the wall of the left raised courtyard,
climb the steps and stay in the shadows away from the spotlight.
Spotlight area –
Walk the shadowy area going down to the trash bins. Take the string (not
used in game) from the
first trash bin and go pass the dumpsters. Check the trash bin right of the
dumpster and take the burger. Take the aluminum foil (not used in
game) from the next
trash bin. Continue to go around the area staying in the shadows and exit above
to a crate area.
Crate area – Look
around and see that one of the curved area on top of the wall does not have a
grill. There are 3 small crates beside the big one. Push the top crate to
the next one. Pull the left single crate out, then navigate it to the front of
the now double crate and it will be by the wall. Push the top crate over the
single one by the wall. Climb up the crates and over the top.
Outside castle wall
- Walk to bottom of screen. At the corner, jump on the ledge. Here you will see
a close view on top of fence and windows. Walk right on the ledge and George
will appear out of the shadows. Move right until the
front part of the castle. Jump down the glass patio, climb over the other side
and walk the ledge to a small courtyard with a dog and a guard on the other side
of the fence.
Courtyard area of the
castle – Go down the steps into a tree area. Exit on the right to a
courtyard with a guard by the gate. Go across to the opposite side of the
opening you went out from. Just cut across when the guard is not looking.
Another crate area
- Pull the small crates away from the small crate closest to the wall on the
left. Push the crate close to the wall and then climb up and down to next area.
Guard with a caged
dog – See a
guard on the other side of the big crates. Walk to the bottom side of the big
crate and get a close-up view of the guard at right and the fence where the dog
is situated on the left. Look at dog and then throw the burger to the dog. The
dog should run to the burger and stop barking. Then creep pass the guard by
going up pass the big crate and then to the
gate at right of the screen.
Bricked courtyard
- Walk the perimeter of the bricked courtyard to the bottom of the screen. Talk
to Nico outside the gate. She will point out the helicopter and need for a
remote to open the gates. Continue to walk the perimeter pass the trucks, fence
with button, helicopter to the back of the building. See a jeep with a jack
under it. Take the remote from inside the jeep. Go back to Nico. Use the remote
on the door. The gate opens, Nico gets in and a guard comes around. Nico and
George hide behind the big metal container.
Storage area –
Walk to the gate with the button. Check the button and see that it opens the
gate but closes immediately. Ask Nico to press the button and then enter
the shed. Take the car jack handle inserted on the door in the back. Turn
to the wall in the background and pick up a coal (not used in game) from the ground.
Jeep – Exit the
area and go back to the jeep. Check the helicopter and the dark archway on the
way to the jeep. No way in. Use the car jack handle on the red jack under the
jeep. Push the jeep and still wouldn’t move. Look inside the jeep and let the
handbrake off. Now, push the jeep. I didn’t mean that you have to hit the wall.
Climb on the jeep and on the wall.
Drainpipe – Go to top left
corner of the patio. Look at the drainpipe and George, it is a way to the roof.
George barely made it. Now Nico and George are separated again.
Nico alone at the Castle
Nico all alone needs to
find another way in. Take the drain pipe bracket. Since you can’t do
anything up here, let’s go down. Climb down to the jeep and walk over to the
second limo left of the building. Climb on top of the limo hood. Look at window
to see a small storeroom. Use the bracket on the small gap of the window.
Wine room – Check
the 2 barrels. One is empty and the other one has a tap that can not be moved.
There is a rusted suit of armor in the corner. Nothing to do here.
Inside the castle
- Exit the room and Nico automatically crouches to listen to the 2 guards talk
about Petra and Doner kebab. I’m not going into that conversation. Listen! They have not seen Petra close-up. Hmmm.
Get a
Petra disguise to move around the castle freely:
Upstairs – Go
back to the hall across the wine room. Go up the stairs and enter the far
opening on the right of the hallway. Eek! The floor creaked. Nico hides when the
guards come up to check.
Go around the balcony
and enter the hall at the opposite side. Check all the doors until the very last
one opens.
Petra’s bedroom –
Look around. Open the chest at the foot of the bed. Look at chest, use page
down-up until the hand icon comes up and
take the small hairdryer. Go behind the folding wall and open
another chest to see a wig. Use page down or up until the hand
icon comes up and pick up the brown wig. Look at chest again and Nico
will knock on it to find out about a secret compartment. Examine the chest again
(standing on right corner of chest and Nico will find a small button that her
fingers cannot press. Use the pencil in inventory on the button. Look again and
find an assortment of knives and a something wrapped in a rag. Use page up or
down until the
hand icon comes up and pick up the sharpening-grindstone. The wig is
brown.
Kitchen – Go back
down to the main floor and forward to the other side of the hall. Enter the
single brown door into the kitchen. See an unhappy chef. Try to take a vegetable
from the chopping area and he will threaten you. Try to take the bleach on the
shelf on the wall. Talk to chef while standing on his right (left of screen).
Sorry, we got him to talk! My ears are still ringing. Find out that he doesn’t have any
thing to sharpen his blunt knives. Talk to the chef about the grindstone. When
he turns to the sink to sharpen his knives, take the bleach from the shelf. Go
back to Petra’s room and the bathroom.
Petra’s bathroom
- Place the brown wig on the sink and then add the bleach. Now use the hairdryer
on the wig on the sink. Automatically, Nico wears the wig.
Go to the balcony and
Nico is stopped by a guard.
George trying to get inside the Castle
Roof – On the
roof area, move the crate to the wall with a green landing above just across the
locked door and left of the way you came here. Climb the crate and up on the
green landing. Climb up the steps to a locked door. Turn right and climb over to
the ledge. Walk around, walk the teeny ledge with you back on the wall and walk
around to the front of the castle. Drop down to the balcony in front of the
castle. Jump up to the right ledge and move George to the right onto the next
building. Climb through the open
window on the left.
Storage room –
Play with the old oil lamp that dripped oil on the floor. Fire hazard. Climb the crates and
see an opening hidden behind the crates. Move the crates to get to the opening.
Go out the window and go forward a long way on the walkway to a bricked patio.
Bricked patio –
Move left between the 2 trees to the grate on the floor. Pull the grate up
but it is so rusty. Looking down on it, George can see a pit with a window that led
into the castle.
Go back to the stairs
going back to the walkway. Turn right opposite the stairs and look at the
drainpipe. Take old tin cup that is used to block an offshoot pipe. Go
back to the oil lamp in the storage room.
Storage room –
Open the knob of the oil lamp. Use the tin cup on the lamp to collect oil to get
cup filled with oil and close the knob of the oil lamp. Go back to the
grate at the brick patio.
Bricked patio – Use the
cup with oil on the hinges of the grate. Pull up the grate and enter.
Nico and the security card
Nico’s disguise worked.
The guards are fooled.
Foyer – Go
to the door left of the guard on the desk. Operate the door to note that it has
a card reader. Talk to the guard on the desk. Ask about the door and Bruno. The
security sergeant outside has Petra’s security card. Bruno is at Susarro’s
office at the lower level with 2 guards.
Courtyard – If
you want to you can talk to the guards at the courtyard. The guard by the door
has a dog named rascal. Boris says you look familiar. The guard on the right has
a dog named raptor. Go to the steps right of raptor and out to one of the
side entrance by the guard at the other end. (Or you can do it the George way by
moving the crates, up the wall and up to the guard with the dog path). Go out to the brick courtyard and
talk to the sergeant guard standing under the arch in front of the trucks. He
gives Petra-Nico an unvalidated security card.
Foyer – Go to
door left of the guard at the desk. Look at the door, then use page up to look
at the card reader
and try to use the unvalidated card on the card reader. It doesn’t work. The
guard says it
needs to be validated.
Security room –
Go to the room on the other side of the guard at
the desk and same side as the kitchen. Look around and then talk to the
technician. She reports only to Susarro until preparation about the Armillary is
finished. She flips the validated card on the desk. Harrump! Take the
validated card.
Foyer – Go to
door left of the guard at the desk. Look at the card reader by using page up
until the shiny star is the one above the door active icon. Use
the validated card on card reader. Enter and see Nico on the steps going down.
Dungeon area – Go down
and see an empty old cell. Go forward and hear somebody coming. Nico picks up a
fire extinguisher to protect herself.
Castle’s lower levels
Laundry room – George
lands on laundry bin. Look around and see an old washing machine at the corner and a
trolley at opposite end of door. Try to get out through the door and find out
it is locked. Move the old washing machine to the trolley. Push the weighted
trolley to the door.
Basement – Walk
the hall and then
turn screen left. Turn right at second right and see a modern door that has a
card reader. Go forward to end of tunnel and be hit with a fire extinguisher.
Guess who! After determining that blondes have more fun, talk to Nico about everything.
Go left and see a guard
guarding a door. George will be shot if seen.
Guard room – Turn
back and go to the modern door with the security card reader. In inventory, ask
Nico to do something to this door. Nico uses the keycard and they enter the
guard room. Go to corner closet and get modest George to wear guard uniform.
Exit the room and go
back to the end of the tunnel by the fire extinguisher. Turn left and approach
the guarded door. After a short talk with the guard, Nico and George enter the
guarded area.
Tunnel – Go forward and
see a metal door that needs a code to open. Go to the area next to the locked
room. See a grill on the top part of the wall. Move the crates to the grill so
that George can climb up and listen at the grill.
Susarro’s office
- Nico and George talks to
Bruno. Susarro arrives and after some pleasant chit chat with Bruno, Petra
arrives. After reporting, Flap comes in. Susarro recognizes the scarf Nico tied
him with and stated that the Key of Solomon is with the St Stefan chapter of the
Knights Templar. Susarro goes to Paris to retrieve the key and Petra is to take
Bruno to the Armillary. They leave through a secret panel behind a bookcase.
Look at grill and George
says that it is screwed on. Use the silver coin taken from the poetry book at
Glastonbury on grill. The grill is removed. A funny byplay about George not able
to get through the opening happens. Look at grill and use Nico in inventory to
go through the opening to next room. Nico comes through. Go
to room next door.
Look
at the map of the ley lines. The convergence of ley lines is in Egypt. Look
around the office. Note the shield with a crest. Note the secret panel the
baddies went through. Look at Susarro’s desk while standing by the chair and see
a button. Use page up to look at button and press the button.
George at Montfaucon
Square
After a talk with Andre about St Stefan
at Vernon’s apartment, George decided to check the old meeting
place of the Templars at the sewers at Montfaucon Square. Nico and Andre will
check the location in Egypt.
As soon as George comes
to the Square, see a rope hanging on a scaffolding at the foreground.
Sewer – Try waking the sleeping
man in the truck. Go to the back of the truck and see the sewer cover. Try
opening it. Turn around and see a sewer key in the tool box but the man is
facing this way. Go to the other side and turn off the compressor. Go to the
tool box and take the sewer key. Use the sewer key on the sewer and realize that
you need more strength.
Pissoir – Go across the
road-fountain and talk to the pissoir attendant. Go inside and do the
usual business done in a pissoir.
Scaffolding – Go around to
the other side of the building away from the pissoir. Jump up and climb to the
very top. Walk to the end and jump at the corner of the scaffolding to the other
side. The pissoir attendant tells you to come down. How do we distract her from
watching the top of the scaffolding?
Pissoir – Talk to the
attendant, insult the pissoir and get her to check the pissoir again. Run to the scaffolding on the
other side of the building. Jump up and climb to the very top. Run to the end
and jump at the far corner of the scaffolding to the other side. Go to end of the
scaffolding and jump down to the lower level. Take the rope. Climb up at the
same place you jumped down and get caught by the attendant again. That’s okay –
you need to go down anyway now that you have the rope.
Sewer cover – In
inventory, combine rope and sewer key to make rope tied to sewer key. Use
the rope tied to sewer key on sewer cover. George ties the rope to the truck.
Try to wake up the truck driver but couldn’t.
Flobbage – Talk to Flobbage,
an old friend. Talk to him about everything – Alphonse and positive
discrimination. George expands on the topic of Alphonse’s seismophobia. Now, walk to sleeping Alphonse.
Watch!
George at
St Stefan’s Templars Headquarters
Sewer – Enter the
manhole. Cross the log bridging the sewer. Study the 3 archway and then walk to
the left and around the corner. See a skull door. Use the stone cylinder on the
skull’s mouth that is out of proportion. Enter the room.
Templar headquarters
–
Go forward until the heavy doors of a chapel like area. Hear voices and see 2 of Susarro’s men and a dog guarding this area. Backtrack and go to the branch on
the left coming back from the chapel. See a pool of blood. Go forward following
the blood tracks to a split of the hallway and take right hall to a locked gate.
Go back and go to the other hall where the blood tracks continue.
Lounge – Check the room on the
left that has lockers. Check the opposite room, the lounge and see a massacre of the Templars. Look closer on the body behind the door and get a rusty key. There is
a microwave that has a functioning 10 seconds timer.
Go back out and forward
to the room at the end of the hall. One of Susarro’s men is in the kitchen.
George said to find a way to distract him.
Distract the guard –
This is the hardest puzzle for me in this game. You have 10 seconds to press the
microwave, run to the locker room opposite this room, hide, wait for guard to
enter lounge, close door and lock him in.
In your inventory, place
the old key ready to be used.Go to the room where the
microwave is located. Start the microwave.Immediately, run out the
door and hide in the room opposite to this one.The guard will come and
check the noise.When he enters the
microwave room, go to the door of the microwave room and close it.Then use the old key to
lock the guard in.
Go to the kitchen,
through the other exit and down the passage following the blood trail.
Wine
cellar – Enter the wine cellar. The blood trail ends at a wine rack that has 5
bottles. Look at and note what the bottles are.
Wine bottle puzzle
- Remember what Andre’s story about St
Stefan’s travels: St Stefan carried the relic from Israel, through Italy,
Germany and the Rheims before reaching the Berentoires Preceptory. Read George’s
notebook about this.You have to pull the
bottles in order. Look at the shiny star that flickers to see which bottle is
the one that George will pull next. Cycle the shiny star using the page up-down
keys. Then press the action-gear icon.Pull the green sealed
wine from Israel. Cycle the action map using page up-down.Pull the left red sealed
wine from Italy. Cycle the action map using page up-down.Pull the right red
sealed wine from Germany. Cycle the action map using page up-down.Pull the white sealed
champagne from Rheims. Cycle the action map using page up-down.Pull the blue sealed
wine from France. Cycle the action map using page up-down.Wine rack moves back and
opens.
Walk through the tunnel.
The wine rack door closes. Go forward and see the dying Templar. With his dying
breathe he asks that you find… the others. Protect the key. Look for the
statue, it hides the….. Check the Templar’s body but no clues are found.
Robe room – Go forward,
up the steps into a Templar Robe room. The secret door closes behind him. Look
at the smashed clock on the floor. It stopped at 3:42. Exit the room
using the door on the right of screen.
Cathedral – Oh whoopee!
Not again! The door you want to get to is across from where you are. There
is a guard with his dog at middle of the aisle. There is a guard by the altar.
Now what? Study the movement of the guard by the altar.
Time your movement well.
The corner post by altar is very well lit.Go left using the
shadowy, dark areas.Enter the pulpit and
read the ornate bible. Hmm, nothing worthwhile.Go pass the pulpit, move
towards the back aisle of the pulpit.The post in this corner
is well lit. Time your movements to pass the post to go to the back of the altar
when the guard goes to the front by the throne and his back is turned.Go to other side at the
back of the altar.Time your movement to go
to the side aisle pass the post when the guard moves towards the opposite aisle
with his back to you.Hide behind the pillar
and wait for the guard to go back to the altar and enter the opposite door to
the office.
Templar’s Office – Look around and
see a clock that doesn’t work but the key to adjust it is still inserted. Go
across the room and see 3 statues. At the center is the statue of St. Stefan.
Look at statue and then look at the base at the plinth that reads a passage from
Revelation. Blessed is he that readeth, and they that hear the words of this
prophecy, and keep those things which are written within therein: for the time
is at hand. Revelation.
Go back to the useless
clock. Use the gear icon and select the smashed clock number to set the clock
and then St Stefan’s year -1247. They don’t work. What did the plinth of the
statue say? – he that readeth. Where did we see a bible that was readable – Oh No!
Go back to the pulpit.
My nerves are shot – how’s yours? Read the bible and see that the passage of
St Stefan is from Revelation 1:03. Save game here!!!! Go back to office. If you get shot,
find yourself by the door of the office and have a saved game after reading the
pulpit bible, just go in and can proceed with the clock puzzle. There is a God
at Revolution! Go
back to the clock in the office.
Office – Set the clock
using the Revelation chapter and verse numbers. The statue of St. Stefan moves
and opens a passage. George goes up the stairs to the office of the Preceptor of
St. Stefan’s Chapter of the Templars.
Watch! Goosebumps time!
The Key of Solomon releases the Dragon energy. The Preceptor gave him the third
of the ancient stone – psi stone. The stones are the only way to stop the
Armillary. The Preceptor will send a chivalrous, tenacious, unswerving desire to
fight evil knight to do the deed. The Preceptor knighted George.
Back in Vernon’s
apartment, George updates the rest of the gang. Lord Stobbart of Idaho. Talk to
Nico about everything. Nico has a satellite map that you can use to see Egypt.
Computer satellite map –
Select the 3 stones and match them with the satellite map of Egypt. The Psi stone
matches the upper delta. The Omega stone is matched to a ruin beside the Nile
river. The Alpha stone matches the points of the ruin except for one. George
deduced it to be the site of the Armillary.
Egypt
Ruins – 2 guards and a dog are
talking by a tented entrance to the side of the ruins. Scout out the area. Watch
Nico do a sprint to the left side. Nico makes a sound alerting the guards. Try
to get to Nico.
Get to Nico – Move left behind the next wall. Wait until the dog leaves and
move to the wall where the dog was. Eventually, the guard will move away but the
dog stays. Wait and the dog will go back to the guard and he will turn his back.
Run to the left of the hill and meet Nico. Talk to Nico.
Entrance door – Go left by the wall of
the structure and see a square stonework. Look closer and Nico will point out
the etching on the stone work – the Alpha, Omega and delta icons. Use the car
jack handle on the exposed stonework.
Watch Bruno set the key
on the ancient control panel, turns it and pulls out a wheel.
Anubis tests – After a dark corridor,
Nico and George enters a chamber with skeletons. Suddenly, Anubis, Guardian of
the underworld appears. Pass 2 test to prove worthiness to pass through.
Talk to Nico.
First test of authority
- Look at the gold round door and see that the icons are matches the 3 ancient
stones. Use the 3 stones on the gold round door. The fishy alpha stone, the psi stone
with the Nile delta marking and the omega stone are the 3 symbols of
authority.Second test of wisdom
–
Enter the second test room. Anubis appears and presents the test of wisdom.
Listen to the story of Horus.Horus test – You have to
move 3 figures to the tribunal side of the river. Horus can only carry one at a
time. You cannot leave the brother and suspect alone. And also not leave the
suspect and witness alone. You have to do this in 7 steps.Go to right side of the
elaborate setup. Using the controls – cycle the figures to select them. The
panel icon is used to move Horus across the river.1. Select the killer.
Select panel for Horus to take the killer to other side.2. Select panel to bring
Horus back to this side.3. Select brother.
Select panel for Horus to take him across.4. Select killer.
Select panel for Horus to take the killer back this side.5. Select the witness.
Select panel for Horus to take witness across.6. Select panel to bring
Horus back to this side.7. Select the killer.
Select panel for Horus to take the killer to other side.All three are now at
tribunal side. The other door opens.
Armillary:
Disarming Susarro
- Watch Nico and George
enter the room with the Armillary.
The door shuts and alerts Susarro. Flab was
told to kill them.As soon as control is taken and the action gear is seen.
Press the jump action button (S). Watch George jump on Flap.The gun slides
towards Susarro. Immediately press the grab icon (S). George is hit by Susarro
and Nico comes to the rescue.
With the baddies asleep, Bruno explains that as
long as no one touches the armillary, the events will be fine. Stage right,
Petra appears and guess who – the Grandmaster. After disposing of Susarro
(shades of Star Wars), Petra and the Grandmaster departs.
Find a way to get
out:
Talk to Nico and Bruno.
Take the Key of Solomon from podium. Climb the steps on the other side of
the Armillary. When on the upper level, go left of the screen and see some
rubbles. Move towards right of screen (right arrow) when you see a box of
dynamite left by the Grandmaster and Petra. George moves towards the dynamite
and immediately press S when the jump railing icon appears.
Make an escape route:
Look around and see that
there are 2 movable pink stone blocks. Also note that there is a big slab of
stone to the left of the floor crack and the rubble at the back of the control panel.Move the pink block that
is at the floor crack to make a bridge on the circular walkway around the Armillary
and just in front of the control panel.Then move the other
block over the made bridge to the side in front of Bruno and Nico.Move the block as close
as possible to the right of the crack and left of the rubble behind the control
panel.Move the block that is
in the floor crack to make a bridge to the left of the crack and across the main floor
block you moved to this place.Push the other block to
the left of the crack.Push the block to abut
the slab at the end of the cracked piece of flooring. Climb up 2xs.
George
calls Bruno and Nico to follow. Before leaving, Nico noticed that the lines
converge in England – Glastonbury.
Horus puzzle room –
Since the characters came in the room, see Anubis repeating
words of the next test and the penalty associated.
Click for George to take
a statue and to sacrifice himself so that the others can be released.
Nico stops him. While
the argument ensues, Bruno decided to sacrifice himself. Nico and George leave.
Glastonbury
With Harry in his
new plane, George and Nico arrive at Glastonbury’s main street. They are met by
the Colonel and later by Melissa. Glastonbury is flooded.
Get to the other side
and up the Glastonbury Tor:
Go down the other end of
the road and see razor sharp blockade. Enter the building on the right that
contain crates. Note that when the view moved there is a possible exit on
the top of the wall that is damaged.
The object of the puzzle is to make a
3-crate height on the left under the break at top of the wall.1. Move the single crate
under the break on the left wall to area above the double crates on the left.2. Move the single crate
right of the partial middle wall to top area above the middle wall and right of
the Crate at #1.3. Move a crate under
the platform crate.4. Move the crate under
the window on the right to area below the crate of #3.5. Move the platform
crate on the moved crate below.6. Move the crate at #4
to space left of the now double stacked crates. You should now have 4 layers of
crates.7. Move the top crate to
the leftmost crate.8. Move the single crate
to the right of the now double stacked crate under the break on the left wall.9. Make a space between
the 2 crates under the platform.10. Push the left crate
under the platform to the left close to the double stacked crates.11. Move this #10 crate
above the #8 crate under the break on the left wall.
11. Push top crate to
single crate under the break on left wall.12 Climb to the middle
wall and push the topmost crate to the double stacked crates.
The baddies are here: Now, climb up and over
the wall. Nico follows. Meet Petra. Nico will handle the er… Petra and George
is to handle the Grandmaster.
The Grandmaster changes
to the Dragon. George falls in an earthquake fissure.
Chamber of the Sword:
See King Arthur and
Excalibur on the stone. Look at Excalibur and see a plinth on the stone that has
the same shape as the Key of Solomon. Place the Key of Solomon on the plinth.
Earth energy flows on the plinth and the sword. Take the sword. Arise,
Sir George!
Face the Dragon:
The first burst of
fireballs hits the women on the hill behind George. Run towards the dragon
while dodging the balls of fire. Escape the fire of the dragon by hiding behind the pile of
stones on the right and the wall to the left. After 3 bursts of fire, the dragon
has a brief rest. Run immediately to dragon and use the sword.
Defeat the dragon. Watch!
Where’s Petra? George throws the broken sword in to the river.
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MaGtRo
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