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Broken Sword: The Sleeping Dragon

by Tom Hayes 52 sections about 66 minutes to read

Preserved exactly as it was written, spacing included: this guide contains maps or tables that reflowing the text would destroy. It scrolls sideways rather than wrapping.

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                              FAQ/Walkthrough for
                      BROKEN SWORD 3: THE SLEEPING DRAGON

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GUIDE INFORMATION
-----------------

Author:   Tom Hayes
E-mail:   
System:   PC
Updated:  19th June, 2008
Version:  1.1


CONTENTS
--------

1. Introduction
2. Walkthrough
     2.1. Congo
     2.2. Paris
     2.3. Congo 2
     2.4. Glastonbury
     2.5. Paris 2
     2.6. Theatre
     2.7. Paris 3
     2.8. Congo 3
     2.9. Paris 4
     2.10. Theatre 2
     2.11. Susarro's Castle
     2.12. Paris 5
     2.13. Montfaucon
     2.14. Paris 6
     2.15. Armillary
     2.16. Glastonbury 2
3. Item List
     3.1. George
     3.2. Nico
4. Copyright information


VERSION HISTORY
---------------

1.1:  19th June, 2008   (Format update)
1.0:  22nd March, 2004  (First version)


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1.                                Introduction

===============================================================================


Broken Sword: The Sleeping Dragon is the third game in the excellent Broken
Sword series of graphic adventures. A young hacker, Vernon Blier, has decoded a
document known as the Voynich Manuscript, which explains why many earthquakes
have been occuring lately. He rings Nico (a journalist from the previous two
games) and tells her to come to his apartment so that he can explain his
findings, but before she arrives Vernon his shot dead by a mysterious killer,
and Nico arrives only to be accused of his murder. This starts one of the most
exciting Broken Sword games yet, which brings George Stobbart and Nico Collard
across the world, from the Congo to Prague, and from Egypt to Glastonbury in
England to discover the true source of these earthquakes.


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2.                                Walkthrough

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-------------------------------------------------------------------------------
2.1.                                 Congo
-------------------------------------------------------------------------------


PLANE
-----

The game starts with George sitting in the seat of the crashed plane. Use the
seat belt to unfasten it, and George will stand up. Get the bottle of beer from
the floor and walk to the south side of the crate on the left. Use the buckle
to unfasten it from the crate, then move around to right side of the crate.
Pull the crate east once, then push the crate south to the back of the plane.
We can now walk to the front of the plane without in overbalancing, so walk
through to the cockpit of the plane to see Harry, who is currently unconscious.

Look at Harry to discover a bottle opener. Combine the bottle opener with the
bottle of beer in the inventory, then give the open beer bottle to Harry to
wake him up. Get the nearby fire extinguisher, highlight the window and use the
fire extinguisher to break the glass. Attempt to climb out of the window and
the plane will start to tip again. Talk to Harry about Plane Tilts, and Harry
will go and sit on the crate at the back of the plane. Climb out of the window,
the plane will fall and Harry and George will both land on some cliff ledges.


CLIFF LEDGES
------------

Jump over the gap to the platform and pull up to the next platform to talk to
Harry, where George explains that he is here to meet Cholmondely. Walk over to
the right side of the platform to drop down to the crumbling platform below,
then quickly walk right again to drop down to the next platform. Jump up the
ledge on the right to see a thin ledge leading around the rock on the right.
Walk near to the wall and side step all the way around the ledge to the
platform on the other side. Drop down the next ledge to land near a waterfall.

Instead of jumping through the waterfall at this point, drop down the two
platforms near to the left side of it. Now jump through the waterfall to the
platform on the other side and step up the next platform to see another ledge.
For this ledge, tap the climb off action command to hold onto the edge of the
ledge, then continue moving right to make it to drop down to the platform on
the other side. Side step around the next ledge.

Climb up the next platform and jump over the gap to the other side. Climb up
the next five platforms above, then drop down to the next platform. Sidestep
around the next small ledge and jump up the two platforms on the left to arrive
outside the cave. A cutscene will play here where a man named Susarro stands
over Professor Cholmondely. As Cholmondely tries to explain, the man standing
next to Susarro shoots him, and George's first section ends here.


-------------------------------------------------------------------------------
2.2.                                 Paris
-------------------------------------------------------------------------------


OUTSIDE VERNON'S APARTMENT
--------------------------

Nico's first section starts with her wondering what has happened to her career
in journalism, and she has decided to follow up on the story of Vernon. As she
knocks on the door of his apartment, a gunshot is heard from inside. There is
no way into the apartment through this door, so we will have to find another
way in. Get the pencil from the pad on the wall, then open the window to walk
outside. Pull the birdbath back once, climb over it and push it forward once.

Climb on top of the birdbath, face right and jump to the pipe above. Move left
and drop down to the balcony outside of Vernon's apartment. These windows can't
be opened however, so half turn to face the railing and climb over it to the
other side. Move left along the rail and then climb over to the next balcony
after passing the spiked fence. Select the press card from the inventory and
use it to unlock the window, then open the window to enter Vernon's apartment.


INSIDE VERNON'S APARTMENT
-------------------------

Open the door at the other side of the bedroom to discover Vernon lying dead on
the floor. Look at the body to take Vernon's business card, then get the shell
casing on the floor at the right side of the body. Walk through the arch to the
next room, and a woman will jump out to point a gun at Nico. When you can,
quickly pick up the frying pan and Nico will throw it toward the woman. She
will shoot the gun, but it will hit the frying pan instead of Nico. Quickly
open the fridge door to throw the woman over to the other side of the room.

The woman will stand up and again try to shoot Nico, but the gun will fail and
she will quickly run out of the door. Nico will run outside of the apartment to
find that the mysterious woman has driven away in the car. Open the door to
return to the apartment and walk through the arch to hear the floorboard creak
under the rug. Move the rug and lift the loose floorboard to discover a small
safe which is locked at the moment. Walk back into the kitchen and get the bank
statement from the trash can.

Listen to the answer machine to hear the first message from Vernon's mother,
the second message is from Nico saying that she will be around at eight for the
interview, and the third message is from Beatrice saying that she will be
waiting for Vernon in the gardens after Nico's visit. Open the door to exit the
apartment and arrive on the balcony. Climb down both of the ladders to arrive
at the end of a small road near some trash cans.


OUTSIDE VERNON'S APARTMENT
--------------------------

There is nothing in the trash cans, but there is a piece of newspaper nearby.
Get the newspaper, then climb over the wall at Nico's left side and drop down
to the area on the other side. Walk to the bench at the left side of the area
and get the black wig, which Nico recognises as being an exact copy of her own
style. Look at the wig in the inventory to discover that the label had been cut
out, but that a few strands of gold hair were left inside.

Climb back over to the other side of the wall and run south to the main road.
Quarter turn left, run forward and go down the next road on the left to see a
woman with a broom outside of a restaurant. Ask her about the Blonde Woman, who
it seems escaped in a sports car. Run back to the main road and talk to the
skateboarder about the Sports Car to find out that it was red E-type Jag. Run
down to the other end of the main road and talk to the traffic warden about the
Shell Casing and Sports Car to discover its registration number.

After the conversation, the police will arrive to talk to Nico. They take her
to Vernon's apartment and accuse her of murdering him, but she explains to the
inspector that it was someone else who did the murder. When Nico gets a chance
to talk, tell the detective about the Blonde Woman, the Dark Wig, the Sports
Car, Vernon Blier and finally Nico Collard. Exit the conversation menu and the
detectives will take Nico away for further questioning.


-------------------------------------------------------------------------------
2.3.                                Congo 2
-------------------------------------------------------------------------------


INSIDE THE CAVE
---------------

We join George inside the mysterious cave that was found toward the end of the
first Congo section. Run south to find Cholmondeley lying on the floor mumbling
something about the world being in danger. He finishes with the word 'Susarro',
and then dies. Search Cholmondely to discover his I.D. Run to the table at the
top-right corner of the room and get the postcard from Glastonbury in England,
which was sent by someone called Bruno. Get the magnifying glass from the table
as well, and then run south toward the crate.

Push the crate south five times and it will move onto a pressure pad, causing a
nearby door to open. Run through the newly opened door to arrive in a room with
a strange machine which seems to have been partly destroyed. Use the panel in
front of the machine and it will attempt to start. Move right slightly and pull
the lever, which causes the machine to explode. The sound of men outside shows
that George has attracted some attention, but don't worry about them for now.
Run over to the right side of the destroyed machine and get the lever.

Go west toward the exit of the room, but stop before the doorway to see a small
device on the wall. Use the metal rod on the device and then pull it once. Walk
through the doorway to the next room and pull the crate back three times (as
the metal rod was used, the door remains open when the crate leaves the pad).
Push the crate east to the next room, then push it north to the wall at the top
of the room. Get the metal rod from the device on the left. Climb on top of the
crate, walk forward and jump up to the ledge above.

Walk north after landing on the ledge to arrive in a cave. Walk to the top of
the path and use the metal rod to knock down the bird's nest. Get the nest from
the floor and then walk south to find a thin ledge leading off to the left.
Sidestep along this ledge to the platform on the other side. Jump up to the
ledge above and climb left along and around the corner. Drop down to the
platform below and jump over the big gap on the left. Continue left, jump and
grab onto the ledge and pull up to exit the cave.


OUTSIDE THE CAVE
----------------

Run south to the top of the path to find a big statue of a dragon head. George
will notice Harry in the truck below, as well as Susarro and two guards who are
standing in the main area. Use the bird's nest in the hole of the statue, then
use the magnifying glass on the bird's nest. The sun will reflect off of the
rays of the sun and burn the nest, which will create a fire in the middle of
the dragon's head. The guards will run away, but Susarro will start walking
toward George. As soon as you gain control, quickly run toward the back of the
truck and jump in to escape from Susarro.


-------------------------------------------------------------------------------
2.4.                              Glastonbury
-------------------------------------------------------------------------------


George arrives in Glastonbury in search of Bruno, the man named in the postcard
that was found in the Congo. Run up the road to the pub at the end and talk to
the man sitting on the bench about Eamon O'Mara four times to discover that he
is a poet and reporter, who has come to Glastonbury to do a TV show. Exit the
conversation, cross to the other side of the road and enter The Cosmic Faerie
about half-way up the road. Look at the postcards on the stand to see a stack
of cards that look exactly the same as the one found in the Congo. Look at the
poetry book on the counter and George will notice the silver coins.

Read the book, and then talk to the shop owner, Tristram Hillage, about Eamon
O'Mara. George will tell him that Eamon O'Mara may be interested in his poetry,
so Tristram will give George a copy of his book. Exit the conversation and exit
the shop. Walk back down to the pub on the other side of the road and talk to
Eamon O'Mara about Tristram Hillage twice. George will show Eamon the copy of
the Tristram's book and he will read it. After realising that the book is full
of poetry written by other authors, Eamon charges into the Cosmic Faerie.

While Eamon is quoting poetry to the Tristram, George can now walk up the steps
at the side of the shop without being stopped. After gaining control, walk up
the steps to the second floor to meet Melissa, the daughter of the Colonel that
is angrily marching around outside. Ask her about the Man and Tristram Hillage
twice. George will walk downstairs to tell Tristram that Melissa now knows that
he had been copying poems. Ask Tristram about Colonel Butley and George will
threaten to tell Butley about him. Ask about Bruno to get some boxer shorts,
then exit the shop. Run down the road and enter Zazie's Kiosk.

Combine the metal rod and the poetry book with coins in the inventory to remove
the three silver coins from the book. Walk north to sit down at the table, then
give her one of the silver coins. Show her the Glastonbury Postcard and she
will say that the psychic imprint on the card is too faint to read well. She
says she needs something more personal of Bruno's to make an accurate reading,
so give her the boxer shorts. She will mention something about dragon fire, say
something about Bruno only having minutes to live and will then faint on the
table. George exits the kiosk to see a barn burning in the distance.

Cross over to the other side of the road and try to open the door at the left
side of the Yeomen's Arms pub to find that it is locked, so talk to Eamon on
the bench and he will help to break down the door. George enters the area with
the burning barn to see a hooded monk walking away, but decides not to follow
as Bruno must be saved from the barn. Walk over to the front of the barn to
find four crates. Pull the right crate back three times over to the front of
the two middle crates. Push the left crate forward twice and right once, then
push the highest of the two bottom crates forward twice. Climb on top of the
highest crate, walk forward and climb into the barn.

Walk forward and untie the hands of Bruno. Climb out of the barn, and George
and Bruno will escape just before the barn explodes. George takes him to the
main road and realises that Bruno is in fact Ostvald, a nobel prize winner that
George last saw in the Hotel Ubu in Paris. Talk to him about the Robed Figure
and Ostvald says that it may have been one of Susarro's men. Ask about Susarro
three times, and Ostvald will explain that Susarro is now the new Grand Master
of the Neo-Templars, which he has named The Cult of the Dragon. Ask about Dr
Cholmondely twice, Earth Power twice to hear an explanation on geomantic energy
and then ask about Glastonbury Tor. George's section ends here.


-------------------------------------------------------------------------------
2.5.                                Paris 2
-------------------------------------------------------------------------------


We rejoin Nico back in Paris, where it turns out she had been in a cell for two
days on false charges. After the phonecall from Candice at Nico's work, open
the apartment door and travel to Vernon's Apartment Area. You can ignore the
two people that are discussing Nico in the first alley, as talking to them only
reveals that one of the women still believes Nico to be the killer. Walk north
down the road and go down the second alley on the right. Run to the end and
climb up both ladders to arrive outside the door of Vernon's apartment.

Use the newspaper on the door and Nico will slide it under. Use the pencil on
the door, and Nico will push the key out of the keyhole so that it lands on the
paper. Get the newspaper and use the key on the door. Open the door to enter
the apartment kitchen. Run over to the top-right corner of the kitchen and get
a tissue from the counter near the trash can. Walk through to the next room of
the apartment. Open the door to the bedroom and give the tissue to Beatrice.
Ask her about Vernon's Safe and she will say that she doesn't know what the
password is, but that Vernon frequenly asked when her birth date was.

Exit the conversation and open the door to exit the bedroom. Use the floor safe
under the arch and select Beatrice to use her birth date as the combination,
which opens the safe. Get the diagram and DVD from the floor safe, then open
the kitchen door to exit the apartment. Climb down both ladders and run up the
alley to the main road to see a red sports car suddenly drive toward her. Keep
tapping the S key to dodge the car, which will drive away. Walk south to the
end of the main road and select Nico's Apartment to return there. Run over to
the table and use Vernon's DVD on the TV/DVD player.

A movie of Vernon will be shown, who explains that the manuscript he had been
paid to decode had a deadly secret, which tells of a power that could destroy
all of mankind. The power flows around the Earth in ley lines, which an ancient
civilisation found out about and used, but almost destroyed the world when they
become greedy of the power. Vernon then says that the people that paid him want
him to harness this power, which could mean the end of the world. He then says
that two things are very important: The Key of Solomon and the phrase "Devils
and Witches dance with cows on the Sabbath. He tells Beatrice that he fears for
his life, tells her he loves her, and then the movie ends.

After the movie, use the phone on the table and call Andre Lobineau. Tell him
about Vernon Blier and Nico will explain about the DVD she just watched. Andre
will agree to come over to the apartment to watch the DVD. Andre says that he
has no idea what the diagram is, but explains that the Key of Solomon is a
fabled book that holds the wisdom of Solomon. Nico then tells him about the
strange phrase she heard, and Andre mentions that devils and witches used to
dance on the Ile St Louis. Use the phone to call the Newspaper, and ask about
the Theatrical Mask. Exit the apartment and select the Theatre. After the phone
call from Nico's boss, Nico will exit the apartment to journey to the theatre.


-------------------------------------------------------------------------------
2.6.                                Theatre
-------------------------------------------------------------------------------


NICO
----

Nico arrives outside the theatre on the Ile St Louis at night, but as is to be
expected from an old abandoned theatre the front doors are locked. Go right
down the road and take the first alley on the left to see a red sports car at
the end. It looks suspiciously like the one that tried to knock Nico over
earlier, so check in the window of the car to see the theater mask that the
traffic warden described. Run back around the corner in the road to view the
building on the left and metal construction platforms on the other side.

Jump and climb up to the first of these platforms platforms, then climb up the
ladder to the second floor. Run around the corner to the end, half turn and
pull up to the third floor. Walk forward slightly after landing and pull up to
the fourth floor. Run around the corner, drop down to the third floor and climb
up the ladder to the fifth floor. Pull up to the sixth floor just in front of
Nico to see a billboard. Untie the string holding the billboard. Nothing will
happen just yet as we have to move the base of the billboard.

Drop down to the fifth floor, climb down to the bottom of the ladder and pull
up to the fourth floor. Run around the corner and drop down two floors to the
second floor. Run around the corner on the right and continue forward to see a
ladder and a gap to the next platform. Ignore the ladder and jump over to the
other side of the gap. Move forward to the end, half turn and pull up to the
third floor. Run left and pull the crate back three times.

Climb onto the crate, walk to the right edge and pull up to the platform where
the base of the billboard can be seen. Unattach the metal clips at the base of
the billboard and it will fall over to the building on the other side of the
road. Nico will climb over to the building, and just as she jumps down to the
metal platform on the other side the billboard will plummet down to the road.
Climb up the nearby ladder to arrive on the roof, where all three of the doors
up here are locked. Climb down the long ladder on the left and open the green
double doors at the bottom to enter the theatre.

Inside, walk down the steps and go through the doorway at the top-left corner
of the room to enter the hall. Go down the three sets of steps and open the
door at the bottom to enter the waiting area. Run left to the popcorn stand and
Nico will hear someone coming. A few seconds later we hear the raspy voice of
Susarro and Petra, the woman that tried to kill Nico. Nico leans on a paper cup
and makes a small noise, which causes Susarro to rush over to the stand and
find her. Nico's part ends here.


GEORGE
------

George arrives outside the theatre with Bruno, who refuses to go any further at
the moment. Run north up the road and go through the first arch on the right to
arrive in an area with an orange recycling bin. Run over to the crate at the
left side of the recycling bin and move it back three times, right nine times
and forward three times so that it stops in the gap at the right side of the
container. Climb on the crate, face left and close the lid of the container.
Climb on top of the container and operate the window to unlock the latch, then
open the window to arrive in the book repository.

Run to the other side of the room and open the door to arrive in a large room.
Walk north from where George is currently standing and open the door at the
top-left corner to enter another small room, with three crates nearby and a
single crate over in the top-left corner. Run to the top-left corner and pull
the crate back twice and right seven times. Push the next crate on the right
once to the right so that it touches the edge of the double crate. Push the
previous crate right four times and then climb on top of it. Pull the top-right
crate back one space to reveal a light switch.

Press the light switch to turn on the lights in the store room. Climb back up
on top of the right crate and push the top-middle crate once to the left. Drop
off the right crate and pull the middle crate back twice to reveal a trap door.
Open the trap door and George will climb down the ladder to the secret passage
below. Run down this passage and climb up the ladder at the end to arrive in
the boiler room. Climb up the ladder in this room to arrive in the theatre,
where George sees some characters on the stage. Slowly, it dawns on him that
the person on the stage is in fact Nico Collard.

After Susarro and Petra leave the stage, George is left standing at the back of
the room. Run to the top-left corner of the room, then run down the slope at
the side of the room leading down toward the door near the stage at the bottom.
Go through the doorway and climb up the ladder to the dangerous gangway above.
Take the first gangway on the right and pull the wire to lower the lighting rig
slightly. Jump to grab onto the edge of the rig, and slowly move left along to
the gangway on the other side of the gap.

Drop down, run around both corners and climb up the steps. Use the first
sandbag, and George will drop the sandbag so that it lands near Flap. While he
is glancing around trying to find out what happened, quickly use the second
sandbag to push it on top of Flap. George will then climb down from the rigging
to untie Nico from the chair. After bringing her up to date on the events that
have happened so far, she will agree to explore the theatre.


GEORGE AND NICO
---------------

Flap can be searched but has nothing worth taking, so walk south to the edge of
the stage and drop down to the floor. Run up the long slope to the top of the
theatre room and go through the doorway on the left to enter the room with the
popcorn stand. Run behind the stand and get the paper cup on the floor, then
run back through the doorway to the theatre stage room. Run down the long slope
toward the stage, and go through the doorway at the left side of the stage to
see a long set of steps leading down.

Run down these steps to arrive in an area under the stage. Take the first turn
on the right, and then the next turn on the left to arrive in an area with an
old elevator, which used to be used to transport actors up through a trapdoor
to the middle of the stage. Run to the crate near the right side of this small
room and get the theatrical grease paint from the box on top of the crate. Walk
up the two steps to the elevator and press the button on the left to move up
through the trap door to the stage.

Combine the theatrical grease paint with the paper cup in the inventory, then
use the cup holding grease paint with the stage light on the edge of the stage
to make the cup of melted grease paint. Run down the steps at the top-left
corner of the stage, then go south down the next set of steps to return to the
area under the theatre stage room. Take the first turn to the right, run north
to the junction, then turn right and open the first door on the right to enter
a dressing room.

Attempt to open the safe under the desk at the other side of the room and
George will find that it is locked. Open the door to exit the room, run south,
go around the corner at the end and open the door on the left. Run down the
steps and a man will scream, shooting bullets through the door and yelling at
George and Nico to go away. Open the first door on the right to enter a room
which has a support strut in the middle.

Look at the strut and George will figure out that it must be holding the weight
of the safe in the dressing room above. Attempt to push the strut and George
will be unable to move it. Use the melted grease paint on the strut, then open
the inventory and select Nico. She will help George push the strut, which falls
over and causes the safe to crash down into the room. The safe smashes open and
reveals two items inside. Get the crystal covered artifact and the security
swipe card, then open the door to exit the room.

Run south down the hall to find the smoking remains of a dead body. Searching
the body reveals nothing, so walk to the card reader at the right side of the
large door and use the security swipe card on it to open the door. This reveals
an elevator, which George and Nico step into to descend even further down into
the mysterious theatre. When the doors open, run up the red tunnel to find a
plate with a symbol carved on it. The plate is too heavy to lift up, so
continue up the tunnel to arrive in a big circular room with lightning flashing
from large crystals in a strange device below.

A bridge leads out to a disc in the middle which has a column of energy that
leads up from it. Cross the bridge and George will reach into the column. After
he removes his hand from the energy, reach into it again to get the Omega stone
that is hovering in the middle of the energy beam. Run south down the path and
George will look down to the floor far below, seeing a cloaked man shooting
lighting. Suddenly the elevator starts rising up the shaft, so quickly run to
the edge of the path and climb down to hang onto the edge.

Susarro and Petra will emerge from the elevator, so start moving along to the
left until George is near Nico. Climb up and Petra will point the gun at George
and fire, but it won't work. As she alters the gun to get a bullet that does
work, the game will resume. Quickly tap left and then run down the tunnel,
making sure to avoid bumping into the sides. At the end of the tunnel George
and Nico will run into the elevator and move up to the floor above. After
exiting the elevator, use the bottle opener on the doors to stop the elevator
from going back down the bottom floor. Run all the way down the hall, climb up
the steps at the end and open the door at the top.

Run down this hall, take the first exit on the right and then run to the
elevator platform on the right. Press the button to lower the elevator. Stand
on it and press the button again to rise up to the middle of the stage. Climb
down from the stage, run up the slope to the top of the room and climb down the
ladder to exit the theatre. George steps outside and meets a man who asks him
if he is George Stobbart. Saying yes was obviously not the wisest thing to do,
as the man shocks George with a taser and steals the crystal covered artifcact.
After a brief scene where Susarro and Petra find out that the safe was broken
open, George and Nico's section at the theatre will end here.


-------------------------------------------------------------------------------
2.7.                                Paris 3
-------------------------------------------------------------------------------


After his shock with the taser, George finally comes around in Nico's apartment
back in Paris. With him are Andre Lobineau and Bruno Ostvald. Ask about the
Omega Stone and George will mention that he has seen the exact same symbol
before at the Congo, in a slot in the wall. Ask about Bruno Ostvald, Andre
Lobineau, Key of Solomon twice and Nico Collard. Exit the conversation menu and
George and Nico will agree to head back to the Congo.


-------------------------------------------------------------------------------
2.8.                                Congo 3
-------------------------------------------------------------------------------


TEMPLE
------

Harry drops George and Nico off outside the temple. Walk to the doors, open the
inventory and select Nico, who will pull the doors. While she is pulling, use
the metal rod on the doors to pry off the padlock. Open the doors to enter the
temple and run through the arch to the next room to hear a quiet earth tremor.
Walk to the door at the top-left corner of the room and use the Omega stone on
the slot to open the door. Run through the doorway to arrive in a long room
with a dead guy lying on the floor in the middle of the room.

Run down the steps and step on the yellow slabs to trigger some spikes, which
shoot out toward George. Nico quickly rushes out to grab George and pull him
out of the way just in time. Walk to the ledge on the left and jump up to hang
onto the edge. Climb right all the way along the ledge to pass the three sets
of spikes, and then drop down to land on the floor. Walk to the pair of cogs
and use the metal rod on them to allow Nico to cross. After Nico makes it to
the other side, move over to the left side of the room to find two block.

Move the nearest block back twice and then left seven times. The spikes will
pop out as usual, but will be stopped by the block. Run back to the other block
and move it back three times and left four times. Climb over to the other side
of the block and push the first block forward twice so that the second set of
spikes appear. Climb over the block and search the skeleton on the floor to
find an ancient scarf. Look at it in the inventory to find a metal plate. Run
back to Nico and go through the doorway to the next room.


TILE ROOM
---------

Walk forward after entering the room to see that the floor is paved with tiles
that have drawings of different animals carved on them. Open the inventory,
select Nico and ask her to stand on the fish tile. When she does this, all
tiles that have the fish carving on them will be illuminated and safe to walk
on. Have George walk forward, left, forward twice and then left to make it onto
the next blank tile. Next tell Nico to stand on the Scorpion tile, and follow
the illuminated path along to the second blank tile.

Tell Nico to stand on the snake tile, and follow the lit tiles. Fish tile next,
then the bird tile, and then the scorpion. After following the scorpion path
along to the next blank tile, we reach a junction in the maze where snake tiles
lead off in various directions. Tell Nico to stand on the snake tile, and then
follow the bottom-left snake path to the next blank tile. Tell Nico to stand on
the bird tile and follow the path to the end, then the fish tile, scorpion, and
finally the snake. Follow the snake path along to the blank tile, climb up the
ledge and run through the doorway to the next room.


TEMPLE
------

Run to the bottom-left corner of the room and hang off the edge of the ledge.
Drop down to the platform below and jump over the gap to the next platform.
Hang off the edge of the platform and climb right along the small ledge as far
as George can go. Drop down to the platform below, walk right and drop down to
the next platform. Drop off the south edge of this small platform to land on
the floor at the bottom of the cave, then walk through the nearby entrance to
arrive in a room which contains one of the most difficult block puzzles so far.

Climb up the first step in the middle of this room to find three red blocks. As
the blocks are all at different heights, I'll refer to them as low block,
middle block and high block. Push the middle block north onto the top of the
low block, then push the middle block west seven times and north once. Move the
low block south twice, west nine times, north four times and east twice. Push
the middle block north twice. Move the top block east four times. Move the
middle block south three times, east four times and north three times.

Push the top block east three times. Move the middle block south three times
and east twice. Move the low block west twice, south four times, east nine
times and north twice. Move the middle block east once and north twice. Move
the top block south once and east three times so that the right edge of it
rests on the long bridge of rock. Now the block will prevent the bridge from
tipping up when George attempts to run over it, so run over to the other side
of the bridge, jump the gap and go through the tunnel to the next room.

We now find ourself in a large circular room with four strange devices pointing
toward a pit in the middle of the room. Run over to the control console at the
other side of the room to see two extra options appear on the command menu:
Rotate left and rotate right. Start by rotating the dial left twice to move the
direction of the electricity. Press the panel and the bottom-right piece of
machinery will move into the middle of the area. Rotate the dial right, then
press the panel so that it joins the piece at the top-right corner.

Move the top-left piece into the middle, rotate it left once and then move it
forward so that it joins the piece of machinery at the top-right corner. Move
the bottom-left piece forward to the middle, then move it again so that it
joins the rest of the machinery at the top-right corner. With all of the pieces
joined, a beam of light will be blasted through to the next room. Run to the
arch below the beam of light and George will spot a lightning symbol, which he
says is just like the one in Paris. Continue thorugh the arch to the next room.


CRYSTAL ROOM
------------

Run forward after entering this room to find a series of crystals, with the
beam of light from the previous room bouncing off the first crystal. Rotate
this crystal right once and the light will bounce off to the second crystal on
the left. Rotate the second crystal left twice, the third crystal right once,
ignore the fourth crystal and rotate the fifth crystal left once to push the
machinery piece left. Run up the newly revealed steps to find Nico, who follows
George back down to the room with the crystals.

Rotate the third crystal left once so that the energy beam is flowing toward
the sixth crystal on the left. Turn the sixth crystal left twice and the
seventh crystal right once. The beam of light should now reflect off the eighth
crystal and hit the piece of machinery. Run through the arch to the previous
room with the four pieces of machinery that have been placed together, and push
the panel on the right machinery piece to reverse the energy flow of the beam.
Run back through the arch to the room with the crystals.

As the flow of energy was reversed, the beam will pull the piece of machinery
back from the pillars at the top-left corner of the room. Press the panel near
Nico and some lights will appear on the lightning symbol. Press the other panel
on the left, then go and talk to Nico about the panel. She will agree to press
the panel at the same time as George. Walk over to the panel on the left and
press it, which causes all of the lights around the symbol to light up. Run
through the newly opened door to exit the crystal room.


JOURNEY TO THE ALPHA STONE
--------------------------

Drop down the ledge on the right, jump over the gap and follow the path around
the corner and along. Climb up the next small step and continue through the
doorway to arrive in a room with a large door. Use the metal plate on the panel
on the wall, then quickly use the scarf on it to prevent the plate from popping
out. George will ask Nico to hold the plate. When she does this, run through
the open door to arrive in another power site that seems exactly the same as
the one back in the theatre in Paris. Walk down the path and get the alpha
stone from the column of energy.

Run back along the path and go through the doorway to return to the room with
Nico, then continue forward and go through the next doorway to return to the
large cave. Drop down the step and move forward slightly to hear a familiar
voice: Petra, who is once again pointing a gun toward George and Nico. As the
earthquake happens and Petra falls down, quickly run left to avoid the two
falling rocks. As soon as you gain control, quickly run left and jump over the
gap before the next piece of rock falls. Climb up the ledge and run through the
doorway to exit the Congo and return to Paris.


-------------------------------------------------------------------------------
2.9.                                Paris 4
-------------------------------------------------------------------------------


George and Nico return to the apartment to find Andre sitting down on a chair.
The apartment has been searched by some of Susarro's goons, and the detective
that arrested Nico on false charges is currently talking on his phone. The
detective explains that it wasn't his choice to keep Nico in jail for so long,
that the red sports car has had all information regarding it mysteriously
classified, and that there was a source of Susarro's within the police force
that actually had control. Beatrice will come into the apartment to join the
conversation, and George and Nico bring her up to date on the events that have
happened. After the conversation ends, Nico will return to the theatre.


Other guides for Broken Sword: The Sleeping Dragon