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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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2.10.                               Theatre 2
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Run right after arriving in the theatre to enter the stage room. Run down the
slope toward the stage, then go down the steps at the left side of the stage to
enter the hall. Run north down the hall to the junction and open the first door
on the right to return to the room where the safe used to be. Walk over to the
other side of the room and climb down the hole to drop down to the room with
the fallen support strut. Open the nearest door to exit the room.

Run north around the corner and open the first door (which the man was shooting
bullets through earlier) on the right. Run through the doorway to the next room
and Flap will grab Nico. Press the operate button when it appears and Nico will
hit Flap with a vase. Walk through the doorway, move around to the other side
of the table and look at the security report to find the location of Susarro's
castle in Prague. Nico will automatically travel to the castle.


-------------------------------------------------------------------------------
2.11.                             Susarro's Castle
-------------------------------------------------------------------------------


GEORGE
------

George and Nico arrive outside the door of Susarro's castle. Press the button
near the right side of the door to meet the guard, who grumpily tells George to
get lost. Talk to Nico about the button, and she will agree to try and distract
the guard while George creeps inside. Run away from the door and hide behind
the left wall until Nico walks away with the guard. When he faces toward Nico,
creep onto the path and move through the doorway.

After passing into the area outside the castle, climb up the wall on the left
and jump down to the grass area on the other side. Run left after landing to
find the exit of the area, but don't leave just yet. Watch the guard and his
dog walking nearby. When they walk toward the arch near the top-right corner of
the screen, then quickly creep out and climb the steps at the top-left corner
to arrive in an area with a moving spotlight.

Run south after entering the area and follow the wall along to the corner to
find a series of trash cans. Look in the left trash can to find some string.
Run right and look in the third trash can for the half-eaten burger, and also
look in the right trash can for the aluminium foil. Run right from the trash
cans to the curved wall, and then run around to the right side of the wall to
see some windows. When the spotlight moves south, run right through the arch at
the other side of the area to arrive in a small area with some crates.

Push the top-left crate forward once. Pull the single left crate down once,
right twice and forward once so that it is now on the right side of the two
crates. Push the top-left crate right onto the single crate, climb up onto the
top-right crate and then climb up to the gap above. Drop down to the walkway
and run south to the wall at the end. Climb up to the top of the wall and run
along the thin ledge at the side of the building.

Climb over the two walls and continue around the next corner in the ledge to
see a guard down on the left. Climb down from the wall and run south through
the arch to arrive in a small grass area with a tree at the top. Go through the
arch at the right side of the grass area to see a guard walking up at the top
of the screen. When he walks right and pauses, quickly creep right across to
the next arch to arrive in an area with another crate puzzle.

Start by pulling the nearest crate south once. Climb over it and pull the
second crate east once. Climb over it and push the third crate north once, then
push the fourth crate west once. Climb on top of the fourth crate, jump to hang
onto the wall and then climb up to view an area below with a guard standing at
the right side of a large container. Drop down from the wall and creep along at
the side of the fence to see a dog. Give the half-eaten burger to the dog and
it will no longer growl when George walks near.

Creep around the large container and move to the top-left corner of the area,
then creep right staying close to the wall and pass through the arch. Walk
south on the other side of the arch, then walk east along near the wall to meet
Nico, who says that George needs to find a remote control to open the gate.
Continue following the wall east until George arrives in an area with a jeep.
Look in the front of the jeep and George will find a remote control.

Follow the wall back along to Nico and use the remote control on the gate to
open it. The guards will be attracted by the noise, but George and Nico will
automatically run and hide behind a container. Continue east from here to find
a small gate with a red button nearby. Press the button to open the gate, which
will close when George lets go. Open the inventory, select Nico and she will
agree to hold the button. Run through the open gate and get the piece of coal,
and also get the car jack handle from the door.

Run back out of the gates and continue running along near the wall to return to
the area with the jeep. Use the car jack handle on the car jack under the back
of the jeep, then release the handbrake at the front of the jeep. Move around
to the back of the jeep again and push it. Climb on top of the front of the
jeep and then climb up over the wall to land on the roof. Use the drainpipe on
the side of the building and George will climb up. It will break as he reaches
the top, leaving Nico alone on the roof.


NICO
----

Get the drainpipe bracket on the floor near Nico, then climb down from the roof
by the leftmost gap to land on the front of the jeep. Drop off the side of the
jeep and run toward the black car at the top-left corner of the area. Climb
onto the front of the car and use the drainpipe bracket on the window to open
it, then climb through the window to enter Susarro's castle. There's nothing to
do in this room, so run up the steps and open the door at the top.

Nico will automatically creep to the entrance hall of the castle to hear two
guards talking about Petra. Run north after regaining control and climb up the
steps to the second floor. Run north up the hallway and go through the first
door on the right to arrive on the second floor of the foyer, where Nico will
accidentally step on a creaking floorboard. The guards will come upstairs, but
Nico will hide behind a plant to avoid being seen.

The floorboard won't creak again, so run back that way and go through the
doorway with the red curtains at either side. Run all the way along this hall
and open the final door on the left to enter Petra's bedroom. Open the case at
the bottom of the bed and get the hair dryer. Run around the purple screen at
the corner of the bedroom and open the case. Get the wig from inside the case,
then look at the case to discover that it has a hidden compartment.

Try to open the case and Nico will find a tiny button. Use the pencil on the
case and Nico will press the button, which opens the compartment containing
three knives and a grind stone. Get the grind stone, exit Petra's room and run
back down the red hallway. At the end of the hallway, go through the first door
on the right, go down the steps at the end of the hall and then run left at the
bottom to arrive in the room with the guards. Run across to the other side of
the room and open the door to enter the kitchen.

An annoyed-looking chef will be struggling to cut some carrots with a dull
knife. Give him the grind stone, and he will turn away. Get the industrial
bleach from the shelf at the side of the kitchen, then exit the kitchen and run
back up to Petra's room. Enter the bathroom and put the wig in the sink, then
use the industrial bleach on the wig to dye it and use the hair dryer to dry
it. Nico will put on the wig, and will now look very similar to Petra. Exit the
bedroom, run down the hall and Nico will be caught by the guards.


GEORGE
------

We rejoin George back on the high ledge that he climbed up to by using the
drain pipe. There's no way back down that way, so run south to find a crate.
Move the crate west five times, south three times and west once, then climb on
it and jump up to the high path above. Run up the steps to find a door at the
top, which won't open. Climb over the low ledge on the right, run along to the
corner and push the weather-weakened gargoyle off the ledge.

Continue running along the ledge at the side of the building until the ledge
narrows. Move close to the side of the castle and press the action button to
press up close to the wall. Walk east along the thin ledge, then get off at the
other side to safely make it onto the wide ledge. Run around the next corner of
the ledge and then drop down to the roof below. Face the right side of the two
windows and jump up to grab onto the beam above. Climb right and drop down to
the floor below at the far right side.

Climb through the open window to enter a small store room. Run to the other end
of the room and climb up the steps to find some crates, four of which are
moveable. Start by pushing the high top crate north once so that it moves onto
the top-left crate. Move the bottom-left crate east twice and north once. Pull
the high top-left crate east twice, pull the low top-left crate south once,
then climb over it and go through the gap to exit the room.

Run north after arriving on the walkway, follow it around the corner and run
down the steps to the area with the tree at the bottom. Run straight forward to
the alley and look at the old drain pipe. Get the tin cup from the drain pipe,
then run back up the steps and go through the window to return to the store
room. Climb over the crate, run to the other side of the room and use the oil
lamp to start the oil dripping.

Use the tin cup on the oil, then turn off the oil lamp, climb back over the
crate and go through the window to exit the store room. Run north up the
walkway and go back down the steps to return to the area with the tree. Run to
the top-right corner of the area to find an old iron grate. Try to open the
grate, and George will explain that the hinges were too badly rusted for the
grate to open. Use the cup filled with oil on the grate, then open the grate
and climb down through the hole to enter the castle.


NICO
----

Due to Nico wearing the blonde wig, the guards assume that Nico is Petra and
will walk away. Now Nico can walk freely around the castle without being
caught, so open the front door to the castle to walk outside. Run right and go
down the steps to an area with a guard at the top. Run north to the guard and
pass around either side of the small building behind him, then talk to the next
guard standing under the arch to receive an unvalidated card. Run back to the
left around the side of the building, then continue up the steps at the other
side of the area. Open the front door to return to the castle.

Run right after entering the castle and open the door to enter the security
room. Give the unvalidated card to the woman at the desk, then get the
validated card and exit the room. Run right to the other side of the castle to
see a door with a card reader. Use the Page Up button to select the card
reader, then use the validated card on the door to open it. Climb down both
sets of steps and follow the tunnel to see a shadow moving down the hall. Nico
picks up the fire extinguisher and gets ready to attack.


GEORGE
------

After opening the grate and climbing down the hole, George has arrived in a
room with an old washing machine at the top-left corner. Move the washing
machine west twice, south twice and west nine times to push the machine onto
the trolley. Run around to the other side of the wall and use the trolley to
push it and break open the locked door. Run south down the hall and around the
first corner, then take the second exit on the right and continue north to meet
Nico, who promptly smacks George with the fire extinguisher.


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

So, that's who was walking toward Nico! After George manages to stand up and
find out that he's not face to face with Petra but instead Nico wearing a
blonde wig, the gameplay will resume. Run south toward the security door on the
left, then open the inventory and use Nico on the door to unlock it. Open the
door, run over to the other side of the room and get the guards uniform from
the open locker. After George has changed, open the door to exit the room, run
north up the tunnel and then west at the junction.

Continue north up the tunnel to meet a guard, who jumps out to say that he
should go to the front desk to check that George and Nico will pass. A quick
threat from Nico soon scares the guard, and the duo continue through to the
other side of the door. Run south down the steps and around the corner in the
tunnel, then continue south and run through the gate at the end to arrive in a
room with some crates. Yes, it's yet another crate puzzle.

Move the only single crate south three times. Move the left double-crate
nearest the gate west once and south three times. Move the single crate near
the gate south four times and east twice. Move the top crate west twice and
north once. Push the middle crate north twice and west once, then push the top
crate north once more so that it is below the grille on the wall. Listen
through the grating to see Bruno in the next room.

George and Nico will call him and he will wake up. Bruno explains that they
have been torturing him, and that he has told Susarro everything except the
location of the Key of Solomon. Susarro, the real Petra and Flap then enter the
room. Susarro sees the scarf that Flap is wearing and figures out that it was
the St Stefan emblem of the Knights Templar, and says that he shall go to Paris
to retrieve the key. After the cutscene, use the silver coin to unfasten the
screws and then tell Nico to climb through the grille.

After Nico unlocks the door, run north up the tunnel and open the door to
arrive in the room where Bruno was sitting. A map is on the wall that matches
the diagram in the video, and seems to indicate that the Armillary is located
in Egypt. Look at the desk and George will look under it to discover a secret
button. Use page down to select the button, then press it to open a hidden
door. Run north through the doorway to exit the castle and see Bruno being
loaded into a helicopter to be taken off to the Armillary.


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2.12.                                 Paris 5
-------------------------------------------------------------------------------


George and Nico return to Nico's apartment in Paris to see Andre and Beatrice
sitting on the couch. George asks Andre to explain about the St Stefan chapter
emblem on the coat of arms, and Andre explains that the chapter used to have
their old base in Montfaucon. George remembers from his first adventure that
the catacombs under Montfaucon were used as a secret Templar meeting place, so
he decides to head off alone to Montfaucon to find some clues.


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2.13.                                Montfaucon
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SURFACE
-------

After arriving in Montfaucon, run south from the fountain to see a house that
is currently under construction. Climb up to the platform at the right side of
the house, climb up the ladder to the second floor and then jump over the gap.
Walk forward and the woman will tell George to climb down. After he returns to
the bottom of the scaffolding, run to the left side of the house and talk to
the woman that is sitting on the chair. Ask her about the urinals three times
and George will insult her pissoir, which she goes off to clean immediately.

When she does this, quickly climb up the scaffolding of the house, jump over
the gap again and run around the corner. This time the woman won't tell George
to get down, so climb down from the end of the platform and drop down to the
platform below to see some rope. Get the length of rope, then jump up to the
second floor again to climb down from the house. Run south and walk around to
the other side of the yellow truck. Turn off the compressor, then quickly run
around the truck and get the sewer key from Flobbage's tool-bag.

Combine the length of rope with the sewer key in the inventory, then use the
rope tied to sewer key with the manhole. Run around to the front of the truck
and look at Alphonse. Run to the back of the truck and talk to Flobbage about
himself twice and then Alphonse twice. Exit the conversation, run to the back
of the truck and talk to Alphonse in the truck. George will shout that there is
an earthquake and Alphonse will drive away, dragging the manhole cover with
him. Climb down through the ladder in the manhole to enter the sewers.


SEWERS
------

Run across the bridge and follow the path left around the corner to see a door
with a skull on it. Use the stone cylinder on the skull, and a secret doorway
will slide open. Run through the newly opened door to descend some steps to the
Templars hideout. Follow the hallway along until the first junction, where we
have the choice of running straight on or going right. Take the right path and
follow it along to discover a pool of blood on the floor. Silent Hill, anyone?
Continue on down the hall to the next junction.

Follow the bloody footsteps north up the hall and through the first doorway on
the right to arrive in a room of Templars which had been killed by Susarro and
his men. Search the body behind the door to discover an old iron key. Exit the
room and run north up the hall to see a guard in the kitchen. Run south back
down the hall and go through the first doorway on the right to return to the
room with the dead Templars. Use the microwave at the corner of the room, then
quickly run out into the hall and through the doorway on the left.

The microwave will ring after a few seconds, which brings the guard running
down from the kitchen at the north end of the hall. The guard will stop near
the room where George is standing, and will then walk into the room with the
dead Templars. When he does this, quickly run out into the hall and close the
door, then use the old iron key on the door to lock it. Run north back up the
hall to enter the kitchen, and then go through the door at the right side to
enter a hall where the trail of blood continues.

Follow the trail of blood along to the wine cellar, where the trail of blood
disappears into the wine rack at the corner. Run toward the wine rack to see
five bottles, which can be individually selected by using the Page Up and Page
Down buttons. Pull the left green bottle, the left red bottle, the right red
bottle, the white bottle and then the blue bottle to open the secret door. Go
through the doorway and run down the hall to see the Templar that mugged George
outside of the theatre. He asks George to protect the key, tells George that
there is something important about the statue, and then dies.

Run north up the steps and walk through the door to arrive in a changing room.
Open the door at the right side of the changing room to arrive in a large room
with guards walking around near the middle. Wait for the nearest guard to start
walking down the steps, then creep up to the podium on the left and read the
bible. When the guard walks down the steps again, walk out from behind the
podium and run behind the screen on the stage. When the guard walks down the
steps again, run right and open the door on the other side of the room.

That wasn't so bad. We'll have to do it again in a minute, but as long as you
remember only to run when the guards is walking down the steps then you should
be fine. Anyway, George has now arrived in a room with various books, a stopped
clock at the left side and three statues at the right side. Look at the middle
statue to discover a brass plaque. Select the plaque and look at it to discover
a verse from Revelation. Open the door to exit the room and run across the
large room again to the podium with the bible.

Read the bible and George will discover that the verse mentioned by the plaque
on the statue was Revelations chapter one, verse three: 1:03. Run back across
the room and open the door to return to the room with the three statues. Use
the clock and enter the Number from Bible on it, which causes the middle statue
to move out of the way revealing some steps. George climbs up these and meets
the Preceptor of the Temple. The Preceptor mentions that Solomon's key must be
used in the Armillary, but that it's location has been forgotten. After being
knighted to become a member of the Templars, George returns to Paris.


-------------------------------------------------------------------------------
2.14.                                 Paris 6
-------------------------------------------------------------------------------


George brings Andre, Beatrice and Nico up to date on the latest events that
occured in Montfaucon, and explains that Susarro is currently on his way to the
Armillary. After the conversation ends, talk to Nico about Egypt and she will
mention that she has found a DVD containing satellite maps. She loads it up on
the computer and displays a map of Egypt. Use the map with the Psi stone, and
Nico will bring up a closer view of the Nile. Use the Omega stone to enhance
the view of a bend in the river, and then finally use the alpha stone to find
the location of the Armillary, which George and Nico both travel to.


-------------------------------------------------------------------------------
2.15.                                Armillary
-------------------------------------------------------------------------------


OUTSIDE THE ARMILLARY
---------------------

George and Nico arrive outside the Armillary, where various guards are standing
with their Doberman dog's ready to attack. Nico makes a run for it and makes it
over to the other side of the clearing, but not without making a noise which
startles the guards out of their peace. They will start patrolling around the
outside of the clearing, so first of all run left to get a bird's-eye view of
the area. Run behind the small crumbling wall to start with, then wait for the
guard and his dog to walk over to the red tent before making a dash over to the
left side of the wall which curves around to the right.

Continue running left to meet up with Nico. Walk over to the exposed area of
stone on the left and look at it to see that it has faint carvings of the three
alphabet stones. Use the car jack handle on the area of stone to open a secret
doorway, then walk through it. After a brief cutscene with Flap, George and
Bruno, we return to George and Nico standing in a room where the entrance has
sealed behind them. The lights come on and George and Nico meet Anubis, a
fierce-looking hologram who says that two tests must be passed in order to
continue onwards. Anubis disappears, leaving George and Nico alone in the room.


INSIDE THE ARMILLARY
--------------------

Run north to the other side of the room and use the Alpha, Omega and Psi on the
door to open it and pass the first test. Run through the circular doorway to
arrive in a chamber with a river in the middle. Anubis appears again to explain
that a puzzle must be solved in order to progress further. Anubis tells of the
tale of Horus, which is similar to the story that Andre told back in Paris. The
three members of the tale must be carried through the river in seven journeys,
making sure that certain members of the tale are not left with other members.

Walk to the right side of the platform in the middle of the room and use the
panel. Select the killer, and then select the panel to take the killer to the
other side of the river. Select the panel to make Horus return to the right
side of the river. Select the brother and cross the river. Select the killer
and cross the river. Select the witness and cross the river. Cross the river
and select the killer, then cross to the other side of the river to complete
the second text and open the door leading to the next room.

Run through the newly opened doorway to view a cutscene involving Bruno and
Susarro, where Bruno is forced into setting off a sequence which will release
Dragon Energy in 24 hours. After the cutscene, keep pressing the action button
to jump over the railing and land on flap. Press the action button again and
George will kick the gun out of Susarro's hand. After a short sequence, Petra
will arrive and point a gun at George and Nico. Susarro stands up and orders
Petra to kill them both, but then her real boss, the Grand Master, appears and
decides to give George and Nico a chance to escape.

Run north up the steps at the other side of the room and then run to George's
right at the top to find a bomb. As soon as George sees it, keep pressing the
action button to jump over the railing and land on the floor below. The bomb
will explode, causing a large crack to appear in the room. Drop down into the
crack on the left to see a block in it. Move this block east once, then south
once. Climb left out of the crack and run left to find another block.

Pull this block back once, left five times and then left eight times so that it
crosses the top of the lower block in the crack. Now move the block north five
times, west (toward the crack) four times and then north once so that it stops
at the right side of the crack. Drop back down to the crack and move the lower
crate north once, west twice and then north five times. Push the top block west
twice so that it crosses over the crack, then push it north five times. Climb
on top of the block and climb up both ledges above to exit the room.

Nico notices the sphere before leaving the room and sees that the lines are
converging in Glastonbury. Bruno, George and Nico return to the room with the
river puzzle, where Anubis is still waiting. Use the panel and George will
decide to cheat and be killed in order to let Bruno and Nico live. While George
and Nico are arguing, Bruno decides to sacrifice himself instead of George.
After a moving scene where Bruno is killed by the guardian Anubis, George and
Nico will exit the temple and fly to Glastonbury.


-------------------------------------------------------------------------------
2.16.                              Glastonbury 2
-------------------------------------------------------------------------------


Harry flies George and Nico in his new plane to a wet and rainy Glastonbury.
Colonel Butley will appear to thank George for saving his daughter from
Tristram Hillage. After Butley takes Harry into the pub for a drink, run north
to the top of the road and go through the open gate on the right to arrive in
an area which contains the final and most difficult crate puzzle of the game.


CRATE PUZZLE
------------

Start by pushing the single crate at the left side of the triple-stacked crates
north once and east twice. Move the crate at the right side of the small wall
east once. Move the crate at the right side of the bench south twice and west
once. Move the crate at the bottom of the bench east once and north once. Pull
the crate on top of the bench east once, then move the crate at the right side
of the bench south once and west once. Move the crate on top of the bench south
twice and west once. Move the crate at the top of the small wall west once.

Move the crate at the bottom of the bench west twice and south once. Move the
top double-stacked crate west once so that it moves to the right side of the
small wall. Move the left single crate north once and west twice, then move the
right single crate north once and west twice. Push the top double-stacked crate
north once and west twice. Move the single crate at the right side of the
double-stacked crate north once, west twice and south twice so that it moves to
the left side of the triple-stacked crates.

Move the top-right single crate west once, north once, west twice and south
once so that it moves to the left side of the double-stacked crate. Push the
top double-stacked crate west once and then south once so that it moves to the
left side of the triple-stacked crates. Climb on top of the small wall and move
the top triple-stacked crate west once, then climb on top of it and climb
through the gap in the wall to drop down to the other side of the wall.


THE DRAGON
----------

George and Nico run up the path to meet the Grand Master, who transforms into a
dragon. The dragon hits the floor and George falls down through a crack to land
in the tomb of King Arthur. Run toward the sword and try to remove the sword.
Use the key of solomon on the plinth that holds the sword, then use the glowing
sword to remove it. George exits the tomb to see the massive red dragon
standing near the broken building. As soon as you gain control, quickly run
right to dodge the first set of flames. Continue moving right and stand behind
the wall, where George will be safe from the flames for now.

Run left away from the wall, then quickly run back to the right. When the
dragon glows blue, run left and forward to avoid the next set of flames, then
continue moving quickly forward toward the dragon. When George gets near, use
the sword action button to kill the dragon and complete the game. After the
dragon turns to ice and explodes, George climbs up to the top of the hill where
he finds Nico safe and alive. He throws the sword into the lake to see if the
hand of the Lady of the Lake will appear to catch it, but to his disappointment
nothing does. Nico smiles and tells him to get real, and then the game ends.


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

3.                                 Item List

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


-------------------------------------------------------------------------------
3.1.                                George
-------------------------------------------------------------------------------


ALPHA STONE
  Found in the column of energy in the large room in Congo 3. It is used on the
  map of Egypt in Nico's apartment in Paris 6, and is also used on the door in
  the Armillary to pass the first test given by Anubis.


ALUMINIUM FOIL
  Found in the right trash can outside of Susarro's Castle. It is not used.


ANCIENT SCARF
  Found by searching the skeleton in the room with the spikes in Congo 3. It is
  used to hold the metal plate on the panel in the wall later on in this Congo
  section, which will open a door leading to the next room.


BIRD'S NEST
  After using the crate to climb up into the tunnel in the machine room in
  Congo 2, the bird's nest is found by walking north and using the metal rod.


BOTTLE OF BEER
  Found on the floor of the plane in the Congo. It is opened with the bottle
  opener, and is then given to Harry in the cockpit of the plane.


BOTTLE OPENER
  Found by looking at Harry in the cockpit of the plane in the Congo. It is
  used with the bottle of beer in the inventory, and is also used on the doors
  in the theatre to stop the elevator from rising.


BOXER SHORTS
  After meeting Melissa in Glastonbury, the boxer shorts are found by asking
  Tristram Hillage in the Cosmic Faerie about Colonel Butley. They are given to
  Madame Zazie in Zazie's Kiosk.


CAR JACK HANDLE
  After Nico holds the button to open the gate outside of Susarro's castle, the
  car jack handle is found on the other side of the gate. It is used on the
  back of the jeep, and is also used on the area of stone at the Armillary.


CHOLMONDELY'S ID CARD
  Found by searching Cholmondely's body in the cave in Congo 2. It is not used.


CRYSTAL COVERED ARTIFACT
  Found after opening the safe in the theatre. It is not used.


CUP FILLED WITH OIL
  Made by using the tin cup with the oil lamp outside of Susarro's castle. It
  is used with the hinges of the grate to enter the castle.


CUP HOLDING GREASE PAINT
  Found by combining the theatrical grease paint with the paper cup in the
  inventory. It is used with the stage light on the stage.


DAMAGED POETRY BOOK
  Made by using the metal rod with the poetry book to remove the three silver
  coins. It is not used.


GEORGE'S NOTEPAD
  Available at the start of the game. It is used to view George's notes of the
  important things that have happened so far in the game.


GLASTONBURY POSTCARD
  Found on the table in the cave in Congo 2. It is used to find out that the
  man named in the postcard, Bruno, had travelled to Glastonbury in England.


HALF-EATEN BURGER
  Found in the third trash can outside of Susarro's Castle. It is given to the
  dog behind the fence to stop him from growling.


KEY OF SOLOMON
  George gets the key of Solomon from the machine after the bomb explodes in
  the Armillary. It is used on the stone in King Arthur's tomb.


LENGTH OF ROPE
  After explaining to the woman in Montfaucon that her pissoir is in need of
  cleaning, the length of rope is found by climbing over the scaffolding of the
  house. It is combined with the sewer key in the inventory.


MAGNIFYING GLASS
  Found on top of the table in the cave in Congo 2. It is used to set fire to
  the bird's nest after it has been put in the hole of the statue.


MELTED GREASE PAINT
  Made by using the cup holding grease paint with the stage light on the stage.
  It is used on the strut in the room below the dressing room in the theatre.


METAL PLATE
  Found by looking at the ancient scarf in the inventory. It is used on the
  panel in Congo 2 to open the door leading to the room with the Alpha stone.


METAL ROD
  Found on the floor near the machine in the cave in Congo 2. It is used on the
  device on the wall to stop the door in the cave from closing.


OLD IRON KEY
  Found by searching the body of the Templar behind the door in the catacombs
  under Montfaucon. After attracting the attention of the guard by setting the
  timer on the microwave, it is used to lock the door to the room.


OMEGA STONE
  Found in the column of energy in the large room of the theatre. It is used on
  the map of Egypt in Nico's apartment in Paris 6, and is also used on the door
  in the Armillary to pass the first test given by Anubis.


OPEN BEER BOTTLE
  Made by combining the bottle opener with the bottle of beer in the inventory.
  It is given to Harry in the cockpit of the plane to wake him up.


PAPER CUP
  Found behind the popcorn stand in the theatre. It is combined with the
  theatrical grease paint in the inventory.


PIECE OF COAL
  After Nico holds the button to open the gate outside of Susarro's castle, the
  car jack handle is found on the other side of the gate. It is not used.


PIECE OF STRING
  Found in the right trash can outside of Susarro's Castle. It is not used.


POETRY BOOK WITH COINS
  Found in Glastonbury after telling Tristram in the Cosmic Faerie that Eamon
  may be interested in his poetry. It is combined with the metal rod in the
  inventory to remove the silver coins from the book.


PSI STONE
  Given by the Preceptor of the Temple in the catacombs of Montfaucon. It is
  used on the map of Egypt in Nico's apartment in Paris 6, and is also used on
  the door in the Armillary to pass the first test given by Anubis.


REMOTE CONTROL
  Found by looking in the front of the jeep outside of Susarro's castle. It is
  used after returning to Nico to open the gate.


ROPE TIED TO SEWER KEY
  Made by combining the length of rope with the sewer key in the inventory. It
  is used with the manhole near the back of the truck in Montfaucon.


SECURITY SWIPE CARD
  Found after opening the safe in the theatre. It is used on the card reader
  near the smoking remains of the dead body in the theatre to open the door.


SEWER KEY
  After turning off the compressor in Montfaucon, the sewer key is found in the
  tool-bag at the left side of the truck. It is combined with the length of
  rope in the inventory to tie the rope to the sewer key.


THEATRICAL GREASE PAINT
  Found in the box of grease paints near the stage elevator in the theatre. It
  is combined with the paper cup in the inventory.


THREE SILVER COINS
  Found by using the metal rod with the poetry book. They are given to Madame
  Zazie in Zazie's Kiosk in Glastonbury.


TIN CUP
  Found on the drain pipe near the grate outside of Susarro's castle. It is
  used with the oil lamp outside of Susarro's castle.


-------------------------------------------------------------------------------
3.2.                                 Nico
-------------------------------------------------------------------------------


BANK STATEMENTY
  Found in the kitchen of Vernon's apartment. It is not used.


BROWN WIG
  Found by looking at the case in Petra's bedroom in Susarro's castle. It is
  put in the sink in the bathroom and is dyed with the industrial bleach.


DARK WIG
  Found by climbing over the wall outside of Vernon's apartment. It is looked
  at in the inventory to discover that the killer's hair is blonde.


DRAINPIPE BRACKET
  After George climbs up the drainpipe outside of Susarro's castle, the bracket
  is found on the floor. It is used on the window near the left car.


GRIND STONE
  Found inside the secret compartment of the case in Petra's bedroom. It is
  given to the chef in the kitchen of the castle.


HAIR DRYER
  Found in the case at the bottom of the bed in Petra's bedroom in Susarro's
  castle. It is used with the wig in the sink after it has been dyed.


INDUSTRIAL BLEACH
  After the chef in the kitchen of Susarro's castle has been given the grind
  stone, the bleach can be taken from the shelf in the kitchen. It is used with
  the brown wig after it has been put in the sink in Petra's bathroom.


LIPSTICK
  Available at the start of the game. It is not used.


NEWSPAPER
  Found in the trashcan outside of Vernon's apartment. It is pushed under the
  door of Vernon's apartment and is used to catch the key.


NICO'S NOTEPAD
  Available at the start of the game. It is used to view Nico's notes of the
  important things that have happened so far in the game.


PAPER TISSUE
  Found by looking in the trash can in Vernon's apartment. It is given to
  Beatrice in the bedroom of the apartment.


PENCIL
  Found on the pad in the wall outside the door to Vernon's apartment. It is
  used on the door on the other side of the apartment to push the key out.


PRESS CARD
  Available at the start of the game. It is used to unlock the window to enter
  Vernon's apartment.


SHELL CASING
  Found on the floor at the right side of Vernon's body in his apartment. It is
  shown to the traffic warden in the road outside of the apartment.


UNVALIDATED CARD
  After Nico wears the wig in Susarro's castle, the unvalidated card is found
  by talking to the guard standing under the arch outside of the castle.


VALIDATED CARD
  Made by giving the unvalidated card to the woman in the computer room of
  Susarro's castle. It is used with the card reader on the door in the castle.


VERNON'S BUSINESS CARD
  Found by looking at Vernon's body in his apartment. It is not used.


VERNON'S DIAGRAM
  Found by opening the floor safe in Vernon's apartment. It is not used.


VERNON'S DVD
  Found by opening the floor safe in Vernon's apartment. It is used with the
  TV/DVD player in Nico's apartment.


VERNON'S KITCHEN DOOR KEY
  Found by sliding the newspaper under the door of Vernon's apartment and then
  using the pencil to poke the key out so that it lands on the newspaper. It is
  used to unlock the door to Vernon's apartment.


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

4.                           Copyright Information

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


This file is Copyright 2004-2008 Tom Hayes. As it can be difficult to keep
track of websites that haven't posted the latest version of this file, please
do not distribute it without my permission. Send an e-mail to me if you would
like to post this file on your website and you will likely receive a positive
response. If you do post the file, please keep it in its original form with all
of the sections intact and credit the author (Tom Hayes) as the writer of the
file. 

Other guides for Broken Sword: The Sleeping Dragon