Broken Sword: The Sleeping Dragon (PC) Walkthrough v1.0 Copyright (C) 2004 by OutRider To see the other guides that I have written, please check out this link: http://www.gamefaqs.com/features/recognition/4538.html WARNING: This walkthrough (like the others) contains spoilers, so use at your own risk. Don't say I didn't warn you. Copyright notice: Don't plagiarize this guide or add this guide to your site without my permission, as legal action will be taken against you. Please don't reproduce this guide for profit. Please do not distribute this guide, and please don't email me requesting permission to add my guides to your site, as enough places already have them on their pages. Please do not make an HTML version of any of my guides. Other than that, have fun and I hope this guide helps you out. People have constantly emailed me because they were having technical difficulties with a game I have written a walkthrough for. I am not tech support, nor am I affiliated with any of the different companies that made the games I've done walkthroughs for. If you do email me with a technical problem, the only answer I can and will give you is to check the developer's website and read the FAQs. The reason for this is because I do not want to be held liable for any damages done to your system. Thanks! Walkthrough: Gone is the point and click adventure that were the previous Broken Sword games, and the latest incarnation of the series solely relies on the keyboard to help you get through this game. The controls for this game can be found in and on the back of the manual that came along with it. George Stobbart, Part 1: Watch the introduction as we see the hero, George Stobbart, flying in a plane with Harry Gilligan as the pilot. Out of nowhere, the two see a storm and there's no way to get around it. The plane is struck by lightning, causing it to crash. When we next see George, he is buckled into a seat in the crashed plane, which has since landed in a jungle. The nose of the plane is teetering off the edge of a cliff, so we must act fast if George is to survive. Start by unbuckling the seat belt and get out of the chair. Go over to your left and pick up the beer bottle. Unbuckle the crate above the bottle and then pull it east once followed by pushing it all of the way to the back of the plane. Doing this will allow George to enter the cockpit without worrying about the plane tipping over and sending George and Harry to their untimely demise. When you enter the cockpit, you will see Harry in the pilot's seat, unconscious. Inspect Harry by using the magnifying glass icon in order to discover a bottle opener. Go into your inventory and use the bottle opener to open the beer bottle. Have George use the beer bottle on Harry and watch as he comes to. Pick up the fire extinguisher that sits on the floor near George and use it to break open the cracked windshield. Attempt to climb out and the plane will begin to tip. Talk to Harry about plane tilts and he'll go back to sit on the crate to provide more ballast for the back of the plane. Attempt to climb out the window again and watch the sequence. The plane will fall, but George and Harry will have landed on some cliff ledges. From your starting point, jump across the gap to the platform and then climb up to where Harry is located. George will tell Harry why he's come all this way, and that is to meet a man by the name of Professor Cholmondely. After their heated conversation is finished, cross the platform to the other side and climb down onto a cracked platform. The platform will begin to crumble as soon as George steps onto it, so quickly go to the other side and climb down onto the next platform. Jump onto the ledge on the right and you'll then see a thin ledge that goes around a rock to the right. Sidle along the thin ledge until you reach the other side and then drop down onto a ledge near the waterfall. Climb down the next two platforms that are on the left side of the waterfall and then jump through the waterfall to land on a platform on the other side. Go onto the next platform and you'll see another ledge followed by a ledge that is carved into some stone. Climb down to the right and while George is hanging off the side, shimmy along the platform and drop down once you reach the other side. Sidle along the next ledge and then climb up the next, followed by a jump across a gap. Climb up the next few platforms and continue to make your way along until you reach a cave. Once you are at that point, you will overhear a conversation. Watch the ensuing sequence and you'll learn that the man in white is Professor Cholmondely and he is with a mysterious man and his henchman. Cholmondely tries to explain everything, but before he can finished he is shot by the man's flunkie. Nicole Collard, Part 1: You'll next find yourself in Paris, to see what the heroine, Nicole (or Nico) Collard has been up to since The Smoking Mirror. She is walking up to the door of an apartment and is about to knock on the door until she hears several gunshots fired from the other side. You can't go in through the door, so we have to find another way in. Take the pencil off of the bulletin board near the door and then open the nearby window. Once you're out on the balcony, pull the birdbath back once and then climb over it and push it forward. Climb on top of the birdbath and grab a hold of the pipe. Shimmy over to the other side and drop down when you reach the next window. You can't open this window, so don't bother trying. Climb over the railing and go down to the next window. Climb back over the railing and then go into your inventory and use the press card on the window to open it. Head inside to enter the apartment. Go through the door on the other side of the room to discover a grisly scene. You'll see Vernon slumped against the wall, obviously dead. The body is on the right side of the archway, but do not go through the archway just yet. Inspect the body to find a business card and then to the right, you'll find a small shell casing on the floor. Pick it up and then go through the archway. Nico will squeak a floorboard and a woman will jump out of nowhere and level a gun at Nico. When you have the opportunity, pick up the frying pan. Nico will use it to defend herself and deflect the bullet that's shot at her. When the next opportunity arises, open the refrigerator to bash the woman in the face and send her down to the floor. The woman will get up and aim the gun point blank into Nico's head, but when she tries to fire, she'll discover that she's out of ammo. Realizing this, the attacker will run out the door, jump into a car, and speed off. Just as a note, if you are killed during that last sequence, don't worry about reloading your game. The game will take you back to the beginning of the sequence where you can try again until you succeed. Now that the danger has been averted, go back into the apartment and go into the archway where you made a floorboard squeak. Lift up the rug and the floorboard to discover a locked safe. You can't open it right now, so leave it where it lies. Go into the kitchen and root around in the trash can to find a discarded bank statement. Walk over to the table and listen to the messages on the answering machine. You'll hear one from Vernon's mother, one from Nico saying she'll meet Vernon tonight, and one from Vernon's girlfriend, Beatrice. When you're finished, go back out onto the balcony and climb down the ladders to the ground level. Once you're down to the ground, walk to your left and pick up the newspaper you find lying there. After that, climb over the wall to the other side and if you walk over to the bench, you'll find a wig. Pick it up and Nico will recognize it as being one of her many hair styles. Go into your inventory and look at the wig to find that the label is missing and a couple of strands of blonde hair. Climb back over the wall and leave the alley. Turn left down the street and then turn left down the next street and you'll find a woman sweeping the sidewalk. Talk to her about the blonde woman to learn that she escaped in a sports car. Stop talking to her and then go back down the street until you find a skateboarder. Talk to this guy about the sports car and he'll tell you that it was an E-Type Jaguar. Well, okay, now we're starting to get somewhere. Head further down the street where you'll find a female traffic warden. Talk to her about the shell casing and the sports car to get the registration number. After you're finished, the police decide now is the time to show up and start asking questions. As Nico is being investigated, talk to the detective about the blonde woman, the wig, the sports car, Vernon, and about Nico herself. After you're done talking, the detective decides to have you taken down to the station for further investigation. George Stobbart, Part 2: George will be in the entrance to the cave. Run down the path to find a crippled Cholmondely. He'll say that the world is in danger and before dying, he mentions the name Susarro. After Cholmondely dies, examine his body to find his ID. Go over to the table on the far side of the room and take the postcard and magnifying glass. Walk over to the crate and push it until it pushes down on a pressure pad. A door will open, so go through the door and take a look at the strange machine you find inside. Turn it on and it'll sputter to life. Pull the lever on the right and the machine will explode. You'll hear some men outside as the explosion attracted some attention. They won't show up right away, so while you have some time, pick up the metal rod. Go back towards the doorway and if you take a look at the contraption on the wall, you'll see that it's missing the lever. It so happens that we just found a metal rod, so use it on the device and it'll fit nicely into the slot. Pull the lever once and leave the room. Pull the crate off of the pressure pad and notice that the door does not close. Push the crate into the other room and if you look towards the far wall, you'll notice an opening. Push the crate towards the opening and before you climb on top of it, take the metal rod out of the device near the door and then you can climb onto the crate. In the cave, go up and you'll notice a bird's nest above you. Use the metal rod to knock it down and take the nest with you. Follow the path around until you find yourself outside. Go down the path and you'll see that Harry has made it off the cliffside, but you'll also see a couple of other men, one being the mysterious man that killed Cholmondely. Put the nest in the statue's hole and then set it ablaze using the magnifying glass. You'll scare off the henchmen, but watch as George falls off the cliff and the mysterious man begins to approach George. When you have the opportunity, take off like a shot towards the jeep and hop on before the henchmen regroup and shoot George. Instead of heading back to the patent office in Idaho, George decides to take a trip to Glastonbury to find Bruno, whose name was mentioned on the postcard you discovered. Once you arrive in Glastonbury, follow the street down until you see a man walking up and down the street. Talk to him about everything and then continue down the street until you see a man sitting on the bench on the opposite side of the road. Talk to him to learn that he is Eamon O'Mara, a poet and reporter. Ask him about everything and then stop talking to him. Head back up the street until you find a building with a sign hanging outside the door. This is the Cosmic Faerie, so head inside. Look at the postcard stand in front of you to notice a postcard that looks exactly like the one you found back in the jungle. After you're done, look at the partially hidden book sitting on the counter. The proprietor, Tristram Hillage, will tell George that it is a poetry book. George will also notice some silver, well, silver-plated coins and Tristram will tell George what they signify. Read the book until George can read no more. Attempt to walk up the stairs to the left of the counter and then leave here and continue down the street until you find a building that reads Zazie's Kiosk. Go inside and speak to Madame Zazie about everything. You'll learn that in order for her to read the postcard, you'll need silver to cross her palms with. After you're done talking, go back to the Cosmic Faerie. Talk to Tristram about the poetry book and he'll end up giving it to you. Take it Eamon and you'll learn that the poetry in the book is not Tristram's, but rather he's been plagiarizing other authors and calling it his own. You'll follow Eamon over to the Faerie so Eamon can give Tristram a piece of his mind. While they're arguing, you'll be returned control of George. Take this opportunity to go up the stairs into Tristram's private room. You'll discover that the noises that you heard were made by Melissa, the Colonel's daughter. Talk to her about her dad and then about Tristram twice. She'll tell you that she knows Tristram didn't write the poetry, but she never told him that she knew. After the conversation, George will go back downstairs and tell Tristram about Melissa. Threaten to tell the Colonel about him, and he'll plead for his life. George will blackmail him, so ask him about Bruno and he'll end up giving you a pair of shorts. Leave here and go back to Zazie's. Before you speak to Zazie, go into your inventory and use the metal rod to pry the silver coins out of the poetry book. Talk to Zazie about the postcard to learn that the psychic trace is too faint to read. Show her the shorts and this time she'll get a whole lot better reading. She'll tell you that she sees a man's life in danger and that he only has minutes to live. She'll pass out from the vision, and George will leave the kiosk. As he exits, he'll notice that there is smoke coming from behind the pub. Run over to the pub and attempt to open the door to the left of the building. George won't be able to open it, so ask Eamon for assistance. He'll help you break down the door and he'll leave to go call the fire brigade. You'll see a hooded figure leave the scene, but George won't chase after him as he has more pressing matters to deal with, such as saving Bruno from a fiery death. Go over to the front of the barn where you see four crates. Pull the far right crate back three times so that it is in front of the stacked crates. Push the far left crate so that it is in between the barn and the crate you just moved. Go over to the stacked crates and push the top crate all the way to the barn and climb up into the barn itself. Once inside, untie Bruno and then exit the barn and you and Bruno will barely make it out in time as the barn explodes, sending George and Bruno flying. George and Bruno will now be out in the main road, and George will recognize Bruno as Ostvald, the Nobel Prize winner and Neo-Templar seen in the Hotel Ubu from the first game. Bruno is no longer with the Neo-Templars now, and Susarro's men are now out to kill him. Talk to Bruno about Susarro three times, and then about Dr. Cholmondely twice. After that, ask about about the earth power twice and finally about Glastonbury Tor to end this part of the game. Nicole Collard, Part 2: As the scene opens, we find ourselves in Nico's apartment and we learn that she has been caged up in a jail for two days under false pretenses. She'll get a phone call from a co-worker at the paper and then you're free to do what you will. Start by leaving Nico's apartment and going to Vernon's apartment. Head down the street and you'll overhear a conversation between two women and one of them still believes that Nico is the killer. Once you reach Vernon's alley, climb up the ladders to his apartment. Use the newspaper on the door and Nico will slide it under. Use the pencil on the door and Nico will pop the key out of the keyhole. Pick up the newspaper and Nico will now have the key to unlock the door. Do so and head inside. Go over to the counter near the trash can and take a tissue. Go into the bedroom to find Vernon's girlfriend Beatrice sitting on the bed crying her eyes out. Hand her the tissue and then talk to her about Vernon's safe. She doesn't know the combination, but take note that Vernon used to constantly ask her for her birthdate. Leave the bedroom and go over to the safe. Unlock it using Beatrice's birthdate and then take the contents you find inside, which is a diagram and a DVD. Leave the apartment and as you exit the alley, the car that you saw near the beginning of the game is back and is looking to mow Nico down. Keep hitting S until Nico jumps out of the way and watch as the car speeds around the corner and out of sight. After that brush with disaster, go back to Nico's apartment. Use the DVD on the DVD player on the table and watch the video. He explains the mess he's gotten himself into and is aware that he'll probably be killed sooner or later, and so he says that he loves Beatrice as the video ends. Use the phone on the table to call an old friend, Andr‚ Lobineau. Tell him about Vernon and Nico will explain the situation to him (after all this time, he still doesn't like George). Andr‚ will soon arrive at Nico's apartment and they'll proceed to strip down naked and make hot monkey love right there on the floor. I wish (but hey, Nico's one sexy woman)..Nico will show Andr‚ the DVD and he'll tell her what he knows about certain things that were mentioned in the video, such as the Key of Solomon and the strange phrase that Vernon talked about. Call the newspaper and tell them to stop the presses. Actually, ask the person on the other line about the theatrical mask and then go to the theatre. Before Nico leaves, she'll get a not-so-nice phone call from her boss and the end result is Nico quitting her job. Nico will then leave and head over to the theatre. Once you're there, follow the road down a bit and turn left into the first alley you come across. In the distance, you'll see the Jaguar that attempted to end Nico's life back at Vernon's apartment. Run down to the car and have a peek inside to find a theater mask that the traffic warden had talked about earlier in the game. Go back down the alley until you're in a scene where you get a nice view of the construction scaffolding. Walk over to the far right of the open scaffolding and climb on up. Instead of typing up one huge paragraph, I'll sum it up by saying make your way up to the sixth floor to where you see a billboard hanging off the platform. Untie the billboard, but it won't fall...yet. Head back down to the second floor and go around until you see the ladder and a gap between two platforms. Jump the gap and make your way up. You'll eventually come to a spot where you have to move a crate, so pull it over three times and then continue to make your way upwards until you see the bottom of the billboard. Undo the metal fasteners and the billboard will fall to make a ramp over to the theater. Nico will automatically walk up the ramp and as soon as she is safely on the other side, the billboard will fall to the ground. No worries, we won't be going back this way again. Climb up the ladder to the roof and instead of attempting to open the doors you see up here, climb down the long ladder and head through the set of double doors at the bottom. Walk down until you see the popcorn stand and Nico will suddenly become very aware that someone is coming. She'll hide behind the popcorn stand, and you'll see Susarro, the killer (Petra), and Susarro's henchmen come through a door. The henchman is actually Flap, who was waiting outside the hotel with another guy in the first game, where if George came out of the hotel carrying the manuscript, he'd be killed. Anyway, all is going well until Nico moves and crumples a paper cup. Nico will think that they didn't hear it, until suddenly Flap reaches over the counter and pulls Nico out from hiding with one huge hand. Nico is finding herself in an ugly situation as her segment comes to an end. George Stobbart, Part 3: We see that George and Bruno have made their way to Paris, one step closer to a big, happy reunion. As George proceeds to go inside the theater, Bruno refuses to go any farther for fear of his life. Well, okay, guess we won't need him anymore. Run up the road and through the archway on your right. When you see a crate and an orange bin, pull the crate a couple times and then move it to the far right. Push it up three times and it should be on the right side of the large dumpster. Climb onto the crate and close the heavy lid. Get on top of the dumpster and open the window to head inside. Rather dark in here, isn't it? Go to the other side of the room and go through the door. Run up to the door north of you and go on through there. You'll find a bunch of crates in here (Revolution sure does love crates, don't they?). Walk over to the opposite end of the room to find a lone crate. Pull it back twice and push it to the right seven times. Push the other lone crate to the right once so that it barely touches the stacked crates. Push the first crate to the right four times so that it meets up with the other crate and then climb onto it. Pull the top crate to the left to uncover a light switch. Flip the switch on to finally shed some light on this situation and then climb onto the crate closest to the switch. Push the top crate to the left again and then pull out the middle crate to uncover a trap door. Lift the door open and climb down into the secret passage. Follow the passage and climb up the long ladder to arrive in the boiler room. Climb up the next ladder to enter the theater itself. Watch the sequence to see Petra interrogating Nico on stage. George will mistake this for a dress rehearsal until Susarro stands up to go deal with an intrusion. After Susarro and Petra leave, Flap will be left behind to watch Nico. Go to the opposite end of the seating area and follow the ramp down into the doorway next to the stage. Climb up the ladder to the gangway area and follow it to the right until you see a wire hanging near a lighting rig. Pull the wire and the lighting rig will lower a bit before jamming, but that's alright with me. Grab a hold of the rig and shimmy over to the other side. Follow the gangway around until you see a couple of sandbags. Push the first sandbag over to get Flap's attention and then quickly push the second one to knock him out. George will climb down from the rigging and free his old friend. Nico will be tagging with George for a bit, so let's continue on. Go to the edge of the stage and jump down. Head back up the ramp and go through the door to the left to find the popcorn stand. Go behind the stand and pick up the paper cup. Go back into the auditorium and head back down to the stage. This time, go to the left side and go through the door. Follow the staircase down to find yourself under the stage. Take the path to the right and then to the left. Go to your right until you see a lamp hanging down from the ceiling and then go to the right to see a crate with a box of theatrical grease paints on top of it. Take some grease paint and then go into your inventory and put the grease paint into the cup. Go topside onto the stage and do you see those covered stage lights? Use the cup on one of them to melt the grease paint. Go back downstairs but instead of going into the art room, continue down the path and open the first door on your right to find a dressing room. If you look under the desk, you'll see a safe. You can open it if you want, but it's locked right now. Leave here and head south, go around the corner and through the door. Run downstairs and watch as George and Nico are shot at by an unknown gunman. Don't worry about him right now, and go back near the stairs and head north. Enter the first door on your right to find a room with a support strut. Try to push the strut, but George will comment that the friction is too great. Use the grease paint on it and then go into your inventory and have Nico help you push it. They'll succeed, but the safe comes very close to caving in George's skull. You'll see that the safe has broken open, so take the contents you find inside and leave. Follow the hall south until George and Nico come across the smoking remains of a body. Walk over to the card reader and use the security card to uncover an elevator. Ride the elevator down and follow the tunnel down until the duo finds a engraved stone. You can't pick it up right now, so follow the tunnel to the end to find a large circular room. Cross the bridge and watch the sequence. Reach into the energy field and take the stone. Go back across the bridge and watch the sequence. As soon as you regain control, follow in Nico's footsteps and run over and quickly hang down from the ledge. Susarro and Petra will come out of the elevator, so once you have control, shimmy down the bridge until you're next to Nico and then climb up. Petra will attempt to shoot George, but apparently she has forgotten to load the chamber. While she's doing that, quickly run down the tunnel and don't stop running until you've reached the elevator. When you're back up top, use the bottle opener on the doors to keep the elevator from going back down. Go down the hall and head upstairs and through the door. In this corridor, take the first intersection to the right to find yourself directly below the stage. Ride the elevator up and climb off the stage. Walk up the ramp and to the right to find the ladder George used to get into the theater. Watch the sequence as George is hit with a stun gun and knocked unconscious. When George comes to, he'll be in Nico's apartment with Bruno, Lobineau, and Nico surrounding him. Talk to the gang about every available option and you'll wind up back in the Congo. George Stobbart & Nicole Collard, Part 4: Alas, we find ourselves once again at the temple. Approach the doors and have Nico pull on the doors while George uses the metal rod on them to pop the padlock. Go inside and as you run into the next room, you'll hear a quiet earth tremor. Pay no attention to it now and continue on with the game. Go over to the door in the top left corner and use the Omega stone on it. The door will open, so go through the door to find another dead guy in the room. Walk through the room as normal, but just as George steps off the small step, two sets of spikes shoot out and Nico saves him just before he becomes a shish- kebob. To get past this trap, hang from the ledge above the spikes and shimmy until you're safely on the other side. Once you're there, go over to the gears and stick the metal rod in them. Nico will take her sweet time as she crosses the trap to the other side, and then George will release the metal rod to let the spikes retract. Go down to where you see a couple of blocks. Pull the nearest out a bit and then push it towards the spikes until they shoot out. Leave the block there and go back and grab the second block. Push it into the gap the spikes made and then push the first block until it sets off the next set of spikes. Check out the dead body to find a scarf. Go into your inventory and examine the scarf to find a concealed plate. Return to Nico and continue on into the next room. In here, you'll find a room with a bunch of differently styled tiles on the floor, plus four off to the side. Walk into the room until you see a sequence to get the full perspective of the room and then have Nico first stand on the Fish tile and watch as the fish tiles light up. Whenever the tiles are lit, they are safe to walk on. Follow the fish path to the end and then have Nico stand on the Scorpion tile. Stop at the first blank tile and then have Nico stand on the Snake tile. Follow the path and at the end, have Nico get on the Fish tile again, followed by the Bird and the Scorpion tiles. At the end of the Scorpion path, you will see multiple Snake paths. Have Nico get on the Snake tile and follow the path that leads off to the bottom left. Next, ask Nico to stand on the Bird tile, followed by the Fish, Scorpion, and Snake tiles. Once you're at the end of the Snake path, climb up the ledge and go into the next room. Here you'll see a large pit in the middle of the room with no way to get across. Go over to the bottom left corner to find a ledge you can hang down from. Now that I've gotten you started, work your way down to the bottom of the pit and once you there, head on through the door to the next area. In this room, we'll get to have a little fun with one of the longer puzzles we've seen so far. There is one stone on each level of the steps, so pay attention to what I'm about to tell you. Start by climbing to the second level so that there is a stone on the level you're on, as well as one below and above you. Move the stone on your current level until it is on the stone on the level below you. Push it west seven times and then to the north once. Climb down to the level below you (so there will be two stones above you). Move the stone twice to the south, nine to the west, four to the north, and twice to the east. Climb back up one level and push the stone twice to the north. Climb up to the top level and move the stone four to the east. Jump back down one level and move the stone south three times, four to the east, and then north thrice. Go back up to the top and move the stone east three times. Climb back down and move the stone south three times and east twice. Go down to the bottom level and move the stone west twice, south fourth times, east nine times, and then north twice. Climb back up one level and move the stone east once and north twice. To finally conclude this puzzle, climb back up to the top and move the stone south once and then east three times. The stone should barely touch the stone bridge. Walk across the bridge and jump across the gap to leave this wretched place. Oh, the hell with this place. So many puzzles, so little time. This time we are in a large circular room with four parts of a strange machine in four corners of the room with a ring in the middle and trenches with electricity flowing through two of them. Go to the other side of the room until you see a greenish control panel. Rotate the ring to the left twice and watch as the electricity flow changes direction. Operate the panel and watch as a part of the machinery moves out to the center. Rotate the part to the right once and operate the panel and watch as the part connects with the one in the upper right corner. Rotate the electricity so that the top left part is able to move out into the center. Once it's in the middle, turn it to the left and send it into the connected parts. Do the same with the bottom left and when the machinery is all connected, it'll fire up and let loose a beam of electricity into the next room. Follow the beam into the next room to see a bunch of crystals that can be rotated. Walk up to the first one and turn it to the right. Follow the beam to the next crystal and turn it to the left twice. Always follow the beam as you work from crystal to crystal. The next crystal should me turned to the right once and then you skip the next one and proceed to the crystal after that. When you turn the next crystal to the left once, it'll push a piece of machinery. Walk up the stairs to open a hidden doorway to Nico. The duo will automatically head back down into the crystal room. Go back to the third crystal you turned and turn it to the left once. Follow the beam to the next crystal and turn it left twice and the crystal after that should be turned to the right once. Head back to the generator that you put together and on the right half, you'll see a panel. Operate it and it'll reverse the flow. Head back into the previous room and the beam will pull the machinery away from the wall, uncovering a second panel. Try to operate both panels and watch as some lights light up above a door, but then quickly disappear. Talk to Nico about the panel and she'll agree to help George. Go to the left panel and operate it, and Nico and George will hit the panels at the same time, which allows the door to open. The newly opened door is on the far right side of the room, so go through the door and into the next room. Follow the path around and you'll encounter another earth tremor. Time is of the essence, so follow Nico into the next room. You're barred by a door and there's no apparent way to open it. If you'll look at the wall on your left, you'll see an indentation that should look familiar to you. Use the metal plate on it and the door will open, but as soon as you possibly can, use the scarf on the plate to prevent it from popping out. Nico will hold the scarf and plate in place, so quickly get through the door and into the next room. Here, you'll be in a room that looks very similar to the one where you got the Omega stone. Cross the bridge and take the Alpha stone from the containment field. Head back to Nico and you'll emerge without incident. As you return to the cavern, you'll see that Petra is here as well. Before she can shoot, you can feel another tremor and Petra will fall down. Take this opportunity to book it down the path while avoiding the falling rocks and quickly jump the gap (if you don't do it in time, the path will crumble and Petra will shoot the both of you). Quickly climb up the ledge and get out of here. Harry will still be outside waiting for you, and he'll take off with George and Nico before Petra can catch up. You'll find yourself back in Paris. When George and Nico return to Nico's apartment, you'll see that it has been ransacked and you'll find Andr‚ sitting in a chair as well as the detective that arrested Nico earlier in the game. Listen to the conversation, and afterwards, Beatrice will stop by to talk. She'll be brought up to speed on the recent events and after all that is said and done, Nico decides to go back to the theater. Nicole Collard, Part 5: Head into the auditorium and go down the stairs that are in the room to the left of the stage. Go down the hall and head back to the room where you first saw the safe. Climb down the hole to the next level and leave the room. Head north and open the first door on the right, which happens to be the same room where George and Nico were shot at by a strange man. Go into the next room to suddenly be snatched by Flap. As soon as you can, grab the vase and Nico will bash it over Flap's head to knock him out. Continue into the room and go behind the desk. Read the paper on the desk and then you'll be off to Prague. George Stobbart and Nicole Collard, Part 6: We see that George and Nico have arrived in Prague and are now standing at the entrance to Susarro's castle. Go up to the door and push the buzzer to the right. The guard will come out, but he'll just brush George off. Talk to Nico and have her push the button. Quickly run around the left wall and when Nico has gone over to the car and the guard is looking in her direction, hold CTRL to creep around the wall and go through the door. Climb up the wall to your left and jump down onto the other side. Walk over to the wall near the archway and sit there until the guard and his dog are under the gazebo area at the upper right. Once they're there, quickly creep out and walk up the stairs to the left. Here, you'll see a spotlight moving back and forth. Walk south along the wall until you find some trash cans. Open the first one to find some string and then open the third one (on the other side of the recycle bins) to find a half-eaten hamburger. After that, open up the last trash can to get some aluminum foil. Continue along the wall until you see an arched window. When the spotlight begins to move south, run to the other side and head through the open archway to the next area. You'll find some crates here that you will need to move. Start by pushing the top crate to the right one, and then pull out the next crate and move it to the other side of the stacked crates. Push the top crate over again and then climb onto it and climb up the wall. Drop down onto the walkway and follow it south to the wall. Climb up the wall and follow the ledge (and be careful when you get to the gazebo) around to the other side of the building. You'll know when you're in the right spot when you can see a guard and his dog to the left of you. Drop down from the wall into the shadowy area and creep through the archway south of you. There will be another archway to the right of you as well as a guard patrolling the area. When he moves to the right, creep across the area to the other side through the archway. You'll find even more crates here. Start by pulling the first one south and then climb over it and pull the next one to the east. Climb over that crate and push the next crate north and then the last crate west. Climb onto the last crate and scale up the wall. You'll see a guard standing with his back towards the fence and while you might not see it, there is a dog in the fenced in area. Drop down from the wall and toss the half-eaten burger to the dog. Creep along the fence and go through the archway on the other side. You'll see a guard north of you, but don't worry about him. Follow the wall to the south and east until you find Nico standing on the other side of the gate. You'll need a remote to open the gate, so continue to follow the wall around until you come across a jeep. Operate the jeep and George will find the remote that opens the gate. Go back to Nico and use the remote to open the gate. The noise caused by the gate will attract the guards, but the duo will automatically hide. After you have control, go back towards the jeep, but when you find an enclosure with a red button on the side, try to push the button only to find out that the gate closes when you let go. Have Nico push the button and while the gate is open, head inside. Take the car jack handle out of the door and then take a piece of coal lying on the ground north of the door. Go back to the jeep and go behind it to find a car jack. Use the handle on it to lower the jeep and then go back to the front and release the brake. Push the jeep forward so that it hits the wall and then climb onto the hood and up the wall. Climb up the drainpipe and while George offers to let Nico go first, she isn't stupid. George proceeds to scale the pipe, but it begins to break under his weight as he nears the top. George barely makes it onto a ledge, but Nico is left stranded on the roof. Guess she'll have to find her own way in. Nicole Collard, Part 7: First things first. Take the drainpipe bracket off of the ground and then climb down where you first climbed up. From the jeep, head left until you see a black car all by itself. Get onto the hood and use the bracket on the window to pry it open. Head inside and go up the stairs and through the door. Watch the sequence to overhear a conversation between two guards about Petra (I love how the guard says the last part). Go upstairs to the second floor. Go through the door at the end of the hall and Nico will squeak a floorboard. Unfortunately for her, the guards hear it and are now on their way upstairs. However, she finds a potted plant to hide behind and they eventually return to their posts. Go back down the hallway and past the door where you first entered until you see a door with red curtains. Follow the corridor to the end and go through the single door. This is Petra's bedroom and my, is this woman's bedroom kinky. It looks like an S&M dungeon in here. Just kidding, though I wouldn't be surprised if Petra secretly works as a dominatrix in her spare time. Go over to her bed and open the case. Take the hair dryer from inside and then go behind the changing screen to find another case. Open up this one and take the wig. Take a closer look at the case to discover that it has a hidden compartment. Push the button that Nico discovers to find three knives and a sharpening stone. Take the stone and then leave the room. Go back to where Nico overheard the conversation between the guards and go through the door on the opposite end of the hallway to enter the kitchen. Give the grind stone to the chef and while he's sharpening the knife, go to your left and take the bottle of industrial bleach off of the shelf. Leave here and go back to Petra's bedroom. Go into the bathroom near the changing screen and put the wig in the sink. Dump some bleach on it and then dry it with the hair dryer. Nico will put the wig on and she'll look almost exactly like Petra. Leave the room, head down the hall, and watch what happens next. George Stobbart, Part 7: Let's see what George has been up to, and it doesn't seem to be much as he's currently standing on the ledge he managed to reach by climbing the drainpipe. Head south from your present location to find a crate. Move it west five times, south three, and west once. Clamber onto it and up to the path above you. Run up the stairs to the door and jump over the small wall to your right. When you get to the gargoyle, give a good ol' shove and watch it fall to the ground. Continue to follow the ledge around, narrowing as you go along, and at the end drop down to the roof below. Face the window to the right and grab the beam above you. Shimmy across to the other side and drop down when it's safe. Climb through the open window to find a small, yet dark storeroom. Go to the other side and up the ledge to find the ever popular crate puzzle (Someone at Revolution must have an obsession). You can end this puzzle quickly by pushing the top crate north once so that it'll be sitting on top of another crate. Move the bottom left crate to the east twice and then to the north once. Pull the stacked crate east twice and then the crate it was sitting to the south once. Climb over it and crawl through the hole to leave the room. Follow the walkway north and around the corner. Go down the stairs and into the alley ahead of you. Look at the broken drainpipe to find a tin cup. Take the cup and head back to the storeroom. Go over to the oil lamp on the left wall and turn it on to get some oil dripping. Use the cup on the oil drip to get some oil and then turn the lamp off. Leave the room through the hole again and head back down the stairs. This time, veer off to the right, past the tree to find a grate. If you attempt to open it, you'll learn that the grate's hinges are rusted. Use the oil on them to loosen them a bit and then open it. Drop down through the grate to enter Susarro's castle. Nicole Collard, Part 8: Whew, that was a close one. Thank God you were wearing that wig that made you look like Petra, otherwise you would have been shot. You can now walk freely around the castle, so head through the front door to go outside. Run to your right and down the stairs. There is a building north of you, so run around it to find a guard standing in the archway. Talk to him and he'll give you an unvalidated security card. Head back into the castle through the front door and go to your right and through the door you find to enter a security room. Give the unvalidated card to the woman at the desk and she'll validate it for you. Leave the room and go to the opposite end to find a door with a red light. I don't know if it's a glitch in the game or what, but if you attempt to use the validated card on the door, Nico will spout out some nonsense. Try it two or three more times and she should eventually swipe the card to unlock it. Follow the stairs down into the basement and follow the tunnel around. When you see the fire extinguisher sitting next to a wall, continue past it and Nico will see a shadow approaching. She'll take the extinguisher and prepare to attack... George Stobbart, Part 8: You'll find yourself in a laundry room. Go to your left and move the old washing machine onto the trolley. Operate the trolley to have George ram it into the door, busting it wide open. Follow the tunnel south and take the second right. Watch the sequence as George is attacked by a fire extinguisher to the head. George Stobbart and Nicole Collard, Part 9: Well, now we know who the shadow belonged to. After George recovers, go south to the security door and ask Nico to unlock it. Go to the locker on the opposite end of the room and change into the guard's uniform. Leave the room and follow the tunnel north and head west at the intersection. As you continue to follow the tunnel, a guard will step out to say he has to make sure George and Nico have clearance to pass. Nico will quickly put an end to that, so go through the door and follow the stairs down. Head south through the gate to find none other than a crate puzzle. Push the lone crate south three times and move the left crate west once and south three times. Move the other crate south four times and east twice. Push the stacked crate west twice and north once. Push the middle crate north twice and west once and push the stacked crate against the wall. Peer through the vent to find Bruno Ostvald. Bruno will explain what has happened to him and you can watch the rest of the sequence on your own. After Susarro and the gang leave, use the silver coin to undo the vent and have Nico to climb through the hole to unlock the door. Head back to the security door and go inside. Take a look at the map on the wall to learn the location of the Armillary. Examine the desk and George will discover a secret button. Push the button to open a door and then head on through. Watch the sequence and you'll soon be back in Paris. Andr‚ and Beatrice will still be in the apartment when you arrive. Andr‚ will explain the St. Stefan chapter of the Knights Templar. After more conversation, George decides to go back to Montfaucon to see if he can find some answers there. George Stobbart, Part 10: There sure are a lot of familiar faces and places in this game, aren't there? Head east from the fountain to find a house under construction with a pissoir to the left of it. Climb up the scaffolding on the right side all the way to the top. Follow it around and a lady from down below will yell at you for being a pervert. Back on earth, talk to the lady about the urinals until George insults her pissoir. As she goes to clean it, quickly climb back up the scaffolding and drop down to the first level at the end. Take the rope and climb back up to the second level and the lady will yell at you again, but no worries, we're done. Go around the front of the truck to find an air compressor. Turn it off and quickly run to the other side and swipe the sewer key from the tool bag that belongs to another old friend, Flobbage. Tie the rope to the sewer key and use the sewer key on the manhole. Talk to Flobbage about himself and Alphonse twice and then leave the conversation. Go over to Alphonse, who is sleeping in the truck and talk to him. Watch as George gets Alphonse to think there's an earthquake and he'll take off like a rocket, dragging the manhole cover behind him. Climb down the ladder to once again find yourselves in the sewers of Montfaucon. Follow the path until you find a door with a skull on it. Use the stone cylinder to open the door and proceed down the stairs. Follow the hallway around until you see the first intersection, and then turn right. As you run along this corridor, you'll spot a pool of blood. Follow the bloody footprints and they'll lead you into a room full of massacred Templars. Search the body behind the door to find an old iron key. Leave the room and follow the hallway to the end to see a guard sitting at a table. Guess we'll have to find a way to distract him. Go back down the hall and back into the death room. Use the microwave and as soon as you can, run out of the room and into the room across the hallway before the microwave dings. As soon as it dings, the guard will get up to see what's going on. When he enters the death room, quickly close the door and use the old iron key on it to lock him in. Head up the hallway and through the door on the right side to find a continuing trail of blood. Continue to follow the trail and you'll see that it disappears into a wine rack. Pull the green bottle, the left red bottle, the right red bottle, the white bottle, and then the blue bottle to uncover a hidden passageway. Step into the passageway and follow it to find the Templar that stunned George earlier in the game. Looks like Susarro already got to him. The Templar tells George a couple things and then dies. Head northwest up the stairs and enter the door to find yourself in a changing room. There's nothing here, so continue on through the door on the other side. You'll now be in a large room with guards patrolling the area. I'll give you a hint for this area: Only move when the guard you see now is walking down the stairs, otherwise he'll spot you and you'll be shot. Start by creeping over to the brown podium on the right side of the altar. Look at the Bible and then run over to the altar and hide behind the screen. When it's safe, run to the door on the right side and proceed through. You'll now be inside a study. Go over to the left side of the room to find three statues. Look at the center one and George will notice a brass plaque. Read the plaque and then head back to the guard infested room. This time, you need to go back to the podium. Just as a note, if you're quick about it, as the guard is walking down the stairs, you may be able to run all the way from the door to the podium without being spotted. This is much quicker than taking it one step at a time. When you've reached the podium, read the Bible and George will find the verse from the statue inside. After you're done, go back to the study and if you noticed the clock, go over to it and change the time to match that of the Bible verse. George will think that nothing has happened, until he hears a noise. The middle statue will have moved and uncovered another hidden hallway. George will go up the stairs and you'll get to meet the Preceptor. Watch the sequence and at the end, George will be the newest member of the St. Stefan Knights Templar. He'll then return to Paris. George Stobbart, Part 11: George will bring the gang up to speed on the recent events. After he's finished, go over and talk to Nico, who is standing in the archway about Egypt and she'll show you a DVD full of satellite maps on the computer. When you have the opportunity, use the Psi stone on the map, followed by the Omega and Alpha stones to discover the exact location of the Armillary, and that will be our next stop. When they arrive at the Armillary, they'll see a couple of guards watching the place. Nico will try to make a break for it, but then she'll inadvertently make a noise, which sets the guards off. They'll begin to patrol the area, leaving George to come up with another plan. Run left until you're able to get a bird's eye view of the area. Hide behind the nearest wall and as the guard and his dog walk near the tent, run until you're clear of the area. If you need to, you can hide behind the wall nearest the exit before making a break for it. Once you've met up with Nico, you'll have to look closely at the stone wall as not everything is as it seems to be. There's a part of the stone that can open up a hidden passageway (the stone seems a bit lighter than the rest of the wall), and once you've figured it out, use the car jack handle on it to open the door. Watch the sequence between Flap, Susarro, and Bruno and then when the game returns to George and Nico, the door will have shut behind them, leaving them in the pitch black darkness. They'll stumble their way around until somehow, the lights come on. A statue of Anubis will suddenly appear and explain that there are two tests that must be completed before he'll let you through. The first test is very easy, while the second one is a bit tougher. To complete the first test, go up to the door and use all three Greek stones to open it. Proceed through the door and into the next room. Anubis will show up again and explain the next puzzle with a story about Horus, a murder witness and their brother, and the killer himself. The objective for the puzzle is to have Horus carry all the three people to the other side of the river in seven journeys, and making sure that no two people are left together at the end. Start by walking over to the panel and selecting the killer. The statue will automatically appear in Horus's hands, and he'll carry it over to the other side. Select the panel to have Horus return to the other side and he'll complete his second journey. After carrying the killer across, here's the sequence for the rest of the puzzle: Brother, Panel, Killer, Panel, Witness, Panel, Panel, Killer, Panel. You should have completed the puzzle and the doorway should have opened. If it has done so, go through it and into the next room. You'll watch a rather long sequence here, but don't go away just yet. Throughout the sequence, just keep on hitting the S button. The first time will result in George jumping the railing and landing on Flap. The second time will be George laying the smackdown on Susarro (almost) as he kicks the gun out of his hand. Now you can stop with the S tapping. Petra will soon appear and she'll aim a gun at George and Nico. Just when you think the end is near, Petra's real boss, the Grand Master will appear. He'll give the hero and heroine a chance to run, so when you have control, head north up the stairs and turn to your right. Follow the long path until you see a hole in the wall. George will approach it, only to discover a bomb. Quickly tap the S button until George jumps the railing as the bomb explodes to avoid the blast. When you're back in control, there will be two blocks. One inside a trench and the other is to the left of the large sphere. Start by moving the block in the trench downwards so that it forms a bridge between the gap. Go over to the other block and move it until you've moved it across the trench block onto the side with Nico and Bruno. Once it's across the block bridge and on the other side, go back into the trench and move the block northwards until it's one push away from the end. Leave the trench block there and move the other block upwards and across the block bridge again and this time, if you see the large ledge on the west side, move the block so it's up against that wall and climb up. Watch the sequence where Nico takes one last look at the sphere and the trio will figure out that the lines are converging in Glastonbury. They'll return to the previous puzzle room, where George wants to sacrifice himself in order for Nico and Bruno to escape. Nico tries to talk him out of it, and while they are talking, Bruno goes up to the panel and cheats. Watch the dramatic scene as George wants Bruno to live, but Nico urges him to leave. Anubis will appear and as the door shuts, he will kill Bruno so that Nico and George can escape. You'll next arrive back in Glastonbury. Harry will fly Nico and George to Glastonbury in his brand new airplane and as he lands, you'll notice that Glastonbury is very rainy now and a part of the town has been flooded. Colonel Butley will appear to thank George for saving his daughter from Tristram and then he'll take Harry to get a drink. Talk to Nico about all topics and then run up to the road and through the open gate on your right. It's time for the last, and most complicated crate puzzles ever, so I urge you to pay attention as I won't be repeating myself. You will see a bunch of crates here. Start by going over to the left side of the area and moving the crate left of the triple stacker north once and east twice. Go over to the small wall and move the crate to the right of it east one time. Next stop, the wooden table. Move the crate on the right side south twice and west once. Move the crate below the table east once and north once. Climb onto the table and move the crate east one time and then climb back down and move the crate that's to the right of the table south once and west once. Climb back onto the table and move the crate south twice and west once. Climb down and move the crate north of the wall west once. Go back to the table and move the crate that's at the bottom of it west twice and south once. You should now have a double stacker, so move it west once. Move the crates that are right of the double stacker north once and west twice. Push the double stacker north once and west twice and move the crate to the right of the double stacker north once, west twice, and south twice. Move the top-right single crate west once, north once, west twice, and south once and then move the double stacker west once and south once. Climb onto the wall and move the crate west once and climb through the hole in the wall. Watch the sequence as the Grand Master's plan comes into fruition, but just then, he begins to transform into a hideous dragon. As the dragon lands on the ground, it'll open several cracks in the earth, and George will end up falling into one of these cracks to arrive in an underground tomb. Head north of the tomb to find a sword in the stone. Try to pull it out, but you won't be able to succeed. Examine the plinth in front of it and use the Key of Solomon on it to cause the sword to glow. Go behind the sword and pull it out and watch the sequence. You will now have to defeat the dragon. Start by running right and standing behind the wall. As long as you're standing in the right spot, you'll be safe from the flames. When you have the chance, run left and then run back behind the wall. Continue to do this until the dragon turns blue. When he does so, run out from behind the wall and crouch behind the next one. Repeat the process again until the dragon turns blue, and then run out and as soon as it appears, use the sword on the dragon and watch the closing sequence. After the credits, you'll have opened up some extra stuff and you will have completed Broken Sword: The Sleeping Dragon. Credits: Tom Hayes - his guide was cool, though he made some omissions in it. He allowed me to use his guide so I could make mine and while I strived for some originality, I had to copy some of his puzzle solutions since I didn't have any other way of explaining it. Revolution Software - you have to love the Broken Sword series. The story is rather deep and the voice acting seems rather flawless. These guys really know how to make an enjoyable game and I hope they make a Broken Sword 4.