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I. WALKTHROUGH [WLKT]
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Unlike previous games, which use standard point-and-click controls, Broken
Sword 3 is an adventure game and has more complex (relatively) inputs. The
original WASD/Arrow key configurations are fully customizable, so make sure
to set these preferences before starting. Some actions are not mapped by
default. (The game does NOT support pure mouse controls, sorry!)
More about the action. George (and later, Nico) have four action buttons that
associate with specific actions. For instance, options to climb higher are
displayed on the higher of the four buttons, while normal action requests are
displayed on the bottom. All four buttons are used; there's no boiling it
down further.
To use items, bring up the inventory while facing the person/object and press
the corresponding action button. To combine items, face a neutral direction,
select one item, then try combining it with the second. What button acts as
the "combine this stuff" input is determined by the player's controls.
Finally, there are parts of the game that require sprinting and sneaking, so
get familiar with that in the first level.
NOTE: The PC version on Steam has a glitch that may remove screen resolution
and control configuration choices. The former may never be fixed without a
reinstall; the latter must be redone each time the game is opened.
Our hero begins in a planecrash. This first mission acts as a tutorial for
players to get acquainted with the new controls. Make sure to remap controls
if it hasn't been done already. (Some aren't mapped to anything, so this is
mandatory, not a friendly suggestion.)
• Unhook seat belt
• Take the Beer Bottle on floor
• Unhook crate's latch (only doable on foreground-facing side)
• Pull crate (only doable from side) into middle of plane
• Push crate into back of plane
• Enter cockpit
• Take fire extinguisher and throw it through windshield
• Try exiting out windshield
• Search Harry (obtain Bottle Opener)
• Combine Bottle Opener and Beer Bottle (obtain Open Beer Bottle)
• Use Open Beer Bottle on Harry
• Talk to Harry about the plane tilting
• Exit windshield
George ends up on the cliffs below. The next part is part point-and-clicker,
part platformer. George can't fall to his death, thankfully.
• Hop closer to Harry, then climb up onto his platform
• Hop past Harry (ledge shatters)
• Climb up to the thin ledge
• Shimmy across thin ledge (face cliff wall to start, not the ledge itself)
• Walk closer to waterfall
• Instead of hopping across, hang DOWN from outer lip
The remainder of the platforming is linear and going over the basics again.
The segment ends after ascending to the upper cave entrance and witnessing
Cholmondely's guests.
Our heroine begins outside of Vernon Blier's apartment.
• (Optional) try knocking on front door
• Take the Pencil off hallway bulletin board
• Enter balcony
• Move table to other side (pull it, hop over, push it rest of the way)
• Stand on table and use gutter to reach adjacent balcony
• Hop over balcony's railing and shimmy to other entrance
• Use Press Card on locked door
• Enter apartment bedroom
• Enter apartment living room
• Take Shell Casing on floor by TV
• Search corpse (obtain Vernon's Business Card)
• Try entering kitchen for a scene
• Grab frying pan when prompted
• Open refrigerator when prompted
Nico ends up outside on the fire escape. This entire area can be canvased on
foot, though most doors are locked and leaving the street (only available
spot to visit is Nico's apartment) doesn't help.
• (Optional) Reenter apartment
• (Optional) Dig through kitchen trashcan to find a Bank Statement
• (Optional) Inspect rug leading into kitchen
• (Optional) Inspect loose floorboard to discover a safe
• Descend to street level
• Take Newspaper by lower ladder
• Climb over the wall into the sheltered courtyard (the one by the newspaper)
• Take the Wig
• Inspect Wig in inventory
• Speak to sweeping woman in front of a brasserie
• Ask about the blonde woman (must have inspected wig to have this option)
• Speak to skater punk walking around
• Ask about the sports car
• (Optional) enter garden behind traffic warden
• (Optional) talk to goth woman
• (Optional) ask about Vernon Blier
• Speak to the traffic warden (blue clothes, blue hat) by garden entrance
• Ask about the shell casing
• Ask about the sports car
• When the police arrive, exhaust all dialogue options, then exit dialogue
[WK03] CONGO [II]
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• Speak to the dying man (automatic)
• Take Postcard off table
• Take Magnifying Glass off table
• Push crate onto the pressure plate, opening the door
• Enter adjacent room
• Operate the machine
• Pull machine's lever, causing an explosion
• Take the Metal Rod near the canisters
• Put Metal Rod into wall socket near pressure pad door
• Pull lever (makes door stay open permanently)
• Remove the Metal Rod from its socket
• Move pushable crate into machine room, placing it under upper wall hole
• Climb up into hole
• Use Metal Rod on Bird's Nest
• Take the Bird's Nest from where it falls
• Complete the cavern platforming section
• On the outdoor cliff, use Bird's Nest on statue
• Use Magnifying Glass on nest
• Slide down embankment (automatic)
• When able, sprint toward the vehicle to escape
[WK04] GLASTONBURY
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This massive street only has a few NPCs of note:
- Butley, a man pacing around the entire street
- Eamon, a man sitting in front of the (closed) pub
- Madam Zazie, a fortune-teller in her kiosk (other end of street from start)
- Tristram, a shopkeep/poet in his store (middle, right-hand side)
The other buildings can't be entered. The alleyways also deposit players on
opposite sides of the street or back at the start, making them nigh useless.
• Enter Cosmic Faerie and talk to Tristram
• Ask about the Glastonbury Postcard
• Read poetry book on countertop (×2)
• Speak to Butley
• Ask about himself
• Speak to Eamon O'Mara
• Ask about himself (×5)
• Talk to Madam Zazie in her kiosk
• Ask about the Glastonbury Postcard
• Talk to Tristram again
• Ask about the poetry book with coins (must have read poetry book twice!)
• Obtain the Poetry Book with Coins
• Combine Poetry Book with Coins and Metal Rod
• Obtain Three Silver Coins (automatic)
• Obtain Damaged Poetry Book (automatic)
I suggest saving at this time -- maybe in a spare slot -- since I've had the
next steps with Eamon freeze up the game several times. It would fix when the
game reloaded, however.
• Speak to Eamon again
• Ask about Tristram Hillage (×2)
• Return to Cosmic Faerie (automatic)
• Go upstairs while Tristram's distracted
• Speak to Melissa about Tristram (×2)
• Speak to Tristram about Butley, then Bruno (obtain Boxer Shorts)
• Speak to Madam Zazie again
• Use Three Silver Coins
• Show the Glastonbury Postcard again
• Show the Boxer Shorts
George will be outside after the scene.
• Try opening pub's side door (if not attempted earlier)
• Speak to Eamon
• Break down door into pub's backyard (automatic)
• Push the two crates so they're between the crate stack and the burning barn
• Move stacked crate against barn (pull it, hop over, push it)
• Enter barn loft
• Speak to man
• Exit barn
• Question Bruno (exhaust all options)
[WK05] PARIS: VERNON'S APARTMENT AREA [II]
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Nico begins back at her apartment.
• Return to street by Vernon's apartment
• Climb fire escape
• Use Newspaper on door
• Use Pencil on door (obtain Vernon's Kitchen Door Key)
• Use new key to unlock door, then enter
• Take Paper Tissue from box on kitchen counter
• Inspect rug by kitchen entrance
• Inspect squeaky floorboard underneath
• Enter bedroom
• Give Paper Tissue to Beatrice
• Ask about Vernon's safe
• Inspect the safe using Beatrice's birthday option
• Inspect safe (obtain Vernon's DVD and Vernon's Diagram)
• While trying to exit area, dodge oncoming car
• Return to Nico's apartment
• Use Vernon's DVD on tabletop DVD player
• Call André
• Ask him about Vernon
• Ask him about the theatrical mask (must also do other options, too)
• Call Candice (the newspaper) and ask about the theatrical mask
• Try exiting apartment to visit the theater
• Go clockwise around building to side alley
• Climb onto scaffolding opposite theater (it has red lights on it)
• Climb ladder, then go around corner, climbing two more levels
• Continue along path, take long ladder, and reach the top of scaffolding
• Unfasten billboard
• Backtrack to scaffolding's lowest ladder, then jump past it (don't descend)
• Climb up to movable crate, reposition it, get to billboard's lowest point
• Unfasten billboard
Nico automatically infiltrates to the opposite fire escape.
• Climb to roof
• Descend long side ladder
• Enter nearest door
• Once inside theater, descend to the theater's main lobby
• Try walking past the popcorn stand (automatic scene)
The POV switches to George now.
• Move into side alley
• Push crate into dark corner alongside big dumpster
• Climb up and shut dumpster lid
• Climb onto big dumpster, then inspect window (×2)
• Exit book repository room
• In main library hall, enter rightmost side door
• Move a crate into the middle of the ones stacked near the door
• Move topmost crate away from light switch, then activate it
• Open trapdoor (under crate that was moved when first entering; remove it)
• Traverse tunnel and ascend
• Ascend out of boiler room
George will be in the theater now.
• Enter theater's main lobby
• Take the Paper Cup from the popcorn stand's floor
• Back in the theater, move down stage's rightmost aisle
• Climb ladder onto the fly loft
• Pull the loose cable near the lighting rig
• Grab hold of the rig and shimmy across to the stage's right side
• Inspect the sandbag (×2)
• Speak to Nico (automatic)
• Obtain Nico Collard option
• Descend into B1 level via stage's left side
• In scenic canvas room, take Theatrical Grease Paint stick near a column
• Combine the greasepaint and the paper cup
• Use Cup Holding Grease Paint on stage light (by Flap) to melt it
• Return to B1
• Enter the dressing room past the canvas area
• Inspect safe below the table
• Descend to B2
• Watch scene that plays on stairwell (automatic)
• Enter maintenance chamber nearby
• Use Melted Grease Paint on the central support
• Use Nico Collard option on central support
• Inspect safe's contents
• Obtain Security Swipe Card (automatic)
• Obtain Crystal-Covered Artefact (automatic)
• Go further down hall to elevator area
• When able, use Security Swipe Card on elevator's card reader
• Descend (automatic)
• Follow tunnel (leads to automatic scene)
• Enter cobra chamber (automatic scene)
• Go to bridge's end (automatic scene)
• Take the Omega Stone from its "pedestal"
I suggest saving here, as the next few scenes must be done properly or they
result in death (making all the cutscenes have to be watched again). Also,
it's possible that the game can crash at the event's end.
• Try moving back down bridge (automatic scene)
• QUICKLY sprint toward Nico's side of bridge and hang off side opposite lift
• Shimmy towards Nico, then pull up onto bridge
• When able, SPRINT from assailant back toward the elevator
• Give Nico the Bottle Opener
• Return to the B1 canvas room
• Use the stage elevator (operate button on side while standing atop it)
• Move to the theater's boiler room ladder to exit
• Obtain Stone Cylinder (automatic)
• At Nico's apartment, exhaust all dialogue options
[WK07] CONGO [II]
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• Use Nico Collard option on locked door
• Use Metal Rod on door
• Backtrack to corpse room
• Use Omega Stone on the weird locked door
• Enter new passage
• [Optional] try walking forward to trigger spike trap
• Facing left wall, hang off rim and traverse the trap area
• Use Metal Rod on the giant cogs
• Push movable block #1 into trap area (so it triggers trap)
• Push movable block #1 into trap area two more spaces
• Push movable block #2 into trap area (so it keeps 1st trap triggered)
• Push movable block #1 forward so it triggers remaining spike trap
• Inspect skeleton (obtain Ancient Scarf)
• Right-click scarf in inventory (obtain Metal Plate)
Continue into the next chamber to find a game with a trap ceiling. The goal's
to move George to the room's opposite ledge by only traversing safe tiles,
i.e. those with a blue border. Blank (symbol-less) spaces are safe by default,
and George can ask Nico to turn on other symbols using her inventory option.
Make sure to save before doing this, as walking outside the safe spaces gives
a bone-crushing end, resetting the whole puzzle. (Well, the game gives one
mulligan...)
The correct plate order, beginning with the first blank space is:
• Fish
• Scorpion (move to nearest blank space, not farthest)
• Snake
• Fish
• Bird
• Scorpion
• Snake (of three blank tiles, go to farthest from destination)
• Bird
• Fish
• Scorpion
• Snake
• Pull up onto ledge
Nico can't follow for the moment.
• Enter new chamber
• Descend into pit (climbing course of sorts) and exit
• Enter new puzzle chamber
The destination bridge can't be used properly unless it's weighted down. The
area contains a triple-tier platform with a movable block on each. The goal's
to make the most elevated block anchor the bridge. (We'll refer to the blocks
as 1, 2, and 3, in order of ascending elevation.)
• Push #2 towards the center of the platform
• Push #1 into the gap nearest #3
• Push #2 directly over the light crystal by #3
• Push #3 across #2 onto the new platform
• Relocate #2 onto the other side of #3's platform, acting as a bridge again
• Push #3 as far as it'll go down its S-shaped linear path
• Put #1 into its starting position
• Drag #2 across #1 into its starting position
• Push #3 onto the topsy-turvy bridge rock
Crossing the bridge leads to a new "power room" chamber with four machinery
pieces. One of the pieces is immovable and has a console on it; the others
can be rotated using the second console. To solve this puzzle, George must
connect the machines into a certain configuration. (Going clockwise starting
at the immovable machine, we'll call them 1, 2, 3, and 4.)
• Connect piece #2 to piece #1
• Connect piece #4 to piece #1
• Bring piece #3 to center, rotate it, put it back
• Bring piece #3 to center again, put it in place without rotating it again
The puzzle can be annoying because the console doesn't always intuitively.
Pieces brought to center may not be the right ones due to two pieces being
on the beam. (In those cases, take the piece not needed, rotate it, put it
back, then try activating console again to get the other machinery piece.)
When the machine's completed, it shoots a power beam into the next room. It
has a puzzle where the power beam can be reflected around the room using the
rotatable crystal pillars. The configuration looks like so:
TO NICO
____| |________
|x |x | |_
| |¯¯| 5 _
| |__| |
__| 2 o 1 |
| S | # = crystal
| 6 o 3 4 T | o = broken crystal
| A | x = Console
| 7 8 R |
|_______________ T )
| (
• Enter crystal hall
• Bounce power beam off crystal #5 (configuration 1-2-3-4-5) to push debris
• Backtrack to machine room and use console to reverse its flow
• Bounce power beam off crystal #8 (configuration 1-2-3-6-7-8) to pull debris
• Go upstairs and get Nico
• Use Nico Collard option on console (only works on one nearest staircase)
• Operate other console
The rightmost door in the power room is now accessible.
• Exit into new tunnel
• Progress through tunnel to next chamber
• Use Metal Plate on the wall indentation
• While using plate, quickly use Ancient Scarf on it
• Give Nico instructions (automatic)
• Enter new chamber and take the Alpha Stone
• Return to Nico and exit (automatic scene)
• When able, sprint down walkway, avoiding falling rubble
• Hop over next gap (must be done quickly to avoid death)
• Return to cave chamber's entrance
[WK08] PARIS: ÎLE SAINT-LOUIS [II]
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• Return to theater's B1 level
• Enter dressing room
• Hop down floor hole that was made by falling safe
• Now on B2 level, enter room the guard was holed up in earlier
• Try entering room past vases
• Use action button to attack assailant
• Inspect clipboard on desk
[WK09] PRAGUE
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• Try operating intercom button by gate
• Talk to Nico about the button
• When she goes to ring the guard, hide around gate's LEFT side
• When Nico distracts guard, creep into the open gate
Remember, to creep, use the button specifically associated with it in the
controls menu, lest the guard hear and foil the scheme. (The sneak button
may not be mapped to anything by default, so double-check here.)
Inside, George must sneak around the place while avoiding the guard details
and hounds. Unlike the gatesman, these ones shoot on sight.
• Climb left wall into small courtyard
• Climb courtyard's left wall (watch for patrolling guard/dog nearby)
• Move further west, into a courtyard with a spotlight
• Search a garbage cans in one corner of the yard (obtain String)
• Search another garbage can near the dumpsters (obtain Half-Eaten Burger)
• When spotlight moves toward entrance gate, run into small yard with crates
• Push crates toward the wall opposite the stairway
To do this, try pushing the TALLEST stack from the side nearest the stairs.
George won't be able to move the lower, but due to the configuration, can
move the tallest onto the crate behind it. Move the lone crate towards the
wall, then repeat.
• Climb onto the parapet
• At far end, hop onto the outer rim
• Creep onto the castle's front balcony, then over the side to the next rim
• Drop down into the courtyard behind the (non-patrolling) guard and dog
• Sneak into the adjacent courtyard with a tree
• When the guard isn't looking, sneak across the road into another courtyard
This courtyard has several movable crates in it.
• Move crates so the one nearest the wall is pushed flush against it
• Using crate as stepping stone, hop over barbwire fence
• By the dog kennel, use the Half-Eaten Burger by the prompt
• Sneak behind the immobile guard, then out the gate
Note that sneaking behind the guard differs depending on which way he faces.
If the dog barks to make him turn around, use the freight container to block
line of sight, then sneak as far away from him as possible. Either way, our
hero winds up in an area reserved for vehicles. (Only one guard's present.)
• Sneak away from guard, toward gate where Nico waits (automatic scene)
• Sneak along periphery for a ways until finding a jeep past the helipad
• Inspect glove compartment (obtain Remote Control)
• Return to Nico and use the remote on the gate
• Sneak back to the store-area gate and try operating its door button
• Use Nico Collard option on button
• Inside, take the Car Jack Handle and Piece of Coal
• Use the new handle on the jeep's jack
• Pull jeep's handbrake
• Push jeep from behind
• Use jeep's hood to climb onto storehouse's roof
• Try climbing exterior gutter
As Nico...
• Pick up the Drainpipe Bracket that broke off the gutter
• At street level, climb onto the limo parked near the house
• Standing on the hood, use Drainpipe Bracket on the cracked window
• Climb into window
[WK10] PRAGUE [II]
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The second stretch begins here, with Nico in an old cellar of sorts.
• Exit cellar (automatic eavesdropping scene)
• Use staircase to reach 2F
• Try entering foyer (automatic hiding scene)
• Enter 2F hallway
• Enter Petra's bedroom (last door in hall)
• Open footlocker by bed and take the Hair Dryer
• Open footlocker behind changing screen and take the Brown Wig
• Observe the wig footlocker again, then inspect it
• Use Pencil on the wig footlocker
• Take the Grind Stone from the secret compartment
• Return to 1F using the side stair
• Sneak across the foyer and enter the kitchen
• Speak to cook, then offer the Grind Stone
• Take the Industrial Bleach off the nearby shelf
• Return to Petra's room
• Use Brown Wig on bathroom sink
• Use Industrial Bleach on bathroom sink
• Use Hair Dryer on bathroom sink
• Return to 2F foyer
The POV switches to George
• Move block below the nearby ledge
• Climb up, approach far door, then hop onto right-side ledge
• Push feeble gargoyle off ledge
• Go around corner and shimmy (back flat to wall, not hanging) over the gap
• Drop down to lower roof
• Use wall's crossbar to reach opposite roof
• Enter window
• Move crates to reveal hole
As before, the crate puzzle is started by pushing the tallest stack towards
the wall, relocating the lone block, and simply uncovering the floor-height
opening.
• Descend battlements staircase on hole's other side
• Enter dead-end alley
• Observe the drainpipe
• Take the Tin Cup hanging on pipe
• Return to crate puzzle room and inspect wall lantern
• Use Tin Cup on lantern (obtain Cup Filled with Oil)
• Return to battlements' tree courtyard
• Inspect the rusty walkway grate
• Use the cup of oil on the rusty grate
• Open grate and descend
The POV switches back to Nico. With her wig, she can walk around the entire
area without being shot full of holes.
• Exit building
• Speak to guard by vehicle area (visited earlier) to get Unvalidated Card
• Revisit foyer
• Enter computer room (left-hand door in foyer)
• Speak to technician and have her validate the security card
• Take the Validated Card off desktop
• Use Validated Card on foyer door with a card reader
• Descend into cells
• Continue down tunnels until a scene occurs
Back to George!
• Push rusty washing machine onto the metal dolly
• Use dolly (breaking through nearby door)
• Down the tunnel, take the second right, advancing past the locked door
The two explorers reunite here.
• Have Nico open the locked door George just passed
• Enter locker room
• Inspect green uniform closet to don a disguise
• Exit dressing room and proceed down hallway (near the fire extinguisher)
• Get past the guard (automatic)
• Enter the cell area with movable crates
• Stack the crates so George can spy through the upper vent cover
• Eavesdrop on the meeting
• Use Silver Coin on vent cover
• Ask Nico to crawl through
• Enter meeting room through front door (automatic scene)
• Observe the desk
• Press desk button
• Exit via secret stairway
[WK11] PARIS: MONTFAUÇON
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This area is mostly fenced off, other than a pissoir, scaffolding beside it,
and fountain-area construction workers.
• Try climbing scaffolding by pissoir (attendant lady eventually foils it)
• Use the pissoir
• Speak to pissoir attendant about urinals (×4)
• Traverse the scaffolding fully while the attendant is distracted
• Take the Length of Rope from the scaffolding's mid-level walkway
• Visit the workers' site
• Talk to the worker, Flobbage, about himself (×2)
• Inspect or try accessing the toolbag
• Turn off the jackhammer's compressor (red machine)
• While worker's attendant, take the Sewer Key
• Combine the Sewer Key and Length of Rope
• Use Rope Tied to Sewer Key on the manhole
• Try speaking to Alphonse in the truck
• Descend into sewer
• Use Stone Cylinder on skull door
• Exit
[WK12] PARIS: CATACOMBS
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George begins in a tunnel network.
• Advance, taking the first (right) path branch
• Follow the blood trail a long ways, into a dining area
• Search corpse nearest door (obtain Old Iron Key)
• Advance up hallway to find a kitchen guard
• Return to dining room
• Use the microwave, then sprint into locker room opposite dining hall
• When guard investigates, use the dining room door
• Use the Old Iron Key to lock said door
• Advance past kitchen into wine cellar
• Solve the wine rack puzzle
To do this, simply pull the bottles in a given order. The observe option can
tell the real names of the wine.
• Pull the Sauvignon Blanc (green)
• Pull the Modena Lambrusco (red)
• Pull the Wiesbaden (red)
• Pull the Montagne de Rheims (white)
• Pull the Chateau Berentoires (blue)
• Advance into tunnel for a scene
• Exit tunnel into locker room
• Exit into adjacent chamber
George is now in the guarded church. Only one guard actively patrols, giving
players ample time to hide in the lit-up Bible nook or behind the monoliths
by the desk. George doesn't need to sneak while the guard is down the stairs
and standing around, so feel free to sprint while the sprinting's good.
• Enter door across hall
• In office, observe middle statue
• Observe the plinth's plaque
• Backtrack to chapel's Bible nook
• Read the Bible
• Return to office
• Inspect the clock using the Bible verse clue
• Enter new passage (automatic)
• See new scene and obtain Psi Stone (automatic)
George returns to his buddies at Vernon's house.
• Talk to Nico about Egypt
• On the map, use the Psi Stone option
• Use the Omega Stone option
• Use the Alpha Stone option
[WK13] EGYPT: THE ARMILLARY
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In the opening scene, Nico will run off.
• Follow Nico's route along the left-hand side of the ruins
• When the patrollers move to the red entrance, sprint to back of ruins
• Speak to Nico (automatic)
• Use Car Jack Handle on the tiles
• Enter new passage
• Place Alpha Stone in recepticle
• Place Omega Stone in recepticle
• Place Phi Stone in recepticle
• Enter puzzle chamber
George is tasked with solving a "cross the river" puzzle where certain pieces
can't be left alone or the puzzle fails. Select the puzzle piece for Horus to
carry, then use the button to ferry them across. In cases where no one needs
to be brought across, use the button while Horus' hands are empty. The answer
is as follows:
• Take Killer to left side of river
• Return to right side
• Take Witness to left side of river
• Bring Killer back to right side
• Bring Brother to left side
• Return to right side
• Take Killer back to left side
• Enter new passage
• Use the prompt when able
• Try grabbing the gun when able
• Watch the long scenes (automatic)
• Use stairway to reach 2F balcony and approach the bomb
• Use prompt to escape explosion
• Obtain the Key of Solomon (automatic)
The room's now wrecked. Of particular interest here is the movable blocks:
one in a trench, one at normal level. The goal is to push the latter block
into a certain corner to pull up onto a ledge, and the trench block acts as
the bridge.
• Move floor block to left side of broken console
• Push trench block further down the trench
• Move floor block over to the wall
• Push floor block to the ledge, then climb up
• In the Horus puzzle room, inspect the console
[WK14] GLASTONBURY [II]
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• Enter the open gate at other end of street
• Solve the moving crate puzzle
This is the last puzzle in the game, and it's rather simplistic. All players
must do is move the crate at middle level all the way to the other side of
the highest stack, so that the uppermost crate can be pushed onto it. That
way, George can hop up through the wall fissure. (How to move the mid-level
crate? Just make a "bridge" using the other pushable crates. Just keep the
space constraints in mind.)
• View cutscene (automatic)
• In the weird tomb, use the Key of Solomon on the sword
• Pull the sword out of its holster
The final battle is a literal battle this time. The goal is to approach the
fireball-spitting enemy and use the sword on it. The environmental rubble can
block the fireballs (somewhat), giving time to move closer. The boss must
recharge -- that is, it glows with blue energy -- after three vollies, so use
that window to kill it.
THE END!
Beating the game should fully unlock the extras gallery selections.
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III. FREQUENTLY ASKED QUESTIONS [FAQZ]
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[Q] - I can't use the greasepaint on the support pillar!
[A] - Two things are required: melting the grease paint in the paper cup from
the 1F vending area, then inspecting the safe itself, to see it sits on
a rotting foundation.
[Q] - I can't move the debris in the Congo power room!
[A] - The beam begins with a forward flow and needs it to push the rubble
from its initial slot. If players tampered with the flow accidentally,
it must be returned back to normal. (The reversed flow is needed to
pull the debris once moved, though.)
[Q] - On Steam, the game's resolution/control settings don't save right!
[A] - Yeah, I've noticed this occasionally happens. Not sure how to fix it.
I was lucky to get through the first two-thirds of the game without it
kicking in (others haven't been as lucky).
[Q] - What console should I play this on?
[A] - Usually the answer would be "PC, of course," but given how frought it
is with problems, playing it on Gamecube or PS2 may be more enjoyable.
[Q] - Even with the problems, is the game worth playing/buying?
[A] - It's a fun adventure, if players can think outside the Broken Sword box
a bit. The new controls allow for some decent exploration/puzzle-solving
aspects, although the block puzzles were a bit thin by the end. If it's
the black sheep of the franchise, it's because of the problems, not
because it slacks in the entertainment or plot departments.
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IV. UPDATES & CONTRIBUTORS [UPDT]
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11-25-2017 -----------------------------+ Started walkthrough
11-30-2017 -----------------------------+ Finished walkthrough
THANKS TO...
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• Sailor/Ceej, for hostin' my crap
• Lord Stobbart of Idaho, the hero we all deserve
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V. LEGALITY [LGLT]
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This document is intended for private home use ONLY, and may not be reproduced
through electronic or commercial means without the expressed consent of the
author (P. Summers). It cannot be hosted, edited, or distributed for profit,
and may not be given away as an add-in/gift to bought items. All rights are
reserved to respective parties, even those not explicitly stated herein. Those
who find this document on sites not listed below should e-mail the author (me).
Thanks for reading this, and thanks for respectin' FAQ authors.