Broken Sword: The Shadow of the Templars Walkthrough :
This walkthrough for Broken Sword: The Shadow of the Templars [Game Boy Advance] has been posted at 20 Aug 2010 by MasterM and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up MasterM and share this with your freinds. And most important we have 5 other walkthroughs for Broken Sword: The Shadow of the Templars, read them all!
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Walkthrough - FAQ/Walkthrough"I'm not running away from my responsibilities. I'm running to them... ***** ** * ****** *** ** ** * * ** ** * * * ** ** * * * *** **** **** ** ** ** * **** **** * * *** * ** *** *** *** **** ** ** * ** **** * **** ** * *** * *** **** **** * ** *** ** ** ** *** * * *** ** **** ** ** *** ** ** ** ** * ** *** ** ** ** ** *** ** ** ** ** * ******** ** ** * ** ** ** ** ** ** ** ******* ** ** * ** ** ** ** ****** ** ** ** **** *** *** ****** ** *** **** * ** ** * ******** *** **** ** *** * ******* *** *** * **** ** *** ***** *** *** * E S O T M R ** H H D W F H E P A S T A O E T L ******* ** * *** ** * ** ** ** ** * ** ** *** ** *** **** **** *** **** ** ** *** ** *** *** * * *** * **** **** * *** ** *** *** ** *** **** * **** ** **** ********* *** *** ** ** ** ** ** ** ** **** *** *** ** ** ** ** ** ** ** ** ** *** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** * * ** ** * ** ** ** ** ** *** * ******* ******* ****** *** ** ** * ********* ***** ***** **** *** ***** * ***** *** * ...there's nothing negative about running away to save my life..." ** - Yossarian, Catch-22 ----------------------------------------------------------------------------- BROKEN SWORD: THE SHADOW OF THE TEMPLARS (GBA) FAQ/Walkthrough (Version 1.1; Feb 26th, 2005) Written by TestaALT ----------------------------------------------------------------------------- +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ T A B L E O F C O N T E N T S +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ 1. Author's Forward 1.1 - Version History 1.2 - Introduction 2. Basics 2.1 - Story 2.2 - Controls 3. Walkthrough 3.1 - Paris 3.2 - Ireland 3.3 - Paris II 3.4 - Syria 3.5 - Paris III 3.6 - Spain 3.7 - Paris IV 3.8 - Spain II 3.9 - Paris V 3.10 - Train 3.11 - Britain 4. Appendices 4.1 - Items 4.2 - Characters 5. End 5.1 - Credits 5.2 - Legal Disclaimer 5.3 - Contact Information ____ |1111| |1111| ____________|1111|_________________________________________________________ |11111111111111111|-------------------------------------------------------_/ |11111111111111111|--------- ---------------_/ |11111111111111111|------- 1. Author's Forward -----------_/ |11111111111111111|--------- -----------_/ |11111111111111111|----------------------------------------------- / ŻŻŻŻŻŻŻŻŻŻŻŻ|1111|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ |1111| |1111| ŻŻŻŻ The usual before walkthrough stuff. ____ ____ ____ ____ ____ ____ ____ ____ ____ |####||####||####||####||####||####||####||####||####| ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ 1.1 - Version History ____ ____ ____ ____ ____ ____ ____ ____ ____ |####||####||####||####||####||####||####||####||####| ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ Version 1.1 (02/26/05): Made some minor corrections in the appendices. Version 1.0 (02/21/05): Walkthrough and lists complete! ____ ____ ____ ____ ____ ____ ____ ____ ____ |####||####||####||####||####||####||####||####||####| ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ 1.2 - Introduction ____ ____ ____ ____ ____ ____ ____ ____ ____ |####||####||####||####||####||####||####||####||####| ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ Broken Sword: Shadow of The Templars (SoTT) is, without a doubt, a fantastic mystery game. It combines the thrill of finding new clues with the quick- witted quips that are aplenty. Enjoy quotes that not only mock construction work but also America in general! However, SoTT falls short because it has horrendous replayability. After playing through SoTT once, it won't be funny or entertaining anymore. Nevertheless, SoTT is a good rent (if you have money), borrow (if you have friends), or return (if you like to rip stores off). ____ |2222| |2222| ____________|2222|_________________________________________________________ |22222222222222222|-------------------------------------------------------_/ |22222222222222222|--------- ---------------_/ |22222222222222222|------- 2. Basics -----------_/ |22222222222222222|--------- -----------_/ |22222222222222222|----------------------------------------------- / ŻŻŻŻŻŻŻŻŻŻŻŻ|2222|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ |2222| |2222| ŻŻŻŻ No manual? ____ ____ ____ ____ ____ ____ ____ ____ ____ |####||####||####||####||####||####||####||####||####| ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ 2.1 - Story ____ ____ ____ ____ ____ ____ ____ ____ ____ |####||####||####||####||####||####||####||####||####| ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ George Stobbart, an American tourist, saw a clown blow up a cafe and take a briefcase. Yes, the police will definitely believe that. Looks like its up to you to find out the truth. ____ ____ ____ ____ ____ ____ ____ ____ ____ |####||####||####||####||####||####||####||####||####| ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ 2.2 - Controls ____ ____ ____ ____ ____ ____ ____ ____ ____ |####||####||####||####||####||####||####||####||####| ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ A: Used to accept commands, pick up items, and start/continue conversations. B: Describes items/people. Also can cancel/exit menus. R: Cycle though options in area. L: Open item menu. Control Pad: Used to move around in game and cycle through options. ____ |3333| |3333| ____________|3333|_________________________________________________________ |33333333333333333|-------------------------------------------------------_/ |33333333333333333|--------- ---------------_/ |33333333333333333|------- 3. Walkthrough -----------_/ |33333333333333333|--------- -----------_/ |33333333333333333|----------------------------------------------- / ŻŻŻŻŻŻŻŻŻŻŻŻ|3333|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ |3333| |3333| ŻŻŻŻ WALK.NOW. ____ ____ ____ ____ ____ ____ ____ ____ ____ |####||####||####||####||####||####||####||####||####| ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ 3.1 - Paris ____ ____ ____ ____ ____ ____ ____ ____ ____ |####||####||####||####||####||####||####||####||####| ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ Life went on around me, but the explosion was to chance my life forever... ------ Street ------ After the introduction, check the table to the southwest and also the broken glass window. Not much in the form of clues from both of them, so walk over to the streetlight and pick up the newspaper. After reading the suspicious writing on the back, George will pocket the newspaper. Next, walk into the cafe. ---- Cafe ---- A dead man resides near the door. George will check his pockets, but it is to no availability; it seems this very dead man has no identification. On the other side of the room you will find a bottle of Brandy, but we don't like that stuff. A waitress is sitting south of the bar. Talk to her, and tell her that you are a Doctor. Also give her the bottle of brandy; she has had a hard day. ...but not that hard of a day. She gobbles the Brandy like it is air! It seems she hasn't lost consciousness yet, as she asks if the man is dead. Tell her the truth; he looks dead enough. Now you can finally question her. Opt to ask her everything you can. Choose the same option, such as the dead man, until it is not an option anymore. This signifies that you have asked her everything you can about the subject. Besides her own suspicion that the dead man was having an affair, she won't be very helpful. There are not any clues in this room, so leave the cafe the way you entered. ------------------- Rosso's Questioning ------------------- Once outside, head to the northern area to meet Moue. It seems Americans are never innocent. Rosso will break up the arrest and bring you into the Cafe for questioning. For the first question, answer that you saw him enter the cafe. For the second, choose the clown option. Rosso will tell you to kindly leave and give his card just in case you remember anything else. Of course, it just happened five minutes ago - I can't imagine George recalling anything else. ---------------- Questioning Nico ---------------- Outside, a woman will be walking around, taking photos of things. Talk to her and George will take it away. Her name is Nico, she's a Reporter, and, most importantly, she knows about the clown. If you press her on the matter, though, she'll say that it's a long story and she doesn't have time to tell you. Choose the next option, the dead man, and she'll give you his name (Plantard). It seems Plantard wanted to meet Nico at the cafe because he knew of a really good story. After the small conversation, Nico will cut it off, saying that she has to develop some pictures. George, being the sly dog he is, gets Nico's number. We could all learn from the great George Stobbart. Alone again, it's time to investigate further. Walk up the road to the northern area you were at earlier. Y'know, the one where Moue pulled a gun on you. ----------------- Construction Site ----------------- Talk to the construction worker, Flobbage, who seems to be digging some sort of hole. Talk to him about the clown - pursue the conversation a couple times and Flobbage will say "I wondered what that bang was...!" Heh heh, either they are stereotyping the French or construction workers, probably the former. Anyway, continue questioning him about everything. George will say he's a cop when you flash Rosso's card to him. Give him the newspaper and Flobbage will reveal what the writing on the back of the newspaper means. Something about a race horse. He'll go off to bet on that same horse. Construction workers. But who cares, you can now raid his toolbox! Do just that, and take the T-shaped tool from his box. George will automatically do it, saying that "it looks useful." Ha. Try the door near the construction site but it's securely locked. Ignore the telephone - you don't need to call anyone right now - and go back to the cafe west of this screen. Walk down the road to the streetlight and go east, over to what looks like an alley. ----- Alley ----- The clown escaped this way, as you might already know. Try to climb the drain pipe near the entrance to this area, and George concludes that the clown didn't use that to get away. Check both of the trash cans in this area to find out that he isn't hiding in those. Of course, if he was, he must smell horrible. Finally, use the T-shaped item (in the item screen) to open the manhole. George, of course, repockets the tool. We must have to use it again. Enter the manhole. ------ Sewers ------ Interesting sewer we have here. A red ball resides in the middle of the walkway. Walk over to it and George will realize it is the clown nose! No, the clown definitely wasn't down here. Continue to the next area of the sewers to find a soggy tissue. Walk south and pick up the scrap of material off of the "thing." It is a piece of the clown costume! Boy, this clown must have a good time dropping incriminating clues on the ground. Exit via the ladder. -------------- Albert's House -------------- Albert thinks you're a bad guy. After George calms him, ask him about the clown. Albert won't budge - he thinks you're in the same "league" as the clown. To further his suspicion, he doesn't know what you are doing down in the sewers. Show him the police card that you obtained from Rosso and he'll think you are a policeman. Now he is putty in our hands. Ask him about the clown, Plantard, and the briefcase. He will give you good answers to each of the questions. It seems the briefcase is of some importance. Finally, show him the clown scrap to him and it seems he has the clown costume, but it's in repair. He knows all the specifics on it, though, from time at the "desert." I wanna go to the desert. When you are done questioning him about the jacket, opt to leave his house. ----------------- Construction Site ----------------- Albert knew the phone number and the telephone is right there. It practically has "Call Todryk" in neon lights over it. So call the guy. It turns out that Todryk doesn't know anything at all about a bombing, or Plantard, or the clown. He doesn't know nothing! Leave the construction site to the east. --------- World Map --------- Go to the southern dot on the map. -------------- Police Station -------------- Fancy police station... anyway, talk to the guy at the counter. He isn't much help, though. Rosso and Moue both aren't here, so decide to end the conversation and use the telephone at the far west of the room. Call Nico and George will brag about everything he has discovered. Nico is so impressed that she'll invite you over to her apartment. Oh my! Exit the police station. --------- World Map --------- Nico's apartment is in the middle of the three dots, to the left of the police station. ---------------- Apartment Street ---------------- Walk over to the door in the middle of this area. It will be locked. South of the door you'll find an old lady. Talk to Fleur; she is a flower seller by day and a fortune teller by night. Ask her about Nico and she'll give you the trick to opening the apartment door. Continue talking about Nico to find out that she isn't really successful. Ignore the other options (they both yield nothing) and open the door to Nico's apartment. ---------------- Nico's Apartment ---------------- A snowman, a penguin, and now a clown! Osh Begosh, I think Nico is on to something! Continue to talk about everything you can - Nico will find a shop name in the clown nose. I guess George thought it was mucus. She'll shoot down most of the other items you let her see, though. Talk about her and she'll go on about her father and college. When there are no options left, opt to leave. --------- World Map --------- Enter the new dot - it should be the most northern dot, also. ------------ Costume Shop ------------ At the costume shop, talk to the man on the other side of the counter. Claude, the shop worker, starts up the conversation with some idle talk about dressing up. Next, we get to the questioning. It seems that Claude sells substantial amounts of clown costumes and can't look in the records for anyone who has bought one. He recognizes the substance on the tissue has grease paint, "white pancake." This guy must have quite a nose. Claude also knows the man in the photo that you acquired from Nico. His name is Khan. Anyway, opt to leave and Claude will have a little surprise for you. He gives the electronic device to you as a gift, I guess he has a ton lying around. After the trickery, leave the Costume Shop. --------- World Map --------- The costume shop dot will turn black, signifying that you can't go back to that dot. Return to the police station, which is the most southern dot. -------------- Police Station -------------- Talk to the guy at the counter. It's none other than Moue. He must be workin' counters now. Talk to him about Khan, to which he doesn't know anything, and then about Rosso, who is at the police station currently. Rosso will walk out to the counter, and in the words of George: "He was pompous, and patronizing, but he had style." Quiz Rosso on everything that you have found. He won't budge from his original tirade, though, that you shouldn't investigate the clown. After talking to him, finish up questioning Moue, who will also say nothing and admit everything is "circumstantial." I think the developers are trying to depict that police people aren't helpful. D: Well, now that we know the suspect's name is Khan, we might as well call Todryk again. Use the telephone in the police station to call him. Choose the third option - Khan - and Todryk will spill where Khan is located. We've got you now, Mister Clown! Exit to the world map. --------- World Map --------- Walk to the southeast dot, now, next to the river. --------- Hotel Ubu --------- What an extravagant exterior to a hotel. And two suspicious looking characters near the entrance to boot. Talk to both Flap and Guido about everything - all the options - and they'll answer rather oddly, like they are hiding something. Anyway, enter the hotel. Inside, talk to the pianoist, Piermont, who acts all snobby and "royalish." She'll talk about her dead husband and how he made a good excuse to leave to Paris. Witch. Continuing the conversation, she talks about the man of her dreams that she saw a little while ago. Blah blah blah. Show her the picture of Khan and she'll recognize it as the man of her dreams! Moerlin is the name she got from him. She'll talk about Moerlin giving the clerk some papers. Talk to the guy reading the newspaper next to the statue now. He knows that Khan is a killer ("amongst other things"), but he won't help you investigate. After this, talk to the clerk at the counter to the west. He denies everything but, according to George, his expression changed when he talked about the scar. The clerk won't give you access to anything unless you have an investigator's license, so he turns out to be a dead end. Try to get the keys north of the counter and the clerk will catch you. Nothing more down here, so ascend upstairs. The two doors on this floor are both locked. Blast. Go back downstairs and talk to the clerk about keys. It seems that one of the rooms is vacant. However, guests will be arriving for that room, so you can't buy a night there. Talk to Piermont about the keys and she will distract the clerk long enough to get your key! Walk back upstairs and open the first door. In this room, try calling Nico on the left side of the phone, but she won't pick up. Open the drawer on the other side of the room but it won't yield anything, either. Enough horsing around - go over to the window and, after opening it, walk outside to the ledge. Sidle over to the east where Khan's room resides at. It seems that Khan likes to leave his windows open so unsuspecting burglars can jump on in. Check the drawer on the right side to yield nothing - I guess the assassin was smart enough to not leave incriminating evidence lying around. This must not be the same clown. Walk to the front of the bed and check the bed. George will find Plantard's briefcase, but Khan wasn't stupid enough to leave anything in there. Check the wardrobe, which is to the left of the bed. Finally, try to leave. Khan will be just outside the door, but - thankfully - he won't see George. Immediately, George will hide inside the wardrobe. Immediately, Khan gets a new suit in the wardrobe. Khan must be blind along with having a scar, because he won't see you. After Khan changes, he'll leave the room. Walk on over to the bed and check the pants that Khan left. Cool, we found an electrician's passcard! And Thomas Moerlin was one of the names Khan was using! Leave the room and walk downstairs to the lobby. Talk to the clerk about the passcard but he *still* won't give you passage to the safe. Return to Piermont and talk to her about the passcard. She'll agree to help you again with the clerk. You just gotta know how to rid'em. Once you get the parchment, talk to Ostvald about the parchment. It seems he knows something. Choose the match option and he'll say something incomprehensible. Now it's time to go back upstairs. Return to the first room and out to the ledge. Go to the item menu and choose the parchment (it should be the first option). George will toss the manuscript to the alley floor to make sure the two men outside don't take it from him. Now that you don't have the manuscript, walk out the front door of the lobby. After being checked by Guido and Flap, go to the alley to the west and pick up the parchment from the ground. Finally, you'll be taken back to Nico's apartment. ---------------- Nico's Apartment ---------------- After sitting down, talk to Nico about the manuscript. And talk to her again about the manuscript. And talk about the five sections of the manuscript. And talk about Nico's past boyfriends. Finally, talk about the matches and clown. Then we're off to the museum in search of "some guy who gets horny on fossils." --------- World Map --------- Crune Museum is located to the southeast, next to Ubu Hotel, which is now a black dot. ------------ Crune Museum ------------ Walk inside the museum and talk to Goinfre, who will be walking back and forth at the northwestern part of the room. Goinfre doesn't know anything about the Shadow Templars, so take a peak at the thing in the middle of the room. It is the tripod, and George gets an epiphany to tour Ireland. Now that we have the information we need, leave the Museum. --------- World Map --------- Walk to the northeastern part of the map and you'll be transported to the Europe map. Walk to the northwestern dot, which some of you more intelligent people might know as Ireland. Enter. ____ ____ ____ ____ ____ ____ ____ ____ ____ |####||####||####||####||####||####||####||####||####| ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ 3.2 - Ireland ____ ____ ____ ____ ____ ____ ____ ____ ____ |####||####||####||####||####||####||####||####||####| ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ------ Street ------ On the street, talk to the boy beside the bar. His name is Maguire and he won't give up much enlightment on anything. It seems that the castle is locked up, but that's about all he'll tell you. Kids. Anyway, the entrance to the bar is right near Maguire. ----------- Ireland Bar ----------- What a stereotypical bar! Talk to the man in the blue shirt on the counter of the bar. Ask him about the castle but he won't know anything. Continue by saying that you are a Professor and he'll ask why you aren't with the other people. Talk to the man standing next to him. O'Brien knows that no one is permitted into the castle, and that Professor Peagram dug up a gem. He left mysteriously afterwards, though, so you can't question him or anything. Continue talking to O'Brien and say that you aren't a Reporter - apparently he hates them. After this, converse with the man sitting at the table in the middle of the room. His name is Sean Fitzgerald, and apparently he used to play at the castle as a little kid. However, when someone died one day playing, he never went there again. If you want to knock down a pint or two of Ale, just ask the Bartender, Leary. Lastly, talk to the man in the eastern corner of the room. At first, George (being the cheapstake he is) thinks that the necklace wire is for a woman. The man corrects him, saying that it is for a rabbit. After the conversation, take the necklace from the table. And after that, loot the towel at the end of the bar. With the booty in hand, walk back outside and talk to Maguire again. This time, however, bring up Peagram in your chat. If you press the option enough, you will find out that Sean actually worked for Peagram! Back at the bar, converse with Sean again. The usual: he exclaims that Maguire is lying. Armed with a lie, talk to Doyle now. It seems he doesn't know anything at first, but he quickly realizes that his brain needs some *lubrication*. Buy him some beer and his brain circuits will suddenly start functioning again - Sean _was_ working with Peagram. Confront Sean and he'll think that you are from social security. With that in mind, he pours out everything he knows about Peagram, the gem, and this Marquet guy. Try to persuade Sean to give you the package but he'll have none of it. After he runs outside, Maquire will immediately enter the bar and howl that Sean has been run over. The bartender runs a tight ship, though, and doesn't care much about Sean. Exit to the street and Maguire will tell you everything. It seems a leprechaun in a ferrari ran over our poor Sean (well, Sean ended on top of the car). After chatting with Maguire, take a look over at the black spot on the left side of the bar's entrance. It seems that the car knocked the cover off of some type of switch. George tries to flip the switch but ends up snapping it. Klutz. Reenter the bar and ask for another pint of ale. Everything in the shop is broken but thankfully, being an electric man, you can fix it. Walk around to the inside of the bar and take a look at the pump. Use the handy dandy trap necklace that Ron gave you to fix the pump. Leary will be so happy that he'll let you fix the other pumps in the cellar. Joy. The cellar door is located near the newly fixed pump. Downstairs, go to the center of the room and pull down the lever. Once that's complete, ascend upstairs and exit the bar completely. Take a poke at the black trap door on the sidewalk near the window. George will thrust it up with all his strength. ...only to find Khan lurking down the street. George will smoothly sidestep him, though, saying that he didn't see the car or the leprechaun or the parcel or the ferrari. He also vouches for Maguire. Now that Khan's out of the way, enter the bar and descend to the cellar. It's really bright in here now. George will pocket both the flashlight and the gem. Maguire, being a kid, can't see a bribing opportunity if it smacked him in the face and said: "Hey, I will bribe you!" Dolt. Anyway, while you're down here, you might as well use the free water. After turning the water on, soak the towel with the water. Now that we're done with the bar, exit to the street and go east to another area. ------ Castle ------ Talk to the man ensconced on his hay. He's relieved that his nephew was abducted, apparently. The conversation ends with the farmer heading towards a different bar in search of a nephew. Break the poor farmer's only rule by climbing on top of the hay stack. It seems George is just a little short of the wall. Go a little left of the crack in the wall and thrust the manhole remover into the wall. With the extra step George has no problem scaling the wall. At the top, a goat guards the excavation ladder. Walk around the lower half of the screen to the western part of the area. Try to use the black plow on that side of the area and George will move it over to the goat. After the goat rams George he'll get tangled up in the plow. Good job. Descend via the ladder to the excavation area. Go to the eastern part of the room and take the Plaster of Paris. This stuff will be really handy in the future. Once you have the plaster, walk over to the ladder and move the statue, which is on the ground a little north of it. Move it another time and George will find a couple holes in the ground. Drop the plaster into the holes in an attempt to make a mold. To finish making the mold, squeeze some water from the towel you soaked in the bar. This will make a perfect mold. After picking the mold up, insert it into the wall a little north of the statue (near the door) and the door will magically open. Enter the door to see what Peagram had recovered. ____ ____ ____ ____ ____ ____ ____ ____ ____ |####||####||####||####||####||####||####||####||####| ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ 3.3 - Paris II ____ ____ ____ ____ ____ ____ ____ ____ ____ |####||####||####||####||####||####||####||####||####| ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ After the cutscene, you'll be back at Nico's house. If you forgot to turn the water off in the cellar, George will have a terrible night because he had to help get the water out. (^_^) After some talk about everything George found, you're off to do the dirty work once again while Nico lounges in her comfortable appartment. --------- World Map --------- Back to the police station, the most southern dot. -------------- Police Station -------------- Talk to Moue (our best friend) at the counter of the police station. He'll tell you everything about Marquet without any fuss, amazingly. It seems he is at the hospital, and is also know as "Marquet the Mole." Moue won't tell you why, however. I guess you have to bake some donuts for him. Anyway, once you have exhausted the conversation options, head back to the world map. --------- World Map --------- The new dot on the map, located below the northern black dot, is the hospital. -------- Hospital -------- Try to open the door to the ambulance - George will almost faint. Open the clinic door, which is to the left of the amulance. This is one happenin' muse- err... Hospital. Wow, this place is almost like Versailles! Gold walls, walls of glass, all kinds of plants, and extravagant chandeliers! Anyway, talk to the guy at the entrance dressed in white. It seems respective doctors wear white bathrobe to work. Doctor Felix isn't very respective, though. He won't permit passage to Marquet, that son of a monkey's uncle! Additionally, Felix won't tell you who checked him in or anything. Basically, he's a complete waste of time. Now it's time to talk to the receptionist. Her name is Elsa and she's a big help. If you want a funny response, tell her that you're Marquet's long lost brother. Of course, she won't believe you (George needs to work on his Irish accent). However, if you flash her the electrican card, she'll let you see him. Apparently, he wants to see the guy on the card. This little card is becoming more useful by the second! Just your luck; it seems that Nurse Grendel -- the lady who looks over Marquet's room -- is a witch that runs a tight ship! She'll give you long directions that no one would ever remember. Talk about the clown and she'll comment on a bear in an old suit that comes to entertain the kids every Thursday. With all this in mind, walk northwest of the desk to a new area. In here, you'll see a janitor making Versailles look even more prettier by polishing the floor. Talk to him to learn about Mr. Shiny, the superhero vacuum with super uber powers! The game stereotypes janitors here -- crazy, obsessive people who don't know anything. Sam fits this image perfectly. You can unplug Mr. Shiny's power at the other hallway if you're a cruel person. Ha, that was fun! Anyway, walk into the room in the southwest part of the area to find Grendel. She's a big let down because she won't let George speak to Marquet, even though he came all the way from California. At least he's working his American accent now. Back outside the ward, go over to Sam and try to open the door west of him. It seems that important contents are inside the door. So, if there is important stuff in the door than that means we must have to obtain it. Go over to the adjacent hallway to the west and unplug Mr. Shiny. When Sam gives the little man life again, walk over to the door and George will take a doctor's outfit out of the closet. Hah, we were just laughing at Felix's white bathrobe and now we have to wear one. That's ironic, isn't it? At any rate, head back to Grendel's ward and her short term memory loss will kick in. She'll think you're a doctor and give you a blood pressure device. Exhaust all the options of conversation to find out where Marquet resides. Try to go southeast to Marquet but Eric, a patient, will stop you. George will fluff off taking Eric's blood pressure but he'll still call you every time you try to get to Marquet. Too bad George doesn't know how to take someone's blood pressure! Couldn't he just wing it? Bleh. Anyway, go back to the entrance and talk to Felix again. He doesn't recognize you, either, and thinks you're a prestigous doctor. So prestigous, in fact, that he allows Bunny, a new doctor, to follow you around and see what you do. Take this mission and walk back to the Ward. Inside, arm Benoir (the Bunny dude) with the blood pressure device and tell him to use it on Eric. With Eric distracted, you can finally get through to Marquet's door. Talk to the guard, first, to find out that Marquet has anthrax. I guess it was "big" when this game first came out. Finally, go inside Marquet's room. For an almost dead guy, Marquet sure spills the beans on everything. George, being the smooth talker he is, persuades Marquet with the help of the gem. You have to deliver the gem to "grand master," according to Marquet. After you learn a few more things, another Doctor will enter the room and tell you to kindly leave. Outside, Benoir comes to the realization that the doctor was an imposter! Marquet eats it, and the officer breaks the door down with his spider-man powers. Inside, everything is dead or gone. ---------------- Nico's Apartment ---------------- Spill everything to Nico and she'll give you a funny remark about people disguising themselves as doctors. Well, George did it, too. Anyway, George brings up some new information - he states that the imposter had fish eyes. Whoa. Talk about everything else (besides the manuscript, of course) and opt to leave the apartment. --------- World Map --------- Crune Museum, now, which is the southwestern dot. ------------ Crune Museum ------------ After walking inside the museum, Goinfre will inform you that the museum will be closing soon. Boo! Now we're going the haunted, eery approach as apparently some kid died in the museum. Anyway, it's finally time to talk to the highly acclaimed Andre Lobineau. This guys probably the most knowledgable person you've come across in the entire game. He dates the Hashish-word (whatever it is) back to the eleventh century, and proceeds to bore everyone. He tells a story of the Assassins and basically how they operate. After this, talk about Montfaucon to learn where it's located. Continue talking to Andre and he'll continue his intelligence streak. Though he doesn't know anything about Peagram, he does know that two people riding the same horse symbolizes the Knights Templar. George will tell him to drop by at Nico's if you press her option a couple times. He'll talk about the Knights Templar for five frickin' minutes, so just hang in there. Persuading Andre into giving you the tripod doesn't work, so it's time to protect it the only way you really can. Go right of the tripod to an Egyptian looking tomb. This is called a sarcophagus. This is the really tricky part. You have to open the sarcophagus and get inside without Goinfre looking. This might seem easy, but he can hear and it takes an amazingly long amount of time for George to stuff himself inside a tomb. Go over to the left of the windows. If you open the blinds, Goinfre will come over and close them. Wait until Goinfre is two-third to the right on the bottom half of the screen. When he starts walk over to the sarcophagus (north) pull the blinds. Immediately start walking in his direction over to the sarcophagus and stuff yourself inside the first chance you get. If you did this correctly, George will get inside right after Goinfre closes the blinds. This takes a small bit of practice to accomplish, but you should get the hang of it after a little while. It's all about timing it correctly so Goinfre is walking to the sarcophagus. When you have that down, the walking and stuffing part is pretty easy. Once you stash yourself inside the sarcophagus, Goinfre will directly afterwards lock up. Wow, it's dark. They gave the Museum a blue tint to it and called it night. Anyway, our best friends, Guido and Flap, decide to show up. They will walk up to the tripod and George will stupidly walk outside the tomb. When you first see the option to hide behind the totem pole please do so. If you don't, Guido and Flap will make mice meat out of you. Once you hide behind the totem pole, the two gangsters will decide to leave. However, George, trying to be a hero (or impress Nico) pushes the totem pole in a last ditch attempt stop the two shady characters. Well, something drops on George and he falls to the ground. After that, someone bungie jumps from the ceiling and takes the tripod. Great. ---------------- Nico's Apartment ---------------- Again, George's smooth talking and American innocence persuades Rosso to let him go again. At Nico's Apartment, you shockingly find out that Nico stole the tripod! The one time that she actually does something and she doesn't tell you. What a wonderful girlfri- err... partner in crime. Hah, Georgie. We should start calling her Nickie. Choose the gem option and George will put the gem on the tripod. Sort of anticlimatical because nothing happens. Oh well; George swipes both items, thinking it has to work in a certain location. After a small chat about Andre, you're off to the races again. --------- World Map --------- Time to play at the Montfaucon, which happens to be the most northeastern dot on the map. ---------- Montfaucon ---------- It's... a clown. Before we engage in a heart-throbbing conversation with our entertainment, opt to talk to the officer ensconced on a chair by the cafe. Ha, what really did happen to duty? The officer likes to sit instead of help traffic, amazingly. In the second option the officer thinks you are carrying illegal substances. But he doesn't have to make an arrest; it's just Plaster of Paris. Another funny quip is when George flashes the gem. It's either the gem's glass or George is a madman. ^_^ The tripod, sadly, yields no funny result. Go talk to the clown and George will start the conversation with: "Hey! You with the balls." Americans. Anyway, exhaust all of the clown's conversation options. He's an artiste, and not a juggler. Another funny excerpt in reference to juggler's being important in the past: "...Thank God we've go Chuckles the Jongler to throw his balls around." Haha, that was pretty funny. I don't know how much information we'll get out of the clown, though, if we mock him. After a failing attempt to juggle three balls (not the ones you're thinking of), it's time to get a critique from Gendarme. After a short conversation, go back to the clown. Try to juggle again and George will use his "secret weapon." The crowd will roar with laughter and the clown will turn into a mime. He'll also collect his balls (yes) and make a serious walk for it. Gendarme will also have an epiphany and decide to go somewhere. Probably the donut shop... Now that the black manhole that the clown was standing is vacant, opt to open it with T-shaped tool that you have used so many times in the past. -------------------- Montfaucon Catacombs -------------------- Cross the plank of a bridge over to the eastern area of the catacombs. From here, you should see three arches and a boat. After toying with the boat, check all three arches. The most southern arch is in worse condition than the other two, according to George. When you are hinted off like that, what do you think you have to do? Take out the trusty T-shaped tool and it's time for some baseball practice. Today, we practice batting. After bashing in the wall, George will discover a lever. Flip it and the door will open just a little ways. Not enough for George (who happens to be a skinny American) to get through, though. Go over to the boat and George will automatically put the rope on the door. After cranking the wheel on the boat, it's time to enter the secret room. With the background, it would seem we are in a cave. Walk a little north to yellow light and it's showtime. It would be great if we knew what the heck these five people are talking about. Gibberish after gibberish of people that we don't even know. However, little by little, the people seem to seep into your brain. And the end wraps things up that didn't make sense quite nicely. They will leave in the boat. Walk down the stairs and to the area the people were talking in. Examine the circular area that they were standing on and George will read the latin part. After that, place the tripod and gem on the stump in the middle (in that order) and the gem will make five awesome light rays. The rays hit letters on the circular area and make out "Marib." Coolio. ---------------- Nico's Apartment ---------------- George seems to have this all thought out; they killed Plantard because he was going to find the sword. Nico knows about Marib, which is a small village in Syria. How she knows it's a small village in Syria, I don't know. Maybe she's reading tons of books while you're out spying on bad guys and trying to kill gangsters? --------- World Map --------- It's time to blow this popsicle stand and explore the unknown. Go to the northeastern corner of this map to get to the world map. From here, go to the southeastern dot. This is Marib, Syria. ____ ____ ____ ____ ____ ____ ____ ____ ____ |####||####||####||####||####||####||####||####||####| ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ 3.4 - Syria ____ ____ ____ ____ ____ ____ ____ ____ ____ |####||####||####||####||####||####||####||####||####| ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ----- Marib ----- This place looks oddly like Agrabah in Aladdin. Must be a coincidence. Anyway, talk to the boy by the shop at the entrance. Nejo's sort of an entertainment buff so (naturally) he doesn't know much about the Templars. He's a good swindler, though. After chatting it up with the local, walk to the eastern part of the area and exit through the doorway. In this small area, go to the (d)rug dealer and talk to him. He seems a bit... odd. Open up your item and show him the matches. He'll take them and move one of his rugs to reveal a doorway. George will automatically enter and engage in conversation with the guy at the counter. Apparently, this place is the Alamut Club. Try to open the door in the eastern corner of this room. It's the toilet room (huh?) and you can't go in. From here, quiz Ultar, the manager at the counter, about everything. It seems that the brush for the toilet was stolen, and everyone has to use their superior willpower until it is given back. But hey, you can always use Ultar's deluxe bucket! If you flash him the picture of Khan, he will know exactly who he is. Apparently, Khan went through here yesterday asking for "Stobbie." It's later clarified as "Stobbart," which is George's last name. Uh-oh. He also states that Khan went to Bull's Head Hill. Well, if Khan went there then that must mean you have to do the same. But first, we have to find Ultar's long lost toilet brush and get some money to pay for the ride to the Hill. Go back to the rug (not drug) dealer and back to the entrance of Marib. By the doorway you should see a man dressed in red. If you try to talk to him (whose name is Arto) George will find out the "horrific truth"; the man is basting things with the friggin' toilet brush. Ewwww! Walk back to Nejo and talk about Arto. He'll help you if you give him the red ball. After agreeing, Nejo will say that if you are polite to Arto he will hand over the brush. After George memorizes the words, walk back over to Arto and choose to chant the words. Arto will run you off his area. Trudge back to Nejo and really give it to him. However, you will find out that Nejo swiped Arto's brush while he was chasing you. Good man, that Nejo. Always smarter, quicker, and more quick-witted than the other bunch in this area. With the brush in hand, walk back to the Alamut Club. After giving the brush to Ultar, he'll just walk off with no "thanks" or anything. However, he'll give you the keys to the restroom. It's time to go rest, apparently. Use the keys on the eastern door to enter the restroom. In here, you need to get two items. The first is a towel. By the water faucet you'll find a box that is the towel dispenser. It seems that you need a key to open it, however. Good thing that Ultar threw all the keys at you. After using the key, take the towel out of the dispenser. The second item can be found in the stall. Try to use the chain over the toilet and George will yank it off. Now that we have both of these items, exit to the entrance of Marib, which is the marketplace. In this area, go over to Nejo's stand and pet the black cat of one of the shelfs. The cat will jump up onto a statue. When you first have control of George ring the bell that is near Nejo on the stand. Nejo's father will walk outside and the cat will break the statue. Pick up the remaining piece of the statue on the ground. We have to stretch this statue out fifty dollars worth, sadly. Combine the statue and greasepaint (the blue cloth you got in the sewers) together to make a cool looking statue. And that's all that counts when selling stuff, right? With the statue talk to the fat guy that wanders around this area. He stands out pretty obviously from the background. When you find him, choose the statue options and he'll offer fifty bucks. George, obviously, will take it, though I think he could of gotten a little more out of it. Cool, we have the money! With it, we can get to Bull's Head Hill in the safe environment of an air-conditioned taxi. Go back to the Alamut Club and tell Ultar the "good news." Agree to the payment and you'll automatically walk back to the entrance of Marib. In this area, go north on the eastern side of the area to meet up with Ultar and his taxi. Sadly, the fan belt for the ta- err... truck has taken it upon itself to break. The really funny part, though, is when Ultar responds with the time being "One day, maybe six." Give the towel to Ultar (it's a conversation option) and you'll be off to Bull's Head Hill. ---------------- Bull's Head Hill ---------------- Hey, we're in the desert now! Walk over to the cliff and you should see a dead tree. George will break a branch of the tree; this should prove very |
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Another Broken Sword: The Shadow of the Templars Walkthrough :
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