5tilføjet af

Broken Sword 3

Hvor langt er du kommet i dette spil ?
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Hele vejen

Jeg elsker det spil, .....ja alle tre.
Jeg havde lidt problemer m.h.t. placering af nogle vinflasker sidst i spillet og slutningen var lidt overgearet, men ellers et suverent spil. Elsker George og Nico, men har aldrig hørt om andre der har spillet det før nu.
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Til Ziggy

Okay ! Jeg er nemlig selv gået i stå og kan slet ikke komme vidre selv om jeg har prøvet og prøvet og finde en løsning !
Er kommet til det sted i spillet hvor der er ild i en bygning bag en kro. Der er nogle kasser man kan flytte rundt på, men ved simpelthen ikke hvad jeg skal gøre her ?
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sådan gør du!!!!!

Her er den...men prøv nu at gennemføre den selv...det er trods alt det sjoveste....eller tag den i små bidder
Broken Sword (Circle of Blood)
Press the spacebar to skip the long intro/credits sequence.
Press Esc for the game menu.
Dialog segments can be skipped by clicking the mouse.
Most dialog sequences mentioned in the walkthrough are the minimum required to
advance the gameplay; background information is available by pursuing other
dialog topics.
The game map shows an icon of George at his current location.
Pick up a newspaper from the base of the street lamp. Move forward to the
street construction area and encounter the police. Talk to Inspector Rosso:
* Yes
* Clown
The Inspector will give you his card. Talk to Nicole Collard, the
* Clown
* Plantard (in hat)
* Clown
and get her phone number. Go forward to the street worker. Give the newspaper
to the worker; he leaves to play the horses. Open the toolbox in the white tent
and pick up a T-shaped tool. Return left and enter the alley at the extreme
right. Use the tool to pry up the sewer grate in the pavement. Descend into the
sewer and pick up a red ball (nose) on the walkway. Move toward the back of the
sewer and pick up a tissue and a scrap of cloth.
Climb the ladder out of the sewer. Talk to the concierge in the red suit about
any of the subjects; show him the Inspector's card and the scrap of green
cloth, then ask him four times about the green jacket until he gives you the
tailor's name and telephone number. Terminate the conversation and return to
the street. Move to the right and use the map to go to the police station
(Poste de police).
Use the telephone to call Nicole (no, she hasn't been painted with white
stripes) and she invites you over. Exit the police station and head for
Nicole's apartment (Rue Jarry). Ask the flower seller about Nicole and learn
about her sticking door. Terminate the conversation and open the door in the
center of the apartment building. Chat it up with Nicole, then show her the
clown's nose from your inventory. She'll discover the name of a costume shop
and will come up with its address. Give her the scrap of green cloth and she'll
give you a photo of the killer in return. Terminate the conversation and move
left to the map. Head for the costume shop (La risee du monde).
Show the dirty tissue to the proprietor and get a hand buzzer. Show him the
photo and learn the killer's name: Khan. Return to the police station and use
the telephone to call B. Todryk, the tailor. Mention the photo and learn Khan's
hotel and room location. Leave the police station and head for the Hotel Ubu.
Enter the hotel lobby. Walk to the left and attempt to pick up a room key from
the wall behind the counter. Walk back to the right and talk to the woman
playing the piano - it's Mrs. Piermont from Beneath a Steel Sky! Thankfully,
she's without her mutt this time:
* Photo (in inventory)
* Moerlin/Khan
* Moerlin/Khan
* Key
Immediately pick up the key before the clerk returns from the back room. Go
upstairs and use the key to open the first door on the right. Open the window
and go out onto the ledge. Enter Moerlin's room through the window at upper
right. Attempt to exit the room through the door and you'll almost run into
Moerlin/Khan. After he changes clothes and leaves, go through the pockets of
the green trousers on the bed and pick up an empty matchbook and a passcard.
Exit through the doorway and return downstairs to the hotel lobby. Show the
passcard to the hotel clerk (wait for him to return if necessary). After he
removes his earplugs (he apparently doesn't like Lady Piermont's
piano-playing), he'll deny you access to the safe. Show the passcard to Lady
Piermont and obtain Moerlin's manuscript from the safe.
If you try to leave the hotel with the manuscript, you'll end up sleeping with
the fishes, so you'll have to find another way to get the manuscript back to
Nicole's apartment. Go upstairs and use the room key to reopen the first door
on the right. Go through the window and drop the manuscript into the alley
below. Re-enter the room through the window and exit the hotel through the
lobby. After you're searched by the thugs outside, pick up the manuscript from
the alley at left and return to Nicole's (Nico's) apartment. After a
poorly-narrated slideshow describing the history of the Knights Templar, talk
to Nico about the manuscript and she'll give you the address of a museum.
Terminate the conversation (twice) and exit left to the map. Head for the Musee
Enter the museum and examine the tripod in the cubical glass case in the center
of the room to learn of its Irish origin. Exit the museum and move left to the
map. Click on the Aeroport label and select Lochmarne in Ireland.
You won't be able to return to Paris until later. Enter MacDevitt's pub and
talk to the heavyset, balding customer (O'Brien) at the bar:
* Castle
* Tripod
to learn the identity of an archeologist that was working at the nearby castle
ruins: Professor Peagram. Talk to Sean Fitzgerald, the young man with glasses
sitting alone at a table:
* Professor
* Dig
Talk to Patrick Doyle, the other patron at the bar (dressed in a light-grey
* Professor
* Dig
* Dig
* Fitzgerald
* Drink
* Fitzgerald
End the conversation with Doyle and pick up a green towel on the bar next to
him when his arm is raised. Exit the bar and talk to Liam Maguire, the kid
loitering outside the pub:
* Stobbart (or Morro)
* Professor
* Professor
* Professor
* Dig
* Dig
* Dig
Re-enter the pub and talk again to Sean Fitzgerald:
* Dig
* Dig
* Professor
* Package
* Package
* Marquet
whereupon Fitzgerald runs out of the pub. Leave the bar and find out from
Maguire about Fitzgerald's abduction. End the conversation with Maguire and
examine the now-uncovered electrical box next to the pub entrance. Re-enter the
pub and talk to Old Ron, the sneezing customer in the corner. Terminate the
conversation and wait for him to drop a curly piece of wire onto the table,
then immediately pick it up. Talk to Mick Leary, the bartender/landlord:
* No
* Beer
* Passcard (in inventory)
Use the curly piece of wire with the glass-washer's electrical plug in the wall
outlet behind the bar. Go downstairs through the doorway behind the bar. In the
cellar, raise the lever at center, unlocking the sidewalk coal-delivery hatch.
Go back upstairs and exit the pub, then open the large grate in the sidewalk.
After your encounter with Khan, return through the pub to the cellar. With the
light streaming in from the open sidewalk hatch, it's now possible to see
things in the cellar. After you pick up the flashlight and Peagram's gemstone
and talk to Maguire, turn on the sink faucet and soak the green towel. Go back
upstairs and exit the pub. Follow the pathway to the right of the pub and talk
to Fitzgerald's uncle at the haycart:
* Ferrari
* Ferrari
* Fitzgerald
* Fitzgerald
* Fitzgerald
* Fitzgerald
Climb the haystack, then insert the subway hatch tool into a chink in the
castle wall next to George's left hand. Go over the wall into the castle
courtyard. Attempt to descend the ladder in the background. As soon as you're
knocked down by the goat, immediately click on the iron plowshare at far left,
trapping the goat. Go down the ladder into the excavation. Pick up some
plaster-of-paris from the bag on the table. Try to pick up the statue in front
of the doorway, then pick it up again after it falls over. Dump the plaster
into the hole left in the sand, then sprinkle the water from the towel over it.
If the towel has dried out (and it almost always has), you'll have to return
all the way back to the pub cellar to wet it again. Pick up the plaster
impression and use it with the pattern of five holes to the left of the
doorway. Go through the open portal. Back in Nico's apartment, you'll learn
what happened in Ireland if you forgot to turn off the faucet in the pub
End the conversation with Nico, then return to the map and head for the police
station. Talk to Sergeant Moue twice about Marquet (the guy in the white
crewcut). End the conversation, exit the police station and head for the
Hopital. Enter the hospital (Hagenmeyer Clinic) and talk to the receptionist:
* Marquet
* No (or Yes)
* Marquet
* Green ID card (in inventory)
* Nurse Grendel
* Nurse Grendel
* Nurse Grendel
Terminate the conversation and proceed down the left-rear hallway. Behind the
water cooler, unplug the worker's polishing machine. While he's busy plugging
it back in, open the red door and don a white doctor's lab coat. Return through
the right-rear hallway to the hospital foyer. Talk to the older man (Felix
Hagenmeyer), then end the conversation and re-enter the hallway at left rear.
In Ward J2, get a sphygmomanometer from Nurse Grendel. End the conversation
with the blinking Croquet in Bed 2, then give the pressure gauge to Benoir.
Move to the right of the screen, then talk to Benoir:
* Pressure gauge
* Bald guy
While he's busy taking Eric Sopmarsh's blood pressure, move to the right of the
screen and open the door next to the gendarme. Learn that Jacques Marquet has
found the tripod. After a cut-scene involving a fake "Dr. Braille" who kills
Marquet, you'll find yourself back in Nico's apartment once again. End the
conversation with Nico, then head for Musee Crune. Enter the museum and
terminate the conversation with the guard. Talk to Andre Lobineau (by the
display cases):
* Montfaucon (image of hanged man)
* Montfaucon (get address)
* Manuscript
* Nico
* Nico (give address)
Wait until you're sure the guard is looking away from you, then open the
window. When the guard moves to close it, simultaneously open the sarcophagus
at right and enter it. Later, you'll be able to help foil the robbery of the
tripod by pushing over the totem pole. Back in Nico's apartment, get the tripod
from her, terminate the conversation and head for Montfaucon.
Talk to the juggler twice about juggling, enduring his really abrasive and
exaggerated fake French accent. Talk to the sitting traffic cop about your red
nose, then talk to the juggler again about juggling and obtain a red ball when
he leaves. Use the grate tool to raise the sewer grate and descend below the
street. Cross the bridge over the water and use the grate tool to scratch a
hole in the rightmost of three archways. Operate the machinery inside the hole
(twice). Turn the crank on the boat's windlass to get some slack in the chain,
then pick up the hook and attach it to the door machinery. Operate the windlass
crank to pull the door open. Enter the doorway.
Before entering the tunnel at lower right, examine the lit-up hole at upper
center to eavesdrop on the "neo-Templar" conspirators. After an interminable
dialog sequence full of ridiculous forced accents, eavesdrop once more to make
sure the conspirators have left, then enter the tunnel at lower right. Put the
tripod on the center pedestal and add the blue gemstone to it, spelling out the
letters MARIB. Back in Nico's apartment, you'll find out that Marib is a town
in Syria. Terminate the conversation with Nico and head for the Paris aeroport.
Fly to Marib.
Pan to the right and go up the steps into the dark doorway. Give the matchbook
to the carpet-seller to gain access to the stairway leading up to Club Alamut.
Climb the stairs. Inside the club, try to open the closed door at right, then
read the sign on it. Talk to Ultar about the sign on the door and learn that
the bartender is missing a toilet brush. Go back down to the marketplace and
right-click on Arto, the kebab-seller dressed in a Union Jack apron, to learn
the whereabouts of the toilet brush. Talk to Arto once, then terminate the
conversation. Pan left and talk to Nejo, the kid in the shop:
* Arto (white-haired guy)
* Arto
* Red ball (in inventory)
* Yes
Talk to Arto, delivering the phrase you learned from Nejo. Return to Nejo's
area and talk to him, obtaining the toilet brush. Return to Club Alamut and
give the toilet brush to the bartender. Use the keys he gives you to unlock the
toilet door. Use the keys again to open the towel dispenser, then pick up the
loop of towel inside. At this point, you can optionally pick up a flush chain
from an odd three-piece toilet in the stall, but you won't need it to finish
the game. Return to Nejo's area and you'll find him playing with the red ball.
Move the black cat, then press the white button on the table (sometimes
occluded by George). When the activity stops, you'll be able to pick up a
broken statuette that has fallen to the ground. Apply the soggy tissue to the
statuette, changing its appearance. Sell the statuette to Duane Henderson, the
heavyset tourist wandering around the marketplace taking pictures. Return to
Club Alamut once more and talk to Ultar:
* Photograph (in inventory)
* Bull's Head Hill
* Yes
* Yes
* Truck
* Towel loop (in inventory)
After an animated cut-scene, you'll arrive at Bull's Head Hill. Remove a branch
from the gnarly tree and combine it with the remaining towel loop. Use the
stick-towel in the circular opening leading downwards, then use it to descend
to the ledge below. Find an opening in the rock that you can examine; pull the
metal ring inside to open a secret door. Enter the passageway and search
Klausner's corpse, obtaining a lens. Re-examine the corpse, then look at the
statue on the wall above it. Examine the stone map of Britain on the wall at
far left, then encounter Khan and talk to him:
* Angel
* Angel
* Angel
* Man
Immediately use the palm buzzer in your inventory on Khan, then quickly jump
off the ledge to the left. Back in Nico's apartment, terminate the conversation
and return to the museum. Talk to Andre Lobineau:
* Manuscript
* Manuscript
* Manuscript
* Manuscript
Exit the museum and head for the Paris aeroport. Go to Villa De Vasconcellos.
Move to the extreme left and apply the pressure gauge to the hose where it
enters the building. Enter the house and go down the hall to the half-open blue
doorway, disturbing the dogs. Hide behind the suit of armor until the gardener
leaves, then go up the stairs to meet the countess (note the shield and lances
on her wall, similar to those seen in the Musee Crune):
* Knights Templar
* Knights Templar
* Chess set
Inside the mausoleum, remove the bible on the lectern to disclose a
checkerboard pattern. Examine the checkerboard, then talk to the countess:
* Checkerboard
* Checkerboard
* Chess set
* Knights Templar
* Knights Templar
The game now offers its only abstract puzzle, one that is fairly easy to solve.
The objective of the Knights Templar chess puzzle is to arrange the white
pieces in the center file of a 5 x 5 board in such a way as to checkmate the
red king at upper left without putting the white king itself in check. The red
piece at upper right consisting of dual shrouded figures can be ignored; other
pieces represent rooks, knights, bishops and the red queen. A solution to this
puzzle is:
Back in Nico's apartment, terminate the conversation and head for the church
behind Montfaucon. Give the chalice to the priest and allow him to polish it.
Right-click on the statue behind the priest, then insert the lens into the
scroll in the statue's left hand. Retrieve the chalice from the priest, then
examine the right-hand wall tomb to learn of Don Carlos' final resting place.
Return to the museum and talk to Andre about the three-headed (Baphomet)
statue. Leave the museum and head for Site de Baphomet.
Pass through the gate at right. Try to open the locked door at right, then talk
to the guard and obtain the toilet key from him. Use the key to unlock the door
to the toilet. Examine the sink, then pick up a bar of soap from the sink and
use it to make an impression of the guard's key. Use the plaster with the bar
of soap, then wet it in the sink to create a plaster reproduction of the
excavation key. Exit the toilet and give the keys back to the guard. Go back up
to street level and use the plaster key with the pot of paint next to the
workman. Go back downstairs and use the telephone to call Nico. Go back
upstairs and tell the painter he has a telephone call. After he leaves, use the
plaster key in the paint pot and return downstairs.
Talk to the guard about the toilet again. Unlock the toilet door with his keys,
then use the plaster key with the keyring. Exit the toilet and right-click the
thermostat dial on the left wall. Talk to the guard about the thermostat, then
turn off the thermostat. When the guard dons a pair of gloves, he won't be able
to detect the fake excavation key. Return the keyring to the guard and phone
Nico again. After the guard becomes engrossed in an argument with the painter,
you'll return downstairs and be able to use the key to unlock the excavation
door at left. Use the polished chalice on the floor design in front of the
Baphomet statue to see an image of a church with a square tower. Back in Nico's
apartment, terminate the conversation and return to Villa De Vasconcellos in
Enter the house and pick up a mirror above the hose faucet. Go upstairs and
talk to the countess about herself. Leave the house and enter the mausoleum in
the right background (George seems immune to hose spray). Pick up the bible
from the lectern. Use the long stick to the right of the lectern to close the
upper-left window. Attach the soggy tissue to the long stick, then ignite it by
clicking on the left-hand lit candle. Click on the large candle suspended at
the center of the mausoleum. Eventually, a stone key will drop out of the
melted candle. Return to the front lawn and talk to Lopez about the chalice.
Enter the house and talk to the countess:
* Chess set
* Bible (in inventory)
Exit the house and talk to Lopez:
* Well
* Hole in the ground
* Hole in the ground
Move to the left side of the house and pick up a Y-shaped hazel branch from the
bush in front of the window containing the water hose. Show the stick to Lopez.
Much later, you'll find a water-filled tin can with the divining rod, but Lopez
will accidentally find the true well location. Inside the well, examine the
lion's head at right. Touch its loose fang, then immediately move to the left
to avoid being crushed by the stone face of the lion. Use the mirror with the
shaft of sunlight entering the well to illuminate the darkened doorway. Use the
stone key to open the darkened door and move inside.
After a lot of dialog in Nico's apartment, you'll be able to head for
Bannockburn in Scotland. Attempt to leave the train compartment. After the
conductor checks your tickets, exit the compartment and walk as far as possible
to the left until you run into Guido. Enter Nico's compartment at the far right
of the other car to confirm that it's empty. Exit the compartment again and
talk to the sports fan wearing a striped shirt in the adjacent compartment:
* Nico
Open the compartment's window and climb up. On top of the train, move to the
right and enter the baggage car using the door next to the ladder. Immediately
pull the brake cord at left, then listen with astonishment as George offers to
join forces with the dying murderer, Khan. Exit the baggage car (twice) through
the left-hand doorway.
Enter the church tower and investigate the heap of stones beneath the window
for an old clay pipe, a metal coin, a cog/spindle and, if desired, a pen cap.
Only the cog/spindle is of interest - the rest of the items are unnecessary.
Turn the light-brown crank on the large wheel arrangement to the right of the
window. After the handle comes off, remove another small cog/spindle from the
apparatus. Put both cog/spindle units into the eye sockets of the demon statue
at Nico's left. Insert the handle into the demon's mouth to open the door Nico
is standing in front of. Enter the interior.
Follow the passageway to the right and watch the long game climax, learning of
Inspector Rosso's involvement. As soon as you return to find Guido blocking
your exit, immediately grab the torch on the wall next to you. Inexplicably,
the villains don't think of escaping as George and Nico do. To skip the game
credits, press the spacebar.
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Øhm jah .. det første spil har jeg gennemført .. men det var BROKEN SWORD 3 jeg snakkede om ..
Hvad gør jeg der hvor jeg er gået i stå ( andet indlæg )
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Tak for hjælpen (:
SuperDebat.dk er det tidligere debatforum på SOL.dk, som nu er skilt ud separat.