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Note: FilePlanet is no longer being updated and is in the process of being. Solved: Broken Sword 1. Shadow Of The Templars. Discussion in 'Games' started by bonniescot,.. Adventure games are one of the oldest PC game genres and also one of the most conservative. When the genre evolves, its usually at a glacial pace.. Broken Sword: The Angel of Death v1.

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You are leaving x to a website that is not affiliated with us in any way. It would have been fun to throw in some options that ended up getting you in worse trouble, to make you think about what you are trying to do. When you have no real decision-making ability to change an outcome, the scene is exciting the first time but no real surprise afterward. There are only two scenes were you are given an opportunity to do more than just react, but they consist of running away, so be prepared to master those controls.

In most scenes, you will not be aware that there is an action element Herein lies the fatal flaw of the system in my eyes. You cannot advance the dialogue or skip scenes you have already seen, so if you are killed after watching two minutes of a cutscene, you have to watch that same two minutes again.

This is a personal pet peeve of mine, and it served to kill the mood of the scene and frustrate me. It brings the momentum of the scene to a screeching halt. The environment puzzles too come in two different flavors. First, we have everyone's favorite, block puzzles.

If this is truly the future of adventure gaming, I think block puzzles will soon achieve the notoriety of mazes and sliding tile puzzles. They really serve no purpose, are added merely to extend the length of the game, and once you know what to do, you still need to spend five or ten minutes moving all the blocks into place in order to progress forward.

A couple of these would have been great, but the seven or ten that are in the game are a little too much. The other environmental element is the climbing, jumping, and sliding inherent in the 3D world. You have to keep you eyes open for ledges and windows throughout the game.

You cannot die in these puzzles, but these are where I became truly stuck. I ended up asking for help rather than spending another four hours looking for that ledge or window that I needed to climb up but couldn't find. Sneaking around guards also plays a big factor in the Prague level. Just like in Zelda or Splinter Cell, you need to avoid the guards by walking slowly, climbing around them, and generally being sneaky.

I enjoyed it and found it fairly easy since I had already mastered Splinter Cell, which is infinitely harder - but this can be frustrating to the new player when he gets shot by the same guard for the fourth time.

Poor, poor Nico. I constantly felt bad as she repeatedly stumbled drunkenly into every wall in her path. I give fair warning to all of you who hated the controls in Grim Fandango - the controls in The Sleeping Dragon are worse. My first point of contention is the camera-relative movement. Every time the angle of the camera changes, so do your movement keys.

At least in Grim Fandango, you could set the controls to character-relative movement, which provided an island of consistency in a sea of changing camera angles.

To be fair, if you don't stop moving, your controls will stay the same throughout screen transitions, but as soon as you stop moving or change direction, they conform to the camera angle. Second, the entire game was built with console controls in mind. With four movement keys on the PC, you will notice every angle that is not exactly 90 degrees relative to the camera when you slam once more into the wall. A control stick does not have this problem.

The action buttons were also designed with a controller in mind, and, in my opinion, they do not translate all that well to a keyboard. If you don't mind playing around with wonky controls or you already have a gamepad, stick with the PC version for the cheaper price.

If the last 3D game you played was Grim Fandango, then things have come a long way. See the 3 bad guys down at the bottom. Escape from Susarro: Look at the stone statue with remnants of fire.

Place the dry bird's nest on charred remains. Use the magnifying glass on bird's nest. Fire comes out of the stone statue and 2 of the bad guys run. George accidentally slides off the top and falls at the bottom. Take any side street and find yourself coming up back on this street. Let's go find information about Bruno. Cosmic Faerie - Enter the Cosmic Faerie down the street. Look at the stand by the glass case and see postcard similar to the one found in Congo.

Look and read the ouvre with 'silver' plated coins on the cover in the stand in foreground. Read more than once the poetry and George will say the poetry is pretty good.

Talk to Tristram Hillage and ask about the postcard and ask about Bruno repeatedly hear floor creaks and flushing. Go to the bottom screen and try to go upstairs to Private Area - customers are not allowed upstairs. Exit after looking around. Talk about Tristram who rents his room.

Zazie's Kiosk - Talk to Madam Zazie, who only accepts silver to cross her palms about the postcard. We saw 'silver' in Tristram's poetry book, right? Eamon O'Mara - Cross the street. Cosmic Faerie - Talk to Tristram again and after talking about the poetry book and O'Mara - you will be given the poetry book with coins. In inventory, combine metal rod with poetry book with coins to separate the 3 silver coins from the damaged poetry book. Madame Zazie's - Talk about Eamon and silver for the postcard reading.

She needs 'more personal something' from Bruno to get a better reading. Eamon reads the poetry to find out that Tristram copied the poetries.

Eamon runs to the Cosmic Faeries. Cosmic Faerie - Watch the men argue. When George says it's time - go to bottom screen and up the stairs to the private area. Talk to Melissa and find out about Bruno. Go down and talk to Tristram. You will end up blackmailing him to get Bruno's shorts. Madame Zazie's - Talk about silver for the boxer shorts reading. Dragon fire and man visions are seen.

Madame Zazie faints. Burning Pub - Exit the Kiosk and see the back of the pub burning. Go to the door left of Eamon. It is locked. Go back to Eamon and ask for his help. When both heroes open the door, enter and see a monk and the burning building.

Enter the burning building - Go to front of the burning building on the right. See a window on top floor. Move the 2 single crates to form a line under the window. Then push the top crate over the crate under window. Climb the crates and enter the window. Bruno - Untie Bruno.

Talk to Bruno, an old Neo Templar acquaintance of George to learn what all this is about. He talks about geomantic energy which the Chinese calls the dragon current. The Temple of the Dragon has been activated by Susarro causing the world to be in danger. The Cult of Dragon has Susarro as its leader. Nico in Paris second time. Open the Safe:. Nico's apartment - Listen to the phone messages and then use the phone to call Andre and the newspaper office.

Let's follow Andre's advice. Look at the table on the bottom screen and see the clown's nose. Look at George's picture at shelf by toilet door. Leave the apartment. Vernon's apartment area - Go to the front of the main door to Vernon's apartment. Talk to Edith with rollers in her hair. When she leaves, the sweeper tells Nico about what Vernon said - power was building and manuscript. Enter the main doors to the apartment building on the left. Go upstairs and find out that Vernon's apartment and balcony doors are locked tight.

Enter Vernon's apartment - Go to the alley behind Vernon's apartment. Climb the fire escape ladder to Vernon's back balcony. Look at the door to note that the key is inside the door.

Use the newspaper taken from the alley ground earlier on the door. Then use the pencil taken from the bulletin board on the lobby of Vernon's apartment on the door. Pick up the newspaper and key that was slid under the door. Use Vernon's kitchen door key on door and enter. Kitchen - Go to the sink and take paper tissue. Vernon's bedroom door - Hear sobbing and enter to talk to Beatrice.

She won't talk to you. Give her the tissue and Nico can talk to her now. Some people want Vernon to crack an old manuscript and threatened him 6 months ago.

Ask about the safe and Beatrice will mention about Vernon's faulty memory and his continued asking her birthdate - 23rd of October. Leave the bedroom and Nico told Beatrice to contact her at her apartment.

Safe - Use the safe and Beatrice's information to open the safe. Inside were a hand drawn diagram and DVD disc. Leave the apartment through kitchen door. Red sports car - Once on the main road, the red sports car tries to run Nico down.

Immediately go right by using S and right arrow. Get info about safe's contents:. Vernon's recording for Beatrice stated that the weather that is now occurring is predicted in the Voynich Manuscript information about the manuscript can be read at main menu. He talks about ley lines or Dragons lines. The people who paid him want to harness the power. Use the phone and talk to Andre. He comes and watched the DVD. Andre talks about the Book of Solomon and Ile St. Louis - Cow Island.

Talk to Andre about everything and Nico will say - I know just the place to phone. Use the phone to call the newspaper and find out about the condemned old theatre at Ile St. Talk to Andre about L'Heiroglyphe. Go to the door to depart for the theatre.

The phone rings and after a discussion with the newspaper boss, Nico quits. Get inside the old theatre:. Nico exits a taxi in front of the abandoned theatre.

She says she needs to get inside. Check the door. Check around the area. Go to the right screen and to the side road right of the old theatre.

Walk the left side of the street and check the fire escape ladder right of the restaurant. It's pulled up and too high to reach. Check the door to the right of the ladder. Go down the end of the road and check the red sports car and verify that Nico is on the right track.

Look at the mask on the passenger seat. Main level - Go across the road and walk back under the scaffolding. Walk to the road curve under the scaffolding that is not fenced in - just across the fire escape ladder across the street. Jump up to first level. Second level - Climb the ladder to second level, walk to the very end around the corner and jump up to the third level.

Walk around the corner and jump down right of the fence on to the third level. Billboard - Climb the ladder and see a billboard on the right. Stand parallel the first posts to climb up to top level.

Look at the billboard attached by a string. Untie the billboard - nothing happens. Go down and backtrack to the second level under the billboard. Instead of going down the ladder, jump across.

Walk to the end and stand parallel to the post with the light. Jump up. Walk to the end, pull and push crate under the scaffolding above. Climb up crate and up to the top level. Now, look at the billboard. Remove the metal clip of the billboard. Watch Nico cross to the old theatre building, billboard falls and Nico is now trapped. Old theatre building:. Climb the ladder.

On the roof, walk to the left of the wide platform at foreground and climb down the ladder. Open and enter through the door.

Go down and out to the opening at top left of the big room. Go down the steps to the door. Go through the door to the main theatre. Look around until Nico hears somebody coming, hides and gets caught. Petra introduces Nico to Susarro and Flap took care of Nico. George in Paris. Watch Bruno take George to the place that is shown by his Power locator machine reading. Talk to Bruno. Book Repository: Go across the road.

Check the door of the book repository. George says to find another way inside. Go through the arch and turn to the left of the screen. Go to the very end and by the wall right of the white panel above the short open wall with a slashed P.

Look at the white lid and find that it is propped open. George says he needs more height. Move the crate by the wall left of the dumpster to right side of the white panel. Climb the crate and pull down the lid. Climb up and look at the lid and see that there is a broken window with a latch. Move the latch through the broken pane. Open the window and enter the book repository. Inside the book repository - It's very dark in here. Go to bottom screen and then to the left wall and see a light switch.

Turn the light switch on and find out nothing happens. The exit to the book room is on the right of the dud light switch. Enter through the door. Another storage room - Follow the wall to the right in the book room, pass a file cabinet and enter the door on the left.

See a light switch hidden behind a crate left of the door. To get to the light switch - Move the single crate on the left closer to the 2 crates covering the light switch. Go to left screen and then to the left to see another crate. Move this crate to left of the crate assembly by the light switch. With 2 single crates left of the double crate by the light switch. Climb up the single crate and pull the top crate over the middle single crate. The light switch is now accessible.

Trap door - Look at the floor by the middle crate and see scratches. Go back up and push the crate to over another crate. Go down and pull the middle crate out of the way to see a trap door on the floor. Old Theatre - Enter the trap door and go through the tunnel and up the metal ladder. Go up another ladder and George will end up watching a show on stage. He finally realized that it is Susarro and Nico up there. When only Nico and Flap are left, it is time to find a way to save Nico.

Save Nico - Go left and go down the aisle towards the stage while staying in the shadowy areas to the opening at the end of the aisle. Climb the ladder and when on top of the rigging realize that the walkway to the other side is impassable. Go right towards the back wall.

See a rope attached to the lights metal rigging. Pull rope and it will stabilize the rigging. Jump up on it and move George to the left walkway. Go to the front walkway and see 2 sandbags. Look down and see Flap and Nico. Drop the closest sandbag on Flap and immediately drop the second sandbag to land it on Flap.

George and Nico together again. Watch George and Nico's reunion and the update of the situation. Talk to Nico and then check Flap. Move to the rear left of the stage and go down the steps. Go down the steps again to the basement. Basement - Turn right by steps and enter the screened room on the left. See a lift operated by a button. Go to crate by the left exit and take a tube of theatrical grease paint. Go left of the main hall and then right.

Dressing room - Enter a dressing room. Check around and see a new locked safe under the dressing table. George will say the floor buckled under the weight of the safe.

Exit the room. Subbasement - Go down to the end of hallway top of screen and enter another door in the alcove. Go down the steps and hear shots. A guy behind the door starts shooting and is very afraid.

Open the safe:. Room under the dressing room - Go back to the hallway in front of the steps and enter the first room on this hallway just under the dressing room. See a fuse box with only one fuse left. Look at the strut at middle of the room and George will say it holds the safe up above. Try to move the strut and George will say the friction from the floor is too great. Needs some greasing. Use the theatrical grease on strut and find out it is too old.

George wants a liquid lubricant. Exit the room and go down the hall to a big metal door and a mutilated body. Look at the panel right of the door - it needs a keycard. Go back upstairs. Foyer - Go out to the back of the audience sitting area and left to the red carpeted area.

Go down to the foyer down to the bottom screen and enter the popcorn stand at bottom of the screen. Pick up the disposable cup that Nico crushed.

Stage - Go back to the stage and climb up. Note the hot stage lights at edge of the stage. In inventory, use the A combine icon on the paper cup to move it aside.

Scroll to theatrical grease paint and then use the combine A icon again to make cup holding grease paint. Then use cup holding grease paint on hot stage light to make melted grease paint. Go back to subbasement and the strut. Room under dressing room - Use the melted grease paint on strut. Move the strut but George can't do it alone. In inventory, select Nico and the click S-gear icon while looking at the strut.

That's one way to crack a safe! Look in safe and pick up 2 things: a security swipe key card and crystal covered artifact. Exit room and go to the metal door with the mutilated body.

Use the key card on the panel right of the metal door. Nico and George go down on the elevator. The baddies all appear:. Tunnel - Walk through the tunnel and see a forked lightning carved stone. Omega power cavern - Enter the cavern and see an impressive sight - 3 cobras with a floating artifact inside a flow of energy.

It is surrounded by crystals and lightning energy flows through the center to the surrounding crystals. At the center is a column of energy.

George can place his hand through the energy column but not Nico. Use the gear icon to get the slab of rock floating at center of the energy column. The stone has an omega symbol on it. Remember where we saw similar to this? Escape - Watch the men run away from the Grandmaster. Susarro and Petra climbs the elevator. Move George close to Nico. Climb up and Susarro sees them. The screen view changes fast - so be sure to adjust the directional arrow immediately. Elevator goes up. Stop pursuit - Now you can take your time.

When elevator opens, use bottle opener from inventory on elevator while Nico holds it open. Leave the theatre - Do not go to the stage steps or you will meet the baddies. Go to the screened room under the stage and press button to lower the trapdoor platform and the counterweight is up. Climb up and step on trap door platform. Press the button while up the platform. On stage, jump off the stage and go to the ladder at the back of the audience area.

Susarro and Petra look at the broken safe and Petra promises to kill them for Susarro. Outside the book repository - George is zapped by a stranger. The crystal covered artifact is taken but George held on to stone cylinder left by the zapper. At Nico's Apartment , the good and bad news are told to George when he woke up.

Exhaust all dialogues with Nico, Bruno and Andre. Bruno explains about Susarro and the Armillary, the machine at the Temple of the Dragon. Andre explains the findings of Vernon.

The crystal artifact is the Key of Solomon. The diagram is how Susarro found the location of the Temple of the Dragon. The only clue to follow is the Omega stone and the Omega slot on the door at the cave in the Congo. Omega Temple in Congo.

Harry drives Nico and George to the stone statue clearing. Go to the door and find it locked. Use the metal rod on lock but the rod is too wide. Select Nico from inventory or talk to her to pull the door.

Then select the metal bar again and use it on the door. The padlock is broken. Subtle is extra! Cholmondely's lab - Enter and go to the omega door with the slot at center. An earth tremor occurred. Use the omega stone on the slot at center of the door.

Spike hallway - See a dead guy on the floor. Walk George towards the dead guy and Nico pulls George away from the spikes. Go to safety at other end - Is it weight triggered? Go to wall and jump up. Move George to end of the hallway to safety. Check the dead man - Move one of the stone blocks to the center of the first part of the spike hall until the screen view changes to George's front. Then push the other stone block behind the first one leaving a space in between.

Climb up and go to space between the stones and push the other stone to the second part of the hallway. Climb up and then down to check the corpse. Examine the corpse and take the ancient scarf. Look at ancient scarf in inventory to note that it has a coat of arms with a lightning symbol and a broken sword. Inside the scarf is a metal plate with a lightning symbol on it. Get Nico across - Go back to the safe end of the hallway and look at the gears on the wall.

Insert the metal rod from inventory between the gears. Nico comes to safety. Floor tile room - Enter the floor tile room.

The principle of the puzzle is to step on safe tiles to get to the other end of the room. There are several lit blank tiles all over the room. The blank tiles are the safe tiles to rest on. You have to select an iconed tile that goes from blank tile to blank tile. To see the path, step on the tile icon near the entrance and see the corresponding tiles lit up to show the safe path.

In inventory, ask Nico to stand on a tile and walk George to find the safe way across. You must be standing on a blank tile when changing iconed tiles. If you stand on unlit tile or outside a lit tile the ceiling comes down - you die. Ask Nico to stand on the Fish tile. Walk George on all 6 lit tiles ending on a blank tile. Ask Nico to stand on the Scorpion tile.

Walk George on only 7 of the lit tiles ending on a blank tile. Ask Nico to stand on the Snake tile. Walk George on the lit snake tiles ending on a blank tile. Walk George on the lit fish tiles ending on a blank tile. Ask Nico to stand on the Bird tile. Walk George on the lit bird tiles ending on a blank tile. Walk George on the lit scorpion tiles ending on a blank tile. Walk George on lit snake tiles that go left and then down ending on a blank tile. Walk George on the lit snake tiles.

Jump up on the platform. Nico is now left behind. Caved in floor hallway - Go to bottom left of screen wall with the cave in the foreground. Jump down to a ledge. Jump across to next ledge. Jump down and move George to the right above another ledge. Jump down to the ground. Look at the crystal embedded in the rock. Balanced slab cavern - Enter the opening to a temple like cavern. There is a large slab balanced over a stalagmite.

There is an opening at right ledge that you need to reach. Climb the stones podium on the left and cross over the slab. The slab teeters and George falls off. We have to stabilize the slab. Stabilize the slab - Climb up the block podium on the left. Climb and drop down behind the pink carved block let's call it B above the bottom carved block. Push the carved block over the other carved block let's call it C. Push block B to the left part of the structure close to another carved block on top of the structure let's call this one - A.

Move the bottom carved block C that is close to the slab and fit it on the space below the 2 carved blocks A and B on the left side of the structure. Push the first moved block B to the niche to the right of the carved block A above.

Move the top carved block A to the right. Pull the carved block B on the niche and move it to another niche by the moved top carved block A. Place the lower carved block C that was moved on the left back to its original position. Push the top carved block A to the right. Move the middle carved block B back to its original position. Now move the top carved block A to the left end of the slab to hold it in position.

Cross the slab and enter the opening on the wall. Mechanical device room - Look around the room and study the 4 giant mechanical devices. Note the placements of the crystals and holes in all of them. The one closest to the next room cannot be moved.

The next room that has a lightning insignia over the arch is full of crystals that are not activated. Go to the control console at other end of the mechanical device room.

Mechanical device puzzle - The object of this puzzle is to combine all the 4 mechanical devices into one by inserting one after another to bring energy to activate the crystals in the next room. Standing on the console, the immovable mechanical device is the one at NE position. The console is operated by pressing S to rotate the energy flow that will move a device to the center.

Once a device is at the center, it can be rotated using A or W.



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