Broken Sword: The Shadows of the Templars (PC) Walkthrough v1.0b
Copyright (C) 2001-2002 by OutRider

This game was formerly known as Circle of Blood.

To see the other guides that I have written, please check out this link:
http://www.gamefaqs.com/features/recognition/4538.html

WARNING: This walkthrough (like the others) contains spoilers, so use at your own risk. Don"t say I
didn"t warn you.

Copyright notice:

Don"t plagiarize this guide, as legal action will be taken against you. Please don"t reproduce this
guide for profit. If you would like to distribute this guide with the game because maybe you sold the
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that's good enough for me. If you would like to create a HTML version of this guide, please go ahead
and do it without my permission, but I do ask that you let me know that you"re doing it and where it"ll
be posted. Other than that, have fun and I hope this guide helps you out.

Thanks!

This walkthrough is based on the guide written by Mike Groels (a.k.a. Eastpolar)

DISC 1: Paris, France - The Green Candle Café:

After the opening sequence, you"ll find yourself covered in the umbrella cover (I suppose). After
George gets up, pick up the newspaper lying on the light post. Head north to enter the road works.
You"ll see a man working here. Soon, two detectives, Moue and Rosso, will come along at stop
George. They"ll take you into the café and ask you some questions. Respond to them however you"d
like. After the conversation, you"ll get Rosso"s card. Exit out of the café and talk to the female
reporter taking pictures. Her name is Nicole Collard. Ask her about the clown, and then ask her
about Plantard (the man with the glasses), and then ask about the clown again. Before she heads off,
she"ll give her phone number so that you can call her in case you learn anything new. Head to the
road works again.

Talk to the worker and then give him the newspaper (go up into your inventory and click on the
newspaper when the conversation choices appear). He"ll leave his post for now. Click on the box
that is inside the tent and you"ll find a T-shaped tool.  Go back to the café, and instead of heading
back in, go further to the right and head down the alleyway that you see. Use the T-shaped tool on
the manhole and head down inside.

Once down, get the red object (a clown"s nose), and then follow the path. You"ll see a couple items
here, so pick them both up and head up the ladder. A man will stop you because he thinks you"re the
killer. Answer his first question, and then show him Rosso"s card. Show him the green piece of
material and then ask him four times about the green jacket. He"ll give you a phone number for
someone named Todryk, and when you"re finished talking, exit out of the conversation and the man
will show you out.

Use the phone that"s just outside the tent and call Nicole. You"ll learn her address, so exit off to the
right to see the city map. Click on the Rue Jarry (Jarry Street) button.

Rue Jarry:

I"ll refer to Rue Jarry as Nicole"s Apartment from now on. When you arrive, talk to the elderly woman
that you can easily see in the front of your screen. Ask her about Nicole and then go open up the
door in the middle that"s behind her. Inside Nicole"s apartment, show her the clown nose and she"ll
discover the name of the shop that it was purchased from inside. Show her the green cloth and
George will receive a picture of a man. Leave her apartment and go back to the map. Go to La Risée
Du Monde.

La Risée du Monde:

Talk to the proprietor and show him the picture of the man that you got earlier from Nicole. Show
him the tissue (that"s kind of disgusting what he does to it, don"t you think?), and then show him the
picture again and he"ll tell you about a man named Khan. Leave the shop and go to either to the road
works, the police station, or at Nicole"s apartment. Use the phone at whichever place you go to and
call Mr. Todryk. Ask him about the picture of Khan and he"ll tell you that he is staying at the Hotel
Ubu. Leave the place you"re at, and let"s head over to the hotel.

Hotel Ubu:

First thing you"ll notice here is the two seedy-looking characters standing outside. Ignore them for
now and head inside the hotel. Walk to the left until you reach the counter. Do you see that key rack
on the wall? Try taking the key, but the concierge will stop you. Ask him about the picture to learn
that Khan is in fact, one of the hotel guests.

Go over and talk to the female English pianist. Ask her about the key until it"s gone and then show
her the picture. You"ll learn that Khan has an alias: Thomas Moerlin. Ask her about Moerlin until she
finally decides to help you get the key. When the concierge has gone into the backroom, swipe the
key off the board before he comes back.

Head upstairs and use the key on the first door to George"s right. This isn"t Khan"s room, but it"ll
come handy a little bit later. Open up the window and head outside. Shimmy on over to the next
window and head inside. This IS Khan"s room. Search the room if you must, but your searches won"t
turn up anything, so try leaving the room via the door. You"ll discover that Khan is coming!!! Don"t
worry, George will automatically hide in the closet, where he is nearly discovered.

When Khan leaves, search his pants to find a business card and a matchbook. Leave his room and
head downstairs into the main lobby. Talk to the concierge and ask him about the safe and be sure
to show him Moerlin"s card. He won"t help you this time either, so again you must rely on Lady
Piermont to help you out. Talk to her and show her the business card and she"ll help you get the
documents that Khan left in the safe.

You have two choices: Head outside and end the game prematurely, or head upstairs and continue
with the game. I know most of the players would rather continue with the game, so let"s keep going.
Head upstairs and go into the first room on the right. Climb out the window and use the manuscript
on the ground below and George will drop it.

Head back inside and leave the hotel. The two seedy-looking characters you saw hanging outside
when you first arrived, Flap and Guido, will frisk George. If you have the manuscript on you, then
they"ll kill you. If you dropped it like you should have, they"ll let you go on your merry way. Go into
the alley to the left of the hotel and George will pick up the manuscript. After he does, he"ll
automatically go to Nicole"s apartment.

Nicole"s Apartment:

George will catch up Nicole on everything he"s learned so far and they"ll take a look at the
manuscript. Watch the movie (unless you"ve played this game already) so that you can get some
info. Talk to Nicole about the documents and then talk to her about the four things that you see on
the manuscript. After you"re done, leave the apartment and go to the Crune Museum.

Musée Crune:

Head inside the museum and take a look at the tripod to confirm that it is the one that you saw in the
manuscript. Leave here and head back to Nicole"s apartment.

Nicole"s Apartment:

Talk to Nicole and you"ll learn about a professor named Peagram who is working at a small Irish
village called Lochmarne. When you"re done listening to her, just leave without asking anything and
go to the Airport. You"ll be leaving for Lochmarne, Ireland.

DISC 2: Lochmarne, Ireland

When you arrive in Lochmarne, talk to the kid that"s standing outside the pub to find out his name is
Liam Maguire. Ask him about Peagram, then about the dig three times. Go into the pub and speak
with Fitzgerald, the man sitting at the table closest to the door. He seems awfully nervous about
something, but anyway, ask him about the dig.

Go over to the bar and speak with the man sitting at the bar that"s dressed in light clothing. His
name is Doyle. Speak to Doyle about Peagram, and ask him about the dig two times. When you first
ask him about Fitzgerald, he"ll say his brain needs some "lubrication”. Buy him a beer and then ask
him about Fitzgerald. Go back and talk to Fitzgerald again and ask him about the dig. Head outside
and talk to Maguire about the dig and Fitzgerald.

Head inside the pub again and talk to Fitzgerald yet again. Ask him about the dig, then about
Peagram, the gem, and the package twice, and finally, about Jacques Marquet. Fitzgerald will
become very agitated and run outside. You"ll hear a car speed by and a thump. Head outside and
listen to Maguire to find out what happened.

Flip the switch on the panel near the entrance to the pub, only to have it break off. Go back into the
pub and ask the bartender for a beer.  You"ll learn that the glass washer and the beer pump are both
broken. Show the man Moerlin"s card and he"ll ask you to repair them. Go over to the corner and talk
to the old man, but don"t ask him about anything. Stand a little distance away from him (the front
corner of the bar will suffice) and he"ll bring out a piece of wire and set it on the table. Wait until he
starts sneezing, and when he does, take the wire from him.

Use the wire on the outlet near the vibrating washer and then talk to the bartender. He"ll let you go
down into the cellar to fix the beer pumps.  Head downstairs and pull the lever on the opposite side
of the screen. Go outside of the pub and open up the trap door and you"ll end up running into Khan
himself, but no worries, nothing bad will happen. Head back down into the cellar and you"ll find the
gem and a flashlight. Head upstairs and when Doyle takes his arm of the green towel, take it.

Go outside and take the upper right path to find a man sitting in a huge haystack, reading. Talk to
him about the car twice, and then ask him about Fitzgerald until he finally decides to leave. After
he"s left, climb the haystack. At the top, use the T-shaped tool on the crack near George"s left hand.
After that"s in place, climb the rest of the way up.

On the other side, you"ll meet a nasty goat. Try climbing down the ladder and the goat will head-butt
you in the stomach. As soon as the cursor comes back, click the icon on the plow axle behind the
goat and George should run over and move it. After the goat gets tangled up, go down the ladder.
Below, stick your fingers in the bag on the table near the right side of the screen to learn that it is
plaster of Paris. Try moving the statue near the steps to have it overbalance and fall into the dirt.
Pick it up and notice the impressions that statue made. Use the plaster of Paris on that spot and
head back to the pub.

Go down into the cellar and turn the water on in the sink. Use the towel on it and hurry back down
into the underground area near the goat. You might want to skip any thing George says (by right
clicking) as it wastes time. As soon as you"re back in the underground area, use the towel on the
plaster of Paris and it should harden in a moment. Take the cast and use it on the impressions on
the left side of the door to have it open. Go down the new set of stairs and soon you"ll arrive back in
Paris.  Insert Disc 1 when asked to do so and let"s continue.

DISC 1: Paris - Nicole"s Apartment:

After George catches Nicole up on his recent findings, leave the conversation and go to the Police
Station (Poste de Police).

Police Station:

Inside the station, talk to Sergeant Moue (whom you first met at the beginning of the game) about
Jacques Marquet until the option disappears. Leave the station and go to the Hospital.

Hospital:

Go inside the hospital and speak with the receptionist. If Benoir (the guy with the glasses) happens
to get in your way, just wait until he moves again and then speak with her. When you do speak with
her, first show her Moerlin"s card. Ask her about Nurse Grendel three times and then walk down the
left hallway. Here, you"ll see a floor sweeper. Go over to the other side of the hallway and unplug his
sweeper. When you regain control (and the sweeper"s gone), open the door and George will take the
doctor"s uniform and put it on.

Go back to the lobby. Talk to elderly doctor, he is Felix Hagenmeyer and the guy in the glasses you
saw wandering around when you first arrived is his nephew, Benoir or "Bunny”. Go back down the
left hallway with Bunny in tow and you"ll find yourself in Ward J-2.

Nurse Grendel will tell you to check on the man in bed two, who claims to have a chronic case of
losing consciousness. His true problem is that he doesn"t know about the concept of blinking (Insert
laugh here).  Don"t talk to him about anything, and go talk to Grendel. She"ll tell you to check on the
man in bed three. His name is Eric Sopmarsh. Don"t talk to him about anything either. Talk to Bunny
and give him the pressure gauge.

Try heading off to the right, and Sopmarsh will call you back because you haven"t taken his blood
pressure yet. Talk to Bunny again and have him use the pressure gauge on Sopmarsh. While he is
doing that, exit off to the right and enter the room near the guard. You"ll have an interesting
conversation with Marquet himself, and after a while, another doctor will enter. You"ll leave and
eventually, Marquet dies and you"ll soon find yourself back at Nicole"s apartment.

Nicole"s Apartment:

After the conversation is finished, leave her apartment and go to the Crune Museum.

Musée Crune:

Enter the museum and when the guard isn"t looking, go over to the display cases near where the
blonde guy is standing and flip the switch to open the window. When the guard goes over to close it,
hurry up and hide inside the sarcophagus. The guard and Lobineau will leave and you"ll emerge
from the sarcophagus, just in time to witness Flap and Guido trying to steal the tripod.

When you regain control, click on the totem pole to send it crashing down, only to have George
knocked out in the process. After everyone"s out for the count, a cat burglar will enter and swipe the
tripod. You"ll now find yourself back with Nicole. Watch the sequence to learn that she was the cat
burglar. Leave her apartment and go back to the Musée Crune.

Talk to Lobineau about Montfauçon twice and then leave. Go to Montfauçon.

Montfauçon:

Ask the jongleur about himself twice and George will take a stab at juggling. Ask the man in black
that"s sitting at the table and ask him about the clown nose. Talk to the jongleur again and let
George try juggling again, the crowd will be impressed this time, and the jongleur will leave in a fit of
rage and the gendarme will leave as well. Too bad the jongleur forgot his red ball, but oh well.

Use the T-shaped tool on the manhole and head on down into the sewers. Walk to the right and take
a look at the first panel from the right. Use the T-shaped tool on that panel to find out it"s hollow, and
George will break it open. Click on the inside of the panel and it"ll move a little bit.  Walk over onto
the boat and turn the wheel to lower the chain. Pick up the chain and use it on the gears and then
turn the wheel again and the panel will come crashing down.

Go through the entryway to find a huge cave. Look through the hole in the wall near the steps to
eavesdrop on a meeting of the Knights Templar! After they"re done talking, look through the hole
again to see them leave and then head down the stairs. Use the tripod on the stone and the gem on
the tripod and it"ll spell out MARIB. Soon, you"ll be back at Nicole"s apartment.

Nicole"s Apartment:

After you"ve got Nicole caught up, leave and go to the Airport. It"s time to head to Syria. Insert Disc 2
when prompted and we"ll continue.

DISC 2: Marib, Syria:

When you arrive, go all of the way to the right and head up the stairs. Talk to the man and show him
your book of matches and he"ll let you go up the stairs behind the carpet. When you enter the club,
you"ll be introduced to a man name Ultar. Try opening the door on the right side to find out it"s
locked. Try reading the sign to learn that it is written in Arabic. Ask Ultar about the sign to learn that
the owner"s toilet brush was stolen. Leave the bar and head back down into the marketplace.

At the bottom, do you see that guy with the British flag apron on? Move your mouse cursor
underneath is stand and right click to learn something disgusting about the brush. Walk all the way
to left and talk to the boy. His name is Nejo. Ask him about the red ball and then go talk to the kebab
seller. You won"t be able to get much out of him, so leave and go talk to Nejo again.

Ask about the kebab guy twice and then give him the ball by clicking the thumbs up button when it
comes up. Quit talking to Nejo to him and go talk to the kebab seller again. Ask him about the phrase
Nejo told you and he"ll come after you with a knife. Go back down the stairs (don"t worry, Arto won"t
bother you again) and talk to Nejo to find you were used as a diversionary tactic. He"ll give you the
brush and you can go give it to the bar owner.

As soon as you"ve given it to him, you"ll get the keys to the bathroom. Use the keys on the door and
you"ll enter the bathroom. Open up the towel dispenser near the door and then take the towel. Go
into the bathroom stall and take the chain. Leave the bathroom and talk to Ultar about Khan"s picture
and then ask about Bull"s Head Hill until you get a choice to answer yes or no. Choose Yes. Since
you don"t have  on you right now, we"ll have to see what we can do to make money. Leave the
bar and go back to Nejo"s stand.

Look at the cat and it"ll jump onto a shelf. As soon as you can, ring the bell and a man will come out.
The cat will run away, but not before a statue falls over into the sand. Pick up the statue and then
use the tissue on it to make it look like stone. When you first arrived, you may have noticed a fat guy
walking around. Find him and talk to him. Show him the statue and he"ll offer you  for it. Accept
the deal and go back to the bar.

Talk to Ultar about Bull"s Head and answer yes again. You"ll find yourself in the marketplace, so talk
to Ultar about the truck to learn that the fan belt is broken, and it may take six days to get a
replacement. Give him the towel, and voila! The truck is working again. You"ll now head off to Bull"s
Head Hill.

Bull"s Head Hill:

As soon as you regain control, walk over to the tree you see near the left side of your screen and
take the twig off of it. Use the twig on the towel to have a makeshift grappling hook of sorts. Use
your newly made contraption on the funnel-like hole near the right side and George will climb down.

Near the upper left, you"ll notice a small hole on one side of a rock face. Inspect it to find a large
metal ring. Pull the ring and it"ll open a door, so head inside. Walk to the left, and you"ll discover
Klausner"s remains! Search him (ugh!) and George will find a lens. Walk over to the left some more
and take a look of the stone map inscription and then go over and look at the three-headed statue.
Look at the map again and soon, Khan will appear!! You"ll be taken outside and he"ll hold you at
gunpoint. When he asks where Klausner is, use the Angel icon to tell him where he is. When he asks
if he had anything, use the Devil icon to tell him no. Use the Angel icon to answer his next question.

When he asks if you want to die like a man or not, click on the George icon. Before it"s too late, use
the electric buzzer on Khan to shock him. Before he recovers, jump off the cliff and George will land
safely in Ultar"s truck. You"ll soon arrive back in Paris. Insert Disc 1 now and I"ll continue with the
guide.

DISC 1: Paris - Nicole"s Apartment

After the conversation, leave and go to Musée Crune.

Musée Crune:

Talk to André about the manuscript and then about Nicole twice. When you"re finished, go back to
Nicole"s Apartment.

Nicole"s Apartment:

When you arrive, you"ll proceed with the normal greetings and then Nicole will mention that André
visited her not too long ago. Leave here and go back to Musée Crune.

Musée Crune:

Ask André about the manuscript four times and then go to Villa de Vasconcellos via the Airport. Be
sure to insert Disc 2 though.

DISC 2: Villa de Vasconcellos:

Walk as far left as you can and then use the pressure gauge on the part of the hose that starts
coming out from the window. The gardener"s hose will shut off and he thinks that you had some part
in it (hehe). He"ll head inside, so follow him in. Walk towards the gate, which gets the dogs barking.
Hurry up and hide behind the suit of armor before the gardener catches you! He"ll soon leave, and
when he does, head upstairs.

Here, you"ll get to meet the Countess. Ask her about the Templars, and then ask her about the chess
pieces. After a bit of conversation, you"ll be taken to a Templar mausoleum that"s dedicated to the
Vasconcellos Templars.  When you have control, take the Bible off of the lectern and look at the
design that George uncovered. Ask the Countess about what you can and she"ll have Lopez (the
gardener) retrieve the old chess pieces.

When he arrives, George will take the set from him and place them in the right spots on the
chessboard. Here comes the first real puzzle of the game. You have to rearrange the middle row so
that the king is in the second spot from the bottom, and I think the knight goes near the top and the
bishop goes just above the king. Anyway, when you"ve solved the puzzle, a sequence will ensue
where George ends up unlocking a niche containing the Vasconcellos" Communion chalice and
soon you"ll get to see Nicole"s face once more.

DISC 1: Paris - Nicole"s Apartment:

Well, you should know what happens by now, and after they"re done, leave and go to Montfauçon.

Montfauçon:

Go as far right as you can and walk up the stairs. You"ll find yourself in a church. Go over and show
the priest the chalice. When he asks if he can polish it for you, tell him yes. Do you see that statue of
a knight? Right click on it. Put the lens in the scroll and you"ll get to see a stained glass panel of a
Templar Knight being burned at the stake and holding a date. Talk to the priest to get your chalice
back and notice how shiny it is now. Go over to the tomb in the far corner (on the other side of the
pews) and look at it. When you"re finished, leave Montfauçon and go visit Nicole.

Nicole"s Apartment:

She"ll tell you she managed to sell a story. Nothing really interesting to talk about right now, so go to
Musée Crune.

Musée Crune:

Talk to André about the three-headed statue that you saw in the cave back in Syria and he"ll tell you
it"s a statue of Baphomet. He"ll also mention a new location, the Site of Baphomet. Leave Musée
Crune and go to the Site de Baphomet.

Site de Baphomet:

When you arrive, head through the gate and down the stairs. Open up the right door, only to find it
locked. Talk to the guard and ask for the keys to the washroom. Use the keys on the door and head
inside. Take a look at the sink and then take the soap, and then use the keys on the bar of soap to
make an impression. Use the plaster on the soap and then run it under some water. Look at the
boiler to the right and then leave.

Look at the thermostat that"s on the left side of the room, just above the radiator. Talk to the guard
about it and then use it and George will turn off the heat. After about a minute, the guard will put
some gloves on. After he does, give him the keys. Head upstairs, and next to the painter is his paint
can. Try using your fake key on it, but the painter will stop you. Head back downstairs and use the
phone. George will call Nicole, whom will assist you in distracting the painter.

Head back upstairs and tell the painter that he has a phone call. After he leaves, stick your ‘key" into
the paint and then head back downstairs again. After the painter leaves, ask the guard for the toilet
keys and then enter the washroom. Inside, use your key on the real keys and George will do the ol"
switcheroo. Give the keys back to the guard and then use the phone again. This time, George will
have Nicole call back in a minute so that the guard will leave.

Watch the sequence, and when you find yourself back downstairs, use the key on the left door to
discover what the guard was guarding. Do you see that part of the floor down below? Use the
chalice on it and you"ll end up discovering something. You"ll find yourself back at Nicole"s.

Nicole"s Apartment:

It"s the same ol" boring conversation thing again. Leave here and go back to Villa de Vasconcellos.

DISC 2: Villa de Vasconcellos

When you arrive, George will automatically talk to Lopez. He apologizes for having acting rude when
you first arrived, but after you made the Countess happy again, he trusts you. After you"re done,
head inside the villa. Do you see where the hose is connected? There"s a small mirror hanging just
next to it. Take it and then head upstairs to talk to the Countess.

Ask the Countess about herself and the chalice. Head outside and go to the mausoleum. There"s a
small path that"s hard to see because of Lopez"s watering, but it"s behind the spray. Once you there,
head inside the mausoleum. Take the pole and use it to close the window. Use the tissue on the pole
and then use it on the left candle to light the tissue on fire, use that to light the candle that"s on the
chandelier in the center of the room. Watch the sequence and you"ll end up getting a strange key.

Take the Bible and then go back and talk to the Countess. Ask her about the Bible and then go
outside and talk to Lopez and ask him about the well and then about the gap twice. He"ll tell you to
get a divining rod to help you to locate where the well used to be.

Go all of the way to the left and do you see that tree near the window? Click on it and you"ll have
yourself a divining rod. Go back to Lopez and tell him about it. After hours of searching, all you
managed to find is a tin can with some water in it. Lopez will throw it and listen to it as it drops
down. At the end, you"ll hear a bang. There"s the well.

Next time you"ll see George is down in the well. Take a look at the lion"s head and then click on it to
have George pull on the tooth. You"ll hear some stone grinding. Now, before the falling lion"s head
squishes you, hurry up and click on the rope to have George get out of harm"s way.

Use the mirror on the well wall to have George shine some light into the darkened passageway.
You"ll find a keyhole, so use the strange key on it. Go through the doorway and you"ll eventually go
see the Countess and you"ll arrive back in Paris.

DISC 1: Paris - Nicole"s Apartment:

Here, you"ll see André sitting on the couch. After some conversation, you and Nicole will leave by
train to go to Bannockburn, Scotland.

Aboard the Train:

Talk to Nicole and ask her about herself twice. Try to leave and a conductor will come in to check
your tickets. George has his suspicions about the conductor and the old lady, whom you"ll learn
their true identities later. Leave the compartment and walk to the left until you come across Guido.
When you go back to your compartment, both the old lady and Nicole are gone!!!

Go to the compartment next to yours, you know, the one with the striped shirt guy in it. Talk to him
about Nicole and then open up the window and head on up. Unless you want to fry George, walk to
the right and when you come to a ladder, climb on down. It is in this car that you witness the deaths
of Khan (the old lady) and Flap. As soon as you can, pull the emergency brake on the wall next to the
left door. Some crates will fall over and knock Eklund (the conductor) unconscious.

Talk to Khan about Bull"s Head if you must, and after he"s done, he tries to tell you one last thing,
but he"ll finally succumb to death. Try leaving through the right door, and Nicole will get mad. Don"t
worry, George will untie her automatically. Ooh, how wonderful those sparks are! Leave through the
left door and you"ll arrive in Bannockburn.

DISC 2: Bannockburn, Scotland:

You"ll arrive at some ruins that were once used as an arms dump. Head inside and search the rubble
pile near the window four times to find something each time. Use the gear you find with the demon,
and George will put it in one of its eye sockets. Do you see the gears near the statues? There"s one
with a handle and some gears in it. Turn the handle to have it come off, and take the gears out of that
same contraption you took the handle off of.

Use the gear on the demon to have George put it in its other socket, and then use the handle on the
demon to open up a door. Head on through, and then go through the other doorway you can to find a
Templar meeting. Watch the sequences and you"ll eventually find yourself back in the previous area
with Guido blocking your way out. Grab the nearby torch and George will throw it into the powder.
Nicole, having caught on to what George had in mind, takes her handbag full of C4 and throws it into
the flame.

The Grand Master thinks that the powder won"t explode since it"s so old. Guido thinks otherwise,
and tries to blow out the fire. KABOOM! George and Nicole escape in time, and you"ll get to watch
the ending!

Watch the credits if you want, but anyway, you"ve beaten Broken Sword 1: Shadows of the Templar!
If you want to continue the adventures, get Broken Sword 2: The Smoking Mirror and in 2002,
Broken Sword 3: The Sleeping Dragon!