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Broken Sword 2 - Hints & Walkthroughs

If you are stuck, but don't want to look at a walkthrough, and don't want to be spoiled about futher actions in the game, check out the Universal Hint System for Broken Sword - The Smoking Mirror

The Walkthrough:
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We start our adventure with a small movie that catches us up a bit on what George and Nico have been doing so far after the end of their first adventure. They arrive at a Professor Oubier s house. However, George immediately notices that the man who answered the door didn t look much like a Professor Oubier . After being led up the stairs, they realize that they ve walked right into a trap! George is bashed over the head and Nico is knocked out with a poison dart! Then, George is tied to a chair while Nico is dragged out! The thug then knocks over a kerosene lamp, causing a huge fire! This is the beginning of George and Nico's second adventure.

Professor Oubier's House
After the movie, you ll notice the spider inch ever closer to you. Once the arrow shows up, inspect the bookcase. George will notice that one of the corners is being supported by a small block... move the arrow to the bottom right hand corner of the bookcase and press X once the two moving-cogs show up. George will kick the block, causing the bookcase to fall and squash that damn spider! Phew! At least we got rid of him! But you re still tied to a chair in a burning house. I guess things couldn t possibly be that much better... until you notice the metal bracket hanging out of the wall where the bookcase once sat! Use it to free yourself from the comfy rolling chair. Now all you really have to worry about is that fire... and Nico! The first thing you ll probably do is pick up Nico's handbag. You ll get a trio of items from your abducted friend s purse. Her lipstick, a note and a pair of red panties with a red heart! Read the note to discover that it is from Andre Lobineau, a man who has also been known to have feelings for Nico. If you try to go out the window, George will simply remind you that he isn t the Incredible Hulk and can t bend metal bars. There is a picture above the small cabinet, but you don t really gain anything by looking at it. Head to the left near the fire. On the cabinet beneath the portraits, there is a spritzer bottle. However, this bottle doesn t have any pressure inside of it. If you look closely at the ground near where Nico s handbag was, you should see the dart that pierced Nico earlier. Pick it up. Head to the cabinet that was underneath the portrait of the couple. Open it up and take a swig of tequila for the hell of it. Then, open the drawer slightly below the tequila. There will be a small pot inside, and George s kleptomaniacal instincts will kick in and tell him to take it. Look on the ground now. You should notice a small little green thing next to the bookcase. This is the discarded worm from the bottle of tequila that George didn t seem to like too much. Take the damn worm anyway. Look inside that pot you got. Tada! A key! This will come in quite handy later one when you need to...well, open something. Speaking of opening things... remember that cabinet that the soda fountain is sitting on? Well, inspect the bottom doors to discover a tiny keyhole. That key you found in the pot is way too big for this, so I guess we ll have to be a little bit more bolder than that. Take the dart and pick the lock with it. As George freed the lock, something blew the doors open, knocking him about five feet back! Inspect the inside of the cabinet. There will be one un-burst cylinder inside. Unfortunately, the fire has warmed it up a bit, and it s just too damn hot for George to pick up with his tender widdle hands! So, have George pick it up using Nico s panties as a crude oven mitt (I wonder if this was just a ruse to get you to do that for him?). Pick the cylinder up with the panties on hand. Now, to finally get out of this predicament, use the cylinder on the soda fountain. This will give it a bunch of pressure, allowing you to use it to make your escape from this darn room! Spray the flames and click on the door. Obviously, the doorknob on the door would be red hot, so being the badass that he is, George will automatically kick the door open! Head out of the room finally. You ll be in what looks like the front hallway. To your right there is a phone on a desk. Check it out. Looks like there s also a piece of newspaper here. It refers to an eclipse of the sun in Mexico. Interesting. Next, pick up the phone and call Andre Lobineau. He ll quickly tell you to meet him at the cafe in Mountfaucon and hang up. Next to the phone to the right is a locked door, so don t bother trying to go in there. The large double-door to the left of the phone is the exit from this place. Well, Andre will (hopefully) be at that cafe, so we might as well leave now. Use the house key you found in the pot and open the front door. Open it and head off to meet up with Lobineau.

Mountfaucon Cafe
Mountfaucon seems to be a staple of the Broken Sword series, eh? George will automatically come here after leaving Oubier s house. Once he arrives, there will be no immediate sign of Lobineau. George, not having anything to lose, decides to sit down and wait anyway. If you try to talk to the waiter, he ll deliberately ignore you! Screw him, instead talk to the only other person sitting out there aside from you. You may remember him from the first Broken Sword game, or you may not. Anyway, he ll ask you why you re back in Paris. Your choices will be to either say you re back to see Nico or back to talk to Andre. The choice is yours. Next, you ll have a ton of other things to talk about. You can ask him about himself, Professor Oubier, the dart used on Nico, the wine he s drinking, that newspaper clipping you found next to the phone in Oubier s house and finally the ATM slip. You won t really get any GOOD information from this guy, but he does have a few things to say about the ATM slip and the dart. If you talk to the waiter again, you ll finally get a response. In a few seconds he ll give you the coffee you want. Ask him about the flask that the guy next to you keeps using. Turns out it s absinthe. You can also ask the waiter about Lobineau, Oubier, the guy next to you and the dart (what the heck would a waiter know about a poison dart?). He will know who Andre is, and thankfully he ll say that you haven t missed him. He s also heard of Oubier! Turns out Oubier married a movie star called Caroll Climax who may or may not have been murdered... You can then ask about Oubier again. The waiter will stick to his story that Oubier is in fact guilty. He won t have crap by the way of info on the poison dart or the guy next to you. Exit the conversation. Oh, look who decided to show up? It s Andre. He ll sit down across from you. Andre will be a bit of an ass, but eventually you ll get off the subject of who Nico should be with. Andre will surprisingly pull out the Mayan stone that was the reason for Nico s kidnapping. Andre won t take lightly to the though of him being in danger as well... You ll have to ask Andre a few questions as well. He won t know what the carving on the stone means at all, and will decline to give you the stone. However, he will know where she got the stone (sorta). All he s willing to let you know is that it has something to do with smuggling . You can also ask him about Oubier a few times. Turns out Andre doesn t even know the guy! How nice. The guy won t know for sure if Oubier employed the guy that hit George on the back of the head. By showing Andre the worm, George will burn Andre pretty bad. Fortunately, Andre knows a bit about the pot you found in Oubier s house and also knows a guy who could help you more. Finally, if you tell him of your suspicions about the five large withdrawals on the ATM slip, Andre will tell you you re even crazier than before... When you exit the conversation, you ll get a little clip of what s going on with Nico! Turns out these smugglers really want that damn stone! A guy named Karzac seems to be the head smuggler... Why do smugglers want a Mayan artifact, anyway? You ll soon have control of George once again. Now you ll need to get that guy s absinthe. Talk to him again. Ask him if he misses being in the police force by clicking on the first talk topic. While he quickly slips into depression, grab his flask of absinthe. We ve gotten everything we could possibly need here, so exit the area. You ll need to choose your next destination. Either Oubier s House again or the Glease Gallery. Head to the gallery.

Glease Gallery
For such a nice place, you d think there would be more people here! There are a couple of Japanese girls in here that will simply laugh at you and joke in their native language while you stand there. There s also a very large man sipping something. Turns out he s some elitist critic. You can ask him about Oubier, what he s drinking and the small pot. He s heard of Oubier, and apparently doesn t like him very much. The stuff he s drinking? Wine. But he says it s urine. How unlike a critic. If you show him your pot, he ll throw it to the ground, shattering it into a hundred pieces! George has something up his sleeve though (wouldn t it be nice if he could share it with us? oh well). Talk to Glease, the owner. You can talk to him about a handful of things as well. Of course, you came here to ask him about the Mayan stone that was found by Nico. Too bad he really doesn t know much about it from the sound of things. Just like so many others, he also knows about Oubier. You can ask about Ms. Climax as well, a person he doesn t seem to have liked. If you ask him about the pots, you ll eventually get the opportunity to ask him which docks the pots arrive at. Of course, he won t reveal that. By selecting the wine topic, you ll tell Glease that the rat bastard over there enjoys the wine very much. But Glease will simply tell you that it was really cheap. Finally, you can ask him about the news clipping you found. Glease won t be interested in the least. Go ahead and cut off the conversation now. Hmm.. what should we do now? Remember that flask of extremely potent stuff we got just a few minutes ago? Well, pour it into the critic s urine. He ll take a swig and will actually like the stuff! Since he enjoys it so much, give him a little more. Tubby will soon fall backwards, against an entire case of artifacts! This will obviously occupy Glease, giving you the opportunity to go in the back of the building and do a bit of snooping. Inspect the case back here. Inside, there will only be Styrofoam packing peanuts, but luckily the remains of a label are still here. Pick it up. You ll get a close-up view of it. George will already think he has everything figured out! What a great detective! George will run out to get the next train to Marseilles. You ll arrive dawn the next morning.

Marseilles
Walk up to the small hut. The view will change to a more close-up version. The guard dog here will slowly growl at you on and off. Look inside the window and you ll see a rather large man drop something down through a trap door into the water. George will eventually speak up and talk to the man. You ll have nine different things you can talk to him about. If you ask him what time it is, he ll tell you the big hand is on the four . When you talk to him about the time again, he ll inform you that the gates open at seven. Regarding the pooch, he says that the dog came with the job and that he just has to feed him once in a while. He also says that the dog s name is twenty. Talking to the man about the dog for the third time will result in some rather strange simile s about the guy s wife... Mention Condor Transglobal to him, and the guy will mention that they have a warehouse here. Too bad it s a month long holiday... Ask again and George will say that he s got something to deliver to them. He won t let you in without the proper papers, though. Ask him about Nico and he ll say he hasn t seen her. The guy s never heard of Oubier, so that s out. Hey, you might as well show him the panties... Well, all that got you was labeled. Ask him about Condor again. Eh.. too bad he doesn t know what exactly it is that they do. You can ask him what he s cooking (beans) and if he ever gets sick of them. You can show him the dart and letter from Andre, but all they do is get funny responses from the guard. Looks like there s nothing left to talk about with the guy. So, now, head around the corner of the shack. Skim the polluted waters on the right side of the screen until a grabby hand appears. George will pick up a boat hook. Then, walk to the left. There will be another thing in the water you need to pick up, but it s out of reach and George would rather not get into that water. So, use your new boat hook to get it. Wow, two new items in under a minute. Next, we re gonna want to check up on the watchman. See that hole on the bottom of the shack? This is what he uses to throw his garbage into the water. There s no reason to go look inside yet, but remember that this is here. Go back out and climb the steps so you re at the front of the shack again. Look at the metal chimney. George will try to take the top off of it, but will soon realize that chimney s can be hot. So, to cool down this hot little number, pour the water that s in the bottle onto the chimney. Then, feel free to take the top. Use the bottle again to block the chimney. Soon, the watchman will come running out because of all the smoke. Head back down the steps and make your way up the trap door we looked at a bit earlier. George will pull himself up. Snatch the guy s dog biscuits and take a piece of coal from the bucket. There s nothing else worth taking here, so go back down the trap door. As soon as you do this, the watchman will immediately head back into his tiny home away from home and everything will soon be back to normal. Place a dog biscuit on the platform to your left. Then, use your ever-useful boat hook to give the doggie a bath. Eww, wet dog smell... With that dog out of the picture, there isn t much stopping you from simply climbing over the fence and making your way to the Condor warehouse. Do just that. George will soon arrive at the Condor warehouse. Once you have control of him, climb up the ladder. To get to the ladder, walk to the left all the way until you can t go anymore. It s on the side of the building. Head to the window next to the large metal housing. Then, take your boat hook and shove it into the fan next to the window. That guy from Oubier s house will be down in the building. Hmm... he s talking about Karzac, the same guy who was harassing Nico in the movie we saw earlier. Go back out onto the roof. Head back down onto solid ground and knock on the front door of the warehouse. The same guy who was in there will answer. Now you need to do this next part quickly and carefully, because there s a chance you could die here if you do it wrong (save your game!). Instead of telling him a name, ask him about the label you found in the Glease Gallery. As the guy opens the door, quickly use the ladder to get on the roof. Press down on the crane hand that s over the barrel. George will send it over. The barrel will go flying over into what is probably a boat. The man in the red shirt will walk over to investigate. Once he s over there, quickly do the same thing to the next barrel. This will knock the man down and over the edge! George will pump his arm in the air as a sign of victory!

Inside warehouse
Head back down and enter the warehouse. George will automatically lock the door, ensuring that the man can t get back in. Look inside the drawer of the desk that the man in the red shirt was sitting at earlier. You ll find a small brass key. After getting the key, walk further into the warehouse and a small little man will pop up. He s the same guy who got Nico earlier! The man will try really hard to say something, but he just can t get it out. Talk to him again and he ll exclaim, Quaramonte! Quaramonte! . You ll have a few different things to talk about with the little guy. You can offer him some dog biscuits, but that won t work. Obviously, he won t understand anything about Nico either... However, the chimney cone does get a bit of a reaction out of him... now if it was only in English. Same goes for the dart. Now, if you show him the key, he ll reveal himself. Turns out he s shackled. After you free him, he ll run off behind the crates. Hmph. That s gratitude for ya. Anyway, there is a file cabinet here, but it s locked. The small key you had wouldn t work, unfortunately. There is also a map with a piece of paper that says, Quaramonte City . Use the call button for the elevator and head on up to the next floor. Up here, George will crouch down and prevent the elevator from shutting, but he can t just sit here and hold this position for the rest of his life! We ll need to use an item that will continue to do this job for us. However, this item isn t in our inventory. Push the farthest right box into the elevator to stop it from closing. There s a switch to the left of the elevator that will turn a light on in the other side of the room. Press it and go over there. Inspect the ground to the right of the large box near the light and George will learn that it is actually a large scratch, possibly from... a door? Inspect the wall in front of the scratch and George will discover the secret room. Well what are you waiting for? Go inside! Look! It s Nico! Pick up the object next to her before doing a thing to help her. LOL! Okay, you ve had your fun, now take the tape off of Nico s mouth and untie her. Nico will be a little pissed that you took that item next to her before helping her. Heh. But she ll get over it once you help her get out of that chair. Nico will explain a few things about what s happened. As soon as Nico leaves, follow her out into the main room. Obviously, you can t exit the same way you came in, because Pablo might be down there waiting for you. So, what we need to do is manage to get that damn door open! Take a look at the pulley hanging above the statue. Place your rope on the statue. Then, attach the rope to the pulley. Damn, the rope is too short to reach it! Next, I want you to put the masking tape on the elevator s light beam. This way, we can use that crate for something else. Next, move the small box that s on top of the larger one next to the statue onto the crate that was just recently in the elevator. Then, move the box that had the smaller box on it at first. Once that s been moved, pull the hydraulic switch. This will raise the pallet about half a foot. Now you can put the rope on the pulley! Do just that. Then, lower the pallet back to the ground and ask Nico to help you push the statue (you can talk to her about a ton of other stuff too, in case you don t want to miss out on some other, non-game completion necessary stuff). The door will smash open and you ll soon be free. You ll find yourself on a ledge above the main entrance to the warehouse. Inspect the cable dangling from the balcony. George will think about using his bare hands, but will decide against it. The manacles would do a pretty good job though, don t you think? Use them on the cable and you ll be outta there in no time. You ll soon be back at the Glease Gallery. At the gallery, George will get the original Mayan stone from Andrea. Then, George will mention Quaramonte. Luckily, Glease knows exactly where that is. You ll soon arrive in Quaramonte.

Quaramonte City
In Quaramonte, the first thing you ll want to do is go over to the small musical group. George will notice that these guys look a bit down in the dumps and ask them why. They ll say that they re pipe player was thrown in prison for no reason at all. Talk to them about Miguel and about the mine. You can also show them the statue you found next to Nico. They ll tell you that it s Tezcatlipoca, a dark god who brings bad luck. Amazing how everyone around here is so damn suspicious... If you show them the label for Condor, they ll tell you that there was a ship with that flag at the docks three months ago. Finally, you can ask them about that total eclipse that s in that newspaper clipping. This is where it s supposed to happen after all. Too bad they won t give you very much info on it... if any. Head to the right to the building with the orange roof. If you ve played the first Broken Sword, then you might recognize the woman who George automatically walks up to. It s Pearl! But where is Duane? Ask Pearl about Duane. You can also show her both of your statues. There are a few other things you can talk about with Pearl, but nothing that will result in anything necessary to your quest. Cut ties with Pearl and walk to the right. Duane will be sitting in an old army truck. Talk to him about music and Miguel. Show him your label too. Turns out Duane actually knows something about Condor! Also show him Nico s panties for a disturbing comment.... shudder. Enter the police station (the building Pearl is standing outside of) and talk to the police guy. Hmm... who was that Professor ? Ask him that exact same question to learn that it was, in fact, Professor Oubier! Then, ask him again about Oubier to figure out what he s doing here in Quaramonte. There are quite a few other things you can ask him (the music, the mine, etc.) but you really don t have to talk to this guy anymore if you don t want to. If you show him the Mayan stone, Nico will get pissed off at you because now he ll know you have it. When outside, Nico will talk to you. Go ahead and stop the conversation at any time, because you won t really have that much important stuff to talk about. Walk to the right to Duane s truck and you ll see Oubier standing there, apparently talking to Duane! Talk to Oubier. You ll have a crap-load of different things you can talk to him about, although only one is necessary. If you talk to him about Carol, then you ll get the option of asking about her murder or just talking about her some more. You can also ask about Nico s abduction, but he won t know a thing. If you ask about Pablo, you ll find out that Oubier has never hired a servant in his life! Looks like George s suspicions about Oubier are starting to come apart... Although it appears he knows who Karzac is... Strange. If you show him your obsidian stone, he ll apparently become extremely interested. The same thing can t be said about the statue of Tezcatlipoca. Also, talk to him about the eclipse to get some good information. Finally, confront him with the ATM statement to get a little more info. When you re done talking to Oubier, head left and go inside the two-story building near the dock. After a bit of lying to the woman on Nico s behalf, you ll need to ask her a few questions. You ll need to inquire about what happened at the mine first, then ask her if she has any evidence that it was sabotage. You can also ask about Condor a few times, but it won t result in any good hard evidence of anything. Ask her about Prof. Oubier. Oh, and don t offer her a biscuit. I think she might take offense to that... Leave the building and go talk to Duane again. Ask about Miguel and then ask about the detonator. Hmm... Head back inside the police station with Nico and try to pull down the chart on the back wall that Oubier and the general were looking at earlier. He will stop you from pulling it down the whole way. Ask him about the chart. He ll say that it s not suitable for tourists . Interesting. Go back into the mining offices and talk with the woman again. Ask her for a detonator. Turns out you can t get one without a good reason. However, when you mention that forbidden chart of the General s... nothing happens. Damn. Head back outside to town and talk to Nico. Mention the chart to her. Turns out she s interested in what s on that map as well. Talk to her about it again and George will have a brainstorm! They ll both go into the police station and Nico will distract the general away so George can get a peek at that map... Go up and talk to the General. He seems rather interested already. Once he hears about Nico wanting to write a story about him, he seems ecstatic! As soon as Nico and the General head off to his apartment. Once they re gone, look at the map. Damn it! The General s lackey will prevent you from even laying a finger on the chart! You need to find a way to get him out of here... Talk to him and bring up the subject of the ruins. Talk to him about it two times and he ll say he d be okay with taking your friend (Pearl) to the ruins! Go outside and talk it over with her. She ll be delighted! You ll both walk into the station and the both of them will soon be out of your hair. Great, now you have the police station all to yourself! Finally, you can check out that map! Pull it down and have a look. Apparently, it s a geological survey map that shows an area called Teoculcan . Interesting. Next, walk back into the cell area. Could that possibly be Miguel, the musician? Try to talk to him. Ask him about that noise. Kind of disturbing, eh? Then, ask him about Karzac. I guess he has. You can t talk to him about anything else, so leave him be and exit the police station. Go back to the mining company s building and talk to Conchita. Tell her about that map you saw in the police station and she ll let you take one of her detonators. With the detonator in hand... err, pocket, go talk to Duane. He ll tell you to go warn Miguel of the forthcoming explosion. So, go ahead and do just that. After talking to Miguel, Ronaldo will come back... unfortunately. He ll whip out his pistol and send you into a cell. Damn, we were so close... Now, you ll play as Nico for a little while.

The General s Apartment
There s a lot of funny conversation here, so make sure you don t miss any of it. :) Once you have control of Nico, you ll realize that she really doesn t have anything to talk about with the General. So, inspect everything there is to inspect in this room and then talk to him about that. He ll try to pull a fast one on Nico when you talk to him about the lava lamp. After a while, an old woman will come in. Turns out its the General s mother! Ha! It also appears that she is the President (coughdictatorcough) of this country. After a bit of talking, you ll be back as playing as George in the cell.

Quaramonte City Part 2
George will be lying his ass off to Miguel when all of a sudden Duane shows up. Duane will want to blow a hole in the side of the building while you re still inside! Too bad, it ends up failing... I guess George ll have to put his good old American ingenuity to good use. Talk to Miguel about the noose hanging above him. Neither of you seem to know how you ll get out of the cell with a small piece of rope, but I guess it wouldn t hurt to try. By clicking on the window, you ll call Duane over. Give the rope to Duane and George will tell him to tie it to his truck. I guess George wants Duane to literally rip the wall down with his truck by using a piece of rope! You ll get a little clip of Nico with Raoul, and the collapse of the wall will be heard all the way over there! Amazing that that worked... Luckily, Nico will show up in time to escape... Ronaldo will try to stop Duane, but George and Nico have already run away. You ll get a movie clip of them riding away on a boat. Everything seems all right, when all of a sudden a helicopter shows up in the middle of the night and destroys the boat!

Tree House
Obviously, George is okay, but where s Nico? You ll wind up at a tree house with blaring organ music (which gets a bit annoying after a while I may add, in case you want to turn down the volume on your TV or computer). Pick up the vine rope that s on the water wheel right where you re standing when you arrive. Then, take a look at the pile of damp leaves next to the working water wheel. Put Oubier s old bank statement over the leaves and then use the statue of Tezcatlipoca with the water wheel. This will cause a shower of sparks to fly onto the leaves, creating a fire. A man will come rushing out (who wouldn t) and instruct you to put the fire out. A sick woman? Could it be...? The priest will lower a ladder and come down to talk to you. George will introduce himself and the priest will introduce himself as Father Hubert. And since the woman he has is speaking French, then it must be Nico! You can talk to the father some more about why he s here and what he s doing. Also, make sure you talk to him about Nico. He ll inform you that she s been bitten by a poisonous snake! Crap. Finally, ask him about the root that contains the cure twice. He ll want you to crease his collar before showing you to the village, which is kind of sad, but I guess you don t have any choice! Okay, now we need to crease this guy s collar somehow. Look to the left of the treehouse. There are two round stones over here on a wooden structure. Put the priests collar between them. After George s little comment on what the hell is going on, use the vine rope you got just a little bit earlier with the crude pressing machine. Then, you ll need to pick up the cross that s balanced against the tree and use it with the machine. Out will pop the collar! After successfully pressing the collar, pick it up. Now give it to the Father. He ll be very grateful yet still grateful to get to the village. Talk to him about the root and you ll be off to the village.

Village
Hmmm... these natives sure do talk English well, eh? Hubert will leave almost immediately after showing you to the village. Oh well, I guess he wasn t really necessary anymore. Talk to one of the front guards about Nico. Then talk to him about the shaman and Nico again. To see the shaman, you have to give him a gift... What about those dog biscuits? Give them to him and the guard will soon return to tell you that the shaman actually liked them! I guess George isn t the only person on the planet with a taste for doggie treats after all. You still don t have access to the village though. Put your Mayan Stone in the empty box of dog biscuits and give it to the guard. Now the shaman wants to talk to you, so enter the village and go see him. He s the guy sitting by the fire who looks like he eats more and moves less than everyone else in the village. Talk to the Shaman about Nico twice. Then, talk to him about Father Hubert to discover why he s reluctant to come here... Mention the root twice more. You ll get a movie showing some things about ancient Mayan stories. At any point in time, you can give the man Nico s lipstick, for which the Shaman will be extremely grateful. You ll also have to talk to him about the eclipse, the coyote stone and Tezcatlipoca, as well as the other two stones. There s a lot of information to digest here, so pay attention! After the night of the Monkey dance is over, you ll head back to the Tree House.

Tree House Part 2
When you arrive back at the treehouse, head right up to the tree house. Talk to the priest who ill be sitting at his... home made organ? He must have been bored... Mention the root, and the Shaman to give him a bit of a lecture about being there for your kids. You can also ask him what happened that night when eight children were conceived. Walk over to Nico. You can try to shove the root down her throat, but it just won t work! So, let s try liquefying the root instead. Head back down the ladder and go over to the pressing machine we made earlier. Place the chimney cone under it and place the root on the machine. Then, pick up the cross and turn the machine once again. The juice from the root will fall neatly into the cone. Collect the juice and give it to Nico. Nico will be a bit surprised when you tell her about collecting stones ...

Ketch s Landing
You can talk to the surveyor named Bronson, but he ll be kind of an asshat. Look at his plans sitting on the table under the tent (when he s not there of course). The guy seems a bit protective of those plans, eh? Walk right and onto the dock. Talk to the little boy fishing at the end of the dock. Turns out his name is Rio. Ask him about Captain Ketch and he ll tell you that he did indeed live here once and that house on the hill is actually his house! You can also ask him about himself and about the old ladies. Well, you can ask Rio to help you get Bronson s plans, but he will decline. When you re done talking to Rio, head back on dry land off the dock and go up hill toward the house. Introduce yourself to the ladies. Ask them about the cat and about Captain Ketch. Turns out the two ladies are actually descendants of Captain Ketch! You ll get to choose whether you like history or not (I chose yes because... well, I do). You can keep talking about Ketch to get even more information, then you can talk about Ketch being a pirate and talk to the women about Rio. After talking about Rio for a while, the subject of Emily will come up. Talk to them about her. Emily is apparently related somehow to the women, and when the child s mother and father died, they had to take her in. Now, try to open the door to the museum. What the heck? It s locked! One of the old bags will start talking and say that it s undergoing refurbishment. Yet no one s here... I wonder if they ever want this thing to ever open? George will try to plea his way in, but the windbags are just too stubborn to let him in! You can also try and play with the cat, but he ll just scratch you... Now, try to use the ladder. Big surprise, the Ketch sisters stop you! But I guess if someone just out of the blue tried to use my ladder like that without asking anything I d be reasonably angry as well. Sounds kinda like Mina has a thing for Bronson, eh? Ask about the cat again. That s enough talking with the Ketch sisters for now. Head back down to the beach and talk to Rio about Emily. I guess they re both pretty good friends. Then, ask him about why the old ladies have closed the museum. Hey, turns out this guy actually knows something about Bronson s plans! Ask him about a fish. Then, give him your tequila worm. Rio agrees to get you a fish, but fishing takes time... While we re waiting.... oh who can wait! Ask him if he s caught anything yet. While you re talking to him, he ll get a bite! Rio ll become very excited, but all that excitement will be for nothing... Oh well. Pick up the piece of tire on the bike anyway. Go take a walk or something and then come back. He should catch a fish now! Hooray! Head back up to the Ketch Museum. Climb up onto the ladder and place the old inner tube on the flagpole of the building. Then, put your newly acquired fish at the end of the inner tube. This will distract the cat and will give you the opportunity to take his (or her) ball! Okay, now you ve pissed off four people. Eh, what can ya do? Take the inner tube back down from the flagpole. Being the nice guy that he is, George will throw the cat the fish. Climb back down and put the inner tube on the U-shaped formation created by the tree that s behind the sister s patio table. Next, use the cat s ball with your newly created slingshot. George will miraculously knock the theodolite target off of the flagpole! Obviously, Bronson won t exactly be happy about this. Uh-oh... here he comes...! Bronson will give you a hollow threat about fixing you, so let s get back at that sucka. While he s up there putting his spare theodolite target on the other flagpole, take the ladder down from under him. He ll hang for dear life (or dear ankle) and whine some more. Take the theodolite target that fell down and head back down to the beach. Now that Bronson isn t around here to stop you, finally get a piece of the forbidden fruit (the plans duh!). The man was trying to fool the sisters all this time! Sad. Snatch his theodolite for good measure. He won t be needing it where he ll be going most likely. Go back up to the museum area. The sisters will be back and a bit confused. They ll order you to help him, but if you show them the plans first, they ll quickly change their minds. You can talk to Bronson about the plans first, but he won t seem to see what the problem is with not telling the sisters about his hotel. Pretty much all you can do is show the sisters his plans. The sisters will have a little talk with Bronson and poke him a bit (seriously). George will finally get into the museum! I wonder what Nico s been up to all this time?

London
The first thing to do in the British Museum is talk to those giggling girls from the Glease Gallery... just kidding. Actually, go to the left and look at the small black stone in the glass case. John Dee... weren t the Ketch sisters talking about him? Ask the attendant about the scrying mirror a few times. You ll get some information about it and eventually, you ll get on the subject about the Jaguar Stone! Ask about the Jaguar Stone and you ll get some info on that. He ll take you over to the scrying mirror even though you ve already seen it and tell you even more about it! I guess he s a bit eager to talk to someone! After the attendant discovers that he can t even pronounce Tezcatlipoca, he ll decide to get someone to help you. By some strange stroke of luck, it turns out to be Professor Oubier! The attendant will go get the phone, leaving you two to talk alone. Inquire about the Jaguar Stone and about the forthcoming eclipse over Central America. The attendant will soon come back and tell Oubier that he must leave... to the docks. You can ask even more questions about the Jaguar stone now to the attendant. The attendant will discover that it was stolen! He will tell you that no one is allowed to leave until the security team comes. But if you stay here any longer, the most likely suspect (Oubier of course) will be long long gone! So, you ll have to figure out how to get out of here. Inspect the empty Jaguar Stone case. Nico will notice a tiny key in the lock. Move your cursor over the keyhole and pick up the key. Talk to the attendant. Ask about the ship that Oubier is getting his artifacts from. Then, show him the key you found in the display cabinet. The attendant will seem to be a bit flushed after seeing the key. He ll go phone the police. While he s away, look at the cabinet that s next to him. Use the key on it (thank God he s looking the other way!) and take the dagger. Go back near the empty case that once held the Jaguar Stone and look behind the pink curtain. A door! Use your newly acquired priceless, still-sharp obsidian dagger on the lock to open the door. Nico will disappear through the curtain. Okay, back to Ketch s Landing.

Ketch s Landing Part 2
Inspect the chest next to the map. Oh look! It s little Emily Ketch! Ask her about Rio. Then, talk to her about the other stuff if you wish. None of it is really necessary. Go look at that picture of Ketch that Emily pointed out. George will make a note of the cross hanging from his neck. Go ask Emily about it. For some reason, George wants it, but Emily won t give it up. You can try to barter for it, but George doesn t have any puppies in his pocket at this time. Look at the table next to Emily and take the feather. Emily will find it strange that you re borrowing a feather and threaten to tell on you, but George manages to snake his way out of it. There isn t much else to do in here for now, so head outside. Give the kitty cat the quill and he ll shred it to pieces! Pick up the feather pieces and head down to the dock where Rio is at. Talk to him about Emily and about his sister. Then, give him those shredded feathers. He can use those to make a fly to catch a tiger fish! Rio will be grateful and hand over a conch shell. Head back inside the Ketch Museum. Talk to Emily about the conch twice. You ll trade Emily your conch for her cross. Might turn out to be a bit more useful than that conch... The next thing you have to do is pick up the lantern next to the entryway and put it into the unusually large ink well in the desk next to Emily. After George owns Emily in that little conversation, go pick up the ship chart that s spread out next to the window. Put it on the desk with the lantern on it. Then, put the cross you got from Emily in the pen holder. You ll immediately notice a shadow across the map. This makes an X over an island! That must be where the Jaguar Stone is! Well, maybe I m jumping to conclusions, but it doesn t seem THAT far-fetched. Exit the museum and go back to the docks. Talk to Rio about Zombie Island. Since he s having no luck with the tiger fish, he ll agree to take you.

Zombie Island
You ll arrive on Zombie Island (doesn t exactly live up to the name) and Rio will decide that he s going to stay in the boat rather than go with you. Suit himself. I guess we ll have to find Ketch s treasure on our own. You can try to climb up the wall without anything, but it won t work. Look at Rio s boat, however. George will notice that there is a fishing net inside. Ask Rio if you can use some of his net. Pick it up and use it to get up onto the little outcropping. But before we can figure out what s up there, we re going to have to guide Nico through an old ass subway!

Abandoned Station
Strange, the station is abandoned yet it sounds like the subway or train still goes by near it. Look at the coin return slot on the chocolate vending machine (the purple vending machine). Use Nico s hair clip on it to get a coin out. Then, put the coin into the weight machine to get a card. See that little gray cupboard beneath the map of the London Underground? Use the dagger to try and pry it open. When that doesn t completely work, use the card you just got from the weighing machine. The door will swing open, revealing a large red button. What do you do to large red buttons? PRESS THEM!

Zombie Island Part 2
Hmm, things look a little better up here, eh? There are two paths right here, an upper one and a lower one. Take the upper one. There are some reeds in the swamp that George is disgusted by that you need to take. Thankfully, they re right near the path you re on. Take one, and walk around the murky as hell swamp and exit to the right. In this next area, there is a natural hole under the largest tree on-screen. Inspect this hole. When you do this, the inhabitant will run farther inside to hide from you. While you re here, a monkey may go flying by, freaking George (and possibly you) out, so be prepared for that. ;) Use the reed you just found with the animals home. The creature inside will bite a bit of your reed. Oh great, it s hungry! You ll now have a mini-reed, cool! Okay, that s enough here. Exit via the left path. Then, head left again. Walk along the path you re on and exit to the left so you re back where you were when you first climbed up here. Take the lower left path. Put your dart in the reed. Don t ask, just trust me on this one. Keep walking to the right. The boar will show up, and even though he s really small, he could probably still pack a pretty big punch. Shoot the dart at him and quickly jump up and grab the branch dangling above you. The hog will just barely miss you, and will reveal a path! But don t go there just yet. Head down the path that the boar was originally blocking. You ll come to a strange, obelisk like structure. First, combine your net and theodolite marker. Then, take the creeper that s on the structure and combine it with your theodolite net to make a creeper theodolite net. Yay. Put this strange thing on the spire-like rock. Go back to where you were just before entering here. Now, go through the path that the boar created in the tall grass. You ll wind up on top of a cliff overlooking the entire island! Place your theodolite in the holes in the ground and look around with it. You should eventually spot something blinking. This is the marker you put on the needle rock. Look at it, then look at the outcropping directly ahead of it. George will come to the conclusion that this HAS to be where Ketch hid his treasure! Exit the theodolite view and leave the hill by walking down the top-right corner of it. Now we re back with Nico.

The Docks
At first, you might have trouble seeing where the heck Nico is on this screen. She s actually hiding behind a box on the right side of the screen. A word of warning: you can easily die here, so do the following things very carefully. First, click on the box that s by Nico but closer to the boat. Nico will run up and hide behind that one. Wait for the guard that s patrolling the area to turn the corner away from the ladder and have Nico run up and climb up it. The guard, thankfully, isn t very attentive, because even if Nico is still climbing the ladder when he makes his way back over to the front side, he most likely won t notice her. As soon as the guard turns that corner again, make your way down the ladder and open the small closet door that s to the left of the ladder. Quickly go back up the ladder and when the guard goes in the closet to investigate, shut the door and lock it with the mop sitting to the left. Once again, remember that if he sees you at any time during this, he ll shoot you and you ll have to load your last save, so SAVE NOW!!! Also, it s probably best to wait for a time when the patrolling guard stops to chat a bit with Pablo. When he does this, you get a little extra time to do what you need to do. With the guard locked away in the storage closet, look inside one of the portholes on the ship. You ll see Oubier and Karzac talking. Looks like you should never trust people like that... Karzac will run out and Nico will run in. It s just a little strange seeing Oubier lying there dying/dead. Well, I guess there s not much you can do about it now. Before picking up the Jaguar Stone, I urge you to save your game. As soon as you pick it up, Oubier's old friend will come back in and try to strangle Nico. If you don t do anything, Nico will be strangled and it s game over (and it s more than a little disturbing to watch that believe me). So, pull out the dagger you got in the British Museum and stab him with it.

Zombie Island Part 3
George will find himself in the middle of a... pirate battle? Just when you thought that this might be a dream sequence or something, the director (it s a movie) comes in and gets you out of the way. He s a bit pissed off, but luckily you weren t in the shot. There are quite a few people here to talk to, but the first person you actually NEED to talk to is the young male star of the movie, Haiku. Ask him about... well, him, a few times. Then, the director will bark out an order for you to get out of the shot. George will walk to the sidelines and the scene will begin. After the scene, talk to the director. The stunt will begin, but then it will be called off for lunch. Eh, whatever. Go over to the lunch table and pick up a pancake, a bun and some syrup. The syrup can be very difficult to locate, believe me. You just have to very slowly over the table until the grabby-hand blinks on and off. This means that you ve moved over to something else you can grab. With all three items in your possession, drench the pancake in the syrup. Talk to Savage and give him the pancake. You can try to give him the bun and pot of syrup, but he ll reject them. Try talking to the leading lady and to the cameraman and director some more for some funny dialogue. When you re done, throw the bun you got at the buffet table at the bush with the little white flowers. A loud buzzing will come out of the bush. What the heck are a bunch of hornets doing inside a bush, anyway? Walk toward the bush and look inside. Then, get another bun and toss it into the bush in defiance toward the hornets. They ll chase after Bert (who has syrup all over his chin) and Bert will do his stunt great, at the expense of his heath. You ll go down to the beach now.

Zombie Beach
When George is done just kind of wandering around, talk to the director about the cave. The stunt man is obviously hurt, so George will offer to do it. But of course, something has to come up. The camera is stuck in the sand, so it s a no go. Then, look at the portable camera next to Flash. Mention it to the director and he ll eventually go along with the idea. You ll get a short clip showing George scale the cliff and... getting the Eagle Stone! Next, we ll go back to the Indian Village from before.

Village Part 2
It turns out that George had left for the Indian village before letting Nico catch up with him, so she would have to hurry. When she gets there though, the entire place is burned down! She finds George s glasses and Titipoco shows up. He pulls a gun on her, but it just turns out to be a lighter. Now we re going to have to find George. Talk to Titipoco about George s sunglasses. Nico will be able to piece together exactly what happened. After she explains, talk to Titipoco about George. He will keep pointing to a hut. Look to the left of the barrel. There s something there, but it s too hot to pick up. I have a feeling that there might be water in that barrel. Too bad Nico isn t strong enough to push it over. But maybe with a little help... ask Titipoco to help you. After dousing the stone with water, walk to the right to the entrance to the village. One of the guard s underwear will be lying here. Pick them up (I guess Nico is somewhat of a conservationist). Then pick up the stone. Titipoco will then point to the left again. So, head left. You ll leave the village, with Titipoco following behind.

Base of the Pyramid
I wonder how George managed to get captured? Usually he s pretty good at avoiding things like that! Anyway, the first thing you need to do is look at the scaffold gantry. Then, pick up the rope and talk to Titipoco with it still in your hand. Ask him to take the rope to the top of the scaffolding. He won t complain at all and will just do it. Pick up one end of the rope and put it on the engine. Then, take the cylinder from the old electricity generator. Look for the fuel line and cut it with your dagger. Fill your cylinder with fuel and put some in the fuel cap of the engine. Push the button on the lift and then pull the lever. It works! Talk to Titipoco about the lever. She will tell Titipoco to copy what she does when she tells him to. Get on the lift and tell him to copy. At the top, you ll find Raoul, Pablo and George. If you look up at the sky, you ll notice that the eclipse has already started. Once you have control of Nico, pick up the belt of rounds behind Pablo. Nico will then sneak back to the lift. After taking it, go back down. Next, head left to the steps of the pyramid and introduce yourself to the guards. They ll ask you why you re here, and it doesn t really matter which option you pick. Nico will be able to talk her way out of things easily. By the base of the steps there is an unlit torch. Pick it up and use it on Titipoco. He has a lighter, remember? Nico will automatically throw it into the fire. The sergeant will become suspicious, but since he obviously has a weakness for pretty girls, he ll accept Nico s answer of a dropped cigarette butt. To REALLY make things interesting here, throw that round of ammunition you stole from Pablo on the fire. This will really freak out the guards, who will immediately run like scared mice. Pablo and Raoul will hear it as well, and become just as scared as the guards. Uh-oh... Pablo s coming down! Nico will automatically ride the scaffolding lift up to the top of the pyramid. Sneak up behind Raoul and confront him. After the conversation, talk to George. The three will run inside the pyramid, but will quickly realize they have no idea what they re supposed to do. Look at the wall. There are two levers here. Pull both of them. Talk to George about it, maybe he has an idea? Oh wait, no, Nico does. So, they go over and pull the levers at the same time... falling into a trap door. You ll get a cutscene showing Raoul, Pablo and Raoul s mother showing up outside the pyramid. You ll also notice that the eclipse is almost full! Raoul will finally get the courage to stand up to his mom, and the scene will end.

Inside the Pyramid (Nico)
There are two ways to complete this puzzle. There s the hard way, and then there s the extremely easy and funny way. First, I ll explain the hard way. There are two large discs here, each with eight pictures. Then, farther right, there are a handful of tiles, most of them on one wall and four of them on a right wall. To complete the puzzle, you need to push in each tile. Each tile on the main wall of them has two pictures. Line up the two pictures on the discs and then push in the tile. Now, the four tiles on the other side of wall are different. You ll notice that these actually have four pictures. What you need to do is line up the first two on the disc, push in the tile on the main wall, line up the next two pictures on the discs and then push in the four picture tile (and the other two picture tile if there is one). Hopefully this will work. Just repeat this until you re done. Now, this next method isn t exactly well known, but well... if you d rather not do what is basically a really easy puzzle that s really drawn out, then do this: To complete the puzzle, simply click on the golden tail that s above the main wall of tiles. Nico will go over to the door and... shake her moneymakers?! Yep, you heard me right! Go try it! Now just go through the door!

Inside the Pyramid (George)
We re getting closer... when you have control of George, pick up the torch and have Titipoco light it. Then, pull the lever to the left of the huge chair. You and Titipoco will go falling into different areas. When George comes to, he ll realize he s in a different part of the pyramid (obviously). First, pull the switch in the middle of the wall. A door will shut. Then, walk through the left doorway. Pull both of the levers on each side of the door here. Head inside and head through the next door as well. Pick up your dying torch and light the one to the left of the steps. Pick that one up and head down the stairs. At the bottom of the steps, pull the lever that s to the right of the staircase. Then, have George go down this new set of stairs. Hugging his piece of coal for good luck, George heads in. Congratulations! You ve completed Broken Sword 2! Enjoy the ending.



broken sword 2:
the smoking mirror

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