Broken Sword 2: The Smoking Mirror Solved by Arnie To get maximum enjoyment from this game talk to everyone about everything as there is some pretty cutting humour in there, also examine everything in your inventory by right clicking the mouse. At the start you as George are tied to a chair facing a poisonous spider and a fire. Normal sort of day for a hero. Examine the bookcase and kick the block of wood which squishes the spider and reveals a metal bracket on the wall, this will free the ropes and off we go. Pick up the dart and Nico's bag, examine the bag to reveal some "exotic" panties and a note from Andre Lobineau, your love rival. Just as an aside when I were a lad the girls used to wear the old "passion killers", you know, pockets in the knickers. Now the modern madames wear their knickers in their pockets. Sigh. Back to the plot, open the desk and get the key and the worm from the tequila bottle, then use the dart to spring the lock on the cupboard beside the fire, use the panties to get the hot cylinder and load the syphon to put out the fire. Leave the room and use the phone pick up the newspaper and examine it to see Oubier's bank statement and then unlock the door. CAFE Whilst waiting for Andre to arrive chat to your old friend, the Gendarme, now retired, you may need to do this several times and order un cafe from the surly garcon. The object here is to get the flask of Absynthe. Talk about everything and examine your coffee. Eventually Andre shows and gives you another destination, the Gallery. GALLERY Talk to the owner about everything then show him the pot, next talk to the critic and do the same. Try to examine the crate in the back room but no joy so far. Time for some revenge on the fat man, note the glass he is holding and pour the flask into it. You need to do it twice and when he collapses get the label from the crate which opens up a new destination the docks in Marseilles. DOCKS Look around and observe the night watchman through the window. Talk to him until all topics are exhausted then go down the steps and climb up the trapdoor. Do try and talk to the watchman and see or smell the results of a bad diet. Get the hook from the water and also the half filled bottle. Go back up and use the contents of the bottle on the chimney pipe. Use the bottle again and watch the smoke fill the hut. Go back down and up the trapdoor to snatch the dog biscuits then leave and examine the little platform. Open it up and use the biscuits on the platform and when the dog goes for them collapse the platform with the hook. This leaves the way clear to climb the fence and get to Condor Transglobal. CONDOR TRANSGLOBAL Have a scout round and climb the ladder to open and look through a window, below you see Pablo and the midget indian. Use the hook on the fan to quieten things down then observe. Climb down the ladder and knock on the door, it doesn't matter what excuse you use as long as Pablo comes outside. Climb back up the ladder and use the clamp on the barrel, Pablo thoughtfully stands in direct line with the hoist so knock him in the river with a barrel. Once inside the warehouse search the desk drawer to find a small key and then examine the boxes until the indian appears. Ask him about the key and free him, you now own a set of manacles. He also mentions Quaramonte, your next destination. Press the lift button and go up. Block the electric cell with the loose crate and switch on the light to the right of the lift, this reveals some scratches on the floor and a secret door. On the other side is Nico. Free her and get the tape and the rope and the idol. Notice that she never flinched, ripping the masking tape from her mouth, most French girls I know use that method to remove their moustaches but that's another story. Put the tape over the photo electric cell and move the crate back then slide the live crate onto it. George can then move the other crate to get at the pallet truck. Lift the statue up then fix the rope to the statue then to the pulley and lower the pallet truck. Ask Nico to help push the statue and, voila, freedom. Outside use the manacles on the cable to escape. The next scene takes place back at the gallery where Andre passes over the stone and Glease tells you that Quaramonte is where Professor Oubier ships the artifacts from. QUARAMONTE There is a lot to do here so talk about everything and examine everything. The main quests are to examine the chart in the police station, free Miguel and get a detonator for Duane. To do this you must get the general out of the station first, this is not easy but by telling Conchita about the chart and then getting Nico to distract the general it can be done. It takes a couple of visits to Conchita but she eventually gives you the detonator. To remove Renaldo from his desk he will take Pearl to the ruins when the general has left. This is the time that you examine the chart and see Miguel in the cell. George ends up in the cells also and Duane comes to the rescue eventually. Use the rope noose on the window bars and on Duane to escape from jail. Meanwhile Nico is in the general's apartment so click on anything and make small talk until his mother shows up. Soon the sounds of collapsing masonry let you know that George is up to something. It is all a cut scene from here until you have to load CD2. George finds himself alone on the riverbank and awakes to the sound of an organ playing Spanish eyes. First he must get the attention of the occupier of the tree house as there is no way up visible. Spotting a pile of damp leaves and noting that the water wheel is rimmed with iron he uses the flint figure on the wheel to make sparks. Still too damp so a fire would be useful, use the bank statement on the leaves and then make sparks, this draws the smoke into the pump to reveal a loony priest. It transpires that Nico is ill upstairs having been bitten by a snake and the only cure is with a native root that the village shaman possesses. The priest will not leave with a creased collar so a bit of domesticity is called for, get the vine from the "washing machine" and put it round the press to make a drive belt then put the collar in the press, use the cross to turn the press and iron the collar. INDIAN VILLAGE Talk to the guards and give them the box of doggie bix and then put the Coyote stone in the empty box, the shaman will see you now. After much discussion you end up with the root and learn of two other stones. on return to the priest use the root in the press and capture the juice in the cone. Give the liquid to Nico and we are on our way. Mind you I do not believe that given a choice any woman would choose to go to England in place of a Caribbean island. @~This solution is getting more sexist by the minute! ... @~Sue KETCH'S LANDING Talk to the surveyor and try to get a look at his plans, it is obvious that he need to be lured away from the scene. Look through the theodolite to see the marker on the flagpole. Get as much information as possible then go over to the jetty and talk to Rio. When all topics are exhausted climb the steps to the house and talk to the Ketch sisters. Try to open the front door and extend the ladder. Emily will appear in the conversation topics but we will meet her later. Convince the sisters that you have seen Emily playing with Rio, they will go down to the beach. Next we need to get the ball from the cat so head down the steps and talk again to Bronson and Rio. Ask Rio for a fish he only fishes once you have left that screen so wander away and back again. When he catches a wheel take the inner tube and give him the worm. Exit screen and enter again to get the fish. Go back to the house and climb the ladder and fix the inner tube to the flagpole then down and tie the fish to the tube and get the ball. Remove the tube and fix it to the tree and fire the ball from the catapult. When Bronson climbs the pole remove the ladder and pick up the reflective marker. Go down to the beach and get the theodolite and the plans, show the plans to the sisters and enter the front door. Here the scene cuts to Nico in sunny old England at the British Museum. BRITISH MUSEUM Examine the display cases and talk to the attendant and when Oubier appears talk to him. Once the Jaguar stone has been stolen examine the display case to get the key, when the attendant is on the phone open the case containing the Mayan dagger and use it to open the concealed door behind the curtain. Cut back to George. PIRATE MUSEUM Examine everything and note the cross that Ketch is wearing then open the sea chest to let Emily out. Take the map and put it on the desk then put the lantern in the ink well. Try to get the cross from Emily but she wants to swap. Go back to Rio and ask about Emily, he will give you the conch in exchange for a fishing fly. Now for the cunning bit, tickle the act with the quill and get the feathers to give to Rio. Get the cross and put it in the pen holder to reveal the location of Zombie Island. Get Rio to sail there, once on the beach try to climb the rock and then examine the boat. Borrow the net and use it on the rock. Cut to Nico. UNDERGROUND PLATFORM On the tube platform try to open the cupboard door then examine the vending machine. In the top slot is an old penny; using the hair grip from the handbag get the coin and use it in the weighing machine. The thin card is able to open the cupboard door and pressing the red button changes the light to red. ZOMBIE ISLAND Take the top exit and pick up the reed and examine it, try to use the dart in the reed but it won't fit yet. Exit the middle screen then go top right, wander around until you find the screen with the lair, stick the reed in the hole and some animal bites the end off to make a nice blowpipe. Now here is a funny thing; when I first did this bit I wandered around for ages until I found a needle rock covered in vines. However on replay to write this solution I did something different and a new exit opened. Get back to the top of the cliff and take the lower exit until you see the boar, fire the dart and jump up to the branch, this time the boar ran up the screen and the exit took me straight to the stone with the initials and the tripod holes. If you do it this way set up the tripod and exit back the way you came and go right to the needle rock. Pick up the vine and put the marker and the net together and use them on the vine. Now throw the marker up the rock and return to the theodolite. Look through the theodolite until you see the marker and click on the rock that is in line with it. Head down the new exit and cut to Nico. THE DOCKS Timing is important here as you can be killed so save game. Dodge to the next crate and time movement when the guard is talking to Pablo and climb the ladder. On his next circuit climb down and open the cupboard door then back up the ladder. When the guard is looking in climb down and shut the door then jam it with the mop. Now look through the cabin porthole to see Karzak and Oubier. When Karzak comes out examine the body and then take the stone, as you are being strangled use the dagger on Karzak and escape. ISLAND, THE MOVIE Talk to all the crew then get a bun and a pancake AND the syrup. This is fairly well hidden, use the syrup on the pancake then give it to the stuntman. Lob a bun or two into the hornet bush to get things moving. The next take is on the beach, here you see the cave you want. The camera is bogged down in the sand. By talking to everyone you volunteer to be a stuntman, click on the portable camera and enter the wardrobe exit as stuntman. Climb the cliff to get the eagle stone. CUT TO INDIAN VILLAGE, QUARAMONTE. INDIAN VILLAGE Talk to Titipoco and examine the stone in the ashes of the hut then try and tip the barrel, Titipoco will help, pick up the stone and exit left. Examine the scaffolding then pick up the rope and give it to Titipoco, when he has rigged it tie the rope to the flywheel. Move one screen left and talk to the guards then examine the generator. Take the cylinder and use the knife on the fuel line, fill the cylinder with fuel and use it on the petrol cap of the engine. Press the button and pull the lever, next talk to Titipoco and show him the levers. Stand on the gantry and talk to Titipoco. Once upstairs get the ammo belt and descend. Get the big torch and use it on Titipoco then throw the ammo on the fire. Free George and escape left. IN THE PYRAMID Pull both levers then get George to help. NICO'S PUZZLE Examine the 4 tiles held by the monkey, they are comprised of 4 elements. Look at the two discs and press the appropriate tile on the main wall, it will move. Now visualise the other two elements of the first monkey tile and dial those in, press that tile on the main wall then press the monkey tile. Repeat until the exit is revealed. GEORGE'S PUZZLE After lighting the torch and pulling the lever George is on his own. It is a lever and door puzzle. Pull the lever and exit left, pull the right lever then the left one and exit. In the passage pull the left lever and escape. All George has to do now is pull the last lever in the pyramid and it is "watch-the-ending" time. THE END - o -