Сломанный меч 2. Дымящееся зеркало чит-файл №2

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Broken Sword 2 FAQ
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Game: Broken Sword 2: The Smoking Mirror
Last updated: April 9th, 2000
Version: 1.0
Author: Tom Hayes
E-mail: tomdhayes@yahoo.com

Version History
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VERSION 1.0

First version, so everything is nice and new!
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Contents
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I. The guide
Part 1 - Professer Oubier's house
Part 2 - Montfauзon
Part 3 - Glease Gallery
Part 4 - Marseilles
Part 5 - Quaramonte
Part 6 - Treehouse
Part 7 - Village
Part 8 - Treehouse
Part 9 - Ketch's Landing
Part 10 - British Museum
Part 11 - Ketch's Landing
Part 12 - Zombie Island
Part 13 - London Underground Station
Part 14 - Zombie Island
Part 15 - Docks
Part 16 - Zombie Island
Part 17 - Village
Part 18 - Outside the pyramid
Part 19 - Inside the pyramid
II. Conclusion
III. Copyright information

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I. The guide
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Part 1 - Professer Oubier's house
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Right-click on the book case to find out that that it is being supported
by a block of wood. Use the block of wood, which is located at the
bottom-right corner of the book case. Use the metal bracket on the wall
to get out of the chair. Open the writing bureau, and get the tequila. A
worm will fall onto the floor. Get the worm. Open the drawer on the
writing bureau to get a pot. Right-click on the pot to get the house
key. Get the dart from the floor, and then get Nico's bag. Use the dart
on the cabinet near the flames. The cylinder is too hot to get by just
picking it up, so use the panties on the cylinder to get it. Use the
cylinder with the syphon, and then use the syphon on the flames. Use the
door, and then go downstairs. Get the newspaper clipping. Right-click
the newspaper clipping to get Oubier's bank statement. Right-click the
handwritten note, and use the telephone to phone Andrй Lobineau. Use the
house key with the front door, and then open the front door.

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Part 2 - Montfauзon
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Wait for the waiter to come out of the cafй, and attempt to talk to him.
He will ignore you, and will go back into the cafй. When he comes out
again, talk to him. This time he will listen to you, and a moment later
you will be given a cup of coffee. Stop talking to the waiter, and Andrй
will show up. After a short scene, you will start talking to Andrй. Ask
him about the pot, and he will tell you about the Glease Gallery. Stop
talking to Andrй. Talk to the man sitting down on the chair. Answer his
first question, and then ask him about himself. Ask him about himself
once again. While he is sulking, quickly grab the flask. Exit
Montfauзon, and go to the Glease Gallery.

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Part 3 - Glease Gallery
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Walk over to the man standing by the cases. Use the flask with his
glass. Use the flask with his glass. The man will fall over, which means
that you can explore the gallery without Glease moaning at you. Walk
left, and look at the packing case to see that it has a label on it. Get
the label. Walk over to Glease, and talk to him.

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Part 4 - Marsielles
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Look at the hut, and then look in the window of the hut. The man will
drop something down the trapdoor, and then will start talking to you.
Stop talking to the man. Go down the steps, and get the hook that is
floating in the water. Go up the steps. Use the chimney to find out that
it is too hot to touch. Use the beer bottle with the chimney to cool it
down. Use the chimney. Use the beer bottle to block the chimney. Go down
the steps. Go up the trapdoor. Get the dog biscuits, and then go down
the trapdoor. Agh, that stupid dog! Use the dog biscuits with the
platform, and the dog will walk onto the platform. Use the hook with the
platform, and the dog will fall into the water. Go up the steps, and
climb over the fence. Walk left, and climb up the ladder. Open the left
window, and use the hook with the fan. Go back through the window, and
go down the ladder. Knock on the door nearest to the ladder, and a man
will answer. Ask him about the label. While he is unlocking the door,
quickly go up the ladder. When the man is standing outside, use the
clamp. A barrel will drop, and the man will walk over to see what is
happening. While he is standing there, quickly use the clamp again to
knock the man over the side. Go down the ladder, and go through the open
door. Open the drawer to get a key. Walk right, and a man will appear
from behind the boxes. Talk to the man, and ask him about the key. The
man will run off. Push the button near the elevator. To stop the
elevator from closing, push the crate. Now that the elevator door is
stopped from closing, you can explore around the room. Push the switch
near the elevator to turn a light on. Walk to where the light is
shining, and look at the scratch marks. Open the secret door, and go
through it. Get the fetish. Get the ropes from Nico. After a brief
conversation with Noco, she will leave the room. Get the masking tape
from the floor. Exit the room, and walk over to the elevator. Use the
masking tape on the photoelectric cell. Push the crate by the elevator.
Push the small crate that is on top of the left crate. Push the left
crate. Use the pallet carrier. Use the rope with the statue. Get the
rope. Use the rope with the pulley. Use the pallet carrier. Try and push
the statue. Talk to Nico, and ask her to help you push the statue. She
will help you push it through the door. Go through the newly opened
door. Use the manacles with the cable. After escaping, you will arrive
back at the Glease Gallery, and after a brief conversation you will
arrive at Quaramonte.

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Part 5 - Quaramonte
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Playing as George
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Talk to the band, and ask about Miguel. Ask about music. Ask about the
accident at the mine. Stop talking to the band, and walk to the right.
Pearl, a character from Broken Sword 1, will start talking to you. Ask
about Duane. Ask about Duane. Ask about Duane. Stop talking to Pearl.
Enter the police station, and the general will start talking to you. Ask
about Oubier. Ask about Oubier. Stop talking to the general. Look at the
chart on the wall. Leave the police station, and Nico will start talking
to you. Stop talking to Nico, and walk right. Talk to Oubier. Ask about
Oubier. Stop talking to Oubier. Walk left, and go up the stairs into the
office. After a while, Conchita will talk to you. Ask about the accident
at the mine. Ask about the accident at the mine. Ask about the accident
at the mine. Ask about Oubier. Stop talking to Conchita, and then exit
the office. Walk right until you get to Duane. Talk to Duane. Ask about
the truck. Ask about the truck. Ask about music. Ask about Miguel. Ask
about Miguel. Walk left, and go up the stairs into the office. Talk to
Conchita, and ask about the detonator. Ask about the chart. Stop talking
to Conchita, and leave the office. Talk to Nico. Ask about the chart.
Ask about the chart. You will both walk into the police station. Talk to
the general. Ask about Nico. Talk to Renaldo. Ask about the ruins. Ask
about the ruins. Exit the police station, and talk to Pearl. Ask about
the ruins. Renaldo will leave. Look at the chart on the wall. Exit the
police station. Walk left, and go up the stairs to the office. Talk to
Conchita, and ask about the chart. Stop talking to Conchita, and open
the cupboard to get a detonator. Exit the office. Walk right, and talk
to Duane. Ask about the detonator. Ask about the detonator. Enter the
police station. Exit north to get to the cells. Talk to Miguel.

Playing as Nico
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Look at the lava lamp. Look at the television. Look at the portrait.
Look sword fish. Talk to the general. Ask about the lava lamp. Ask about
the portrait. Ask about the sword fish. Ask about the television.

Playing as George
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Talk to Miguel. Ask about the noose. Ask about the noose. Use the rope
with the cell window. Get the noose, and use it with Duane. After a
short scene, you will arrive at Teoculcan.

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Part 6 - Treehouse
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Get the rope that is wrapped around the wheel. Use the bank statement
with the leaves. Use the statue with the waterwheel. Hubert will come
out and speak to you. Ask about Nico. Ask about root. Ask about root.
Hubert says we need to press his collar. Use the collar with the press.
Use the rope with the press. Get the cross. Use the cross on the press.
Get the collar. Talk to Hubert. Ask about the collar. Ask about the
root.

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Part 7 - Village
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The guard will talk to you. Ask about Nico. Ask about Hubert. Ask about
the shaman. Ask about the biscuits. Use the mayan stone with the biscuit
box. Talk to the guard, and ask about the biscuits. Enter the village,
and talk to the shaman. Ask about Nico. Ask about Nico. Ask about the
root. Ask about the root. Ask about the mayan stone. Ask about the
jaguar stone. Ask about the jaguar stone. Ask about the eagle stone. Ask
about the eagle stone. Ask about the mayan stone. Ask about the root.

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Part 8 - Treehouse
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Use the metal cone with the press. Use the root with the press. Get the
cross. Use the cross with the press. Get the cone. Go up the ladder.

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Part 9 - Ketch's Landing
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Look at the plans. Walk right, and talk to the boy, Rio. Stop talking,
and go up the steps. Use the ladder. Try to open the museum door. Talk
to the ladies, and ask about the cat. Answer their question how you
like. Ask about the cat. Ask about Rio. Ask about Rio. Ask about Rio.
Ask about Emily. Stop talking to the Ketch sisters, and go down the
steps. Talk to Rio, and ask him about a fish. Show him the worm. Talk to
Rio. Ask about Emily. Stop talking to Rio. Talk to Rio. Ask about the
fish. Ask about the fish. Stop talking to Rio. Get the inner tube from
the bicycle. Go up the steps, and talk to the Ketch sisters. Ask about
Emily. Ask about Emily. The Ketch sisters will go down to the beach.
Climb the ladder. Use the inner tube with the right flagpole. Go down
the ladder. Go down the steps. Talk to Rio. Go up the steps. Use the
fish with the inner tube. Get the red ball. Climb the ladder. Get the
inner tube. Climb down the ladder. Use the inner tube with the tree. Use
the red ball with the inner tube. Use the ladder, to leave Bronson
hanging from the flagpole. Get the marker. Go down the steps. Get the
plans. Get the theodolite. Go up the steps. Talk to Bronson. Ask about
the plans. Ask about the plans. Stop talking to Bronson. Show the plans
to the Ketch sisters.

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Part 10 - British Museum
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Walk right, and look at the cabinet near the girls. Talk to the
attendant, and ask him about the Jaguar stone. Aha, Professer Oubier is
here! Ask Oubier about the Jaguar stone. Oubier will leave, and the
attendant will start talking to you again. Ask about the Jaguar stone,
to find out that it has been stolen. Get the key from the cabinet near
the attendant. Use the key with the cabinet near the phone. Open the
cabinet. Get the key from the cabinet. In the inventory, right-click the
handbag to get a hairclip. Talk to the attendant. Ask him about the
ship. Show him the key. Use the curtain to reveal a door. Use the dagger
with the door.

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Part 11 - Ketch's Landing
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Open the sea chest, and Emily will come out and start talking to you.
Stop talking to Emily. Get the quill from the desk. Look at the
portrait. Talk to Emily. Ask about the cross. Ask about the cross. Stop
talking to Emily. Exit the museum. Give the quill to the cat. Get
feather shreds. Go down the steps. Talk to Rio, and ask about Emily. Ask
about Rio's sister. Ask about the feather shred. Stop talking to Rio,
and go up the steps. Open the door. Talk to Emily. Ask her about the
conch, and she will give you a cross. Stop talking to Emily. Get the
lantern. Put the lantern on the ink well. Get the chart. Put the chart
on the desk. Put the cross on the pen holder. Exit the museum. Go down
the steps. Talk to Rio. Ask about the treasure. Ask about the treasure.
Ask about the zombie. Rio will take you to Zombie Island.

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Part 12 - Zombie Island
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Look at the boat to find out that it has got a net in it. Look at the
rock outcrop. Talk to Rio, and ask him about the net. Use the net with
the rock outcrop.

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Part 13 - London Underground Station
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Walk over to the vending machine. Use the hairclip with the coin slot.
Get the coin from the coin reject slot. Use the coin with the coin slot.
Get the chocolate from the vending slot. Get the coin from the coin
reject slot. Use the coin with the weighing machine to get a card. Use
the dagger with the cupboard. Use the card with the crack. Push the red
button.

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Part 14 - Zombie Island
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You start this part of the game on top of Zombie Island. There are two
paths leading off to the right, an upper path and a lower path. Exit
this area, by walking along the upper path. You will arrive at an area
with a swamp. Get the reeds. Exit this area to the right. Use the reed
with the lair. Exit left. Exit left. Exit this area, by walking along
the lower path. Walk right until you see a boar. In the inventory, use
the dart with the reed. Use the dart + reed with the boar, and then
quickly click on the branch. The boar will make a secret path to the
north. Walk right, and go up the path that the boar was previously
blocking. Get the creeper that is wrapped around the rock needle. In the
inventory, use the sensor with the net. Use the sensor + net with the
creeper. Get the creeper with net and marker, and use it on the rock
needle. Exit this area to the left, and go up the path that the boar
made. Use the theodolite with the holes in the ground. Look through the
theodolite. Move the theodolite right, until you can see a group of
pillars. Around this area, you should notice something sparkling. This
is the marker. Look at the marker, and then look at the pillar which is
in front of the marker. Stop looking through the theodolite. Exit this
area to the right.

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Part 15 - Docks
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Click on the other crate on the left, so Nico can hide closer to the
ship. From here, click on the ladder to hide on top of the ship. Wait
until the guard starts talking to Pablo, and then climb down the ladder,
open the cupboard and quickly climb up the ladder again. The guard will
go to investigate the cupboard, so climb down the ladder and close the
cupboard. Get the mop, and use the mop on the cupboard. Look in the
porthole. After a scene in which Oubier dies, you will be able to play
again. Talk to Oubier. Get the Jaguar Stone. Quickly use the dagger on
Karzac.

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Part 16 - Zombie Island
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Talk to the boy, Haiku. Ask about Haiku. Ask about Haiku. Walk over to
the table, and get the buns, pancakes and syrup. In the inventory, use
the syrup with the pancake. Talk to the man near the woman, and ask
about the pancake. Stop talking to the man. Use the bun with the bush.
Get another bun from the table. Use the bun with the bush. You will
arrive down on the beach. Talk to Hawks, and ask about the cave. Stop
talking to Hawks. Try to get the handheld camera. Talk to Hawks. Ask him
about the cameraman. A short scene will play where you get the Eagle
Stone.

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Part 17 - Village
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Try and push the barrel to the left of Titipoco, to find out that it is
too heavy. Talk to Titipoco, and ask him about the shades. Ask about
George. Stop talking to Titipoco. Walk right until you get to the
entrance of the village. Get the underpants, and then head back to the
big barrel near Titipoco. Try to get the Mayan Stone, to find out that
it is too hot. Try to push the big barrel. Talk to Titipoco, and ask him
to help you push the barrel. Get the Mayan Stone. Exit the village to
the left.

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Part 18 - Outside the pyramid
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Look at the gantry. Get the rope. Talk to Titipoco, and ask him about
the rope. Titipoco will climb up the gantry and throw the rope over the
top. Get the rope, and use the rope on the engine. Get the cylinder from
the generator. Use the dagger on the fuel line. Use the cylinder with
the fuel line. Use the cylinder with the fuel cap. Pull the lever, and
then push the button. Talk to Titipoco, and ask him about the lever.
Walk onto the elevator, and talk to Titipoco. Get the ammunition belt.
Go down in the elevator. Walk left, and the guards will speak to you.
They will ask you what you are doing at the pyramid, so answer their
question as you like. Get the torch, and then talk to Titipoco. Use the
ammunition belt with the fire. Bwa ha ha, that showed the guards! Talk
to General. Talk to George.

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Part 19 - Inside the pyramid
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On the pattern on the wall, there are two levers. Pull the left lever.
Pull the right lever. Talk to George, and ask about the lever. After
George and Nico both pull the levers, Nico will fall down into a strange
room with a machine. Oh no... it's... another puzzle!!! This puzzle is
pretty difficult, so here's how to solve it:

Okay, when you first fall into the room, there is a mayan machine with
sixteen picture on it, a set of ten tiles, and a set of four tiles. If
you look at the mayan machine, there are sixteen different pictures on
it. Walk over to the set of ten tiles. One of these tiles has a
combination of two of the pictures from the machine. Walk over to the
machine, and turn the wheels so that the pictures line up opposite each
other. Walk over to the tile whose pictures you lined up by using the
machine, and push it. Walk over to the set of four tiles. One of these
tiles has a combination of four of the pictures from the machine. Walk
over to the machine, and line the picture up according to the picture on
the tile. Walk over to the set of ten tiles, and push the tile which you
have lined up with the machine. Walk over to the set of four tiles, and
push the tile. If all goes well, the tile should move. Repeat this
process for the rest of the four pieces.

When you complete this extremely frustrating puzzle, the game will
continue. Go through the revealed exit. George will continue the game
from here. Get the torch. Talk to Titipoco. Pull the lever on the wall.
Exit to the left. Pull the left lever. Pull the right lever. Go through
the door. Go through the other door. Walk down the steps on the right.
Pull the lever. Go down the steps to finish the game!

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II. Conclusion
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Well, I hope my Broken Sword 2 FAQ helped! If you have any easter eggs,
bugs, glitches, cheats or tips on Broken Sword 2, e-mail me at
tomdhayes@yahoo.com and I'll put them in the next version of this FAQ.
Your name will go into the special thanks section, so please tell me if
you would like your e-mail address to be shown. Have any questions or
comments on Broken Sword 2? Send them to the same e-mail address, and
I'll try my best to answer them. Anyway, that's it for this version of
the FAQ. Bye!

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III. Copyright information
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This Broken Sword 2 FAQ, copyright 2000 by Tom Hayes

E-mail: tomdhayes@yahoo.com

I am in no way affiliated with the makers of Broken Sword 2.

DON'T copy this FAQ, or put it on your web site without my permission,
which will probably be given if you ask. If you do want to put this FAQ
on your web site, just send me an e-mail and ask me.

Thanks for reading!