0
Walkthrough
By Erik Gos
(E-mail: Erik.Gos@hiva.kuleuven.ac.be)
Created October 15, 1997
Last Update November 30, 1997
-----------------------------------------------------------------------------
Introduction
-----------------------------------------------------------------------------
* In what follows, examining things means right-clicking them with your
mouse.
* When I tell you to talk to people just talk to them about every
available topic (starting at the end of the available topics and
proceeding to the beginning is usually a good strategy).
* If your opinion is asked about something, just use common sense (tell
people what you think they like to hear).
* If I don't specify a specific answer to be given to questions asked to
you, it just doesn't matter what you answer.
* There may be shorter routes to accomplish a certain task but I've just
been writing down what I did to finish the game.
* Enjoy and feel free to explore, I just mention the essential here.
* The solution to the "Marseille Docks" part is also applicable to the
playable demo.
-----------------------------------------------------------------------------
Walkthrough
-----------------------------------------------------------------------------
Professor Oubier's House
* Examine the bookcase to the right of George.
* Push the block under it.
* Use the metal bracket on the wall.
* Examine the bureau.
* Click on the top part of it.
* Take a drink from the bottle.
* Pick up the worm.
* Click on the bureau drawer.
* Take the pot from it.
* Examine the pot in your inventory.
* Examine Nico's handbag.
* Take a look at the items you got from it.
* Take the poison dart from the floor.
* Go over to the cabinet close to the fire.
* Open it with the dart.
* Take the full but hot cylinder using Nico's underwear.
* Use the cylinder on the syfon on top of the cabinet (at the right).
* Click the syfon on the fire.
* Leave the room.
* Use the telephone.
* Use the small key on the front door.
Montfauчon
* Take a seat at the front table.
* Order a coffee.
* Talk to the retired gendarme.
* Order another coffee.
* Talk to the waiter.
* Talk to Andre Lobineau.
* Talk to the gendarme again.
* Take his bottle when he's not looking.
* Leave for Glease's Gallery.
Glease's Gallery
* Talk to the giggling girls.
* Talk to the drinking fat man.
* Talk to Glease, the gallery owner.
* Go over to the fat man again, and when he's showing his glass, pour some
of the absynth from the gendarme in it.
* Do this once more.
* Go to the crates at the back and examine them.
Marseille: The Docks
(Also applicable to the playable demo)
* Go over to the guard's house.
* Click on the window.
* Talk to the guard.
* Go down the stairs.
* Take the hook at the right out of the water.
* Use the hook to get the bottle at the left out of the water.
* Return to the shed.
* Click on the fence. Oops, you'll need to find a way around this.
* Click on the chimney.
* Use the bottle on the chimney.
* Click on the chimney again.
* Use the bottle on the chimney again.
* Go down the stairs again, and climb into the shed through the floor
gate.
* Take a piece of coal from the coal chute.
* Take the dog biscuits.
* Leave the shed.
* Use the biscuits on the platform.
* Use the hook on the platform.
* Return to the fence.
* Click on the fence.
Marseille: The Warehouse
* Climb the ladder.
* Open the window.
* Use the boat hook on the fan.
* Go down the ladder and knock on the door.
* Get back on the roof as soon as the guy closes the spy window.
* When he's outside, click on the barrels.
* Do this again.
* Go down and enter the warehouse.
* Read the noticeboard.
* Open the drawer.
* Talk to the little guy and unlock his handcuffs.
* Use the elevator.
* Push the right crate.
* Push the top switch to the right of the elevator.
* Examine the scratches on the floor.
* Examine the hidden door.
* Enter the secret room.
* Click on the rope around Nico's hands.
* Take the fetish.
* Talk to Nico.
* Put the tape on the photo-electric cell in the elevator.
* Push the crate out of the elevator.
* Move the crate with the holes in it to the right crate.
* Push the left crate.
* Use the pallet carrier.
* Attach the rope to the statue.
* Click on the rope and attach it to the pulley.
* Use the pallet carrier again.
* Push the statue.
* Talk to Nico.
* Leave the room through the newly opened door.
* Use the handcuffs on the cable.
Quaramonte
* Talk to Pearl in front of the police office.
* Talk to everybody, especially the musicians and the guy sitting in front
of his house.
* Talk to Duane in the truck.
* Enter the police station.
* Talk to the general.
* Talk to Ronaldo.
* Look at the map, talk to the general again.
* Climb the stairs to the mine office and talk to the lady (Conchita).
* Talk to the secretary sitting at the left.
* Go over to the truck and talk to professor Oubier.
* Talk to the man sitting in his porch.
* Talk to Ronaldo again.
* Talk to Duane again.
* Talk to Conchita again.
* Talk to Nico, enter the police station and talk to the general.
* Talk to Ronaldo, then to Pearl about the temple visit.
* Look at the map.
* Go over to the jail area.
* Talk to Miguel.
* Go to the mine building and talk to Conchita again.
* Go over to the cupboard behind her and open it.
* Give the detonator to Duane.
* Go back to Miguel for another chat.
* Playing Nico, look around the general's apartment, and talk to him.
* Being George again, talk to Miguel about the noose.
* Tie the noose to the window bars.
* Give the noose to Duane.
The Treehouse: First Time
* Take the vine from the washing machine.
* Put the banknote on the leaves.
* Use the little statue (fetish) on the waterwheel.
* Talk to the priest.
* Put the vine on the press, then the collar.
* Pick up the cross.
* Use the cross on the press.
* Give the collar to the priest.
* Talk to the priest.
The Village As George
* Talk to the guard.
* Give the biscuits to the guard.
* Put the obsidian stone in the biscuits.
* Give the biscuits to the guard again.
* Talk to the shaman.
The Treehouse: Second Time
* Put the cone on the press.
* Put the root on the press.
* Use the cross on the press.
* Take the cone and go up the ladder.
The Carribean: At The Beach
* Talk to Bronson.
* Get up the stairs.
* Talk to the ladies (Ketch Sisters).
* Extend the ladder.
* Go talk to Bronson again.
* Look through the theodolite.
* Talk to Bronson about it.
* Go to the pier.
* Talk to the boy.
* Go talk to Bronson again.
* Go back to the house and talk to the ladies again (they will take off
after this).
* Talk to Rio again.
* Give him the worm.
* Talk to Bronson once more.
* Return to Rio and ask for the fish.
* Examine the bicycle, and get the inner tube.
* Talk to Rio about it, and ask for that fish again.
* Wait until he catches a fish and ask for it.
* Return to the house.
* Climb up the ladder, attach the inner tube on the flagpole.
* Climb down the ladder and attach the fish to the inner tube.
* Take the ball.
* Climb up the ladder again and retrieve the inner tube.
* Use the inner tube on the tree.
* Click the ball on the inner tube.
* Wait for Bronson to arrive and take away the ladder when he's on the
flagpole.
* Take the marker.
* Go back to the beach and take the theodolite and the plans.
* Return to the house and show the plans to the Ketch Sisters.
London: The British Museum
* Look at all cabinets, display cases and statues.
* Talk to the attendant.
* Talk to professor Oubier (doesn't matter about what).
* Talk to the attendant again.
* Take the key from the display case.
* Talk to the attendant and tell him about the key.
* Use the key on the cabinet to the left of the phone.
* Examine the cabinet and find a dagger.
* Click on the curtain.
* Use the dagger on the door.
The Carribean: The Pirate Museum
* Take the quill on the desk.
* Read the ship's logs under the ship model.
* Look at the portrait.
* Click on the sea chest.
* Talk to Emily about all (especially about the cross and the captain).
* Take the map and put it on the desk.
* Take the lamp and put it in the ink well.
* Go outside and give the quill to the cat.
* Take the feather shreds.
* Go to the deck and talk to Rio (leave the shreds for last).
* Give the shreds to Rio.
* Give the conch to Emily, she'll give you her cross.
* Put the cross in the pen holder, and you'll know where to find the
treasure.
* Have one more chat with Rio.
Zombie Island: Arrival Point
* Look at the cliff and the rock outcrop and examine the boat.
* Talk to Rio about the net.
* Use the net on the rock outcrop.
London: The Subway
* Examine Nico's handbag.
* Use the hairclip on the coin slot of the vending machine.
* Click on the coin reject slot.
* Use the coin on the coin slot.
* Take the chocolate from the vending slot and the coin from the coin
reject slot.
* Use the coin on the weighing machine.
* Examine the card.
* Use the dagger on the cupboard.
* Use the card on the crack.
* Push the button.
Zombie Island: The Jungle
* Follow the top exit.
* At the swamp, take the reed.
* Take the right exit.
* Use the reed on the lair.
* Combine the reed with the dart.
* Take the bottom left exit.
* Take the left exit and you're back at your starting point.
* Follow the exit to the right.
* Keep on going right until you face a boar.
* Use the reed and dart on the boar.
* Continue to the right.
* Take the creeper from the rock.
* Use the net on the marker, then this combination on the creeper.
* Use the total combo on the rock.
* Follow the top exit, then go right, up-left, left, up-right.
* Go over to the right of the screen and take the middle exit (the other
two exits lead you to some spots you already visited in this maze).
* Go right once more.
* Use the theodolite on the three holes.
* Look through it and turn it until you see the marker (11 moves to the
right).
* Click on the marker.
* Click on the big rock in the middle of your view, somewhere near the
hole close to the zero point.
* Leave to the right.
London: The Docks
* When the guard is at the right side of the ship, move Nico to the other
crate and from there to the ladder.
* When the guard stops to talk to Pablo, climb down the ladder, open the
cupboard (left door) and climb back up the ladder.
* When the guard enters the cupboard, go down the ladder, close the door,
take the mop to the left of it, and use it on the door.
* Look through the porthole.
* Click on Oubier, then on the jaguar stone.
* When Karzac tries to strangle you, quickly use the dagger on him.
Zombie Island: The Film Set
* Talk to everyone (director, stuntman, actors).
* Go over to the table and take a pancake, a bun and the syrup.
* Combine the pancake with the syrup.
* Click on the bush.
* Give the pancake with syrup to the stuntman when he's close to the bush.
* Use the bun on the bush, take another one, use it on the bush and keep
on doing this until the bees attack Bert.
* At the beach, talk to the director, Bert and Flash.
* Click on the handheld camera.
* Talk to the director again.
The Village As Nico
* Talk to Titipoco.
* Try to take the stone to the left of the big barrel.
* Click on the barrel.
* Ask Titipoco to help you.
* Take the Mayan stone.
* Leave to the left.
At The Pyramid
* Look at the scaffolding.
* Take the rope and ask Titipoco to use it on the scaffolding.
* Use the rope on the engine.
* Take the cylinder from the generator.
* Use the dagger on the fuel line.
* Use the cylinder on the fuel line.
* Use the filled cylinder on the fuel cap of the engine.
* Push the button.
* Pull the lever.
* Talk to Titipoco.
* Get in the elevator.
* Talk to Titipoco.
* Take the ammunition belt and go down again.
* Walk over to the guards and talk to them (you can tell them whatever you
want).
* Take the torch and ask Titipoco to light it.
* Use the ammo on the burning fuel.
* Talk to General Grasiento (Raoul).
* Use the dagger on George.
* Try to pull both levers.
* Ask George to help you.
Inside The Pyramid As Nico
* Here you have to solve the only real puzzle in the entire game.
* Walk over to the right and take a look at the tiles.
* You need to press all four combined tiles under the statue.
* In order to be able to do this you have to press the two partial tiles
from the larger panel that make up the specific combined tile.
* The tiles in the large panel can only be pressed when you aligned the
correct symbols on the Mayan wheels.
* If you look at the two symbols facing each other initially in the middle
of the Mayan wheels, you'll notice that they make up one of the partial
tiles.
* Press this partial tile, check out the combined tiles to find the other
partial tile associated with the pressed one (both of them together should
make up a combined tile).
* Turn the wheels by clicking on their edge (where the holes are) until
the two symbols that make up the partial tile are facing each other in the
middle.
* Press the corresponding partial tile.
* Now press the combined tile associated with the two active partial
tiles.
* Repeat this for the other three combined tiles and the skull door will
open.
* Descend the stairs that now are revealed.
Inside The Pyramid As George
* Take the torch and click it on Titipoco, ask him to light it.
* Pull the wall lever at the left of the statue.
* Take the torch and lit the torch at the right with it.
* Pull the lever in the middle of the room.
* Enter the door at your left.
* Pull the right lever first, then the left lever.
* Leave the room.
* Pull the frontmost lever in this hallway and enter the open door.
* Descend the stairs.
* Pull one more lever and descend the stairs towards a "Certain Death".
Enjoy The Ending Sequence!!!
-----------------------------------------------------------------------------
Credits
-----------------------------------------------------------------------------
"Broken Sword II: The Smoking Mirror" is created by Revolution Software and
distributed by Virgin Interactive Entertainment.
This walkthrough is written by Erik Gos (E-mail:
Erik.Gos@hiva.kuleuven.ac.be).
Feel free to report any comments you have or errors/omissions you find.
This file may be distributed to non-profit websites and BBS's accessible to
the general public as long as the content and the layout of the file remain
unaltered. Explicit permission is required to include the file on any media
that are not freely available to the general public. All Rights Reserved.
-----------------------------------------------------------------------------
Click here to return to the table of contents.
(c) 1992-1997, EGOS ProductionsTM
By Erik Gos
(E-mail: Erik.Gos@hiva.kuleuven.ac.be)
Created October 15, 1997
Last Update November 30, 1997
-----------------------------------------------------------------------------
Introduction
-----------------------------------------------------------------------------
* In what follows, examining things means right-clicking them with your
mouse.
* When I tell you to talk to people just talk to them about every
available topic (starting at the end of the available topics and
proceeding to the beginning is usually a good strategy).
* If your opinion is asked about something, just use common sense (tell
people what you think they like to hear).
* If I don't specify a specific answer to be given to questions asked to
you, it just doesn't matter what you answer.
* There may be shorter routes to accomplish a certain task but I've just
been writing down what I did to finish the game.
* Enjoy and feel free to explore, I just mention the essential here.
* The solution to the "Marseille Docks" part is also applicable to the
playable demo.
-----------------------------------------------------------------------------
Walkthrough
-----------------------------------------------------------------------------
Professor Oubier's House
* Examine the bookcase to the right of George.
* Push the block under it.
* Use the metal bracket on the wall.
* Examine the bureau.
* Click on the top part of it.
* Take a drink from the bottle.
* Pick up the worm.
* Click on the bureau drawer.
* Take the pot from it.
* Examine the pot in your inventory.
* Examine Nico's handbag.
* Take a look at the items you got from it.
* Take the poison dart from the floor.
* Go over to the cabinet close to the fire.
* Open it with the dart.
* Take the full but hot cylinder using Nico's underwear.
* Use the cylinder on the syfon on top of the cabinet (at the right).
* Click the syfon on the fire.
* Leave the room.
* Use the telephone.
* Use the small key on the front door.
Montfauчon
* Take a seat at the front table.
* Order a coffee.
* Talk to the retired gendarme.
* Order another coffee.
* Talk to the waiter.
* Talk to Andre Lobineau.
* Talk to the gendarme again.
* Take his bottle when he's not looking.
* Leave for Glease's Gallery.
Glease's Gallery
* Talk to the giggling girls.
* Talk to the drinking fat man.
* Talk to Glease, the gallery owner.
* Go over to the fat man again, and when he's showing his glass, pour some
of the absynth from the gendarme in it.
* Do this once more.
* Go to the crates at the back and examine them.
Marseille: The Docks
(Also applicable to the playable demo)
* Go over to the guard's house.
* Click on the window.
* Talk to the guard.
* Go down the stairs.
* Take the hook at the right out of the water.
* Use the hook to get the bottle at the left out of the water.
* Return to the shed.
* Click on the fence. Oops, you'll need to find a way around this.
* Click on the chimney.
* Use the bottle on the chimney.
* Click on the chimney again.
* Use the bottle on the chimney again.
* Go down the stairs again, and climb into the shed through the floor
gate.
* Take a piece of coal from the coal chute.
* Take the dog biscuits.
* Leave the shed.
* Use the biscuits on the platform.
* Use the hook on the platform.
* Return to the fence.
* Click on the fence.
Marseille: The Warehouse
* Climb the ladder.
* Open the window.
* Use the boat hook on the fan.
* Go down the ladder and knock on the door.
* Get back on the roof as soon as the guy closes the spy window.
* When he's outside, click on the barrels.
* Do this again.
* Go down and enter the warehouse.
* Read the noticeboard.
* Open the drawer.
* Talk to the little guy and unlock his handcuffs.
* Use the elevator.
* Push the right crate.
* Push the top switch to the right of the elevator.
* Examine the scratches on the floor.
* Examine the hidden door.
* Enter the secret room.
* Click on the rope around Nico's hands.
* Take the fetish.
* Talk to Nico.
* Put the tape on the photo-electric cell in the elevator.
* Push the crate out of the elevator.
* Move the crate with the holes in it to the right crate.
* Push the left crate.
* Use the pallet carrier.
* Attach the rope to the statue.
* Click on the rope and attach it to the pulley.
* Use the pallet carrier again.
* Push the statue.
* Talk to Nico.
* Leave the room through the newly opened door.
* Use the handcuffs on the cable.
Quaramonte
* Talk to Pearl in front of the police office.
* Talk to everybody, especially the musicians and the guy sitting in front
of his house.
* Talk to Duane in the truck.
* Enter the police station.
* Talk to the general.
* Talk to Ronaldo.
* Look at the map, talk to the general again.
* Climb the stairs to the mine office and talk to the lady (Conchita).
* Talk to the secretary sitting at the left.
* Go over to the truck and talk to professor Oubier.
* Talk to the man sitting in his porch.
* Talk to Ronaldo again.
* Talk to Duane again.
* Talk to Conchita again.
* Talk to Nico, enter the police station and talk to the general.
* Talk to Ronaldo, then to Pearl about the temple visit.
* Look at the map.
* Go over to the jail area.
* Talk to Miguel.
* Go to the mine building and talk to Conchita again.
* Go over to the cupboard behind her and open it.
* Give the detonator to Duane.
* Go back to Miguel for another chat.
* Playing Nico, look around the general's apartment, and talk to him.
* Being George again, talk to Miguel about the noose.
* Tie the noose to the window bars.
* Give the noose to Duane.
The Treehouse: First Time
* Take the vine from the washing machine.
* Put the banknote on the leaves.
* Use the little statue (fetish) on the waterwheel.
* Talk to the priest.
* Put the vine on the press, then the collar.
* Pick up the cross.
* Use the cross on the press.
* Give the collar to the priest.
* Talk to the priest.
The Village As George
* Talk to the guard.
* Give the biscuits to the guard.
* Put the obsidian stone in the biscuits.
* Give the biscuits to the guard again.
* Talk to the shaman.
The Treehouse: Second Time
* Put the cone on the press.
* Put the root on the press.
* Use the cross on the press.
* Take the cone and go up the ladder.
The Carribean: At The Beach
* Talk to Bronson.
* Get up the stairs.
* Talk to the ladies (Ketch Sisters).
* Extend the ladder.
* Go talk to Bronson again.
* Look through the theodolite.
* Talk to Bronson about it.
* Go to the pier.
* Talk to the boy.
* Go talk to Bronson again.
* Go back to the house and talk to the ladies again (they will take off
after this).
* Talk to Rio again.
* Give him the worm.
* Talk to Bronson once more.
* Return to Rio and ask for the fish.
* Examine the bicycle, and get the inner tube.
* Talk to Rio about it, and ask for that fish again.
* Wait until he catches a fish and ask for it.
* Return to the house.
* Climb up the ladder, attach the inner tube on the flagpole.
* Climb down the ladder and attach the fish to the inner tube.
* Take the ball.
* Climb up the ladder again and retrieve the inner tube.
* Use the inner tube on the tree.
* Click the ball on the inner tube.
* Wait for Bronson to arrive and take away the ladder when he's on the
flagpole.
* Take the marker.
* Go back to the beach and take the theodolite and the plans.
* Return to the house and show the plans to the Ketch Sisters.
London: The British Museum
* Look at all cabinets, display cases and statues.
* Talk to the attendant.
* Talk to professor Oubier (doesn't matter about what).
* Talk to the attendant again.
* Take the key from the display case.
* Talk to the attendant and tell him about the key.
* Use the key on the cabinet to the left of the phone.
* Examine the cabinet and find a dagger.
* Click on the curtain.
* Use the dagger on the door.
The Carribean: The Pirate Museum
* Take the quill on the desk.
* Read the ship's logs under the ship model.
* Look at the portrait.
* Click on the sea chest.
* Talk to Emily about all (especially about the cross and the captain).
* Take the map and put it on the desk.
* Take the lamp and put it in the ink well.
* Go outside and give the quill to the cat.
* Take the feather shreds.
* Go to the deck and talk to Rio (leave the shreds for last).
* Give the shreds to Rio.
* Give the conch to Emily, she'll give you her cross.
* Put the cross in the pen holder, and you'll know where to find the
treasure.
* Have one more chat with Rio.
Zombie Island: Arrival Point
* Look at the cliff and the rock outcrop and examine the boat.
* Talk to Rio about the net.
* Use the net on the rock outcrop.
London: The Subway
* Examine Nico's handbag.
* Use the hairclip on the coin slot of the vending machine.
* Click on the coin reject slot.
* Use the coin on the coin slot.
* Take the chocolate from the vending slot and the coin from the coin
reject slot.
* Use the coin on the weighing machine.
* Examine the card.
* Use the dagger on the cupboard.
* Use the card on the crack.
* Push the button.
Zombie Island: The Jungle
* Follow the top exit.
* At the swamp, take the reed.
* Take the right exit.
* Use the reed on the lair.
* Combine the reed with the dart.
* Take the bottom left exit.
* Take the left exit and you're back at your starting point.
* Follow the exit to the right.
* Keep on going right until you face a boar.
* Use the reed and dart on the boar.
* Continue to the right.
* Take the creeper from the rock.
* Use the net on the marker, then this combination on the creeper.
* Use the total combo on the rock.
* Follow the top exit, then go right, up-left, left, up-right.
* Go over to the right of the screen and take the middle exit (the other
two exits lead you to some spots you already visited in this maze).
* Go right once more.
* Use the theodolite on the three holes.
* Look through it and turn it until you see the marker (11 moves to the
right).
* Click on the marker.
* Click on the big rock in the middle of your view, somewhere near the
hole close to the zero point.
* Leave to the right.
London: The Docks
* When the guard is at the right side of the ship, move Nico to the other
crate and from there to the ladder.
* When the guard stops to talk to Pablo, climb down the ladder, open the
cupboard (left door) and climb back up the ladder.
* When the guard enters the cupboard, go down the ladder, close the door,
take the mop to the left of it, and use it on the door.
* Look through the porthole.
* Click on Oubier, then on the jaguar stone.
* When Karzac tries to strangle you, quickly use the dagger on him.
Zombie Island: The Film Set
* Talk to everyone (director, stuntman, actors).
* Go over to the table and take a pancake, a bun and the syrup.
* Combine the pancake with the syrup.
* Click on the bush.
* Give the pancake with syrup to the stuntman when he's close to the bush.
* Use the bun on the bush, take another one, use it on the bush and keep
on doing this until the bees attack Bert.
* At the beach, talk to the director, Bert and Flash.
* Click on the handheld camera.
* Talk to the director again.
The Village As Nico
* Talk to Titipoco.
* Try to take the stone to the left of the big barrel.
* Click on the barrel.
* Ask Titipoco to help you.
* Take the Mayan stone.
* Leave to the left.
At The Pyramid
* Look at the scaffolding.
* Take the rope and ask Titipoco to use it on the scaffolding.
* Use the rope on the engine.
* Take the cylinder from the generator.
* Use the dagger on the fuel line.
* Use the cylinder on the fuel line.
* Use the filled cylinder on the fuel cap of the engine.
* Push the button.
* Pull the lever.
* Talk to Titipoco.
* Get in the elevator.
* Talk to Titipoco.
* Take the ammunition belt and go down again.
* Walk over to the guards and talk to them (you can tell them whatever you
want).
* Take the torch and ask Titipoco to light it.
* Use the ammo on the burning fuel.
* Talk to General Grasiento (Raoul).
* Use the dagger on George.
* Try to pull both levers.
* Ask George to help you.
Inside The Pyramid As Nico
* Here you have to solve the only real puzzle in the entire game.
* Walk over to the right and take a look at the tiles.
* You need to press all four combined tiles under the statue.
* In order to be able to do this you have to press the two partial tiles
from the larger panel that make up the specific combined tile.
* The tiles in the large panel can only be pressed when you aligned the
correct symbols on the Mayan wheels.
* If you look at the two symbols facing each other initially in the middle
of the Mayan wheels, you'll notice that they make up one of the partial
tiles.
* Press this partial tile, check out the combined tiles to find the other
partial tile associated with the pressed one (both of them together should
make up a combined tile).
* Turn the wheels by clicking on their edge (where the holes are) until
the two symbols that make up the partial tile are facing each other in the
middle.
* Press the corresponding partial tile.
* Now press the combined tile associated with the two active partial
tiles.
* Repeat this for the other three combined tiles and the skull door will
open.
* Descend the stairs that now are revealed.
Inside The Pyramid As George
* Take the torch and click it on Titipoco, ask him to light it.
* Pull the wall lever at the left of the statue.
* Take the torch and lit the torch at the right with it.
* Pull the lever in the middle of the room.
* Enter the door at your left.
* Pull the right lever first, then the left lever.
* Leave the room.
* Pull the frontmost lever in this hallway and enter the open door.
* Descend the stairs.
* Pull one more lever and descend the stairs towards a "Certain Death".
Enjoy The Ending Sequence!!!
-----------------------------------------------------------------------------
Credits
-----------------------------------------------------------------------------
"Broken Sword II: The Smoking Mirror" is created by Revolution Software and
distributed by Virgin Interactive Entertainment.
This walkthrough is written by Erik Gos (E-mail:
Erik.Gos@hiva.kuleuven.ac.be).
Feel free to report any comments you have or errors/omissions you find.
This file may be distributed to non-profit websites and BBS's accessible to
the general public as long as the content and the layout of the file remain
unaltered. Explicit permission is required to include the file on any media
that are not freely available to the general public. All Rights Reserved.
-----------------------------------------------------------------------------
Click here to return to the table of contents.
(c) 1992-1997, EGOS ProductionsTM