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    FAQ/Walkthrough by OutRider

    Version: Final | Updated: 05/11/06 | Search Guide | Bookmark Guide

    Broken Sword II: The Smoking Mirror (PC) Walkthrough Final Version
    Copyright (C) 2002-2006 by OutRider
    
    This is the final version of this guide, meaning that this guide will no longer
    continue to be updated.
    
    To see the other guides that I have written, please check out this link:
    http://www.gamefaqs.com/features/recognition/4538.html
    
    WARNING: This walkthrough does contain spoilers that may ruin the game for
    anyone who may be playing this game for the first time. Do not read ahead
    unless you fully understand the risks involved.
    
    Copyright notice:
    
    Don't plagiarize this guide or add this guide to your site without my
    permission, as legal action will be taken against you. Please don't reproduce
    this guide for profit. Please do not distribute this guide, and please don't
    email me requesting permission to add my guides to your site, as enough places
    already have them on their pages.  Please do not make an HTML version of any of
    my guides. Other than that, have fun and I hope this guide helps you out.
    
    People have constantly emailed me because they were having technical
    difficulties with a game for which they are using one of my walkthroughs.
    I am not tech support, nor am I affiliated with any of the different companies
    that made the games for which my walkthroughs are based upon. If you do
    email me with a technical problem, the only answer I can and will give you
    is to check the developer's website and read the FAQs. The reason for this is
    because I do not want to be held liable for any damages done to your system.
    
    Walkthrough:
    
    Watch the opening sequences, and soon you will find yourself tied up in...
    
    Professor Oubier's House:
    
    When you have control of the game's hero, George Stobbart, right-click on the
    bookshelf to learn that it's being supported by a loose block of wood in one
    corner. Kick out the block of wood and watch the bookshelf fall over and squish
    the large spider that had been cornering George. Now that the spider is gone,
    it's time to untie George. To free George from his binding, use the metal
    handle that is sticking out of the wall where the bookshelf used to sit and
    he'll move over and free himself.
    
    Once he's free, go over to the writing bureau and open it up. Drink some of the
    tequila and George will spit out the worm. Pick the worm up off the floor and
    open the drawer inside the bureau. Take the pot you find inside and then go
    into your inventory (the strip at the bottom of your screen) and examine the
    pot to find a key inside. Notice that there's a couple of objects lying on the
    floor. First pick up the dart and then pick up Nico's bag. Use the dart on the
    cabinet near the flames and watch as the doors are blown wide open, sending
    George flying across the room. You'll see a cylinder that was inside had burst
    as well as an intact cylinder.
    Try to pick up the intact cylinder to learn that it is too hot to handle and
    then use the panties you pulled out of Nico's bag on the cylinder and you will
    be able to pick it up. Attach the cylinder to the siphon that's on top of the
    cabinet and then use the extinguisher to douse the flames.
    
    Kick open the door and head downstairs. Pick up the newspaper clipping from the
    table next to the phone and examine it to find a bank statement hidden inside.
    Read the note you have in your inventory and then use the phone to call an old
    friend, André Lobineau. After the conversation comes to an abrupt end, use the
    key on the door to the left of George and exit to automatically travel to
    Montfauçon.
    
    Montfauçon:
    
    George will sit down at the table, and when the waiter comes out, try talking
    to him. He'll ignore you the first time you try, so when he comes back out, try
    again. He'll actually say something to you this time before heading back in to
    get George's coffee. You don't need to talk to the waiter about anything, so
    don't bother, and Lobineau will come strolling up.
    
    Talk to Lobineau about the pot and he'll mention something about the Glease
    Gallery. Stop talking with André and you'll get to see a short sequence
    involving Nico and her captors. When you see George again, talk to the gendarme
    (who was sitting there at the table in the first game) and answer his question
    however you see fit. Talk to him about himself a couple of times and when he
    starts to sulk, swipe his flask. Leave Montfauçon and go to the Glease Gallery.
    
    The Glease Gallery:
    
    When you arrive at the Glease Gallery, go over to the man standing closest to
    the display shelves. When the guy holds his glass away from himself, pour some
    absinthe into it and George will sneak some into his glass. The guy will notice
    the difference, but decides he actually likes it. Pour some more into his glass
    and watch as he falls over, demolishing the display case behind him. Glease
    will run over and check on him, and while he's doing so, go all of the way to
    the left and look at the packing cases. Take the label you find pasted on the
    side of one of the cases and then go talk to Glease. The conversation will then
    take you to Marseilles.
    
    Marseilles:
    
    Take a look at the shack and then look through the window. Watch as the man
    drops a bottle down the trap door. Leave the view and knock on the window.
    Don't talk to him about anything, and then go down the steps to the left of the
    hut. Take the hook that's floating in the water near where George is standing
    and use it to get the bottle that man dropped a moment ago. Go back up the
    stairs and try touching the chimney to find out it's hot.
    
    Use the bottle on the chimney to cool it off and then take the cone off the top
    of it. Use the bottle on the chimney again to plug it up, causing smoke to pour
    out of the window. Go back down the stairs and go up into the shack using the
    trap door. Take the dog biscuits and then leave. Use the dog biscuits on the
    platform near the dog and then use the hook on the platform to send the dog
    plunging into the cold water. Go back up the stairs and climb over the fence.
    Walk over to the left and climb up the ladder you see there.
    
    Open up the nearby window and as George is peering inside, jam the fan by using
    the hook. Go back outside and knock on the door. Ask the man that answers about
    the label and he'll get mad at George. Hurry up and climb up the ladder and
    when the man comes out, use the clamp to send a barrel into the water. This
    will cause the man to walk over to see what's going on, and as he's standing
    there, send another barrel down and watch as it crashes into the man and knocks
    him into the water.
    
    Climb down the ladder and go through the now open door. Open the desk drawer to
    find a small brass key. Go over to the right and watch as a man appears from
    behind the crates. Ask him about the key and George will end up setting the
    little guy free. Push the button near the elevator to go up to the next floor,
    and after George gets off, push the nearby crate to keep the elevator from
    going back down to the previous floor. Push the switch on the right side of the
    elevator door to turn on the lights. Go over to where the light is shining and
    notice the scratch marks on the ground. Look at them and George will deduce
    that they were made by a door.
    
    Open up the secret door (you should be able to see the outline in front of
    George) and head on in to find Nico! Pick up the fetish near her feet and then
    untie her. Before following her out, pick up the masking tape she threw on the
    floor. Go back over to the elevator, and near the bottom of the crate on the
    left side, you'll find a small black panel. Use the tape on the photoelectric
    cell to keep the elevator from going back down and then push the crate out of
    the way.
    
    Push the small crate off the other crate and then push that crate. Raise the
    pallet carrier so that the statue is near the pulley and then tie one end of
    the rope to the statue and tie the other to the pulley. Lower the pallet
    carrier and attempt to push the statue to learn that it's too heavy for one
    person to push. Ask Nico to help push and they'll give it a nice shove, sending
    it crashing through a wooden door at the far end of the room. Go through the
    newly made exit and use the manacles on the cable to send George and Nico to
    the ground below, but before they can safely land, the cable snaps and they
    both fall into the water. You'll eventually arrive back at the Glease Gallery
    and then it's off to Quaramonte.
    
    Quaramonte:
    
    Go to your right and talk to the band. Ask them about Miguel and then ask them
    about their music. Lastly, talk to them about the mining accident and then walk
    more to the right and talk to Pearl (a character that was mentioned in the last
    game). Talk to her about Duane (the guy you sold the statue to in the first
    game) three times and then go into the police station. You'll be introduced to
    General Raoul Grasiento. Ask him about Professor Oubier twice and then try to
    look at the chart on the wall only to have the general stop you. Leave the
    station and Nico will try to start a conversation with you.
    
    Don't talk to her about anything right now and then walk to the right. You'll
    see Professor Oubier standing next to a truck with Duane sitting inside. Talk
    to Oubier about himself and then go back to the left and enter the mining
    office near the dock. Here, you'll get to meet Conchita. Ask her about the
    mining accident three times and then ask her about Oubier. Leave the office and
    walk back to the truck to see that Oubier has left. Talk to Duane and ask him
    about the truck twice, then about music, and finally about Miguel twice. Go
    back up into the office and ask Conchita about a detonator. Tell her about the
    chart and then go outside to talk to Nico. Ask her about the chart twice and
    they'll devise a plan so George can check out the chart. You'll go into the
    police station, so talk to the general about Nico and then talk to the
    general's partner, Renaldo, and ask him about the pyramids twice. Go outside
    and tell Pearl about the ruins and then Renaldo will take Pearl to go see them.
    
    Look at the chart on the wall to learn that it is a map. Leave the police
    station and go tell Conchita about the map. Open the cupboard behind her to get
    the detonator and then go back and talk to Duane. Tell him about the detonator
    twice and then go back into the police station. Go to the rear of the station
    to enter the jail area and talk to Miguel, the man inside the middle cell.
    You'll have a chat and Renaldo will show up and force George into another cell.
    Control will switch to Nico, who's currently inside the general's home.
    
    As Nico, take a look at the TV, the portrait on the wall, the mounted
    swordfish, and the lava lamp. Ask the general about them and watch the sequence
    as the general's mother enters the room. Afterwards, you'll find yourself with
    George and Miguel, who are now locked up in the Quaramonte jail.
    
    Talk to Miguel and ask him about the noose twice. He'll give you the rope, so
    use it on the cell window. Take the noose and give it to Duane. Watch the
    sequences and you'll soon wind up in Teoculcan.
    
    Disc 2 – Teoculcan:
    
    Take the vine rope off of the washing machine and then go underneath the tree
    house to find a small pile of leaves near the water wheel. Put the bank
    statement in the pile of leaves and then use the fetish on the water wheel to
    set the leaves on fire. A priest named Hubert will come out and talk to you.
    Ask him about Nico and then about the root twice. Hubert will mention that his
    collar is creased, and he won't go to the village looking anything but his best.
    
    To get his collar pressed, put the collar on the press and then use the vine
    rope on it. Take the cross nearby and then use it to press the collar. Pick up
    the collar and give it to Hubert and then ask him about the root. He'll take
    you to the Mayan village.
    
    The Mayan Village:
    
    The guard will start a conversation with you, so ask him about Nico and then
    about Hubert. Ask him about the shaman, and then give him the box of biscuits
    to take to the shaman. When he comes back, he'll tell you that the shaman wants
    more. Put the Mayan stone in the box and then give the box back to the guard.
    You'll be invited to go talk to the shaman, so go to the left to find him
    sitting near a fire. Talk to him about Nico twice, the root twice, the Mayan
    stone, the jaguar stone twice, the eagle stone twice, the Mayan stone again,
    and finally, ask him for the root. You'll get the root and George will go back
    to the tree house after spending a fun-filled night partying with the natives.
    
    Back at the tree house, you'll need to extract the juice from the root. In
    order to do so, put the metal chimney cone underneath the press and then put
    the root on the press. Use the cross again on the press and George will crush
    the root. Pick up the cone and carry it into the tree house and George will
    give it Nico to heal her. After the sequences, you'll find George in a place
    called Ketch's Landing.
    
    Ketch's Landing:
    
    Take a look at the plans on the table near George, but the man will prevent you
    from getting a good look at them. Walk out onto the docks and talk to the boy
    fishing there. His name is Rio, and for the moment, don't talk to him about
    anything. Go up the stairs to the north of the tent and once you're at the top,
    extend the ladder out and then try to open the door. The women sitting nearby
    will tell you the museum is closed for renovation. Talk to the Ketch sisters
    and ask them about their cat and answer their question however you want,
    although telling them yes will illicit a somewhat humorous response from
    George. Ask them about their cat again and then ask them about Rio three times.
    Ask them about Emily and then stop talking to them for now.
    Go down the stairs and ask Rio about getting a fish. Give him the worm and then
    ask him about Emily. Stop talking to him for a second and then talk to him
    again about the fish twice. He'll first pull up a broken bicycle. Take the
    inner tube off of it and during this time, Rio should catch the fish you asked
    for. Ask him for it and then go back up to the museum.
    
    Talk to the sisters again and ask them about Emily twice, which will cause them
    to head down to the beach. Climb up the ladder and use the inner tube on the
    nearby flagpole. Climb back down and put the fish on the inner tube to distract
    the cat and then while he's away, swipe the ball he was playing with. Climb
    back up the ladder and take the inner tube.
    
    Go over to the tree behind the table where the sisters were originally sitting
    and put the inner tube on it. Fling the red ball using the inner tube and
    George will knock the target off the flagpole. The man on the beach will come
    upstairs and berate George for ruining his work. He'll climb up the ladder to
    attach another target to the other flagpole, and as he's sitting on the
    flagpole, knock the ladder out from underneath him to leave him stranded.
    
    Take the plans off of the table to learn that Bronson was going to change the
    museum into a pirate themed hotel. Take the theodolite and then go back
    upstairs. Talk to Bronson about the plans twice and then show them to the
    sisters. Watch the sequence and you'll get to play as Nico.
    
    The British Museum:
    
    Walk to your right and look at the cabinet near the two ladies. Talk to the
    attendant on the opposite side of the room and ask him about the jaguar stone.
    You'll soon learn that Professor Oubier is also in the museum, so ask him about
    the jaguar stone. Oubier will leave and the attendant will come back and talk
    to you. Ask him about the stone again and you'll soon learn that Oubier has
    stolen it! Take the key out of the cabinet near the attendant and use it to
    unlock the cabinet near the phone. Open it up and then take the key out. Go
    into your inventory and open the handbag to find a hair clip. Talk to the
    attendant and ask him about the ship and then show him the key. Move the
    curtain to reveal a hidden door and then use the dagger to open it. While Nico
    is finding out what's behind the door, we'll go see what George is up to back
    at Ketch's Landing.
    
    Ketch's Landing:
    
    You'll see that George has managed to go inside the museum, so open the sea
    chest near the lantern to find a girl named Emily hidden inside. Don't talk to
    her about anything right now and take the quill off of the desk. Look at the
    portrait of Captain Ketch and ask Emily about the cross twice. Leave the museum
    and give the quill to the cat and watch as it shreds it to pieces. Pick up the
    shreds and go talk to Rio about Emily and then about his sister. After that,
    give him the feather shred and then go back into the museum.
    
    Talk to Emily and give her the conch. She'll give you her cross in return and
    then stop talking to her. Take the hanging lantern and then put it in the ink
    well on the desk. Take the chart that's sitting on the easel behind you and put
    it in the square recess on the desk. Put the cross in the pen holder next to
    the lantern and then you'll learn about Zombie Island. Leave the museum and
    talk to Rio about the treasure twice and then about the zombie and Rio will
    take you to Zombie Island.
    
    Zombie Island:
    
    Check out the boat to learn that it's got some nets in it. Look at the rock
    outcrop and then ask Rio if you can borrow his net. Use the net on the outcrop
    and we'll go see what Nico is up to while George is scaling the cliff.
    
    London Underground Station:
    
    You'll see that Nico has discovered an abandoned underground subway station. Go
    over to the vending machine and use the hair clip on the coin slot to push a
    coin down into the coin return slot. Take it out of there and then put it back
    into the machine. An old chocolate bar will come down, so take it and then take
    the penny out of the slot again. Go to the other side and use the coin on the
    weighing machine to get a card. Use the dagger on the cupboard that's to the
    right of the machine and then use the card on the crack. Push the red button
    and a train will come to a stop, allowing Nico to get on.
    
    Zombie Island:
    
    You'll find George at the top of the cliff, and as you can see, there's a fork
    in the jungle. Take the upper path first and you'll find yourself in a swampy
    area. Take the reeds that are on the ground nearby and then continue to follow
    the path to the right. You'll see a small cave here with a black creature
    hiding inside. Poke it with the reeds and it'll end up squeaking and biting the
    ends of the reeds. Go back to where you started and take the lower path this
    time.
    
    Follow this path until you encounter a boar. Save your game here just in case
    you screw up. Afterwards, put the dart in the reed to create a blowgun and then
    use it on the boar. Before the boar charges, grab a hold of the branch behind
    George and the boar should turn north and uncover a hidden path.
    
    Before we check out the hidden path, follow the trail to the right to find a
    needle-like rock structure. Take the creeper off of the rock and then put the
    theodolite marker in the net. Use the new combination on the creeper and put it
    all onto the rock structure.
    
    Go back to where you encountered the boar and follow the path that he
    uncovered. Put the theodolite in the holes on the ground and then look through
    it. Move the theodolite to the right until you see a group of pillars. Near the
    bottom, you will see something sparkling. This is where you placed the marker,
    so look at it and then look at the pillar behind it. Stop looking through the
    theodolite and go down the hill to the right of it. While George makes his way
    down, it's time to go see where Nico has ended up.
    
    The Docks:
    
    You'll see Nico hiding behind a crate. Click on the crate to her left and
    she'll sneak over there. When the guard circling the deck isn't looking, click
    on the ladder to have Nico hide on top of the boat. When the guard starts
    talking to Pablo, hurry up and click on the cupboard below Nico to open it and
    then climb back up the ladder.
    
    The guard will come back around to investigate the open door, and when he is
    fully inside, climb down and close the door behind him. Use the mop nearby to
    prevent him from coming back out and then look through one of the portholes.
    You'll find Oubier talking to Karzac. Karzac reveals that he killed Oubier's
    wife and then turned him to drugs. He also says that he is no longer needed, so
    he kills Oubier with his gun.
    
    Nico will go inside, so check on Oubier and then take the stone from him. Just
    then, Karzac sneaks up behind Nico and strangles her with a garrote. Before
    Nico passes out, stab Karzac in the leg with the dagger and Nico will make her
    escape. Now, it's time to head back to Zombie Island.
    
    Zombie Island:
    
    George will uncover a movie production and the scene will be cut when the
    director notices him standing there. George will go over to where the director
    and the cameraman are located, and when you have control, talk to the actor
    standing next to the woman. His name is Haiku McEwan, so ask him about himself
    twice and the director will start shooting again.
    
    Watch the scene and afterwards, take a bun, some syrup, and a pancake off of
    the table. Put the syrup on the pancake and offer it to the stuntman. Throw the
    bun in the bush and you'll realize that there is a hornet's nest hidden in
    there. Take another bun off of the table and toss it into the bush to send the
    hornets swarming after the stuntman. Hawks will decide to shoot the movie down
    at the beach. Talk to him about the cave and then try taking the camcorder on
    the ground near the cameraman. He doesn't care about your idea, so talk to
    Hawks about the cameraman and watch the sequence.
    
    The Mayan Village:
    
    We see that Nico has finally made it to the village, only to find it destroyed.
    Titipoco will show up, so talk to him about the sunglasses and then about
    George. Walk to the entrance of the village and pick up the underpants and then
    go over to the big barrel by Titipoco. Try to pick up the Mayan stone out of
    the ashes only to find it too hot to pick up. Try pushing the barrel next to it
    only to find Nico isn't strong enough to push it by herself. Ask Titipoco to
    help and they'll knock the barrel over. Pick up the stone and exit to the left.
    
    Outside the Pyramid:
    
    Look at the scaffolding gantry and take the rope nearby. Talk to Titipoco and
    have him climb up and throw the rope over. Once he's done that, pick up the
    rope and use it on the engine. Go over to the generator and take the cylinder
    near the bottom of it. Use the dagger on the fuel line, and as the fuel is
    spilling out, use the cylinder on it to fill it up. Go over to the engine and
    use the cylinder on the fuel cap and then pull the lever.
    
    Push the button to start the engine and talk to Titipoco about the lever. Walk
    onto the elevator and tell Titipoco to pull the lever. When you're able, take
    the ammunition belt and then head back down the elevator. Walk over to the left
    and the guards will notice you. Answer their question however you want, and
    then take the torch. Talk to Titipoco to have him set the torch ablaze and then
    throw it onto the puddle of fuel. Chuck the ammo belt into the fire and watch
    as it explodes and the guards will take off.
    
    We'll next find Nico at the top of the pyramid, so talk to the general and then
    talk to George to set him free. You'll end up inside the pyramid.
    
    Inside the Pyramid:
    
    On the wall, you'll see a pattern and two levers. Try pulling both levers, and
    then talk to George to have him help you out. They'll fall into a pit and Nico
    will end up in a puzzle room. This puzzle can be difficult, so I'll try to
    explain it as best as I can.
    
    You'll see two dials, both having a set of pictures. To the right of them,
    you'll see a group of ten tiles, and a group of four. What you want to do is
    first pick a picture from the set of four tiles and then determine which two of
    the ten tiles create that picture. You must then turn the dial so that one half
    of the picture from the ten tiles is at the 3 o'clock position and the other
    half is at the 9 o'clock position. When you've done that, go over to the set of
    ten tiles and push the picture in that you just made on the dial. You have to
    then make the second half of the picture  using the dial and then push the
    second tile in.
    
    Once you're able to do that, go over to the set of four tiles and push in the
    tile that corresponds to the picture you've just made. Repeat the process until
    you're able to push in all four tiles and the exit will be revealed. Go through
    the exit and game play will switch back to George.
    
    As George, take the torch off the wall and have Titipoco light it. Pull the
    lever on the wall and you'll end up in another room. Pick the torch up off the
    ground and use it to light the torch on the wall. Pull the lever and go through
    the door on your left. Pull the right lever and go through the nearby door.
    Pull the right lever again and go through the doorway. You'll see that a set of
    stairs have now been uncovered, so head on down. When you can, pull the lever
    next to you and head down to the room of 'certain death'. Watch the ending
    sequences and you'll have finished Broken Sword II: The Smoking Mirror.
    
    If you wish to continue the series, be sure to pick up Broken Sword 3: The
    Sleeping Dragon, and the upcoming Broken Sword: The Angel of Death.
    
    Credits:
    
    Tom Hayes – for allowing me to use his guide as a base for mine.
    
    Revolution Software – for creating such an excellent adventure series. I loved
    Broken Sword 3 and can't wait to play Broken Sword: The Angel of Death.
    

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