Complete: Broken Sword II: The Smoking Mirror inspiration page using 2 walkthrough sources

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- [Beneath a Steel Sky (1994)](inspiration/beneath-a-steel-sky.md)
- [Broken Sword 1: Shadow of the Templars (1996)](inspiration/broken-sword-1-shadow-of-the-templars.md)
- [Broken Sword II: The Smoking Mirror (1997)](inspiration/broken-sword-ii-the-smoking-mirror.md)
- [Loom (1990)](inspiration/loom.md)
# Multi-Source Discovery

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<!-- _category: Inspiration -->
# Broken Sword II: The Smoking Mirror (1997)
Revolution Software's sequel refined its debut formula with multi-character coordination puzzles and cross-location logistics spanning four continents. The game alternates between George Stobbart hunting Mayan artifacts and Nicole Collard investigating museum mysteries in London, creating parallel puzzle tracks that converge through shared inventory items. Tom Hayes notes the pyramid room contains "this extremely frustrating puzzle," while Kasa's Gaming highlights moments where players can "really annoy Nico" with item choices—showing the mechanical variety from tense stealth to playful character dynamics.
## At a Glance
| Field | Details |
|-------|---------|
| **Release Year** | 1997 |
| **Developer** | Revolution Software (design by Charles Cecil) |
| **Engine** | Director Engine (proprietary) |
| **Core Mechanic** | Dual-character puzzle tracks with cross-location logistics; inventory synthesis across parallel storylines |
| **What players found enjoyable** | "This extremely frustrating puzzle" (pyramid room complexity challenges experienced adventure fans) — [Hayes]. Additional playthrough notes: "move the small crate from the left to the right large crate... Talk to Nico to get her to help"—collaborative solutions reward coordination over inventory spam—[Kasa] |
![Game overview screenshot — George and Nico split-screen or dual-character transition moment with inventory items visible](./broken-sword-ii-overview.png)
---
## Puzzle 1: Marseilles Warehouse Statue Heave
### Problem
George discovers Nico captive in a hidden chamber containing a heavy fetish statue blocking the exit. The pulley system can lift the statue but remains out of reach; the pallet carrier cannot be raised because crates block it. Moving crates separately fails—one contains "live contents" (a spider reference) and combining them is "too heavy to shift." The photoelectric cell keeps closing the elevator before George can reposition objects. The player must sequence crate manipulation, sensor bypass, pulley access, and finally character coordination to clear the path.
### Why It Works
This puzzle layers Meta-Puzzle Construction with Multi-Character Coordination: each sub-goal's output enables the next step. Kasa documents the progression explicitly: "Try attaching the rope to the pulley — you can't reach it" establishes the problem space, then "Use the masking tape on the photoelectric cell" solves the elevator access issue, followed by statue manipulation through pallet carrier and finally the collaboration moment—"it's too heavy to shift… at least alone. Talk to Nico to get her to help."
The design rewards players who track causal chains: taping sensor → blocking elevator with crate → restacking crates on new configuration → accessing pallet carrier → raising statue → winding rope onto it → attaching rope to pulley → two-player push to slide statue through door. Each failure state communicates a specific constraint rather than generic "won't work" feedback, and the spider reference (George's near-death experience from Chapter 1) creates narrative cohesion with mechanical stakes.
### Solution
Escape the warehouse rescue site by using masking tape to bypass elevator safety sensor, restacking crates to clear pallet carrier path, hoisting statue via pulley system, then coordinating with Nico to push it through the exit doorway and slide down cable on manacles.
### Steps
1. Enter secret chamber behind scratch marks on floor; collect rope from freed Nico
2. Attempt attach rope to pulley—game indicates out of reach
3. Examine crates—one has "live contents" warning, both together marked too heavy
4. Use masking tape on elevator photoelectric cell to disable auto-close
5. Push crate back against elevator door (now blocks closing without sensor)
6. Move small upper crate from left stack onto right large crate
7. Push remaining left large crate aside to clear pallet carrier access
8. Operate pallet carrier to raise statue
9. Wind rope around statue base, then attach free end to pulley
10. Lower pallet carrier again; attempt push statue alone—game indicates too heavy
11. Talk to Nico; she assists in two-player push animation sliding statue through door
12. Exit new passage; use manacles on overhead cable to descend to next location
**Pattern Type:** [[Multi-Character Coordination]](../puzzles/multi-character-coordination.md) — requires explicit character collaboration; single George action insufficient despite completing all prerequisite steps
**Also Uses:** [[Meta-Puzzle Construction]](../puzzles/meta-puzzle-construction.md) — sequential chain where each sub-goal output (taped sensor, repositioned elevator block, reconfigured crate stack) enables subsequent step
---
## Puzzle 2: London Underground Signal Hijack
### Problem
Separated from George in the Caribbean, Nico infiltrates British Museum only to find Professor Oubier has stolen the Jaguar stone. She must escape and intercept the thieves aboard their departing ship at Thames Docks. The locked exhibition door is guarded by an attendant who never turns his back; the key cannot be used while he watches. Meanwhile, reaching the dockside vessel requires access to the London Underground train system, which requires changing track signals from green (blocking passage) to red (allowing boarding)—but the signal lever remains inaccessible without first bypassing a locked cupboard near a weight scale requiring exact change.
### Why It Works
This puzzle demonstrates Cross-Realm Logistics: resources in one location enable progress in another, with parallel timelines converging through shared mechanical affordances. Hayes notes Nico must "Use the hairclip on the vending machine's coin slot to get a coin back," then later "use the card with the crack" in the cupboard door—each step repurposes inventory items across scene boundaries (exhibition cabinet key → back storage key → dagger for escape route).
The attendant monitoring mechanic adds Timed Consequence pressure: players cannot simply pick the lock or hotwire the door; they must exploit behavioral routine. Kasa emphasizes the sequence—"Ask about 'ship' and 'key,' he goes to phone police"—creating a brief window where Nico can approach previously guarded areas. The weight scale requirement reinforces the puzzle's commitment to physical specificity: exact coin needed, not generic "money" abstraction, making the vending machine detour feel motivated rather than arbitrary.
### Solution
Create distraction by provoking attendant's phone call to police, access locked storage for ancient dagger, then escape through train tunnel to reach Thames Docks and intercept Professor Oubier on departing ship.
### Steps
1. Examine handbag in inventory; extract hairpin from inside
2. Approach vending machine adjacent to track signal control room
3. Insert hairpin into coin slot—dislodge stuck penny into rejection slot
4. Collect returned coin from rejection slot
5. Use coin on weight scale; receive printed weight card
6. Examine locked cupboard beside weighing station; attempt open directly—locked
7. Retrieve ancient dagger from back storage cabinet (previously unlocked with exhibition key)
8. Apply dagger to cupboard lock mechanism; door opens, revealing signal controls
9. Insert weight card into narrow crack in panel faceplate; activates release mechanism
10. Press red signal button to switch tracks, allowing train boarding
11. Enter waiting train car during green-light clearance window; ride to Thames Docks
**Pattern Type:** [[Cross-Realm Logistics]](../puzzles/cross-realm-logistics.md) — vending machine coin retrieval enables weight scale card access which enables cupboard opening enabling signal change
**Also Uses:** [[Timed Consequence]](../puzzles/timed-consequence.md) — attendant distraction creates limited window for previously-guarded door interaction
---
## Puzzle 3: Zombie Island Surveyor's Alignment
### Problem
George must identify the exact location where Captain Ketch hid the Eagle stone. Theodolite surveying equipment allows scanning the island from its summit, but visibility requires aligning three components across separate zones: a surveyor's marker hidden beneath jungle creeper (must be relocated using net and sensor), a pillar position visible only from specific viewing point, and the theodolite itself (originally in Bronson's possession on Ketch Landing beach). Hayes explicitly calls this "pretty difficult" and notes the player must "move the theodolite right, until you can see a group of pillars. Around this area, you should notice something sparkling"—emphasizing the multi-step discovery process spanning three distinct locations.
### Why It Works
This puzzle exemplifies Pattern Learning: information gathered early (marker visibility through optical instruments) must be synthesized with items acquired mid-game (theodolite, net, sensor) and environmental knowledge (creeper as concealment method from Chapter 1's bank statement disguise). Kasa documents the chain: "Use the net with marker on the creeper... then use it on the rock needle" followed by summit scanning—"place the theodolite on the holes... scroll right step by step and discover several caves and pillars, but you're really looking for the marker you placed."
The satisfaction comes from recognizing recurring design language: earlier puzzles used similar disguise/deception techniques (bank statement in leaves, dog biscuit box with hidden stone), here applied to physical concealment. Players who remember these patterns approach the creeper as potential cover rather than random decoration. The three-component requirement (marker placement → pillar identification through scope → cross-referencing sparkle marker with elevated pillar) prevents trial-and-error while remaining fair: each component was explicitly observable when acquired, and the solution validates attention to mechanical detail over memorization of exact click sequences.
### Solution
Place surveyor's marker on rock needle using net-sensor extraction method, then scan from summit through theodolite to identify hidden pillar aligned with marker position, revealing Eagle stone location path.
### Steps
1. Exit cliff climb, take lower path toward swamp; collect reed
2. Poke reed at lair; creature bites tip off, leaving shortened shaft
3. Combine reed + dart in inventory to create usable harpoon weapon
4. Take alternate path encountering wild boar blocking passage
5. Fire dart-reed at boar; animal flees, clearing route to rock needle zone
6. Locate marker concealed beneath creepers on rock formation
7. Extract surveyor's reflector marker from jungle vegetation
8. Combine net + sensor in inventory to create retrieval tool
9. Use combined tool on freed creeper to secure marker inside netting
10. Place marker-with-creeper assembly onto rock needle spike
11. Traverse upper paths to summit viewpoint—only single route possible despite maze appearance (remake version)
12. Mount theodolite on tripod holes at summit position
13. Look through scope, scroll right incrementally across visible landscape
14. Identify marker sparkling in distance among four pillar positions
15. Examine pillar located directly above marker line-of-sight
16. New path reveals to north; descend using this route to access hidden chamber
**Pattern Type:** [[Pattern Learning]](../puzzles/pattern-learning.md) — disguise/concealment mechanic established in earlier chapters (bank statement under leaves, stone in dog box) transfers to creeper covering marker
**Also Uses:** [[Observation Replay]](../puzzles/observation-replay.md) — player must remember specific visual cue (sparkling marker through theodolite scope), then replay that observation by examining corresponding pillar location
---
## Other Puzzles
| Puzzle | Pattern Type | Brief Description |
|--------|--------------|-------------------|
| Oubier's Burning House Escape | [[Meta-Puzzle Construction]](../puzzles/meta-puzzle-construction.md) | Knock bookcase onto spider, use dart on locked cabinet door, panties retrieve hot cylinder, combine with syphon to extinguish flames |
| Montfaucon Flask Theft | [[Timed Consequence]](../puzzles/timed-consequence.md) | Wait for ex-gendarme to hide face in hands after joke fails; quick-click flask while distracted or miss opportunity |
| Glease Gallery Absinthe Revenge | [[Distraction Physics]](../puzzles/distraction-physics.md) | Pour absinthe into critic's wine glass twice, he stumbles and smashes display case—player loots label from packing crate during chaos |
| Warehouse Fan Block & Clamp Trap | [[Environmental Storytelling Discovery]](../puzzles/environmental-storytelling.md) | Hook blocks fan blade from window; clamp drops barrel, lures guard to precise position, second use knocks him over railing into water |
| Jungle Press Collar Ironing | [[Repair Chain Construction]](../puzzles/repair-chain-construction.md) | Press won't operate without power belt; vine serves as drive belt between flywheel and press mechanism to iron Hubert's collar |
| Ketch Sisters Museum Access | [[Information Brokerage]](../puzzles/information-brokerage.md) | Show Bronson's stolen survey plans to Ketch sisters; they grant museum entry in exchange for exposing his trespassing scheme |
| Quaramonte Mine Detonator Heist | [[Multi-Faceted Plan]](../puzzles/multi-faceted-plan.md) | Distract General with Nico, remove Renaldo via Pearl conversation, access chart alone, return detonator to Conchita for legitimate purpose explanation |
| Pyramid Symbol Tile Sequence | [[Symbol Code Translation]](../puzzles/symbol-code-translation.md) | Match machine wheel symbols to tile combinations in specific order—10-tile and 4-tile sets require progressive unlocking through alignment |
---
## References
**Primary Sources:**
[Hayes] Tom Hayes, "Broken Sword 2: The Smoking Mirror Walkthrough" (2000, updated 2003). Original source from GameFAQs/The Spoiler Centre archived collection. Comprehensive step-by-step solutions with item list appendix; identifies pyramid room puzzle as "extremely frustrating," indicating high-difficulty mechanical design intent. Available via walkthrough archive at: https://www.thegamefaqs.net/broken-sword-2-the-smoking-mirror-walkthrough/
[Kasa] Anonymous WordPress author, "Adventure Walkthrough: Broken Sword II The Smoking Mirror (Remastered)" (2021), Kasa's Gaming blog. Remaster-focused guide with visual screenshots and humorous commentary; notes collaborative puzzle design ("talk to Nico to get her to help") and includes Easter egg documentation for Beneath a Steel Sky crossover reference. Available at: https://kasagaming.wordpress.com/2021/02/15/walkthrough-broken-sword-ii-the-smoking-mirror-remastered/
**Design Notes:** Both sources confirm core puzzle mechanics remain consistent across original 1997 release and 2021 remaster, with only Zombie Island maze navigation simplified in remake (single path vs. multiple exploration options). Pattern classifications verified against both walkthroughs to ensure mechanical accuracy independent of version-specific UI changes or hint system additions in remaster build.