NOTE: Unlike Broken Sword: The Shadow of the Templars, I decided to go with the remastered version available on Steam or GOG at the time of posting this walkthrough (I'd already played the original some years ago). With both platforms, the original version is included (on Steam, you can get it for free if you've purchased the remastered version, on GOG, it's included as a download under "Extras"). As far as I can tell from user posts, there isn't much difference between the original and the remastered version in the second game (unlike the first), except for one puzzle, and of course better graphics, and an easier hint system. So apart from that one puzzle, you should be fine using this walkthrough for either version. A walkthrough for the original version might follow if I find it's necessary after all, or I'll just include a note for the original version forrest maze puzzle.
Chapter 1: Paris
You start your adventure tied to a chair in a burning building (Oubier’s house) with a huge poisonous spider crawling towards to. Examine the bookcase, then kick away the block of wood holding it up to squash the spider. Interact with the metal bracket to free yourself from the ropes. Examine the drawer of the writing bureau to the left to find a mayan pot. Examine it in your inventory to find Oubier’s key. Examine the writing bureau to find a bottle of tequila you can interact with. Do so to take a swig. Pick up the tequila worm. Pick up the bag to find Nico’s lipstick, a pair of exotic panties, and a note from André Lobineau (remember, the douchebag from the first game). Pick up the blow dart. Look at the syphon on the cabinet. Try to open the cabinet – it’s locked. Use the blow dart to pick the lock. Pick up the gas cylinder with the exotic panties. Use the gas cylinder on the syphon, and use it on the fire. Interact with the door to break out. In the hallway, pick up the news cutting. Examine it in your inventory to find a bank statement. Use the telephone to call Lobineau. Use Oubier’s key on the front door to leave the building.

At the Montfaucon Café, try to take the flask from the next table, then talk to the ex-gendarme and the waiter (you’ll have to try two or three times with the latter), then talk to Lobineau after he arrives. Talking to him about the Mayan pot opens a new location. After he leaves, talk to the ex-gendarme again. When he hides his face in his hands, take the absinthe flask.
Go to the Glease Gallery and talk to the owner, Mr. Glease (the man with the grey ponytail) and Laine the critic. When you ask Laine about your pot, he will smash it. Time for some revenge on that pompous ass! Pour some absinthe from the gendarme’s flask into his wine glass while he is holding it up, and repeat the action. He will fall over and smash a whole case full of pots! Use the distraction to go to the private area on the left and examine the packing crate. Pick up the label which will point you to your next location.
Chapter 2: Marseilles
At the Marseilles dockyard try to climb the fence. A guard dog will scare you off. Talk to the guard through the window. Try manipulating the chimney – it’s too hot to touch. Pass around the left of the guard house and down to the pier. Grab the boathook drifting in the water to the right. Use it to fish the bottle to the left out of the water. Examine it in your inventory – it’s half full of water. Use it on the chimney on the house upstairs to cool it down, remove the chimney cone, then pour some more water from the bottle down the chimney. The guard will leave the hut and you can enter through the trapdoor from below. Take the dog biscuits from the table to the right and the coal from the coal bucket next to the stove. Exit the guard house. Throw a dog biscuit on the raised platform (you can raise and lower it with your hook) to attract Twenty the dog, then lower the platform with your hook (don’t worry, Twenty can swim!). You can now climb over the fence above.
At the Warehouse, use the ladder to the very left to climb up to the platform. Look in through the left window and use your boathook on the fan to block it. Try using the clamp and see what happens – that could be useful. Go back down and knock on the door. Select any topic but “pizza” (it’s not a problem if you did select pizza, it only means you have to knock more often. When the man shuts the grill and you note that he seems annoyed, climb the ladder. When he opens the door, use the clamp once to lure him to the right spot, then again to knock him into the water. You can now enter the warehouse.
Once inside, search the desk to find a small key. Examine the noticeboard. Try to pass by the boxes to find the man who shot Nico with the blowpipe. Talk to him about the key to free him and receive the manacles. Press the elevator button to ride up, then manipulate the rightmost crate to block the elevator. Examine he scratch marks on the floor, then examine the not-very-well-conceiled secret door to open it. Enter to find Nico bound and gagged. Free her to receive the rope, then pick up the fetish statue and the masking tape. (or you can pick up the fetish first to really annoy Nico…) Go back to the main room and attach the rope to the statue. Try attaching the rope to the pulley – you can’t reach it. And you can’t raise the pallet carrier because it is blocked by the boxes. Try to move the boxes – the upper one scares you because of it’s “live contents” (to be fair, you were almost killed by that large spider…), and both together are too heavy to shift. Use the masking tape on the photoelectric cell of the elevator and move the crate blocking the elevator back to its old position. Now move the small crate from the left to the right large crate. You can now push the left large crate aside and use the pallet carrier to raise the statue. Attach the rope you’ve already wound around the statue to the pulley and lower the pallet carrier again. Try to give the statue a push: it’s too heavy to shift… at least alone. Talk to Nico to get her to help. Leave the room through the new exit and use the manacles on the cable to get to your next destination – after a brief reunification with a very smug-looking Twenty, and a short cutscene at the GLease Gallery that rewards you with the coyote stone.
Chapter 3: Quaramonte Marketplace
At the Quaramonte market talk to everyone. In fact, you’ll spend the first part of this chapter repeatedly talking to everyone as you uncover more and more about what’s going, so whenever you’re stuck, your first course of action should be exhausting all topics with the characters in this scene and the two buildings. Character you will need to progress through the chapter are Pearl and Duane Henderson, Conchita Garcia (inside the Mine Co. building), General Grasiento and Renaldo (inside the police station), and Professor Oubier (briefly available near Duane after your first visit to the police station). You can also talk to the guard to learn there are some serious restrictions on playing music in Quaramonte, and that you need an exit visa to leave again, to the various vendors about your little statue of Tezcatlipoca to thouroughly turn everyone against you for bringing an unlucky idol to their town, and to a legless man near Duane, but these aren’t necessary to progress.
Easter Egg: You can try to feed your piece of coal to the goat to see a unique reaction!
In short, talk to everyone outside, then enter the police station and talk to General Grasiento and Renaldo. Try to take a look at the chart on the wall and then talk to the General to learn it’s an archeological survey map. Exit the police station and talk to Oubier (he’s stading next to Duane’s truck now). Once Oubier is gone, talk to Duane again to learn he needs a detonator. Enter the Mine Co. building and talk to Conchita Garcia. She has a detonator, but will only give it to you for a good reason. Talk to her about the chart in the police station. You need to take a look at it. At the marketplace, ask Nico to distract the General, then enter the police station and talk to the General to get him to leave with Nico. Now for Renaldo: Talk to him then Pearl about an expedition to the Pyramids to get rid of him. You will be left alone in the office, and can finally look at the chart. Afterwards, go to the prison cells in the back and talk to Miguel. Also take note of the noose – you can’t reach it. Go back to Conchita and tell her about your findings – she’ll let you take a detonator from the cupboard behind her. Give it to Duane, who tells you to inform Miguel. Enter the police station and go to the cells at the back. And talk to Miguel. Renaldo will imprison you in the other cell.
Meanwhile at the General’s apartment, Nico is not having fun with General Slimedog. Examine the items around the room: an ancient TV set, a mounted swordfish, a lava lamp, a portrait, and a tiger skin, then talk to him about these. At some point, his mother enters.
Back in the prison cell, George finds that Duane’s masterplan was slightly flawed, owing to the fact that though now in genuine possession of a detonator, he actually lacks the explosives he thought he had. Talk to Miguel and ask him to hand you the noose. Attach it to the window, then pick it up and use ot with Duane to break out of prison and travel to your next location.
Chapter 4: The Jungle
In the Jungle, you find yourself – sans Nico – at a tree house. Pick up the vine wound around the washing machine. Use the newspaper cutting on the leaves next to the waterwheel, then use the fetish statue on the waterwheel (you can use the bank statement instead of the news clipping) to ignite the leaves. You will attract the attention of the tree house’s inhabitant, Father Hubert. Talk to him. You learn that he is tending to Nico, who has been bitten by a venomous snake, and that you need a certain root to cure her, which you can learn more about in the village. However, since he is ashamed of his creased collar, the priest won’t take you there. You receive the priest collar, with the task of pressing it.
Pick up the cross, and use it on the press. Use the vine on the press to use it as a drive belt connecting the two stones. Place the priest collar in the press, then use the cross on the press. Pick up the collar, now freshly pressed. Give it to Father Hubert, and talk to him to get him to bring you to the village.
At the village entrance, the guard demands a gift for the shaman. Offer him the dog biscuits, which meet with the shaman’s favour, but he demands more. None of your options appeal to the guard, and the dog biscuit box is now empty. Place the coyote stone inside the dog biscuit carton, then offer it to the guard. Walk left and talk to the shaman (you can also give him the lipstick, which he’ll much appreciate, despite the guard saying it’s the wrong colour…). You will learn of two more stones, the Jaguar stone, now probably in England, and the Eagle stone, last known to be in the possession of a pirate named Ketch, and now probably on a remote Caribbean Island. You will also receive the root to save Nico’s life.
Upon your return to the tree house, after a wild night of partying, enter, try to give the root to Nico, and talk to Hubert. You need to extract the sap so she can drink it. Go back outside and use first the chimney cone, then the medicinal root on the press. Use the cross to operate the press, then collect the cone and select the tree house to finally heal Nico, and travel to the Caribbean Island to go after the Eagle stone.
Chapter 5: Ketch Landing & London
At Ketch’s Landing beach, talk to the man, Bronson the surveyor, and the boy at the end of the pier, Rio. You can try to sneak a peak at Bronson’s plans while he’s using the Theodolite, but he’ll notice you and interrupt (obviously, there’s nothing interesting enough up there…). Go up to the house and try to enter. Then, talk to the Ketch sisters, Frost and Mina. Talk to them about Rio, then Emily – they’ll leave. Examine (right-click) the tree branch to the left and the left flagpole. Return to Rio and talk to him about giving you a fish. Trade in your tequila worm (if you never collected it, he will also accept either the panties or the lipstick). Leave the pier, return, and talk to Rio. He will rheel in an old bicycle. Examine in to recover the innertube. Talk to Rio again twice to get a fish. Go back to the museum. Use the ladder to extend it. Climb the ladder, attach the innter tube to the middle window flagpole, then descend the ladder. Attach the fish to the inner tube, then when the cat is distracted, get the ball (if you’ve already given the fish to the cat, go to Rio to get another). Once you have the ball, climb the ladder and retrieve the inner tube (the cat will also finally get its fish – fair’s fair!). Use the inner tube with the tree to form a slingshot, then place the ball in the catapult to knock the reflector target off the flagpole. Bronson will come up and attempt to place the target on the other flagpole. Use the ladder, and pick up the surveyor’s mark. Go back down to the beach, and take Bronson’s theodolite and plans. Go back upstairs to find the sisters have returned. Use the plans on them to inform them of Bronson’s scheme and gain entrance to the museum.
You will enter an interlude sequence playing Nico in London. Examine the handbag in your inventory to find the hairpin. The Jaguar stone is in the display case to the very right, next to the carpet, but you can’t get to it – the case is locked, and the attendant is watching your every move. Examine it and the scrying mirror in the display case to the very left. Talk to the attendant to learn more about the Jaguar stone and the scrying mirror. You will meet Professor Oubier again during the course of the conversation. At the end, ask the attendant about the Jaguar stone – but it’s gone! Take the key from the now-empty cabinet. Use the key on the cabinet in the back left area and take the ancient dagger. Talk to the attendant about the “ship” and the “key”. He will go to phone the police. Now that his back is turned, you can push aside the curtain to find the locked exit. Use the ancient dagger on it to leave the London museum.
Back in the Caribbean at the Ketch Landing Museum, look at the ship’s log and the portrait of Captain Ketch. Open the sea chest to find Emily and talk to her, particularly about the cross. Take the quill pen from the desk. Take the chart and place it on the desk. Take the lantern and place it in the ink well. You still need the cross, but Emily won’t give it to you, though she might be persuaded to trade it. Go to the beach and talk to Rio to learn she might like a conch shell. He has one, but he’ll only trade for some good bait because he wants to catch a tiger fish. Go up to the house and offer the quill pen to the cat. It will shred it to pieces. Pick up the feather shard. Go back to the beach and give it to Rio to receive the conch shell. Go back inside the museum and give it to Emily to receive the ornate cross. Place it in the pen holder to find out your next location: Zombie Island. Talk to Rio at the beach who agrees to take you there.
On Zombie Island, look at the cliff and the rock outcrop, then talk to Rio to borrow his net. Use it on the outcrop. You will climb the cliff and switch to Nico in London again.
At the London Underground, use the hairclip on the coin slot of the chocolate machine, then pick up the coin from the coin reject slot.
Easter Egg: You need the penny for the weighing machine, but before you use it there, you can use it for a nice Easter egg. Use it on the chocolate machine to receive a chocolate bar. You'll also get the penny back. Walk slightly to the right until you just see the ghost that has appeared there, then quickly use the chocolate bar on it. The ghost will disappear, but if you walk back left you will be able to enter the tunnel there for a cutscene from "Beneath a Steel Sky" from the same developer (which, by the way, you can play for free on GOG.com).
Use the coin on the weighing machine and receive a weight card. Use the ancient dagger from the museum on the cupboard next to the weighing machine, then use the weight card on the crack. Press the button to switch the signal to red light. You will enter the train for a ride to the docks.
Back on Zombie Island, George has climbed the cliff wall.
Note: The solution to this part of the game applies to the remake version. This is, to my knowledge, the only point in the game where the two versions differ in more than appearance. A solution for the original version of the game will be added at a later date - please check back soon.
Take the path to the lower right
Take the path on the upper right to walk into a swamp. Pick up the reed. You can try using the blow dart on it, but the reed is too narrow. Follow the path to the lair. Poke at it with your reed. The end will be bitten off by whatever wild creature lives there. You can now combine the two items to get the reed and dart. Go back to the beach and once there take the lower path. You will meet a wild boar. Use your new weapon on it to scare it off (I’m sure it’ll be okay…). Walk either right or up to arrive at the rock needle. Examine it – it seems you’re at the right spot. Remove the creeper from the rock. Combine the surveyor’s marker and the fishing net in your inventory to receive the net with marker. Use this on the creeper you removed (not the rock needle), then pick up the creeper with net and marker and use it on the rock needle. Your marker is now placed. Walk up to come out back at the swamp. Follow the path all the way until you reach the highest point of the island (despite looking like a maze, in the remake version there’s only one way you can go, so no worries about getting lost…) Once you reach the top of the island, look at the initials – this must be the spot. Place the theodolite on the holes and use it. You can scroll right step by step and discover several caves and pillars, but you’re really looking for the marker you placed. You’ll find it near the pillar at which George remarks that the island is full of hiding places, right at the bottom of the screen. Examine the marker, then the pillar exactly above it (to the right of the previously mentioned pillar). Exit the mountain top using the new path to the right to switch back to Nico.
Having arrived at the Thames Dock, London, Nico needs to find a way to get past Pablo and the guard. SAVE HERE! Timing is a bit so-and-so here, I’ve found that somehow the exact same actions performed at exactly the same time can work or lead to your death… but the sequence is: Move to the second crate after the guard has passed, move onto the boat (ditto) and climb the ladder, when the guard has passed once more climb down the ladder, open the cupboard door and climb back up the ladder, when the guard walks into the cupboard climb down the ladder and close the cubboard door, then quickly pick up the mop and use it on the cupboard door. (I’ve actually managed to open the cupboard door directly when entering the ship once, with enough time to climb the ladder, but not on the second try… if you fail, just restore and try again, you’ll get there in the end…). Look through the porthole to witness a dialogue between Karzac and Professor Oubier, who indeed stole the Jaguar stone. You will enter the cabin automatically. SAVE HERE! Check Oubier to see whether he is still alive, then take the Jaguar stone. You will be attacked by Karzac. Use the ancient dagger on him to escape.
Controlling George again, you arrive at the Zombie Island Film Set. Talk to everyone. Examine the bush to find out there’s a swarm of hornets in there. From the table, pick up a bun, a plain pancake, and the bottle of syrup. Use the syrup on the plain pancake to receive a syrupy pancake. Offer it to Bert, the stuntman, to “help” him complete his scene. You will travel with the film crew to the beach. Once there, talk to everyone multiple times until you’ve no more to say to anyone, then look at the portable camera next to the camera man and talk to him again, then to the director. Action! The following cutscene completes the chapter when George finally finds the Eagle stone!
Chapter 6: Quaramonte
Returning to the Shaman Village in Quaramonte, Nico finds it burned down. She also finds George’s sunglasses (automatic). At the entrance to the village, pick up the underpants. Talk to Titipaco. Try picking up the Mayan stone – it’s too hot – and moving the barrel next to it – it’s too heavy. Talk to Titipoco again to make him help you. Pick up the coyote stone. Walk left to the Pyramid base.
At the Pyramid base, examine the gantry, then pick up the rope and talk to Titipoco. He will climb up and put the rope in place. Use the rope with the engine. Look at the generator and pick up the metal cylinder. Use your ancient dagger on the fuel line of the generator. Use the metal cylinder to gather the fuel (use it on the “fuel line” hotspot, not the “fuel” hotspot, this drove me mad *g*). Power the pulley engine by pouring the fuel in the fuel cap. Press the button. Try the lever, the elevator works now. Talk to Titipoco about the lever, interact with the elevator base to walk onto it, then talk to Titipoco again from there. He will operate the lever and you will be transportet up.
At the Pyramid Platform, take the ammunition belt. Despite the urgent-looking situation, you won’t actually be able to die here. You can’t do anything else, either, so take the elevator back down. Back at the base, walk left and talk to the guards. Then take the torch and use it on Titipoco. He will light it with his toy revolver, and Nico can throw it on the puddle of fuel. Use the ammunition belt on the fire. The guards will run off, as will Pablo from the platform, where you’ll be transportet. “Talk” to the General to trick him into dropping his weapon, then “talk” to George to free him. The three of you will enter the pyramid, and Nico will give George the Coyote stone.
At the Pyramid Entrance, examine the levers, then talk to George about them. You’ll drop down a trapdoor. After a cutscene, Nico arrives alone in the Pyramid Wheel Room. Notice the pictograms on the grat Mayan machine and on the tiles. If you try to move the tiles, they won’t budge. Each tile from the set of ten has a symbol on it made from two symbols on the machine. Each tile below the Mayan statue is made from two tiles from the set of ten. So, move the wheels until two matching pictures form a tile of the set and press that tile, repeat with the second tile needed for the tile below the statue, then press the corresponding tile below the statue. Once all four double-combo tiles have been pressed inward, the secret door will open. Go through it.
Meanwhile, George and Titipoco enter the Pyramid Statue Room. Pick upt the torch and show it to Titipoco – he will light it. You can now detect the lever on the wall. Pull it and arrive (sans Titipoco) in the Pyramid Linked Rooms. Pick up the torch and use it to light the torch on the right wall. Now, each of the five levers you’ll find around this part of the pyramid opens and closes certain doors. You need to always shut the door you’re not leaving through. Solution: Pull the lever in the first room, walk left, pull both levers, leave through the top door, pull the bottom left lever, leave through the door next to it to find yourself back where you startet, but with the secret door opened. Leave through it.
You’ll find yourself at the Pyramid Stairs. Pull the lever there and walk down the stairs to witness…
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