Puzzle types documented for Loom: - Sensory Exploitation: Tower workers' visual perception exploited via Invisibility draft; Shepherds' fear exploited via Terror draft - Multi-Character Coordination: Forge Entry via Reflection as single-character identity substitution workaround - Observation Replay (existing): Full draft sequence memorization system with randomized melodic content - Pattern Learning/Knowledge Transfer (existing): Draft reversal system and mechanical grammar application Sources: 6 walkthrough files from gamefaqs, strategywiki, the-spoiler.com, walkthroughking
599 lines
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599 lines
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<pre>
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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An FAQ/Walkthrough for
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Broken Sword 2
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Game: Broken Sword 2
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Platform: PC
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Author of FAQ/Walkthrough: Tom Hayes
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Version: 3.0
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Last updated: 10th April, 2003
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E-mail: tom_hayes(at)flipmode(dot)com
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===============================================================================
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Contents
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===============================================================================
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1. Introduction
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2. Walkthrough
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3. Item List
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4. Copyright Information
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===============================================================================
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Version History
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===============================================================================
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Version 3.0 - 10th April, 2003
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Added the Item List.
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Version 2.0 - 30th March, 2003
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Updated the format.
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Version 1.0 - 9th April, 2000
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First version.
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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1. Introduction
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After the success of the original game, it was no surprise that a sequel would
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be made. Broken Sword 2 begins shortly after the previous game. George, the
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main character from Broken Sword 1, was forced to leave Nico, the photo
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journalist from Broken Sword 1, in order to look after his dying father in
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America. A few months later, George returns to Paris for a reunion.
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While George was away, Nico was trying to expose a drugs smuggling ring, but
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accidentally found something far more sinister when she gained possesion of a
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strange obisidian stone. George and Nico go to visit the house of Mayan
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archeologist Professer Oubier hoping to learn more about the stone, when they
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are attacked. Nico is kidnapped, George is tied up, the house is set on fire
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and to make things worse, he is left in the room with a tarantula which is
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crawling slowly toward him. Welcome to Broken Sword 2!
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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2. Walkthrough
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Professer Oubier's house
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Right-click on the book case to find out that that it is being supported by a
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block of wood. Use the block of wood, which is located at the bottom-right
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corner of the book case. Use the metal bracket on the wall to get out of the
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chair. Open the writing bureau, and get the tequila. A worm will fall onto
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the floor. Get the worm. Open the drawer on the writing bureau to get a pot.
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Right-click on the pot to get the house key. Get the dart from the floor, and
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then get Nico's bag. Use the dart on the cabinet near the flames.
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The cylinder is too hot to get by just picking it up, so use the panties on
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the cylinder to get it. Use the cylinder with the syphon, and then use the
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syphon on the flames. Use the door, and then go downstairs. Get the newspaper
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clipping. Right-click the newspaper clipping to get Oubier's bank statement.
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Right-click the handwritten note, and use the telephone to phone Andre
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Lobineau. Use the house key with the front door, and then open the front
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door.
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Montfaucon
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Wait for the waiter to come out of the cafe, and attempt to talk to him. He
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will ignore you, and will go back into the cafe. When he comes out again,
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talk to him. This time he will listen to you, and a moment later you will be
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given a cup of coffee. Stop talking to the waiter, and Andre will show up.
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After a short scene, you will start talking to Andre.
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Ask him about the pot, and he will tell you about the Glease Gallery. Stop
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talking to Andre. Talk to the man sitting down on the chair. Answer his first
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question, and then ask him about himself. Ask him about himself once again.
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While he is sulking, quickly grab the flask. Exit Montfaucon, and go to the
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Glease Gallery.
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Glease Gallery
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Walk over to the man standing by the cases. Use the flask with his glass. Use
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the flask with his glass. The man will fall over, which means that you can
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explore the gallery without Glease moaning at you. Walk left, and look at the
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packing case to see that it has a label on it. Get the label. Walk over to
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Glease, and talk to him.
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Marsielles
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Look at the hut, and then look in the window of the hut. The man will drop
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something down the trapdoor, and then will start talking to you. Stop
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talking to the man. Go down the steps, and get the hook that is floating in
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the water. Go up the steps. Use the chimney to find out that it is too hot to
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touch. Use the beer bottle with the chimney to cool it down. Use the chimney.
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Use the beer bottle to block the chimney.
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Go down the steps. Go up the trapdoor. Get the dog biscuits, and then go down
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the trapdoor. Agh, that stupid dog! Use the dog biscuits with the platform,
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and the dog will walk onto the platform. Use the hook with the platform, and
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the dog will fall into the water. Go up the steps, and climb over the fence.
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Walk left, and climb up the ladder.
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Open the left window, and use the hook with the fan. Go back through the
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window, and go down the ladder. Knock on the door nearest to the ladder, and
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a man will answer. Ask him about the label. While he is unlocking the door,
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quickly go up the ladder. When the man is standing outside, use the clamp. A
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barrel will drop, and the man will walk over to see what is happening. While
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he is standing there, quickly use the clamp again to knock the man over the
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side.
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Go down the ladder, and go through the open door. Open the drawer to get a
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key. Walk right, and a man will appear from behind the boxes. Talk to the
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man, and ask him about the key. The man will run off. Push the button near
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the elevator. To stop the elevator from closing, push the crate. Now that the
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elevator door is stopped from closing, you can explore around the room.
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Push the switch near the elevator to turn a light on. Walk to where the light
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is shining, and look at the scratch marks. Open the secret door, and go
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through it. Get the statue. Get the ropes from Nico. After a brief
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conversation with Noco, she will leave the room. Get the masking tape from
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the floor. Exit the room, and walk over to the elevator. Use the masking tape
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on the photoelectric cell. Push the crate by the elevator.
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Push the small crate that is on top of the left crate. Push the left crate.
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Use the pallet carrier. Use the rope with the statue. Get the rope. Use the
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rope with the pulley. Use the pallet carrier. Try and push the statue. Talk
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to Nico, and ask her to help you push the statue. She will help you push it
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through the door. Go through the newly opened door. Use the manacles with the
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cable. After escaping, you will arrive back at the Glease Gallery, and after
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a brief conversation you will arrive at Quaramonte.
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Quaramonte
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Talk to the band, and ask about Miguel. Ask about music. Ask about the
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accident at the mine. Stop talking to the band, and walk to the right. Pearl,
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a character from Broken Sword 1, will start talking to you. Ask about Duane.
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Ask about Duane. Ask about Duane. Stop talking to Pearl. Enter the police
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station, and the general will start talking to you. Ask about Oubier. Ask
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about Oubier. Stop talking to the general. Look at the chart on the wall.
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Leave the police station, and Nico will start talking to you.
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Stop talking to Nico, and walk right. Talk to Oubier. Ask about Oubier. Stop
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talking to Oubier. Walk left, and go up the stairs into the office. After a
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while, Conchita will talk to you. Ask about the accident at the mine. Ask
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about the accident at the mine. Ask about the accident at the mine. Ask about
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Oubier. Stop talking to Conchita, and then exit the office. Walk right until
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you get to Duane. Talk to Duane. Ask about the truck. Ask about the truck.
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Ask about music. Ask about Miguel. Ask about Miguel. Walk left, and go up the
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stairs into the office.
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Talk to Conchita, and ask about the detonator. Ask about the chart. Stop
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talking to Conchita, and leave the office. Talk to Nico. Ask about the chart.
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Ask about the chart. You will both walk into the police station. Talk to the
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general. Ask about Nico. Talk to Renaldo. Ask about the ruins. Ask about the
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ruins. Exit the police station, and talk to Pearl. Ask about the ruins.
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Renaldo will leave.
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Look at the chart on the wall. Exit the police station. Walk left, and go up
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the stairs to the office. Talk to Conchita, and ask about the chart. Stop
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talking to Conchita, and open the cupboard to get a detonator. Exit the
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office. Walk right, and talk to Duane. Ask about the detonator. Ask about the
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detonator. Enter the police station. Walk to the north to get to the cells.
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Talk to Miguel.
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As Nico, look at the lava lamp. Look at the television. Look at the portrait.
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Look sword fish. Talk to the general. Ask about the lava lamp. Ask about the
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television. Ask about the portrait. Ask about the sword fish.
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As George, talk to Miguel. Ask about the noose. Ask about the noose. Use the
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rope with the cell window. Get the noose, and use it with Duane. After a
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short scene, you will arrive at Teoculcan.
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Treehouse
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Get the rope that is wrapped around the wheel. Use the bank statement with
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the leaves. Use the statue with the waterwheel. Hubert will come out and
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speak to you. Ask about Nico. Ask about root. Ask about root. Hubert says he
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needs his collar pressed. Use the collar with the press. Use the rope with
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the press. Get the cross. Use the cross on the press. Get the collar. Talk to
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Hubert. Ask about the collar. Ask about the root.
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Village
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The guard will talk to you. Ask about Nico. Ask about Hubert. Ask about the
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shaman. Ask about the biscuits. Use the mayan stone with the biscuit box.
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Talk to the guard, and ask about the biscuits. Enter the village, and talk to
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the shaman. Ask about Nico. Ask about Nico. Ask about the root. Ask about the
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root. Ask about the mayan stone. Ask about the jaguar stone. Ask about the
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jaguar stone. Ask about the eagle stone. Ask about the eagle stone. Ask about
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the mayan stone. Ask about the root.
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Treehouse
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Use the metal cone with the press. Use the root with the press. Get the
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cross. Use the cross with the press. Get the cone. Go up the ladder.
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Ketch's Landing
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Look at the plans. Walk right, and talk to the boy, Rio. Stop talking, and go
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up the steps. Use the ladder. Try to open the museum door. Talk to the
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ladies, and ask about the cat. Answer their question how you like. Ask about
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the cat. Ask about Rio. Ask about Rio. Ask about Rio. Ask about Emily. Stop
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talking to the Ketch sisters, and go down the steps. Talk to Rio, and ask him
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about a fish. Show him the worm. Talk to Rio. Ask about Emily. Stop talking
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to Rio. Talk to Rio. Ask about the fish. Ask about the fish. Stop talking to
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Rio. Get the inner tube from the bicycle.
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Go up the steps and talk to the Ketch sisters. Ask about Emily. Ask about
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Emily. The Ketch sisters will go down to the beach. Climb the ladder. Use the
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inner tube with the right flagpole. Go down the ladder. Go down the steps.
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Talk to Rio. Go up the steps. Use the fish with the inner tube. Get the red
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ball. Climb the ladder. Get the inner tube. Climb down the ladder.
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Use the inner tube with the tree. Use the red ball with the inner tube. Use
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the ladder, to leave Bronson hanging from the flagpole. Get the marker. Go
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down the steps. Get the plans. Get the theodolite. Go up the steps. Talk to
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Bronson. Ask about the plans. Ask about the plans. Stop talking to Bronson.
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Show the plans to the Ketch sisters.
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British Museum
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Walk right, and look at the cabinet near the girls. Talk to the attendant,
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and ask him about the Jaguar stone. Aha, Professer Oubier is here! Ask Oubier
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about the Jaguar stone. Oubier will leave, and the attendant will start
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talking to you again. Ask about the Jaguar stone, to find out that it has
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been stolen. Get the key from the cabinet near the attendant.
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Use the key with the cabinet near the phone. Open the cabinet. Get the key
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from the cabinet. In the inventory, right-click the handbag to get a
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hairclip. Talk to the attendant. Ask him about the ship. Show him the key.
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Use the curtain to reveal a door. Use the dagger with the door.
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Ketch's Landing
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Open the sea chest, and Emily will come out and start talking to you. Stop
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talking to Emily. Get the quill from the desk. Look at the portrait. Talk to
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Emily. Ask about the cross. Ask about the cross. Stop talking to Emily. Exit
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the museum. Give the quill to the cat. Get feather shreds. Go down the steps.
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Talk to Rio, and ask about Emily. Ask about Rio's sister. Ask about the
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feather shred. Stop talking to Rio, and go up the steps.
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Open the door. Talk to Emily. Ask her about the conch, and she will give you
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a cross. Stop talking to Emily. Get the lantern. Put the lantern on the ink
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well. Get the chart. Put the chart on the desk. Put the cross on the pen
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holder. Exit the museum. Go down the steps. Talk to Rio. Ask about the
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treasure. Ask about the treasure. Ask about the zombie. Rio will take you to
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Zombie Island.
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Zombie Island
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Look at the boat to find out that it has got a net in it. Look at the rock
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outcrop. Talk to Rio, and ask him about the net. Use the net with the rock
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outcrop.
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London Underground Station
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Walk over to the vending machine. Use the hairclip with the coin slot. Get
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the coin from the coin reject slot. Use the coin with the coin slot. Get the
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chocolate from the vending slot. Get the coin from the coin reject slot. Use
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the coin with the weighing machine to get a card. Use the dagger with the
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cupboard. Use the card with the crack. Push the red button.
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Zombie Island
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You start this part of the game on top of Zombie Island. There are two paths
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leading off to the right, an upper path and a lower path. Exit this area, by
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walking along the upper path. You will arrive at an area with a swamp. Get
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the reeds. Exit this area to the right. Use the reed with the lair. Exit
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left. Exit left. Exit this area, by walking along the lower path. Walk right
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until you see a boar.
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In the inventory, use the dart with the reed. Use the dart + reed with the
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boar, and then quickly click on the branch. The boar will make a secret path
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to the north. Walk right, and go up the path that the boar was previously
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blocking. Get the creeper that is wrapped around the rock needle. In the
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inventory, use the sensor with the net. Use the sensor + net with the
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creeper. Get the creeper with net and marker, and use it on the rock needle.
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Exit this area to the left, and go up the path that the boar made. Use the
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theodolite with the holes in the ground. Look through the theodolite. Move
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the theodolite right, until you can see a group of pillars. Around this area,
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you should notice something sparkling. This is the marker. Look at the
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marker, and then look at the pillar which is in front of the marker. Stop
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looking through the theodolite. Exit this area to the right.
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Docks
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Click on the other crate on the left, so Nico can hide closer to the ship.
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From here, click on the ladder to hide on top of the ship. Wait until the
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guard starts talking to Pablo, and then climb down the ladder, open the
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cupboard and quickly climb up the ladder again.
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The guard will go to investigate the cupboard, so climb down the ladder and
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close the cupboard. Get the mop, and use the mop on the cupboard. Look in the
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porthole. After a scene in which Oubier dies, you will be able to play again.
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Talk to Oubier. Get the Jaguar Stone. Quickly use the dagger on Karzac.
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Zombie Island
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Talk to the boy, Haiku. Ask about Haiku. Ask about Haiku. Walk over to the
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table, and get the buns, pancakes and syrup. In the inventory, use the syrup
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with the pancake. Talk to the stuntman, and ask about the pancake. Stop
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talking to the stuntman. Use the bun with the bush.
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Get another bun from the table. Use the bun with the bush. You will arrive
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down on the beach. Talk to Hawks, and ask about the cave. Stop talking to
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Hawks. Try to get the handheld camera. Talk to Hawks. Ask him about the
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cameraman. A short scene will play where you get the Eagle Stone.
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Village
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Talk to Titipoco, and ask him about the shades. Ask about George. Stop
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talking to Titipoco. Walk right until you get to the entrance of the village.
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Get the underpants, and then head back to the big barrel near Titipoco. Try
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to get the mayan Stone, to find out that it is too hot. Try to push the big
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barrel. Talk to Titipoco, and ask him to help you push the barrel. Get the
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mayan Stone. Exit the village to the left.
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Outside the pyramid
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Look at the gantry. Get the rope. Talk to Titipoco, and ask him about the
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rope. Titipoco will climb up the gantry and throw the rope over the top. Get
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the rope, and use the rope on the engine. Get the cylinder from the
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generator. Use the dagger on the fuel line. Use the cylinder with the fuel
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line. Use the cylinder with the fuel cap. Pull the lever, and then push the
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button. Talk to Titipoco, and ask him about the lever.
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Walk onto the elevator, and talk to Titipoco. Get the ammunition belt. Go
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down in the elevator. Walk left, and the guards will speak to you. They will
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ask you what you are doing at the pyramid, so answer their question as you
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like. Get the torch, and then talk to Titipoco. Use the ammunition belt with
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the fire. Talk to the general. Talk to George.
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Inside the pyramid
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On the pattern on the wall, there are two levers. Pull the left lever. Pull
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the right lever. Talk to George, and ask about the lever. After George and
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Nico both pull the levers, Nico will fall down into a strange room with a
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machine. Oh no... it's... another puzzle! This puzzle is pretty difficult, so
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here's how to solve it:
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Okay, when you first fall into the room, there is a mayan machine with
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sixteen pictures on it, a set of ten tiles, and a set of four tiles. If you
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look at the mayan machine, there are sixteen different pictures on it. Walk
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over to the set of ten tiles. One of these tiles has a combination of two of
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the pictures from the machine. Walk over to the machine, and turn the wheels
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so that the pictures line up opposite each other. Walk over to the tile whose
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pictures you lined up by using the machine, and push it.
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Walk over to the set of four tiles. One of these tiles has a combination of
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four of the pictures from the machine. Walk over to the machine, and line the
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picture up according to the picture on the tile. Walk over to the set of ten
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tiles, and push the tile which you have lined up with the machine. Walk over
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to the set of four tiles, and push the tile. If all goes well, the tile
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should move. Repeat this process for the rest of the four pieces.
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When you complete this extremely frustrating puzzle, the game will continue.
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Go through the revealed exit. George will continue the game from here. Get
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the torch. Talk to Titipoco. Pull the lever on the wall. Exit to the left.
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Pull the left lever. Pull the right lever. Go through the door. Go through
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the other door. Walk down the steps on the right. Pull the lever. Go down the
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steps to complete the game!
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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3. Item List
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Ammunition Belt
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The ammunition belt is found after going up in the elevator outside the
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pyramid. It is used in the fire near the pyramid.
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Beer Bottle
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The beer bottle is found floating in the water near the hut in Marsielles. It
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is used to cool the chimney inside the hut, and is also used to block the
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chimney.
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Bun
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The bun is found on the table at the film set on Zombie Island. It is thrown
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into the bush near the film set.
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Card
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The card is bought from the weighing machine in the London underground
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station. After the dagger has been used on the cupboard near the weighing
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machine, the card is used in the crack.
|
|
|
|
Chart
|
|
The lantern is found in the museum in Ketch's Landing. It is used on the desk
|
|
in the museum.
|
|
|
|
Chocolate
|
|
The chocolate is bought from the vending machine in the London underground
|
|
station.
|
|
|
|
Coin
|
|
The coin is found in the coin slot on the vending machine in the London
|
|
underground station. It is used on the coin slot of the vending machine to
|
|
buy the chocolate. It is also used on the weighing machine to buy the card.
|
|
|
|
Collar
|
|
Hubert will give George the collar near the treehouse. It is used in the
|
|
press, and is then given back to Hubert.
|
|
|
|
Creeper
|
|
The creeper is found on the rock needle on Zombie Island.
|
|
|
|
Cross
|
|
Emily will give George the cross in the museum in Ketch's Landing. It is used
|
|
on the pen holder in the museum.
|
|
|
|
Cylinder
|
|
The cylinder is found in the cabinet of Oubier's house. It is used with the
|
|
syphon to extinguish the flames.
|
|
|
|
Dagger
|
|
The dagger is found in the cabinet of the museum. It is used in the door of
|
|
the museum. It is used in the cupboard of the London underground station. It
|
|
is used on Karzac on the ship at the docks. It is also used on the fuel line
|
|
outside the pyramid.
|
|
|
|
Dart
|
|
The dart is found on the floor of Oubier's house. It is used to unlock the
|
|
cabinet in the house. It is also used with the reed in Zombie Island to
|
|
create the dart + reed.
|
|
|
|
Dart + Reed
|
|
Created by combining the dart and the reed in the inventory. It is used to
|
|
shoot the boar on Zombie Island.
|
|
|
|
Detonator
|
|
The detonator is found in the cupboard of Conchita's office in Quaramonte.
|
|
Duane will help George use the detonator to escape from the cell.
|
|
|
|
Dog Biscuits
|
|
The dog biscuits are found inside the hut in Marsielles. They are used to
|
|
trick the dog into walking on the platform outside the hut.
|
|
|
|
Feather Shreds
|
|
The cat outside the museum in Ketch's Landing will create the feather shreds
|
|
when he is given the quill. The shreds are given to Rio.
|
|
|
|
Fish
|
|
Rio will catch the fish after he has been given the worm in Ketch's Landing.
|
|
It is used in the inner tube.
|
|
|
|
Flask
|
|
Andre will bring the flask to the cafe in Montfaucon. It is used twice on the
|
|
glass in Glease Gallery to distract Glease.
|
|
|
|
Hairclip
|
|
The hairclip is found in the handbag. It is used on the coin slot on the
|
|
vending machine in the London underground station.
|
|
|
|
Hook
|
|
The hook is dropped into the water by the man inside the hut in Marsielles.
|
|
It is used to retrieve the beer bottle from the water near the hut, to make
|
|
the dog fall into the water, and also to break the fan in the warehouse.
|
|
|
|
House Key
|
|
The house key is found in the pot from Oubier's house. It is used to unlock
|
|
the front door of the house.
|
|
|
|
Key
|
|
The key is found in the drawer of the warehouse in Marsielles. It is given to
|
|
Titipoco in the warehouse.
|
|
|
|
Label
|
|
The label is found on the packing case at the left side of the Glease
|
|
Gallery. It is shown to the man behind the door to the warehouse in
|
|
Marsielles.
|
|
|
|
Lantern
|
|
The lantern is found in the museum in Ketch's Landing. It is used on the ink
|
|
well in the museum.
|
|
|
|
Manacles
|
|
Titipoco will leave the manacles after George gives him the key in the
|
|
warehouse. They are used to slide down the cable from the warehouse.
|
|
|
|
Marker
|
|
Bronson will drop the marker after George has taken away his ladder in
|
|
Ketch's Landing. The marker is one of three items used on the rock needle on
|
|
Zombie Island.
|
|
|
|
Masking Tape
|
|
The masking tape is found on the floor of in the secret room with Nico in
|
|
Marsielles. It is used on the photoelectric cell of the elevator.
|
|
|
|
Mop
|
|
The mop is found in the ship at the docks. It is used on the cupboard of the
|
|
ship.
|
|
|
|
Museum Key
|
|
The museum key is found in the cabinet near the attendant in the British
|
|
Museum. The key is used to unlock the cabinet in the museum.
|
|
|
|
Net
|
|
Rio will give George the net near Zombie Island. It is used on the rock
|
|
outcrop.
|
|
|
|
Newspaper Clipping
|
|
The newspaper clipping is found on the table on the first of Oubier's house.
|
|
It contains Oubier's bank statement.
|
|
|
|
Nico's Bag
|
|
Nico's bag is found on the floor of Oubier's house. The panties are found
|
|
inside.
|
|
|
|
Oubier's Bank Statement
|
|
The bank statement is found in the newspaper clipping from Oubier's house. It
|
|
is used with the leaves near the treehouse.
|
|
|
|
Pancake
|
|
The pancake is found on the table at the film set on Zombie Island. It is
|
|
given to the stuntman near the film set.
|
|
|
|
Panties
|
|
The panties are found in Nico's bag. They are used to pick up the cylinder
|
|
from the cabinet in Oubier's house.
|
|
|
|
Plans
|
|
The plans is found on the beach after George has taken away Bronson's ladder
|
|
in Ketch's Landing. The plans are shown to the Ketch sisters.
|
|
|
|
Pot
|
|
The pot is found in the drawer on the writing bureau of Oubier's house. It is
|
|
shown to Andre in the Glease Gallery.
|
|
|
|
Quill
|
|
The quill is found on the desk in the museum in Ketch's Landing. It is given
|
|
to the cat outside the museum, who will tear the quill into shreds.
|
|
|
|
Reeds
|
|
The reeds are found near the swamp on Zombie Island. It is used in the lair
|
|
on the island. It is also combined with the dart to create the dart + reed.
|
|
|
|
Sensor
|
|
The sensor is found on the end of the flagpole in Ketch's Landing. It is used
|
|
on the rock needle in Zombie Island.
|
|
|
|
Sensor + Net
|
|
Created by combining the sensor and the net in the inventory. It is combined
|
|
with the creeper and used on the rock needle.
|
|
|
|
Statue
|
|
The statue is found in the secret room with Nico in Marsielles. It is used on
|
|
the waterwheel near the treehouse.
|
|
|
|
Syrup
|
|
The syrup is found on the table at the film set on Zombie Island. It is used
|
|
on the pancake.
|
|
|
|
Tequila
|
|
The tequila is found in the writing bureau of Oubier's house. A worm will
|
|
fall out of the tequila.
|
|
|
|
Theodolite
|
|
The theodolite is found on the beach after George has taken away Bronson's
|
|
ladder in Ketch's Landing. It is used on the hill on Zombie Island to locate
|
|
the marker on the rock needle.
|
|
|
|
Worm
|
|
The worm is found in the tequila from Oubier's house. It is given to Rio in
|
|
Ketch's Landing.
|
|
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
4. Copyright Information
|
|
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
This document is Copyright 2000-2003 Tom Hayes. It is not to be distributed in
|
|
any form without the permission of the author. The author of this document is
|
|
not affiliated with the creators of this game in any way.
|
|
|
|
The latest version of this document can be found at www.gamefaqs.com.
|
|
</pre>
|
|
<hr>
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|
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