Broken Sword 2 - The Smoking Mirror: Original Version - Walkthrough Part 1

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Broken Sword II: The Smoking Mirror
Category:
Walkthrough
Duration: 47:26
68 views
2


02:50 - At the very start of the game when Pablo leaves George tied to the chair with a poisonous looking spider, right click on the bookcase to notice that one of the legs has been replaced by a block of wood. Click on the Block of Wood and George will kick it out, knocking the bookcase over on the spider.

03:23 - With the spider out of the way, click on the Metal Bracket on the back wall to cut your ropes and free George. Click on the Writing Bureau to open it and click on the Tequila to take a drink, pick up the Worm that falls onto the floor. Open the Drawer in the Writing Bureau to find a Pot, open the inventory by clicking on the bag icon at the bottom left of the screen and right click on the Pot to find a Key.

04:41 - Pick up the Dart lying on the floor and the Bag beneath the window. George will look in the bag and pick up some Exotic Panties, Lipstick and a Note. Open the inventory and right click the Note to find Lobineau's telephone number.

05:55 - Walk to the left of the room and use the Blow Dart on the cabinet near the fire to pick the lock. Use the Exotic Panties to pick up the Cylinder, then put the Gas Cylinder in the Syphon on top of the cabinet and use it to extinguish the fire. Click on the door to kick it open and head downstairs.

07:29 - Pick up the Newscutting from the side table. Open the inventory and right click on it to discover a Bank Statement hidden inside. Use the phone to call Lobineau after finding his number in the note, then use the Key from inside the pot on the left door to leave.

09:49 - Talk to the Gendarme at the other table, and look at his flask. Talk to the Waiter twice to get a cup of coffee, and ask him about everything you can. Lobineau will enter and show George a Mayan stone. Talk to him about the stone and everything else. After he leaves, you see a cutscene of Nico.

20:30 - Speak with the Gendarme until he puts his head in his hands. While he isn't looking pick up the Flask of absinthe on his table. Now exit the cafe and go to the Glease Gallery.

23:18 - Talk to Glease over on the left. Next talk to Laine the art critic and show him your Pot - he will smash it. Use the Absinthe Flash on his glass twice and he will fall over, smashing some of the shelves. Talk to Glease again, then walk to the back, the area with all of the crates. Click on the Packing Crate to find a Label. Pick up the Label and George will make the connection between the Bank Statement and the Label in Marseilles.

30:08 - Click on the fence and the dog will bark, alerting the guard. Click on the Window to the see the guard throw a Bottle out into the water below. Talk to the guard about everything then exit the window screen. Go down the stairs and pick up the Boat Hook from the water. Use the Boat Hook to pick up the Bottle floating in the water.

36:40 - Head back upstairs and use the Bottle on the Chimney to cool it down, then click on it to remove the top of the chimney. Use the Bottle on it again to block it. Head down the stairs and climb up through the trapdoor into the guards hut. Pick up the Dog Biscuits and a piece of Coal then exit. Throw a Dog Biscuit on to the platform, then use the Boat Hook on the platform to dunk the dog. Head back up the stairs and click on the Fence.

40:15 - At the warehouse, start by climbing the ladder on the left. Click on the Window to see inside the warehouse area. Use the Boat Hook on the fan next to the window to jam it and stop the noise. Go back outside and down the ladder. Knock on the door and talk to Pablo until he agrees to come outside.

42:20 - Quickly head up the ladder again. Click on the Barrels at the right of the screen, then click on a second one to knock Pablo into the water.

43:38 - Inside the warehouse. Click on the desk drawer to pick up a Brass Key. Then click on the noticeboard to find the delivery note from Quaramonte City. Walk further into the building and show the Brass Key to the man George recognises from Oubier's House with the blowpipe. You will set him free and pick up the Manacles. Push the Button to go up in the elevator. Click on the Crate nearest to George to keep the elevator door from closing.




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