Hints & Cheats for Broken Sword II
In Broken Sword II we have found some secrets and here they are:
It's actually a shortcut... After shooting the boar in Zombie forest, grab quickly from the branch just behind you...
In Quaramonte give your lucky coal to the goat...
In metro, get chocolate and try to give it to the ghost, and an exit will come to the left...
Below is the complete game walkthrough for Broken Sword 2. You can also download a PDF of the walkthrough from the Downloads section on this page..
Professor Oubier's House
Move the chair away from the spider until George is next to the bookcase. Now examine the bookcase with the left mouse button and kick the block of wood from under the bookcase. Use the sharp bracket on the wall to cut the ropes. Get the dart from the centre of the floor. Get the lipstick, note and panties from Nico's bag. Use the dart on the cabinet. When the cabinet has exploded, get the gas cylinder using the panties from Nico's bag. Use the cylinder on the siphon and then use the siphon on the flames. Now get the Myan pot from the drawer of the bureau and examine it to get the key. Now try and open the door. Now get the letter near the phone and read it. Examine the note again to reveal the bank statement. Now read the note you found in Nico's bag. Now that you have his number, ring Andre Lobineau, use the key in the door and exit to the cafe.
When you arrive, order a coffee from the waiter twice. When he arrives talk to Lobineau and show him the Myan pot. Talk to the retired gendarme (about himself) and when he puts his head in his hands take the flask and exit to the Glease gallery.
The Glease Gallery
Use the flask on the glass of the art critic. Repeat this until the critic falls over. Now that Glease is distracted, go to the far left of the gallery. Examine the packing case to get the label. Now talk to Glease. Exit and go to Marseilles.
First, walk to the hut and look through the window. Now go to the steps that take you beneath the hut. Get the boat hook from the water and use it to retrieve the bottle. Return to the front of the hut. Touch the chimney to establish it is hot. Examine the bottle and use on the chimney. Remove the cone and use the bottle on the chimney again. Now go beneath the hut once again and climb through the trapdoor and retrieve the dog biscuits. Now exit the hut and throw the biscuits on to the platform. Use the boat hook to collapse the platform while the dog is on it. Now go back to the fence and climb over.
The Warehouse Climb the ladder and look through the left hand window. Use the boat hook in the fan and return to the front of the warehouse. Knock the warehouse door and when Pablo answers it select Gendarme. Now quickly climb the ladder and click on the clamp holding the barrels. When Pablo arrives to see what the noise is, click on the barrel clamp again. You can now enter the warehouse. Get the key from the desk and show it to Titipoco. Call the lift using the button on the right hand column. Push the nearest crate into the lift to stop the doors from closing. Turn on the lights using the switch to the right of the lift. Examine the scratches on the floor. Examine the wall behind it. Enter the secret room and free Nico by removing the masking tape and the rope. Get the small statue from where you rescued Nico and return to the main room. Push the crate out of the lift and put the masking tape over the lift sensor. Push the smallest box on top of the largest crate. Push the medium sized crate back against the wall. Now operate the handcart to raise it. Use the rope on the large statue. Attach the rope to the pulley above it and lower the hand cart. Try to push the statue Ask Nico to help you push the statue. Now go through the broken door to the platform. Use the manacles on the cable to escape.
When you first arrive in Quaranmonte speak to the two musicians about Miguel, music and the mining co. Now talk to Pearl twice about Duane. Go to the left and talk to Duane, you need to establish that he needs a detonator. Go to the police station and talk to the general about Oubier, then try and examine the chart. Talk to Renaldo about the pyramid and leave the police station. Once outside talk to Nico about the chart and go to the mining office. Talk to Concha about the detonator and leave, once again talk to Nico about the chart. Go back to the police station and talk to the general about Nico and he will leave with her. Talk to Renaldo about the pyramid until agrees to act as a guide. Go and tell Pearl that you have a guide. Now return to the mining office and tell Concha about the chart she will let you have the detonator. Give the detonator to Duane and go to the jail at the back of the police station.
The Generals Apartment
Examine the following three items; The lava lamp, tiger skin and portrait. Now talk to the general about; The tiger skin, stereo and lava lamp.
Back In The Jail
Talk to Miguel about the rope and get him to give it to you. Now use one of the rope on the cell bars and give the other end to Duane. This will now allow you to escape from the jail.
Use the bank statement on the leaves, then pick up the vine to the far right of the screen. Now use the vine on the collar press to the left. Use the fetish on the water wheel to produce sparks. Now that you have the missionary's attention talk to him about; Nico, Root, Root Use the collar on the collar press, pick up the cross at the base of the tree, use the cross on the collar press. Now talk to Hubert about; Collar, Root.
The Indian Village
Talk to the Indians about Nico, Missionary, Shaman. Use the biscuits on the Indians. When the Indian returns, use the coyote stone on the biscuits and give them to the Indian again. You will now enter the village You will need to have a long conversation with the shaman. Talk to him about; Missionary, Nico, Nico, Root, Root, Missionary, Coyote stone, Jaguar stone, Jaguar stone, Eagle stone, Eagle stone, Coyote stone, Root. You will then be given the root and will return to the tree house
Back at the Parsons Hut
Use the cone on the collar press. Use the root on the collar press and use the cross on the press. Pick up the cone to retrieve the crushed root and climb the ladder.
Talk to Bronson about; Theodolite twice then go up the stairs. Put the ladder against the wall ladder. Try and open the door to establish that it is locked Go back to the beach and talk to Rio the fisher boy about; Treasure, Ketch, Sisters. Return to Bronson and talk about Sisters and Plans. Return to the old ladies and talk to them again about Rio (three times), Emily (twice) the Cat and finally Emily again. Now return to Rio and have a conversation with him using the following dialogue path; Bronson (4 times), Plans, Fish and Lipstick. Now exit and it will trigger the next question. You should respond; Fish. Examine the bicycle and talk to Rio about the Inner tube. Now return to the house. Climb the ladder, use the inner tube on the right hand flag pole. Climb down the ladder. Now use the fish on the on the inner tube. Take the ball from the cat, climb the ladder, get the inner tube and climb down the ladder. Use the inner tube on the tree (the forked one to the left of the house). Use the ball on the inner tube. Move the ladder to trap Bronson. Pick up the marker Pick up the Theodolite and examine the plans. Return to the house and talk to the old ladies about the Plans
The British Museum
Examine all the cabinets to establish which one has the Jaguar stone in it. Talk to attendant about; Jaguar stone, When you are invited to talk to Oubier, just listen to what he says and select exit. Now talk to the attendant about; Jaguar stone and enquire which port Oubier has gone to. Pick up the key left when the stone was stolen and use to get the dagger from the cabinet. Talk to the attendant and return the key to him. While the attendant is calling the police open the curtain and use the dagger to open the door.
The Ketch Museum
Pick up the quill which is on the desk in the foreground. Open the chest and talk to Emily twice about the Cross and leave the museum.
Back on the Beach
Give the quill to the cat. Pickup the feathers and go back to the beach. Talk to Rio about; Emily, Rio's sister, Feathers. Now go back to the museum
The Ketch Museum
Again Talk to Emily about the Conch. Use the cross in the pen holder on the desk. Get on the lantern and it on the ink well. Return to Rio and talk about Treasure.
Arriving on Zombie Island
Examine the rocky outcrop and the boat. Talk to Rio about Net. Use the net on the rocky out crop and you are on your way.
Examine the handbag to find the hair grip. Now use the hair grip on the coin slot of the vending machine and retrieve the penny from the reject slot use the coin on the weighing machine to get the card. Use the dagger on the cupboard lock and then use the card on the crack to open the cupboard. Now press the button and wait for the train to stop. Nico will board it automatically.
Explore the island, pick up the reed from the swamp and use it on the hole that something is hiding in. This will shorten the reed and allow you to use it with the poisoned dart, now go to the screen with the wild boar. Use the dart on the boar and, when it charges at you, click on the branch that hangs over the path. George will jump up to avoid the boar and he will see it run off towards the back of the screen and open up a new path to the top of the hill (which will be used later). Go to the rock needle and use the creeper with the net and the marker, then use all three with the rock needle. When the marker is in place go back to the path that the boar opened and climb the hill. On the hill make a note of where all the exits are from this screen and then use the Theodolite on the three marks and look through it. Click on the right hand side of the view to move the Theodolite until you can see the rock needle. Now examine the rock needle and the marker. Now check the exits from the top of the hill, you will find a new one has appeared so take it.
Examine the crate. Wait for the guard to stop and talk to Pablo. Save the game at this point as Nico will be shot if the following is not done fast enough. Use; cupboard, ladder, cupboard, mop, cupboard and porthole. Remember not to do an action other than hide until the guard is on the other side of the ship. Once inside the boat, left click on Oubier and the Jaguar stone and then use the dagger on Karzac.
The Film Set
Pick up one of the pancakes and the syrup. Speak to Hawkes. Talk to everyone and eventually Bert will be called to do some stunt work. Use the syrup on the pancake and give it to Bert. Use the bun on the bush (twice), left on the buns again to get further supplies if required.
Examine the rock pillar and the treasure cave. Examine the camera on the dolly. Examine the portable camera. Talk to Bert about Camels eye. Talk to Hawkes and use the following dialogue path; Movie, Camel's eye and Cameraman. This should get things done
In the centre of the screen by the large barrel is the Coyote stone. Examine the barrel and talk to Titipoco about it, then get him to help you knock the barrel over to cool down the stone. Pick up the stone and exit to the left.
Outside the Pyramid
Use the dagger on the fuel line to cut it, get the cylinder and use on the fuel line. Use the cylinder on the fuel cap to fill the engine with fuel. Get the rope and ask Titipoco to climb the Gantry and secure the rope. Tie the rope around the wheel of the engine, push the button to start the motor and push the lever. Now get Titipoco to copy what you have just done. Get the ammo belt and return to the bottom. Walk to the far left and talk to the guard about Karzac. Get the torch and talk to Titipoco and he will light it for you. Light the fuel and throw the ammo belt on to the flames. Talk to the general and use the dagger on George to release him.
The Pyramid Entrance
Operate the left lever, then the right lever and then talk to George about the Lever.
The Myan Wheel Puzzle
When you look at the four pictures on the right of the screen you will see that each of them can be made by combining two pictures from the eight in the middle. And, each of the eight pictures in the middle can be made from two of the symbols on the wheel. For example this tile is made up of This picture and this picture. Which is made up of these two symbols on the wheel. When you have used two of the symbols on the wheel to make one of the middle eight pictures then push the picture you have just made and the tile will move in. When you have pushed in the two pictures that make up one of the four pictures on the right, then push the corresponding tile on the right and that will move in. Once all the tiles on the right have been pushed in the door will open.
Back With George
Operate the lever. Get the torch and then talk to Titipoco about; Torch and he will light it for you. Pull the lever and then exit to the left. Operate the right hand lever and use the top exit. Pull the far lever and take the nearest exit. Pick up the torch from the floor and use it to light the torch on the wall. Operate the lever and exit via the stairs.