Broken Sword II: The Smoking Mirror FAQ/Walkthrough v1.43
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Broken Sword II: The Smoking Mirror FAQ/Walkthrough

by GBeckett   Updated to v1.43 on
This walkthrough was originally written for Broken Sword II: The Smoking Mirror on the PSX, but the walkthrough is still applicable to the PC version of the game.
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                  |    |  _/\_  __ \/  _ \|  |/ // __ \ /    \
                  |    |   \ |  | \(  <_> )    <\  ___/|   |  \
                  |______  / |__|   \____/|__|_ \\___  >___|  /
                         \/                    \/    \/     \/
                 _________                       .___ ________
                /   _____/_  _  _____________  __| _/ \_____  \
                \_____  \\ \/ \/ /  _ \_  __ \/ __ |   /  ____/
                /        \\     (  <_> )  | \/ /_/ |  /       \
               /_______  / \/\_/ \____/|__|  \____ |  \_______ \
                       \/                         \/          \/

              Walkthrough/FAQ for PSX by Inferno (Gregory Beckett)
              E-mail: englandtowineuro2004 [at] hotmail [dot] com
                    Version 1.43 - Last Updated: 31 /08 /03


Version History

 /   Version   \      KB:    56 KB
 \     1.0     /      Date:  08 /12 /02

My first and possibly last update. This is a complete guide for Broken Sword 2,
and won't be updated unless someone contributes towards the guide. This guide

# The Introduction
# Game Basics
# Walkthrough

This IS my first guide, but it won't be my last. Enjoy!

 /   Version   \      KB:    56 KB
 \    1.01     /      Date:  28 /12 /02

Corrected a few mistakes here and there, but it's a very small update. Plus the
Table Of Contents is more detailed.

 /   Version   \      KB:    60 KB
 \    1.11     /      Date:  11 /01 /03

That's it - NO MORE UPDATES! I doubt that I will ever get an E-mail about this
guide, so this is the Final version. I also added the find option, which could
be quite a dandy feature to use...

So now it's time to say goodbye to this project, and onto my next one - Jak &
Daxter. Tally Ho!

 /   Version   \      KB:    61 KB
 \    1.21     /      Date:  12 /01 /03

This certainly is the FINAL version (so final I even put Final instead of a
number). I decided to take out the Find section as it made the guide look less
appealing to the reader. Even though this will lose me a bit of Kb, I don't
like having silly letters all over my document.

I also added the About The Author section. Just if you're interested.

Not only that, but I also re-did parts of the Game Basics section. Well, that's
all folks!

 /   Version   \      KB:    63 KB
 \    1.31     /      Date:  21 /01 /03


I have changed the format a bit, so it shouldn't be as sick enduing as it used
to be.


 /   Version   \      KB:    66 KB
 \    1.32     /      Date:  13 /08 /03

This is only a small update of a few mistakes, but expect this FAQ to get a
HUGE update soon... or maybe not. It will have to wait until after the batch of
guides I'm working on (4 of them), so it could well be another 6 months until
this happens, but it will make the FAQ top around the 120Kb mark. ASCII maps
and Inventory List is what will be included. Thanks for reading!

 /   Version   \      KB:    69 KB
 \    1.42     /      Date:  30 /08 /03

Reshuffle of the information at the start, reformatting, a few bits at the end
added and also there is now an FAQ section. Any questions sent in will be
listed in there. The big update that will come around Feb will boost it past
the 100kb mark. And please, do not get horny over this great FAQ. Thank you.

 /   Version   \      KB:    70 KB
 \    1.43     /      Date:  31 /08 /03

Small update to correct some formatting mistakes. BOOYAH, this FAQ is just damn
perfect now =)

 /   Version   \      KB:    70 KB
 \    1.43     /      Date:  05 /01 /07

Changed the E-Mail address. This guide is going to one day get a renovation. 
Apologies to all those who were contacting the wrong address


                                 Table of contents

1. Introduction
2. Game Basics
    I. Controls
    II. The Pause Menu
    III. Other Game Basics
3. Walkthrough
    I. Oubier's House
    II. MontFaucon Café
    III. Glease Gallery
    IV. Dock Gates
    V. Warehouse
    VI. Ground Floor
    VII. Upper Floor
    VIII. Market
    IX. River & Mission
    X. Village
    XI. River & Mission 2
    XII. Ketch's Landing
    XIII. British Museum
    XIV. Ketch's Museum
    XV. Lagoon
    XVI. Underground
    XVII. Forest Maze
    XVIII. Ship
    XIX. Stockade
    XX. Beach
    XXI. Burnt Village
    XXII. The Base Of The Pyramid
    XXIII. Up The Pyramid
    XXIV. Wheel Room
    XXV. Status Room
4. Item List
5. Lifeline
6. This FAQ is dedicated to...
7. E-Mail policy + Copyright
8. Outro

 ______                                                                  ______
|      |________________________________________________________________|      |
|      |                                                                |      |
|      |>>>>>>>>>>>>>>>>>>>>>> 1.Introduction <<<<<<<<<<<<<<<<<<<<<<<<<<|      |
|      |________________________________________________________________|      |
|______|                                                                |______|

This may be a 5-year-old game, but it's still up there with the best on
Playstation. No wonder Revolution is making a prequel - Broken Sword 3 - for
next year. The finest puzzle game on the Playstation? If you're reading this,
you should have played it, so you will well know that by now.

So what's it about?

Well, George goes off with Nico to find the Archaeologist Professor Oubier in
his house on the outskirts of Paris. It's about a Mayan artefact that Nico had
acquired. Well, she thought it was. She ends up being knocked out with a
poisonous dart, and George tied to a chair with the room on fire, and a rather
peckish tarantula.

Well, I don't know if this is a spoiler or not but there are in fact three
stones - the coyote stone, the eagle stone and the jaguar stone. These were made
by the Mayans to seal a great god (his name is a bit of a mouthful so I won't
even bother attempting to name him). Great he may be, but evil he is also.

When the eclipse happens that will end the 5th age, he will be released from his
prison (the smoking mirror) to devastate the world with untold of destruction.
Just great that Nico and George have to save the world again. The game sets you
on a quest to find all three stones, and to go head-to-head with this great god
in his own temple (a pyramid).

Will they save the world? Play on to find out.


 ______                                                                  ______
|      |________________________________________________________________|      |
|      |                                                                |      |
|      |>>>>>>>>>>>>>>>>>>>>>  2.Game Basics  <<<<<<<<<<<<<<<<<<<<<<<<<<|      |
|      |________________________________________________________________|      |
|______|                                                                |______|

The very basics of this game (obviously) can be found in here. Most of this
would come from the game manual (i.e. controls, options menu etc) but I've lost
it, so please contact me if there's anything I've missed out. Well then, here we

                                  I. Controls

This game contains very few controls, but none-the-less they do exist any way.
So here they are:

Square        - The action button. Use this to pick up things, talk etc.
Triangle      - This makes the arrow jump up to your inventory from wherever it
                may be situated on the screen.
Circle        - Makes George\Nico examine an object.
Select        - Brings up the Pause Menu.
Direction Pad - Controls the movement of the arrow.

                               II. The Pause Menu

There are 5 options at the pause screen - the screen settings, controller speed,
memory card, volume & brightness. This might state the obvious in some sections,
but for those who don't know a single thing about what to do in here, I've
decided to put this in.

Screen Setting

Use this to adjust the screen's position by using the direction pad.

Controller speed

This section lets you adjust the speed that the arrow moves on screen. The speed
of the controller is marked out of 1 to 10 - 1 being the slowest and 10 being
the quickest. It's best to have it at an average speed - around 5 would be

Memory Card

Stating the obvious, this is where you can save, load or delete any of your
files. The game takes up 1 block for each save, allowing you a maximum of 15
saves. Files can't be overwritten.


You can adjust the sound of speech, the music and FX in here. You can also
toggle the subtitles on and off to your pleasure.


This ranges from 0 to 255. Best to keep it where it is for the time being, but
good to use when you're in dark areas. Don't you dare put it up to 255 though,
as you will probably be blind for the rest of your life.

                            III. Other Game Basics

There are many different icons on the screen which resemble different elements
in the game. It could be to pick something up, examine an object or to talk to
someone. Read on to find out about them.


A crosshair looks like this on your screen: +

When this appears over an object clicking on it will make George/Nico examine it
to see if it will be any use - which it normally is.

Two Cogs

When this appears over an object on your screen it can be used to advance in the
game and to make something happen. You have to do whatever is over this if you
want to make progress in the game.

A Hand

There are two different things a hand icon can represent. They are:

A pointing hand is telling you to go into another section that is off the
screen. Pressing square will make you walk in that direction.

A hand pointing down at an object is telling you to pick it up. If you don't
pick it up, you can't proceed with the game.

A Mouth

$100 if you can guess what this is for. Use this to talk to someone in the
game. You don't need to talk to everyone that you meet, but it sure is a good
idea to do it as you get to hear more of the plot, which will hopefully improve
your enjoyment in the game.

Sorry for having you to read through all that, but there are some people who
don't even know the basics of many videogames. Now it's onto the main section
of the guide - the walkthrough!

 ______                                                                  ______
|      |________________________________________________________________|      |
|      |                                                                |      |
|      |>>>>>>>>>>>>>>>>>>>>>>>>> 3.Walkthrough <<<<<<<<<<<<<<<<<<<<<<<<|      |
|      |________________________________________________________________|      |
|______|                                                                |______|

Welcome to the main section of this guide - the walkthrough! I'm not going to
state the obvious (i.e. What this section is for) but just to help you a little
bit I've put all the places that you go to in this game under the name it's
given on the memory card loading screen (e.g. Market instead of Quaramonte
port). If there's any mistakes\typing error in this section please notify me and
it will be changed. Enjoy!

                                I. Oubier's House

    After the beginning scene when George gets whacked over the head with a bat
by an "archaeologist", George finds himself tied to a chair, with a tarantula
after him and the room is on fire. Could it get any worse? Start off by moving
the arrow over the bookcase, where it will become a crosshair. Click on it, and
George will notice that there is a loose leg at the bottom. Move the cursor over
to where the leg is (just behind his chair) until you get the two cogs. Click on
it to knock it over, thus killing the spider (mind you don't step in that spider
goo!). Now drag the cursor onto what looks like a tap on the wall (yet again, it
will come up with two cogs) and press square.

George will use this to cut off the ropes, making him free. Now, there is a
brown cabinet near you, so press square when you get a crosshair on the main
cupboard. Inside you will find a bottle of tequila. Take a sip of it, where you
will find yourself spitting out a worm. How disgusting! Pick up the worm, and
then open the small draw below it to acquire a pretty little pot. On the edge
of the green carpet is the dart that Nico was shot with, so pick that up as
well. Then go over to Nico's handbag by the curtain, and Press Square on it to
empty it (you will end up with lipstick, a love note and some red pants, what
use will these be?). Move over to the fire and pick up the little white fire
extinguisher look-alike (hint) and pick it up. There's no pressure in it. Use
the dart to make the cupboard burst open. Use Nico's pants to pick up the
cylinder, and put it into the little fire extinguisher. Pick up the
extinguisher, put out the fire, kick down the door and you're free! Think you
could stop George? Well, you still have to find Nico.

    Once downstairs pick up the newspaper on the desk. Go up to the top of the
screen (the black line, where your inventory is shown) and press circle on the
love note you got from Nico's handbag to examine it. It will give Andre
Laubinau's phone number (Nico's new boyfriend - take that George!). Phone him
and he will tell you to meet at the MontFaucon Cafe. Examine the Pot and the
newspaper to find a key and Professor Oubier's bank account. If you haven't
quite noticed, the key can be used to open the front door.

                              II. MontFaucon Café

    On arrival at the Cafe, you will notice that Laubinau has not quite got
there yet. May as well order a coffee while you're waiting. Talk to the waiter
and he will just walk inside, ignoring you. Talk to the man next to you, and you
will remember him from the first game. After the first two options, there are
lots of different things to talk about. You can talk all you want, but if you
just want to cut to the chase, talk about his life after you met him (the first
option). Go to snatch his flask, and the waiter will come out again. Ask the
ignorant arse if he can serve you, and he will go back in and make you a coffee.
Talk to him about everything, and then Laubinau will arrive.

A cut-scene will happen, and you will find out that Laubinau is carrying a
stone (with an animal's face carved on it). When he realizes his life is on the
line he will join onto your side. The main thing you need to really talk about
here is the pot, as it will mean you being able to go to the Glease gallery.
After the cut-scene with Nico, examine your coffee. It's black, not cream!
Complain to the waiter about this, and he will offer you a fork. Cheeky sod.

After he is finished talking to you, talk to the man sitting next to you again.
Tell him about Nico and this will make him pretty depressed. Talk to him again
and ask if he missed his job. This will make him EVEN more depressed. He can
still see you if you were to nick his drink though. Time for the final blow.
Ask him one more time about his life, and afterwards nick his drink. You're
work here is done, Mr Stobbart - it's time to visit the Glease Gallery.

                              III. Glease Gallery

    After entering the gallery, talk to the fat man to the left of your screen.
All you really need to talk about is the little red pot you have, so hand it
over to him for his opinion. He will drop it on the floor, saying it was
hideous. Time to get revenge. Take the absent you nicked from the old man at the
cafe and drop some of it into his drink. He'll like, so add some more. This will
make him really drunk, and send him tumbling into the pots right beside him.
Now, you'll be able to go behind the counter, so do this and there will be a big
pile of crates there. Examine the one with the two labels on it, and then pick
up the bigger label on that crate (it's the one on the right). This will lead
you to go to Marseille, the next section in the game.

                                 IV. Dock Gates

    It's late in the night when you arrive at the docks in Marseille, so click
on the hut to get nearer. Examine the window to talk to the security guard
inside. You'll find out that the docks are going to be closed for a month, just
your luck really isn't it?

    Go down the stairs to get to the water below the hut. Right in front of you
should be some seaweed floating on the water, with a stick beside it. Pick up
the stick, and use it to obtain a bottle floating in the water underneath the
floor of the hut.

    Go back up and you will see a little pipe beside the window. Take out the
bottle you got from the water below the hut and pour any remaining water in the
bottle over the pipe. This will cool it down so you can take off the top of it.
Now take out the bottle again and put it over the top of the pipe. This will
make the guard come out, thus letting you enter
his hut.

    So go downstairs, and enter through the entrance underneath the hut. Take
the dog biscuits and a piece of coal and climb back down out of the hut. Look up
at the dog. There is a ledge right beside him. Chuck a dog biscuit up there and
he will walk on the ledge and gobble it up. While he is doing that, take out
your hook and yank the ledge down, giving him a nice dunking in the water (don't
tell the RSPCA about it though). Go back upstairs and the guard will have gone
back inside. So just climb over the fence to get to the next area.

                                  V. Warehouse

     This is one of the only parts of the game where your life is on the line.
Go to the end of the warehouses, up onto the roof and have a look inside the
window. You have to use the hook to stop the fan from moving, which will let the
guy in red (the one that knocked you out and left you for the dead at the
beginning of the game) hear you when you knock the door.

                        IMPORTANT - SAVE YOUR GAME NOW!!!

    Once you've done that, go back downstairs and knock on the door (before this
you might want to make your cursor speed a bit faster). Tell him whatever you
like, just make sure you get you're cursor across to the ladder quick enough.
Once he comes out (and you will hopefully be upstairs - if not you will be six
feet under) go across the roof that you are on and push one of the crates down.
This will make him walk over to where the crate fell in, so push another one
down to knock him into the sea. Rejoice! You've got rid of him, now it's time to
go inside.

                                VI. Ground Floor

    After entering the warehouse, press square on the two little draws on the
desk (to the left of the chair) to find a small brass key. Go over to where the
lift is, and a little man (Titipoco) will suddenly appear out of his hiding
place, and will go to shoot you with a dart. Show him the key, and you will
unlock his cuffs on his feet, thus setting him free - not much help really, as
he will just run off into some crates behind him. Go over to the lift and enter
that to leave this area.

                                VII. Upper Floor

    Once exiting the lift, you will just remember in time to block the eye. Of
course, you just can't sit there forever, so you need something else to block
it. So click on the first big crate (the one on the right) so you can use that
to block the eye. On the wall by of the lift there is a little switch, so press
it to turn on the lights. Drag your arrow across to the brown wooden wall. You
should notice that there are some scratches on the floor below it. Press square
on that. This will lead you to the suspicion that there is a secret doorway
nearby, so just raise the arrow a bit until you get the two cogs, and press
square there to find a secret doorway! Whoopee!

    Go inside to find Nico tied up to a chair. It's quite funny actually to pick
up the statue while she is still tied to the chair, and then talking to her
about it (by talking to her you will rip the tape off her mouth). Now untie her.
You will have a little chat with her, so once that is finished follow her out of
the room.

    Put the tape on the eye, and then move the box that was blocking the lift
back to where it originally was. Now move the little box across from one lid to
the other, and you should be left with just one box by the statue. Slide that
away to reveal a lever. Pull the lever to take the statue off the ground. Then
hook the rope around the statue. Hover your arrow over the rope, until you get
the two cogs up again. Press square on that, then drag the rope up to the pulley
on the roof. Pull the lever to lower the wood beneath the statue, and then try
to push it. It will be too heavy for George to push, so you will need to ask
Nico to help you. She gives you a hand pushing it, and it breaks down the wooden
door! FREEDOM!

    Go out the door, and you will see a cable on the left of you. Use the cuffs
to slide down the rope, making your escape. After this, you will go back to the
Glease gallery to meet up with Laubinau, who will hand you the Mayan stone. Next
stop, Quaramonte.

                                  VIII. Market

     After leaving the boat, have a look around the Square. It's best to speak
to EVERYONE, and you know that this will take a lot of time. After you have done
all of this, enter the Police station.

    You will see the General talking to a man in front of the map. It's
Professor Oubier! After having a little chat with the General about things, go
to the man at the desk in front of the entrance to the jail. Have a little talk
to him (best to say everything) and once that is done, have a look at the map on
the wall (The one Oubier was looking at). The General will stop you. Talk to him
about it and then depart the building.

    Nico will be annoyed when you get out as you showed him the stone, so have a
little talk with her about the map on the wall and the General himself, and then
make your way over to Duane in his truck. Professor Oubier is there. Talk to him
about everything, and you will especially learn about the Mayan past.
Surprisingly, this eclipse will mark the end of the world where that evil statue
(please, don't ask me his name) will destroy our Earth. Whatever - just get a
life Oubier. Talk to some other people (you don't need to if you don't want to)
and then go up to the Mining offices (the big one which is on the right hand-
side of the ship).

    The lady at the front desk will greet Nico (but not you.), and Nico will say
her assistant (that's YOU!) have some questions to ask. Fire them away. You'll
get a bit of a fright when you show her the piece of coal though (you'll know
what I mean when you get there =)). Talk to her sectary afterwards (the half-
naked one) and then leave the building.

    Now you've got to find Duane in his truck. Have a talk with him about Miguel
and then head back to the Mining offices. Talk to the woman at the desk again,
and ask her if you could have a detonator. No is your answer to that one. Leave
the offices AGAIN and talk to Nico. Ask her if she'll distract the General while
you take a quick peek at the chart. She doesn't like it, but she agrees to it.

    Once inside the police station, tell the General that Nico wants an
interview with him. That will soon make him disappear. But that other officer
(Renaldo) will stop you. Ask him if he would take Pearl t the ruins now the
General has gone, and he will be honoured to do so. Go outside to break the
news to Pearl, and you will find that you have the Police station all to
yourself! Hooray! Take a look at the chart, and then enter the jail to find
Miguel. Talk to him about the noose and Karzac and then leave the Police

    Go back up to the Mining office and talk to the woman. She wants you to get
Miguel out of jail, and will let you take the detonator to do so. Go outside to
start your evil work. Walk over to Duane in his truck and give him the
detonator. Go back into the jail to talk to Miguel, but Renaldo will arrest you.
Your only hope lies with Nico now.

Playing As Nico

    Nico is now in the Generals apartment, and is getting a bit hot under the
collar. Have a look at some decorations (the lava lamp, the TV, the swordfish
and the tiger mat) and ask him about them. After you're finished his mom will
enter, ending this scene...

Playing As George

    ...and onto the next one. George is stuck in jail, telling Miguel about his
life in college, when Duane pokes his head through the window. He tells you he
is going to blow you out of there. This means trouble! He takes his time setting
it up (`negative to negative, positive to positive.`), but then it turns out to
be for nothing, as the bomb is a dud (because he got organic fertilizer instead
of chemical fertilizer). Time to find another escape route. Ask Miguel for the
noose, and then tie it to the bars on the window. Pick up the other end of the
rope, and ask Duane to tie it to his car and drive away. Just in time as well,
as the General is just about to propose to Nico when he hears the noise of the
wall breaking down. They both escape to the boat to get away, but to their
avail, in the middle of the night they are attacked by a helicopter. George
wakes up unconscious on a beach, and follows the sound of music.

                              IX. River & Mission

    After a while he will reach the River & Mission. You will hear loud choir
music playing here (which is very annoying) so try to ignore it. There is a
broken washing machine right beside you. Take the vine rope off of it and make
your way across the bridge. Shout at the house, but you get no answer. Time to
take some forceful measures, then. See the big pile of leaves on the floor? Put
the newspaper on it. Then take out the statue of the evil man, and use it on his
brand new, unbroken washing machine. You've started a fire! That'll grab his
attention. He will tell you to put out the flames, as he has a sick woman with
him - that speaks French. Could it be Nico? Talk to him about her, and he will
tell you she was bitten by a rattlesnake, and doesn't know a way to heal it. But
a village nearby might. He would take you there, but his collar is creased
(putting his collar before another person's life, huh?) and won't go unless it
is straight. So take his collar, and use the vine on the two big stones nearby.
This will create a drive belt. Now put the collar there, and use the cross on
the stones to grind the collar out straight. Pick it up off the floor, and give
it to Father Hubert. Talk to him about the root, and he will take you to the

                                   X. Village

    Once you're outside the village, talk to the two guards about Nico. Ask them
if you can see the Shaman, but they will ask you to give them a gift first.
Amazingly, out of all the things you have, he accepts the dog biscuits! Now put
the stone with a Coyote on, and stick it in the empty dog biscuits box. Give it
to the guard. He will come back and tell you that the Shaman wants to talk to
you. Proceed past the gates and into the village.

    Talk to the Shaman (he's at the fire). Talk to him about everything and give
him the lipstick (for the monkey dance), and then listen to his story. Talk
about the stones, and then ask him for the root. You're staying at the village
for that night, but don't expect to get much sleep - the monkey dance is on! The
next day you stumble back to the missionary.

                             XI. River & Mission 2

    You'll arrive back here the next day after a very, very long night at the
village. Go up the stairs into the tree house. Nico will be unable to eat the
root, so talk to Father Hubert about it. He will tell you you need to extract
the juice so she can drink it, not eat it. So climb out of the tree house and go
down to the press. Put the metal cone (from the guards hut in Marseille)
underneath the press. Drop the root on top of the press. Now use the cross to
operate the press. After you've squeezed out the juice, take the cone back
upstairs to Nico and she will drink it. You will decide to split up to find
the other two stones.

                              XII. Ketch's Landing

    George will end up in the Caribbean, in a place called Ketch's Landing. Talk
to the man in the tent about the stone, but he just thinks you're mad. After
speaking with him try to have a sneaky look at his plans - he won't let you. Oh
well. Now go over to the sea, and you will see a boy fishing on the edge of a
pier. Have a talk with him about the house and Bronson (the guy in the tent).
After he is finished, make your way up the stairs to the museum.

    Play around with the cat, and then have a chat with the two old women. Once
you've finished talking with them, go back down to the sea and talk to the
fisher boy (Rio) again. Ask him about Emily. Have a look through Bronson's
theodolite and talk to him about it. You tell him that you always wanted to be a
surveyor, and ask him if you could have a look at his plans. `Horse shit` is
your reply. Thanks for the manners.

    Now, go up to the museum and try to enter it through the front door. It's
locked. Have a talk to the ladies, and ask them about their cat. You now need
another way to get in as using their affection for the cat is obviously not
working. Ask about Emily. Tell them that she is with Rio and they will run off
to find her.

    Go down to Rio and ask him if you could have a fish. He will want something
in return so give him a worm. Walk away and then come back to him. Ask him if he
has had any luck yet. He hasn't caught anything, but right at that moment
something bites the line! It ends up to be a bicycle wheel though. How's that
for luck. There could be some use for it though. Have another short walk around
the beach and when you come back to him he will have a fish for you.

     Go up the path to the house and when you get there climb up the ladder.
Use the inner tubing on the nearest flagpole to you, and then climb back down.
Now you need to hang the fish you got from Rio on the inner tubing. That will
soon get the cats attention. Pick up the cotton wool ball she was playing with.
Now climb back up and pick up the inner tubing. Now, place the inner tubing on
the tree by the table. This creates a perfect slingshot! Use the red ball to
knock the theodolite target straight off the flagpole. Bronson is pretty annoyed
with you now. Once he has climbed up onto the flagpole, take away the ladder.
This will leave him dangling off of it. You should be able to see the shining
target below Bronson. Pick it up and make your way down to the beach.

    Go down to the beach and pick up the Theodolite and Bronson's plans. He is
creating a five-storey hotel, not revamping the museum. Walk back up to the
house and the sisters will be back. They will tell you to help him, but show
them the plans and they will think otherwise. After a little scene, you will get
inside the house, but not just yet.

                              XIII. British Museum

    Once you arrive, have a look in the cabinet with the black stone by the big
statue with a hood over its head. After you've examined it, talk to the man in
green about it. After a while, he will get Professor Oubier, and will go off to
answer the phone ringing on the wall. Talk to Oubier about the eclipse and he
will have to leave straight away. Ask the man in green about the Jaguar stone,
and he will take you to look at it. But when you get there it's gone!

    He tells you you can't leave until the security squad arrive, and that could
take a while. The key is still in the display case, so take it out and show it
to the man. He will run off to the phone to call the police. Next to the phone
is a cabinet, which is locked. Use the key to open it, and take the dagger. Talk
to the man on the phone about Oubier heading to the docks. He doesn't seem to
think it's suspicious, but I do. Head over to the orange curtain and examine it.
There will be a door behind it. Use the dagger to open it, thus letting you
start your hunt for Oubier - but first, we have to go back to George.

                              XIV. Ketch's Museum

    Back to George then, and he is now inside the Ketch museum. Read the ships
log in the display case. You will find out that Ketch has hidden his treasure.
Now, take the lantern and put it in the ink well on the desk. It fits perfectly.
Coincidence? I think not. Next, take the map off of the big board it's on, and
place it on the black recess on top of the desk. Another perfect fit! Is this
possible? Take the quill off of the desk and have a look at the portrait of
Captain Ketch on the wall. Remember the cross he is wearing around his neck. Now
go over to the treasure chest and try to open it. You can't for some reason. But
then, all of a sudden, Emily jumps out! Have a little chat with her about the
cross she is wearing, but she will not give it to you. She doesn't mind trading
something for it though.

    So go outside, and walk down the path to Rio. Ask him about what to give
Emily and he will tell you to give her the shell he has got - but only if you
give him the bait to catch a tiger fish.

    So go back up to the house and give the cat the quill to play with. The cat
makes light work of it, tearing it up in a few seconds. Pick up the shreds off
of the floor and bring them back to Rio.

    Rio will trade the shell for them. Now take the shell to Emily, and in
return she will give you her cross. Put the cross on the desk by the lantern and
the map and it will show you Ketch's Treasure Island - Zombie Island. Ask him to
take you there, and he will.

                                   XV. Lagoon

    Once you've pulled up to the beach, ask Rio if he wants to come, but he will
refuse. Examine the outcrop of rock (just to the right of the mast of the boat),
but it will be too high to climb. Have a look in the boat and you will see a
fishing net. Perfect. Ask Rio if you could use it (and Emily if you want.) and
he will say yes. Now use the net on the outcrop to climb away.

                                XVI. Underground

    You'll arrive in a abandoned underground station with nothing much to do.
Have a look at the vending machine to your left. Take a look in the coin slot
and you will find that there is something stuck in there. Examine Nico's bag to
get a hairclip, and use that to shove the object stuck in there out. Pick it up
out of the coin slot below, and then move over to the right of the screen. Under
the orange tube map there is a cupboard, but it has a latch lock on it so you
can't open it. Damn. Get out the dagger, and use it to make a slight crack. Now,
go weigh yourself. That's right - put the coin in the weighing machine and weigh
yourself! Now, once you've taken the card, use it on the crack in the cupboard
to fully open its contents. Press the button inside, thus making the lights turn
red. The next train that comes will stop so you can hop on. Back to Zombie
Island then.

                               XVII. Forest Maze

    OK, now listen up here. It's very easy to get lost you know. Once you've
climbed up the cliff, take the first route (the top one) to reach another
section. When entering this section, break off some reed from the swamp and take
the route to the right (there's only one accessible in that direction as George
won't cross the swamp) to enter an area with what seems quite a few different
exits. You won't be using any of them though. Instead, have a look under the
tree straight in front of you. There's an animal in there with VERY sharp teeth,
so you don't want to have your hand too close. Put the reed in there a he'll
bite half of it off.

                        IMPORTANT - SAVE YOUR GAME NOW!!!

    It's time to turn back now, so go all the way back to the start and take the
second route. Go forward a little once entering the next screen and a wild boar
will block your path. Time to take this little fella out. Combine the dart with
the broken reed, and then shoot him with it. He will get annoyed and charge at
you. Jump and catch the branch above you to dodge him, and this will make a
shortcut for you. I'm not going to help you out unless you do this - that's why
I told you to save the game just then. Go straight down the route he was
blocking to continue with the game.

     You will reach an area in the forest with a big pillar in the middle of it.
There is some vine on it, so take it off. Then use it with Rio's fishing net,
and then put the target on it. Pick up your little contraption and chuck it over
the top of the pillar. Retrace your steps and take the shortcut the boar

     Hurray! You've reached the highest point in the mountain! Have a look at
the initials on the nearest slab overlooking the sea. It's FK - Fredric Ketch.
There are also 3 dots there. Could the theodolite fit there? It does! Now take a
look in it, and keep turning it to the right until you see three rocks and an
alcove just before the start of the beach. Straight underneath one of them is
your marker. Examine the marker, and then the big pillar straight above - the
treasure must be there! Now exit the theodolite and take the route to the right
of you to end this section.

                                   XVIII. Ship

                        IMPORTANT - SAVE YOUR GAME NOW!!!

     You arrive in the docks in London to find the ship that Oubier has ran off
to, but it is heavily guarded (in other words an old man, but that's very
heavily guarded in this game), so you will need to save your progress before you
even attempt this section.

     For starters, when the guard has walked around the other side of the boat
run across to the other crate. Next time he goes past go up the ladder. Now,
wait until he starts talking to Pablo and quickly open the cupboard beneath you.
Next time he comes around, he will go into the cupboard to have a look. As soon
as he does that close it on him, and secure it with the broomstick. HaHa! He's
now locked in! It would be a good idea to save your game after doing this, as
you don't want to ruin it after completing the hardest part of this section.

     Have a look through the window and you will see that Oubier is talking with
Karzac. Oubier gives Karzac the stone, but Karzac deems him useless now and
shoots him twice. Karzac then leaves to talk to Pablo, forgetting that the stone
is still inside the ship. After this scene you will enter the room. Talk to
Oubier if you want, but for some reason I don't think it will be that much help.
Pick up the Jaguar stone, and then Karzac will come in. He will start to
strangle you, so use the dagger on him to make your escape. Nico gets away just
in time, as the guard breaks open the cupboard just when she's leaving. You've
got the Jaguar stone, so now it's time to go back to George in the hunt for the
other missing stone.

                                  XIX. Stockade

     You will arrive in the middle of a pirate fight. Scared shitless, you're
just about to run off until you hear the words `cut`. It's only a movie George!
Have a little chat with the director of the movie (Hawks) and you'll learn some
stuff about the cast and the movie itself (He's doing Treasure Island). Talk to
Haiku and the scene will start. A bit over the top if you ask me.

    Well, when it's over, talk to Sharon, Bert and the cameraman. Talk to Hawks,
and he will attempt to start the scene. Bert is too scared to perform the stunt.
After that little drama get the syrup, a bun and a pancake from the table. Smear
the syrup onto the pancake, and then take a look at the bush on the left of
Bert. There are thousands of hornets in there, so it would be my advice to leave
it alone. Well, my advice anyway. Now, give the pancake to Bert. He will eat it,
but knowing him he gets it all over his chin. Sloppy fool. Now, I did tell you
to leave the hornet nest alone, but I know you won't listen to me. Chuck in a
bun to provoke them, then chuck in another one to get them really frustrated.
They will chase after Bert, making him complete the scene without a problem. Now
that this part is complete it's time to move onto the next scene.

                                    XX. Beach

    You will arrive at the beach, and will immediately notice the rock which you
saw in the theodolite. Just when you're on your way over, Hawks stops you and
tells you that you're trespassing on their property. Unlucky, but you're going
to have to figure another way to get there.

     Have a look in the tent, but Hawks will stop you. No reason to really, as
it's only the wardrobe tent. But then again, what's the point of going in? Well,
anyway, have a little chat with Hawks and he needs a stuntman. You offer to do
it, but the cave that he's shooting at is not to his liking. Tell him about the
cave on the other side of the beach, and that will make him happier. But just
about when you're going to move out, disaster strikes. The cameraman remembers
that the camera is broken, so you're going nowhere.

     Talk to Bert if you want, but you don't have to though. Now, examine the
broken camera and then take a look at the portable camera beside the cameraman.
Why, George comes up with the great idea of using the portable camera to film
the scene! How clever! Have a talk with the cameraman, and then talk to Hawks
about the portable camera. Thanks to that, you can now film the scene! Hawks
will tell you to get into the wardrobe and to get dressed, as he's going to make
you a star! Anyway, you then see George climbing up the rock, and then finding
the eagle stone in Ketch's treasure chest. VICTORY! You've now got all three
stones, so lets head back to Nico for the next section in this very erotic game.
Err - this is BMX XXX isn't it?

                               XXI. Burnt Village

     You reach the village seeing a pair of panties on the floor. This can't be
good. When you continue on, you find out that the whole village has been burnt
out and find George's sunglasses on the floor. Sob. Anyway, Titipoco will appear
and will hold you at gunpoint. Lucky he's holding a cigarette lighter.

     Talk to him. George is gone, but he gave Titipoco the eagle stone. For some
reason Titipoco keeps pointing at the burnt down hut - well, lets take a look at
it then.

     There isn't much to look at, but just to the left of the barrel there is a
stone on the floor. It's the coyote stone! Try to pick it up, but it's
smouldering hot and you'll not be able to pick it up. Hmm - wait a sec, you
tip the contents of the barrel over it to cool it down (unless it's lava inside
it, that is)! What you could do with now is a helping hand. Well, what are you
waiting for? Get Titipoco to help you - ask him nicely and I'm sure he will.

     Once you've cooled down the stone, pick it up off the ground (you should be
able to see a little black thing in all that foam) and Titipoco will tell you
it's time to go to the pyramid (in other words he points his finger in that
direction). So go that way and Titipoco will follow you. It's getting close to
the end now, so our final destination is the temple (there's a few more, but
they're all inside the temple anyway).

                          XXII. The Base Of The Pyramid

     You arrive at the base of the pyramid just in time, as you see George being
walked up the steps of the very same place you're standing at now. He's going to
be offered as a human sacrifice, so you better be quick rescuing him.

     Walk across the screen to go up the stairs, but you will see that four
guards are blocking the path. One will spot you and call you over to ask what
you're up to. Tell him whatever you want as he will still believe you whatever
you tell him. Now go back to where you were, as it's time to find out another
way up to the top.

     Have a look at the scaffolding for the elevator, and pick up the rope. Ask
Titipoco to take it up there for you, and to chuck it over the top. He will do
so, and when he comes back down you need to hook up the rope to the engine to
make the elevator work.

     Well, near enough being able to completely work I suppose. You still need
fuel though. Now, move your arrow over the electricity generator and cut the
fuel wire (you'll get two cogs before up you do it - it's on the left side of
the generator). Take the cylinder off of one part of the generator (it's near
the fuel line) and use it as a cup to collect the fuel flowing out of the wire.

     There's a tiny cap by the lever of the engine covering where you're
supposed to put the fuel in, so unscrew it and pour it in. Press the little red
button on the engine to make the lift go up, and then pull the lever to bring it
back down.

     But there's a problem. How are you going to get up there by yourself?  Ask
Titipoco to help you, and tell him to copy what you are doing when you tell him
to. Hop onto the elevator and tell him to pull the lever. You will arise up and
away to free George, and get even nearer the end of this game.

                             XXIII. Up The Pyramid

      You've reached the top of the pyramid, and see George being held at
gunpoint by the General from Quaramonte port. Time to sort him and Pablo out
once and for all. George will notice that you are there, and will start
insulting both the General and Pablo. Show off.

     You're not obviously going to get past both Pablo and the General, so you
need something to distract one of them. A diversion. Pick up the round of
ammunition behind Pablo and get Titipoco to take you back down.

     Go over to the stairs and pick up the torch. Bring it over to Titipoco and
ask him if he still has that cigarette lighter he pretended was a gun back in
the village. He does - that's a relief. Now, get him to set it on fire and chuck
it in the pool of fuel. It will set on fire, and you will hear the colonel
asking you if everything is under control over there. Of course your answer is
yes. Now chuck in the round of ammunition to create real mayhem. The guards will
flee, and all the noise will certainly get Pablo's attention. Once he has gone
down, Nico will go up on the elevator, leaving just her and the General (don't
forget George) at the top of the pyramid.

     Go up to the general and have a `friendly` chat with him. He thinks your
finger is a gun so he throws his to one side. After having a little talk with
him, get Titipoco to hold him at gunpoint with his `gun` (or cigarette lighter -
you can call it both if you want). Free George from the big table he is hooked
down to by using your dagger. He is happy to see you, but you need to act
quickly as the eclipse will happen any second now!

    All three of you (Nico, George and Titipoco) will run into the temple, but
will hit a dead end. At this point Nico gives George the coyote stone, so they
are all shared out equally between all three of them.

    Now, have a look at the big green door. It has two levers on it. They're to
heavy to push by yourself, so get George to help you (remember that you have to
attempt puling both before asking George to help). Both of you will pull the
levers at the same time, causing a trap door to open.

                                 XIV. Wheel Room

     This is probably one of the hardest puzzles in the game to complete, so be
prepared. Ok, here's an explanation:

     There are two wheels on the wall with 8 different symbols on. You can turn
these to get a combination of the two. If you move over you will see that there
is one section on the wall with ten different tiles on, showing a combination of
two of the 8 symbols on the wheels. You need to turn the wheels to match these.
Once you've got one combination done, press in the corresponding tile on the
wall. Now, luck at the section with only four tiles on. This is a combination of
two of the tiles on one wall, so you need to get the two combinations for the
wheel to push in the square on the wall, and then you need to get a combination
of two of the tiles on the wall with four squares on. Confusing? Here is a
summary then:

   1) Have a look at the wall with the four tiles on. The first square at the
      top is a combination of squares 2 and 5 on the other wall with 10 tiles.

   2) Get the combination for tile number two (on the wall with ten tiles) by
      using the wheel. Once you have done that, press the square in. Do the same
      for tile number 5.

   3) Once you have got the two tiles pushed in, you will be able to push in
      the first square on the four-tile wall. Do the same for the other three
      tiles on that wall.

    So that's it! It seems complicated, and may take a while, but that's all you
need to know. Apart from the combinations that is. So, they are as follows:

2+5 (top left), 3+10 (top right), 1+8 (bottom left) and 6+9 (bottom right).

    After completing this you will open a secret door. Let Nico walk through it
to get to the final part of this game.

                                XV. Status Room

     You've arrived at the final part of this great game and this equally great
FAQ (sorry, I just couldn't help adding that in). You arrive in a room with
Titipoco (you're now George) that seems, yet again, to be another dead end.
Asking Titipoco if he has any ideas, he goes and takes a seat. Lazy little

     Have a look at the wall by the stairs (to the left of them) and you will
see a torch. Pick it up and see if Titipoco still has his cigarette lighter. He
does. Now give him the torch and he will light it for you. It isn't a dead end
after all! Wait a sec - it is! As you have nothing else to do, pull the lever on
the green wall. You and Titipoco will fall through a hole and into separate

     You will end up in a room all by yourself, with the torch ding out and time
running out to save the world. Just when it couldn't get worse you're all on
your own. Just great. Look at the wall with gold/ blue decorations on and a
lever in the middle. Pull that lever. A big slab will come down and close one of
the doors, leaving you only one exit. Take that exit (it's on the left of the

     You will now enter another room. There are two levers. Pull the one on the
right to open the door in that room (pulling the one on the left will close the
door you just came through). Go through it to enter a small corridor. There are
two levers yet again in there, so pull the furthest one away from you (just to
the right of the other doorway). Now go through the door to get back to where
you were after you had fell down the hole. There is now a secret doorway open.
Before you go through it, pick up your dying torch and light the new one on the
wall. It's time to go through now.

     George goes down a long stairway, reaching yet another dead-end. Right
beside you is a lever on the wall. Pull it to open a secret door. Now go through
this door to reach the games finale.


                                - End Of Game -

     George enters the main chamber with the smoking mirror inside. Nico and
Titipoco also enter the same room. They're all on different platforms, and I the
central one with the smoking mirror is Karzac - sacrificing himself to the evil
god. Nico shoves her stone in its holder, but George's is covered up with rock,
and Titipoco is too small to reach his holder. In the meantime, Tescatlipoca is
leaving the mirror to take his first sacrifice. Then, the Generals mum - La
Presidente - attacks Titipoco, making them both hanging on to their lives by
their fingertips. Suddenly, the General appears above both of them, helping
Titipoco to climb back up, and leaving his mum to fall to her death. He helps
Titipoco reach the holder, entering the second stone. But George's holder is
still covered by rock, and at that moment Tescatlipoca leaves the smoking mirror
for good. He sends out a wave of death, killing all those in the proximity of
the temple. This causes the stone to fall off of George's holder, and with
lightning quick reaction he thrusts the stone into its rightful place. The
magical power from all three stones combined pushes Tescatlipoca back into the
smoking mirror, sealing him inside it forever. You've saved the world!

But I doubt it will be safe for long, as in 2003 Broken Sword 3 is coming out -
what death will George and Nico be staring in the face in this games next
instalment - who knows? Well, this game is over, and it's time to say goodbye.


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|      |________________________________________________________________|      |
|      |                                                                |      |
|      |>>>>>>>>>>>>>>>>>>>>>> 4.Inventory List <<<<<<<<<<<<<<<<<<<<<<<<|      |
|      |________________________________________________________________|      |
|______|                                                                |______|

                                 C0MING SOON!

This section will include an A-Z items list, details on where they can be
found, what they look like, where they can be used and much more, including
Monkey Butlers! Don't miss it, and expect it to be delayed more than the new
Tomb Raider game! Thank you and ZoopSoul in his critique of mine who inspired
this section!


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|      |________________________________________________________________|      |
|      |                                                                |      |
|      |>>>>>>>>>>>>>>>>>>>>>>>> 5.Lifeline  <<<<<<<<<<<<<<<<<<<<<<<<<<<|      |
|      |________________________________________________________________|      |
|______|                                                                |______|

ER! We have some users in paralytic shock! Get out the Life support machine
quick! Ok, let's try and use an FAQ to regain his consciousness...

                      ____/\___________/  \______________

                               [From: Shirley]

Question: I am playing Broken Sword II & have played up to the ship scene where
Nicole is being strangled by Kerzac. I am unable to get Nicole to stab him in
the leg. When I try to stab him - all my stuff goes away - pointer & everything
else. Is there some trick to this? What am I doing wrong? Can you suggest
anything? Please reply to this message with any ideas. Thanks

Answer: This sounds like a glitch to me. Phone up the customer service number
in the back of the manual and inquire about it. You might need a replacement
disc, which I'm sure Soy and Revolutions would easily do, but due to it being
such an old game, it might not be available. If that is the case, look in
stores and on the web for second hand copies. NEXT PATIENT!

                                               /  \
                      ________________________/    \_____

                                 [From: Inferno]

Question: How many Cubans does it take to destroy a cracker factory?

                                 [By: Meowthnum1]

Answer: Only one, as long as its a government official. If the same question
was posed, except 'Cuban' was replaced with 'American,' then it would be around
twenty, and would take a good year. First they'd have to get a bill passed
creating a committee for the destruction of the factory. Next, they'd have to
get a bill passed from said committee to destroy the building. Next, they'd
have to argue for a while about how to destroy it. Finally, they'd decide that
the whole thing was unconstitutional, and don't bother the building.


He's dead! NO! Oh well, maybe the FAQ might be more helpful next time... If you
have a bug/virus, injured and need some help progressing, or want help that
would be illegal for a doctor to give in real life (but I'm a GAME doctor ^_^),
just send your questions along with your medical past to:



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|      |                                                                |      |
|      |>>>>>>>>>>>>>>>>> 8.This FAQ Is Dedicated To... <<<<<<<<<<<<<<<<|      |
|      |________________________________________________________________|      |
|______|                                                                |______|

Each FAQ I write will be dedicated to a person (or two). So, I dedicate my
Broken Sword 2 FAQ to...

                               1 1 8 - 1 1 8

118-118 - Got your number! These two identical people have really helped me
with their directory inquiries number, helping me when I don't have anyone to
prank call. They also have helped millions of others, and I bestow this award
onto these two. They so PWN 118-500 and 11-88-88. Next time I will have a few


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|      |________________________________________________________________|      |
|      |                                                                |      |
|      |>>>>>>>>>>>>>>>>>> 8.E-Mail Policy + Copyright <<<<<<<<<<<<<<<<<|      |
|      |________________________________________________________________|      |
|______|                                                                |______|

                              E-mail Policy

Seeing as I now have more guides up when this gets posted, I will have an
increasing size of FAQs to look after, please E-mail me with reference to the
guide in the title, such as:

Broken Sword 2 Guide - How to do <insert question>

You may think this is unnecessary, but when you could be talking about any of
the games I've covered I won't have a clue what you're talking about. I don't
have the memory of an elephant you know. If you don't it will be most likely
you will be ignored - please show some curtsey, I put a lot of effort into my
guides, and at least would like to see some in return.

I don't mind answering any questions about the game or receiving any
contributions (if there are any possible) to put into my guide. Also if there
are any codes or glitches, send them in as well.  Any contributions will be
included at the end of the guide.

If you are going to slate the guide, don't just criticise it - it's most likely
that you haven't done a FAQ in your whole life. Either give constructive
criticism or go away.

If you want to have my guide for your website, then E-mail me about the matter.
There is only one or two other sites I would consider letting use this guide at
the moment, so you might have a chance.

If you use my guide without my permission that is plagiarism, and I WILL find
out. I search on the Internet for my guides every month, so don't even consider
doing that. Especially you Dave - CheatCC will never have my guides, so don't
even bother contacting me. Ma E-mail is as follows me mateys:

Englandtowineuro2004 [at] hotmail [dot] com



This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright.

The only sites that have my permission to use this guide are & No ifs, no buts - that's that.

If you see any other site using this guide, please contact me at the address in
the section below. The only site that should have this on apart from GameFAQs
is Gamespot. This is because Gamespot pays GameFAQs the money to keep it
running, and in return GameFAQs lets them have links to the author's work.

Copyright 2002 Gregory Beckett

Visit for more detail on copyright.


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|      |________________________________________________________________|      |
|      |                                                                |      |
|      |>>>>>>>>>>>>>>>>>>>>>>>>>   8.Outro  <<<<<<<<<<<<<<<<<<<<<<<<<<<|      |
|      |________________________________________________________________|      |
|______|                                                                |______|

It's time to go now and I hope you've enjoyed reading this guide, and I also
hope it helped you out when you were stuck. This is my first guide, as you can 
see by the version history written many eras ago. It will be improved after I 
finish current projects.

I would like to say thanks to:

GameFAQs and Neoseeker  - For hosting my guides - For the ASCII art

CMoriarty               - For critiquing my guide and giving me advice on what I
                          could improve (7/10)

DMorgan                 - For helping me out when I was totally new and stuck on
                          what is '79 characters per line?'

Phoniex 1911            - For a critique of my guide and how to improve it.

Sasha Slutsker          - For the critique (9/10)

ZoopSoul                - Euqitirc eht rof (King Chocobo?)

Raging Demon TEN        - Yet another critique (rating = pencil)

Belfast IsJericho       - For inspiring me to make the ASCII maps for the
                          levels. His Getaway guide is pure class. Plus he
                          supports Liverpool!

The FAQ Contributor
Board                   - The above two and others like Meowthnum1, AstroBlue,
                          BSulpher, BTB, ZoopSoul, Warhawk, Myke, Asa, Deflux,
                          Hyprophant, Great White, Belfast IsJericho, Twink,
                          TestALT, HappyBuddah311, Flowerpot, Krustster, Joni
                          Phillips, Raging Demon TEN, MHulbert, King Kool,
                          WFeather, AlaskaFox, HangMe2002, Adrenaline, Phoinex
                          1991 and more for putting up with old annoying me. I
                          think I mentioned everyone...

Wayalla                 - For giving me the chance to write a joint guide for
                          GTA3, and after accepting the offer I didn't
                          contribute a single thing to it. Sorry.

So that's all the people I need to thank. If this in some way has inspired you
to start writing, do it - it isn't that hard at all. Although, doing a quality
FAQ might be a tad tougher...

Like my work?

Go to this link to find more:

Oh well. See you in Broken Sword 3. Goodbye!

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