~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


                             An FAQ/Walkthrough for
                                 Broken Sword 2


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Game:                       Broken Sword 2
Platform:                   PC
Author of FAQ/Walkthrough:  Tom Hayes
Version:                    3.0
Last updated:               10th April, 2003
E-mail:                     tom_hayes(at)flipmode(dot)com

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                                   Contents
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1. Introduction
2. Walkthrough
3. Item List
4. Copyright Information

===============================================================================
                                Version History
===============================================================================

Version 3.0 - 10th April, 2003
  Added the Item List.

Version 2.0 - 30th March, 2003
  Updated the format.

Version 1.0 - 9th April, 2000
  First version.

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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 
be made. Broken Sword 2 begins shortly after the previous game. George, the 
main character from Broken Sword 1, was forced to leave Nico, the photo 
journalist from Broken Sword 1, in order to look after his dying father in 
America. A few months later, George returns to Paris for a reunion.

While George was away, Nico was trying to expose a drugs smuggling ring, but 
accidentally found something far more sinister when she gained possesion of a 
strange obisidian stone. George and Nico go to visit the house of Mayan 
archeologist Professer Oubier hoping to learn more about the stone, when they 
are attacked. Nico is kidnapped, George is tied up, the house is set on fire 
and to make things worse, he is left in the room with a tarantula which is 
crawling slowly toward him. Welcome to Broken Sword 2!

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2.                                Walkthrough

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Professer Oubier's house
  Right-click on the book case to find out that that it is being supported by a 
  block of wood. Use the block of wood, which is located at the bottom-right 
  corner of the book case. Use the metal bracket on the wall to get out of the 
  chair. Open the writing bureau, and get the tequila. A worm will fall onto 
  the floor. Get the worm. Open the drawer on the writing bureau to get a pot. 
  Right-click on the pot to get the house key. Get the dart from the floor, and 
  then get Nico's bag. Use the dart on the cabinet near the flames.

  The cylinder is too hot to get by just picking it up, so use the panties on 
  the cylinder to get it. Use the cylinder with the syphon, and then use the 
  syphon on the flames. Use the door, and then go downstairs. Get the newspaper 
  clipping. Right-click the newspaper clipping to get Oubier's bank statement. 
  Right-click the handwritten note, and use the telephone to phone Andre 
  Lobineau. Use the house key with the front door, and then open the front 
  door.

Montfaucon
  Wait for the waiter to come out of the cafe, and attempt to talk to him. He 
  will ignore you, and will go back into the cafe. When he comes out again, 
  talk to him. This time he will listen to you, and a moment later you will be 
  given a cup of coffee. Stop talking to the waiter, and Andre will show up. 
  After a short scene, you will start talking to Andre.

  Ask him about the pot, and he will tell you about the Glease Gallery. Stop 
  talking to Andre. Talk to the man sitting down on the chair. Answer his first 
  question, and then ask him about himself. Ask him about himself once again. 
  While he is sulking, quickly grab the flask. Exit Montfaucon, and go to the 
  Glease Gallery.

Glease Gallery
  Walk over to the man standing by the cases. Use the flask with his glass. Use 
  the flask with his glass. The man will fall over, which means that you can 
  explore the gallery without Glease moaning at you. Walk left, and look at the 
  packing case to see that it has a label on it. Get the label. Walk over to 
  Glease, and talk to him.

Marsielles
  Look at the hut, and then look in the window of the hut. The man will drop 
  something down the trapdoor, and then will start talking to you.  Stop 
  talking to the man. Go down the steps, and get the hook that is floating in 
  the water. Go up the steps. Use the chimney to find out that it is too hot to 
  touch. Use the beer bottle with the chimney to cool it down. Use the chimney. 
  Use the beer bottle to block the chimney.

  Go down the steps. Go up the trapdoor. Get the dog biscuits, and then go down 
  the trapdoor. Agh, that stupid dog! Use the dog biscuits with the platform, 
  and the dog will walk onto the platform. Use the hook with the platform, and 
  the dog will fall into the water. Go up the steps, and climb over the fence. 
  Walk left, and climb up the ladder.

  Open the left window, and use the hook with the fan. Go back through the 
  window, and go down the ladder. Knock on the door nearest to the ladder, and 
  a man will answer. Ask him about the label. While he is unlocking the door, 
  quickly go up the ladder. When the man is standing outside, use the clamp. A 
  barrel will drop, and the man will walk over to see what is happening. While 
  he is standing there, quickly use the clamp again to knock the man over the 
  side. 

  Go down the ladder, and go through the open door. Open the drawer to get a 
  key. Walk right, and a man will appear from behind the boxes. Talk to the 
  man, and ask him about the key. The man will run off. Push the button near 
  the elevator. To stop the elevator from closing, push the crate. Now that the 
  elevator door is stopped from closing, you can explore around the room.

  Push the switch near the elevator to turn a light on. Walk to where the light 
  is shining, and look at the scratch marks. Open the secret door, and go 
  through it. Get the statue. Get the ropes from Nico. After a brief 
  conversation with Noco, she will leave the room. Get the masking tape from 
  the floor. Exit the room, and walk over to the elevator. Use the masking tape 
  on the photoelectric cell. Push the crate by the elevator.

  Push the small crate that is on top of the left crate. Push the left crate. 
  Use the pallet carrier. Use the rope with the statue. Get the rope. Use the 
  rope with the pulley. Use the pallet carrier. Try and push the statue. Talk 
  to Nico, and ask her to help you push the statue. She will help you push it 
  through the door. Go through the newly opened door. Use the manacles with the 
  cable. After escaping, you will arrive back at the Glease Gallery, and after 
  a brief conversation you will arrive at Quaramonte.

Quaramonte
  Talk to the band, and ask about Miguel. Ask about music. Ask about the 
  accident at the mine. Stop talking to the band, and walk to the right. Pearl, 
  a character from Broken Sword 1, will start talking to you. Ask about Duane. 
  Ask about Duane. Ask about Duane. Stop talking to Pearl. Enter the police 
  station, and the general will start talking to you. Ask about Oubier. Ask 
  about Oubier. Stop talking to the general. Look at the chart on the wall. 
  Leave the police station, and Nico will start talking to you.

  Stop talking to Nico, and walk right. Talk to Oubier. Ask about Oubier. Stop 
  talking to Oubier. Walk left, and go up the stairs into the office. After a 
  while, Conchita will talk to you. Ask about the accident at the mine. Ask 
  about the accident at the mine. Ask about the accident at the mine. Ask about 
  Oubier. Stop talking to Conchita, and then exit the office. Walk right until 
  you get to Duane. Talk to Duane. Ask about the truck. Ask about the truck. 
  Ask about music. Ask about Miguel. Ask about Miguel. Walk left, and go up the 
  stairs into the office.

  Talk to Conchita, and ask about the detonator. Ask about the chart. Stop 
  talking to Conchita, and leave the office. Talk to Nico. Ask about the chart. 
  Ask about the chart. You will both walk into the police station. Talk to the 
  general. Ask about Nico. Talk to Renaldo. Ask about the ruins. Ask about the 
  ruins. Exit the police station, and talk to Pearl. Ask about the ruins. 
  Renaldo will leave.

  Look at the chart on the wall. Exit the police station. Walk left, and go up 
  the stairs to the office. Talk to Conchita, and ask about the chart. Stop 
  talking to Conchita, and open the cupboard to get a detonator. Exit the 
  office. Walk right, and talk to Duane. Ask about the detonator. Ask about the 
  detonator. Enter the police station. Walk to the north to get to the cells. 
  Talk to Miguel.

  As Nico, look at the lava lamp. Look at the television. Look at the portrait. 
  Look sword fish. Talk to the general. Ask about the lava lamp. Ask about the 
  television. Ask about the portrait. Ask about the sword fish.

  As George, talk to Miguel. Ask about the noose. Ask about the noose. Use the 
  rope with the cell window. Get the noose, and use it with Duane. After a 
  short scene, you will arrive at Teoculcan.

Treehouse
  Get the rope that is wrapped around the wheel. Use the bank statement with 
  the leaves. Use the statue with the waterwheel. Hubert will come out and 
  speak to you. Ask about Nico. Ask about root. Ask about root. Hubert says he 
  needs his collar pressed. Use the collar with the press. Use the rope with 
  the press. Get the cross. Use the cross on the press. Get the collar. Talk to 
  Hubert. Ask about the collar. Ask about the root.

Village
  The guard will talk to you. Ask about Nico. Ask about Hubert. Ask about the 
  shaman. Ask about the biscuits. Use the mayan stone with the biscuit box. 
  Talk to the guard, and ask about the biscuits. Enter the village, and talk to 
  the shaman. Ask about Nico. Ask about Nico. Ask about the root. Ask about the 
  root. Ask about the mayan stone. Ask about the jaguar stone. Ask about the 
  jaguar stone. Ask about the eagle stone. Ask about the eagle stone. Ask about 
  the mayan stone. Ask about the root. 

Treehouse
  Use the metal cone with the press. Use the root with the press. Get the 
  cross. Use the cross with the press. Get the cone. Go up the ladder.

Ketch's Landing
  Look at the plans. Walk right, and talk to the boy, Rio. Stop talking, and go 
  up the steps. Use the ladder. Try to open the museum door. Talk to the 
  ladies, and ask about the cat. Answer their question how you like. Ask about 
  the cat. Ask about Rio. Ask about Rio. Ask about Rio. Ask about Emily. Stop 
  talking to the Ketch sisters, and go down the steps. Talk to Rio, and ask him 
  about a fish. Show him the worm. Talk to Rio. Ask about Emily. Stop talking 
  to Rio. Talk to Rio. Ask about the fish. Ask about the fish. Stop talking to 
  Rio. Get the inner tube from the bicycle.

  Go up the steps and talk to the Ketch sisters. Ask about Emily. Ask about 
  Emily. The Ketch sisters will go down to the beach. Climb the ladder. Use the 
  inner tube with the right flagpole. Go down the ladder. Go down the steps. 
  Talk to Rio. Go up the steps. Use the fish with the inner tube. Get the red 
  ball. Climb the ladder. Get the inner tube. Climb down the ladder.

  Use the inner tube with the tree. Use the red ball with the inner tube. Use 
  the ladder, to leave Bronson hanging from the flagpole. Get the marker. Go 
  down the steps. Get the plans. Get the theodolite. Go up the steps. Talk to 
  Bronson. Ask about the plans. Ask about the plans. Stop talking to Bronson. 
  Show the plans to the Ketch sisters.

British Museum
  Walk right, and look at the cabinet near the girls. Talk to the attendant, 
  and ask him about the Jaguar stone. Aha, Professer Oubier is here! Ask Oubier 
  about the Jaguar stone. Oubier will leave, and the attendant will start 
  talking to you again. Ask about the Jaguar stone, to find out that it has 
  been stolen. Get the key from the cabinet near the attendant.

  Use the key with the cabinet near the phone. Open the cabinet. Get the key 
  from the cabinet. In the inventory, right-click the handbag to get a 
  hairclip. Talk to the attendant. Ask him about the ship. Show him the key. 
  Use the curtain to reveal a door. Use the dagger with the door.

Ketch's Landing
  Open the sea chest, and Emily will come out and start talking to you. Stop 
  talking to Emily. Get the quill from the desk. Look at the portrait. Talk to 
  Emily. Ask about the cross. Ask about the cross. Stop talking to Emily. Exit 
  the museum. Give the quill to the cat. Get feather shreds. Go down the steps. 
  Talk to Rio, and ask about Emily. Ask about Rio's sister. Ask about the 
  feather shred. Stop talking to Rio, and go up the steps.

  Open the door. Talk to Emily. Ask her about the conch, and she will give you 
  a cross. Stop talking to Emily. Get the lantern. Put the lantern on the ink 
  well. Get the chart. Put the chart on the desk. Put the cross on the pen 
  holder. Exit the museum. Go down the steps. Talk to Rio. Ask about the 
  treasure. Ask about the treasure. Ask about the zombie. Rio will take you to 
  Zombie Island.

Zombie Island
  Look at the boat to find out that it has got a net in it. Look at the rock 
  outcrop. Talk to Rio, and ask him about the net. Use the net with the rock 
  outcrop.

London Underground Station
  Walk over to the vending machine. Use the hairclip with the coin slot. Get 
  the coin from the coin reject slot. Use the coin with the coin slot. Get the 
  chocolate from the vending slot. Get the coin from the coin reject slot. Use 
  the coin with the weighing machine to get a card. Use the dagger with the 
  cupboard. Use the card with the crack. Push the red button.

Zombie Island
  You start this part of the game on top of Zombie Island. There are two paths 
  leading off to the right, an upper path and a lower path. Exit this area, by 
  walking along the upper path. You will arrive at an area with a swamp. Get 
  the reeds. Exit this area to the right. Use the reed with the lair. Exit 
  left. Exit left. Exit this area, by walking along the lower path. Walk right 
  until you see a boar.

  In the inventory, use the dart with the reed. Use the dart + reed with the 
  boar, and then quickly click on the branch. The boar will make a secret path 
  to the north. Walk right, and go up the path that the boar was previously 
  blocking. Get the creeper that is wrapped around the rock needle. In the 
  inventory, use the sensor with the net. Use the sensor + net with the 
  creeper. Get the creeper with net and marker, and use it on the rock needle.

  Exit this area to the left, and go up the path that the boar made. Use the 
  theodolite with the holes in the ground. Look through the theodolite. Move 
  the theodolite right, until you can see a group of pillars. Around this area, 
  you should notice something sparkling. This is the marker. Look at the 
  marker, and then look at the pillar which is in front of the marker. Stop 
  looking through the theodolite. Exit this area to the right.

Docks
  Click on the other crate on the left, so Nico can hide closer to the ship. 
  From here, click on the ladder to hide on top of the ship. Wait until the 
  guard starts talking to Pablo, and then climb down the ladder, open the 
  cupboard and quickly climb up the ladder again.

  The guard will go to investigate the cupboard, so climb down the ladder and 
  close the cupboard. Get the mop, and use the mop on the cupboard. Look in the 
  porthole. After a scene in which Oubier dies, you will be able to play again. 
  Talk to Oubier. Get the Jaguar Stone. Quickly use the dagger on Karzac.

Zombie Island
  Talk to the boy, Haiku. Ask about Haiku. Ask about Haiku. Walk over to the 
  table, and get the buns, pancakes and syrup. In the inventory, use the syrup 
  with the pancake. Talk to the stuntman, and ask about the pancake. Stop 
  talking to the stuntman. Use the bun with the bush.

  Get another bun from the table. Use the bun with the bush. You will arrive 
  down on the beach. Talk to Hawks, and ask about the cave. Stop talking to 
  Hawks. Try to get the handheld camera. Talk to Hawks. Ask him about the 
  cameraman. A short scene will play where you get the Eagle Stone.

Village
  Talk to Titipoco, and ask him about the shades. Ask about George. Stop 
  talking to Titipoco. Walk right until you get to the entrance of the village. 
  Get the underpants, and then head back to the big barrel near Titipoco. Try 
  to get the mayan Stone, to find out that it is too hot. Try to push the big 
  barrel. Talk to Titipoco, and ask him to help you push the barrel. Get the 
  mayan Stone. Exit the village to the left.

Outside the pyramid
  Look at the gantry. Get the rope. Talk to Titipoco, and ask him about the 
  rope. Titipoco will climb up the gantry and throw the rope over the top. Get 
  the rope, and use the rope on the engine. Get the cylinder from the 
  generator. Use the dagger on the fuel line. Use the cylinder with the fuel 
  line. Use the cylinder with the fuel cap. Pull the lever, and then push the 
  button. Talk to Titipoco, and ask him about the lever.

  Walk onto the elevator, and talk to Titipoco. Get the ammunition belt. Go 
  down in the elevator. Walk left, and the guards will speak to you. They will 
  ask you what you are doing at the pyramid, so answer their question as you 
  like. Get the torch, and then talk to Titipoco. Use the ammunition belt with 
  the fire. Talk to the general. Talk to George.

Inside the pyramid
  On the pattern on the wall, there are two levers. Pull the left lever. Pull 
  the right lever. Talk to George, and ask about the lever. After George and 
  Nico both pull the levers, Nico will fall down into a strange room with a 
  machine. Oh no... it's... another puzzle! This puzzle is pretty difficult, so 
  here's how to solve it:

  Okay, when you first fall into the room, there is a mayan machine with 
  sixteen pictures on it, a set of ten tiles, and a set of four tiles. If you 
  look at the mayan machine, there are sixteen different pictures on it. Walk 
  over to the set of ten tiles. One of these tiles has a combination of two of 
  the pictures from the machine. Walk over to the machine, and turn the wheels 
  so that the pictures line up opposite each other. Walk over to the tile whose 
  pictures you lined up by using the machine, and push it.

  Walk over to the set of four tiles. One of these tiles has a combination of 
  four of the pictures from the machine. Walk over to the machine, and line the 
  picture up according to the picture on the tile. Walk over to the set of ten 
  tiles, and push the tile which you have lined up with the machine. Walk over 
  to the set of four tiles, and push the tile. If all goes well, the tile 
  should move. Repeat this process for the rest of the four pieces. 

  When you complete this extremely frustrating puzzle, the game will continue. 
  Go through the revealed exit. George will continue the game from here. Get 
  the torch. Talk to Titipoco. Pull the lever on the wall. Exit to the left. 
  Pull the left lever. Pull the right lever. Go through the door. Go through 
  the other door. Walk down the steps on the right. Pull the lever. Go down the 
  steps to complete the game!

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3.                                Item List

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Ammunition Belt
  The ammunition belt is found after going up in the elevator outside the 
  pyramid. It is used in the fire near the pyramid.

Beer Bottle
  The beer bottle is found floating in the water near the hut in Marsielles. It 
  is used to cool the chimney inside the hut, and is also used to block the 
  chimney.

Bun
  The bun is found on the table at the film set on Zombie Island. It is thrown
  into the bush near the film set.

Card
  The card is bought from the weighing machine in the London underground 
  station. After the dagger has been used on the cupboard near the weighing 
  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.

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