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Baphomets Fluch 2 - Die Spiegel der Finsternis (e)

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Broken Sword 2-The Smoking Mirror
Complete Walkthrough For PC By Dr. S. E. Perry

This Walkthrough may be freely distributed by any non-profit making organisation. The walkthrough may not be altered or reproduced in whole or in part by any persons or organisations without the express permission of the author. This walkthrough remains the property of the author.
I apologise if some of you find the walkthrough rather long-winded but I wanted to make it as clear as possible. I hope that you will find it useful. Any useful and dare I say intelligent comments may be sent to bs2walk@svenedin.globalnet.co.uk. However, please do not bother me with trivia as I do have better things to do. If you are finding things heavy-going you may find some solace at my homepage which is at the following web-site http://www.users.globalnet.co.uk/~svenedin

A few suggestions for playing the game. Unlike some adventure games your characters can die in Broken Sword 2. It is therefore highly recommended that you save frequently to avoid having to go over things again. I have tried to suggest the most important points at which to save in this walkthrough.
In general clicking on an object with the left-mouse button means that you interact with that object. If you click on an object with the right-mouse then you examine the object. It is important to examine objects when they are in your inventory as you will often learn additional information about objects or reveal items hidden within objects.
When it is stated to talk to a character assume that you should talk about all topics until the conversation is exhausted unless the walkthrough says otherwise.

Professor Oubier's House

When the game starts you are tied to a chair with a large spider advancing towards you. To make matters worse the house is on fire!
Examine (right mouse button) the bookcase next to you. George notices a block of wood at the bottom of the bookcase on the right hand side near his feet. Left click on the block of wood and the bookcase falls down crushing the spider.
Notice the metal bracket on the wall where the bookcase was. Click on the bracket and George is released.
Now that you are free walk over to the writing bureau and open it. Inside is a bottle of tequila. Drink some of the tequila and a worm falls to the ground. Pick up the worm by your right foot. In the lower part of the bureau is a drawer. Open the drawer and find the small pot within. Once this pot is in your inventory right click on it to examine it. You then find a key.
Pick up the dart on the corner of the green carpet. Pick up the red bag near the curtains.
Now walk over to the door where the flames are. Use the dart to pick the lock of the cabinet. Inside the cabinet is a green cylinder. The cylinder is too hot to pick up with
your bare hands so use the pants that you found in the red bag to pick up the cylinder.
Use the cylinder with the soda-syphon on the top of the cabinet and then use the primed syphon with the flames. 
Now that the flames are out click on the door to exit the room. Once you are downstairs pick up the newspaper cutting on the table next to the telephone. Examine (right mouse button) this cutting in your inventory to reveal a hidden bank statement.
Use the telephone to arrange a meeting with Labineau at the Caf‚. Use the key that you find in the pot to open the front door.


The Caf‚

Talk to the gendarme in the blue shirt until there are no more topics of conversation.
When the waiter appears talk to him. He ignores you. Talk to him again when he reappears and order a cup of coffee. When the waiters brings your coffee talk to him until there are no further topics to discuss.
 	Labineau then appears. Talk to him until the conversation is finished at which point he will leave. Then talk to the gendarme again several times until he says leave me alone or George says he has nothing more to ask. You can now pick up the small flask of absinthe on the table next to the gendarme. Talk to the waiter again and ask if he wants a shot of absinthe (in the flask). Exit to the right and choose to go to the Glease gallery.

Glease Gallery

Walk over to the fat man drinking wine. Talk to him until you can talk no longer. He smashes your pot but do not worry, it is not important and you soon get your own back!
Notice that the fat man holds a glass in his right hand. When he holds this still use the flask of absinthe on the glass. He notices the difference in taste but prefers it to the wine. 
Now pour some more absinthe into the glass. The fat man staggers drunkenly and falls onto a display case.
Now that there is a distraction walk to the left of the screen behind the glass table. Left click on the packing case. George notices a label on the side of the case. Pick up the label.
Talk to the gallery owner who is kneeling over the fallen fat man. You now go automatically to the docks in Marseilles.


Marseilles Docks

Click on the wooden hut in front of you and then click on the window. A conversation starts with the dock security guard. Keep talking until there is nothing left to say.
Walk down the steps to the left of the hut.
At the bottom of the steps is a boat hook floating in the water. Pick this up.
Underneath the hut on the left of the screen is a bottle in the water. Use the hook on the bottle to retrieve it. Whilst you are here notice that there is a trap door leading in to the hut. If you go through the trapdoor you can see some rather useful dog biscuits on the table. Unfortunately you cannot take the biscuits whilst the guard is in the hut.
Walk back up the steps. On the left hand side of the hut there is a chimney from the stove inside. Try to touch the chimney- it is too hot. Use the bottle to cool the chimney and then remove the metal cone from the top of the chimney. Now use the bottle on the chimney again to block it. The hut fills with smoke and the guard comes out.
Go back down the steps and enter the trapdoor under the hut. Once you are inside take the dog biscuits from the table. There is nothing else of use in the hut. Go back down through the trapdoor.
Now you need to get rid of the guard dog, Twenty. Whilst you are still under the hut notice the platform on the left of the screen. Use the dog biscuits on the platform (not on the dog). When the dog moves on to the platform use the boat hook on the platform. The dog should fall down in to the water. You can now go back up the steps and climb over the fence to the right of the hut to proceed to the rest of the docks.
Once you have climbed over the fence walk all the way over to the left of the dock. Here you will find a ladder which you should climb. Near the top of the ladder is a blue housing which contains a fan. Left click on the housing. You cannot reach the fan inside. Now click on the window immediately to the right of the fan housing. You can see the inside of the warehouse and the fan. Use the boat hook on the fan to jam the motor. In case you are wondering why you are doing this it is because the noise of the fan prevents the men inside from hearing you knock at the door below. Go back outside and SAVE. It is possible to die very soon. Climb down the ladder.
Knock on the door immediately below the window you leant through. Pick the "Transglobal" conversation topic. The man inside says he is coming out (and he has a gun) so quickly climb back up the ladder. Once you are back on the roof walk over to the barrels to the right of the window you looked through. Click on the green clamp above the barrels to send a barrel down to the barge below. The man will now walk over and stand in the path of the barrels so send another barrel down to knock him off the quay. It is now safe to enter the warehouse through the door below.
Enter the warehouse through the door that you knocked on. Click on the notice board above the desk to read a delivery note with the address "Quaramonte City". You cannot take the note so do not worry. Click on the wooden boxes near the desk. They are sealed. Now walk over to the right of the screen. As you walk across a little man appears from behind the boxes. Go back to the desk and search the drawers on the left- hand side. You find a small key. Use the key on the little man to release him from his manacles. The man now runs away behind the boxes.
Next walk to the right and push the small button to the left of the green elevator doors. Use the elevator to go to the first floor. Once you arrive at the floor above George crouches down to obstruct the light beam which prevents the elevator doors from closing. Click on the nearest crate to move it across the light beam.
On the right-hand side of the elevator there is a button and a switch. Click the switch to turn on the lights on the right-hand side of the room. Walk over to where the lights came on and examine the scratch marks on the floor. You discover a secret door in the panel above the scratch marks. Go through the door to discover Nico. Talk to Nico and George will remove the tape from her mouth. Untie the rope that holds Nico to the chair. Pick up the fetish from the floor. You should now have some tape and rope in your inventory.
Go back to the elevator and use the tape with the photoelectric cell at the bottom left-hand corner of the elevator. Push the crate (that was obscuring the light beam) back in to the room. Push the crate with holes in the top (near the black statue) on to the top of the crate you moved from the elevator. Now push the crate nearest the statue out of the way. You can now use the pallet carrier that the statue is on to raise the statue up. Tie the rope around the statue and then use the rope on the pulley above the statue. If you now try to push the statue you find it too heavy. Talk to Nico about the statue and she will help you to push it. The statue now smashes through the door giving you a means of escape. Walk through the smashed door and use the manacle with the cable to the left of the platform outside the door. Time for a death-slide! 


Quaramonte City

	In this area you can talk to a lot of characters but you do not need to talk to all of them. There is a lot of talking to characters and then going back later to talk again. This does become rather tedious. The following sequence works but I am sure there are other ways of doing this section.
	Firstly walk up the steps of the "Quaramonte Mining Company". Inside talk to the red-haired woman and exhaust the conversation. Exit the building and talk to the band members in the middle of the screen. Walk to the right of the screen. Outside the police station is a woman called Pearl. If you attempt to walk to the right of her a conversation starts automatically. Complete the conversation with Pearl and walk to the right of the police station. Here you will find a red truck. Talk the driver, Duane. To the right of the truck is a man with no legs sitting on the ground. Talk to him. Near the rear of the truck is a window on the wall of the police station. Click on this to notice the prisoner inside.
	Now enter the police station. When you go in Professor Oubier is talking to the General in front of a chart. Talk to the General and then to his assistant Renaldo. Look at the chart that Oubier was looking at and then talk to the General again. Leave the police station.
	Outside the police station Nico starts a conversation. Talk about all the topics. Next go back to the red truck and talk to Oubier. Talk to Pearl again and then talk to Duane again. Next talk to the band members again. Return to the Mining Company and click on the cupboard behind the red-haired woman. You cannot get into the cupboard yet. Go back and talk to Duane (Oubier has now gone). Once more speak to the lady in the mining company. Now talk to Nico and she will agree to distract the General whilst you look at the chart. Enter the police station and talk to the General. The General now leaves with Nico. Next get rid of Renaldo by talking to him. Go back to Pearl to tell her that she can now go on her tour. Renaldo leaves with Pearl. Examine the chart on the police station wall and then go back to the mining company to talk to the red-haired woman. Click on the cupboard and take the detonator. Return to Duane and give him the detonator.
	Enter the police station once more. Exit to the rear of the building to the cells. Here you will find Miguel. Talk to Miguel. Renaldo returns and locks you in a cell. The scene changes to the General's apartment.

General's Apartment

	When Nico stands up click on the swordfish, lava lamp, picture and tiger-skin rug. Talk to the General but avoid talking about the television. The General's mother enters the room. When the conversation ends the scene changes back to the cells at the police station.

In Prison

	Duane's bomb turns out to be a damp squib. Talk to Miguel until he gives you the rope noose. Use the rope on the cell window and then use the noose on Duane (he is outside the window). Duane pulls down the wall with his truck. George and Nico escape automatically to the riverboat.


The Jungle

 	After the boat has been destroyed you find yourself in the jungle. Pick up the vine from the "washing machine" that you are standing next to. Walk over the bridge to the left. There is a water wheel that is pumping air to a church organ in the tree house above. Next to the wheel is a pile of damp leaves. Place the bank statement that you picked up at Oubier's house on the pile of damp leaves. Next use the flint "fetish" statue with the water wheel. The sparks iginite the leaves. When the priest comes down from the tree-house talk to him. The priest gives you his collar. To press the collar use the vine with the press to the left of the ladder. Then use the collar with the press. Finally use the cross (just left of the ladder) with the press. Hey presto a pressed collar. Pick up the collar and give it to the priest. Talk to the priest until he takes you to the indian village.


Indian Village

Talk to the guards. The shaman demands a tribute. Give the guards the dog biscuits. The shaman likes these but wants some more! The box is now empty so put the Mayan stone in the biscuit box and give the box back to the guards. When the guard returns you are allowed to see the shaman so exit to the left in to the village. Talk to the shaman by the fire, listen to the long story and keep talking until you are given the medicinal root. You now go back to the tree house automatically.

Healing Nico

Now you have the root but Nico cannot take the medicine in its present form. You need to extract the juice from the root. To do this use the metal cone with the press to collect the juice and then use the root with the press. Now use the cross with the press. Pick up the cone and ascend the ladder. George automatically gives the medicine to Nico. Next we are off to the Caribbean.


The Caribbean

	This area is rather time-consuming. First talk to the man who may be looking at his plans or using the theodolite. When he is looking at the plans on the table use his theodolite. You can see something shiny on the end of a flagpole. Next look at the plans whilst Bronson is using the theodolite.
	Walk to the right of the screen to the wooden jetty. Talk to Rio (the boy sitting on the end of the jetty).  Go back to the left and ascend the stairs to the house (near the theodolite). 
	Talk to the old ladies and exhaust the conversation. Try the door to the house. Talk to the cat. Talk to the old ladies again and eventually they should go away.
	Once the old ladies have gone return to the beach and talk to Rio again. Once the conversation has finished give him the worm. Rio should start fishing. Talk to Rio several more times until he has caught a bicycle. Click on the bicycle to retrieve an inner tube. Then talk to Rio to get a fish. Now go back to the house.
	At the house use the ladder. Climb the ladder and attach the inner tube to the flagpole. Descend the ladder and use the fish with the inner tube. Once the cat is distracted pick up the red ball that the cat was playing with. Now go back up the ladder and click on the red and yellow marker on the end of the other flagpole. You cannot reach it. Click on the inner tube again and George throws the fish to the cat. Climb down the ladder.
Notice to the left of the table at which the old ladies were sitting there is a tree. Use the inner tube with this tree to make a catapult. Use the red ball with the inner tube to hit the marker on the flagpole. Bronson is not very pleased! When Bronson climbs on to the flagpole remove the ladder. Make sure that you pick up the marker that Bronson drops. Now return to the beach to see those plans.
	Pick up the plans and take the theodolite too. Return to the house and give the plans to the old ladies. Finally you can enter the house but the scene now cuts to Nico in London.

London: British Museum

Talk to the attendant to find out that "El Draco" was Francis Drake. Examine the bag (right mouse button) to reveal a hair-clip. Look in the cabinet to the left of the attendant. Now look in the cabinet behind the attendant. Talk to the attendant again. Professor Oubier appears. Talk with Oubier. The attendant returns from the telephone and Oubier departs. Continue the conversation with the attendant. What a surprise! Oubier has stolen the jaguar stone. Remove the small key from the empty cabinet (where the jaguar stone was) that the attendant is now standing close to. Go back to the cabinet near the telephone and use the small key on it. Click on the cabinet to take the obsidian dagger. Remove the key from the dagger cabinet and show the key to the attendant. The attendant goes to the phone. Talk to the attendant again to discover where Oubier has gone (boat icon). Now click on the orange/pink curtain to reveal the door behind. Use the dagger to open the door.


Caribbean: Inside the House

Pick up the large chart displayed near the sea chest and place the chart on the desk in the centre of the room. Pick up the lantern (to the right of the door) and place this on the inkwell on the right-hand side of the desk. Now open the large sea chest. A dreadful child emerges from the chest. Talk to the irksome child, Emily, until the conversation is finished. Now look at the pirate painting on the back wall of the room above the ship's wheel. Talk to Emily about the cross she is wearing. Rio might know what she will swap the cross for. Remove the quill feather from the penholder on the desk (near the inkwell). 
Exit the house and use the feather on the cat. He tears it to shreds. Go back to the beach to talk to Rio. He wants a fisherman's "fly". Go back to the cat and pick up the feather shreds (these are awkward to find and are just in front of the cat's right paw. It took me ages to find them). Go back to Rio and give him the shredded feather. He will give you a conch shell. Swap the shell for Emily's cross and place the cross in the penholder on the desk. When you have seen the map go back to Rio. He will agree to take you to Zombie Island.


Zombie Island

When you arrive on the island click on the cliff behind you. It is too steep to climb. Now click on the "rocky outcrop" just to the right of the boat's mast. Click on the boat to notice the net. Ask Rio if you can borrow the net and then use the net on the rocky outcrop. Once you start to climb the scene cuts back to Nico in London.


Abandoned London Underground Station

	Walk to the blue vending machine to the left of the stairs. Use the hair-clip on the coin slot (near the top of the machine) and retrieve the coin from the coin-reject slot at the bottom of the machine. If you like you can buy a chocolate bar but you do not need it. Next use the penny on the weighing machine to the right. Take the card from the machine. Walk over to the cupboard on the wall to the right of the weighing machine. Use the dagger on the cupboard to open a crack in the left-hand side of the cupboard. Now use the card from the weighing machine with the crack in the cupboard. Use the red button in the cupboard to stop a train. Back to the Caribbean.


Zombie Island 2

George arrives at the top of the cliff. Exit the top of the cliff via the top right exit to arrive in a forest area with a swamp in front of you (this may happen automatically). Pick up a reed from the left-hand edge of the swamp. There follows a type of maze which is not that difficult to navigate. It is easy to miss some of the exits. I have tried to indicate which screen is which and which exit to use by whether the exit is on the left or right and top, middle and bottom of the screen. You may find you have to wonder around for a while.
Once you have got the reed take the top right exit. You will see a large tree. At the base of the tree is a lair with a fierce little creature in it. Use the reed with the lair and the creature will chew the end off it. You can now use the dart with the reed to make a blowpipe.
>From the "lair" screen take the bottom left exit and you will arrive back at the swamp. From the swamp take the bottom left screen to arrive at the top of the cliff. From the top of the cliff take the bottom right exit. You arrive in a location where various mushrooms are growing. Move to the right of the screen and you encounter a wild boar that will not let you past. Use the blowpipe on the boar to send him away. When the boar has gone move to the right. There are now two exits, up or right. Take the up exit to arrive at the "rock needle" screen.
At the rock needle click on the vine growing on it. The vine falls to the ground. Use the net on the vine and then use the theodolite marker with the vine and net. Finally use the vine, net, marker assembly with the rock needle. You now have a marker on the top of the rock but you need to find the highest point on the island to use your theodolite on the marker. This took me a long time to find.
These instructions may sound rather contrived but they do work. From the "rock needle" choose the up exit. This takes you to the swamp. Now take the right-hand exit to the "lair" screen. From the "lair" screen take the top left exit. This takes you to a screen with trees and some orange/brown plants. Exit this screen to the left and you are back at the swamp (but on a different path). Take the middle right exit from the swamp and you arrive back at the lair screen. Finally, thank goodness, take the middle right exit followed by the middle right exit again to end up on the highest point on the island.
At the highest point examine the initials on the stone. Now click on the holes in the stone. Use the theodolite with the holes and look through the theodolite. The theodolite can be moved to the right by moving the mouse to the right of the screen. Move the theodolite round until you spot the shiny marker in the lower part of the picture. Click on the marker and then click on the pillar of rock directly in line with the marker. Bingo! We now know where the treasure is. Exit the high point to the right and the scene cuts back to London. SAVE here. There are several opportunities for Nico to be killed here.

Docks in London

Nico finds herself behind a crate near a boat anchored beneath Tower Bridge. (For those of you who do not know the most famous bridge in London is Tower Bridge not London Bridge. I should know because I live in London). As I have said before this area is dangerous and Nico can die here so please SAVE the game. I recommend that you read ahead in this section before you attempt this. If you are too slow or time things wrong the guard will shoot and kill Nico.
	First click on the crate to the left of the one Nico is hiding behind. She will then crouch behind this one. Next wait for the guard to go and talk to the man in the red shirt. You can actually go to the cupboard before the guard reaches the man in the red shirt. Sometimes he will reappear to quickly so you may have to try several times. When the guard is with the man in the red shirt quickly click on the cupboard door on the boat (to the right of the ladder).  Now quickly climb the ladder. SAVE again. The guard then walks in to the open cupboard and Nico climbs down the ladder. Click on the cupboard door to close it and then click on the mop to the right of the door. Use the mop on the door to lock the guard in. SAVE again. Success?  I found this rather annoying.
	Next look through the porthole to the right of the ladder and watch what goes on. As soon as Karzac leaves Nico enters the ship. SAVE here. Talk to Oubier-he is of course dead. Take the stone from Oubier's hand. Karzac reappears. Quickly use the dagger on karzac. If you are too slow then Karzac will succeed in garrotting you. The scene changes back to Zombie Island.

Pirate Film (Movie) Set

Talk to the director, Hawks. Talk to the man, Bert, standing by the table behind the camera. Listen to the tedious conversation with a vain attempt at humour. Talk to the boy, Haiku, standing next to the lady with the pink blouse, Sharon. The director tells George to get out of the way. Watch the scene. Now go back to the table behind the camera. Pick up the syrup, a pancake and a bun. Use the syrup with the pancake in your inventory. Offer the syrup covered pancake to Bert once Bert has changed places with Haiku. The syrup runs down Bert's chin. 
	Click on the bush to the left of Sharon. Now right click on the bush. There are Hornet's inside! Use the bun on that you picked up from the table on the bush. Now pick up another bun and use that on the bush. Watch the commotion.
	
On The Beach

	Talk to Hawks and volunteer to be the stunt man. Now talk to Bert. Click on the hand-held camera on the sand near the large camera. Then talk to Hawks again. The rest of the scene is automatic.

Indian Village 2

	Talk to Titipoco. Find the Mayan stone to the left of a large barrel in the ruins of one of the rude huts. Click on the stone-it is too hot to pick up. Click on the barrel near the stone-too heavy. Ask Titipoco to help you with the barrel. Pick up the stone. 
	I recommend SAVING at this point because if things are done in the wrong order in the next section it may become a mess. Exit to the left.

Pyramid

There is a generator in front of you. Click on the cylinder part of the generator near the bottom left and pick up the cylinder. Now look for the generator fuel pipe on the left-hand side. Use the dagger on the fuel pipe. Use the cylinder on the fuel pipe to collect some fuel. Now use the filled cylinder with the fuel cap on the top of the engine (which is to the right of the generator). Click on the metal gantry above the engine. Pick up the rope (on the ground near Titipoco) and talk to Titipoco. The little chap takes the rope up the gantry. When Titipoco returns use the rope with the engine. Now start the engine with the red button.
Use the lever on the engine to send the elevator up. Then use the lever again to bring it down again. Talk to Titipoco about the lever. When he has agreed to operate the engine stand on the elevator platform and talk to him again. Up we go.
At the top see George tied to the sacrificial slab. Pick up the ammunition belt from on top of the boxes and take the elevator back down. SAVE here.
Walk to the left of the screen and when the guard shouts at you mention the general. When they stop talking click on the torch at the bottom of the steps. Click the torch on Titipoco and he will light it. Nico throws the lit torch in to the fuel near the generator. Now throw the ammunition belt into the flames.
When you arrive back at the top of the pyramid talk to the General. Now release George using the dagger.

Inside The Pyramid

Inside the pyramid try to pull both levers and then ask George to help you. Oh dear, you have fallen through the floor.


The Ghastly Mayan Puzzle

Nico now arrives in a room with the most hideous puzzle in the whole game. I will try to explain how to solve this puzzle but it is difficult to explain. If you cannot do it I do not want endless e-mails on the subject because by the time I get them I will probably have forgotten how it is done.
In the room there is a large Mayan machine with two large wheels mounted on it. The wheels bear symbols. The wheels can be turned by clicking on them.
If you walk to the right of the screen you will see two panels of tiles which also bear symbols. The first set (on the left) has 10 tiles on it. The second set (on the right with a monkey above) has 4 tiles. If you look carefully at the tiles on the right (the set of 4) you will see that the designs could be made up by combining 2 of the tiles from the set of 10. 
I am going to label the tiles from left to right as follows:

Left Set                                              Right Set

1      2     3      4       5                        6              7            Upper row               
8      9    10    11     12                     13             14           Lower row  

Look at tile 6. This design could be made from tile 2 combined with tile 5.
Go back to the machine with the wheels.

If you have not touched the machine since you came in then you should notice that the deign on the left-hand wheel in the 3 o'clock position and on the right-hand wheel in the 9 o'clock position together make up the design of tile 2. That is to say that the designs on the wheels that are next to each other where the wheels meet in the centre together make up the design of tile 2. Go back to the tiles and push tile 2. It moves slightly. This is because the symbols are correctly lined up on the wheels.
Next you will need to match the symbols on the wheels that make up tile 5. When you have done that press tile 5. It should move slightly. Now there are two tiles depressed out of the set of 10 and together the two depressed tiles make up the design of tile 6. Press tile 6 and it clicks in to place.
The idea is to have all four of the right-hand set of tiles depressed.
For those of you who have got the idea-carry on.
If you need more help then these are the details.
The next of the right hand tiles that you would like to push in is tile 7. To do this note that the design of tile 7 is a combination of tile 12 and tile 3. Line up the wheel symbols so that those for tile 12 meet in the middle at the 9 o'clock position on the right hand wheel and the 3 o'clock position on the left-hand wheel. Then push tile 12. Do the same for tile 3 and then push tile 12. So now two of the right hand set of tiles are pushed in. Complete the puzzle using the same logic.
The next combinations are as follows:
Tile 13 is tile 10 and tile 1
Tile 14 is tile 8 and tile 11.    

When all the tiles are pushed in on the right hand set a secret door will open. Exit the room. 

George and Titipolco

	Pick up the torch from the wall directly in front of you. Click the torch on Titpolco and ask him to light it. With the extra light you can see a lever on your left. Use the lever and fall down to the room below.
	The next sequence is a matter of getting a combination of different levers right. The levers are in different rooms and need to be set correctly in order to open a secret door in the room that you fell into when you pulled the lever. It would help to SAVE here in case you mess up the sequence.
	In the room you fell down into (torch on the floor) pull the lever on the blue and gold wall. Now exit the room to the left. In the next room (with a statue in it) pull the lever to the right of the door. Now pull the left-hand lever. Exit through the door that just opened. In the corridor outside there is a lever outside each room. Pull the lever outside the left-hand door (not the door you just came through). Then pull the right hand lever. Pull the left lever again and then pull the right lever again. Now go through the left-hand door and a secret door has opened. 
	Pick up the torch from the floor and use it to light the torch on the wall near the opened secret door. Pick up the lit torch and exit through the secret door. After you have descended the stairs use the lever just below the hand in which you are carrying the torch. Continue downwards. The final sequence is automatic.
	That was hard work for you and me! Why not revive yourself at my web-site http://www.users.globalnet.co.uk/~svenedin


Hope that you enjoyed the game

Dr. S. E. Perry (1998