Secrets of the Ark

Walkthrough and trouble spot locator for those who wish only a nudge in
some direction.  Written by Richard Le Beau during the second play-
through, not all puzzles were truly solved but answers are listed anyway.
I will try to mention anything that examine seems to be a trigger for, but
unless you are trying for the shortest solving time ever why not examine
things before you touch them thus getting the most out of George and
maybe a ‘Door’ from Nico.  Not all the conversations and examines listed
below are needed as triggers but the rest do add at least a little to the
story.
7/8/20011

New York Bail Bonds, New Client
               Pick up golf club from right corner.
       Back door lock, use the golf club on the lock.
               George and Anna will move to the back room, interact
               with the file cabinet and George will turn it over.  Climb
               up on the file cabinet and climb through the hole in the
               ceiling.

New York Bail Bonds, Escaping the Goons
       Elevator door, use the golf club on the elevator door for now.
               Goons have the stair exit covered so move to the other
               corner and the interactive fan grate.  George   can’t move
               the grate alone, use Anna on the grate and she will help
               remove it.  Grab the fan and pull it out into the room.
The fan is a better prop for the elevator door so move it under the door
               and pick up the golf club again.  Escape the room
               through the fan hole.  Outside, side step along the ledge
               toward the fire escape.  Climb the fire escape and walk
               out on the roof.
       Roof escape, climb the loading joist and interact with the chain
               on the end of the beam.  From the rooftop use the golf
               club on the chain and George will swing over the ally.
               Interact with the handle of the loading joist on this roof
               to turn it into a bridge for Anna.

New York Bail Bonds, Finding a way to street level
               Once inside the (not so) new building shimmy on the
               pipe over the missing floor.  Anna will need    another
               bridge after the pipe falls and causes more than just that
               problem to solve.  Drop from the pipe to the other piece
               of floor and move around toward the left jumping the
               gap and side step the ledge to a stair well.  Pick up the
               string holding that door open.
       Stairwell door, close the door, interact with the bolt for the door
               so it is latched, and interact with the door.  George
               should now kick down the door and its frame for the
               bridge Anna needs.  Down the stairs, but the street level
               door is blocked so go back up one level.  The fallen
               pipe has left live wires on the floor   below, find the
               breaker but that too is broken and won’t stay off.  Walk
               around to the right and drop down the sagging floor to
               the level below, then continue right to the few planks
               forming a bridge to the other side.
       Holding breaker, try to walk George past the live wires below the
               breaker to have him comment and step back.  Return to
               the breaker and now when you use Anna on the breaker
               she should keep holding it while George goes back
               down and over the wires.  Interact with the box
               blocking the stair well door and Anna will join you on
               the ground floor.
       Roll up door, use Anna on the crank for the door then at half
               open interact with the door to hold it for both to escape.

New York Hotel, Trying to get upstairs
               Examine the lobby items including the reception sliding
               window, lighter, grandfather clock, and electronic card
               reader door lock.  Talk to the man behind the reception
               desk, manager Alfonso.  No rooms left, interact with the
               clock and talk to the man reading the book in the lobby.
               That Goose book         had a key card in it.  Examine the
               book and talk to Thelwell again.  Talk to Alfonso again
               now that Thelwell is a subject of conversation, as well
               as the grandfather clock.  Examine the hotel flyer to put
               its number in the PDA phone book.
       Key Card, Thelwell is expecting a call about the goose paintings.
               hide from Alfonso in the bathroom and call the hotel
               asking for Thelwell.  Thelwell will leave his book to
               take the call, which George can see through the
               doorway opening.  Exit the bathroom and interact with
               the book on the lobby table to get the key card.  Use the
               key card on the reader to open the doors, then pass
               through and climb the stairs.

New York Hotel, getting into Anna Maria's room
               Climb the stairs and head for the hallway intersection,
               Anna will call so don’t pile up too many
               examines/interactions on things just yet.  After her call
               start examining the hallways signs, doors, locks and
               other interactive things.  Pick up a dead Death Watch
               Beetle, and note the sprinkler heads up above.  There
               are more than beetles in that closet but Elvis won’t let
               George do much of anything so after talking to him it is
               time to get him out of our way.  Dead flowers and those
               sprinkler heads match up with that lighter at the
               reception desk so go back down to the reception desk.
               Talk to Alfonso about Elvis, the fumigation, and Death
               Watch beetles.
       Lighter, use the beetle on the grandfather clock, and talk to
               Alfonso about the clock.  Alfonso should leave to check
               his clock, interact with the window and pick up the
               lighter.  Back upstairs Elvis won’t let George torch the
               flowers with the lighter, a distraction is required.
               George can interact with the window at the end of the
               hall but not if Elvis is watching.  Wait for Elvis to do
               his impression of Elvis with George standing at the
               window.  George will walk away a bit after opening the
               window but it is easier to see things if George is
               standing on the right side of the window, the inventory
               is not full yet but know where the lighter is when the
               time to use it arrives.
       Lighting the flowers, while Elvis is busy with his impression,
               Interact with the window.  Wait for the cursor to return
               after George walks away, then have George walk/run a
               bit closer to the flowers so they are easy to select and
               not get the Do not Disturb door or anything else while
               using the lighter.  If Elvis is still busy with the window
               George does set fire to the flowers now and the
               sprinklers will send Elvis to a dry spot by the broken
               elevators.  Elvis can still see the cleaning closet door
               but George has access to Anna’s room now so open the
               door and go inside.

New York Hotel, searching for clues
               Examine the ashtray, safe, and there is a pen on the
               floor by the bed to pick up.  Enter the bathroom
               and examine the window fan, this must removed for
               Anna to enter the room.
       Window fan, interact with the fan control on the left then use the
               string on the fan grill after it has stopped.  Interact with
               the control again and the fan will remove itself.  Anna
               will enter and search the room as well.  Talk to Anna
               and use the pen on Anna.  George thinks there is
               something inside that cleaning closet so return there.
               As a hint perhaps my game showed an pick up cursor
               below the closet door now but George would just say he
               found another black cat pen.  Talk to a wet Elvis if you
               want before opening the door.
       Closet Door, use the pen on the door itself, then use the hotel
               flyer as ‘paper’ in the same place.  The trapped
               receptionist will return the flyer with the closet door
               code, interact with the security keypad to free her.

New York Bail Bonds, Back at Big Bros
               Talk to Virgil then go into George’s office and pick up
               the cigarette pack from the desk.  Use the cigarettes on
               Anna and talk to both again before going back to the
               hotel.

New York Hotel, back at Hotel
               Talk to Juanita, Officer O’Halleran, and Alfonso.  Use
               the cigarettes on the Officer and talk to him again.
               Travel back to the Bail Bonds Office and Talk to Anna
               then travel to the Meat Packing Plant.

New York Meat Packing, Gaining entry to Factory
               Scout around the Salami shop and note the smoke break
               area by the back door past the not quite so interactive
               trash cans.  Examine the items in the shop including the
               apron hanging behind the counter.  Talk to the man
               behind the counter, Chico.  Apron, use the Italian
               cigarettes on Chico.  George needs that apron but settle
               for the salami now in trade for the cigarettes.  Go back
               outside and near the wall to the right side, before
               George walks too far Chico should start to move for a
               smoke break and George can run back in to pick up the
               apron.

New York Meat Packing, Searching factory for clues
               George can enter the factory now with the apron on, and
               talk to the guard by the truck.  Close to the guard on the
               loading dock the inside of the truck is available to walk
               into.  The ice there will melt soon if picked up now,
               maybe later.  Inside the factory there is a blue control
               panel to the left of the hanging pigs, interact with it to
               move anything hanging on the rails.  The door to the left
               is locked so head down the stairs to the right.  On the
               factory floor pick up the fire blanket at the safety
               station, another locked door with something interesting
               going on behind but there is an open door on the far
               wall.  Enter the open door and there is an unlocked blue
               door to enter. Behind the blue door is a small room with
               only a small first aid kit active, interact with the kit to
               reveal another key card reader.  George can’t mess with
               that yet so go back out the blue door.  Past the blue door
               is a machine to examine, pick up the safety keys and
               head outside.  There is a forklift here that can’t be
               driven, but is already right under the vent window
               George heard the music from.  Interacting with the
               dumpster bin George will just give it a shove toward the
               forklift, repeat until the bin is on the lift fork.
       Forklift, use the safety keys on the forklift and interact with the
               forklift buttons to raise the Dumpster bin up to the
               window.  Climb up the back of the forklift and use the
               climb cursor over the back of the bin so George can get
               on top of the bin and look through the vent window.
               Need to find a way to clear that room and enter it,
               jump back down off the bin and forklift.  Pick up the
               safety keys from the forklift and search some more.
               Back on the loading dock the left side door is now open
               leading to the smokehouses.  Smoke is something
               George could use right now so interact with the doors to
               find one in use.  Use the fire blanket to open the hot
               door.  George can interact with the greasy meat hanging
               here but can’t take anything away except that interactive
               log.  Use the fire blanket on the log to add it to
               inventory and head back to the forklift.  Back atop the
               forklift and bin use the log and fire blanket on the vent
               window, good but needs more smoke.  Could use water
               on the log for more smoke.
       More smoke, go back to the truck on the loading dock and pick
               up some ice.  George needs to run the ice back to the
               vent before too much of it melts, one melt warning is
               ok.  Use the ice on the vent window to smoke out the
               bad guys.

New York Meat Packing, Getting to secret office
               Everyone has left and all the doors are open except the
               one to the secret office.  Pass through the now
               unlocked meat preparation room and examine the
               butcher’s chair, where is Toni now?  Return to the
               loading dock and that blue panel that moved the
               hanging pigs, interact with the blue control panel then
               search the body.  With the key card from Toni, return to
               the blue door and inside that room use the key card on
               the reader.

New York Meat Packing, Getting Manuscript from Cabinet
               This is one of the darker stairwells in the game,
               boosting monitor brightness can help finding that secret
               door exit and separate floor from stairs up to the office.
               Inside the office interact with the middle desk drawer
               and pick up the hankie wrapped photo.  Examine the
               bundle and each separate item.  Interact with the
               cabinet, ok what else is interactive?  Examine the open
               window to get the idea of using the bone cruncher
               below it.  George can’t grab and move the cabinet
               though without greasing the wheels.
       Wheel grease, return to the smokehouse and use the silk hankie
               on the meat.  Return to the secret office and use the
               greased hankie on the cabinet, now when George grabs
               the cabinet it’s a quick trip down to the cruncher, at
               least for the cabinet.  Back at the cruncher use the
               safety keys on it then interact with the buttons and await
               results.  The manuscript is not active yet because there
               is an MP3 player on top so pick up both.

New York Bail Bonds, Research Manuscript
               Use the MP3 player on Virgil, and then talk to Virgil to
               get his hacking flashcard.  Use the PDA to connect.
               First a PDA hacking tutorial then the first puzzle as
               George uses the PDA to get into Lobineau’s data.
       PDA, be sure and look at each item downloaded to the PDA, and
               in the case of the history files display each different link
               and continued data.  There are triggers here in the PDA
               that are easy to miss on a reload or replay where there
               can be stuff this new George or Nico has not seen.
               Examine the manuscript and in the close up select each
               different named drawing or text, the text will show up
               on the PDA as well.  Do this after reading the historical
               database to trigger the ability to travel to the next
               destination.  Talk to Anna, and it’s out the door to
               Istanbul.

Pasha Palace Hotel, Locating Citadel
               Examine the items on the reception desk, and then talk
               to the nameless receptionist.  Examine the map she
               mentioned to the right, then walk into the screen and
               down to the restaurant.  Talk to the waiter at the back
               and be sure to pick up that stray knife from one of the
               tables before it’s needed.  Look at the PDA historical
               database since new information is there now about
               Constantinople.  Leave the hotel for Topkapi Palace.

Topkapi Palace, Gaining entry
               Talk to the guard, return to the hotel.  At the hotel there
               is a new item on the reception desk, but George can’t
               pick it up with the receptionist watching.  Talk to the
               receptionist about Eamon.  Talk to Anna about Eamon,
               which sets up the theft if George can distract the
               receptionist.  Use the golf club on the receptionist, don’t
               worry he doesn’t hit her with it, just shows off his
               putting stroke, going with the golf trophy picture clue,
               while Anna is doing the grab.  Talk to Anna about
               Eamon to get what was in the letter, and examine the
               bundle to separate the items.  Examine each item and
               note the loose photo on the ID.
       Topkapi ID, use the knife on the bail bond ID, then use the
               picture of George on Eamon’s ID.  Examine the map of
               the palace and select each named item in the close up
               view.  Talk to the waiter again about items from the
               map and security.  Go back to Topkapi Palace, it is now
               nighttime.  Talk to the guard about the ID to get through
               the first gate.  The guard at the second gate says to stand
               aside for VIPs soon to be leaving so George must sneak
               in.  Talk to Anna about the guard and she will distract
               the one to the left of the inner gate, George must walk
               behind him but not so close to the pair at the left
               walkway that they send him back.  At the first scaffold
               going left climb up to the railing of the wall, there is a
               guard on patrol here but something else if the railing top
               is searched carefully.  As the guard moves away out of
               sight pick up his cell phone and examine it for the
               number.  Now use the cell phone on the spot it came
               from to put it back.  The PDA should have his number
               but George can’t climb the wall here so go back down
               and left to the next scaffold which is next to missing
               railing.  From the top of the second scaffold make the
               call to the guard with the PDA; watch for George to put
               away the PDA and the cursor to return then climb the
               wall.

Topkapi Palace, Sneaking through the Palace
               Hide behind the near buttress on the right side.  Watch
               the guard for his pattern and search for a spot on the far
               wall that George can climb.  Move to the wall section
               while behind the guard, climb up, and walk to the end
               of the hall.  A pan shows the area and the guard with his
               dog, but sharp eyes are needed to spot a clothes line
               here as well.  There is a blue spot on the window sill
               close to George so examine that.  Use the knife on that
               patch of plaster and the guard will leave to go
               investigate taking the dog with him.  The guard will be
               back very soon however and George will not make it to
               the exit with this diversion.  George needs to go left
               from that window sill to the right hand passage, along
               that hall past that cup the guard had, down the stairs to
               the right and into a passage in the middle of the
               courtyard.
       Removing the guard, examine and interact with that cup the
               guard was using then return to the spotted window sill.
               During these movements, when the camera is pointed at
               the walkways from the center of the courtyard, look for
               the clothesline.  It is easier to see from the courtyard but
               George must return to the walkway to interact with the
               clothesline and untie it.  When George drinks all the tea
               the guard will leave to make more, but he will post the
               dog to watch the exit George needs.  George is safe
               anywhere in the courtyard now but the dog blocks the
               exit, what he needs is some dog food.  Use the knife on
               the salami to add slice to inventory, no need to repeat
               this, as George will always have a slice available now.
               Use the slice on the dog, but he still won’t let George
               pass, use the salami slice on the untied clothesline to
               lure the dog away from the exit.  Now George can use
               the passage and come out overlooking the fountain
               courtyard from the Palace map.  Going right leads down
               to the Museum entrance and a different kind of security.

Topkapi Palace, Getting through the Museum
               Examine the computer, alarm warning signs, doors,
               cash register, and even the post cards from the last
               Broken Sword Adventure.  Use the PDA and solve the
               hack puzzle for museum security, it won’t turn off
               but there is a test mode so choose that.  The museum
               doors are open now so walk inside but don’t go
               far.  From inside the museum George needs more
               smoke to see the lasers, looking around there is a
               vent to the right of the entry doors.
       Lasers, interact with the vent cover to open it.  Use the New
               York Hotel flyer on the vent and George will close
               the cover.  Use the lighter on the vent with the hotel
               flyer trapped there to make smoke and have George
               advance into the room until the red laser emitters are
               visible in the wall(s).  In the smoke the lasers will show
               lines right from the emitters while they are on but not all
               the way across the room.  When the lasers turn off the
               lines go away and George can cross that field and move
               to the next set, repeat until George reaches the Lover’s
               Door.
       Lover’s Door, the puzzle is a set of 4 levers controlling 4 posts
               that hold up the door bar.  To solve, see which posts are
               moved with only one lever down at a time.  At each
               lever pull the posts controlled will change position so it
               will go back up if already down.  Once known the
               patterns could be watched for while making random
               lever changes and when a known pattern is up just pull
               that corresponding lever, could be faster than
               calculating lever results and looking for one of the
               patterns that way. Or pull lever 1, lever 4, then lever 2.
               Anna will join George when the door opens, examine
               the door on the right side with its two-headed
               control.  George will say he needs help with this door
               that the waiter mentioned, so talk to Anna and select the
               icon of this door.  Together the door is opened and both
               walk into the fountain courtyard.

Topkapi Palace, Courtyard fountain
               Locate the interacting items here, there is a pipe at the
               edge of the fountain closest to Anna, and a power
               switch on the wall to Anna’s left.  Power switch first,
               George can reach the switch hugging the wall staying
               inside the columns.  Examine the switch, interacting
               with the switch George will turn it off and while the
               guard from the bench moves over to the switch he has
               time to visit the pipe and even jump into the dry
               fountain to play with the centerpiece.  George can’t
               move the centerpiece alone however and the guard on
               the bench will turn the power back on to refill the
               fountain before long and the centerpiece is not active
               with water in the fountain.  The pump has to stay off
               longer.  Pump off, use the paperclip on the pump switch
               and both the pump and the guard from the bench will be
               out of action.  This time when George approaches the
               dry fountain Anna will follow.  Use Anna on the
               fountain centerpiece and drop down into the hole.

Topkapi Palace, Searching the Catacombs
               Examine the valves and piping running down the wall to
               the left, not much to go on for this puzzle that I found.
               Starting at the left there is a valve to let water go up,
               and a discolored set of blocks to the left of the pipe as it
               goes into the curved wall.  There is a leak in this part of
               the pipe that will force open the ‘door’ but with no
               water flowing and no other hints to examine just start
               playing with the valves.  Next over from the valve is
               water flow meter, what is needed here is as much water
               flowing as possible.  After the meter comes another
               valve that lets water escape the pipes and flow out down
               into the stream of water below, interact to close this
               valve.  Some water flow should be indicated on the
               meter, and by a spray of water at the leak.  Further right
               are a pair of valves and George will tell where the water
               is going as he move them, down is needed on the upper
               one and left on the lower.  The next valve in line must
               be set for water doing down, and the one after that set
               for left.
       Water Pressure, with a lot of water flowing at the meter interact
               with the far-left valve to close then open it.  The loose
               blocks should now fall out, and George can climb
               through the opening.  Move into the catacombs and
               watch the floor for the drawing of the two knights
               mentioned in the manuscript.  Some of the clues are
               also translated and listed in the PDA notes.  When
               George walks over the drawing of the knights there is a
               pressure plate sound as a clue.  Use Anna on the active
               stone panel beside the door then walk George back on
               the drawing to open the door.  Enter the next room.  The
               statue to the left has the first of several shield puzzles
               with visual clues shown on the manuscript.  The
               solutions are continuations of sets or patterns starting
               with those shown on the manuscript and continuing on
               the shields of the statues.
       Symbol Shield, the first shield has a line of 4fixed characters
               along the top and 4 for George to set below.  This
               pattern is discernable just with the fixed row of the
               shield as there are only three symbols and they follow in
               the same order; cross, star of David, crescent.
               Solution: crescent, cross, Star of David, crescent.
               Once solved another statue is uncovered.
       Fleur de Lys, this shield uses the Fleur de Lys patterns continued
               from the manuscript.  The solution requires the next two
               patterns formed in the series.  The pattern is changing
               by only one of the red (inner) or blue (outer) Fleur de
               Lys in each set with a yellow dot showing the center of
               each pattern.  The quick way is to take the last pattern
               on the manuscript and move the Fleur de Lys that did
               not change from the one above that 90 degrees
               counterclockwise and that is the pattern for the upper
               part of the shield.  Now move the other Fleur de Lys 90
               degrees counterclockwise and that forms the pattern for
               the lower part.
               Solution: I up, II down, III left, IV down.
       Shield quadrants, A third statue appears, its shield needs to
               match the hidden shield on the manuscript.  There are 3
               patterns to work out comparing the same shield
               quadrants on each of the visible shields.  Colors of the
               background then color and numbers for the images on
               that quadrant.  The numbers are sequences with the
               upper right stuck on an easy 2, the upper left is 3, lower
               left 2, and lower right 1.  Color patterns are repeating
               sequences of 2 or 4 colors.
               Solution: I 3 gold on blue, II 2 red on gold, III 2 blue on
               white, IV 1 white on gold.
               Talk to Anna about the alcove and ride down to the
               treasure room.  Enter the treasure room.  Treasure map,
               this puzzle relates to the third Latin section of the
               manuscript.  After translating George should give the
               names of the first 3 cities right now.  If not be sure to
               have looked at all PDA historical database downloads
               and links, the database is needed to find the 4th
               anyway, so look at the de Molay link again for the name
               of the 4th location.
               Solution: Acre, London, Paris, Cyprus.
               George should step on each of these locations in turn,
               (not just look at) listen for the pressure plate audio clue,
               and free the cherub from the plinth.  Remove the cherub
               from the plinth, now for the door out.
       Door out, this is from the 4th part of Latin from the manuscript.
               Turn the arrow on the plinth in the directions indicated
               and push down to mark the correct direction.  If there is
               no sound from the push down the sequence is not
               correct.  Most of the directions were given in the
               manuscript, the starting direction is north with that part
               of the compass to the upper left of George and the
               plinth.
               Solution N, E, W, S, but there seems to be a catch here
               in that I had to push down while on N during the transit
               between E and W.  Bug or my glitch, it does not seem
               to fit the clues.  Exit the open door for a quick escape to
               the hotel.

Topkapi Palace, Jailbird George
               Examine the interactive spots, oops lost the rat.  Well
               the rat is gone and George won’t even pick up that
               cheese so reach for the rat in his hole.  Got him and lost
               him again, but pick up the bracket from the rat hole.
               Use the bracket on the weak mortar around the stone
               block on the right wall.  Grab the loose block, the
               guards were betting on George here but they also say
               that the hole is just into the next cell.  George can go
               there anyway, and interacting at either cell door will
               bring the guard over for a visit.  George should get a
               visit by a priest and a nun, bringing some escape tools
               that draw a laugh from the guards and a parting message
               that he has to get busy.

Topkapi Palace, Escaping Cell
               Examine the marble bag and mouse to separate the
               items, examine each to find it is indeed an escape kit.
               Set a trap for the guard with the marbles by using them
               on the drain.  Interact with the cell door for the guard,
               but if George did that already you saw that the guard
               stopped short of the open drain and won’t reach the
               trap.  Enter the cell to the right and interact with the cell
               door to get the guard to walk over those marbles.
               Return to your cell and interact with the guard for his
               keys and use them on the cell door.  Use the bag string
               on the guard to bind his hands.  George will warn that
               the guard can still call for help after he wakes up.
       Guard wakes up, use the bag on the guard as a gag.
               Check the empty table on the way to the stairs for
               George to comment on the stuff he is missing.  See
               the empty dog dish at the top of the stairs?  This dog
               has his food right there on the table, which is good,
               since George doesn’t have the salami back yet.  George
               can’t reach that can though, so use the toy on the dog
               and pick up the can.  Use the mouse key to open the can
               and use the can on the dog dish.  George will grab the
               toy back as all this goes on, now leave the room.
Topkapi Palace, Escaping Palace
               George is back at the museum entrance, and the
               computer has been fixed so no hacking here.  Go up
               the stair and look at the courtyard, George won’t go
               back toward the tea drinking guard and dog, but
               there are some vines up to the roof that are active as
               well as all the guards in the courtyard now.  George
               needs a diversion to climb those vines, go back to the
               museum doors.
       Divert guards, use the mouse on the museum doors and return to
               the walkway next to the vines.  When the mouse gathers
               all the guards to the museum interact with the vines and
               climb to the roof.

Topkapi Palace, Crossing roofs
               Use the toy on the loose stone to the left of the dome,
               the guard will investigate walking around the left side of
               the dome so George must escape around the right side
               and jump to the next roof where Nico the nun is
               waiting.

Pasha Palace Hotel, Gaining entry
               As Nico talk to the receptionist about rooms, herself,
               and Eamon.
       Pasha Palace Hotel, Looking for clues
               Talk to Nico, exit through the active window.  Outside
               walk right till past the awnings of the floor below
               and use shimmy cursor on the ledge.  Drop to the
               balcony below, cause trouble going left so go right out
               to the end of this balcony and drop down one more
               floor.  Walk back left but there is a guard at one
               window.  Use the shimmy cursor on the ledge by
               George and shimmy left past the guard to the active
               window of Anna’s room.  Climb up on the ledge and
               enter the window.  Search the room, pick up rosary
               from the bedroom floor and search the bathroom
               wastebasket finding a receipt.  When back downstairs
               with Nico talk to her and examine the new inventory
               items.  Use the PDA to hack the credit receipt for
               Anna’s address.  Leave for Rome.

Rome Apartment, Trying to enter building
               Examine the apartment sign, door, & plants, interacting
               with the door will bring Brother Mark into the picture.
               Interact with the door buttons and speakers up and
               down the street for some local color.  Talk to Brother
               Mark, examine the car, interacting if you must.  Talk to
               Mark about the movie subjects.  Talk to the bum,
               Archie.  Archie reveals the location of the key but Mark
               won’t let George get it.  More than one distraction
               coming here, and Archie already seems pretty distracted
               by Nico.
       Distractions, talking to Nico now should have options to distract
               both Archie and Mark.  My first playthrough choice of
               Archie seems to fail though I may have missed a double
               vision view of Nico that was the trigger, both times
               asking her to distract Mark gave an opportunity to pick
               up Archie’s bread instead so I never tried for the key
               while she talked to Mark.  Using the bread on Marks car
               will really distract him so George can grab the left plant
               and find the key.  Use the key on the door and enter the
               building.  Up the stairs and both Anna’s and Mark’s
               apartment are locked so open the doors to the balcony
               at the end of the hall.

Rome Apartment, Gaining entry to room
               Step out on the balcony, there is a ledge George can
               shimmy on, but it is broken in the easy left direction so
               shimmy right all the way to the pole that runs over the
               street.  Drop down and jump to shimmy on the pole
               over the street and drop to the balcony there.  The climb
               balcony cursor on this railing shows that George can get
               past the balcony dividers, but likely not that nun
               standing on the middle balcony.  George has a rather
               poor window washer impression that will put him on the
               street in front of this building should she get the chance
               to talk to him.  Save here, skip his impression, or
               shimmy back over here to try again.
       Balcony nun, Interact with the door on the balcony, but do not
               wait for the nun to leave, go over the rail and edge right.
               Keep going right until George reaches the last balcony
               before going back over the rail.  At the end of the
               building there is a walkway back over the street that has
               a ledge to shimmy on so return to other side and a door
               to Anna’s apartment.  Look through the small window,
               there is a bolt on the upper part of her door.  Use the
               golf club on the bolt to unlock the door.  Look through
               the small window again to return to the outside view
               and open the door.

Rome Apartment, Searching apartment
               George will let Nico in.  Pick up the picture on the
               fireplace, pick up the airline ticket stub on the kitchen
               table, and the metro ticket on the bed.  Examine the
               laptop computer and the various books scattered
               about, interacting with the laptop provides nothing new.
               After leaving the room Mark mentions a package he has
               for Anna, file for later, it’s in the PDA notes.  Walk
               outside and travel to the Vatican.

Rome Monastery, Finding a way through wall
               Examine the doors, Swiss guards, signs, & search the
               trashcan.  Talking to the guards does not yield much,
               interacting with both doors will get some more from the
               guards.  Look through the small window, there is a
               schedule on Sister Angelica’s desk that might be key to
               getting inside.  Talk to Angelica, ring the bell and talk
               to Sister Serena to learn this location is communion
               wafer factory.  Talk to Angelica again, and try to pick
               up the schedule.  George needs to pull Angelica away
               from that desk, maybe with a phone call.  Need to be
               close to a computer or some kind of ‘hot spot’ as was
               mentioned in the Pasha Palace Lobby, return to Anna’s
               apartment and talk to Nico then using the PDA, Hack
               the Vatican server for the factory phone number, and
               return to the Vatican.  Move George out of view
               through the window and call the wafer factory asking
               for Angelica.  When George puts away the phone run
               back to the window, look through and pick up the
               schedule.  Health Inspector is the answer, talk to
               Angelica again.

Rome Monastery, Getting through Wafer factory
               After the pan tour talk to Serena and examine the parts
               of the machine, interact with the parts to find a clue for
               diverting Serena, and Angelica who won’t let George
               walk past her office.  Don’t miss that mixing port up by
               the platform that was shown on the pan tour.  Several
               diversions are needed here, try that door in the right
               wall then examine the shipping area boxes for the plan
               to unfold, Serena first then Angelica too need to be kept
               really busy.  Interact with the emergency supplies box,
               and the half packed box for more information on each,
               George just knocks over the stacked box but he can do
               this all day as Serena never stacks it properly.  Talk to
               Serena one last time about the emergency box.  George
               has plenty of inventory items that would contaminate
               the batch of dough, but a colored liquid, like red, would
               be very effective.
       Wafer diversions, getting the bottle of wine.
               Line up the moldy bread for easy reach in inventory and
               interact with the precarious box.  When Serena moves
               to restack the box, use the bread on the open shipping
               box.  Now that Serena is busy George can use the knife
               on the emergency supplies box to get the wine bottle.
               Interact with the loading hatch to open it and use the
               wine bottle on the port.  The batch is soon ready, but
               does not look so good, now both Angelica and Serena
               are busy so exit through the door beyond Angelica’s
               office.

Rome Monastery, Information on Anna Maria
               The gate at the top of the stairs is locked, climb the
               boxes to the left up to the roof ledge and shimmy left to
               the missing railing.  Climb up over the ledge and a pan
               will show that monks cover pretty much all possible
               paths to the doors at the far end of the garden.  I never
               discovered what the interactive spots were high on the
               right building since George just started walking toward
               the nearest monk when I told him to examine them.
               George needs one of the standing monks to move in
               order to find a path to the door unseen, and those large
               planters are the only things active.
       Moving the monk, there are pigeons here that will flock to bread
               used on the planters.  The standing monk at the far end
               of the garden will come watch the pigeons flocking to
               the upper right planter.  That is the opening needed, but
               George must use the bread on that planter then hide
               behind the upper left planter as the monk turns and
               moves.  Now watch the moving monk going between
               the plants on either side of the door George needs to get
               through, and time a run while his back is turned.  Once
               inside examine and interact with the crypt door and bar
               on the floor, no way to open that yet though.  Up the
               stairs, shouldn’t use that door going right back outside,
               and walk down the windowed hallway.  The door
               halfway down on the left is locked but the one on the
               end is not.  Examine each bookshelf and the painting
               over the desk.  This painting has clues for a later trip
               here, so note the angels of death in each lower corner.
               The hourglass positions, including where the sand is are
               needed much later.  Examine and interact with the desk
               drawers to find the file on Anna Maria, pick up the file.

Rome Apartment, searching apartment
               Go visit Mark to get that package he has for Anna
               Maria, Talk to Mark.  Use Gregors card on Mark and
               talk again about the package.  See that white pen on
               Mark’s table?  Examine the white pen and use the white
               pen in inventory on Mark.  Mark won’t talk about that
               black cat with Nico here, go back to Anna’s apartment.
               Examine the package and the DVD that was inside.
               Use the DVD on Anna’s laptop to watch the video.
               Nico leaves for Phoenix so now George can ask Mark
               about the black cat on the pen.  Visit Mark and use the
               pen on him, talk until all subjects are covered, and the
               Black Cat Club is on the travel map.  Go outside and
               travel to the Black Cat Club.

Rome Black Cat Club, Entering Club
               The door buttons and speakers on this street have a
               more interesting story with some local color.  Examine
               and talk to the doorman and the fire door around back,
               George needs that membership card from Mark so head
               back to the apartment.  Talk to Mark about that
               membership card, use the Photo of Lucy on Mark then
               leave.  After Mark closes his door or from inside
               Anna’s apartment use the pen on the photo of Lucy,
               which should work better.  Visit Mark again and use the
               now autographed photo of Lucy on Mark to trade for
               the Black Cat membership card.  Return to the Black
               Cat doorman and use the membership card on him.
               Inside the club the desk man moves to the side window
               right away and George must change first.  Enter the
               locker room.  There is one interactive locker but it is
               empty now, examine the flowers and go into the shower
               area.  Beside the in-use shower is the towel George
               must need to get past the desk.  Pick up the towel but
               George is spotted, need a way to take it unseen.
       Taking towel, this place has steam baths, must be some hot water
               somewhere that will steam up the shower.  There is pipe
               coming out of the shower area on the right side of the
               locker room (looking toward the showers anyway).
               Follow this pipe behind the lockers to the plant, now
               George can grab the plastic plant moving it aside for
               access to the valve.  Examine and interact with the
               valve, the man in the shower is having a better time now
               and there is steam to cover picking up that towel.  Pick
               up the towel and George will change.

Rome Black Cat Club, Searching Club
               Examine some of the paintings.  Talk to the man at the
               desk now and enter the club, inside the steam room is an
               old friend from Broken sword 2 by the name of Duane.
               Talk to Duane and trouble arrives.
       Rome Black Cat Club, Escape
               Tied to chair, can’t roll onto the carpet and the only
               things active are the power switch down low on the
               wall and that harness hanging from the ceiling.
               Examine the switch and chair, then interact with the
               power switch.  That was not fun, but now the big box is
               active so examine and talk to whoever is resetting the
               shelves.  It may not be easy to see while confined to the
               white floor, but there is a non-interactive battleaxe on
               the far wall that might do for a rope cutter.
       Escape, it is a Rube Goldberg set that needs the black taser lying
               down and oil on the carpet to reach the axe.  George
               should have the hook that fell on him so interact with
               the bottle of baby oil on the right hand table to get it
               covering the carpet.  Now George can roll around the
               room but the battleaxe is not useable. Interact with the
               harness to knock over the taser, without this step
               George gets hit with the taser when the bunny falls and
               etc. etc.  Without the oil George gets a whack from the
               Murphy bed as it falls.  Ok, oil on carpet and taser lying
               down, now interact with the power switch and the
               Murphy bed should knock George over to the axe and
               cut the ropes.

Rome Black Cat Club, Finding clothes
               Interact with the curtain, now a view of the steam bath
               and a button on the left side of the window is revealed.
               Interact with the button to open the secret door and exit
               the room.  Duane will try to get your attention, he is still
               in the steam bath on the right.  Move down to bottom of
               the bath well and talk to the drain/Duane.  Duane has
               the escape key but George needs his inventory back
               before he can get it from Duane.  Go back to the locker
               and interact with it to change and pick up the inventory
               again.  Return to the drain, use the paper clip on the
               rosary, then the combination on the drain.  Examine the
               combined items to separate them, and use the key on the
               staff door in the red hallway.  Once inside the laundry
               room examine the washers and escape through the fire
               door.  Travel back to Anna’s apartment.

Rome Apartment, Defuse Bomb
               Use the PDA to hack for the bomb disposal files, now
               read each section of the downloaded files, ok ok but
               don’t skip displaying each file and link or continue on
               the PDA.  Talk to Mark and get his gloves.  When
               ‘George’ knows which wires to bridge and cut interact
               with the bomb to start working.  Use the paper clip to
               bridge the negative battery to secondary trigger, then
               the positive to primary trigger wire which is listed as
               Live trigger wire in the options given to George as the
               second half of the bridge.  Use the knife to cut the blue
               wire between the timer and the trigger box.  If too much
               time is taken the bomb does go off.

Phoenix, Getting into the compound
               Search the jeep to get a jack handle in inventory.
               Examine and interact with the gate, then use the jack
               handle on the lock.  Walking down the white road a
               raised fire escape ladder comes into view on the left
               building.  The ladder is active so examine it and the
               door to the left building near the far gate.  The ladder
               may be the way past that locked door, examine the silos
               on the right and the boxes up against the right side
               building.  Nico can drag those small boxes around but
               not over the road.  Move both boxes away from that
               wheeled dumpster, now Nico can see and interact with
               the brake lever.  With the brake off Nico can interact
               with the dumpster to move away from the low spot on
               the roof.  Grab one of the other boxes and move it under
               that roof low spot, climb up on the box then up on the
               green roof.   Climb atop the green awning to the right
               and jump to the rail in order to shimmy left around the
               corner and onto the small awning.  Climb atop the small
               awning and jump to the next one on the left.  Climb
               onto the corner awning and walk around the corner to a
               gap in the barbed wire.  Go onto the roof and look
               ahead at a pile of interactive rubble, pick up a piece of
               rubble.  Examine the pole and bracket, interacting with
               it will turn it around and examining it a second time can
               give an even bigger clue to its use.
       Dish Holder, see what happens when Nico interacts with the dish
               holder in the other direction.  Now line up a shot at that
               red lever on the fire escape, the holder arm must be
               straight out left, and use the rubble on the holder.  Have
               Nico go back down the way she came up and climb that
               ladder once it is extended.  Once the rooftop of the left
               side building have Nico examine the gray box and green
               tube.  Interact with the box to get it out of the way and
               see how deep that hole is.  Grab the tube and move it
               forward to where the box was then interact with the tube
               to crawl through.  There is another pile of rubble at the
               edge of the next hole, interact with it to judge the depth
               and Nico can drop down inside the building.

Phoenix, Searching loading bay
               Examine the picture, the computer on the nearby desk,
               and the flowers on the filing cabinet.  Interact with the
               computer, no luck but maybe the PDA can hack in.
               Examine the other end of the office for Dr Maynard’s
               desk, pictures, and gun cabinet.  Use the PDA to hack
               into the local files, just emails but a clue for the door
               and its number pad.  Interact with the number pad using
               the reversed wedding date to exit the office.  Jump the
               gap in the catwalk and shimmy on the rail around the
               corner until over the pile of boxes where Nico can drop
               down.  Examine the large cracks in the floor and
               explore the area.  When Nico get too close to the
               hopper funnels, tries to examine one or pick up the
               piece of paper on one edge she will end up down one
               floor.

Phoenix, Investigating facility
               Examine the elevator controls on the side of the elevator
               cage.  Across the hallway explore the kitchen, there is a
               butchers hook to pick up, and something on top of the
               shelves on the right.  To examine the item, grab the
               yellow table and move it under the shelf.  Climb on top
               of the table and pick up the stick of gum, oh well maybe
               she will have a use for it anyway.  There is also an
               examine available on the sill of the window that forms
               the near wall of the kitchen.  Back to the hallway and on
               up the hallway to the locker room.  Inside the locker
               room there is something going on somewhere, but no
               one else here in this room.  Examine the locker, interact
               with it, then use the butcher’s hook on the locker to
               open it.  Pick up the can of oil from inside the locker
               and go back to the door.  The door is locked now with a
               security indicator light shining red.
       Locker room door, maybe the security system can be hacked.
               Use the PDA and hack into door security to open this
               and the stairwell doors.  Open the locker room door and
               go down the hall to the stairway door with its green
               light showing unlocked as well.  Inside the stairwell
               examine the door latch on the floor that holds the door
               open, and the light switch to the left.  Interacting with
               the light switch will turn most all the stairway lights out
               leaving everything quite dark, and even more so if the
               door is shut.  Not a good thing now if the cursor was
               moved far away, but something to remember, as is
               keeping the cursor on any interactive light switches later
               when things might get really black.  Down one flight of
               steps is an open door, down another to the bottom and
               the door is locked tight.  Go back to the open door and
               examine a setup similar to the one above with a door
               latch on the floor and light switch to the left.  Enter this
               hallway, the first two doors are locked so enter the third
               door and try to open it after it closes behind Nico.  This
               is the other end of the conversation George heard while
               tied up at the Black Cat.

Phoenix, Trying to open safe
               Talk to Maynard.  Examine and interact with the safe,
               time to haul it upstairs.  Climb up on the desk and
               through the hole in the ceiling.  There are hoist controls
               and some of its chains along the wall to examine and
               interact with but the chain is rusted and won’t move so
               use the oil can on it.  Now Nico can control the hoist
               so interact with the controls and move the hoist right
               and down.  Jump back down to the safe and use the
               butchers hook on the safe.  Climb back up and interact
               with the hoist controls again, up and left should leave
               the safe on those rollers.  Examine the rollers, and walk
               around the right to the roller control panel.  Walk
               around to the panel’s control surface and examine then
               interact with them, needs some work.  Maynard has a
               response to your request for help at this point but you
               may not want to walk all that way and back just to hear
               it.  Examine the open back of the control panel to find
               the problem, use that stick of gum on the panel opening
               to hear a whine but that problem is solved anyway.
               Interact with the controls on top again, still nothing
               though the symptoms are different.  Now it is worth the
               trip to talk to Maynard as he comes back to apply the
               fix needed.  There are hoppers on the rollers   already
               which make it difficult to move the safe to far the end.
       Safe rollers, the key is to trap the hoppers so that they can’t move
               while the safe is moved, or are out of its path.  Look to
               clear all the hoppers from the path to the centrifuge so
               that the safe is on that path alone.  Trap some hoppers
               behind the open sections of the rollers and even on the </pre><pre id="faqspan-2">
               path to get all the hoppers out of left right sequence
               with the safe then with the path clear move the safe
               back to the path and forward to the centrifuge.  Interact
               with the safe to push it into the opening, nope better use
               Maynard on the safe for an extra push.  Interact with the
               centrifuge panel after the ok from Maynard, then go in
               and pick up the pieces.  Note that Nico mentioned some
               keys as well which are now in inventory, examine them
               quickly as the chase is on when you exit the centrifuge.

Phoenix, Escaping the Goons
               Use Maynard’s keys in the door to the left of the control
               panel and enter, the white stairs lead right to the Goons.
               Nico is now at the bottom of the stairwell from before,
               time to use what she saw there.  Go up one flight then
               turn off the light before opening the door.  A Goon
               guard, retreat left into the darkness.  If Nico interacts
               with the door latch to close it the Goon will investigate
               and reopen the door, hide in the darkness to the left.
       Goon trap, use oil on the latch to set a trap for him, then release
               door.  The Goon will slip on the oil and when the cursor
               returns it is time for Nico to run down the hall.  Keep
               going to an open door, unlocking and entering the ones
               on the left is a fast track to the Goons.  Once through
               the open door turn and use the keys to lock it giving
               Nico time to find and interact with the elevator controls
               and escape.

Phoenix, Escaping loading bay
               Just run left and out the door.

Rome Monastery, Breaking back in
               Examine Archie’s bottle, might be useful so talk to
               Archie and see what he will take in trade.  Maybe
               George can find something else, so examine the other
               things here.  No Sister Angelica, but the trash can is
               different so search it again.  Those guards need a
               diversion but the paper is too wet to light the trashcan as
               it is, however now George can pick up something
               Archie might take in trade so go back and talk trade
               again.  Pick up the bottle of Meths and use it on the
               trashcan, then use the lighter on the   trashcan.  George
               and Nico will move to the corner of the wall and the
               Monastery door while the guards go past.  When the
               cursor returns run to the wafer factory door and enter.

Rome Monastery, Searching for Clues
               The door George used before is locked, as is Angelica’s
               office.  Come back out to the factory floor and try that
               door that was locked during the health inspection.  Now
               the door is unlocked open it and enter.  Examine the
               wafers and the parts of the small machine, examine the
               pile of gold dust between the ingredient chambers.  Talk
               to Angelica about the machine and the gold powder.

Rome Monastery, Following Cardinal Gianelli
               Dodge the monks as they make their rounds of the
               Garden, and enter the same doors at the end as before.
               Head toward the offices again but now the first office
               has a door ajar, look through.  Enter the door.

Rome Monastery, Finding Nico
               Note the new manuscript added to inventory, examine it
               for translations and the drawings. Talk to Mark and
               head back to those large doors in the floor George has
               passed by twice already.  Examine and interact with the
               doors, help is needed.  Use Mark on the doors, while
               George interacts on the latch.  Try again using Mark but
               this time use the golf club on the latch.  Now the
               hourglass positions from the painting frame earlier are
               needed.
               Solution: Both statues, left side gold down, right side
               gold right.

The Vatican, Gaining entry
               Locked door, come back to the light switch at the last
               intersection.  Examine but realize that this place really
               goes black if George interacts with that light switch.
               Examine the junction box to the right of the switch, then
               use the knife on the box to open it.  Examine the box
               again, use the gloves on the box so George can work on
               the wires.  With that light bulb right by the door off now
               George can remove it, using the fire blanket on it
               anyway.  Now use the C-4 explosives on the light
               socket to blow the door.  Return to the junction box and
               use the gloves on it to set off the explosives.  Enter the
               Now open door.
The Vatican, pushing on
               Talk to Spallaci and Mark.  I didn’t like taking the time
               for the history lesson from the plaques on the pillars and
               walls but I read them anyway unsure of what might be
               triggers.

The Vatican, Searching for the Ark
               Cross puzzle, this pattern relates to the drawings of the
               cross in the new manuscript.  The cross positions from
               the drawing are those to fill in the empty squares of the
               puzzle, the top line rotated 45 degrees, line two by 90
               degrees and the bottom line by 135 degrees, all counter-
               clockwise.
               Solution: 45 degree cross, 225 degree cross, 135 degree
               cross (measured clockwise this time, a 180 degree cross
               is upside down)
       Stepping stone, instructions are in the new manuscript, George
               gets back from the crusher at the first wrong step and
               after that it reloads itself.  Though the path through
               follows the rules, there seem to me to be places where a
               legal step is crushed as well.
               Legend Templar T, Turk C, Assassin A, Malmuk M,
               Hospitaler H, sidesteps < & >
               Solution path:HH<AM>TH<T>H<CM>HT<CM>H
               The trap door crusher does not seem to be translated in
               the manuscript though the rules for the stepping stones
               may be the key here too.
               Solution: Templar, Turk, Malmuk, Assassin
               Talk to Anna Maria.
       The de Molay statue needs fire, and will accept the tourist map
               or hotel brochure which can then be lit with the lighter.
               In the chamber that contained the Ark, after Anna kick
               starts the gas, use the rosary on the emblem at the side
               of the ark pedestal.

For the final battle, have George ready the golf club in inventory and use
               it on both cherubs.