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
		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:HHTHHHTH
		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.