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.
version 1.0 4/14/2007

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, the door description and appearance says this is the 
	bridge for Anna.
		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, return to the truck on the loading dock and pick up the 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 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 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 know 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.  I worked out the number of 
		characters needed in each quadrant but failed to solve the color 
		patterns for either the characters or the backgrounds.  The 
		numbers are simple sequences with the upper right stuck on an 
		easy 2, the upper left is 3, lower left 2, and lower right 1.
		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 down loads 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, 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 
		the new ones 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 back down 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 the 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.
		Interact with the precarious box sending it to the floor, while 
		Serena is turned interact with the shipping box for a free 
		sample.  After the box is restacked line up the moldy bread for 
		easy reach in inventory and interact with the precarious box 
		again.  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.  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, now the Black Cat Club should be 
		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 
		gets 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.  If there is an in game clue for these 
		hourglasses I missed it, there is text on the new manuscript 
		that is not active for George to translate which is different 
		from the first one.  This puzzle is made more difficult since 
		there are no audible clues and George must push the statue head 
		for each combination.
		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 appears related to the drawings of 
		the cross in the new manuscript.  I think the cross positions 
		from the drawing are those to fill in the empty squares of the 
		puzzle, but the pattern escapes me even seeing the full series 
		with the solution.
		Solution: 45 degree cross, 225 degree cross, 135 degree cross 
		(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 mentioned 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
		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 use the golf club on both cherubs.