Nine years after the debut of the Broken Sword series, and accidental adventurer George Stobbart is still getting into jams. The hero of one of the longest-running franchises in adventure gaming returns to delve into yet another of history's mysteries in Revolution Software's Secrets of the Ark (known in Europe as The Angel of Death). The game is a traditional point-and-click jaunt that doesn't break any new ground and has a few presentation problems, but it still reminds fans why they fell in love with these games in the first place. Great visuals, exotic backdrops, and a largely sensible lineup of brain twisters make this a must-play for anyone who likes adventures that follow the tried-and-true Sierra formula.
This medieval manuscript is what all the fuss is about.
Much of the storyline rolls out as a mirror image of the previous Broken Sword games. George has lost his patent business and now toils for a bail-bonds dump in the middle of the Bronx, but he still has the same luck with beautiful women. In this case, that woman is Anna Maria, and she arrives at Big Bros' Bail Bonds telling a story about a manuscript leading to a "priceless treasure" and being trailed by a pack of mob goons looking to kill her. She's a lithe, doe-eyed blonde, though, so George wastes no time helping her escape from the thugs. Soon after that, the two of you are away to hunt for a Biblical legend that takes you to exotic locales like Topkapi Palace in Istanbul, the catacombs beneath the Vatican in Rome, and, um, a massage parlor in Phoenix, Arizona.
Gameplay in Secrets of the Ark is virtually identical to that in Broken Sword III: The Sleeping Dragon. This is an old-fashioned adventure with point-and-click mechanics where you scroll around every screen looking for hot spots and pick up everything that isn't nailed down. Almost all of the obstacles here are refreshingly straightforward and require little to bypass, aside from careful observation and use of common sense. Instead of crazy, all-too-typical adventure-game antics like the infamous "tape on the cat" puzzle from Gabriel Knight III, here you stick to sanity. Gimmicky goofiness regularly rears its ugly head in moments like the one where you swing across a chasm between buildings with a chain and a golf club, or the time when you use a toy to distract a guard, but the game requires relatively few leaps in logic for the genre. Adventure games generally aren't this sensible.
Basic "how do I get over there?" challenges are spiced up by nifty logic brainteasers that both test you and build an Indiana Jones atmosphere. The catacombs beneath Rome are home to an elaborate system of puzzles where you arrange medieval coats of arms and walk on a map of the world to open passages and reveal secrets. Golden angels in the Vatican hold hourglasses that must be manipulated to access a hidden stairway. A bit of a Mission: Impossible vibe is also established courtesy of the frequent need to hack computer systems on your PDA and mess around with modern, high-tech security devices like laser beams.
All of the above is accentuated by tremendous production values. The game uses 3D visuals that are on par with some of the better adventure titles in recent years. Characters look great, animations are realistic (even if the controls are a bit clunky and the pathfinding a little messed up, especially when you're dealing with doorways and pillars), and locations boast a lot of color and detail, along with superb use of light and shadow. The script and voice acting are excellent across the board. Rolf Saxon again does a great job with George, lending his lines a "not this again!" weariness that anyone would feel after being lured into yet another dangerous expedition by yet another mysterious dame. Regina Regan does mostly first-rate work with Anna Maria, as well, and even incidental roles like the thugs and guards are acted with a subtlety that you don't often find in games. Usually even the best-acted games feature what sounds like the developer's pals in the lesser roles, but every character here seems to have been voiced by a pro, or at the very least a first-rate amateur. And the musical score perfectly weaves in and out of the action just as if this were a movie--always adding to what's taking place onscreen, never interfering.
Who wouldn't risk life and limb for her?
Unfortunately, Revolution is a little too in love with what it has to show off here, and this gets in the way of playing the game. The camera is locked on your character at all times and is always too close to the action, which gives you a great vantage point when checking out George's chiseled features or Anna Marie's lovely eyes but puts you at a big disadvantage when it comes to scoping out all of the hot spots in various locations. Camera closeness even makes it a pain to just walk around. You usually can't see far enough away to get across a room in a couple of clicks, so you're often forced to stutter-step your way to and fro. Also, the dialogue and voice acting may be top-tier, but there is way too much of it. Conversations typically drag on forever, and many lines are there simply to add flavor and provide no pertinent information. Making matters even worse, you can't skip over any of this blah-blah-blah wordiness and often have to exhaust all of the dialogue options to open up new discussion topics or the ability to solve a problem. So even while you admire the script and acting, you soon come to almost dread having a conversation with anybody.
While its old-fashioned flair means that Secrets of the Ark is less a modern adventure than an updated take on something that grandma used to make, this game doesn't feel like a relic. Revolution has done a great job blending new and old here, with gorgeous contemporary graphics and sound accompanying traditional puzzles that get back to common sense. You need some patience to deal with the visual problems and the wordy dialogue, but if you like adventure games, don't miss this one.
Secrets of the Ark: A Broken Sword Game Game Walkthrough
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 ĎDoorí 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
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
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 canít 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 wonít 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 donít 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 wonít 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
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 wonít 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 Annaís 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 Ďpaperí 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 Georgeís 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
New York Hotel, back at Hotel
Talk to Juanita, Officer OíHalleran, 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
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 canít 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 canít 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 canít 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
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
butcherís 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
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 canít 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 itís 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 Lobineauís 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 itís out the door to
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 itís 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 canít
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, donít
worry he doesnít 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 Eamonís 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 canít 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
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
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 wonít 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 wonít turn off
but there is a test mode so choose that. The museum
doors are open now so walk inside but donít 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 Loverís
Loverís 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 Annaís 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 canít
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 Ďdoorí 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
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
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
Topkapi Palace, Jailbird George
Examine the interactive spots, oops lost the rat. Well
the rat is gone and George wonít 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 wonít 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 doesnít have the salami back yet. George
canít 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 wonít 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
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
Pasha Palace Hotel, Gaining entry
As Nico talk to the receptionist about rooms, herself,
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 Annaís 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
Annaís 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
wonít let George get it. More than one distraction
coming here, and Archie already seems pretty distracted
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 Archieís 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 Annaís and Markís
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 Annaís 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, itís 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 Angelicaís 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 Ďhot spotí as was
mentioned in the Pasha Palace Lobby, return to Annaís
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
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 wonít let George
walk past her office. Donít 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 Angelicaís
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, shouldnít 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
Markís table? Examine the white pen and use the white
pen in inventory on Mark. Mark wonít talk about that
black cat with Nico here, go back to Annaís apartment.
Examine the package and the DVD that was inside.
Use the DVD on Annaís 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
Annaís 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, canít 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 Annaís 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
donít skip displaying each file and link or continue on
the PDA. Talk to Mark and get his gloves. When
ĎGeorgeí 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 Maynardís
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
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 butcherís 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 wonít 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 panelís 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 canít 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 Maynardís 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
Phoenix, Escaping loading bay
Just run left and out the door.
Rome Monastery, Breaking back in
Examine Archieís 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 Angelicaís
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
Solution: Both statues, left side gold down, right side
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 didnít 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
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-
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 < & >
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.