Secrets of the Ark: A Broken Sword Game Walkthrough :
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Walkthrough - FAQ/WalkthroughSecrets of the Ark: Broken Sword IV Walkthrough Final Version Copyright (C) 2007 by OutRider NOTE: This game is known as Broken Sword: The Angel of Death in the UK This is the final version of this walkthrough, meaning that it will no longer be updated. To see the other guides that I have written, please check out this link: http://www.gamefaqs.com/features/recognition/4538.html WARNING: This walkthrough does contain spoilers that may ruin the game for anyone who may be playing this game for the first time. Do not read ahead unless you fully understand the risks involved. ========================= Copyright notice: ========================= Don't plagiarize this guide or add this guide to your site without my permission, as legal action will be taken against you. Please don't reproduce this guide for profit. Please do not distribute this guide, and please don't email me requesting permission to add my guides to your site, as enough places already have them on their pages. Please do not make an HTML version of any of my guides. Other than that, have fun and I hope this guide helps you out. People have constantly emailed me because they were having technical difficulties with a game for which they are using one of my walkthroughs. I am not tech support, nor am I affiliated with any of the different companies that made the games for which my walkthroughs are based upon. If you do email me with a technical problem, the only answer I can and will give you is to check the developer's website and read the FAQs. The reason for this is because I do not want to be held liable for any damages done to your system. ========================= Update History: ========================= 1 - April 13, 2007 - The first version of this guide is completed and released. 2 – January 29, 2008 – The final version of this guide is completed and released. ========================= Walkthrough: ========================= Introduction (from the manual): Biblical scholars have long agreed that Moses was more than just a poor shepherd's boy. It is said that he was a natural scholar and that from an early age he devoted himself to unraveling the mysterious arts of alchemy. Indeed, he read documents that even in those times were already very ancient - the scant remains of older, extinct civilizations. Amongst those documents, it is believed; lay the primitive blueprints for an awesome weapon... Moses was able to construct this weapon. And when the Pharaoh refused passages for the Israelites out of Egypt, he unleashed it upon the Egyptians with terrifying effect. The Pharaoh capitulated. The Exodus began. The weapon was the final and most terrible of the Great Plagues. Uncannily, it seemed to kill selectively, leaving the Israelites unharmed. The Egyptians called it - 'The Angel of Death'. Hundreds of years later, the secrets of Moses' deadly weapon that could destroy to order were lost, although the memory lived on. Lost. Or so it was thought... ========================= Harlem, New York: ========================= Watch the opening movie and then we'll be taken to New York where we'll find everyone's favorite hero, George Stobbart. After the events of The Sleeping Dragon, he is now wasting away as a lawyer in a bail bonds office. The manual explains that after what happened in the last game, George was interrogated by various secret service agencies and eventually it was all written off as a case of mass hysteria. After returning home, George finds that his patent company has gone bust and no one else is willing to hire him. The only job he could get was as a legal aide at a bail bonds office in the Harlem projects and his new life also involves living in a tiny apartment in the most dangerous part of town. When George's next client walks in, she is a beautiful and sophisticated blond woman whose problems he'd die to solve. What he doesn't realize is that he almost does for no sooner has the mysterious woman tells him of her plight than a couple of unruly men attack them, thus beginning a new adventure for George Stobbart. You have to find a way to keep the men from barging into George's office and kidnapping the woman who introduces herself as Anna Maria. Grab the golf club near the door and try to open the other door. George needs something to pry it open, and the only thing that comes in mind is the golf club you just picked up. Use the golf club on the door to force it open and Anna Maria will follow you into the next room. Knock over the filing cabinet to block the door, and then you'll be able to climb onto it to access the hole in the ceiling. Anna Maria will reveal that she is in the middle of translating a manuscript, but she called a little too much attention to herself and now those unruly men are chasing her. In the middle of the conversation, you'll be interrupted by the sounds of an elevator door closing. Anna Maria will quickly run over and try to keep the door from fully closing, but she won't be able to hold it for long. The golf club will come in handy once again as George can use it to hold the door open, but it's only a temporary solution. You'll need to find something a little more permanent. At the right side of the room, you can find a vent covered by a grille. George is not strong enough to remove the grille himself, so ask Anna Maria to help out by going into your inventory at the top of the screen and clicking Anna Maria's head on the grille. With the grille removed, George can pull out the vent it was covering. Work the vent over to the elevator and push it inside to find your permanent solution to keeping the elevator door open. Retrieve the golf club and then exit the building through the ventilation shaft you uncovered. Down below at the street level, you'll see a goon attempting to kick open the door. Shimmy across the ledge until you reach the fire escape further down. Climb up the ladder to the roof and on top of the roof, you'll find a joist. Use the ladder to get on top of the joist and pick up the chain lying at the end. George will knock it down so that he has something to use to swing over to the next building. Climb down from the joist and use the golf club to extend your reach so that George can grab the chain and swing to the next building. You can't leave Anna Maria behind, so now you'll have to find a way for her to cross as well. Turn the right handle on the second joist to turn it so that it forms a bridge between the two buildings. Once Anna Maria has caught up with George, she'll rotate the joist back to keep the goons from following you. Inside of the next building, follow the wall down to the left and grab onto the ledge. Move down to the other side and as you do so, you should see a pipe give way and fall down to the floor below. Continue to move around until you reach a gap in the floor. George can easily jump across this, so do so and continue on to where you'll find a broken brick wall. Go through the hole and remove the rope from the door. Close the door and use the sliding bolt to lock it. Right click on the door and then use the gear icon to have George kick the door, which will then fall over and create a bridge for Anna Maria to use. Head down two flights of stairs and enter the next room. Run to the other side of the room to find the pipe that fell from the floor above you. Look at it to see that it's rusted and then check out the circuit box nearby to discover that the pipe broke off the breaker switch and that if you flip it, it'll only stay in the off position for a short time before coming back on. Leave it alone for now and go to the other side of the room. You'll see that part of the floor has sunk. Climb down from the ramp to the next floor below and follow it around until you see where a couple of boards have formed a bridge to the other side. You can cross it, but the only thing keeping you from achieving your goal are the live wires draped across your path. Make your way back up to Anna Maria and head over to the circuit box. Have Anna Maria hold the switch by clicking her icon on it, similar to what you did when you needed her help with the grille. Now that the wires have been powered down, return to the bridge and cross to the other side. Move the cabinet that's blocking the door and Anna Maria will catch up to you here. Walk over to the security shutters and ask Anna Maria to turn the crank to open them. Have George hold the shutters open and the duo will make their escape. The only place to go from here is to the hotel where Anna Maria is staying. Little do they know, the goons already know where she's staying and they'll attempt to get her there. ========================= The New York Hotel: ========================= Walk over to the front desk and try to open the center window, only to have the manager yell at you. Speak with him to learn that his name is Alfonso, and that he owns the place, and his family has owned it for generations. Talk to him about everything and then cross to the other side of the room into the lobby. Talk to the guy reading the book. He sure is a nervous fella, isn’t he? Talk to him about everything and then look at the book he's reading. George will note that he is using a key card as a bookmark. Talk to him again and he'll finally introduce himself as Thelwell Minster. He won't let you borrow the key card, so we'll have to figure out another way of getting it. Go through the door near the vending machines to find the restroom. Look at the hotel flier to get the phone number for it and then call the number using the PDA. Ask Alfonso to get Thelwell Minster and watch as Thelwell leaves his book behind as he goes to answer the phone. While he's gone, quickly leave the restroom and remove the key card from his book. Talk to Thelwell once more before leaving him alone. Go through the double doors to the left of the desk by swiping the key card through the reader. Head upstairs and at the top, Anna Maria will call and let George know that she's stuck out on the fire escape and it won't be too long before she's spotted. Enter the hallway to the left and you'll hear a banging coming from one of the doors. The guy further down will tell you to dismiss it as beetles ravaging the wood of the hotel. Talk to him to realize that by the way he's dressed and talks, that he is an Elvis impersonator. Talk to him twice and then head back to the stairway. Look at the sign to learn that the upstairs is being fumigated and you can see the results lying at George's feet. Pick up one of the dead bugs and then head back downstairs. Swipe the card through the reader to open the doors and re-enter the hotel lobby. Try to open the grandfather clock near the desk and Alfonso will yell at you again. Talk to him about the on-going fumigation, the death watch beetles infesting the place, and about the grandfather clock. Plant the dead beetle on the clock and then ask Alfonso about the clock again to distract him. While he's not looking, open the center window and swipe the lighter lying just on the other side of the glass. Head back upstairs to the Elvis impersonator and walk between him and the window. When the guy starts dancing, quickly open the window. Once he goes to close it, set the dry flowers on fire with the lighter and the sprinklers will go off. In fear of ruining his hair and suit, the impersonator will run down the hall, allowing George access to the room he was guarding. Inside the room, check out the safe in the corner to learn that the thugs have already cleaned it out, meaning that the manuscript has been stolen! Walk over to the bed and pick up the pen lying on the floor. Go into the bathroom on the other side of the bed and turn off the vent by pressing the button on it. Notice that it shakes as it powers down. Put the string into the fan and then turn it back on to cause it to short out and fall out the window. Anna Maria will rejoin George here and she'll inspect the damage done to her room. Leave the room for now and head back down to where you heard the banging on the first door in the hallway. Slide the flier and pen under the door and the captive will write down the code to unlock the door. Punch it into the panel next to the door and you'll free the receptionist from her bindings. The Elvis impersonator will run by and the receptionist will take off after him. Afterwards, you'll head back to the bail bonds office. ========================= The Bail Bonds Office: ========================= You'll find George's partner Virgil sulking in front of his couch because the office has been trashed, and Virgil's MP3 player containing 40 gigs of the best soul and R&B music has been destroyed. Go through the door on the other side of the room to enter the office you started in at the beginning of the game. Take the cigarettes from the desk and then head back to the hotel. ========================= Hotel Alfonso: ========================= When you arrive back at the hotel, you can see the receptionist being interrogated by a police officer. Talk to the girl to be introduced to Juanita, who seems to have developed a crush on George. Talk to her about everything and then talk to the policeman to be introduced to Officer O'Halloran. Talk to O'Halloran about everything and then show him the cigarettes. You'll learn that the tattoo that George saw on the Elvis impersonator is that of the Martino gang and that they're also a part of the Mafia. Talk to Alfonso before leaving and going back to the office. ========================= The Bail Bonds Office: ========================= Talk to Anna Maria about Martino's and then tell her about the Mafia. Talk to Virgil before taking off for the meat packing company. ========================= Martino's Meat Packing Company: ========================= Enter the small shop near where George is currently standing. Check out the butcher's apron behind the counter to see that it's covered in blood. Talk to the man running the shop about everything. He sure does have an affinity for salami, doesn't he? Offer him the cigarettes and take the salami in exchange. Leave the shop and hang out near the wooden pallets. After Chico leaves, quickly run into the shop and take the apron. Now that you're free to roam the lot, head across to the other side and up the ramp to the loading platform. Talk to the guard standing near the entryway to the factory and listen as he drops some subtle hints as to exactly what the Martino Vintage salami is made out of, as if Chico's hints weren't enough already, before heading through the door. Take the door to your right and cross the room to the other side. If you look along the right wall, you'll find a fireproof blanket hanging there. Take it with you as it will come in handy in just a few minutes. Head straight through the next door and you'll find a machine here. Take the keys out of it and continue outside. You'll find a dumpster and a forklift with flat tires. Push the dumpster until it comes to rest on the forklift and then turn it on using the machine safety keys. Push the button to raise the dumpster and then climb all the way up until you're standing on top of the dumpster. Peek through the window to eavesdrop on a conversation between Fingers Martino and his henchmen. Once they're done talking, make your way back through the meat factory until you're back where you first entered the building. It's the room with the hanging pigs. On the other side of the room, you will find a door with a green light above it. Enter this door and head down the nearby stairs. In one corner is a meat smoker, and when you attempt to open it George will flinch because it's extremely hot to the touch. Use the fireproof blanket to protect yourself while opening it and then enter the smoker. Use the blanket once again to pick up a log from the fire pit. Grab some ice from the back of the truck and quickly run to the forklift that you used to get a leg up so you could spy on the Martinos before it melts. If the ice melts, run back to the truck and grab some more. Put the log in the vent along with the ice and it'll smoke the goons out of the office. Notice the hidden doorway they emerge from as they're leaving and from where George is standing, go through the newly opened door near the conveyor belts. You should find a couple of tables with sliced meat lying on top of them. In the back of the room is a butcher knife stuck in a chair. Check it out before going through the next door. Make your way back to the room with the hanging pigs and press the blue button on the wall near the pigs. As the machine powers on, you'll find a corpse hanging from one of the racks. Examine Toni's body to find a key card and then head back the way you came. In the room that the Martinos emerged from, you'll find a first aid kit on the wall. Upon closer inspection of the kit, you'll find a hidden card reader when you open it. Swipe the key card through the reader to open a hidden door. Head upstairs to the office and open the middle drawer on the desk. George will take a silk hankie that was found inside. Go into your inventory and right click on it to learn that the hankie was covering up a picture of an actress named Lucy Chu, who was in the movie In Cold Blood. Try to open the cabinet in the back of the room but like George says, given the condition that it is in even a professional wouldn't be able to do anything with it. Look out the nearby window to realize that the bone cruncher machine you saw earlier is conveniently positioned underneath. Leave the office and make your way back out to the forklift. Remove the keys from it and put them back into the bone cruncher. Turn the machine on before returning to the meat smoker. Enter the smoker and use the hankie on the meat to get a grease-soaked hankie. Go back up into Martino's office and use the grease on the cabinet. Push the cabinet out the window and the bone cruncher will take care of the rest. Once the machine breaks down from the stress of eating up the cabinet, pick up the stolen manuscript and MP3 player that it spit out in order to return to the bail bonds office. ========================= The Bail Bonds Office: ========================= George will return to the office to show Anna Maria what he has recovered. You'll now get a chance to study the manuscript, so be sure to look at everything that you can possibly can on it. Once you're finished, talk to Virgil and give him the MP3 player you found. Luckily for George, it's the same model as the one that the mobsters destroyed but it was dumb for Virgil to get upset about it because he has all of his music on CDs as well. Talk to him about everything and he'll give you a flash card for the PDA that'll give it some nifty features. Use the PDA to log onto George's old friend André Lobineau's private server. You'll get to hack into it, but before we start, Virgil will give you a quick run-through on how to go about doing it. After he's finished, you'll get a chance to put your newfound skills into practice. The way I explained how to do these puzzles was a topic of concern for some people using my walkthrough, so I am going to try to do a better job of explaining the solution this time around. From where the green data stream is currently being directed, place a reflector (the straight thing with a green box on it) on South America so that when the stream is reflected, it'll be directed between two red nodes. You'll have to make sure you change the direction of the reflector so that it's sitting on the square in a diagonal line, from the upper left of the box to the lower right. Place another reflector in the same row as the first one you moved, but you'll want to place it on the eastern part of Africa. It'll sit just pas the two red nodes, but before the blue X. Change the reflector so that when the stream bounces off of it, it'll head straight north. The next step is to put a router a couple squares above the last reflector you positioned. Click on the router to change its position so that the data stream will head northwest through Europe. Another router should be placed in the square just next to where Norway is located on the map, which is north of Europe for those who may be geographically challenged. Change the position of the router so that the data stream will be redirected west into Canada. Place the last router on the spot where the Canadian territory of Nunavut is located. Change its angle so that if you've done everything else correctly, the data stream will be directed into the server you're trying to hack into, making this puzzle a success. There may be more than one correct solution, so if you don't like what I've given you, feel free to come up with your own. You'll just have to avoid the blue X's and the red node, and you'll also have to be sure that the stream goes through the server near the red nodes before it goes through the other server in the corner of the grid. Once you've made your way through the puzzle, scroll through George's notepad and click the link that says ‘Latin on manuscript translated’. Once you're done reading it, go back by clicking on the small circular button on the PDA's screen and continue to scroll through the text until you find a link to Lobineau's historical database. Check out the welcome note if you want, otherwise read the article on Baphomet and click through the links on the great secret, Philippe IV, Clement V, Jacques de Molay, and the Knights Hospitaller. After you're done listening to George's comments, turn off the PDA and look at the manuscript some more. Take a closer look at the fortified city and George will deduce that it's time to take a trip to Istanbul, Turkey. Exit the office and we're off! ========================= Istanbul, Turkey: ========================= You'll have arrived at the Pasha Palace Hotel. Talk to the receptionist about everything and you'll realize that she doesn't seem to care for George very much since it sounds as if he decided to stay in one of the cheapest rooms available. Feel free to look at the photo near the receptionist's monitor to see that a woman has a thing for golf. Look at the map on the wall, although it won't mean anything just yet. Walk downstairs into the dining area and speak with the waiter. Ask him about everything and then check out the map again to realize that it's the layout of the Topkapi Palace. Zoom in on the Lover's Vestibule on the right-hand side of the palace and then ask Mevlut the waiter about it twice. Exit the hotel and let's go investigate the palace. ========================= Topkapi Palace: ========================= Talk to the guard near the archway. He won't let you in, but note that George's old friend from The Sleeping Dragon, Eamon O'Mara hasn't signed in yet. Go back to the hotel. ========================= The Pasha Palace Hotel: ========================= Ask the receptionist about Eamon O'Mara, who has since become a celebrity after publishing a book on the events from the last game. She seems to have a real thing for him. Talk to her about golf and then ask Anna Maria about Eamon and she'll agree to grab the papers while George shows the receptionist his golf club. Once George is done demonstrating, go into the dining room and take the knife off the second table to the right. Talk to Anna Maria again and she'll hand over Eamon's press ID as well as a map. Go into your inventory and remove the ID from the map. Use the knife on George's bail bonds ID to remove the picture and place the photo on Eamon's ID card. Leave the hotel again and go back to the palace. ========================= Topkapi Palace: ========================= Show the guard the fake press ID and he'll let George pass. Attempt to open the door and the guard will prevent George from going any further. Try taking the passage to the left, only to be denied again. Ask Anna Maria to distract the guard and once she has done so, follow the passage until you reach the scaffolding to the right. Climb up onto the first level of the scaffolding and then climb up onto the ledge on the right. While the guard isn't looking, jump up and steal his cell phone. Look at it to get the guard's phone number and then put the cell phone back where you found it. Climb down from the ledge you're on and climb up the scaffolding on the other side. Use the PDA to call the guard's cell phone and when the guards aren't looking, climb through the hole in the wall and you'll land in the next part of George's stealth mission. You'll find George hiding behind some stairs with another guard patrolling the area. When he starts to walk away, you can follow him until you reach the niche in the wall directly ahead of you. If you don't think you're going to make it that far without being caught, you can always hide behind the next wall and wait for the guard to walk to the far end of the area before continuing on. Once you've climbed up into the niche, walk over to the window nearby to find some loose plaster. Use the knife on it to scrape some off the ledge and temporarily distract the guard and his dog. While they're gone, go straight into the dark hallway and around the corner. The guard's cup of tea is sitting in one of the windows. Empty it before the guard returns and then run back to where George entered the area. When the guard returns, he'll find his mug is empty and will take his dog to go get some more. Before the guard goes inside, he'll tell his dog to stay outside. George will now have to find a way to keep the dog distracted so he can make his way downstairs. While the guard is gone, walk onto the balcony that's just before the dark hallway and if you look closely enough near one of the windows, you'll see a dangling clothesline. Use the knife to cut a slice of salami and then grab the clothesline. Tie the slice of salami to the clothesline and George will use it to distract the dog. Now that the mutt's out of the way, follow the passage down and head downstairs to the courtyard. Take the passage to the left of the one the guard went through to enter the next screen. Go to George's left and take the stairs down to enter a security area. Access the computer to learn that it's password protected. You'll have to hack into it using the PDA. I didn't get to drawing up a grid to explain the last hacking puzzle, but I did draw one up with this puzzle. The grid is 12 by 10, and I used letters to designate the columns, with A being the first column and J being the last. The rows were designated with numbers, with 1 being the first row and 12 being the last. This means that when I was to say A1, I am referring to the first box in the upper left corner. Here's the solution to this puzzle: 1) Place a reflector on J11, and change its angle so that the data stream will be headed west. 2) Place another reflector on F11, and change its angle so that the data stream will head north through the servers on F5 & F6. 3) Another reflector should go on F4, with its angle changed so that the stream will now be going to the east. 4) A reflector should go on J4 with its angle changed so that it's headed south through another server. 5) In the space between where you started and the last server the stream passed through, place a reflector and change its angle so that it's headed west. 6) The last reflector should be placed on B7 and the router should be placed two squares below it on B9. Change the angle of the reflector so that the data stream will run into the router. The router should be changed so that the data stream will now be heading southeast through the last server and into its destination to solve the puzzle. After you've successfully hacked into the system, click OK and then on Service System. Click on Yes to put the laser grid into test mode, which is the best George can do for now. The lasers will now flash on and off for an hour, but now George needs to find a way so that he can actually see the lasers. Proceed through the door on the other side of the room. Walk over to the vent on the right side and open it. Place the flyer inside and then light it on fire using the lighter. The smoke will cause the lasers to become visible. Carefully head down the hallway and go through each set of lasers as they turn off. Some of the laser beam panels may be hidden, so you'll have to proceed with caution. Once you're at the other end of the corridor, walk over to the barred door and pull the first, second, and fourth levers. Anna Maria will rejoin George here, and she'll prove useful in just a second. Attempt to turn one of the heads next to the door behind you only to realize that they'll need to be turned at the same time. Ask Anna Maria to help out and the door will open. Inside the courtyard, distract the guards by following the left wall to a power switch. Use the paper clip on it to short circuit the fountain. Once the guards have left, head down into the fountain and use Anna Maria's icon on the fountain in order for her to help George move the statue, which will uncover a hole. Jump down into the hole to enter the sewers. ========================= Topkapi Palace Sewers: ========================= Along the wall are some pipes, valves, and levers. At the far end of the wall is a loose block. Your goal here is to build up the water pressure to take out that block. In order to accomplish this, start from the right and work your way down. Turn the second lever down and then go down to where you see two levers. Turn the upper one down and then continue on to the first valve. Close it and then open up the last one. When you're successful, the block will come out part of the way and a colony of bats will fly out and push the block out the rest of the way. Climb through the hole that the block made and then follow the passage until you reach a wall that you can climb down. Here you'll find what looks like a knight etched into the floor and a button with the imprint of a hand on it on the far wall. Attempt to push the button, but it won't do anything. When you step onto the knight, you'll uncover another button. Talk to Anna Maria about the hand button and she'll agree to press it. Before she pushes the button, position George on the knight button so that when Anna Maria is done, a secret door will open. Proceed to the next room to find a number of alcoves, with one containing a knight statue. Upon closer inspection of the statue, you will find that it is a puzzle that you'll need to solve. While you can find the necessary clues to solve the puzzle on George's PDA and manuscript, what use would they serve when you have this walkthrough to give you all the answers’ Turn the first stone twice, the second stone once, and then the fourth one twice. Another alcove should open up containing another knight statue. Examine the next knight statue to uncover another puzzle. Turn the second dial twice, the third one three times, and the fourth one twice to uncover another alcove containing yet another knight statue. With the third statue, turn the first dial once, the second one four times, the third one twice, and the fourth one three times. It'll open yet another alcove, but this one won't reveal anything. Explore the alcove and then talk to Anna Maria about it. George and Anna Maria will take their places to uncover a passageway with a small golden cherub at the end. Proceed into the next room and the doors will close behind you. The next puzzle involves stepping on the places Jacques de Molay had visited in the correct order. Consult the PDA if you must, otherwise step on Acre first, which is southeast of the cherub. You can use the Eye icon to have George identify the city before right clicking on it and stepping on it using the Operate icon. After that, follow it up with London, Paris, and Cyprus in that order and George will now be able to remove the cherub from its base. However, you'll still need to open the doors. The doors can be opened by turning the cherub's plinth to the right once and pressing it down. Turn it left and press it down again, and repeat. Watch the sequence and the pair will return to the Pasha Palace Hotel where Anna Maria reveals her true feelings for George. ========================= Topkapi Palace Prison: ========================= After the night of passion, you'll find Anna Maria gone and George sitting in a Turkish prison cell inside the Topkapi Palace. Before you go WTF, George will recap what happened between last night and the present time. It turns out George was sleeping in his room when he woke up to see that Anna Maria was missing. Mevlut the hotel waiter is now in the room with him, pointing a gun at George's head. It turns out that Mevlut is actually an undercover cop and that for whatever reason the police suspected George as being a terrorist. A Turkish policeman will come to the room and knock George unconscious before hauling him off to prison, thus bringing us to our current predicament. You'll spot a rat camping out on the floor. Attempt to pick it up and it'll just scoot off into its hole. When George sticks his hand into the hole, the rat will bite him, but on a positive note, a bracket will be discovered inside the hole. Try to take the moldy cheese off of the table, but if the rat hasn't touched it, neither will George. Go towards the back of the room and you'll spy a loose stone in the right wall. Use the bracket to scrape away the loose mortar and then pull out the block. The guard will come over and see what all the commotion is about but he's not at all concerned because George is only breaking into the next cell. The next thing you know, the guard will tell George that he has visitors, a priest and a nun. They'll give George three toys; a squeak toy, a mechanical mouse, and a bag of marbles. Hey, doesn't the sister look familiar’ Eh, maybe it's just my imagination. After they leave, take the key out of the mechanical mouse and open the bag of marbles. Use the marbles on the drain and George will roll them out under the cell door. Climb into the next cell and attempt to open the door to have George call the guard. As the guard walks over to see what the matter is, he'll slip on the marbles and knock himself out. Climb back into the original cell and take the keys off the guard and use them to free George from the cell. Tie the guard up using the string from the bag of marbles and stuff the cloth into the guard's mouth. Proceed down to the end of the hall and head upstairs. You'll find a dog guarding the room here, but the dog won't do anything to George just yet. Tease him with the squeaky toy and while it's distracted, grab the can of beef off of the table. Give the dog the beef after opening it with the mouse key and then continue up the stairs that's past it. George will arrive back inside the security center. Go over to the door leading to the laser room and use the mouse on it. You'll have a short time before it sets off the alarms, so quickly run upstairs to the balcony overlooking the courtyard. Once the alarms go off and the guards below leave, climb up the vines that are on the outside wall closest to the stairs to reach the rooftop. Head over to the left and near the bottom of the stone is a spot that appears to be loose. Use the squeaky toy on it and it'll go off. As the guard walks one way to see what's going on, George will be walking the other way so he can head past where the guard was originally standing and onto the next area of the roof. Jump across the span between the two rooftops and walk over to where the sister is hiding. The sister will let you know what is going on, and she will also drop her disguise to reveal herself to be none other than George's ex-girlfriend and frequent adventure buddy, Nicole Collard. Nico and George will next find themselves inside the Pasha Palace Hotel. ========================= The Pasha Palace Hotel: ========================= Talk to the receptionist as Nico and ask her about herself and then about Eamon O'Mara. After delivering the ‘bad news’ to the receptionist, Nico will be given the key to his room. Ride the elevator up that's near her desk and control will be given back to George. Cross to the other side of the room and open the right window. Climb out onto the ledge and follow it to the right until you see a window with its curtains completely closed. Hang off the ledge here and then drop down to the floor below. Jump over the railing to the right onto the small ledge and drop off here. Hang off the next ledge and shimmy all the way down to the last window to find Anna Maria's room. Open the window and go inside. Inspect the wastebasket inside the bathroom to find a credit card receipt and then pick up the rosary from the floor in the bedroom. You'll be interrupted by a changing of the guard, and one of them will walk in on you. It's Mevlut, the cop that caught you earlier who also played the part of the hotel waiter and Father Nicholas. He's not going to do anything this time because he's since realized that George is nothing more than a treasure hunter. The way will be free of guards, but it won't be that way for long. You'll find yourself back down in the lobby with Nico. Use the PDA to hack into Credit R Us. I won't explain the solution for this puzzle as it is fairly simple. It only involves positioning the reflectors in the right spots so that the data stream passes through each server before reaching the destination. Once you've hacked into the system, you'll learn that Anna Maria's last name is Presa and that she lives in the most expensive part of Rome, our next destination. ========================= Rome, Italy: ========================= Check out the yellow car and its owner will tell you to leave it alone. Talk to him and you'll be introduced to Brother Mark. Talk to him about everything before continuing down the street to meet the beggar, Archie Lonsdale. As with Mark, talk to him about everything and then walk back up to the apartment building with the two plants. Attempt to open the door and Mark will tell George that he needs a key. Talk to Mark and ask him about it, but he doesn't trust George enough to just fork it over. Talk to Archie some more and when you ask him about Nico, it's because she's so damn hot that he can't help but look. Hell, I would be looking too. As you're speaking with Archie, you may notice a moldy loaf of bread hiding behind him. Try to take it and he'll swat George's hand away. Walk back up to Mark and ask him about Archie and then go over and talk to Archie about the bread. Talk to Nico about Mark and she'll distract him and Archie. While the beggar's eyes are lost in Nico's butt, take the bread and scatter it on Mark's car to draw the pigeons onto it. While Mark is busy shooing the pigeons off of his beloved Lucy, move the left potted plant to get the key needed to unlock the door to the apartments. Once inside, walk up the stairs and head down the right hallway. Attempt to open the first door on the right, which is Anna Maria's apartment, only to find it locked. Open the double doors and head out onto the balcony. Hop on top of the potted plant on the left and then shimmy down the ledge to the right to the next balcony. Grab onto the pole nearby and shimmy across the street to the balcony on the other end. You'll see a nun standing on the balcony next door, and when you try to open the double doors, the noise will cause her to come over to where George is standing and kick him out. After she leaves her position, quickly shimmy down the railing to the far end of the balcony. Once you're at the end, hop back over and grab onto the ledge above and follow it down to Anna Maria's balcony. Her door is locked, meaning that all that work you just did was all for naught. Wait, I see an open window nearby. Look through it and above the door is a sliding bolt. Use George's golf club to unlock the door and let George in. George will automatically open the door for Nico so that they can go searching for clues. Look at the picture on the mantel to discover that Anna Maria is a nun! Good going, George, you've defiled a holy woman! Look at the book she left open on the table before going into the kitchen. Take the ticket stub off of the table to learn that Anna Maria was in Phoenix, Arizona not too long ago. Leave the kitchen and enter her bedroom. You'll find a train ticket lying on her bed, which you should pick up and take with you. You can now leave here and head back out to the street. Before George leaves, he'll be stopped by Mark who says he has a package for Anna Maria, but he isn't about to let George take it. I guess we'll come back for it later. Once you're out on the street, follow it down past Archie and onto the city map. Let's head to the Vatican to see what we can find there. ========================= The Vatican: ========================= Follow the road down a little ways and try to open the doors to the right, only to be stopped by a pair of Swiss guards. You can try to talk to them if you want, but they've clammed up. Though George speaks to them with a phony Southern accent, he apparently thinks with one too. Look at the plaque on the wall next to them to learn that you're looking at the building for the Holy Order. Walk over to the office to the right of them and speak with the sister seated behind the window to meet Sister Angelica. Ask her about all the available topics and then try to take the sheet of paper she keeps looking at on her desk. She'll slap George's hand away, and he'll be left to walk away to lick his wounds. Ring the bell next to the door nearby and you'll be introduced to Sister Serena. Talk to her about all the available topics as well, and is it just me or does George seem to have developed a nun fetish since the last time we've seen him’ First it was Anna Maria, now it seems he's set his eyes on Serena. Angelica better run and hide the next time George comes around. Make sure you've exhausted all of the available discussion topics with Angelica before leaving here and heading back to Anna Maria's apartment. ========================= Anna Maria's Apartment: ========================= Use the PDA to hack into the Vatican server and follow this solution, remembering the 12x10 grid that we used the last time. 1) Place the T-shaped router located at A2 on F4, turning it so that the bottom of the T is facing south. 2) Place an angled router from either E1 or G1 on E4, rotating it so that it redirects the data stream, allowing it to flow southwest into a server. 3) Place a reflector on J4, changing it so that the data stream bounces off of it and heads south. 4) Place the other angled router from either E1 or G1 on J5, changing it so that the data stream heads southwest through another server. 5) Another reflector should be placed on E10, changing it so that the data stream bounces off of it and heads northwest through a third server. 6) Take the Y-shaped splitter from H11 and put it on B7 and change it so that the bottom of the Y is facing west. This should condense the two separate paths of the data stream back into one. 7) Place a reflector on A7 and turn it so that when the data stream bounces off of it, it'll hit its destination and make this puzzle a success. After you've hacked into the Vatican server, you'll receive the phone number for the wafer factory as your reward. Leave here and return to the Vatican. ========================= The Vatican: ========================= Walk over to Sister Angelica’s office and stop when George is between the door to the factory and Angelica’s window. Use the PDA to call the wafer factory and ask Serena to get Angelica for you. After Angelica leaves, peek through her window and look at the schedule that is sitting on her desk. Once she returns, talk to her about everything and one of the most amusing points of this game will ensue as George Stobbart suddenly becomes Henry Steiner, health inspector. Serena will give George a tour of the factory and after it’s over, talk to her about everything and I bet you will be laughing by the time you’re done here. Walk into the storage room to the north and check out the box on the table. Push the white box behind George and as Serena works to pick it up, take a wafer from the brown box. Push the white box over again and this time put some of the moldy bread into the box. Now that George has the run of the place, walk over to the boxes on the other side of the storage area and use the knife on long brown box to cut it open and retrieve a miniature bottle of wine. Head towards the center of the factory and walk up the stairs to the catwalk. Follow it around to find the dough mixer and open up the hatch. Toss the bottle of wine into the hatch and head back downstairs to see the results. Now that George is done being cruel to the nuns, leave the factory through the door at the end of the hall that’s between Angelica’s office and the storage area. Once you’re outside, proceed to cross to the other side of the area and hop up onto the crates. Grab a hold of the ledge above you and shimmy down to the broken part of the wall and then climb up once you’ve reached that point to enter the garden. The courtyard is swarming with monks, so you’ll have to be careful not to get caught. To accomplish this, work your way around to the left side of the center statue and put some moldy bread into the potted plant to the northeast. This will distract the monk nearby and before he turns around and spots George, run out of the garden through the left side and hide behind the hedge. Wait for the wandering monk to tend to the plant to the right of the door, then run over to the door and enter it before he sees George. Proceed into the room and head upstairs. Follow the hallway until it ends and enter the door on the left side. Behind the desk hangs a painting. Look at it and pay close attention to the men carrying the corpse, the men debating, the woman with the baby, and the temple block. Look at the angels in the corners of the painting before zooming out. Open the desk and remove its contents to find a folder with Anna Maria’s name on it. George will be caught by a Cardinal who summons a priest to escort George outside. Once outside, George will be introduced to Father Gregor and the two clergymen will fill you in about Anna Maria. Apparently she stole some manuscripts a couple years ago and she hasn’t been back since then. George can breathe a sigh of relief after hearing that Anna Maria isn’t a nun anymore. George will return to Anna Maria’s apartment to fill Nico in about what he’s learned so far. ========================= Anna Maria’s Apartment: ========================= Exit the apartment and head across the stairway to Mark’s apartment. Knock on his door and show him Father Gregor’s card. Talk to him about the package and he’ll give it to George. Show him the pen, but he’ll refuse to talk about it while Nico is still around. Head back into Anna Maria’s room and open the package to find an unmarked DVD. Play the DVD in the laptop to learn about a cure-all form of gold that was discovered in Phoenix, Arizona. Nico will take this opportunity to leave for Phoenix to learn more about it, leaving George all by his lonesome. Go back and talk to Mark about the pen to learn that it came from the Black Cat Massage Parlor. Talk to him about the parlor to get its location, and then leave the apartments and go there now. ========================= The Black Cat Massage Parlor: ========================= Follow the street down to where you see a bouncer guarding the stairs leading down to the club. Talk to him to learn that George won’t be able to get in without a membership card, as well as the fact that they’re not accepting new members right now. Head back to the apartment. ========================= Anna Maria’s Apartment: ========================= Talk to Mark about the club again as well as the membership card. Show him the photo of Lucy Chu, but he’ll only want it if it had a more personal meaning to it. Walk away from his door so that he’ll turn around and close it. Use the pen on the photo and George will forge an autograph. Knock on the door again and give Mark the photo and he’ll agree to trade his Black Cat membership card for it. Let’s head back to the massage parlor now. ========================= The Black Cat Massage Parlor: ========================= Show the bouncer the membership card and he’ll let George pass, so head down the stairs and enter the club. Try to walk by the receptionist through the open door and he’ll say that George will need to change before he can enter. Head through the door on the opposite side of the room to find the locker room and then walk around to the showers until you find a towel hanging near an occupied stall. Attempt to take it and the shower’s occupant will tell George to get his own. In one corner of the room is a potted plant sitting next to a valve. Move the |
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