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Secrets of the Ark: A Broken Sword Game – Part 3

by OutRider 32 sections about 61 minutes to read

Preserved exactly as it was written, spacing included: this guide contains maps or tables that reflowing the text would destroy. It scrolls sideways rather than wrapping.

Secrets 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.

Other guides for Secrets of the Ark: A Broken Sword Game