Discworld Noir: The Walkthrough
Act 1Well, you can probably figure out you should go to the Wharf, but the first thing you do will probably be tweak the gamma correction (press F1) so you can actually see the map :-). Now the first screen in the Wharf will feature a ship; if you've tweaked the gamma right, you should see a sailor on it. Talk to him about everything that comes up, you should get the "mysterious passengers" clue and learn that the captain is in Cafe Ankh. When you leave (same way you came in), you'll see another illuminated section on the map - yes, it's the Cafe. Go there, but twirl your mouse pointer somewhat right of the entrance and look for another location. This will be an open cellar with a golem loading a wine cart. Pick up the crowbar and head to the Cafe itself.
Don't fast-forward the opening segment - it's fun. The captain's in the alcove in the back and feeling totally uncooperative. Still it's not a complete waste of time, as the creature sitting at one of the tables seems to be Corporal C.W. StJ. Nobbs. Talk to him about everything that pops up (conversation window only), then mention the Milka and/or mysterious passengers until he'll tell you where Pseudopolis Yard is (do not fast-forward the conversation). That's all for the Cafe - for now.
Wondering what you use the crowbar for? Well, if you're curious enough, you will have noticed that the Wharf location consists of two screens, and the second one is a bunch of crates, one of them separate, guarded by a sailor. Now return there and repeat the action of leaving to the city map and going back until the guy's gone, then open the crate with the crowbar and in we go!
We're in the Milka's cargo hold now. Browse the rubble in the water until you find a label, pick it up. Now sneak behind the first mate into the cabins on the left. Search the lower bunk for some cardboard. Now leave the cabin and prepare for a hasty exit, stage down. Well, you're wet, stinky and have not a clue, so let's go down to the Watch's premises. Nobby won't be much help, but ask him about all of your notebook one-by-one anyway.
The fireworks will start when you leave -- listen to the troll, he's got important information (although he can be irritating). Well, new mistery, new victim, new location. Go to the Parrot, talk to the singer and bartender. Remember to mention both Malachite and Therma -- you should learn about Rhodan's workshop and Therma's stage name. Mention the last one to Nobby, you'll learn about the Selachii Mausoleum, but don't stop talking to him just yet; talk about everything once again (you may fast-forward, but be sure to use every option) until he mentions a woman named Ilsa. Head now to the Mausoleum and try to find the tomb of interest. After this futile exercise, why not refresh yourself at the Cafe Ankh? Damn. Who should sit at the bar but your old flame Ilsa... After the "Men are from Mars, women are from Venus" bit, ask her about the mysterious passenger and then show her the label you found in the Milka's hold. Before you rush off to the new location, stop by at your office and talk to the annoying dwarf. Now you can go to Pier 5 -- lot of good it did you, huh? Back to the office and look under the door (may involve some hard mousework) for the invitation from Carlotta (von Uberwald :-o).
Well, can't keep a lady waiting. Send off the butler and take a good look at the painting. After the conversation scene, mention your troubles at the mausoleum. While Carlotta slips into something more practical for late-night grave-hunting, go see the Count. Carlotta will find Therma's mortal remains for you, but you've got a new assignment from her father-in-law that will need a bit of digging. Talk to the butler about this case, then relate what you've learned from that conversation to the Count. Put the iconograph in your pocket and go around wrapping up your first case this night -- Therma and Malachite. The troll's in the back of the workshop, waiting for news. Well, give it to him. And you thought you had this under wraps -- at least play ghoul and take the tooth (serious mousework again). Go back to Rhodan's for the grappling hook and use it on a skylight (serious mousework again) at the back of Pier 5. If you've played Discworld 2: Missing Persumed, you know the drill. Oh, skylight's in the way? Be crude for once: the crowbar will do. Inside you'll find a matchbook, combine it with the scrap of paper to create the Octarine Parrot's address (visible on the window behind the bartender). Go there, talk to the half-elf about Mundy and then show him the matchbook. Well, you'll learn that what you're looking for is upstairs. You'll find Mundy, RIP.
Act 2
Search the room, especially around the ceiling (rope, you fool). Use this clue on the deceased's boots. Read the writing on the wall and use the two clues (Upside Down and Azile) on each other. Search the boots (and yes, you should find nothing). Talk to the bartender about Upside Down until he gives you what he found in Mundy's boots.
Now back to where we started (almost) -- go to the wharf. The First Mate will recognize the photo and tell you about the carriage, so go and bother Nobby about it and get a new location. When you now return to the Milka, it's gone. Well, at least they left the rope -- tie it to your grapple and throw it in the river from Maudlin Bridge.
Next stop, the Octarine Parrot. This time we want to talk to Miss Sapphire, so talk to Mankin about her misguided ways with the truth, then go to the lady's dressing room and conduct conversation until Saturnalia appears on the map. On you way out mention Sapphire's money to Mankin -- yipee, another clue! *sigh* Head to Saturnalia, bribe Whirl the croupier and ask him about Sapphire's money. Then use what you've learned to date on Sapphire, and be tough in this confrontation. When you're done, it's move-along-home time -- and our uninvited guest is back. Talk, talk, talk... bor-ring ;-) Then meet Carlotta in Saturnalia and talk to her about the golden sword and other stuff until you get a new location. Then mention Milka's cargo and get an item (for a change). It'll get you places (the Archeologists' Guild, to be specific) with the uncooperating watchman at Pier 5.
That over with, we need to do something about what you saw in the river. You'll need muscles for it, and stone ones for preference. Malachite'll need the grapple for it. Once he pulls the car[ri|n]age out, compare the ugly dwarf with the ugly dwarf's mug you've been carrying around. Upon presenting the key you just got, Whirl will show you to the lockers; collect the charm and envelope, then tag along to the Count and show him the former after bringing him up-to-date on the night's events.
Cafe Ankh now. Ask the vamp about the wine barrels you've seen the golem load, then go to the cellars, talk to Ilsa about the Varberg crates and examine the box of receipts (either turn up the gamma lots or be prepared for another round of mousearound). Clue, location.
Back to the office. There's a note in the usual place, this time from Sapphire to Malachite. Well, give it to him! Before you do, go grab a Coke and a sandwich (or banged grains) -- this animation sequence is long. When the watch stuff is over (btw, wasn't Vimes a bit wrong? Not the way I imagined him...), SAVE the game at once. This may take practice. Now Don't Move until the rat comes along And disappears into the wall. Find the crack with the mouse, look at it carefully, now move the loose block. Took me about 45 minutes to figure out ;-).
Now let's check that location you got. Go to the palace, but don't try the usual way -- instead, go to the right and use the grapple to climb up to the hole in the wall. When you leave, get the Hiding Place from your notebook, click on the hole and let Lewton put 2 and 2 together. Report this flash of genius to Ilsa, who in gratitude will get you into the Guild. Here you can have a very nice conversation with the Lara Croft clone, but before taking further action, consult with your erstwhile boss (or one of them -- anyways, Horst is who I mean). Now return to the guild, look carefully at the bookcase and pull the hinged book. Now look at the fireplace, push the switch with the poker and gain access to Vault 51.
Warb at Saturnalia will give you a helpful clue after some talk and receiving the charm. Use the "Back Passage" note on the rune panel back at the vault, then the code from Azile/Upside Down on the crates. Glass cabinet, eh? Now what have we got in our inventory that'll cut it... told you ghoul-work would pay up ;-) Urn -> floor, get sword, sit back and tremble. End act.
Act 3
Good doggie... sorry, can't help myself. Alright, first we need to see what we can do with the new tricks, so listen to Gaspode real good. Now save all smells (prepare to do that every time you turn into the lupine form), then look closely at the purple-spotted odour and trace it. Go plain-clothes
Back to the office, give Nobby a stern talking-to. You should get the murder clues. Once he's gone, wolf-shape and smell (and save) the purple. Pay a visit to the von Uberwalds (in human shape), ask to see Carlotta and while the d*mned butler is looking for her, transform again. Well, guess who else has been having pre-lunar tension around here? (like if the "von Uberwald" doesn't give a clue...) Once you're done with her, visit the Count. Don't let his bony companion distract you, but ask the (soon to be severely delayed) aristocrat about the moss. Now that you can go to the Library, use that privilege, search the index for Moss and then Sewers.
In Ankh-Morpork's waste disposal system, the smells are positively fascinating. Trace the purple one you've already met to the lair, look at the debris, take the amulet. If you want to, you can talk to the rat (no clues but a fun interlude). Now what we have here is an ancient archeological artefact. Go to Leonard of Quirm's cell and enquire Two Conkers about it. Next is the Parrot. First talk to the elf about the Merchant murder, then look at the notice board (especially the UU note), last visit Sapphire's dressing room, smell the perfume on the left, take it.
Now dedicated players of Discworld I and II will sigh with relief -- Unseen University, here we come! Mrs Formes isn't too friendly (wonder where Mrs Whitlow is, XXXX?!), but talk to her about the wizard's murder (clue from Nobby), pointy boots and *sigh* the job offered. Head to make the beds. While you're at it, sniff the octarine boards (shall I remind you what shape you should do this in?), then look through the (un)lockers. The books will prove interesting, after examining them use the Anu Anu Temple clue to change the writing on the board. Now let's talk to the Bledlow behind the door to the left. Mention the murder and find out how it was done.
Another murdered person was the Patrician's clerk. Smell the barrels near Leonard's hole and compare the smell to the ones you've saved. Go to the wine cellar (if you haven't found out anything by comparing the smells, repeat the action here), then use the crowbar to get into a barrel. Once you've gotten your free ride to the Palace, it's wolf time once again, smell everything. Once you return to human form, go find the double doors in the corridor outside. Wolves have better hearing, so transform again. Once you hightail it outta there, you know another murder method.
Third's the merchant. Go to their Guild and talk to the man about pointy boots. Not much help there, so you'll have to ask the person who knows about every deceased. Fortunately He's still with the count, if you harass Him about the murder long enough, he'll tell you the murder method.
Changing the writing on the board had a reason - UU students these days, would you believe one actually got a book about temples? Use it on the beetle and open it. Now... oops, out of murders. Let's go meet Carlotta at the Cafe Ankh -- in all that mess you forgot to tell her you'd found Mundy. Tell her about his hanging, ask if she did it, then talk about Regis and Malachite until she mentions the goddess Errata.
Time to pay a visit to the Temple of Small Gods -- Om knows you've had it on your map long enough. The crazy chappie with the beard is who you want to talk to; he's (very conveniently) a follower of Anu Anu. Mention the list you got from the beetle, then leave the temple and head to the cemetary. Click on the stained-glass window to go to a location near it. Yep, that shadow's ol' Mooncalf, and you'd like to hear what he's talking about, right? Wolf-time.
Next person to talk to is Malaclypse (near the entrance). Nice enough fella, mention Errata and the True Believers until he tells you about the Inner Sanctum. If you ask him about it, he'll take you there. There's a cavity in the lectern, hide in it. Once the ceremony starts, you'll see Mooncalf's boots. Put some perfume on them so you can follow the scent to the Sanctuary.
Listen to the meeting, run away, then come back and look at the wall, then the symbol (eight-point version of the Cthulian "Elder Gods" sign of protection; ask your friendly neighbour cultist). Look up both the symbol and the god Nylonathatep in the Count's library. Return to the sanctuary and use all 6 murder clues on the map. 3 new locations, phew!
The Theatre first, get the flyer and look it up in the library. Once you return to the temple of Terpsychore, go close to the stage (a pretty hidden location, this gave me major trouble) and transform, smell. Tranform back and look at the markings, use the sign of Eel on them. Wow, nice! Use the clue you got from your last library visit on the altar.
Second of the locations we got was Dagon Street. Look at the shop, break into it with the crowbar, search the debris and look at the bone. Guess we know what happened to Mr Hong. Well, nothing to do here. Third location is Wizard's Pleasaunce, just hide in the bushes and enjoy the show.
Act 4
Well, things have finally gotten rolling. This is like "End of Days": moping around for hours, then Arnie finally gets his hands on a gun ;-). Examine the occultist graffiti and search the debris. Pay another visit to the von Uberwalds, look up Nylonathatep again to get the Radiant Trapezohedron clue. Let's ask a scientist about it - Leonard and Two Conkers would be favorite. Talk to Mr da Quirm first, then get the star map from the Agatean fellow.
Drop by the Sanctuary and dispose of Kondo, take the amulet he has with him. Mention it to Mooncalf. Now we're talking... While the priest's body cools, there's still Foid to find - Rodan will be helpful once you show him plastered bandages lying around the place Malachite used to hang around. Head to Dagon street, enter the cottage (through the door, what were you thinking of?). Harass Foid with mentiones of Kondo, the Falchion, the amulet and assorted until he tells you about Gelid. Looks like it's Unseen University time.
Oops, guess you should have made those beds. Now you can't enter the university grounds - unless you have a legal search warrant, that is. Bully Nobby into giving you one, then trace the blood from the UU door (in wolf shape) to the Observatory. Talk, kill. Oh yeah...
Go to the telescope, get the astrolabe and use the map on the ground you're standing on (the zodiac...). Order the golem to point the machine at Rincewind's birthsign and perform the observation. Mausoleum. Fits the mood. Once you get there, use the astrolabe on the sky and use the grotesque to open the crypt. What's the one object from a person very involved with the affair that you've had for a very long time and haven't used? Yes, the coin. Once you awake the zombie, talk to him and get the jewel (the falchion will come in handy). Looks like everything's under wraps - time for the five-minutes-before-climactic-win crisis.
It's the classic "girlfriend in distress". Once you get to your office, locate Horst with the Trapezoid, go to the bridge and dispose of him in truly heroic fashion (not forgetting to arrest the female villian). Now let's go and save the world at last - with a little help from Leonard and his invention. When you try to take off, Ilsa points out what you forgot -- sure, sign of protection on the whole thing and we're off! You might know the drill from Discworld II - except of course this is Filme Noire and nothing can end totally well for our hero. Hey, at least he's better off than Arnold Schwarzenegger in "End of Days" ;-)