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DISCWORLD NOIR WALKTHRU 1.0=20
----------------------------

Here's a walkthrough for anyone stuck in Discworld Noir,
Perfect / Teeny Weeny's Pratchett-related film noir tribute game.
This is in text format - it's probably best to view this using a Word =
Processing=20
package or Word with word wrap one as there are a few long lines in thss =
- I'll=20
fix this later. The walkthrough and a hint file can be found on the =
Discworld=20
Game Pages (also in HTML format and soon to be in user-friendly =
javascript=20
operated hint-o-matic format) at www.lspace.org/games/discworld .


 In this walkthrough, all actions except look, eg, search, use, open, =
are=20
usually performed by double clicking on the object in question, but =
beware, this=20
walkthrough does feature a lot of plot-spoiling info.


 I can be e-mailed on ChrisMc@lspace.org - but please do read this file =
and=20
visit the web page before mailing me with any game-related queries. If =
you want=20
to put this walkthrough on your web page, please mail me first to ask=20
permission, which usually won't be denied, providing it's included with =
proper=20
credits.

Chris McMullen,

ChrisMc@lspace.org=20

'To the Operating Theatre!' - Everyone, Let The Blood Run Free

ACT I=20
-----

After Carlotta leaves, go down the Wharf and speak to Mr Scoplett, the =
First=20
Mate, at the top of the gang plank. Make general chit-chat with him then =
ask him=20
about The Milka's Passengers (to learn about the Mysterious Passengers), =
The=20
Milka (to learn the location of Cafe Ankh) and Mundy (to learn about the =

Enquisitive Stranger).


 Go to the Cafe Ankh, enter the side alley where the golem is loading =
barrels,=20
and take the crowbar from the cart. Then, go into the cafe
and speak to Nobby, the watchman sitting at the table in the middle of =
the room.=20
Make general chit-chat with him then ask him about Vimes (to learn the =
location=20
of Pseudopolis Yard).


 Next, go back to Lewton's Office, to meet Al Khali, the Dwarf, and =
after a=20
short encounter, you'll get the Al Khali topic. Go back to the Wharf and =
speak=20
to the First Mate about Al Khali to identify him as the mysterious =
stranger who=20
was asking questions. Then go left to the side of the Wharf and use the =
crowbar=20
on the crates to be taken inside the ship. Once you're in the hold, pick =
up the=20
label floating in the water, and head out of the hold onto the deck. On =
the=20
deck, enter the cabin, and use the bed - the resultant search reveals a =
small=20
scrap of paper with a number on it. Leave the cabin and Lewton will make =
a hasty=20
departure from the ship, so when you dry out, leave your office and head =
over to=20
Pseudopolis Yard and speak to Nobby about the Mysterious
Passengers (to learn where one of them can be found).


 Leave the Yard, to be confronted by Malachite the Troll who will ask =
you to=20
find someone named Therma. This conversation yields one new topic =
(Therma) and=20
one new location (The Octarine Parrot). Go to the Octarine Parrot, wait =
for the=20
troll singer, Sapphire, to stop singing, then speak to her about =
Malachite (to=20
learn the location of Rhodan's workshop location where Malachite is =
hiding out)=20
and Therma (to learn that Therma was known as Madame Lodestone).

Go back to Pseudopolis Yard and speak to Nobby about Madame Lodestone =
(to learn=20
the location of the Selaachi museum, where she's buried). Go to the =
Selaachi=20
mausoleum, and go down into the tombs (to learn that you'll need =
assistance to=20
find Madame Lodestone). Then leave the tombs and go the Cafe Ankh. There =
you'll=20
meet Ilsa, so speak to her about the Mysterious Passengers (to learn =
that Ilsa=20
and Two Conkers were on the ship) and the label (to learn about the =
location of=20
Pier 5).


 Go to Pier 5, and go down the side of the warehouse to see you'll need=20
assistance to get in. Then, go back to your office and pick up the =
invitation=20
from Carlotta you find next to the door (learning the location of =
Carlotta's=20
mansion and finding out that she's a

Von Uberwald). Go to the mansion, and give Carlotta's invitation to the =
butler.=20
When the butler leaves, look at the painting about the fireplace. =
Carlotta will=20
put in an appearance, so talk to her about the Selaachi Mausoleum and =
she'll=20
agree to help you find Madame Lodestone's tomb.
But before you can leave, the Count will ask to see you. You don't need =
to say=20
anything to him right now, so leave, and Carlotta will take you to the =
Selaachi=20
Mausoleum, and lead you to Madame Lodestone's tomb. Carlotta will depart =
(now=20
you've learnt that Therma is in the Mausoleum), leaving you alone.


 Go to Rhodan's workshop, and speak to Malachite, telling him that =
Therma is in=20
the Mausoleum. You'll both go to the Mausoleum, he'll tell you that the =
body=20
isn't Therma, hand you a grapnel and rope and wander off
- you've also now learned that Sapphire may have been lying. Search the =
rubble=20
that was formerly a troll, then take one of the diamond teeth you find =
for later=20
use. Then go back to Pier 5, go round the side of the warehouse, and use =
the=20
grapnel and rope on the skylight. On the roof, use the crowbar on the =
skylight=20
and go into the warehouse. Pick up the torn matchbook you find there and =
leave=20
by the skylight. Go back to the Octarine Parrot and in your inventory, =
use the=20
scrap of paper with the matchbook to make it whole, revealing that it =
says '9=20
Whalebone Lane', the address of the Octarine Parrot. Talk to Mankin, the =
bar-elf=20
about the matchbook, which proves Mundy has been to the Parrot, adding =
the topic=20
'Lies' to Mankin's conversation box. Talk to him about Lies, and he'll =
tell you=20
where Mundy is - upstairs. So, go to the exit at the right of the room =
to find=20
Mundy - and to find yourself on the recieving end of a rather nasty =
surprise,=20
ending the act.

ACT II=20
------

Now, aside from an aching head, you have two new tops - Mundy's murder =
and the=20
Counterweight Killings. You've also lost your rope. Look at the message =
in blood=20
on the
wall, and look at the frayed rope above the body, and at Mundy's boots. =
Search=20
the boots then leave the room and go into the bar. Speak to Mankin about =

Sapphire lying.
He'll tell you where Sapphire is so go into the dressing room at the =
back left=20
of the bar and speak to her. She'll tell you about the money (learning =
about the=20
Saphire's money topic) and the casino (learning the location of =
Saturnalia).=20
Speak to Mankin again about Sapphire's money (to learn about Sapphire's =
secret=20
meeting). Go to Saturnalia and enter the casino - after the rucus with =
Ilsa and=20
Two Conkers, speak to Carlotta about Mundy's murder and then ask her if =
she=20
killed Mundy (to learn about the Temple of Small Gods).


 Then leave the Casino and go to the Temple of Small Gods. Speak to =
Macalyclpse,=20
the conspiracy theorist in green, about the frayed rope (to learn that =
Mundy was=20
hung upside down). Go back to the Octarine Parrot and speak to Mankin =
about=20
Mundy being hung upside down, then about Mundy being cut down and then =
Mundy's=20
boots. Makin will become co- operative (giving you the coin Mundy had in =
his=20
boots). Go back to your office to meet Al Khali again and be taken to =
see Horst.=20
Make general chit chat (to learn about the golden sword), then leave =
(learning=20
the location of Horts's quarters for when you need to come back).


 Go to Saturnalia and speak to Carlotta about the Golden Sword. When =
she's=20
finished with you, you'll have learnt about Regin so speak to the Count =
about=20
him who gives you an iconograph of Regin and asks you to find him. Go to =
the=20
Wharf and show the iconograph to the First Mate - you'll learn about =
Regin's=20
carriage.Then, go to Pseudopolis and ask Nobby about the carriage to =
find out=20
that it was seen heading to the Maudlin Bridge.. so visit the bridge and =
take=20
the bit of red cloth off the railings. Go to the Count and show it to =
him to=20
identify it as part of the carriage. Go to the now empty wharf and use =
the=20
grapnel on the mooring line to get the rope. Go back to Maudlin bridge =
and use=20
the grapnel and rope on the river to dredge it and learn there's =
something in=20
the river. Go to Rhodan's workshop and speak to malachite about this =
something=20
in the river, then give him the rope and grapnel and he'll pull it out =
for you,=20
finding out about Regin's murder.


 When Malachite leaves, look at Regin's body and use the iconograph to =
to find=20
the key. Speak to the Count about Regin's murder, if you want, and then =
go to=20
Saturnalia and speak to Whirl about your purse, bribing him. Then ask =
him about=20
Sapphire's money - learning that Sapphire has had a losing streak, and =
the key,=20
learning that it's a key for a safety deposit box here. Head to the left =
of the=20
casino, to the deposit boxes, and use the key on the boxes to open =
Regin's=20
locker, getting an empty envelope and a charm bracelet. Go to the Temple =
of=20
Small Gods and ask Macalypse about the bracelet. Then go to the Octarine =
Parrot=20
and Speak to Sapphire about her money, her secret meeting, her losing =
streak,=20
and then confront her. She'll agree to set up a meeting with Therma for =
you.


 Go to the temple of Small Gods and ask Malaclypse about the bracelet, =
and then=20
go to the Count and ask him about the bracelet to. Go back to your =
office and=20
pick up the note telling you about the meeting with Therma. Leave your =
office=20
and go to the meeting at salis and Phedre on the rooftops near =
Saturnalia. Go to=20
Rhodan's workshop at tell Malachite about this meeting and you'll both =
go there.=20
Events will take an unexpected twist and you'll be caught and questioned =
by the=20
watch - say anything you like to them, till you get the 'give up' topic. =
Use=20
this and you'll be put in a cell at the Patrician's palace. In the cell, =
stand=20
still till a Rat appears and wait till it goes through the wall, =
revealing a=20
crack. Use the crack to reveal a loose block, then use the block to get =
into the=20
cell next door - Leonard Da Quirm's cell - look at the gaping hole to =
learn how=20
you can get back into the cell later, and then you'll be called back to =
your=20
cell and released.


 Go to Salis and Phedre and speak to the gargoyle about Malachite's =
murder (to=20
learn about the strange beast that attacked the troll). Go to Carlotta =
and ask=20
her about the Milka's Cargo to get the shipping order then go to the =
Pier=20
Warehouse and give the order to the watchman. He'll show you the ledger =
and=20
you'll learn about the Guild of Archeologists and the Varberg Crate. Go =
to the=20
Cafe Ankh and speak to Samael about the Milka's Cargo and then the wine =
barrels.=20
He'll give you the key to the wine cellar so go outside to the wine =
cellar and=20
use it on the trapdoor - inside you'll meet Ilsa and Two-conkers. Speak =
to Ilsa=20
about the Varberg crates - you'll need to find a hiding place for Two =
Conkers=20
for her to help you get into the Archaologist's guild. So, go to the =
Patrician's=20
palace and click on the 'Hiding Place' topic in your book and then use =
it on the=20
wall of the Palace - now you know where to hide Two Conkers so go back =
to the=20
Wine Cellar.


 Now Two Conkers will go and hide with Leonard Da Quirm and Ilsa will =
let you=20
into the Archaologist's guild. Speak to Laredo Cronk there about Jasper =
Horst,=20
then visit Horst and speak to him about Laredo to arrange a meeting =
between=20
them. Go back to Laredo and tell her about Horst and she'll go away. =
Look at the=20
bookcase and use the hinged book that sticks out. Behind the fireplace, =
look at=20
the security notice next to the security system then go back to =
Saturnalia and=20
give the lucky bracelet to Warb and ask him about Vault 51. He'll tell =
you how=20
to get past the security system. Go back to the vault and use the 'back =
passage'=20
clue on the sign. Go inside and use the Mundy was hung upside down clue =
on the=20
Azile clue to find out what he really meant to write - a number. Use the =
number=20
on the crates to find the display with the urns in it, and use the =
diamond on=20
the display to get the sword. Then leave the Archeaologists guild and =
get ready=20
for a big surprise, ending the act.

ACT III=20
-------

After waking up in a somewhat altered state, try turning into a wolf =
again, and=20
use the magenta sparkled trail to follow it to outside the casino. Pick =
up the=20
moss next to the chalk outline, and turn into a wolf again. Use the =
magenta=20
trail to follow it further, ending up in the graveyard behind the temple =
of=20
Small Gods. Look at the stained glass window and the silouhette to see =
Mooncalf=20
there. Go back to your office to greet Nobby, and take the crowbar he =
leaves=20
behind. He'll also tell you about some of the other murders that went =
on. You=20
need to find out more details about each of these three additional =
murders.


 So, first off, go to the Patrician's Palace, go behind the palace and =
turn into=20
a wolf. Compare the scent of the serial killer with the scent on one of =
the=20
empty wine barrels to find out that the killer got inside in a barrel. =
Then=20
visit the
Cafe Ankh wine cellar and use the box of receipts to find out that the=20
Patrician's Palace gets wine delivered and is ordering some soon. Then, =
use the=20
crowbar on the wine barrels to hide in one and be taken to the Palace. =
}From the=20
storeroom where you end up, go out into the corridors, and continue till =
you=20
reach the double doors. Turn into a werewolf and use the doors to listen =
to=20
what's going on inside, and to find out how the Patrician's clerk was =
killed.=20
After a brief distraction you'll end up back in your office so after =
your=20
visitor leaves, go to the Octarine Parrot and use the notice board to =
find out=20
about the job at Unseen University's New Hall. Go backstage to =
Sapphire's=20
dressing room and turn into a wolf, look at the cyan stench, then become =
human=20
again and take the bottle of perfume.


 Go to the Von Uberwald mansion, and speak to the Count, or rather to =
Death, who=20
happens to be standing next to him. Mention the Moss and the count will =
pipe up=20
about it, and give you access to the Von Uberwald library. Go to the =
library and=20
look up (by using the appropriate clue or item on the index cards) the =
moss,=20
then the sewers, learning about the entrance to the sewers. Leave the =
library=20
and speak to the Butler, asking to speak to Carlotta. Turn into a =
werewolf to=20
learn that Carlotta was the one who turned you, and then go to the Cafe =
Ankh to=20
meet her. When you've finished talking, visit the sewers. Walk through =
the first=20
sewer entrance, turn into a wolf, and follow the trail twice till you =
find the=20
strange nest - search the debris, and take the gold pendant and after a =
brief=20
but non-essential-to-the-plot chat, leave the sewers. Go the Patrician's =
palace,=20
scale the wall with the grapple and speak to Leonard and Two Conkers =
about the=20
pendant to learn it's from the Temple of Anu Anu at
Al Khali.
Return to the Von Uberwald library and look up the Temple of Anu Anu to =
learn=20
the copy of the book there has a page missing.


 Go to the New Hall at Unseen University and speak to Mrs Fomes about =
the=20
Bedmaker job, accepting it. Go into the dorms, and turn into a wolf to =
find out=20
what's on the blackboard. Open the sturdy locker, and use the books to =
see what=20
subjects are there. Then, use the 'Temple of Anu-Anu' clue on the board =
to write=20
it in octarine chalk, making it one of the required subjects for =
studying. Leave=20
the Hall, then return to find a book about temples featuring the pendant =
in the=20
locker. Use the pendant with the book on temples to open it and get a =
list of=20
members of the Cult of Anu Anu. Then, go through the door at the left, =
into the=20
hall outside the library. Speak to the bledlow about the wizard's murder =
to get=20
some more details about the murder. Then, go and speak to Mrs Fomes =
about the=20
murder of the wizard to find out about the 'dead mens pointy boots' =
clue. Speak=20
to Nobby at Pseduopolis Yard about the merchant's murder, to learn the =
location=20
of the Merchants guild. Go to the Merchants guild and speak to the =
doorman about=20
'deadm mens pointy boots' and he'll spill the beans on the Merchant's =
murder. So=20
go back to the Count, and speak to Death about the murder, and he'll =
fill in the=20
final details - now you know how he was killed. Before you leave the =
mansion,=20
speak to Carlotta Regin's murder, then Malachite's murder, then her =
alibi
and she'll tell you she worships Errata.
So go and look up Errata in the library to find out a little more.


 Then go to the temple of Small Gods and tell Mooncalf, the person you =
saw=20
through the stained glass window, about the list to unsettle him. Go =
back to the=20
graveyard, stand just below the stained glass window and turn into a =
werewolf.=20
Look at the stained glass window and use the window to listen to =
Mooncalf's=20
conversation, and learn about the true believers meeting. Go back inside =
the=20
temple and speak to Macaclypse about the true believers meeting, then =
Errata,=20
then the Inner Sanctum and he'll get you into the sanctum. Look at the =
lectern,=20
use it, so that you end up beneath the lecturn while the sermon's going =
on.=20
Then, use the perfume on Mooncalf's foot and you'll follow him to the =
sanctuary.=20
After you leave there and end up in your office, go back to the =
sanctuary, and=20
look at fresco, then the strange symbol on the fresco, then use the =
strange=20
symbol and Lewton will make a note of it. Go back to the Von Uberwald =
libary and=20
look up the symbol, to find out it's the Elver Symbol, and also =
Nylonathep, to=20
find out about the octagram of murders.


 Use the wizard, clerk, and merchant murders clues and the Counterweight =
murders=20
clue on the map to produce an octogram of murders, and also show you the =

location of the Dysk theatre, in the middle of all of it.
Then, use the octogram of murders clue on the map to work out which =
murders are=20
missing. Go to the Dysk theatre, and get the flyer, then take it back to =
the Von=20
Uberwald library and look it up to find references to the various =
murders in the=20
plays, then look up the eight great tragedies in the library to find out =

specific details. Go to Dagon Street, use the crowbar on the shop front =
on the=20
left, look at the debris, and look at the bone (you'll work this one =
later). Go=20
back to the Dysk theatre, walk close to the base of the stage and turn =
into a=20
wolf. This will show up the marks on the stage base, so use the Elver =
Sign clue=20
on the marks to open a hidden passage. Go down into the passage and use =
the=20
eight great tragedies on the circle sea map to find out where the last =
murder=20
will take place. So, go to the Wizard's Pleasaunce and use the bushes to =
hide,=20
eventually ending the act in a none too pleasant way.

ACT IV=20
------

Use the inscription on the wall to make a note of it and search the =
rubble near=20
the now deceased Warb to get the Golden Falchion. Leave, and head over =
to the=20
Sanctuary. Head over to the Sanctuary and you'll meet Kondo there, and =
when he's=20
dead, search his body to get the amulet. Go to the Von Uberwald mansion =
and look=20
up Nylonathep in the library to find out about a magical item called the =

'Radiant Trapezhedron'. Then go back to Leonard's cell in the palace and =
ask him=20
and Two Conkers about the Radiant Trapezhedron. Go to the Temple of =
Small Gods,=20
speak to Mooncalf about the Amulet, then about Kondo, then speak to him =
about=20
Foid, at which point he'll come to a rather nasty end. After Mooncalf's =
end - go=20
to Rhodan's workshop, look where Malachite was, and pick up the plaster=20
encrusted bandages and speak to Rhodan about them, and about Foid, to =
find out=20
where Foid is hiding out.
Visit Foid in Dagon street, in the room opposite the Fishbar where you =
found the=20
femur, and ask him about the Amulet to learn about Gelid. Go to the New =
Hall at=20
Unseen University to be fired by Mrs Fomes, then speak to Nobby at =
Pseudopolis=20
Yard about Gelid to get a Search Warrant. Go back to the New Hall, using =
the=20
Search Warrant to get past Mrs Fomes. Go to the concourse and turn into =
a wolf,=20
and track Gelid's trail of blood into the UU observatory. Inside you =
meet=20
Satrap, so speak to him about Horst, Gelid, and the Radiant =
Trapezohedron, and=20
taunt him using the 'Taunt Satrap' topic to send him to meet his maker.

In the Observatory, use the Star Map Two Conkers gave you with the =
mosaics to=20
learn which star groups are which, then use the star map on the Small =
Group of=20
Boring Stars, and then use the telescope to find out where the =
Trapezohedron is.=20
Take the Astrolabe then go to the Mausoleum. At the Mausoleum, use the =
Astrolabe=20
on the sky to find out which crypt holds the Trapezohedron, go to the =
crypt and=20
use the Grotesque on top of the Crypt to open it. Go inside the crypt =
and use=20
Mundy's coin on the indent to open the Sarcophagus, then talk to the =
zombie and=20
threaten him with the sword to get the Jewel - the Radiant Trapezohedron =
itself.=20
When you leave, you'll be confronted by Horst who will take the Golden =
Sword off=20
you. Look at the jewel and go to Maudlin bridge to take care of Horst, =
Carlotta,=20
and get the Golden Sword back into the bargain. Go to the Patrician's =
palace and=20
go into Leonard's cell, go through the Even Larger Hole onto the roof, =
use the=20
rubble, clearing it away, then go back to Leonard's cell where the =
Flying Wing=20
Device will be taken out onto the roof, try to fly it, and when Ilsa =
warns you=20
you need proection, use the Sign of the Eel topic on the Flying Wing =
Device, and=20
use the device to finish the game.


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