Discworld Noir
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.
DISCNOIR Sleuthing Aventure by Perfect Entertainment A solution by Lu Richardson --------------------------- General tips: This is one of those investigative games in which you have to do a lot of walking about and a lot of exhaustive talking with people, out of which you get precious few clues. And spend most of your time not knowing what's going on. You'll have to be very, very patient and, above all, not get too bored when people bang on and on. Examine each location and everything available in it most carefully and, when addressing people, talk first using the mouth option then ask ALL the questions available in the diary - then try to talk once more. If you've picked up any items, try them on people. Come back to talk to everyone time and again. When you get any item, examine it. Try combining items together or entries in the notebook, or items on entries, even items and entries on your surroundings. Examine the entries, too, they might give you a clue. It doesn't really matter how you explore around, but certain things have to be done in a certain order otherwise other things won't happen. If you are at a location and you feel someone should be there but isn't, that's because that someone will be there later. This solution merely gives you an idea about what has to be done, but do your own thing your own way. Make sure you are very thorough. When I say "Watch", I mean there is nothing you can do but watch and listen and may be go and make yourself a cup of coffee while you stiffle a yawn. When I say "Talk", use the face icon, use every entry on the notebook and use every item on the person you are talking to. ACT I Go to the Wharf and talk to Scoplett. Go to the left and note the sailor leaning on a Crate. Go to the Cafe Ankh and talk to the captain. Not much joy. Talk to Nobby and mention the Milka. Leave and dive to the right to get a crowbar. Go to the Wharf and then left, use the crowbar on the Crate. You get dumped in the Hold. Take the label and examine the Lair. Leave upwards. Enter cabin, examine bedpost, search bunk. You get a scrap. As you come out, you leave automatically via the River Ankh. Go to the Office and you will meet a dwarf. Watch. Go to the Wharf and talk to Scoplett about Al Khali. Leave and go to the Yard. Talk to Nobby. As you leave the Yard you will meet Malachite. Go to the Cafe and to the bar. You meet Ilsa. Talk to her and show her the label. She tells you about Pier 5. Go there and talk to the Watchman, then walk to the left and spot the Skylight high up. Leave. Go to the Octarine Parrot and talk to Mankin and then to Sapphire, on the stage. Go to Rhodan's Workshop, talk to Rhodan (exasperating) then talk at Malachine in the other room. Note his grappling iron. Go to Nobby and ask about Malachite, Therma and Madame Lodstone. Visit the Mausoleum and examine the tombs. Right, that's as far as this takes us. Go back to the Office and you will find an invitation on the floor - leave and visit the Uberwald location. Show the invite to the butler. Talk to Charlotte about the Mausoleum. While she is getting ready, you are taken to see the Count. Talk to him. As you leave, you automatically visit the Mausoleum and find the correct tomb. Go get Malachite and bring him here by using the correct phrase on the notebook. He opens the sarcophagus and says Therma is not buried here. You ask for, and get, his grappling iron. Examine the rubble inside the sarcophagus and get the Troll's tooth. Go to Pier 5, walk around the back and use the grappling iron on the skylight. Go to it and use the crowbar on the closed skylight. Enter in and get the book of matches, just visible on the floor, to the right. If you use the scrap on the matchbook you see the Octarine Parrot's address. Go to the Uberwald mansion and talk to the butler. He tells you about a missing companion. Visit the Count and talk to him - you find out about Regin. Go to the Wharf and show the iconograph to Scoplett. Go talk to Nobby. Travel to the Bridge, examine the skid marks, get the bit of cloth and attempt to dredge the river with the grappling iron. Visit the Count and show him the cloth. Go to the Parrot and show Mankin the matchbook, then talk about Lies. You get to go upstairs. Watch. ACT II When all the talk is over, note the message written in blood on the wall. Examine Mundy and his boots and also the frayed rope. OK, go down and talk to Mankin. Use all new entries in the notebook. Ask about Sapphire and then go to her dressing room by the Stage. Talk to her. Leave, go to the Wharf and use the grapping iron on the mooring line lying on the floor. Go to Malachite, persuade him to help you and give him the grappling iron. You automatically go to the bridge and Malachite pulls out the coach. Search it and the dwarf. Use the iconograph on the body and you get a key. Leave. Visit the Count and tell him about Regin. Go and talk to Nobby. Next, go to the Parrot and speak to Mankin. Visit Sapphire in the dressing room. Next, go to the Casino. Watch. At the end, talk to Carlotta till you run out of options. After that, talk to Whirl; start by clicking on your bag of money to bribe him, then question him about everything. Then talk to Warb. Go to Sapphire, talk about her losing strike and confront her. She agrees to arrange a meeting. Leave and visit the Temple of Small Gods. First talk to the man in green (Malaclypse) who gives you an amazing amount of useless information, but he will come up trumps with the "Frayed rope" bit. Then, move away and talk to the guy in purple (Mooncalf), who gives you no information at all, in spite of talking so very much. Go to Mankin and talk to him about the rope, etc. You get a coin. Go to the Office and you meet Al Khali. Watch. When you've done your bit and it's over, go and visit Carlotta. Watch. At the end, see the Count. Go to Pier 5 and use the shipping bill on the Watchman. Watch. You may visit the Guild of Archeologists (note the black dog) but it will do you no good. If you go to Cafe Ankh you can talk to Samael and ask him about the wine barrels, he will give you a key for the Cellar. Enter the cellar by using the key on the trapdoor. Talk to Ilsa and afterwards inspect the box of receipts. Go to the Patrician's Palace and talk to the guards. Go to the right and note the barrels. Go to the Temple and speak to Malaclypse, then go to the Office and pick up the message. Go get Malachite and tell him about the meeting. Watch. At the questioning, tell it how it happened. In the cell, wait around for the rat and watch how it enters the wall to the right. Examine the crack in the wall and have a go at it. You move a block and enter Leonardo's world. Go and look at the gaping hole - you automatically go back to the cell and are let off. Go to the Rooftops where Malachite got his and talk to the gargoyle (Clerk's Gable). Get to the Palace and walk to the right. Use the grappling iron on the wall to find the perfect hiding place. Go out through the gaping hole; pick up the message "Hiding place" from the diary and click on the wall. Go back to the Cellar and speak to Ilsa. Watch. Now you get into the Archeologits's Guild. Speak to the Tomb Raider (i.e., Loredo). At the end, go to Jasper and speak to him about Loredo. Go to Loredo and fetch her to the meeting. Back at the Archeologist's Guild, click on the Hinged Book. Watch. Read the security notice and look at the panel and the vault. For a bit of fun, try to enter the vault door. Leave. Go to the Casino and walk left. Use the key on the safe deposit boxes. You get a couple of items. Take them to the Count, to be told that the bracelet is lucky. Then go to Warb and, by mentioning Vault 51, swap the bracelet for some vital information. Go to the Vault, pick up "Back passage" from the diary and click it on the panel. Go in. Pick "Azile" from the diary and use it on "Mundy hung upside down" to get a number. Pick up "3712V" and use it on the crates. When you find the cabinet, use the troll's tooth on it. You get the sword. Watch. ACT III A lot more to watch. At the end, pick up the letter to read it, then speak to Gaspode. Change to the wolf morph and follow the magenta trail to the Casino. There, pick up the moss near the chalk outline. Follow the magenta trail once more and you finish up at the pizza window. Look around. Leave. You have to go to each location you can, turn into a werewolf and collect scents by double-clicking on them and pressing F4 to place them. Examine the scents, sometimes you get to know whose they are. Compare them also with other similar scents in other locations. There are two new items to pick up, one is the Perfume at Sapphire's and the other is the bandages where Malachite used to hang out at Rhoden's. Go to the Uberwald location and, when the butler goes, turn into a werewolf, picking up another scent. Visit the Count and ask questions - you get a kind of two-sided conversation. Go to the Office (watch). Go to the Cafe and speak to Carlotta. Visit Two-Conkers to find out about the golden sword, which turns out to be a Falchion. Not a Maltese one, I hope, there are enough hints about old films as it is. Go to Nobby and ask about the murders. A new location appears, and though you can visit it, you will have no joy. Go and visit the Count and ask about the moss. You are allowed to use the Library. Use the moss on the Index and you will find out about it. Now you can pick out items from the inventory and the notebook and use them on the Index. "The Sewers", for instance. Go visit them and turn into a werewolf to follow the magenta trail. You will end up at the Lair. Search the debris and get the pendant. The Death of Rats appears and you have a rather one-sided conversation. Leave. Examine the gutter pipe which leads to the Temple. Leave the sewers. Take the pendant to Two Conkers. Then visit Mooncalf and ask about the Temple of Anu-anu, showing him the pendant. You can also visit the Library to find out about these two items. Go to Mankin and ask about the murders. Afterwards, look at the notice board. Travel to New Hall and offer your services by using the "Bedmaker" entry in the notebook. Go south and examine the lockers and the octarineboard. Turn into a wolf here. Examine the octarineboard, then as a man, the lockers and the books - use the "Temple of Anu-anu" entry from your notebook on the octarineboard. Go left and talk to the porter. You find out about the murdered man. Talk to Mrs. Fomes about it - you get the "pointy boots" entry, and you can talk to the porter about it. Visit Nobby and ask him about the "pointy boots". He tells you not to mention it to the Merchants. Go and do just that and you will find out more about the murder there. Go to Death and speak about it to find out how the guy got his. Now go to the Cellar, read the contents of the box of receipts and use the crowbar on a barrel. You get inside the Palace. Change to the wolf here at every location and listen at doors. At the double doors you hear about another murder. Watch. OK, now go back to the New Hall. You will see that the one of the books is now about temples in Al Khali. Use the pendant on it and you learn how to open it. Inside, a piece of paper with a list. Question Malaclypse about it, try it on Mooncalf, then go to the Cemetery and show the list to Gaspode. Afterwards, go behind the window - there should be two silouettes. Change to wolf and click on the window to get a close up and overhear a conversation. Go inside the Temple and talk to Malaclypse. You persuade him to smuggle you into the Inner Sanctum. Examine the lectern and then click on it to hide inside. When Mooncalf's feet appear, use Sapphire's perfume on them. Watch. At the end, go to Malaclypse and report. Go to the Library and use the new entries in the notebook on the Index. You find out about them. Return to the Sanctuary and enter it. Examine the fresco with the strange symbol and then the map. Use on the map the entries on all the murders and you will mark them on the map. Finally, use the octagram in your notebook on the map. Then visit the Dysk theatre and get the flyer. Talk to Privetier. Back to the Library and click everything new on the Index. Finally, go to the Dysk and ask the new questions. When you've done, visit the two new locations. At Dagon St., use the crowbar to open the boarded window. Inside, change to wolfie. As a man, examine the debris and you will discover a bone. Go back to the Dysk and click on the Stage. Change to the wolf, then back to a man and examine the wall under the stage. Use the drawing of the eye symbol in your notebook on the Marks. In, examine the altar and use the octagram symbol on it. Right. Leave and go to the Wizard's Pleasaunce, note the dog and use the bushes to hide. Watch. ACT IV Search the rubble to get the falchion. Examine Warb, talk to Anu-anu and Carlotta. Find the Inscription on the wall. Out. Talk to Coom. Head for the Sanctuary and watch. Examine Kondo's corpse and get the amulet. Go and visit the Count and use the Library - check thoroughly everything you've got. Next, go to the Temple and talk to Mooncalf. Watch. Go to Two Conkers. If you've done your work correctly in the Library, you should get a star map. Go to Rhodan's, ask him about Foid and use the bandages on him. Go to Dagon St. and go through the door opposite the old shop with the bone in it. Talk to Foid. Go to New Hall. Go to the Yard and talk to Nobby about Gelid. You get a warrant. Take it to New Hall and go to see the porter. Click on the blood to turn into a wolf. Watch. At the end, examine the telescope, pick up the astrolabe and look at the mosaics. Use the map on the mosaics. Click on the first on the left, get out of the picture and click on the telescope. The stars should point at the Mausoleum (if not, try the other constellations on the mosaics). Go to the Mausoleum and use the astrolabe on the sky. You get to a tomb and open it. Inside, use the coin you have been carrying on the peg. Watch. Talk to the Zombie till he gives you the jewel. As you leave, you meet Jasper. Watch. At the end, look at the jewel and you will see Jasper at the Maudlin Bridge. Go there and watch. When that is over, go to Leonardo - the flying machine is ready to use. You need to clear the way, though, so go back to the entrance and click on the rubble. Now we are ready. However, when you get on the machine, Ilsa arrives and tells you to get some protection. Use the symbol with the eye in your notebook on the machine. Now you are really ready. Click on the machine to go. Watch all the way through to the finale. That's it.
