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    FAQ/Walkthrough by OutRider

    Version: 1.0 | Updated: 05/31/06 | Search Guide | Bookmark Guide

    Discworld Noir (PC) Walkthrough v1.0
    Copyright (C) 2002-2003 by OutRider
    To see the other guides that I have written, please check out this link:
    WARNING: This walkthrough does contain spoilers that will 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:
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    People have constantly emailed me because they were having technical
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    games I've done walkthroughs for. 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
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    for any damages done to your system.
    Unlike the first two Discworld games, where you play as a wizard named
    Rincewind, Discworld Noir
    puts you in the shoes of a private investigator named Lewton. He is asked by a
    mysterious woman
    named Carlotta to find out what happened to her lover, Mundy. Along the way, he
    meets a troll
    named Malachite, who’s looking for another troll named Therma. If you can
    understand Terry
    Pratchett’s sense of humor that he puts into each of the Discworld books and
    games, then you’ll
    love playing Discworld Noir.
    With the introductions aside, let’s move on to the walkthrough.
    ACT I
    Watch the opening sequences. There isn’t much to do in Lewton’s office right
    now (and he does
    have a case to get to work on), so leave and you’ll find yourself looking at
    the map of the city of
    Ankh-Morpork. Getting around the city can be a bit hard, but if you noticed,
    places that Lewton can
    go to are conveniently lit up. If you move your cursor onto a lit location,
    it’ll give you the name of
    that place.
    If you move your cursor to the south end of the map towards the docks, you’ll
    learn that it’s called
    the Wharf. Go there, and when you arrive, talk to Mr. Scoplett, the first mate
    of the ship, who is
    standing at the top of the gangplank.
    With Discworld Noir’s new conversation system, you’ll notice an icon that looks
    like Lewton’s
    mouth. This icon is for general conversation. Next to it, you’ll see an icon
    that looks like a hand. This
    is to tell the person you’re talking to goodbye. There’s also a couple of icons
    next to those in a
    section all their own.  The icon that looks like a notebook is there so you can
    ask someone about
    one of the clues you have written down in it. The handbag icon is there in case
    you want to offer
    something in your inventory to the person you’re talking to. The large area
    below the icons is for
    topics that are available to talk about.
    Ask Mr. Scoplett about ‘Passengers’ and then go into your notebook and ask him
    about the
    ‘Mysterious Passengers’ and about the ‘Milka’. Note that you may have to flip
    between pages to find
    those clues to talk about. He’ll tell Lewton that no one can get on the ship
    without Captain Jenkins’
    permission. He should mention that Captain Jenkins usually hangs out at Café
    Ankh (mentioning it
    will put it on the map for Lewton to visit). Once the new location becomes
    active, leave the Wharf
    and go to Café Ankh. Once there, there’s a side alley off to the right of the
    door. Go there and notice
    that there’s a golem going back and forth, loading the cart. Ignore him and
    take the crowbar off the
    back of the cart.
    Go inside the Café, and talk to the man sitting at the table near the pianist.
    His name is Corporal
    Nobbs, or Nobby, as Lewton likes to call him. Chat with him using general
    conversation, and then
    talk to him about Vimes. Go into your notebook and ask him about the Milka.
    This should mark
    Pseudopolis Yard on the map (you’ll know if a new location becomes available
    when you see the
    map pop up in the upper left corner). You can try talking to Captain Jenkins,
    who’s sitting in the
    back, to the far left, but he won’t let you go check out the ship, so if you
    want to investigate it, you’ll
    have to find another way.
    Head back to the Wharf, and exit off to the left to bring a closer view of the
    area where the crates sit.
    The sailor that was standing here before should be gone now, so if he is, click
    on Lewton and then
    the handbag icon to access the inventory. Use the crowbar on the crates and
    watch as Lewton is
    hoisted up and over into the ship’s cargo hold. There’s a label floating around
    in the water near
    Lewton, so pick it up and examine it. Leave the hold and go through the left
    door on the other end to
    find yourself in a cabin. Check the lower bunk and you’ll find a scrap of
    cardboard. Examine it if you
    want, but leave the cabins and try leaving the ship. Watch as Lewton dives into
    the water so he’ll
    avoid being caught by Mr. Scoplett.
    Go to Pseudopolis Yard and talk to Nobby about the mysterious passengers. Leave
    the Yard, and
    Lewton will come face to face with a troll named Malachite. He’ll tell you to
    find Therma, but he won’t
    give you too many other clues, except for the fact that she used to sing at the
    Octarine Parrot. Go to
    the Octarine Parrot, and talk to the bartender using general conversation, and
    talk to him about
    everything. When the troll singer isn’t singing, go talk to her and ask her
    about Malachite and
    Leave the Octarine Parrot and go back to the Yard. Ask Nobby about Madame
    Lodestone. He’ll tell
    you what Sapphire has already mentioned back at the Parrot: She’s dead, and
    she’s buried in the
    Selachii Mausoleum. Go to the Mausoleum and try clicking on the tombs. Lewton
    will try finding
    Therma’s tomb, but to no avail. Leave here and go talk to Nobby at the Yard
    about Mysterious
    Passengers, and he should tell you that he managed to interview someone and
    that she’s at the Café
    Go inside the Café Ankh and watch the sequence where Lewton apparently catches
    up with an old
    flame named Ilsa. Talk to her using general conversation, and then go into your
    notebook and ask
    about Mysterious Passengers. Lewton will write down another clue in his book
    ‘Ilsa and Two
    Conkers’. Use the label as a dialogue choice and Ilsa will translate the label
    as saying ‘Pier Five’.
    Leave the Café Ankh and go to Lewton’s office. Here, you should meet a dwarf
    named Al Khali (if he
    doesn’t show up, sometimes it helps to exit and then re-enter). Listen to him
    and then leave and go
    to Pier Five. Talk to the guard and exit off to the left to find yourself
    looking at the side of the
    warehouse. Move your cursor up towards the roof until you find the skylight and
    click on it. Lewton
    will say that he’ll need help to get up there. Leave Pier Five and go to
    Lewton’s office.
    Near Lewton’s feet, you should see a note. Pick it up to learn it’s from
    Carlotta, and she’s inviting
    you to come to the Von Uberwald mansion, her home. Leave the office and go over
    there. Listen to
    the butler, and when you can, go into your inventory and show him the
    invitation. He’ll leave so
    while he’s gone, take a look at the painting over the door and Carlotta will
    soon arrive. If you talk to
    her about the Selachii Mausoleum, she’ll agree to help you find Therma’s tomb.
    While she heads
    back upstairs to go change, the butler will inform you that the master of the
    house would like to see
    you. Lewton will automatically go visit the Count. Listen to what he has to say
    and then go to the
    Selachii Mausoleum.
    Eventually, Carlotta will find Therma’s tomb. Leave here and go back to the
    mansion. Ask the butler
    about the Count and he’ll accidentally let the fact that the Count’s missing a
    companion slip out. Exit
    off to the lower left and you’ll find the room where the Count is located. Ask
    the Count about his
    missing companion and he’ll give you a picture of Regin the dwarf. Exit the
    mansion and go to
    Rhodan’s workshop, it’s time to tell Malachite the bad news.
    Inside, you’ll see that Rhodan is currently working on a statue. Ignore him for
    now and go into the
    back to find Malachite. Tell him about Therma and you’ll wind up back at the
    mausoleum. Malachite
    will eventually open up the tomb, but you’ll find out that the body in the tomb
    isn’t Therma’s.
    Malachite will give you a grappling iron before he leaves, so after that, check
    out the rubble in the
    tomb and take one of the teeth you find in there. Go to the side of Pier Five
    and use the grappling
    hook (or iron, whichever you prefer) on the skylight and Lewton will climb up.
    At the top, use the
    crowbar on the skylight and then climb on down through it. Off to the right,
    you’ll find a matchbook
    on the floor with a piece of it ripped off.
    Go into your inventory and use the scrap you found back at the Milka and
    combine it with the
    matchbook. Climb back out of the building and then leave Pier Five. Go to the
    Octarine Parrot and
    talk to Mankin. Ask him about Mundy first, and then show him the matchbook.
    He’ll tell you that he
    doesn’t know about either thing. A new topic will show up, called ‘Lies’. Click
    on it and Mankin will
    eventually tell you where to find Mundy. Exit off to the right, and watch as
    Act 1 comes to an end.
    ACT II
    After Nobby and Vimes leave, look at the frayed rope on the ceiling. Use the
    clue that Lewton writes
    down about the rope on Mundy’s boots and then take a look at his boots. Lewton
    will notice that
    something is missing. Take a look at the message in blood and then use the
    Mundy Hung Upside
    Down and Killed clue on it to learn that ‘Azile’ is actually ‘3712A’.
    Leave the room and go talk to Mankin. Talk to him about the ‘Mundy Hung Upside
    Down and Killed’
    clue, and then talk to him about the topics that show up. He’ll give you a coin
    and after that, ask him
    about the ‘Sapphire Lied?’ clue. He’ll tell you that Sapphire is currently in
    her dressing room, so exit
    through the doorway near the stage to find her. When you enter, you’ll notice
    that Sapphire has a lot
    of money. She’ll tell you about the Saturnalia Casino, which will then be
    activated on the map.
    Before you leave, talk to Mankin about Sapphire’s money.
    Go to the Wharf and show the picture of Regin to Mr. Scoplett. He’ll tell you
    that he came by on a
    carriage and picked up some cargo when the Milka first docked. Go to
    Pseudopolis Yard and ask
    Nobby about Regin’s Carriage. He’ll tell you that Sergeant Colon was almost hit
    by a speeding
    carriage three days ago near Maudlin Bridge.
    Go back to the Wharf to notice that Milka has already departed. Use the
    grappling hook and combine
    it with the mooring line and then leave to go to Maudlin Bridge. Once there,
    take a look at the skid
    marks. There’s also a piece of torn fabric on the railings, so take it. Use the
    grappling hook on the
    River Ankh and Lewton will comment that something is down there, but he’s not
    strong enough to
    pull it up.
    Leave the bridge and go to the Saturnalia Casino. Head inside and watch the
    sequence where an
    assassin named Remora Selachii tries killing Ilsa, but not before Lewton steps
    in between them to
    stop the hit. After the sequence, talk to Whirl, the right-most croupier. Bribe
    Whirl using Lewton’s
    purse and he’ll tell you about Sapphire’s losing streak. Leave the casino and
    go to Lewton’s office to
    find an uninvited guest, Al Khali. He’ll take you to his leader, a troll named
    Jasper Horst. Listen to
    him and he’ll tell you to bring him the Golden Sword. Talk to him about
    everything that comes up
    and then leave. Go visit Sapphire at the Octarine Parrot and ask her about her
    losing streak and
    secret meeting, and then confront her. She’ll tell you how she actually got all
    that money.
    Go back to the Saturnalia and talk to Carlotta about the Golden Sword. You’ll
    wind up at her place,
    so talk to her about the Milka’s cargo and you’ll get a shipping order. Leave
    the mansion and go to
    Pier Five. Give the watchman the shipping order and he’ll let you see the
    cargo. Go to Rhodan’s
    workshop and talk to Malachite about the thing in the river and he’ll agree to
    help you, but you have
    to give him the grappling hook first. Do so and you’ll find yourself at the
    Maudlin Bridge. Malachite
    will throw the hook down and lift a carriage out. Lewton will search the inside
    of the carriage and
    he’ll find a small box. Before he has a chance to look at it, Malachite swipes
    the box and walks off
    with it. Examine Regin’s body and then use the picture on it to compare them.
    You’ll notice that in
    the picture, Regin is bald, but in the flesh, he has hair.
    Lewton will take the toupee off of Regin’s head, only to discover a key hidden
    inside. Go to the
    Saturnalia and talk to the croupier about the key. He’ll say that it fits
    inside the lockers at the casino,
    so exit off to the left and use the key on the lockers. Lewton will eventually
    find the right one and
    open it and he’ll find a charm bracelet and an envelope inside.
    Go to the mansion and tell the butler that you’d like to talk with the Count.
    Tell the Count about
    Regin’s murder and then ask him about the charm bracelet. Leave the mansion and
    go to the Café
    Ankh. Go over to where Ilsa used to sit and you’ll find Samael, the pianist.
    Ask him about the wine
    barrels and Samael will end up giving the key to the cellar. Leave the Café
    Ankh and go into the side
    alley. Use the key on the trapdoor and you’ll find Ilsa and Two Conkers. Ask
    Ilsa about the Varberg
    crates to learn that they’re hers. She’ll ask you to hide Two Conkers and in
    return, she’ll get you into
    the Archaeologist’s Guild. Before you leave, look at the box of receipts behind
    Lewton to find that
    the most recent delivery was to the Patrician, Lord Vetinari. Now leave and go
    to the office.
    Pick up the card by Lewton’s feet to learn that Sapphire has scheduled a
    meeting with Therma for
    you on the rooftops of Salis and Phedre. Go tell Malachite the good news, and
    you’ll go with him to
    the meeting. Lewton will soon be knocked out and he’ll learn that Malachite was
    killed (poor guy).
    When Lewton comes to, you’ll find yourself being interrogated by the Watch.
    Answer whatever you
    want, because you’ll wind up in a cell anyway.
    Stand around in your cell until you see a rat run across the room and disappear
    into a rat hole.
    Search the crack in the wall on the right side to find out that the block is
    loose. Move the block and
    you’ll end up in Leonard de Quirm’s cell. Talk to him and then go up to the
    wall and look out the
    hole. As soon as you’re done, Lewton will hear someone opening up his cell door
    and he’ll go
    running back before it’s noticed that he’s gone.
    Nobby will come by to set you free because they found a witness to Malachite’s
    murder, which
    means you’re cleared for now. You’ll get all of your inventory back, except for
    your crowbar, which
    was kept for evidence. Go back to the Patrician’s Palace and exit off to the
    right to take a look at the
    side of it. Take a look at the wall and then use the Hiding Place clue on it.
    To test to be sure that
    Lewton can get back in; use the grappling hook on the wall. Go back to where
    Ilsa is hiding and tell
    her the good news.
    Watch the sequences and you’ll eventually find yourself at the Archaeologist’s
    Guild. Talk to Laredo
    Cronk (who looks like she could be Lara Croft’s twin sister), who’s standing by
    the fireplace, and
    then go to Jasper Horst’s hideout. Talk to him about Laredo Cronk and then go
    back to the Guild.
    Tell Laredo about Horst and she’ll leave. While she’s gone, examine the
    bookcase and then pull on
    the hinged book to watch the fireplace open.
    Follow the path to Vault 51 and try to turn off the security system, without
    any luck. Go to Saturnalia
    and talk to the wizard standing next to Whirl about anything that pops up, and
    he’ll eventually say
    that he works for Unseen Securities, a place that makes magical security
    systems. Talk to him about
    Vault 51 and he’ll tell you the Back Passage of turning off the system.
    Go back to the vault and use the Back Passage clue on the panel and Lewton will
    deactivate it. Enter
    the door and then use the 3712V clue on the crates and displays. Lewton will
    eventually find the
    exhibit, and when he does, use the diamond troll tooth on the urns and Lewton
    will cut through the
    glass cabinet. He’ll smash the urn and get the golden sword. Leave the Guild
    and watch as Lewton
    meets an untimely demise….or so it seems…insert Disc 2 and we’ll continue
    You’ll learn that Lewton isn’t dead after all; he was just merely turned into a
    werewolf. After he rises
    out of his grave, you’ll notice a dog named Gaspode standing nearby. He’ll
    explain the whole
    werewolf thing to Lewton and when you can, pick up the letter to learn it’s a
    love letter from Ilsa.
    Turn into a wolf and then check out the magenta smell to trace it to
    Saturnalia. Lewton will
    automatically change back into a human, so when he does, pick up the moss near
    the chalk outline
    and then go to your office to catch Nobby in the middle of stealing your stuff.
    When he leaves, take
    the crowbar that’s on the desk and then turn into a wolf. Check out the purple
    smell and Lewton will
    remember it.
    Turn back into a human and then go to the mansion. Ask the butler to see
    Carlotta and while he’s
    gone, turn into a wolf to learn that Carlotta herself is a werewolf. Now, ask
    the butler to see the
    Count to learn that he is on his last legs. Death will soon show, and when you
    can, ask the Count
    about the moss to gain access to his Libraris Apocrypha.
    Inside, use the moss on the index cards and Lewton will find a book to learn
    more about the moss.
    When he’s finished, use the Sewers clue that you just wrote down on the index
    cards and Lewton
    will go find some old city plans. Leave the mansion and go to the sewers. Once
    there, go through the
    only other exit and then turn into a wolf. Follow the magenta smell, and when
    Lewton turns into a
    human again, turn back into a wolf and follow the smell again. Examine the
    debris and pick up the
    pendant you find. The Grim Squeaker will appear after that, so talk to him if
    you want. Otherwise,
    make your way out of the sewers and go visit Two Conkers.
    Show him the pendant and he’ll tell you about the Temple of Anu-anu. Leave the
    palace and go to
    the Octarine Parrot. Check out the notice board to learn that Unseen University
    is looking for help.
    Talk to Mankin about the Merchant’s murder and the Merchant’s Guild will be
    activated on the map.
    Go into Sapphire’s dressing room and turn into a wolf. Check out all the smells
    and put them with
    the rest of the smells. Look at the left most bottle to find out it’s a bottle
    of perfume. Turn back into a
    human and take the perfume.
    Go to the New Hall and talk to Ms. Fomes about the job, the wizard’s murder and
    the Dead Men’s
    Pointy Shoes. Head down into the next screen and turn into a wolf. Look at the
    octarine board, and
    then turn back into a human. Search the sturdy unlocker to find some books.
    Look at the books and
    you’ll find a book on temples. Use the Anu Anu Temple clue on the octarine
    board and Lewton will
    mess up the lesson plans. Go through the door nearby and talk to the porter
    (Bledlow) about the
    wizard’s murder and you’ll learn that he was actually poisoned.
    Go to the Palace and go over to the next screen. Transform into a wolf and
    sniff the smells you see.
    Use the serial killer’s smell on the traces of magenta to learn that the killer
    hid in a barrel. Go to the
    wine cellar at Café Ankh and check out the box of receipts to learn that the
    wine barrels will be
    picked up soon. Use the crowbar on the barrels and Lewton will hide in one of
    them and when he
    comes out, you’ll find him inside the Patrician’s Palace.
    Leave the room and go around the corner. Turn into a wolf and listen to hear
    what’s going on the
    other side of the double doors. After Vimes and the Patrician are done talking,
    Lewton will run and
    attack a guard. You’ll next find him in his office, with Remora waiting for
    him. After the sequence, go
    to the Merchant’s Guild and talk to the gatekeeper about the Dead Men’s Pointy
    Shoes and then go
    see the Count at the mansion. Ask Death about the merchant’s murder twice and
    he’ll slip and reveal
    how the merchant was actually killed.
    Go to the Unseen University’s New Hall and use the beetle pendant on the book
    about temples and
    Lewton will get the beetle opened, revealing a list of names. Leave here and go
    to Café Ankh. You’ll
    see that Carlotta is here. Tell her about Mundy’s death and ask if she killed
    him. Ask her about
    Regin’s and Malachite’s deaths and she’ll eventually mention that she worships
    the god Errata. Go
    to the Temple of Small Gods, and exit off to the left. Talk to man in the
    corner, Mooncalf, about the
    list and then leave the temple. Go to the cemetery next to it and go to the
    next screen. Turn into a
    wolf and listen in on Mooncalf’s and the troll’s conversation. After that, go
    back into the temple.
    Talk to Malaclypse, the priest near the door, and ask him about Errata and the
    True Believers’
    meeting. He’ll say something about the Inner Sanctum of the temple, and he’ll
    get you inside. Search
    the lectern and Lewton will find a cavity near the base big enough for a person
    to fit inside.
    Malaclypse will inform Lewton that people are coming and Lewton will hide in
    the cavity. Listen to
    the sermon, and when you regain control, use the troll perfume on Mooncalf’s
    feet. After the service
    is over, Lewton will automatically turn into a wolf and follow Mooncalf to his
    hiding place. Lewton
    will listen in on the secret meeting, and when someone hears something outside,
    Lewton will run
    Go to the Sanctuary and look at the fresco, and then look at the strange symbol
    and Lewton will
    make a sketch of it in his notebook. Go to the Count’s library and use the
    Nylonathatep clue on the
    index cards and Lewton will go look for some information. Do the same thing
    with the strange
    symbol and then go back to the Sanctuary. Use the Counterweight Killings,
    Regin’s Murder,
    Malachite’s Murder, and the Mundy’s murder clues on the Ankh-Morpork map and
    Lewton will figure
    out where the killer will strike next. Leave the Sanctuary and go to the
    newly-activated Dysk Theatre.
    All you need to do here right now is pick up the flyer off of the chair and
    then go back to the Library.
    Use the flyer on the index cards, and Lewton will find something on Hwel’s
    Eight Great Tragedies.
    Now, go back to the Dysk Theatre. Walk up close to the stage and turn into a
    wolf. Lewton will notice
    his killer’s smell, but what’s odd is that it seems to disappear right into the
    stage. Turn back into a
    human and look at the strange marks on the stage base.  Use the sign of the Eel
    on it and you’ll have
    unlocked a hidden passageway. Lewton will follow it, only to discover a hidden
    temple! Use the
    Eight Great Tragedies clue on the altar and then leave the Sanctuary and go to
    Dagon Street.
    Use the crowbar on the boarded up window nearby and enter. Search the debris
    and you’ll find a
    human femur, indicating that the killer has already been here. Leave Dagon
    Street and go to the
    Wizard’s Pleasaunce and hide in the bushes. Watch the sequences and Act III
    will end.
    ACT IV
    Look at the writing on the wall near Lewton and then search the debris near
    Warb’s body to recover
    the golden falchion. Leave the temple and go to the Von Uberwald Mansion to
    learn from the butler
    that the Count has died. The Count is still allowing you access to the library,
    however, so take this
    opportunity to do some more research on Nylonathatep, and you’ll learn about a
    jewel called the
    radiant trapezohedron. Leave the mansion and go check on Leonard and Two
    Talk to Leonard about the radiant trapezohedron, and even though he can’t give
    you too much info
    on it, Two Conkers is of more help because that was what he was looking for in
    the first place. He’ll
    give you a star map, and after that, leave and go to the Sanctuary. You’ll
    learn you’re not alone.
    You’ll find a man named Kondo and he and Lewton will get into a fight. Lewton
    will eventually turn
    into a wolf and kill him.
    Search his body and you’ll find an amulet. Go to the Temple of Small Gods and
    talk to Mooncalf. Ask
    him about the amulet and then watch the sequences as Mooncalf jumps out the
    stained glass
    window and then proceeds to scale the side of the temple to the roof. At the
    top, he is electrocuted
    by lightning and he’ll fall backwards through the skylight and into a pool,
    where he is found dead.
    Before he died, Mooncalf mentioned something about Foid (the troll you saw
    earlier with Mooncalf).
    Since you don’t know where he’s at, try asking Rhodan at his workshop to see if
    he knows anything.
    Go to where Malachite used to be and pick up the plastered bandages nearby.
    Talk to Rhodan and
    ask him about them and get him to tell you where Foid is. He’ll tell you that
    he’s at the place across
    from the abandoned shop on Dagon Street (well, he doesn’t say that, but you’ll
    be able to figure it
    out anyway). Go there and open up the door to the house across from the shop.
    Talk to Foid about
    the amulet and the falchion, and he’ll tell you about Satrap’s contact, Gelid.
    Go to the New Hall of Unseen University, and Mrs. Fomes will fire Lewton for
    being the worst bed
    maker. Go to Pseudopolis Yard and talk to Nobby about getting a search warrant.
    He won’t give one
    to you, but Lewton will devise a way to blackmail him. You’ll get the warrant
    you need, so return to
    the New Hall. Mrs. Fomes will disappear to verify the warrant, so while she’s
    gone, go to where the
    porter usually is to find a pool of blood in his place. Lewton will turn into a
    wolf and follow the trail
    over to the observatory, where you’ll find Satrap.
    Watch the sequences, and with Satrap now dead, there’s a few things left to do.
    Pick up the
    astrolabe off of the floor near the telescope and use the map on the mosaics on
    the floor. Pick out
    the Small Group of Boring Stars and Lewton will tell the golem to move the
    telescope in the direction
    of that constellation. Look through the telescope to have Lewton deduce that
    the jewel is hidden in
    the Selachii Mausoleum, which is our next stop.
    Use the astrolabe on the sky and Lewton will figure out where to go. Examine
    the grotesque statue
    and Lewton will unlock the door to the crypt. Use Mundy’s coin on the
    indentation and the
    sarcophagus will be unlocked. Watch as a zombie pops out…to get the jewel from
    him, talk to the
    zombie about the falchion and you’ll get the radiant trapezohedron. Try leaving
    the crypt to find
    Jasper Horst blocking your way with Ilsa as his hostage. Lewton will give up
    the falchion, but all is
    not lost. You’ll wind up at Lewton’s office, so before you do anything, take a
    look at the radiant
    trapezohedron to learn where Horst is hiding, which is at the Maudlin Bridge,
    our next stop.
    Watch the sequences as Horst is killed and Carlotta is arrested by the Watch.
    Go to Leonard’s cell
    and clear the debris off of the roof. Talk to Leonard and Lewton will volunteer
    to fly his machine. Ilsa
    will drop out of nowhere to warn Lewton about needing protection. To protect
    yourself, use the sign
    of the Eel on the machine and then try flying it again. You’ll be rewarded with
    the ending sequences.
    That’s all she wrote, folks! You’ve just completed Discworld Noir!
    Quattro – not only did he help me out when I got stuck in the game, but he
    allowed me to use his
    guide as the basis for mine. This guy rules!
    Infogrames and GT Interactive – these guys put out a cool adventure/fantasy
    game. Although I
    thought the humor was a bit odd in some parts, I still enjoyed playing the game.
    Chris McMullen – where Quattro’s guide was unable to help me, his guide usually
    did. Thanks Chris!
    To all the FAQ sites that display my guides – thanks for putting my guides out
    there to increase my
    exposure out there to the gaming world. I appreciate you guys doing this for me.

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