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Читы для Discworld Noir

Чит-файл для Discworld Noir

Discworld Noir

 За игрой наблюдают: 1 человек

Выдержка из Энциклопедии игр

Разработчики:Perfect Entertainment и Teeny Weeny Games [PS1]
Издатель:GT Interactive Software
Модель распространения:розничная продажа
ISO статус:релиз состоялся 9 июля 1999 года
Жанры:Adventure
Похожие игры:Discworld, Discworld 2: Missing Presumed...!?, Grim Fandango
Multiplayer:Отсутствует

Даты выхода игры

вышла в 2000 г.
вышла 5 июля 1999 г.

Solution [ENG]

Информация актуальна для
ACT I
-----
After Carlotta leaves, go down the Wharf and speak to Mr Scoplett,
 the First Mate, at the top of the gang plank. Make general chit-chat
 with him then ask him about The Milka's Passengers (to learn about
 the Mysterious Passengers), The 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, 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. Make general chit-chat with him then ask him about
 Vimes (to learn the location of Pseudopolis Yard).

Next, go back to Lewton's Office, to meet Al Khali, the Dwarf, and
 after a short encounter, you'll get the Al Khali topic. Go back to
 the Wharf and speak to the First Mate about Al Khali to identify him
 as the mysterious stranger who was asking questions. Then go left to
 the side of the Wharf and use the crowbar on the crates to be taken
 inside the ship. Once you're in the hold, pick up the label floating
 in the water, and head out of the hold onto the deck. On the deck,
 enter the cabin, and use the bed - the resultant search reveals a
 small scrap of paper with a number on it. Leave the cabin and Lewton
 will make a hasty departure from the ship, so when you dry out,
 leave your office and head over to 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 find someone named Therma. This conversation yields one new
 topic (Therma) and one new location (The Octarine Parrot). Go to the
 Octarine Parrot, wait for the troll singer, Sapphire, to stop
 singing, then speak to her about Malachite (to learn the location of
 Rhodan's workshop location where Malachite is hiding out) 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 the location of the Selaachi museum, where she's buried).
 Go to the Selaachi mausoleum, and go down into the tombs (to learn
 that you'll need assistance to find Madame Lodestone). Then leave
 the tombs and go the Cafe Ankh. There you'll meet Ilsa, so speak to
 her about the Mysterious Passengers (to learn that Ilsa and Two
 Conkers were on the ship) and the label (to learn about the location
 of Pier 5).

Go to Pier 5, and go down the side of the warehouse to see you'll
 need assistance to get in. Then, go back to your office and pick up
 the invitation from Carlotta you find next to the door (learning the
 location of Carlotta's mansion and finding out that she's a Von
 Uberwald). Go to the mansion, and give Carlotta's invitation to the
 butler. When the butler leaves, look at the painting about the
 fireplace. Carlotta will put in an appearance, so talk to her about
 the Selaachi Mausoleum and she'll 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 anything to him right now, so leave,
 and Carlotta will take you to the Selaachi Mausoleum, and lead you
 to Madame Lodestone's tomb. Carlotta will depart (now 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 the Mausoleum. You'll both go to the Mausoleum, he'll
 tell you that the body 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 that was formerly a troll, then take one of
 the diamond teeth you find for later use. Then go back to Pier 5, go
 round the side of the warehouse, and use the grapnel and rope on the
 skylight. On the roof, use the crowbar on the skylight and go into
 the warehouse. Pick up the torn matchbook you find there and leave
 by the skylight. Go back to the Octarine Parrot and in your
 inventory, use the scrap of paper with the matchbook to make it
 whole, revealing that it says '9 Whalebone Lane', the address of the
 Octarine Parrot. Talk to Mankin, the bar-elf about the matchbook,
 which proves Mundy has been to the Parrot, adding the topic 'Lies'
 to Mankin's conversation box. Talk to him about Lies, and!  he'll
 tell you where Mundy is - upstairs. So, go to the exit at the right
 of the room to find Mundy - and to find yourself on the recieving
 end of a rather nasty surprise, ending the act.

ACT II
------

Now, aside from an aching head, you have two new tops - Mundy's
 murder and the Counterweight Killings. You've also lost your rope.
 Look at the message in blood on the wall, and look at the frayed
 rope above the body, and at Mundy's boots. Search 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 of the bar and speak to her. She'll tell you about
 the money (learning about the Saphire's money topic) and the casino
 (learning the location of Saturnalia). Speak to Mankin again about
 Sapphire's money (to learn about Sapphire's secret meeting). Go to
 Saturnalia and enter the casino - after the rucus with Ilsa and Two
 Conkers, speak to Carlotta about Mundy's murder and then ask her if
 she 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, the conspiracy theorist in green, about the frayed rope
 (to learn that Mundy was hung upside down). Go back to the Octarine
 Parrot and speak to Mankin about Mundy being hung upside down, then
 about Mundy being cut down and then Mundy's boots. Makin will become
 co-operative (giving you the coin Mundy had in his boots). Go back
 to your office to meet Al Khali again and be taken to see Horst.
 Make general chit chat (to learn about the golden sword), then leave
 (learning 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 finished with you, you'll have learnt about Regin so speak to
 the Count about him who gives you an iconograph of Regin and asks
 you to find him. Go to the Wharf and show the iconograph to the
 First Mate - you'll learn about Regin's carriage.Then, go to
 Pseudopolis and ask Nobby about the carriage to find out that it was
 seen heading to the Maudlin Bridge.. so visit the bridge and take
 the bit of red cloth off the railings. Go to the Count and show it
 to him to identify it as part of the carriage. Go to the now empty
 wharf and use the grapnel on the mooring line to get the rope. Go
 back to Maudlin bridge and use the grapnel and rope on the river to
 dredge it and learn there's something in the river. Go to Rhodan's
 workshop and speak to malachite about this something in the river,
 then give him the rope and grapnel and he'll pull it out for you,
 finding out about Regin's murder.

When Malachite leaves, look at Regin's body and use the iconograph to
 to find the key. Speak to the Count about Regin's murder, if you
 want, and then go to Saturnalia and speak to Whirl about your purse,
 bribing him. Then ask him about Sapphire's money - learning that
 Sapphire has had a losing streak, and the key, learning that it's a
 key for a safety deposit box here. Head to the left of the casino,
 to the deposit boxes, and use the key on the boxes to open Regin's
 locker, getting an empty envelope and a charm bracelet. Go to the
 Temple of Small Gods and ask Macalypse about the bracelet. Then go
 to the Octarine Parrot and Speak to Sapphire about her money, her
 secret meeting, her losing streak, 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 go to the Count and ask him about the bracelet to. Go back
 to your office and pick up the note telling you about the meeting
 with Therma. Leave your office and go to the meeting at salis and
 Phedre on the rooftops near Saturnalia. Go to Rhodan's workshop at
 tell Malachite about this meeting and you'll both go there. Events
 will take an unexpected twist and you'll be caught and questioned by
 the watch - say anything you like to them, till you get the 'give
 up' topic. Use this and you'll be put in a cell at the Patrician's
 palace. In the cell, stand still till a Rat appears and wait till it
 goes through the wall, revealing a crack. Use the crack to reveal a
 loose block, then use the block to get into the cell next door -
 Leonard Da Quirm's cell - look at the gaping hole to learn how you
 can get back into the cell later, and then you'll be called back to
 your cell and released.

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

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

ACT III
-------

After waking up in a somewhat altered state, try turning into a wolf
 again, and use the magenta sparkled trail to follow it to outside
 the casino. Pick up the moss next to the chalk outline, and turn
 into a wolf again. Use the magenta trail to follow it further,
 ending up in the graveyard behind the temple of Small Gods. Look at
 the stained glass window and the silouhette to see Mooncalf there.
 Go back to your office to greet Nobby, and take the crowbar he
 leaves behind. He'll also tell you about some of the other murders
 that went on. You 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 a wolf. Compare the scent of the serial killer with the
 scent on one of the empty wine barrels to find out that the killer
 got inside in a barrel. Then visit the Cafe Ankh wine cellar and use
 the box of receipts to find out that the Patrician's Palace gets
 wine delivered and is ordering some soon. Then, use the crowbar on
 the wine barrels to hide in one and be taken to the Palace. From the
 storeroom where you end up, go out into the corridors, and continue
 till you reach the double doors. Turn into a werewolf and use the
 doors to listen to what's going on inside, and to find out how the
 Patrician's clerk was killed. After a brief distraction you'll end
 up back in your office so after your visitor leaves, go to the
 Octarine Parrot and use the notice board to find out about the job
 at Unseen University's New Hall. Go backstage to Sapphire's dressing
 room and turn into a wolf, look at the cyan stench,!  then become
 human again and take the bottle of perfume.

Go to the Von Uberwald mansion, and speak to the Count, or rather to
 Death, who happens to be standing next to him. Mention the Moss and
 the count will pipe up about it, and give you access to the Von
 Uberwald library. Go to the library and look up (by using the
 appropriate clue or item on the index cards) the moss, then the
 sewers, learning about the entrance to the sewers. Leave the library
 and speak to the Butler, asking to speak to Carlotta. Turn into a
 werewolf to learn that Carlotta was the one who turned you, and then
 go to the Cafe Ankh to meet her. When you've finished talking, visit
 the sewers. Walk through the first sewer entrance, turn into a wolf,
 and follow the trail twice till you find the strange nest - search
 the debris, and take the gold pendant and after a brief but
 non-essential-to-the-plot chat, leave the sewers. Go the Patrician's
 palace, scale the wall with the grapple and speak to Leonard and Two
 Conkers about the pendant to learn it's from the Temple o! f Anu Anu
 at Al Khali. Return to the Von Uberwald library and look up the
 Temple of Anu Anu to learn 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 Bedmaker job, accepting it. Go into the dorms, and turn into a
 wolf to find out what's on the blackboard. Open the sturdy locker,
 and use the books to see what subjects are there. Then, use the
 'Temple of Anu-Anu' clue on the board to write it in octarine chalk,
 making it one of the required subjects for studying. Leave the Hall,
 then return to find a book about temples featuring the pendant in
 the locker. Use the pendant with the book on temples to open it and
 get a list of members of the Cult of Anu Anu. Then, go through the
 door at the left, into the hall outside the library. Speak to the
 bledlow about the wizard's murder to get some more details about the
 murder. Then, go and speak to Mrs Fomes about the murder of the
 wizard to find out about the 'dead mens pointy boots' clue. Speak to
 Nobby at Pseduopolis Yard about the merchant's murder, to learn the
 location of the Merchants guild. Go to the Mercha! nts guild and
 speak to the doorman about 'deadm mens pointy boots' and he'll spill
 the beans on the Merchant's murder.

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

Use the wizard, clerk, and merchant murders clues and the
 Counterweight murders 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 missing. Go to the Dysk theatre,
 and get the flyer, then take it back to the Von Uberwald library and
 look it up to find references to the various murders in the 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 left, look at the debris, and look at the bone (you'll
 work this one later). Go back to the Dysk theatre, walk close to the
 base of the stage and turn into a wolf. This will show up the marks
 on the stage base, so use the Elver Sign clue on the marks to open a
 hidden passage. Go down into the passage and use the eight great
 tragedies on the circle sea map to find out where the last m! urder
 will take place. So, go to the Wizard's Pleasaunce and use the
 bushes to hide, eventually ending the act in a none too pleasant
 way.

ACT IV
------ Use the inscription on the wall to make a note of it and
 search the rubble near the now deceased Warb to get the Golden
 Falchion. Leave, and head over to the Sanctuary. Head over to the
 Sanctuary and you'll meet Kondo there, and when he's dead, search
 his body to get the amulet. Go to the Von Uberwald mansion and look
 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 and Two Conkers about the Radiant Trapezhedron.

Go to the Temple of Small Gods, speak to Mooncalf about the Amulet,
 then about Kondo, then speak to him about Foid, at which point he'll
 come to a rather nasty end. After Mooncalf's end - go to Rhodan's
 workshop, look where Malachite was, and pick up the plaster
 encrusted bandages and speak to Rhodan about them, and about Foid,
 to find out where Foid is hiding out. Visit Foid in Dagon street, in
 the room opposite the Fishbar where you found the femur, and ask him
 about the Amulet to learn about Gelid. Go to the New Hall at Unseen
 University to be fired by Mrs Fomes, then speak to Nobby at
 Pseudopolis Yard about Gelid to get a Search Warrant. Go back to the
 New Hall, using the Search Warrant to get past Mrs Fomes. Go to the
 concourse and turn into a wolf, and track Gelid's trail of blood
 into the UU observatory. Inside you meet Satrap, so speak to him
 about Horst, Gelid, and the Radiant Trapezohedron, and 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 learn which star groups are which, then use the star map
 on the Small Group of Boring Stars, and then use the telescope to
 find out where the Trapezohedron is. Take the Astrolabe then go to
 the Mausoleum. At the Mausoleum, use the Astrolabe on the sky to
 find out which crypt holds the Trapezohedron, go to the crypt and
 use the Grotesque on top of the Crypt to open it. Go inside the
 crypt and use Mundy's coin on the indent to open the Sarcophagus,
 then talk to the zombie and threaten him with the sword to get the
 Jewel - the Radiant Trapezohedron itself. When you leave, you'll be
 confronted by Horst who will take the Golden Sword off you.

Look at the jewel and go to Maudlin bridge to take care of Horst,
 Carlotta, and get the Golden Sword back into the bargain. Go to the
 Patrician's palace and go into Leonard's cell, go through the Even
 Larger Hole onto the roof, use the rubble, clearing it away, then go
 back to Leonard's cell where the Flying Wing Device will be taken
 out onto the roof, try to fly it, and when Ilsa warns you you need
 proection, use the Sign of the Eel topic on the Flying Wing Device,
 and use the device to finish the game.

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