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Act III begins with you still 'alive'. You're in the CEMETERY
next to your own grave. Gaspard the Wonderdog tells you that you've
become a werewolf. He'll also teach you all about the scents and how
to change into your werewolf form. To change into a werewolf
single-click on Lewton and select the werewolf image. To revert back
to your human form click the Lewton image. Also note that certain
scents can be collected (by double-clicking on them) and kept in a
separate inventory, that is accessed by clicking the wolf head
(while in werewolf mode). To compare one scent with another one,
hold its icon over the second one (in your inventory) and
double-click. Remember that your actions as a werewolf will be in
brown text. |
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CEMETERY |
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Change into a werewolf and follow the
trail of magenta with glowing dots. To follow the scent double-click
on it. |
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SATURNALIA |
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You see the chalk outline of where you were killed. Next to the
chalk outline you find some moss. Perhaps you could get more
information on the moss from someone who's a student of flora!
Change back into werewolf mode and analyze the
magenta with flashing dots (right-click) to realize that it's the
murderer's trail. Then follow the scent again. |
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CEMETERY |
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The trail leads back to the CEMETERY, below a stained glass
window that you recognize from when you were in the TEMPLE OF SMALL
GODS. You'll see a silhouette of Mooncalf through the window. |
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VON UBERWALD MANSION |
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Ask to speak to the Count. His health is fading and 'Death' is
with him. The Count previously told you that he's a student of
flora, so show him the moss. He tells you about books on plants in
the Libraris Apocrypha.
The Libraris Apocrypha is accessed by talking to the Butler.
To find a book on a particular subject hold and double-click either
an inventory object or a
Note-book Entry over the index cards. Use the moss to find
the book 'On the Nature of Plants'. You learn that the moss grows in
the SEWERS. Next use The
Sewers entry on the index cards to find some ancient plans of
Ankh.
A new location in the SEWERS will be activated.
Ask to see Carlotta and the Butler checks if she's at home.
When he's away change into werewolf mode. From
her scent you know that Carlotta is a werewolf! Ask the
butler to tell her to meet you at the CAFE ANKH. |
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SEWERS |
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Go through the large pipe into another part of the SEWERS.
In werewolf mode you again find the magenta
trail with flashing dots. Follow it into a passageway and note that
it disappears into an area in the wall. Climb into the lair
(in the area of the wall where the scent disappeared). Search
through the debris and you find a pendant. Examine it (in your
inventory) and note that it appears to be hollow inside, but you
won't be able to open it yet. You'll need the help of somebody who
knows about artefacts and/or is 'mechanically' minded.
Talk to the Grim Squeaker to learn that whoever (or whatever) was in
here came on the Milka. Also, if you show him the pendant he tells
you that the 'thing' brought it with. |
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LEONARD'S CELL |
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Show the pendant to Leonard and Two Conkers. They tell you that
it's an exact replica of the seal on the doors to the Temple of
Anu-anu in Al Khali. Take note that they're still working on the
flapping-wing-flying-device. |
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PATRICIAN'S
PALACE |
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Go to the trash heap and change into
werewolf mode. Compare the serial killer scent (from your inventory)
with the magenta traces to work out that the killer entered the
Palace by concealing himself in a wine barrel. |
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VON UBERWALD
MANSION |
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Again ask to go to the Library. You find a book on the Temple of
Anu Anu, but somebody has torn out the page on door mechanisms. You
know there are another two libraries at the Assassins' Guild and
Unseen University (you remember Warb mentioning it), so maybe
there's another copy of the book at one of those. |
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LEWTON'S OFFICE |
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You find Nobby going through your desk. He tells you who the
three Counterweight Killing victims were:
1) one of the Patrician's clerks
2) the Reader of Esoteric Occultism at Unseen University
3) one of the city's richest merchants
Nobby rushes out, leaving the crowbar he was using on your desk.
There's a 'bug' in the program at this point in the game. If you
didn't take the replacement crowbar from the cart (in Act II) you
won't find the one Nobby left on your desk. You must leave the
office and then return immediately (or later) to find it. |
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VON UBERWALD MANSION |
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If you're going to investigate the Counterweight Killings then
Death seems to be the logical person to start with. You ask him
about the Counterweight
Killings, Clerk's
Murder, Wizard's
Murder and Merchant's
Murder but he won't tell you anything. However, you get the
feeling (after discussing the
Merchant's Murder) that he could be trapped into giving you
information if you knew when or where the merchant was killed. |
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RHODAN'S WORKSHOP |
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Rhodan's no longer here, but you'll find some plaster-encrusted
bandages in the alcove where Malachite was. |
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PSEUDOPOLIS YARD |
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You can get two very useful bits of information out of Nobby.
When you show the bandages to him he tells you they're used by
plaster surgeons in cosmetic surgery for trolls on the run who want
to change their faces. Also, if you ask about the envelope he
suggests it might be a blackmailer's envelope used as a bluff. |
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CAFE ANKH |
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Carlotta received your message and is waiting for you. When you
tell her about Regin's Murder
she again tells you she was at the TEMPLE OF SMALL GODS at the time.
This triggers the 'Carlotta's Alibi' dialog, and when you talk to
her about it she claims to be a follower of Errata and you enter
this in your Note-book. She similarly claims she was at a service
when you discuss Malachite's
Murder.
Samael, the Pianist, is quite helpful about the Counterweight
Killings. Ask him about the
Clerk's Murder to find out the clerk was in charge of
ordering the wines and someone is coming to collect the next
shipment. When you discuss the
Wizard's Murder he
talks about Ksandra, who used to work at the University. If you
could get her job it would certainly be a way into the University to
access their library! |
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WINE CELLAR |
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Use the crowbar to open one of the wine barrels earmarked for
delivery to the Palace, and climb inside it. |
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INSIDE THE PALACE |
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Continue along the passage until you find the double doors.
You'll hear a conversation on the other side, but it's 'humanly'
impossible to make out what's being said. Turn
into a wolf and with your improved hearing you'll hear Vimes and
Lord Vetinari talking on the other side of the double doors
(double-click on them). You learn that the murdered clerk's name was
Saipha, and that he was drowned in a wine vat.
You may want to also listen at the door opposite the double doors.
The two clerks are discussing you! |
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LEWTON'S OFFICE |
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You'll end up back in your office. Remora Selachii, the assassin,
pays a visit and tells you Lord Vetinari hired him to assassinate the
intruder at the Palace. |
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OCTARINE PARROT |
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You get some useful information and a few hints by talking to
Mankin. Ask him about the
Wizard's Murder to find out he heard about it from Mrs. Fomes,
the Head Chambermaid at the NEW HALL. He mentions the library and
you discuss working at the University. Was Mrs. Fomes here to
advertise for a replacement for Ksandra? Remember Samael told you
she quit her job! Ask Mankin about the
Merchant's Murder and
he tells you it was someone from the MERCHANT'S GUILD.
A new location at the MERCHANT'S GUILD will be activated.
Read the Notice Board to see the advert for a 'Bedmaker and
Laundryman' wanted to work at the University.
This activates the NEW HALL location.
While you're here, check out Sapphire's Dressing Room.
In werewolf form you'll notice a bright cyan
blob. You can take this scent and store it in your Inventory, but
it's not really necessary. Revert back to human form and take
the bottle of perfume that you find where the scent was. |
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NEW HALL |
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You'll be met at the door by Mrs. Fomes. To accept the job
select the Bedmaker and
Laundryman entry in the Note-book. Ask Mrs. Fomes about the
Wizard's Murder and
she'll tell you about Dead Men's Pointy Boots.
Through the door in the dormitory you'll find the Porter. When you
ask him about the Wizard's
Murder he tells you the victim's name was Mathom, and that he
was poisoned. Ask him about
Dead Men's Pointy Boots and he explains that it refers to the
upper levels of magic, where positions are scarce, and wizards only
advance on the death of their superiors, thus filling their 'empty
pointy boots'. He won't let you into the library, but does talk
about the students getting their course books from it.
The octarineboard in the dormitory has a list of the subjects that
the apprentices were studying. Change into a
werewolf and you can make out what these subjects are:
1) Occult Perils of Lacemaking
2) Basic Myth and Monsters
3) Principles of Thaumic Imponderability
4) Temples of the Great Nef
You also note that students are required to read a chapter on each
subject.
Inside the sturdy unlocker (closest to you) to find some books.
Examine the books and note that they are:
1) Occult Primer
2) Monster Fun Grimoire
3) Fullomyth
4) The Theory of Imponderability
5) Lost Temples of the Great Nef
This student has the books required for all the current subjects.
Perhaps he'll fetch the book you need from the library if he thinks
it's required for a subject. By using the
Temple of Anu Anu
entry on the octarineboard, you change 'Great Nef' to 'Al Khali'.
You leave, intending to return later to see if the student has
obliged. |
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MERCHANT'S GUILD |
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The Gatekeeper tells you there are 'only so many good positions to
go around' (shades of Dead Men's Pointy Boots). He won't tell you
anything about the Merchant's
Murder, but if you mention
Dead Men's Pointy Boots he lets slip that the victim's name was was Gamin.
Maybe you can use this information to trick Death! |
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VON UBERWALD MANSION |
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When you ask Death
about the
Wizard's Murder (if you haven't asked him before, ask twice
this time) he'll be tricked into telling you that Gamin was strangled. |
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NEW HALL |
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Check whether the diligent student has fetched the book from the
library. Success! You find a copy of the book on temples (Frescoes
and Fatal Traps of the Temple of Al Khali) in the sturdy unlocker.
Hold and then click the pendant icon on the Book on Temples to open
the pendant. Inside the pendant is a list containing eight names,
some of which you recognize. Most notably that of Mooncalf because
of his connection to Anu-anu. |
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TEMPLE OF SMALL
GODS |
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When you mention some of the names on the list to Mooncalf, it
clearly unsettles him. Now all you have to do is watch what he does,
and you know the perfect place to do that from! |
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CEMETERY |
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Go to the outside of the stained glass window behind Mooncalf.
Change into a werewolf and this time you'll
see two silhouettes, Mooncalf and a troll. Thanks to your wolf
senses you'll overhear Mooncalf talk about a meeting of the 'True
Believers' to be held after the sermon. You need to find out about
Mooncalf's sermon. |
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TEMPLE OF SMALL
GODS |
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Maybe Malaclypse can help you. Ask him about the
True Believers Meeting
and he tells you about the Inner Sanctum, but tells you he can only
go in there if he's got a follower with him. Talk to him about
Errata to trigger 'The
Inner Sanctum' dialog. Select this dialog topic and Malaclypse takes
you there. Note that Malaclypse also talks about Mooncalf sneaking
off to a secret sanctuary after each sermon.
There's a lectern in the Inner Sanctum. First look at the lectern
(right-click) to discover that it has a cavity in it's base, then
climb into the cavity by double-clicking the lectern. During his
sermon Mooncalf's feet will be visible. To make it easy to follow
him afterwards, pour the perfume on his feet. If he leaves before
you do it, or if you don't have the perfume, repeat your
conversation with Malaclypse about 'The Inner Sanctum' to get there
again. |
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OUTSIDE
SANCTUARY |
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Thanks to the perfume's scent you can
follow Mooncalf to the SANCTUARY in your wolf mode. You eavesdrop
at the window and hear Mooncalf say he thinks you know about
Nylonathatep. You didn't - but now you do!
A new location at the SANCTUARY will be activated. |
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VON UBERWALD
MANSION |
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Look for a book on
Nylonathatep in the Library. You learn that Nylonathatep is a
god of the Disc who was once summoned by a series of eight murders,
forming a perfect octagram that was focused around the centre of the
Circle Sea. At long last you seem to be getting somewhere with the
murders! |
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SANCTUARY |
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Inside the SANCTUARY you find a map of Ankh Morpork and a fresco
on the wall. Examine the fresco and you notice a strange symbol,
which you then sketch into your Note-book. Use the map to pin-point
each of the six murders you know about (move their icons from your
Note-book over the map). You'll see that the murders are forming an
octagram, just as was previously done to summon Nylonathatep. By
completing the octagram on the map you work out where the remaining
two murders will take place. You also discover the location of the
centre around which they are focused. |
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New locations at THE DYSK THEATRE, DAGON STREET and THE WIZARD'S
PLEASAUNCE are activated. |
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THE DYSK
THEATRE |
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Take the flyer (advertising eight plays) that you find on the
seating.
Eight plays... an eight-sided octagram... an eight-pointed strange
symbol... there must be a connection! |
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VON UBERWALD
MANSION |
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Again go to the Library and look for a book on
Strange Symbol. You
learn that the symbol is known as the Sign of the Eel (or Elver
Sign) and was apparently used as protection against certain gods.
The book also describes how it should be inscribed. Next look up the
eight plays advertised on the flyer. You'll learn that the Eight
Great Tragedies were a collection of murders - some of which seem
familiar to you. |
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THE DYSK
THEATRE |
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In order to talk to Privatier you must double-click on the
'Stage'. Basically there's not much to gain from talking to him, but
if you ask about each murder he compares three of them (Mundy,
Malachite and Gamin) to deaths in three of the plays. This is an
additional clue to the significance of the Eight Great Tragedies.
By now you've probably realized that you won't switch into werewolf
mode in the presence of other characters. However, if you stand
close to the stage you'll notice that it's high enough for you to be
out of Privatier's vision. Change to wolf mode
and you see the killer's scent disappears into the stage.
After this you'll find some marks (having a definite shape of some
kind) on the stage. Using the Sign of the Eel
entry (you learned how to trace it from the book in the library) on
the 'Marks' reveals a passageway under the stage. |
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The passageway leads to a vault. You note that the map of the Circle
Sea on the stone altar closely resembles the drawing of the Octagram
of Murders. Use either the Octagram
of Murders or Eight
Great Tragedies entry on the 'Altar' and discover that the
locations of the murders in the Eight Great Tragedies correspond
with those of the Counterweight Killings. Note that if you haven't
researched the flyer in the library this won't be triggered. |
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DAGON STREET |
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Read the sign above the boarded up shop to find out that it was
a Fish Bar. Use your trusty crowbar to remove the boards and enter
through the window. Search the debris and you find a bone. When you
examine the bone you realize that you've discovered the seventh
murder! |
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THE WIZARD'S
PLEASAUNCE |
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You know the last murder will take place here, so all you need to do is hide in the bushes
and watch.
Yep, you guessed it, another murder... |
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