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OCTARINE PARROT |
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You need to do quite a lot of detective work at the scene of the
crime!
First, look very carefully for all the hotspots as two of them are
not easy to find. Mundy's boots are next to the corpse and directly
above it a piece of frayed rope is hanging from the rafters. From
looking at the boots you work out that Mundy's legs were tied
together with the rope from your grappling iron. You won't find
anything when you search the boots, so someone else must have beaten
you to it. By looking at the frayed rope you know Mundy's legs were
tied together and that he was hung from the ceiling. Compare the
frayed rope with that used to tie his legs together (single-click
Frayed Rope, take the
icon from your Note-book, hold it over Mundy's boots and then
double-click) and you work out that Mundy was hung upside down, he
was then killed and that somebody cut him loose afterwards.
The message in blood appears to be the word AZILE
written on the
wall by either the killer or Mundy. However, if the message was
written by Mundy while hanging upside down it should also be read
upside down. Looking at it upside down it reads 3712V.
You'll need
this message left by Mundy later, so enter it into your Note-book by
single-clicking Mundy
Hung Upside Down, holding the icon over Azile
and then double-clicking. |
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Also note that the grappling iron no longer has a rope attached to
it.
It's time to confront Mankin with the facts. When you discuss
Mundy Hung Upside Down
with him it activates dialog topics about 'Mundy was Cut
Down' and 'Mundy's Boots'. Talk to him about these and he'll admit
that he searched the boots and hands over the coin he found. Also
ask him why Sapphire Lied?
and he tells you that she's in her Dressing Room. The entrance to
her Dressing Room is to the left of the stage.
As you enter Sapphire's Dressing Room you notice that she's got a
pile of money. She claims to have won it at SATURNALIA CASINO. She
pleads ignorance when you ask her why
Sapphire Lied?
(about Therma).
Don't forget to check the notice board!
A new location at SATURNALIA is activated. |
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VON UBERWALD
MANSION |
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The Butler gives you an option to see either Carlotta or the
Count. If you 'Ask to see Carlotta' he tells you that she's not at
home. Before you 'Ask to see the Count', talk to him about
Count Von Uberwald to
find out about the Count's missing companion.
When you ask the Count about his
Missing Companion he
tells you that Regin went missing after he took the carriage out on
the same night that the Milka arrived. He will engage your services
to find Regin and gives you an iconograph of him. |
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SATURNALIA |
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You meet Ilsa and Two Conkers in the Casino. Remora Selachii,
the assassin, enters and attacks Ilsa, but you intervene. The two of
them leave and Carlotta arrives. Discuss Mundy Hung Upside
Down with Carlotta and the 'Did Carlotta Kill Mundy?' topic
is triggered. Carlotta tells you she has an alibi - at the time the
murder took place she was at the TEMPLE OF SMALL GODS.
A new location at the TEMPLE OF SMALL GODS will be activated.
Talk to Whirl, the croupier at the Truncheon table. He won't be very
helpful until you bribe him with money from your purse. Ask Whirl
about Sapphire's Money
and learn about her losing streak. Show the iconograph of Regin to
Whirl and he tells you Regin is a regular at the Casino, that he
normally wins and also that he's got a safety deposit box. The
safety deposit boxes will now be accessible to your left at the
entrance to the Casino.
Talk to Warb the Wizard and get some useful information that's
important later:-
1) he mentions a library at Unseen University; and
2) he works for Unseen Securities, who sell magical security
systems; and
3) he's always unlucky. |
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OCTARINE PARROT |
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Before you confront Sapphire, ask Mankin about
Sapphire's Money. He
thinks that it's got something to do with a secret meeting she had
when she missed her shift.
Tell Sapphire you know all about her
Losing Streak and
Secret Meeting. A
'Confront Sapphire' topic is triggered. When you use this topic she
confesses to blackmailing Therma. She'll agree to arrange a meeting
with Therma and that once she's done so, to leave a message at your
office. |
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LEWTON'S
OFFICE |
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If you got the coin from Mankin, Al Khali will be waiting for
you at your office. He takes you to Jasper Horst. |
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HORST' S
QUARTERS |
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Jasper Horst, the large troll, is a dealer in artefacts. He's
under the false impression that Carlotta hired you to find the
Golden Sword, and offers to pay you more than she will for it. You
finally know the real reason why Carlotta hired you to find Mundy!
You realize that Mundy brought the Golden Sword with him on the
Milka, hid it in one of the crates and then unsuccessfully tried to
retrieve it from the warehouse.
A new location at HORST'S QUARTERS is activated. |
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SATURNALIA |
|
It's time to get the truth out of Carlotta! Tell her that you want to
discuss the Golden Sword,
but that it should be done somewhere private. The two of you will go to
the VON UBERWALD MANSION. |
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VON UBERWALD
MANSION |
|
Carlotta will admit that Mundy was her contact, not her lover.
She and Regin went to meet Mundy at the Milka, but he wasn't there.
Unbeknown to you, your romantic interlude with her will have severe
consequences later in the game, and what you see is a hint of what's
in store for you! |
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Question her about The
Milka's Cargo and
she'll give you the (shipping) order. |
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THE WHARF |
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You know Regin went to THE WHARF with Carlotta, so maybe Mr.
Scoplett knows something. Show him the iconograph of Regin and he
tells you Regin was there just after the Milka docked, that he
collected some cargo and then drove off at high speed. |
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PSEUDOPOLIS
YARD |
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Ask Nobby if he knows anything about
Regin's Carriage. He'll tell you a speeding carriage was seen
heading for the MAUDLIN BRIDGE.
A new location at MAUDLIN BRIDGE will be activated. |
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THE WHARF |
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Look closely at the map of Ankh-Morpork and note that the ship
at THE WHARF is gone, the Milka has sailed. |
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The mooring line that's been left on the wharf can be attached to
the grappling iron. |
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MAUDLIN BRIDGE |
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From the skid marks on the road you know 'something with wheels'
lost control on the bridge. You can also tell from the damaged
railings that whatever lost control went over the side and into the
River Ankh. You'll find a piece of torn fabric on the railings, but
it serves no purpose other than if you show it to the Count, he'll
tell you it's from Regin's carriage. Dredge the River Ankh with the
'repaired' grappling iron. When you throw it in you find something
in the River, but you're not strong enough to lift it out. |
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RHODAN'S
WORKSHOP |
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Once again you need the services of Malachite. Ask him to help you
with Something In The River
and give him the grappling iron. The two of you head off to
MAUDLIN BRIDGE. |
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MAUDLIN BRIDGE |
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Malachite easily lifts Regin's carriage out the River Ankh. You
search the carriage and find an ornamental box, which Malachite
takes, saying that it proves Therma is still alive. If you look very
carefully at both Regin's body and the iconograph you should notice
something different. Compare them by holding the iconograph over the
'Regin's Body' hotspot and double-clicking. In the iconograph he's
bald, but in the flesh he has hair. You realize that he's wearing a
toupee. You'll find a key under his toupee. |
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SATURNALIA |
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The key Regin hid under his toupee fits his safety deposit box.
Open his safety deposit box and find an empty envelope and charm
(bracelet) inside. |
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VON UBERWALD
MANSION |
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Ask to see the Count and break the bad news about
Regin's Murder to him.
He agrees to pay you to continue with the 'Therma Case'. When you
show him the charm (bracelet) he'll tell you the charms are carved
from the wood of serendipitous redwoods and relates a story about
the 'lucky trees'. The charm (bracelet) was obviously Regin's lucky
charm! Also note that the Count says he's a student of flora, this
will help you later. |
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TEMPLE OF SMALL GODS |
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Turn right at the entrance to find Malaclypse, a follower of the
Goddess Errata. If you ask him about
Carlotta he confirms
that she was at the Temple when Mundy was murdered. Show him the
charm (bracelet) and he'll tell you it's a gluckding, which first
brings good luck, then bad. You offer it to him but he suggests that
you rather give it to someone who's desperate. Can you think of such
a person?
Continue past the small pool to find Mooncalf, a follower of Anu-anu.
When you ask about Carlotta,
his reply is a bit vague. Take note of the large stained glass
window behind him - it's important later. |
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LEWTON'S OFFICE |
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You find a card on the floor telling you to meet Therma on the
ROOFTOPS ABOVE SALIS AND PHEDRE.
A new location on the ROOFTOPS ABOVE SALIS AND PHEDRE will be
activated. |
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RHODAN'S
WORKSHOP |
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You decide to take Malachite with you. Tell him about the
Meeting with Therma
and the two of you head off to the ROOFTOPS ABOVE SALIS AND PHEDRE. |
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Unfortunately you're again rendered unconscious during another
murder... |
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PSEUDOPOLIS
YARD |
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You'll be interrogated about Malachite's murder. Your responses
are irrelevant until you get the 'Give Up' dialog. Select this topic
and you'll be incarcerated in a HOLDING CELL IN THE PATRICIAN'S PALACE. |
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HOLDING CELL IN
THE PATRICIAN'S PALACE |
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When you arrive you should stand absolutely still. Watch
carefully and you see a rat running across the floor. It stops for a
few seconds, then disappears into a crack in the wall. If the rat
won't go to the crack it may be that you're standing in it's way.
Also take note of where Lewton is standing in the graphic. If the
rat 'freezes' in the middle of the screen you can still 'activate'
the Crack by examining the Rat. If you inspect the crack you'll find
a loose block. Push the block to get into Leonard Da Quirm's cell. |
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LEONARD'S CELL |
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Leonard is building a flapping-wing-flying-device. He tells you
the troll (Malachite) who was in your cell made a 'window' for him,
which is actually a gaping hole made by Malachite to escape. Take note
of the drawing on the wall next to the hole, it will be useful much
later on in the game. |
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While examining the gaping hole you'll hear someone at
your cell door and you return there.
A new location at the PATRICIAN'S PALACE is activated. |
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HOLDING CELL IN
THE PATRICIAN'S PALACE |
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Nobby has come to set you free. He tells you they found a
witness to the murder, a Gargoyle on the roof above the clerks'
office. All your belongings except the crowbar (which they're
keeping as evidence) are returned. |
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ROOFTOPS ABOVE
SALIS AND PHEDRE |
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Ask Clerks' Gable about
Malachite's Murder and he'll tell you he saw Malachite savaged
by a bestial attacker. |
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PIER FIVE |
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Give the (shipping) order to the Watchman and he lets you look
through the ledger of recent deliveries. You find out about wine
barrels for the CAFE ANKH and the Varburg Crates for the GUILD OF
ARCHAEOLOGISTS.
A new location at the GUILD OF ARCHAEOLOGISTS is activated. |
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GUILD OF
ARCHAEOLOGISTS |
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You know the Varburg Crates were collected by the GUILD OF
ARCHAEOLOGISTS, so this is a good place to start following up on all
the crates. Unfortunately you won't be allowed in unless you're
'signed in' by a member. You'll have to find someone who is a member
to sign you in. |
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CAFE ANKH |
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Samael, the Pianist, is taking a break and he'll be at the bar.
Ask to him about the Wine
Barrels and he'll tell you that the CAFE ANKH keep most of
the wine they get, but do sell some of it on. The details of sales
are in a box of receipts in the WINE CELLAR and Samael gives you the
key to the WINE CELLAR.
Before you enter the WINE CELLAR take the crowbar that the Golem has
again left on the cart. Although you can get the old one back in Act
III, you might as well take this one. |
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WINE CELLAR |
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Use the key to open the trapdoor (in the alley next to the CAFE
ANKH). You find Ilsa and Two Conkers inside. Ilsa tells you she's
married to Two Conkers and they are archaeologists looking for a
Gold-plated Jewel. When you question her about
The Varburg Crates she
tells you her surname is Varburg and that the crates belong to
her and Two Conkers. She asks you to find a hiding place for Two
Conkers, who was wounded by Remora, and in return she promises to
get you into the GUILD OF ARCHAEOLOGISTS.
Check the box of receipts and see that the only recent wine
purchases were made by the Patrician. |
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MAP OF ANKH
MORPORK |
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To find someplace to hide Two Conkers you can single-click
Hiding Place, hold the icon over each location and double-click
it. You'll like the idea of hiding him in the PATRICIAN'S PALACE, but
you need to find somewhere suitable inside the Palace. |
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PATRICIAN'S
PALACE |
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The only useful information you get from the guards is that all
empty wine barrels are dumped at the trash heap around the side.
At the trash heap you'll see the Palace wall and empty wine barrels.
Look at (right-click) the wall and you'll see the gaping hole that
Malachite made to escape. Now use the grappling iron to climb the
wall and into Leonard's cell. Climb back down, then hold and
double-click the Hiding Place
icon on the wall. You must follow this exact sequence to find a
place to hide Two Conkers. |
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WINE CELLAR |
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Return to the WINE CELLAR and tell Ilsa you've found somewhere to
hide Two Conkers. If this doesn't happen, you probably didn't follow
the sequence at the PATRICIAN'S PALACE (above) correctly. |
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LEONARD'S CELL |
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Hiding Two Conkers in Leonard's cell works out perfectly. The two
of them share common 'scientific' interests and work on the
flapping-wing-flying-device together. |
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GUILD OF
ARCHAEOLOGISTS |
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You meet Lara Croft Laredo Cronk, tomb evacuator.
From talking to her you learn that the treasures are kept in vaults below
the Guild. She won't let you touch anything, so you need to get her
out of the way. When you ask her about
Jasper Horst she tells
you they are rivals. Maybe you can use this information! |
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HORST'S
QUARTERS |
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Tell Jasper Horst about
Laredo Cronk. He wants you to arrange a meeting with her, and
if you do, he'll discuss the Golden Sword in detail with you. |
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GUILD OF
ARCHAEOLOGISTS |
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Speak to Laredo Cronk about
Jasper Horst. She
agrees to a meeting with him and leaves.
Browse through the book case to find the hinged book that seems to
be a switch of sorts. Use the hinged book (by double-clicking it) to
reveal a hidden passage behind the fireplace.
The entrance to VAULT 51 is protected by a magical alarm system.
There's a rune panel on the wall and above it you see a security
notice. Read the security notice to find that the security system
was installed by Unseen Securities. You remember Warb saying that he
works for them! |
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SATURNALIA |
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You must talk to Whirl before you can talk to Warb. You know
Warb works for Unseen Securities and that he's always unlucky, maybe
desperate enough to want the charm (bracelet). Offer to trade it
with him in for access into VAULT 51. He'll accept and gives you the
Back Passage for the
rune panel. |
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GUILD OF
ARCHAEOLOGISTS |
|
Use the Back Passage
on the rune panel to bypass the security system and enter VAULT 51. |
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VAULT 51 |
|
The crates and displays inside are labeled with four-digit
reference numbers. If you haven't already worked out that AZILE
should be read upside down as 3712V, there's another clue here. If
you hold and double-click the
Azile icon on the crates and displays you'll find the display
about Azile, the Mad Askari of the Great Nef. From the display you
learn that he used to bury his enemies 'upside down' in the desert.
See the beginning of Act II for details on how to read Azile upside
down. Hold and double-click the
3712V icon on the
crates and displays and you'll find the Cabinet of Urns.
Your first reaction is to break the glass - but using the crowbar or
grappling iron won't work. If you try the latter you realize 'brute
force' isn't the answer. Cut the glass with the tooth and find the
Falchion inside the tall urn. |
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You make your way back to your office, but... |
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END OF ACT II |
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