L.A. Noire Guide




LA Noire Walkthrough

Unofficial LA Noire Guide by CM Boots-Faubert for


 

Every few years a game comes along that captures the imagination of gamers for a place and a time in history.  As gamers we have been very fortunate in the past few years to have a lot of those games come along -- GTA4 and its DLC captured the essence of New York in the oughts -- while Mafia 2 gave us an amazing opportunity to play the role of a mafia soldier in the waning of the Golden Era of the mob, from the end of WW II to the early 1960's.  Now we have L.A. Noire, the Freshman Project of Australia's Team Bondi, published by Rockstar Games, that gives us an adventure that is well timed and suitably placed.

The post-war era in LA was one of corruption and intrigue -- if the plot for this game does not look like it is possible, that only means you are not familiar enough with that place and time --it could literally have been torn from the headlines, and not surprisingly much of it was!

The use of the Film Noire style in the approach to this title was unique and interesting, and it added a dimension to it that made it a better game.


Welcome to LA Noire

The fact that the game wizards at Team Bondi somehow managed to create an entire AAA level game without once resorting to Grief Code is nothing short of a miracle.  Good on ya Team Bondi!

Despite all of its pluses, L.A. Noire is not a game you are going to want to play in one or even three sittings -- the cases, while each is unique, are enough alike that you may get bored doing them one after the other -- but if you treat this  as a long meal instead of a short one it will prove to be a nourishing cornucopia of fun and entertainment.

No introduction for this game would be complete without a comment about the amazing motion capture that was used to create this game, and particularly its ability to capture the smallest gesture of facial expression.  The use of this technology makes it very easy to recognize the many stars who participated in the making of this game -- film and TV personalities who you might have recognized by voice in some other game appear clearly as themselves here.

I really enjoyed writing this guide -- and playing this game.  I picked it up after writing the guide for Brink, which while it was a good game, was not a deep one, so I was ready for a game that I could sink my teeth into and really enjoy, and this was it!

I sincerely hope that you find this guide to be useful! 

Cheers!

CMBF



   




A Quick Tour

Our getting started guide to L.A. Noire.

When the first thing you see is a neon sign, and the soft riffs of a piano invite you to press start, it gives you a very specific notion of what is coming... Sets the tone if you will, and the start menu made from shadows on the wall are a nice touch.  We should take a few minutes to get used to the game and its controls and menus now, just to get that out of the way.

-- The Main Game Menu --

If you have already played the game, you can just hit RESUME from here to continue your game, if you have not, then you will need to create a new game save, which you do by hitting NEW.  LA Noire uses an Auto-Save System to make game saves, removing the responsibility from you -- but you need to pay attention to the animated symbol that the game uses to indicate when it is saving the game (a swirling thingy) and be absolutely sure NOT to turn off the game when it is doing that, because if you do there is an excellent chance that you will corrupt your save and lose all of your game progress.

There are two sets of choices to be made from this menu -- internal game selections and external.

External game selections include the 'X' Button, which will show you any DLC for the game with descriptions, and tell you what you already have.

The 'Y' Button will load the Rockstar Social Club menu (see that in the video above) which among other things shows you some stats for your game, and other information.  Use the 'X' Button to access the Social Club to see if you have unlocked any cool in-game content as the result of your membership -- as you can see I unlocked the Chicago Lightning Suit because I am already a member, a suit that improves my accuracy with the Browning Automatic Rifle (BAR), the Thompson Submachine Gun, and the Shotgun.

Joining the Social Club is a really good idea -- and I recommend you do so -- because in addition to neat in-game extras you get a newsletter that keeps you informed about DLC, games, and other important gaming news.

From the main menu for the Social Club you can also review some of the stats for your friends who are playing the game -- how far they have gotten, the number of cases they have closed, and their discoveries in the game.  This not only tells you how well your mates are doing in the game, but which mates are playing.

The internal selections include NEW, RESUME, CASES, and EXTRAS.

 


The Car Catalog

 

-- EXTRAS --

Selecting EXTRAS gets you a menu for the Vehicle Showroom and the Credits, in case you want to view either.  The Showroom will only reveal car silhouettes until you have actually driven one of the cars -- but you can display them here based on their Class (using up and down on the D-Pad):

-- 2 Door (25 cars)
-- 4 Door (19 cars)
-- Sports (8 cars)
-- Service (19 cars)
-- Bonus (15 cars)
-- Police (9 cars)

To view the different cars in each class use left and right on the D-Pad.

Initially the only car that is unlocked is the 1947 Ford Police Special, but as you play the game that will change.

The Credits are just what it sounds like -- the Credits for the game.  As the Credits roll you get a period tune and the names of all the people who contribute to the making of this amazing game.  Of course unless you know one of them, chances are you will never look at this.

-- CASES --

This is a folder with all of the cases you have completed -- including the CS's related to them -- and allows you to replay them whenever you like.

If you missed some clues you can go back and replay the cases through this menu rather than replay the entire game, and how cool is that?

-- RESUME --

This allows you to pick up at the last save point from previous play, or select one of the save points that are listed in the menu here.  While you cannot begin a mission mid-way through, the Resume Menu does increase your options substantially.

-- NEW --

Selecting NEW gets you an introductory tour of Los Angeles -- but not an LA you would recognize today, an LA from the 40's, when The Man had power.  You get a wide view of society as a Jack-Webb voice describes what you are seeing and then you slide into the patrol car that was driven by the bloke you saw leaving his house earlier -- you as it turns out!

Patrol Car 14-Adam gets a call from dispatch -- the detectives need some warm bodies to search a scene for evidence, and you are up on the wheel, so you are the warm bodies.  Bummer.

Before you go racing off through the city hit the Start Button to pause the game, and we will quickly review the Pause Menu.  You have six choices here: Map, Log, Statistics, Options, Restart, and Quit.  Now I know you are no quitter, so we can safely ignore that one, right bub?  You haven't done anything so you don't need to Restart -- but you know that they are there, that is the important thing.

-- The Map --

Click on Map first, and you will find a street map of LA -- that will come in handy!  Let's take a closer look at the Map, because believe it or not, this is going to be one of the most frequently used tools in your toolbox! 

The first thing you will notice as you use the left joystick to move around is the city is bloody huge!  Yeah, well, don't worry, you can handle it...  Now use the Right and Left Trigger to zoom in and out -- yeah bub, that is much better because now you can read the street names and you can see that this map actually shows you the cities of Hollywood, Wilshire, and the Central District -- you being in the latter.

The Right and Left Bumpers allow you to move from location marker to location marker on the map, and the location is currently marked with a yellow flag.  You can also set a custom destination, and your partner will drive you there automatically -- just so you know.  Hit the 'Y' Button to open the Legend, which tells you what the different symbols mean on the map -- and 'A' to set a custom destination.  The 'B' Button will take you back to the Menu.  Use it now.


-- The Log -- 

When you select the Log, hey, surprise Bub!  You got a printout of everything that narrator said in the opening sequence, followed by your last call from Dispatch and your current orders.  That could come in useful later, if you get confused, so remember that it is there, right?

You do not know it yet, but your name is Cole Phelps -- Officer Cole Phelps -- and you are a uniform officer assigned to the Wilshire Division in a two-man prowl car, and your partner is Officer Ralph Dunn.

If you are curious, the reason you are named Cole is because your parents admired Cornelius Cole (September 17, 1822 – November 3, 1924) a wealthy politician from California who served a single term in the United States House of Representatives as a Republican representing the state from 1863 to 1865, and another term in the United States Senate from 1867 to 1873.(1)  Clearly your parents were impressed by the man who has a county named for him in the Bear State, so now you know.

-- Statistics --

This is one of those FYI sort of thing, you know -- For Your Information -- as it tells you all sorts of useful stuff, like how far you traveled on foot, in a car, the items you have collected and the locations you have discovered -- stuff like that.  It also lets you know how many crimes you have solved -- you will want to know that, right?

-- Options --

That just leaves Options for us to look at, and assuming you are an experienced gamer, you should know what this is all about already.  There is really only one setting that we probably should change here -- under Sound we should move the slider for music three clicks to the left -- that way we will never miss anything that is being said because of the music... 

If you are a flyer you may want to reverse the Y-Axis but other than that, the settings should be peaches and cream.

-- A bit about the Game --

Set in the post-war era during the boom of Hollywood's Golden Age, you are Cole Phelps of the LAPD, and you start out as a Patrol Officer but you work your way up the rank structure by solving crimes and getting perp's off the street. 

Corruption is rampant in LA, and the drug trade is exploding.  Murder rates are at an all-time high, and your path to higher rank and more responsibility -- and your need to do what’s right --  takes you along a path that has you unravel the truth behind a string of arson attacks, racketeering conspiracies and brutal murders, battling the L.A. underworld and even members of your own department to uncover a secret that could shake the city to its rotten core. (2)

Before you get the idea you are some goody-two-shoes law-and-order type, you may want to consider your motivation for being such a nice guy -- and that starts with your guilty conscience over some things you did during World War Two -- you bastard! 

Well, that is what you need to know for now, so go ahead and hit 'B' now, and then 'B' again to return to the game, and drive to the scene of the crime!  Use your siren and try not to hit anything -- or anyone -- as you race to the scene of the crime.



   




Patrol Desk I -- Upon Reflection

-- Special Notes for this Case --
Newspaper #1 -- On the right side in the alley, near some bottles.

Before we head to the crime scene we need to cover something -- while a lot of the game moves slowly, the transition between events can sometimes happen fast, so fast you get surprised by how you moved from one part to the next with little of no warning!  So be prepared for that, and for the idea that often you do not get complete resolution of a case.

Now use the drive from where you are to the scene to get used to how cars work in the game -- which uses the standard controller layout made popular by the GTA games: Right Trigger is the gas, Left Trigger is the brakes; the Right Joystick controls your camera view (which allows you to see things to the side and behind you) and the left your direction so you can drive your car.  To turn the Siren on and off click the Left Joystick, and to see a rear-view, hold down the Right Joystick.  Well, there you have it, that is the car in a nutshell.

When you need to access your shotgun you will move to the trunk and hit 'A' -- but be aware that you must not shoot civilians and you must not run them over or hit them with your fist, you are a cop not a gangster and this is not a GTA game!


The First Newspaper

-- The Scene of the Crime --

Right Trigger is the gas, Left is the Brakes -- push down on the Left Joystick to turn on the Siren.  Now drive!

The Detective gives you instructions -- Detective Floyd Rose of Homicide -- turns out to be something of an ass hat.  He tells you which way is up:

"We had a shooting took place down this alleyway.  We have the vic, Scooter Peyton, a Negro male, bagged up and on his way to Central Morgue.  Witness says a tall white guy -- our shooter -- put two in the vic's head and then threw his piece.  I need you guys to try and recover the gat," he tells you.

Well, there is nothing for it -- he is a Detective and you are an Officer, so you fetch and carry, Water Boy.  As you work your way down the alley looking for clues, be sure to find the newspaper in the right side of the alley and  read it to spawn a Cut Scene (CS).

A careful examination of the alley does not reveal much in the way of evidence save for the bloodstains that were left on the ground and door that resulted from the vic getting his brains rearranged by a .357 Magnum revolver.  The thing is, the revolver is what you need to find -- and since it is not on the ground, perhaps we should look elsewhere?

The nice thing about this is that you do not actually have to notice anything to find clues, you just have to respond to the chime sound and your controller vibrating by hitting 'A' and you will be shown the clue you have "found" by walking near it.

In this case the clue is the reflection of the pistol in the open window above -- so now that you know where the gun is, you just need to reach it.  To do that continue along the alley to the drain pipe and climb it, then walk over the roof to the gun and examine it for clues which you then write in your notebook...  Oh, the notebook, we have not covered that yet have we?


Clues in the Alley

-- Your Notebook --

To open the notebook hit the Back Button on your controller -- this brings up the notebook on your screen.  The first page is a menu with the following selections on it:

-- People
-- Clues
-- Locations
-- Intuitions
-- Case Objectives

-- PEOPLE --

This part of your notebook is not just your notes on the suspects or victims, but includes any notable people you encounter, including other cops.

Using the Left Joystick you select the person from the menu, then hit 'A' to view their pages.  Select Detective Floyd Rose now -- you see general information about him, and you have the option of Reviewing Evidence for cases related to him.  Hit 'B' twice to return to the Main Notebook Menu.

-- CLUES --

This is exactly what you would expect -- notes about the clues you have found at the various crime scenes.  Clicking 'A' on the Blood Stains gives you a brief description of what you found.

As you get further into the game, these clues will be important to you as you will base some of your questioning choices off of them, so getting used to reviewing them now is a good idea.

-- LOCATIONS --

The crime scenes and significant places you have visited.

This is a useful part of the Notebook, because if you ever want to return to a location all you need to do is look it up in your Notebook, and select the SET AS DESTINATION option at the bottom, and it becomes the default destination on your map!

-- INTUITIONS --

Note -- you may need to adjust the brightness in the Options Menu in order to see and read this stuff, so if you do go do that now, I will wait for you.  Done?  Good, now you can properly read the Notebook!

In addition to explaining what this is, you also see your Rank and Intuition Points here, and using your Intuition Points, you can adjust the clues and answers you have.  This will become important later, for now just know that it is here.

-- CASE OBJECTIVES --

This section of the Notebook basically spells out in some detail the current objectives you are seeking.  This is especially useful if you have not played for a while, since it refreshes the case in your mind.

-- Back to the Scene --

Now that you have found the gun, it is time to carefully examine it.  You learn its model and serial number, and you check to see how many rounds have been fired.  With that noted in your book, you ask your partner if he knows of any gun shops in the area -- and he does!

Note that there are many objects in the game you will encounter that you can examine that are not really clues, and have no relation to your case, but to be safe you should examine anything and everything that you can, right?


An Interview at the Gun Shop

-- The Gun Shop --

A short drive away that lets you get some more wheel time, you find yourself at the all-night gunshop and shooting range.  Only in LA man.  Only in LA.

Inside is the owner, and he is happy to cooperate with the LAPD. Not only that, but he is certain that he sold this particular handgun, noting that it is a special model and rare.  You ask to examine his sales ledger, and find the gun listed on page two, noting down the details of the owner.

You can take a look around the gun shop, and examine the stuffed duck collection on the counters, and check out the shooting range in the basement, in fact you should do that!  When you are done, check your Notebook and set the destination, and then return to your car and drive to the apartment building next!

-- The Apartment of Errol Schroeder --

After you arrive you get a clue -- gold-handled doors are ones you can open -- and you head inside, where you examine the mailboxes to learn which flat belongs to Schroeder -- flat number 2.  Heading up the stairs you knock, and get immediate attitude from the suspect.

After you confront him over the gun and the murder, he attacks you, and you have your first fistfight in the game!


Busting Your First Perp!

Fighting is simple -- you hold down the Left Trigger to go into fighting mode, and then use 'A' to hit, and 'X' to Block.  If you block during an attack and then immediately punch you do more damage, something to consider.  Once you have damaged him enough you automatically do a finishing move, and the fight ends with the perp in cuffs.

Now you search the flat for clues -- which are a bunch of not-clues and one significant one: a green notebook in the drawer that has, among other names, the name of the Detective who put you on this case!  Interesting...

Your partner gets a little freaked out and convinces you to leave the book alone -- you call in the arrest, and that ends the case!



   




Patrol Desk II -- Armed and Dangerous

It does not really appear like it, but the first few missions in the game are actually a concealed tutorial stage -- this is actually pretty typical for Rockstar Games, though technically this is not really a Rockstar Game since it was created by Brendan McNamara's Team Bondi, an Australian Studio that is staffed by industry veterans. 

LA Noire is their first official project, though the studio has done support work for other games.  Clearly based upon the controls and other elements in the game, Rockstar has had something of an influence on the studio.

The case opens with a flashback CS -- which is normal for the game -- and through these you learn a lot about your background before the cops...

After you make the arrest in the first case -- the murder of Scooter Peyton -- you are thrust into the next event (not case), by hearing the radio call and responding to the Bank Robbery.  You will not be making any arrests here, or investigating anything -- this is the Shotgun Tutorial, so what you will be doing is using the shotgun that is stored in the boot of your patrol car.

Once the call comes in and your partner tells dispatch you are on it, you will need to turn on your siren (click down the Left Joystick) and then drive quickly to he Bank without hitting anyone or anything, alright then?


Your first shootout and Bank Robbery

When you arrive you are directed to obtain the shotgun from the trunk and take cover, and then you have yourself a shootout with the bad guys!

ACHIEVEMENT WARNING: If you are going for all of the Achievements in the game, you MUST drop the Shotgun (with LB) and draw your service pistol (.44 Magnum) and use it to kill at least one of the robbers.  This is the only chance in the game that you will have to use your service pistol, and you need to have used it on one bad guy in order to unlock the related Achievement.

After you dispatch one of the robbers with your pistol, you can pick the Shotgun back up and use it on the rest.

The first set of bad guys are outside by the two getaway cars, which they will use for cover in having a shootout with you -- the second set have retreated into the bank.  Start out by getting used to the aim system (a white dot) by targeting one of the tyres on a car and shooting it.  That was pretty easy, yeah?  Now target a bad guy when they pop up and shoot them.  Wicked easy!

Take out the bloke on the left then the one on the right, and when your partner advances to the bank you go with him, taking the left side of the door.  Inside is a robber on the left, one on the right, and one above -- and to end the mission you need to shoot all three of them.

Remember I pointed out that things can transition abruptly?  Here you go from shooting the bank robbers to back in your car and responding to another call almost instantly -- there is another flashback CS in which you learn a bit more about Cole's personality as you see him in the barracks at OCS during the war...



   




Patrol Desk III - Warrants Outstanding

On a routine patrol through the business district your partner spots a perp who he knows -- a bloke that he has arrested before and that he knows for a fact is on parole and has been revocated for failing to report in to his parole officer.  That makes him a prime candidate for a free pair of bracelets!

You jump out of the car and your partner heads around the block to head him off -- while you give chase on foot, following the perp -- Wendell Bowers -- down the alley and around the corner, where the exit is blocked by your prowl car which has just pulled up.  Bowers jumps onto the fire escape, climbing to the roof as you continue to chase him.


A Classic Rooftop Chase

On to the roof of the building he finds a drain pipe to climb, going higher, and then in the tradition of all good cop movies, he jumps from building roof to building roof until, eventually, he runs out of roofs to jump to -- and waits for you to round the corner, giving you one hell of a sucker punch!

On your feet, it is clear that he has decided to make a stand, and you have yourself another fist fight!  He is a lot better at fighting than that first guy, but eventually you have him where you want him -- flat on his stomach and in cuffs!

Back on the ground a paddy wagon is waiting for you, and your partner loads him on to it, with a few nasty comments for good measure.  I don't know if you noticed, but when you were chasing Bowers up that fire escape your partner emptied his service pistol at him -- and you!  You are lucky you did not get shot!

With the perp loaded into the transport, this case fades to black -- well done!

The case ends with a CS in which you learn some more about your past and what a dick you were in the military...



   




Patrol Desk IV -- Buyer Beware

The case begins with a shooting.  You are on foot patrol and you hear the shots, and run to the scene of the crime, outside of a shoe store.  A few seconds after you arrive a prowl car arrives -- with Officer Leroy Tate and your old partner, Ralph Dunn -- the officers in it secure the scene, suggesting that you begin the preliminary investigation before the dicks from Homicide show up -- that is a great idea!


A body in the street!

We start out by searching the scene, looking for evidence and clues.  We know about the shooting automatically because that is what drew us to the scene, so clue number one is already in the book.  A careful search of the immediate area reveals a shell casing -- and closer inspection shows it to be .32 caliber.

An examination of the body reveals a Layaway Receipt in the victims inside pocket, which you note in the book.  In the nearby trash can you find the murder weapon, and log that in the book.

An eye witness steps forward to tell you what he saw, including a woman running into the shoe store!  Head in and find her -- you learn that she is Clovis Galletta, and the victim outside was her boss, Everett Gage.

Your Notebook now opens and you get instructions on how to use it when you are interviewing a suspect or witness -- you are scored on how well you do in the interview process, for instance accusing a witness or suspect of telling a lie when you cannot prove it counts against you -- deciding that you are being told the truth when it is a lie counts against you. 

The best way to handle this is to pay very close attention not just to what the person says, but their body language and facial expressions -- most of the time when a person is lying you can see that because they make what the professional detectives call "a tell" -- an unconscious motion, often the eyes glancing away to the left -- that is a warning that they are lying to you.


An Eyewitness Interview

To being this interview take it by steps:

(1) Select Eyewitness Account to get her statement -- you know she is lying because the witness saw her running inside -- so tell her she is and then ask about the Layaway Ticket.

(2) Select possible murder suspect next to get more out of her -- and in the process you learn that she saw the Jewelry Store owner shoot her boss -- or that is what she says anyway.  You doubt what she says so you select Doubt and get more of an answer than you expected!

(3) Ask again about the Eyewitness statement -- which you can accept -- so pick Truth.

You now receive your first Intuition Point and your first Rank Upgrade -- to sum things up you have identified the suspect and you have collected all of the clues for the crime scene.  You now know who the prime suspect is, and you have learned that there are possible religious motives for this murder -- you listened to the details of the shooting from the witness --  Clovis Galletta -- and you now have all that you need here to proceed with the investigation further.

As you exit the store you get a brief CS that moves the story along -- but rather than heading directly to the Jewelry Store as it implies, you want to make a side-trip to the Gun Shop to look into the murder weapon first!

-- Eagelson's Sporting Goods --

After you talk to your partner you both decide that this deserves your personal intervention, because hey, the Homicide dicks already have their Detective Badges and you do not...  So get into the car and drive to the Eagelson's Gun Shop now.

At the Gun Store you learn that the weapon in question is of European manufacture and not at all common in the USA.  your suspect owned the murder weapon.  Score!

Now it is time to head for Hartfield's to chat up the suspect.


Taking the Suspect into custody

-- Hartfield's Jewelry Store --

When you arrive you find a clerk behind the counter who, when you ask for Kalou tells you that he is laying down in the back, and then heads to get him for you.  After he breaks out into a mad dash for the back door you understand the deception and give chase, eventually reaching the point where you are forced to fire a warning shot, which results in his giving himself up.

To fire a warning shot, aim at nothing and hold the trigger down until the circle fills completely before making the shot, aiming at nothing.  Kalou then surrenders, triggering a CS that has you entering the Police Station the following day, where one of your superior officers greets you and suggests that it is time to prove yourself, telling you that he wants you to interrogate the prisoner.

Understand something -- this game takes place in the era before Miranda -- the suspect has some rights, true, but not being interrogated without their attorney present is not one of them.  You are free to do pretty much anything short of physical assault to get him talking -- and you can lie, there really is no rule that says you can only tell the truth.


Interrogating the Murder Suspect

-- Interrogate Edgar Kalou --

The challenge here is to obtain a murder conviction against the suspect, Edgar Kalou.  You have a lot of good evidence, but a confession would be best here, because it saves a lot of time.

Remember that you are scored on your successes here -- failing is not what you want -- so pay attention to what he says and how he acts when he is talking -- or just follow the steps below!

(1) Argument with Gage -- he tells you his version and you call him for the Lie it is.  When he doubts you explain that you have him positively identified by an eye witness.

(2) Possible Religious Motives -- though this has been mentioned, you really do not think that it has all that much bearing here -- you choose to Doubt...

In spite of his religious protests earlier it soon becomes obvious that it was not religion but business that was at the heart of the dispute -- Gage was blocking his admission to the Chamber of Commerce and that was why he killed him!

Your success at interrogating the suspect and drawing out a confession scores you 10 more points and another Rank upgrade, and unlocks the Achievement "Police Academy" (15 GP) for completing all of the cases on the Patrol Desk. 

As you leave the Captain stops you and tells you how happy and proud he is of you -- he warns you that you will soon be needed to own two well-pressed suits, the implication being you are going to be promoted to Detective!  Well, that cannot come soon enough, can it?  For now though, since we have completed all of the cases in the Patrol Division, we get a boost up to Traffic...  That is a boost up, right?



   




Traffic Desk I -- The Driver's Seat

-- Special Notes for this Case --
Newspaper #2 -- On the dining room table at the Black Residence.

The first thing you need to understand is that you have been promoted to Detective -- that is a big deal and I know that the news that you were being promoted to Traffic Division made it sound like you would be writing speeding tickets -- but no, this is the Big Leagues kid!

At your first roll call you are assigned a new partner -- Detective Stefan Bekowsky -- and the Watch Commander gives you one case with which to get your feet wet, the idea being if you do OK on it, you will get more.  Now that you have your case -- and a partner -- your fancy new suit, and some attitude -- head for your car and the first crime scene, right?

If you were a member of the Rockstar Social Club before this game you will have unlocked the special suit -- go ahead and change into that now because it is ugly, true, but not as ugly as the suit you are wearing now!  Also it gives you an aim improvement for long weapons.


Your First Assignment and First Street Crime

Head outside and drive to the Depot now...  On the way to the Depot you will get a radio call for a masked armed man on a rooftop -- take the call and you will find yourself dealing with a wack-job taking pot-shots at people on the street.  Chase him down until he takes a hostage, and then do your duty an blow his brains out to unlock the Achievement "A Cop On Every Corner" (15 GP) for completing a single street crime case.

Back in the car and back on our way to our case now,

-- P.E. Freight Depot --

When you arrive at the scene you are automatically given the clue 'Abandoned Vehicle' and, when you talk to the uniform officer, you get the clue 'Blood Splashes' as well.  The officer tells you that you should not keep the witness waiting long -- so go ahead and talk to him now, and then talk to the Coroner and have a look at the car.

Ask Wilkey the following questions:

Purpose At Scene: Truth
Knowledge of Adrian Black: Truth

Now go talk to the Coroner to learn what he has to say, before you take a look at the car, examining the blood stains.  Check the boot to find a lug wrench and a receipt for a pig...  Finding this unlocks the Achievement "One for the File" (15 GP) for locating and inspecting a clue as a Detective.


Clues and Interviews and Buckets of Blood

Over by the telephone pole is more evidence -- a wallet and a pair of glasses -- so go examine them carefully to get clues from both.  To the left a ways away is a bloody pipe -- examine that and then return to talk to Wilkey again.

Ask Wilkey about:

-- Contents of Wallet: Doubt
-- Bloodstained Pipe Found: Truth

That covers everything at the crime scene, so our next duty is to deliver the bad news to the wife, and interview her, so head back to the car and drive to the Black Residence now...

-- Black Residence --

When you arrive knock on the door, then go inside and talk to Mrs. Black, filling her on on what you know.  You ask her to remember the previous night, and then you tell her you are going to take a look around.  First thing you should do is head into the Dining Room, where you will find the second newspaper on the table there.

Pick up the paper and read it to get a CS in which you see the continuation of the story from the previous paper.  Interesting technique this Doc has, hey?

To the left of the paper is a matchbook -- examine it and then head over to the phone and call R&I to get the address for the bar.

On the kitchen table you find the following:

-- Instaheat Flier for a hot water heating system.
-- Instaheat Receipt for the same system.

Be sure that you read both sides of the Flier.


Investigating the Black Residence

Check the bedroom next -- the closed door in the hall with the gold doorknob is how you get to it -- and inside make sure that you inspect the following clues:

--  A Glasses Case on the dresser -- open it to verify the maker.
-- The Framed Photo on the dresser -- inside the back is an odd inscription.
-- A Train Ticket to Seattle in the wardrobe.
-- A second matchbook from the bar -- now you know he is who goes there.

Check the second bedroom, being sure to look at the framed photo on the dresser there to make another observation. Now that you have checked the inside of the house, head back through the kitchen and outside, where you will find the Water Heater Installation which is only partially finsihed.

-- Your First Puzzle --

Around the left side of the house (from the back) you will find the water heater installation that is only partially completed.  There are paces on the ground, and you can finish assembling them to learn what is missing -- and it turns out to be the pipe from the crime scene!

By solving the Water Heater puzzle you discover two clues:

-- The Water Heater is obtained by completing the puzzle;
-- The "Bloody Pipe" clue from the crime scene is updated.
 
Completing the puzzle unlocks the Achievement "The Plot Thickens" (15 GP) for finding and completing your first puzzle.

-- Return to the Wife --

You need to return to the wife and finish interviewing her -- but before you do that, there is an Achievement you can unlock for using four intuition points during an interview -- basically you can have up to five points at any one time, so it is not like you can save them up for anything anyway -- and using the points allows you to narrow down the answers for questions you are not sure of.  In this case though, we are doing it specifically to unlock the Achievement.

So if you have four points (I did not) use the points when you question her -- select "Remove Answer" to eliminate one wrong answer from the question, then chose the correct answer -- use the list below if you are unsure:

First Question: Slaughterhouse Receipt -- LB to Remove Question then pick Truth

Second Question: Cavanagh's Bar Matchbook -- LB to Remove Question then pick Truth

Third Question: Location of Adrian Black: LB to Remove Question then pick Truth

Fourth Question: Stenzel Glasses Case: LB to Remove Question then pick Truth

If you had four points to use, you now unlock the Achievement "The Hunch" (30 GP) for using four intuition points in a single interview while correctly branching the questions.

Fifth Question: Photograph signed "Nicole": -- Lie / Concealed Message is proof

With this question answred correctly you unlock the Achievement "The Straight Dope" (15 GP) for using evidence to prove a lie as a Detective.

Sixth Question: Alibi for Mrs. Black -- Truth

You have completed the investigation and interview at the Black House, so it is now time to get back in the car and head to the Bar...

-- Cavanagh's Bar --

As you drive to the bar you will notice you pick up Rank Points -- you get those for discovering Landmarks -- so hey, cool!

At the Bar you go inside to chat up the Bartender to learn that Frank Morgan is in the back of the bar sitting alone.  Head back there and take a seat to interview him now.

-- Link to Abandoned Vehicle: Lie / Receipt for Live Hog
-- Location of Adrian Black: Doubt

Now arrest Frank Morgan for being a jerk and have him hauled off to jail.

Back in the car, head to Morgan's flat and investigate it. Make sure that you are the one driving and not your partner, because otherwise you will miss a clue from the dispatcher telling you that the blood found in the abandoned vehicle is not human, but pig blood.


Wrapping up the Black Investigation

-- Morgan's Flat --

When you arrive, check the mailboxes to verify that Morgan's Apartment is in fact number two as he told you in the bar -- it never hurts to be thorough right?  Knock on the door and Adrian Black will answer and, when he sees who it is, take off running!

Basically you need to chase Black until your parnter catches up with you and blocks him with the car, after which you can then arrest the idiot and haul him off to jail!

Back at the station the Captain sings your praises, and then you unlock the Achievements "The Third Degree" (30 GP) for getting the correct answers to every question in an interview, "Golden Boy" (15 GP) for finding every clue in a case, and "The Up and Up" (30 GP) for getting a five-star rating on a story case.

Hopefully you did better than I did at drivine LOL -- I ended up getting at least some points in all three negative slots, Vehicle Damage, Injuries, and City Damage.  Sheesh, I cannot be trusted behind the wheel!

At the end of the case you get another flashback CS in which you learn more about your relationship with the blokes in your OCS platoon.



   




Traffic Desk II -- A Marriage Made in Heaven

-- Special Notes for this Case --
Newspaper #3--  Lying on the counter in the bar.


As you probably noticed from the previous case, the crimes in Traffic are more complicated to investigate, with a lot more clues and people involved -- and it only gets more complicated as you go along!  Take this case for example -- you start out in roll call, where you learn about the hit-and-run accident that we saw in the opening CS for this case.

When you arrive at Ray's Cafe you automatically obtain the clue "Hit-and-Run Vehicle" since that is part of the assignment -- so after you get the assignment and get to the Cafe and before you leave the station, why don't you step out the side door past the infirmary and jump in and out of the Ambulance there to add that vehicle to your count.


The initial investigation of a hit-and-run

-- On the Scene --

Talk to the uniform cop to get the details of the crime, and then have yourself a look at the body, and you will find:

-- Insurance Letter: check the left pocket of the victim

-- Wallet: check the right pocket of the victim (inspect the ID)

After you finish your examination the Coroner gives you his report -- and now it is time to search the scene of the crime!

A very thourough walk through should reveal the Bloody Knife that you find in the trash can in the alley -- finding this also unlocks the Achievement "Stab Right" (15 GP) for a nice bonus!  Take a look at the other marked clues next.


An Interview with Eyewitness Shannon Perry

Once you finish searching for clues, go have a chat with the eyewitness, a dame named Shannon Perry who you need should make an effort to properly interview -- if you need help here are the correct branches for the Interview Tree:

-- Eyewitness Report: Truth

-- Argument Overheard: Doubt

-- Suspect Vehicle Description: Truth

So the vehicle is a red Lincoln Continental -- interesting -- but that pretty much wraps up everything that she can tell us...  So head inside the bar now.

The first thing that we should do is walk over to the bar and look at the newspaper on the bar -- this is the third of the thirteen papers in the game that tell a story so go ahead and pick it up and watch the next chapter of the CS, after which you can put the paper back and have yourself a chat with the Bartender!

-- An Interview with Dudley Lynch, Bartender of Ray's Cafe --

Dudley Lynch is fairly typical of the average Angelino of the era -- he may want to help you, but there is an element of distrust present for good reason, because the police in LA in the 1940's had a worse reputation than they do today -- but for very different reasons!  Today you risk getting the snot beaten out of you by the police in LA if you do something that they do not like, but they are not corrupt, whereas in from the early 1900's all the way to the mid-1980's the LAPD was practically celebrated for its levels of corruption.


An Interview with Eyewitness Dudley Lynch

Begin the questioning, from your Notebook, and pay close attention to Dudley's body language and tone.  If you need help with this, you can use the following answers:

-- Hit-and-run Incident: Doubt

-- Association with Victim: Truth

-- Argument Overheard in Bar: Doubt

-- Joint Business Venture: Doubt

After you get the four answers out of him, you gain Lynch's Statement in the evidence book, and a Rank upgrade!  Good on ya!

Now that you have the information that you need, go ahead and call in suspect vehicle: head to the phone in the back of the bar and use that to call Central Dispatch, so that you can pass on the information about the suspect vehicle in the hopes that a prowl car or traffic enforcement might spot it and pull it over.

That concludes everything that we can do here at the bar -- which means we need to move on to the next location that is part of this investigation, doesn't it?

-- Investigate the Shelton Residence --

Jump in the car and take a look at your Notebook to review what you have learned, and then select the Shelton Residence as the next destination in it.  That will place the marker on the map, to which you will now drive!

On your way out to the Shelton Residence stop by the Coronor's Van and, getting out of your car, get into it to add it as a Vehicle Driven just to get it off of the list for that Achievement now, right?  Good!  Now get back in your unmarked car and hit the road, Jack!

When you arrive you see a man with packed bags leaving, putting the bags in the boot of the suspect car -- you approach and accuse him and he runs.  I mean really runs!  He jumps in the car and rips out of there like he means to outrun you, so you give chase. 

He drives like a maniac all the way to the train station, where he jumps out and tries to have himself an escape -- but you capture him and put the bracelets on him, and he ends up hauled off to the station for booking under the charges of vehicular manslaughter, resisting arrest, driving to endanger, and being an all-around jerk!

Once you have that out of the way, return to your car and get in, pull out your Notebook and select the victims home address as your next destination.

Considering the version you heard from the hit-and-run driver, there appears to be a lot more to this case than you first thought -- reviewing the evidence does not really tell you the whole story though, so some more intense investigation is in order.

-- The Pattison Residence --

It turns out that the victim did not live all that far from the bloke who hit him -- but that is not close to where we ended up after chasing him, is it?  A nice drive will clear your head though, so have a nice drive!

When you arrive head to the door and knock -- when the victim's wife, Mrs. Pattison, opens the door, introduce yourself and get invited in.

Inside you need to interview the grieving widow, who is acting rather oddly -- and it turns out that there is someone else present -- Leroy Sabo -- who has a story to tell himself!  She tells you that she planned to get a divorce, that things were not working out.


An Interview with Mrs. Pattison

You will need to interview the wife -- and you can use the following answers if you need them:

-- Hit-and-run Victim: Doubt

-- Nature of Argument: Doubt

-- Partnership with Leroy Sabo: Lie / Insurance Letter

She asks you to leave -- but before you do, have a look around the house - in the kitchen there are knives just like the one you found at the scene...  Interesting.  In the room next to the living room there is a phone you can use -- so go ahead and use that to call into Dispatch to see if you have any messages.  You do!  The Coroner wants to see you at the morgue right away!

-- Central Morgue --

Head back to the car and open your Notebook to set the Morgue as your next destination, then drive there -- it is not far away -- and go inside.

Head into the autopsy room and you get a shocking report from the Coroner -- the vic was already dead when the car hit him!  That knife you found?  Well it just unlocked the Achievement "Stab-Rite" (15 GP) for your diligence in properly searching the crime scene!  Well done!

Your partner points out the baldness in those two looking you right in the eye and lying to you -- so you will take particular pleasure in arresting the pair for Murder One!  Your next objective is to return and arrest Lorna Pattison and her boyfriend Sabo -- I never liked him anyway!


Wrapping up the Murder Package

-- Back at the Pattison Residence --

After you arrive and go in, you confront them and predictably Pattison blames Sabo for everything -- and just as you start to get the dirt, Sabo shows up and shoots her, making it necessary for you to chase him down and arrest him.

Achievement Opportunity:  If you have not already unlocked it, this is a good place for you to grab the Achievement "Not So Hasty' (15 GP) for firing a warning shot at a suspect while you are a Detective.  You can do this by targeting the suspect and holding down the aim until the circle fills, then firing the shot.  The ally across the street that you chase him into is a great place to do this one...

Apprehend Leroy Sabo

If you manage to get off the warning shot you capture him straight away.  If you do not, then you chase him until he takes a hostage, and you have to kill him.  Either way he gets justice.

After that you end up back at the station, where your captain tells you what a great job you have done, and gives you the traditional pat on the back.  The case then ends, and you get to see how well you have done!

Ideally if you followed this guide -- even if you drove bad and moderately damaged things, you should still end up with 5-stars on it, as you will have answered all 10 questions correctly, as well as found all 9 of the clues.

Good job on that one mates.

Notes on the Achievement "Not So Hasty" -- a lot of gamers seem to have trouble unlocking this one, and in particular in this case.  The thing you should remember is that you do not have to do it here, there are several other opportunities for you to unlock it, including two more cases and a Street Crime in which you are required to fire the warning shot to catch the bad guy, so if you did not get it here, do not worry over it, you will get it before the end of the game!



   




Traffic Desk III -- Fallen Idol

-- Special Notes for this Case --
Newspaper #4 -- Outside of Silver Screen Props on the workbench in the alley


The nearby scene of the crime

As usual the case begins in the daily briefing, where the Captain assigns it to you -- what is not usual is that it is located so close to home!  Getting assigned the case automatically gets you some clues, locations, and people added to your Notebook.  Our first task is to investigate the crash site, so head outside and jump in the car -- be sure to change your suit if it is reset on you -- and drive to the scene of the crime.

-- The Crash Site --

When you arrive on the scene you spot someone you recognize -- the uniform officer on the scene fills you in, and once you have the information, you can head down to the car where the Coroner fills you in briefly, pointing out the evidence on the trunk you should examine.

Examine the torn underwear and the letter to one of the victims from their mother.

Talk to the Coroner to learn about the shrunken head prop -- you do a really bad Hamlet, and then you learn it is a replica -- examine the head to get it as a clue -- and then you learn that the head is the murder weapon!  Check the inside of the car, and the license plate on the ground behind it before you return to the top.


Interviewing June Ballard

-- Interviewing June Ballard --

When you reach the top you will notice that there is an ambulance on the far side of the field -- head over to that and have a chat with the victim -- June Ballard -- who it seems is the wife of a major mafia figure... 

This one is no dummy -- and not a very good liar either thankfully, so you should have no trouble telling when she is BS'ing you.  You need to carefully observe her while you question her -- if you need them the answers are below:

-- Doping Allegation: Doubt

-- Injured Female Passenger: Lie / Underwear

-- Fake Shrunken Head: Doubt

-- Suspect Mark Bishop: Doubt

Well that was interesting...  But we still have a victim to interview, don't we?  Head for the car and drive to the Hospital -- say, shouldn't we have gotten coffee and doughnuts by now??

When you return to the car and get in if you are driving you get a radio message from Dispatch telling you that the victim has regained consciousness -- so head for the Hospital now to interview Jessica Hamilton.

-- The Hospital --

If you did not notice before, the hospital is actually attached to the police precinct, so all you need to do is head back to the station and you will get a CS that puts you at the correct door.

Go inside and check in with the receptionist at the counter to learn where the victim is, and then talk to the Physician outside of her room BEFORE  you enter the room -- he will tell you about the fact that she was abused, which is a fact you need to know in order to properly interview the victim. 


Interviewing Jessica Hamilton

When you enter the room BEFORE you interview her, step over to the foot of the bed and pick up and read her chart to add more clues to your Notebook.  Once you have done that you should then interview the victim.  If you need them the answers are below:

-- Crash Incident Report: Lie / Underwear

-- Contact with Parents: Lie / Letter from Mother

-- Association with Bishop: Doubt

-- Evidence of Abuse: Truth

After the interview ends and you are leaving the room you notice that the other "victim" is leaving with a man who rouses your suspicions -- so you discretely follow them outside and, once they get in their car, you follow it!

It is very important that you not be seen by her or noticed following her -- so keep your distance and tail her car until she arrives at a diner -- wait for her to go to the back to use the phone (you will hear the coins drop) and then causally walk (so NOT run) inside, and sit at the booth on the left, using the newspaper to disguise your presence there.  You just want to observe now,  and listen in on June Ballard's conversation.

If you manage to tail her and get inside to listen without being discovered, you will unlock the Achievement "The Shadow" (15 GP) for your efforts.  Nice one!

As you hide behind the paper you listen to her rip into the person she called -- and you hear about "the film" for the first time...

You need to get there fast  If you get there fast enough, you will encounter a pair of thugs but if you go too slow, you miss them...  This is a story branch:

-- If you miss them (take too long) you get there to find Bishop's wife and a messed up flat.

-- If you get there in time, you find a pair of thugs you can battle.  If you have not already obtained it, this is a chance to unlock the Achievement "Keep a lid on it" (15 GP) for winning a fight without losing your hat as a Detective...


Searching the Bishop Flat

Either way you need to have a look around the flat and check the following:

-- Saddle: check the saddle near the front door
-- $20,000 check: check the floor in the room closest to the front door
-- Movie Set Replica: check to the right of the photograph
-- Movie Set Photograph: check the green table in the second room
-- Prop Store Photograph: check the table to the left of Gloria

Once you have found all of the above, sit down to interview the wife; the answers are below if you need them:

-- Domestic Disturbance: Doubt

-- Whereabouts of Bishop: Truth

-- Check for $20,000: Lie / $20,000 check

-- Abuse of Jessica Hamilton: Doubt

She is one cold-hearted bitch!   On the way out use the phone to trace the location of the prop store, then head downstairs and grab your car and drive to Silver Screen Props...


Searching the Silver Screen Prop House

-- Silver Screen Props --

When you arrive head inside and chat with Marlon -- he is at the desk -- and he offers to show you the sound stage.  While your partner keeps an eye on Marlon, you have a look around the sound stage area, and you find the Chloral Hydrate on a shelf there!  On the floor by the shelf is one of the shrunken heads -- odd...  Check the mirror on the far wall, and then head outside of the building and to the left to the workbench in that back area to find other shrunken heads -- examine them to get the clue for those now.

On a second workbench nearby is the newspaper for this case -- go over and pick it up to watch the CS and see the story expand widely -- that is Micky Cohen the gangster! 

After you gain access to the hidden room make sure that you examine the empty film case and read the label, then the other film case, and then return to your partner, because it is time to get some answers out of Marlon!


Interviewing Marlon

When you approach you are prompted to hit 'X' to talk -- do that and, if you need them, the answers are below:

-- Association with Bishop: Lie / Chloral Hydrate

-- Whereabouts of Bishop: Truth

-- Relationship with Ballard: Lie / Empty Film Canister

-- Evidence of Blackmail: Lie / $20,000 check

Just as you are about to slap the cuffs onto Marlon a Detective from Vice shows up and takes over, pointing out that your are both poaching on his turf -- and that Marlon here is one of his valued informants!  What this means, in simple terms, is you do not get to arrest Marlon.

When you get outside you find two of Micky Cohen's thugs waiting outside -- and after you and your partner warn them off, they start shooting at you!  Drive your car a ways and they will appear along with another car and try to take you out.


A car chase with some tyre shooting!

Position your car so that you partner has a clean shot at their tyres and he will disable the cars -- once you have them both disabled -- as you can see from the video I took that a bit further -- you can safely drive to the next location, satisfied that you have not only disabled a pair of mafia cars, but you have also unlocked another Achievement -- "Traffic Stop" (15 GP) which you get for disabling the car with your partner's help!

-- The Jungle Drums Movie Set --

When you arrive at the set you will find Bishop -- but you will have to chase him down and actually capture him before he will go with you.  That was the good news -- the bad news is the mafia thugs are here and they are well-armed.   You need to get Bishop out alive and take him into custody -- but this is also a chance for you to get kills with the Tommy Gun, and the M1 Garands that you can take from the goons you kill.  You do not have to do that, but if you are looking to get that Achievement, it would be a good idea!

Note that when you are chasing him be very careful not to follow exactly in his footsteps because the place starts coming apart and if you do you will fall to your death.

After you battle your way out of the set and take out the final set of goons the Captain shows up to tell you that you are getting a promotion -- and the crooked Vice cop shows up to thank you for your work?

Once you get Bishop to safety you get a very long closing CS in which the crooked Vice Detective takes you on a rather strange tour -- once you reach the end of that CS, you will unlock the Achievement "Paved With Good Intentions" (15 GP) for finishing off all of the cases on the Traffic Desk.

You should have noticed that the two story lines are now coming together, as that is the Doctor from the newspaper CS's!  Even if you have some light damage to pay for you should still easily 5-Star this one because you got all of the Clues and the Questions, so good on ya mates!  Well done!  You have now been promoted to the Homicide Desk!



   




Homicide Desk I -- The Red Lipstick Murderer

-- Special Notes for this Case --
Newspaper #5 -- On the floor in Celine Henry’s residence.

Six months pass after your promotion and then you finally catch a major Homicide case -- the Red Lipstick Murders -- which make the headlines on all the papers!  As usual you get the assignment in the daily briefing, starting with a new partner, Rusty Galloway. 

When you get outside to the curb you will see you have a new car waiting for you -- a Nash Super 600! How about that -- a new partner, a new job, new wheels, and a new case!  This day could not get any better!  If your suit is reset be sure to change it to the one you want, and then head out to your car and to the crime scene!


A body is found in horrific circumstances

-- The Crime Scene --

The scene is at the end of the dirt road just off of the highway -- park back from the crowd and you get jumped by the press - who (speaking as a member of the press) I promise are just doing their job -- and after you talk to them and they leave, chat up the uniform officer to get the details.

Right then, the first thing you want to do is find all of the evidence and clues -- which for this crime scene means some unique stuff!

First we will do this like a real cop would, working our way in from the outside, so walk along the tape line to find the first piece of evidence -- a globe-like paper weight that, when we pick it up, clearly turns out to be a puzzle.

Rotate the sections until you have lined them up to show the two American continents, at which point the top opens, revealing that it is actually a fance desk lighter!

Clue 1:  Bamba Club Lighter

Now move along the periphery to the next piece of evidence, the handbag.  Examine it to find:

Clue 2:  A new and unused Lipstick tube.

Around the front is a series of shoe prints in the dirt -- the Crime Scene Technician will tell you about them.

Clue 3: Size Eight Men's Shoe Prints

Now it is time to look at the dead naked and violated body -- so respect the dead because remember, you speak for the dead!  Talk to the Coroner as you approach the body to get his report, and then examine her.

Clue 4: Blunt Force Trauma to the right side of the victim's head

Clue 5: Writing found on the lower torso

Clue 6: A mark indicating that there is a ring missing from the victim's left hand

You discuss the writing with the Coroner at this point -- he tells you that he will test the lipstick when he gets the body back to the Morgue --

At this point you have discovered all that there is to discover here, so there is no point in not releasing the body to the Coroner so that he can take her back to the Morgue for autopsy.  Based upon the oddity of the desk lighter -- and the fact that it really is the only clue of any meaning we found, I would say it is time to pay that bar a visit, wouldn't you?

If you are curious, Bamba is the name of a folk dance from the Veracruz area of Mexico; the word does not really have a direct translation into English, but it means sort of to shake or perhaps tremor would be more accurate.  If you have ever seen the dance called La Bamba you would totally understand.

When you get into the car, set the club as your destination using the Notebook, and drive there, trying not to kill anyone on the way, right? As you drive your new partner makes it very clear that he does not think much of you -- and that he believes that you want to turn this case into something big, which he does not believe that it is.  He is wrong, but that will become obvious shortly.  There is something else we need to cover however...

-- Strategic Play Note -- Street Crime --

I am sure it has not escaped your notice that on the way to crime scenes you have been getting calls from Dispatch to assist with or go out on Street Crime cases.  If you have been playing shrewdly you have avoided responding to these -- and that is a good thing!  It was not such a big deal with the first set of cases when you were in uniform, since they do not count towards the rating system and you do not have to 5-Star them -- but all of the cases AFTER do count.  And trying to do Street Crimes during a case that counts is the quickest way to get less than 5-Stars that I can think of.

That being the case (no pun intended) you should simply not do any of the Street Crime cases for now.  It may seem like you have to do them during the particular cases -- and in fact that is how it works -- but the thing is, you do not have to do them NOW. 

There is a mechanism in the game main menu to access Free Play Mode for each case, which allows you to play during the same time period in freely roaming mode, which means that after you have completed the story mode of the game, you can go back and do those calls.

Considering the aggressive amount of DLC that is planned to expand this game, you will be doing more than a little free roam anyway, and there is also Achievements like the one that you have to drive a specified distance for that will also see you playing in roaming mode, so do not sweat this.  You can check the Appendix for the Street Crimes that includes details like the name of each, the time of day that they are available, and the details and solutions  for them.

One neat trick that I should mention is that whenever you go into Free Play to do the Street Crimes, the game automatically puts you into the right time frame for a Street Crime Mission, picking whatever the next mission is that you have not completed successfully, which means that once you finish a Street Crime and the game has saved, you only need to duck out and back in to have it line up the next one for you!  So do not worry -- you will get them all soon enough!


Identifying the Victim

-- The Bamba Club --

As you arrive at the club you will notice that the club is located in a fairly modern building -- and when you go in you meet Garrett Mason, the temporary bartender -- who is both helpful and informed because he identifies the victim for you!

Her name is Celine Henry, and she was in the club the previous night, and while he does not know much about her, he points you to the owner, who he says will be able to help us.

The owner -- Dick McColl -- not only knows Celine Henry, but he also knows her husband Jacob Henry.  It is time to properly interview the man, and if you need them, the answers are included below.  He tells you about the man that he saw with Celine and even provides you with his license plate number -- 2B8899 -- and when you ask about the missing ring McColl describes a ring that the victim wore often -- and he tells you about the ring. He is very helpful but clearly hiding something!

He claims that he tried to get Jacob Henry to pick his wife up the previous evening but that Henry refused to do that.  You get the Henry Residence address from him, and that pretty much ends the interview...

Correct Answers:

-- Suspect Seen with Victim: Truth

-- Ring Stolen from Victim: Doubt

-- Knowledge of Husband: Doubt


Properly answering the questions -- err... Properly asking them... Ah, you know, giving the correct prompts -- will unlock the Achievement "Round Heels" (15 GP) for obtaining the license plate number from McColl.

Armed with this new information there are several things that we need to do, starting with finding a phone in the lobby and calling Dispatch to run a check on that license plate number -- but as this is an era before computers, you are not going to get that information quickly!  She tells you that she will relay the answer to your request via Radio Dispatch, and you ring off, and head outside to the car.

Our next obvious destination is the Henry Residence, so open your Notebook and select it as the destination, and then carefully drive there!


Searching the Victim's Home

-- The Henry Residence --

Jacob and the late Celine Henry live in a dumpy little house on the outskirts of town and quite the distance from the club.  When you knock there is no answer, and your partner goes to try the back door.  Finding it locked he kicks it open and enters, telling you that the place has been broken into and perhaps searched?

We are going to carefully search the house, but first take two steps over to the newspaper that is laying on the floor and read that to get the CS of the Doctor and an unknown man who it is clear has operated as the instrument of death for the Doctor but who is now very much melting down.  Connecting the dots, the arson on the cover of the paper, and the protestations of the nut job should make a connection in your mind, yes?

Now, carefully search for and locate the following clues:

-- A woman's shoe on the dining room floor of a large size

-- Evidence of forced entry at the broken window in the kitchen

-- A note on the refrigerator that reveals that the Henry's have separated

In the bedroom you find the box for her ring from Tiffany & Co. and a photo of her in an airplane that shows the ring, so you now know what it looks like.

You suggest that it would be an idea to get Technical Services out to sweep the house, and while your partner is doing that, you go and try to interview the neighbors to see if they saw anything...  In the house on the left is a woman in the back yard near a car named Jennifer Hogan who can fill you in on the events of the previous evening.

She is understandably shocked to learn that her friend is dead -- and that she was murdered... Still you accomplished what you set out to, having verified that there were in fact marital problems, and that the husband -- far from being the victim in them -- was a violent wife-beating a-hole.  Good to know!

Now that you have confirmed all of that and you have the address of Jacob Henry's new flat from the note on the fridge, it would be an idea to head over there to see if you can interview him... 


A Visit to Jacob Henry's Flat

-- Jacob Henry's Apartment --

When you arrive your partner decides he is going to play this one heavy -- and proceeds to kick in the door and hold Jacob at gunpoint, for a forced interview.  Jacob appears to be genuinely shocked to learn that his wife is dead and was murdered -- but before you have this conversation with him, you need to check out his flat for any useful clues or leads...

In the kitchen there is a notepad that, when you use the pencil-shading trick, reveals a death threat note -- which is clue number one!

In his bedroom on the bed is an open suitcase inside of which is a pair of shoes that, when you examine them, turn out to be Size 11.  That is not really positive help, but it is clue number two.

That pretty much covers the clues for here, so go back to the living room and talk to him now...

-- Interview with Jacob Henry --

You start out by asking what he knows about his wife and her activities the previous evening.

-- Movements of Victim: Lie / Husband's Alibi

-- Last Contact with Victim: Truth

-- Motive for Murder: Lie / Death Threat Note

Your partner goads Jacob into attacking him, then you have to put the beat-down on him before slapping on the cuffs.  After everything is secured, use the phone in the kitchen to call in for transport of the prisoner, and to talk to the Coroner to learn the results of the autopsy.

You then have the operator patch you through to Dispatch to get the ID on the license plate from the bar -- and you note down that information in your Notebook.  There is another message -- the Captain wants any suspects brought in immediately.

After the prisoner is loaded on to the transport, you get back in your car and head for the new address you have for the suspect vehicle.

-- Central Police Station --

Before we head over to look into that suspect vehicle and the suspect owner, head to the station to get the question of Jacob settled!  So head into the Interrogation Room and have yourself a chat with Jacob Henry...  The answers are below if you need them:

-- Access to Murder Weapon: Lie / Husband's Alibi

-- Lipstick Markings: Truth

-- Deterioration of Marriage: Lie / Marital Problems

-- Missing Jewelry: Truth

The interview ends with no slam-dunk, and the Captain is not happy...   Well, you cannot please everyone all the time, right?  Still you get some XP and a Rank boost from this so it was not a total loss, right?  Right!

Now head back out to the car and pay Mendez a visit!


Wrapping up the case and making the right arrest?

-- Alonzo Mendez Residence --

A quick inspection of the mailboxes tells you that he lives in number 16 -- and when you go upstairs you find all of the evidence in a neat package in his bedroom!  Size 8 shoes, the lipstick, and the murder weapon still covered in blood!

Be sure to search the clues in that order -- shoes first, then murder weapon, then lipstick -- because then Mendez shows up and, when you announce that he is under arrest he takes off like a scalded doggie!

Your foot chase quickly turns into a car chase, and your partner tells you to get along side of him, so that he can shoot out the tyres!

The car is turned into a smoking wreck in no time at all, and you arrest Mendez, which gets you a very short CS of him being locked up, then another CS of the Captain, who is very happy with you (of course) so he shares drinks with you like any good Irish Police Captain would -- then you get your case summary and -- hopefully -- a 5-Star Rating!

I did almost $2k in Vehicle Damage plus $10 in City Damage and I still received a 5-Star Rating, which tells me that perfect scores on the Clues and the Questions goes a long way in this game!  Hopefully you did just as well, received your 5-Stars, and are ready for the next case!

Is it just me or do these cases seem to be getting longer and more complicated?  This one seemed to be longer than the previous case for sure...  Ah well!



   




Homicide Desk II -- The Golden Butterfly

The case begins as they usually do, except that you need to swap to Disc 2 before you can continue....

By now you have come to the point where you are starting to be comfortable in your new role as a Homicide Detective, as your confidence grows hopefully your sense of perspective remains stable.  Remember what it was like when you were a lower rank and you had to deal with the 'dicks' from Homicide and Vice?  Right, so keep that in mind mates, be nice to those men in the cute blue suits -- they deserve if your your respect than at least your good opinion!

-- Some Minor Issues --

Before we jump into the case there are a few minor issues that we need to address.  You will no doubt by this time have reviewed the list of Achievements that are in the game and that we very helpfully have included in the Appendixes herein.  Among those Achievements are several related to the cars you have driven in the game.

The first factor that you need to note is that you do not actually have to commandeer ANY of those cars -- if you find them parked anywhere in the game you can get into them and it is just as if you actually did commandeer them.  The point is that you get credit for that car -- which you can verify by watching the lower-left of the screen, where when you get into a car you have not driven before, you get a notice of that fact with your current car count and the name of the vehicle you are now in.

As there are some unique and special vehicles in the game in addition to the hidden ones that you have to Rank up to unlock and then actively go after, you should keep your eyes out for them during the missions and, when you chance upon one of them during a case, go ahead and add it to your collection by getting in and out!

Taking this approach will make the later part of completing those Achievements so much easier on you, so try to keep it in mind.  If you see a Taxi Cab and you know you do not have that one yet, go pull it over get in!

GUNS: The same is true about the Achievements for the different types of guns in the game -- if in playing a section of the active case you find the opportunity to use a weapon other than the one you normally carry, go ahead and do that!

By taking advantage of opportunities you will quickly begin unlocking these Achievements without actively trying!

When you know you have to shoot a suspect, shoot them in the head so you can quickly build up that 100-head-shot count and unlock that one, and so on.  By taking this approach you make all of the many Achievements in the game a much easier and more simple proposition than they might otherwise be!

-- Back to the Case --

The opening is a musical CS and then the crime takes place -- perhaps more abrupt than we might have anticipated -- and then we cut to Galloway taking a call from the Captain assigning you a new case.  It looks to you like you either have a copycat, or maybe you simply failed to arrest the right suspect?

The crime scene is not too far from the station, so the trip is a quick one, and just as you arrive you find the Captain getting hit with the questions that he really does not want -- speculation that the killer here is the same one from the previous two -- cases we supposedly have already solved!


A brazen case of murder most foul!

You get a short brief from the Captain, and then Officer Gonzales greets you -- that is the same uniform officer from the previous case...  He shows you where the body is and gives you what little information that he has, and then you take a look at it for yourself.

First you should take a look at the marked evidence:

-- Small men's footprints on the ground leading to the body.

Walk around the left side of the tree and take a look at the pocket book on the ground -- where you find a name tag and ask a cop to run the name for you.  There is money in the purse so the motive was clearly not robbery...

Walk over and chat with the Coroner to get his report -- and listen to your partner Rusty in total denial!  The Coroner tells you what he has to say -- and now examine the body itself to find:

-- Rope Pattern: check the left side of the victim's head
-- Missing Jewelry: check the left and right hand of the victim

After you finish examining the body you get the ID report from the officer.  Take a quick walk around the scene one more time, and then head back to the car and


The family notification process

-- An Interview with Hugo Moller --

When you arrive at the Moller Residence the door is answered by the victim's daughter, and you find the husband, Hugo, is not at home.  You ask the daughter to sit down and you take a look around the house.

Rusty wants to pin it on him, but you are growing increasingly unsure about this...

First search the house for clues, locating the following:

-- Size eight Work Boots in the master bedroom.
-- Missing Watch and Ring that you deduce from the empty cases in the bedroom.

All that remains for now is to go into the other room and talk with Michelle.  The answers to the questions are below if you need them:

-- Last Contact with Victim: Doubt

-- Missing Watch and Rings: Truth

-- State of Parents' Marriage: Doubt

From the conversation you learn about a new location and about a new piece of jewelry.  About then the husband comes home and gets all aggro towards you until you announce that his wife was found murdered...  Then he calms down and agrees to be interviewed.

-- Footprints at Crime Scene: Lie / Size 8 Work Boots

-- Alibi for Hugo Moller: Lie / Husband's Alibi

-- Missing Persons Report: Doubt

-- History of Violence: Lie / Butterfly Brooch

After you finish the interview, you instruct the man to turn himself into the precinct for questioning even though Rusty wants to bust him now.  You want to take it slower and get all your ducks in a row, and as you are explaining that a neighbor calls out for your attention.

When you go across the street she volunteers information for you about a fight that the couple had the previous evening.  While you are talking to the woman, she tells you about seeing the Moller burning something in his incinerator and then, low and behold, you see him burning something else right at that moment!

When you run back across the street to stop him Moller runs away and you give chase -- with Rusty yelling that you should NOT shoot him.  That means chasing him down and tackling him, which you do, thereby unlocking the Achievement "Asphalt Jungle" (15 GP) for chasing down and tackling a suspect while an LAPD Detective.

Checking the incinerator you find a bloody Size 8 shoe -- you get a CS of Moller being loaded into the paddy wagon, and you try to help the daughter...

Go inside the house and use the phone there to call R&I to get the address for Belmont High School -- and after you get that, head back to the car and start driving to trigger a call from Central Dispatch about two issues -- the Coroner wants you, and there is a disturbance at Belmont High School!

Go to the Coroner's Office first, to learn that the official cause of death is in fact strangulation -- though you really had no doubts about that anyway.  The samples on the bench are there for you to examine -- so check out the one on the bottom, which when you examine it is a match.

You discuss the use, noting that this type of rope is used for mooring boats and bells in churches. 

Now examining the plaster shoe casts to pick up another clue.

Go across the hall and use the phone in the office to check your messages -- you learn that the victim's car has been found at the High School, and you need to go there to take the janitor's statement.  Head to the car and get there quick!


Capturing the child molester!

-- Belmont High School --

When you arrive you get a brief report from the uniform officer, and then you talk to the janitor to learn about a child molester that has been hanging around -- and what do you know?!  There he is!  As you chase after him on foot, Rusty grabs the car to cut him off, and you have yourself another fine foot chase!

The child molester is one Eli Rooney, and he does indeed have a thing for little kids.  It is a sick world in LA in 1947, but perhaps no sicker than today... 

Depending upon how well you follow him you will either tackle him on the street or in the yard behind some houses -- either way this leads to a CS in which you search him and find the missing broach, at which point Rusty wants to shoot him, but you insist that he be taken into custody and interrogated at the station. 

With Rooney on his way to the station, now is a good time to examine the victim's car -- starting with the boot, in which you find a bloody piece of rope, a pair of overalls with the initials "HM" on them, and what is likely the murder weapon, a bloody tyre iron.

Head back to your car on the street and use the Police Call Box to call Dispatch and let them know what is going on, and then head back to the Station, where you have some interviewing to do!


An Interview with Hugo Moller

-- Interview with Hugo Moller--

Before we deal with the kiddie molester, we have the long-overdue chat with Mr. Moller.  Go to Interview Room 2 and talk with Moller first -- the correct answers are below if you need them:

-- Disposal of Evidence: Truth

-- Access to Braided Rope: Doubt

-- Victim's Vehicle Recovered: Lie / Overalls

-- Access to Tire Iron: Lie / Bloody Tire Iron

The evidence is very damning and his attitude is not helping his case, but do not charge Moller with this crime, because he did not do it.  Or go ahead and charge him if you want to -- after seeing him do really boneheaded things in the TV series Heroes I totally do not blame you if you want to lock him up and throw away the key!



An Interview with Eli Rooney

-- An Interview with Eli Rooney --

Head over to Interview Room 1 and have you a chat with one Eli Rooney, child molester.  In case you did not tweak to it (man that facial capture and motion system that they use is freaking amazing!) the character is actually character actor Courtney Gains who I really liked in JAG and NCIS, not so much in Monk, but based on his character in My Name is Earl I can totally buy him being a child molester...  I am just saying...

After the Captain tells you what he thinks head in to do the interview -- the correct answers are below if you need them:

-- Footprints at crime scene: Doubt

-- Place of Employment: Doubt

--Access to Braided Rope: Truth

--Motive for Moller Murder: Doubt

After the interview ends you have a choice to make -- return and accuse Moller, or charge Eli here with the crime...  Eli did it, so I charged him -- but he seems confident of beating the rap, I am sad to say...  Rusty tunes up on him just because..

The Captain tells you that you will be getting a reward, and by his attitude he seems very happy with how things turned out!  The case is now closed and you get to see your final score -- 5-Stars of course, having put the right man away for this dastardly deed, and having gotten all 12 Clues and all 15 Questions, yeah brah!



   




Homicide Desk III -- The Silk Stocking Murderer

The next wartime flashback starts this case, and we learn that Phelps was a smart cookie -- knew why the war happened, and he speaks Japanese!

After the flashback ends instead of a briefing in the squad room we meet with the Captain in a diner, and we learn that things are not going so well...  We have another case.

For getting all those lovely 5-Star levels you should have unlocked two new suits for your collection -- one called The Outsider, and a second, called Sunset Strip.  If you ask me both are ugly as sin, but it seems that a lot of the suits back in the 40's were ugly...

Jump in the car parked at the curb outside and head to the crime scene now -- another dead woman.  Is Rusty seriously convinced these are all not related?! 

Before you check out the body, take a close look at the evidence around the scene to gather as much information as we can before we look into the body and talk to the Coroner... 


A very complicated crime scene

This is a very complicated crime scene -- one of the most complicated we have had so far, so just do this by the numbers, as follows:

(1) Examine the bloody stocking

(2) Examine the pack of cigarettes and fabric softener bear the bushes

(3) Examine the broken pieces of plastic near the Coroner's Car

Now it is time to examine the body...

(4) First take a look her right hand where you find a torn piece of library card

(5) Examine the writing on her torso

(6) Examine her neck to note the markings and her other hand to note the missing ring

Talk to the Coroner now to get his report, and then follow the blood trail!

(7) Examine the blood trail nearer to the body

(8) Follow the trail to the bloodstained hat and examine that

(9) Continue along the blood trail, examining the hygiene products on the right

(10) At the trash can examine the show

(11)  As you follow the trail you encounter a box of Moz Kill -- a type of mosquito killer I have only seen in Australia...

(12) On a water standpipe is a house key tied by a cord

(13) Follow the trail to the paper with the dots on it.

(14) Note the clue pointing to the fire escape

(15) In the pigeon coop on the roof check the envelope

(16) Examine the blush compact on the other roof

(17) Examine the bloody pipe on the wall.

(18) Climb up and examine the wedding ring

(19) Examine the paint brush

(20) Examine the pocket book with the torn library card

The trail of clues conveniently has us appear right by our car now that we have the next destination to go to -- so go there!


-- The Maldonado Room --

We arrive at what is clearly a boarding house -- and when we knock we are introduced to a Mrs. Barbara Lapenti -- who invites you in to chat.

When you enter the room you find a smashed window and, outside, the iron bar from a picket fence that was used to gain entry into the room!

On the bed is an open suitcase, inside of which is a letter about her divorce that includes her husband's address. 

Examine the wedding photo in the nearby drawer paying particular attention to the bracelet she is wearing in the photo, which was not among the evidence you recovered at the scene!


Interviewing Barbara Lapenti

Now head back downstairs to interview Barbara Lapenti -- the correct answers are below if you need them:

-- Possible Suspects: Truth

-- Movements of Victim: Doubt

-- Evidence of Break In: Lie / Broken Window

-- Breakdown of Marriage: Lie / Charm Bracelet Photograph

Before we go and sweat the husband, let's go check out the bar we learned about from the old hag...

-- El Dorado Bar --

When we arrive at the El Dorado we meet the bartender, Diego Aguilar, who tells us that he was working the previous night -- with a bloke from the Temp Service...  Note that.. Temp Service...  That sounds familiar.  He gives you the Divorce Papers that Antonia left at the bar the previous evening, and then you ask a few questions:

-- Missing Jewelry: Doubt

-- Movements of Victim: Truth

I cannot believe that we did not ask about the temporary bartender!  What the heck?!  Glaring clue anyone??

Instead of following that smoking hot lead, we head  to the back of the bar to check the payphone, and then we head over to have a chat with the husband next.


Taking in Angel Maldonado

-- The Maldonado Residence --

They live in an apartment house, and when we arrive we check the mailbox -- as usual -- and then head inside to Apartment 304 and Rusty decides to take the door instead of knocking, which results in our getting into a fistfight with the husband and his brother.

If you have not yet unlocked it, you can unlock the Achievement "Keep a lid on" (15 GP) for finishing this fight without getting your hat knocked off...  Once you have beaten them and arrested them, you cuff them while Rusty calls for transport, then you search the flat.

-- On the kitchen floor is a Fruit Crate full of wine from that fruit market we learned about

-- A bloody shirt is hanging with the laundry in the kitchen

That is pretty much all of the clues you needed to find here, so now we should have a chat with the neighbors to see what else we can learn, right?

The bloke in 305 was not home, and the bloke in 301 went to bed early because he had his kids with him -- the woman in 302 heard the couple battling, and 303 is not home.

That wraps up what we can do now, so head back down to the car, where we get a radio message from Dispatch calling us back to the station -- it seems that they have received another letter about the  Black Dahlia case and we need to see it...


-- Central Police Station --

When you arrive you are directed downstairs where you learn about the new letter from the killer -- at least it seems like it is from the killer...  In addition to the letter there is a poem and, after you read it you identify who the author is -- Shelly -- and you speculate about the meaning of the two pieces of evidence.

The Captain wants you to go upstairs and interview Maldonado -- so upstairs we go!


Interview with Angel Maldonado

-- Interview with Angel Maldonado --

It does not seem like the husband is the perp in this case...  When we do the interview though, he admits to being with her the previous evening, but then he makes clumsy lies... 

-- Last Contact with Victim: Lie / Husbands Alibi

-- Divorce Proceedings: Lie / Divorce Papers

-- Jewelry Taken from Body: Truth

-- Bloodstained Shirt Found: Doubt

Well that did not end quite the way I expected...  But as he mentioned the market, it is time for us to go have a look, isn't it?

-- Just Picked Fruit Market --

When we arrive we end up talking to the bloke behind the counter in the back of the store, named Clem Feeny, who tells us that he saw the victim, so we interview him.

-- Distinctive Necklace: Doubt

-- Contact with Victim: Doubt

-- Movements of Victim: Truth

Clem describes the same car that the husband did -- and then we tell him we are looking around...

A pair of green doors lead to the storeroom that is packed with booze, and also a filing cabinet with a wooden box in it!  It requires a combination, and significantly the key uses dice!  Remember that piece of paper in the blood trail?  Change the settings to 2-5-3 and snap!  It opens!

Religions jewelry and a chain?

On the other desk is a bloody scalpel -- examine it carefully to add it as a clue, and then Clem sees what you have found and beats feet, jumping in his truck and roaring away.  Well, there really is nothing for it, we will have to chase him!

After the CS if you busting Clem finishes you get one with the Captain, who catches Rusty drinking some of the booze!  He throws you out of the booze room, and helps himself to the case on the desk, and the case is officially over!

One thing about this -- when I took out Clem he rolled his truck and it ended up upside down, but in the CS it was right-side up...  Sigh.



   




Homicide Desk IV -- The White Shoe Slaying

-- Special Notes for this Case --
Newspaper #6 -- Inside Stuart Ackerman’s shack in the Hobo Camp.


Before we even start to work through this part in the guide I need to emphasize that for this case, you need to be driving yourself at each stage and not having Rusty drive -- the reason for that is due to several areas where you will miss clues if you are not driving.  So do your own driving for this one.

The case opens with another war flashback only this time we get to see what our men thought of us -- and they we see the victim of the crime -- but not the crime itself.

The first thing that is different is that it is a dark and rainy day -- I am sure that those happen in California, I have just never been there when they did, but if they really are dark like that, well, spooky...

 


Investigating the scene of the crime

 

When you arrive at the marker it changes to indicate that you need to go up the dirt road into the park.  When you get up there you get a full briefing from the Detective on the scene, and then you start working.

-- Examine the money

-- Examine the tyre tracks

-- Examine the footprints

-- Examine the body and find the laundry label when you look at the head

That is pretty much all that there is to see here thanks to the rain -- as you step outside of the crime rope a CS kicks in of a police car arriving; the uniform cop has a witness for you, one Catherine Barton.

-- Suspicious Persons: Truth

She fills you in on the disfigured hobo -- you thank her, and she leaves.

Now head over to the Police Call Box -- it has the blue light on it -- and call in to Dispatch to get the address you need...

Since the hobo camp might lead to a suspect and will certainly lead to more clues we will have to follow, it would be a good idea to do the laundry first just to save time.  So hop in the car and head for the laundry now...

-- Superior Laundry Services --

When we arrive we find that the counter person is at the back counter is actually helpful -- he grabs the register and we find the entry -- F1363 -- which belongs to Mrs. T. Taraldsen, 43 Emerald Street, Westlake.

-- The Taraldsen Residence --

The address is not far away -- and when we arrive we find the husband home.  Lars here tells us that his wife has not come home from the previous night out.   You break the news, and then tell him that you are going to take a look around his house.  He takes the kids to the kitchen, and they start bitching.

In the Master Bedroom on the dresser is a matchbook for Baron's Bar that you should examine.  Next to the matchbook is a photo that is turned face-down that you should look at as well.  On the floor by the bed is a pink handbag to look at.

On your way to the kitchen there is a bookshelf with a model boat and some family photos you can examine, and then when you get to the kitchen make your way to the back, where you will discover a laundry room with other evidence in it.

Check the following items in the laundry room:

-- Purse on the counter -- inside is lipstick and her license that you should examine

-- A pair of Muddy Boots: examine closely

-- Wet Plaid Jacket hanging on the doorknob

Use the back door and head around the left side of the house to find a boat.

-- Rope: check the front of the boat to find a rope that matches the marks on the victim

 


Interviewing Lars Taraldsen

 

You now have all that you need to have to question Lars, so head back inside and do that!

-- Possible Suspects: Lie / Bow Rope

-- Alibi for Lars Taraldson: Doubt

-- Victim's State of Mind: Doubt

-- Last Contact with Victim: Lie / Muddy Boots


Use the phone here to call for uniforms and then head back to the car and visit the bar next.


-- Baron's Bar --

Inside the bar you find the bartender -- you know bars really do factor in largely with this series of cases, I am just saying -- I wonder if they had a temp bartender?

The bartender is Benny Cluff, and the answers are below of you need them:

-- Last Contact with Victim: Truth

-- Vagrant Male Suspect: Doubt

-- Yellow Cab 3591: Truth

When you finish with the bartender go back and chat with Bates -- but he runs, jumping into a truck forcing you to chase him down.

-- Contact with Victim: Doubt

-- Account of Movements: Doubt

The story sort of makes sense -- so find a phone and call it in to put an APB on the cab -- she gives you a message from the Captain about a sailor -- you need to go see him at the station, but then you get the APB call on the cab and you have to chase it down.  There is a yellow flag on it, but you have to hurry to catch up to it.

When you do catch it you interview the driver, who fills you in on what happened, and then you drive back to the station to interview the sailor.

 


Interviewing Sailor James Jessop

 

-- Central Police Station --

The desk cop tells you that the sailor is in Interview Room 2, so head in there and have you a chat. The correct answers are below if you need them:

-- Contact with Victim: Doubt

-- Incident with Bates: Doubt

-- Movement prior to Murder: Doubt

-- Cab Ride with Victim: Doubt

After you wrap up the questioning you learn that the hobo suspect has been sighted == but DO NOT immediately head for him, instead follow up the lead from the sailor first, and find the bus driver to interview him...

Drive to the bus terminal and talk to the dispatcher there to learn what the bus route is for that bus, and then track down the bus and interview the driver -- once you have done that and only after doing that, go ahead and set the hobo camp as your destination, and drive there now.

You tried to drive a bus didn't you?  Don't lie to me, I know you did!

-- Hobo Camp --

-- Newspaper No. 6 is inside the hut on a crate when you walk in so be sure to read that and get the CS first.  Now you see how this story ties into us...

When you go in Rusty brings a shotgun and calls for backup -- it seems hobos and the cops do not get along, and after Rusty shoots a few you beat one of them down.  After he gets hauled in, you search for evidence.

Hobo Camp Clues:

-- Bloodstained Rope Piece: on the bedside table inside the hut

-- Purse: the table across from the bed

-- Crystal Ballroom Ticket: inside of the purse

-- Army Photo: the photo on the table verifies the guy is a vet

That is all of the evidence you can find here, so go ahead and return to the station now, and interview the hobo...

 


Interviewing Stuart Ackerman

 

-- Central Police Station--

As you interview him be prepared to be disturbed...  The correct answers are below if you need them:

-- Motive for Murder: Doubt

-- Contact with Victim: Doubt

-- Alibi for Stuart Ackerman: Lie / Purse

The interview wraps up with him admitting that he likes to kill -- you charge him, and that ends the interview. 

The usual CS with the Captain follows, with him telling you that he has spoken to the Chief and Mayor, and he plans to roust out the hobos.  You are his favorite pair for now it seems!

You should have easily 5-Starred this one, with a perfect 17 for both Clues and Questions.



   




Homicide Desk V -- The Studio Secretary Murder

The case begins with an interesting CS in which you walk into a club and check out the singer -- then take a seat.  Well, it seems you have interests outside of work after all!

We then see the setup for the crime but not the crime itself and then cut away to the Captain, who tells us that jewelry from the Moller Case has been pawned -- oh, and there is a murder by the tracks...

Drive over to the pawn shop to check into the jewelry, carefully examining both for the two clues associated with them, and then get the description of the bloke who pawned them -- not much of a description, but still...

With that out of the way, get back in the car and head to the crime scene now.


The scene of the crime

-- Railway Crime Scene --

When you finally reach the area of the scene a uniform leads you to it, and you get briefed on what you have.

First talk to the Coroner to get the report, then have a look at the body:

-- Vagrancy: check the right side of the victims head

-- Missing Ring: check the victims right hand

-- Time of Death: learned as you  after examine the victim for clues

Now go over to the tarp to examine the purse...

-- Handbag: check the handbag on the Yellow tarp

-- Upper Half of Torn Letter: check the white paper in the handbag

-- Movie Lot Job: check the red paper in the handbag

-- Matchbook: next to the purse, it provides a lead

-- Receipt: another lead

Now talk to the witness -- an employee of the rail yard.  Get his report, and then talk to Jamison, who it seems was molesting the victim.  Searching him reveals the victim's lipstick tube.  The correct answers are below if you need them:

-- Interference with Evidence: Truth

-- Discovery of Victim's Body: Doubt

After you finish yelling at him, head over to the phone and call Dispatch to get the address, and then head to the bar to interview the bartender... Another bar, huh!


Checking out the bar

-- Mensch's Bar --

The bartender fills you in on the victim, then you ask around in the bar, interviewing the patrons.

-- Grosvenor McCaffrey --

-- Criminal History: Doubt

-- Last Contact: Doubt

After you finish this interview, head over to the liquor store next.

-- Levine's Liquor Store --

Have a chat with the owner to learn that his name is Robbins, and the victim actually stored some of her possessions there because she was a friend of the family...  She kept a bed here but that still quailifies as living rough I think...

Check the clues here:

-- A Photograph

-- Another Photograph

-- A book belonging to McCaffrey

-- A bowling pin from Rawlings Alley

-- A nameplate

-- A Movie Trophy

Now it is time to interview Robbins -- the correct answers are below if you need them:

-- Contact with Victim: Truth

-- Relationship with Victim: Truth

-- Knowledge of McCaffrey: Doubt

Clearly McCaffrey lied to us, so it is time to head back to the bar and lean on the bastard!  When you get into the car you get a radio call to return to the Station, but really don't -- just continue back to the bar as you were going to and then go to the station...

-- Mensch's Bar --

Walk to the booth, sit down and talk to him...

-- Relationship with Victim: Lie / Book

He tells the story that she stole the book -- then he fingers another person as the killer!

That is it for now, head back to the station house to see the Captain to get a briefing about new movement on the cases...  The Captain is getting nervous.

After you get the report, find a phone and call Dispatch to get the address for McCaffrey, then drive over to the Bowling Alley first, where you are directed to the rear of the building to speak to the pin setter -- but he races off, forcing you to chase him down and arrest him!

Why do they always run?  The really weird thing is when I jumped out to arrest him IN THE TRAIN TUNNEL I heard a woman asking who I was?!


A visit to McCaffrey's Flat

-- McCaffrey's Apartment --

Check the mailbox outside to learn that he lives in flat 6 which is on the second floor to the left up the stairs.  When you arrive you find that he is not home -- so you kick in the door!  Inside there are clues you need to find:

-- Half a Torn Letter: The second half of the victim's letter

-- Tyre Iron and Bloodstained Shirt: near the couch

After you find the second clue a neighbor comes in and tells you where to look for the perp -- and yes, he runs!  They always run!  Damn!

You chase him down and give him a beat-down for that sucker punch, then have him hauled off to jail!

-- Central Police Station--

OK it is time to head back to the station and resolve all this mayhem!

We have two suspects, and to keep things interesting, we actually bounce between them as we do the questioning!  Start in Interview Room 1, with Tiernan -- I list the correct answers below if you need them:

-- Relationship with Victim: Lie / Victim Last Seen

-- Victims Book Found: Doubt

-- Alibi for James Teirnan: Lie / Liquor purchase

-- Access to Murder Weapon: Doubt


The Interview Squeeze-Play

Before you accuse anyone head over to Room 2 and interview McCaffrey...

-- Last Contact with Victim (Already finished)

-- Alibi for McCaffrey: Lie / Torn Letter

-- Access to Tire Iron: Lie / Teirnan's Accusation

Go find a phone and call records to check on the background now.  It turns out that McCaffrey is a total lying scumbag -- and an army reject!  I say we just shoot him now!  No?  Fine!

-- Back to Teirnan --

-- Events Prior to Murder: Lie / McCaffrey's Accusation

Clearly he is not our man...  Head back and talk to McCaffrey again.

-- Grosvernor McCaffery --

-- Military Service: Lie / Criminal Record

Clearly he needs to be locked up, whether he did it or not!  Charge this scumbag and lock him up!

The Captain is very pleased -- but still does not want you talking about the spree killer you think is out there...



   




Homicide Desk VI -- The Quarter Moon Murders

The first thing you need to be aware of is that the locations do NOT appear as flags for this case, which makes this one a pain in the buttocks for chasing down the locations.  This is also one of the more complicated cases in the game -- so you will need to take things slowly and with care so you do not miss anything important.

We start with another war flashback, this time in combat -- and you get shown up for being a total idiot...

-- Central Police Station --

The case begins with a new letter from the murderer, and when you examine it everyone but Rusty accepts that you are dealing with one killer in all the cases.  You work out the clues by readingf the envelope, letter, and book, and figure out that the fountain in Pershing Square is where he is talking about!

Drive to Pershing Square (marked by the flag on the map) and you will climb the fountain to find two more clues:

-- Second Excerpt: found on top the fountain

-- Social Security Card: found on top the fountain

On the map place a marker on the Hall of Records off Broadway near 2nd -- you should already have that landmark on your map because we passed by it several times earlier...  You can wait for him to figure out the clue for you if you like, but that will take several minutes, or you can just go directly to the Hall of Records -- your call!

Talk to the guard and follow his directions to get to the top, where you have to walk the chain without falling more than twice...  Taking it one step and a time is the way to do this, so you do not go unbalanced and fall at all.

When you get to the end you find the missing watch and another letter -- and then you have to swing the chandelier and jump or die!

When you are back at the bottom you can either wait for him to work out the clue, or you can go directly to the Public Library building at 5th and Grand Streets.


Getting to the top of the Library Tower

-- Public Library --

When you arrive at the Library it is obvious that you need to climb the tower -- so do this by the numbers:

01. Climb the drain pipe
02. Climb the scaffolding and wall
03. Climb the low scaffolding platform and then up the ladder
04. Cross the wooden plank
05. Climb the drain pipe
06. Climb the ladder
07. Hop over two gaps
08. Climb the ladder
09. Cross the wooden plank
10. Climb down the ladder
11. Hop down three short levels of scaffolding
12. Climb the ladder to the top
13. Walk around to the other side and find the clues

-- A religious medallion

-- Another message

You can wait for him to decipher it or you can proceed directly to the Westlake Tar Pits (on the map they are located at the question mark on San Marino Street in Westlake).  Mark that and then drive there.  I just let Rusty drive to save time...

When you arrive you discover that you need to get across the tar to the island -- not an easy task!

After you change clothes into the waders and overalls that are there, survey the path ahead -- anyplace with the group of posts sticking out is theoretically safe -- but you cannot stand for long before it getting unstable.


Getting to the Island

The following path will get you there, by the numbers:

01 Straight
02 Right
03 Left
04 Straight
05 Right
06 Right
07 Left
08 Left
09 Right
10 Left
11 Straight
12 Left
13 Straight
14 Left
15 Right
16 Straight
17 Right

When you reach the island examine the two clues:

-- The white show

-- The clue letter

You can wait for him to figure this out, or you can go straight to the County Art Museum on Hoover Street between 8th and 9th Streets!  Again I let Rusty drive to get there faster...

-- L.A. County Art Museum --

When you arrive you learn that you must go to the center of the maze -- to do that follow these steps:

01 Follow the signs to the entrance
02 Inside go to the first intersection
03 Go right
04 At the next intersection go right then immediately left
05 Go straight through the next intersection then follow the path to the center

1. Follow the path until it splits
2. Go right
3. Follow the path until it splits
4. Go right and immediately go left
5. Follow the path past the split

Examine the clues here:

-- Ring

-- Clue letter

You can either wait for him to figure it out, or you can go directly to the set of 'Intolerance' which is located at the corner of Francisco and 8th Street -- you should have that location discovered but if you do not look for the question mark...  I let Rusty drive again.

-- The Set of Intolerance --

When you reach the set you learn that you need to climb to the throne, and once again Rusty leaves the heavy lifting to you!

The stairs up are in the back, but try not to do any unnecessary falling or it will get you dead! (Chuckle)

Basically after you jump and the pillar starts to collapse you need to balance yourself until Rusty can slide you a board, and you can escape that perilous predicament!  When he says to make it to the next platform (after he places the board) let it tip forward and jump.

Walk forward and then slide down the ladder on the left, and when you get to the bottom walk around to the front of the throne and examine the two clues:

-- The E Ring

-- Another puzzle letter

The place is collapsing -- so RUN!

You can either wait until he figures it out, or you can go directly to Christ Crown of Thorns Church on the map -- it is located a little south of 9th street nearby where we are now!  If you have not discovered it yet, it is marked by a question mark...


Wrapping things up - but not nicely

-- Christ Crown of Thorns --

When you arrive you get to meet the real killer... Again.  Yeah, he looks familiar doesn't he?  Remember what I was saying about bartenders??

Sadly he does not want to be arrested, and you end up chasing him into the sewers, but first you break into the nearby house and find where he has been doing the killing.  Check out the surgical tools and the bathtub, then head down the ladder into the sewers while Rusty goes for backup!

Your objective is clear -- you need to kill Garret Mason!  Of course if you had listened to me a long time ago you would have had him in jail but nooooooo!

Chase him and do not get dead -- and eventually you will get to put a few bullets into him and make HIM dead!  Yay you!  Good one! 

Sadly when you emerge the Captain reveals that there will be no medals, no commendation, no nothing -- it is all political.  The man was the half-brother of the President of the US and no scandal will be allowed! 

You do get a promotion out of it all -- and you unlock the Achievement "The Simple Art of Murder" (15 GP) so you did not come out totally screwed, but still...



   




Vice Desk I -- The Black Caesar

-- Special Notes for this Case --
Newspaper #7 -- On the desk in the warehouse directly across from the ledger.

Another battle flashback, this time you get a taste of what they were facing -- and what it means to be a Marine.

The case starts out with your arrival at Vice and a meet up with your new partner, Roy Earl -- they seem to be very happy to see you!  In fact so happy that the Captain hands you a case striaght away!  Two dead junkies killed by military morphine.

Well, things are looking up! Your new car is a Cadillac convertible!  Sweet!

 


Checking out the crime scene

 

-- Yucca Street Crime Scene --

When you arrive at the scene you find the Coroner investigating -- and he fills you in.  Then your partner fills the rest in because he sort of knew them, but not well... 

First thing you should do is check the body on the floor, being sure to check the wallet in his pocked to read his ID and the note in it.  Now find the wallet on the floor and check that -- reading the ID and the numbers slip -- and then carefully examine the popcorn cup to learn where it is from.

Now that you have dealt with ID'ing the dead, check the following clues in the flat:

-- The needle in the seated junky's arm

-- The paper on the table to the right with the strange doodle

-- The sheet music

-- The popcorn cup: check the bottom of the cup

Go into the kitchen and examine the clues there:

-- Popcorn cup with morphine taped to the bottom

-- Morphine syrette on the floor


-- Black Caesar Food Hut --

Now that you have exhausted the clues on the scene, head across the street and check out the food stand, where you will find a twitchy counterman who runs as soon as Roy demands the popcorn.  Of course he runs -- they always run.

You chase him and, per script, get kicked in the face and clotheslined for your troubles and then you have to beat the crap out of him.  Once you have that down, it is back to the food stand to investigate that...  Find the following clues:

-- Numbers Racket: inspect the trumpet attachment in the brown case

-- Blue Room Pass: inside the case

-- Morphine Syrettes: check inside the box

That exhausts the clues for here, so it is time to have a chat with old Fleetwood...

-- Interview Fleetwood Morgan --

The questions you have are very simple since you really just want to know who is behind this, who he is working for, because this is damn sure not his operation!  The correct answers are below if you need them:

-- Morphine Overdose Victims: Lie / Popcorn Cups with Morphine

-- Numbers Slips Recovered: Doubt

Fleetwood sings good, I wonder if he can play the horn that well?  You manage to get the last bit of what he knows and then you have him transported.  Before you depart, find the phone and call Dispatch to get the addresses you need -- and now that you have those you have your next destination.


-- Jones' Booking Agency --

When you arrive go up the stairs and read the building register to learn what room it is then go in.  Jones is at the desk -- have a chat with him to learn he really does not like cops!

In the corner is a radio -- go to it and change the band to FM and the station to 275 like the note at the crime scene, then turn it on and what do you know?!  Drugs and money!  Before you get all pat yourself on the back, you are going to have to battle the two goons in the office here first...  So get with the beat-down brother!

 


A visit with Jones

 

After the fight and before you interrogate Jones, carefully inventory the clues in the radio:

-- Money

-- Betting Slip

-- Morphine

-- Bag of reefer

-- Green Sticker

Now that you have that small chore out of the way it is time to have a friendly chat with the man who just ordered a beat-down on you...

-- Interrogate Jermaine Jones --

Getting him to cooperate is not really that hard -- the answers are below if you need them:

-- Army Surplus Morphine: Doubt

-- Involvement of 'Ottie': Lie / Distributor Identified

-- Link to Ramez Removal: Doubt

When you are done with the interrogation you arrest the lot of them and have them hauled off, and then you use the phone to check the address you need now for Ramez Removals.

-- Numbers Operation --

I let Roy drive me to the Numbers Operation, where upon arrival we find Merlon Ottie waiting for us.  Before we get too far into him, we notice that odd red slot machine in the corner.  Remember that code from the crime scene?  Yeah, slot machine characters Cherry, Bell, and Win...  What the heck, may as well try it!

Pull the arm and, when the right symbol turns up press the 'Hold' button below it.  When you get all three, well what do you know?!  Another trick container!

After you inventory the contents -- including the sticker -- you go to have a conversation with Merlon and... Yep!  He runs!

A long chase ends in his being tackled and brought back, which makes you wonder why they always run?  Whatever, once you have him back you find an IOU in his cane, and then you have some questions for him:

-- Army Surplus Morphine: Lie / Finkelstein Identified

-- IOU Note from José Ramez: Truth

While he thought he was immune, turns out he is not!  You have him hauled off and now it is time to pay a visit to the Removal firm...

 


A newspaper and clues to be found

 

-- Ramez Removals --

When you arrive it seems you just missed Jose -- but that is OK, we will go find him!  With an assist from the uniforms, you manage to chase him down and arrest him, and take him back to the warehouse.  Now go inside and have a look around:

-- Newspaper #7 is on the second desk

-- Check the Ledger on the table in the back

Follow the water trail to the blocked freezer door -- you cannot get in, but there is a ladder nearby so use that to get to the crane and move the crates.  You only need to move the first two, then come back and look at the blocks of ice closely...

Use your pistol to break open the ice block to find the morphine.

After you find the drugs you get a CS of a truck arriving and then Jose (?) runs inside and starts shooting at you -- so you have no choice but to kill him!

With that mischief managed our next stop is the Ice Company...

-- Polar Bear Ice Company --

Things do not go quite as smooth as they should when you arrive -- you encounter a man who it seems is armed -- and Roy shoots him! 

When you get inside you surprise the Fink, but he runs off and his men resist, making it necessary to kill pretty much everyone...  Work your way through from cover to cover killing as you go, sadly once you get the SMG it turns out you cannot use it as there is no one left to shoot but the Fink and the game forces you to use a pistol.  Sucks...

Once you clear them all out, you find the crates in the back marked U.S.S. Coolridge full of morphine.



   




Vice Desk II -- The Set Up

-- Special Notes for this Case --
Newspaper #8 -- On the table inside the stadium locker room.

The level begins with another informative war flashback -- and then transitions to a boxing match in which Roy has placed a wager...  Considering the fact that a baloney sandwich costs a dime, fifty bucks was a lot of money back in the day!

You know the long CS's that a lot of gamers complain about online?  Well, this is one of them, as the start of this case is a series of CS's chained together...

You head back to the locker room where there are two guys who are banging on the door -- it turns out that it is the manager and trainer, and the fighter that won was supposed to take a dive, and everybody is a tad bit upset.  You kick in the door and discover that the guy ducked out the window, and Ray puts out an APB on him, to save him from the angry mob that is sure to be after him...

Before you do anything else talk over the table and read Newspaper #8, watch the CS, and then search the lockers to find a clue:

-- Bookmakers' Odds: in Hammond's locker

Use the phone to trace the number for the bookie through R&I -- but first you have a brief encounter with Mickey Cohen!  Once you get the address, head over to the Hotel El Mar.

 


Searching Hammond's Room

 

-- Hotel El Mar --

When you arrive the deskman gives you a hard time but lets you look at the register -- there are a lot of suspicious names but most of them have checked out -- Winston Churchill is in, so what do you say we go have a chat with him in Room 207?

When you get there the door is unlocked, and you find the following clues:

-- A Telegram: in the trash can by the window

-- Movie Ticket Stub: on the dresser by the candy

-- Bookmakers' Payouts: check the nightstand

-- Check the Ashtray: on the table is a lipstick smeared butt

-- Magazine Coupon: the magazine on the table

-- Check the Open Window: You know why he is not here now

You find the filled out coupon and that leads you to the girlfriend...

 


Searching Candy's Room

 


-- Candy Edwards' Hotel --

Head inside and get the address from the desk then head outside and up, where you hear an argument and, after you kick in the door, you fight a thug who is interrogating the Candy...

There are clues to be had here, so check the following:

-- Search the Thug: Book in his pocket with names

-- Switchblade Knife: in his other pocket

-- Bus Ticket: on the dresser

-- Cunard Ad Card: on the dresser

-- Packed Bag: on the bed


After you find all of the clues, Candy wakes up...  You need to question her -- the correct answers are below if you need them:

-- Whereabouts of Hammond: Lie / Magazine Coupon

-- List of Odds Recovered: Lie / Bookmakers' Odds

-- Plans to Leave Town: Doubt

-- The Following Afternoon --

At four in the afternoon Candy leaves her hotel room -- which you and Ray have staked out -- and Ray takes the car while you follow on foot.  Your objective is to not get spotted by Candy, so you know, don't get spotted?

What you need to do is follow from a discrete distance but, if you want the Achievement for this one, you need to NOT go into cover -- you can hide by walking behind things like the truck but you cannot use the cover button, got it?

 


Unlocking the Achievement The Moose

 

Tail her down the street until she goes into the liquor store, and you will unlock the Achievement "The Moose" (15 GP) for following her without being detected AND without using cover or incognito except when starting or picking up the tail.

This is actually a pretty challenging Achievement to unlock -- basically she is cagey and will stop and look around at certain points -- if you get seen no Achievement, so do not get seen!  If you are having trouble with this, watch the video!

When she goes into the store Ray pulls up -- you get in his car and wait but after too long you go inside and learn that she collected, made a phone call, and left via the back door!  Go to the phone and shade in the pad there to learn the next destination, and then head back to the car -- but be sure that YOU drive so that you get the message from Dispatch...

Head to the Drug Store now, and you will find a similar story -- check the phone table:

-- Yellow Cab Card: the table by the phone

Call the Cab Company to get the number of the cab that picked her up -- talk to the bookie then head to the next destination -- then tail Cab 179!

When she gets out at the Bus Station you follow her in and, when she goes into the bathroom approach the door to hear a shot and her scream -- smash your way in to find her dying in a stall, the money gone.

Clues:

-- Handgun: on the floor is a .32 Caliber Pistol

-- Purse: Inside is a movie ticket

 


Resolving the case

 

Head to the movie theater where as you arrive you learn that the events at the bus station were not exactly as you thought they were!  The gangster likley killed her, not her boyfriend -- and you are just in time at the movies for a gunfight with the mafia -- note that one of them has the Thompson SMG we need to use to kill someone for the Achievement, so try to do that, right?

That wraps up this odd case -- hopefully you managed to get the Achievement for following Candy -- if not you can play the case again to get it in the Case Menu!

You give Hammond his walking papers, and piss Ray off, then the Captain briefs you, and the case ends.



   




Vice Desk III -- Manifest Destiny

-- Special Notes for this Case --
Newspaper #9 -- At the crime scene after the car chase and shootout with Haskell's Men.

Well now that was an interesting war flashback.. And it says a lot about us...

The case begins in the briefing room, where you learn that there is a new Morphine case! 

 


The scene of the crime

 

When we arrive at the 111 Club we get a briefing from Homicide, and then you will have a look at the clues:

-- First Body: Leaning against the bar, marked with the "A" tag

-- Second Body: Morphine in the right pocket at "C" tag

-- Horn Case: Remove the three mouth pieces to open the secret drawer

-- Secret Drawer: Blue Room Ticket

-- Secret Drawer: Syringe

-- Back Room: Crate of Cigarettes

-- Back Room: Rack of Browning Auto Rifles

Go into the office to examine Eddies body now:

-- Third Body: nothing in the pockets

-- The Safe: contents untouched

Now we interview the Hostess -- the correct answers are below if you need them:

-- 111 Club Shooting Incident: Doubt

-- Knowledge of McGoldrick: Truth

That wraps up the crime scene, so jump in the car and head over to the Blue Room now...

-- The Blue Room --

When you arrive you interview the musicians, and then you interview Elsa -- the correct answers are below if you need them:

-- Army Surplus Morphine: Doubt

-- Morphine Overdose Victims: Doubt

After you finish the interview, Roy suggests that you go talk to Cohen, but you delay that and stake out the bar, then follow Elsa home to her flat -- what are you, a stalker?!  You are!  Oh my God!  You are a total perv!  Mr. Creeper!  And now Roy knows it!

 


Lunch with Mickey Cohen

 

-- Mocambo Club --

You hook up with Roy the next morning at the Mocambo Club to interview Micky Cohen -- and his lackey Johnny Stompanado -- but vefire you can be social Cohen goes all business on you.  The correct answers are below if you need them:

-- Finkelstein Drug Operation: Doubt

-- 111 Club Shooting Incident: Doubt

After you leave the club you turn up at the Station -- where there are a lot of reporters outside...

Talk to the Lieutenant for a briefing, then learn about the BAR's from the club from the Detective in the Squad Room.

-- Stolen BARs: inspect Page 2, Line 5

-- Stolen Valors: inspect Page 2, Line 9

-- Stolen Thompsons: inspect Page 2, Line 3

-- Stolen Morphine: inspect Page 2, Line 11

Before you can talk any more about the theft a cop runs in yelling about someone with an automatic weapon shooting up a bus, and that everyone is to respond!  Run for the car and get going, mates!

This is dead easy if you don't stop to think about what you are doing -- just run towards the building and then along it to the back, use the fire escape to get to the roof, and put that bastard down!

Search the gunman's body to find a notebook with information in it that should look very familiar to you -- and then check the weapon to learn it is one of the stolen BAR's.

-- Back on the Street --

When you are back down on the ground you recognize one of the guys from your unit and go chat him up...

-- Interview Felix Alvarro --

You need to interview him -- the correct answers are below if you need them:

-- Informed of Coolridge Heist: Doubt

-- Motive for Shooting: Lie / Sniper's Pocketbook

As long as you get the answers correct you will unlock the Achievement "The Fighting Sixth" (15 GP) for getting Alvarro to talk about the heist.  The news that Jack is actually in LA startles you -- so you head to the phone and call R&I to get his address...

 


An interview with Jack Kelso

 

-- Interview Jack Kelso --

After you get the address head over there and grab Kelso and haul him back to the station to interview him -- the correct answers are below if you need them:

-- Army Surplus Morphine: Doubt

-- Ex-Marine McGoldrick: Truth

-- Arms Stolen from Coolridge: Truth

-- SS Coolridge Robbery: Doubt

Just when you realize that he is not going cooperate another cop runs in to tell you of yet another shooting, and Jack hears the announcement that it is another of his men that has been killed...  You haul butt out to the car and arrive at the diner just in time to chase the perp's -- chase then until the end up trapped in an alley then put them both down.

Search the first body to find:

-- LAPD File: the manifest of all the men on the boat in the right pocket

-- Notebook: with meeting details in the left pocket

-- Stolen BAR: on the ground near the body

Pick up Newspaper #9 on the ground between the bodies and see your partner betray you...

 


A shoot out and Confession

 

The second body is not search-able, presumably Roy did that -- but now we need to go to the Hollywood Post Office where we will literally walk in on the shoot-out.  When it is over, go to search Beckett only to discover that he is not dead!

-- Beckett's Confession: Obtained automatically

-- Business Card: Check Beckett's hand

Head to the other side of the building and follow the paper trail to the mailbox room, where you will discover another body with a note that tells where and when the meet is...

-- Grauman's Chinese Theater --

Next we will head to the theater, where we will encounter yet another shoot-out, chase down the perp's and kill them.  After that we head to the meet-up!


-- The Meet Up --

When we arrive we have another gunfight with the mafia -- damn this is a tough town!  If you have not gotten the SMG kill yet you can do that here if you are quick.  After the battle you are notified by Dispatch that Sheldon is at the Station waiting for you!

-- Interview Courtney Sheldon --

Return to the Station to interview him -- the correct answers are below if you need them:

-- 6th Marines being targeted: Lie / Note

-- SS Coolridge Robbery: Lie / Beckett's Confession

After he confesses but before you can work out a deal, the Captain comes in and has you charged on moral violations.  You are such a perv!

You then unlock the Achievement "No Rest for the Wicked" (15 GP) for completing all of the Vice Cases.  I wish it could have been on a happier note...



   




Arson Desk I -- The Gas Man

Based upon the war flashbacks I already did not like Cole Phelps or identify with him, but even so his career is going south fast.  Sigh.  I doubt it is going to turn out well -- you just got demoted to the Arson Squad, which is lower than being a uniformed officer...

Our first case in the Arson Squad is a pair of house fires -- so head on outside and get into your car -- which is also a demotion LOL.

-- Steffens House Fire --

Drive to the first house fire, where you first search the yard for clues -- the heater -- and then find the owner and interview them -- the correct answers are below if you need them:

-- Travel Competition: Truth

-- Suburban Redevelopment: Doubt

Now head to the second fire, but on the way stop at a phone and call R&I for the address for the Redevelopment Company.  Now continue to the next fire.

After you talk with the Fire Chief talk to the Coroner, then locate and check the Regulator Valve.

-- Regulator Valve: on the ground, front right side of the house

When you find the valve a neighbor comes up and you learn that they were also supposed to take that trip...

Next you chase down a suspect, and then the Fire Chief asks you to see him later at the Station...

 


An interview at the Travel Agency

 

-- The Travel Agency --

Our next stop is the Travel Agency -- and while our new partner does not think much of this, you are convinced that this is the ticket.

Talk to the travel agent -- John Cunningham -- when you arrive, and he will show you his trips ledger and let you read it. 

-- Steffens entry

-- Sawyer entry

Now you want to ask him some questions -- the correct answers are below if you need them:

-- Suburban Redevelopment: Truth

-- Promotional Travel Contest: Doubt

You learn a very important clue -- so now we head to the Suburban Redevelopment outfit to shake the trees...  When you arrive though you discover that there is no office, that it is one of the housing developments -- which suggests that the developer is part of Suburban.  This just gets hinky as we go along!

 


A gas puzzle challenge

 

-- Visit the Fire Station --

Now that we have taken care of that side task, head to talk to the Fire Chief now...  After he briefs you, he presents a simple puzzle for you to complete -- the steps are:

-- Place the burner pipe on the left side
-- Place the blue pipe in the middle
-- Place the yellow pipe on the right
-- Turn on the gas

The Chief is not sure this is the way it is being done, but he suspects that it is, which means we need to go have a chat with the manufacturer now...

-- Heater Factory --

Talk to the receptionist to locate the Duty Manager -- then examine the sign for the new model of heater on your way to his office.

-- Interview Ivan Rasic --

You need to talk to him -- the answers are below if you need them:

-- Instaheat Model 70: Doubt

-- Heater Service History: Lie / Heater Serviced by Varley/Ryan

Rasic gives you the list and you phone R&I to run it.  You get results baby!  Talk to Rasic again, and he will take you to search the employee lockers...

-- Clemen's Locker: Anarchist Pamphlet

-- Ryan's Locker: Anarchist Pamphlets

-- Varley's Locker: Mosquito Coil

We are done here -- it is time to track each of these yard birds down and interrogate them!


-- Interview Walter Clemens --

We start with Clemens -- drive to his site and interview him -- the correct answers are below if you need them:

-- Knowledge of Varley: Doubt

-- Employment with Instaheat: Doubt

--Knowledge of Ryan: Lie / Clemen's Anarchist Pamphlet

Next we head over to interview Ryan...

-- Interview Matthew Ryan --

When you arrive to interview Ryan he runs -- chase him down and arrest him, then have him hauled to jail.

-- Apprehend Reginald Varley --

Of course he runs -- you knew he would run!  Fire a warning shot and take the yard bird into custody!

If you have yet to unlock it this will be where you unlock the "Not So Hasty" Achievement (15 GP) after he is hauled to jail...

-- Wilshire Police Station --

At this point you return to the Station to do the interrogations -- you will need to figure out who the real perpetrator is, but really there should not be much doubt...

 


Putting away a really bad man

 

-- Matthew Ryan Interrogation --

You will do Ryan first -- the correct answers are below if you need them:

-- Anarchist Literature: Lie / Ryan's Anarchist Pamphlets

-- Instaheat Model 70: Lie / Ivan Rasic's Statement

-- Suburban Redevelopment: Doubt

-- Attempted Murder Charge: Lie / Ryan's Criminal Record

Regardless of your opinion, do not charge him, instead go interrogate Varley first.


-- Reginald Varley Interrogation --

Head over to the other room and interrogate Varley -- the correct answers are below if you need them:

-- Work at Sawyer Residence: Lie / Heater Serviced by Varley

-- Suburban Redevelopment: Lie / Walter Clemens' Statement OR Matthew Ryan's Statement

-- Instaheat Model 70: Lie / Mosquito Coils

Clearly Varley is NOT your man -- go back and charge Ryan with the horrific crimes!

This successfully ends the case, scoring you major brownie points!



   




Arson Desk II -- A Walk in Elysian Fields

-- Special Notes for this Case --
Newspaper #10 -- On the ground in the right-hand corner of the yard, near the fence.

We are treated to another war flashback and then the Captain gives us an assignment and off we go!  We arrive at the scene to find the Coroner -- talk to him and he will take you inside, where you will learn that there is a whack-job loose!  A perp who kills, poses the bodies, and then burns...


A very horrific crime scene

Make sure you check the evidence (photo) before you leave and talk to your partner, who is very freaked out...  Search the front yard and you will find Newspaper #10 -- watch the CS -- then go to the side and examine the heater.

Head over to the neighbors and examine the clues there:

-- Cigarette Butts: neighbor's yard under the tree

-- Boot Prints: neighbor's yard under the tree

Now interview the neighbor, Dudley Forman, who tells you what he can -- the correct answers are below if you need them:

-- Morelli Fire Witness Report: Doubt

-- Suspicious Activity: Doubt

-- Planned Demolitions: Doubt

-- Promotional Travel Contest: Truth

Your partner Biggs will find a clue and show it to you -- open it up to obtain the flier -- then the neighbor will show you one he has...    At lease we now have a lead.

Drive down the street to find a police call box and get the developer address, and check your messages.    The Captain wants you to call, so the operator puts you through -- the boss cautions you to not do what you are thinking of doing -- to stay away from the developer!

Biggs agrees with the Captain, and suggests that we check out Rancho Escondido instead, so we do...

-- Rancho Escondido --

But wish we had not as there is a bloody riot going on!

Bust some heads to disperse the crowd then start looking for clues:

-- Poor Quality  Cement: on the right of the chimney is a loose brick

That pretty much wraps this up for now, so what do you say we ignore the skipper and check out the developer anyway?  Hell yeah!


Shaking Monroe's trees

-- Elysian Fields --

When we arrive we should speak to the receptionist to get a meeting with Monroe -- you can have a look around his office if you like but it is not really required...

-- Interview Leland Monroe --

He looks about like he does on the fliers -- the correct answers to the questions are below if you need them:

-- Elysian Linked to Arson: Doubt

-- Promotional Travel Contest: Lie / Elysian Fields Fliers

-- Local Land Acquisitions: Doubt

-- Rancho Escondido Fire: Lie / Poor Cement Quality

Getting all of the questions correct unlocks the Achievement "Huckster" (15 GP) for outwitting Monroe during the conversation.

On your way out, get the list of contractors from the receptionist's desk, and then check the third name on the list -- one Herbert Chapman...   Find a phone and get his address from R&I and learn he is not in the clink.

You get a CS -- I am guessing you needed to relax -- and just when you are about to be relaxed, guess who shows up?  That rat-bastard Roy!  And it is NOT a friendly call -- he warns you to stay the hell away from Monroe!

When you get in your car Dispatch calls with the address for Chapman -- we may as well head there now, right?


Putting down a Mad Dog

You get there and ask around -- but the neighbor says he is out...  Search the boot of the car to find some evidence:

-- Mosquito Coils

-- .45 Caliber Ammunition

-- Elysium Fliers

Just when you have decided to go looking for him, Chapman appears by the laundry -- and as soon as he sees you he runs.  They always run -- but this time he pulls his gun and hijacks a trolley?!  Really?  You hijack a thing that has to stay on tracks??  Really??

Just shoot him, put him out of his misery...

The closing CS shows you and your fur-line coming home -- you ask Elsa to help you get Jack onto the developer, and you manage to convince her.

That wraps up another case and gives us another 5-Stars!  Good on ya mates!



   




Arson Desk III -- House of Sticks

The case begins with Elsa visiting Kelso at his office, where she does what we asked her to do -- but whoa what is this??  We are playing AS Kelso!  Well how about that, we actually get to play as a good guy instead of that perv of a cop that... err... Eh..  Yeah.

First read the settlement letter and check, the get and read the file, being sure to read under the pink card.  Now we pull out our notebook and do a proper interview -- the correct answers are below if you need them:

-- Disputed Claim Payout: Doubt

-- Connection to Buchwalter: Doubt

-- Motive for Dispute: Truth

After Elsa leaves you are summoned to Benson's office, where you have a nice chat with him.  Since he is your boss, that is a good thing.


Checking out the lumber

-- Elysian Fields Site --

With that taken care of, drive out to the site and have a look around:

-- Cement Delivery Receipt: check the first desk
-- Demolition Order: check the third desk
-- Company Memo: check the third desk

Just as you are wrapping things up a thug tries to intimidate you -- put the beat-down on him, and then head to the accident site.

-- Accident Site --

After you arrive look for clues:

-- Broken Wood: red flag marker on side of house

-- Broken Wood: red flag marker at back of house

It seems that the wood that was used to build this house was salvage lumber from old film sets and illegal for use in new construction.  But that is the least of your worries, because that guy you fought?  Yeah he is going to kill you with a bulldozer!

Just run -- trying to shoot him will get you killed most of the time...  So just stop every third form or so and pop a few rounds in his general direction to force him to raise the blade thus slowing him down and giving you time to distance yourself from him...  At the end of the pit is a ladder -- climb out and have you an escape!

Head for the phone marker and call in to get the address for Keystone Films, and then head over there to investigate it...


Checking out the Studio

-- Keystone Films Studio --

Chat up the guard for some info, and then when he leaves for lunch, sneak in and locate the lumber storage area -- look for clues:

-- Lumber Delivery Receipt: on stack of lumber near the security shack

-- Inferior Quality Lumber: stack of lumber opposite from the receipt stack

Head over to the screening room and look for clues:

-- Film Canister: on the table behind the case

The projector box is a puzzle:

-- The top dial changes to focus of the film -- adjust it to the center

-- The bottom dial changes the speed of the film -- adjust it one spot left of center

-- Flip the switch at the bottom.

After you watch the film, find a phone and call the office!

After you talk to Benson and he shines you on, you call Elsa, and then agree to meet her at the club...


-- The Blue Room --

You get a brief CS of you at the club, meeting Elsa in the back where you ask her to accept the payment -- then Cole talks to Elsa for a bit... Back as Kelso you head over to the second Elysian site.


-- Elysian Fields Site Two --

When you arrive you notice lights in a nearby house, so you go to investigate and you are jumped by thugs!  They lock you in the boot of a car and take off -- you have to escape the boot, then steal a car and outrun them.  Once you have your escape, report in to Elsa at her flat to end the case.



   




Arson Desk IV -- A Polite Invitation

-- Special Notes for this Case --
Newspaper #11 -- On Monroe’s desk.

Another war flashback -- this time the focus is Kelso. 

You wake up in a clinic apparently none the worse for wear...  Which is a good thing, don't get me wrong!  After Elsa leaves an Assistant DA shows up -- and you decide to tell him the story.

After that you get dressed, because what is on your mind is paying your boss a visit -- clearly he was involved in the attempt on your life -- and you need answers!


Visiting with Curtis Benson

-- Curtis Benson's Apartment --

From the mailbox you learn that he lives in flat number 2, so you head upstairs and knock -- before forcing the door..  Have a chat and then look for evidence:

-- Insurance Agreement: on the desk

-- Share Certificate: the table by the desk

Check the bedroom to find a 12 year old girl... Perv!

-- Interrogate Benson --

Now that you have evidence it is time to have another chat with your boss -- the correct answers are below if you need them:

-- Motive For Fraud: Lie / Share Certificate

-- Suburban Redevelopment: Lie / Insurance Agreement

-- Buchwalter Case Settlement: Doubt

It is time to head to your old office and get those files!
-- California Life & Fire --

Take the lift up and get the files in your office --


-- Improved Land Value: read the pink slip of paper on the right

-- Buchwalter Case File: read the top right of the blue house plans

Cole arrives and you talk, then the CS ends and you relocate to the Hall of Records.


Deciphering the Lot Code

-- Hall of Records --

Go in and chat with the guard to find out where the Registry is located.  Go there and chat with the Clerk, who will direct you to the file you need.  Open the file and look at the line reading  'Courtney Sheldon' on Page 2.

The Clerk will show you the special machine that they use to decipher the coordinates into a map location -- this is basically a sort of puzzle:

-- Change the Latitude (Left Stick) to 34'04'29

-- Change the Longitude (Right Stick) to 118'17'58

This shows you Elysian Lot Number 1876988 -- then the Clerk will show you to the tabulator that you can use to convert the Lot Number:

-- Enter 1,876,988

-- Hit Divide

-- Enter 90,000

-- Pull the handle

You get your answer!  Now you just need to search the bookshelf marked "U" and you will find the listing on the second page of the book, then you just tap the lot number (1876988) and you are done -- sort of.

As you happily turn you see thugs coming with Thompson SMG's!  You know what you have to do mates, battle your way out alive!

After you battle your way out, you seek out Courtney and ask him WTF?! 

-- Kelso's Apartment --

As you arrive home the phone is ringing -- it is Monroe, and he wants to meet with you.  You politely decline -- and Monroe turns on the charm...  And you let him think that he charmed you!

After you ring off you make another call, and then you are outside, so we do not know who you called or why, but we will soon! Now grab your car and drive to the mansion...


Finding the Final Clues

-- Leland Monroe's Mansion --

When you arrive you meet up with buddies from your old unit -- that explains the phone call, eh?

The plan is to assault the mansion -- best you start by obtaining a better weapon -- and hey, the two nearest guards have a BAR and Tommy Gun!  Good place to start!

Once you have taken out the outside guards you begin working your way through the rooms inside, which also have guards.  Eventually you come to a woman who actually shoots you in the arm before you cold-cock her.

Keep working your way through -- and do not get killed -- and once you are upstairs and take out the two thugs you will find his office at the end of the hall.  You go in and shoot him in the leg as your opening offer, then search his office for evidence:

-- Safe: Green Book

-- Safe: Blank Shares

-- Safe: Fontaine File

-- Table: Photograph

-- Desk: Newspaper #11

-- Desk: List of seller hold-outs

That last item -- the list -- is all of it, and finding it triggers a CS in which you are told that you cannot succeed -- but you don't believe that eh?  You call Phelps to come over -- and learn that Courtney is dead.  Elsa has been kidnapped by the whack-job that did the fires and you have to save her!

-- End Notes --

If you have not already unlocked it, you should easily unlock the Achievement "Dead Men are Heavier" (15 GP) for killing 100 bad guys here.  This is also the last rated mission in the game, so as long as you have been 5-Starring them, you will now unlock the Achievement "Shamus to the Stars" (80 GP) here for five-starring them all!

You may have unlocked other Achievements as well, but those two are the most likely for this case..



   




Arson Desk V -- A Different Kind of War

-- Special Notes for this Case --
Newspaper #12 -- On the counter of the exterminators office;
Newspaper #13 -- On Fontaine’s desk.

Did you see this coming?  I did not see this coming!  Talk about out of the frying pan and into the fire, huh?  Well, it seems that our buddy is dead, there is an unknown whack-job on the loose.

The case starts with Elsa at the Doc's -- and as she unburdens herself, the Doctor pumps her for information -- clearly he is turning desperate...  Slowly Elsa starts to put the pieces together and she realizes that the Doctor is part of it -- but he knows she knows now, and so he takes action.  Just when you think it could not get more complicated, the Whack-job attacks the Doc.  After he helps the Doc, he grabs Elsa and splits -- and that is the story of that!

Do not panic -- you are on the hunt, working your way through a list of companies, starting with Rapid Exterminations -- the manager there says he does not work at their company, but before you leave, read Newspaper #12 which you will find on the counter. 

You get to see Cole finally confront Ray -- nice!

Nuclear Bug & Rodent Control is our next stop, but we cannot learn anything here as this is not the right place either, so grab a car and head to Westlake Pest Control, where we hit pay dirt and get the info we were looking for.  You learn where the whack-job lives --  the  Ranch Bunkhouse!


Finding the Keys to the Mystery

-- Doctor Fontaine's Office --

We change teams now, switching to Cole and Biggs -- we arrive at the Doc's to find Rusty waiting for us, and he fills you in on Elsa then invites you to check the scene.  When we get inside check the clues out:

-- Desk: Shade in the paper that was under the map to find the route

-- Desk: Move the newspaper clipping on to the shaded route to learn the secret

This should result in unlocking the Achievement "Magpie" (80 GP) for finding 95% of the clues.

-- Desk: Move the plot map above onto the shading

-- Desk: Newspaper #13

-- Floor: Crystal Ball -- examine the blood on it

-- Small Table: Evidence File -- examine the circled name for the clue to unlock

-- Body: examine the head and both hands -- examine the lighter closer

-- Floor: examine the shattered glass

-- Dispensary: examine the morphine in the cabinet

This now triggers a CS in which you figure out the entire plan -- everything unfolds, and you figure out why they are torching the houses!  You need to capture the Whack-job because he is the key to proving everything!


The Identity of the Firebug Is...

-- Ranch Rincon Bunkhouse --

We now swap back and are at the Ranch -- we want to go inside and look for clues first:

-- Flamethrower

-- Origami Cranes

-- Origami Flier (open it)

-- Photographs of Okinawa

-- River Tunnel Plans

If you figured it out, yes, the Whack-Job is the Cowboy Flamethrower Jocky from our old unit!

Kelso makes calls to meet at the police station -- and then you see a CS of Cole getting a radio call -- and then everything goes sideways as a new call of Kelso being chased by a prowl car comes over the radio!

If you are confused, here is what just happened: the cooked cops and politicians are now aware of what is happening thanks to Kelso calling in his plan, so they have dispatched the cops that are in their pocket to deal with him -- including the Chief of Police.

You join in the chase with the objective of helping Kelso make it to the river, which causes YOU to be added to the shoot-to-kill order and you end up running more than a few cops off of the road doing your part.

When you finally get to the river, Kelso introduces you to the Assistant DA, who will remain behind to run interference for you, while Kelso takes one tunnel, you take the other, and Biggs guards the only other exit.  You all go to your assigned places and the Chief arrives, at which point he talks to the Assistant DA, and they begin to hammer out a deal that will allow the Chief to survive the shitstorm that is about to come pouring down on the city government -- well, pouring down if you succeed that is!

-- In the Tunnels --

Despite the fact that the DA is trying to work out a deal, you are still facing a small army of crooked cops you will have to deal with, in addition to tracking down the Cowboy.  They have a variety of weapons on them, so you should have no trouble picking up a more effective weapon, but you want to keep your eyes peeled for a functioning Flamethrower, because that should be the final weapon you need to get a kill with, and there should be one early in the level.

There will be two rooms with weapons in them -- the Flamethrower will be in the second -- be sure to use it and get a kill with it if you want to unlock the associated Achievement, right?  Right!

If you pick up an SMG make sure you also grab ammo from the dropped ones when you can, so you do not run out, as it does not have unlimited ammo like the pistol does!  Once you get the Flamethrower you will need to get across the rising water room (A) before you drown and (B) without the cops shooting the tanks for your Flamethrower and frying you!  So be quick and remember, you can only cross where the rails are!


Making your Flamethrower Bones

The Flamethrower only has limited ammo so only fire when you KNOW you are close enough to hit!  This is tricky -- your best bet is to go ahead and get across the water flow and make for the ladder on the far corner, then rush the guy behind the crate and dry him, then the others quickly -- thereby unlocking the Achievement "Roscoe and Friends" (15 GP) for making one kill with each weapon!

Continue to battle your way through the tunnels with the Flamethrower until you find Elsa and trigger the CS that pretty much resolves the case...  You greet Tex, and you try to convince him to stop, to lay down his weapon, to stop! 

Cole shows up, and Ira here decides that he does have something that needs doing -- and here is where Cole's karma catches up with him...  We learn what the dark secret of his wartime service really was -- and then we see it -- the flashback to the cave, where we see the flames and the dead civilians, and you order the troops to execute the civilians.  And they do.

Maybe it was a mercy killing, but the hate that you earned that day, well...  Phelps you are a shit.

Kelso takes care of Tex, Cole saves Elsa, and then as suspected, Cole's karma catches up to him finally.

The next CS is at the church -- the church where we see Cole's casket.  The irony is that Cole is being praised by the very cops who ruined him.  Elsa has her say, and stalks out. 

The end of the eulogy unlocks the Achievement "Moth to a Flame" (70 GP) for completing all of the cases on the Arson Desk -- yay!

The credits now play out, and congratulations mates, you have completed the story mode -- but not the game!  There is still some stuff you will want to do in the next part, Wrapping Things Up!  So I will see you there, right?  Right!



   




Wrapping Things Up

After working your way through the entire game, then sitting through the credits, you finally get to see the last wartime flashback -- and it is one that fills in a lot of blanks!  As you watch you are taken back to the boat, and the men who are on their way home on board the boat, and who have spotted an article about Cole being promoted...

Courtney tells the guys about the morphine on board and what it is worth on the street...  And here is where the plan is formed, and the whole story has been told!

-- The Rest of the Stuff --

Chances are very good that you still need to pick up some of the Landmarks and a few more miles on the clock in order to unlock the vehicle collection Achievements as well as "Star Map" and "Miles on the Clock" -- so combine these by grabbing a car in free-roam mode, and adding the last few Landmarks while at the same time keeping an eye out for vehicles you have not collected yet and adding some miles to the odometer!  If on the off-chance you did not pick up "The Brass" yet, chances are you will add that along with the above due to the Landmarks as well.

Tallying all of that up, that should only leave the two Street Crimes ones, "Public Menace" for getting $47K in damages during a mission, the film collection, and "The City of Angels" for 100% of the game.  That being the case, the second effort you should do combines these!

There is no real reason why you have to unlock all of the Achievements though, so if it is not something you are particularly interested in, well, cool then!  Don't do it!  But if it is something you want to do, well, cool then too!



   




Legal Stuff and Shout Outs

This guide and its content is Copyright © 2011 Web Media Network Ltd. All rights reserved.
This website and its content is Copyright © 2011 Web Media Network Ltd. All rights reserved.
The SuperCheats Unofficial Guide to L.A. Noire was written by CM Boots-Faubert as a work-for-hire for Web Media Network, Ltd.
The Guide is licensed to appear exclusively upon the website SuperCheats.com and other websites licensed to display the Guide under agreement with Web Media Network Ltd.
Questions about the contents of the Guide may be directed to its author, CM Boots-Faubert, by email to chris@boots-faubert.com with the subject to include the words ' L.A. Noire Guide' as otherwise your email may not be received due to the odd behavior of the author's spam filter.
Before writing to CM Boots-Faubert, please be aware that he cannot and will not grant permission for you to display this guide on your website no matter how deserving you feel it is. Questions of that sort should be directed at Web Media Network Ltd., the actual owner of the Guide.

-- Attribution --

(1)  Cornelius Cole data is from WikiPedia (http://en.wikipedia.org/wiki/Cornelius_Cole)

(2) Source: http://www.rockstargames.com/lanoire/information/

(3) Word Encyclopedia of Firearms


-- Shout Outs --

Writing game guides is a complex and time consuming craft that cannot be done well without the help of others.  Any guide writer who fails to acknowledge the people that helped them to create their guide is a silly git who is only fooling themselves!

I want to thank the following Gamers for their help with many small areas of this guide, and for being there to chat, compare notes, and when needed, play co-op!

Rich -- a very patient bloke and editor who provides encouragement and assistance whenever it is needed -- Thanks mate!

Swash01 (Peter) -- For hanging out, for your take on the different strategies, and for your cheerful assistance.

YvonneBF -- who did most of the formatting, editing, and who kept me sane through the really nasty parts of this game...  She provided a constant stream of encouragement and that helped, and any time it got really bad, she was at my elbow with a cup of tea and a biscuit and a few kind words, and you have no bloody idea how much that helped.

Finally I need to thank you, because without you this guide would never have been commissioned.  Thanks mates!



   




Vehicles

There are a total of 95 vehicles in the game that you can drive -- and there are Achievements and Trophies that are associated with them and how you drive them.  The Achievements/Trophies are:

-- Auto Collector (Drive 40 different vehicles)
-- Auto Enthusiast (Drive 5 different vehicles)
-- Auto Fanatic (Drive every vehicle in the city)
-- Lead Foot (Keep the needle above 80mph for more than ten seconds while driving)
-- Miles on the Clock (Drive more than 194.7 miles)

Most of these you will unlock accidently by simply playing the game, though the Auto Fanatic one you will probably have to unlock intentionally, since the odds of you commandeering that wide a variety of vehicles is pretty slim...

-- The Vehicles of LA Noire Ticklist --

This Ticklist will help you complete the Auto Achievements/Trophies by allowing you to keep track of what you have driven.  Just print it out and use it when you play, checking the Showroom under the Extras Menu each time you play to tick off the ones you added last time. 

Once it gets close to the end, it would be an idea to look up the vehicles you still need on the web, and get familiar with their appearance to make it easier to spot them in the game.  Each listing includes the area where the vehicle is more easy to find, and in some cases (like the Bonus Vehicles) the exact location where the vehicle can be found.  Please note that these pointers are not definitive, meaning that I am not saying that these are the only places you can get a particular car, just where they are most liley to be encountered.

I like to receive email and tips for the guides, especially when they help make it a better guide, so if you have found a static location where a specific vehicle can always be found please feel encouraged to let me know that so it can be added to the guide!

-- 2-Door Vehicles (25 Total Types)

o -- Buick 2DR Sedanette (Wilshire Area)
o -- Buick Business Coupe (Westlake Area)
o -- Buick Coupe (Central District)
o -- Buick Custom (Hollywood Area)
o -- Buick Eight Convertible (Wilshire Area)
o -- Buick Eight Coupe (Central District)
o -- Chevrolet Fleetmaster 2DR (Central District)
o -- Chevrolet Styleline (Central District)
o -- Chrysler Town and Country (Downtown Hollywood Area)
o -- Cord Hardtop (Hollywood Area)
o -- DeSoto 2DR Custom (Westlake Area)
o -- Ford 2DR (Westlake Area)
o -- Ford Business Coupe (Westlake Area)
o -- Ford Convertible (Hollywood Area)
o -- Ford Custom (Central District)
o -- Ford Tudor Convertible (Wilshire Area)
o -- Ford V8 Sedan (Central District)
o -- LaSalle V8 Sedan (Westlake Area)
o -- Lincoln Continental Coupe (Wilshire Area)
o -- Nash Super 600 (Central District)
o -- Packard Clipper Eight (Central District)
o -- Packard Clipper Six (Wilshire Area)
o -- Pontiac Torpedo Six (Westlake Area)
o -- Packard Custom (Wilshire and Hollywood Areas)
o -- Studebaker Commander  (Westlake Area)


-- 4-Door Vehicles (19 Total Types)

o -- Cadillac LaSalle Series 50 (Downtown and Westlake Areas)
o -- Cadillac Series 61 (Westlake Area)
o -- Cadillac Series 61 Touring Sedan (Wilshire Area)
o -- Cadillac Series 75 Limousine (Hollywood Area)
o -- Chevrolet Sedan (East Downtown Area)
o -- Chrysler Airflow (Central District)
o -- DeSoto Custom Suburban (Central District)
o -- Frazer Manhattan (Central District)
o -- Hudson Super Six (Central District)
o -- International D Series Sedan
o -- Lincoln Zephyr Touring (Westlake Area)
o -- Oldsmobile Hydramatic 88 (Central District)
o -- Oldsmobile Sedan (Hollywood Area)
o -- Packard Clipper Eight (Central District)
o -- Plymouth P5 (East Downtown Area)
o -- Plymouth Sedan (East Downtown Area)
o -- Plymouth Special Deluxe Six (Wilshire Area)
o -- Pontiac Sedan Six (Central District)
o -- Willys Overland  (Central District)


-- Sports Vehicles (8 Total Types)

o -- Cadillac V16 Convertible (Hollywood Area)
o -- Chevrolet Fleetmaster Convertible (Hollywood Area)
o -- Ford DeLuxe Convertible (Westlake Area)
o -- Lincoln Continental Convertible (Hollywood Area)
o -- Lincoln Model K Convertible Roadster (Wilshire Area)
o -- Mercury Custom (East Downtown Area)
o -- Nash La Fayette Convertible (Hollywood Area)
o -- Oldsmobile S98 Convertible  (Wilshire Area)


-- Service Vehicles (19 Total Types)

o -- American LaFrance Fire Truck (Wilshire Area)
o -- Buick Ambulance (Central District)
o -- Chevrolet Civilian Van
o -- Chevrolet Pickup (Westlake Area)
o -- Chevrolet Pickup 2 (Central District)
o -- Chevrolet Tow Truck (Wilshire Area)
o -- Chevrolet Van (Westlake Area and Central District)
o -- Dodge Fuel Truck (Wilshire Area)
o -- DeSoto Custom Suburban Taxi (Central District)
o -- Ford Ambulance (Central District)
o -- GMC Pickup (Central District)
o -- Heil Colecto-Pak (Central District)
o -- International D Series (Central District and East Downtown Area)
o -- International KB5 (Hollywood Area and East Downtown Area)
o -- International KB6 (East Downtown Area)
o -- International KB8 (East Downtown Area)
o -- International KB8 (Polar Bear Ice Truck)
o -- International Metro KB1M (Wilshire Area)
o -- Nash Deluxe 600 Army (South Hollywood Area)


-- Bonus Vehicles (15 Total Types)

o -- Cadillac Town Car (Alco Station at Fountain and Bronson)
o -- Chrysler Woody (In the ally near 7th and Vermont)
o -- Cisitalia Coupe (Alco Station at Vermont and Melrose)
o -- Cord 810 Softtop (In the Mateo Street industrial garage)
o -- Davis Deluxe (In the garage of the house on Melrose on the Hollywood/Wilshire border)
o -- Delage D8 120 (Behind Meisner’s Hardware Store in the ally at Beacon and Union)
o -- Delage D8-120 S Poutout Aero-Co (In the garage at Normandie and Lemongrove)
o -- Delahaye 135MS Cabriolet (In a residential garage near Franklin and Ivar)
o -- Duesenberg Walker Coupe (The Garage at the Auto Club near Santa Monica and EL Centro)
o -- Ford H Boy (Alaco Station at Kingsley and Beverly Blvd)
o -- Phantom Corsair (Alaco Station at 3rd and Traction Ave)
o -- Stout Scarab (The industrial garage at 4th and Whittler Blvd)
o -- Talbot GS26 (Alaco Station at Bixel and 6th)
o -- Tucker Torpedo (The Garage at Oakwood and Western Avenues)
o -- Voisin C7 (Alaco station at La Brea and Sunset)


-- Police Vehicles (9 Total Types)

o -- Buick Super (Found in Story)
o -- Cadillac Series 62 Convertible (Found in Story)
o -- Chevrolet Coroner's Van (Found in Story)
o -- Chevrolet Fleetmaster 2DR (Police Version Found in Story)
o -- Ford Police Special (Found in Story)
o -- Hudson Commodore (Found in Story)
o -- International Police Wagon (Found in Story)
o -- Nash Super 600 (Found in Story)
o -- Studebaker Commander (Found in Story)

The Bonus vehicles can only be obtained in the special garages in the game noted in their listing here.  Also be aware that some vehicles can ONLY be obtained after you reach a certain Rank.

Some vehicles can only be found through commandeering, while others can only be found parked.  Each of the vehicles listed in this ticklist includes my best effort at helping you find it, so please do not email me asking me where to find vehicle X, because if I did not provide you with more information about it in this ticklist, that means that I don't have more information, sorry.



   




Weapons

The following weapons, (3) sorted by class, are found in the game.  We thought that you might find a list and some information about each one to be of general interest and entertainment!

-- Handgun --

* Browning Hi-Power
A single-action 9mm semi-automatic handgun manufactured at Fabrique Nationale (FN) of Herstal, Belgium, based upon a design by American firearms inventor John Browning.   The Hi-Power name alluded to the 13-round magazine capacity, which was almost twice that of contemporary designs such as the Luger or Mauser 1910.  There were over two-dozen variations and custom designs for this model, making it one of the most popular handgun designs in the world.

* Colt M1911
The M1911 is a single-action semi-automatic handgun chambered for the .45 ACP cartridge. It was designed by John Browning and was adopted as the standard-issue side arm for the United States armed forces from 1911 to 1985.  Several variations of the design chambered for 9mm were created for foreign military forces.

* FN Browning 1922
The Browning 1922 is a single-action semi-automatic handgun created in two variations -- the first is chambered for the 7.65x17mm Browning (.32ACP), and the second for the 9x17mm Browning (.380ACP).  Developed by John Browning for Fabrique Nationale (FN), Herstal, Belgium, where is was heavily produced until 1983, when it was discontinued.

* Star Model P
The entire family of the "Star" pistols was (and still is) manufactured by the Spain-based company Bonifacio Echeverria, SA, and is a copy of the Colt M1911 made under license, but chambered to fire the 9x19mm Luger or 9x23mm Largo (Bergmann-Bayard) rounds instead of the .45 ACP round.

* M1917 revolver
The M1917 Revolver (formally United States Revolver, Caliber .45, M1917) is a six-shot revolver chambered for the .45 ACP caliber round used primarily by Military Police and certain non-combat designated officers and troops required to carry a small sidearm.  There were two variations of the M1917, one from Colt and one from Smith & Wesson.

* Nickel Plated Pistol
This is not a specific model of pistol, rather it is the nickel-plated version of other pistols in the game, and is included here to denote that such versions exist in the game.

* .38 Detective Revolver
There are two makers of what is generically called the .38 Detective Revolver (AKA  .38 Snubnose), the model made by Colt, and a model made by Smith & Wesson.

The Colt Detective Special was an American DA/SA revolver first produced in 1927 as a shortened version of the Police Positive Special handgun.  Originally offered in .32 caliber, the most common of the Colt Detective Specials are chambered for the .38 Special cartridge fed from a 6-shot cylinder.  The "Detective" model features a 2-inch barrel. 

Smith & Wesson made the Model 637, also called the "Chief’s Special"  and a version with the hammer affixed with a shroud that is called the Airweight Bodyguard .38 Special.  The standard versions that are often called the .38 Detective Revolver consist of a 5-shot J-frame with an exposed hammer chambered to fire the .38 caliber pistol cartridge.

Regardless of which model you have, these are notoriously inaccurate, and most experts advise that if you are shooting at a target you cannot hit by throwing the revolver at them, the target is too far away.


-- Rifle --

* Browning Automatic Rifle
The Browning Automatic Rifle -- AKA the BAR -- is officially known as the M1918, and is chambered for the .30-06 Springfield rifle cartridge.  Designed by John Browning in 1917 for the U.S. Expeditionary Corps in Europe as a replacement for the French-made Chauchat and M1909 Benet-Mercie machine guns, the BAR saw action in most of the wars since, and is still used today by the military in many countries, including the US, as well as police departments.

* M1 Garand
The M1 Garand (officially designated as United States Rifle, Caliber .30, M1) was the first semi-automatic rifle issued to the infantry of US Military Branches, and is chambered for the .30-06 Springfield rifle cartridge.

-- Sub-Machine Gun (SMG) --

Thompson M1
Invented by John Thompson in 1919, and originally marketed to civilians as well as police and military as a general purpose automatic rifle, the M1 became infamous during the Prohibition era when it was used by both law enforcement officers and criminals.  The Thompson is also known as:the "Tommy Gun" and the "Chicago Typewriter" and is only used today by third-world military forces.

Chicago Piano Gun
This is a special gun obtained as a pre-order bonus from HMV.  The gun is a variation of the  Thompson and has a capacity of 45 bullets per magazine.


--Shotgun --

12 Gauge Pump Action Shotgun
The Remington Model 10 is the pump-action shotgun used by the LAPD from 1914 to the late 1950's when it was replaced with a more modern version.  It is equipped with an internal hammer and a tube magazine and is chambered for the 12 gauge "police round" but can be used with any of the civilian type shells as well.



   




Street Crimes

There are forty Street Crimes in total, and they are found randomly throughout the city.  As you are driving around (whether in free roam or on the way to investigate a case) you will receive calls from the dispatcher telling you about a crime taking place, and you can then hit 'A' to be in on the call and head for the location -- marked on your map!

If you hold off on doing these missions until after you complete the game, you can enter Free Roam and the icons for each will be easily found on the map, allowing you to rapidly cycle through them all!

There are several Achievements/Trophies that can be unlocked during these side adventures, including:

-- A Cop On Every Corner (15 GP) Complete a single street crime case.
-- Asphalt Jungle (15 GP) Chase down and tackle a fleeing suspect as a Detective
-- Dead Men Are Heavier (15 GP) Shoot and kill a total of 100 bad guys.
-- Johnny On The Spot (30 GP) Respond to 20 street crime cases.
-- Keep A Lid On (15 GP) Complete a brawl without losing your hat as an LAPD Detective or Investigator.
-- Not so hasty (15 GP) Stop a fleeing suspect with a warning shot as an LAPD Detective.
-- The Long Arm Of The Law (30 GP) Complete all street crime cases.
-- Wooden Overcoats (30 GP) Bring down a total of 30 bad guys with head shots.

The Street Crimes Ticklist

-- Traffic Street Crimes --
o -- Amateur Hour (20:00-4:00)
o -- Army Surplus (8:00-16:00)
o -- Boxing Clever (21:00-4:00)
o -- Cosmic Ray (21:00-4:00)
o -- Death From Above (20:00-4:00)
o -- Gang Fight (21:00-4:00)
o -- Hotel Bandits (8:00-16:00)
o -- Hung Out to Dry (20:00-4:00)
o -- Masked Gunman (21:00-4:00)
o -- Pawnshop Holdup (8:00-16:00)
o -- Shoo-Shoo Bandits (21:00-4:00)
o -- Theater Robbery (19:15-21:00)

-- Homicide Street Crimes --
o -- Bank Job (8:00-16:00)
o -- Bowling Lane Robbery (8:00-16:00)
o -- Canned Fish (19:00-19:30)
o -- Cop Killer Shot (8:00-16:00)
o -- Death Plunge (8:30-18:00)
o -- Honey Boy (8:00-16:00)
o -- Killer Bandits (8:00-16:00)
o -- Misunderstandings (8:00-16:00)
o -- Running Battle (8:00-19:00)
o -- Thicker than Water (7:00-19:00)
o -- Unsuccessful Holdup (8:00-16:00)
o -- Vengeful Ex (8:30-18:00)
o -- Would be Robber (8:30-18:00)

-- Vice Street Crimes --
o -- Against the Odds (8:00-16:00)
o -- Bad Date (21:00-5:00)
o -- Camera Obscura (19:00-7:00)
o -- Commies (8:00-16:00)
o -- Daylight Robbery (8:00-16:00)
o -- Fatal Plunge (8:00-16:00)
o -- Street Keepers (8:30-17:40)
o -- The Badger Game (19:00-7:00)
o -- The Blue Line (8:00-16:00)
o -- Zoot Suit Riot (19:00-7:00)

-- Arson Street Crimes --
o -- Accident Prone (19:00-7:00)
o -- Bus Stop Shooting (8:00-16:00)
o -- Cafe Holdup (8:00-18:00)
o -- Hot Property (8:00-16:00)
o -- Paper Sack Holdup (19:00-7:00)



   




Getting 100%

Most gamers are not aware of this, but the Achievement System for the Xbox 360 almost did not happen -- and when it was originally planned the people who were set to creating it had absolutely no notion just how important a part of the community of 360 gamers it would grow to be.  Put simply it was added as an afterthought and a novelty, and because it was those two things it very nearly got canceled -- and wouldn't it be weird not to have it?

The ratio among gamers for the importance of Achievements runs right around 50/50, with half saying they are an important part of gaming, and the other half saying that they can take them or leave them but take them as they come!  We suspect that the issue is a loaded one, as many gamers really do like them and pursue them, they just do not want to be branded as an Achievement Whore, so they deny the fact.

As a gamer I admit that I like them, but I am not one of those gamers that will go out of their way and spend lots of time just to get an Achievement unless there is a reason to.  When I am working on a guide and the Achievement is complex and needs to be covered in detail, I will do it, but if I can write up the guide without having to do them and they are Achievements that require you to do things in a game you would not normally do?  I generally pass on those.

A casual examination of the Achievement/Trophy List for LA Noire will reveal the one titled "The City of Angels" -- which is one of those complicated Achievements that needs to be covered for this guide -- and  that is worth 80 GP which is unlocked by completing 100% of the game -- which you are probably wondering means what exactly?

The first clue to the meat of the "What?" question can be found in the Statistics Screen off of the Pause Menu -- which we will review below -- but before we do that, here is the official set of requirements to unlock that Achievement/Trophy:

You need the following to get this achievement:

(1) Solve all 21 story cases
(2) Finish all 40 street crimes
(3) Read all 13 Newspaper collectables
(4) Find all 30 landmarks
(5) Find all 50 hidden film reels
(6) Find all 95 vehicles in the game

That is not really six easy steps -- just the opposite in fact, as it is six challenging steps!  Still it can be done -- with considerable effort -- but it can also be made a bit easier if you approach it as an end-game task rather than try to concentrate upon it early in the game.

The following hints will make your pursuit of this Achievement/Trophy a bit easier to take...

(1) Solve all 21 story cases
Note that it does not say 5-Star all 21 cases -- though that is something you will want to do anyway -- but the good news is that you can return to each and every one of those via the Main Game Menu and replay them pretty much whenever you want after you have played each through to the end!

(2) Finish all 40 street crimes
These are sub=missions you are going to want to play through anyway both to Rank up and because they add to the depth, the story, and the fun of the game!  That being the case, you may want to treat these as opportunity items -- and take them as they pop up so that they are not a big long and nasty chore facing you at the end of the game...

(3) Read all 13 Newspaper collectables
If you followed this guide, you did that as part of the regular play of the game and this is a non-issue.

(4) Find all 30 landmarks
This will almost totally come as an accidental side-effect of playing through the game normally.  When you get to the end there may be one or two locations you have yet to find -- but completing them is a trivial matter and nothing to worry about!

(5) Find all 50 hidden film reels
This is a much more significant challenge, because it is one of the requirements that pretty much has you behaving in a way that is not part of the normal game play.  After trying it both ways, I have come to the conclusion that it is better to save this for the post-end-game play by trying not to grab ANY of them during the play through, saving them for one long collection quest after everything else has been completed.

(6) Find all 95 vehicles in the game
Like the film reels, this one is a bitch to complete and requires you to do things in the game that are not really part of normal play -- but thankfully there are only 15 cars that can be characterized as requiring you to actively hunt for them.  The remaining 80 cars will mostly come as you play, allowing that you will have to actively seek them out.

Only you can decide if this is an Achievement/Trophy that you feel you need to have -- but in case it is, we have been careful to include all of the details and elements that are particular to each case in the guide so that if you do decide you want this, you have already completed the basic elements as part of the regular play.

Good luck with this -- we really mean that!



   




Xbox 360 Achievements

The Xbox 360 version of LA Noire has 50 Achievements worth a total of 1,200 Gamer Points spread across the main game and the DLC.

-- Standard Achievements --
 
(01) A Cop On Every Corner (15 GP)
Complete a single street crime case.

(02) Asphalt Jungle (15 GP)
Chase down and tackle a fleeing suspect on foot as an LAPD Detective.
 
(03) Auto Collector (15 GP)
Drive 40 different vehicles.

(04) Auto Enthusiast (15 GP)
Drive 5 different vehicles.

(05) Auto Fanatic (30 GP)
Drive every vehicle in the city.

(06) Dead Men Are Heavier (15 GP)
Shoot and kill a total of 100 bad guys.

(07) Golden Boy (15 GP)
Clear a case finding every clue as an LAPD Detective or Investigator.

(08) Hollywoodland (30 GP)
Find and inspect all gold film reels.

(09) Johnny On The Spot (30 GP)
Respond to 20 street crime cases.

(10) Keep A Lid On (15 GP)
Complete a brawl without losing your hat as an LAPD Detective or Investigator.

(11) Lead Foot (15 GP)
Keep the needle above 80mph for more than ten seconds while driving.

(12) Magpie (80 GP)
Find and inspect 95% of all clues.

(13) Miles On The Clock (15 GP)
Drive more than 194.7 miles.

(14) Not So Hasty (15 GP)
Stop a fleeing suspect with a warning shot as an LAPD Detective.

(15) One For The File (15 GP)
Find and inspect a clue as an LAPD Detective or Investigator.

(16) Public Menace (30 GP)
Rack up $47,000 in penalties during a single story case.

(17) Roscoe And Friends (15 GP)
Kill at least one bad guy with every gun.

(18) Shamus To The Stars (80 GP)
Complete all story cases with a five star rating.

(19) Star Map (15 GP)
Discover all landmark locations around the city.

(20) The Brass (30 GP)
Achieve maximum rank.

(21) The City Of The Angels (80 GP)
Reach 100% Game Complete.

(22) The Hunch (30 GP)
Use four intuition points in a single interview session, correctly branching each question.

(23) The Long Arm Of The Law (30 GP)
Complete all street crime cases.

(24) The Moose (15 GP)
Follow Candy Edwards without using cover or incognito, except when starting or picking up the tail.
 
(25) The Plot Thickens (15 GP)
Find and solve an inspection puzzle.

(26) The Printer's Devil (20 GP)
Complete 'A Slip of the Tongue'.

(27) The Shadow (15 GP)
Tail a suspect without being spotted, in a single case.

(28) The Straight Dope (15 GP)
Use evidence to prove a lie as an LAPD Detective or Investigator.

(29) The Third Degree (30 GP)
Correctly branch every question in every interview in a single story case.

(30) Traffic Stop (15 GP)
Disable a suspect vehicle with help from your partner.
 
(31) The Up And Up (30 GP)
Complete a story case with a five star rating.
 
(32) Wooden Overcoats (30 GP)
Bring down a total of 30 bad guys with head shots.

 
-- Secret Achievements --

(33) Chop Shop (20 GP)
During the Industrial Street raid, kill a goon by shooting the hanging engine block.

(34) Femme Imbécile (20 GP)
Correctly branch every question in the interview with Jean Archer.

(35) Huckster (15 GP)
At Elysian Fields, outwit Leland Monroe when discussing his developments or advertising campaign.

(36) Moth To A Flame (70 GP)
Complete all cases on the Arson desk.

(37) No Rest For The Wicked (15 GP)
Complete all cases on the Vice desk.

(38) Nowhere In A Hurry (20 GP)
Catch and arrest Cliff Harrison before he is stopped by uniformed backup.

(39) Paved With Good Intentions (15 GP)
Complete all cases on the Traffic desk.

(40) Police Academy (15 GP)
Complete all cases on the Patrol desk.

(41) Racing For Pinks (20 GP)
Find and inspect all of the Marquee-printed pink slips.

(42) Round Heels (15 GP)
At the Bamba Club, get Dick McColl to give up the license plate of Celine Henry's male companion.

(43) Stab-Rite (15 GP)
At Ray's Cafe, find the bloodstained knife on your first sweep of the crime scene.

(44) The Fighting Sixth (15 GP)
At the Bus Shooting, talk Felix Alvarro into giving up the Marines involved in the Coolridge heist.
 
(45) The Simple Art of Murder (15 GP)
Complete all cases on the Homicide desk.


-- DLC: The Naked City --
 
(46) A Good-Looking Corpse (20 GP)
Find and inspect all of the narcotics in Julia Randall's apartment.

(47) Chauffeur Service (20 GP)
Escort Heather Swanson to Arnett's apartment without damaging your vehicle.

(48) Eight Million Stories (20 GP)
Complete 'The Naked City'.

(49) Fakeloo (20 GP)
Tail Henry Arnett from Hollywood Station to the pawnbroker and travel agent without being spotted.

(50) Give My Regards (20 GP)
Shoot every letter down from the tower at the Broadway Hotel.



   




PlayStation 3 Trophies

The PlayStation 3 Version of LA Noire has a total of 51 Trophies that can be unlocked -- 34 Bronze, 10 Silver, 6 Gold, and 1 Platinum.  The extra Trophy is specific to the PS3, and is unlocked for unlocking all of the other trophies.
 
-- Standard Trophies --

(01) A Cop On Every Corner (Bronze)
Complete a single street crime case.

(02) Asphalt Jungle (Bronze)
Chase down and tackle a fleeing suspect on foot as an LAPD Detective.
 
(03) Auto Collector (Bronze)
Drive 40 different vehicles.

(04) Auto Enthusiast (Bronze)
Drive 5 different vehicles.

(05) Auto Fanatic (Silver)
Drive every vehicle in the city.

(06) Dead Men Are Heavier (Bronze)
Shoot and kill a total of 100 bad guys.

(07) Golden Boy (Bronze)
Clear a case finding every clue as an LAPD Detective or Investigator.

(08) Hollywoodland (Silver)
Find and inspect all gold film reels.

(09) Johnny On The Spot (Silver)
Respond to 20 street crime cases.

(10) Keep A Lid On (Bronze)
Complete a brawl without losing your hat as an LAPD Detective or Investigator.

(11) Lead Foot (Bronze)
Keep the needle above 80mph for more than ten seconds while driving.

(12) Magpie (Gold)
Find and inspect 95% of all clues.

(13) Miles On The Clock (Bronze)
Drive more than 194.7 miles.

(14) Not So Hasty (Bronze )
Stop a fleeing suspect with a warning shot as an LAPD Detective.

(15) One For The File (Bronze)
Find and inspect a clue as an LAPD Detective or Investigator.

(16)Platinum Trophy (Platinum)
Collect all other Trophies to unlock.

(17) Public Menace (Silver)
Rack up $47,000 in penalties during a single story case.

(18) Roscoe And Friends (Bronze)
Kill at least one bad guy with every gun.

(19) Shamus To The Stars (Gold)
Complete all story cases with a five star rating.

(20) Star Map (Bronze)
Discover all landmark locations around the city.

(21) The Brass (Silver)
Achieve maximum rank.

(22) The City Of The Angels (Gold)
Reach 100% Game Complete.

(23) The Hunch (Silver)
Use four intuition points in a single interview session, correctly branching each question.

(24) The Long Arm Of The Law (Silver)
Complete all street crime cases.

(25) The Moose (Bronze)
Follow Candy Edwards without using cover or incognito, except when starting or picking up the tail.
 
(26) The Plot Thickens (Bronze)
Find and solve an inspection puzzle.

(27) The Printer's Devil (Gold)
Complete 'A Slip of the Tongue'.

(28) The Shadow (Bronze)
Tail a suspect without being spotted, in a single case.

(29) The Straight Dope (Bronze)
Use evidence to prove a lie as an LAPD Detective or Investigator.

(30) The Third Degree (Silver)
Correctly branch every question in every interview in a single story case.

(31) Traffic Stop (Bronze)
Disable a suspect vehicle with help from your partner.
 
(32) The Up And Up (Silver)
Complete a story case with a five star rating.
 
(33) Wooden Overcoats (Silver)
Bring down a total of 30 bad guys with head shots.

 
-- Secret Achievements --

(34) Chop Shop (Bronze)
During the Industrial Street raid, kill a goon by shooting the hanging engine block.

(35) Femme Imbécile (Bronze)
Correctly branch every question in the interview with Jean Archer.

(36) Huckster (Bronze)
At Elysian Fields, outwit Leland Monroe when discussing his developments or advertising campaign.

(37) Moth To A Flame (Gold)
Complete all cases on the Arson desk.

(38) No Rest For The Wicked (Bronze)
Complete all cases on the Vice desk.

(39) Nowhere In A Hurry (Bronze)
Catch and arrest Cliff Harrison before he is stopped by uniformed backup.

(40) Paved With Good Intentions (Bronze)
Complete all cases on the Traffic desk.

(41) Police Academy (Bronze)
Complete all cases on the Patrol desk.

(42) Racing For Pinks (Bronze)
Find and inspect all of the Marquee-printed pink slips.

(43) Round Heels (Bronze)
At the Bamba Club, get Dick McColl to give up the license plate of Celine Henry's male companion.

(44) Stab-Rite (Bronze)
At Ray's Cafe, find the bloodstained knife on your first sweep of the crime scene.

(45) The Fighting Sixth (Bronze)
At the Bus Shooting, talk Felix Alvarro into giving up the Marines involved in the Coolridge heist.
 
(46) The Simple Art of Murder (Bronze)
Complete all cases on the Homicide desk.


-- DLC: The Naked City --
 
(47) A Good-Looking Corpse (Bronze)
Find and inspect all of the narcotics in Julia Randall's apartment.

(48) Chauffeur Service (Bronze)
Escort Heather Swanson to Arnett's apartment without damaging your vehicle.

(49) Eight Million Stories (Gold)
Complete 'The Naked City'.

(50) Fakeloo (Bronze)
Tail Henry Arnett from Hollywood Station to the pawnbroker and travel agent without being spotted.

(51) Give My Regards (Bronze)
Shoot every letter down from the tower at the Broadway Hotel.