"Marleybone is a city of order and reason, but even here, shadows lurk in the alleys. It's up to us to shine the light of justice." — Detective Sherlock Bones
Marleybone is a sophisticated, urban world characterized by its Victorian-era architecture, cobblestone streets, and a society of anthropomorphic dogs and cats. As a hub of science, law, and industry, it boasts institutions like Scotland Yard and the Royal Museum. Beneath its polished exterior, however, lies a city grappling with crime and corruption, where notorious figures like Meowiarty and the O'Leary gang challenge the established order. Marleybone's blend of order and chaos offers a compelling backdrop for tales of intrigue and heroism.
Arrival in Krokotopia - Wolfminster Abbey & Royal Museum
Private Kinchley welcomes you to Marleybone and directs you to Curator Clancy Pembroke at the Royal Museum.
Pembroke informs you that the sarcophagus containing the Krokonomicon is being processed for display and that only Mayor Pimbsbury can grant access.
At Digmoore Station, Mayor Pimbsbury agrees to grant you access to the Krokonomicon if you help address the gang problem in the streets.
Sherlock Bones suspects the O'Leary gang is behind the disturbances and suggests you meet Ms. Conrail in Hyde Park for more information.
Hyde Park - The O'Leary Investigation Begins
Ms. Conrail informs you that a cat named Baxter has information on the O'Learys but is being held at the Hyde Fraternity House.
After defeating Willie Marks to obtain Baxter's location, you infiltrate the Hyde Fraternity House and defeat Gearhead, but Baxter is taken away.
Returning to Sherlock Bones, he advises you to consult Ms. Marphely in Chelsea Court, where clockworks are causing chaos.
Chelsea Court - Rescuing Baxter
Ms. Marphely suspects that Baxter is being held in a nearby clockwork tower and directs you to William Pugsby for assistance.
Pugsby reveals that Shakes O'Leary owns the tower and frequently changes the password.
After defeating Shakes O'Leary and Timmy Icepick to obtain the password, you infiltrate the tower, defeat Potbelly, and rescue Baxter.
Sherlock Bones arranges a private meeting at his residence at 221 Barker Street in Regent's Square.
221 Barker Street - Planning the Next Move
Baxter reports seeing Pops O'Leary near The Ironworks, prompting Sherlock Bones to send you there to investigate further.
The Ironworks - Uncovering the Prison Break Plot
After navigating through locked doors and defeating Nails O'Leary, you discover blueprints for Newgate Prison, indicating a planned breakout.
Defeating Brady the Sneak provides the secret knock needed to access Shakes O'Leary's room.
Shakes O'Leary admits that the prison raid has already been ordered.
Sherlock Bones urges you to warn his colleague, Watson, at Scotland Yard.
Scotland Yard - Preparing for the Prison Raid
Watson confirms that the O'Learys plan to free the notorious thief Meowiarty and directs you to Officer Ness inside Newgate Prison.
Newgate Prison - Chasing Meowiarty
Officer Ness reports that Malistaire is summoning the undead to aid in Meowiarty's escape.
You pursue Meowiarty through the prison, receiving assistance from Officers Malone, Wallace, Stone, and Dorsett.
After a brief encounter with Meowiarty and Malistaire, you learn of an O'Leary hideout nearby.
Defeating Gibson O'Leary reveals that Meowiarty has fled to an old warehouse, identified as the North Clocktower.
Inside the North Clocktower, you defeat the Agony Wraith summoned by Malistaire to delay you.
Back at Scotland Yard, Watson assigns you to assist Sergeant Steeg in Knight's Court with the case of Jacques the Scratcher.
Knight's Court - Unmasking Jacques the Scratcher
After defeating Jacques the Scratcher, he escapes, leaving behind a crumpled glove with the initials "XX."
Investigating further, you consult Angus Crankenhop at Mr. Burt's Bones and Biscuits in Regent's Square.
Crankenhop deduces that Jacques is likely Doctor Xavier Xandros, who resides in Knight's Tower.
Confronting and defeating Dr. Xandros confirms his identity as Jacques the Scratcher.
Returning to Watson, you learn that Dr. Katzenstein is behind the clockworks and has ties to Meowiarty.
Katzenstein's Lab - Confronting the Mad Scientist
Watson informs you that Dr. Katzenstein is behind a locked door, and Firegut may have the combination.
After defeating Firegut and Clanker to obtain the necessary access, you enter the lab.
Inside, you defeat Dr. Katzenstein and, with the help of Grunk, build a clockwork golem.
The golem reveals its intention to go to Big Ben to defend its master.
Back at the Royal Museum, Sherlock Bones informs you that Meowiarty has already broken in and must be stopped.
Clancy Pembroke states that Meowiarty has stolen the Krokonomicon and locked himself in the tower, requiring the reset of both tower counterweights to gain access.
Big Ben - Final Showdown with Meowiarty
After disabling both counterweights and defeating Sprockets and Bellows with assistance from Gus and Sally Newflower, you ascend Big Ben.
With the help of Travis Pawman, you navigate the tower and ultimately defeat Meowiarty.
Despite your efforts, Malistaire escapes with the Krokonomicon, stating his intention to go to Dragonspyre.
Headmaster Ambrose explains that to reach Dragonspyre, Malistaire will need the Spiral Key, which is in the possession of the Emperor of MooShu.