Discworld 1 Walkthrough - Part 2 Supplied by Mongoose @~Concluded from Issue 49 Act III ------- In this act you need to get 6 items that make you a hero with a million to one chance (talk to the city guards about it) these items are: soot (camouflage), blindfold (mask), transfer (birthmark), magic book (magic spell), magic item (eye of Offler), and sword that goes ting (sword) UU: Kitchen: Take the spatula. Arch-chancellor's room: Take the Hat Drum: Look at the drinks (Klatchian cactus juice) talk to the barkeeper twice. Take the worm from the glass and use string on it. Hide-out: Knock to get a custard tart Shades: Talk to big Sal again. Hovel: open bag to get knife. Mural: (on wall where the mason used to be..) use the spatula to get the soot (= camouflage) Street: Take the barber's scissors, and appointment book Square: Go into the psychiatrickerists twice, talk to the girl, use the appointment book to get her autograph. You see the psychiatrickerist. Get a bag of leeches from Dibbler - open it. Use the knife on the rubber belt on the dunny machine. Pick up an egg from the stall. Get the snake on the floor. Use the fertiliser, then the starch on the snake. Talk to the Amazon. Woods: Turn the crank, fill the pot from the bucket, use the screwdriver to take the crank. Palace: Use an inkblot or leech to get past the guards. Get the brush from the bath. Go right, past the throne, go into the dungeon . Use the worm on a string with the hole by the cells. Look at and use the rat, it turns into an imp. Use the crank on the rack to the right to get a sword. Get a bone from the skeleton Toyshop: Get a toy, use the bone on the gluepot Inn: In the bathroom, fill the pot with soap. Outside, go right. Give the bone to the dog. Talk to the sailor, then the innkeeper. look at the sailor's tattoo and talk to the sailor again. Alley: Talk to the alchemist. When he leaves to get corn, take the camera (box). UU: Dining room, swap the snake with Windle Poons' staff. Edge of world: Use whistle on Rincewind. Light a firework and throw it at Polly. Use the broom handle (staff) to extend the net, and use it to get Polly. The whistle went over the edge. Look at the hat. Use the hat on the fork, use the chain of handkerchiefs. On A-Tuin, look for the glint, take it, use the hankies to get back to Discworld. Inn: Give Polly and the whistle to the pirate Livery Stable: Use the brush with the soapy water. Use the brush with the bumper bar. Look at the bumper, Look at the number plate, look at the bumper sticker (Lady Ramkin now appears on the city map) Alley: Put the knife in R's inventory. Go onto the roof. Cut the ladder with the knife. Go down to the alley and talk to the assassin. The donkey is now in the square Square: Cut the donkey's tail (= moustache) off with the scissors Lady Ramkin's: Use the knocker on her door. Go round the back. Look at the molten pile, talk to her. Use the doorknocker again, when she appears, go round the back and steal the rosette, leash, and nail. City Gate: Talk to Carrot about swords Nanny Ogg's: Double-click on the wool. Take the mallet from the wood pile. Use the rosette on the sheep. Use the imp with the impsomatic camera. Use the camera with the sheep. Use the sheep picture with the octopus picture. Go through the hatch. Look at the potions. Talk to Nanny about the potions, use the custard tart on yourself to kiss her. Take the truth potion. Mine: Use the sword on the swordsmith Woods: Give the barber the appointment book Street: Talk to the barber Square: Talk to the street starfish Alley: Put the rubber belt in your inventory. Go up to the roof, then to the tower. Use the belt on the flagpole tip, and bungee to get the transfer. Broken Drum: Use the nail on the beam. Hang up the sheep picture on the beam. Talk to the braggart. When you have the tankards, use the truth potion on them and continue the conversation, he'll tell you where the temple of Offler is. Ask the barman about elderberry wine. He should mention foxes. Inn: Go into the bedroom and look at the door. Unscrew the door. Talk to the bogeyman (use the angry conversation) Drum: Go down the trapdoor. Look for elderberry wine. Fill the tankard with it. Put it in R's inventory, otherwise the luggage drinks it on route to the mine. Mine: Give the wine to the swordsmith, then the sword. Gorge: Get thrown off the bridge, then use the carpet on the monk. Enter the temple. Take the bandanna (blindfold), use the leash on the luggage, use the blindfold on Rincewind. At the altar fill the pouch with sand and use it on the eye. UU: In the dining room talk to the lecturer of recent runes about heroes. Library: Search the library for a magic book (between where the L-space door and sleazy guy were) You are now a Hero. ACT IV ------ Square: Look for the key on lady Ramkin and take it Lady Ramkin's: Use the key on the dragon's door. There is a molten pile on the floor. To get past this, there are some gumboots somewhere, or do you have to make them? Anyway if you just click past the blue patch a few times, you can bypass this problem. No-one else has got gumboots yet... Anyway, take Mambo the dragon. Square: Use Mambo on the dragon. Give Mambo a lit firecracker, use him on the dragon again. To finish the game, use the love custard tart on the dragon. - o -