Thanks to Gordon and Rosemary for all their help while I was playing the game. I would never have finished it otherwise!
The idea for this act is to build a dragon detector, as a rule talk to everyone you meet to get clues. Leave your room and find the arch-chancellor. Talk to him. You now must find the book.
BOOK: Go to the closet. Get broom. Go to Rincewind's room, open the wardrobe and get the pouch. Use broom on luggage. Go to library. Give banana (it's in the luggage) to the librarian. Take the book to the arch-chancellor. Now you need to build the detector (staff, breath, imp, coil and container).
STAFF: Go to the dining room. When the wizard (Windle Poons) grabs some food, use the broom on the staff. To leave the university, talk to the apprentice outside and don't forget to take the frog.
BREATH: Go to the palace. Talk to the guard. Go into the bathroom and get the mirror. Leave the palace and go to the alley. Make sure that Rincewind is carrying the mirror (NOT in the luggage) then step on the jumping tile. Climb the tower and use the mirror on the tip of the flagpole. Use the mirror again to annoy the dragon.
COIL: Get the ladder from the rooftops then go to the square. Take tomato then throw it at the tax collector. Get another tomato then get the worm. Talk to the Urchin to learn pickpocket skill. Leave, then go to the street. Go to the barber shop and look at the hair roller. Talk to the woman then talk to the barber. While he daydreams use pickpocket skill on the barber's pocket.
IMP: Go to the toy shop. Get the string then use it on the worm. Go to the livery stable and use the sack twice to get some corn. Go to the alley and walk around the jumping tile (or click quickly after stepping on it) to visit the alchemist. Use the corn on the flask. Look at the box. Use the cable release then exit the close-up. Get the imp (he gets away) then go outside and use the worm on the hole to get the imp again.
CONTAINER: Go to the university then go into the kitchen. Talk to the cook then leave the university and go to the broken drum. Talk to the barman then take the tankard and the matches. Leave and go visit the Psychiotrickerist.
Talk to the troll. Look at the magazines, milk maid, net and diploma then leave. Go back in and you can now get the net. Return to the university and go around to the back door. Use ladder on the window (make sure Rincewind is holding the net, NOT in luggage) then use the net on the pancake. Go into the kitchen and take the frying pan. Now take the items to the arch- chancellor then use the device to find the dragon. It will beep faster the closer you get (should be near bottom left of map).
Now you need to find out which six people summoned the dragon and to get their gold item so you can give them to the dragon. First we need to learn how to travel in time. So go talk to everyone to get some new clues.
L-SPACE: Go to the library and give all the gold treasure to the sleazy guy to get the gold banana which you then must give to the librarian. Go into L-space and wait in the library until the thief shows up to steal the book.
Use the book near the bookshelf to open the secret passage and go into the secret passage. Follow the thief and watch out for where he disappears to discover the hideout. Go to the hideout and use the drainpipe near the door.
** NOTE ** If you don't do something quite right (especially where the timing is the factor) in the next section then you can just go through L-space again to retry.
Go to the park and use the frog on the sleeping drunk (Rincewind). Use the net to get the butterfly then go to the street corner. Use the butterfly on the lamp then get the pot. Go to the alley near the fishmonger and open the toilet door. Read the graffiti then go to the broken drum. Look at the picture behind the little guy then use his glass to start a fight. Use ladder on shingle to get the drumstick then return to L-space.
Go to the dining room and use the drumstick on the gong. Go to the kitchen and get the cornflour then go outside to get the prunes. Go to the street and into the alley near the fishmonger and get the robe. Go to the broken drum and talk to the barman after you look at the drinks. Get the glass then talk to the scared guy about the ghost. Go to the barn and get the screwdriver then go to the Inn. Open the door and go in the room to get the sheet. Go into the bathroom and get the bubblebath. Go to L-space.
Go to the hideout and wait for the thief. Use the glass on the drainpipe to hear the password. Use the robe on Rincewind then watch the cut scene. You should now know who the six are by what was said (thief, mason, fishmonger, dunnyman, fool and chimney sweeper). Go to the Inn and open the door to go into the room. Use the sheet on Rincewind then use the jewellery box. Go back to L-space.
Go to the broken drum and talk to the scared guy again for more information about the ghost. Go back to L-space then do the ghost bit again to get the city pass. Go to L-space to return to the present. Go to city gate and give the pass to the guard. Look at the crate then use it to get the fireworks and the keg. Click on the mountain to go to the pass. Try to leave on the right side of the screen then get the egg and the feather. Leave and go to the edge of the world. Get the lamp then use the coconut tree. Use the net to get the coconut. Go to the dark woods and walk over to Nanny Ogg's house then go inside. Use pot on the cauldron to get the custard. Go back to the city. Now we are ready to get the six gold items.
FISHMONGER: go to the street then to the fishmonger. Use the string on the octopus then go into the alley and put the octopus into the can (toilet). Use pot of custard on the can then go back to the fishmonger. Use the prunes on the caviar then go back in the alley and get the gold belt buckle.
CHIMNEY SWEEPER: Go to the toy store and get hogfather doll from the sale bin and put it into Rincewind's inventory NOT the luggage. Go to the alley where the alchemist lives and step on the jumping tile to get back on the roof. Use the doll on the chimney then get down and enter the alchemist's. Use the keg on the fireplace then use the string on the keg. Go outside and use the matches on the string/fuse (in the drainpipe). You now have the gold brush.
FOOL and CHUCKY: Go to the square and go see the psychiotrickerist. Wait until you are called in to see him. You now have two inkblots. Go to the university and go around the back to get the garbage. Go to the palace and use the inkblot to get past the guards. Talk to the peasant to find out about the thief then use the garbage can on the fool. Go into the bathroom and use the bubblebath on the tub. Get the fool's cap (gold bells).
DUNNYMAN: Go to the square and talk to the Dibler to get a donut. Go into the lane and wait for the dunnyman. Use the donut on the dunnyman then go to the barber shop. Talk to the barber then go to the psychiotrickerist and talk to the milk maid to get a note. Return to the barber shop and give the note to the barber. Use the apparatus to get the gold tooth.
MASON: Go to the square and talk to urchin/starfish. Go to L-space and go to the shades (did you remember to read the graffiti earlier?). Walk around the shades and go to the big house and talk to Sally (in the red dress). Use the egg and cornflour on Sally. Use the screwdriver on the coconut then give the coconut to Sally. You now get Sally's bloomers. Go through L-space and then give the bloomers to the urchin/starfish. He will now teach you the handshake skill. Put the bra on the ladder and go back to the shades. Use the handshake on the mason to get the gold trowel.
THIEF: While in the shades, go to the hovel and use the ladder (have you put the bra on it?) on the hovel to go inside. Get the key, but you won't be able to. Use the feather on the thief and now you can get the gold key.
Go to the barn and give the six gold items to the dragon (fool's cap, brush, belt buckle, tooth, trowel and key). Now you must stop the dragon from being summoned to begin with.
Go to the square and talk to Nanny Ogg (witch) to get the carpet. Talk to her again and when she puckers up for a kiss take the custard book. Go to L-space and QUICKLY get the dragon summoning book (it's just to the right of the opening to L-space). Use the dragon summoning book on the custard book to swap the covers then put the custard book (with the dragon summoning cover on it) into the empty space. Do this fast (before the thief shows up) to finish Act 2.
Go to the broken drum and talk to the barman twice to get a worm (first look at the drinks behind him, especially the green one. pick up the glass to get the worm). Use worm on the string and go into the woods and walk over to the wishing well. Use the crank then use the screwdriver on the crank. Use the pot on the bucket then return to the city. Go to the square and talk to the Dibler to get a paper bag. Put the bag in your inventory then use the bag to get the leeches. Go to the palace and use the leeches on the left guard to get past. Enter the bathroom to get the brush. Go into the dungeon (far right past the throne) and walk over to the cells and use the worm on the hole to get a rat. Put the rat in your inventory then use it to reveal it as an imp. Walk over to the right and use the skeleton to get a bone. Use the crank on Chucky's rack and get the sword. Leave the palace and go to the square. Get the egg then get the snake.
Talk to the amazon, wizards, Sally, old timers and the troll to find out what a hero needs. Talk to the guards at the city gate and make the following sum: talisman + sword + moustache + birthmark + spell + camouflage. It should equal 1,000,000 to 1, just the odds you need. Now go get those items.
CAMOUFLAGE: Get the spatula from the kitchen then go to the shades and use the spatula on the mural. (While you are here you may as well go into the hovel and get the knife because you need it later)
SPELL: Go to the library and look at the area where the sleazy guy was standing to find a magic book.
BIRTHMARK: Go to the closet in the university and use the matches on the shape. Get the starch and use it on the snake then use the fertiliser on the snake. Swap the snake for the wizards staff (in the dining room) and use the staff on the net to make the handle longer. Go to the toy shop and use the bone on the glue. Go to the Inn and give the bone to the dog. Talk to the sailor then talk to the Innkeeper and then talk to the sailor again after you look at his tattoos. Go to the edge of the world and use the whistle that you got from the sailor. Use the fireworks on the matches then use the firecracker on the parrot. Use the net to get the parrot. Go and give the parrot to the sailor. Go to arch-chancellor's office and take the hat. Go to the edge of the world then look at the hat. Use the hat on the fork then climb down the hankies. Look for the glint on the turtle's shell to find the whistle then take it back to the sailor. Get the appointment book from the barber shop then go to the psychiotrickerist and talk to the milk maid. Use the appointment book on the milk maid then go to the woods and talk to the barber. Give the appointment book to the barber then return to his shop.
Talk to the barber then go to the square and talk to the urchin/starfish. Use the knife on dunnyman's machine to get the rubber belt (if you don't have the knife, you will find it in the hovel at the shades) then go to the alley and step on the jumping tile (make sure that you have the rubber belt in Rincewind's hand, NOT in the luggage) to get on the roof. Climb the tower and use the rubber belt on the tip of the flagpole to get the tattoo.
MOUSTACHE: Go to the alchemist and talk to him. Get the box/camera then go to the Inn and use the soap (in the bathroom) on the pot. Use the brush on the pot then go to the livery stable and use the brush on the bumper bar. Look at the license plate then go to the alley and back up to the roof. Use the knife on the ladder and go back down to the alley. Talk to the ninja then go to the barber shop and get the scissors. Go to the square and use the scissors on the donkey's tail.
SWORD: Talk to the tall guard at the city gates then go to the mine. Use the sword on the blacksmith dwarf then go to the broken drum. Talk to the barman then go to the Inn. Look at the door then use the screwdriver on the door. Talk to the door. Go to the broken drum then go into the cellar. Find the barrel with the wine that the blacksmith wants then fill the tankard with that wine. Go back to the mine but DON'T put the tankard in the luggage because it will drink it before you get there. Give the tankard to the blacksmith then use the sword on the blacksmith.
TALISMAN: Talk to the old timers (at the square) then go to the livery stable and read the bumper sticker. Go to Lady Rankin's dragon farm. Open the gate then go over to the front door and knock. Wait until Lady Rankin answers and then talk to her. Go down the path to go around the back then talk to her again. Look at the rosette then go back to the front door and knock again.
Quickly go around the back before she answers the door. Get the rosette, leash and the nail then go to the hideout. Knock on the door to get some custard. Go to the dark woods and visit Nanny Ogg. Look at the potion then talk to Nanny Ogg. When she puckers up eat some custard then get the potion.
Look at the wool then use the wool to find the secret hatch. Put the imp in the camera then put the rosette on the sheep. Take the mallet then use the camera on the sheep to get the photo. Now go and visit the fishmonger and take the picture of the squid from the wall. Use the sheep photo on the squid picture then go to the broken drum. Use mallet on the beam then use the photo on the beam. Talk to the braggart. Use the potion on the drinks then give the drinks to the braggart. Go to the gorge and use the carpet on the bridge. Go into the temple and take the bandanna/blindfold. Use the leash on the luggage then use the blindfold on Rincewind. Use the pouch on the sand then use the pouch on the Eye of Offler. Leave the gorge.
Go to the square and take the key from Lady Rankin. Go to the dragon farm and use the key on the cage door. Get mambo 16 then use the fireworks on mambo 16. Go to the dungeon and use mambo 16 on the hot coals (near the rack). Go to the dwarf mines then use mambo 16 on the hot coals. Go back to the square and use the custard tart on the dragon. The End.
See the metzomagic.com Review of Discworld.
Copyright © David Rudge 1998.
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