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          | |¯\ \¯| |¯| [¯¯¯| |¯|_  |   | | |¯| | |¯) )| |   | |¯\ \
          | |  ) )| | |___¯¯| |  _| |   | | | | |  ¯ ( | |   | |  ) )
          | |_/ /_| |_____| | |_| | (/¯\) | |_| | |¯\ \| |___| |_/ /
          |____/|_____._____|_____|___,___,_____|_|  \_______,____/

   I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR
  II. WALKTHROUGH  . . . . . . . . . . . . . . . . . . . . . . . . . . . WLKT

      Act 1 ............................................................ WK01
      Act 2 ............................................................ WK02
      Act 3 ............................................................ WK03
      Act 4 ............................................................ WK04

 III. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . FAQZ
  IV. UPDATES & CONTRIBUTIONS  . . . . . . . . . . . . . . . . . . . . . UPDT
   V. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT

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I. CONTROLS                                                              [CNTR]
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Like most point-and-click games, controls are extremely simple.

Square is the action button, directing Rincewind to move to the cursor's
location, as well as selecting items from inventories. Triangle is the action
button, used for grabbing objects, combining objects in the inventory, opening
doors, etc. Circle is used for inspecting objects without interacting with
them. This usually gives a humorous synopsis of the item or, in some cases,
reveals crucial info about the item, which changes its functionality.

Discworld is compatible with the Playstation Mouse as well.
                                                    ________________________
____________________________________________________/ II. WALKTHROUGH [WLKT] |_
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ACT 1                                                                    [WK01]
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As the opening act begins, Rincewind starts with no inventory items.

[1.1] UNSEEN UNIVERSITY
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• Open wardrobe
• Take Pouch (automatically put into Rincewind's inventory)
• Exit room

The lower floors of the university contain the closet, library and kitchen.
The dining room is by the stairwell; the arch chancellor's room is on a 2F
walkway above the library.

• Enter Arch Chancellor's room
• View scene
• Visit Closet
• Take Broom
• Return to Rincewind's room
• Use Broom on Luggage (above wardrobe)
• Obtain Banana (in luggage already)

The animated luggage box will follow Rincewind around like a puppy dog. It
acts as a secondary, larger inventory. There will be times when it's not
available however, so useful items must be in Rincewind's inventory instead.

• Visit Library
• Give Banana to monkey librarian
• Obtain Book
• Show Book to arch chancellor in his room

Rincewind must now find five items needed to make the "neverfailing dragon's
lair revealer," which takes up the remainder of the first act.

• Visit dining hall
• Use Broom on Windle Poons' staff
• Obtain Staff (automatic)
• Exit university into courtyard
• Speak to apprentice on bench
• Use "?" comment
• Take Frog
• Inspect entrance gates
• Exit university

Ankh-Morpork makes up the whole "world map" of this act, and has numerous
areas available from the start. Not all are necessary right now, but players
can do the one-off areas now. (The item obtainment order to complete the arch
chancellor's lair finder is irrelevant.)

[1.2] LIVERY STABLE
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The stable's in the SE city block, near the perimeter.

• Inspect sack by cart
• Take Corn from sack

[1.3] BROKEN DRUM
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This bar is a little south of the palace, which itself is SE of university
grounds.

• Enter bar
• Speak to barman
• Take Tankard
• Take Matches off countertop
• Inspect drinks (green bottle on shelf behind barman)
• Speak to barman again
• Take Glass

[1.4] PALACE
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• See gate guard scene (automatic)
• Use "?" option on left guard
• Enter palace
• Enter dressing room (star on door)
• Take Mirror on wall (put in Rincewind's inventory, not luggage)

[1.5] SQUARE
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The square is SE of the palace.

• Enter psychiatrist's office (door with icon of head being hit by hammer)
• View scene (automatic)
• Speak to troll
• Exit and reenter
• Use seat between girl and troll
• Take Butterfly Net on wall

• Go back to street
• Take Tomato from stall
• Throw Tomato at tax collector in stockade
• Take another Tomato (automatic worm scene)
• Take the Worm from the sidewalk (it's hard to see)

• Speak to street urchin by the meeting hall
• Obtain Pickpocket ability (automatic)
• Steal an old-timer's Bloomers (automatic)

[1.6] STREET
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The street is near the east-central block. Rincewind can enter from the north
or south, though for simplicity's sake, we'll do the former.

• Enter toy shop
• Steal String off countertop
• Steal a pink Donkey toy from bin

• Advance up the street to fishmonger stand
• Steal Picture off wall

• Advance up the street
• Enter barbershop
• Try taking the client's hair roller
• Speak to client
• Speak to barber
• While barber is spacing out, pickpocket the barber (target his pocket)
• Obtain Hair Roller

[1.7] ALLEY
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The alley is on the SE block abutting the Square.

• Watch rooftop intruder scene (automatic)
• Put Mirror in Rincewind's inventory (if not already done)
• Stand on glowing cobblestone to reach rooftops
• Move toward the tower in the distance
• Climb onto flagpole (automatic)
• Affix Mirror on pole's tip
• Adjust mirror
• Obtain Dragon's Breath after scene (automatic)
• Exit tower (inspect right-hand side of ledge where hand icon appears)
• Move to left-hand side of rooftops
• Inspect Ladder to obtain it
• Use darkened upper window to revisit street level

• Advance up street (past trampoline cobblestone)
• Enter wizard's apartment
• Use Corn on flask
• Inspect box on countertop
• Press the box's red cable release
• Exit camera screen
• Inspect the imp

• Exit apartment
• Optional: use worm on hole by drain pipe
• Optional: get another worm from the tomato stand in the Square
• Combine Worm and String via inventory (Triangle button combines)
• Use string-tied worm on hole
• Obtain Imp (automatic)

[1.8] UNSEEN UNIVERSITY, PT. 2
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• Enter university grounds
• Move to the "path" in the background
• Inspect bags (Obtain Fertiliser)
• Put Butterfly Net into Rincewind's inventory (if not already done)
• Use Ladder on upper window
• Use Butterfly Net on flipped pancake

• Enter Unseen University building
• Visit kitchen
• Steal Frying Pan

• Revisit arch chancellor's office
• Give him the Frying Pan
• Give him the Hair Roller
• Give him the Dragon's Breath
• Give him the Staff
• Give him the Imp

When all five items are given, Rincewind will automaticall acquire the lair
finder and visit the world map. (Locations are disabled.) The key is to go
where the beeping is loudest and most frequent -- in other words, a deserted
off-street lot in the SW area. The act ends with the scene there.

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ACT 2                                                                    [WK02]
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Rincewind's new task is to uncover six golden artifacts, each held by a
conspirator, to return the dragon to its home dimension. The dragon's barn is
now a visitable location. Four "Treasure" items now appear in Rincewind's
inventory.

[2.1] BARN
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• Take the Screwdriver (hanging on wall by dragon)

[2.2] INN
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The inn is the NW sector.

• Enter inn
• Take Sheet on bed
• Enter bathroom
• Take Bubble Bath from bathroom shelf

[2.3] UNSEEN UNIVERSITY, PT. 3
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• Enter the side path (where the kitchen window is)
• Take the Garbage Can

• Enter university building
• Enter closet
• Use Matches on shape (left part of doorway) to illuminate room
• Take Starch from shelf

• Visit kitchen
• Take a Banana
• Take Corn Flour

• Visit library
• Optional: inspect banana in Sleazy Guy's ear
• Optional: ask Sleazy Guy about banana
• Give Sleazy Guy the Treasure (×4)
• Obtain Gold Banana
• Give Gold Banana to librarian
• Enter L-Space (door by sleazy guy)

L-Space puts Rincewind back in time before the summoning book is stolen. It's
obvious which is which because the librarian is sleeping and the world map
(as we'll seen in a moment) is dark.

• Inspect, and stand by, book shelf underneath sleeping librarian
• Idle until the book thief appears
• Inspect book by secret entrance
• Exit through the revealed hole

The hole is a two-way shortcut connecting the library and world map. Wait for
the thief to skitter around, eventually settling at a dead end street in the
SW area. Inspecting there reveals a hideout. We don't need to go there just
yet, though.

[2.4] THE PARK (THE PAST)
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• Use Frog on sleeping Rincewind
• Use Butterfly Net on Butterfly
• Obtain Butterfly

Note that using the net on the butterfly before the frog stoppers the drunk
causes it to fly out of net range. This gives a clue about the butterfly and
lights, however.

[2.5] STREET (THE PAST)
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• Approach the Corner (middle lit-up area)
• Take Pot from sill
• Use Butterfly on lamp outside troll's pottery house

This causes the monk in the present to be rained on. Use L-Space to revisit
that area. (The thief's shortcut exists in present day as well, so open that
for quick access.) Before leaving, also do the following for later:

• Enter alley by fishmonger's stand
• Read graffiti about Sally on the bathroom door

[2.6] STREET (PRESENT)
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• Enter alley near fishmonger stand
• Steal Robe on clothesline

[2.7] HIDEOUT (THE PAST)
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• Inspect drainpipe near door
• Use Robe on Rincewind
• Watch conspirator approach door (automatic)
• When conspirator whispers password, use Glass on drainpipe (by fence)

Rincewind will learn the password while eavesdropping, but only if the pipe
was turned to face the door. Those who don't have the glass will need to go
and get it at the Broken Drum. See section [1.3].

• Use Robe on Rincewind again
• See meeting of conspirators (automatic)

Though the conspirators are hooded, they'll each say things that hint at who
they really are. Players can now go collect their gold trinkets; I'll give
each a main header so players won't get confused.

[2.8] TRINKET #1: MASON, PT. 1
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• Visit Broken Drum (present)
• Speak to Scared Guy to learn about his haunting

Make sure to do section [2.2] before the next step.

• Visit Inn (past)
• Enter bedroom
• Use Sheet on Rincewind
• Approach Scared Guy while disguised
• Inspect Jewelry Box on nightstand (starts automatic sequences)

• Visit Broken Drum (present)
• Speak to Scared Guy again to hear slightly different story

Return to the Inn (past) and repeat the ghost sequence again. This time,
Rincewind will automatically obtain the "Pass".

• Visit the City Gate on the NE periphery (present day)
• Take Fireworks from open crate
• Take the Keg of gunpowder from open crate
• Show Pass to Carrot, the gate guard

• On the world map, visit the mountain pass
• Approach far end of road (automatic chicken/cockatrice gag)
• Take the Egg
• Take the Feather

• On the world map, visit the Dark Wood
• Enter house at end of lane
• Use Pot on the cauldron

• On the world map, visit the Edge of World (on horizon)
• Take Lamp from its holder (sticking out of water)
• Inspect Coconut Tree
• Use Butterfly Net on coconuts in water
• Obtain Coconut (automatic)
• Poke hole in Coconut with the Screwdriver

• Return to the Square in Ankh-Morpork
• Speak to street starfish
• Visit psychiatrist's office (where butterfly net was obtained in Act 1)
• Sit down on couch (automatic)
• Speak to troll about any option, then exit conversation
• Go upstairs (automatic)
• Obtain two Ink Blot pictures (automatic)

• Visit the Palace
• Show dark Ink Blot to leftmost guard (or think Ink Blot to rightmost)
• Enter palace
• Speak to peasant (learn thief went to Shades)

[2.9] TRINKET #2: FOOL
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This part can be done during the palace sequence above

• Use Garbage Can on jester
• Enter jester's changing area
• Use Bubble Bath on the bathtub
• Take the jester's Cap

[2.10] TRINKET #1: MASON (CONT'D)
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The next part occurs in the Shades (past). Rincewind can only go inside after
the thief's location is learned. Remember to see the message about Sally in
section [2.5] first.

• Visit House of Negotiatable Affection at end of main street
• Speak to any of the ladies on balcony
• Give Egg to Big Sally, the rightmost girl
• Give Corn Flour to Big Sally
• Give Coconut (with hole poked in it) to Big Sally
• Obtain Bloomers (automatic)

• Revisit the Square (present)
• Give Bloomers to the street starfish
• Learn the Handshake option (automatic)
• Obtain Bra (automatic)

• Visit the Shades (present)
• Find the mason repairing a wall in the middle screen
• Use handshake on mason
• Obtain the Trowel (automatic)

[2.11] TRINKET #3: THIEF
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This can be done any time after obtaining the Bra.

• Combine Ladder and Bra
• Revisit rightmost part of the Shades' main street (present)
• Use muffled ladder on Hovel across the pit
• Enter hovel
• Try taking the thief's key
• When thief turns, use the Feather on him
• Take the Skeleton Key
• Take the ladder again on way out

[2.12] TRINKET #4: DUNNYMAN
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This can be done after Dibbler starts selling donuts instead of the "dragon
detectors" he starts the act hawking.

• Visit the Square (present)
• Speak to Dibbler with leftmost option
• Obtain Donut
• Enter alley right behind Dibbler
• Wait for dunnyman to appear
• Give dunnyman the Donut
• Enter psychiatrist's office again
• Speak to milkmaid (blonde woman)
• Obtain Note

• Visit the Street (present)
• Enter barbershop
• Give Note to barber
• When he leaves, operate the apparatus
• Obtain Tooth

[2.13] TRINKET #5: CHIMNEYSWEEP
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Players should already have the Matches from the Broken Drum from the first
act. Be sure to have the Keg and Fireworks from section [2.8] as well.

• Visit the Street (present)
• Enter toy shop
• Take the red Doll from the bin (put in Rincewind's inventory)

• Visit the Alley (present)
• Visit the roofs
• Use Doll on the nearest chimney
• Return to street level and enter alchemist's house from Act 1
• Use Keg on fireplace
• Use String on Keg
• Exit onto street
• Use Matches on fuse sticking from drainpipe
• Obtain Brush (automatic)

[2.14] TRINKET #6: FISHMONGER
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This part can be finished anytime after obtaining the gate pass. It's best
to do it after visiting the Dark Woods to save time. See section [2.8] for
more info.

• Visit Broken Drum (past)
• Inspect wall picture behind Little Guy
• When his head's turn, tamper with his glass
• Start a huge fight to distract bouncer (automatic)
• On the street, use the ladder to reach the drum-shaped shingle
• Obtain Drumstick

• Visit Unseen University (present)
• Enter dining hall
• Use Drumstick on gong
• Visit university courtyard
• Take the Prunes on the bench

• Visit the Street (present)
• Go to fishmonger's stand
• Use String on Octopus
• Obtain Octopus
• Enter alley beside fishmonger stand
• Use Pot of witch's custard on toilet
• Use Octopus on toilet
• Use Prunes on caviar at fishmonger's stand
• Enter alley beside fishmonger stand again
• Take the Belt

[2.15] BARN
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All artifacts should be collected now.

• Give Cap to dragon
• Give Trowel to dragon
• Give Skeleton Key to dragon
• Give Tooth to dragon
• Give Brush to dragon
• Give Belt to dragon

[2.16] SQUARE (PRESENT)
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• Speak to Nanny Ogg
• Use the "?" option
• Obtain Carpet (automatic)
• Use the joking option
• When she goes in for a kiss, steal her Custard Book on the stand

[2.17] FINISHING UP...
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• Visit Unseen University (past)
• Take the Dragon Book (on the right side of the L-Space portal)
• Combine Custard Book and Dragon Book in inventory (switches dust jackets)
• Put the fake Dragon Book back in the shelf
• Wait for the thief to arrive and steal book

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ACT III                                                                  [WK03]
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The goal of this act is to find heroic items needed to battle the dragon. A
few NPCs around town (old-timers and Amazon warrior at the Square; Big Sally
in the Shades; wizards at dining hall, etc.) will give hints. The hint will
then show up in Nobby's dialogue "game" where he gives odds of success to
Rincewind based on his equipment.

Fooling around with Nobby is purely optional, however, as is getting the
hints.

[3.1] HERO ITEM #1: MAGIC SPELL
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• Visit Unseen University
• Enter library
• Inspect "magic book" on shelf (http://imgur.com/XpGxVSh)
• Obtain Spell (automatic)

Before leaving, also do the following:

• Obtain Hat from arch chancellor's office
• Obtain Spatula from kitchen

[3.2] HERO ITEM #2: CAMEL-FLAGE
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• Visit the Shades
• Go to where mason was standing earlier
• Use Spatula on the "Mural"
• Obtain Soot (automatic)

While in the area, also do the following:

• Visit thief's house from previous act
• Inspect bag
• Steal the Knife (put in Rincewind's inventory)

[3.3] HERO ITEM #3: MAGIC TALISMAN
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This is probably the most complicated, unintuitive step in the act.

• Visit the Alley
• Enter alchemist's house
• Speak to alchemist using joking option
• When alchemist leaves, steal the countertop's camera
• Obtain Impstamatic (automatic)

• Visit the Hideout
• Speak to the doorkeeper
• Obtain Custard Tart (automatic)

• Visit the Livery Stable
• View the cart's bumper bar
• Inspect the right bumper sticker

A new town location appears north of the park.

• Visit Lady Ramkin's Dragon Sanctuary
• Knock on house's front door
• Speak to Lady Ramkin
• Enter backyard (select "path" on left side of house)
• Take the Leash by the fence
• Take the Nail the leash hangs on
• Take the Rosette (blue ribbon)

To take the rosette, however, players must lure Ramkin out of the backyard.
Knock on the front door, quickly enter the side path while she's gone, then
steal it.

• Visit the Square
• Speak to Dibbler
• Obtain Paper Bag (automatic)
• Inspect the paper bag
• Obtain Leeches (automatic)
• Take an egg off the nearby vendor stall
• Take the wriggling Snake from the pavement afterward

• Visit the Broken Drum
• Inspect drinks behind barkeep to learn of cactus juice
• Speak to barkeep (may need to do twice)
• Take the glass
• Obtain Worm (automatic)

• Visit the Palace
• Use Paper Bag or Leeches on guards (each item only works on one guard)
• Enter jester's changing room
• Take barely visible Brush from bathtub
• Enter the palace dungeons (area behind Patrician's throne)
• Locate the three cells
• Use Worm on mousehole
• Obtain Rat (automatic)
• Inspect the Rat to get the Imp
• Combine Imp and Impstamatic camera
• Inspect skeleton near the Fool and Chucky
• Obtain Bone

• Visit the Dark Wood (other side of mountain on world map, remember)
• Enter Nanny Ogg's house
• Inspect the pink potion behind Nanny Ogg
• Ask Nanny Ogg about the potion
• Use Custard Tart on Rincewind
• Take the pink Truth Potion from the table
• Inspect the wool on the floor to visit backyard
• Take Mallet from wood pile
• Use Rosette on sheep
• Use Impstamatic (with Imp inside) on sheep
• Obtain the Impstamatic's Picture
• Combine the new Picture and the old octopus Picture

• Revisit the Broken Drum
• Use Nail on vertical beam
• Use framed sheep Picture on the beam
• Speak to the Braggart NPC
• Obtain Tankard (automatic)
• Spike the Tankard with the Truth Potion
• Give spiked Tankard to Braggart

After the scene, a new area spawns in the mountains outside Ankh-Morpork.

• Visit the Gorge
• Use Carpet on bridge monk
• Enter the menacing cave nearby (Temple of Offler)
• Take Bandana from the hat stand
• Use Leash on luggage
• Use Bandana on Rincewind
• Use Rincewind's Pouch on the pile of sand
• Use sand-filled Pouch on the altar's gem
• Obtain Eye of Offler (automatic)

[3.x] HERO ITEM #4: MOUSTACHE
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Players will need the Brush and Knife for this. They should've been obtained
earlier.

• Visit Woods (world map location, near Ankh-Morpork)
• Operate wishing well crank
• Use Pot on Bucket
• Obtain water-filled Pot (automatic)
• Use Screwdriver on well crank
• Obtain Crank (automatic)

• Visit the Street
• Enter barbershop
• Take the Scissors off counter
• Take the Appointment Book off counter

• Visit the Inn
• Enter inn's bathroom
• Use water-filled Pot on the soap dispenser
• Obtain frothy Pot of water (automatic)
• Use Brush on frothy water, making it soapy

• Visit the Livery Stable
• Use soapy Brush on the dirty bumper bar
• Read the bumper bar closely
• Read the cleaned-up license plate

• Visit the Alley
• Put Knife into Rincewind's inventory (if not done already)
• Bounce up to the roof
• Use knife on the assassin's ladder bridge
• Return to street level
• Watch assassin fall (automatic)
• Speak to assassin to give him the name of the donkey cart

The donkey will be arrested and put in the Square for humiliation.

• Visit the Square
• Use Scissors on donkey's tail
• Obtain Moustache (automatic)

[3.5] HERO ITEM #5: MAGIC SWORD THAT GOES 'TING'
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• Visit Palace
• Use Paper Bag or Leeches on a guard (whichever one not used earlier)
• Enter the dungeons
• Use Crank on Chucky's rack
• Take the Sword that falls out

• Visit City Gate
• Speak to Carrot about swords

• Visit the Mine (new location in mountains outside Ankh-Morpork)
• Show Sword to anvil-banging smith in the back

• Visit Broken Drum
• Ask barkeep about elderberry wine

• Visit Inn
• Enter bedroom
• Inspect open door while inside bedroom
• Try shutting door to have conversation with bogeyman
• Use the dour (cloud) option to mention small animals
• Use Screwdriver on the bogeyman/door
• Use the dour (cloud) option again

• Visit Broken Drum
• Enter the trapdoor (far left area of bar)
• Use Tankard on elderberry wine cask
• Obtain wine-filled Tankard (automatic)

Don't put the wine in the luggage! The magical creature will drink it by the
time the mine's reached, forcing extra backtracking.

• Revisit Mine
• Give Tankard to the swordsmith
• Give Sword to swordsmith
• Obtain the tuned-up Sword

[3.6] HERO ITEM #6: BIRTHMARK
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Items needed for this section that are already obtained: Appointment Book,
Bone, Fertiliser, Fireworks, Hat, Knife, Snake, Starch.

• Combine Snake and Starch
• Combine starched Snake with Fertiliser

• Visit Unseen University
• Enter dining hall
• Swap starched snake with Widdle Poons' staff
• Obtain Broom Handle (automatic)
• Combine Broom Handle and Butterfly Net
• Obtain lengthened Butterfly Net (automatic)

• Visit the Street
• Enter toy shop
• Dip Bone in countertop's glue pot

• Visit the Inn
• Give glue bone to Gaspode, the talkative dog
• Inspect sailor's tattoo
• Speak to sailor
• Speak to innkeeper to get glass of milk
• Obtain Whistle (automatic)

• Visit Edge of World again
• Use Whistle on Rincewind
• Take a firecracker from the Fireworks on inventory screen
• Combine Firecrackers with Matches
• Throw lit firework at Polly
• Use extended Butterfly Net on Polly
• Obtain Parrot (automatic)

The whistle is dropped over the world's edge, however.

• Inspect Hat in inventory (if not done alread)
• Use Hat on the fork that once held the lantern
• Climb down handkerchief rope
• On Great A'Tuin's world map, inspect the 'glint'
• Obtain Whistle

• Revisit Inn
• Give Whistle to sailor
• Give Parrot to sailor

• Visit the Square
• Enter the casting agency (formerly psychiatrist's office)
• Speak to troll
• Exit and reenter building
• Speak to the blonde milkmaid
• Show her the Appointment Book
• Speak to director upstairs (automatic)

• Visit the wishing well in the Woods again
• Show Appointment Book to barber

• Visit Street
• Enter barbershop
• Speak to barber about tattoos

• Revisit the Square
• Speak to lovable street starfish
• Enter alley behind Dibbler
• Use Knife on the rubber belt
• Obtain Rubber Belt (put in Rincewind's inventory)

• Enter the Alley
• Bounce up to rooftops
• Revisit the tower
• Use Rubber Belt on flagpole's tip
• Obtain Birthmark "tattoo"
• Exit tower

[3.7] FINISHING THE ACT...
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When all heroic items are obtained, Rincewind will be automatically moved to
the Square for a funny sequence.

[4.1] ACT 4       [WK04]
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This act is extremely short, so I'll just give it with no fanfare.

• Enter the Square
• Get Key from Lady Ramkin's belt

• Visit Ramkin's Dragon Sanctuary
• Unlock backyard dragon cage
• Move through cage and inspect Mambo
• Obtain M16

To power up Mambo, use him in conjunction with the following things/items:

• A lit firecracker
• The hot coals in the Palace dungeon's brazier
• The cauldron at Nanny Ogg's house in the Dark Woods
• The hot coals in the dwarven mine (behind swordsmith's normal location)

Once Mambo is raring to go, exiting any location teleports Rincewind back to
the market square. Finish the game by throwing the Custard Tart at the dragon
(there's a short window to do so each time the two exchange fire). The end!

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III. FREQUENTLY ASKED QUESTIONS                                          [FAQZ]
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[Q] - Do I have to see these stupid L-Space sequences each time I travel?
[A] - Yes, though they're thankfully skippable.

[Q] - I can't take the jester's cap!
[A] - The fool's weird puppet Chucky will catch Rincewind if he tries to nab
      it normally. Dump bubble bath in the tub first to fog his vision.

[Q] - I can't get further in the Shades!
[A] - Continuing around is done differently than in the Street area. Look
      for arrows pointing one way or another at key intersections, usually
      in the background.

[Q] - The Ladies of Negotiable Affection won't talk to me!
[A] - Make sure to visit them during the night.

[Q] - I can't read the bumper at the Livery Stable!
[A] - Players must first talk to the alchemist at the Alley about corn. He'll
      take the sack away, which gives full access to it.

[Q] - I can't hang up the nail in the Broken Drum!
[A] - Make sure to get the Mallet at Nanny Ogg's house first.

[Q] - The Broken Drum bartender won't let me hang up my sheep picture!
[A] - He only allows prize-winning animals. Steal the Rosette from Ramkin's
      dragon sanctuary and use it on Nanny Ogg's sheep prior to taking a
      picture.

[Q] - I used the bandana but Rincewind didn't go anywhere!
[A] - Leash the luggage first.

[Q] - I can't use the hat on the fork!
[A] - It's unusable for anything until Rincewind inspects it to find the rope
      of handkerchiefs and rabbit.

[Q] - I hear there's an easter egg of Eric Idle swearing...?
[A] - Yes, it's exclusive to PS1 versions and only doable in the final act
      by clicking on two NPCs' left and right eyes, then the Amazon warrior's
      left nipple. The places to click are only a single pixel, so it's no
      wonder it was well-hidden enough to get a similar reference in Discworld
      II! Here's a video showing the process:

      https://www.youtube.com/watch?v=SkCA2yl4MQE

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IV. UPDATES & CONTRIBUTORS                                               [UPDT]
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5-24-2017 -----------------------------+ Started walkthrough
6-16-2017 -----------------------------+ Finished walkthrough

THANKS TO...
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• Sailor/Ceej, for hostin' my crap
• Eric Idle, for always being awesome

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V. LEGALITY                                                              [LGLT]
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This document is intended for private home use ONLY, and may not be reproduced
through electronic or commercial means without the expressed consent of the
author (P. Summers). It cannot be hosted, edited, or distributed for profit,
and may not be given away as an add-in/gift to bought items. All rights are
reserved to respective parties, even those not explicitly stated herein. Those
who find this document on sites not listed below should e-mail the author (me).
Thanks for reading this, and thanks for respectin' FAQ authors.

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 • Honestgamers.com
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_______________________________________________________________________________
IT'S ONLY                     Document © Shotgunnova, 1997-2017 (and countin'!)
MOUNTAINS                                Discworld namesake © respective owners
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