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Читы для Discworld

Чит-файл для Discworld

Discworld

 За игрой наблюдают: 1 человек

Выдержка из Энциклопедии игр

Разработчики:Perfect 10 Productions и Teeny Weeny Games
Издатель:Psygnosis
Модель распространения:розничная продажа
Жанры:Adventure
Multiplayer:Отсутствует

Даты выхода игры

вышла в 1995 г.

Solution [ENG]

Информация актуальна для
---------------------------------------------------------
          7.Apr.95 v1.0 by Thomas Niederreiter
---------------------------------------------------------


Warning, this file contains extreme heavy SPOILERS! If you want to solve this
game at your own, delete it! (This file, not the game 8)

Warning, the second: This walkthrough shows a fast way through the game, but
shows not all jokes, gags and things to try. If you want fully enjoy the game,
don't play straight this solution! Use it just as reference when you are
helplessly stuck.

Warning, the third: Because I'm not a native english speaker, this file may be
full with adventurous grammatics, ill-written sentences and other errors. You
are free to send me mails with suggestions and corrections.

Let the game begin!

-----------------------------------------------------------------------------


Which act do you need some help with?

  * Act I
  * Act II
  * Act III
  * Act IV

-----------------------------------------------------------------------------

Act I

First get your pouch out of the wardrobe. After a visit at the arch chancellor
we have to fetch the dragon-lair-compendium. But first we wake up the luggage
with the broom we found in the closet. Then we are giving the banana we found
inside the luggage to the librarian and are off to show the arch chancellor
the book.

Now we have to find the five ingredients of a dragon-locator.

- Staff:
  Just exchange the broom with the magical staff from Windle Poons. Be sure to
  wait for the moment he reaches over to fetch some food, so that the staff is
  left unguarded.


- Imp:
  Now talk to the apprentice wizard outside, he shows you now how to open the
  gate. (Take the frog with you, btw.) Then head to the Livery Stable and take
  some corn out of the sack. Next go to the Alley and visit the alchemist.
  (Walk around the jumping floorplate) There use the corn on the flask and you
  can get the imp out of that camera. But its much too fast for you, so we
  need some help. Lets go to the market square, where we take a tomato. We
  throw this tomato at the tax collector. If we take then another tomato, we
  are able to catch a worm. Now take the string at the Toymaker's, tie the
  worm to it and use it at the hole where the imp is in.


- Dragon Breath:
  First enter the Palace. To bypass the guards just talk with them. Inside get
  the mirror from the fools room. Be sure to put the mirror in Rincewinds
  inventory. (Not in the luggage) Then enter the Alley again, step on the
  jumping plate, and climb up to the tower. There hang the mirror on the tip
  of the flagpole and use it to annoy the dragon. On your way back to the
  alley, kick the ladder down.


- Magic Coil:
  Back at the square talk to the street urchin/starfish. He teaches you how to
  pickpocket. Now go to the barber and look at the hair roller the woman got
  in her hair. Talk with her about it. Then talk with the barber and when he
  thinks about his milkmaid use your pickpocket-skill on his pocket.


- Metal Container
  Next visit the psychiatrickerist. If you do this two times, you can get the
  butterfly net of the wall. Now go to the backside of the university and use
  the ladder on the window. First put the butterfly net in your private
  inventory. Then fetch the pancake with the net. If you go back to the
  kitchen you can take the frying pan now.


Give the five items to the arch chancellor and then use the detector to find
the hidden dragon lair. It's somewhere in the lower-left corner of the city.

-----------------------------------------------------------------------------

ACT II

Our task is now to reveal the secret brotherhood, and to take a golden trinket
from each member.

With all gold of the kingdom in our pockets we are visiting the library again.
There we talk with the sleazy guy about the golden banana in his ear. In
exchange to the gold, he gives us the banana. We give the banana to the
librarian and are able now to enter the L-space. After we arrived about 12h
ago, we are watching the theft of the dragon summoning book. Leave the
university like the thief and if you were fast enough you see where the thief
is going! Congrats, you've found the secret hide-out. Now go in the park, and
put the frog in the mouth of the drunken Rincewind. Then you are able to catch
that butterfly with the net. Use this butterfly on the lamp in the
street-corner (where the monk usually stands). You may also take there the pot
with you. We travel now back in the present again, and we will find a black
robe on the clothesline near the toilet. Next we go in the Broken Drum and
order something to drink. Take the tankard with you. Behind the barman we see
a bottle with counterwise wine. Talk with the barman about this. Also take the
glass with you. Travel now in the past again. There, go immediately to the
hide-out. Turn the left drainpipe in the direction of the door. Then wait
until the thief arrives. Using the glass as reception-device on the right
drainpipe you are able to hear the secret password. Now disguise yourself with
the robe and join the ceremony!

You should know now the members of the brotherhood and the next thing is to
get their golden items.

- Mason
  First we need the gatepass. So go in the present in the Broken Drum and talk
  with the scared guy. Then visit the Inn and take the sheet from the bed.
  Walk to the Inn in the past and disguise yourself as Ghost (with the sheet)
  and make it like the scared guy told you before. Hmmm..It seems he forgot to
  tell us all, so back in the present and talk with him again. Ah! Ok..back in
  past and do it again. Now we have the gatepass. Show this to the gate-guards
  in the present and walk to the Edge of World. There look at the coconuts and
  shake the tree. With the butterfly net you can fetch the coconut. On your
  way back to the city stop at the mountain-pass. There get the egg and the
  feather. Next go to the Barn and get the screwdriver. Use it to poke a hole
  in the coconut. Visit the market square again and talk with the street
  starfish. He will tell you the secret handshake if you prove you are a man.
  Next we go to the psychiatrickerist. After a short while of waiting we are
  allowed to go upstairs. There we got some pictures which are useful to come
  past the palace-guards. Talk with the peasant inside the palace. Now you are
  allowed to enter the shades. On your way back to the past stop at the
  kitchen and get the cornflour. Then, in the past, go to the toilet and read
  the graffiti on the inner side of the door. Next head to the shades and find
  the House of Negotiable Affection. There talk to Big Sally and give her the
  egg, the flour and the coconut. The new acquired bloomers are given to the
  street starfish (in the present), who shows us the handshake now. We have
  now a new skill and a bra. Now we are ready to visit the mason in the
  shades. Use your new skill on him and be happy about your new golden trowel.



- Thief
  To get to the sleeping thief in the hovel, use the bra with the ladder. Now
  you can drop the ladder silently on the hovel. If you try to get the key
  from the thief, he turns away...good that we've got a feather. Now its easy
  to get the golden key. (Don't forget your ladder!)


- Dunnyman
  Get from Dibbler a donut, and give it to the dunnyman. Next visit the
  milkmaid again and get from her a note for the barber. After you have given
  the note to him, you are free to use the apperatus on the poor Dunnyman.
  We've got the gold tooth now.


- Fishmonger
  We have to go to the past again. There we go in the Drum and start a
  bar-fight. To do this just look at the picture behind the little guy and
  when he doesn't watch turn his glass around. After the troll joined the fun,
  use the ladder on the shingle outside and get the drumstick. Use it in the
  present to ring the gong in the dinning-hall. Yet you are able to get the
  prunes outside the university. Now walk to Nanny Ogg's house in the Dark
  Woods. There arrived, fill your pot with the custard of the cauldron. Then
  go to the fishmonger, tie there the octopus with the string, pour the
  custard in the toilet and put the octopus in it. Send the fishmonger to the
  toilet by putting prunes in his caviar. Now you can get his golden belt.
                                        

- Fool
  First get a garbage can from the backside of the university. Then get the
  bubble bath from the inn. Next go to the Palace. If you havn't done already
  show the second ink blot picture to the other guard. Inside use the garbage
  can on the fool. To get his cap use the bubble bath on his bath-tub. Now
  you've got the cap with the golden bell.


- Chimney Sweep
  Get the hogfather-doll from the Toymaker, the fireworks and gunpowder keg
  from the crate at the city-gate and the matches from the Broken Drum. Put
  the doll in Rincewind's inventory and go the roofs of the alley again. There
  stuff the doll in the chimney of the alchemist. Go down in his house, put
  the powder keg in the fireplace, use the string on it and light the fuse
  (outside, in the drainpipe) with the matches.
  You've got the golden brush now.


Give all six golden items to the dragon. After a little talk with it go the
market square again. There buy the carpet from Nanny and when she wants a kiss
just steal her custard book. Now time-travel for the last time and get the
dragon-summoning book before the thief got it. Exchange the covers of the
dragon book with the custard book and put the false dragon book back in the
empty place. Then the thief will come and steal the book. Enjoy..8)

-----------------------------------------------------------------------------

ACT III

We have to find now the items that make a hero.

The Old Timers suggest that heros need a posing pouch, the Amazone Warrior
that we need a moustache and a magic sword, the wizards favour a magic
talisman and Big Sally advised camel-flage. Now we get back to Nobby and solve
his what-do-you-need-to-be-hero riddle by doing a little math. We know now
that we need a talisman, a moustache, a birthmark, a magic spell, camel-flage
and a magic sword.

- Magic Talisman
  First lets go to the Hide-out again and after knocking on the door we are
  having a custard tart. Next we visit the alchemist. There we are telling him
  where to get more corn. After he is gone we are taking the camera. And we go
  now to the Livery Stable to read the bumper sticker on the donkey cart. We
  have now a new spot on the map to visit. At the dragon sanctuary we knock on
  the door and talk with Lady Ramkin. After we had been behind her house we
  knock at the front door again. When she opens we just walk behind her house
  and take the rosette, the leash and the nail. Next we are thirsty again and
  go buying a glass of Cactus Juice from the barman of the Drum. Then we are
  the owner of a new worm. Now we are buying the paper bag of leeches from
  Dibbler. A double-click on the paper bag reveals the leeches. Use the bag or
  the leeches to knock-out the palace-guards. Inside the palace we will find
  the dungeons. There use the worm on the mousehole. Undisguise the rat to get
  a new imp. Put this imp in your camera. To continue we need also the
  octupus-picture that is in the shop of the fishmonger. Next station is the
  house of Nanny Ogg, there we are talking with her about that truth potion
  behind her. To get it we have to eat a bit from the custard tart when she
  waits for a kiss. After this we follow her wool to finally find a sheep. We
  stick the rosette on the sheep and make a nice photo. Don't forget the
  mallet when you leave. Then head your steps in the Drum again, use the nail
  with the beam in it and hang the picture of the sheep on it. You have to
  frame it before by joining with the octopus-picture. Now talk with Braggart
  and be sure to mix his beer with the truth potion before you give it to him.
  Now should know how to find the Temple of Offler. There you will meet that
  dreaded monk again..using the carpet on the bridge should solve that
  problem. In the temple take the blindfold, tie the leash on the luggage and
  wear the blindfold. Then you should be at the Eye of Offler. To take it fill
  your pouch with the sand and exchange it with the Eye. (Hiya Indy! 8)
  Congrats, you got your first hero-item.


- Moustache
  Fill the pot with the water of the well of wishing. The well is in the
  woods. Next use the pot with the soap on tap in the inn. Now go to the
  palace. Use the paper bag or the leeches to enter again. There take the
  brush out of the bathtub. Use the brush on the pot with frothy water. Next
  visit the Livery Stable. There we use the wet brush on the bumper bar of the
  donkey cart. Look at the clean number plate (really look at it, right
  click!). Next enter the shades. Look in that hovel and get the knife out of
  it. Put the knife in Rincewinds inventory. Now go back to the roofs and use
  the knife on the ladder of the assassin training track. Soon we will met an
  assassin. He wants to know the number of that donkey cart...well, we know it
  and say it to him. The responsible donkey will be arrested and you can found
  it at the market square. But first go and take the scissors from the
  barber-shop. Use them on the donkey-tail.
  You've got a moustache now!


- Birthmark
  Go in the palace-dungeons and fetch a bone from the skeleton. Use the bone
  with the glue-pot from the Toymaker. Next visit the inn and give the dog the
  glued bone. Look at the taatoo from the sailor and then talk to him. If he
  asks for a glass of milk, ask the innkeeper for one. If all went ok, you
  will get a parrot-whistle. Next go to the market square and try to get an
  egg. You will get a snake instead. Head for the University and get the
  fertiliser from the backside, then enter the closet and light the lamp (You
  see it as "Shape") with the matches. Get the starch. Use the starch and the
  fertiliser on the snake and exchange it again with Windle Poons staff. With
  the broomhandle enlarge the butterfly net. Now go to the room of the arch
  chancellor and get the hat.


With these items walk to the Edge of World again. There blow the whistle and
throw a lit firecracker at the parrot. Catch the parrot with the enlarged
butterfly net. Then go back to the sailor. There we are told to fetch the
whistle also, so we go back to the Edge, get the lamp of the fork and put the
magic hat on it. (If it don't work look closer at the hat). Climb down the
world and get that "glint". Give the whistle the sailor, who tells you then to
ask the barber about taatoos.

At the barber-shop get the appointment book and show it to the milkmaid. (You
must have been about three times in the "casting-agency" to get this work)
Walk out to the woods and show the appointment book with the ottograph to the
barber. Afterwards visit the barber in his shop and talk with him about
taatoos. He sends you to the street starfish. Talk with the starfish and to
get the taatoo you need to do some things. First use the knife on the rubber
band of the Dunny/Custard-King machine. Next put that rubber band in your
pocket and climb up the tower again. There tie the band to flagpole tip and
jump!
You have now a birthmark-taatoo.

- Magic Spell
  Go back in the library. There can you now get a magic book, it's well hidden
  so look in that edge where the sleazy guy used to stand.


- Camel-flage
  Get the spatula from the kitchen and walk to the shades again. There use the
  spatula on the mural. You have now soot, which is a perfect substitute for
  camel-flage.


- Magic Sword
  Go the woods and use the screwdriver on the crank of the well. Use the crank
  on the racks in the dungeon and you will get a sword-that-goes-ploink. Talk
  with carrot from the city-guard about it and he will send you to the
  dwarves. (A new spot on the world-map) The dwarves want a glass of
  elderberry wine, so the next thing we do is going to the Drum. The barman
  tells us that the wine-cellar is full of foxes. With this knowledge we walk
  to the inn. In the inn we notice a person behind the door, after a little
  talking with it we use the screwdriver on the door. Now talk again with the
  bogeyman and he will go and scare the foxes. Go also in the wine-cellar and
  fill your tankard with elderberry wine. Put that tankard in your personal
  inventory, and give it later to the dwarfen smith. Then give him your sword
  and he will enhance it.


Leave the mine and find yourself in....

-----------------------------------------------------------------------------

ACT IV

Notice: This Act was a little buggy for me, so I am not quite sure if I done
it like the programmers expected. If you have installed a patch, this solution
perhaps won't fit quite. Try it.

First get the key from the tied-up Lady Ramkin and visit her estate. There
unlock the dragon-cage and go in it. When you step in that molten pile, don't
let Rincewind turn around... just click a few times forward and he will go
through. Take the little Mambo with you back to the market square. There
(really there, it won't work elsewhere) put him a lit firecracker in the
throat. When you now leave the square and come back, the showdown starts.
Because our firing is not successful, we throw the tart with the love custard
at the dragon.


- THE END -

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