Discworld

Discworld

Year:  1995

Genre:  Fantasy

Links:  Moby Games   Adventure Gamers  


Act 1

Unseen University

You start off in your bedroom, being woken from a peaceful slumber. Open your wardrobe and take the pouch, then open the door and leave your room. Go down the stairs and head left to find a closet. Grab the broom from here, then return to your room. Use the broom to wake up the sleeping Luggage, and it will now follow you around. Head out of your room again and go half way down the stairs then over to the left into the Arch Chancellor's room. Talk to the Arch Chancellor about the dragon, then go down to the library. Try to talk to the librarian, but he's a monkey. Grab the banana from Luggage and give it to the monkey, who will then retrieve your book.

Return to the Arch Chancellor and show him the book. He now asks you to retrieve 5 items: a staff, a magic coil, an imp, a metal container and some dragon's breath. Head right to the dining room. Try to talk to everyone here, but it is rather fruitless. Swap your broom for Windle Poons' staff. Head out the main door of the university building and speak to the apprentice wizard on the bench. Select the question mark to ask about opening the main gate, then pick up the frog that you conjure. Try to take the bag of prunes next to the apprentice, but he won't let you. Head through the main gate.

Square

Head right and talk to the street urchin, and you will end up learning how to pick pockets - you also get a pair of pink bloomers. Now pick up a tomato from the stand, and throw it at the tax collector. Pick up another tomato, but you discover a worm in it. Pick up the worm. Next go through the door to the left into the psychiatrickerist's office. After you sit down, talk to the troll. Leave the office and go straight back in. After sitting down, pick up the butterfly net from behind you, then leave once more.

Street

Go into the toy shop on the far left of this area and talk to the Toy Maker, then take the string from the counter. Leave this shop and head right. Stop at the corner to talk to the monk, then walk to the far right into the barber's shop. Look at the roller in the woman's hair, then talk to her and she will have it removed. Now talk to the barber and he will start daydreaming - quickly use your pickpocket skill (in your inventory) on the barber's pocket to get the hair roller.

Livery Stable

Open the sack and take the corn.

Palace

Try to enter the palace but the guards stop you. Talk to the right guard until he knocks out the left one, then walk through. Talk to the people in the queue, then go through the door with the star on it to find the bathroom. Grab the mirror from over on the left, then leave again.

Alley

Head right (avoid the large tile in the middle of the alley by walking along the bottom edge) and enter the alchemist's shop, then use the corn on the flask to distract the alchemist. Now look at the box to get a close-up view. Press the red button to open the door, then zoom out again. Try to get the imp but it is too fast for you. Head outside and combine the worm with the string, then use this combination on the mousehole near the drainpipe to get the imp.

Take the mirror from Luggage and put it in your own inventory. Go back and step on the tile in the middle of the alley and you will shoot up to the rooftops. Head to the tower in the background and you will climb out along a flagpole. Attach the mirror to the tip of the flagpole, then use the mirror to get some dragon's breath. Return down to the rooftops and head left to the ladder. Kick it down to Luggage, then climb down through a window to reach the alley again.

Unseen University

Head around the back of the university and look at the bags, then take a bag of fertiliser. Get the butterfly net from Luggage and put it in your own inventory. Use the ladder on the window to climb up so you are outside the kitchen. Use the net to catch a pancake that the cook is throwing around. Climb back down and enter the university.

Go to the kitchen and get the frying pan and a banana, then return to the Arch Chancellor. Give him the staff, hair roller, imp, frying pan and dragon's breath, and he will give you a dragon detector. On the main map, head to the far southwest (the dragon detector will guide you). Once you find the barn, you will speak to the dragon.

Act 2

In this act, you need to find 6 golden artifacts for the dragon.

Barn

Head straight back into the barn and get the screwdriver from the wall.

City Gate

Try to go through the gate, but the guards won't let you get through without a city gate pass.

Inn

Go inside and take the sheet from the bed, then head right into the bathroom and take the bottle of bubble bath from the shelf.

Broken Drum

Go inside and talk to the scared guy at the table. Look at the green bottle behind the bar, then talk to the barman and order the counterwise wine. Also take the empty glass and matches from the bar, then leave.

Unseen University

Head straight into the kitchen and take the corn flour. Next go to the library, and talk to the sleazy guy on the right to learn about L-space. Give him all 4 piles of treasure and he will give you his gold banana. Give this to the librarian, and he will open the entrance to L-Space. Enter L-space to travel to the past.

Unseen University (Past)

Wait here until the thief appears and steals the dragon book. Use the book on the shelf to open the secret passage, and go through this to exit to the map screen. Watch the thief on the map, and he will reveal the location of the secret hide-out to the southwest.

Hide-Out (Past)

Try knocking on the door, but you need a black outfit, so leave for now.

Inn (Past)

Go inside and use the sheet on yourself, then look at the jewellery box to find a hammer (which you will automatically throw away). Leave the inn.

Park (Past)

Use the frog on the drunk guy on the bench, then use your net to catch the butterfly.

Street (Past)

Go to the corner of the street (where you talked to the monk in the present time). Use the butterfly on the lamp here to make a raincloud appear above the monk in the present. While you are here, grab the pot from the ledge. Now go right and enter the alley. Open the toilet door and read the graffiti on the inside of the door.

Drum (Past)

Head inside and look at the little guy who is drinking by himself. Look at the picture behind him, then while he is distracted, turn over his glass. This will start a fight, and the troll will run inside. While he is gone, use your ladder on the shingle above the doorway - you will get a drumstick and create the "Broken Drum".

Hole (Past)

Go through the hole at the side of the university to sneak inside. Enter L-space to return to the present.

Unseen University

Leave the library and go to the dining room. Use the drumstick on the large gong to the right, and the apprentice wizard will run in from outside. Head out the front of the university and take the prunes from the bench. Walk along the path to the back of the university and take a garbage can.

Broken Drum

Enter the Broken Drum. Talk to the little guy, but he's really not in the mood right now. Talk to the scared guy to find out more about the hammer, then leave again.

Street

Go to the corner, where the monk has removed his robe. Head right and into the alley, and take the robe from the line.

Unseen University

Go to the library and enter L-space again, then go through the secret passage to leave the university.

Hide-Out (Past)

Turn the drainpipe to the left of the door so that it faces the door. Now hide behind the fence, and when the robed man arrives, use your glass on the drainpipe next to you so you overhear the correct password. Wear your black robe, and you will be let in to witness the dragon summoning.

Inn (Past)

Go inside and use the sheet on yourself, then look at the jewellery box to get a city gate pass. Leave the inn.

Hole (Past)

Go through L-space again and leave the university in the present.

Square

Go east and talk to the street starfish to see the secret handshake - unfortunately he won't teach it to you until you prove you are a man. Talk to the amazon woman, but it doesn't seem like she will help. Talk to the dibbler to the left and you will get a donut. Go into the alley and wait for the dunnyman to appear. Give him the donut, and he will hurt his gold tooth and rush off to see the barber. Next head into the psychiatrickerist's office. Talk to the girl and the troll, then you will be called in to see the "doctor". You will receive two inkblots, then leave the office. Go straight back in and talk to the crying girl to receive a note.

City Gate

Look in the crates, then use them to get fireworks and a keg of gunpowder. Show your pass to the guard, then walk through the gate to leave the city.

Pass

Attempt to walk to the other side of the mountain range and you will stop at the pass at the top of the mountains. Walk towards the right and you will be stopped by a strange chicken-lizard creature. Pick up the egg and the feather that it drops, then continue to the right.

Dark Wood

Head right into Nanny Ogg's house. Look at the cauldron, then use your pot on it to get some custard. Leave the house and the dark wood.

Edge of the World

Look at the coconut tree, then shake it to make a coconut fall into the water. Get the coconut using your fishing net, then leave this area and return to Ankh-Morpork.

Street

Go to the barber's shop. Talk to the barber, who is still thinking about the blonde girl. Give him the note and he will leave the shop. Use the apparatus to get the gold tooth from the dunnyman. Leave the barber's shop and visit the fishmonger. Talk to him and look at his belt. Put a prune in the fishmonger's caviar, and he will run to the toilet in the alley. Follow him there and try to take the belt, but he won't let you. Go back out to the street and wait for the fishmonger to return. Now head into the alley and Use the string on the octopus to get it. Now head into the alley and use the pot of custard and the octopus on the toilet can. Place another prune in the fishmonger's caviar. Go into the alley and take the gold belt. Leave the alley and head to the toy shop. Grab a Hogfather doll from the box on the left, and leave the shop.

Palace

Try talking to the guards again, but they won't fall for the same trick twice. Show the first ink blot to the guard on the right and you can get inside. Talk to the peasant again to find out the thief has gone to the Shades. Look at the gold bells on the fool's cap. Tip your garbage can on the fool's head and he will run to the bathroom. Follow him in there and try to take the cap, but Chucky raises the alarm when you get close. Use the bubble bath on the bath, then take the gold cap (well, the bells are gold anyway). Now you can leave the palace.

Unseen University

Go into the library and through L-space to return to the past.

Shades (Past)

Go right twice and head to the Cathouse. Talk to each of the girls - Big Sally on the right will tell you to come back with milk, egg and flour. Use your screwdriver on your coconut, then give it to Sally. Also give her the egg and the cornflour, and you will end up getting some yellow bloomers.

Hole (Past)

Go through L-space again and leave the university in the present.

Square

Go back to the street starfish and give him the bloomers to prove you are a man - you will learn the secret handshake and get a bra.

Shades

Go right once and look at the mason, his trowel, and the mural on the wall. Talk to the mason, who won't give you his trowel. Use the secret handshake on him to get the gold trowel. Head to the far right and down to find a hovel. Try using the ladder on the hovel and walking inside, but the end of the ladder makes too much noise and wakes up the thief. Pick up the ladder again and combine it with the bra. Now use the combination with the hovel and walk inside. Try to take the key, but the thief rolls over. Tickle him with the feather, then take the gold key. Exit the hovel and take the ladder, before leaving this area.

Alley

Put the hogfather doll in your inventory, then stand on the central tile to shoot up to the rooftops. Look at the chimney sweep and his gold brush. Put the doll in the chimney on the right to fill the alchemist's shop with smoke and force him to leave. Head down to the street using the left window and enter the shop. Put the keg in the fireplace, then attach the string to it to make a fuse. Go outside and use a match to light the fuse coming out of the drainpipe. You will end up getting the gold brush. Put the matches away, then leave the alley.

Barn

Give the dragon your gold items - tooth, belt, cap, trowel, key and brush.

Square

Talk to Nanny Ogg, and you will be given the magic carpet. Look at the stall, and in particular the custard book - she won't let you take it. Talk to her again, and after selecting the joker icon, quickly take the book.

Unseen University

Go into the library and through L-space to return to the past.

Unseen University (Past)

Save your game. Get the dragon book and use it on the custard book to swap their covers. Quickly put the custard book back in the empty place before the thief arrives - if you don't make it in time, a bug will prevent you from ever returning to the present. If you are successful, you will reach the next act.

Act 3

In this act, you need to defeat the dragon, by setting the odds to exactly a million to one. You can do this by collecting a birthmark, a magical talisman, camel-flage, a spell, a moustache and a sword that goes "ting".

Unseen University

Head inside and into the closet. Use the matches on the shape to the left so you can see more. Take the packet of starch, then leave the closet and enter the kitchen to get the spatula. Next head up to the Arch Chancellor's room and take the hat.

Hide-out

Use the knocker and you will get a custard tart.

Shades

Head right and look at the mural to notice it is ash. Use the spatula to lift it off the wall - this is your camel-flage. Head right again and use the ladder to get into the hovel. Open the bag and take the knife, then leave the hovel. Grab your ladder again and leave the shades.

Broken Drum

Head inside and look at the green bottle behind the bar. Talk to the barman twice to get a drink, then pick up the glass to get a drunk worm.

Square

Talk to the old timers to learn about the Temple of Offler. Talk to the dibbler to get a paper bag, then open it in your inventory to remove the leeches. Pick up an egg from the stand and you will drop it to reveal a snake. Pick this up, then leave town.

Woods

Head right and use the crank to pull up the bucket. Use your pot on the bucket to fill it with water, and the screwdriver on the crank to remove it. Return to Ankh-Morpork.

Palace

Give the empty paper bag to the guard on the right, then head inside. Go to the bathroom and take the brush from the bath, then leave the bathroom and head right to the dungeon. Look at the mouse hole to the right of the cells. Combine the string with the worm, and use this to catch the rat in the hole. Head further right and use the crank on the right rack to get a sword - you now need to find a dwarf to tune it for you. Examine the skeleton to get a bone. Use the crank on the left rack too, just because you can.

Street

Enter the toy shop and use the bone on the pot of glue (you can also take a soft toy dinosaur but it has no use). Next, go to the fishmonger's stall and take the octopus picture. Finally, go to the barber's shop and take the scissors and the appointment book from the bench.

City Gate

Talk to the main guard about your sword to learn the location of the dwarven mine.

Mine

Enter the mine and head left to find the dwarven sword smith. Show him your sword, and he agrees to tune it if you bring him a glass of elderberry wine.

Broken Drum

Go inside and ask the barman for wine, but he says the cellar is full of foxes. Head down into the cellar using the trapdoor on the left, but you are too scared to go down the stairs completely because of the eyes everywhere. Leave the Broken Drum.

Inn

Go right and talk to the man with the dog, and then to the sailor. Give the dog your bone (complete with glue) then talk to the sailor again. Talk to the innkeeper to get a glass of milk for the sailor. Look at the sailor's tattoo, then talk to him again to receive a whistle. Head into the inn and go straight through to the bathroom. Use soap on your pot of water to make it soapy. Go back out to the bedroom and talk to the door (there is a bogeyman hiding behind it). Use your screwdriver on the door, then talk to it again and the bogeyman will go to the wine cellar to see the foxes.

Alley

Enter the alchemist's shop and talk to him. Once he leaves, take the impstamatic box from the desk. In your inventory, use the rat and it will turn into an imp. Put the imp in the impstamatic.

Livery Stable

Now that the alchemist has taken the sack of corn, you can look at the bumper bar on the back of the cart. The number plate is covered in mud so you can't read it. Use your brush on your soapy water, then use it on the bumper bar. Look at the bumper again, and check out both the bumper sticker and the number plate.

Lady Ramkin's Dragon Sanctuary

Open the gate and go up to the house. Knock on the door, then talk to Lady Ramkin when she appears. Walk down the side path to find the backyard. Take the leash and the nail, and look at the blue rosette. Talk to Lady Ramkin, then head back to the front of the house. Knock on the door, then quickly go to the back of the house and take the rosette before the Lady returns.

Unseen University

Head to the dining room. Use the starch and the fertiliser on the snake to make it stiff and long, then swap it for Windle Poons' broom handle.

Dark Wood

Head over to Nanny Ogg's house and go inside. Use the pink wool to find the backyard. Place the rosette on the sheep, then use the impstamatic to take a photo of the sheep. Take the mallet from the pile of wood, then head back inside via the hatch. Look at the purple potion on the table, then talk to Nanny Ogg about it. Use the custard tart on yourself and you will kiss her. Now take the truth potion and leave.

Edge of the World

Blow the whistle by using it on yourself, and Polly will arrive. Talk to the bird - it wants a cracker. Use a firecracker on your matches and throw it at Polly. Now try to reach Polly with your butterfly net, but you wan't quite reach. Attach the broom handle to the net, then use it to get Polly. Take the lantern from the fork. Look at the hat in your inventory, then put it on the fork. Climb down the chain of handkerchiefs to the back of the turtle. Get the "glint" from over to the right (it is your whistle), then climb back up. Go back to Ankh-Morpork.

Inn

Give the parrot and the whistle to the sailor, and he will tell you to get a tattoo from the barber.

Square

Enter the psychitrickerist's shop and talk to the troll, then get up and leave. Go straight back in and talk to the girl, who offers you an autograph. Give her the appointment book to sign, then you will be called up for your audition, and automatically leave the shop.

Woods

Give the appointment book to the barber, and he will return to his shop.

Street

Enter the barber's shop and talk to him about a tattoo - he will suggest a temporary one from his son, the street starfish.

Square

Talk to the street starfish, who refuses to give you the tattoo. Head into the alley and use your knife on the rubber belt to get it.

Alley

Put the knife in your inventory and stand on the central tile to reach the rooftops. Cut the ladder free and climb down using the window. When assassin hits the ground, talk to him and give him the name "Sore Ass" to make the donkey go from Livery Stable to the Square. Now return the knife to Luggage, and put the rubber belt in your inventory. Use the tile to get to the rooftops again. Go to the tower in the background and use the rubber belt on the tip of the flagpole to get the birthmark tattoo.

Square

Use the scissors on the donkey's tail to get a moustache.

Broken Drum

Talk to the barman and order a drink, then take the tankard. Go through the trapdoor to enter the cellar, then talk to the bogeyman. Look at the barrels to find the elderberry wine, then fill your tankard with it. Go back upstairs to the bar. Talk to the braggart and you will end up buying 2 drinks. Put the truth serum in one, then give the drinks to the braggart. You will distract each other with the 3 pictures on the walls, and you will end up with the spiked drink. Put the nail in the beam near your table, then use the photo of the sheep with the framed picture to frame the photo. Hang this on the beam so there are now 4 pictures around the table. Talk to the braggart and spike the drink again, and this time he will drink the truth serum and tell you the location of the Temple of Offler. Put the tankard of wine in your inventory, and leave town.

Mine

Give the tankard and then the sword to the dwarf and you will get a sword that goes "ting".

Gorge

Speak to the monk, and you will end up in the water. After you climb back up again, use the carpet on the monk. Cross the bridge and enter the cave. Try to walk to the altar, but you apparently can't bear to look. Take the bandana from the hatstand to the left and use it on yourself as a blindfold - now you can't see which direction to go. Use the leash on Luggage, then use the bandana on yourself again, and you will make it to the altar. Use your money pouch on the pile of sand to the right, then swap it with the Eye of Offler (magical talisman). Leave this area and go back to town.

Unseen University

Head into the library and go over to the right. You will find a magic book on the shelves beneath the area where L-space used to be. Read the book to learn a magic spell. Now leave the library and you will see the end of this act.

Act 4

Square

Look at Lady Ramkin, and take the key from the top of her stocking.

Lady Ramkin's Dragon Sanctuary

Walk around the back and use the key to open the door to the dragon cage. Go inside and pick up Mambo from the far right. This is your weapon - now you need some ammunition.

Mine

Use Mambo on the hot coals behind where the swordsmith was standing previously.

Dark Wood

Enter Nanny Ogg's house and use Mambo on the cauldron. Now head back to town.

Square

Light a firecracker in your inventory using a match, then combine this with Mambo. Finally, throw the custard tart at the dragon to complete the game.