Discworld 1

*** ACT I *** 1. Take the pouch from the wardrobe. 2. Visit the arch chancellor. 3. Retrieve the dragon-lair-compendium after waking up the luggage with the broom found in the closet. 4. Give the banana found inside the luggage to the librarian. 5. Show the arch chancellor the book. *** Staff *** 1. Trade the broom for the magical staff from Windle Poons. 2. Make sure to wait for the moment he reaches over to get food so that the staff is left unprotected. *** Imp *** 1. Outside, speak with the apprentice wizard to be shown how to open the gate. 2. Take the frog with you. 3. Proceed to the Livery Stable and remove some corn from the sack. 4. Head to the Alley and see the alchemist. 5. Walk around the jumping floorplate. 6. Use the corn on the flask to make the imp come out of the camera. 7. Proceed to the market square and get a tomato. 8. Throw the tomato at the tax collector. 9. Get another tomato to catch a worm. 10. Get the string from the Toymaker's, tie the worm to it, and use it on the imp-hole. *** Dragon Breath *** 1. Go into the Palace. 2. To get by the guards, speak with them. 3. Inside, take the mirror from the fool's room. 4. Place the mirror in Rincewind's inventory, not the luggage. 5. Go into the Alley again, step on the jumping plate, and climb up to the tower. 6. Hang the mirror on the flagpole's tip and use it to get the dragon angry. 7. Kick the ladder down on your way back to the alley. *** Magic Coil *** 1. Speak with the street urchin-starfish at the square. 2. Proceed to the barber and examine the hair roller the woman has in her hair. 3. Speak with her about the roller. 4. Speak with the barber and when he muses of his milkmaid, pickpocket him. *** Metal Container *** 1. Pay a visit the psychiatrickerist. 2. Doing this two times gets the butterfly net of the wall. 3. Head to the backside of the university and use the ladder on the window. 4. Place the butterfly net in your private inventory. 5. Take the pancake with the net. 6. Head back to the kitchen and get the frying pan. 7. Present the five items to the arch chancellor and then employ the detector to locate the dragon lair, which is somewhere in the city's lower-left corner. *** ACT II *** 1. Head to the library once more. 2. Speak with the vile guy about the golden banana in his ear. 3. Trade the gold for the banana. 4. Give the banana to the librarian allowing you to enter the L-space. 5. Watch the theft of the dragon summoning book. 6. Exit the university the same way the thief does and follow him to discover the secret hide-out. 7. Enter the park and place the frog in the mouth of the drunken Rincewind. 8. Nab the butterfly with the net. 9. Use this butterfly on the lamp on the street-corner where the monk is often standing. 10. Bring the pot with you. 11. Return to the present again, and discover a black robe on the clothesline by the toilet. 12. Enter the Broken Drum and get something to drink. 13. Bring the tankard with you. 14. Note the bottle of counterwise wine behind the barman. 15. Speak with the barman about the wine. 16. Take the glass with you. 17. Head to the past again. 18. Go immediately to the hide-out. 19. Turn the left drainpipe in the direction of the door. 20. Wait until the thief arrives. 21. Using the glass as a reception-device on the right drainpipe, listen for the secret password. 22. Disguise yourself with the robe and join the ceremony. 23. By now you should know the members of the brotherhood; the next thing is to get their golden items. *** Mason *** 1. Head to the present to the Broken Drum and speak with the scared guy. 2. Visit the Inn and get the sheet from the bed. 3. Enter the Inn in the past and disguise yourself as Ghost. 4. Return to the present and speak with the scared guy once more. 5. Return to the past and repeat this to receive the gate-pass. 6. Show it to the gate-guards in the present and head to the Edge of World. 7. Examine the coconuts and shake the tree. 8. Take the coconut using the butterfly net. 9. On your way back to the city stop at the mountain-pass. 10. Take the egg and the feather. 11. Proceed to the Barn and take the screwdriver. 12. Using the screwdriver, poke a hole in the coconut. 13. Visit the market square again and speak with the street starfish and learn the secret hand-shake. 14. Head to the psychiatrickerist. 15. Head upstairs when you can. 16. Note the pictures; they are useful to come past the palace-guards. 17. Speak with the peasant inside the palace. 18. You now can enter the shades. 19. On your way back to the past, stop at the kitchen and take the cornflower. 20. In the past, head to the toilet and read the graffiti on the inside of the door. 21. Proceed to the shades and locate the House of Negotiable Affection. 22. Speak with Big Sally and give her the egg, the flour and the coconut. 23. The new bloomers are given to the street starfish, in the present; they will teach you the handshake. 24. You have a new skill and a bra. 25. Visit the mason in the shades. 26. Use the new skill on him. *** Thief *** 1. Get to the sleeping thief in the hovel by using the bra with the ladder. 2. Drop the ladder quietly on the hovel. 3. Attempt to take the key from the thief to obtain a feather. 4. Take the golden key and bring your ladder. *** Dunnyman *** 1. Take a donut from Dibbler, and give it to the dunnyman. 2. Visit the milkmaid again and get from her a note for the barber. 3. Give him the note. 4. Use the apparatus on the Dunnyman to get the gold tooth. *** Fishmonger *** 1. Head to the past again. 2. Head to The Drum and start a bar-fight by looking at the picture behind the little guy and, when he's not looking, turn his glass around. 3. After the troll joins the fight, use the ladder on the shingle outside and take the drumstick. 4. Use it in the present to ring the gong in the dinning-hall. 5. Take the prunes outside the university. 6. Head to Nanny Ogg's house in the Dark Woods. 7. Fill your pot with the custard of the cauldron. 8. Head to the fishmonger, tie the octopus with the string, pour the custard in the toilet and place the octopus in it. 9. Send the fishmonger to the toilet by putting prunes in his caviar. 10. Take his golden belt. *** Fool *** 1. Take a garbage can from behind the university. 2. Take the bubble bath from the inn. 3. Head to the Palace. 4. Display the second ink blot picture to the other guard. 5. Inside, use the garbage can on the fool. 6. Take his cap by using the bubble bath on his bath-tub. *** Chimney Sweep *** 1. Obtain 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. 2. Place the doll in Rincewind's inventory and head to the roofs of the alley again. 3. Place the doll in the alchemist's chimney. 4. Head down into his house, place the powder keg in the fireplace, use the string on it and light the fuse with the matches from outside in the drainpipe. 5. Receive the golden brush. 6. Give all six golden items to the dragon. 7. Speak with the dragon then head the market square again. 8. Purchase the carpet from Nanny and when she wants a kiss, steal her custard book. 9. Time-travel again and get the dragon-summoning book before the thief gets it. 10. Trade the covers of the dragon book with the custard book and place the false dragon book back in the empty place. 11. The thief will then come and steal the book. *** ACT III *** 1. Head back to Nobby and solve his what-do-you-need-to-be-hero riddle by doing a little math. 2. Learn that you need a talisman, a mustache, a birthmark, a magic spell, camel-flage and a magic sword. *** Magic Talisman *** 1. Proceed to the hide-out again and after knocking on the door you have a custard tart. 2. Visit the alchemist. 3. Tell him where to get more corn. 4. When he is gone, get the camera. 5. Head to the Livery Stable and read the bumper sticker on the donkey cart. 6. At the dragon sanctuary, knock on the door and speak with Lady Ramkin. 7. After being behind her house, knock at the front door again. 8. When she opens the door, go behind her house and get the rosette, the leash and the nail. 9. Go buy a glass of Cactus Juice from the barman of The Drum. 10. Buy the paper bag of leeches from Dibbler. 11. Double-click on the paper bag to see the leeches. 12. Use the bag or the leeches to knock-out the palace-guards. 13. Locate the dungeons inside the palace. 14. Use the worm on the mousehole. 15. Undisguise the rat to get a new imp. 16. Place the imp in your camera. 17. You now need the octopus-picture in the fishmonger's shop. 18. Head to the house of Nanny Ogg. 19. Speak with her about the truth potion behind her. 20. Eat a bit from the custard tart when she waits for a kiss. 21. Follow her wool to a sheep. 22. Place the rosette on the sheep and make a nice photo. 23. Get the mallet when you leave. 24. Proceed to the Drum again and use the nail with the bean in it to hang up the picture of the sheep. 25. Frame it before by joining it with the octopus-picture. 26. Speak with Braggart and mix his beer with the truth potion before giving it to him. 27. Learn how to find the Temple of Offler. 28. Meet the monk there again. 29. Use the carpet on the bridge. 30. In the temple, get the blindfold, tie the leash on the luggage and wear the blindfold to arrive at the Eye of Offler. 31. Fill your pouch with the sand and exchange it with the Eye to get it. *** Mustache *** 1. Fill the pot with the water of the well of wishing, located in the woods. 2. Use the pot with the soap on tap in the inn. 3. Head to the palace. 4. Use the paper bag or the leeches to enter again. 5. Remove the brush from the bathtub. 6. Use the brush on the frothy pot of water. 7. Visit the Livery Stable. 8. Use the wet brush on the bumper bar of the donkey cart. 9. Look at the clean number plate, intently. 10. Enter the shades. 11. Look in that hovel and take the knife from it. 12. Place the knife in Rincewind's inventory. 13. Go back to the roofs and use the knife on the ladder of the assassin training track. 14. Meet an assassin and tell him the number of the donkey cart when he asks for it. 15. The responsible donkey will be arrested and you can find it at the market square. 16. But first go and take the scissors from the barber-shop. 17. Use them on the donkey-tail. *** Birthmark *** 1. Get a bone from the skeleton in the palace-dungeons. 2. Use the bone with the glue-pot from the Toymaker. 3. Visit the inn and give the dog the glued bone. 4. Look at the tattoo from the sailor and then talk to him. 5. Should he ask for a glass of milk, ask the innkeeper for one and you should get a parrot-whistle. 6. Go to the market square and try to get an egg and you will get a snake instead. 7. Proceed to the University and get the fertilizer from the backside, then enter the closet and turn on the lamp with the matches. 8. Get the starch. 9. Use the starch and the fertilizer on the snake and exchange it again with Windle Poons staff. 10. Use the broomhandle to enlarge the butterfly net. 11. Go to the room of the arch chancellor and get the hat. 12. Walk to the Edge of World again. 13. Blow the whistle and toss a lit firecracker at the parrot. 14. Nab the parrot with the enlarged butterfly net. 15. Go back to the sailor. 16. There you are told to fetch the whistle, so head back to the Edge, get the lamp of the fork and put the magic hat on it. Look at the hat intensely if needed. 17. Climb down the world and get that "glint". 18. Give the whistle the sailor, who tells you to ask the barber about tattoos. 19. Get the appointment book at the barber-shop and show it to the milkmaid. 20. Walk out to the woods and show the appointment book with the ottograph to the barber. 21. Visit the barber in his shop and talk with him about tattoos and he'll sends you to the street starfish. 22. Talk with the starfish. To get a tattoo you need to do some things: 23. Use the knife on the rubber band of the Dunny/Custard-King machine. 24. Place the rubber band in your pocket and climb up the tower again. 25. Tie the band to flagpole tip and jump to get your birthmark tattoo. *** Magic Spell *** 1. Go to the library. 2. Get the well hidden magic book from the edge where the sleazy guy stood. *** Camel-flage *** 1. Take the spatula from the kitchen and walk to the shades again. 2. Use the spatula on the mural to get soot, which is a suitable substitute for camel-flage. *** Magic Sword *** 1. Go the woods and use the screwdriver on the crank of the well. 2. Use the crank on the racks in the dungeon and you will get a sword-that-goes-ploink. 3. Talk with carrot from the city-guard about it and he will send you to the dwarves. 4. The dwarves want a glass of elderberry wine, so go to the Drum. 5. The barman tells us that the wine-cellar is full of foxes. 6. Walk to the inn. 7. Notice the person behind the door. 8. After a little talking with him, use the screwdriver on the door.

9. Talk with the bogeyman again and he will go and scare the foxes. 10. Go in the wine-cellar and fill your tankard with elderberry wine. 11. Put that tankard in your personal inventory, and later give it to the dwarven smith. 12. Give him your sword and he will enhance it. 13. Leave the mine. *** ACT IV *** 1. Get the key from the tied-up Lady Ramkin and visit her estate. 2. Unlock the dragon-cage and go in it. 3. When you step in that molten pile, don't allow Rincewind to turn around; do this by clicking a few times forward so that he will go through. 4. Take the little Mambo with you back to the market square. 5. Place a lit firecracker in his throat. 6. Leave the square and come back. 7. Throw the custard tart at the dragon.


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