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Discworld


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

     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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