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!
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Which act do you need some help with?
Act I
Act II
Act III
Act IV
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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.
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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)
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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....
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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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