Note: This is the HTML version of the Discworld walk-through guide v1.0 authored by Thomas Niederreiter. Material that was inapplicable has been omitted. This walkthrough describes a fast solution to the game, and does not show all jokes, gags and things to try.
Act I
Get your pouch out of the wardrobe. After a visit to the Arch chancellor, you have to fetch the dragon-lair compendium. Wake up the luggage with the broom from the closet. Give the banana found inside the luggage to the librarian. Now we are off to show the Arch chancellor the book. The five ingredients of a dragon-locator must be found:
Staff:
Exchange the broom with the magical staff from Windle Poons. Wait until he reaches over to
fetch some food, and leaves the staff unguarded.
Imp:
Talk to the apprentice wizard outside to learn how to open the gate. Take the frog. Go to
the Livery Stable and take some corn out of the sack. Go to the Alley and visit the
alchemist. Walk around the jumping floor tile. Use the corn on the flask and you can get
the imp out of the camera. However, it is too fast at the moment. Go to the market square,
and take a tomato. Throw the tomato at the tax collector. Take another tomato to find a
worm. Get the string from the Toymaker, tie the worm to the string, and use it at the hole
containing the Imp.
Dragon Breath:
Enter the Palace. Talk to the guards to bypass them. Once inside, get the mirror from the
Fool's room. Place the mirror in Rincewind's inventory, and not in the luggage. Return to
the Alley, step on the jumping tile, and climb up to the tower. Hang the mirror on the tip
of the flagpole and use it to disturb the dragon. Kick the ladder down on your way back to
the Alley.
Magic Coil:
Return to the Square and talk to the street urchin to learn how to pick pockets. Go to the
barber and look at the hair roller in the woman's hair. Talk to her about it. Talk with
the barber and pick his pocket as he thinks about the milkmaid.
Metal Container
Visit the psychiatrist twice to get the butterfly net from the wall. Place the butterfly
net in the inventory, not the luggage. Go to the rear of the University and use the ladder
to reach the window. Take the pancake with the butterfly net. Return to the Kitchen and
take the frying pan
Give the five items to the Arch chancellor, then use the detector to find the hidden dragon's lair. It is located somewhere in the lower-left corner of the city.
Act II
The next task is to reveal the secret brotherhood, and to take a golden trinket from each member. With all the gold of the kingdom in our pockets, return to the Library. Talk with the sleazy man about the golden banana in his ear. He will sell the banana for the gold. Give the banana to the librarian to enter the L-space.
Travel to about twelve hours in the past to witness a thief stealing the dragon summoning book. Quickly leave the University as the thief did to find the secret hide-out.
Go to the Park, and place the frog in the mouth of the drunken Rincewind. The butterfly may now be caught with the net. Use the butterfly on the lamp on the street-corner where the monk usually stands. Bring the pot along.
Returning to the present, take the black robe on the clothesline near the toilet. Go in the Broken Drum and order something to drink. Take the tankard. Behind the barman is a bottle with counterwise wine. Talk with the barman about the bottle. Take the glass.
Travel to the past again. Immediately go to the secret Hide-out. Turn the left drainpipe in the direction of the door and wait until the thief arrives. Use the glass to listen on the right drainpipe to hear the secret password. Disguise yourself with the robe and join the ceremony.
The identities of the members of the brotherhood will be revealed. The next task is to get their golden items:
Mason:
A gate pass is needed. Go to the Broken Drum in the present time and talk with the scared
man. Visit the Inn and take the sheet from the bed. Travel to the past and return to the
Inn. Use the sheet to disguise yourself as a ghost and repeat the events that the scared
man stated. Note that he did not reveal everything in his story. Return to the present and
talk to the scared man again. Return to the past and repeat the events completely. Take
the gate pass. Return to the present time and show the pass to the gate guards. Walk to
the Edge of World. Look at the coconuts and shake the tree. Use the butterfly net to get
the coconut. Stop at the mountain pass when returning to the city.. Take the egg and the
feather. Go to the Barn and take the screwdriver. Use it to poke a hole in the coconut.
Return to the Market Square again and talk with the street urchin. He will tell you the
secret handshake if you prove you are a man. Return to the psychiatrist. You will be
allowed to go upstairs after a short wait. Take the inkblot pictures and use them to get
past the palace guards. Talk with the peasant inside the Palace. You can now enter the
shades. Return to the past, stop at the kitchen and take the corn flour. While in the past
go to the toilet and read the graffiti on the inner side of the door. Go to the shades and
find the House of Negotiable Affection. Talk to Big Sally and give her the egg, the flour,
and the coconut. Return to the present and give the bloomers to the street urchin. The
urchin will reveal the secret handshake. You now have a new skill and a bra. Visit the
mason in the shades. Use the new skill on him and to get his golden trowel.
Thief:
Use the bra with the ladder to get to the sleeping thief in the hovel. The bra will allow
the ladder to be dropped silently on the hovel. If you try to get the key from the thief,
he will turn away. Use the feather to get the golden key. Remember to take the ladder.
Dunnyman:
Get a donut from Dibbler and give it to the Dunnyman. Visit the milkmaid again and take
her note to the barber. Give the barber the note and use his apparatus on the Dunnyman to
get his gold tooth.
Fishmonger:
Return to the past. Enter the Broken Drum and start a fight. This may be done by looking
at the picture behind the little man, then turn his glass around when he is not looking.
After the troll joins the fight, use the ladder on the shingle outside the bar and get the
drumstick. Return to the present, and use the drumstick to ring the gong in the
dinning-hall. Take the prunes that are outside the University. Walk to Nanny Ogg's house
in the Dark Woods. Once there, fill the pot with the custard from the cauldron. Go to the
fishmonger. Tie the octopus with the string. Pour the custard in the toilet. Place the
octopus in the toilet. Place the prunes in the fishmonger's caviar to send him to the
toilet. Take his golden belt.
Fool:
Take a garbage can from the rear of the University. Take the bubble bath from the Inn.
Next go to the Palace. If not already done, use the second ink blot picture on the other
guard. Once inside, use the garbage can on the Fool. Use the bubble bath on his bathtub to
get his cap with the golden bell.
Chimney sweep:
Get the hogfather doll from the Toymaker. Take the fireworks and gunpowder keg from the
crate at the city-gate. Take the matches from the Broken Drum. Put the doll in Rincewind's
inventory and return to the roofs of the Alley. Stuff the doll in the chimney of the
alchemist. Enter his house and put the powder keg in the fireplace. Use the string on the
powder keg as a fuse. Light the fuse with the matches from outside the house, in the
drainpipe. Take the golden brush
Give all six golden items to the dragon. Talk to the dragon and return to the Market Square. Buy the carpet from Nanny. When she asks for a kiss, steal her custard book. Travel back to the past and get the dragon-summoning book before the thief steals it. Exchange the cover of the dragon book with the cover of the custard book. Place the fake dragon book back in the empty spot in the library. Allow the thief to steal the fake book.
Act III
The next task is to find items that make a hero.
The Old Timers suggest that heroes need a posing pouch. The Amazon Warrior states that a mustache and a magic sword are needed. The Wizards suggest a magic talisman. Big Sally states that camouflage is needed. Return to Nobby and solve his what-do-you-need-to-be-hero riddle by doing a little math. A talisman, a mustache, a birthmark, a magic spell, camouflage and a magic sword must be found.
Magic talisman:
Return to the Hideout, knock on the door, and get a custard tart. Visit the Alchemist.
Tell him where to get more corn. After he leaves, take the camera. Go to the Livery Stable
and read the bumper sticker on the donkey cart. A new location now appears on the map. Go
to the dragon sanctuary and knock on the door. Talk with Lady Ramkin. Go behind her house,
then knock on the front door again. When she opens the door, walk behind her house and
take the rosette, leash and nail. Return to the Broken Drum and buy a glass of cactus
juice from the barman. A new worm can now be placed in inventory. Buy the paper bag of
leeches from Dibbler. Selecting the paper bag will reveal the leeches. Use the bag or the
leeches to knock out the palace guards. Enter the palace and find the dungeons. Use the
worm on the mouse hole. Remove the rat's disguise to get another imp. Put this imp in the
camera. Go to the fishmonger and get the octopus picture. Go to the house of Nanny Ogg,
and talk about the truth potion that is behind her. Eat some of the custard tart and take
the potion when she waits for a kiss. Follow her wool to find a sheep. Stick the rosette
on the sheep and photograph it. Take the mallet when you leave. Return to the Broken Drum.
Use the nail on the beam. Frame the picture of the sheep by joining it with the octopus
picture. Hang the picture from the nail. Talk to Braggart. Mix the truth potion with his
beer before giving it to him. He will tell you how to find the Temple of Offler. Go to the
Temple and meet the monk. Use the carpet on the bridge to solve this problem. Once in the
Temple, take the blindfold. Tie the leash on the luggage and wear the blindfold. Approach
the Eye of Offler. Fill your pouch with the sand and exchange it with the Eye.
Mustache:
Fill the pot with water from the Wishing Well in the woods. Go to the Inn and use the pot,
soap and the tap. Go to the Palace. Again, use the paper bag or the leeches to enter. Take
the brush out of the bathtub. Use the brush on the pot with soapy water. Go to the Livery
Stable. Use the wet brush on the bumper on the donkey cart. Select the clean license plate
to look at it closely. Go to the shades. Look the hovel and take the knife.
Place the knife in Rincewind's inventory. Return to the roofs. Use the knife on the ladder
of the assassin training track. An assassin will appear. Tell him the license number of
the donkey cart. The responsible donkey will be arrested. Go to the Barber Shop and take
the scissors. Go to the Market Square to find the donkey. Use the scissors on the
donkey-tail to get a mustache.
Birthmark:
Enter the Palace dungeons and take a bone from the skeleton. Go to the Toymaker and the
glue pot on the bone. Go to the Inn and give the dog the glued bone. Look at the sailor's
tattoo and talk to him. If he asks for a glass of milk, ask the Innkeeper for one. The
sailor will give you a parrot whistle. Go to the Market Square and try to get an egg. You
will get a snake instead. Go to the rear of the University and get the fertilizer. Enter
the closet and light the lamp, which is only appears as a shape, with the matches. Take
the starch. Use the starch and the fertilizer on the snake. Exchange the snake with Windle
Poons staff. Use the broom handle to enlarge the butterfly net. Go to the Arch
chancellor's room and get the hat. Return to the Edge of World. Blow the whistle and throw
a lit firecracker at the parrot. Catch the parrot with the enlarged butterfly net. Return
to the sailor. You will be told to get the whistle. Return the Edge of World and take the
lamp of the fork. Look closely at the magic hat, and place it on the lamp. Climb down the
World and take the "glint". Give the whistle to the sailor. He will tell you to
ask the barber about tattoos. Go to the Barber Shop. Get the appointment book and show it
to the milkmaid. You must have been at the Casting Agency about three times to get
this work. Walk to the Woods and show the appointment book with the autograph to the
barber. Then, visit the barber in his shop and talk with him about tattoos. The barber
will send you to the street urchin. Talk with the urchin to find out more about getting a
tattoo. Use the knife on the rubber band of the Dunny/Custard-King machine. Place the
rubber band in your pocket and climb up the tower again. Tie the rubber band to flagpole
tip and jump. You now have a birthmark-tattoo.
Magic spell:
Return to the library. Find the magic book that is well hidden. Look where the sleazy man
stood.
Camouflage
Take the spatula from the kitchen. Return to the shades. Use the spatula on the mural.
Take the soot, which can be used as camouflage.
Magic sword:
Go to the Woods and use the screwdriver on the crank of the well. Take the crank and use
it on the racks in the Palace dungeon. You will get a sword-that-goes-ploink. Talk with
Carrot from the city guard about the sword. He will send you to the dwarves, which will
now appear on the map at the Mine. The dwarves will want a glass of elderberry wine.
Return to the Broken Drum. The barman will tell you that the wine cellar is full of foxes.
Go to the Inn. Once there, something will be behind the door. Talk to it, then use the
screwdriver on the door. Talk again, and the bogeyman will go and scare the foxes. Go to
the wine cellar at the Broken Drum. Fill the tankard with elderberry wine. Place the
filled tankard in your personal inventory. Give the tankard to the dwarven blacksmith.
Give him your sword and he will enhance it. Leave the Mine.
Act IV
Get the key from the tied-up Lady Ramkin and visit her estate. Unlock the dragon cage and enter it. When you step in the molten pile, do not let Rincewind turn around. Force him to move forward. Take the little Mambo and return to the Market Square. Put a lit firecracker in his throat. Leave the square and return. The firecracker was not successful. Throw the tart with the love custard at the dragon.
Note: For v2.0 of Discworld, once you have Mambo, he must be filled with coal
from two of the following three places: the forge in the Dwarven mine, the brazier in the
dungeon, or the cauldron in Nanny Ogg's house. The lit firecracker may then be used.