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- Here it comes! At last!
- ---------------------------------------------------------
- The full walkthrough of
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- | | | | / __|/ __\ \ /\ / / _ \| '__| |/ _` |
- | |_| | \__ \ (__ \ V V / (_) | | | | (_| |
- |____/|_|___/\___| \_/\_/ \___/|_| |_|\__,_|
-
- ---------------------------------------------------------
- 7.Apr.95 v1.0 by Thomas Niederreiter
- ---------------------------------------------------------
-
- Warning, this file contains extreme heavy SPOILERS!
- If you want to solve this game at your own, delete it!
- (This file, not the game 8)
-
- 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!
- ---------------------------------------------------------
-
- 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 -
-
- P.S. Nice game, really good.
-