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DISCWORLD
Written By: Andreas Åhsberg
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.

(Get the M16 (dragon baby) use a lit firecracker at M16, then                 
you also have to load the M16 whit hot coal from the dungeons and 
from the
mine. Then of to the showdown...)



                             - THE END -
Please note that A.P.I shall not be held responsible for the accuracy of this article.

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