~Discworld (CD)

TERRY PRATCHETT'S DISCWORLD 

Animated Adventure by PSYGNOSIS

~Staring Tips by Lu Richardson.


Tips to get you started
-----------------------

General guidance:  

Sweep the mouse around in each location to spot the things that can 
be seen, taken or manipulated.  As a rule of thumb, items of interest 
are highly coloured and will mostly stand out from the rest; but 
this is not always the case and some items are well-nigh invisible, 
so make sure you use the mouse well and miss nothing.  You will find 
that important items (though you might not have a clue why they are 
important) are jealously guarded by various people, so you have to 
find a way to get round them.  Remember certain things cannot be 
done till others get sorted out - don't be confused by the amount of 
items available to you at any one time.

When speaking to people (and though it's mostly nonsense, there is 
the odd pointer here and there), use every icon in the speech box, 
for fun if nothing else.  When a different icon appears amongst the 
usual ones, it's because you are meant to ask that particular person 
about something special.

Certain places and certain things won't be available till you've 
gone through the right sequence.  Remember also that Acts II, III 
and IV are yet to follow, so some things will not be happening till 
later.

I will tell you the things I have found can be done and point out 
the things that may be should be done.  Do it all at your own pace 
and in your own time... if you can.  Right, no doubt you will have 
watched the intro and you are now all set to start.


ACT I

Basically, you are going to go from location to location talking to 
everyone and examining everything there is to examine.  Pick up 
everything that can be picked up.


The start:  Rincewind's Bedroom
-------------------------------

Examine the shape in the distance, the diploma and the luggage.  It 
is fast asleep and you can't reach it.  Open the wardrobe and get 
the pouch.  Open the door and go out.

Go all the way down the wooden stairs, then down another flight of 
stone stairs and left, past the statue and into the Archchancellor's 
office.  Talk to him and he'll ask you to fetch him a book.  Go out, 
right, down another flight of stairs and left into the Library.

The Library
-----------

Have a look around and then talk to the Librarian.  Persistently.  
Go on in (i.e., to the right) and talk to the sleezy guy, who will 
tell you about L-space.  Note the golden banana around his ear and 
ask him about it.  Go back to the Librarian and ask about the 
L-space (i.e., skip all the icons you've already used in the speech 
box and click on the "L").  Leave and go to the right.

The Closet
----------

Enter the closet and get the broom.  Note the shape to the left, 
you'll be coming back later.  Leave now and go right and down 
another flight of stairs.

The Kitchen
-----------

Have a look around and speak to the Cook.  You'll come back later.
For now, go back to the bedroom.

Use the broom on the luggage.  Click on the luggage and get the 
banana.  Go to the Library and give the banana to the ape.  He gives 
you the book.  Take it to the Archchancellor.  He tells you what you 
need to build a machine for finding the dragon's lair.  When he 
hands you back the book, double click on it to see what you have to 
get.  Make your way to...

The Dinning Room
----------------

Again, talk to everyone, examine everything.  Walk right and have a 
look.  The gong would sure wake the sleeping guy, but we have nothing 
with which to bang it.  Talk to Windle Poons, then use the broom on 
his staff (needed for the Arch chancellor).  Later on, when you have 
the butterfly net, looking at the broom handle will tell you that it 
would be ideal for the net.  For now, leave, go to the left and out 
of the main door.

The UU Grounds
--------------

Look around.  Try opening the main doors.  Particularly, go to the 
right along the path and note the backdoor and the window.  You can 
pick up a bag of fertilizer and put it in the luggage.  Go to the 
student, speak to him using every icon as usual.  Finally, you try 
to open the doors.  Get the frog, you never know when it will come 
in handly.  Use the doors to get out.  Before you leave, remember 
that the student's bag could be one of the items you must secure.

Ankh-Morpork
------------

As soon as you step out of the UU you will be presented with a map 
of the city.  If you sweep the mouse around, you will see the 
locations available.  Visit them all, talk to everyone and do what 
you can in your first trip round.  Some places are at this point 
empty (the Park, the Shades and the Inn) and in some places, all you 
get is information (the City Gates - you find out you need a pass to 
get out).  Don't worry about it, just come back later in the game.  
You can go anywhere as many times as you like and in any order you 
like.  Here are some of the things to do in some places, but 
remember this is only a guide - don't take it as straight 
directions, nor as the right order!

The Palace
----------

Stand outside till the conversation is over and then talk either of 
the guards (use the "?" icon).  You will be able to go in.  Go right 
and talk to everyone in the queue (click on the witch's book), the 
jester and the Patrician.  Go through the door in front of the 
throne, look around and get the mirror.  

The Broken Drum
---------------

Note the so-called "shingle" above the door (try using the ladder on 
it and the troll won't let you - ergo, here is something surely you 
must get?).  Talk to the troll - observe that he's bored; a fight 
would have to start inside to shift him.  Go inside and talk to 
everyone.  Try to take the matches in the counter and you will find 
you have to buy a drink.  Do so and you can then get both the 
tankard and the matches.  You will also have to buy drinks when 
talking to the braggard - you should speak to him again later on in 
the game, when he'll have new things to say.  Try the scared guy for 
some info on a gate pass, though it got me nowhere.  Go through the 
trap door to the left and note the eyes.  

The Square
----------

Look at everything and talk to everyone.  Enter everything that can 
be entered, particularly the psychiatrickiest.  In here, note 
particularly the butterfly net, which you won't be able to get yet.  
Outside, talk to the urchin and he'll teach you how to pick 
pockets.  You try your skills on the old men and end up with a pair 
of bloomers.  Pick up a tomato from the stall and pelt the tax 
collector; pick another tomato see what happens.  There should now 
be a worm walking about on the ground near here.  Pick it up, if you 
can find it, and use the ball of string on it.  Make sure you visit 
the alley (note everything, including the guy's bucket) and, before 
you leave the square, that you don't miss anything.  Leave and enter 
the map.

The Alley
---------

Enter it and watch.  If you step forward carefully, you will stand 
on a slab which will shoot you up to the roofs.  Sweep the mouse 
around.  Go to the Tower.  Watch and look.  The flagpole seems to 
cry out for some bloomers, don't it?  Actually, the mirror goes on 
its tip.  Use it (the mirror) and it will shine on the dragon.  
Watch the sequence.  The mirror will drop to be collected by the 
luggage - you know have the dragon's breath.  Go down and back on 
the roofs.  Read the sign, talk to the chimney sweep, note his gold 
brush.  Go to the left of the screen and double click on the ladder 
across - it falls down and the luggage gets it.  Go through the 
window to the top right.  You wind up in the street.  Talk to the 
assassin, if you like, then, avoiding the slab, go right.  Examine 
the shingle, the drainpipe and the hole.  Go through the door.

The Alchemist
-------------

Examine everything, note the flask, examine the camera and operate 
the bulb to see the imp.  Talk to the Alchemist.  Leave.

The Livery Stable
-----------------

Note the despondent donkey and his luxurious tail.  Get some corn 
from the sack, on the cart.

The Street
----------

Toy Shop:  Talk to the Toy Maker, get the ball of string and a toy.

Corner:  Speak to the Priest and note the All-Night shop, which, 
naturally, is closed right now.

Fishmonger:  Talk to him and look around.  You can get a picture of 
an octopus here, though I think it's frame is what matters.  The 
swordfish is very prominent, but did you spot the eel?  Could this 
be the spiral of induction?  Try and pick it up and see what 
happens.  It could be that you need the swordfish to cut the rubber 
belt and also the caviar to swap for the prunes (just an idea); if 
so, how to shift the fishmonger?  

Alley:  Note the toilet and the clothes line, not to mention the 
lamp.  I did say NOT to mention it, didn't I?  Is the way to move
the fishmonger here?

Barber:  Note the roller on the woman's head (examine it), then talk 
to her.  The barber puts the roller in his pocket, but you cannot 
pick it.  Talk to the barber and he thinks of the girl you saw at 
the psychiatrickiest.

The beggar:  Talk to him.  Using the purse on him didn't work.

END OF FIRST ROUND

Now that you've visited every location available and picked up 
everything you could, you must try to advance further by using what 
you can wherever you can.

For instance, if you go back to the Square and into the 
psychiatrickiest, you will find that the troll has moved and you can 
now talk to the girl.  You can also pick up the butterfly net.

If you go back to the UU, you can go to the back door, use the 
ladder on the window, and use the net on the pancake.  A bit tricky, 
but once you've done that, watch what happens.  Get back to the 
kitchen and pick up the pan (this is the ferrous container the 
Archchancellor wanted), and also a banana.  You never know when it 
will come in handy.  While you are here, you can also go to the 
closet, use the matches on the shape (it turns out to be a lamp) and 
pick up the starch from the shelves.

The other thing I found is that you could go to the Alchemists, use 
the corn on the flask (it pops) and then the imp goes down the sink, 
through the drainpipe outside and into the mouse hole.  Use the worm 
on the hole and you'll get the imp.  I can't get rid of the notion 
that the imp should be used for painting the milkmaid.  Hmmm.  I'll 
have to think some more on that...

I could not find the magic coil - can't even think where it could be.
Anyway, I hope this got you started.  Good luck, and I'll let you 
know if I find out anything else.


~A FULL solution is also included in this Issue of Cheet Sheets.  So
~if you want to spoil the game further, read that or wait till next
~issue for a few more tips from Lu......


This Article Copyright 1995 of Lu Richardson.
Written for Cheet Sheets Magazine.
