Play discworld game




















He appears to be very good at it as well, because apparently the universe has decided to continuously challenge him. The game takes place in the humorous fantasy world created by Terry Pratchett. The world is called the Discworld, as it is actually a flat disc carried on the backs of four gigantic elephants, which themselves stand on the back of an even larger turtle.

Both in the book and the game, a dragon is summoned by a group of mysterious conspirators and now terrorizes the city state of Ankh-Morpork. Discworld is a classical point-and-click adventure game with a few original features. Publisher Resources. Family Gaming. Science Fiction. Phone PDF. Virtual Tabletops. STL 3D Model. Steve Jackson Games. Pay What You Want. See all titles. Follow Your Favorites!

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File Last Updated:. This title was added to our catalog on October 26, Give him all 4 piles of treasure and he will give you his gold banana. Give this to the librarian, and he will open the entrance to L-Space. Enter L-space to travel to the past. Wait here until the thief appears and steals the dragon book. Use the book on the shelf to open the secret passage, and go through this to exit to the map screen. Watch the thief on the map, and he will reveal the location of the secret hide-out to the southwest.

Go inside and use the sheet on yourself, then look at the jewellery box to find a hammer which you will automatically throw away. Leave the inn. Go to the corner of the street where you talked to the monk in the present time. Use the butterfly on the lamp here to make a raincloud appear above the monk in the present.

While you are here, grab the pot from the ledge. Now go right and enter the alley. Open the toilet door and read the graffiti on the inside of the door. Head inside and look at the little guy who is drinking by himself. Look at the picture behind him, then while he is distracted, turn over his glass. This will start a fight, and the troll will run inside. While he is gone, use your ladder on the shingle above the doorway - you will get a drumstick and create the "Broken Drum".

Go through the hole at the side of the university to sneak inside. Enter L-space to return to the present. Leave the library and go to the dining room. Use the drumstick on the large gong to the right, and the apprentice wizard will run in from outside.

Head out the front of the university and take the prunes from the bench. Walk along the path to the back of the university and take a garbage can. Enter the Broken Drum. Talk to the little guy, but he's really not in the mood right now. Talk to the scared guy to find out more about the hammer, then leave again.

Go to the corner, where the monk has removed his robe. Head right and into the alley, and take the robe from the line. Go to the library and enter L-space again, then go through the secret passage to leave the university. Turn the drainpipe to the left of the door so that it faces the door. Now hide behind the fence, and when the robed man arrives, use your glass on the drainpipe next to you so you overhear the correct password. Wear your black robe, and you will be let in to witness the dragon summoning.

Go inside and use the sheet on yourself, then look at the jewellery box to get a city gate pass. Go east and talk to the street starfish to see the secret handshake - unfortunately he won't teach it to you until you prove you are a man. Talk to the amazon woman, but it doesn't seem like she will help. Talk to the dibbler to the left and you will get a donut. Go into the alley and wait for the dunnyman to appear. Give him the donut, and he will hurt his gold tooth and rush off to see the barber.

Next head into the psychiatrickerist's office. Talk to the girl and the troll, then you will be called in to see the "doctor". You will receive two inkblots, then leave the office. Go straight back in and talk to the crying girl to receive a note. Look in the crates, then use them to get fireworks and a keg of gunpowder. Show your pass to the guard, then walk through the gate to leave the city.

Attempt to walk to the other side of the mountain range and you will stop at the pass at the top of the mountains. Walk towards the right and you will be stopped by a strange chicken-lizard creature. Pick up the egg and the feather that it drops, then continue to the right. Head right into Nanny Ogg's house. Look at the cauldron, then use your pot on it to get some custard. Leave the house and the dark wood.

Look at the coconut tree, then shake it to make a coconut fall into the water. Get the coconut using your fishing net, then leave this area and return to Ankh-Morpork. Go to the barber's shop. Talk to the barber, who is still thinking about the blonde girl. Give him the note and he will leave the shop. Use the apparatus to get the gold tooth from the dunnyman.

Leave the barber's shop and visit the fishmonger. Talk to him and look at his belt. Put a prune in the fishmonger's caviar, and he will run to the toilet in the alley. Follow him there and try to take the belt, but he won't let you. Go back out to the street and wait for the fishmonger to return. Now head into the alley and Use the string on the octopus to get it. Now head into the alley and use the pot of custard and the octopus on the toilet can. Place another prune in the fishmonger's caviar.

Go into the alley and take the gold belt. Leave the alley and head to the toy shop. Grab a Hogfather doll from the box on the left, and leave the shop. Try talking to the guards again, but they won't fall for the same trick twice.

Show the first ink blot to the guard on the right and you can get inside. Talk to the peasant again to find out the thief has gone to the Shades. Look at the gold bells on the fool's cap. Tip your garbage can on the fool's head and he will run to the bathroom.

Follow him in there and try to take the cap, but Chucky raises the alarm when you get close. Use the bubble bath on the bath, then take the gold cap well, the bells are gold anyway.

Now you can leave the palace. Go right twice and head to the Cathouse. Talk to each of the girls - Big Sally on the right will tell you to come back with milk, egg and flour. Use your screwdriver on your coconut, then give it to Sally. Also give her the egg and the cornflour, and you will end up getting some yellow bloomers. Go back to the street starfish and give him the bloomers to prove you are a man - you will learn the secret handshake and get a bra.

Go right once and look at the mason, his trowel, and the mural on the wall. Talk to the mason, who won't give you his trowel. Use the secret handshake on him to get the gold trowel. Head to the far right and down to find a hovel. Try using the ladder on the hovel and walking inside, but the end of the ladder makes too much noise and wakes up the thief.

Pick up the ladder again and combine it with the bra. Now use the combination with the hovel and walk inside. Try to take the key, but the thief rolls over. Tickle him with the feather, then take the gold key. Exit the hovel and take the ladder, before leaving this area. Put the hogfather doll in your inventory, then stand on the central tile to shoot up to the rooftops.

Look at the chimney sweep and his gold brush. Put the doll in the chimney on the right to fill the alchemist's shop with smoke and force him to leave. Head down to the street using the left window and enter the shop. Put the keg in the fireplace, then attach the string to it to make a fuse. Go outside and use a match to light the fuse coming out of the drainpipe.

You will end up getting the gold brush. Put the matches away, then leave the alley. Talk to Nanny Ogg, and you will be given the magic carpet. Look at the stall, and in particular the custard book - she won't let you take it. Talk to her again, and after selecting the joker icon, quickly take the book. Save your game. Get the dragon book and use it on the custard book to swap their covers.

Quickly put the custard book back in the empty place before the thief arrives - if you don't make it in time, a bug will prevent you from ever returning to the present. If you are successful, you will reach the next act. In this act, you need to defeat the dragon, by setting the odds to exactly a million to one. You can do this by collecting a birthmark, a magical talisman, camel-flage, a spell, a moustache and a sword that goes "ting".

Head inside and into the closet. Use the matches on the shape to the left so you can see more. Take the packet of starch, then leave the closet and enter the kitchen to get the spatula.

Next head up to the Arch Chancellor's room and take the hat. Head right and look at the mural to notice it is ash.

Use the spatula to lift it off the wall - this is your camel-flage. Head right again and use the ladder to get into the hovel. Open the bag and take the knife, then leave the hovel. Grab your ladder again and leave the shades. Head inside and look at the green bottle behind the bar. Talk to the barman twice to get a drink, then pick up the glass to get a drunk worm. Talk to the old timers to learn about the Temple of Offler.

Talk to the dibbler to get a paper bag, then open it in your inventory to remove the leeches. Pick up an egg from the stand and you will drop it to reveal a snake. Pick this up, then leave town. Head right and use the crank to pull up the bucket.



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