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.