-----Act I------


Rincewinds room: open the wardrobe, take the pouch

Arch chancellors room: talk to him

Closet: take the broom

R`s room: use the broom on the luggage, there's a banana in him already

Library: give the banana to the librarian and he'll get the book, take it to
        the arch-chancellor you now need 5 objects, dragon breath, staff, an
        imp, a hair roller and a frying pan

Dining room: swap the broom with windle-poons staff

Outside the UU: talk to the apprentice ? him. Get the frog. Double click on the
               university door to open it.  You are now on the city map, run
               the mouse slowly around it to find: the drum, palace, park,
               inn, unseen university(UU), Alley, Livery Stable(LS), City
               gates(C G), Square and Street

Square: pick up a tomato, throw it at the tax-collector in the stocks, pick up
       another tomato, search the floor for a worm. Talk to the street urchin
       to learn the pickpocket and get some bloomers. Go into the
       psychiatrists, leave, go in again, get the butterfly net.

Street: Toy shop: get a toy, and the string. use the string on the worm.
       Fishmonger: get the picture. Barbers: look at the hair roller. talk to
       the woman twice, talk to the barber, when he's daydreaming pick his
       POCKET to get the hair-roller.

LS: get the corn from the sack

Palace: talk to the L guard-? him. enter the palace. in the bathroom take the
       mirror.

Alley: put the mirror into R`s inventory. there is a glowing flagstone on the
      floor to catapult you onto the roof. On the roof look in the background
      for the tower. Go there. Use the mirror at the tip of the flagpole. Use
      the mirror again to readjust it. It catches the dragons breath. Go down
      to the roof again, move L until you see a ladder bridge, click on the
      ladder and it will drop into the luggage. To exit double-click on the
      window.

Alley: walk further down the alley, to the right. There is a door, go in. Look
      at the box, push the shutter release, put the corn in the flask.
      Double-click on the imp to free him. He goes into the mousehole on the
      right outside. Use the worm on the string to get him.

Drum: Talk to the scared guy. Talk to the barman. Get the tankard and matches.

UU: go round the back of the university (Path), and take the fertiliser. Put
   the butterfly net into R`s inventory. Use the ladder on the window. Use
   the net to catch the pancake (easiest to catch it at the top of its flight)
   In the closet, use the matches with the shape, get the packet

Kitchen: Get the banana & Frying pan

Library: Look at the banana behind the sleazy guys ear, talk to him about it

Arch-chancellors room: Give him the frying pan, hair roller, imp, staff
                      and dragons breath. When the city map appears, move
                      rincewind down and left, the clicks get closer together
                      as you near the dragon-its the dragon-detector making
                      the noise. When you find him you get to.....

-------Act II-------

Barn: go back in the barn and take the screwdriver

Library: give the sleazy guy all the treasure to get the gold banana

Inn: Get the sheet off the bed and bubble bath from the bath-room

UU: get the garbage can from behind the university

Kitchen: get the cornflour

Library: give the librarian the gold banana and he'll open L-space.... go
        through and wait, a thief appears and takes a book. Later on you get
        the opportunity to take this book. DON'T. If you take it then you
        can't pass through L-space, a screen appears with death and friends
        on. Push the book to open the bookcase and leave. The night-time city
        map appears. Follow the thief to find the Hide-out.

Hide-out: double click on the L-hand drainpipe to adjust it. It will be used
         later to listen in for a password.

Inn: go in the bedroom and use the sheet on rincewind. Double click on the
    jewellery box. He ends up with a hammer. The scared guy didn`t tell you
    this bit before...

Park: Use the frog on the drunk. Use the net to catch the butterfly (it may
     still be in R`s inventory)

Street: Open the dunny door, and read the graffiti. Go to the corner and use
       the butterfly on the lamp and get the pot on the windowsill.

Drum: Look at the picture behind the little guy, use his glass when he turns to
     start a fight. Outside, use the ladder with the drum shingle to get a
     drumstick. Go back through L-space (enter the hole by the UU to get in
     the library).

Drum: Talk to the scared guy again for info on the hammer, look at the drinks
     (counterwise wine) and ask the barman for a drink. Get the glass.

Street: Get the robe from near the dunny, get s hogswatch doll from the toyshop.
       Go back through L-space.  Let the thief steal the book again, but get
       to the hide-out before him. When he arrives, use the glass on the right
       hand drainpipe to listen for the password.  Use the robe on rincewind.
       Watch the summoning etc...

Inn: Do the same as before with the sheet, this time you get the Gate-pass. Go
       through L-space.

Dining-Room: use the drumstick on the gong. get the prunes outside the UU

Square: Enter the psychiatrickerists, talk to the troll, wait as its your turn.
       Get the inkblots from the psychiatrickerist. Go in again talk to the
       maid for a note. Get a donut from dibbler and give it to the dunnyman.
       Talk to the street starfish.

Street: Give the barber the note, use the apparatus - you get a GOLD tooth

City Gate: Open the crate, get a keg and fireworks. Give Carrot the gate-pass.
          Go out of the city.

Dark Wood: On the way get the cockatrice feather and egg. Fill the pot with cus
          tard from the cauldron in nanny oggs house.

Edge of the world (look along the horizon): double click on the coconut tree.
          Use the net to get the coconut, and the screwdriver to open it. You
          can also tak e the lamp.

Fishmonger: Use string to get the octopus. Put it and the custard in the dunny
           can. Exchange prunes for the fishmongers caviar. Get the belt with
           a GOLD buckle from him.

Palace: use an inkblot on a guard to enter. talk to the peasant. Use the
       garbage can with the fool. Use the bubble bath with the bath. Get the
       cap with a GOLD bell.  Go through L-space.

Shades: Go right, go to the house. Talk to big sal (You must have read the
       graffiti by the dunny) and ask for a special. Give her the egg, coconut
       and cornflo ur to get some yellow bloomers. Go through L-space.

Square: Give the urchin the bloomers to get a handshake and a bra. Use the bra
       on the ladder.

Shades: Give the mason a handshake to get a GOLD trowel.  Go right and find the
       hovel. Use the muffled ladder to cross. Try to take the key, Use the
       feather on the thief, Take the GOLD skeleton key.  Alley: put the
       hogfather doll into R`s inventory. Go to the roof. Use the doll with
       the chimney.

Alchemists shop: use the keg in the fireplace, and then the string with the
                keg. Exit, light the fuse hanging out of the drainpipe with
                the matches.  You get the GOLD brush.

Barn: You now have all the gold items, so give them to the dragon

Square: Talk to Nanny Ogg - ? her to get the carpet. Use sarcasm, she wants a
       kiss, while she`s waiting, take the custard book from the stall. Go
       through L-space

Library: Before the thief comes, Take the dragon book (Its safe this time) and
        double click it on the custard book. This exchanges the book covers.
        Put the dragon book (custard inside dragon cover) into the empty
        place......


-------Act III--------

UU:

Kitchen: take the spatula.

Arch-chancellors room: take the Hat

Drum: Look at the drinks (Klatchian cactus juice) talk to the barkeeper twice.
     Take the worm from the glass and use string on it.

Hide-out: Knock to get a custard tart

Shades: Talk to big sal again. Hovel: open bag to get knife. Mural: (on wall
       where the mason used to be..) use the spatula to get the soot
       (=caml-flage) Street: take the barbers scissors, and appointment book.

Square: Go into the psychiatrickerists twice, talk to the girl, use the
       appointment book to get her autograph. You see the psychiatrickerist.
       Get a bag of leeches from dibbler - open it. Use the knife on the
       rubber belt on the dunny machine. Pick up an egg from the stall. Get
       the snake on  the floor. Use the fertiliser, then the starch on the
       snake. Talk to the Amazon.

Woods: turn the crank, fill the pot from the bucket, use the screwdriver to
      take the crank.

Palace: Use an inkblot or leech to get past the guards. Get the brush from the
       bath. Go right, past the throne, go into the dungeon. Use the worm on a
       string with the hole by the cells. look at and use the rat, it turns
       into an imp. Use the crank on the rack to the right to get a sword.
       Get a bone from the skeleton.

Toyshop: Get a toy, use the bone on the gluepot

Inn: In the bathroom, fill the pot with soap. Outside, go right. Give the bone
    to the dog. Talk to the sailor, then the innkeeper. look at the sailor's
    tattoo and talk to the sailor again.

Alley:  talk to the alchemist when he leaves to get corn, take the camera
      (box).

UU: dining room, swap the snake with windle-poons staff.

Edge of world: Use whistle on Rincewind. Light a firework and throw it at
              polly. Use the broom handle (staff) to extend the net, and use
              it to get polly. The whistle went over the edge. Look at the
              hat. Use the hat on the fork. use the chain of handkerchiefs.
              On A-Tuin, look for the glint, take it, use the hankiesto get
              back to discworld.

Inn: give polly and the whistle to the pirate

Livery Stable: Use the brush with the soapy water. Use the brush with the
              bumper bar. Look at the bumper, Look at the number plate, look
              at the bumper sticker (Lady Ramkins now appears on the city map)

Alley: Put the knife in R`s inventory. Go onto the roof. Cut the ladder with
      the knife. Go down to the alley and talk to the assassin. The donkey is
       now in th e square

Square: Cut the donkeys tail (=moustache) off with the scissors

Lady Ramkins: Use the knocker on her door. Go round the back. Look at the
             molten pile, talk to her. Use the doorknocker again, when she
             appears, go round the back and steal the rosette, leash, and
             nail.

City Gate: Talk to carrot about swords

Nanny Oggs: Double-click on the wool. Take the mallet from the wood pile. Use
           the rosette on the sheep. Use the imp with the impsomatic camera.
           Use the camera with the sheep. Use the sheep picture with the
           octopus picture. Go through the hatch. Look at the potions. Talk to
           Nanny about the potions, use the custardt art on yourself to kiss
           her. Take the truth potion.
Mine: use the sword on the swordsmith

Woods: Give the barber the appointment book

Street: Talk to the barber

Square: Talk to the street starfish

Alley: put the rubber belt in your inventory. Go up to the roof, then to the to
      wer. Use the belt on the flagpole tip, and bungee to get the transfer.

Broken Drum: Use the nail on the beam. Hang up the sheep picture on the beam.
            Talk to the braggart. When you have the tankards, use the truth
            potion on them and continue the conversation, he'll tell you where
            the temple of offler is. Ask the barman about elderberry wine. He
            should mention foxes..

Inn: go into the bedroom and look at the door. unscrew the door. Talk to the
    bogeyman (use the angry conversation)

Drum: Go down the trapdoor. Look for elderberry wine. Fill the tankard with it.
     Put it in R`s inventory, otherwise the luggage drinks it on route to the
     mine.

Mine: Give the wine to the swordsmith, then the sword

Gorge: get thrown off the bridge, then use the carpet on the monk. Enter the
      temple. Take the bandanna (blindfold), use the leash on the luggage, use
      the blindfold on rincewind. At the altar fill the pouch with sand and
      use it on the eye.

UU: In the dining room talk to the lecturer of recent runes about hero's.

Library: search the library for a magic book (between where the L-space door
        and sleazy guy were)


------ACT IV-------

Square: Look for the key on lady ramkin and take it

Lady Ramkins: Use the key on the dragons door. There is a molten pile on the
             floor. To get past this, use the magic carpet and click past.
             Take Mambo the drag on.

Square: use mambo on the dragon. Give mambo a lit firecracker, use him on the
       dragon again. To finish the game, use the love custard tart on the
       dragon.



END