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DISCWORLD
Instruction Manual
(A concise and possibly even accurate guide to playing the game.)
Copyright 1994 TWG Ltd
Discworld is a registered trademark of Terry Pratchett.
This is the Discworld. Insert it in your drive, and load...
You'll find here wizards, dragons, heroes and household hygiene
specialists. There is danger here, but there is also custard around
the place. Because Discworld is a fantasy world with a low reality
threshold. The real world keeps on breaking through - but Discworld
changes it.
So you'll find here things that you sort of recognise.
Discworld has got photography (tiny imps paint the pictures) and
movies (tiny imps paint really fast) and it is even getting its
second generation of computers now that the old stone circles don't
work fast enough.
However, because it is a fantasy world there are some things that
it has to have, and one of them is a certain tendency to experience
some trouble with dragons.
Unfortunately, a dragon is now ravaging Ankh-Morpork, the world's
leading city. Many people would consider that this falls under the
heading of civic improvement, but what Ankh-Morpork needs right now
is a hero. All it's got, however, is Rincewind the wizard, whose
only talent is that he is not in fact dead yet. He also has the
Luggage, the nastiest piece of travelware in the Universe. With
that at his side, there is probably no limit to the things he can
fail to do...
Oh, did I say he? I meant... you.
Beware of anyone who TALKS LIKE THIS and carries a scythe, and
remember that a loaded pun sometimes goes off...
... and have fun.
Introduction
Welcome to the Discworld a strange land, a fantastic land - a land
where if Death doesn't actually lurk around every corner, he
certainly has your home address and might drop in for a few drinks
or the odd vindaloo now and again.
Based on Terry Pratchett's hilarious Discworld books, this game
uses familiar characters and places from the Discworld stories to
create an entirely new adventure. You will be controlling the
actions of Rincewind - a none-too-successful Wizard from the
"Unseen University" in the city of Ankh-Morpork. Holder of a B. mgc
- Failed, Rincewind's only real qualifications are an ability to
sleep through the apocalypse, and a survival instinct honed by
years of fleeing in abject terror from the slightest danger.
Rincewind need not face his trials all alone. With him will be his
trusty luggage* - the ideal companion for any adventure involving
the odd bit of 'carrying stuff' around. Capable of following its
owner through Death's doors and beyond, the luggage has a seemingly
endless capacity for equipment (as long as you don't mind the fact
that retrieved items will probably smell of lavender).
It's just one man and his luggage against the world. Granted, that
world is pizza shaped and is carried on the back of four giant
elephants, which in turn stand on the meteor pocked shell of a star
turtle swimming serenely through space; granted the "one man" wears
a tall pointy hat and has a beard which smells like yesterday's
breakfast - but still, the concept has a certain nobility about it,
don't you think?
The Discworld
The Discworld is a flat planet - like a geological pizza, but
without the anchovies. It offers sights far more impressive than
those found in universes built by Creators with less imagination
but more mechanical aptitude. It exists right on the edge of
Reality; the least little things can break through from the other
side. It is allowed to exist either because of some impossible blip
on the curve of probability, or because the gods enjoy a joke as
much as anyone else. More than most people, in fact.
The Discworld is carried through space on the shoulders of four
giant elephants; Berilia, Tubul, Great T'Phon and Jerakeen. The
elephants themselves perch upon the shell of the star turtle, Great
A'Tuin. This turtle flaps onwards through yawning gulfs of stars,
pretty much minding its own business and utterly unconcerned by all
the endless nonsense that chases to and fro across its back.
Shell frosted with frozen methane and pitted with meteor scars,
Great A'Tuin's eyes are like ancient seas. His brain (or hers
according to another school of thought) is the size of a continent,
through which thoughts move like glittering glaciers. While this
seems to be a potentially boring existence, A'Tuin (if someone
found the means to ask) would not agree, for of all the creatures
in the universe, only A'Tuin actually knows where it is going.*
Probably of more interest to the inhabitants of the Discworld, is
the Disc itself, that planet-sized flat plate of land which rides
upon A'Tuin's back. Circled by a little sun, and ringed by a
fairy-lace of waterfalls from overfilling seas, the Disc provides
a habitat for gods, men, animals, insects and beings of the sort
you normally have to drink a quart of the worst whiskey to see
nowadays. The Disc doesn't so much obey ordinary cosmic laws, as
clumsily re-writes extra paragraphs in crayon in the vague hope
that the Great Judge won't notice the addenda.
Basic Geography
The circular Discworld is orbited by its sun, making the outer
edges of the world (which are closer to the sun) far warmer than
the frigid hub. Seasons come from the slow rotation of the Disc.
The sun knows where it goes at night, but so far it has told no one
else the secret.
Ringing the Discworld is a veil of waterfalls, caused by the seas
running off the edge of the land: sail too far on the Discworld,
and you'll find yourself drifting like a novelty tree ornament
across the canopy of space.
Somewhere near the middle regions of the Disc, we find the city of
Ankh-Morpork, burnished like a festering boil beneath the rays of
the sun. It is in Ankh-Morpork that our adventure begins.
Magic
Either because of, or in spite of its nature, the Disc is
extraordinarily rich in magic.
Magic itself is associated with the eighth colour of the spectrum,
octarine.* Wizards (whose retinas include octagons as well as cones
and rods) are capable of seeing this colour as it radiates from
magical effects. Eight is the most powerful of numbers on the
Discworld; it can annul or warp all kinds of magic, and the octagon
is used as protection from the fruit of various summonation
ceremonies. The number eight is never spoken by wizards, and is
simply referred to as "the number between seven and nine..."
Magical fields slow the passage of light; thus on Discworld, the
dawn comes only sluggishly, slithering and pooling into valleys and
holes. While rather untidy, it does mean that places such as
Ankh-Morpork's "Unseen University" retain light long after sundown,
allowing students to catch up on a little reading after hours.
Like their species everywhere, the humans on Discworld have the
unique ability to see the mundane in everything, although living in
a world of magic can have its own unique annoyances and challenges.
For example, where else can you find farmers specialising in
growing reannual plants?
Gods
The Discworld has gods in the same way that other worlds have
bacteria. There are billions of them, tiny bundles containing
nothing more than a pinch of pure ego and some hunger.
Most of them never get worshipped. They are the small gods - the
spirits of lonely trees, places where two ant-trails meet - and
most of them stay that way. Because what they lack is belief. A
handful, though, go on to greater things.
The abode of these more powerful gods is Dunmanifesting, atop CORI
CELESTI, at the hub of the Disc.* These gods don't play chess, they
haven't got the imagination. They prefer simple vicious games,
where you 'Do Not Pass Transcendence but Go Straight to Oblivion';
a key to the understanding of all religion is that a god's idea of
amusement is Snakes and Ladders with greased rungs.
Ankh-Morpork
Neatly bisected by the river Ankh, the city of Ankh-Morpork is the
oldest existing city on the Discworld (and known to its
citizens/denizens as the Big Wahoonie). It is really two cities;
pround Ankh, Turnwise of the river, and pestilent Morpork on the
Widdershins side, although the pestilence is quite democratic and
in fact covers most of the city.
The twin cities were not so much born as bifurcated, like most
other bacteria. Swelling from the river ooze like two unwholesome
and best-left-uninvestigated pieces of flotsam, the cities have
bloomed and grown with all the manic vigour of a bowel tumour.
Ankh-Morpork is as full of life as an old cheese on a hot day, as
loud as a curse in a cathedral, as bright as an oil slick, as
colourful as a bruise, and as full of activity, industry and sheer
exuberant busyness as a dead dog on a termite mound.
There are two legends about the founding of Ankh-Morpork.
One relates that the two orphaned brothers who built the city were
in fact found and suckled by a hippopotamus. To celebrate this,
eight heraldic hippos line the city's Brass Bridge, facing out to
sea. It is said that if danger ever threatens the city, they will
run away.
The other legend, recounted less frequently by citizens, is that at
an even earlier time a group of wise men survived a flood sent by
the gods by building a huge boat, and on this boat they took two of
every type of animal then existing on the Disc. After some weeks
the combined manure was beginning to weigh the boat low in the
water, so - the story runs - they tipped it over the side, and
called it Ankh-Morpork.
The Patrician
Rather than suffering the autocratic, inflexible rule of a King,
Ankh-Morpork allows itself to be ground under the genial heel of a
dynasty of Patriarchs.
Given what normally rises to the top in any normal world,
Ankh-Morpork has been unusually lucky in its choice of ruling
dynasty. The current Patrician's government technique can be
described not so much as a reign of terror, but as an occasional
light shower.
Combining the fragile bravado of a lion tamer with the brotherly
instincts of a rabid wolverine, the Patrician somehow manages to
keep a lid on the worst excesses of the populace. He appears to
have survived by being equally distrusted and disliked by all
interest groups in the city but also by carefully not being as
unpopular as every interest group is to all the others.
It is true that he has banned street theatre and hangs mime artists
upside down in a scorpion pit opposite a sign that says 'Learn The
Words', but this may be considered an excusable peccadillo or
possibly an amusing character trait.
Guilds
Ankh-Morpork is the home of many of the Disc's oldest and most
respected guilds. A guild may well, in return for a tithe, oversee
all aspects of a member's life practically from the cradle to the
grave (particularly in the case of the Assassins' Guild) and
possibly beyond (in the case of the Guild of Priests, Sacerdotes
and Occult Intermediaries).
The oldest and richest guild is the Beggars'; the most stylish the
Assassins'; the largest the Thieves' (although there is popularly
supposed to be a Rat Guild).
The smallest Guild is, most people are surprised to learn, the
Guild of 'Cut Me Own Throat' Dibblers, membership one. It
nevertheless qualifies, under ancient rules that were changed
almost immediately after Mr Dibbler discovered them, for full Guild
status.
Thieves' Guild
Originally known as the Guild of Thieves, and then the Guild of
Thieves, Cutpurses, Housebreakers and Allied Trades and latterly
the Guild of Thieves, Burglars and Allied Trades, purse-cutting
having fallen out of favour.
The Guild is given an annual quota which represents a socially
acceptable level of thefts and muggings, and in return sees to it
in very definite and final ways that unofficial crime is not only
stamped out but also knifed, garrotted, dismembered and left around
the city in an assortment of paper bags.
Not that we suggest Rincewind would ever take anything which
strictly didn't belong to him...
In keeping the lid on unofficial crime they have turned out to be
far more efficient than the Watch, who could only cut crime by
working harder - the Guild on the other hand, have only to work
less.
Beggars' Guild
This is the oldest Guild in Ankh-Morpork. And also the richest,
since the beggars never buy anything they can beg.
Classes of beggars include: Twitchers, Droolers, Dribblers,
Mumblers, Mutterers, Walking-Along-Shouters, Demanders of a Chip,
People who call other people Jimmy, People who need Tuppence for a
Cup of Tea, People who need Eightpence for a Meal, People with
placards saying 'Why lie? I need a beer' and Foul Ole Ron, agreed
by his fellow beggars to be in a class by himself if only because
no one will share it with him.
Such money as the beggars make, it must be stressed, is entirely
obtained by (1) begging and (2) not begging.
(1) is self-explanatory. (2) owes a lot to what might be called the
Ankh-Morpork view of social economics. You clearly don't want a lot
of beggars hanging around at your wedding or other salubrious
occasions, so the accepted thing to do is send the Guild a small
sum of money and a kind of anti-invitation, which sees to it that
men with interesting running sores and a body odour you could split
wood with do not turn up.
Members of more advanced branches of the Guild even offer a Direct
Debit service, whereupon, on a regular basis, they will debit your
pocket of an agreed upon sum of money, without you even needing to
lift a hand.
Assassins Guild
The gates to the Assassins' Guild are said never to be shut,
because Death is open for business all the time, although the
reality is that the hinges rusted centuries ago.
The Assassins' Guild offers the best all-round education in the
world. A qualified assassin should be at home in any company, and
be able to play at least one musical instrument. Anyone inhumed by
a graduate of the Guild school can go to his rest satisfied that he
has been annulled by someone of taste and discretion, and probably
also a social equal.
Alchemists' Guild
The Alchemists' Guildhall is always new, having a tendency to be
explosively demolished on a regular basis.
This tiny, despised Guild largely devotes itself to the aid of
widows and orphans of those alchemists who had taken an overly
relaxed attitude to potassium cyanide or who had distilled the
juice of some interesting fungi and had drunk the result. There are
in fact not very many widows and orphans, mainly because women find
it difficult to grow attached to people who have laminated
themselves across the ceiling.
Fools' Guild
The Guild of Fools and Joculators and College of Clowns is one of
the more recent Ankh-Morporkian guilds.
As with most of the Guilds it is also a hospital, craft standards
enforcer, fraternal society and school - although unlike the other
Guilds it will not accept for education boys not firmly apprenticed
to clownship or Foolhardiness. This is a place that takes the
business of a custard pie in the face very seriously.
Guards
Every fantasy city needs its city guard. Unfortunately, the
self-governing Thieves' Guild has left Ankh-Morpork's city guard
with next to nothing to do.
Still - every fantasy city has to have its guards!
Ankh-Morpork's ''finest'' can usually be found conducting rigorous
inspection of the town. From 9 AM until 12, they are usually
inspecting the scene underneath their own blankets. Most afternoons
they can be found analysing clues in riverside pubs and taverns.
The evenings are often given over to some rigorous "drunken
lurching" practice. You never know when it might come in handy.
Races
Discworld is home to a colourful variety of different races. Some
of the ones you may meet in the game follow.
Humans
Shorter lived than trolls, and less clever with machinery than
dwarves, humanity still manages to form the bulk of the visible
population of the Disc. This is simply because humans breed so well
- a survival strategy they share with rodents, cockroaches and
bacteria.
Trolls
Ambulatory silicon life forms with all the playful energy of a
landslide, trolls largely keep to themselves out in the wilderness.
Recent downturns in the traditional 'wholesome' lifestyles of the
local forests has led to number of these creatures filtering into
Ankh-Morpork looking for work.
In the cold air of the mountains trolls are in fact quite bright,
almost cunning; only in the lowlands are they a byword for
stupidity. In fact the slowness of thought is induced by the effect
of heat on the silcon troll brain. If sufficiently deep frozen, a
troll is astonishingly intelligent.
There is nothing subtle about trolls. While they cannot digest a
human being, they have been traditionally reluctant to accept this
fact. And hitting another troll on the head with a rock is about
equivalent to two humans exchanging the time of day.
Dwarfs
Dwarfs are approximately four feet tall, stocky, bearded,
long-lived and with a natural attraction for mountains and
mineshafts.
A flaw in dwarfish nature from a human point of view is their
tendency to take things literally. This is a result of their
subterranean life. In an environment where their are things always
ready to explode or collapse it is vitally important that
information be passed on clearly and honestly. The human language,
with its unthinking reliance on metaphor and simile, is a veritable
minefi... a complete morass... a fog of incomprehensi... very
difficult for dwarfs.
Large numbers of dwarfs have been drawn to Ankh-Morpork, where they
are the biggest non-human ethnic group. Usually they fit in well.
All dwarfs are by nature dutiful, serious, obedient and thoughtful,
and their only failing is a tendency, after one drink, to rush at
enemies, screaming 'Aaarrgh!' and axing off their legs at the knee.
Dragons
These exist in two forms - Draco nobilis and Draco vulgaris, more
commonly known as Noble Dragons and Swamp Dragons. There are a
number of differences between the two forms, but they can all be
summed up succinctly: Noble Dragons are dragons as they are
imagined, and Swamp Dragons are dragons as they have to be.
Noble Dragons are thought to not exist anymore. At least people
tend not to believe in them, just on the off chance. Legend has it
that, under exceptional circumstances, these dragons can be
recalled.
If this were the case, you would probably end up with a very
intelligent, cunning and cruel, not to mention slightly peeved
creature. They eat meat and do not physically need to eat people,
but will do so for ceremonial purposes because such things are
expected of them and they are sticklers for tradition even if it
means having clothing stuck in their teeth.
Their ancestral swamp dragon, on the other hand, is totally real
although this state of affairs is often quite brief owing to to the
explosive nature of their digestive system, which is very unstable.
Their internal plumbing can rearrange itself to make the best
possible use of any raw materials available for flame-making. The
drawback to this talent is that the swamp dragon is capable of
exploding violently if excited, frightened, aroused, surprised or
bored. It is prey to a whole host of diseases, including a number
only otherwise contracted by the common house-hold oil-fired
boiler.
Wizards
Practitioners of magic are a class apart - at least, most other
people insist that they hold their classes far apart from the rest
of civilisation. Founded far longer ago than anyone really cares to
remember, "Unseen-University" is the one central college to which
aspiring wizards are sent - much in the same way the afficionados
of exotic diseases are collected together on little islands or high
mountain tops.
There are eight orders of wizardry and eight grades associated with
UU. In practical terms the affairs of academic wizardry as a whole
are run by the Archchancellor and faculty.
There are many other schools of wizardry on the Disc, some
considered arcane even by wizard standards, and there is nothing to
stop anyone calling themselves a wizard of the ninth grade except
the fact that if they meet a real wizard they're likely to end up
sitting sadly by a pond waiting for a short sighted princess with
a thing about the colour green.
Wizard magic generally consists of illusion, a little
weather-making, fireballs and the occasional darning of the Fabric
of Reality. Fundamental to its use is the wizard's staff, usually
about six feet long with the proverbial knob on the end. However,
more often than not, the wizards of UU are to be seen indulging in
one of their real passions - eating or sleeping.
Unseen University
For those unused to the academic life, Unseen-U's Bureaucracy may
at first seem confusing.
In general, promotion up the academic ladder is a slow and stately
process as the new candidate moves from one chair to another -
often brushing away the ashy remains of one's immediate
predecessor.
Wizards advance themselves through the assassination of their
betters - which makes for a lively life for those who are obsessed
with intrigue and power.
At the head of the university is the Archchancellor. Old, cunning,
scheming and wise, his magical powers pale before his one great,
all conquering ability: the ability to remove grants and stipends
from unruly subordinates. The Archchancellor is always warmly
referred to as "the old man", or "Good old AC." - much in the way
children call the school bully "Sir" as they want to go home with
a full set of milk teeth in their heads.
Unseen University contains the single greatest library of magic
tomes on the Disc. Magic is volatile. A spell may be pinned to the
page like a butterfly, but it still tries to escape, to have form,
to take control, to be said. In a sense the books in Unseen
University's library are semi-alive. At UU, your homework could eat
the dog...
All this build up of ambient magic can have strange and terrible
effects. Not only is it sometimes impossible to put a good book
down, but it also often becomes necessary to beat it to death with
a very large stick.
Death
The Defeater of Empires, the Swallower of Oceans, the Thief of
Years, the Ultimate Reality, the Harvester of Mankind, the Assassin
against Whom No Lock Will Hold, the only friend of the poor and the
best doctor for the mortally wounded. Almost the oldest creature in
the universe (obviously something had to die first...)
Death is somewhat bound by the Discworld's conception of his
behaviour. He rides a pale horse called 'Binky', wears a
black-cowled robe, wields a scythe, tends to be a conversation
killer at parties, and has a fondness for curries.
Death has a very special arrangement with Wizards. He comes in
person to reap their souls. This is a little professional courtesy
which serves to set Wizards apart from the rest of the world. He is
the most meticulous of public servants.
GETTING STARTED
CD-ROM
Insert the Discworld CD into your computer's CD drive. Select the
CD drive (by typing D: or whatever letter is assigned to your CD
drive). Type Disc and press ENTER to start the game.
DISK
Insert Disk 1 into Drive A or B. Select the drive by typing a: or
b: and hitting the ENTER key. Type Install, press ENTER, and then
follow the instructions that appear.
INTRODUCTION
When you run Discworld, an introduction to the game will be shown.
If you have already watched it, you may bypass it by pressing the
'escape' key. You may then either start a new game or load a
previously saved game.
USING THE MOUSE
All of the game activities in Discworld are controlled by using
your mouse. There are three different ways in which the buttons are
used. Click means to click once on the left button and double click
means to click twice on the left button in quick succession. Right
click means to click once on the right button.
The lead character in this game is Rincewind the wizard. You are in
control of him from the moment when the star burst cursor first
appears on screen.
Using your mouse, move the cursor around the screen. You will soon
notice that any areas or items of interest on the screen are
tagged. This means that their names are displayed on screen
whenever you point at them with the cursor. While you may explore
anywhere on screen, it is only these tags that are important in
completing the game.
Rincewind's Mouse Controls
Walk - click
Interact - double click
Look - right click
Walking Around
To walk Rincewind around the screen, move the cursor to the desired
spot and click. Rincewind will walk as near to that position as is
practical. If you click on a tag Rincewind will walk to that tag.
Interaction with Tags
To interact with a tag, double click on the tag. What form the
interaction takes depends on what the tag is, and also on what, if
anything, Rincewind is holding at the time.
For example, double clicking on a character will usually open up a
conversation with that character. Double clicking on a door will
either open or close it, whereas double clicking on an object will
cause Rincewind to pick it up, should he be able.
Looking at Tags
To have Rincewind look at a tag, simply right click on the tag.
Rincewind will describe what he sees.
PICKING UP / USING OBJECTS
You can make Rincewind pick up many of the objects in the game by
double clicking on them.
When Rincewind is holding an object in his hand, the cursor changes
to include that object. You can still walk around and look at tags
in the usual manner. However, if you double click on a tag while
Rincewind is holding an object, he will attempt to use that object
with the tag. For example, if you double click on a door while
Rincewind is holding a key, he will try to open the door with the
key.
More often than not however, you will want to put the object away
and use it at a later time. This is accomplished by putting the
object in the luggage (click on the luggage), or in Rincewind's
pocket (click on Rincewind).
You may also use objects on Rincewind or the luggage by double
clicking on them while holding the object.
CARRYING OBJECTS AROUND
There are two ways of carrying objects around with you in the game.
Firstly, there is the luggage, which tends to follow Rincewind
almost everywhere. This faithful companion can carry a seemingly
limitless number of objects.
Secondly, there is Rincewind himself. Apart from his money, which
like all wizards, he is very attached to, Rincewind can only carry
one object in his pocket at any one time. This can prove very
useful for carrying objects to those places where the luggage just
cannot follow.
To open up either Rincewind's or the lugggage's 'Inventory'
windows, you need only click on their tags.
Inventory Window Controls
Pick up object - click on that object
Put down object - click on empty area (or object to
insert)
Look at object - right click on the object
Use held object on another - double click on second object
Exit inventory - click outside of window (or ESC.
key)
Move inventory - drag (click and hold) heading box
Resize inventory - drag edges or corners of window
Maximise inventory - double click in heading box
Normalise inventory - double click in heading box
Scroll inventory contents - click on scroll bar arrows
Scroll by a page - click above or below scroll bar
indicator
Scan through inventory fast - drag scroll bar indicator
You can freely move objects around within the inventory. This acts
as a useful puzzle solving aid, as you can clump related objects
together.
SKILLS
During the course of the game, Rincewind may be required to learn
some skill or another. When learnt, these skills are represented by
icons in Rincewind's inventory. They are used in the same way that
a normal object is used. That is, you select them from Rincewind's
inventory and then double click on who or whatever you wish to use
that skill on.
CONVERSATIONS
You can converse with most characters in the game. These characters
often say important things which may help you to complete the game.
It is always advisable to return and talk to characters at some
later time, as they may have some new information to impart.
To open a conversation with a character, you simply double click on
that character. After any preamble, the 'conversation window' will
open. This window contains icons representing attitudes that
Rincewind can adopt whilst talking to that character. To select an
attitude, you click on that particular icon. If you forget what an
icon represents, you may do a normal look on it (click right).
Greeting
Question
Sarcasm
Anger
Good-bye
Quite often other icons will appear in the conversation window.
These represent question topics which can be asked of that
character.
An example might be an icon of a dragon. Select this if you want
to ask that character about dragons.
To end a conversation you should either select 'good-bye' or click
outside of the conversation window.
USING THE KEYBOARD
Discworld is one game that is equally enjoyable when played with
the keyboard.
The star burst cursor is moved around by using the ARROW keys.
The SPACE key is the equivalent of a single click (for walking),
and the RETURN key is the equivalent of a double click (for
interacting with). The 'l' key is used for 'look'.
When an inventory window is open you have some additional keys.
Use the SHIFT key with the arrow keys to scroll the inventory up or
down. PgUp and PgDn scroll up or down by a page, and the Home and
End keys move you to the start or end of the inventory accordingly.
The Esc key is used to bypass any fixed animation sequences or
'cut-scenes', and also to cancel or abort any window operation. If
you wish to pause the game then press the 'p' key. Alt X is used to
exit the game.
THE OPTIONS WINDOW
You can open up the Options window by pressing the F1 key. It
contains the following options.
Load a Game
Save this Game
Start a New Game
Game Controls
Configure
Quit Playing
Resume Game
Loading a Game
When you select this option, a window containing a list of
previously saved games will appear. To load one of this games,
select it by clicking on its description, and then click on the OK
icon. Alternatively, you may simply double click on the
description.
Saving this Game
You may save your current game at any time, so as you can return
and play from that exact same place. Select the 'Save this Game'
option from the Options window. A list of previously saved games
will appear, as well as an empty slot for saving a fresh game. You
may either rename an existing game by clicking on the description
and typing in a new one, or you may create a new saved game by
typing a fresh description in the empty slot.
To save your game along with the description, you then must click
on the OK icon.
Game Controls
Selecting this option displays a series of slider bars.
Music Volume
This is for adjusting the music volume or for turning it off.
Sound Effects Volume
This is for adjusting the sound effect volume or for turning it
off.
Voice Volume
This is for adjusting the volume of the voice actors or for turning
it off.
Text
This is for adjusting the duration that the subtitles stay on
screen.
Configure
This option will enable you to customise your mouse so as it best
workfs with Discworld. If you have a joystick, you will also be
able to enable from it here.
APPRENTICE WANTED
Senior public servant requires apprentice. Free board and lodging,
use of company horse. Make lots of new and interesting
acquaintances, albeit short-term. Experience with a scythe would be
advantageous.
Sign up now. Get a job for life.
WANTED
Wanted for grievous bodily harm. Suspect reported to resemble
metal-bound chest on little legs. Approach with extreme caution.
It may be packing.
SMALL GODS
Sponsor a god. Give Belief so they may grow. Daily prayer will make
a god more aware.
Enter into our lottery draw. First prize is three smitings of your
choice, second prize a plague - pick your favourite disease. Third
prize is a rain shower, location of your own choosing.
Experienced Believers only please.
FRANCHISE OPPORTUNITY
Rat on a stick franchises for sale. Our patent do-it-yourself kits
contain only the finest of quality sticks and our rats are
guaranteed dead. For this once in a lifetime opportunity, send one
pound to Dibbler Direct Sales. Allow up to three months for
delivery.
SOME LIKE IT HOT
Part time pet sitter wanted.
Experience in boiler stoking or fire fighting would be an
advantage. Protective clothing provided.
Food heating facilities on site.
Contact Lady Sybil Ramkin
Sunshine Sanctuary For Sick Dragons
ASPIRING WIZARDS
Applications for Unseen University apprentice intake close soon.
Following openings available:
'Hand Wiggles 101' - let your fingers do the work.
'Hat Magic, Advanced' - for those times when a white rabbit just
isn't enough!
Suitable applicants must demonstate an aptitude for eating,
sleeping and the odd bit of frog impersonation.
LOST
I am lost. Please help.
Contact me here.
I'll wait.
ASSISTANT LIBRARIAN
Have you had experience with bad tempered books?, Do you have a
proven ability of working with sub-aboreal apes? If your answers
are yes, then send your CV to the Librarian, Unseen University.
Enclose an unused banana.
Produced by Written and Directed by
Angela Sutherland Gregg Barnett
Featuring the Voices of
Eric Idle, Tony Robinson, Jon Pertwee, Kate Robbins, Rob Brydon
TINSEL Game System Programmed by
Mark Roll and John Young
Game Creation
Gregg Barnett and David Johnston
Dialogue
Paul Kidd
Art Co-ordinator
Paul Mitchell
Background Artist
Nick Pratt
Character Design
John Millington and Simon Turner
Lead Animator
Simon Turner
Additional Animation
Paul Mitchell, David Swan, Warren Hawkes, Ben Willsher, Karl
D'Costa
Music and Sound Effects
Rob Lord
Voice Sampling
Karl D'Costa, Mark Bandola, Rob Van Deven, Richard Wright, Steven
Thompson
Additional Programming
Owen Cunningham
Talent Casting
Angela Sutherland
Agent for TWG and Perfect 10 Productions
Jacqui Lyons
Agent for Terry Pratchett
Colin Smythe
Quality Assurance
Colin Fuidge, Guillaume Camus, Karen Cox
Manual Art
Stephen Briggs, Damian Rochford
Shouting at People
Terry Pratchett
* The luggage is like a runaway trunk, albeit one with lots of
little pink legs! It is both a convenient storage device, and a
convenient homicidal maniac, should one be required!
* Some sages contest that A'Tuin is only one of many star turtles
swimming through space, and that they swim towards their spawning
ground for the great mating in which a new universe shall be formed
(also called the big bang theory). These scholars are supremely
concerned over the sex of A'Tuin - mostly because when the big bang
happens, they want to know just who's going to be on top...
* The basic colour of which other colours are merely pale shadows
impinging on normal four dimensional space. It is a sort of
flourescent greenish-yellow-purple. Octarine is not a colour
commonly associated with paint because it tends to fade in
sunlight, and in extreme cases walk away.
Only found in excessively high magic fields, re-annuals are
plants that grow backwards in time; you plant the seeds this year
and your crops grow last year. Re-annual grapes produce a wine that
gives you a hangover several hours before you drink it - a
hangunder, in fact. These tend to be very bad, because people feel
so dreadful with the effect of the alcohol they have yet to
consume, that they drink a lot to get over it. Hence the saying:
"Have a hair of the dog that is going to bite you."
* While this may be their home address, most of the gods keep far
away; being a focus for faith, most prayers (and curses for that
matter) are directed at the hub, so 'going home' simply means
answering all the mail. Most gods would prefer to spend their time
consuming the odd unbeliever or turning into bulls to seduce
maidens.