=========== Discworld 2 =========== Solution by David Tanguay (dat@thinkage.on.ca). ------- General ------- Scout out everything. Look at everything first. Pick up everything you can. Talk to everybody. If you get stuck, talk to everybody again, since new topics will be available after seeing certain events and objects. ===================== Act I: The Rite Stuff ===================== Death has disappeared. It's up to you to gather the ingredients for the Rite of AshKente, a spell to summon Death. ------------ Glitter Dust ------------ Talk to the Milkmaid (outside the theatre). Her dress is very glittery. She looks like Marylin Monroe, and is standing over a grate. Go down into the sewers (at the Fools' Guild) to the section underneath the grate. Use the bellows (from the High Energy Lab) on the grate, lifting the Milkmaid's dress and shaking loose some glitter dust. ------ Sticks ------ In the garden at Unseen U., talk to the Bursar. He wants a heftier mallet. Musing about the Dean, you notice that the handles of the three mallets would make fine sticks. At the docks you see a hammerhead shark, which would make a hefty mallet. Use the knife (from the morgue) to cut the net to get the shark. Use the shark on the Bursar to get his mallet. The Dean's mallet is described similar to a bird name, so maybe the Dean wouldn't notice if you swapped a bird for the mallet. Similarly for the Librarian. Give the flamingo (from the Wandering Shop) to the Dean to get his mallet. Use the stuffed fish (from the Wandering Shop) on the wading bird to capture the bird. Give the bird to the Librarian to get his mallet. ------- Candles ------- Try to take the candles at the Wandering Shop, then ask the lady about them. You'll need beeswax. The beekeeper (in the University garden) warns you that you need a veil and smoke before you can safely approach the bees. He wants bees to have the recognition they deserve. Talk to Dibbler (at the theatre) using sarcasm to get a clickie brochure. Give the brochure to the beekeeper and he runs off to make his movie, giving you access to the bees. Use the matches (from the Troll's Head bar) to light the incense (from the Wandering Shop), producing smoke. The petticoat (from the dummy in Mrs. Cake's store) will do as a veil. At the beehives, use the petticoat on Rincewind, then use the burning incense on the bees. You can then take some wax from the hive (click on the hive). Take the wax to the lady at the Wandering Shop and she'll make you some candles. Unfortunately, they're not dribbly candles. For those, you'll have to first get the bees to sweat to get dribbly wax. Just looking at the chilli powder at Gimlet's restaurant makes you sweat. Put the chilli powder on the flowers near the beehives. It makes the bees sweat, and they then make dribbly wax. Get the wax as before, take it to the Wandering Shop, and the lady will make you some dribbly candles. ----------- Mouse Blood ----------- First, you need a mouse. Go to Gimlet's, take the menu, and order a mouseburger. Now you need something to extract the blood. The fangs of the vampire (in the Troll's Head bar) look like they could draw the blood from anything. Talk to him to discover that he uses false fangs. Also note that he doesn't return to his crypt until it's morning. You'll find his crypt in the cemetery. To convince him it's morning, you'll have to get the rooster (in the garden) and make it crow. Get a bag of popcorn from Dibbler (at the theatre, just talk to him). Get some brew from the troll in the tavern. Mix the brew into the corn, then use the soaked corn on the rooster. You can now catch the severely inebriated rooster. Use the rooster on the vampire: the rooster is too drunk to crow properly. You'll have to sober him up. Use the rooster on the coffeepot (by the beggars). Now use him on the vampire and the crowing will scare the vampire back to his crypt. In a cut-scene you see the vampire put his false fangs in a glass beside his coffin. Go to the crypt. You can't get up to the coffin: you need a ladder. Talk to Casanunda in the bar. He's a lover and a ladder salesman. He'll give you his ladder if you find him a woman closer to the ground. In the morgue you find Granny Weatherwax laid out on a slab, with a note saying she's not dead. Tell Casanunda about her and he'll give you his ladder before dashing off to woo her. In the crypt, use the ladder to climb up to the coffin. Take the fangs from the glass of water. Now you need something to hold the blood. Take the testtube from the HEX machine in the High Energy lab. Notice that this causes the death of 100 of Skazz' best ants. Use the fangs on the mouse to get the blood, then use the fangs on the testtube to hold the blood. ---------- Vile Smell ---------- Talk to Foul Ole Ron about his smell: it likes a good pair of boots. The imp in the University garden brags about his smelly, iron shod boots. Use the magnet (from the High Energy Lab) on the imp's boots to get them. Try the boots on the vile smell. The smell is attracted, but won't stay. You'll need something to contain the smell after luring it with the imp's boots. You find a genie's bottle in Mrs. Cake's shop. First you must talk to Mrs. Cake, in the correct order: sarcasm, question, then muse. Ask her about the genie's bottle. You must get her some ectoplasm. You must squish it out of a ghost, like wringing laundry. You find a ghost at the Fools' Guild. He tells you he must haunt the stones of the demolished Guild hall. Pick up the brick on the ground and use it on the ghost to capture him. Talk to Mad Drongo at the High Energy Lab. The accelerator removes extraneous elements of the soul. Use the haunted brick on the accelerator, spinning the ectoplasm out of the ghost. Give the ectoplasm to Mrs. Cake and she gives you the genie's bottle. Put the boots in the bottle. You can now capture the vile smell with the bottle. -------------------- The Rite of AshKente -------------------- Give the glitter, the sticks, the candle, the blood, and the smell to the Archchancellor in the dining hall. Death is summoned, but he doesn't want to return to work. ======================== Act II: Come Die with Me ======================== You are selected to find Death, and to convince him to return to work. ------------- Finding Death ------------- Talk to the Captain (at the docks). The ship sails to XXXX, but you must be dead to board. Talk to the Dead Collector (in the shades). He'll board you on the ship if you have a death certificate. Talk to the Mortician (in the morgue). To be declared dead, he'll check your wrist for a pulse, and check that a cold mirror shows no signs of breath. Use the saw (beside the Duckman in beggar's alley) to saw the arm off the dummy in Mrs. Cake's shop. Return to the morgue. Use the mirror on the bunsen burner and return the mirror to the bench. Lie down on the slab and use the arm on Rincewind. Now talk to the Mortician. You pass the two tests, but the Mortician also applies a third -- a rectal thermometer -- which you fail. You must find a way to lower your body temperature, or fool the thermometer. Go to the pork bellies futures warehouse (in the sewers, at the Fools' Guild) and use the pick (from the cemetery) to get some ice. Go to the morgue (don't dally, the ice is melting). Use the mirror and arm as before, and also use the ice on Rincewind. Talk to the Mortician and this time you pass all the tests and earn a death certificate. Give the certificate to the Dead Collector and he'll ship you off to XXXX. ----------- The Clickie ----------- You find Death there, but he won't go to work unless people like him. You'll have to make a clickie to improve the public image of Death. Dibbler (in Holy Wood), tells you that you must get some gimmicks (novelty merchandise), a jingle, and a gorgeous babe. Talk to Dibbler again. For the jingle, you must also get a band. You'll need a camel to get around in the desert: buy one from the salesman in Djelibeybi. -------- The Band -------- Talk to Bone Idle (on the hill in the desert) about music. Cut him down with the knife (from the morgue). His group agrees to be the band. ------------ The Gimmicks ------------ Get the one ton weight (in Holy Wood). Put it on the hook on the docks, by the novelty store. Push the weight to crash the store wall. Unfortunately, it's not heavy enough. Put the 10 sticker (from the mailbox in Holy Wood) on the weight. It's now 10 tons, sufficient to break into the novelty store and liberate some suitable baubles. ---------- The Jingle ---------- Talk to Uri Djeller (in Djelibeybi) about jingles. He tells you about a man in the desert who can help you. Talk to S.T. Ungulant (at the Cartwheel). He'll give you a jingle if you bring him the answer to "Why?". At the High Energy Lab, look at the HEX machine and talk to Skazz. The machine could answer the question if it had replacement ants. Talk to Point-Me-Own-Bone Dibbjla (in XXXX). He gives you a boomerang. Take the food basket, too. Fill it up with food from the dining hall at the University. Use the basket on the ant hill (in XXXX), capturing ants. Back at the High Energy Lab, try the ants on HEX: the ants don't want to come out. You'll need something to lure them into the machine. Get honey from the beehive (in the garden), using the clay pot (from beggar's alley) and the veil and smoke as before (use the pot on the hive to fill it with honey). Back at the Lab, use the honey on the ants to get them into the machine. Unfortunately, HEX is too slow. You'll have to speed it up. D'Blah (in Djelibeybi) tells you that pyramids can speed up time. The Architect also tells you pyramids can speed up time. Take the plans from the wall. Note that there are eight edges to the pyramid, as seen in the plans. Talk to Uri Djeller to discover his talents, particularly bending metal. There are eight croquet hoops (in the University garden). Give the hoops to Uri Djeller to straighten out into rods. Use the rods on the pyramid plans to construct a small pyramid. Put the pyramid on HEX to speed up the calculations. Talk to Skazz to get the answer. Give the answer to Ungulant at the Cartwheel and receive a jingle. -------- The Babe -------- Notice the trailer by the set in Holy Wood: maybe there's a star inside. Unfortunately, the door is locked. Talk to the troll. Note that trolls' teeth are made of the hardest substance known, and stay sparkling clean. Ask about the key and he'll give it to you. Inside the trailer you find the Milkmaid. She'll do your clickie if you bring her a diamond (i.e., a troll's tooth). Gimlet (in the shades) tells you that candy rock causes trolls' teeth to fall out. Buy candyrock from the rock salesman (in Djelibeybi). Unfortunately, a mob of women buys it first, for use in a stoning. Go to the stoning square and get the stake. You'll find the suffrajester by the compost heap in the University garden. Give her the stake: she's tempted but it would have to be stuck in the ground. Put the stake in the compost heap and you get the suffrajester. Put the stake (with suffrajester) back in the stoning square hole. The mob of women comes to the stoning. When the dust settles, you can pick up the candy rock and the suffrajester's rope. Give the candy rock to the troll (at the clickie set) and his tooth will go bad. Tie the rope to his tooth and Rincewind with use the door to pull it out. Give the tooth (a diamond) to the Milkmaid and she'll come along to make the clickie. -------- The Lead -------- Give the band, the jingle, the novelties, and the babe to Dibbler and you're ready to make the clickie ... except you need to get the star, Death. He's in makeup (by the piano at ILM). The makeup girl can't do anything with him. She needs a picture of the elven queen for reference material. Leave and return, and she tells you that witches would know where to find elves. ---------- The Camera ---------- First, get the camera from the bench at ILM. Look at the imps. You'll need one to work inside the camera. Talk to the trainer and he'll let you have the lazy one. Before you can get it, it runs to the magic paint, paints itself, and jumps into a matte painting. Use the boomerang (from Dibbjla) with the magic paint. Throw the boomerang at the imp in the painting and it will return with the imp. Put the imp in the camera. ----------- The Unicorn ----------- Go to see Granny Weatherwax (in the morgue). You have to talk to Casanunda first, to get rid of him and his noise. Granny tells you where to find the elves, and that only elves, unicorns, and ogres are allowed in. Look at the horse suit (in the castle in Holy Wood). It is a good start on a unicorn. Talk to the wardrobe dwarf. She'll let you have the horse suit if you bring her a gaudy piece of costume jewelry. Go to the oasis in the desert. You find a mummy's arm with a ring on it, but the vultures won't let you take it. You'll have to find something to exchange so that the vultures don't notice. You have a wooden arm from Mrs. Cake's. In the pyramids you find a mummy with bandages. Use the scissors (from Mrs. Cake's) to cut the bandages. Wrap the bandages around the wooden arm. You can now swap this for the vultures' arm. Notice that the vultures soon detect the ruse and follow the rotting arm around the desert. Take the ring off the arm and give it to the wardrove dwarf for the horse suit. You need a horn: the hooter from the Fools' Guild. First apply glue (from the pyramids) to the hooter, then put the hooter on the suit. It's a two person suit so you need an accomplice: ask the Librarian (in the University dining hall) to join you. --------------- The Elven Queen --------------- Go to the forest to the stones. You can go through but the luggage can't. Ready the Librarian with the unicorn suit and then put the suit and the camera in Rincewind's inventory. Go through the stones and put on the suit, proceeding to the castle. Once there, take pictures of the elven queen. Give the pictures to the makeup girl (she only uses some) and Death is soon ready. Talk to Dibbler and filming begins. ---------------- The Sheep Double ---------------- The filming is rough on Death and he wants a stunt double. Go to the Children of the Night Club (the door to the left of Mrs. Cake's). Show your death certificate to get in. Open the closet and you'll find a skeleton of a sheep. The sheep would be glad to take the part, but the actors' league requires proof that the sheep's ancestors come from distant lands. Go to XXXX (the only distant land we can access). Notice the surf. Use the saw on the ironing board (from the closet in Mrs. Cake's shop) to make a surfboard. Use the surfboard on the surf to go surfing. You wipe out. Use some glue on the board and then surf to a hidden cave. On the walls are drawings of sheep. Take some pictures with the camera. Give the pictures to the sheep skeleton and you have your stunt double. ------------ Making a Hit ------------ Filming completes and the premiere begins. The clickie is a flop. Use the reel from the projector on the editing device. Splice in pictures of the elven queen. Return the reel to the projector. Now you have a smash hit! =========================== Act III: The Grim Rincewind =========================== Unfortunately, Death is now so popular that he doesn't want to return. You are recruited to become the temporary Grim Reaper. First talk to Albert (in the kitchen of the house). Before he'll let you get started you must prove to him that you're up to the job. You must be able to ride Binky (Death's horse), talk with a deep, booming voice, wear a black robe, and have a scythe. --------- The Voice --------- Notice that the chimney on the house comes down to the stove in the kitchen. Use the rope (from the stable) to climb up to the chimney. Talk down the chimney. Your voice is muffled. Open the stove (in the kitchen). Talk down the chimney again. You've got a capital letter voice. -------------- The Black Robe -------------- Get the curtains from the hall. Albert says they're not black enough. Use the ink (from the desk in Death's office) on the curtains: there's not enough to do the whole robe. Put the ink into the pond (in the garden), then dip the curtains into the pond. You now have a suitable robe -- show it to Albert. --------- The Horse --------- Put the saddle on Binky: he won't let you. You'll have to earn his trust. There're some tempting sugar cubes in the kitchen, but Albert won't let you take them. Notice the servant's bells behind Albert. Go upstairs to Death's office. Pull the cord and the bells ring, bringing Albert soon after. Pull the cord again and hurry down to the kitchen before Albert arrives. While he's off answering your call you can take the sugar. Give the sugar to Binky, then he'll let you saddle him. Try riding him: Binky (after Albert's slap) bucks you off. Put some glue on the saddle and try it again. This time you show Albert you can ride Binky. -------- The Corn -------- Use the scythe (from the umbrella stand in the house hallway) on the corn: Rincewind is too much of a wimp. You'll have to construct a combine. The closest thing to a vehicle is the cart (in the garden). Susan will let you have it if you give her your autobiography from the hall of records. Get your autobiography from the hall and give it to Susan. Rincewind gets too upset to let her keep it, but she'll also accept one of the old picture biographies from a locked room in the house. Find the room in the hall of records (the alcove), and open it with a key found under the welcome mat outside the house. It's to dark to see inside. You need a candle, and you remember seeing beehives in the garden. First, you need a veil. Go upstairs to Susan's room and get the stuffed bunny. Inside you'll find her pyjamas -- a lacey nightgown. You've got matches from before, and the oily rag (in the kitchen) will produce smoke. Go to the hives, wear the pyjamas, light the oily rag, use the rag on the bees, and take the wax from the hive. Use the string (from Susan's bedroom) on the wax to make a candle. Go into the alcove and light the candle with a match. Use the lit candle on the alcove to illuminate the place. You can now take the tablet. Give it to Susan and she gives you the cart. Use the scythe on the cart to fashion a reaper. Use it on the corn. Show the full reaper to Albert. He's not quite satisfied: you'll have to prove your mettle by first gathering 100 souls. --------- The Souls --------- Read the ledger (on the desk in Death's office): the last complete entry was for Skazz' ants. Skazz had said he lost 100 of his best. You'll find them in the pit (in the garden): dots with six legs each. You must lure them to you. Honey worked before, and the beehive is nearby. Get the honey using the sugar pot (as before). Use the honey on the dots, but you can't get it close enough. Use the honeypot on the fishing rod (from the gnome by the garden pond) to bait the hook, then use the rod on the dots to catch the souls. Show them to Albert and you've got the job. ============================= Act IV: Till Death Us Do Part ============================= Your first job is Death himself, blown to bones by an assassin's bomb. You don't want the job permanently, so you'll have to find a way to save him. Talk to the skull again: you need to fill up Death's hourglass (with sand). Ask Uri Djeller (in Djelibeybi) about the fountain of youth. He tells you about a prospector who has been around for ages, who frequently stops in Djelibeybi. You see the prospector soon after entering the city. Notice how those vultures follow you all around the desert since you took their arm. Leave Djelibeybi and return, and wait for the prospector. When he arrives, put the arm in his saddlebags -- you'll first have to remove the canteen therein to make room. You can then see the birds over him from afar, and follow him to the fountain of youth. There's sand in the fountain, but you can't get to it because of the water. The water comes in through a small hole. Use the cork from Death's hat (back in Bonestock) to plug the hole. Use Death's hourglass to scoop up the sand. Death is restored, and is back on the job. ==================== Epilogue: Queen Kong ==================== You're not quite done yet. The elven queen has leapt out of the closing credits clickie -- 60 feet tall. She has grabbed the Librarian and climbed up a tower. You must save him. Talk to Dibbler to get some bladders. Fill them with water from the canteen to make water bombs. You're now armed, but you need some way to get up the tower. Look at Granny Weatherwax's broom -- a witch's broom. Talk to Granny about it, but she won't let you have it. Talk to her some more, and note that she can exchange minds with birds, like she did earlier in the game. Look at the raven, then talk to Granny about the raven. When she exchanges minds she drops her broom. Take the broom. Put the bladders in Rincewind's inventory. Use the broom on Rincewind to fly up and defeat the elven queen.