DiscWorld 2 Walkthrough Act 1 written by Alex Bell afjbell@onlink.net 98 09 04 DISCWORLD 2 - Act 1 :The Rite Stuff Prologue Dining Hall Act 1 Part 1 :The Glitter Dust. High Energy Facility, Garden, Plaza, Fool's Guild, Sewers. Act 1 Part 2 :The Stench. Mrs Cake's Lodgings, High Energy Facility, Mrs Cake's Lodgings, Under Bridge. Act 1 Part 3 :The Mouseblood. Mortuary, Gimlet's Caf‚, Troll's Head Tavern, Garden, Under the Bridge, Tavern, Cemetary. Act 1 Part 4 :The Candles. Wandering Shop, Garden, Wandering Shop. Act 1 Part 5 :The Sticks and intermezzo. Docks, Garden, Dining Hall. ------------------------------------------------------------------------ Prologue After the long introduction the game opens at the Unseen University. Go into the Dining Hall and talk to the Archchancellor who will send you on a quest to get the ingredients of the Rite of AshkEnte, the spell to summon Death. This quest is the focus of Act 1. The ingredients are Candles, Glitter Dust, Mouseblood, Stench, and Sticks. Act 1 Part 1 :The Glitter Dust Go into the High Energy Facility, and get the Bellows, the Magnet, and the Testtube. Note the Accelerator, and talk to Skazz. Go into the University Garden. Try to get the Bursar's Mallett and talk to him. Go right again and use the Magnet on the Imp's Boots. Go to the Plaza, and from Dibbler get the Corn and the Brochure. Talk to the Milkmaid. Go to the Fool's Guild, get the Hooter and the Brick, and use the Brick on the Fool's Ghost. Go down into the Sewers, and use the Bellows on the Grate to get the Glitter Dust. Act 1 Part 2 :The Stench Leave the Sewers and go through the main map of Ankh-Morpork to the Shades. Go west to Mrs Cake's Lodgings. Look at the Genie Bottle. Talk to Mrs Cake. Get the Ironing Board, the Petticoat, the Scissors, and the Wooden Arm. Go to the High Energy Facility, use the Brick/Fool's Ghost on the Accelerator, and get the Ectoplasm. Take it back to Mrs Cake, and get the Genie Bottle. Take this Under the Bridge, put the Imp's Boots in it and use the combination on Foul Ole Ron's smell to get the Stench. Act 1 Part 3 :The Mouseblood Go across the road into the Mortuary. Look at Granny Weatherwax, and get the Knife. Go back across the road east into Gimlet's Caf‚. Get the Chili. Use the Menu, and while doing so call to Gimlet to get the Mouse. Go into the Troll's Head Tavern. Get the Matches. Talk to Casanunda. Get the Ladder. Talk to the Troll Bartender and get the Ale. Talk to the Vampire. Go to the Garden. Use the Ale on the Corn. Use the Corn on the Rooster. Go back to the Shades. Use the sedated Rooster on the Coffee Can Under the Bridge. Use the Rooster on the Vampire. Go to the Cemetary and get the Pick. Go into the Crypt, use the Ladder on the stone slab, and when Rincewind climbs the Ladder get the False Teeth. Use them on the Mouse, and then use the Testtube on them to get the Mouseblood. Act 1 Part 4 :The Candles Go to the Wandering Shop. Look at the plaster candles, and ask the Old Woman about them. Get the Flamingo, Incense, and Stuffed Fish. Go to the Beekeeper at the west end of the Garden. Talk to him, and use the Brochure on him. Use the Chili Powder on the Flowers. Use the Petticoat on Rincewind. Light the Incense with the Matches, and use the lit Incense on the Hive. Use the Clay Pot on the Hive to get some Honey, and double click on the Hive to get the Beeswax. Go back to the Wandering Shop and give the Beeswax to the Old Woman to get the Candles. Act 1 Part 5 :The Sticks and intermezzo Go to the Docks. Use the Knife on the Net, and get the Hammerhead Shark. Use the Stuffed Fish on the Wading Bird, to catch it. Go to the Garden. Use the Flamingo on the Dean, the Hammerhead Shark on the Bursar, and the Wading Bird on the Librarian to get their Malletts, which comprise the Sticks. Go to the Dining Hall and give the 5 ingredients to the Archchancellor. He will eventually conduct the Rite, during which Death will appear briefly, spouting Australian slang and wearing a Swagman's Hat. The Archchancellor will then send Rincewind on a quest to find DEATH. DISCWORLD 2 - Act 2 :Come Die With Me Prologue and Death Certificate. High Energy Facility, Garden. Shades, Mortuary, Sewers, Warehouse, Mortuary, Shades. Act 2 Part 1 :The Band. Djelibeybi, Hill. Act 2 Part 2 :The Jingle. Pyramids, Oasis, Cartwheel, Bonedie Beach, Anthill, Dining Hall, Anthill, High Energy Facility, Garden, Cartwheel. Act 2 Part 3 :The Novelty. Holywood, Docks. Act 2 Part 4 :The Babe and Intermezzo. Holywood, Djelibeybi, Holywood. Act 2 Part 5 :The Photograph. Mortuary, Dining Hall, Forest, Stones, HolyWood. Act 2 Part 6 :The Stunt Double and Intermezzo.. Shades, Bonedie Beach, Cave, Shades, Projection Room. ------------------------------------------------------------------------ Prologue to Act 2 . Act 2 opens at the Unseen University. Go into the High Energy Facility and look at Hex. Talk to Skazz who will ask that more Ants be provided. Go into the Garden, get the Hoops, and talk to the Suffrajester who is tied to the Birdhouse. Go to the Shades and talk to the Dead Collector who will tell Rincewind that he needs a Death Certificate. Go into the Mortuary, and talk to the Mortician who will tell Rincewind the criteria for getting one. Go to the Warehouse and use the Pick on the Ice. Go back to the Mortuary. Use the Mirror on the Bunsen Burner, then put it back on the Bench. Use the Slab, then use the Wooden Arm and the Ice on Rincewind. Talk to the Mortician. He gives Rincewind the Death Certificate after examining him, including a rather distateful and juvenile piece of by play. Give the Death Certificate to the Dead Collector. A long animated sequence ensues, during which DEATH says that he will only come back if he feels popular, Rincewind decides to make a Clickie with DEATH as the star, and Dibbler agrees to make it if Rincewind can find a Babe, a Band, a Jingle, and a Novelty. The sequence ends with Rincewind on a map including Ankh-Morpork, Djelibeybi, the Hill, HolyWood, and Oasis, and the Pyramids. XXXX Land is off the map. The Cartwheel and the Forest appear later in Act 2. The quest for the Clickie is the focus of the early part of Act 2, and for the Photograph for the next part. Some of the prerequisites have their own quests. Rincewind speaks of quests within quests like Russian Dolls. Act 2 Part 1 :The Band Go to Djelibeybi. Get a Camel but leave it parked at the palms for the moment. Go into the city and (after the animated sequence) into the Architect's Shop. Get the Poster. Go further into the city and talk to D'Blah. Talk to Uri Djeller, and use the Hoops on him. Use the straightened Hoops on the Poster to produce the Pyramid. Talk to the Rock Seller about the Rock Candy, and see it taken away. Go up the alley to the Stoning Area and get the Stake. Go back to the Camel and double click on it. The main map will appear, with the addition of the Cartwheel. Go to the Hill. Talk to Bone Idle and use the Knife on him. Rincewind now has the Band. Act 2 Part 2 :The Jingle While Rincewind is in Djelibeybi go to the Pyramids. Get the Glue Pot. Use the Scissors on the Bandage and the Bandage on the Wooden Arm. Go to the Oasis, and use the bandaged Wooden Arm on the Rotten Arm and its Ring. The Vultures will follow. Go to the Cartwheel, and talk to S.T. Ungulant, who says that he will give the Jingle in return for the answer to the queston Why? Go to Bonedie Beach on XXXX Land, and talk to Point-Me-Own-Bone Dibbjla. Look at the Bent Stick. Get the Basket. Go east to the Anthill. Go back to the Dining Hall and use the Basket on the Food. Go back to the Anthill and use the Basket on it to get the Ants. Go back to the High Energy Facility, and use the Basket/Ants on Hex. Then use the Clay Pot on Hex. Talk to Skazz. Use the Pyramid on Hex. Talk to Skazz again to get the Answer. While in the area go to the Garden, and use the Stake on the Compost Heap. Get the Suffrajester. Go back to S.T. Ungulant and give him the Answer. Rincewind now has the Jingle. Act 2 Part 3 :The Novelty This one is quite simple. Go to Holywood. Go past the Castle, and get the Weight and the Number. Use the Number on the Weight. Go to the Docks, and use the Weight on the Hook. Get the Novelty. Act 2 Part 4 :The Babe and Intermezzo Go to HolyWood. Go east past the Castle, the street, and the Imps to the Trailer. Look at the Door, then talk to the Troll Guard using the Key icon. Talk to the Babe, who will say that she wants a Diamond. Go to the Stoning Area in Djelibeybi, and use the Suffrajester on the Hole. This will trigger an animated sequence, after which Rincewind can get the Rock Candy and the Rope. Go back to the Trailer, and give the Rock Candy to the Troll Guard. Use the Rope on the Guard, and get the Diamond Tooth. Give it to the the Babe. Go north, and give the Band, the Babe, the Jingle, and the Novelty to Dibbler. He reminds Rincewind that he still needs DEATH as the main attraction. Go west to the opening just to the west of the Piano. After a long animated sequence the Makeup Girl will insist that Rincewind bring her a Photograph of the Elven Queen. Talk to her again, and she will tell Rincewind to talk to a witch. Act 2 Part 5 :The Photograph Go to the Imps and talk to the Trainer. Get the Camera. Try to get the Imp from the Water cooler, and watch him use the Paint Pot on himself and hide in the Set. Use the Paint Pot on the Bent Stick, and the Bent Stick on the Imp. Use the Imp on the Camera. Go to the Castle and get the Horse Costume from the Dwarf Woman in exchange for the Ring. Go the the Mortuary. Talk to Casanunda to get rid of him, then talk to Granny Weatherwax about the Elven Queen. She will tell Rincewind that he needs a Unicorn Costume. When she has done so the Forest appears on the main map. Use the Glue Pot on the Hooter, and the Hooter on the Horse Costume to make the Unicorn Costume. Unicorns have four legs, so go the the Dining Hall and talk to the Librarian. Put the Unicorn/Librarian in the Luggage for now. Go to the Forest, then east to the Stones. The Luggage cannot pass the Magic Field, so put the Money Pouch from Rincewind's inventory in the Luggage, and the Camera and Unicorn/Librarian into Rincewind's inventory. Pass through the Magic Field. Use the Unicorn/Librarian on Rincewind. Another animated sequence will ensue. Use the Camera on the Elven Queen, and then leave with the Photograph. Go back to the Makeup Girl and give her the Photograph. After the scene shifts to the set double click on Dibbler. After another long and tedious animated sequence Rincewind will be sent to find a Stunt Double for DEATH. Act 2 Part 6 :The Stunt Double and Intermezzo Go to the Shades. Use the Death Certificate on the Door on the left up the stairs. Use the Closet, and talk to the Black Sheep, who will say that he needs proof that he was born overseas. Go to Bonedie Beach. Use the Saw on the Ironing Board to make a Surfboard. Use the Glue on the Surfboard. Use the Surfboard on Rincewind, and he will go to the Cave. Use the Camera on the Paintings. Go back to the Black Sheep and give him the Film. During the longest and most boring animated sequence yet the Black Sheep will act as DEATH's Stunt Double and the Clickie will be completed. Then it will be shown and panned, and Rincewind will appear in the Projection Room. Since the objects here can only be used in this room I have not given any links. Get the Reel. Use the Reel on the Device, then the remaining Film of the Elven Queen on the Device. Use the Reel on the Projector. After yet another animated sequence Act 3 will start, with Rincewind in DEATH's Realm. DISCWORLD 2 - Act 3 :The Grim Rincewind Act 3 Prologue Act 3 Part 1 :Binky. Kitchen, Library, Bedroom, Study, Kitchen, Stables Act 3 Part 2 :Black Robe. Pond. Act 3 Part 3 :Deep Voice. Chimney. Act 3 Part 4 :Scythe. Gardens, Alcove, Cornfield, Kitchen. Act 3 Part 5 :100 Souls and Intermezzo. ------------------------------------------------------------------------ Prologue Act 3 Opens with Rincewind in DEATH's Realm outside the Stables. Go east to the House, and get the Key from under the Mat. Go through the Door, then go back down the hallway to get the Scythe from the Umbrella Stand. Go back down the corridor to get the Curtains from the wall on the right. Go through the door on the right into the Kitchen. An animated sequence starts in which Albert tells Rincewind that he needs to ride Binky, to get a Deep Voice, to wear a Black Robe, and to have a Scythe. Show Albert the Scythe and the Curtains. He will make the requirements even more stringent. Act 3 Part 1 :Binky Look at the Sugar Cubes. Get the Oily Rag and open the door of the Pot Bellied Stove. While you are in the House go across the Hallway to the Library. Get Rincewind's Book, and note the Alcove. Go upstairs to the right to the Bedroom. Get the Rabbit, and once it is in the Luggage double click on it to get the Pyjamas. Get the String. Go the the Study on the same floor. Read the Ledger, get the Inkwell, and pull the Bellrope. Go back downstairs to get the Sugar Cubes from the Kitchen. Go to the Stables. Get the Rope. Use the Sugar Cubes on Binky, and the Glue on the Saddle. Albert will see that Rincewind can ride Binky. Act 3 Part 2 :Black Robe Go to the Pond, and use the Inkwell on it. Use the Curtains on the Pond to make the Black Robe. Act 3 Part 3 :Deep Voice Go to the House. Use the Bent Stick on the Rope. Use the combination on the Chimney. Double Click on the Chimney. A Deep Voice will come out of the Pot Bellied Stove. Act 3 Part 4 :Scythe Go back to the Cornfield and use the Scythe on it - without much success. Go back to DEATH's Gardens, and look at the Red Cart. Talk to Susan about it. Give her Rincewind's Book. Go to the Beehives, and use the Pyjamas on Rincewind. Use the Matches on the Oily Rag, and the burning Oily Rag on the Beehive. Put the Oily Rag back in the Luggage. Double Click on the Beehive and put the Beeswax in the Luggage. Use the Sugar Pot on the Beehive while you are there to get the Honey. Go to the Library. Use the Beeswax on the String to make a Candle. Use the Matches on the Candle, and put it in Rincewind's inventory. Use the Key on the Alcove, and the Candle on Rincewind. Get the Tablet. Go back to the Gardens and give the Tablet to Susan, and get the Red Cart in exchange. Go to the Cornfield and use the Cart on the Scythe to make a Reaper, and use the reaper on the Cornfield. Go back to the Kitchen and give the Black Robe to Albert. This will provoke him to demand that Rincewind find 100 souls. Act 3 Part 5 :100 Souls and Intermezzo. Go back to the Pond with the Gnome, and get the Fishing Rod. Use the Honey on the Rod. Use the combination on the Dots. Take the 100 Souls back to Albert. During long animated sequences DEATH will be assassinated - which as Rincewind himself says is ridiculous - and Rincewind will go off on a quest to save his life. DISCWORLD 2 - Act 4 :Till Death Do Us Part, and Epilogue Act 4 Go to Bonestock and get the Cork. Go to Djelibeybi. When the Prospector arrives get his Canteen from the Saddlebag. Talk to Uri Djeller. Go away from Djelibeybi and come back. When the Prospecter comes back put the Rotten Arm in the his Saddlebag. Follow the Vultures to the Fountain of Youth. Put the Cork in the Fountain, and use the Hourglass on the Sand. During more animated sequences DEATH will appear, restored to his previous state. Epilogue :Queen Kong During the animated sequences the Elven Queen bursts out from the Clickie, takes the Librarian, and becomes a gigantic figure on the Tower. The epilogue opens at the foot of the Tower. Talk to Dibbler, and get the Bladders. Fill them from the Canteen, and put them in Rincewind's inventory. Talk to Granny Weatherwax about the Broom. Look at the Raven, and talk to Granny Weatherwax about it. Get the Broom and use it on the Tower. Another animated sequence leads into the closing credits.