---------------
DISCWORLD 2 FAQ
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Game: Discworld 2
Last updated: - September 19th, 2000
Version: 3.0
Author: Tom Hayes
E-mail: tomdhayes@yahoo.com

Always check www.gamefaqs.com for the latest version of this FAQ
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Version History
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VERSION 1.0 - March 14th, 2000

First version, so everything is nice and new!

VERSION 2.0 - March 20th, 2000

I Improved the guide so it's more readable. Before, it was 'look tree - 
get object - talk person' and so on. Now it is 'Look at the tree. Get 
the object. Talk to the person'. Much better! I also corrected a few 
mistakes, and added a bit more information to the guide that I thought 
was needed.

VERSION 3.0 - September 19th, 2000

Tiny little update. I made a mistake near the end of my walkthrough 
where I said to use the broom on the raven, where the broom should have 
been used on Rincewind. Thanks go to Keith Irwin for clearing that 
little mistake up.
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CONTENTS

I. Introduction
II. My review
III. The guide
IV. Special thanks
V. Conclusion
VI. Copyright information

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I. Introduction
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Welcome to my Discworld 2 FAQ! I have written the guide section of this 
Discworld 2 FAQ to complete the game very quickly. I have not added the 
various other things to do in the game, such as what happens when you 
talk to certain characters, or what happens when you look at certain 
objects. For this reason, the guide does not show you everything to do 
in this huge game, so don't feel as though you have to follow it 
exactly. Take time from the guide to talk to characters, or look at the 
various objects in the game, as there is just so much to do in this 
game, it would be nearly impossible to squeeze it into one guide. I hope 
you enjoy my Discworld 2 FAQ! 

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II. My review
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Graphics - 9/10

At the time Discworld 2 was first released, the graphics must have been 
astonishing, as they still look very good, even by today's standards. 
Everything object and character in the game seems to have lots of 
detail, and are drawn and animated very well. When you open up the 
inventory, you can see that nearly every object has it's own animation. 
Even the backgrounds, something that people do not often concentrate on, 
look very well drawn. The graphics in Discworld 2 are a significant 
improvement from the graphics in Discworld 1... or any other adventure 
game made around the time this game was released come to think of it. 

Sounds - 9/10

One of the main parts of any adventure game is sound. Sound a very 
important part of an adventure game, because it sort of brings that 
sense of realism to the game. The sound in this game is done very well, 
and there is a lot of it! There's so much to read in this game, but 
luckily, every single line that the characters say was professionally 
recorded by real-life actors. It's definitely more relaxing to listen to 
the actors, than to read the literally thousands of sentences that are 
in this game. The sounds too, are a major part of any game, and 
Discworld 2 certainly takes advantage in terms of sound effects, as 
nearly everything that you do in this game is usually accompanied by a 
sound effect. Compared to Discworld 1, the sounds haven't improved, but 
that's to be expected as they were already brilliant to begin with.

Gameplay - 8/10

In this game, Death has gone missing from Ankh-Morpork (the main city in 
this game), and it is up to you (or more specifically, Rincewind the 
wizard), to find him! There are 5 acts (or parts) to complete in this 
game, and each part will require you to accomplish a set of tasks in 
order to progress, such as finding three sticks, or trying to get some 
glitter dust. Although the tasks may sound boring, trying to figure them 
out is actually quite fun, as there are funny and original ways of 
solving each task. This game is definitely not for the first-time 
adventurer, as the puzzles are very, if not too hard in some places of 
the game. The game always seems fun to play because it doesn't take 
itself too seriously. The only problem I have with the gameplay is the 
difficulty. The puzzles just seem to be a bit vague in some places, and 
extremely hard to figure out. Other than this small problem, Discworld 2 
is a great game in terms of gameplay, because there is just so much to 
do! 

Lastability - 8/10

There are 5 acts to complete in order to finish this massive game, each 
act being filled with some of the most crazy, and taxing puzzles I have 
ever seen in an adventure game. Sometimes it just seems a bit unfair 
when you have been stuck on one puzzle for ages, finally solve it, and 
then get stuck on another one. However, if you actually enjoy this type 
of game, and actually have the patience to figure out the puzzles, then 
you will have a game that will last for a very long time.

Replay - 7/10

Once you complete the game for the first time, if you survive... then 
you may find yourself going back to the game some time later, as it's 
nearly impossible to read every description or find every witty remark 
the first time you play the game.   

Overall - 8/10

A brilliant, and very well made adventure game! You can tell right from 
the start that a huge amount of effort was put into this game. However, 
perhaps just a bit too much effort was put on the puzzles, as they seem 
very difficult compared to a lot of other adventure games. If you're 
looking for an extremely difficult, yet extremely well made adventure 
game, get Discworld 2!    

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III. The guide
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--------------
ACT I
The Rite Stuff
--------------

At the start of the game, Rincewind is given a list of things to get. 
These are: Dust, blood, sticks, smell and candles. You start on the map 
screen looking at the Unseen University.

High Energy Facility
--------------------
Get the bellows. Get the magnet. Get the test tube. Leave the High 
Energy Facility.

Garden
------
Walk east along the garden, and go behind the hedge maze. Use the magnet 
on the imp to pull his boots off. Leave the garden. Leave the Unseen 
University.

Fools' Guild
------------
Get the hooter that is lying conveniently on the ground. Get the brick. 
Talk to the fool. Click on the question icon when you talk to him. Use 
the brick on the fool. Go down the hole. Carry on straight down this 
wooden path, and you should be in a screen with a grate. Use the bellows 
on the grate, and you will get some glitter dust. Exit the Fools' Guild.

Shop
----
Get the flamingo. Get the fish. Get the incense. Look at the candles 
that are up on the shelf, hmm... they're not real. Talk to the woman. 
Ask her about the candles. Leave the shop.

Docks
-----
Use the fish that you got from the shop, with the water. Get the stunned 
bird. Leave the docks.

Plaza
-----
Talk to the dibbler. Talk about the popcorn. Talk to the dibbler. Click 
the joker icon to get a clickie brochure. Leave the plaza.

Shades
------
Walk to the right-most part of the Shades, and enter Gimlet. Use the 
menu. From the table, talk to Gimlet. He will rush over and start 
talking to you. Click the mouth icon. Click the mouse burger icon. Get 
the chilli from the table. Leave Gimlets. Get the pot and the saw that 
are near Duckman. Walk to the left, and go through the door nearest to 
the dead collector. Get the knife. Look at the witch. Exit this room. 
Enter the Trolls Head bar. Talk to Casanunda. Click the question mark 
icon. Talk to him about ladders. Tell him about the witch. You will get 
a ladder. Get the matches. Talk to the troll. Leave the bar. Leave the 
Shades.

Docks
-----
Use the knife on the net. Get the hammerhead shark. Leave the docks, and 
head to the Unseen University.

Garden
------
Walk over to the hedge maze. Open the inventory, and use the tankard on 
the corn. Use the corn on the rooster. Leave the garden. Leave the 
Unseen University.

Shades
------
Go to where the three men are, and use the rooster on the can. Enter the 
Trolls Head bar. Use the rooster on the vampire. Exit the bar. Walk to 
the left-most part of the Shades. Enter the door. Look at the genie 
bottle. Walk as far left as you can go in this room. Get the scissors. 
Get the petticoat. Use the saw on the dummy. Open the closet. Get the 
ironing board. Talk to Mrs. Cake. Talk to her in this order: joker icon, 
question icon, thought icon, mouth icon. Yippee, Now we can speak to 
her! Talk to her about the genie bottle. Click the joker icon. Talk to 
her about ectoplasm. Leave the room. Leave Shades. Enter the Unseen 
University.

High Energy Facility
--------------------
Use the brick with the accelerator. Leave the High Energy Facility.

Garden
------
Walk left to the beekeeper's area. Use the chilli on the flowers. Talk 
to the beekeeper. Click on the mouth icon, and then stop talking to him. 
Give the clickie brochure to the beekeeper. Use the petticoat on 
Rincewind. Use the matches on the incense. Use the incense with the 
beehives. Get the hives, and you will get some beewax. Use the pot on 
the hives. Leave the garden. Leave the Unseen University.

Shop
----
Give the beeswax to the old woman, and she will make you some candles. 
Leave the shop.

Cemetery
--------
Get the pickaxe. Walk to the right-most part of the cemetery. Use the 
ladder on the slab. Get the teeth. Open the luggage. Use the teeth on 
the mouse. Use the teeth on the test tube, and you will get the mouse 
blood. Close the luggage. Leave the cemetery.

Shades
------
Enter Mrs Cake's shop. Give her the ectoplasm. Open the luggage. Use the 
genie bottle on the boots. Close the luggage. Leave the shop. Walk up to 
the three men. Use the genie bottle on the vile smell, and you will get 
the vile smell. Leave Shades. Enter the Unseen University.

Garden
------
Use the shark on the Bursar. Use the flamingo on the Dean. Use the 
wading bird on the librarian. You will get the three sticks - Leave the 
garden.

Dining hall
-----------
Give the mallets to the Archchancellor. Give the test tube to the 
Archchancellor. Give the vile smell to the Archchancellor. Give the 
glitter dust to the Archchancellor. Give the dribbly candles to the 
Archchancellor.

----------------
ACT II
Come Die With Me
----------------

Garden
------
Get the hoops. Leave the garden. Leave the Unseen University.

Fools' Guild
------------
Go down the hole. Go right at the junction. Go up the ladder. Use the 
pick on the ice. Go down the hole. Go left. Go up the ladder. Leave the 
Fools' Guild.

Shades
------
Talk to the dead collector. Click the question icon. Enter the door near 
the dead collector. Talk to the mortician. Click on the certificate 
icon. Get the mirror. Use the mirror on the bunsen burner. Use the 
mirror on the bench. Use the slab. Use the ice on Rincewind. Use the 
wooden arm on Rincewind. Talk to the mortician. Leave the room. Use the 
certificate on the dead collector. You will automatically leave Ankh-
Morpork, and will arrive at a brand new map screen. Click on the top-
left corner of this new screen.

XXXX
----
Look at the sticks. Talk to Point-Me-Own-Bone Dibbjla, and you will get 
one of the sticks. Look at the baskets. Talk to Point-Me-Own-Bone 
Dibbjla. Click the basket icon. Leave XXXX.

Djellibeybi
-----------
Walk over to the camel area. Talk to the salesman. Click the mouth icon. 
Click the camel icon. Walk up the wooden path and enter the shop. Get 
the poster. Leave the shop. Carry on up the wooden path. Look at the 
candy rock. Talk to the rock seller. Click the candy rock icon. Talk to 
Uri Djeller. Click the jingle icon. Talk to Uri Djeller. Click the 
question icon. Click the fountain of youth icon. Give the hoops to Uri 
Djeller. Walk up the street to the stoning area. Get the stake. Leave 
Djellibeybi.

Cartwheel
---------
Talk to the man. Click the jingle icon.

Pyramid
-------
Get the pot. Use the scissors on the bandage. Leave the pyramid.

Oasis
-----
Open the luggage. Use the bandages on the wooden arm. Close the luggage. 
Use the bandaged wooden arm with the rotten arm.

Hill
----
Talk to Bone Idle. Click the jingle icon. Use the knife on Bone Idle. 
Leave the hill.

Holy Wood
---------
Enter the castle. Look at the horse suit. Talk to the dwarf. Click on 
the horse suit icon. Open the luggage. Double-click the rotten arm. 
Close the luggage. Use the ring on the dwarf. Exit the castle. Walk 
further to the right. Get the mail box. Get the weight. Walk further to 
the right. Get the camera. Talk to the trainer. Click on the imp icon. 
Use the stick with the paint. Use the boomerang with the imp. Enter the 
room just to the right of the mail box. Rincewind will leave the room. 
Enter the room again. Talk to the makeup girl. Leave Holy Wood. Enter 
Ankh-Morpork.

Docks
-----
Open the luggage. Use the weight with the sticker. Close the luggage. 
Use the weight with the hook. Use the weight. Get the snow storms. Leave 
the docks.

Shades
------
Enter the room where the dead collector used to be. Talk to Casanunda. 
Talk to the witch. Click the elf icon. Leave the room. Leave the Shades. 
Enter the Unseen University.

Garden
------
Walk to the far-right of the garden, and go past the hedge maze. Use the 
stake on the compost heap. Leave the garden.

Dining hall
-----------
Use the basket on the food. Talk to the librarian. Click the horse suit 
icon. Leave the dining room. Leave the Unseen University. Leave Ankh-
Morpork.

XXXX
----
Open the luggage. Use the saw on the ironing board. Use the glue with 
the surfboard. Close the luggage. Use the surfboard on the surf. Open 
the luggage. Use the imp with the camera. Close the luggage. Use the 
camera with the paintings. Leave the cave. Walk to the right, past the 
bush. Use the picnic basket on the ant hill. leave XXXX. Enter Ankh-
Morpork. Enter the Unseen University.

High Energy Facility
--------------------
Use the picnic basket with HEX. Use the honey pot with the basket. Open 
the luggage. Use the wire with the plans. Close the luggage. Use the 
pyramid with HEX. Talk to Skazz. Click the universe icon. Leave the High 
Energy Facility. Leave the Unseen University. Leave Ankh-Morpork.

Cartwheel
---------
Give the answer to the man. Leave the cartwheel.

Djellibeybi
-----------
Go to the stoning area. Use the suffrajester with the hole. Get the 
rope. Leave Djellibeybi.

Forest
------
Open Rincewind's inventory. Put the money pouch into the luggage. Open 
the luggage. Use the librarian with the horse suit. Use the glue with 
the hooter. Use the hooter with the horse suit. Put the horse suit in 
Rincewind's inventory. Put the camera in Rincewind's inventory. Close 
the luggage. Use the stones. Use the unicorn suit with Rincewind. Enter 
the castle. Use the camera on the queen. Leave the castle. Put the 
unicorn suit in the luggage. Put the camera in the luggage. Leave the 
forest.

Holy Wood
---------
Enter the room just to the right of the mail box. Give the film of the 
elf queen to the makeup girl. Leave the room. Walk past all the imps 
until you get to another screen. Use the candy rock on the troll. Look 
at the door. Talk to the troll. Click the key icon. Use the key on the 
door. Use the rope on the troll. Enter the room. Talk to the woman. Give 
the tooth to the woman. Leave the room. Walk up the path. Give the band 
to dibbler. Give the babe to dibbler. Give the snow storm to dibbler. 
Give the jingle to dibbler. Hmm... we have to find a stunt double. Leave 
Holy Wood. Enter Ankh-Morpork. Enter the left part of the Shades.

Shades
------
Use the certificate on the door. Use the closet. Talk to the black 
sheep. Click on the stunt icon. Give the sheep film to the black sheep. 
After a long animation scene, you will start playing again. Get the 
reel. Put the reel in the device. Use the elf queen film with the 
device. Use the reel with the projector.

------------------
ACT III
The Grim Rincewind
------------------

You start off at a new map screen. Go to the house.

House
-----
Get the mat, and you will get a key. Enter the door. Go up the stairs, 
and take the exit nearest the golf bag. Get the rabbit. Get the string. 
Leave the room. Go over to the exit opposite the golf bag. Get the 
inkwell. Use the cord. Leave this room. go downstairs, and go through 
the left door(kitchen). Get the sugar bowl. Open the pot belly stove. 
Get the oily rag. Leave the room. Get the scythe from the umbrella 
stand. Enter the right doorway(book room). There are three books being 
written in this room, get the middle book. Leave the room. Enter the 
kitchen. Rincewind will have a conversation with Albert. Give the scythe 
to Albert. Leave the room. Get the curtains. Leave the house.

Stable
------
Get the rope. Use the glue on the saddle. Give the sugar to Binky. Get 
the saddle. Use Binky. Exit the stable.

Garden
------
Open the luggage. Double-click the bunny. Use the pyjamas on Rincewind. 
Open the luggage. Use the matches with the oily rag. Use the burning rag 
with the beehive. Get the beehive. Use the sugar pot with the beehive. 
Get the fishing rod. Use the inkwell with the pond. Use the curtain with 
the pond. Look at the toy cart. Talk to Susan. Click the toy cart icon. 
Give the book to Susan. Walk over to the pit at the far right of the 
garden. Open the luggage. Use the honey pot with the fishing rod. Close 
the luggage. Use the fishing rod with the dots. Leave garden. 

House
-----
Enter the house. Enter the book room. Use the key with the alcove. Open 
the luggage. Use the string with the beeswax. Use the matches with the 
candle. Put the lit candle in Rincewind's inventory. Enter the alcove. 
Use the lit candle with the alcove. Get the tablet. Leave the alcove. 
Leave the house. Enter the garden.

Garden
------
Give the tablet to Susan. Use the scythe with the toy cart. Leave the 
garden.

Cornfield
---------
The corn field is located around the bottom-right corner of the map. Use 
the reaper with the corn. Go to the outside of the house.

House
-----    
Open the luggage. Use the rope with the boomerang. Use the boomerang 
with the chimney. Use the chimney. Use the chimney. Enter the house. 
Enter the kitchen. Give the robe to Albert. Rincewind will leave the 
kitchen. Enter the kitchen. Give the ant souls to Albert.

---------------------
ACT IV
Till Death Us Do Part
---------------------

Bonestock
---------
Get the cork that is near the hat. Leave Bonestock.

Djellibeybi
-----------
Wait for a while until the prospector shows up on his camel. Get the  
saddle bags, and Rincewind will get a canteen. Use the rotten arm with 
the saddle bags. A new location will show up on the map!

Fountain of Youth
-----------------
Use the canteen with the fountain. Use the cork with the fountain. Use 
the hour-glass with the sand.

----------
EPILOGUE
Queen Kong
----------

Talk to Dibbler. Click on the mouth icon. Click on the bladder icon. 
Open the luggage. Use the canteen with the bladders. Look at the raven. 
Talk to Granny. Click on the raven icon. Get the broom. Open the 
luggage. Put the bladders in Rincewind's inventory. Use the broom 
Rincewind.

THE END!

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IV. Special thanks
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Me - (tomdhayes@yahoo.com) for writing this FAQ :)

You - for reading this FAQ

CJayC - at GameFAQs (www.gamefaqs.com)

Al Abaloo - at VGStrategies (www.vgstrategies.about.com)

Keith Irwin - for helping me correct a mistake with my walkthrough

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V. Conclusion
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Well, I hope my Discworld 2 FAQ helped! If you have any easter eggs, 
bugs, glitches, cheats or tips on Discworld 2, e-mail me at 
tomdhayes@yahoo.com and I'll put them in the next version of this FAQ. 
Your name will go into the special thanks section, so please tell me if 
you would like your e-mail address to be shown. Have any questions or 
comments on Discworld 2? Send them to the same e-mail address, and I'll 
try my best to answer them. Anyway, that's it for this version of the 
Discworld 2 FAQ.

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VI. Copyright information
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This Discworld 2 FAQ, copyright 2000 by Tom Hayes

E-mail: tomdhayes@yahoo.com

I am in no way affiliated with the makers of Discworld 2.

DON'T copy this FAQ, or put it on your web site without my permission, 
which will probably be given if you ask. If you do want to put this FAQ 
on your web site, just send me an e-mail and ask me.   

Thanks for reading!
