DISCWORLD 2 - Part 3 Solution by Phil Darke @~Concluded from Issue 49 STUNT DOUBLE Go to Ankh Morpork and go to the Fresh Start Club which is in Shades opposite Mrs. Cake's shop. Knock on the door. At first you can not get in. Show the death certificate to Reg Shoe and he will let you in. Once inside open the closet. Inside is the Black Sheep's skeleton. Talk to him and ask him to be DEATH's double. He agrees but the actor's union will not allow him to perform unless he can provide proof of his ancestry. This can be found in a cave near Bonedie beach. The only way to get to the cave is to surf the waves. Go to Mrs. Cake's shop and open the closet. Take the ironing board and use the saw on it to remove the legs. Go to Bonedie beach and use the board on the surf. At first Rincewind keeps falling off so use the glue on the board. Rincewind will now end up in the cave. Look at the paintings and use the camera on them. Show the pictures of the cave paintings to the sheep. Finally the film is made. Rincewind now appears at the premiere of DEATH's clickie. The audience hates it. In the projection room Rincewind must sort it out. Take the reel of film off the projector and use it on the editing table. Splice in the left-over footage of the Elven Queen and run the film again. This time it is a success. The success of his film has gone to DEATH'S head and he is hailed as a cult idol. He is now unwilling to return to his old job, so poor old Rincewind is lumbered and must take on the job. ACT THREE - THE GRIM RINCEWIND Binky, DEATH's horse whisks you away to his house. Enter the house and go to the kitchen. Here you meet Albert, the butler. He tells you that before you can take on the job you will need to demonstrate your ability to ride Binky and a black robe, a deep booming voice and a scythe. On the table is a sugar bowl. If Rincewind could take them and give them to Binky that would surely do the trick. Albert, however is not willing to part with them. Leave the kitchen and go up the stairs. Enter DEATH's study and pull the cord. Albert leaves the kitchen to investigate, giving you just enough time to nip into the kitchen and grab the sugar. Go to the stable and give the sugar to Binky. Pick up the saddle and use it on Binky. Try to ride the horse. Albert gives Binky a slap, making him rear up and throw Rincewind. Use the glue on the saddle and try again. This time Albert is convinced. Now you need to find a black robe. Go back to the house and take the curtains from the hallway. Show this to Albert. He says that it is not black enough. Go back to the study and take the inkwell. Go to the garden, to the right of the stable and use the ink on the fishpond. Use the curtain on the pond then go and show it to Albert. He grudgingly agrees that it will do. Now for the voice. Take the rope from the stable and tie it to the boomerang. Go back to the house and throw the boomerang at the chimney. Climb up and shout down the chimney. Albert is a bit hard of hearing and cannot hear you properly. Go back to the kitchen and open the pot belly stove. Now go back to the chimney and try again. Success! The final part is to get a scythe. There is one in the umbrella stand by the front door. Take it and show it to Albert. He says that you must demonstrate that you can use it by reaping the corn in the field. Go to the field and use the scythe on the corn. Unfortunately Rincewind's efforts are pretty pathetic. If only he had something to use it with to make it more efficient. In the garden is a toy cart. This belongs to Susan, DEATH's grand- daughter. Talk to her and she agrees to give you it in exchange for one of the biographies from the library; specifically Rincewind's biography. Go to the library and take it to her. However she has now changed her mind and wants a book with pictures. These books are hidden away in a locked alcove in the library. Go to the house and pick up the door mat. Underneath is a key. Take the key and go to the library. On the far right hand side is the alcove. Unlock it and enter. It is pitch black in here and Rincewind cannot see a thing. What is obviously needed is a candle. From his experience earlier in the game Rincewind knows how to make candles. All he needs is the raw materials. There are bee hives in the garden, but before he can get it he needs a veil, some smoke and string for the wick. Go up the stairs and into Susan's bed room. Take the bunny rabbit and the ball of string. Inside the rabbit is a night dress which will serve as a veil. Go to the kitchen and take the oily rag. Go to the garden and use the night dress on Rincewind. Light the oily rag with the matches and use it on the bee hive and get some wax. Use the wax on the string to make a candle and return to the library. Light the candle then enter the alcove and take the tablet. Return to the garden and give it to Susan. She now gives you the cart. Go to the corn field and use the scythe on the cart then use it on the corn. Return to the house and talk to Albert. He says you are now ready but first he wants you to do a trial run and collect 100 souls. Go to DEATH's study and examine the ledger. Listed here are the 100 ants from Skazz's machine. These are now in the pit which is to the right of the sun dial in the garden. Go to the garden and use the same procedure as before collect some honey from the bee hives, but this time use the sugar bowl on the hives. Take the fishing rod from the gnome and use it on the sugar bowl. Now use this on the pit to collect the ant souls. Go and give them to Albert. Shortly after this Albert arrives and gives you your first assignment. ACT FOUR - TILL DEATH US DO PART It seems that DEATH's sudden rise to fame has not gone down well with the Patrician and he has taken out a contract on him with the Assassins Guild. Rincewind arrives at Bonestock, DEATH's pop festival, just in time to witness the explosion. DEATH is fading fast and unless he can do something pretty quick Rincewind is going to have to take on the job permanently. Take the cork from DEATH's hat and head for Djelibeybi. Talk to Uri Djeller. He tells Rincewind about the Fountain Of Youth. The location is only known to a prospector who visits Djelibeybi occasionally. Rincewind cannot follow the prospector and must find some other way to track him. Astute gamers will have noticed that ever since he took the rotten arm Rincewind has been followed by two Vultures. When the prospector arrives go to where he has hitched his camel. Take the canteen from the saddlebag and replace it with the rotting arm. When the prospector leaves the location of the Fountain Of Youth will appear on the map. Go there and fill the canteen with water from the fountain. What Rincewind really needs is to replenish the hour glass before it runs out. Use the cork on the fountain and then use the hour glass on the sand. DEATH now undergoes a startling rejuvenation. The assassin appears and attempts to see off Rincewind but DEATH appears just in the nick of time and takes his revenge on the assassin. EPILOGUE - QUEEN KONG DEATH is now finally re-instated in his rightful capacity and Rincewind is the hero of the hour. He shows the movie of the story but the film breaks. In his haste to repair the film Rincewind inadvertently splices in footage of the Elven Queen. The Queen bursts from the screen and in a parody of King Kong grabs the librarian and climbs the tower of the University. Rincewind must prevent her from destroying Ankh Morpork. The solution is to destroy her beauty with water. Buy some bladders from Dibbler and fill them with water from the canteen. Look at the Raven and talk to Granny Weatherwax. Persuade her to transform into the raven. Pick up Granny Weatherwax's broom and use it. Rincewind now flies up to the spire and bombards the Queen with water. THE END - o -