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Retro Game Walkthroughs For
"Discworld II: Missing Presumed..?"
(PC Games)

Retro Game Walkthroughs for Discworld II: Missing Presumed..? (PC Games)
Submitted By: eyesonjason
Discworld II: Missing Presumed..?

CONTENTS

[DW01] Introduction
[DW02] History
[DW03] Game Basics
[DW04] Act 1: The Rite Stuff
[DW05] Act 2: Come Die With Me
[DW06] Act 3: The Grim Rincewind
[DW07] Act 4: Till Death Us Do Part
[DW08] Epilogue: Queen Kong
[DW09] IMPORTANT LEGAL STUFF!


[DW01] INTRODUCTION

In this walkthrough, I will tell you what to do, but not the storyline that goes with it (as it is such a cracker, my words won't do it justice). I also find that with this, you'll become to involved with the story you will miss key points in the story and get lost or ruin the plot for later on (like I did, yes I did use a walkthrough on my first play through. It's a lateral thinking puzzle game!!!)

When playing this game, it is recommended to go through ALL of the speech options when talking to other characters, even if what they say is non-plot related. Sometimes they give you clues, other times a real chuckle. If you select to have subtitles, you can go through the talking much quicker by reading, therefore enjoying it, without having to wait for ages.

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[DW02] HISTORY
Discworld II was the first game demo I ever played on my PSX and loved it from the start. Terry Pratchetts's wit shines through on every scene and the game is a great laugh to play. Eventually, after years of searching for the full copy of the game (I mean years after I moved on from the PlayStation to the Xbox) I found this game hidden away in a Preowned section of an independent retailer in Fishponds (Bristol). It was the best £15 I've spent on a game and I enjoyed it so much, here is a walkthrough, so you can recreate the experience I had.

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[DW03] THE GAME BASICS
The game is a point and click adventure, where you click on where you want the character to go. The main character is Rincewind, a pathetic excuse for a wizard and his faithful companion, Luggage (a chest with hundreds of legs).

To store an item, drag the item you pick up to Luggage, and he will store it. To retrieve the items, click on Luggage and remove the item from the box that appears. If Luggage is not around, Rincewind can store a maximum of two items in his robe. To store things in his robe, click on Rincewind and a small box will appear. Drag the item to that box to store it.

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[DW04] ACT 1: The Rite Stuff

The aim of this act is to collect five objects, these being:
1) 10cc of mouse blood
2) Glitter dust
3) 3 Sticks
4) A vile smell (don’t ask)
5) Dribbly candles

The best start on this Act is to head straight out of the Unseen University and head towards the Plaza. There will be a man called Dibbler there. Engage in a lengthy chat with him and move onto the subject of Clickies. From here, he will give you two items, a handy brochure and some popcorn.

Head out of the plaza, back to the Unseen University and go into the High Energy Facility. Move the cursor over the screen, searching for a test tube, a magnet and a set of bellows. You can talk to the people there if you like – which gives you a useful insight about how to 'debug' a computer. With items in hand, you can now leave this area.

Head to the middle section of The Shades. You will see a saw hiding behind the duck man (man with a duck on his head). Collect the saw and to right of the screen, you will see a clay pot. On the far right, there is a doorway down to Gimlet's. Head down through the doorway and talk to Gimlet. After being served an extra-rare mouse burger, find the Chilli and then head back out to The Shades. Keep heading left until you meet the Dead Collector and just behind him is a small doorway you can go down. There will be a knife down here, as will be a semi-dead witch (mortician says she isn't dead a bit later on, but Rincewind says she is). Take a look at her and find out her name is Granny Weatherwax.

Head back up to The Shades and enter the doorway with the troll's head above it. Inside, have a 'slice' of water from the river Ankh (a protozoa breeding ground!). There will be a box of matches available on the sideboard to take and then talk to the short guy, Casanunda about the lady of his dreams. Basically, it's Granny Weatherwax and he'll give you his ladder.

Leave the bar area and head to the left hand side of the shades. This will take you towards Mrs Cake's shop. Head on inside, avoid talking to her at the moment as she'll only confuse you, and walk to the back of the shop. Inside the wardrobe, should be an ironing board, so take it and place it in Luggage. Take out the saw and use it on the dummy to obtain a dummy's arm. There should be dressmaking scissors nearby, so take them and take the petticoat from the dummy. Rincewind will now use his carpentry skills, in which I mean use the saw on the ironing board to turn it into a surfboard.

Now head back to the main map and find the Travelling Shop, usually it is in The Shades. Inside the travelling shop, you can take the incense, the stuffed fish and the flamingo. There will be an option to ask about the Dribbly Candles, but she won't let you have them (actually a red herring in the game plot). Head down to the docks by the river and use the knife you obtained from the mortician's to cut open the fish net. Inside the contents should be a hammerhead shark to take. The next thing you must do is to throw the stuffed fish at the wading bird to knock it out. Take the sunned bird and store him in Luggage.

To continue with the story, head back to the University and enter the gardens. Locate the beekeeper to leave. This is where the Clickies brochure comes in handy. Give the beekeeper the Clickies and he will leave. Now, rub the chilli (obtained earlier) on the flowers and when nobody is around, place the petticoat over your head and light the incense stick with the matches and then place the smoking stick and wave it inside the beehive. Get Rincewind to put his hand in the beehive, you will then have some Dribbly beeswax. Whilst you are there, dip it into the clay pot and you will then have some honey.

Explore the garden a little more and you will come across a rooster in the maze. Soak the popcorn the Dibbler gave you and soak it in the beer (protozoa in a glass!). Now feed the soaked popcorn to the rooster and when he passes out, pick him up. Keep heading to the right of he garden and you will come across an imp in boots. I love the imp song, but unfortunately not many share my interest in the song. The imp is wearing steel-soled boots, so used the magnet to pull the boots off of it. Pop them in the luggage.

Head back to the shades and find the three buskers and pour the contents of their coffeepot into the rooster. This should kill it. Now, return to the pub with the troll's head outside and show the vampire that has no teeth. He wants his teeth. Head towards the cemetery and find the pickaxe. Now head towards the tomb and get your ladder out and prop it against the slab. There are some false teeth at the top, so go up and get them. Pop those teeth in and take a bite into the mouse you got from Gimlets, pouring the blood into the test tubes, thus now having 10cc of mouse blood in your inventory.

Head on over to the Fools Guild and grab the hooter. Try and persuade your jester ghost friend (Chucky) into the brick that you found on the floor nearby. There is a hole in the floor in close proximity, head on down and go through the hole in the wall to your right. Head on until you see what appears to be a drain cover in the ceiling. Use the bellows to blow air up through the drain cover. This will cause the milk maiden's dress to act in a way like Marilyn Monroe's dress in the 7-Year-Itch. Collect the Glitter Dust that falls from her dress for another item to tick off the list.

Now go to the university and visit the garden to obtain the sticks. The sticks you need are being used to play croquet with. You have 'alternatives' for them, so use the Hammerhead Shark on the Bursar, the flamingo on the Dean and the Stunned Bird on the Librarian. You now can cross off the three sticks from your list.

Head to the University and throw the brick that Chucky is currently habiting into the accelerator in the High Energy Facility. This will give you some ectoplasm. With the ectoplasm, head to Mrs Cake's shop and examine the genie bottle on one of the shelves. This is where the confusing chat with Mrs Cake comes up (as I said earlier, it's best to skip the chat earlier on ready for now). This is kind of like a code. You need to first select the sarcasm option, then the question mark, then a private summary, before selecting the one to chat with her. This is the order that enables you to continue with the game (and very funny to watch/listen to as well). Ask about the genie bottle and then trade your ectoplasm for it. Hide the imp boots in the gene bottle then head over to the smell hiding behind Foul ole' Ron in the Shades. Use the genie bottle on the smell to capture the smell.

Now, with only the Dribbly candles left to obtain, head to the Travelling Shop again, hand the Dribbly beeswax to the lady and she'll help you make the Dribbly candles. With all five items, head back to the University kitchen and hand the items over to the Arch chancellor. The wizards then perform the Rite of Ashkente and will mark the end of the first act.

There are some really funny commentary/lines in this game. E-mail me your favourite at [email protected] and I will tell you mine. This message is also here for legal reasons.

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[DW05] Act 2: Come Die With Me

The aim of this act is to escape Ankh-Morpork (dead or alive). Firstly head to the university gardens and gain possession of the hoops. Now for the tricky part – you need to obtain a death certificate, which will be no easy feat when you are still alive and kicking, and want to remain that way.

Head to Shades and have a chat with the Dead Collector. Discuss the only way out of Ankh-Morpork and then head on over to the Fools Guild. Turn right and then go up the ladder. Use the pickaxe on the ice and take an ice block.

Head straight back to The Shades and down to the mortuary again. There will be a mortician down here and it is him you have to convince to sign your death certificate, so have a long chat with him. After talking about a death certificate, the fun begins of trying to convince him that you are dead. To do this, first pick up the mirror and hold it over the Bunsen burner and then lie down on the slab. Use the block of ice on Rincewind, followed by the wooden arm (gained from the dummy in the previous act). Call over the mortician and he will examine you (ending in a quite frightful way) and pronounce you dead. You should now obtain the death certificate.

With the death certificate in your possession, head up to the Dead Collector and show him the certificate. He will chuck you onto the cart and take you to the dock immediately. After the ship has left the harbour, you will be in control of the ship (if only momentarily) after interrupting the captain's singing. You will meet Death again before continuing on your game.

The first pace to visit is Djelibeybi (what a 'sweet' name), and walk along to the camel showroom (or what they prefer to call The Desert Crossing Gerbil Showroom). Talk to the salesperson and ask if he could lend you a camel. To the right there are some ladies as well as a shop nearby. Take the poster from the wall and then head on out. There will be a rock seller nearby and he is your next port of call. Question him about the large candy. This will get taken by the ladies mentioned before. Now head towards and speak to Uri Djeller. When you use the chat button, a cartwheel will appear on the map. Give him the hoops (as he will straighten them out) and use them on the plans in the shop. This will produce a pyramid. Your next job is to head to the stoning area to obtain the stake. Time now to leave Djelibeybi.

Head towards the pyramid and have a chuckle at the hieroglyphs. Grab the glue and then, using your scissors, cut the bandage. Leave the pyramid and walk to the oasis. Using the bandage you've just obtained, wrap it around the wooden arm, and yes, you've guessed it, switch it for the rotten arm that is already there. Action button on the arm to remove the ring. Head west out of the bay and you'll come across Point-Me-Own-Bone-Dibbjla. Examine his items (the boomerang and food basket). Speak about each of the examined items and he'll kindly give them to you. Nice chap.

Now go to Holywood and enter the castle. There will be a little yellow-bearded lady in here and you have to give her the ring you got from the rotten arm. In exchange, she will let you have the horse-suit that is on the washing line. Now you need to make a unicorn suit. This is done by using the glue on the hooter and then using the resulting mess on the horse costume.

Head out of the castle and take the sticker with the number 10 on it (this sticker is found on the mailbox if you struggle finding it). This is the way to make a ten-ton weight, just stick a sicker with 10 onto a weight with a 'ton' written on it. Et voila, a ten-ton weight.

Keep moving to the right until you find a camera by some apparatus. Speak to the nearby imp trainer and ask if he could lend you an imp to put inside (definitely follows the Discworld idea closely). Now to proceed, take out the boomerang, dip it into the paint ant the top and throw it at the imp in the scenery when he appears. When he is in your possession, put him in your camera.

There is a door in a northeast position to the mailbox that you will now have to use. There will be a funny incident involving make-up and the make-up girl will tell you she requires pictures of the beautiful Elven Queen. Head right and you will meet Dibbler again. Only this time dressed slightly different. Have a chat to him and he will tell you how to make your own Clickie.

The items you now need to complete this act are:
1) A band with a catchy jingle
2) A gorgeous babe
3) Some novelties to sell
4) Photos of the Elven Queen

The easiest one to obtain is the novelties. Head back to Ankh Morpork and into the docks. On a wall, the word 'Novelties' will appear. Use the ten-ton weight on the hook and give it a swing. This will break the wall and some novelties will come out.

Now head to the compost heap at the end of the university garden. Stick the stake into the compost heap and the suffrajester will tie herself to it. Take her and head to The Shades.

When at The Shades, head down to the morticians and see Casanundra with Granny Weatherwax. You need to talk to her, but first you need to get rid of Casanundra. The easiest way to do this is to talk to him. Then speak to Granny Weatherwax about elves to unlock the Forest location on the map.

Before running off to the forest, go back to the university and enter the dining hall. Speak to the librarian and try to convince him to join you as the second person in the unicorn costume. Take some food as well to put in the picnic basket.

Now you can head to the forest. You will now need to move two items from luggage to Rincewind (as luggage can't go through the magic stones) these items being the unicorn suit and the camera. Head up to the Elven castle and take the pictures of the Elven Queen.

Head back to Djelibeybi and speak to Uri Djeller and ask about a jingle. This will cause another cartwheel to appear on the map and again you must head to the stoning ground, this time throwing the suffrajester into the hole. This will give you possession of the rope and the candy rock. Head back to the cartwheel and have a conversation with the imaginary character, Angus. You can ask him to write you a jingle and all you have to do is give the answer to his question, 'why?'.

Head west until you come across an anthill. Place the picnic basket on the anthill. Head to the lower level and use the glue on the surfboard. Use the gluey surfboard on the surf. Eventually, you will come across a little cave with paintings on the wall. You will need to take photos of these paintings.

Head on back to the Unseen University's High Energy Facility and place the food basket next to HEX. Use the honey to make a trail from the picnic basket to HEX before placing the pyramid on top of HEX.

Talk to Skazz and ask him the question 'why?' and he will tell you. Head back to the crazy old man that asked you to find the answer to the question 'why?' and he will give you the catchy jingle. Head on to the hill and use the knife to cut down Bone Idle and his friends to earn yourself the band.

Now, back to Holywood. Give the troll the piece of candy rock and he will get a toothache. Keep talking to him and you will obtain the key to the trailer. Head to the very-thin looking trailer and you will be told by the milkmaid that she wants a diamond to put in one of her rings. This is easy to do, go back out and use the length of rope on the troll with the toothache, pull out his bad tooth (which just so happens to be a diamond) and give it to her. This now completes Dibbler's list.

Not quite the end of the act I'm afraid. Death now requires a stunt double. And yes, it's YOU that has to find one (I know it's a game, but poor Rincewind, everybody expects him to do everything!). Well, best get on with it. Head to the far right end of The Shades (end with Mrs Cake's Shop) and enter the door hidden in the shadows. You will need to show your Death Certificate to the person inside (cue another song). Open up the closet to have a conversation with a sheep. Talk to it about becoming a star and give the photographs of the paintings (from the cave) you took earlier. Depending on what format you are playing this game on, you may need to insert disc 2 at this point.

Weird choice of changing discs, as you are one set of actions from completing the act. Head to the cutting room, take down the reel from the projector and put it on the weird device. Add your photos of the Elven Queen to complete this act.

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[DW06] Act 3: The Grim Rincewind

Head out from the stable and make a start towards the house. Look under the mat to find a key. Take it and go on in. In the umbrella stand, there is a scythe, so take it, walk into the kitchen and you will be told by Albert what is required for you to be Death.

1) Need to demonstrate how good you are on a horse
2) Blacker-than-black clothing
3) A scythe
4) A deep booming voice

There are some loose curtains just left of the kitchen, just waiting to be taken down. Head upstairs and go into Susan's room. Pick up the bunny and examine and action on it to obtain the pyjamas. There is also string on the shelf to be taken. Once you have these two items, head out of Susan's room and back onto the landing. Head towards Death's study, picking up the inkwell and pulling on the servants cord. This will distract Albert.

Rush back downstairs to the kitchen and whilst Albert is gone, take the sugar bowl and oily rag, before opening the potbelly stove. Go into the room opposite the kitchen and take your biography (it's worth reading the others as well)

Go back to the stable and take the rope. Use the glue on the saddle and feed Blinky some sugar, before climbing on his back. Albert will then come out and see how good you are on a horse.

Walk to the beehives in the garden area, put the pyjamas on your head and use the matches to set alight the oily rag. Wave the lit oily rag over the beehive, take a handful of wax and use the empty pot to obtain some honey. Use the wax on the string from Susan's room to create a candle. Light it with the matches and put in Rincewind's robe.

Susan will be beside the swing. Talk to her about the toy cart and she will ask about the biography. This won't be enough to satisfy her, so head back to the biography room and into the alcove at the end of it. Use the candle to light the alcove and take the loose tablet. This will be more interesting to Susan so head back and give it to her and she will give you the cart.

Head up to the left and steal the gnome's fishing rod. Dip it into the honey pot and then dip the honey rod into the Pit of Souls. This attracts the little souls (where have we seen them before, I wonder). Store them in the honey pot.

Head back to the pond and pour in the ink from the inkwell. This makes the water blacker-than-black. Dye the curtains in this dark mixture and then head back towards the house.

Now for something you may need help working out. A deep booming voice. Tie the rope around the boomerang and throw it over the chimney pot on the house (very small, took me ages to find it). Climb up to the top of the roof and call down the chimney. This amplifies your voice and proves you have the deep booming voice required to become death.

Now go and see Albert in the kitchen. Show him the robe and the scythe. He will then ask you to reap the field outside. Use the scythe on the toy cart and head out the front gate and then right. Use this on the cornfield and prove you can reap the field.

Go back and tell Albert and he will ask you to reap some souls (already done) and this will trigger an animation, what it's about is a spoiler, so play the game already!). As you have already completed the reaping of souls, you can give the honey pot to Albert to complete this Act. You are now fully qualified as a reaper and ready to continue with the story.

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[DW07] Act 4: Till Death Us Do Part

Head to Bonestock and take the cork of Death's hat, before going to Djelibeybi, where D, blah is. Another camel will arrive with a prospector upon it. Open up the camel's saddlebags and remove the canteen, before putting the rotten arm in its place. Follow the vultures as they make their way to the fountain of life and fill up the canteen with its waters. Put the cork into the fountain and put the sand into Death's hourglass and it will bring him back to life, or is that kill him, never sure what happens to the undead! Once this is done, you have completed the very short act of Act 4. One last little bit to go and you've completed the game.

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[DW08] Epilogue: Queen Kong

Dibbler is back, so make your way to talk to him. Ask for one of the bladders he is selling. It should be empty. Fill it up with water from the canteen and put it in Rincewind's robes. Examine the raven that is flying about by the tower and find Granny Weatherwax. Speak to her about the raven and you can take her broom. With the broom as your icon, click on the tower to use it. Sit back and now watch the end of the game unfold.

Congratulations, you have completed the game.

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[DW09] IMPORTANT LEGAL STUFF!!!

There is none by my recognition, although I spent ages and ages and ages making this guide (one tired hippyman now!) I am not copywriting this guide. If you want to plagiarise my hard work for your personal use, you are welcome to it. The website I have written this for is www.freeola.com. Any legality that surrounds their walkthroughs guards this one as well. If you find this guide elsewhere without accreditation, please inform me on the freeola forum or e-mail me at [email protected].

Thank-you for using the hippyman guide to Discworld II: Missing Presumed..?

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