Warning: The following is a walkthrough of Discworld II. It
contains information that will help you solve the game. Please, DO NOT
READ FROM START TO FINISH. If you do, a terrible curse may befall you.
Maybe something involving locusts or an angry mob or something.
--- Missing, Presumed ..........? ----
WALKTHRU V 1.2
This as a walkthrough for Discworld 2.. it's pretty much a bare
bones walkthrough; if you want a more explanatory guide, you should
try Psygnosis' Discworld 2 Hint Book, which should be out shortly.
Unless told otherwise, all objects in this game should be put straight
into the luggage. Should you have any further problems, queries, etc,
you can e-mail me on C.S.McMullen@cms.salford.ac.uk. Or check out the
Discworld Game Faq, and the Discworld Web Page, which I spookily also
write... http://www.lspace.org/games/discworld is a good place to
And also, feel free to propagate this, stick it on web sites,
etc, just as long as you let me know where you've put it. If there are
any magazines that want to publish all or part of this, consult me
ACT 1: The Rite Stuff
You start off in the university. Go to the High Energy Facility.
Get the magnet, testube, and the bellows. Go to the university garden,
and use the magnet on the imp. Leave the university. Go to the small
travelling shop. Get the flamingo, incense,and the fish, and try to
get the candles. Ask the old woman about the candles. Go the plaza.
Talk to Dibbler, using the 'sarcastic' icon, and the corn icon.
Go to the shades. Take the saw and the clay pot from near the beggars.
Go into the morturary, and look at the Granny Weatherwax (the witch)
on the slab. Get the knife. Go to Mrs Cakes. Get the scissors. Get the
dummy's petticoat. Open the closet, and get the ironing board. Use the
saw on the dummy. Look at the Genie Bottle.
Talk to Mrs Cake. Use the sarcastic icon. Use the sarcastic icon,
then the question mark icon, then the thought icon, then the smile
icon. Ask her about the genie bottle, and ectoplasm. Go to the Fools
Guild. Get the hooter. Talk to the fool, using the question mark icon.
Get the brick at the bottom left of the screen. Use it on the fool.
Go down the hole, go left to the grate. Use the bellows on the
grate. Go right, and leave the sewers. Go to the High Energy Facility
at the University. Use the brick on the accelerator. Go back to Mrs
Cakes'. Give her the ectoplasm.
Go to the beggars, and use the imp boots on the bottle. Use the
bottle on Foul Ole Ron's smell. Go to Gimlets. Get the chili powder.
Use the menu. Talk to Gimlet, using the smile icon, then the
Go to the Trolls Head pub in the Shades. Talk to Casanunda, using
the question icon, then the ladder icon, then the witch icon. Get the
matches. Talk to the troll. Go to the docks. Use the knife on the net.
Get the hammerhead shark. Use the stuffed fish on the bird. Get the
bird. Go to the University gardens. Use the beer on the corn.
Use the drugged corn on the rooster. Use the flamingo on the
Dean, the shark on the Bursar, and the wading bird on the Librarian.
Go over to the beehives. Use the clickies booklet on the beekeeper.
Use the chili powder on the flowers. Use the petticoat on Rincewind.
Use the matches on the incense.
Use the lit incense on the bees. Use the clay pot on the beehive,
and also double click on the hive to get some wax. Go to the
travelling shop, and give the wax to the old woman. Go to the beggars,
and use the rooster on the coffee can.
Go to the troll pub, and use the rooster on the vampire. Go to
the cemetary.Get the pick. Go into the crypt, use the ladder on the
coffin, climb the ladder, and get the false teeth. Use the false teeth
on the mouse. Use the test tube on the fangs. Go to the Dining Hall.
Give the mouse blood, mallets, smell, glitter, and candles to the
Arch Chancellor. End of Act I.
ACT II: Come Die With Me
Go to the fools guild. Go down the hole. Go right. Go up to the
warehouse. Use the pick on the ice. Go to the shades, and speak to the
dead collector, using the question mark icon. Go to the morturary, and
ask the mortician about getting a death certificate. Get the mirror,
use it on the bunsen burner, then put it back on the bench. Use the
Use the dummy's hand on Rincewind. Use the ice on Rincewind.
Click on the mortician. Go to the dead collector, and use the
certificate on him. Go to Djelibeybi. Go to the camel park. Talk to
the salesman, using the smile, and then the camel icon. Leave, and go
to the hill.
Talk to Bone Idle using the musical icon, then use the knife on
him. Go to the pyramid. Get the glue, and use the scissors on the
bandage. Use the bandage on the wooden arm. Go to the oasis, and use
the bandaged wooden arm on the rotten arm. Go to HolyWood. Go to the
costume room. Look at the horse outfit. Talk to the dwarf about the
horse outfit. Double click on the rotten arm. Give the ring to the
dwarf. Get the weight. Get the 10 off the mail box. Use the 10 on the
weight. Go to the make up room, just next to the piano. Go to the imp
trainer, get the camera.
Ask him about getting an imp. Go to XXXX land (off the map). Look
at the sticks. Talk to Point-Me-Own-Bone. Look at the baskets. Talk to
Point, using the basket icon. Go to Ankh-Morpork. Go to the University
gardens. Get the hoops. Go to the dining room. Talk to the Librarian,
using the horse icon. Use the picnic basket on the food.
Go to Djelibeybi, and enter the shop. Take the poster.Go to Uri
Djeller. Talk to him and use the music icon. Give him the hoops. Look
at the Candy Rock. Talk to the rock seller. Go up the street, to the
stoning area. Take the stake. Go to the cartwheel in the desert. Ask
him about the music. Go to the Unseen University Garden, in
Ankh-Morpork. Use the stake on the compost heap. Go to the Shades, and
enter the mortuary. Talk to Casanunda. Talk to Granny Weatherwax. Ask
her about elves.
Leave, and go to the docks. Use the weight on the hook. Get the
snow storm novelty. Go to Djelibeybi, and use the Suffrajester on the
hole in the stoning area. Get the rope. Go to HolyWood. Go to the imp
area, use the boomerang on the paint, then use the boomerang on the
imp in the set. Go right, to where the troll is.
Give him the candy rock. Try to open the trailer door. Speak to
the troll, and ask him for the key. Open the trailer door. Use the
rope on the troll. Enter the trailer. Talk to the girl. Give her the
troll's tooth. Go to XXXX land. Go to the right, and use the picnic
basket on the anthill. Go back to the beach. Use the saw on the
ironing board. Use the glue on the ironing board. Use the ironing
board on the surf. Use the camera on the cave paintings. Go to the
Put the camera in your inventory, not the Luggage's. Use the glue
on the hooter. Use the hooter on the horse costume. Use the Librarian
on the costume. Put the costume in Rincewind's inventory. Enter the
circle. Use the costume on Rincewind. Use the camera on the Elven
Queen. Go to Unseen University, and enter the High Energy Facility.
Use the ant filled basket on Hex. Use the wire bits on the
pyramid plan. Use the honey on Hex. Use the Pyramid on Hex. Talk to
Skagg, and pick the universe icon. Go to the hermit, and give him the
answer. Go to Dibbler, at Holywood, and give him the band, jingle,
novelty, and babe. Go the make up room, and give the elven queen
pictures to the make up girl. Talk to Dibbler again. Go to the shades,
and use the dead certificate on the door at the far left of the
shades, up the steps. Talk to the sheep, using the stunt icon. Give
the sheep the cave painting photos. Get the reel, use it on the
device. Use the elven queen film on the device.
ACT III: The Grim Rincewind
Go to the house, and get the key from under the mat. Enter the
house. Go upstairs, into the hourglass room. Get the ink, and ring the
bell. Go downstairs, and go left into the kitchen. Get the sugar
cubes, the oily rag, and then open the stove door. Go back into the
hall, and get the curtains. Get the scythe from the umbrella stand. Go
upstairs, and into Susan's room. Get the rabbit from the bed. Double
click on it, to get the pyjamas. Get the string. Go downstairs, and go
right into the book room.
Get Rincewind's book; there are three being written.. Rincewind's
is the middle one. Go to the kitchen, and talk to Albert. Go to the
stables. Get the rope. Give the sugar cubes to Binky. Use the glue on
the saddle. Use the saddle. Use Binky. Go to the back garden. Use the
matches on the oily rag. Stand near the hives, and use the pyjamas on
Use the oily rag on the hive. Get the wax from the hive. Use the
pot to get some honey from the hive. Use the string on the wax. Go
right to pond. Get the fishing rod from the gnome. Use the rod on the
honey. Use the rod + honey on the dots in the soul pool. Look at the
cart. Talk to the little girl and ask her about the cart. Give her
your book. Use the ink on the pond. Use the curtains on the pond.
Go to the book room. Use the matches on the candle. Put the
candle in Rincewind's inventory. Use the key on the alcove. Enter the
alcove. Use the candle on Rincewind. Get the tablet. Go to the garden
and give the tablet to Susan. Use the boomerang on the rope. Go to the
front of the house, and use the boomerang/rope on the chimney. Use the
chimney. Go inside, and show the robe and scythe to Albert. Use the
cart on the scythe. Use the scythe/cart contraption on the corn. Go
and see Albert. Give him the ant souls.
ACT IV: Till Death Us Do Part
Go to Bonestock. Get the cork. Go to Djelibeybe. Wait till the
prospector arrives. Get the canteen from his saddle bag. Use the arm
on his saddle bag. Go to the fountain of youth. Use the cork on the
fountain. Use Death's hourglass on the sand.
EPILOGUE: Queen Kong
Look at the raven. Ask Granny Weatherwax about the raven. Get her
broomstick. Talk to Dibbler, using the smile icon. Ask him about
bladders. Use the canteen on the bladders. Put the bladders in
Rincewind's pocket. Use the broomstick on the tower. Fini!