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Retro Game Walkthroughs For
"Discworld 2"
(PC Games)

Retro Game Walkthroughs for Discworld 2 (PC Games)
Submitted By: Wurm
I enjoyed writing this as it gave me another chance to play this
wonderful game. I hope you find it useful. If you have any
further queries or comments then please don't hesistate to
contact me at [email protected]. Enjoy!

There is basically four controls in Discworld II
Left mouse click: Move somewhere / select an object
Right mouse click: Describe an object or person, can be very
funny at times
Return or Enter: Speak to someone / Use one object on another /
Take an item / Give an object to someone / To look at something
that can’t be taken e.g. a door
F1: The menu to save, load or quit
Any items you collect, you can put into your luggage, put at
times, when luggage isn’t there, you need to put them on
Rincewind who can carry two things. To put items on Rincewind,
click on the item, then click on Rincewind, then click in the
little box that appears.


ACT 1: The Rite Stuff

The five things needed to complete act 1 are:
1) 10cc of mouse blood
2) Glitter dust
3) 3 sticks
4) A vile smell
5) Dribbly candles

First of all go to the Plaza, and speak to Dibbler. After a
conversation lasting far too long, you should get round to the
subject of clickies, and he will give you a brochure, and some
popcorn(don’t worry, only one previous owner). Next stop, the
high energy facility at the university, and try not to talk to
the occupants, just take the stuff and run. There you will find a
test tube, a magnet, and a set of bellows.

To the Shades (the middle section) and to the right you will see
a clay pot, and a saw hanging on the wall, then into a doorway
further to the right, and after being served ‘one hygienically
prepared, extra-rare mouse burger’ by Gimlet, take the chilli.
Back in the middle of the shades, go into the inconspicuous
doorway behind the dead collector. Get the knife, and take a look
at ‘Granny Weatherwax’. Now into The Trolls Head, have a slice of
water from the river Ankh, or a protozoa breeding ground of a
pint of beer (yum), take the matches from the sideboard, and
tell Casanunda about the woman of his dreams (yes punters, its
Granny Weatherwax), then he’ll give you his ladder.



Over to the right again into Mrs Cake’s shop (don’t bother
talking to her yet). Get the ironing board from the closet, the
petticoat from the dummy, the arm from the dummy(with the help of
the saw), and the dressmakers scissors. Use the saw on the
ironing board to get a surfboard. Next find the travelling shop,
get the fish, flamingo, and incense, and ask the old woman about
the candles, but you cant take them, no, you’ve got to work for
yours. Down to the docks, cut open the fish net with the knife,
and take the hammerhead shark. Chuck the stuffed fish to the
wading bird and when he gets stunned (the bird, not the fish),
pop him in your luggage box.

Now to the university gardens, to try and convince the beekeeper
to hoppit. Give him the brochure on clickies, given to you by
the ever-helpful Dibbler, and he should clear off. Rub the chilli
on the flowers. Now, make sure no-one is looking, and put your
petticoat over your head. Then light your incense stick and wave
it in the beehive. Put your hand in and Ta-da, you are the proud
owner of some dribbly beeswax. While your at it, dunk in the clay
pot to get some honey. Then move further down the garden and meet
the rooster in the maze. Soak the corn in the protozoan breeding
ground, and give it to him, After he’s collapsed from the
beer-soaked corn (probably the taste, not the alcohol), pick him
up. Now to the right and meet the imp sitting in the bird-house.
If the song doesn’t make you pass out, believe me, the smell
will. Get her boots using the magnet, and run for dear life.
Into Shades again and drown your drunk rooster by pouring the
contents of the three gusketeers’ coffee pot down his throat.
Take him into the Trolls Head and show him to the tooshlesh
vampire. Make your way to the cemetery and pick up the pick, and
head for the tomb (don’t worry, it’s Discworld, not Tomb Raider)
and prop up the ladder against the slab. Climb up and grab those
falsh teesh. Bite into poor Mousie, and then drain the blood
from the teeth into the test tube. There is your first needed
item. 10cc of mouse blood.

Next, go to the Fools Guild, grab the hooter, and persuade your
old friend Chucky, to hop inside a brick you found on the floor.
Go down the hole and go through the hole in the wall on your
right. Keep going. Now blow the bellows up through the grate
while looking downwards, and you have your well-earned glitter
dust from the well-urned milk maiden (milk?, urn?
gettit?,...........oh please yourself). To the Uni now and pop in
the garden to get your sticks. Give the shark to the Bursar, the
flamingo to the Dean, and the stunned bird to the librarian, and
Hey Presto, there’s your sticks. Just the smell and the dribbly
candles left now, so nip up to the High energy Facility, and
chuck Chucky the brick in the accelerator, and get a nice big
dollop of fresh ectoplasm. Go to Mrs Cakes shop now, examine the
genie bottle on the shelf and talk to her. First, the sarcasm,
then the question, then the private summary, then the chat
(that’s the only way it will work). Then quiz her about the genie
bottle, then swap it with her for the ectoplasm. Place the imps
boots (pwoah) inside the genie bottle (out of sight, out of
smell), and then try and capture the vile smell that lurks around
by Foul ole Ron.. There’s your smell, and now all that remains is
to go to the old woman in the travelling shop and ask for her
help in making candles. Hand over the wax, listen to her little
story about the bees (optional), let her make your dribbly
candles and then you have your 5 items. Take them to the
Archchancellor in the kitchen, and prepare yourself for the Rite
of Ashkente.


ACT 2: Come Die With Me

After your close encounter with Death, you decide you need a
holiday. Firstly, go to the university garden and take the
hooks. Now you need to get out of Ankh Mor-pork. To do this, you
need to hitch a lift on the dead ship. But first you need to have
the right paper-work - namely a death certificate.
Have a chat with the dead collector outside the mortuary, try not
to cringe at his jokes, and then rush over to the fools guild.
Turn right, where you went before, but this time, go up the
ladder. Use the pick on the ice (forget trying to take the
imaginary pork - it’s well and truly stuck against the wall), and
then hurry back to the mortuary, where a new character is
lurking. Speak to the pointy-chinned mortician slapping Granny
Weatherwax. Ask him about the death certificate, and then warm
the mirror on the Bunsen burner. Right, we’re all ready, so lie
down on the slab. Use the ice on yourself, then the wooden arm,
then call the nice doctor. Once you have your death certificate,
show it to the dead collector, who will take you to the dock
right away. After the ship has port the left (sorry, couldn’t
resist), you will find yourself in control of the ship, after you
rather rudely interrupt the captain’s lovely singing. Soon you
will meet Death again, and tell him, he will become a star (you
lying ratbag). First stop is Djelibeybi, so walk up the
gangplank until you the reach the desert-crossing gerbil showroom
(camels to the sane man), where you ask the not-quite-sane
salesperson, to lend you a gerbil to help you on your travels.
Further to the right and you will see the lovely ladies of
Djelibeybi. Then go into the shop and grab the poster on the wall
(right-click on the plans for a laugh), then leave. Go right
then up and question the rock seller about the slab of candy rock
that he has there. When it gets taken by the lovely ladies, speak
to the mystic Uri Djeller, use the chat button, and there should
appear a cartwheel on the map. Then give him the hoops to
straighten, then use them on the plans to get a pyramid. Now go
to the stoning area, which is north, and take the stake. Now
exit Djelibeybi.

Go to the Pyramid, look at the hieroglyphics for a laugh, grab
the glue, snip the bandage with the scissors, and leave. Head
for the oasis. Now wrap the bandage around the wooden arm, and
swap it for the rotten arm that is there. Press enter on the arm
to get off the ring. Now go West again, out of the bay, and
when you see Point-me-own-bone-Dibbjla, examine the boomerang and
the food basket, and then ask him about them, and he should
kindly give you one of each. Now you can go to Holywood, and go
in the castle. Speak to the dear little yellow-bearded lady and
give her the ring. In return, she should give you the horse suit
hanging on the washing line. Put glue on the hooter, then put the
hooter on the horse suit for ‘one unicorn suit’. Once you’re out
of the castle, go right and grab the weight. Then grab the ‘10’
sticker on the mail box and stick it on the ton weight, for a ‘10
ton weight’. Go further right and pick up the camera from by the
apparatus and speak to the imp trainer about borrowing an imp to
put inside. Dip your boomerang in the yellow paint near the top
and then throw it into the scenery at the imp whenever he
appears. When you have him, put him into your camera. Then go
into the inconspicuous door that is North-east of the mailbox,
and after the rather amusing make-up incident, the make-up girl
will tell you that she needs pictures of the Elven queen.
Further right still, then up to meet Dibbler in his new garb.
Speak to him and he will tell you what is needed to make the
clickie, and complete act 2.

To make the clickie you need:
1) A band with a catchy jingle
2) A gorgeous babe (preferably with a ‘big upper balcony’)
3) Novelties to sell

Lets start with the easiest one, so head back to Ankh Mor-pork
and go to the dock. There you will see ‘novelties’ written on the
wall. Put the 10 ton weight on the hook and swing it. Some
novelties will fall out of the broken wall, and that is your
first item. Now go to the garden again, and put the stake in the
compost heap at the end of the garden, and the suffrajester will
tie herself to the stake. Take her, wave goodbye to the garden
for the last time, and head for the shades. Go to the mortuary
and talk to Casanunda to get rid of him then talk to Granny
Weatherwax about elves, and a forest should appear on the world
map. Now go to the dining hall in the university, and talk to the
librarian, and try and convince him to join you in the unicorn
suit. While you’re there grab some food for the picnic basket.
Now, go back to the world map and to the forest. Now put the
unicorn suit and the camera on the person of Rincewind, and go
through the magic stones (poor faithful old luggage can’t follow,
you see), put on the suit and head up to the Elven castle. Take
photos of the stunningly beautiful queen, and leave (against
Rincewind’s will). Now back to Djelibeybi, to Uri, and talk to
him about the jingle, and a cartwheel will appear on the map. To
the stoning ground, and put the suffrajester in the hole, and you
should end up with candy rock and rope. Now go to the cartwheel,
have a conversation with the imaginary character Angus, and ask
the old madman to write you a jingle. He will ask you to find the
answer to the question: why. So now you must head west again,
past Point-me-own-bone-Dibbjla, to the ant hill, on which you
must put the food basket. When you are on the lower level again,
put glue on the surfboard, and put it onto the surf. Soon you
will reach a little cave with paintings on the wall. Take photos
of the paintings. Now you must head to the high energy facility
at the unseen university, and you must get the ants from the food
basket onto HEX so put your food basket down next to HEX, and lay
a trail of honey with your honey pot, from the basket to HEX.
Then put your pyramid on HEX, and ask Skazz the question, why.
When you have your answer, take it back to S.T.Ungulant, who will
give you the jingle. Then to the hill, and cut down Bone Idle and
his pals, with a knife, and there is your band.

Phew, now just the babe, so head back to Holywood, and give the
troll -the one that is guarding the trailer - your slab of candy
rock. When he gets toothache, have a very illogical conversation
with him to get the key of the trailer. Take a peep through the
window for a laugh. Then go in the ‘cardboard cut-out’ trailer,
and the milkmaid will tell you she wants a little diamond, to go
in her ring. As though you haven’t got enough to do. This one is
pretty simple though, just go outside and pull out the troll’s
aching tooth, with your length of rope, then go back in and give
it to her, and there - at last - is your babe, to complete
Dibbler’s wanted list. When Death decides he wants a stunt
double, it up to guess who to find one So go to the ‘Mrs Cakes
shop’ end of the shades, and lurking in the shadows over to the
left, is a door. Show your death certificate to the occupant, and
unless you’ve got a lot of time, skip the song. Open the closet,
and talk to the sheep about being a star. Then give the photos of
the ancient sheep paintings to it. Now you’ve got to insert disc
2. In the cutting room, get down the reel from on the
projector, put it on the device, and then add your remaining
photos of the Elven queen. That is the end of act 2


ACT 3: The Grim Rincewind

Head out of the stable towards the house, under the mat is a key,
take that and then go in. Grab the scythe in the umbrella stand,
then go to the kitchen and Albert will tell you what you need to
be Death.
1) A demonstration of your horsemanship
2) Proper black clothes
3) A scythe
4) A deep booming voice

Just left of the kitchen are some loose curtains; take them down.
Go up the stairs, to the left into Susan’s room, Take the bunny,
and press enter on it to get pyjamas. Take the string from the
shelf, and head out onto the landing. Now go down - not down the
stairs - to Deaths study, take the inkwell, and ring the servants
cord. Now dash back to the kitchen, while Alberts not there,
take the sugar bowl and the oily rag and open the pot belly
stove. Go into the room opposite the kitchen, read the
biographies for a laugh, then take your biography. Go out to the
stable, take the rope, and paint the saddle with glue. Give Binky
the sugar then climb on his back. Albert will come out and see
you, and there is your proof of horsemanship. Now go to the
garden and walk up to the beehives. Put the pyjamas on your
head, set fire to the oily rag with the matches, and wave it in
the beehive. take some wax, then put the empty pot in to get some
honey. Use the wax on the string to get a candle, and then use
the matches on the candle to light it and put it on Rincewind.
Talk to Susan about the toy cart by the swing, and then when she
asks, give her your biography. When she wants something more
interesting (fussy little git), go back to the biography room, go
to the end, and go in the alcove. Use your candle to light up the
alcove, and take the loose tablet, on the bottom right. Take this
to Susan, and she will give you the cart. Go up and left and take
the fishing rod from the gnome. Use it on the pot of honey, and
then dip that into the Pit of Souls over to your right, to get
the little souls (Skazz’s ants) on the honey pot. Don’t let
Rincewind jump in. In his words: “Believe me I’m tempted, who
wouldn’t be, the way you’re playing.” Now go up to the pond
again, and pour the ink in it to make it blacker than black. Dip
the curtains in to make them the right colour for Albert, then
head back to the house. Tie the rope to the stick to make a
boomerang, and chuck it onto the barely visible chimney pot on
top of the house. Climb up the rope and call down the chimney, as
proof of your deep, booming voice. Now go back to the kitchen
and show the robe, then the scythe to Albert. He will tell you to
go and reap the field, so stick the scythe on the front of the
toy cart, and go and reap the corn which is out of the front gate
and to the right. Go back again and he will tell you to reap some
souls. Then follows a very long and very boring animation, which
is basically someone asking an assassin to kill an important
figure in society, namely Death. Then give your ant souls to
Albert who will tell you that you are now qualified to reap.


ACT 4: Till Death Us Do Part

Go to Bonestock and take the cork from Deaths hat. Go to
Djelibeybi up to where D’blah is, and another camel will arrive
with a prospector on. Take the canteen out of the camel’s
saddlebags, and put the rotten arm in (seems like a fair swap).
Then the vultures will show you where the fountain of life is.
Fill up the canteen with the fountain, then put the cork in the
fountain. Put some sand in Death’s hourglass, and then he will
come back to life.


EPILOGUE: Queen Kong

Ask Dibbler for one of his bladders (No, not his bladder, the
ones he’s selling) Make sure it is empty then fill it up with
water from your canteen, and put it on Rincewind. Go and look at
the raven that’s flapping about by the tower, talk to Granny
about the raven and then take her broom and use it against the
tower. Then just sit back and weep, for you have finished the
game.


THE END

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