Discworld 2 walkthrough pdf




















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 mouseburger icon. 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. 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 University Garden. Go to the far right. Combine your corn and tankard, then use this on the rooster; you will catch the rooster. Now use the stunned bird on the Librarian, flamingo on the Dean, and hammerhead shark on the Bursar to get their 3 mallets.

Go left and talk to the beekeeper smile, question. Use the chili on the flowers, then give the brochure to the beekeeper to get rid of him. Use the petticoat on Rincewind, then light your incense with your matches and use this on the hive.

Use your clay pot on the hive to get some honey, and use the hive itself to get some dribbly beeswax. Go to the beggars and use your rooster on the coffee can. Enter the pub and go left to find the vampire. Talk to him smile, question , then use the rooster on the vampire. Get the pick and talk to the Suffrajester, then go to the far right and into the crypt.

Use your ladder on the slab to climb up. Get the false teeth and use them on your mouse. Use the bloody teeth on the test tube to get mouse blood. Go down the hole and head right, then up the ladder.

Use your pick on the ice on the left side, and you will get a block of ice. Go back down through the sewers and leave. Talk to the Dead Collector question. Enter the Mortuary and talk to the Mortician smile, certificate. Get the mirror and use it on the bunsen burner, then put it back on the bench. Lie down on the slab. Use both the wooden arm and the ice on Rincewind, then talk to the Mortician and you will get a death certificate.

Go outside and show this to the Dead Collector, and you will be on a much larger map screen. Your first location to visit is off the edge of the map to the left. Look at the sticks on the counter, and the baskets on the ground.

Talk to Point-Me-Own-Bone once to get a boomerang, then again question, basket and you will get a picnic basket. Go to the camel shop and talk to the salesman smile, camel to buy a camel. Continue left and enter the shop. Take the plans from the wall, then leave again. Continue further left into the town. Look at the candy rock and talk to the rock seller smile, rock.

Talk to Uri Djeller music to find out about the Cartwheel, then give him your hoops for him to straighten them into wires. Continue left and take the stake from the stoning area, then walk back through town to reach the map screen. Talk to Bone Idle smile, question, music , then use your knife on him to get the band. Enter the castle and look at the horse suit, then talk to the dwarf smile, horse suit. In your inventory, examine the rotten arm, then give the ring you find to the dwarf and you will get the horse suit.

After leaving the castle, continue right. Get the mailbox you will just take the 10 symbol and the weight, then put the 10 symbol on the weight.

Enter the makeup room, which is just right of the mailbox. Back outside again, continue right and take the camera. Talk to the trainer smile, imp. Go to the Dining Hall and talk to the Librarian horse suit to be able to take the Librarian.

Use your picnic basket on the food on the right table. Leave the Dining Hall and go to the University Garden. Head to the far right and use your stake on the compost heap to get the Suffrajester. Go far left to the stoning area and use the Suffrajester in the hole to get the candy rock. Also pick up the rope. Go to the far right and use your boomerang on the paint, then on the imp that is hiding in the set.

Hand over the donut to the dunny man at the dunnyking machine. Talk to the boy on the square. Then use the machine to rip out the gold tooth out of the dunny man's mouth. Use the string on the octopus at the fish booth. Enter the mountains to get a feather and an egg. Go to the dark woods, enter the house on the right and fill some custard from the cauldron into your pot.

Head for the edge of the world which is just above the small islands in the centre of the map. Pick up the lamp. Shake the palm tree. Use the butterfly net on the coconut. Open the coconut with the screwdriver. Place a prune on top of the caviar to make the fish merchant haste to the toilet. Grab his belt. Talk to the peasant. Use the trash can on the fool to make him take a bath.

Enter the bathroom, put the bubble bath into the bath tub and grab the fool's cap. Head for the house on the far left of the shadows. Talk to the right-most lady. Give her Sally the egg, the flour and the coconut to get her underpants.

Combine the ladder and the bra. This allows you to place the ladder on the far right of the shades to build a silent bridge over to a small room. Enter it. Trying to nab the golden key will make the thief turn over. Afterwards use the feather on him to make him roll back again. Now steal the key. Get up onto the roofs and put the doll into the chimney on the right. Return to solid ground and enter the alchemist's house. Place the keg in the fireplace. Use the string on the keg. Leave the house and light the fuse hanging out of the pipe with a match to get the golden brush.

Then talk to her again and choose the sarcastic sentence. This causes here to expect a kiss from you, giving you the time needed to nab the custard book from the booth. Put the book with the red cover back into the bookshelf. Use the string on the worm. Investigating the hat reveals an infinite supply of rabbits and handkerchiefs inside the hat. Also grab the spatula in the kitchen.

Use the ladder again on the right house and go there to find a pouch. Open it and pick up the knife. Use the spatula on the mural and manipulate the soot in your inventory to get a simple pile of soot. Take the leeches out of the bag.

Pick up an egg at the booth to make a snake appear. Put the snake into the luggage. This time, really pick up an egg. Use both the starch and the fertilizer on the snake. Enter the psychiatrickerist's house which has been turned into an actor agency. Talk to the troll. Leave the building and enter it again. Talk to the maid. Give her the appointment book, so she can write her autograph in it.

Go to what used to be a dunny machine and use the knife on the rubber belt to get it into your luggage. Use the crank to lift up the bucket. Fill water from the bucket into your pot. Unscrew the wooden crank with the screwdriver. Pick up the brush in the bath tub. Enter the dungeon on the right of the throne. Use the worm on the mouse hole to obtain a mouse. Manipulate the rat to discover it really is an imp. Pick up a bone at the skeleton.

After the first few scenes DEATH objects to having to perform his own stunts and demands that you provide him with a stunt double. 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. 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. 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. 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. He is now unwilling to return to his old job, so poor old Rincewind is lumbered and must take on the job. 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. 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 can not hear you properly. Now go back to the chimney and try again. 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. 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 can not 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. 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 souls.

Listed here are the 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. DEATH is fading fast and unless he can do something pretty quick Rincewind is going to have to take on the job permanently.

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 can not 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 of Rincewind but DEATH appears just in the nick of time and takes his revenge on the assassin.

He shows the movie of the story but the film breaks.



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