/~~~~~~~\                                                       /~~~~~~~\
| .....  \                                                      | .....  
| .    .  \                                                     | .    . 
| .     .  \ -----  ----   /---\ /        \ /---\ /----\ ===    | .     . 
| .     .  / \   / /    \  |     |        | |   | |     | |     | .     . 
| .    .  /   | |  \       |     |        | |   | |     / |     | .    . 
| .....  /    | |   -----  |     |   /\   | |   | |----/  |     | .....  
\       /    /   \       / |     |  /  \  | |   | |    \  |     \       / 
 ~~~~~~~     ----- \----/  \---/ \-/    \-/ \---/ |     \ \----  ~~~~~~~

                            |  ---------   |
                            | /         \  |
                            | |          | |
                            \-/          / |
                                        /  |
                           /-----------/  /
                          /  ------------/
                          |  /
                          |  |
                          |  |
                          |  |
                          |   \------------\

                  ---  Missing, Presumed ..........? ----

                             WALKTHRU V 1.1

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 [email protected] 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 start.

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 first.

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 
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 
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 
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 
        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 
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 
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, 
the wading bird on the Librarian. Go over to the beehives. Use the 
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 
on the bees. Use the clay pot on the beehive, and also double click on 
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 
the troll pub, and use the rooster on the vampire. Go to the cemetary.Get 
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 
on the fangs. Go to the Dining Hall. Give the mouse blood, mallets, 
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, 
ask the mortician about getting a death certificate. Get the mirror, use 
on the bunsen burner, then put it back on the bench. Use the slab. Use 
dummy's hand on Rincewind. Use the ice on Rincewind. Go to the dead 
and use the certificate on him. Go to Djelibeybi. Go to the camel park. 
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 
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. 
at the horse outfit. Talk to the dwarf about the horse outfit. Double 
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 
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 
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. 
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 
Talk to Granny Weatherwax. Ask her about elves. Leave, and go to the 
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 
and ask him for the key. Open the trailer door. Use the rope on the 
Enter the trailer. Talk to the girl. Give her the troll's tooth. Go to 
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 ironing board on
the surf. Use the camera on the cave paintings. Go to the elven circle.
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 
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 
elven queen pictures to the make up girl. Talk to Dibbler again. Go to 
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 
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 
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 
saddle. Use Binky. Go to the back garden. Use the matches on the oily 
Stand near the hives, and use the pyjamas on Rincewind. Use the oily rag
on the hive. Get the wax from the hive. Use the pot to get some honey 
the hive. Use the string on the wax. Go right to pond. Get the fishing 
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 
the cart. Give her your book. Use the ink on the pond. Use the curtains 
the pond.
        Go to the book room. Use the matches on the candle. Put the 
in Rincewind's inventory. Use the key on the alcove. Enter the alcove. 
the candle on Rincewind. Get the tablet. Go to the garden and give the 
to Susan. Use the boomerang on the rope. Go to the front of the house, 
use the boomerang/rope on the chimney. Use the chimney. Go inside, and 
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 
hourglass on the sand.

EPILOGUE: Queen Kong

Look at the raven. Ask Granny Weatherwax about the raven. Get her 
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!

Chris McMullen.. [email protected] or  [email protected]
* Visit the Discworld Game Page:http://www.lspace.org/games/discworld/ * 
*  Reviewer for the GD Review - http://www.gamesdomain.co.uk/gdreview  *
* 'And remember.. loose feet are a very *real* problem...' Vic Reeves. *

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