Homestuck: Act 2

Click the "" to open the page from Homestuck.

Important events in Act 2 are:


 * HS 2148The Wayward Vagabond is introduced and start commanding John from years in the future (but not many).
 * HS 2149Rose starts a Sburb walkthrough on GameFAQS.
 * HS 2150John's House is teleported to The Medium.
 * HS 2151The Kernelsprite divides, leaving only the sprite portion which is accidentally prototyped with Nanna's ashes.
 * HS 2190Rose's connection fails while moving John's Dad's Car which falls into the abyss, along with Jade's package and John's copy of the server software for Sburb.
 * HS 2194John tells Dave to save Rose from the fire near her house using his (Bro's) copy of Sburb.
 * HS 2195Rose starts on her journey to regain electrical power.
 * HS 2209Dave is introduced in person, though the scenes with him are set 'in the past.'
 * HS 2253Dave loses both his client and server copies of Sburb to a Rambunctious Crow, which is then impaled and launched out the window.
 * HS 2288Rose's Mother is first seen and soon engages in Strife with her daughter.
 * HS 2292John fights and wins against a Shale Imp, scaling him up his Echeladder by two Achievement Rungs.
 * HS 2315Rose reconnects with John after she finds a power generator.
 * HS 2318John meets the Nannasprite.
 * HS 2320Nannasprite explains several concepts of Sburb to John, including his goal: build his house up to reach Skaia.
 * HS 2329John and the Wayward Vagabond have a struggle against each other that inadvertently leads to the Vagabond turning off caps lock.
 * HS 2339Pressing the caps lock key opens a compartment near the Wayward Vagabond where he finds a houseplant, cans of food, and a book on Human Etiquette.
 * HS 2345Dave starts to look for his bro's Sburb betas. Dave plays Mad Snacks Yo for a little bit.
 * HS 2371Rose deploys the Punch Designix.
 * HS 2377Rose crushes a shale imp with John's piano, destroying both the creature and the instrument.
 * HS 2384Rose starts to build upwards, creating floors over Dad's room and John's Room.
 * HS 2400The Wayward Vagabond, now with the knowledge of human etiquette, begins to cooperate with John in a much more engaging fashion.
 * HS 2406Rose uses the safe in the study to crush an imp.
 * HS 2406Underneath the safe, John finds a blank captchalogue card.
 * HS 2439The falling safe breaks a hole in the house that goes from Rose's platform through Dad's room and finally the ceiling of the study.
 * HS 2406The safe's door breaks off on impact, spilling its contents onto the floor.
 * HS 2423John discovers that captchalogue cards have codes on the reverse side.
 * HS 2425John began to use the Punch Designix, discovering that...
 * HS 2428Objects in cards punched by the Designix can't be retrieved.
 * HS 2517Punched cards can be run through the Totem Lathe to make totems corresponding to the card's punched code.
 * HS 2434Rose uses the bathtub to crush an imp, resulting in another hole that goes from the side of the house through the study and into the utility room.
 * HS 2454John accidentally destroys another imp (and creates a second hole in the exterior wall of the study) with his Sylladex, levelling him up to Pesky Urchin.
 * HS 2461Crude Ogres begin to crawl up the cliffside to John's house.
 * HS 2486Dave turns on the 'detect collisions' option on his Hash Map Fetch Modus, allowing him to captchalogue objects in a more safe manner.
 * HS 2506Dave constructs a Fort out of turntables and cinderblocks, allowing him to reach the hatch to the crawlspace above his apartment.
 * HS 2521Rose creates 10 blank captchalogue cards using the Alchemiter, giving John a 12 card sylladex.
 * HS 2529After reading a bit from 'Harry Anderson "Wise Guy"', John gets the idea to run two punched cards through the Designix at the same time
 * HS 2534John combines the Green Slime Ghost Pogo and Claw Hammer cards to make the Pogo Hammer.
 * HS 2537John's first use of the Pogo Hammer sends him flying up to the roof over his Dad's bedroom. Rose catches him using his bed, and he begins to drift off.
 * HS 2546Rose attempts to message John the captchalogue code for the Sburb server beta but learns to her dismay that the beta has no code.
 * HS 2548The generator shuts down from the heat of the forest fire, once again cutting off Rose's connection.
 * HS 2551John wakes up after having a vision of Jade (and a Pumpkin that may or may not really exist) and moves to the top of the house where he confronts two Crude Ogres.
 * HS 2565Dave ascends to his roof as well, taking Lil Cal with him in an epic scene. Jade is, very curtly, seen in person.
 * HS 2566The Wayward Vagabond becomes playable.
 * HS 2585The Vagabond creates Can Town, an imaginary democratic society.
 * HS 2605The Vagabond's meddling with the computer in the Underground Base starts a 4:13 countdown, startlingly similar to the one that appears on the John's Cruxtruder before his neighborhood is destroyed.
 * HS 2633The Vagabond finds the Appearifier in another room and uses it to, among other things, release Serenity the firefly from her amber prison.
 * HS 2657The countdown does not cause the Underground Base to be destroyed. Rather, the base shoots into the air and travels west.
 * HS 2657Rose's Mom, seeing the approaching flames from the forest fire, enters a code into a keypad, opening a hidden stairwell in Jaspers' mausoleum.
 * HS 2657John's Dad, realizing the handcuffs he is bound with are his son's trick handcuffs, frees himself from the Shale Imps.
 * HS 2657Dave confronts his Bro on the rooftop.
 * HS 2657The Wayward Vagabond arrives at the Frog Temple.
 * HS 2658The curtains close on Act 2.