Monkey Island 2

Monkey Island 2

E-mail: ankush_mahajan@mantramail.com
Submitted by: ankush mahajan

Monkey Island 2 walkthrough

Part I: The Largo Embargo

You  start on the bridge. Go left or right, either way, Largo will
shake  you  down  and  mug you and steal your  fundage.  After  he
leaves,  bail to the right side of the bridge. Stop at  the  sign.
PICK  UP SIGN. You will take the shovel. Exit right. You will then
be  at  an overhead view of the map of the island. Go to the Swamp
area.  USE  COFFIN. Row to the shack, you get taken  up  into  the
voodoo  mojo chick's pad. LOOK AT TABLE in the first room,  you'll
see  a thread of string on the table. PICK UP STRING. Now look  at
the  jars on the shelves next to the table. Keep looking at things
until you see the jar of ASHES-TO-LIFE. Now walk to the right side
of  the  room and you will enter the next room. Talk to Mrs.  Mojo
Voodoo priestess chick about the ashes-to- life. You will need  to
know  about this for later. Now talk to her about Largo and making
a voodoo doll. She will give you a list of ingredients you need to
make  the  doll...  (hair, thread, body  fluid,  part  of  a  dead
relative.) Leave and !
row back to shore, exit left back to map.

Now  go  to  the cemetery... at the top of the hill you  see  some
graves  and tombstones. Go up there and you will get a closeup  of
the  area.  The  first grave on the left is Largo's  grandfather's
grave.  USE SHOVEL ON GRAVE. You will dig up the grave and  get  a
bone from the deceased old feller. Exit left back to the map.

Go  to the beach area. You'll find a stick on the ground. PICK  UP
STICK. Now leave back to the map.

Go  back  to  woodtick  town. Go to Wally the  cartographer's  pad
(second door from right). Talk to Wally about things. Take a blank
sheet  of  paper  from pile at bottom right hand side  of  screen.
Watch  Wally closely. He will place his monocle on the  table  and
rub his eyes from time to time. When he does this, quickly PICK UP
MONOCLE. Exit back out the door to the left.

Look  near bottom of screen, you will see a hatch leading down  to
the  Bloody Lip bar and you will see some windows on the  side  of
the ship. The window on the far left is accessible. WALK TO WINDOW
and  you  jump  into the window and find yourself in the  kitchen.
There's  a  knife on the table... PICK UP KNIFE.  Leave  from  the
window you came in at.

Walk  down path towards far left, you reach the farthest  ship  on
the  left.  Enter the door. See the little alligator tied  to  the
post?  USE  KNIFE  ON ROPE. You will cut the alligator  (Pegbiter)
loose  and the little bastard runs away. The Innkeeper freaks  out
and  goes after Pegbiter. PICK UP BOWL in order to get the  cheese
squigglies  inside Pegbiter's bowl. Now exit through the  door  on
the far left. This is Largo's room. Quickly, before he catches you
in  there,  grab his toupee off the styrofoam head on top  of  the
desk  on the far left of the room. Now bail out the door, or  wait
till he comes in and throws you out.

Go  to  the right and up to the screen where the pirates  and  the
laundry  dude  is.  PICK  UP  BUCKET (the  bucket  underneath  the
pirates).  Pirate on left will say don't take it.  Choose  dialoge
option number one for best results. You ask if it's his bucket, he
says  no...  you ask if minds if you take it, he says  go  for  it
dude.  You  can  get the bucket with the other  dialogue  but  the
conversation takes forever (but it's funny). Ok, now you see a box
on  the  floor where the rat is scurrying around. OPEN BOX...  USE
STICK  WITH BOX... USE STRING WITH STICK.... USE CHEESE SQUIGGLIES
WITH BOX. What this does is set a trap to catch the little rodent.
Exit  this  screen for a moment, then come back. The Rat  will  be
eating  the squigglies under the box. Pick Up and Pull the string.
You  will catch the rat in the box. OPEN BOX. TAKE RAT. Exit  this
screen.

Now  enter the hatch near the bottom of the screen to get into the
Bloody Lip Bar. Talk to the Barkeeper. Keep asking him for a drink
over  and over and give him a bunch of excuses. Pretty soon  Largo
comes  in  and orders a drink. Largo spits on the wall  before  he
leaves.  After this, USE BLANK SHEET OF PAPER WITH DRIPPING  SPIT.
Now  you take his spit off the wall (body fluid). Go up the stairs
to leave this screen.

Now  go  back to the kitchen via the window. USE RAT IN VISCIOSUES
(Soup).  You drop the rat in there. Now bail again via the window.
Now  go  back  down  the  hatch to the Bloody  Lip.  Talk  to  the
barkeep...  a  dialogue option about ordering soup now  appears...
Select  this option. Barkeep goes into kitchen to check  the  soup
out... finds rodent in soup.. fires cook... comes out and tries to
serve  you soup. Tell him you don't want the soup, he asks if  you
want a job. Take the job, get your weeks wages in advance. Now  go
into the kitchen. Forget this job, its boring, you can't cook, and
you already got paid, so leave it and bail out the window.

Exit  right from the town, to the map. Go to the swamp  area.  USE
BUCKET ON SWAMP. You fill bucket with mud. Exit back to map,  head
back  into  town. Go to Largo's room, CLOSE DOOR, USE BUCKET  WITH
DOOR,  now  hide behind the clothes changing curtain. Largo  comes
in, get's bucket of mud on head, clothes are dirty. Largo goes  to
cleaners, follow him there. Watch the conversation. Largo  leaves.
Now go back to his room, CLOSE DOOR. You will see a laundry ticket
tacked  to  the back of the door. PICK UP TICKET. Go back  to  the
laundry dude, give him the ticket, he gives you Largo's clothes.

Now  exit the town to the map, head to the swamp and back  to  the
Mojo  bitch. Give all your voodoo doll ingredients (toupee,  bone,
bra  and spit) to her. She will make a voodoo doll and give it  to
you with some pins.

Now  get  back to the town, head to Largo's room. When you  go  in
there he will start yelling and start to throw you out. While he's
doing  this,  quickly  USE  PINS ON VOODOO  DOLL.  Now  watch  the
animation sequence as you banish Largo from town.

Head  out  of town to map. Go down to peninsula. You meat  captain
dreadlocks  rastafarian joint toker. Talk to him. Now select  ROLL
JOINT, now SMOKE JOINT WITH RASTA MAN. The two of you start toking
and get high.... ok just kidding. You talk to him and he tells you
he  needs  his necklace to sail. Give him Wally's monocle  and  it
will suffice. Now he'll give you a map and you tell him where  you
want  to  go. Select PHATT ISLAND from the map. While  on  Dread's
boat remember to pick up the bag of Parrot Chow when you see it.

Congratulations... You just finished Part I

Part ][: The Four Pieces

When  you arrive on PHATT you get arrested by the guard no  matter
what you say to him. After the conversation with the Phatt pig you
find  yourself  behind bars. PICK UP MATTRESS... there's  a  stick
underneath.  USE STICK ON BONE (the bone is the leg  bone  of  the
skeleton  in  the cell on the left.) You flip the bone  into  your
cell  with the stick. PICK UP BONE... GIVE BONE TO DOG. Dog  walks
to  you,  drops  key, takes bone. PICK UP KEY,  USE  KEY  ON  CELL
DOOR...  you are now free. Before leaving be sure to grab the  two
envelopes on the shelf near the door. One is the MANILLA  envelope
and  one  is  the  GORILLA envelope. In the manilla  is  all  your
inventory,  and  in  the gorilla is a banana and  an  organ.  OPEN
ENVELOPES to obtain the items. Now leave the jail.

>From  the  jail, head right. You will see a long path  going  off
into the distance. Along this path you will see a few alleys and a
library  on the left, and a pier on the right. Head to  the  pier.
Talk to the old man who is fishing. Brag to him about what a great
fisher you are. He will challenge you to a contest from which  you
can  get  his fishing pole if you win. The contest is who  catches
the  biggest fish. After you talk to him leave the screen  to  the
left. Head to the Library.

Inside  the  library,  to  the left is a  model  lighthouse.  OPEN
LIGHTHOUSE. You find a lighthouse lens... pick it up and keep  it.
Now  go  talk to the librarian. Apply for a library card. Now  you
have  a  temporary card. Go over to the card catalogue.  Select  a
book  that you WON'T NEED later. My favorite book to use for  this
is  the Pirate's Primer found under P in the catalog. It's a  book
about  software piracy... haha... You need to get two other  books
at  this  point  that  you will need later. One  is  under  D  for
Disasters  and pertains to the sunken ship Mad Monkey.  The  other
book pertains to the Ashes to Life spell and is found under A  for
Ashes.  Or  V  for Voodoo... can't remember... When you  find  the
three  books and select Hmmm I better remember this book for  each
one,  go over to the librarian and ask for each book by name.  She
will  give  you the books you request. Now leave the  library  and
head  back  to the left towards the jail.... keep going left  past
the jail and you'll see a long pa!
th  to  the left heading off into the distance. Take this path  to
the map screen. Now head to PHATT Mansion.

Enter  the  mansion through the front door. Try  to  walk  up  the
stairs. The guard stops you. Tell him he's confused you with  your
cousin  Guybrush. Then tell him you think there is a fire  in  the
kitchen.  He leaves, you can now proceed up the stairs.  When  you
get  into  the Phattboy's bedroom he's asleep. Notice there  is  a
book  on  top of his fat belly. Move the cursor over the book  and
you  see the title is famous pirate quotations. You will now  need
to  use your book to offset the weight of his book so you can take
it.  Select USE PIRATE PRIMER WITH FAMOUS PIRATE QUOTES.  After  a
short  animation which is reminiscent of Indy Jones and the Temple
of  Doom, you end up with the Quote book. Leave this place now and
go back to the wharf.

Head  over  to  the path where the library is. You  will  see  two
alleys.  Head into the first alley. There's a guy betting  with  a
guy  who's running a roulette wheel. He wins the bet and leaves...
quickly follow this guy out of the alley. He heads into the second
alley, follow him there and hide behind the crates and watch  what
he  does.  He  then  leaves. Now go up to the  door,  select  OPEN
PEEPHOLE,  Guybrush knocks on the door. When the dude answers  the
door  select the first dialogue option (Give me the next  roulette
number). He will ask for the password. What he will do is hold  up
some fingers and say one thing, then hold up different fingers and
say another thing. For instance he'll hold up four fingers and say
"If this is two", then he'll hold up one finger and say "Then what
is  this". You will then have to select a number. In this  example
the  answer would be FOUR. Why? Well, here's the secret - When  he
first  holds his hand up, count how many fingers he has  up.  This
will be the ma!
gic  number. Everything else he says is just designed to throw you
off. He'll make you repeat the deal successfully three times in  a
row. Just keep telling him the number of fingers he holds up first
and  you'll get it right each time. After three times he tells you
the number you need to win roulette. After you get the number,  go
back to the roulette wheel and place a bet. Win the ticket to  the
party, go back to the gamblers club, get the next number, go  back
to  roulette,  place  bet, win, take the money,  go  back  to  the
gamblers club, get the next number, go back to the roulette  dude,
place bet, win, take the circus tickets.... Now leave and go  back
to Dread's ship on the far right. Ask Homeboy to take you to BOOTY
ISLAND.

When  you  arrive on Booty go into the first shop you see  on  the
left,  the  antique  shop and buy everything  you  can  get.  This
includes  the  following  items: SHIPS HORN,  SIGN  ABOUT  PARROT,
FEATHER  PEN,  HUB  CAPS,  PIRATE HATS, ELVIS  PLATE,  SHINY  SAW,
PARROT'S  MIRROR, maybe some other shit too... Don't  worry  about
money,  you will have plenty to get all you need. In order to  buy
things select PICK UP (ITEM) and Guybrush will say he wants to buy
it.  The  Antique Dealer will then either tell Guybrush the  price
and  offer to sell the item, or decline to sell the item entirely.
The  few  things you might have trouble buying are the Sign  about
Parrot  and the Parrot's Mirror. To buy the sign about the parrot,
the  antique dealer will decline to sell it first, then  agree  to
sell it. With the parrot's mirror, the dealer will decline to sell
it unless you do something first. Here's what you do... First make
sure  you bought the sign about the parrot. Once you do this there
will be an empty hook lef!
t  in  the place where the sign was. Take your bag of parrot  chow
that  you  got from Dread's ship. Select USE EMPTY BAG  OF  PARROT
CHOW  ON HOOK. You will hang the parrot chow bag on the hook.  The
picture  of  the  parrot on the parrot chow bag will  attract  the
parrot. The parrot will walk from the left end of the perch to the
right  end  of it in order to look at the bag of parrot chow.  Now
that  the parrot is not looking at the mirror anymore, the  dealer
will let you buy the parrots mirror. Select PICK UP MIRROR to  get
the  dealer  to  sell it. After you buy everything,  talk  to  the
dealer  about  the  piece  of the map on  his  counter.  He  wants
millions  for  this map piece, but he'll also trade something  for
it.  He tells you about the figurehead of a sunken ship called the
Mad  Monkey. Find the figurehead and he'll trade it for  the  map.
We'll  find  the figurehead later.... for now, leave  the  antique
shop and head on across the street over to the costume shop.

Inside  the  costume shop the costume dude will  not  give  you  a
costume unless you have one reserved. If you show him your  ticket
to Governor Marley's party he will give you your reserved costume.
Select GIVE MARDIS GRAS PARTY TICKET TO COSTUME DUDE. He will give
you  the costume that had been reserved for the previous owner  of
the ticket. Unfortunately the costume is not quite your style, but
you are stuck with it and it will get you where you need to go, so
take it and leave.

Now  walk to the right from the costume shop and meet up with Kate
who  is  standing near Stan's Used Coffin Store waving flyers  and
yelling.  Talk to her and take a flyer from her. Now  say  goodbye
and proceed on your way, moving right.

Walk  past Stan's shop (you'll deal with him later), you will  see
the  spitting contest, just keep walking past it towards the right
of  the screen (you'll enter it later), and then you'll get to the
far  right  of the screen, exit it and arrive at the  map  of  the
island. Select Gov. Marley's Mansion from the map.

On  your  way  to  the mansion you meet a chick guard  dressed  as
LeChuck.  Have a conversation with her, put your costume on,  then
proceed  to  the mansion. When you get to the mansion, before  you
enter,  notice there is a path running to the back of the mansion.
There  are  actually two paths, one heading left, and  one  right.
Take  either  path and you arrive in back. There is  a  back  door
which leads to the kitchen and there are some garbage cans. Select
PUSH  GARBAGE  CANS. You make a loud noise with the cans  and  the
cook  get's way pissed and comes out yelling at you. Run away from
the  cook and he will chase after you. Run to the path and  follow
it to the front of the mansion. Keep running past the front of the
mansion  to the opposite path and follow it around the other  side
of  the  mansion  towards the rear again. You  will  have  made  a
complete circle around the mansion, the cook has been chasing  you
all  the  way.  Quickly  enter the kitchen door  before  the  cook
catches you. Inside the kitch!
en  you  see  a  pot of fish. Take one of the fish and  leave  the
kitchen. Let the cook yell some more and ignore him and he will go
back  in the kitchen. Now take one of the paths back to the  front
of  the  mansion and enter the mansion via the front door. All  of
the  guests will ignore you so don't waste time talking  to  them.
Look  to the far left side of the room, there is a painting there.
You  see  a piece of the map you need stuck on the corner  of  the
painting.  PICK UP PIECE OF MAP. Now leave the mansion.  You  will
get  stopped by the gardener and the dog and taken back  into  the
mansion  and  taken upstairs to see Gov. Marley.  Marley  will  be
pissed and the two of you will have a conversation. Select all  of
the  polite,  grovelling dialogue selections and you will  be  ok.
Don't  piss  her  off  more. She will end up taking  the  map  and
tossing it out the window. Leave the room, head on downstairs  and
out the front door. Try to pick up the map piece and it will float
away and then get carried b!
y  the  wind  and finally land on the side of the cliff.  Go  back
inside the mansion. Go upstairs and into Gov. Marley's room. She's
gone  now. Notice the oar mounted above her bed. PICK UP OAR.  Now
leave,  go downstairs and out the door. The dog will bark and  you
tell  him to shut the hell up. When the dog shuts up, select  PICK
UP  DOG, and you will take the dog Guybrush and stuff him in  your
pocket.  Now leave to the right, heading down the path  away  from
the  mansion and you will arrive back at the overhead view of  the
map.  Select Dread's ship from here and when you get to  the  ship
have him take you back to PHATT Island.

Back  on Phatt Island take the path over to the pier with the  old
fishing man. Select GIVE FISH TO MAN. You will have a conversation
and  he  will admit you caught the biggest fish and you win.  Your
prize is his fishing pole so he gives you his pole and leaves.  Go
back  to  Dread's Ship and have him take your ass  back  to  BOOTY
Island.

Back on Booty Island go down the path to the left past the antique
shop,  behind  the  old man with the cannon and you'll  enter  the
overhead view map. Select the cliff at the bottom of the map. When
you  arrive  there, select WALK TO SIDE OF CLIFF. You will  get  a
view  of the map on the side of the cliff. Select USE FISHING POLE
WITH PIECE OF MAP. You will cast your line, hook the map and start
reeling  it up. When you almost have the map, a bird flys  by  and
takes  the map from you and flys to the BIG TREE. Leave the  cliff
area  and  you'll be back on the overhead view of the map  of  the
island. From here, select the big tree and walk to it.

When you arrive at the big tree, you will see a bunch of holes  in
the  tree. The first hole has a plank stuck into it that will  act
like  a  step. Take the oar from your inventory and stick it  into
the  second  hole. ie. USE OAR WITH HOLE. Now step up on  the  big
tree  root from the left. Now walk to the plank, now walk  to  the
oar. When you step on the oar it will break and you will fall  and
hit  your head and become unconscious. You will have a dream  then
you  will  wake  up again. Pick up the broken oar and  leave  this
scene,  back  to the overhead map. From here select Dread's  ship.
When you get to the ship, have him take you back to SCAB Island.

Head  on over to the left and enter the first door you see,  which
will  be  the  Woodsmith's workshop. Select  GIVE  BROKEN  OAR  TO
WOODSMITH. The Woodsmith will fix your oar, reinforce it, and give
it  back to you. Leave the workshop. Walk left and head on over to
Wally the Cartographer's pad.

At  Wally's  all  you  need  to do is  replace  his  monocle  with
something  he can see with. Give him the lighthouse lens  you  got
from  the  model lighthouse at the library. Select GIVE LIGHTHOUSE
LENS TO WALLY. Now leave Wally's abode and head on across the  way
to the Bloody Lip Bar.

When  you  get  down the hatch to the Bloody Lip Bar,  order  some
drinks.  The barkeep dude will have a variety of specialty  drinks
that  have  colorful names. Order one of each drink. The Barkeeper
will  give  you a free crazy straw. You will USE CRAZY STRAW  WITH
DRINKS  later  in  the game in order to drink them.  Now  ask  the
barkeep  for some near-grog. He'll tell you that Kate  bought  all
the near grog. You'll need to know about this later. Now look over
at  Jojo the monkey. See his metronome? (That ticking thing on top
of the piano). Place the banana on the metronome ie. USE BANANA ON
METRONOME. Jojo becomes dazed while looking at the banana.  Select
PICK  UP  JOJO...  you pick the monkey up and stuff  him  in  your
pocket.  Now  leave  this scene, head back up the  stairs  to  the
surface.

Now  proceed left and up to where the laundry dude and the pirates
are.  The pirates are all kicking back and sleeping. You  need  to
get  a few things from the Woodsmith's workshop, so the goal  here
is  to  somehow get the Woodsmith to leave his shop... Perhaps  if
you  created  an  incident where an emergency Woodsmith  housecall
would be necessary you could accomplish your task. Any ideas? Take
a  look  at 'ole pegleg the pirate... see his peg leg? Select  USE
SAW ON PEGLEG. You saw his peg leg off! haha. Now leave this area.
The  pegleg dude wakes up, notices his peg leg is gone and  starts
screaming. From here go to the Woodsmiths Workshop.

When  you get to the workshop, notice that the Woodsmith is  gone.
He  went  out to go fix the peg leg you sawed off. Now  that  he's
gone you can take a few things that you will need later. Take  the
Woodsmith's hammer from the wall, then take some nails. That's all
you'll need from here so leave this area and go back down the path
to  the right till you get to the overhead map. Now select Dread's
ship and have him take you back to BOOTY Island.

Back on Booty Island head on over to Stan's and go inside. Stan is
a  high pressure salesman and one of the most hilarious characters
I've  seen in an adventure game in a very long time. Some  of  the
things he will say to sell you his things are incredibly funny. So
ask  Stan  to  see a coffin and enjoy some of the things  he  says
during the conversation. At one point he hops inside the coffin to
show  you how roomy it is. At this point select CLOSE COFFIN,  and
you will close the coffin door on top of him. Stan should give you
a complimentary Stan's Used Coffin's promotional hanky sometime at
this  point of the game. Now, quickly select USE NAILS ON  COFFIN.
If  you do this quickly enough you will hammer the coffin lid down
with  the nails and seal it shut. If you aren't quick enough  Stan
jumps  out  before you get the chance, but you can get him  to  go
back  in  just  by talking to him and asking him to show  you  the
coffin  again. After Stan is nailed shut into the coffin he really
starts say!
ing  some damn funny things. For a really good laugh ring the bell
on  the  counter while stan is sealed in the coffin... OK  now  do
what  you  came to do, take the CRYPT KEY. It's on the  back  wall
behind the counter. You can break the cash register open with  the
hammer  if you want, but it's empty so don't bother. Leave  Stan's
store (poor Stan).

Now  head  on  over to the right and you arrive  at  the  spitting
contest. Stand over near the flag markers in the ground and select
USE  SHIP HORN (the horn that you got from the antique shop). When
you  blow  the  horn the spitmaster will leave momentarily.  Now's
your chance so act quickly. Select PICK UP FLAG. You will move the
flag markers around in a way such that the distance is less to win
first  place  in the spit contest. The Spitmaster  will  now  come
back.  Look at the colorful drinks from the bar in your inventory.
You will need to mix the blue and the yellow drink to form a green
drink that will make your spit thick. Select USE YELLOW DRINK WITH
BLUE  DRINK. The drinks will mix into a green one. Now select  USE
CRAZY  STRAW  WITH GREEN DRINK. You will drink some of  the  green
drink  and it will make your spit nice and thick. Now select  TALK
TO  SPITMASTER... Tell him you want to enter the contest... Select
a  name for yourself, I chose the best one, Captain Loogie.  haha.
Ok now you d!
on't  need  to  hawk or swish or anything to win the contest,  the
trick  is  all  in the wind at this point. See the  line  of  spit
contest  spectators? Look at the last spectator on the right.  She
is  wearing this sash around her waist that will blow in the  wind
from  time to time. Keep a close eye on this sash. Point the  icon
to  PTOOIE and poise your finger over your mouse, ready to  click.
When the wind blows the sash up you know the wind will be right to
help  your  spit  fly high and far. With a little timing  you  can
click on PTOOIE just as the sash is blowing and your spit will fly
well and you will win first prize. (A plaque with a loogie on it).
If you fuck up, you can try and try again so keep trying until you
win  and get your Loogie Plaque. When you do get your first prize,
head back over towards the left and go back to the antique shop.

At  the  shop select GIVE PLAQUE TO SHOPKEEPER. He won't  seem  to
interested in buying the plaque at first, but in your conversation
if  you keep selecting dialogue selections that hype up the plaque
and  make  it sound like a valuable item you can get the  dude  to
offer  you 6000 pieces of eight for the plaque. Say yes  and  sell
him  the  plaque  for the 6k, then leave the shop.  Now  you  have
enough  money to charter a glass bottom boat from Kate and  search
for  the Figurehead of the sunken ship, Mad Monkey. Ahh, but first
you must know the coordinates of where the sunken ship is located.
Select  LOOK  AT  MAD  MONKEY BOOK,  and  it  will  tell  you  the
coordinates.  Write these coordinates down and walk  over  to  the
right and talk to the flyer lady, Kate.

Talk  to Kate and ask her to charter her ship. She'll ask  you  to
show  her where you want to go on the map. When you move the  icon
around,  coordinates will appear. Move the icon around  until  you
are  pointing to the same coordinates shown in the book  that  you
wrote  down. Select that point and you'll be out on Kates boat  in
the ocean. Select "Dive down into the sea". You will swim down  to
the  bottom of the ocean and see a sunken ship. The Figurehead  is
at the front of the ship to the right. Swim over to it and pick it
up.  It is too heavy to swim back up to the surface with, so  swim
back  over  to  the left and you'll see the anchor.  Swim  to  the
anchor  and  select PULL ROPE (the rope that is  attached  to  the
anchor)... Once you do this Kate will haul you and the anchor back
aboard  the boat. You will soon arrive back on BOOTY Island.  Talk
to  kate again. Ask her if she is the same Kate who bought all the
near-grog. She is, so ask her for some of the near-grog. She'll be
a stingy bitch a!
nd refuse to give you any. You'll get some revenge on the cunt for
that a little later. For now, head on over to the Antique Shop.

At  the  antique shop select GIVE FIGUREHEAD TO ANTIQUE SHOPKEEPER
DUDE.  He  will trade you his piece of the map. You now have  your
first  of  four map pieces that you need. Let's go get the  second
piece from the Big Tree.... Exit the shop, head off to the left to
get  to  the overhead map view. From here select BIG TREE  and  go
there.

Once  you  arrive at the big tree select USE REINFORCED  OAR  WITH
HOLE  to  place your repaired oar back into that second hole.  Now
walk to the big tree root, walk to the plank, walk to the oar. Now
you  will  be standing atop the oar, and you will need  to  select
PICK  UP PLANK. Pick up the plank from behind you. Now Select  USE
PLANK WITH HOLE to put the plank in the third hole up which is  to
the right of the oar you're standing on. Pretty soon he'll get the
idea  and climb up the rest of the tree by himself. When  you  get
there  and  you see the three treehouses, look way up at  the  top
treehouse on the left. Select it to walk up there. You will find a
telescope up there... PICK UP TELESCOPE. Now head back down to the
first  treehouse and enter the doorway. The bird that  stole  your
map piece is in there sitting on top of a large pile of other maps
that  you  will never need. How will you ever find your  map  now?
Well remember the doggie at Marley's pad? He seemed to have a nose
that could s!
niff  out  objects that belonged to Gov. Marley.  Maybe  he  could
sniff  out the map for you... Select USE DOGGIE ON PILE  OF  MAPS.
The  dog  will  jump  into the pile and come out  with  your  map.
Congratulations - you now have two of four map pieces.  Leave  the
treehouse  and  climb back down the tree. Go to the  overhead  map
view  and select Dread's ship. Have him take your ass back to SCAB
Island.

Once  you arrive on SCAB Island, head back to the right to get  to
the  overhead  map  view. From here select the  CEMETERY.  At  the
CEMETERY  on the right hand side there are several tombs  and  one
crypt.  Go to the crypt and select USE CRYPT KEY (from Stan's)  ON
CRYPT.  You  will open the door and go inside. Walk  to  the  last
coffin  on  the very bottom right-hand side of the room.  Now  you
need to refer to your book of pirate quotes that you got from King
Phatt boy. Select LOOK AT BOOK OF PIRATE QUOTATIONS. Read a few of
the  quotes. Now select LOOK AT COFFIN, to examine the  coffin  on
the  bottom  right  hand side of the room. You  will  notice  some
familiar quotes. Now select OPEN COFFIN. You will remove  the  lid
and  see some ashes inside. Now select PICK UP ASHES and you  will
get some ashes. Now leave the crypt, exit the CEMETERY to the left
and  you'll be back on the overhead map. From here go to the swamp
area.

At  the  swamp area take the coffin boat back to the  voodoo  mojo
bitch and tell her you got some ashes so she can make an ashes-to-
life  potion for you. Give her the ashes and she'll say she forgot
the  recipe for the potion. Give her the book about ashes to  life
that  you  got from the library. The book contains the recipe  and
will  allow  her  to make the potion for you. Get the  potion  and
leave  the place, row back to the shore and exit left back to  the
map. From here head back on over to the CEMETERY.

Back  at  the  CEMETERY enter the crypt again  and  LOOK  AT  OPEN
COFFIN.  Now  select USE ASHES-TO-LIFE POTION ON ASHES.  The  dead
dude will come back to life. He's the guy who owns that wiener hut
on the beach. He didn't know he was dead. Talk to him and tell him
he's  dead. He has this nagging feeling he left his stove  burners
on  back at the wiener shack. Offer to turn the stove off for  him
and  he'll give you the key to the place. Leave the crypt and exit
the CEMETERY back to the map. Select the beach area at the top  of
the map and go there.

At  the  beach walk over to the shack and select USE KEY ON  DOOR,
the  door  will open. Walk inside and you'll see that the  burners
are indeed on. Select USE KNOBS and you will turn the burners off.
Now  exit the shack, then exit the beach left and get back to  the
map. From here select the CEMETERY again.

Back at the CEMETERY, enter the open crypt again. Look at the open
coffin. Select USE ASHES-TO-LIFE POTION ON ASHES and he comes back
to  life  again... Tell him you turned his burners off...  he  can
rest  in  peace  now  and  will give you his  piece  of  the  map.
Congratulations  you now have THREE OF FOUR Map Pieces!  Exit  the
crypt,  exit  the CEMETERY and you'll be back on the  map.  Select
Dread's ship and have him take you over to PHATT ISLAND.

Now that you're back on PHATT Island you're gonna get some payback
on that Kate bitch who wouldn't give you any near-grog. Still have
Kate's  flyer  in your inventory? Good... See your  face  on  that
wanted  poster  pasted to the wall? Select USE KATE'S  PICTURE  ON
WANTED  POSTER and you will paste Kate's face over  yours  on  the
wanted  poster! Now leave this scene by going into the library  or
something. Kate will walk up to the poster and see it.  The  guard
will  come over and, thinking she is you, take Kate and throw  the
bitch  in  jail.  Now head back over to the jail  and  go  inside.
Kate's  envelope containing her personal possessions is  lying  on
one  of  the shelves near the door. Take the envelope and open  it
and you will have yourself a bottle of near-grog. You'll need this
later.  Leave the jail and walk back over towards the right.  Take
the  path where the library is way down to the end so you can  get
to  the  overhead  map view of the island. From  here  select  the
waterfall area and go the!
re.

Once  you arrive at the waterfall walk up along side of it to  the
top of the hill. When you get here the view will change to a small
clearing  above  the waterfall and you will see a pump  here.  The
pump  controls  the waterfall flow and to get past  the  waterfall
you're gonna need to turn the water off via this pump. But how  do
you  manipulate  the pump? You need a tool of some  sort,  like  a
wrench,  perhaps...  or maybe a monkey wrench?  Or  maybe  even  a
monkey!  Yep  that's right, select USE JOJO (The monkey  from  the
bar)  WITH PUMP. Jojo will act as a monkey wrench on the pump  and
the  waterfall will be turned off. Go back down the  side  of  the
waterfall from whence you came. The waterfall is off now  and  you
can see a "newly discovered gaping hole" which lies at the base of
the  fall.  Walk  into this hole and you will  be  headed  down  a
tunnel.  The  tunnel  you  are  walking  through  is  taking   you
underneath  the  sea  that separates the  small  island  with  the
cottage on it from the larger island of PH!
ATT.  Proceed  on through this tunnel until you come  out  on  the
other side. You are now on the small island!

On  the small island you can see a cottage high above you, a  path
leading up to the cottage on the left, the tunnel back to PHATT to
the  right of the path, and to the right of the tunnel, under  the
cottage  there  is  a hole. Dont bother with the  hole  just  yet,
select the cottage with your icon. Guybrush will walk up the  path
to  the cottage and soon arrive there. Open the cottage front door
and walk inside.

Inside  you meet up with a man. Have a conversation with  him  and
pretty  soon he will challenge you to a drinking contest. He  will
move off-screen to the left to prepare a mug of grog for you, then
he'll come back and set it on the table. He will then go back off-
screen  to the left to prepare a mug of grog for himself. When  he
leaves at this point, you must act quickly. What you want to do is
empty  the grog from your cup and refill it with near-grog so  you
can  win  the drinking contest. Select PICK UP MUG OF  GROG.  Walk
over  to the tree in the barrel located on the far upper left hand
corner of this screen. Select USE MUG OF GROG ON TREE and you will
empty  the mug of grog onto the tree. Now select USE NEAR-GROG  ON
MUG  to  fill the mug with near grog. Now select USE MUG OF  NEAR-
GROG ON TABLE to put the mug back down. If you worked quickly,  by
this  time the man should be just arriving back into the room with
his  mug of grog and you both sit down. He makes you drink  first.
You drink!
your  near-grog and you are fine... He then drinks his mug of grog
and passes out cold on the floor... You win the contest! Walk over
to  the  top of the room and find the mirror frame hanging on  the
wall.  Hmm I think a mirror needs to go here. Take the mirror  you
got  from  the antique shop and place it into the frame...  Select
USE  MIRROR WITH MIRROR FRAME. When that is done, walk on over  to
the  bottom right hand side of the room. The front door is on this
side and there is a window to the right of this door in the bottom
right corner of the room. You will need to open this window before
you go on. Select OPEN WINDOW. Once the window is open, go outside
through  the  front door. See that ugly statue out  there  on  the
lawn? Walk over to it. There is an inscribed plaque at the base of
the  front of the statue. Read this plaque and you'll get  a  hint
about  what to do next. Can you figure it out? No? ok well  here's
what  you do... Take your telescope that you got from the  top  of
the Big !
Tree.  Put your telescope in the statue's hand. To do this  select
USE  TELESCOPE WITH UGLY STATUE. You will see a beam  of  sunlight
shine  through  the telescope, through the open  window  into  the
cottage,  bounce off the mirror you put in the mirror  frame,  and
finally  it will shine upon a single brick in the wall on the  far
left  side  of the room. Remember this brick. The light will  stop
shining  and  the telescope will drop to the ground and  you  will
pick  it up automatically. Now walk back into the cottage and walk
over  to the left side of the room where that brick wall is.  What
you  want  to do here is pull the brick that the spotlight  showed
you.  Below  the trap door you are standing on is a basement  that
contains  the fourth and last piece to the map. The basement  also
contains a hole with a chute that spills out onto the beach  below
the  cottage.  Above  this chute is a butt slide  that  your  butt
slides  down when you fall through the trap door. If you pull  the
wrong brick, this butt sli!
de will spill you out onto the beach below and you'll have to hike
back  up  the  hill to the cottage again. If you  pull  the  right
brick,  (the one the spotlight pointed out), the butt  slide  will
spill  you out right into the basement. So pull this brick; select
PULL  BRICK and click on the spotlighted brick. You will fall down
the trap door and find yourself in the basement. If you pulled the
wrong brick or forgot the right brick you'll find yourself on  the
beach. You can hike back up the hill and use the telescope on  the
statue again to find out the right brick. If you did it right  and
you are now in the basement, pick up the map that the skeleton  is
holding.  Now bail through the hole in the floor. From the  beach,
climb back up the path to get to the overhead map view. From  here
select  captain  Dread's ship. Have Dread take you  over  to  SCAB
Island.

At  Scab  Island  you'll  want  to  head  on  over  to  Wally  the
Cartographer's  pad and have him put this map  together  for  you.
When  you get to Wally's, select GIVE MAP PIECE TO WALLY. You  can
give  him any one of the map pieces and he'll get the other  three
from  you  automatically. It seems that Wally had ordered  a  love
potion  from The House Of Mojo and asks you to go pick it  up  for
him  while  he puts your map back together. So leave  Wally's  and
head  on over to the swamp area and visit the House Of Mojo.  Talk
to  the  Mojo  bitch  and select the dialogue about  Wally's  Love
Potion. She'll give you his love potion (Inside the Juju bag), but
first  she  has  a  vision. She senses Wally  being  kidnapped  by
LeChuck. She tells you to go save his ass. Leave and row  back  to
shore.  Open the juju bag or look at it and a love bomb  and  some
matches  will pop out. Now head over to Woodtick and visit Wally's
pad again. Look at his table and see the message he scratched into
it. Now go back to the House of Moj!
o  in the swamp. Walk over to where the swamp meets the shoreline.
See  that  crate sitting up there on the shore? Walk over  to  it.
LOOK  AT CRATE. See who it's addressed to? Get an idea of what  to
do  now? Select OPEN CRATE... now select USE CRATE. Guybrush  will
hop into the crate and shut the lid. Some UPS type dudes will pick
the  crate  up  with  you  in it and ship  it  over  to  Lechuck's
Fortress.

Congratulations... you just finished Part ][

Part ]I[: LeChuck's Fortress

You  start out here standing in the fortress next to the  shipping
crate  that you arrived in. Walk to the right and go up the stairs
and  enter the door at the top. Walk straight across the  room  to
the  far right and enter the doorway. Walk past bones to the  door
across  the room to the right and enter that door. Now  walk  down
the stairs over to the cell and you'll find Wally strung up by his
wrists  in the cell. Talk to Wally, he'll tell you to go  get  the
key  to the cell. Leave Wally, head back on up the stairs and  out
the door. Head left over to the three "Ugly Bone Things". Remember
the  paper  you  got Largo's spit on? Look at this spit  encrusted
paper  now.  See the song? Read the first verse of the song.  Note
how  the bones are connected in this song. Now go back to the view
of   the   room.   Find  the  skeleton  whose  bone  configuration
corresponds  to  that of the first verse of the  song.  Push  that
skeleton.  Walk through it. When you arrive in the next room  look
at the paper again. Read t!
he  second  verse  of  the  song. Push  the  skeleton  whose  bone
configuration  corresponds to the second verse of the  song.  Keep
doing  this for all four verses and you will finally arrive  in  a
room  with  a  huge door and many locks on it. Simply select  OPEN
DOOR and walk inside. See the key hanging on the wall to the right
of  LeChucks  throne?  Walk over and pick the  key  up.  Surprise,
Lechuck captures you. There's no way to avoid this so don't  worry
about it.

In  the  next scene you and Wally are strung up over this  pit  of
acid.  Lechuck  explains what will happen to you when  the  candle
burns  down. Ask Lechuck some stupid questions and he will finally
leave.  Now,  for  a good laugh, talk to Wally and  ask  him  some
questions. Ok, now get down to business. Go to your inventory  and
select  USE  CRAZY STRAW WITH GREEN DRINK. Now  you  can  spit  at
things. See that shield to your immediate right side? You need  to
spit at the EXTREME bottom left-hand corner of this shield to  put
the candle out. Position your icon properly and spit. If you miss,
keep trying and remember... EXTREME bottom left hand corner of the
shield.  Sooner or later you'll put the candle out and the  screen
will  go completely dark. Light a match to see what's going  on...
Select USE MATCHES.... Oooops... Surprise... Kaboom!

Congratulations... You just finished part ]I[... Short huh?

Part IV: Dinky Island

You arrive on Dinky Island. Walk over to the far right and talk to
Herman  Toothrot. When he asks you what color the tree is, if  you
cycle  through all 50 or so colors in the dialogue  box  you  will
finally  get  to select "ALL COLORS" and he will say that  is  the
correct answer and leave you alone. You don't really have to  talk
to this chump but hey, I had to suffer through his bullshit so you
should too! Now walk over to the left and look at the base of  the
still  on the ground. You should see a martini glass there, and  a
black crowbar lying on the ground to the right of the glass.  Pick
em  both up. Now look on the left bottom corner of the screen. See
that  bottle lying there half in the water and half on  shore?  Go
pick  it  up. Now, see that rock there to the left of  the  still?
Select  USE BOTTLE ON ROCK to bust the bottle open. Now walk  over
to the barrel underneath the parrot. Select OPEN BARREL and you'll
get  yourself a cracker. Select GIVE CRACKER TO PARROT. The parrot
will give !
you  a clue (Head due East from Pond to Dinosaur). Now select  USE
MARTINI  GLASS ON OCEAN to fill it with sea water. Now select  USE
MARTINI  GLASS WITH STILL to distill the sea water and make  clean
distilled  salt-free water. Now walk along the beach to  the  left
and about half way down the beach you will see a hole leading into
the jungle; enter this hole.

In the jungle you see a path heading up and one heading left. Take
the path on the left first. Follow the path on the next screen all
the  way  up to the top. When you arrive on the next screen  after
this  you  will  see  a bag tied up to a tree and  hanging  there.
Select  USE BROKEN BOTTLE ON BAG and you will cut the bag open  to
reveal a box of cracker mix which falls to the ground. Pick up the
box  of cracker mix and follow the path all the way back to  where
you  started  at  the opening to the jungle.  Now  take  the  path
leading  up to the top of the screen. You will find a box  with  a
rope  tied around it sitting on the ground next to a pond  on  the
next screen. Select PICK UP ROPE to get it. Now select USE CROWBAR
ON  BOX  to open it. Now take the dynamite from the box  and  head
east  (right)  two screens until you arrive at the dinosaur.  When
you  do,  the  parrot  will fly into the scene  and  land  on  the
dinosaur. Select USE MARTINI GLASS WITH WATER ON CRACKER MIX.  You
will get two crackers. Giv!
e  one  cracker  to  the bird for another hint  (Head  North  from
dinosaur  to pile of rocks). Follow this hint. When you arrive  at
the  rock  pile the bird will fly over again. Give  him  the  last
cracker for the final hint (Head due east to Big 'X'). Follow this
hint  by  walking off the right side of the screen and you'll  see
the Big X... (ya can't miss it... haha). Herman will walk over and
tell  you he knew a shortcut all along.. what a dick. Herman takes
you  back  to  camp so when you get there take his shortcut  (move
right) to get back to the Big X. Select USE SHOVEL ON BIG X to dig
a  hole. Now select USE MATCHES ON DYNAMITE to lite your dynamite.
Now select USE LIT DYNAMITE ON HOLE. Kaboom...

Watch cut-away screen with Elaine... You are now inside deep  hole
facing  treasure. Select USE ROPE WITH CROWBAR,  then  select  USE
ROPE  &  CROWBAR WITH TWISTED RODS (located at the top  where  the
hole  is). You will end up swinging over to the treasure but  left
hanging  there. This is where you came in at! Elaine will talk  to
you  for  a  minute, then the rope breaks and you fall  down  into
pitch  dark.  Move  the icon around to feel  around  for  a  light
switch. When you find it, select USE LIGHT SWITCH. Boo!

Have  a  conversation  with LeChuck and  find  out  his  startling
revelation  about  the two of you... Sorta like  Star  Wars,  huh?
Lechuck  will zap you with his voodoo doll a few times. Walk  back
to  the  treasure room when the coast is clear (first room on  the
far  left  hand  end of the tunnel). Pick up the ticket  from  the
smashed  up  treasure chest. Walk right all the  way  through  the
tunnel  to  the very far right hand end of the tunnel.  Enter  the
door to the first aid room from here.

Inside  the First Aid room take a look at the skeletons. Now  PICK
UP  DADS SKULL. Walk across the room over to the trash can located
underneath  the First Aid sign. Open the trash can  and  take  the
surgical  gloves out of it. Now open the medical  drawer  to  your
immediate  left.  Take  the hypodermic syringe  from  the  medical
drawer.  Now leave this room and head back on down the  tunnel  to
the left. In the next room you'll see another door to the left  of
the  first  aid sign. Enter this door and you'll be in  a  storage
room.  Open  all the boxes on the floor. You'll find a balloon  in
one  box,  rootbeer in another box, and a voodoo doll in the  last
box.  Take  each of these items, doll, balloon and root  beer  and
exit  the room. Head back on down the tunnel to the left.  On  the
next screen you'll find another door on the back wall to the right
of the elevator sign. Enter this door and you'll be in a room with
a  broken  grog machine. Use the gloves and the balloon  with  the
helium container. Walk ove!
r to the grog machine and look it over. See the coin return at the
top?  Select USE COIN RETURN and a coin will pop out and  roll  on
the  floor. At this point LeChuck should come in and pick  up  the
coin.  If  he doesn't right away then just wait awhile or  do  the
coin  trick again. When LeChuck does finally arrive and bends over
to  pick  the coin up, his big ass and underwear will  be  hanging
out.  Select  PULL UNDERWEAR to yank his shorts out. LeChuck  will
voodoo  zap  you into another room. Go back to the grog  room  and
mess  with  the coin return again to cause another coin  to  drop.
Wait  for LeChuck to come back again. This time when he bends over
to  pick up the coin select USE HANKIE (from Stan's) WITH LECHUCK.
LeChuck  will take the hankie from you, blow his nose and give  it
back,  then zap you into another room. Walk to the elevator  room,
push the elevator button and walk inside. Stand near the lever and
when  LeChuck arrives select USE LEVER as fast as you can. If your
timing is right t!
he  doors  will close in LeChuck's face and cut part of his  beard
off.  Pick  the  beard up. The elevator takes you up  to  the  top
floor. Open the door and exit.

Remember  this  scene from Monkey Island I?  Yeah,  me  too...  Ok
you'll have some peace and quiet up here to make your voodoo  doll
of  LeChuck. What you want to do is put the doll, the  beard,  the
skull,  the hankie, and the underwear into the JUJU bag  that  the
love bomb came in. Select USE {ITEM} ON JUJU BAG with each item to
place it in the bag. On the last item Guybrush will shake the  bag
up  and  produce  a  custom LeChuck voodoo  doll.  Now  enter  the
elevator  through  the door again and go back downstairs  to  find
LeChuck.  When you meet up with him, quickly select USE HYPODERMIC
SYRINGE ON VOODOO DOLL. You'll stick LeChuck and he'll say  a  few
things  then walk out of the room. Follow him out of the room  and
in  the  next room you'll speak with him again. Select the dialoge
option  regarding pulling his leg off the voodoo doll. After  this
you talk some more and he ends up asking you to take his mask off.
Go  ahead and do it, don't be afraid. When you do this you  pretty
much have ended the g!
ame.   The   ending   moves  on  from  this  point   pretty   much
automatically. The ending is quite a shocker. and a bit of  a  let
down if you ask me... But hey the game was fun as hell.

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