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.