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You want to be a firefighter! Blinker told you to talk to the pirates.
Walk left over the walkway until you reach the AGS Bar. Open the door and go inside. Talk to the half-drunk pirate with the red coat next to the door and ask him about playing darts. It appears the chef is afraid of the game. Also talk to him about instant grog. Talk to the really drunk pirate with the black coat to learn about the darts.
Talk to the sober pirate further left and ask him, as his button states, about Loom. Learn all about the boy, weavers and the duck. Also about the wand turning straw to gold. In the back there’s the dartboard and you can take the DARTS out.
Walk further left and talk to the ignorant looking pirates at the table. Tell them about your wish to become a firefighter and they will give you the three trials. Open the door on the left to enter the kitchen but after a short conversation, the chef will make you leave again.
Leave the bar on the right but before you do pick up the MUG from the table. Go outside and walk to the left. Just before the archway walk north towards the door and open it to meet Cannonball inside. Tell him about your courage quest and he’ll ask you to chase the monster behind the door.
Pull the lever to open the door and find.. another door. The steel door also has a lever that you need to push. This will reveal a third door, this time armored and without lever. Use the door on the left to open it and talk to Cannonball. He can’t remember but knows it has something to do with a seagull. This is a reference to Monkey Island 1. Walk over the planks to the left until you stand on the loose plank. This will trigger the mechanism to open the third door.
Go inside again and open the third door. This will reveal the monster. Pick up the HAMSTER and open the door on the left to let Cannonball back in. Talk to him and he’ll tell the pirates of your courage. Leave the house on the right and walk to the right, to the left of the bar. There are crates and when you look at them you’ll find a POTHOLDER. Walk further to the right and on the right of the bar you’ll find the sea. Use your mug on the sea to fill it with water.
Enter the bar and you’ll walk to the three pirates behind the table. One down, two to go. Open the door on the left to the kitchen and use the darts on the opening to chase the chef from the kitchen. Now you can go in. On the worktop there’s a piece of MEAT to pick up. Under the work surface there’s a box on the right and if you look at it, you’ll take an INSTANT GROG can.
Use the potholder with the pot of stew and get a RED HERRING in return. In your inventory, combine the instant grog with the mug of water to create a grog. Leave the kitchen and give the grog to the ignorant looking pirates. Another quest done.
Leave the bar again and walk to the right where you can see a cat sitting on the roof above the poster. Use the red herring on the cat and it’ll follow you. Walk back into the bar on the left, walk over to the door on the left to the kitchen and open the door to go inside. The chef will be delighted to see his cat again. Quest 3 done. You are now officially a firefighter. Leave the bar on the right.
Part 1: First Mission
Klaus will tell you that there’s something with the governor. You need to follow him. Walk left under the archway and when MapMan tells you where to go next, walk under the arch on the right. Follow all the way to the right, under the large arch and follow the cliff path to the mansion of the governor.
There’s a guard outside who won’t let you pass unless you show him some ID. Walk all the way to the left, under both arches and under the arch left of MapMan, then to the right to the AGS Bar. Inside walk to the left to the three ignorant looking pirates and talk to them about your ID. They will make you an ID.
Leave the bar and walk left all the way back to the mansion. Talk to the guard again and after showing your ID, he wants to see some tools. Walk left along the cliff path and under the big arch. Open the door of the building left of the church and enter the shop. There’s an extinguisher that would be a really nice tool so pick up the EXTINGUISHER and talk to the stuffkeeper behind the desk. Ask him for the price of the extinguisher.
Since you can’t pay the 200 coins, you have to put it back. This calls for some conjuring. Pick up the EXTINGUISHER again. Walk over to the stuffkeeper and this time push the bell on the desk. The stuffkeeper will greet you. Push the bell again and the stuffkeeper will warn you. Keep pushing the bell until the shopkeeper kicks you out. At least you have the extinguisher.
Walk all the way left under the arch and return to the mansion of the governor. After showing the ID and the extinguisher you can enter the mansion. Walk up the stairs on the left and open the doors to enter the bedroom. Look at the mirror to find the call for help. You need to find Klaus.
Leave the room and walk down the stairs. Leave the house on the right and walk back to town. Enter the jail on the right of the church to find Klaus behind bars. But he can only tell you more if you buy some mints. Leave the cell block on the left and enter the store left of the church. Talk to the stuffkeeper and ask him for peppermint. Hmm… prices have gone up. You need to find some money.
Look at the safe on the first floor and then ask the shopkeeper about it. He’ll tell you about the combination but he isn’t giving it to you. You need to find another way. Leave the shop and walk under the arch on the left. Open the door to the right of the MapMan and go inside. There’s all kind of voodoo stuff here. On the table there’s a voodoo RECIPE BOOK. Pick it up and see the cup underneath. You’ll put it back but as soon as you look at it again, Indiana Jones will enter and take the holy grail.
Follow Indy all the way back to Blinker. Talk to Blinker to get directions then walk north into the jungle. Follow Indy again through the forest until an orc blocks your way. You can only pass until you solve the riddle. After a wrong answer, you’ll return to Blinker. Ask him about the riddle but he can’t help you.
Walk south down the stairs and all the way to the left under the arch. Walk under the arch on the right and all the way to the right along the cliff path to the mansion. Walk even further to the right where you’ll find a cave. Enter the cave and you’ll meet a dragon. Talk to the dragon to learn it’s hungry. Give the meat to the dragon and ask him about the riddle. He’ll then give you an answer.
Leave the cave and walk to the left back under the big arch into town. Talk to the stuffkeeper and ask him about the riddle. He doesn’t know the answer but another number comes to mind. Pay attention to this number (it’s random). Ask the stuffkeeper to buy something that he possibly can’t have (like an angular hammer). He’ll search in the back of the store and as soon as he’s out of sight, use the safe on the first floor.
When asked for a combination, enter 4, 2, 3 and the number that the stuffkeeper mentioned. From the safe you can now get the BLACK RUBBER DUCK and a CREDIT LETTER. As soon as the shopkeeper returns without the item (surprise) tell him you want to sell something. Sell him his own rubber duck and he’ll give you 3 PIECES OF EIGHT for it. But the PEPPERMINT from the shopkeeper and leave the shop. Walk to the passage to the right of the church and give the peppermint to Klaus.
Klaus will tell you all about his plans and how to get him out of jail. Leave the cells and walk under the arch on the left. Behind the saleswoman is a door to the sheriff’s office and when you open the door and enter you’ll be greeted by some nice dogs. The keys are behind them. Leave the room on the left and walk into the alley behind the saleswoman.
Use your instant grog powder on the back door and then use your extinguisher to melt the door. Step inside and take the KEYS from the wall. Return the way you came, leave the alley and walk north under the arch to return to the jail to the right of the church. Use the keys on the door to free Klaus. Now all you have to do is get yourself a ticket to Lonkey Island.
Before you leave, enter the cell and pick up the CARROT CAKE. Use the carrot cake to eat it and find a SPOON inside. Leave the cell and the jail block on the left and walk under the arch on the left. Talk to the saleswoman and she’ll give you a CATALOG. Ask for a ticket to Lonkey Island. She mentions the price but you’re unable to afford that. She won’t accept the credit letter. You need to find an alternative way.
Walk under the archway on the left and then all the way to the right to Blinker. Walk north into the forest and north apposite the red flowers. Walk left to return to the troll. But you have an answer now! Tell him: ‘Men’ and you can pass. Follow the path to the left until you reach a sign and some graffiti on the ground. Read the plaque left of the sign.
Since you don’t have a shovel, use your spoon on the x to dig up the holy grail. Walk to the right and north back to the bridge. Take some of the YELLOW FLOWERS that grow here. Walk to the right and north and back to the right to Blinker. Walk south down the stairs and enter the AGS Bar again. Walk all the way to the left, open the door to the kitchen and throw the darts in to get rid of the chef. Once he’s out, you can go in and take another piece of MEAT.
Leave the kitchen and the bar and walk to under the arch on the left. Go through the arch on the right and enter the shop. Ask the stuffkeeper something weird again (airhooks maybe?) to get him out of the way. Once he’s gone, use the safe again with the same code and get the BLACK RUBBER DUCK out again. This time don’t sell it but leave the shop and enter the church.
Walk north towards the altar and talk to the priest. Ask him about the bubbly pot on the left and he’ll tell you it’s for sacrificing holy stuff. Since you have a grail, drop the grail into the pot. Nothing seems to happen. Leave south and a wanderer will appear. Return north and talk to the wanderer. He’s from the guild of weavers. Ask him what he’s doing here and he’ll tell about his quest.
Give the rubber duck to the wanderer and he’ll leave his crook. Pick up the CROOK and leave the church. Walk all the way to the right and past the mansion to the cave with the dragon. Enter the cave. In your inventory use the yellow flowers with the meat to poison it and give the meat to the dragon. It’ll fall asleep.
As you learned in Loom, you can turn straw into gold so use the crook on the straw and pick up the GOLD. This should be enough to pay for your ticket. Leave the cave and walk to the left back to town. But at the mansion the sheriff will stop you and throw you in jail.
Next to your skinny cellmate is a CROWBAR. Pick it up. Push the fragile brick on the right to reveal a coin slot and insert the coin to open the cell door. Leave the cell and walk left to go outside. Walk left under the arch and into the alley behind Kate. Use the crowbar on the door to open it and go inside.
Take the crazy colored ENVELOPE from the desk and in your inventory open the envelope. You’ve got all your stuff back! Leave the way you came and leave the alley. Talk to Kate and buy a ticket to Lonkey Island.
Part 2: Have a nice cruise
After checking in walk to the left to see your cabin. Not what you expected. Leave the room again and talk to the man behind the desk. But there’s the sheriff as well! After he leaves, talk to the man behind the desk. Tell him about your cabin and ask for a VIP treatment.
You can’t get any but if you keep nagging about the VIP treatment you’ll end up with a SERVIETTE. You need to get rid of the sheriff and maybe voodoo will work. Look at the cookbook in your inventory to find the perfect recipe. Now all you need are the ingredient.
Walk to the left back to your cabin and use the crowbar on the chest on the far right to get a MONOCLE out of it. Go down the hatch left of the sleeping man to go below decks. At the bottom, just to the right of the hook is a ROPE that you can take. Look at the barrels on the right to find… Blinker. Talk to him and he’ll give you some GUNPOWDER. Open the suitcase at the top and find a DOLL inside.
Go up the stairs and leave the room north. Go to the upper deck via the stairs on the left. Talk to the awake tourist sitting on the cannon and learn about his appetite. Ask him about his buddies, why he’s not sleeping and his leg: it’s hollow! Go down the hatch just behind the mast and talk to the barkeeper. You’re not getting a drink.
Look at the piano and the flyers on top. Take a FLYER and look at it in your inventory to learn about the free toasties. Talk to the barman again and order TOAST. Go up the ladder and give the toastie to the tourist on the cannon. He then falls asleep.
Use the rope on the end of the cannon and then use the rope to climb down into the kitchen. There’s a nice stove to cook on. Take the KNIFE from the table. In the corner on the right is a SUIT that you can use. Take it and leave the way you came: via the rope. Use your knife of the LEG of the pirate to saw it off and then climb the ladder in the mast to visit the crows nest. Talk to the scout and learn about his wish for a telescope.
In your inventory use the monocle with the wooden leg and give the makeshift telescope to the scout. Now that he’s occupied you can take the FLAG. Climb down again and go through the door left of the stairs. Walk left into your own cabin and use the cooking suit to wear it. Leave the room and the receptionist will send you to the sheriff”s cabin.
Open the door on the right above the stairs and enter the room. Talk to the sheriff and tell him about the free toasties. He doesn’t believe you so give him the flyer. Now he tells you that he wants one but you want him to pick it up himself. Tell him that he has to pay if it’s not picked up personally so finally he leaves.
Once he’s gone go quickly through his stuff: open the right drawer of the desk to find a KEY and use the key on the wardrobe on the left. Inside you’ll find a SOCK. Look at the corner of the bed to look under the bed and you’ll find a TOUPEE. That’s all you need from here. Meanwhile you might see that the sheriff is spicing his toast with pepper.
Note: The items here are located random: the key might be in the left or right drawer, the sock and toupee can be in the wardrobe, under the bed or in the chest on the right.
Leave the room and walk up the stairs on the left (you’ll change clothes automatically). Go down the hatch behind the mast and on the bar use your gunpowder with the pepper pot to swap the contents. Climb the stairs again, go through the door north and walk left into your own cabin.
Climb down the hatch to go below decks and talk to Blinker to ask for more GUNPOWDER. Go back up the stairs and use the suit to change clothes and go back to the reception area. Use the door of the VIP room to enter the sheriff’s room and tell him that the toasties are almost gone, so he needs to hurry if he wants one. He’ll get another one and this time after tasting, he’ll spit it out.
Leave the room and go up the stairs on the right. Use the hatch behind the mast to reach the bar and use your serviette on the BODY LIQUID on the wall to carry it with you. Climb up the stairs and use the rope hanging from the cannon to enter the kitchen ..eeehh galley again.
You’ve got all ingredients so put the toupee, the flag, the serviette with liquid and sock into the pot. Now add the doll. Time to heat things up a bit. Open the hatch and put the cruise catalog into the fire. Add the peppermint in the pot and finally some gunpowder. Voila! Use the crowbar on the pot to fish your VOODOO DOLL out.
Use the door to get to the reception area. Walk left into your own cabin. Climb down the hatch to go below decks and talk to Blinker to ask for more GUNPOWDER. Go back up the stairs and use the suit to change clothes and go back to the reception area. Use the door of the VIP room to enter the sheriff’s room and use the darts on the voodoo doll to get the sheriff out of the room. Now you’ve got your own VIP room! Time to get some sleep. Use the bed to get some rest.
Leave the room and walk up the stair to the upper deck. You’re at the island but the dingy has left. You need to get to the island. Use the rope to enter the kitchen. Pick up the COLANDER from the worktop and use the credit to set it alight and use it as a WICK. Use the rope again to climb up. Take the rope from the cannon and in your inventory use the knife with the rope to cut a SHORT PIECE OF ROPE off. Use the small piece of rope with the end of the cannon. Use the gunpowder at the nozzle of the cannon. Use the burning paper to light the rope and use the colander as helmet to be shot to the island.
Part 3: Lonkey Island.
Use the extinguisher to put the flames out. Look at the sign on the tree and then look at the tree. Take the LEMON that just dropped. Walk to the left and talk to Klaus. He’ll tell you about the navigator who can get you through the jungle and Pinky Island. You need to get to that shack!
Walk to the man on the left and wait for him to put down his beer, then as soon as he does, take the BEER. Walk north into the jungle. In the center you see a shack. Walk over to it and you’ll find a guard who stops you at a barrier. After a conversation you know you need a pass from the government. Walk south back to the jungle and then to the hotel next to the beach.
Open the gate and walk to the right to the front door of the hotel. Open the doors and go inside. You can talk to the man behind the desk but it won’t be much help. Try to walk up the stairs and the man will stop you. You need a good reason to go there.
Talk to the man and listen to his answers, then tell him the answers to get to the right question: I’m just her for a visitation so he thinks you’re here for an education. Then tell him you’re here for an education and he wants to know who it is you want to visit. You must come up with a name. Look at the pictures next to the stairs and notice the name on it. Tell the man you’re here for an education and when he wants to know who you want to see, tell him the name of the painting. You can now go up the stairs.
Look at the painting and get the PADDLE from it. Use the door on the right and meet Gaybrush. Talk to him/her and learn that he’s not at the party because of the lack of makeup. Look at the magazine on the bed and a POSTCARD will fall out. Look at the card in your inventory and see that it’s for a beauty set. You just need to enter the details.
Leave the room and walk down the stairs on the right to find the party. You’ll hear that you’re not welcome without an invitation but you can ask them to turn down the volume. When you’re asked why, you tell them you just need the silence. Then threaten them with the police and you’re welcome to stay.
Take the green BOTTLE from the table. Talk to the pig standing on the left at the stairs and talk to the figure. Try to insult her and you’ll notice that the head will grow. Keep making nasty remarks so it keeps growing until she takes it off and drops it on the floor. Pick up the mask to see there’s a BALLOON inside.
Walk back up the stairs on the left and look at the door on the right. Look at the door sign. It says do not disturb. Use the sign to switch it and use the couch to squeak it. The concierge will come up to see what the noise is, notice the sign and enters the room to start cleaning. As soon as he enters the room, walk down the stairs on the left and take the PENCIL from the notice board.
Leave the hotel on the left and walk south to the gate. From outside the gate walk south to the beach. Use the pencil in your inventory on the postcard and put the postcard in the empty bottle. Throw the bottle into the sea and walk north back to the hotel. Enter through the doors and the receptionist will attend you to the parcel that just arrived.
Use your crowbar on the parcel to take the BEAUTY SET out. Walk up the stairs and through the door on the right to revisit Gaybrush. Give the beauty set to Gaybrush and she’ll leave after having done the necessary arrangements. Open the drawer on the left and look inside to find a greasy PASS. Leave the room and walk down the stairs on the left.
Leave through the front door and south to the gate. Then left to the path and on the map go to the barrier. You can give the pass to the guard but he won’t fall for it. Use the balloon in the cannon on the right and then tell the guard that we’re under attack. He’ll fire the cannon and blur his vision. Give him the pass again and this time you can continue.
Go to the shack in the center and open the door. Inside you’ll find the navigator but he has a hangover. He’ll give you a RECIPE that’ll fix it. In your inventory look at the recipe to see what you need. Leave the shack and go south to the map. Walk to the carnival at the far left.
Talk to the three familiar gents on the fence and learn about their rat at the circus. Walk all the way to the left to find a Sasquatch. Talk to it to discover it’s a real one as you can rip his HAIR out. But alas, it hasn’t bitten you and how much you ask, it won’t bite. Walk into the T-Shirt shop and talk to Steve about the shirts. Buy the modest T-SHIRT from him.
Leave the shop and enter the gift shop next door. Talk to the shopkeeper and pick up a STINK BOMB. You’ll automatically pay for it. Take the PADDLE from the wall behind the parrot and pay for it. Leave the shop and leave the carnival. Go over to the circus. Enter the tent and talk to the director. He’ll tell you about the rat. Leave the tent and enter the jungle to see the map. Go to the burfication where the water flows through the mountains. It’s hot here!
Use the steps in the wall to climb up. Look at the artwork. You can do some different things with that! Pick up the ROCK that’s just to the right of the artwork. Push the artwork all the way back and then pull it twice. Climb more steps to the top of the mountain. Talk to the lady and get some hints about your quest. Ask her to shoot with the catapult and she’ll give you a piece of paper to put down. Once it’s in place, use the rock you picked up earlier and swap it with the paper ball. Now push the rock and see what happens. You’ve hit the circus tent.
Walk down the path back to the map and go to the circus tent. Enter the tent and pick up the RAT waiting to perform. Leave the tent and go back to the jungle. Return to the carnival and walk to the right into the casino. Use the rat with the wak-a-rat and try to hit the rat three times. You can try several times. Once you’ve won, look at the hatch to win a RUBBER CHICKEN. Leave the casino and the carnival and go to the ball of twine.
Climb the ladder and use the rubber chicken with the cable to get to the other side. Talk to Willy waiting for his lunch. Learn that he has an important thing to do but can’t leave. When you tell him you can do it for him because you’re a firefighter, he’ll send you to the lady at the top of the mountain. Pick up the CHILI SAUCE from the other table and then use the elevator to go outside again.
Walk left back to the map and then go to the burfication where the water flows through the mountains. Climb the steps twice to the top and talk to the lady. She’ll give you a VOODOO BAG. Walk down the path twice to the water. In your inventory look at the bag to see what’s in it. It’s a love bomb.
Put the stink bomb as a replacement in the bag and walk south to the map. Return to the ball of twine and climb the ladder. Use the rubber chicken on the cable to cross. Give the bag to Willy. He’ll notice that… there are no matches. He’ll give you the KEY to his shop so you can get the matches.
Use the elevator to go outside and walk left into the jungle. Visit the carnival and use the key on the door of Willy’s shop to unlock the door. Open the door and go inside. Take the MATCHES from the table and also take the FIREWOOD from the far right. Leave the shop and walk into the gift shop. Buy another STINK BOMB. Leave the shop and put a coin in the Horror Machine outside. You’ll find the skull but not very frightening. Maybe not the right job? Keep talking the Myrtle about other jobs until she decides to come with you. You’ll take the SKULL from the cabinet. Leave the carnival and return to the ball of twine. Climb the ladder and use the rubber chicken on the cable to cross. Give the matchbox to Willy. He only needs one so you can keep the rest.
Use the elevator to leave again and walk left into the jungle. Walk to the hotel and notice that the gardener has moved. Enter at the front door. Go upstairs and enter Gaybrush’s room. Put the firewood in the fireplace and light the wood with the matches. The alarm will go off and the party downstairs will stop. Use your extinguisher with the fire to stop the alarm. Leave the room and walk down the stairs on the right. Take the CIGARETTE from the floor and take the bottle of VODKA as well.
Go up the stairs and walk to the left. Go down the stairs and out the front door. Drop a stink bomb on the English lawn and light the bomb. This will attract the gardener. Walk to the right to the back of the building and use your knife on the interesting plant to take a LEAF off. Walk north around the building and south to the gate. From here go south again to go to the beach.
Use your paddles with the boat on the beach and paddle to the beach on the right below the volcano. Once one the beach walk north into the jungle and climb the edge of the volcano to the center and enter the ghost ship. You’ll be captured and put into a room. On the wall there’s a glowing thing and when you take it you’ll find Berthold.
Talk to him to learn about the necklace and his girlfriend. In the end he’ll give you the NECKLACE. Use the necklace to become invisible and open the door. Walk outside and this time you can get past Erna. Walk over to the right and talk to her. Remove the necklace and give the necklace to Erna. She won’t bother you anymore.
Walk to the right into the captain’s room. He’s busy. Look at the map on the wall. The X is missing. Use the pencil in your inventory on the map to mark the spot. Look at the map again and as soon as the captain is looking at the map, take the CHAINSAW from the wall next to him.
Leave the room and walk to the hatch on the left of the mast. Go downstairs and walk to the passage on the left. Weird Al will stop you. Talk to him, he won’t let you through. Climb the ladder on the right and enter your room on the left. Talk to Berthold and tell him about Al. Berthold first wants an unimportant important item. Give him the chainsaw and he’ll take care of Weird Al.
Playing as Berthold:
Talk to Al and tell him to talk to him about physics. Keep talking about it until Al finally falls asleep.
Playing as Grisush:
Leave the room and go down the hatch on the right. Walk through the passage on the left and find Weird Al’s pets. Everyone is drunk or stoned except for one rat sitting next to a bowl. Pour the vodka into the bowl until the rat falls over. Look at the glowing box and use your crowbar on it to open it. Look at the box again to get a MONKEY WRENCH out. In the back there’s a huge tub with SEMOLINA. Take some of the sticky stuff with you.
Walk through the passage on the right and climb the ladder to deck. Walk north to leave the ship and south to exit the volcano. On the map go to the beach and use the boat. Sail all the way to the north side of the island where you have another beach. Walk north into the jungle and on the map select the village. But you won’t get that far because you’ll encounter a three-headed monkey.
Once ready, give the vodka to the hamster and let the hamster fight against the money. Keep using the mint breath because it’s the most effective. You might need two attempts to defeat the monkey. If you succeed you can continue to the village.
Walk over to the far right where there’s a huge stone head.Pick up the plastic fruit to get a TOMATO, an ONION and a BANANA. Look at the banana to see it’s actually a real one. Try to leave the village and you’ll be captured by the natives. They’ll lock you in a room. Take the PINEAPPLE from the floor and use your crowbar on the loose plank it was laying on. There’s Blinker again.
Talk to Blinker to realize he’s here for a strip-show. You need to create something do he thinks it’s a voluptuous lady. Pick up the BONES from the bowl in the corner and then use the bones to create a body. Insert the tomato and the onion into the body to create a female and give the combination to Blinker.
Use the hole in the floor to go through and leave the village On the map, go straight back to the village and search the houses until you find a bottle of WINE. Walk to the door on the right and find it locked. No matter what you do, it won’t open. When you walk left to leave the village, you’ll be greeted by the natives again. Talk to them, and tell them you’ll give them everything. But what to give them? In your inventory use the crook on the T-Shirt to turn it green and give the green shirt to the natives. They’ll let you go now.
Return to the village straight away and open the door on the far right which isn’t locked anymore. But when you step further inside the wind will close the door and lock you in. You need to get out the familiar way. But you want the key of the monkey head. So as soon as you get inside, don’t walk but use Myrtle as a doorstop. Pick up the MONKEY HEAD KEY and leave the room through the door.
Leave the village and go back to the beach and get into the boat. Use it to get to the beach at the south of the island. Walk into the jungle and to the left to the carnival. Walk to the Sasquatch on the left and give the semolina to it. It’ll bite your hand in the process. Leave the carnival and go to the beach on the south side. Use the boat to get to the ship on the south.
Go down the hatch behind the mast and talk to the barkeeper. He can make the anti hangover drink for you. Tell him all the ingredients you have and he’ll make the HANGOVER REMEDY to you. Go back to deck on the left, use the rowboat to get back to the island and on the left walk into the jungle. On the map select the navigator’s shack.
Enter the building and give the remedy to the man at the table. Ask him about Pinky Island and you’ll learn more about the navigator. He always had a joint and always lead you in the wrong direction. We need to keep that in mind. The man can lead you to the navigator if you can beat him in an insult drinking contest.
So you need to learn some witty lines. Leave the man and the shack and walk south to the map. Visit the baiting place on the map below the ball of twine. There’s a man at the table and he can learn you some witty lines for the contest. So challenge him and make sure you get the lines. One you’ve got them, repeat the process by loosing the game and learning more lines. There are 12 to learn. You don’t need them all but the more you have, the easier it is to beat the man at the shack. The 12 are:
1: You drink like a dairy farmer – How appropriate, you drink like a cow.
2: Cowards like you I prefer for breakfast – I see, that’s the cause why you’re so fat.
3: Do you have a seasick or are you drunk already – Why? You are the one who hangs over the ships rail
4: Is there really a bigger looser than you? – Sure, he’s just sitting towards me.
5: Should I visit you later in hospital? – Hell no, I would have to bear with your face twice.
6: I will drink you under the table with ease – Well, luckily I needn’t bear with you there.
7: Once I had a dog who was smarter than you – He must have taught you how to drink.
8: Do you like to hear how I drank everything in once? – Do you want me to get bored from you gibberish
9: Your shower is as lukewarm as I drink my cervisia – Have you ever done this before?
10: I already had 3 bottles to warm up today – I haven’t know you were able to count so much.
11: Frequently I drink a whole bottle for myself. – I see, that’s how you handle your lovesickness.
12: Have you always been that ugly or did you mutated? – This is only your reflection in the mug.
That’s all there is to learn. Once you know a couple of these lines you can try to take on the drink-master. Go back to the map and return to the shack in the center. Go inside and talk to the drink master. The replies you need to give:
1: Even the hardest schnapps I drink like milk. – How appropriate, you drink like a cow.
2: What your stomach tolerates, I can put between my teeth. – I see, that’s the cause why you’re so fat.
3: Another shot or do you go over the plank voluntarily? – Why? You are the one who hangs over the ships rail
4: There is no monkey who drinks worse than you. – Sure, he’s just sitting towards me.
5: Do you already see two of everything? – Hell no, I would have to bear with your face twice.
6: You will disappear into nirvana in a few slugs. – Well, luckily I needn’t bear with you there.
7: You remind me of someone, who vomits from apple spritzer. – He must have taught you how to drink.
8: Do I have to explain you how to drink right? – Do you want me to get bored from you gibberish
9: Will your mother cry if you come home drunked? – Have you ever done this before?
10: This booze will rip your liver in thousand pieces. – I haven’t know you were able to count so much.
11: I always drink everything on ex! – I see, that’s how you handle your lovesickness.
12: Ugh! What’s this ugly thing at the table about? – This is only your reflection in the mug.
After having won the contest, the drink master passes out. Use your crowbar on the hatch next to him and walk downstairs. The navigator is here but in a bit of a state. Pick up his HEAD and climb the ladder again. You need to find a way to get him to talk. Leave the shack and on the map select the bifurcation.
Remember it was hot here? Use the hemp leaf in your inventory on the sun to dry it. Then cut the leaf with your knife and put the pieces into the cigarette. You now have a joint. Leave the bifurcation and on the map select the clearing on the far left. Meet Hannibal. He won’t allow you on the premises. Talk to him and bet him to find him a woman. After leaving and being back on the map, walk to the beach on the south side. Next to Klaus is a grumpy woman, Clara. You can talk to her but she doesn’t say much.
Use the love bomb with her and use the match to light the bomb. Clara will now follow you. Go back to the jungle and return to the clearing on the far left. You’ll introduce Clara to Hannibal and they’ll leave together. Walk to the monkey head on the left.
There’s a gate around it. Looking at the poles next to the gate there’s one that has a ‘nose’. When you pull it, the gate will open but when you let go, the gate closes again. Use the monkey wrench from your inventory on the nose to keep it permanently pulled. Walk over to the giant monkey head.
In the ground are some figures. Take the smallest FIGURE, made by Lemonhead. Look at the monkey head. The nose is blocked. Use the monkey head key from your inventory and pick the nose. The mouth will open and you can enter. Walk inside the huge head. Walk into the tunnel on the left.
In your inventory use the matches to light the joint and give the joint to the navigator head. Talk to the head. Keep begging the head until he’ll help you. Use the head and he’ll show you the way but remember: he never had it right so walk the opposite direction of where’s he’s looking at. Check at each doorway until you reach the other side of the maze. Climb the stairs to the exit.
Part 4: Pinky Island.
Walk to the left and look at the distilling machine. It’s out of order. Open the barrel under the parrot to find three CRACKERS. But the parrot doesn’t want them. Talk to Herbert on the left and notice what he’s doing. Walk into the jungle on the right. You’ll find a pond with a chest next to it but the chest won’t open.
Walk to the left to the fort. Although there’s no fort, there’s a cannon and a corpse hanging from a tree. Push the cannon to find another CRACKER. Leave back to the left and return to the pond. Throw all four crackers into the pond and you’ll get some INK on your hands. Walk south to return to the beach and use the ink on the distillery to fix it.
Next to the barrel is a TUMBLER. Pick it up and in your inventory use any of the alcoholics (beer, wine or vodka) to fill the tumbler. Empty the tumbler in the funnel on top of the distiller and use the tumbler with the distiller to put it underneath.
Pull the spigot of the distiller to pour the grog into the tumbler and then pick up the tumbler to get the GROG. You might need to repeat the process to get proper grog. Enter the jungle on the right and use the grog on the rusted chest to melt it open. You’ll take the BANANA PICKER from it.
Walk south on the left to the fort and use the banana picker to get the bag that’s attached to the man on the rope. Herbert will interrupt you. Talk to Herbert and he’ll want to know why you want him to go. Tell him he can’t sit cross legged here. Talk to him again and this time tell him it should rhyme.Tell him that you think he can’t rhyme that well here in the jungle. When he challenges you, tell him you’re an orange. There you go… Herbert leaves. Take the bag from the man with the banana picker.
In the bag you’ll find a GOLDFISH, some COLORED PILLS, an empty SYRINGE and a MADONNA figure. Walk left back to the pond and south to the beach. Use the Madonna figure on the rock next to the distillery to smash it and find an unknown SUBSTANCE inside. It looks a bit like crack and that’s exactly what Polly wants. Give the substance to Polly and the parrot will be grateful.
Walk into the jungle on the right and return to the beach straight away. Go to Polly and he’ll be smoking a pipe. Listen to the dance routine and note the directions! Now walk into the jungle to the pond and from here walk north further into the jungle. This is where the directions start! The directions are random so not much I can do, however:
– on the right track, you should always have 4 paths
– count exits clockwise starting after the point you’re standing on (you’d be on 4).
– left = 1, straight = 2, right = 3, reverse = 4
– now count the exits and forget about left, right etc.
Once through the jungle, you’ll be at a dinosaur. Herbert is here as well and as a guide he tells you to follow the pink rabbit. But there’s no pink rabbit. Use the pills from your inventory and you’ll start seeing a pink rabbit! Just follow it all the way to the fort.
Walk into the fort and look at the stone pedestal. Looks like some kind of puzzle. But there’s something missing. Pick up the small stone DISK from the pedestal. Leave the contraption for now and use your goldfish on all of the skeletons until you find the second, slightly larger DISK.
Go back to the pedestal and first place the larger disk, then the smaller disk. Look in your voodoo cookbook to see a recipe with a quantity and ingredients. Turn the disks until the right quantity and ingredients are pointing north. Then push the large button in the middle. This should open the gate of the fort.
Part 5: All’s well that ends well.
After the long conversation with the Governor, you’ll be left hanging. Talk to ElChoco and ask him to get you down. Talk to ElChoco again about saving the universe and you can learn more about how to make a voodoo doll. You’ve done it before!
Next to the exit is a shield leaning against the wall. Take the SIGN. On the bellows is a PAN. Take it and walk north to leave the room. There are two vending machines with cans of several liquids. Use the machine to realize you need to insert coins in there which you don’t have. Walk left to return to ElChoco. Talk to him and ask for a coin. He spits one out to you but the coin gets lost. Use the pan on the gong on the left to adjust the angle slightly. You can ask ElChoco again but the coin still can’t be taken.
Take the BALLOON from the machine and it’ll deflate. Put the balloon on the bellows and push the bellows until the balloon pops off and hits the griddle. This will keep the coins from going through. Talk to ElChoco again to ask for a coin and this time you’ll be able to catch it. Repeat this until you’ve got 3 COINS.
Leave the room again and use the a on the vending machine on the left buying a Popsi. Take the CAN from the machine. Use the Popsi to drink it but you’ll keep the EMPTY CAN because it’s worth $0,25. Use another coin on the same machine, this time to buy a Miranda. Take the CAN from the machine and walk into the kitchen on the right. Talk to the cook, learn about his thirst and he’ll send you away. Enter the kitchen again and this time you can give the can to the cook. You can now pass through his kitchen.
Walk up the stairs on the right. Go further to the right in the front of the corridor and meet Klaus again. He won’t see you straight away. Use the pan in your inventory to hit the dinosaur head above the entrance to lower a cage. Now he’ll notice you. Repeat this action to catch Klaus. Pick up the KEY from the wall on the right. Leave on the left.
Walk back into the corridor in the back and walk to the left. Walk until you find another way to the front. From here, go to the right again. There’s a choleric commode with teeth blocking your way. Use the key with the chest to block its mouth and it’ll shut up. Take the TEDDY from the bed and open the iron maiden. Inside you’ll find a bottle of LAXATIVE. Take it and leave the room on the left. Walk across the the left side of the front to enter a storage space. Loads of boxes and one of them you can open. Look inside and you’ll find the BIO TNT. Leave the room and walk to the left in the back until you reach the next opening.
On the left of the front corridor is a contraption with two devils in front. You don’t need to go there yet, go to the right where you’ll find Steve. He’s selling enamels now. Talk to him and he’ll give you a nice price, but nothing you can afford. Ask about the quality if the pots and he’ll give you a bottle of enamel POLISH. Ask about another way of paying and when he asks with what, give him the empty can. That are a lot of empty cans.
Leave Steve for now and walk back to the vending machines behind the kitchen. Use the last coin to buy a CAN of Popsi Lie. In your inventory use the syringe with the laxative and insert the syringe into the can of Popsi Lie. Whilst you’re waiting, use the polish on the shield to give it a mirror finish. Now wait for the Governor to show up. Once she’s in sight, give her the mirrored shield and she’ll brush her hair, dropping the brush afterwards. She’ll then take you to the chains.
Ask ElChoco to set you free again and walk back to the vending machines. Pick up the BRUSH and wait for the Governor to come back again. This time give her the Popsi Lie. She’ll lock you up again but has to go to the toilet. Ask ElChoco to free you again and ask him about the choco coins. This time tell him you need a few more. He’ll give you plenty. Leave the room and look at the bin. The Governor dropped a TAMPON in there. Take it and use the coins on the vending machine to buy and drink enough cans to buy the pan. You’ll automatically go to Steve to get the POT.
Walk to the left and talk to the two demons. Ask about the teleportation and they can help you if you solve the verses of the song. These are random so no help here, that is to say: the panels in the corridors hold the answer.
1st: head – rib – hip
2nd: hip – arm – head & head – rib – leg
3rd: leg – hip – arm, hip – arm – head & rib – leg – hip
4th: leg – head – hip, rib – leg – hip & hip – arm – head
5th: hip – arm – head & leg – head – hip
After the correct answers you can be teleported. First choose the Governors mansion.
Take the CROWBAR in front of the painting and look in the safe. There’s a paper in it that a seagull will take. It will land on the stairs. Use the crook from your inventory on the seagull to get the PAPER. Your crook is gone but at least you have a blank piece of paper. Go up the stairs into the bedroom of the Governor. Use the changing cubicle to find a BRA. Now leave the room and step back into the portal to return to the fort.
Walk left behind the demons into the corridor and go left in the front at the next exit to find the kitchen. Use the crowbar on the oven door to open it and put the piece of paper in the oven. Push the on-switch on the right and the crowbar to get it out of the oven. The piece of paper will show some text.
Look at the piece of paper in your inventory. Go up the stairs on the right and to the right in the back to go back to the demons. Ask them to send you to the cemetery. Now that you know the right text, find the crypt with the same one. Use the crowbar to get inside and get a BONE out. Use the portal to return to the demons. Time to make a voodoo.
Walk left behind the demons and exit the next possibility, then left at the front. You’re now in the kitchen again. Go up the stairs on the left and left again to ElChoco. Ask him for a coin again and leave the room. Put the coin in the vending machine on the right and get a can of Mercury Coke out. Volatile stuff.
Take the CAN from the machine and go into the kitchen. Put the pot on the stove on the right and put the teddy bear in. Put the bra in and the hairbrush. Then the bone and the tampon in. Now very careful! Put the can of mercury coke in and push the button on the left! Insert the bio-tnt into the pot and when all is done, push the button on the left again to turn the cooker off. Take the POT from the cooker and find your VOODOO DOLL inside.
Now it’s all about torturing the voodoo doll. There are several ways to do this:
- Walk left up the stairs and left again to return to ElChoco. Hold the voodoo doll into the burning candle.
- Walk left up the stairs and left again to return to ElChoco. Drop the voodoo doll into the kettle with bubbling liquid.
- Wait for the Governor to get you. Then insert the needle into the voodoo doll.
- Give the laxative to the voodoo doll.
- Go up the stairs on the right and walk to the right in the back corridor until you find the demons. Go right there in the front. Put the voodoo doll in the recycle box.
- Go up the stairs on the right and walk to the left in the back corridor until you find the next exit. Go right there in the front. Put the voodoo doll in the iron maiden.
- Use the crowbar to open the oven door and put the voodoo doll in. Then push the button on the right.
Game source: A copy of the game was found here  on the internet.