You’re in search of Big Whoop. But first you need a ship.
Part I: The Largo Embargo
Standing in front of the bridge, walk to the path on the right but you’re stopped by Largo LeGrand. No matter what you say, he’ll take all your money and leaves. After the confrontation, look at the sign next to the bridge. Pick up the sign to get the SHOVEL from it. Finally walk to the path on the right and on the map go to the beach on the upper right.
Pick up the STICK from between the trees and walk to the campfire on the right. Talk to either one and ask if they know where to hire a ship. You’ll learn about Captain Dread on the other side of the island and the embargo LeGrand has put on sailing. Leave the lads and walk to the left back to the map.
On the map go back to Woodtick. Cross the bridge to the left into town. Walk the dock to the left, past the first intersection to a sign. Look at the sign and follow the dock to the hatch. Enter the hatch and inside the bar talk to the barkeeper. Ask him how business is and LeGrand will show you. Talk to the barkeeper again and ask for a Grog. He’ll ask for ID, which you don’t have and offers you a non-alcoholic drink which he doesn’t have.
After the conversation, go up the stairs on the right to the upper deck. Walk to the windows at the aft of the ship to enter the galley. Pick up the KNIFE from the table behind the cook and then leave the same way you entered. Walk through the door north to enter the cartographer’s workshop. Talk to Wally and learn that he’s interested in Big Whoop too.
In front of the desk is a pile of papers. Look at them to see that they are blank and then take A SHEET OF PAPER from the pile. Leave Wally on the left and walk the dock to the ship on the upper left. Talk to the three pirates sitting on the left and talk everything, especially about the wooden leg. He wants you to get some polish for it so you need money and he’ll give you a PIECE OF EIGHT.
Leave the trio south and walk all the way to the right to the bridge. The ship just in front of it is the wood smith so enter that ship. Talk to the smith and ask for the polish. You hand over the money and in return you’ll get the WOOD POLISH. Leave the smith and walk the dock to the ship on the upper left, back to the pirates.
Use the polish on peg leg and you’ll get another PIECE OF EIGHT for your trouble. Try to take the bucket that’s hanging from the beam but the pirate won’t let you. Aks him if the bucket is his, which it isn’t so you can take the BUCKET.
Walk south to the street, then to the ship on the left where you can find the inn. There’s an alligator attached to a rope and to create some distraction, use your knife on the rope to set the pet free and send the inn keeper after it. Look at the alligator’s bowl to find cheese squigglies in it and then pick up the CHEESE SQUIGGLIES.
Go up the stairs on the right to leave the inn and outside walk the dock all the way to the right and across the bridge to the map. On the map go to the swamp on the right. Use the coffin you find here as a row boat and row all the way to the right until you’re lifted into the hut. Walk to the right and pick up the piece of STRING that’s on the table om the back.
Walk further to the right and talk to the lady. Learn all about how to defeat Largo and she’ll need some items to create a voodoo doll. You’ll need something of the thread, something of the head, something of the body, and something of the dead. You’ll get a VOODOO SHOPPING LIST to track your progress.
Use the coffin to leave the room and row all the way back to the left. On the shore, use your bucket with the swamp to scoop a bucket of MUD and then walk to the path on the left to see the map. Go over to Woodtick. Walk across the bridge and walk to the left. Go to the Inn, the ship on the far left. Inside, go up the stairs on the left and open the door, then enter Largo’s room.
On the desk on the left you can find a TOUPE on a stand. Take it as something of the head. Use the bucket of mud with the door to set a trap and as soon as Largo enters the room again, the bucket will drop on his head. When he leaves, follow him. Walk over the docks to the left to the three pirates. You’ll find Largo here talking to Marty about his laundry but Marty won’t understand so Largo instructs you to make his demands clear to Marty.
Walk back to the Inn and enter Largo’s room again. Close the door and find the LAUNDRY CLAIM TICKET on the inside of the door. Take the ticket and leave the room again, leave the inn and return to Marty on the left. Give the laundry ticket to the laundry guy and in return you’ll get a PEARLY WHITE BRA as something from the thread.
Go back to the dock and walk to the ship in the center and use the hatch to enter the bar. There’s a lot of spit on the wall on the left so use the paper from your inventory with the SPIT dripping down the wall to get something from the body. Leave the bar and walk the dock to the right across the bridge to the map.
Walk over to the cemetery on the lower right of the map and on the graveyard walk over to the graves on the hill in the back. When you get there, look at the left-most tombstone: it’s one of Largo’s ancestors. Use the shovel from your inventory on the grave in front of the stone to dig up a BONE as something from the dead. With these four items you should now be able to make a voodoo doll.
Walk left back to the cemetery and south back to the path and the map. Go to the swamp on the center right and use the coffin to row all the way to the right until you enter the house of Mojo. Walk to the right and talk to the lady to give her all the items she requested. In return she’ll give you the VOODOO DOLL and some PINS to stick in it. But you need to get close to him for it to work.
Walk to the left and use the coffin to leave the house and row your coffin all the way to the left. On the shore walk to the left to see the map and walk back to Woodtick. Cross the bridge to the left and go to the inn on the left. Go up the stairs on the left and use the door to enter Largo’s room. When Largo starts talking to you, use the pins in your inventory on the voodoo doll in your inventory to torture Largo. But then the story takes a turn.
You’ll end up at the fortune teller again and she’ll give you a BOOK about Big Whoop. It should tell you where to find LeGrand. Leave her by walking left to the coffin and then use it to leave the building. Downstairs row to the shore all the way on the left and on the map walk back to Woodtick.
Cross the bridge to the left and walk all the way to the left to the three pirates of low moral. Underneath them is a rat, next to it is a box. Open the box and use the stick from your inventory on the box to keep the box open. Then use the string from your inventory with the stick to be able to pull it. Now that you’ve created a trap, you need some bait so put the cheese squigglies in the box and wait for the rat to enter the box. As soon as the rat enters the box, pull the STRING and the rat is trapped. You’ll also get the STICK back.
Open the box and take the RAT out. Leave south back to the docks and walk to the bar/restaurant ship. Enter through the aft window again and put the rat in the vichysoisse on the stove. Leave through the window and enter normally through the hatch next to it. Talk to the barkeeper and you’ll tell him about Largo. Then ask him about the stew.
He’s going to check it, and then comes back after firing the chef. He now needs another chef. He’ll ask you if you’re interested and if you ask him how much it pays, you’ll know you’ll need the money for a ship. You’ll get 420 PIECES OF EIGHT so once you’re in the galley, climb out the window and walk the docks to the bridge on the right. Cross the bridge and on the map select the peninsula.
Enter the houseboat in front of you and talk to the captain. Ask to charter the ship and the captain will tell you about the lucky necklace that has gone missing. You need to find it first. Leave the conversation and outside walk to the right to return to the map. Go back to Woodtick.
Cross the bridge to the left and enter the cartographers office, second door on the right of the docks. Study Wally’s behaviour. From time to time, he’ll put down his monocle. When he does, quickly pick up the MONOCLE and leave again. Walk the docks to the right and cross the bridge to the map. Go back to the peninsula and enter the boathouse again.
Give the monocle to the captain and ask to charter a ship again. Since you have the right amount of money and the embargo is lifted, you can sail away.
Part II: Four Map Pieces
Pick up the PARROT CHOW against the hut and then go inside. When the captains asks where you want to go, ask him what the options are. Apart from where you came from there are two other islands you can visit: Booty and Phatt. You’ll get a map to make choosing your destination easier. Select Booty Island.
When you land, enter the Booty Boutique on the left. Look around, there’s a lot of stuff you can buy, not much you need. Above the parrot is a ships horn. Take it and the shopkeeper will sell you the SHIPS HORN. In the barrel next to the door is a WELL POLISHED SAW. Pick it up to buy it. Now you’d also like to buy the mirror but the parrot isn’t keen on that.
To the right of the parrot is a sign. Look at it to read: Beware of the parrot. Take the SIGN to buy it from the reluctant shopkeeper. Now comes the trick: put the parrot chow on the hook that’s now free and the parrot will turn around. You can now take the MIRROR. Leave the shop and talk to the man next to the cannon.
Keep talking to him until you find out that he’s waiting for the mail boat. Walk to the right and talk to the lady giving out flyers. Ask her for a FLYER and then tell her you’re interested in chartering a ship. She’ll tell you the price. A bit steep for now. Leave her and walk all the way to the left to see the map of the island.
Go over to the mansion on the peninsula on the upper left. But your stopped in your tracks on the path to it. Talk to the ‘guard’ to learn about the party the governor is holding, the costume you need and the invitation. Leave the guard and back on the map select Captain Dread’s ship on the lower right of the island. When the captain asks where you want to go next, select Phatt Island on the right.
You’ll get recognised and taken to governor Phatt. He’ll tell you about the bounty on your head and how he’s intended to collect it. For the time being you’ll be put in a cell. You need to get the key off that dog first. Pull the rock hard mattress on the bed to reveal a stick underneath. Take the STICK and use it on the bone of the skeleton on the left to move it to your own cell. Then you can pick up the BONE and give the bone to the dog.
Walt will take the bone and drop the key so you can take the SMALL KEY and use it on the cell door. You’re free to go! Before you leave, open the gorilla envelope on the desk to get a BANANA and an ORGAN from it. Then open the manilla envelope to the the rest of your possessions back. Open the door on the right and leave the cells, then enter the alley left of the library.
Stay here for a while and watch the little guy get the number correct each time. Once you’ve seen this, follow the little guy to the alley on the other side of the library and see how he got the number right every time. Use the slot on the door to knock and ask for the next winning number. You need to get the password correct three times to get the next number so when he asks for the password, tell him the number of fingers he shows the first time, ignore the rest.
He doesn’t recognise you but that’s ok, you’ll get the new winning number anyway. Walk to the right back to the wharf and enter the alley in front of the library. Have a bet and ‘guess’ the next winning number. As a prize get the INVITATION to the governor’s party.
Walk back to the wharf on the right and look at the poster on the left. Use the leaflet from your inventory on the poster to switch images. Then enter the alley in front of the library to see what unfolds with Kate. Once she’s taken prisoner, leave the alley and enter the jail.
Open the vanilla envelope on top of the desk to get the bottle of NEAR GROG out and then use the key on the cell door to free Kate. Leave the prison and enter the library on the right. Inside walk to the right and talk to the librarian. Tell her you’re looking for a book and you’ll end up registering for a library card. It doesn’t matter what information you give, you won’t get the library card but you’ll get a TEMPORARY LIBRARY CARD. Since you don’t know what you’re looking for, leave the library again and walk over to the jetty on the right where there’s a man fishing.
Talk to the man and keep talking to him until you’ve got yourself a fishing contest on your hands. As a prize you’ll get the fishing pole, as forfeit you need to eat his fish raw. Better catch a big one! Leave the jetty and walk to the right, back to Dread’s ship. Tell the captain to go to Booty Island.
Go to the costume shop on the right and enter. Talk to the shopkeeper about a costume and you’ll learn that you can only have one with an invitation to the Governor’s party. Give the invitation to the shopkeeper and he’ll show you your costume. Pick up the DRESS and leave the shop, then walk to the let until you see the map. On the map go to the mansion on the peninsula and you’ll be stopped by the guard.
Notify him about your costume and invitation and you’ll be able to pass. Walk through the garden and across the tree to the right and enter the mansion. Inside on the left over the fireplace you can find a piece of a MAP. Take it and leave the house again. But you won’t get far with the dog sniffing you out and you’ll end up with the Governor.
Keep saying the most flattering things to Elaine to continue. And when she finally wants to give in, you mention the map. She’ll throw the map out the window and you’ll run downstairs. Leave the house and follow the map to the cliff on the south side of the island. You can see the map stuck on a few branches against the cliff. You can’t reach that without a gadget. Maybe something to reel it in?
Walk north back to the map and return to the mansion. Walk up to the front door and then follow the path left of the house to the side of the building. Enter the building and find the fish in the bucket. That would win a contest which will win you a fishing rod with which you can…. Oh well, first the fish. Take the fish but the chef won’t let you. Once outside again, use the garbage can and the chef will come out to take a look at what’s going on.
Walk to the front of the house and the chef will follow you. Keep walking around the house and try to beat the chef back to the kitchen so you can enter and take the FISH. That should win the contest. Walk back to the front and enter the mansion. Go up the stairs and into the bedroom and take the OAR hanging above the bed.
Go downstairs and leave the house, then walk left back to the map. On the map go to Dread’s ship on the south side and tell the captain to go to Phatt Island. Go over to the fisherman on the pier and give him your fish. In return, you’ll get his FISHING POLE. Return to Dread’s ship and ask to go to Booty Island.
Walk to the left to the path and on the map select the cliff on the south side. Walk to the edge of the cliff so you can see the map and then use the fishing pole to reel in the map. But just before you can take it, it’s flying off again. Walk north to the map and go to the Big Tree on the upper right, where the map landed.
You need to climb up so put the oar in the first hole, next to the plank. Then step onto the plank and onto the oar. Oops. Pick up the BROKEN OAR and walk to the path on the left. On the map return to Captain Dread’s ship. Ask to travel to Scabb Island.
Cross the bridge and enter the first building on your right. Give the broken oar to the woodsmith and ask him to fix it. You’ll get a better oar back. Leave the woodsmith and outside walk to the ship on the south and enter the hatch. You’ll try to get back into the kitchen but get fired by the barkeeper. Talk to the barkeeper and ask for a grog.
When he asks for some id, ask if he accepts the library card. Order a drink three times, each time another drink so you end up with a YELLOW DRINK, a RED DRINK and a BLUE DRINK and a CRAZY STRAW.
Jojo the monkey is having a great time at the piano. He’s powered by the metronome in the corner. Use the banana from your inventory on the metronome to hypnotise Jojo and you’ll be able to take JOJO with you. Leave the bar and walk the jetty north to the three pirates sleeping on the aft of the ship. Use your well polished saw with the peg leg of the pirate closest to you to remove it.
Walk south to the street and the pirate will wake up, sees his leg and shouts for a doctor. There’s only one woodworking doctor so walk the jetty to the end and enter the woodworking shop. Since the woodsmith is attending his patient, you can take a HAMMER from the wall and a couple of NAILS from the barrel.
Leave the shop and walk across the bridge on the right to see the map and return to Dread’s ship. Ask to go to Booty Island. Walk to the path on the left to see the map and select the big tree in the upper north. Use the reinforced oar from your inventory on the hole in the tree next to the plank and use the plank to step onto it. Now walk onto the oar and take the plank from the hole behind you and insert it into the hole on the other side of the oar. Walk to the plank and take the oar out of the hole. Repeat this process until you reach the top of the tree.
When you step inside, you’ll find a lot of pieces of map. So which one was Elaine’s? There is one whi can sniff that out for you. Leave the hut and go to the outlook on the upper left. Take the TELESCOPE and then make your way downstairs again. Walk to the path on the left to return to the map. Return to the Governor’s mansion.
Walk to the front door and pick up the DOG. Then walk south to the grounds and left back to the path and on the map return to the big tree. Use the plank at the bottom and you’ll automatically climb to the top. Go inside the hut and use the dog with the pile of maps. Eventually the dog brings you the first part of the MAP. Leave the hut and go downstairs again, then walk left to the map.
Walk to Ville de la Booty next to the ship. Walk to the right and visit Stanley’s Previously Owned Coffins. Once you get a chance to speak, ask for a good used coffin. Stanley will demonstrate the coffin and once he’s in the coffin, close it (use the coffin). Stanley will immediately open it again and give you a complimentary HANKIE. Ask Stanley to show the coffin once more but this time use the nails on the coffin to nail it shut. Once Stanley is locked inside, take the CRYPT KEY from behind the sales desk.
Leave the shop on the left and walk to the left, then north to Dread’s ship. On the map select Phatt Island. Follow the jetty to the path to see the map and select the mansion on the south side of the island. Open the gate and walk to the front door. Open this one as well and enter the mansion.
If you want to go upstairs, the guard will stop you. Talk to him and tell him there’s a fire in the kitchen. That’ll move him. Now you can go upstairs. On the bed is the book with famous pirate quotations. To get that book, take the book of Big Whoop from your inventory and use it with the book on the bed to get the BOOK.
Leave the room and walk to outside. Walk through the gate on the right and then to the path. On the map select Dread’s ship. On the map select Scabb Island. Standing on the bridge, walk to the right to see the map and select the cemetery on the lower right.
Use the crypt key on the crypt (there’s only one) and open it to go inside. Read the book with famous pirate quotes and then look at each coffin. After determining who’s in which coffin, there’s only one you can open: Rapp Scallion’s. Open the coffin and find only ashes inside. Take the ASHES and leave the crypt. Leave the graveyard and on the map select the swamp on the center right.
Use the coffin and row to the shack on the right and enter. Inside, look at the jars and bottles. Look at each jar to discover the contents. Once you’ve found the one containing Ash-2-Life try to take the bottle. You can’t take the display model so tell her you’ll have a bottle of the Ash-2-Life. When you hand her the ashes you’d like to resurrect, she’ll tell you she doesn’t know the recipe anymore. Maybe you can find a copy in the library?
Use the coffin to row ashore again and walk to the left to see the map. Go to Dread’s ship and ask to go to Phatt Island. Enter the library and use the card catalog. Search the VW drawer for Voodoo. You’re be referred to Recipies so leave this drawer and open PQR. Search the cards again until you find Recipes, Voodoo and read the title of the book. You’ll need to remember that title.
Leave the catalog and talk to the librarian. Tell her you’re looking for a book, then ask for the Joy of Hex. She’ll get the BOOK for you. Talk to the librarian again and ask about the lighthouse. Ask her if it works. She’ll inform you about the tiny lens inside. Go over to the model, open the lighthouse and take the LENS from the model. Leave the library and return to Dread’s ship.
Travel to Scabb Island and walk to the right to see the map. Return to the swamp and use the coffin to row to the shack on the right. Go inside and walk to the right. Tell the lady you’ve got the recipe book and she’ll make you a batch of ASH-2-LIFE. Use the coffin to leave the shack and row to shore on the left. Walk the path to the left to the map and go to the cemetery.
Enter the crypt and look at the open coffin. Use the ash-2-life on the ashes and Rapp will be back to life. Ask him about the Big Whoop deal and then tell him you’ve got some bad news for him. Confirm several times he’s really dead and when he says he has some unfinished business, he’ll tell you about the gas in his restaurant. Tell him you’ll check it for him and he’ll give you the KEY. He then returns to his former state.
Leave the crypt and the cemetery and on the map select the beach on the upper right. Walk over to the shack and use the key to unlock the door, then go inside. Use the knobs on the oven to turn off the gas. Leave the shack again and walk to the left to see the map, then return to the cemetery. Enter the crypt again, go over to the open coffin and look inside. Use the ash-2-life on the ashes again and tell him you found the gas indeed on. As thanks he’ll give you another part of the MAP.
Leave the coffin, the crypt and the cemetery and on the map go to Dread’s ship. Sail to Phatt Island and walk the jetty north to the map, then visit the waterfall on the center left. Walk the path to the right of the waterfall to the top to find the pump. Since you’ve got a (monkey) wrench in your inventory, use Jojo on the pump to shut it down.
Walk back to the path on the left and see the gaping hole in the rocks. Enter the hole and walk the tunnel to the left. Repeat this until you exit on the beach on the other side and climb the hill to the cottage. Go inside and tell the man you’re looking for a map.
When the retired pirate wants to send you away, tell him you’re Guybrush and he should prepare to die. He’ll challenge you for a drinking contest. Now here’s the trick: when he sets up the table and puts your mug on the table, as soon as he walks off to get his own mug, take the mug from the table and use it with the tree in the barrel on the left. Finally fill the mug with the near-o-grog from your inventory.
You’ll win the contest. Leave the house on the right and look at the grotesque statue. Use the telescope with the statue and you’ll find that the beam is blocked by the window. Open the window and use the telescope with the statue again. This time the beam will reach the frame on the wall. Enter the cottage and use the mirror from your inventory on the frame. Use the telescope with the statue a final time and this time a brick on the wall will be indicated.
Go inside and push the marked brick on the wall, shooting you down the trapdoor and into the cellar. Take the MAP from the skeleton and leave the cellar through the hole on the left. From the beach, walk back into the cave and follow the tunnel back to the waterfall on the other side. Walk to the path on the right and go to Dread’s ship. On the map select Booty Island.
Walk to the right, past Kate until you find the spitting contest. Walk over to the little blue flag on the ground indicating the winner so far. Use the horn from your inventory, making the cannon to fire and the spitmaster to leave for a moment. Quickly pick up the blue flag to move it back a bit, giving you at least a chance. Once the flag has been moved, in your inventory use the blue drink with the yellow drink to create a GREEN DRINK.
Take the crazy straw from your inventory and use it with the green drink to make your spit thicker. Walk to the fault line on the left and introduce yourself (no matter which name you use). Then spit. You’ll probably won’t succeed first try but don’t worry, use the straw with the green drink and spit again. Keep trying until you win the SPIT PLAQUE.
Leave the grounds on the left and enter the antique shop on the far left. Give the plaque to the dealer and he’ll tell you he’s not interested. Tell him it’s valuable. Tell him it’s not just a lump of pus but that it’s from the killer of LeChuck. He’ll buy it off you for 6000 PIECES OF EIGHT.
On the counter is the last piece of your map. Take it and the shopkeeper will name his price. Oops. Talk to the shopkeeper again and ask if he takes Visa. Then ask him which trade-ins he accepts and then ask him what he would trade the map for. He wants the figurehead of a sunken ship so ask him for more details. You should be able to do something with that.
Say goodbye to the shopkeeper and leave the shop, then walk north to Dread’s ship. On the map select Phatt Island. Once there, enter the library and use the card catalog. Open the drawer with S and search for the card with Shipwrecks. You’re referred to Disasters so close the drawer and open the drawer CD. When you find the card with ‘Disaster’ you’ll have to remember the title.
Leave the catalog and go over to the librarian. Ask her for the title you found earlier. She’ll retrieve the BOOK for you. Loomk at the book to get the coordinates of where the Mad Monkey sank. Leave the library and outside go to Dread’s ship. On the map select Booty Island.
Walk to the right and talk to Kate. Tell her you’d like to charter her ship and agree with the price she mentioned before: 6000 pieces of eight. Then she’ll ask you where to sail to so on Dread’s map show her the coordinates you got from the book (they’re random each game!)
When you get to the location, dive in and at the bottom of the ocean (if you’ve got the right location) pick up the MONKEY HEAD. But you can’t surface with this weight so use the anchor from the ship to be lifted from the sea floor. Back at Booty Island, walk to the left and enter the antiques shop. Give the monkey head to the shopkeeper.
In return you’ll get the fourth piece of the MAP. But with all pieces you still can’t make any sense of it. Luckily you know a good cartographer who can help. Leave the shop and go to Dread’s shop, then sail to Scabb Island. Walk to the left and use the second door on your right to visit Wally. Give him the small lens so he can see again, then give him a piece of the map.
He can restore the map for you but you need to get a potion from the House of Mojo first. Leave the shop and walk all the way to the right across the bridge and on the map go to the swamp on the center right. Use the coffin and row it to the right and enter the shack. Upstairs walk to the right and talk to the lady. Tell her Wally asked you to pick up a potion. She’ll give you a JUJU BAG and senses there’s something wrong with Wally. You need to check it out quickly.
Look at the bag to find MATCHES and a LOVE BOMB inside. Use the coffin and row ashore on the left. There’s a crate with voodoo supplies addressed to LeChuck. Walk to the path on the left and go back to Woodtick. Walk across the bridge to the left and return to the cartographer.
Wally has been kidnapped by LeChuck. You need to get to him. Leave the shop and walk to the right across the bridge. Walk to the path and on the map return to the swamp. Since that box is addressed to LeChuck, you might as well use it to get to him as well. Open the crate and use the crate to be shipped to your arch enemy.
Part III: LeChuck’s Fortress
Walk to the right and enter the passage at the top of the stairs. Walk to the tunnel on the right and keep walking until you reach the jail cell. Look at the cell and find Wall. Ask him how he’s doing and then what happened to the map. LeChuck took it but not to worry because Wally has memorised the map and knows where it is. Now you only need to take Wally from his cell.
Leave Wally for now and notice the keyhole to the right of the cell door. But which key would fit? Walk back to the passage up the stairs on the left. In the passage are three ugly bone things. Now when you were at the big tree, a few skeletons were singing a song about bones being connected. You did pay attention there and made notes, right?
Luckilly Guybrush did! Look at the spit encrusted paper in your inventory to read back the whole sequence. Find the combination from the first verse. Once you have it, push the panel and go through. If you can’t find it, walk to the left and use the back tunnels left and right of the signs. When you’ve push and gone through all four panels, you should reach a huge door.
There are a lot of locks on the door but when you open the door, you’ll open a doggie door. Go through and enter LeChuck’s office. The jail key is on the wall so take the key and you’ll be trapped and taken to a cell. You can ask LeChuck all you want, he’ll eventually leave you.
In your inventory use the straw with the green drink to make your spit thicker. Loogie the shield on the right several times until it bounces off and extinguishes the candle. You’re free now but in the dark. Use the matches to make some light… oops.
Part IV – Dinky Island
You’re now on Dinky Island. Pick up the BOTTLE at the waterline. Under the still you can pick up a MARTINI GLASS and you can fill it with WATER from the ocean. Use the glass of water with the still to remove the salt and turn it into DISTILLED WATER.
Pick up the CROWBAR from next to the still and use the crowbar on the barrel to get a CRACKER. Give the cracker to Polly and he’ll give you a directional clue. Walk left and into the jungle. At the first intersection turn left and keep following the path to the left. You’ll reach a tree with a bag hanging from a branch. Use the bottle with the tree to smash it and use the sharp glass with the bag to cut it open.
Pick up the BOX and look at it in your inventory to see that it contains instant cracker mix. Just add water. So use the glass with distilled water with the mix to create two more CRACKERS. Walk back to the right twice to return to the intersection. Now don’t go south to the beach but to the right to more jungle.
Next to the pond is a box with a rope on it. Take the ROPE from the box and use the crowbar with the box to open it and discover the dynamite inside. Take the DYNAMITE from the box and follow Polly’s instructions: walk east from the pond to the dinosaur, so walk to the right (twice) and discover the bush in the shape of a dinosaur.
Polly will join you and when you give Polly another cracker, you’ll get the next direction: walk north (twice) to the pile of rocks. Again Polly will follow you. With the last cracker given to Polly, you’ll get your last direction: head east to the X so walk to the right until X marks the spot.
Use your shovel with the big X until you hit cement. In your inventory use the matches with the dynamite to light it and then use the dynamite with the hole in the ground. That will expose the treasure. But you’re somewhat separated. Time to get creative. In your inventory use the rope with the crowbar to create some kind of grappling hook, then use the combination with the metal bars sticking out of the ground to swing yourself to the chest.
In the dark, ‘look’ around to find the light switch (center of your play area, above the second inventory box from the left of the four inventory boxes) and use it. Meet your opponent.
When you’re zapped to another room for the second time and can move again, walk north into a room with boxes. Open the boxes on the floor until you find the one with the dolls, then take a DOLL from the box. When you get zapped to another location, return here.
When you’ve come across a box containing a balloon, take the BALLOON from it. Now remember how to make a voodoo doll? Leave the room and search the first aid room. Look at the skeletons here to realize they’re your parents. Pick up your dad’s skeleton to get the SKULL. Open the trashcan on the right and look at the can to discover the surgical gloves. Now pick up the GLOVES.
Open the medical drawer on your left and examine it to find the needle. Take the HYPODERMIC SYRINGE and now wait for LeChuck to show up. When you see him, give the white hanky from your inventory to him and he’ll fill it with ‘something from the body’.
Find the room with the broken grog machine and use the coin return to eject the coin that drops to the floor. Don’t pick it up but wait for LeChuck to enter. He’ll bend over to pick it up and you can quickly take his UNDERWEAR.
Find the elevator. Read the plaque to the right of the door to see the weight limit, then call the elevator with the button left of the door. Enter the elevator and read the sticker on the box. So that’s 100 pounds left. Use the lever to see that the doors won’t close. It means that you’re too heavy. Leave the elevator and find the room with the broken grog machine.
Fill both surgical gloves with HELIUM from the tank in the corner and do the same with the balloon. Return to the elevator and use the button to open the doors and step inside. Wait for LeChuck to show up and before he can zap you, pull the lever to lower the elevator. That’ll give you a piece of his BEARD and the last part of the voodoo doll.
To create the doll, in your inventory, put the doll in the juju bag, then add the underwear, the beard, the white hanky and the skull. You’ll shake the bag and have your own VOODOO DOLL. Use the elevator again to return to the lower level and step out. Wait for LeChuck to show and when he does, use the syringe with the doll.
Now the roles have turned. Follow LeChuck to the next room to give it another try and ask yourself what would happen if you tear a leg off the doll. When LeChuck asks you to remove his mask, walk over and find out the truth.