You want to be a pirate!

Part One: The Three Trials

Walk along the dock to the right until you find the Scumm bar. Open the door and enter the bar. Walk all the way to the right and wait next to the door with the porthole. Once the chef has left the kitchen and has disappeared on the left, enter the kitchen and pick up the POT from under the table. Pick up the HUNK OF MEAT on top of the table and use the hunk of meat with the cooking pot of stew in the corner.

Open the door on the right and go outside. There’s a fish on the floor but also a seagull eating it so you can’t get the fish. Walk to the lower right board to find it loose, catapulting the bird into the air. Repeat this three times so that you have enough time to pick up the FISH. Go inside again and take the STEWED MEAT from the pot. Use the fish with the pot, then take the STEWED FISH from the pot as well. Use the door on the left to leave the kitchen.

Talk to the three important looking pirates at the table and tell them you want to be a pirate. They tell you about the three trials: sword fighting, thieving and treasure hunting. You can talk more to them to learn about each task but eventually you ‘must be running along now’. Walk all the way to the left and leave the Scumm bar.

Walk along the dock all the way to the left and up the path to the cliffside. Walk under the arch and to the map on the upper right. On the map go to the clearing in the center and walk to the upper left to find a circus tent. Enter the tent and interrupt The Fettucini Brothers. They’re looking for a cannon ball and you’re the perfect candidate.

Tell them: Ok, I’ll do it and when they ask for a helmet, tell them that “Of course I have a helmet” and give them the pot from your inventory. After the flight and landing, it doesn’t matter what you answer, you’ll gain 478 PIECES OF EIGHT and leave the tent. Walk all the way to the right and on the map go to the village at the bottom.

On the dock walk all the way to the right and under the arch into the village. Talk to the Citizen of Mêlée with the parrot on his shoulder and when he ask if you have a cousin called Sven, tell him you once had a barber named Dominique. It’s close enough to let the citizen offer you a map. Tell him you’ll take it and he’ll sell you the MAP.

Walk further towards the arch and enter the first shop on the right: the voodoo shop. You can walk all the way to the right and talk to the fortune teller but it won’t help much now. On the trunk in the front you can find a rubber CHICKEN with a pulley in the middle. Pick it up and leave the shop again.  Follow the street under the arch and clock and enter the hardware store through the first door you encounter.

On the chests you can find a SWORD. Pick it up and climb the stairs to the first floor. In the corner left of the large safe you can find a SHOVEL. Take that one as well and go back down the stairs again. On the counter on the right is a sign so follow the instructions and use the bell next to the sign. Talk to the shopkeeper and ask about the sword. Tell him you want it and then ask him about the shovel. Tell him you want that one as well and then tell him you want to browse some more. Leave the shop.

Walk back through the archway on the right and in the street talk to the Men of Low Moral Fiber standing on the left. Ask them about the man standing on the other corner and they’ll ask you if you want to buy their minutes.  Tell them: “No but I’ll take one if you give me two pieces of eight.”. They’ll give you the MINUTES.  End the conversation and walk to the right and under the arch to the dock. Walk all the way to the left and up the path to the cliffside. Go under the arch and to the path to the right to see the map.

On the map select the fork in the path. In front of you, you can see a path left and a path right. It doesn’t matter which one you take, it’s a maze anyway. Take some of the YELLOW PETALS from the flowers in front of you and have a look at the map. Although they look like dancing lessons, they’re actually the solution to get out of here. You already walked to the back, so now you need to walk left, then take the path right. Take the path left again, the path right again and then the path in the back. Take the path right, the path left and the path in the back again. You can now only walk to the right where you’ll find an X on the ground. Use your shovel on the X to dig up a T-SHIRT. Walk to the left and use the path in the back to return to the map.

Walk back to the village. On the dock walk all the way to the right and under the arch into town. Walk to the left and under the arch with the clock, then follow the road to the left under another archway. Along the path you can see the Govenor’s mansion.

When you arrive there, you’ll see some deadly piranha poodles on a leash (luckily) but you can’t pass them to the front door. In your inventory use the yellow petals with the stewed meat to create a MEAT WITH CONDIMENT and feed that to the poodles. It’ll calm them down a bit. You can now reach the front door. Open it and go inside.

Use the door on the right and enter the room. You’ll be followed by someone and there’s a fight. It’ll result in you having a STAPLE REMOVER, some WAX LIPS, an MANUAL OF STYLE and a can of GOPHER REPELLENT. Walk down the stairs and leave the house through the open door on the left.

Walk to the right to the trail and then to town on the right. After the archway go through the doorway with the bright light to enter prison. Talk to the only prisoner there, but he has a very bad breath. Better do something about that. Leave the prison and walk to the right and enter the shop you’ve been in before. Talk to the shopkeeper and tell him you could really use a breath mint. For one piece of eight he’ll give you a roll of BREATH MINTS.

Leave the shop and walk to the doorway on the far left to return to the prison. Talk to the prisoner until he tells you about the carrot cake. Give the gopher repellent to Otis and he’ll give you the CAKE. Look at the cake and then open the cake to find the FILE in there. Leave the prison and go under the archway next to it, then follow the path back to the mansion. The dogs are still asleep so enter the mansion and go through the gaping hole behind the painting.

When the sheriff asks you for an explanation, it doesn’t really matter what you say, you’ll end up with the mayor anyway. When she wants to know what you have to say, again it doesn’t really matter.  Once she has left, use the door on the left to leave the mansion but just as you are about to, the sheriff blocks your way. No matter what insult you throw at him, you’ll end up in the sea anyway.

Under water, take the IDOL from the sea bed and you’ll pick up a SWORD as well. Then the Governor shows up. Now you need to finish your quests quickly! Walk the dock to the left and up the cliff path, then under the arch to the path on the right. On the map select the house on the far right.

Before you reach the house, you’ll first have to cross a bridge guarded by a troll. To get past him, give the stewed fish as toll and then continue your journey to the house. Use the door to knock and when the sword trainer steps out and asks what you want, ask him if he could train you to be better than the Sword Master. When he tells you you don’t have what it takes, tell him you do. Keep insisting that you do until he gives in and then tell him you’ve got 30 pieces of eight.

When the trainer asks for your sword tell him to check it out. The trainer will train you and during the insults, it doesn’t really matter what you reply. It’s all wrong. Then he’ll send you on your way to learn some more insults. Walk to the path on the right and on the map follow the path to almost at the village (the path all the way on the left). This is the busiest path and wait here. At some point you’ll meet a pirate and tell the pirate your name and that he should be prepared to die. Now comes the learning part:

Tell the pirate an insult. If he doesn’t have a correct response, you’ll move forward, if he has, you’ll move backwards but learn his response for next time. Also, you’ll learn new insults from him. So tell him a line you haven’t heard the answer to yet, hoping the pirate will give you an answer to it. If the pirate insults you, try to use the lines you’ve learned until you’ve got all combinations:

INSULT : "Have you stopped wearing diapers yet?"
ANSWER : "Why, did you want to borrow one?"

INSULT : "I got this scar on my face during a mighty struggle!"
ANSWER : "I hope now you've learned to stop picking your nose."

INSULT : "I once owned a dog that was smarter than you."
ANSWER : "He must have taught you everything you know."

INSULT : "I'm not going to take your insolence sitting down!"
ANSWER : "Your hemorrhoids are flaring up again, eh?"

INSULT : "I've heard you were a contemptible sneak."
ANSWER : "Too bad no one's ever heard of YOU at all."

INSULT : "I've spoken with apes more polite than you."
ANSWER : "I'm glad to hear you attended your family reunion."

INSULT : "My handkerchief will wipe up your blood!"
ANSWER : "So you got that job as a janitor, after all."

INSULT : "Nobody's ever drawn blood from me and nobody ever will!"
ANSWER : "You run THAT fast?"

INSULT : "People fall at my feet when they see me coming."
ANSWER : "Even BEFORE they smell your breath?"

INSULT : "Soon you'll be wearing my sword like a shish kebab!"
ANSWER : "First you'd better stop waving it like a feather-duster."

INSULT : "There are no words for how disgusting you are."
ANSWER : "Yes there are. You just never learned them."

INSULT : "This is the END for you, you gutter-crawling cur!"
ANSWER : "And I've got a little TIP for you. Get the POINT?"

INSULT : "You fight like a dairy farmer."
ANSWER : "How appropriate, you fight like a cow."

INSULT : "You have the manners of a beggar."
ANSWER : "I wanted to make sure you'd feel comfortable with me."

INSULT : "You make me want to puke."
ANSWER : "You make me think somebody already did."

INSULT : "You're no match for my brains, you poor fool."
ANSWER : "I'd be in real trouble if you ever used them."

Keep repeating this process until you’re confident enough to fight the Sword Master. Then leave the scene and on the map walk to the village at the bottom. Walk the dock all the way to the right and through the archway. Walk through the street to the other side and under the arch with the clock. Open the first door to visit the shop again and ring the bell on the counter to call the shopkeeper. Ask him about the Sword Master. He’ll go and make an appointment for you so leaves the shop.

As soon as the shopkeeper leaves, follow him out of the shop and keep following him, all the way out of town, onto the map to the fork and through the maze to the house of the Sword Master. Once the shopkeeper has left, walk across the bridge to the Sword Master.  Tell you’re here to kill her and now you’ll have to do what you’ve practiced before but with slightly different insults. This is a one way fight only, the Sword Master will insult, you need to answer with the replies you’ve learned before:

INSULT : "Every word you say to me is stupid."
ANSWER : "I wanted to make sure you'd feel comfortable with me."

INSULT : "I hope you have a boat ready for a quick escape."
ANSWER : "Why, did you want to borrow one?"

INSULT : "I usually see people like you passed-out on tavern floors."
ANSWER : "Even BEFORE they smell your breath?"

INSULT : "I will milk every last drop of blood from your body."
ANSWER : "How appropriate, you fight like a cow."

INSULT : "If your brother's like you, better to marry a pig."
ANSWER : "You make me think somebody already did."

INSULT : "I've got a long, sharp lesson for you to learn today."
ANSWER : "And I've got a little TIP for you. Get the POINT?"

INSULT : "I've got the courage and skill of a master swordsman!"
ANSWER : "I'd be in real trouble if you ever used them."

INSULT : "My last fight ended with my hands covered with blood."
ANSWER : "I hope now you've learned to stop picking your nose."

INSULT : "My name is feared in every dirty corner of this island!"
ANSWER : "So you got that job as a janitor, after all."

INSULT : "My sword is famous all over the Caribbean!"
ANSWER : "Too bad no one's ever heard of YOU at all."

INSULT : "My tongue is sharper than any sword."
ANSWER : "First you'd better stop waving it like a feather-duster."

INSULT : "My wisest enemies run away at the first sight of me!" 
ANSWER : "Even BEFORE they smell your breath?"

INSULT : "No one will ever catch ME fighting as badly as you do."
ANSWER : "You run THAT fast?"

INSULT : "Now I know what filth and stupidity really are."
ANSWER : "I'm glad to hear you attended your family reunion."

INSULT : "Only once have I met such a coward!"
ANSWER : "He must have taught you everything you know."

INSULT : "There are no clever moves that can help you now."
ANSWER : "Yes there are. You just never learned them."

INSULT : "You are a pain in the backside, sir!"
ANSWER : "Your hemorrhoids are flaring up again, eh?"

Once you’ve defeated the Sword Master, as proof you’ll get a T-SHIRT. Walk back the way you came across the bridge and onto the path. On the map select the village at the bottom. On the dock you’ll see a ship disappear and get informed that the Governor has been kidnapped.  Ask the man on the lookout where they went and he’ll tell you about Monkey Island. He’ll give you a NOTE and when you read it, you’ll find the threat of LeChuck.

On the dock walk to the right and enter the Scumm bar. It’s completely empty. Take the three MUGS from the table and walk further to the right. There are two more MUGS you need to take. Talk to the cook to learn more on what happened and what to do next. After the conversation, use the door on the right to enter the kitchen and now a time trial starts:

Use one of the mugs on the barrel of grog  in the lower left corner of the kitchen. It’s corrosive stuff so will eat your mug away. Keep an eye on your inventory because once a mug is ‘near death’ quickly use it with another mug to transfer the contents and repeat the process. Meanwhile, leave the kitchen and walk all the way to the left to leave the bar.

Walk to the right and under the archway then through the street to the other side and under the archway under the clock. In the next street walk to jail next to the archway on the far left. Use the corrosive drink on the lock of the cell that keeps Otis in and release him. Now he can help you to get to LeChuck… you think.  Leave the prison on the right.

Walk to the right and through the archway, then follow the road and under the arch on the right. Walk the dock all the way to the left and up the cliff path to the lookout point. Go under the arch to the path and on the map go to the Sword Master’s house in the center. Cross the bridge and walk over to the Sword Master. Tell her the Governor has been kidnapped. You’ve got your first recruit.

Walk left across the bridge and to the path back to the map. Select the island on the upper right. When you arrive you’ll see a rope going to the island but nothing attached to it. Use the chicken with pulley from you inventory on the rope to reach the other end and then open the door of the house and go inside.

Talk to Meathook and tell him the Governor has been kidnapped. Tell him you could get a crew together and sail off after them. To prove to him you can be the captain, all he asks of you is to touch the monster he’s hiding inside the box behind all the doors. Open the last door and use any of the command buttons on the lower left on the winged animal. That’s your second recruit.

Outside use the chicken and pully on the rope across the water to reach the other side and walk to the path on the left to return to the map. Go over the the lights on the path where you’ll find Stan’s ship emporium. When Stan asks you what you’re looking for, tell him you don’t have much to spend and he’ll show you the Sea Monkey. When he asks again how much you can afford, tell him you’d like to buy one on credit. Stan will then tell you about the shopkeeper in town who might be able to get you the credit.

Tell Stan you think it’s not the ship for you and then that you like to think about it some more. On your way out Stan will give you his CARD and a magnetic COMPASS to find your way back here. On the map select the village at the bottom.

Walk the dock all the way to the right, then under the archway. In the street walk under the arch with the clock into the city and use the first door next to you to enter the shop. Inside, use the bell to call the shopkeeper.  Tell him you’re interested in obtaining credit. He’ll ask if you have a job ad you tell him you do. He’ll go to the safe upstairs to get a note and keep a close eye on the combination of the handle. When he returns he’ll ask what job you have. It doesn’t matter what you answer, you already know enough.  You won’t get credit but it doesn’t matter. He’ll return the note to the safe and you get another chance to see the combination. Tell the shopkeeper that you want to see the Sword Master. He now leaves again.

As soon as he leaves, go to the safe upstairs and repeat the combination: pull the handle, pull the handle again, then push the handle and push the handle again. Now pull the handle. Push the handle four times and the safe should open. Out of the safe you’ll get a NOTE. Go down the stairs and leave the shop.

Walk through the archway on the right and through the next street through the archway on the right. Walk the dock all the way to the left and up the cliff path to the lookout point. Go under the arch to the path and on the map go to the lights, the Used Ship Emporium. Talk to Stan and ask to see the cheap one again. When he asks how much you’re willing to spend tell him you have the credit from the shopkeeper.

When Stan wants to seal the deal, talk to him about extras.  On all of the extra’s he mentions, answer you can do without that junk.  But he goes on forever so after 5 extras tell him to stop. Ask him what he thinks the boat is worth and he’ll make you an offer. Tell him then that you don’t need the boat anyway. When he calls you back, tell him you want to make him an offer. Tell him 5000 is your final offer and the ship is yours. You can collect it at the dock with your crew.

Walk to the left and leave the Used Ship Emporium. On the map select the village and Stan will handover the ship, giving you a PAMPHLET, a LEAFLET and a BROCHURE. Once he’s left, Otis will show up. Talk to him (it doesn’t matter what you tell him) and then the Sword Master will arrive. Also talk to her (again, it doesn’t matter what) and finally Meathook will arrive. You’re good to go.

Part Two: The Journey

In the captains hut, take the FEATHER PEN and the INK from the table. Open the drawer in the desk and then look at the drawer to find a DUSTY BOOK inside. Look at the dusty old book to read the captains log and learn more about Monkey Island and find a BOOKMARK inside.

Walk left to the door to leave the cabin and on deck walk up the rope ladder hanging from the mast to climb to the crows nest and take the JOLLY ROGER. Climb down to deck again and walk through the hatch next to the mast. You’ll reach the sleeping quarters and just in front of you is another hatch. Go through that one as well to enter the cargo hold.

On the barrel in front of you is a GIANT PIECE OF ROPE. Take it and then open the chest to the right. Look at the chest to find a bottle of FINE WINE in it that you’ll take. Walk over to the kegs on the left and look at the kegs to realise it contains gunpowder. Use the kegs to take some GUNPOWDER with you.

Walk to the ladder to climb to the floor above, then use the door in front of you to go down the other ladder into the kitchen. Open the cupboard next to the ladder to find boxes of cereal. Take a box of CEREAL from it. Open the box in your inventory to get a toy PRIZE from the box. Look at the prize to realize it’s not a toy but a SMALL KEY. Under the cupboard is a POT. Pick it up and walk up the ladder on the left to leave the kitchen again.

Go up the next ladder as well to return to deck. Walk through the door next to the stairs to return to the captain’s cabin again. On the far right is a cabinet which is locked but with the small key from the cereal you can open the cabinet and find a chest inside. Pick up the heavy chest to put it in the center of the room and open the chest. Then look at the chest to find a PIECE OF PAPER in it together with some CINNAMON STICKS.

Look at the paper. There’s your recipe to Monkey Island as mentioned in the journal. Time to do some cooking. Walk through the door on the left to return to deck.  Go through the hatch next to the mast and then through the door down the ladder into the kitchen. Go over to the cooking pot and follow the recipe: we assume the pot is preheated to 450 degrees. Put the cinnamon sticks in the pot. Use the breath mints as a replacement for the mint leaves. You don’t have a skull but the one on the Jolly Roger will have to do. Use the ink as squid ink, as monkey blood you’ll have to settle with the fine wine.

The recipe asks for a live chicken and you only have the one with the pulley so we’ll have to wait and see what the effect of that is. To make it more ‘lively’ add the feather pen. As brimstone you can add the cereal. Now for one or more of the other ingredients you can add the gunpowder. But be careful, you’ve created a quite potent mix and it’ll make you pass out.

Once you come to, get up and use Stan’s business cards with the red hot fire under the pot to turn them into a FLAMING MASS. Walk up the ladder to leave the kitchen. Use the hatch in front of you to go to the cargo hold and take some more GUNPOWDER from the kegs. Go up the ladder and go up the next ladder as well to go deck side. You have arrived at Monkey Island!

Use the giant piece of rope with the cannon to act as a fuse. Use the gunpowder with the cannon nozzle to charge the cannon and finally use the put as a helmet and you’ll fire yourself to Monkey Island.

Part Three: Under Monkey Island

After your meeting with Toothrot, get up and look at the note on the tree to learn about the upcoming meeting. Take the BANANA next to the tree and walk north into the jungle. On the map walk towards the river on the left and on the next part follow the river into the base of the volcano. On the other side of the volcano you can find a fort. Go there.

You’ll find a canon here. In front of it you’ll find a SPYGLASS. Pick it up. To the left is another piece of ROPE. Take this as well. If you push the cannon, a cannonball will roll out and covering the floor with gunpowder. Toothrot will show and complain about the mess. It doesn’t matter what you say to him, he’ll leave. Take the GUNPOWDER and the CANNONBALL and leave on the right.

Leave the volcano and follow the river to the right until you reach the fork where you’ll find a bridge and a dam. Next to the bridge you can see a note under a rock. Look at the MEMO and you’ll take the ROCK too. Look at the noteworthy rock in your inventory to discover it’s a piece of flint. Use the gunpowder on the dam and in your inventory open the spyglass to take the LENS out. Use the lens with the sun to ignite the gunpowder. When you’ve re-created the river, return to the fork and cross the bridge.

Walk up the footholds in the rocks to reach the next level. On the floor is another MEMO. Look at it to see it’s from Toothrot this time.  The note is about the the delicate art. Pull the primitive art twice so you’ll change the direction to which it is pointing. Then walk up the footholds in the back to reach the lookout point.

On the edge is a large rock. Push it down to let it hit the delicate art below and let the other rock fly to the banana tree on the beach. Toothrot will appear again. Talk to him (it doesn’t matter what you say) until he goes away and then walk the path down on the left. Another MEMO was left behind so read it to take it.

Walk the path down in front of the artwork and across the bridge, then the path in the center at the bottom to return to the jungle. Follow the river you’ve created to the end where a pond has formed.  On the left a MEMO from LeChuck. Take the ROPE from next to the unhealthy looking man and then Toothrot shows up again. Talk to him again, this time learn about the inhabitants of the island and the fact that Toothrot has a key to open the Monkey Head. But as long as the cannibals have his banana picker, he’ll keep hold of the key.

Walk south back into the jungle and keep walking south towards the beach you landed on. But in the vegetation you can see a crack. Walk to the crack and you can see a pair of oars at the bottom. Use one of the ropes and tie it to the palm tree on the left. Because the rope isn’t long enough you’ll tie it to a strong branch instead. Walk now to the ledge below. Use your next rope to the sturdy stump that’s on this ledge and now you can reach the canyon’s floor.

Pick up the pair of OARS and then use the path on the lower left to return to the jungle. Return to the beach you landed on. Take the two BANANAS from next to the tree and then use the rowboat. On the map, row to the right and around the peninsula, then north where there’s also a beach. Go there and not surprisingly, there’s a note on sand. Look at the NOTE and once read, Toothrot will show up again. Tell him you’re here to rescue someone. He’ll remind you of the banana picker again.

Once Toothrot has left, walk north into the jungle and on the map select the village north. In the village walk all the way to the left to the big stone head and from the bowl of fruit in front of it, take the two BANANAS. Walk back to the right and you’ll be greeted by the cannibals. Tell them they can eat you because you don’t care and they’ll lock you up. In the hut you’ll find another NOTE from Toothrot. There’s also a SKULL on the floor and when you pick it up you’ll notice a loose floorboard.

Use the loose board to create a hole and use the hole to escape the hut and the village. On the map walk back to the beach. Use the rowboat to go south, around the peninsula again and to the left, to the beach where you landed first. On the beach walk north into the jungle and then find the monkey that’s roaming the forest near the beach. Give five bananas to the monkey (wait for it to sit still for a moment) and it should start following you.

Walk right to return to the map and on the map walk all the way to the right to the clearing in the center of the peninsula. Walk to the right, past the corpses until you reach the totem pole. The middle holds a ‘nose’ and when you pull the nose, the gate will open. It’s a good thing you brought that monkey otherwise you’d still be outside.  On the ground, near the massive monkey head, you’ll find a WIMPY LITTLE IDOL. Take it with you and walk left back to the monkey grounds.

Keep walking left until you’re on the map again. Walk all the way left, follow the river until you can see the beach on the lower left. Visit that beach and use the rowing boat. Now on the map, row back to the right again, around the peninsula and north to the next beach. When you get out of the boat, walk north into the jungle and on the map walk north into the village.

Walk left to the big stone head but there’s nothing here. When you walk back to the right you bump into the villagers again. They want to know how you got out and why you came back. It doesn’t matter what you answer, as long as you don’t ask them to eat you again. You do care! Now they ask you for some sort of offering.

Give the wimpy little idol to the cannibals and you’re free to go. Walk to the left and enter the hut you were kept in earlier. This time you can pick up the BANANA PICKER and leave normally through the front door.  Walk to the right where Toothrot is moaning. Give the banana picker to him and he’ll give you the MONKEY HEAD KEY to give entrance to the cave.

Walk to the right to enter the jungle, then walk back into the village again where you’ll find the cannibals again. When they ask what you want, tell them there is something you want. Talk to them and tell them that you’re looking for somebody. Tell them they’re not living (or civilized) and they’ll tell you about the ghosts, the catacombs under the island and what you need for that. But you can’t have the head of the navigator.

Once they’re done talking to you, give them the leaflet: “How to get ahead in navigating” and you’ll get the HEAD OF THE NAVIGATOR, together with a NECKLACE to make it invisible to ghosts. Now you need to get the root for the potion. Walk to the right to leave the village and on the map walk to the beach on the right.

Use the rowboat and row south and around the peninsula. Then to the beach of the peninsula. Walk north into the jungle. On the map walk to the clearing on the right. Inside, walk all the way to the right until you reach the giant monkey head again. Use the monkey head key in the giant ear of the giant monkey to gain entrance. Walk into the mouth of the giant monkey.

Follow the path to the right and into the cave. Use the head of the navigator to find your way. You can look at the head: it’s pointing to the direction you need to go. You can also look at the head in your inventory and then you’re told the direction. Might be a bit easier as well. If you follow the directions, you should eventually end up at LeChuck’s ship.

Talk to the head of the navigator and ask it for the necklace. Ask politely please and keep begging with please until the head gives in and gives you the NECKLACE. Use the necklace on navigator to wear it yourself and enter the ghost ship. You’re now invisible.

On the right of the pirates is a hatch. Walk through it to go to the sleeping quarters below. Go through the passage on the right into the cargo hold with livestock.  Between the ghost chicken is a GHOST FEATHER. Pick it up and walk back through the passage into the sleeping quarters. Use the ghost feather on the feet of the sleeping ghost twice (if you walk to close, he’ll curl up under the sheets) to let him drop the jug. Pick up the JUG O’GROG and climb the ladder on the left back to deck.

Walk to the left and open the door, then enter the captain’s cabin. On the wall next to LeChuck is a key but you can’t reach it. Use the magnetic compass from your inventory and use it on the KEY to get it from the wall. Leave the cabin and walk through the hatch on the right again, then through the passage on the right to return to the cargo. In the floor is another hatch but it’s locked. Use the key from LeChuck to unlock it and go through the hatch into the next space.

There are rats here! On the other side are barrels with grease that you’d like to get your hands on so use the jug o’grog with the dish on the floor to distract the rats and walk over to the right. Take a big BLOB OF GREASE from the barrels and then walk back to the left. Climb the ladder back up.

Walk through the passage on the left and then climb the ladder next to the sleeping pirate to return back to deck. Use the glob of grease on the door on the right to stop it from squeaking. Then open the door and go through to enter what looks like the prison. Take the GHOST TOOLS from the wall and leave the room north, back to deck.

Do down the hatch here again and walk through the passage on the right. Use the ghost tools to open the glowing crate on the right and then look at the crate to find the VOODOO ROOT inside. Walk back through the passage on the left and then up the ladder next to the pirate to return back to deck. Leave the ship north into the cave and then to the left into the catacombs of the cave. You’ll end up in the village.

The villagers will make you the MAGIC SELTZER BOTTLE. Leave the village on the right and you’ll end up on the ledge in the cave where LeChuck’s ship used to be. Aks the ghost what happened to the ship. He’ll tell you about the wedding so ask where the wedding is. Then tell him you need to go after them. Your crew will show up and you tell them you need to go back to Mêlée Island.

Last Part: Guybrush Kicks Butt

Back on the dock you’re on your own again. But you need to stop the wedding. Walk the dock to the right and you’ll meet one of the ghosts. No matter what you say, it’ll result in spraying him with the magic seltzer bottle anyway. Your way to the right is now free. Walk to the right into town and try to get past the grim spectre standing in the street. When he asks if you have an invitation, tell him you have magic root beer.

Walk under the archway under the clock and open the door of the church in the center. It doesn’t matter what you say to interrupt the wedding, Keep talking to LeChuck (exhaust all options) until you end up at Stan’s Used Ship Emporium. Once out of the machine, use the floor to get up and quickly take the ROOT BEER from the ground. Use the root beer on LeChuck to end him for good.

 

 

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