THE SECRET OF MONKEY ISLAND This was the game from Lucas Arts which took hold of adventure gaming and gave it a darn good shake, setting you off on the adventures of Guybrush and the ghost pirate LeChuck. Loads of you are still stuck though, so here's the full solution... PART ONE - THE THREE TRIALS GETTING YOUR GEAR FOR THE TRIALS You will start the adventure at the lookout point above the town. The look- out tells you where to begin your quest. To start off, WALK right along the dock to the Scumm Bar. OPEN the door and WALK in. If you want try TALKING TO some of the pirates around the room. Now WALK TO the red curtain and TALK TO the important looking pirates. Tell them you want to be a pirate and get them to tell you about the three trials before you leave. OPEN the door to the right of you. The cook (A right fat git!) will tell you to buzz off. Wait for him to come out and walk off the left of the screen, then WALK into the kitchen. CLOSE the door you just came through and PICK UP the hunk 'o' meat on the table behind you, and the pot under the table. OPEN the door to the right and go outside. WALK TO the end of the pier and WALK down a bit, the board will jump and the sea gull will fly up a bit, keep doing this until it gets quite high up then quickly PICK UP the fish. Go back out into the street. CLOSE the Scumm Bar door. WALK left and then up to the cliff side. Then from here WALK off the right of the screen to the PATH. Click on the clearing in the middle of the island and then WALK left to the circus tent. Interrupt the Fettuccine brothers' argument by clicking on Ahem... Ask them how much they will pay you to do the stunt. Agree to their offer and then tell them you have a helmet. GIVE the pot to them and then the trick will be performed. Say something (I suggest .. I'm Bobbin Are You My Mother? - Put your head upside down dork!) to indicate that you are OK and then take you money and WALK back to the path. Go back to the village and WALK left past the Scumm Bar and through the archway to the main street. TALK TO the citizen of Melee, and when he asks you about Sven, say that you know someone called Dominique. Tell him you'll take the map then leave him. WALK left and keep walking near the rat until it runs off. Then TALK to The Men of Low Moral (Pirates) and say that you're sorry about the rat, and just chat with them for a bit. Now walk to the right a bit and then WALK TO the door on the right along the street and then OPEN it. WALK in. PICK UP the rubber chicken with a ring through the middle which is lying on the trunk and then LOOK at it. WALK right and TALK to the Vodoo lady for a while. Then WALK back to the street. Next WALK TO the archway under the clock and then WALK TO the alley where the "Psssst" is coming from. A man will appear and introduce himself as Sherrif Shinetop. Then he will leave. Go back to the street. Next OPEN the door to the right of the alley you just went down and WALK inside the shop. PICK UP the shovel at the top up the stairs and the sword at the back of the room. Now TALK TO the store keeper. Tell him you want the Sword and the Shovel and then leave the shop and WALK out. Go back through the archway and then back to near the Scumm Bar, then back to the Cliffside to the Path. COMPLETING THE TRIALS Go to the house at the far right of Melee Island. You will be stopped by the Troll for the Toll to get over the bridge. GIVE the fish to him to reveal his true identity and get past. Go on to the house and try to OPEN the door. Guybrush will knock and a man will answer. Ask him to train you to be the best sword fighter on Melee Island. Insist that you have what it takes. Let him take the 30 pieces 'o' eight and your session will begin. Once the training is finished, you will need to learn some insults. WALK TO the path and go to the junction just left to the fork (But don't go to the fork). this is where you will have the most chance of a scrap. Fight any pirates that come along to collect their insults and their replies. This is the hardest part of the game, so write all the insults down on paper and their replies next to them. If you have an insult but not a reply then use it, since the responces are the important thing. At some point you will be told you are good enough to fight the Sword Master. You're not! Collect as many of the 20 insults and responces you can before you pack it in. When you are done go back to the village and make your way to the shop you were in before. Tell the Shop Keeper you want to see the Sword Master, he will go and quickly follow him every where he goes right through the forest and to the Sword Masters. If you loose him, go back to the shop and USE the bell to make him return and make him go again. WALK TO the Sword Master then TALK TO her. Tell her that you have come to kill her. The Sword Master gives you different insults to the ones you have already but look through your collection of replies until you see one than you consider appropriate to the insult given. When she is defeated she will give you a 100% cotton T-Shirt. LOOK AT it to see your prize. You can now use the Sword Master's insults to win any fights you get into, but you won't need to get into a sword fight from now on. Now WALK back to the path and into the fork, and enter the forest. WALK to the back of the screen and PICK UP the yellow flowers. Now LOOK AT the map for directions to the treasure. They look like dance steps but they are really instructions. Back means into the door at the back of the screen, while left and right mean off the screen in that direction. Copy the steps if you like onto paper. Once you find the treasure clearing WALK TO the right and USE the shovel on the X. LOOK AT the T-Shirt you get to see your prize and WALK TO the left to go back to the path. Go to the village and WALK back to the town near the shop. WALK off the left of the screen to the Governors Mansion. USE the yellow petal flowers on the hunk 'o' meat and GIVE the now-formed meat with condiment to the deadly piranha poodles. When the poodles pass out (Not die) look at the message which pops up on the screen and then OPEN the door to the mansion and WALK in. OPEN the door just to the right of the front door and WALK in. A surreal figh sequence will then unfold giving you some items for your inventory. WALK back out of the front door and back to the town. WALK into the jail and TALK TO death breath (The prisoner). Go back out to the street and to the shop. TALK TO the store keeper and ask him for a breath mint then leave his shop. WALK back to the jail and GIVE the breath mints to the prisoner. Aks him if he has a file, then GIVE him the gopher repellent. When you have the cake go back to the street. WALK back to the governors mansion and go in. LOOK AT the cake to find it has a file in it then WALK TO the gaping hole. The fight will continue and you will eventually emerge with a fabulous idol. The sherrif will then stop you and ask you what you are doing with it. Tell him you're taking it for a walk. The governor will appear and tell Fester to sod off. Chat to the governor (Well kind 'o' chat!) and WALK TO the front door when she leaves. OPEN the door and Sherrif Shinetop (Ha ha!) will throw you off the dock. Ooh! The plot thickens! STARTING THE QUEST When you appear underwater. PICK UP the idol. You will then collect the sword and climb back to the dock. The lookout appears to tell you that the governor has been kidnapped. Ask him about it and he will give you a note from LeChuck telling you about what's happening. WALK right to the Scumm Bar and go it. PICK UP all the mugs and WALK TO the red curtain. TALK TO the cook. Ask him what's wrong and get him to tell you where to get a much needed ship. OPEN the kitchen door and go in. The next sequence has to be done pretty speedily. USE the mug on the barrel and then zoom off to the jail. The grog will eat through the mugs at various points in the game. USE the near dead mug 'o' grog on one of the empty mugs. If you fail abysmally then return to the Scumm Bar and pick up the reappered mugs and repeat the sequence. When you arrive at the jail. USE the mug 'o' grog on the lock so that the prisoner is free. When you try to convince him to join your crew he will scarper. But never mind! He'll be back. WALK back to the street and WALK right back to the path. Go to the shore at the top of the island. When the screen with the neon sign appears USE the rubber chicken with the cable to cross the gap. Now OPEN the door on the house and go in. Meathook will appear and tell you he doesn't like visitors (Insult him if you like but when you run out come back in). Tell him the governors has been kidnapped and you are forming a crew to rescue her. Meathook will give you a test to prove your worth. When he has opened all the barriers and scarpers OPEN the little door and FONDLE the parrot. Meathook will agree to be on your crew after a while. USE the rubber chicken to cross the gap again and go back to the path. Go to the Sword Masters by clicking on the little light north of the forest. The text Sword Masters will come on the pointer. TALK TO her. Get her to join your crew simply by telling her the governor has been kidnapped. Now WALK TO the path. Go to the lights, which are really Stan's Used Ship Emporium, he will approch you and use his sales pitch. Say you don't have much money and you want a credit. He will refuse. Tell him you need time to think about it and then try to leave the yard. Stan will come after you and give you a magnetic compass and a card. Go to the village and WALK TO the shop. TALK TO the store keeper. Tell him you want to produce a not of credit. Say that you are a Foul Smelling Grog Swilling Pirate (Or anyother job there is!). He will get a note from the safe. Make a careful note of the combination! (Weather it is pull and push). He won't belive you. He will put the note back. Last chance to geth the combination. If you miss it then leave and then go back in and try again. The combination varies on different versions of the game I think but here is my combination: Pull Pull Pull Push Push Push Push Pull Push Push Push Push Tell him you are looking for the Sword Master to send him away. Now go to the safe and Pull to move the handle left and Push to move it right. Enter the combination and open the safe to get the credit note. Go back to Stan's Boat Yard. Ask to see the cheap ship again and say that you have a not of credit. The negotiationg will now begin. Talk about extras and say that you can do with out them all until you return back to the first one (The fog one) . At this point say that you've heard enough about extras. Ask Stan how much the ship is worth. Then say you don't want it after all. Say you guess he's right when he calls you back. And make him an offer of the one around 4050 pieces 'o' eight. He'll then sell you the ship. Leave the yard and then go back to the village. WALK TO the dock to meet Stan with your ship. He will give you some literature to use later on in your adventure. Greet your crew when they arrive and then you're ready to sail the seventh seas! Ahoy! PART TWO - THE JOURNEY Once the crew have made their position clear you retire to the cabin. OPEN the desk drawer and LOOK AT the contents. LOOK AT the book to read it. PICK UP the feather pen and the ink then WALK TO the door to get to the deck. WALK TO the rope ladder and PICK UP the Jolly Roger when you have climbed up. Go back down and then OPEN the hatch and go down. WALK TO the door to get to the galley. PICK UP the pot and OPEN the cupboard. PICK UP the cereal and OPEN it to get a prize. LOOK AT the prize and you will see that it is a small key. WALK back up the ladder and WALK TO the hatch and go down into the hold. OPEN the chest on the right and LOOK AT it to get fine wine. PICK UP the giant piece of rope and OPEN the kegs on the left to get some gunpowder. Now go back out onto the deck. WALK back to the cabin and USE the small key in the Cabinet. Open the chest inside to get some paper and some cinamon sticks. LOOK AT the piece of paper to see the recipe, the WALK back to the deck and go to the Galley again. USE the cinamon sticks, the Jolly Roger, the rubber chicken, the fine wine, the breath mints, the piece of paper, the gunpowder, and the cereal (phew) on the cooking pot. To use the breath mints click on USE Cooking Pot on Breath mints. The pot will then steam and knock you out. When you wake up go to the deck to discover that you are on Monkey Island! (Wow!). Go back down to the hold and OPEN the kegs again to get more gunpowder and then return to the deck. USE the gunpowder on the Nozzle of the cannon and the giant piece of rope with the cannon to form a fuse. Go back down into the galley and use the feather pen with the cooking pot to form a steaming mass. Now return to the deck and USE the steaming mass on the fuse, and quickly USE the pot you have. The cannon will then shoot you to Monkey Island's shore. PART THREE - UNDER MONKEY ISLAND After Herman walks away. WALK TO the jungle to see a map of the island. Go to the river fork in the middle of the island and WALK TO the foot holes across the river and then up the next set and PUSH the rock off the edge and lawks! Your ship will be sunk! But, hang on... Who cares?! Go to the path down and PULL the primitive art twice then WALK to the next set of foot holes again. If Herman appears just tell him to piss off! PICK UP the heap 'o' rocks and then PUSH it off the edge. The rock should hit the big banana tree on the beach. WALK back down to the river fork and return to the jungle. Go off to the left and go to the fort on the egde of the volcano. PICK UP the spy glass and the rope and PUSH the cannon. When Herman appears tell him that a monkey did it. Ask him a question then leave the conversation. PICK UP the cannonball and the gunpowder and WALK TO the jungle. Go back to the river fork and Guybrush will once again hint, Boy it sure it HOT here indicating that he wants you to try and WALK TO the sun, so try it if you like. PICK UP the note under the rock. LOOK AT noteworthy rock to get a piece of flint. USE the handful of gunpowder with the dam, then USE the flint with the cannonball. The dam will go boom boom and carry you along go to the pond at the end and PICK UP the rope by the unhealthy looking man. Tell Herman to piss off and then walk back to the jungle and then go to the crack. USE the rope with the strong branch and WALK down to the next ledge, now USE the other rope on the sturdy stump and WALK down to the ground and PICK UP the oars. WALK back to the jungle and return to the beach at the bottom of the island where you first landed. PICK UP the bananas and USE the oars with the row boat. Paddle to the right, around the head land and up to the beach near the top of the island. WALK TO the jungle and go to the village. WALK TO the hut on the far left and PICK UP the bananas in the bowl 'o' fruit. Now try to return to the jungle, but.... dan dan dan daaaaah! Shock horror! Cannibals will stop you so try to give them an offering. They will refuse anything and lock you up. PICK UP the skull on the floor and OPEN the loose floor board underneath. WALK TO the hole to escape. Go back to the boat and back to the beach with the banana tree. WALK TO the jungle and then to the monkey. GIVE him bananas and LOOK at him, keep feeding him until he is happy and follows you. WALK TO the jungle and to the clearing on the headland on the right. WALK TO the right until you reach the totem poles. PULL the nose on the left hand totem pole and WALK TO the gate that opens. It will close again but the monkey will swing on the nose keeping the gate open. WALK TO the gigantic monkey head and PICK UP the wimpy little idol. Now go back to the boat and to the cannibal village again. WALK TO the hut on the left and try to leave again, they will stop you and give them the idol. WALK TO the hut on the left and go in. PICK UP the banana picker and go outside and GIVE it to Herman. He will give you the key to the monkey head. Go back to the boat and back to the clearing where the monkey head is. USE the monkey head key in the monkey head's ear. The head will open. Go back to the boat and back to the cannibal village. Tell them there is something they can do for you and tell them you are looking for someone dead. They'll tell you about their magic potion. Tell 'em your gonna kick LeChuck out. They will stop you and tell you about the head of the navigator. GIVE them the leaflet and they will give you the head. Go back to the monkey head. And go inside it and WALK right until you arrive at the next cave. Now USE the head of the navigator. LOOK AT the head and walk the way it says, keep doing this until you arrive at LeChucks ship. TALK TO the head and ask for the necklace keep pleading. Then USE the necklace to turn your self invisable. WALK TO the ship and then to the door over to the left. USE the magnetic compass on the key on the wall then WALK TO the deck again. WALK down the hatch and along the passage to the right. PICK UP the chicken to get a feather. WALK back along the passage and USE the feather on the sleeping ghost mans feet. PICK UP the jug 'o' grog he drops. WALK through the passage again and use the key on the hatch. WALK TO the hatch and USE the jug 'o' grog on the dish. PICK UP the cooking greese and go back to the deck. USE the glob 'o' grease on the door on the right to stop it squeaking then OPEN it and go in. PICK UP the ghost tools and return to the deck. Go down the hatch and along the passage and USE the ghost tools on the glowing crate to get the voodoo root. Then go back to the deck and back to the cave, WALK off to the left. You will now be back in the cannibal village. Have a chat with the three-headed monkey (eh?) while the natives make you a potion. WALK back to the junlge and you will be back in the cave. Ask the ghost what happened and about the wedding and you're ready to go. Herman will come and you can now go to Melee Island. PART FOUR - GUYBRUSH KICKS BUTT! - FINAL PART WALK off the dock and offer the ghost some root beer and zap him. WALK TO the town and WALK up to the grim spectre. Tell him you've got some magic root beer and blast him. Go to the church near the shop and OPEN the door and WALK in. Say "STOP THE WEDDING!". The governor will appear and try to see what's going on. Say "Take this!" and your zapper will get jammed. LeChuck will belt you and you will land in the grog machine in Stan's used ships. When LeChuck appears he will whack Stan (Good!). Now PICK UP the bottle on the floor and USE it on LeChuck, he will die and you can be reunited with the governor. TYPED BY ZANGLE. 14.3.93 I.L.Y.M