
      C O M P L E T E    S O L V E    F O R    M O N K E Y    I S L A N D


      THE SECRET OF MONKEY ISLAND
                 Part 1
     
      GENERAL
     
      As the game begins, you, Guybrush Threepwood, have just arrived on
     Monkey Island to join the pirates. I know people are making fun of your
     name, but I am afraid you are stuck with it. Having talked to the
     Lookout, you are on your way to find Scumm Bar where the pirates hang
     out. Let's discuss a few things concerning this walkthru before we get
     on with solving the game.
     
      The game has many locations that you need to visit. But since the game
     is divided into separate standalone segments, these locations can be
     easily memorized. The walkthru will give directions to a new location,
     but on return visits, it will be assumed you know the way, and you won't
     be bored with repetitious directions.
     
      You will be doing a lot of talking in the game. In most cases, you
     don't need to select the right dialogue to solve a puzzle. When the
     walkthru tells you to TALK to a character, select as many different
     dialogues as possible. Part of the fun in playing this game is to enjoy
     the funny responses given by the various game characters. Exceptions to
     this will be pointed out wherever appropriate.
     
      Some of the actions given in the walkthru are not absolutely necessary
     for solving the game. They are there either to provide more continuity
     to the story, or to elicit an extra chuckle or two.
     
      And now, without further ado, on with the game!

                                       2

     
      THE THREE TRIALS
     
      You have climbed down the cliffside and are standing near the dock.
     There is a poster here. LOOK at the POSTER of Governor Marley. Go right
     until you reach the door of Scumm Bar. OPEN the DOOR and walk in. TALK
     to the fat pirate on the far left, then to the pirate at the next table.
     Just for fun, try TALKing to the pirate at the table behind him. Walk to
     the right until you see the three important-looking pirates sitting at a
     long table.
     
      TALK to them to find out about the three trials you need to complete
     before you can become a pirate. Walk back and forth between the two bar
     scenes until you see the cook coming out from the kitchen to the right.
     Situate yourself next to the important pirates and sneak inside the
     kitchen door as soon as the cook disappears to the left.
     
      PICK UP the POT (under the table) and the CHUNK OF MEAT. USE CHUNK OF
     MEAT with POT OF STEW. PICK UP MEAT IN STEW. OPEN the DOOR to the right.
     Walk to the very end of the planks (that's okay, you won't fall off).
     Walk forward toward the front of the screen. The loosened plank
     interrupts the seagull, and it flies away briefly before returning to
     feed on the red herring again. Repeat this a few more times until you
     have enough time to PICK UP the RED HERRING before the seagull returns.
     Exit the bar, then sit back and enjoy the animated interlude.
     
      From the front door of the bar, keep going left, and WALK TO the
     CLIFFSIDE. You are back at the Lookout Point again. WALK TO PATH on the
     right side of the screen. The screen changes into an overhead view of
     Melee Island. WALK TO the CLEARING near the center of the map. Go left
     until you see the circus. WALK TO the CIRCUS TENT. Meet the Fettucini
     brothers, and TALK to them, or rather, let them do most of the talking.
     When asked, tell them you have a helmet, and USE POT. That's not a bad
     way to make 478 Pieces of Eight, is it? Exit the circus and return to
     the Lookout Point.
     
      WALK TO the stairs at the bottom right of the screen. Keep moving right
     until the scene changes to show the citizen of Melee with a parrot on
     his shoulder. TALK to the CITIZEN OF MELEE. If he tells you to get lost,
     TALK to him again. He will offer to sell you a treasure map. Buy it from
     him for 100 Pieces of Eight. LOOK at the MAP. Write down the directions
     shown on the map: back, left, right, left, right, back, right, left,
     back. TALK to the MEN OF LOW MORAL FIBER to the left just for fun. You
     may even pick up a Piece of Eight or two.
     
      On the same screen, OPEN the first door to the right, and enter. PICK
     UP CHICKEN (from the table on the right), and go to the right side of
     the screen until you see the fortune teller. TALK to FORTUNE TELLER,
     then exit. WALK TO the archway (toward the back of the screen), then
     WALK TO alley (near the middle of screen). TALK to the SHERIFF Fester
     Shinetop. WALK TO the STREET to the left, OPEN the first DOOR on your
     right, and enter.
     
      You can buy a few useful things in this store. PICK UP the SWORD (near
     the middle of the screen) and the SHOVEL (upstairs near the safe). TALK
     to STOREKEEPER about the sword and the shovel, and buy them. Exit the
     store, go left, and enter the door next to the archway that leads out of
     town. You are in the jail house. TALK to the PRISONER and get a clue
     about bad breath.

                                       3

     
      Exit the jail and return to the store. TALK to the STOREKEEPER and he
     will give you breath mints. Exit the store and return to the jail. GIVE
     BREATH MINT to PRISONER. TALK to the PRISONER some more. Now, you get
     clues about some yellow flowers in the forest, and something about a
     carrot cake. Keep talking until the sheriff comes in and interrupts you.
     Leave the jail, go all the way back up to the Lookout Point, and to the
     overhead map.
     
      Travel to the house on the right side of the island. You will be
     stopped by a troll at a bridge (the infamous troll bridge). TALK to the
     TROLL, then GIVE RED HERRING to TROLL. (Who's the guy in the troll suit?
     I thought it was Han Solo, but many people disagreed with me.)
     
      Resume your journey to the house. LOOK at the SIGN, OPEN the DOOR, and
     TALK to the man. When he says you do not have what it takes, be sure to
     argue with him and be persistent. Pay him the 30 Pieces of Eight and
     show him the sword. Once he takes you inside, sit back and watch the
     lengthy animated sequence; pay careful attention to learn the secret of
     real sword fighting.
     
      After the sword training, travel to the fork which is to the left of
     the clearing/circus. If you get stopped by other citizens of Melee,
     avoid confrontation for now; there will be plenty of that coming up
     shortly. Once you get to the clearing and the screen changes from
     overhead to the normal third-person perspective, follow the directions
     you wrote down earlier.
     
      The first direction is BACK. So take the path that goes towards the
     back of the screen. There are some yellow plants here: Be sure to PICK
     UP some. Continue to follow the directions. When you come to the final
     location, move to the right until you find a plaque and a marker. LOOK
     at PLAQUE, then LOOK at MARKER. USE SHOVEL with X. You have found the
     treasure of Melee Island: a T-shirt! Now, go left and WALK TO PATH.
     You are back to the overhead map standing at the FORK.
     
      Stay where you are and wait for the traveling citizens and pirates to
     show up; you won't have to wait long. As each person shows up, you must
     tell each one to prepare to die, because you must do a lot of fighting
     here to gather all the witty insults and replies to prepare for the
     swordmaster. You already have two of each from the trainer. Start with
     these, and record all the new ones you get from these encounters.
     
      Don't worry; nobody dies in these fights. Keep doing this until your
     opponent tells you you're good enough for the swordmaster. Fight a few
     more times to make sure that all your insults have replies to them. By
     now, you should have at least ten insults and ten corresponding replies
     (the more, the better!).
     
      Return to the store and TALK to the STOREKEEPER again. If he is not
     there, USE the BELL. Tell him to go ask the swordmaster if she will see
     you. Exit the store immediately after he leaves. You will catch a
     glimpse of him just moving off screen. Follow him. He goes up to the
     Lookout Point, then to the overhead map, and toward the Fork. On one or
     two screens, you may not see him, but don't worry. Continue to move in
     the same direction, and you will see him again on the next screen.

                                       4

     
      Once you get to the clearing, you will have to follow the paths that he
     takes exactly until you find the swordmaster's house. After you learn
     that the storekeeper is really a dirty old man, confront Carla, the
     swordmaster. TALK to her, and eventually, you will have to fight her.
     You should save your game here before the fighting starts.
     
      You will find that Carla gets to do all the insulting, while you can
     only reply. You will not have heard any of her insults before in your
     many encounters. The idea here is to select the most appropriate replies
     from your (hopefully) sizable list. It is really not that difficult to
     come up with the right responses, provided you have gathered a large
     enough number of replies. Once you defeat her, you will get another
     T-shirt -- 100% cotton this time.
     
      (Don't ask me about the author's apparently strange obsession with
     T-shirts. I am a walkthru writer, not a psychiatrist.)
     
      Exiting this location is easy. Just move to the left of the screen,
     WALK TO the PATH, and you will find yourself standing at the Fork in the
     overhead map. Also, notice that the little spot of light slightly to the
     north of the fork is now labeled Swordmaster. The next time you need to
     visit her, all you have to do is click on that spot of light.
     
      Go back into town until you are in front of the jail house. WALK TO the
     ARCHWAY to the left, then WALK TO the GOVERNOR'S MANSION. USE the YELLOW
     PETAL with STEWED MEAT. This turns the meat into "meat with condiment."
     USE MEAT WITH CONDIMENT with the DEADLY PIRANHA POODLES, OPEN the
     mansion DOOR, and enter. OPEN the first door immediately to the right
     and enter it. Sit back and prepare to laugh your head off at the
     sequence which follows. When you reappear through the upstairs door,
     notice that you are carrying a few more items than you were before.
     
      Go back to the jail house and GIVE GOPHER REPELLENT to PRISONER. He
     will give you a carrot cake in return. USE the CARROT CAKE and you will
     find a file. We know what to do with it, don't we? Go back to the
     mansion, enter through the gaping hole in the wall, and enjoy another
     sequence until Governor Marley finally appears.
     
      Talk to her. Leave the mansion and get arrested by Fester. After he
     throws you over the dock, pick up the idol and the game will do the
     rest.
     
      Congratulations! You have completed the Three Trials, but we are just
     getting warmed up!

                                       5

     
      THE SECRET OF MONKEY ISLAND
                 Part 2
     
      BUYING A SHIP AND ROUNDING UP THE CREW
     
      The last time we saw you, you had just climbed back up to the dock
     after almost getting killed by the Sheriff. Standing on the dock, you
     catch a glimpse of a ghost ship sailing away. The lookout man appears
     and tells you that LeChuck has kidnaped the governor. He hands you a
     note from LeChuck. LOOK at NOTE. Boy, this LeChuck is not a nice person!
     
      Go back to the Scumm Bar. Gee, all the pirates are gone, but there are
     a bunch of empty mugs here. GET all the MUGS that you can find. TALK to
     the COOK. He sure cries big tears for a grown man. Go into the kitchen
     and USE MUG with BARREL. Leave the bar and head for the jail house.
     
      Your mug will begin to melt shortly after you fill it with grog from
     the barrel. Whenever your filled mug becomes a "melting mug," go one
     more screen, and USE MUG with MELTING MUG before continuing. The idea is
     to transfer the grog from the melting mug to a good mug, and keep going.
     Repeat this maneuver until you get inside the jail. (You should have
     enough mugs to carry the grog this far.) Use MELTING MUG with LOCK.
     Strong stuff, isn't it? The grog melts the lock off the door, and the
     prisoner is free. Sit back and enjoy another animated interlude.
     
      Go visit the swordmaster again. Tell her the governor has been
     kidnaped. She volunteers to go with you. What a nice person! Leave the
     swordmaster and return to the overhead map. Go to the island at the top
     left of the screen. WALK to the POLE on the near side. USE CHICKEN on
     CABLE. OPEN the DOOR to the house and enter. TALK to MEATHOOK. Be sure
     to ask him to show you his talking tattoo; it's worth the price of
     admission!
     
      After you are done with all the silliness, tell him the governor has
     been kidnaped. Listen to what he has to say. OPEN the little DOOR.
     STROKE the MURDEROUS WINGED DEVIL. You've just found your third crew
     member. Leave the house, WALK to the POLE on the far side, USE the
     CHICKEN on CABLE, then WALK to PATH on the left to return to the
     overhead map.
     
      Well, you've got a crew of three, so it would be nice to find a ship.
     Go to the "lights." You can't miss them; they're in the area with all
     the lights midway between the troll bridge and the trainer. Oh no,
     here's Stan, the used ship salesman, with his plaid overcoat. After
     listening to his long sales pitch, be sure to tell him that you don't
     have much to spend. He will direct you to the ship you want to buy.
     (Well, maybe not the one you _want_ to buy, but the one you _have_ to
     buy if you want to solve the game.) Then, you must ask him about credit.
     He'll tell you that the storekeeper in town will extend credit. Say
     goodbye to Stan for now. He will give you his business card and a
     magnetic compass just before you exit.

                                       6

     
      Guess where you will be going next? Yes, back to the storekeeper. TALK
     to STOREKEEPER about procuring a line of credit. I am afraid you must
     lie to him. Tell him you have a job with the circus. (You are a pirate,
     so lying would be the least of your vices.) Look, the storekeeper is
     opening the safe to get the paperwork. Watch very carefully what he is
     doing to the lever to open the safe! He finally sees through your lie
     and puts the paperwork back in the safe, giving you another chance to
     see how the safe can be opened. Now, you must ask him to go visit the
     swordmaster again. He will be glad to, that dirty old man! When he is
     gone, go upstairs to the safe and perform the exact same movements the
     storekeeper used to open the safe. (Note: These moves change from game
     to game, so pay attention and take notes!) Once you've opened the safe,
     take the Note of Credit.
     
      Go pay Stan another visit. Ask to see the cheap ship again. Ask Stan to
     take credit, which he will do gladly. Now, all you have to do is to
     bargain with him to get the price down to your credit limit (5,000
     Pieces of Eight). To do this, first ask him what he thinks the ship is
     worth. Then, make him an offer and start at 2,000 Pieces of Eight. Again
     ask him what he thinks it's worth, then make him the next higher offer.
     Keep doing this until your offer is at 4,000 Pieces of Eight.
     
      Ask him once more what he thinks the ship is worth, then say you don't
     need the ship that badly, and walk away. He will call you back and lower
     his asking price one more time. Now, make your final offer of 5,000, and
     be persistent. He will finally give in and sell you the ship. Go to the
     dock. (The dock is just to the right after you climb down the
     cliffside.) Visit Stan one last time (thank goodness!), and get some
     all-important junk literature from him. The game takes over here, and
     you and your crew safely board the ship. You are on your way to Monkey
     Island.
     
      ON THE SHIP
     
      Well, your crew has decided to turn this into a nice three-hour cruise
     instead. Looks like you will have to do all the work by yourself. In the
     captain's cabin, PICK UP PEN and INK, OPEN the DRAWER, and LOOK AT the
     DUSTY BOOK to get the clues about a recipe and some soup. The book also
     tells about the captain and his first mate TOOTHROT. WALK TO the DOOR on
     the left side of the screen to go on deck. TALK to the CREW if you want.
     WALK to ROPE LADDER (just next to Carla) and PICK UP FLAG (the Jolly
     Roger).
     
      Go back down to the deck, WALK TO HATCH (behind the crew), and PICK UP
     ROPE. OPEN the CHEST to the right, PICK UP FINE WINE, and OPEN KEG. PICK
     UP GUNPOWDER, WALK TO LADDER (going down), then WALK TO DOOR. OPEN
     CUPBOARD, PICK UP CEREAL, USE CEREAL, and LOOK AT PRIZE. Well, what do
     you know? A key! Go back to the captain's cabin. USE SMALL KEY in
     CABINET, LOOK AT CHEST, and OPEN CHEST. LOOK AT CHEST, get paper, and
     cinnamon sticks. LOOK AT PAPER. The recipe, finally!
     
      Well, now we can make some soup, get unconscious, and arrive at Monkey
     Island. Doesn't that sound like a plan? But wait, you don't have all
     the ingredients listed on the recipe. Don't panic; maybe we can
     substitute (I honestly don't think there is a gourmet among your crew).

                                       7

     
      These are the ingredients you should use (portions are not important):
     cinnamon, breath mint, Jolly Roger, ink, fine wine, chicken, gun powder,
     cereal. Put all these things in the big pot on the hot fire, and soup's
     on!
     
      After you finish fainting, get up. PICK UP the small POT (not the big
     pot over the fire), then USE BUSINESS CARD with RED HOT FIRE. The card
     is now a FLAMING MESS. Go to the hatch again, OPEN KEG, and PICK UP some
     more GUNPOWDER. Go on deck. TALK to the CREW some more just for fun
     (although you won't get anywhere with them). USE GIANT PIECE OF ROPE
     with CANNON, USE GUNPOWDER in CANNON NOZZLE, then USE FLAMING MESS with
     FUSE. Now, quickly, before the fuse burns through, USE POT. Good thing
     you had prior training from the Fettucini Brothers. You know exactly
     what to do. You are now on Monkey Island.


     
      THE SECRET OF MONKEY ISLAND
                 Part 3
     
      ON MONKEY ISLAND
     
      You get to meet Herman Toothrot for the first time, sort of, though not
     exactly face to face. After he finishes his rambling and walks away,
     LOOK at the PAPER on the tree. PICK UP the BANANA and WALK TO the jungle
     (near the back of the screen). You find yourself in another of those
     overhead maps. This is the map of Monkey island, and it's several
     screens long by several screens wide. Go one screen left and one screen
     up until you see the left edge of the island. Then, find the Fort, and
     go there first.
     
      PICK UP SPYGLASS, PICK UP ROPE, and PUSH CANNON. Toothrot shows up
     again. TALK to him for a while for a few laughs. After he leaves, PICK
     UP GUNPOWDER. Leave the Fort and return to the overhead map. Find the
     location marked River Fork, and travel there (it should be one screen
     to the right of the Fort).
     
      You are near a river with a dam. LOOK at the ROCK on top of the NOTE.
     It is a flint (a "spark maker"). PICK UP ROCK and read the note. WALK
     TO the FOOTHOLDS on the cliff (on the far side of the river). LOOK at
     NOTE, then LOOK at PRIMITIVE ART. Does the art remind you of something?
     PUSH ART (two times) until the horizontal bar is pointing at you. (Note:
     When you select ART as the object you want to push, make sure you are
     pointing at the big boulder. It makes a difference as to which direction
     this art thing pivots.) WALK TO the FOOTHOLDS leading up, and PUSH the
     single ROCK near the middle of the screen. Watch the big boulder score a
     direct hit on the banana tree on the beach. When Toothrot shows up
     again, chat with him. When he leaves, WALK to the FOOTHOLDS until you
     are back at the dam again.
     
      Here are a few fun things to try. Save the game when you first reach
     the River Fork. Then, push the rock without moving the art. Yes, my
     heart stopped, too, when it happened to me! Also, if you USE the
     SPYGLASS at the cliff before pushing the rock, whatever you see is what
     the big boulder will hit. Another fun thing: Walk to the extreme right
     edge of the cliff, past the heap of rocks, then try walking off the
     cliff! Isn't that wild?

                                       8

     
      Now that you have all that out of your system, you are back at the dam,
     remember? USE HANDFUL OF GUNPOWDER with DAM, then USE FLINT with
     COMPASS. Bang! Good thing this game has an automatic duck function! Exit
     the River Fork, return to the overhead map, and travel to the POND. LOOK
     at NOTE and LOOK at UNHEALTHY MAN. TALK to Toothrot again. This time he
     does have something useful to tell you. You learn what happened to him
     and the captain, their ship, the banana picker, and the key to the big
     monkey head. When Toothrot leaves, PICK UP ROPE from the unhealthy man
     (personally, I think he is dead), and exit back to the overhead map.
     
      Go one screen down and travel to the area marked Crack. Move your
     cursor or your mouse until you locate the STRONG BRANCH and the STURDY
     STUMP (they aren't very easy to see). USE ROPE with STRONG BRANCH, WALK
     TO STURDY STUMP, and USE ROPE WITH STURDY STUMP. WALK TO OARS (at the
     very bottom of the canyon) and PICK UP OARS. WALK TO JUNGLE (bottom left
     of the screen), and that should take you back to the overhead map.
     Travel to the beach where you first landed on the island and go to the
     left side of the screen. PICK UP the two BANANAS that were knocked down
     by the big boulder earlier, then USE OARS with ROWBOAT.
     
      In the rowboat, travel around the right side of the island and head up
     until you see the northern edge of the island. There is a beach here
     where you can land the boat. From the beach, WALK TO JUNGLE. Then,
     travel to the VILLAGE, which should be very easy to find on the overhead
     map. Once you are in the village, keep going left until you see the big
     head. Right in front of it is a bowl of fruit with some bananas in it.
     PICK UP BANANAS.
     
      Move to the right until you meet the three cannibals, er, friendly
     natives. TALK to them until they throw you into the jail hut (trust
     me!), then LOOK at MEMO, and PICK UP SKULL (the small one near the
     middle of the hut). By now, you should have noticed the loose board on
     the floor. PUSH LOOSE BOARD and WALK TO HOLE. The game sort of takes
     over here, allowing you to escape while the cannibals discuss the pros
     and cons of eating you. Go back to your rowboat and return to the
     beach where you first landed on Monkey Island.
     
      From the beach, return to the overhead map. You may have noticed that
     a little below the CRACK, there is a moving spot labeled MONKEY. Now,
     try to move to meet up with the MONKEY. It may take a few tries but it
     is really easy to do. Once you get there, you will find a monkey jumping
     around in the woods. GIVE BANANA to MONKEY (five times). Looks like you
     just made a friend for life! The monkey will follow you around.
     
      WALK TO JUNGLE (to return to the overhead map), go one screen up, one
     screen right, and travel to the CLEARING. Keep moving right until you
     see two totem poles and a fenced-in area. The left totem pole has a
     carved nose sticking out slightly above you. PULL NOSE and an opening
     appears in the fence. Move through the fence opening (don't worry if you
     see the opening closing when you move). The monkey is here to repay you
     for the bananas. WALK TO GIANT MONKEY HEAD. There are quite a few idols
     here. There is a particularly small, wimpy-looking idol near the center.
     PICK UP WIMPY LITTLE IDOL. Keep walking left until you are back on the
     overhead map.

                                       9

     
      Find your rowboat and make your way back to the village. Walk left
     until you see the big head, then go back to the right. TALK to the
     cannibals again. This time say, "Don't eat me, I'm a mighty pirate.
     " GIVE WIMPY LITTLE IDOL to CANNIBALS. They are so thrilled they will
     let you walk around the village freely. WALK TO the DOOR of the hut and
     PICK UP the BANANA PICKER. When you exit the hut and move to the right,
     Toothrot will appear yet one more time. To interrupt his mumbling,
     GIVE the BANANA PICKER to TOOTHROT, and the monkey head key is yours.
     
      Exit the village, then reenter it again. TALK to the cannibals. This
     time do try all the different dialogues. There are many clues here. You
     learn about the voodoo potion, the voodoo root, and the navigator, or
     rather, part of a navigator. And here lies the hardest puzzle in the
     whole game!
     
      LOOK at LEAFLET. (This is the leaflet that Stan gave you.) GIVE LEAFLET
     to FRIENDLY NATIVES. In return, they will give you the HEAD (oh, gross!),
     and a clue about the necklace on the head. Go back to your rowboat, then
     make your way back to the clearing where your friend the monkey is still
     holding the nose for you.
     
      WALK TO GIGANTIC MONKEY HEAD. Move to the right until you see the
     gigantic monkey ear. USE MONKEY HEAD KEY with EAR. WALK TO GIGANTIC
     MONKEY HEAD. Once you are inside the head, USE NAVIGATOR HEAD. Wait for
     the head to stop turning (yuck!). Then, move in the same direction the
     head is facing. Keep doing this and you will soon be led to the ghost
     ship, LeChuck's hideout.
     
      THE GHOST SHIP
     
      You need to wear the necklace before you enter the ghost ship. TALK TO
     the HEAD OF NAVIGATOR and ask him for the necklace. You must always be
     polite and extremely persistent. Eventually, he will let you have it.
     USE NECKLACE OF NAVIGATOR and WALK TO GHOST SHIP.
     
      WALK TO the HATCH (to the right of the dancing ghosts; aren't they
     cute?). Ignore the sleeping ghost for now and WALK TO PASSAGE (on the
     right side of the screen). PICK UP GHOST CHICKEN to get the GHOST
     FEATHER. Now, go back to the sleeping ghost, stop at his feet, and USE
     GHOST FEATHER with the SLEEPING GHOST. (A word of caution here: This
     will only work if you select the ghost's feet.)
     
      PICK UP JUG O'GROG and WALK TO LADDER TO get back up on deck. Go left,
     then OPEN DOOR, and enter. This is LeChuck's cabin. The only thing you
     want here is the key hanging next to him. USE MAGNETIC COMPASS with KEY.
     Go back to where you found the ghost chicken. There is another hatch
     here next to the glowing crate. USE KEY in HATCH, WALK TO HATCH, and USE
     JUG O'GROG with DISH.
     
      Once the rats are drunk, walk right until you see the barrel of grease.
     PICK UP COOKING GREASE and go back to the deck. There is a door to the
     right of the dancing ghosts that squeaks a lot. USE GLOB OF GREASE on
     DOOR, OPEN DOOR, and enter. PICK UP GHOST TOOLS, return to the glowing
     crate, then USE GHOST TOOLS with GLOWING CRATE. LOOK at GLOWING CRATE:
     The VOODOO ROOT is yours!

                                       10

     
      Leave the ghost ship and walk to the left. Wow, you are instantaneously
     transported back to the village! (Is this a great game or what?) TALK to
     the CANNIBALS. While they go to prepare the voodoo potion, talk to the
     three-headed monkey. Once you get the potion from the cannibals, leave
     the village. You are right back inside the cave where the ghost ship
     used to be...used to be? Well, talk to the ghost left behind to find out
     what happened. When your crew shows up, talk to them, too. You do have a
     crew, remember?
     
      ENDGAME
     
      An endgame is a place in a game where the author has run out of money,
     or story, or both. Here, Mr. Gilbert called it something else, and gave
     it a part number. Don't let that fool you: It's still the endgame.
     
      You are back on Melee Island. You must get to the church (between the
     store and the jail house) to stop LeChuck from marrying the governor,
     and to ask the very relevant question, "How are they going to have a
     honeymoon?" Along the way, TALK to any ghosts standing in your way, and
     by all means, have some fun with that root beer bottle the cannibals
     gave you!
     
      Once inside the church, you will quickly earn yourself a giant punch
     from LeChuck, the kind that really hurts. I'm afraid you will just have
     to let him punch you all over the island for a while, UNTIL he makes the
     mistake of sending you crashing into the grog machine at Stan's Used
     Ship Emporium. PICK UP the ROOT BEER that falls out of the machine, and
     USE ROOT BEER with LeChuck. If you aren't fast enough, he'll hit you
     again, and you will just have to wait until you land on the machine.
     This time, try to be a little quicker. I'm sure you're getting tired
     of being pushed around, over, and under.
     
      Well, that's it. Sit back, enjoy the ending fireworks, and wait for the
     credits to scroll. Of course, you could have arrived here much quicker
     if you had pushed CTRL-W at the start of the game. Oops! Didn't I tell
     you about the win key? Well, I meant to....


