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@5 THE SECRET OF MONKEY ISLAND 2 - LECHUCK`S REVENGE
THE SOLUTION
@4 Typed by zYLAX / PTK
Original text from Amiga Format
@3[The following solution was taken from an ancient issue of Amiga Format. I
think it was the one with the original AMOS on the coverdisk. zYLAX!]
@1Get ready for the complete (yes,really!) solution:
@5PART ONE - THE LARGO EMBARGO@1
Pick up the shovel by the sign and walk over the bridge, where you`ll be mugged
by Largo. Walk to the window, pick up the knife from the table and go back
outside. Walk to the door on the left and pick up the paper. When the
cartographer rubs his eyes, quickly grab his monicle. Walk to the hatch and
talk to the bar keeper. Wait for Largo to leave, then use the paper on the
spit that is on the wall. Walk to the upper deck and go to the ship at the
back. Pick up the bucket, then persuade the men to let you take it. Walk to
the far right of the screen and go to the swamp. Use the bucket on the swamp.
Go back to the path, up to the cemetary, then to the graves on the hill. Use
the shovel on the grave, pick up the bone, then go back to Woodtick. Walk to
the ship on the far left and use the knife on the rope that tethers the
alligator. When the innkeeper leaves, pick up the bowl to get the cheese
squigglies. Walk through the door at the back. Pick up the toupee, use the
bucket of mud on the door, then go behind the dressing screen. Largo will walk
into the room, trigger the trap, and then dash off to the laundry.
Walk to the ship where you got the bucket (Mad Marty`s) and wait for Largo to
leave. Go back to his room and close the door. On the back of the door you`ll
find a laundry ticket, which you must take to Mad Marty`s ship. Give the
ticket to the laundry guy and you`ll collect a fetching piece of Largo`s
attire. Go back to the swamp and use the coffin. Row to the right until you
come to a shack. Paddle over to the shack, pick up the string on the table and
walk to the right. Ask the voodoo lady about business and continue the
conversation about Largo. When she asks for the voodoo ingredients, give her
the four objects - the spit, the toupee, the bones and the bra. When you`ve
got the voodoo doll, go back to Largo`s room, quickly use the pins in the
voodoo doll, and it`s bye bye Largo. After talking to the voodoo lady again,
go to the beach and pick up the stick. Wander back to Marty`s laundry, open
the box and use the stick on it. Use the string on the stick and use the
cheese squiggles on the box. Walk to the other end of the string and wait for
the rat to scrurry under the box to munch on the tasty squiggles. Pull the
string, open the box and pick up the rat. Walk to the window and use the rat
in the vichyssoise. Go back round to the hatch and ask the barkeeper about the
stew, and take the job when the chef gets the sack. Walk to the window and go
to the peninsula at the bottom - left hand side of the island. Skank to the
houseboat, give the monocle to Captain Dread and charter a ship.
@5PART TWO - THE FOUR MAP PIECES@1
Pick up the bag of parrot chow and walk to the door. Ask what your choices of
destinations are and set sail Booty island. Open the door to the left and walk
through it, you're now in Booty Boutique. Buy the `Beware of Parrot` sign, the
saw and the ship`s horn. Put the parrot chow on the hook to distract the
bird`s attention then buy the mirror. Talk to the shopkeeper, who says he`ll
only part with the map piece in exchange for the figurehead from the Mad
Monkey. Go out of the door, walk to the right, talk to the woman in the big
hat and ask for a leaflet. Walk to Stan`s door, tell him you have to go and
he`ll give you a handkerchief. Then it`s back to the boat and tell Dread to
sail over to Phatt Island. Pretty soon you`ll find yourself incarcerated.
Pick up the rock hard mattress and the stick. Use the stick on the bone and
then pick up the bone. Use the bone on Walt, pick up the small key and use it
on the cell door. It`s hardly Escape from Alcatraz, but it`s still good for a
laugh. Open the two envelopes and walk to the door. Use Captain Kate`s
leaflet on the wanted poster and walk to the library. Open the model
lighthouse and take out the lens. Look at the card catalogue, open the draw
labeled C/D and find a card called Disasters. Look in the P/Q/R draw and pull
out the recipes card. Go to the librarian and ask for `Joy of Hex`, `Great
Shipwreaks of Our Century`, and any third book. Leave the library and walk to
the front alley. When the man leaves, follow him, open the slot on the door
and ask for the next number. The answer is the number of fingers the man holds
up first. Go back to the alley and ask the man for a game. Bet on the number
you were told and then ask for a party invitation. Go to Governor Platt`s
mansion and talk to the guard. When you get a chance, tell him there`s a fire
in the kitchen and walk to the stairs. Swap the third book you picked up at
the library with the one on the bed and return to Dread`s ship. Set sail for
Scabb Island.
When you get there, walk to the hatch and talk to the bar keeper. Ask for some
grog and give him your library card. Buy all three drinks and use the yellow
drink on the blue drink. Use the crazy straw on the green drink, use the
banana on the metronome and pick up Jojo. Go to the men of low moral fibre and
saw off the guy`s wooden leg. Walk to the door by the toll bridge and pick up
the hammer and nails - the woodcutter is tending the poor chap who`s leg you
amputated. Back to Booty Island for more fun. Go to the costume shop, give
the invitation to the shopkeeper and pick up the dress. Go to Stan`s and ask
about a used coffin. When he get in one, close it and use the nails on it.
Pick up the crypt key, which is on the board at the back of the shop, and then
leave and walk to the path on the right. Join the spitting contest and use the
ship`s horn. When the spitmaster walks off, pick up the flags. Use the crazy
straw and the green drink and walk to the fault line. Spit when the wind
blows. Go back to the antique shop, give the dealer your plague and persuade
him to buy it. You`ll probably have to work your way through a load of old
hogwash to make him want the junk you are offering. He`ll pay you 6000 pieces
o` eight. Leave the shop and look at the `Great Shipwreaks` book which you
borrowed from the library. Remember the coordinates of the sunken galleon and
then go free Captain Kate from jail. While you are in the jail take the
vanilla envelope from the shelf and open it to reveal some near-grog. Then
charter her ship. Get her to sail to the coordinates given in the book, then
dive over the side for the galleon. Pick up the monkey head and then pick up
the anchor or the rope to get back to the surface. Head for Booty Island, and
then give the antique dealer the monkey head and claim the first piece of the
map.
Walk to the path on the left and go to the governor`s mansion. Give your
invitation to the guard and put on your costume. Go into the mansion, and pick
up the map piece from the picture frame and try to leave. Try your hardest to
persuade Elaine to come back to you, but you`ll always fail, she`ll throw the
map piece out of the window and Guybrush will be kicked out. It`s about time
he was given a good seeing to. Go back upstairs and take the oar down from the
wall. Go back outside and try to pick up the map piece. Walk over to the
woods on the right and change clothes. Walk back to the mansion, pick up the
dog and walk to the side of the house. Knock over the garbage can by picking
it up, and quickly walk to the front to the front. Walk to the side of the
house on the other side, preferably before the chef catches you, and walk to
the door. Pick up the fish and sail off to Phatt Island. Walk to the pier and
talk to the fisherman - it`s his pole your after. Accept his bet and give him
the fish. When you`ve got his pole, go back to Booty Island, walk to the path
on the left and go to the cliff. Walk to the edge of the cliff and use the
fishing pole on the map. Follow the seagull to Big Tree. Once you`re there,
get the plank that is sticking out of the tree, and use it on the hole in the
far left of the trunk. Use the oar on the hole next to it, then walk on to the
big root just to the left. Climb onto the oar via the plank Guybrush will fall
and hit his head. Guybrush is now in slumberland dreaming of a song, and
writing down the words on the spit-encrusted paper. when he wakes up, pick up
the broken oar and head for Woodtick, where Woody (the carpenter) will fix the
oar (if you ask him nicely). Return to Big Tree, climb onto the plank, then
use the newly-fixed oar in the hole to the right. Walk on to that, then pick
up the plank and use it in the next hole along. Keep on doing this until
Guybrush takes over and climbs to the top. Walk to the small hut and pick up
the telescope. Go to the bigger hut in the middle of the screen, and use the
dog to sniff the pile of maps - he will pick out the second piece of map! Go
back to Dread`s ship, and set sail for Phatt Island. When you arrive, go to
the waterfall and climb up until you reach a pump. Using the monkey on the
pump will stop the water, and reveal a secret about the waterfall. Go to the
bottom, enter the `newly discovered gaping hole` and keep going until you reach
a beach. Go to the cottage at the top of the screen, open the left window then
walk through the door. Inside you`ll find Captain Rum - talk to him for a
while, then challenge him to a fight. He will back down, but challenge you to
a grog-drinking contest instead. He will provide the grog (the strong stuff)
which you should throw into the nearest tree and replace with some near-grog
(low- alcohol). Sit down, and when Rum comes back drink the near-grog and wait
for him to pass out.
Now he`s unconscious put the mirror in the frame, then go outside and use the
telescope on the grotesque statue. A ray of light will bounce of the mirror
and focus on a brick in the wall (cue a song) - take note of which brick it is.
After you`ve picked the telescope up, go inside, pick up the mirror and push
the selected brick. You should then fall into the cellar, where you`ll find a
skeleton with the third piece of map. Pick it up, go left through the hole and
back to the main island. Head for the cemetery on Scabb Island, look at all
the tombs and go to into Stan`s crypt. (What do you mean it`s locked? Use the
crypt key!) Look at the book of quotations and memorise the one by Rapp
Scallion. Looking at all the tombs will reveal one with the same quote as an
epitaph, so open it up and take some of the ashes from inside. Remember the
Voodoo Lady`s shack? Did you look on the shelves? Can you guess what you must
do now? Yes, go back to the shack in the swamp (close the tomb first), and try
to get the ASH-2-LIFE(tm) potion bottle. Talk to the Voodoo Lady, then give
her the book (Joy of Hex) and the ashes. She will give you some real
ASH-2-LIFE(tm). Go back and use it on Rapp`s ashes, then watch him change from
a pile of dust to a living, breathing, er, weenie cook. Offer to turn the gas
off back at the weenie hut (on the beach where you started), and he will give
you the key to it. Go back to the beach, and use the key on the door (the
weenie hut behind Bart and Fink). Go inside and use one of the stove knobs to
turn off the gas. Return to the tomb, use the potion on Rapp again, then tell
him that you`ve turned off the gas. He will eventually give you the fourth
piece of map (Yippeeee!). Close the tomb and the crypt, then go and see Wally
(the cartographer) in Woodtick. Give him the model lighthouse lens and all
four map pieces, then ask him to draw up a new map. This he will do, as long
as you promise to get a love potion from the Voodoo Lady. Go to her and get
one, but alas! She will sense that Wally is in trub. Go to Wally`s, look at
the writing on the table, then go back to the swamp and open the Juju bag.
Open the crate, then use it. Guybrush will then be taken to LeChuck`s fortress
by some delivery men.
@5PART 3 - LECHUCK`S FORTRESS@1
When Guybrush gets out of the crate, head right and go through the door at the
top of the stairs. Now walk right and keep doing so until you reach a dungeon.
Walk to the left cell and talk to Wally. Now look at the spit- encrusted piece
of paper, showing the words to the song from the dream sequence. Now write
down the first three bodily parts of each verse in the given order (e.g. Verse
1 = Head, Hip, Leg etc). Go back the way you came and if you pass a sculpture
in the wall with the body bits in the order of verse 1 (e.g. Head at the top,
Hip in the middle and Legs at the bottom - see screen), then push it and walk
through the gap. If you don`t find a matching one by the time you reach the
sign posts, go down the back tunnel and keep looking. Once you`ve done this,
do the same for the second and subsequent verses. In the end, you will reach a
big door with several locks on it. Push the middle of the door and go through
the doggy flap. The key to Wally`s cell is on the wall next to LeChuck`s
throne so pick it up. LeChuck will capture you and leave you hanging around
with Wally. Drink some of the green drink and spit at the pan below you to
move it slightly. Then spit at the shield to the right of Guybrush and it
should bounce of several things and put out the candle (if not, keep trying).
You will now escape and find yourself in the dark, so use a match from the Juju
bag and leave quietly (tee hee).
@5PART 4 - DINKY ISLAND@1
Once you arrive, walk right to the man and talk to him. If you want, ask him
about philosophy then go through all the colours available (then all are plenty
of them!) to discover a pointless fact about Zen existentiatisn. Open the
barrel, pick up the cracker and give it to the parrot. Remember the direction
he gives you. Go up the the still (the big shiny machine), pick up the martini
glass that`s on the ground and fill it with seawater. If you now use the water
on the still, this will distill the water (remove the salt from it). Pick up
the crowbar and the bottle from the sea, then go left and into the jungle.
Take the left path at the fork and follow it until you reach a tree with a bag
hanging from its branch. Use the bottle on the tree trunk then use the broken
bottle on the bag. Pick up its contents (a packet of instant cracker mix),
look at it then use it with the water in the martini glass to make two more
crackers. Go back the way you came until you reach the fork. Follow the other
path and you should reach a pond (by the way - try wandering further until you
come across a call box - use it, just for a laugh).
Remove the rope from the box, then open it using the crowbar. Take the
dynamite, then use the crowbar with the rope to form a makeshift grappling
hook. Follow the directions that the parrot gave you, then give the parrot
another cracker and follow his directions. At the next point, give the parrot
your last cracker and the directions will take you to a big X. Use the shovel
on it then use the match on the dynamite. Then use the lighted dynamite on the
hole. Once it has been blown open, enter the chamber and use the grappling
hook on the frayed metal bars that are round the hole. Now you`re in the
darkness, click on the USE button then scan the screen for a light switch. You
will now meet LeChuck! Talk to him for a bit, and he will begin stabbing a
voodoo doll of Guybrush, then transport you to a different part of the complex.
Walk around and have a look at various rooms (LeChunk will keep looking for
you, zapping you from time to time). When you find a room with lots of boxes,
open the nearest ones to take a balloon, a doll and a bottle of root beer.
When you find the First Aid room, examine you Dad`s remains and take his skull.
Put it and the Kewpie doll into the Juju bag, thus making the beginnings of a
voodoo doll of LeChuck (the "One from the dead" in this case is the skull). Go
to the right of the screen, open the medical drawer and take the syringe, then
open the bin to the right and take the gloves. Now go and find the room with
the helium tank and use the balloon and both surgical gloves on it. Pull the
coin return on the grog machine and a coin will roin onto the floor. When
LeChuck comes in, he will pick up the coin. At this moment, try to pick up
LeChuck and you will rip off his underwear ("One from the thread"). Give him
the hankerchief and he will blow his nose ("One from the body"). After he zaps
you, make your way to the service elevator, press the button and get in. (The
lift will only carry 900 pounds in weight, but luckily the helium filled things
in your inventory make you lighter.) Wait until LeChuck arrives before pulling
the lever then the doors will close and trap a bit of his beard. When the lift
stops, pick up the beard and exit the lift to see a familier scene to original
MONKEY ISLAND adventurers. Put the other three relevent bits in the bag, then
Guybrush will make a voodoo doll of LeChuck. Go back down in the lift, use the
lever again, and exit it. Wait for LeChuck to arrive and then use the
hypodermic needle on the voodoo doll. Now, the end is near, but we`re going to
leave the rest to you. Remember, whichever way you turn you`ll always come to
the ending, and WHAT an ending....