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- 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
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