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- 1. Complete solution
- 2. Tips
-
- 1. Complete solution:
- ====================
- Part 1 - The Largo embargo:
- --------------------------
- When you start on Scabb Island pick up the shovel and walk over the bridge where
- you are mugged by Largo. Walk to the window. Pick up the knife from the table
- and go back outside. Go to the door on the left-hand side and pick up the pile
- of paper. When the cartographer rubs his eyes quickly grab his monocle - this is
- a replacement for Captain Dread's lost 'lucky eye'. Walk to the hatch and talk
- to the barkeeper about his business. Wait for Largo to leave and then use the
- piece of paper on the glob of spit that's dripping down the wall.
- Walk to the upper deck and go to the ship at the back. Pick up the bucket and
- persuade the men of low moral fibre to let you take it away. Do this by making
- them admit that it's not theirs. Walk to the path at the far right of the screen
- and go to the swamp. Use the bucket on the swamp and it is filled up with mud.
- Go back to the path and up to the cemetery on the hill. Walk to the graves on
- the hill. Use the shovel on the grave. Pick up the bone and 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 to the door at the back. Pick up the toupee and use the bucket
- of mud on the door. Walk to the dressing screen and Largo walks into the room
- and triggers the trap. He dashes off to the laundry to get his clothes cleaned.
- Walk to the shop 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 there's
- a laundry ticket which you must take to Mad Marty's ship. Give the ticket to the
- laundry guy and collect a piece of Largo's clothing.
- Go back to the swamp and use the coffin. Row to the right until you come to a
- shack. Paddle 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 on the doll.
- After talking to the voodoo lady again go to the beach and pick up the stick. Go
- back to Marty's laundry. Open the box and use the stick on it. Use the string on
- the strick and use the cheese squigglies on the box. Walk to the other end of
- of the string and wait for the rat to scurry under the box to eat the squigglies
- 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 bartender about the stew. Take the job when the chef gets the
- sack and you get a month's wages. Walk to the window and go to the peninsula at
- the bottom left-hand side of the island. Skank over to the houseboat. Give the
- monocle to Captain Dread and charter a ship.
-
- Part 2 - The four map pieces:
- ----------------------------
- Pick up the bag of parrot chow and walk to the door. Ask what your choices of
- destination are and set sail for Booty Island. Open the door to the left and
- walk through it. You're now in the Booty Boutique. Buy the 'Beware of parrot'
- sign and the saw as well as the ship's horn. Put the parrot chow on the hook
- to distract the bird's attention and then buy the mirror. Talk to the shopkeeper
- Go out of the door and walk to the right. Talk to the woman in the big hat and
- ask her for a leaflet. Walk to Stan's door. Tell him you have to go and he gives
- you a hankerchief. Then go to the boat and tell Dread to sail over to Phatt
- Island where you get arrested.
- In the jail 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. 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
- lighthouse and pick up the lens. Look at the card catalogue. Open the drawer
- labelled C/D and find a card called Disasters. Look in the P/Q/R drawer and pull
- out the recipe's card. Go to the librarian and ask for 'The Joy of Hex' 'Great
- Shipwrecks of Our Century' and a third book of your choice.
- 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 fisherman
- for a game. Bet on the number you were told and then ask for the part invitation
- when you win. Go to Governor Phatt'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 barkeeper. 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 of
- the guy's wooden leg. Walk to the door by the toll bridge and pick up the hammer
- and nails. Then go back to Booty Island for more fun and frolics!
- Go to the costume shop. Give the invitation to the shopkeeper and pick up the
- fancy dress. Go to Stan's and ask him to demonstrate the deluxe model coffin.
- When he gets in 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 on the green drink and walk to
- the fault line. You need two goes at spitting. The first doesn't matter but the
- second time a winning spit should go something along the lines of 'Swish Swish
- Hoooooook Chwwwwwwwwwk Ptooie'.
- Go back to the antique shop. Give the dealer your plaque and persuade him to
- buy it. He pays you 6000 pieces o' eight. Leave the shop and look at the Great
- Shipwrecks book. Remember the co-ordinates of the sunken galleon. Go back to the
- jail on Phatt island to set Captain Kate free. Pick up the vanilla envelope from
- the shelf and take the near-grog. Go back to Booty Island and ask Captain Kate
- to charter a ship. Sail to the co-ordinates given in the Great Shipwrecks book
- and dive for the galleon. Pick up the monkey head and then pick up the anchor or
- the rope. When you get back to Booty Island 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. Pick up
- the map piece from the picture frame and try to leave. Try 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. Go back upstairs and take the oar down
- from the wall. Go outside and try to pick up the map piece but it will only fly
- away.
- Walk to the woods on the right and change clothes. Go 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. 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 you're after. Accept
- his bet and give him the fish. When you've got the pole go back to Booty Island.
- Walk to the path on the left and go to the cliff. Walk to the cliff side and use
- the fishing pole on the map. A seagull snatches it away while you're reeling it
- in so follow the gull to the Big Tree. Pick up the plank that's sticking out of
- the tree and use it in the hole on the far left of the trunk. Use the oar on the
- hole next to it and walk on to the big root to the left. Climb on to the plank
- and then on to the oar. Then watch Guybrush fall and be whisked away to
- dreamland.
- Pick up the broken oar and go back to Scabb Island and get the carpenter to fix
- the oar. Go back to the Big Tree. Climb on to the plank. Put the mended oar in
- the next hole along and step on to the oar. Pick up the plank and put it in the
- next hole. Walk on to it. Pick up the oar and put it in the next hole. Keep
- going until Guybrush takes over and gets you to the top. Walk to the small hut.
- Pick up the telescope. Go to the big hut in the middle and use the dog to sniff
- the pile of maps - he chooses the right one.
- Go back to Dread's ship and sail to Phatt Island. Go to the waterfall and climb
- until you reach a pump. Use JoJo on the pump and the water stops revealing a
- gaping hole. Go into the hole and keep walking until you get to the beach. Go to
- the cottage. Open the left-hand window and go through the door. Talk to Captain
- Rum and challenge him to a fight. When he gives you the grog throw it in the
- nearest tree at the back of the room and replace it with the near-grog you got
- in the jail on Booty Island. Sit down when Rum comes back in. Drink the near-
- grog and wait for Rum to pass out.
- Put the mirror in the frame. Go outside and use the telescope on the grotesque
- statue. Take note of which brick the ray of light hits. Pick up the telescope.
- Go inside. Pick up the mirror and push the brick. In the cellar pick up the
- piece of map the skeleton has and go through the hole on the left back to the
- island.
- Return to the cemetery on Scabb Island and use the crypt key to enter Stan's
- crypt. Match the quotations in the Joy of Hex book to those on the coffin lids
- to work out which one Rapp Scallion is in. Open it. Look at it and take some
- ashes. Visit the voodoo lady in the swamp and examine the jars on her shelf
- until you fin Ash-2-Life. Talk to her about it. Give her the book and the ashes
- and she makes you some potion. Go back to the crypt and use it on Rapp's ashes.
- Talk to him and he tells you he can't rest in peace because he's left the gas on
- He gives you a key so go up to the Steamin' Weanie Hut on the beach. Let
- yourself in and use the knob to turn off the gas. Go back to the crypt and he
- gives you the fourth piece of the map.
- Go to Scabb Island and give the lens to Wally to use as a monocle. Show him the
- map and he agrees to help you after you collect his love potion from the voodoo
- lady. Do as he says but while you're in the swamp LeChuck kidnaps Wally. Take
- the bag from the voodoo lady and open it to get the love bomb and the matches.
- On your way out of the swamp you see a crate on the shore. Climb inside it and
- you're on you're on the way to ...
-
- Part 3 - LeChuck's fortress:
- ---------------------------
- After Guybrush climbs out of the crate at the entrance to the fortress walk all
- the way up to the jail. Look at the cell and talk to the wall. Go back to the
- signs and go into the back tunnel in either direction. Take a look at the spit-
- encrusted paper and walk straight through the first room. In the second room
- look for a stone carving that matches the description given in the first verse
- of the lyrics on the paper. Push the stone walk through and you are still in the
- maze. If you can't find the carving in the second room keep walking until you
- do.
- Look for a carving that matches the second verse. Push it and walk through. Do
- the same for the third and fourth verses and you eventually come to a huge door.
- If you accidentally find your way back to the room with the signs you have to
- start from verse one again. Ignore all the locks on the huge door and simply
- open it. Walk to the throne room and take the key where you're captured and
- thrown into LeChuck's tasty torture chamber. When the candle starts burning use
- the green straw on the green drink and immediately spit at the shield on the
- right-hand side of the screen. Then at the pan at the bottom and once more at
- the shield. The candle should be extinguished and the heroes can escape.
- Use the matches and you find you're in a room stuffed full of dynamite. And
- after a very loud bang the fortress is destroyed and you're on to the final
- part.
-
- Part 4 - Dinky Island:
- ---------------------
- When you've landed on the beach talk to Herman Toothrob but don't waste time
- trying to fathom his riddle - it's irrelevant. Open the boxes and barrels and
- give the cracker you find there to the parrot who reveals the first part of the
- route to the treasure. Pick up the crowbar - the martini glass and the bottle.
- Go into the jungle and take the left fork. Keep walking until you find the bag
- hanging down from the tree. Smash the bottle with the crowbar and slash the bag
- with the broken bottle. Take the box of instant cracker mix and go back to the
- beach. Fill the martini glass with water from the sea and use the whisky still
- to remove the salt. Use the water with the box to make two more crackers.
- Go back into the jungle and keep right until you come to the pond. Take the rope
- off the crate and remove the nails using the crowbar. Open the crate. Take the
- dynamite. Go two screens to the right until you reach the parrot. Give him a
- cracker and follow his directions until you meet him again. Give him your last
- cracker and follow his directions until you come across a large 'X' on the
- ground. This is where Big Whoop's treasure is.
- Use the shovel to dig until you hit the cement. Light the dynamite with your
- last match and throw it into the hole. Tie the crowbar and rope together and use
- them on the twisted piece of metal above your head Swing across to the treasure
- chest. The next few scenes should be familiar.
- When you're in the dark move the cursor around the right-hand side of the screen
- until you find the light switch and switch the light on. Now it's time to get
- rid of LeChuck once and for all. You need to make another voodoo doll which
- means collecting four objects as earlier in the game. For the 'something of the
- dead' item walk as far right as you can and enter the room with the two
- skeletons. The item you need is in the skull of the skeleton on the right. Take
- the surgical gloves from the bin and the syringe from the drawer. For 'something
- of the body' use your hankerchief on LeChuck and take it back when he blows his
- nose.
- To find 'something of the head' go to the room with the boxes and take the
- helium balloon and the doll. Go to the helium tank in the next room. Blow up the
- balloon and both surgical gloves. You should be light enough to operate the lift
- Call the lift and go in. Wait for LeChuck to appear in the doorway. When he does
- pull the lever and his beard should be trapped in the door.
- For the last item - 'something of the thread' - enter the room with the grog
- machine and use the coin return lever. When LeChuck bends over to look at the
- coin - quickly pull his underpants. Put the skull - hankerchief - beard -
- underpants - and doll in the JuJu bag to create a voodoo doll. When LeChuck
- turns up stab the doll with the syringe. Chase LeChuck and stab him again. Then
- rip the leg off the doll and you're all but home and dry.
-
- 2. Tips:
- =======
- If you want to win the spitting contest with ease you can use the method
- described in the above complete solution or use this way:
- It doesn't really matter what noises you make before you spit just as long as
- you have had plenty of the green drink first.
- Listen to the people talking in the background (well read their speech comments)
- and one of them mentions that they managed to get into second place by waiting
- until they had the wind behind them. Now start looking at the woman in the crowd
- who's wearing a red scarf. When the scarf starts to billow around - SPIT! The
- wind catches the globule from behind and gives you that extra lift. First place
- is yours and you can go off and pawn the trophy.
- *EOF*
-