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-
- "The Secret of Monkey Island 1"
- by
- Lucasfilm
-
- Part I: The Three Quests
-
- All right. You can go talk to the old man, but he doesn't tell you much. Go
- down the hill and look at the poster. Now walk to the right and go into the
- bar. Talk to the pirates. Then go to the back room and talk to the important-
- looking pirates. They'll give you three quests. Simple enough. Ok, let's go
- get some inventory. Wait until the chef comes out, and goes off the screen.
- Get into the kitchen and close the door. Get the meat and put it in the pot.
- Get it out. Get the pot from under the table where you got the meat from. Now
- go out to the pier. A bird will come down. (I might suggest turning off turbo
- for this) Go to the bottom right of the pier and the bird will bounce up.
- QUICKLY pick up the fish. Get out of the bar. Go to the city. Go talk to the
- guy with the parrot. Now go talk to the group of pirates. Get the minutes from
- him with the two pieces of eight. Go to the door directly across the street
- from the rubber chicken place. Get the rubber chicken with the pulley in the
- middle. Go to the right and talk to the voodo lady. Listen to her. Do not hit
- escape in this part. Go back to the street and go through the archway. Go to
- the alley and meet the "ghostly" (hint-hint) sherriff. Go to the jail and meet
- the prisioner. Go back to the docks and back up the hill to the old man. Go to
- the path and you should see a top view of the island. Go to the circus tent in
- the middle of the island. Go into the tent. When the Spaghetti Bros. ask if
- you have a helmet, say yes. Also discuss "financial terms". Use the pot as a
- helmet. Get the money and go to the fork in the road. Go up and get the yellow
- flowers. DO NOT explore the woods!! (Yet at least) Go out of the woods the
- same way you came in. Now go to the bridge and give the troll the fish. Don't
- go to Stan's just yet. Go all the way up to the top right of the island. You
- should be at Hook Isle. Use the rubber chicken on the wire. Go in the house.
- Go talk to the man inside. Insult him, but not too much. If he kicks you out,
- just go back in. See his little trick and leave. Now go back to town. Buy a
- map from the man. Go to the store and buy the sword, the shovel, and breath
- mints. Go to the jail and give the mints to the prisioner. Talk to him. Go
- back to the store. Ask the man about the sword-master. Ask him to talk to her.
- Follow him to the swordmaster. Go talk to the sword-master. Leave. Go to the
- fork in the woods. Look at the map (dance-lessons). Write down the directions.
- (Left, right, up, etc.) Use these directions to choose the paths in the woods.
- You should make it to a monument. Dig on "X". Claim your treasure. Leave. Go
- report to the pirates. Go back to the top view and go to the bottom-right of
- the island (past the lights). Open the door. Keep asking for lessons. He'll
- give in. Now go fight the pirates walking around. Write down the insults and
- the answers. I fought A LOT of them and got tons of insults. Fight about 20-25
- using the insults. Hopefully, they will have the correct answer to your
- insult. When you are good enough go to the sword-master. (Just put the cross
- on the woods where her house is. Use the answers that are the closest to her
- insult. For example, she says "I hope you have a boat ready" and you would
- answer "Why? Do you need one?" Simple enough. Report to the pirates. Go back
- to the town and go to the governor's mansion. When you get to the dogs, use
- the yellow flowers with the meat. Give the meat to the dogs. Enter the
- mansion. Pick up the vase. Our good friend Shinetop should appear. You will
- fight him and get all kinds of good stuff. When you lock him in, go back to
- the jail and give the prisioner the gopher repelent. He'll give you a cake. Go
- back to the house. Open the cake (or look at it) and there should be a file.
- Climb back into the hole in the wall. You'll get the sculpture. When you get
- out with the sculpture, the governor should come waltzing down the stairs.
- Ahhh, love at first sight. Bumble though the conversation and when she leaves,
- permanently "borrow" the vase again. Walk out the door. Once again, our good
- buddy Shinetop will be waiting for you. You'll get thrown into the water, but
- don't worry. Remember talking to the head pirates? You said you could hold
- your breath for ten minutes. Air isn't a problem, but getting over to the
- ladder is. Pick up that thing weighing you down. You'll automatically pick up
- a sword. Go up the ladder and your quests are complete. The old man should
- meet you down at the pier, and tell you what happened. Go back to the bar.
- Enter and collect all of the mugs. Go talk to the sad chef. Poor guy. Go into
- the kitchen, pick up the meat, and fill one of the mugs with grog. Quickly
- leave the bar. SAVE THE GAME!!! When you get to the map guy, you should pour
- the grog into another mug. Repeat this until you get over to the jail. Use the
- grog on the lock and let the prisioner out. He'll run away, but don't worry,
- he'll be back. Go outside and try to get over to the mansion. Couldn't get in
- so don't worry about it. Let's go get some wheels! (Or should I say oars) Walk
- on over to Stan's Ships. He'll be waiting there. You want to buy the ship way
- in the back. (Yes the junky one) Talk to Stan until he mentions credit.
- Getting Credit is easy. Walk back to town, and to the store. Ask the man if
- you can get credit. He'll ask you if you have a job. Reply yes. Slow your
- computer down and watch how he opens the safe. (I might suggest saving it
- right before he opens it and writing down how he opens it) He'll come back
- down and ask you your occupation. Say you are with the circus. The old guy
- will put the note back and come back down. Ask he to go see the sword-master.
- When he leaves, open up the safe and get the note. Walk on back over to Stans
- and deal with him until you agree on a price. (You may have to get rid of the
- options, I don't know) Now go find the crew. (All you rap and heavy metal
- fans, this does not mean put in your 2 Live Crew or Motley Crue tapes) Well,
- Mr. Meathook will help you. Just say you will touch the dangerous animal.
- Watch out!! This thing is a monster! One member, two to go. How about our
- friend the sword-master. Tell her what happened and give her the note. Walk
- down to the dock near the bar. The computer will take over. Oh yes, and all
- you cheaters reading ahead, the prisioner is the 3 member.
-
- Part II: The Journey
-
- The boat is very small, but very difficult. Before you start, the crew is
- useless for know. They will help when the time comes. Don't waste time with
- them. You should be in your room. Get the feather pen and the ink. Also open
- the drawer. Get the book and look at it. Then go over to the left and open the
- chest. Get what is in it. (Can't remember what it was) Don't worry about the
- cabinet yet. Leave your room and climb up to the crow's nest. Get the jolly
- roger. Climb back down and go down the hatch. Go in to the kitchen. Get the
- pan and open up the cupboard. Get a box of cereal and open it. Eat it and get
- the prize. Look at the prize. Go into the crew's quarters and go down the
- hatch. Get the rope and open up the chest in the bottom right corner. Get the
- wine. Go over to the barrels and get the gunpowder. Pick up gun powder again.
- Go up to the deck and walk over to the cannon. Put the gun powder on the
- cannon barrel. Go back to your room. Go open up the cabinet with the key and
- get the chest. Open it and get the cooking instructions. Go down to the
- kitchen. Walk over to the cooking pot. Put in:
-
- Cinnamon
- Mints
- Flag
- Ink
- Wine
- Rubber Chicken
- Cereal
- Small Monkey-Head Key
-
-
-
-
- Chuck them all in. In order of course. Sit back and the computer will take
- over for a few seconds. Go up to the deck. You should be able to see the
- island. If not, you're in trouble. Use the rope with the cannon. Go back down
- to the kitchen and use the business cards in the flaming hot fire. Get back up
- to the main deck. DO THIS QUICKLY! Use the flaming mass with the rope. Use
- helmet. The computer should put Guybrush into the cannon. Booooom! Move on to
- part 3.
-
- Part III: The Island
-
- This part takes a while. I suggest saving every few minutes, keeping you old
- games of course. Walk to tree. Look at sign. Walk over to the right and get
- the bananas. Don't worry about the bananas in the tree, you'll be able to get
- them later. Walk into the jungle. You may just want to explore the island a
- little. Go to the left. Walk on over to the beach. Pick up the note. (There
- will be notes all over, pick them up. Go back to the jungle. Go up the volcano
- to the fort. Herman will come snooping around. Just ignore him. Wait until he
- leaves. Pull or push the cannon. Get the cannonball and the gunpowder. (You
- may have to come back another time to do this, anyway, you get the idea) Make
- sure to pick up the spyglass. Leave and go to the river fork near the dry-
- river bed. Climb up the footholds. Get the note near the sculpture. Look at
- the rock. Flint! Go up again. Use the spyglass. Herman will come around again.
- When he leaves, push the lookout rock. Go back down and get the note. Go down
- again and use the gunpowder in the dam. Use the flint on the cannon-ball. Ka-
- Booooooom!! (Wayne's World!! Ha!) Leave. Go over the pond. Get the rope from
- the dead guy. Go over to the crack. Use the rope with the branch. Use the
- other rope with the sturdy stump. Get the oars. Go up and get to the top view.
- Lead Guybrush to the right over to the other beach. Get the note in the
- bottle. Talk to Herman. Leave. You can go over to the hill and see the hideout
- but there is no need to. Cruise on down to the beach you started on. Use the
- oars with the boat. Row the boat to the right and up until you get up to the
- top beach. Get out of your boat and walk over to the village. Walk over to the
- far right and get the bananas from the fruit bowl. Walk to the left. The
- headhunters should be there. Talk to them. Say "I am a mighty pirate!" They'll
- want something. You don't have it, so just let them take you to the hut. Don't
- worry about the banana picker. Just pick up the loose board and leave. Go back
- to your boat and row down to the beach near the hill. Go back to the river
- fork. Climb up to the art sculpture. SAVE HERE!!!!!! Pull or push the
- sculpture so the rock on the end is in line with the footholds going up. Go up
- and pick up a rock from the heap. Push the rock. Should hit the banana tree.
- DO NOT hit your ship!!! Climb down and walk to the beach with the tree on it.
- Get the bananas. Walk to the jungle. Go over the monkey. (Little flashing dot)
- Give all FIVE bananas to him, or until he looks full. He will follow you. Go
- over to the worshipping grounds. Pull the nose on the totem pole in the back.
- Walk to the opening. The monkey will imitate you. Go in the fenced area. Get
- the wimpy-little idol. Go back to your boat. Row up to the top beach. Walk to
- the village. Walk all the way over to the right. Come back to the left. Give
- the idol to the natives. They will walk away. Go into the big hut. Get the
- banana picker and the small skull. Go back outside. Herman should be there.
- (How? God only knows.) Give the picker to him. He'll give you the Q-Tip. Back
- to the monkey-head. (on the hill)(You have to row back) Use the Q-Tip in the
- giant monkey ear. Don't go in just yet. Leave. Row back up and walk to the
- village. Give the Q-Tip to the friendly-natives. They will talk to you. They
- will mention a navigating head to you. When they start talking about
- nutrition, talk to them. They will say "You can't have our head." Give them
- the flyer the Stan gave you on "How to Get AHEAD in Navigating (or some other
- subject. Just make sure it says AHEAD.) They will give you the head. Leave and
- go back to the giant-monkey head. Enter it. Use the head. It will spin in the
- direction you are supposed to go. If you can't see it, just look at the head.
- When you get to the cliff overlooking the ship, talk to the head. Keep saying
- please and he'll give you his necklace. Use the necklace to turn invisible.
- Walk to the ship. Go to the door on the left. Use the compass on the key.
- Alla-Peanut Butter-Sandwiches!! Go to the hatch. Go past the sleeping ghosts.
- Go pick up the feather. Walk back to the sleeping ghosts. Tickle his feet.
- He'll drop the grog. Go back to the animal room. Use the key on the hatch. Go
- down. Use the grog in the dish. Walk over the grease. Grab a handful. Walk
- back up. Go back to the main deck. Walk over to the door on the right. Use the
- grease on the door. Open the door. Go in and get the tools. Go back down the
- hatch, to the animal room, and use the tools on the crate. Get the root. Get
- off the ship. When you are on the ledge "Give the necklace to". Don't worry
- about the rest of the sentence. The computer will understand. Leave the caves.
- Don't worry, you don't have to find your way out. The natives will make the
- solution. Leave the village. You will be transported to the cliff. But the
- ship is gone!! Talk to the ghost (don't kill him). Your buddies from the ship
- will show up. Talk to them.
-
- Part IV: Guybrush Kicks Butt
-
- Hope this helps. This game took me about two months to solve. It was fun
- though. I have a few more hints.
-
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