Walkthrough of the game The Secret of Monkey Island: Special Edition. Guide and walkthrough for "The Curse of Monkey Island"

INTRODUCTION


This game is converted from a very popular, very funny adventure game created for PC. You will play the role of Guybrush Threepwood. a teenager who wants to become a pirate. During the game you will encounter many pirates, fall in love with the beautiful Governor of the island and even find a small treasure... but will you be able to find out the secret of Monkey Island?

STRATEGY

PART ONE: THREE TESTS


The game begins with your meeting with the guard of Mili Island. He will tell you where to start your search, and you will automatically find yourself in the village. Remember where the watchman is, because you will have to return to him a little later. WALK right to the Scumm Bar. OPEN the door and WALK IN. WALK TO the red curtain, but first TALK TO to the pirates (and the dog) for some laughs.
Behind the curtain you will find three IMPORTANT PIRATES. TALK TO them and say: “I want to be a pirate.” They will tell you about the Three Trials. Try to get as much information out of them as possible, then stop talking and OPEN the door on the right. The COOK will tell you that you can't go inside. Oh really? Let's see, let's see! Wait for the cook to go to the kitchen and leave from the left edge of the screen. Then WALK.
IN THE KITCHEN, PICK UP a piece of meat and the pot standing under the table on which the meat is laid out. OPEN the right door and go out. WALK TO the very edge of the pier and shake the board to scare away the SEAGULL, then PICK UP the fish before the bird returns. You can do this an infinite number of times.
Now leave the Scamm bar and WALK left to the guard (he's on top of the cliff), then WALK along the path to the right. When the map of Mili Island appears, head to the clearing in the middle of the island, then WALK left and enter the CIRCUS TENT.
Stop the Fettuccine brothers' bickering and listen to them bargain. Then ask: “How much will you pay me?” (“How much will you pay me?”) Agree to their offer, saying: “Okay, that sounds good.” Then they ask if you have a helmet, and you answer: “Of course you do.” I have a helmet" (“Of course I have a helmet.”) GIVE the pot to the brothers and they will shoot you from a cannon. Talk to them, tell them everything is okay and you can leave.
WALK back to the path and return to the VILLAGE. WALK right past the Bar and under the ARCH to the "main street" of the village. TALK TO the inhabitant of Mili. He will ask about someone named Sway, answer like this: “No. but I once had a barber named Dominique.” Buy the card from him, which he will offer .
WALK past the man down the street and OPEN the first door on the right. WALK INTO THE STORE. PICK UP the chicken lying on the chest, then LOOK AT at it. OPEN the door and WALK back outside. GO (WALK TO) to the arch under the clock, then GO (WALK TO) along the ALLEY, where the sound comes from: “Shhh...-
A man will appear from the alley and ask you some questions. Answer his questions. You will find out that he is the sheriff. When he leaves. WALK THE STREET and OPEN the STORE door on the RIGHT. WALK inside.
PICK UP the shovel and sword and USE the bell. Tell the GRUMPY SELLER you want these items (by saying "About this sword..." or "About this shovel.--") ), then say: "I"d just like to browse"). Leave the store and WALK TO the guard, then WALK TO the path to make a map appear. You have already finished collecting the items you need. Now it's time to pass the Three Tests)
After checking the map, go to the HOUSE, which stands on the right end of the island. At the BRIDGE you will be stopped by a UGLY TROLL. GIVE (GIVE) the fish to the troll and he will let you through. When the map appears again, go to the house. Try to OPEN the door of the house and a man will talk to you. Say: "Can you teach me?" (“Could you train me?”), then insist. that you have everything you need. When he finally agrees, give him 30 coins (pieces of eight) and show him your sword. when he asks. He'll take you inside and lead you through some high-energy (and quite fun) activities.
When the classes are over, you need to learn some offensive expressions. WALK to the path and the map will appear, then WALK to the INTERSECTION, which is located to the left of the fork in the road. This is the best place to encounter pirates and get into a fight. Keep fighting pirates to learn the insults and how to respond to them. When you learn them. check them out from the list below. If you hear a phrase that you don't know the answer to, use it and you will get the answer." Eventually, the pirates you defeat will say that you are skilled enough to fight the Sword Lady. Not yet! Keep fighting until until you hear everything on this list.

OFFENSIVE EXPRESSIONS (I) AND ANSWERS TO THEM (C) FOR PIRATES


I: Do you still wear diapers?
S: What, did you want to borrow it?

I: I got this scar on my face in a brutal fight!

I: I can’t sit seeing such impudence!
S: So, are hemorrhoids bothering you again?
I: I once had a dog, and she was smarter than you!
S: Looks like she taught you everything you know.

I: I heard that you are a pathetic suck-up!
S: But no one has heard anything about you at all.

I: I talked to monkeys who were more polite than you.
S: It’s nice that you don’t forget to communicate with your family.

I: I will wipe your blood with my handkerchief!
S: So you still managed to get a job as a cleaner.

I: No one has ever seen and will never see my blood!
S: Do you run that fast?

I: People prostrate themselves before me.

I: Soon you will carry my sword like a servant!
S: First, stop waving them like a fan.

I: There are simply no words to describe how disgusting you are.
S: No. There is. You just never learned them.

I: Your end has come, you pathetic coward!
S: I'll leave you a small piece.

I: You fight like a shepherd.
S: Not bad. And you look like a cow.

I: You have the manners of a beggar.
S: I’m just trying so that you don’t feel embarrassed in my presence.

I: Just looking at you makes me feel sick.
S: Looking at you, it seems to me that someone has already done this.

I: You are still far from my brains, you pathetic idiot!
S: Yes, but you never used them.

Once you have learned all the insults and their responses, use the map to WALK TO THE FORK IN THE ROAD. You will find yourself in the FOREST. WALK to the path in the background of the screen, then PICK UP the yellow plants when you reach another area. Now you have to find the Lady of the Sword. There are two ways. The first is to wander through the forest until you come across a deep gorge with a sign hanging next to it. PUSH the sign, cross the bridge and go right, where you will find the house of the Lady of the Sword. The second method is to tell the STORE OWNER that you want to find the Lady of the Sword. When he leaves the store, follow him and he will lead you to her house.
TALK TO THE LORD OF THE SWORD; say that you have come to kill her. The fight begins! She uses phrases you haven't heard before. The following is a list of these insults and the responses you should say:

OFFENSIVE EXPRESSIONS AND RESPONSES FOR THE LORD OF THE SWORD


I: Every word you say to me is stupid.
S: I’m just trying so that you don’t feel embarrassed in my presence.

I: If your brother is like you, it's better to sleep with a pig.
S: Looking at you, it seems to me that someone has already done this.

I: I hope you have a boat to get away quickly.
S: What, did you want to borrow it?

I: Do I often watch people like you die on tavern floors? S: Even before they smell your breath?

I: I intend to teach you a little lesson today.
S: You should have kept it for yourself.

I: I have the courage and skill of a sword mistress!
S: Yes. but you never used them.

I: I will milk all the blood from your body drop by drop.
S: Not bad. You fight like a cow.

I: After the last contraction, my hands were stained with blood.
S: I hope this has stopped you from picking your nose.

I: My name is known in every nook and cranny of this dirty island.
S: So you work as a cleaner.

I: The fame of my sword spreads throughout the Caribbean!
S: The fact of the matter is that no one has heard anything about you at all.

I: My tongue is sharper than any sword.
S: First, stop waving them like a fan.

I: My most terrible enemies flee as soon as they notice me!
S: Even before they smell your breath?

I; No one has seen me fight as bad as you!
S: Do you run that fast?

I: Now I know what fools and scoundrels look like!
S: I'm glad to hear that you don't forget to communicate with your family.

I; Only once have I met such a coward!
S: Looks like he taught you everything you know.

I: It seems there are no techniques that can save you.
S: No, there is. You'll just never learn them.

I: You are definitely a pain in the ass!
S: So, are hemorrhoids bothering you again?

When you defeat the Sovereign, she will give you a shirt. LOOK AT at her. (By the way, using the Overlord's phrases you can win any sword fight, although you won't have to fight anymore.) WALK across the bridge and follow the path. When the map appears, WALK TO again to the fork.
Once back in the FOREST, LOOK AT at the map, which should indicate where the treasure is kept. "Back" - means that you need to WALK to in the background screen. “Left” (“Lett”) and “Right” mean WALK in the corresponding direction. Follow these directions and you will find yourself in a clearing. WALK to the right and USE the shovel at the "X" location. You will find one more shirt. LOOK AT at it, then WALK left to the forest path (and map).
Head towards the village and go to the store. Don't enter the store, but WALK to the left, through the arch, and you will see the GOVERNOR'S MANSION. WALK TO the mansion. But don't go near the bloodthirsty dogs. USE a yellow petal on a piece of meat, then GIVE the seasoned meat to the poodles. OPEN the door and WALK inside.
OPEN the door to the right of the entrance and WALK. A FIGHT will follow, after which you will have several more items. WALK out front door and return to the city. WALK INTO THE PRISON. (This is the first doorway on the left when you enter the city; can you guess it by the bars on the windows?)
TALK TO THE PRISONER, then go outside. OPEN the STORE door. WALK inside and TALK TO the owner. Ask him if he has any refreshing mints. He will give you a whole package of WALK back and go back to PRISON. GIVE the mints to the prisoner, then ask if he has a file. When he finishes talking, GIVE him rat repellent. In gratitude, he will give you a cupcake.
Leave the prison and WALK back to the GOVERNOR'S MANSION. WALK inside. BREAK (OPEN) the cupcake and you will find a file there. WALK THEN to the gaping hole and you will get into a fight again. The sheriff will stop you and ask what's going on. Give him any explanation, and the governor's wife will appear. She will send him away. Talk to her and OPEN the front door when she leaves. The sheriff will stop you again. Answer him whatever you want and he will throw you off the pier! Wow!
When you are underwater, PICK UP the idol. You will automatically take the sword and climb back onto the pier. Then a watchman will appear and say that the governor’s wife has been kidnapped. Ask him to tell you more about this, and he will give you a note from the evil LeCHUCK. LOOK AT the note.
WALK TO THE SCAMM BAR and WALK there. PICK UP all the mugs and WALK TO the red curtain. PICK UP the remaining mugs and TALK TO THE COOK. Ask him: “What was served, old drunk?” ("What"s wrong, old sot?") and ask where you can buy a ship. Then OPEN the kitchen door and WALK outside.
Everything that follows must be done quickly. USE one of the mugs to pour the liquid from the keg into it and head to the prison. The grog is slowly but surely eating away at the mug, so you'll have to stop several times. to periodically SUBSTITUTE (USE) empty circles under it. If you dig around for a long time and do not change the mugs, the grog will turn the mug into a lump of tin and spill. Then you will have to go to the bar again, collect the mugs again and try everything again.
When you get to PRISON. USE the grog mug to destroy the castle and release the prisoner. He will run away as soon as you invite him to join your team. But don't worry about it.
WALK out of the prison and return to the guard, then WALK THEN along the path. After checking the map, go to the SHORE on the right top corner islands. Once you're there, USE the rubber chicken on the rope to get to Hook Island. OPEN the door of the house and WALK inside.
The powerful MITHOOK will appear and say that he does not like guests. Say: "The Governor's wife has been kidnapped!" (“The Governor”s been KIDNAPPED!”), then say: “Let’s get a crew together.” Mithuk will want to test you to see if you can be captain. When he opens all the doors and runs away. OPEN the small door and TICKLE the bloodthirsty winged demon. Mithuk will agree to join your team.
USE the rubber chicken to get back, then WALK TO the path. After checking the map, WALK to the HOUSE OF THE LORD OF THE SWORD. Talk to her and say: “The Governor has been kidnapped!” ("The Governor"s been KIDNAPPED!") She will immediately join your party. WALK TO the path. After checking the map, WALK TO the LIGHTS at the very bottom of the island (which actually means the Used Market Stan's ships).
When Stan finishes praising the product, say: "I really don"t have that much to spend." He will show you the Sea Monkey ship. When he finishes, say: "On Actually, I was hoping to get one on credit." He will refuse, so say you want to think about it a little more. Before you leave, Stan will give you his card and magnetic compass.
WALK TO THE VILLAGE, THEN WALK TO THE STORE. TALK TO the owner and say: "I'm interested in procuring a note of credit", then say: "Yes, of course I do "). The owner will open his safe and take out the bill of exchange. Look carefully and remember the combination of numbers on the lock! Whatever you say about it, he will not believe you and will put the bill of exchange back in the safe. Now say: “I am looking for the Lady of the Sword of Mili Island" ( "I'm looking for the Sword Master of Melle Island"). And the store owner will leave.
WALK TO the safe and use the combination. (The PULL command turns the safe's handle counterclockwise; the PUSH command turns it clockwise.) When the door opens, you automatically take the bill. Head back to Stan's Used Boat Market.
Ask Stan: "Ugh... can I look at the cheaper one again?" Ask Stan: "Okay, how much does it cost?" ("Well, what do you think it"s worth?"), then say: "Forget about it" ("Forget it"). Stan will beg you to decide on something, say: "Yes. maybe you're right..." ("Well, may be you"re right...") and repeat: "Okay, how much does it cost?" ("Well, what do you think it"s worth?") Then say: "I"d like to make you an offer." Choose a phrase: "Okay! 5000!" (“All right! 5000!”) and Stan will sell you the ship.
Return to the VILLAGE. You'll meet Stan on the pier, and before you leave, he'll give you some literature. Greet all your crew members as they appear, and head to Monkey Island!

PART TWO: THE JOURNEY


After the mutinous crew has decided to go out into the Caribbean Sea, go to your CABIN. OPEN drawer desk and LOOK AT what's there. LOOK AT at the dusty book to read, PICK UP the pen and ink, then WALK TO the door to exit onto the DECK. WALK TO the rope ladder and PICK UP." Jolly Roger" when you get to the top.
WALK TO the hatch on the deck of the ship (just above the rebel crew). WALK TO THE DOOR and enter the GALLEY. PICK UP the cauldron and OPEN the buffet. PICK UP the box of oatmeal, OPEN it and take out the item. LOOK AT at it to see that it is a small key.
WALK TO the stairs and the HATCH to enter the SHIP'S HOLD. OPEN the chest on the right and LOOK AT into it: you will find a bottle of white wine. PICK UP the huge piece of rope and OPEN the barrels on the left to get some gunpowder. Now go back to the cabin.
USE the key to open the locker, then OPEN the chest and LOOK AT there. There you will find a sheet of paper and cinnamon. LOOK AT the piece of paper to read the recipe and WALK TO THE SHIP'S GALLEY. USE the following items in the CAULDRON: Refresh Mints, Oatmeal, Cinnamon, White Wine, Gunpowder, Ink, Jolly Roger and Rubber Chicken. The water in the cauldron will soon begin to boil, and you will lose consciousness.
WALK TO the deck and you will find that you are already off the coast of Monkey Island. WALK TO the hold and OPEN the barrels again to get more gunpowder, then WALK TO the deck. USE the gunpowder in the cannon and USE the huge piece of rope to make a fuse out of it. Now all that remains is to set it on fire!
Go down to the GALLEY and USE the feather to set it on fire*? under a boiling cauldron. You will get a torch. Get back on deck. USE this torch to light the fuse and quickly USE the cauldron. The cannon will fire and throw you onto the island.
PART THREE: UNDER THE ISLAND OF THE MONKEYS
When German Toothrot leaves. WALK TO THE JUNGLE to see a MAP OF MONKEY ISLAND. WALK TO THE CONFERENCE OF THE TWO RIVERS in the middle of the island. (This is where the river runs through the mountains.) WALK TO the path on the other side of the river and climb up the huge rock. WALK TO the second set of tracks to climb to the top of the hill. PUSH the rock. You'll sink the Sea Monkey, but don't worry.
Herman will appear on the screen; talk to him, then WALK TO the path below. PULL or PUSH the primitive painting until it points towards the edge of the screen, then WALK TO the steps and back to the top of the hill. PICK UP a bunch of rocks and place one of them on the edge. PUSH stone; it will hit a banana tree growing on the beach. WALK down to the confluence of rivers and return to the jungle.
WALK TO THE FORT at the left end of the island (it's on the north side of the crater). PICK UP the spyglass and rope, then PUSH the cannon. When Herman appears, say: "I saw a monkey leaving here." Ask Herman a question, then end the conversation. PICK UP the cannonball and gunpowder and WALK towards the jungle.
Go back to the MERGING OF TWO RIVERS and PICK UP the note under the stone. LOOK AT at the stone that caught your attention and you will understand that it is flint. USE a handful of gunpowder on the dam, then USE a flint and a cannonball. The dam will explode and the flow of water will carry you downstream.
WALK TO the POND at the very end of the new river and PICK UP the rope from the sickly looking man. Herman will appear; talk to him or send him away. then WALK TO the JUNGLE and WALK TO to the CREVICE on the south side of the island. USE the rope to tie it to the tree branch at the edge of the crevice and WALK down to the next ledge. USE another rope to tie it to a strong stump and WALK THEN to the ground. PICK UP the oars, then climb back up the ropes and WALK TO the jungle. Then WALK TO to the BEACH where you started on your way around the island.
PICK UP the bananas and USE the oars when you get into the boat. Row right around the peninsula and head towards the shore at the top end of the island. When you come ashore. WALK TO THE JUNGLE AND WALK TO TO THE VILLAGE.
WALK TO the farthest hut on the left and PICK UP bananas from the fruit bowl. Try to leave the village and the cannibals will stop you. Talk to them and GIVE them something (they will refuse). You will be locked in the guest hut. PICK UP the skull from the floor. OPEN the board underneath and WALK TO the opening to escape.
WALK TO the beach and WALK TO the boat. Row to the shore where the banana tree is, then WALK TO the jungle. WALK TO the monkey walking on the north side of the beach. GIVE all five bananas to the monkey and WALK TO back to the jungle WALK TO to the WASTELAND on the right side of the island; the monkey will follow you.
In the WASTELAND, WALK to the right to find two idols. PULL the left idol by the nose and WALK TO the gate that will open. The gate will close, but the monkey will grab the idol's nose. to open them again. WALK through the gate and approach the GIANT MONKEY HEAD.
PICK UP the small idol, go back to the jungle and WALK TO THE VILLAGE. WALK left to the fruit bowl, then try to leave and the cannibals will stop you again. OFFER (GIVE) them an idol. WALK TO the hut on the left and enter there. PICK UP the banana picker and WALK out of the hut. You will see Herman; GIVE him the banana picker and he'll give you the monkey head key.
WALK TO your boat and row to the shore just west of the wasteland. WALK TO the forest, then to the wasteland. then - to the giant monkey's head. USE the key to open the head by inserting it into the ear. Return to the boat and row to the upper beach, then WALK TO the village. Tell the natives: "Well, actually, there is something...", then say: "I'm looking lor somebody" "). Explain more precisely by saying: “I'm looking for 30 dead guys and one woman.” Keep talking to the natives until they finish talking. GIVE them a piece of paper, and they will give you the SAILOR'S HEAD and a magic NECKLACE.
Get into the boat and row back towards the shore next to the wasteland. WALK TO the jungle, then WALK TO the wasteland. Enter the giant monkey head and WALK to the right until you enter the cave, then USE the seafarer's head. WALK through the CATACOMBS, following the direction your head is facing, until you reach Lechak's ship. TALK TO the sailor's head and say: "Please, may I have this necklace?" (“May I please have that necklace?”). Keep asking the head until it agrees to give it to you, then USE the necklace to make yourself invisible. That's all business.
WALK TO THE GHOST SHIP and OPEN the left door, then WALK inside. USE the magnetic compass and the key hanging on the wall, then WALK onto the deck. WALK TO the HATCH and WALK TO to the passage on the right. PICK UP the ghost feather lying next to the ghost chickens and WALK back into the passage. USE the ghost feather to tickle the sleeping ghost's feet and PICK UP the grog container he drops. But you shouldn't drink grog!
WALK TO the passage on the right again and USE the key to open the hatch. WALK TO the HATCH and USE the grog container to pour it onto the dish and confuse the ghost rat. PICK UP the cooking oil and return to the DECK. USE the grease ball to grease the door on the right, then OPEN it and enter. PICK UP the ghost tools and return to the DECK.
WALK TO the hatch and then WALK TO the passage. USE the tools to open the glowing cage (it's under the ghost pigs), then LOOK AT at the cage; you will find the magic voodoo root there. Now leave the ship and WALK TO the cave. You will find yourself again in the village of cannibals. Chat with the three-headed monkey while the cannibals prepare your potion, then WALK THEN into the jungle.
Go back to where the MEDICAL SHIP was. You will find that the ship is no longer there. Ask the ghost about the ship and the wedding. When Herman appears, ask him to take you to Mili Island. It's time for the final showdown!

PART LAST: GUYBRUSH GIVES A KICK


WALK to the right. A GHOST will stop you. Ask him: "Would you like a beer, sir?" (“Could I interest you in some root beer, sir?”) and sprinkle the potion on him. WALK right again and enter the city. WALK TO the ominous ghost. Say: "No, but I do
have this deadly magic root boor") WALK TO to the arch under the clock, then OPEN the door of the CHURCH (the building with the stained glass windows). WALK inside. Now don't waste time.
Say: "STOP THE WEDDING CEREMONY!" (“STOP THE WEDDING!!”) and when Lechak threatens you, say: “Look what I have!” ("Take THIS!"). Suddenly the Governor appears, confusing everyone present. Ask her questions until she leaves, then tell Lechak again: "Look what I have!" ("Take THIS!"). Unfortunately, you fail to pull out the bottle, and you are introduced to Lechak's huge fist.
After taking a few more hits, you end up at Stan's Used Ship Market. at the CAR. MAKING GROG. The doctor rushes after you. When he grabs you, quickly PICK UP the potion bottle and USE it before the Lechak can hit you again. And then grab a bag of popcorn, relax and watch the wonderful ending.

Walkthrough - Page 1

This is the third part of the game “Monkey Islan” from the legendary and inimitable “LucasArts”. Walkthroughs All games of this company offer only optimal actions and are designed to help the player in certain places where he has difficulty passing. Go through all available locations, talk to the characters about everything.

The game was played in the licensed version of 1997, translated and adapted by PRCA for ScummVM.

Game controls

Moving the main character and selecting answers and questions in dialogues is done with the mouse. To use an item or conversation, you must click on the object with the left mouse button (LMB). The cursor should be red - the name of the item appears at the bottom of the screen. A medallion will appear with three images: a hand, an eye, a skull and a parrot, which indicate actions: take or use, examine, speak (breathe, eat). Without releasing the key, select the planned action from the offered options.

The menu is called up by pressing the F1 key and contains standard set options for recording and launching the game. There are also options for adjusting the sound, showing/hiding text, as well as setting the broadcast time for subtitles.

Pause the game by pressing the spacebar.

Skip a video clip or monologue - press Esc.

The inventory in the game is made in the form of a sailor's sea chest, and is called up by pressing the right mouse button (RMB). To transfer the selected item to the action screen, grab it with LMB and move it to the edge of the screen. To return an item to your inventory, you need to press RMB. Combining items (connection) is done in the inventory. To do this, click LMB on the item to be combined - a red outline of the object will appear. We bring it to the second object and press LMB again.

Save folder current state The game is located directly in the folder with the game itself. In total, you can make more than a hundred saves during the game. Searching for the required slots and “flipping” the pages of the save book is done with the mouse

At the beginning of the game, you are asked to choose a passage option - simple or difficult (mega - monkey). Their difference lies in the smaller number of riddles of the simple version. The game was played in hard mode (mega monkey).

Start

Acting as Guybrush Threepwood, we find ourselves in one of the amusement park cars from the previous part of the game, in the middle of the Caribbean Sea. The current slowly takes us to the island of Navara, which is under siege by pirates commanded by our mortal enemy, the zombie pirate LeChuck. And the island is protected by none other than our incomparable Elaine Marley, who is the governor of the island. Having discovered our presence, LeChuck orders us to be locked in the hold of the ship in order to deal with Guybrush after the end of the battle. We find ourselves under the supervision of the evil pirate Bloody Nose.

Chapter I
The end of the pirate LeChuck.

We are in the hold of a pirate ship. Looking around. While the short pirate is busy firing a cannon, we take the cleaning rod for the cannon from the wall.

To do this, move the cursor over the ramrod and hold LMB. In the action icon that appears, click on the image of a hand - it clenches into a fist. The ramrod ends up in inventory. (At first it miraculously fits into Guybrush Threepwood's pant leg).

We approach the pirate. Move the cursor over it, hold LMB, and click on the image of a parrot in the icon.

In the little pirate who calls himself Bloody nose, we recognize Wally, a peaceful cartographer whom we met in Monkey Island 2: LeChuck's Revenge. Wally also recognizes us, but does not want to step out of the role of an “evil pirate”.

We take the pirate's textbook from him.

In a conversation, we leave the phrase that he is a failed pirate at the end of the conversation.

Having offended Wally to tears, we leave him crying on the floor, pick up the hook he dropped, and approach the cannon.

Click on the cannon, hold LMB, select “hand”. Moving the cannon barrel with the mouse, LMB fires a salvo.

You are free to make your own choices. You can enter the city along the left arrow and drink lemonade at Kenny's (although you won't be able to do this, but you will know where the bottomless mug is). Try to walk along an overgrown path and you will learn that to get through the thickets you need a sharp tool. In the tavern, you will learn from Captain Whitebeard that you need an order form to enter it, and it is located with the waiter on the beach ( right side cards) that in order to go to the beach you need a club member's ticket. You can first go to the hairdresser and talk to everyone, but this will not give anything yet.

We enter the gate, go up the steps, go to left side screen, to the building with the inscription Speare!. Let's enter it on the left side, because the central entrance is closed. We are in the dressing room of a local theater. We approach the coat on the hanger, examine it, find and take dandruff from the collar.

This dandruff, when examined in the inventory, turns out to be lice.

We open the coat pocket, take out and take away the white glove. Looking at the sticker travel agency Bloody Island on the travel chest, which is located to the left of the entrance. We go to the mirror and take it from the table magic wand, immediately apply it to the magic hat. We examine and take away the book that appears in the hat - this is a manual on ventriloquism. We go to the right, we find ourselves on the stage where the pirates are rehearsing a performance based on Shakespeare. First we talk with the pirate in the role of Juliet, then we turn to the pirate standing in the center of the stage.

The dialogue about Bloody Island that interests us will not begin if we have not examined the sticker on the chest.

After talking with the actor, we learn that his agent Palido has personal apartments on Bloody Island. The agent himself can be found on the beach of the Brimstone Club. We go to the dressing room, from there to the street. We go into the door of the establishment with the Barbery Coast sign (at the bottom of the screen, next to the place where we entered the city). This is the hairdressing salon “Coast of Hairdressers”.

We make a propaganda speech, inviting those present to join the crew of the ship under our command. We talk separately with Captain Rottingham, sitting in the client’s chair. When all attempts to lure him into our crew are exhausted, we take active action.

We take out the lice from the inventory and apply them to the comb, which the hairdresser, from time to time, places on a stool, next to the client’s chair. The offended barber throws the captain out. We sit in the chair ourselves (“hand” on the chair).

We talk with hairdresser Hagiss McMcComm. The main purpose of the conversation is to hire him for the team. But to do this we must win his respect - we need to defeat the barber in throwing a caber - a large tree trunk.

Pay attention to the scissors sticking out in the ceiling beam. We ask Haggis a question. We pull the handle of the chair, raising it higher. We remove the stone from the page of the book, which served the hairdresser as a paperweight. He leaves to look for a new stone, and we, using the handle, lift the chair up and take the scissors. Upon the hairdresser's return, we refuse further haircuts. We approach the pirate washing the sheets. His name is Cutthroat Bill.

In the conversation we learn that in order for him to join the team, we need to prove that we can easily get gold. We pay attention to the candy in his mouth, noting, among other things, the “teeth-crushing” properties of the sweetness.

At the end of the conversation, we slap Bill on the back (use the “hand”). He will choke, so we slap him again. The lollipop falls on the floor, we pick it up in inventory. We approach the pirate repairing the razor. Meet Edward van Helking.

In conversation we use different ways to get him to join the team, even insults, but nothing works. The pirate's condition is to defeat him in a gentleman's duel.

We challenge the pirate to a duel like a gentleman - we hit him in the face with a glove.

We have no chance in a pistol duel. Let's try another way.

We challenge Edward to a duel again. When choosing a weapon, close the lid of the middle case and take the banjo case. We choose this musical instrument as a weapon for a duel.

We carefully watch the pirate's fingers. We need to pluck the same strings and in the same order as he does. The fight consists of three parts. In the first part you need to repeat four, in the second - five, in the third - six notes.

We earn the pirate's approval with our victory. When he gets carried away with complex rock performances, we use the pistol from the case on his banjo. Thus, we acquire the first team member. We leave the hairdresser and enter the mysterious door. Let's pass along the path overgrown with mysterious flowers. We use scissors on the thickets. We take the cut flower, then clear our path with scissors.

On the sign we automatically recognize the emetic properties of the flower.

We pass forward and find ourselves on a cliff above the bay. We take two steps forward, and now we are already in snake's stomach. While inside the snake, we bend down and collect objects next to us. Along with Faberge eggs and vacuum cleaner attachments, we pick up a bunch of odds and ends. In your inventory, throw the cut ipecac flower into the jug of syrup, then use it on the snake's head. We're free! But, having fallen off a cliff, we find ourselves in quicksand. You can't reach the vine ahead. We try to grab the reed to our left (Guybrush). Only a hollow reed remains in the hands. We get a thorn from the right bush.

In your inventory, tie a stone from the hairdresser to the balloons. Inflate the balloons (use the image of a parrot). We make a blowgun from a reed and a thorn.

We shoot the spike at the balls. We are on the shore of the bay. We examine the boat located here and find a hole in it. We leave the bay on the map and enter the city along the central arrow.

If we look at the inventory, we will find that we have some kind of order form.

We read the announcement on the wall, enter the door open on the right. We are in tavern .

So that's what the order form is for. In principle, we could have been here before, but then we would not have been served due to the lack of this form. We talk with the owner - Captain White Beard. Important for us is the mention of El Polo Diablo and information about where the captain delivers the chickens. But right away, let’s pay attention to the captain’s golden tooth.

After the conversation, we give White Beard a lollipop. In response, the captain asks for something to chew. We give him chewing gum. The captain will start blowing bubbles. Let's pierce one of them with a pin, and the bursting bubble will take the captain's gold tooth with it. Let's select it.

If you try to immediately leave the tavern, the pirate will take the tooth back.

We send one rubber band to ourselves (Guybrush) in the mouth (click the rubber band in the inventory on the image of the parrot). We stick a gold tooth to the elastic band. We use the image of a parrot first on a balloon, swallowing a little helium, then on chewing gum with a tooth. The ball floats out onto the street. We take a bowl and a biscuit tin from the table on the left, and take a biscuit in the barrel to the right of the exit. We bite it and find larvae there. We use them on the unappetizing chicken on the table in front of the silent visitor. We take the club card from the bones left from the chicken. We touch the silent visitor. We take from the skeleton the jagged knife sticking out in its back. We go outside. (The captain searches us to no avail.) Use a mud bowl under the drainpipe on the corner. We take the gold tooth. We begin preparations for the competition with Haggis, for this we go to the field with chalk markings. Using a serrated knife, we cut the legs in the sawhorses under the barrel of alcohol. Apply the smoldering ember to the spilled alcohol. As a result, in a pile of cabors there will be a rubber tree trunk identical to the other trunks. We use a biscuit tin on another rubber tree in the field. We get a good plug for the hole in the boat. We go to the hairdresser, give the gold tooth to Bill, talk to Haggis, and agree to hold a competition.

Of course, we win and get a full team. We leave the hairdresser.

The restless boots of LeChuck with his spirit inside, off the coast of the island of Navara, are captivating pirate ship. LeChuck is back in action!

Exit to the map and select the red arrow pointer to the beach on the right. Show the waiter your club membership card. We try to go to the beach, but the sand is so hot that we can’t do it. We return to the basket with towels.

We take three towels (one after the other). Dip them into a bucket of ice.

We go to the beach and use towels on the sand. We pass to a man sunbathing on the beach

This turns out to be the Palido Domingo we need, about whom the actor Cromwell told us in the theater. We need to talk to him about Bloody Island. Domingo has a card that is etched into his back.

We take the mug, as Domingo asked, immediately mistaking us for a waiter. We go out to the map of the island through the gate located nearby. We go to the lemonade seller, which is located to the left of Captain Whitebeard's tavern.

To get directly to the seller, enter the city using the left arrow. At first, this runt will cheat us if we agree to drink lemonade, but we also need such a mug.

We distract the seller and quietly exchange the mug from the inventory for the mug of the lemonade seller, ask him to pour the lemonade. When the seller leaves upset, we take the jug from the table and fill it with paint from the vats on the right. We return to the beach. I can't get oil for frying from a guy in a sailor suit. Take a towel, dip it in a bucket of ice and slam it wet towel waiter He runs away screaming, and we take the oil. We return to the map, and from there, through the gate, we go to the theatrical agent.

We place a bottomless mug on Domingo’s stomach and pour paint into it. The agent rolls over onto his stomach. We apply frying oil to his back, then remove the peeled skin from him with the map (sadism, and that’s all).

We're leaving the beach.

LeChuck plans to return to Navara Island to capture Elaine.

We follow the map to Danger Bay. We approach the boat. Lubricate a piece of rubber wood with witch glue and apply it to the hole in the board. We swim to the pirate ship, then climb onto the deck. We are met by the ship's first mate. As a result, we find ourselves left behind again. We saw the board with a serrated knife and climb onto the deck. Having tried to enter the door, we are punished for this in the form of falling out in tar and feathers. In this unsightly form we head to the tavern to see Captain Whitebeard. He mistakes us for a giant chicken that has done so much harm to him, and we end up in a saucepan. We are transported to a pirate ship, to the cabin of Captain LeChimp. We wait for XO Fossey to finish speaking and use the book on ventriloquism on the captain. After Fossey leaves, we take the treasure map and leave the cabin through the porthole. On a sawn-off floating board we get to the shore and go out onto the map. We enter the city.

We need to go to the theater. Map turned out to be nothing more than instructions for controlling the spotlights located on the second tier.

We enter the dressing room and go up the stairs.

We press the buttons in accordance with the cardinal points. In case of an error, press the lever and start all over again. The spotlights will illuminate the place where the pirates hid the statue of Elaine.

The second part of the performance begins. Cromwell performs an act of juggling various objects on stage.

To remove it from the scene, we pour the remaining cooking oil over the kernels lying on the chest with the sticker. When trying to juggle cannonballs smeared with fat, Cromwell is embarrassed and leaves the stage.

We go onto the stage, take a shovel, and start digging.

The second part of the game ends. We take the statue of Elaine, board the ship and sail with our team to Bloody Island.


Part 1. Three ships.

Go to the Dregs Bar and talk to the pirate at the window, Mancomb Seapgood. Tell him that you dream of becoming a pirate. Ask where you can find the governor. Instead of answering, he will tell you a story and send you to Esteban, who will tell it to the end. Exteban stands under the chandelier. Ask him about Le Chuck.

Go right, behind the curtain. There you will see a group of serious pirates. Make them happy with your intention to become a pirate. They will explain that only those who have passed all “three trials” become a pirate: master the art of fencing, theft and adventure (i.e., find treasure). Moreover, the pirate must provide evidence of completion of each of the 3 ships. You can ask them about each of the ships, or you can end the dialogue.

Open the door to your right - the cook will send you to hell. Wait for him to leave the kitchen and come in. Take a piece of meat from the table and a pot. Use the meat on a pot of steamed vegetables in the corner. Now pick up a pot of stew.

Open the door leading to the bridge. A seagull will land nearby and start pecking at the fish. Walk to the end of the bridge: you will step on a wobbly plank, which will make a lot of noise and scare away a seagull. Do this several times and pick up the fish. Return outside by going through the kitchen.

As you leave the bar, watch the cartoon: Bob tells Le Chuck that the newly minted pirate is causing problems on Scramble Island. Turn left, return to the lookout and go past him to the right. In front of you will be the map of Ochstrvao Skirmishes. The places you can visit are limited to the highlighted locations. You need to go to a location close to the center of the island, called the “clearing”. Behind the name was a circus. Go inside. You will see the Fettuccine brothers engaged in a heated argument. Wait until they are silent and speak to them. They will beg you to test the gun. Agree to the deal - you will be paid 478 coins. The brothers will ask if you have a helmet. Answer “yes” and show the potty. Guybrush will then fly out of the cannon and land squarely on his head. Say something to calm the brothers down. Get paid. Exit the circus and return to the map. Head into town again, past the Dregs Bar.

On the corner you will notice a guy with a parrot on his shoulder. He is called a citizen of Scramble Island. Talk to him. He sells the treasure map for only 100 coins. Don't hesitate to buy it.

Study the map. At first glance it will seem that you have been deceived, but you just need to find out how this card is read. We'll come back to the map later. Turn left - three people with a rat will appear in the distance. Make the rat run away. To do this, move the cursor over it. Now go up to the men and say: you are sorry that the rat escaped, and you yourself are a big fan of rats. Men will share important history. Enter the first door on the right. Pick up the rubber chicken. Turn right and meet the Voodoo Witch. Talk to her about everything that is in the dialogue list. Then leave her house and go through the archway. Someone will call you from an alley nearby. Go to the alley. Fester Shintop called you. Talk to him and leave the alley. Go through the door on the right - this is a store. The owner should meet you. If there is none, ring the bell. Go up the stairs and pick up the shovel next to the safe. Go down and take the sword from the red chest. Now tell the store owner that you want to buy both items. Don't ask him who you can try the sword on. We will return to this later.

Return to the top of the cliff and approach the map. Select the location "home" - a place in right half cards. A troll will stop you on the bridge. Talk to him and give him the fish. (Notice how the troll eats.) Click on the “house” location again. Captain Smirk lives there, teaching fencing. He charges 30 coins for lessons. Knock on the door. The captain himself will meet you. Ask him to coach you. In the conversation, the captain will mention Karla, a fencing master. When the captain agrees to give Guybrush a lesson, both will go into the house. Watch a cartoon with training. You have mastered fencing. But before you beat Carla, you'll have to learn a couple of insults.

Return to the map. Dots will appear on it, marking the position of the pirates. You need to fight them to learn pirate swearing. Just stand somewhere on the map and wait for the pirate to approach you. The picture will change: you will find yourself opposite the pirate a few steps away from him. Tell him to prepare for death. The fight will begin. The enemy will curse you. You must answer. You probably won't win the first few times, but at least you'll learn how to swear. Continue fighting the pirates until you hear your skill acknowledged: “Wow! Yes, you can handle the master!” Now you need to find her. Return to the store. Say you are looking for a blade master. The owner will answer that he must first visit the craftswoman himself. Once the owner comes out, follow him. When you open the map, you will see that now only the shopkeeper's location is highlighted. Follow him to the master's lair. When the shopkeeper leaves, talk to Carla. The long-awaited fight will ensue. Fight her as you would fight pirates. The defeated craftswoman will give a T-shirt as evidence of your victory. It is not necessary to return to the pirates in the Bar, but if you want, you can boast once again.

Return to the forest. You can follow any road: eventually you will stumble upon yellow flowers. Now let's get back to the treasure. To begin, visit the first section of the map in the forest. Look at the map. If the card tells you “go back! two-three-four!”, ignore “2-3-4”. Left will be on the left, right on the right, but back in in this context means "up". Now follow the map. You should find yourself in a part of the forest that is noticeably different from the rest of the lawns and edges. Go right. There must be a treasured “X” somewhere there. Dig up the treasure and watch the cartoon. Guybrush will dig up the shirt. Again, you can visit the pirates if you want.

Return to town, go past the store to the mansion. Now you need to steal the Many-Armed Idol. Dogs will block your path. Use the yellow petal (sleeping pill) on the pot of meat. Meat will make dogs fall asleep. Open the door and enter. Now open the door next to the vase. Fester Shinetop will try to arrest you. A fight will break out. You will escape, but Fester will remain trapped. Guybrush will come to the conclusion that he needs a hacksaw to open the door. Go outside and head towards the prison. Talk to the prisoner named Otis. Guybrush will refuse to talk to him because of his terrible breath. Buy mint lozenges from the store and give them to Otis. Discuss with him everything that is in the dialogue list. Give him the repellent. In exchange, you will receive a carrot cake with a hacksaw hidden in it. Return to the mansion and go through the hole created by the fight. The cartoon will follow again: in it, Fester will still grab Guybrush. The enemy will demand an explanation from you. Choose to meet the Governor, Elaine Marley. She will justify you. Go outside. Shinetop will not calm down: he will grab you, steal your sword and throw you into the sea with an idol tied to your leg.

Pick up the idol. Guybrush will raise his sword and rise to the surface of the sea. Once in the air, you will see a ghostly ship sailing towards the horizon. The lookout will appear on the stage. He brought bad news: Le Chuck had kidnapped Elaine Marley and sailed to his lair on Monkey Island. Le Chuck also left a note. You need to get a ship and assemble a team of 3 people. But first, check out the Trash Bar. There you will find a sobbing cook. Talk to him about everything. On your way out, grab all 5 mugs. Open the map and select the brightest cluster of lights - the location is called “lights”. Stan will meet you here. He will show you ships, including a half-sunken ship. The hero will fall on this ship. Ask Stan to show the ship. Ask if you can take it on credit. Stan doesn't give loans - you'll have to go to the shopkeeper. As you leave, you will receive a compass from Stan.

Talk to the shopkeeper. Say that you need a loan and lie that you are working. The shopkeeper will approach the safe for a receipt. Remember the combination. The store owner will want to find out who you work for. You'll have to admit that you don't have a job. The shopkeeper will put the receipt back in the safe. When he returns to the desk, tell him that you are looking for a fencing master. He will go to Karla again, and you can take the receipt. Push the lever and pull it.

Visit Stan again. You will have to bargain with him: he wants 10,000 for the ship, and you only have 5,000. Talk to him about additional equipment. End the dialogue about each equipment with the words “I don’t need this garbage.” Torment Stan and say "Stop talking about extra gear." If the price only drops to 7300, abandon the ship. Stan will bring the price down to 6300. Offer 5000 and he will agree. Stan will be waiting for you at the dock with the ship.

The team will consist of Carla, Otis and Meat Hook (Meathook). Click on the map on the location “house of the fencing master.” Tell Karla that the governor's wife has been kidnapped and she will join you. Return to the map. This will be followed by a cartoon, from which it will become clear that Fester Shinetop and Le Chuck are one person.

Select the “island” location on the map. Hook Island can be seen in the distance. To get there, connect the chicken to the rope. The same Meat Hook lives in the house. Tell her that Marley has been kidnapped and you are recruiting a team to rescue her. Hook will only agree to join if you touch the winged devil. Open the small door - there is a parrot behind it. Touch it and the Hook is yours.

Go to the prison to talk to Otis. Otis will agree to help you if he is released. Go to the Trash Bar. There is a barrel of grog in the kitchen. Fill your mug. Grog burns through your mug, so you'll have to pour it into new mugs on the way to the prison. Douse the prison castle with grog and return to the dock with Otis. After answering your crew's questions, you can finally go to sea.

Part 2 – Travel.

Open the chest of drawers and look there: the hero will take out an old book. This is the captain's diary. From it you will learn how the Captain and Mr. Tutrot ended up on Monkey Island. Take the pen and ink from the table. Leave the room and climb up the rope ladder. Once at the top, take the flag with the Jolly Roger, go down and open the hatch. Going down, you will see a door and another hatch. Go down it. You will find yourself in a storage room. Pick up a long rope; look in the red chest (there is wine there); check the kegs by left side from you (they contain gunpowder). Return to the hatch, go upstairs and open the door - you will find yourself in the kitchen. Take the pot from the table. Open the cabinet on your left: take the box of cereal and open it; There's a key hidden inside. Return to the captain's cabin and open the chest of drawers with the key you found. There is a chest in the chest of drawers. Look inside: the hero will take out cinnamon and parchment with a Voodoo spell. Read the spell: it will lead you to Monkey Island. Go down to the kitchen. Throw into the pot: cinnamon, wine, pirate flag, gunpowder, ink, mints, rubber chicken, grits. This hellish mixture is your ticket to Monkey Island.

After the interlude, you will find the hero sleeping on the floor. Click the mouse on the floor - this will make him wake up. Go up to the deck. The island can be seen in the distance, but we need to somehow get to it. You will have to repeat the trick with the cannon. Go down to the pantry and grab some more gunpowder. Pour gunpowder into the mouth of the cannon, and use the rope with reverse side. Go down to the kitchen and light a card or T-shirt on the fire under the pot. Go up to the deck. Light the fuse, put on the pot and climb into the cannon muzzle. If you don't manage to climb the first time, just go down for a new portion of gunpowder and try again.

Part 1. Three ships.

Go to the Dregs Bar and talk to the pirate at the window, Mancomb Seapgood. Tell him that you dream of becoming a pirate. Ask where you can find the governor. Instead of answering, he will tell you a story and send you to Esteban, who will tell it to the end. Exteban stands under the chandelier. Ask him about Le Chuck.

Go right, behind the curtain. There you will see a group of serious pirates. Make them happy with your intention to become a pirate. They will explain that only those who have passed all “three trials” become a pirate: master the art of fencing, theft and adventure (i.e., find treasure). Moreover, the pirate must provide evidence of completion of each of the 3 ships. You can ask them about each of the ships, or you can end the dialogue.

Open the door to your right - the cook will send you to hell. Wait for him to leave the kitchen and come in. Take a piece of meat from the table and a pot. Use the meat on a pot of steamed vegetables in the corner. Now pick up the pot of stew.

Open the door leading to the bridge. A seagull will land nearby and start pecking at the fish. Walk to the end of the bridge: you will step on a wobbly plank, which will make a lot of noise and scare away a seagull. Do this several times and pick up the fish. Return outside by going through the kitchen.

As you leave the bar, watch the cartoon: Bob tells Le Chuck that the newly minted pirate is causing problems on Scramble Island. Turn left, return to the lookout and go past him to the right. In front of you will be the map of Ochstrvao Skirmishes. The places you can visit are limited to the highlighted locations. You need to go to a location close to the center of the island, called the “clearing”. Behind the name was a circus. Go inside. You will see the Fettuccine brothers engaged in a heated argument. Wait until they are silent and speak to them. They will beg you to test the gun. Agree to the deal - you will be paid 478 coins. The brothers will ask if you have a helmet. Answer “yes” and show the potty. Guybrush will then fly out of the cannon and land squarely on his head. Say something to calm the brothers down. Get paid. Exit the circus and return to the map. Head into town again, past the Dregs Bar.

On the corner you will notice a guy with a parrot on his shoulder. He is called a citizen of Scramble Island. Talk to him. He sells the treasure map for only 100 coins. Don't hesitate to buy it.

Study the map. At first glance it will seem that you have been deceived, but you just need to find out how this card is read. We'll come back to the map later. Turn left - three people with a rat will appear in the distance. Make the rat run away. To do this, move the cursor over it. Now go up to the men and say: you are sorry that the rat escaped, and you yourself are a big fan of rats. Men will share an important story. Enter the first door on the right. Pick up the rubber chicken. Turn right and meet the Voodoo Witch. Talk to her about everything that is in the dialogue list. Then leave her house and go through the archway. Someone will call you from an alley nearby. Go to the alley. Fester Shintop called you. Talk to him and leave the alley. Go through the door on the right - this is a store. The owner should meet you. If there is none, ring the bell. Go up the stairs and pick up the shovel next to the safe. Go down and take the sword from the red chest. Now tell the store owner that you want to buy both items. Don't ask him who you can try the sword on. We will return to this later.

Return to the top of the cliff and approach the map. Select the “house” location - a place on the right half of the map. A troll will stop you on the bridge. Talk to him and give him the fish. (Notice how the troll eats.) Click on the “house” location again. Captain Smirk lives there, teaching fencing. He charges 30 coins for lessons. Knock on the door. The captain himself will meet you. Ask him to coach you. In the conversation, the captain will mention Karla, a fencing master. When the captain agrees to give Guybrush a lesson, both will go into the house. Watch a cartoon with training. You have mastered fencing. But before you beat Carla, you'll have to learn a couple of insults.

Return to the map. Dots will appear on it, marking the position of the pirates. You need to fight them to learn pirate swearing. Just stand somewhere on the map and wait for the pirate to approach you. The picture will change: you will find yourself opposite the pirate a few steps away from him. Tell him to prepare for death. The fight will begin. The enemy will curse you. You must answer. You probably won't win the first few times, but at least you'll learn how to swear. Continue fighting the pirates until you hear your skill acknowledged: “Wow! Yes, you can handle the master!” Now you need to find her. Return to the store. Say you are looking for a blade master. The owner will answer that he must first visit the craftswoman himself. Once the owner comes out, follow him. When you open the map, you will see that now only the shopkeeper's location is highlighted. Follow him to the master's lair. When the shopkeeper leaves, talk to Carla. The long-awaited fight will ensue. Fight her as you would fight pirates. The defeated craftswoman will give a T-shirt as evidence of your victory. It is not necessary to return to the pirates in the Bar, but if you want, you can boast once again.

Return to the forest. You can follow any road: eventually you will come across yellow flowers. Now let's get back to the treasure. To begin, visit the first section of the map in the forest. Look at the map. If the card tells you “go back! two-three-four!”, ignore “2-3-4”. Left would be left, right would be right, but back in this context means “up.” Now follow the map. You should find yourself in a part of the forest that is noticeably different from the rest of the lawns and edges. Go right. There must be a treasured “X” somewhere there. Dig up the treasure and watch the cartoon. Guybrush will dig up the shirt. Again, you can visit the pirates if you want.
Return to town, go past the store to the mansion. Now you need to steal the Many-Armed Idol. Dogs will block your path. Use the yellow petal (sleeping pill) on the pot of meat. Meat will make dogs fall asleep. Open the door and enter. Now open the door next to the vase. Fester Shinetop will try to arrest you. A fight will break out. You will escape, but Fester will remain trapped. Guybrush will come to the conclusion that he needs a hacksaw to open the door. Go outside and head towards the prison. Talk to the prisoner named Otis. Guybrush will refuse to talk to him because of his terrible breath. Buy mint lozenges from the store and give them to Otis. Discuss with him everything that is in the dialogue list. Give him the repellent. In exchange, you will receive a carrot cake with a hacksaw hidden in it. Return to the mansion and go through the hole created by the fight. The cartoon will follow again: in it, Fester will still grab Guybrush. The enemy will demand an explanation from you. Choose to meet the Governor, Elaine Marley. She will justify you. Go outside. Shinetop will not calm down: he will grab you, steal your sword and throw you into the sea with an idol tied to your leg.

Pick up the idol. Guybrush will raise his sword and rise to the surface of the sea. Once in the air, you will see a ghostly ship sailing towards the horizon. The lookout will appear on the stage. He brought bad news: Le Chuck had kidnapped Elaine Marley and sailed to his lair on Monkey Island. Le Chuck also left a note. You need to get a ship and assemble a team of 3 people. But first, check out the Trash Bar. There you will find a sobbing cook. Talk to him about everything. On your way out, grab all 5 mugs. Open the map and select the brightest cluster of lights - the location is called “lights”. Stan will meet you here. He will show you ships, including a half-sunken ship. The hero will fall on this ship. Ask Stan to show the ship. Ask if you can take it on credit. Stan doesn't give loans - you'll have to go to the shopkeeper. As you leave, you will receive a compass from Stan.

Talk to the shopkeeper. Say that you need a loan and lie that you are working. The shopkeeper will approach the safe for a receipt. Remember the combination. The store owner will want to find out who you work for. You'll have to admit that you don't have a job. The shopkeeper will put the receipt back in the safe. When he returns to the desk, tell him that you are looking for a fencing master. He will go to Karla again, and you can take the receipt. Push the lever and pull it.

Visit Stan again. You will have to bargain with him: he wants 10,000 for the ship, and you only have 5,000. Talk to him about additional equipment. End the dialogue about each equipment with the words “I don’t need this garbage.” Torment Stan and say "Stop talking about extra gear." If the price only drops to 7300, abandon the ship. Stan will bring the price down to 6300. Offer 5000 and he will agree. Stan will be waiting for you at the dock with the ship.

The team will consist of Carla, Otis and Meat Hook (Meathook). Click on the map on the location “house of the fencing master.” Tell Karla that the governor's wife has been kidnapped and she will join you. Return to the map. This will be followed by a cartoon, from which it will become clear that Fester Shinetop and Le Chuck are one person.

Select the “island” location on the map. Hook Island can be seen in the distance. To get there, connect the chicken to the rope. The same Meat Hook lives in the house. Tell her that Marley has been kidnapped and you are recruiting a team to rescue her. Hook will only agree to join if you touch the winged devil. Open the small door - there is a parrot behind it. Touch it and the Hook is yours.

Go to the prison to talk to Otis. Otis will agree to help you if he is released. Go to the Trash Bar. There is a barrel of grog in the kitchen. Fill your mug. Grog burns through your mug, so you'll have to pour it into new mugs on the way to the prison. Douse the prison castle with grog and return to the dock with Otis. After answering your crew's questions, you can finally go to sea.

Part 2 – Travel.

Open the chest of drawers and look there: the hero will take out an old book. This is the captain's diary. From it you will learn how the Captain and Mr. Tutrot ended up on Monkey Island. Take the pen and ink from the table. Leave the room and climb up the rope ladder. Once at the top, take the flag with the Jolly Roger, go down and open the hatch. Going down, you will see a door and another hatch. Go down it. You will find yourself in a storage room. Pick up a long rope; look in the red chest (there is wine there); check the barrels on your left (they contain gunpowder). Return to the hatch, go upstairs and open the door - you will find yourself in the kitchen. Take the pot from the table. Open the cabinet on your left: take the box of cereal and open it; There's a key hidden inside. Return to the captain's cabin and open the chest of drawers with the key you found. There is a chest in the chest of drawers. Look inside: the hero will take out cinnamon and parchment with a Voodoo spell. Read the spell: it will lead you to Monkey Island. Go down to the kitchen. Throw into the pot: cinnamon, wine, pirate flag, gunpowder, ink, mints, rubber chicken, grits. This hellish mixture is your ticket to Monkey Island.

After the interlude, you will find the hero sleeping on the floor. Click the mouse on the floor - this will make him wake up. Go up to the deck. The island can be seen in the distance, but we need to somehow get to it. You will have to repeat the trick with the cannon. Go down to the pantry and grab some more gunpowder. Pour gunpowder into the mouth of the cannon, and use the rope on the back side. Go down to the kitchen and light a card or T-shirt on the fire under the pot. Go up to the deck. Light the fuse, put on the pot and climb into the cannon muzzle. If you don't manage to climb the first time, just go down for a new portion of gunpowder and try again.

Part 3. Under Monkey Island

We will find the hero again in a horizontal position: in his burning pants on the sand. Herman Tutrot is waiting for you nearby: he will greet the hero and disappear. Click the mouse and Guybrush will stand up. Pick up the banana under the palm tree and read the note on the trunk. Enter the jungle. You will see a map of the island. Go to the top left corner and go to a new area of ​​the map. Now move towards the fort. Pick up the rope and telescope. Push the cannon: gunpowder and a cannonball will fall out of it. Herman will show up again. Talk to him and pick up gunpowder and a cannonball.

From the fort, move to the right - to the “river fork” location. There you will find a note crushed by a stone. Pick up both items and read the note. Examine the stone - it turns out it is flint. Cross the bridge and climb up. At the top you will find a primitive catapult and a note. Read the note and climb further. You will find yourself on the highest cliff of the Island. Herman will show up again. Talk to him. From this point you can see your ship and the palm tree on the beach. You need to shoot it with a catapult. By using spyglass determine the direction in which the catapult is oriented. The hero will say that he sees his ship. (If you shoot down the ship, it will sink and the ending of the game will be slightly different).

Go down to the catapult. Push or pull it - check the direction with the pipe. When the catapult is aimed at the palm tree, Guybrush will say so. Climb up and push the stone on the edge of the cliff. If you don’t knock down the palm tree the first time, go down and adjust the direction of the catapult; go up, take the new cobblestone (which Guybrush will automatically place over the cliff) and shoot.

Go down to the bridge and approach the dam. Use gunpowder on the dam. Use flint with the core. An explosion will occur, causing part of the dam to collapse.

Now we need to go to the “pond” location. Read the note. Talk to Herman, who has reappeared. Remove the rope from under the sick person. Open the map and go down, on the next section of the map go down to the beach. Move left - pick up two bananas on the sand. Return to the jungle and select the “cleft” location. Use one of the ropes on the branch. Go down it and tie the second rope around the stump. Go down and pick up the oars. Once up, open the map.
Return to the beach. Use the oars on the boat. Swim to the right, go around the peninsula and paddle until you hit the beach. Herman will join you again. Talk to him and read the note. Enter the jungle and select the "village" location. You will find yourself in a village of cannibals. Turn left. Take bananas from the fruit bowl. Now go right - and the cannibals are already waiting for the hero. Talk to them. In the end they will lock you in the “guest house”. Read the note. There is a stick for churning bananas under the window, but we won’t touch it for now. Pick up the skull from the floor and remove the loose board underneath it. While the cannibals are talking, you will have time to escape.

Return to the boat and sail to the other beach. Enter the jungle. Now your goal is the monkey. Give her the bananas and you'll get a furry companion. Enter the jungle again and move up to a new area of ​​the map. Once in a new area, move to the right until you reach a new one. There you can select the “clearing” location. Go right to the big monkey head. Pull the nose in the middle of the totem. The gate will open, but as soon as you let go of the nose, it will close again. This is where the monkey comes to the rescue: he will hold his nose for you.

Go through the gate. Among all the many idols standing in front of the Head, find the “useless idol.” Return to the boat and sail back to the cannibal village. Walk from the entrance to the village to the “guest house” and from there back to the entrance. The cannibals are clearly not in the mood after your escape. Promise them “anything” and give them the idol. The cannibals will leave, and the passage to the “guest house” is free. Pick up a stick for pounding bananas. Turn right and talk to Herman. Tell him you found his banana churning tool. The hero will give the stick to Herman, and you will receive the key to the Monkey Head. Return to the Head. The key is inserted into the ear. Go right until the map section changes. It will become obvious to the hero that he will not find his way this way, so return to the cannibals again. Tell them they could thank you. In response to the question “how?” say you need a guide. Your next phrase sounds like this: “Yes, no problem. I’m looking for not entirely living people.” From their negotiations, Guybrush learns that the cannibals have a recipe for a potion against the living dead. Ask what is stopping them from making the potion. It turns out that the recipe includes a rare root stolen by Le Chuck. Your reaction: “Where is he hiding?”, “Why can’t you just go and kick him out of there?”, “I’ll find Le Chuck and get the root!” The cannibals will answer that finding him requires something, but they won’t say what exactly. Ask “Guys, is it possible without jargon?” They will explain that you need to find the head of the navigator - without it it is impossible to find the way in the catacombs. When they are deep in negotiations among themselves, give them the leaflet. She will help them get new head navigator, so you will get the old one. Return to Monkey Head. Go right until you find yourself on a new section of the map. Look at the Navigator: Guybrush will determine in which direction his nose is pointing. Repeat the operation on each new section of the map until Le Chuck's ship appears. If the hero says he is puzzled, just wait and look at the ship again. Approaching the ship, speak to the Navigator and demand the necklace from him (demand until you receive it). Then put it on. Now you can board the ship: the hero is invisible. Turn left and open the door. Le Chuck is hiding behind her. Don't move, otherwise he will notice you. Just use Stan's compass on the key hanging on the wall. Now go to the group of dancing ghosts.

Walk past them and go down the hatch. A ghost sleeps below. Open the next door. In the new room, take the chicken - the hero will pull out the feather from it. Tickle a sleeping ghost with a feather. He'll drop a bottle of grog. Return to the animals and open the hatch with the key. Come down. Rats will meet you below. You will also notice a dish and a pot of fat. Pour the grog into the dish in front of the big rat. The rat will get drunk and fall asleep. Take fat. Go up to the deck and open the door next to the hatch - it will creak. Grease it and open it again. A ghost guard is waiting for you behind it. He protects Elaine. Remove the ghost tools from the wall. Return to the room where you found the chicken. There is also a shining box there. Open it with tools and the root is yours. Leave the ship and return to the cave. (Guybrush will automatically leave the cave and swim to the cannibals). Upon arrival in the village, the hero will give the root to the natives. Now you can talk to the three-headed monkey. The cannibals will soon return to you with a magical fizzy drink. Leave the village. (The hero will automatically reach Le Chac's ship). However, he will not find the ship upon his return. From the team of ghosts, you will only find Bob, who dropped his head into the lava. From him you will learn that Le Chuck has sailed to Scramble Island. It's time for your team to show up. Talk to the crew and swim to the Island. (If you sank the ship with a catapult, Herman will take you there).

Part 4 and last. Guybrush's Triumph

The hero is already at the dock on Scramble Island. Go right - a ghost will stop you. Select a comment from the list, and the hero will spray the ghost with fizzy drink. Head towards the church. At the corner you will meet another ghost. Select the comment again and spray it. Enter the church. The wedding ceremony is in full swing there. Shout something - it will attract Le Chuck's attention. Talk to him and then to Elaine. It turns out that two monkeys are hiding under the wedding dress. The monkeys have a bottle of magic fizzy drink. Guybrush will scare them, and Elaine will start chasing the monkeys. Talk to Le Chuck again. In the end, he will throw you to the other end of the island to the “supported Stan boats”. Guybrush will land in the grog still. Money and a bottle of grog will fall next to you. When Le Chuck gets you out of the distiller, quickly pick up the grog and pour it on the villain.

The Secret of Monkey Island: Special Edition

Part 1. Three ships.

Go to the Dregs Bar and talk to the pirate at the window, Mancomb Seapgood. Tell him that you dream of becoming a pirate. Ask where you can find the governor. Instead of answering, he will tell you a story and send you to Esteban, who will tell it to the end. Exteban stands under the chandelier. Ask him about Le Chuck.

Go right, behind the curtain. There you will see a group of serious pirates. Make them happy with your intention to become a pirate. They will explain that only those who have gone through everything become a pirate: master the art of fencing, theft and adventure (i.e., find treasure). Moreover, the pirate must provide evidence of completion of each of the 3 ships. You can ask them about each of the ships, or you can end the dialogue.

Open the door to your right - the cook will send you to hell. Wait for him to leave the kitchen and come in. Take a piece of meat from the table and a pot. Use the meat on a pot of steamed vegetables in the corner. Now pick up the pot of stew.

Open the door leading to the bridge. A seagull will land nearby and start pecking at the fish. Walk to the end of the bridge: you will step on a wobbly plank, which will make a lot of noise and scare away a seagull. Do this several times and pick up the fish. Return outside by going through the kitchen.

As you leave the bar, watch the cartoon: Bob tells Le Chuck that the newly minted pirate is causing problems on Scramble Island. Turn left, return to the lookout and go past him to the right. In front of you will be the map of Ochstrvao Skirmishes. The places you can visit are limited to the highlighted locations. You need to go to a location close to the center of the island, called. Behind the name was a circus. Go inside. You will see the Fettuccine brothers engaged in a heated argument. Wait until they are silent and speak to them. They will beg you to test the gun. Agree to the deal - you will be paid 478 coins. The brothers will ask if you have a helmet. Answer and show the pot. Guybrush will then fly out of the cannon and land squarely on his head. Say something to calm the brothers down. Get paid. Exit the circus and return to the map. Head into town again, past the Dregs Bar.

On the corner you will notice a guy with a parrot on his shoulder. He is called a citizen of Scramble Island. Talk to him. He sells the treasure map for only 100 coins. Don't hesitate to buy it.

Study the map. At first glance it will seem that you have been deceived, but you just need to find out how this card is read. We'll come back to the map later. Turn left - three people with a rat will appear in the distance. Make the rat run away. To do this, move the cursor over it. Now go up to the men and say: you are sorry that the rat escaped, and you yourself are a big fan of rats. Men will share an important story. Enter the first door on the right. Pick up the rubber chicken. Turn right and meet the Voodoo Witch. Talk to her about everything that is in the dialogue list. Then leave her house and go through the archway. Someone will call you from an alley nearby. Go to the alley. Fester Shintop called you. Talk to him and leave the alley. Go through the door on the right - this is a store. The owner should meet you. If there is none, ring the bell. Go up the stairs and pick up the shovel next to the safe. Go down and take the sword from the red chest. Now tell the store owner that you want to buy both items. Don't ask him who you can try the sword on. We will return to this later.

Return to the top of the cliff and approach the map. Select a location - a place on the right half of the map. A troll will stop you on the bridge. Talk to him and give him the fish. (Note how the troll eats.) Click on the location again. Captain Smirk lives there, teaching fencing. He charges 30 coins for lessons. Knock on the door. The captain himself will meet you. Ask him to coach you. In the conversation, the captain will mention Karla, a fencing master. When the captain agrees to give Guybrush a lesson, both will go into the house. Watch a cartoon with training. You have mastered fencing. But before you beat Carla, you'll have to learn a couple of insults.

Return to the map. Dots will appear on it, marking the position of the pirates. You need to fight them to learn pirate swearing. Just stand somewhere on the map and wait for the pirate to approach you. The picture will change: you will find yourself opposite the pirate a few steps away from him. Tell him to prepare for death. The fight will begin. The enemy will curse you. You must answer. You probably won't win the first few times, but at least you'll learn how to swear. Continue fighting the pirates until you hear your skill acknowledged: Now you need to find her. Return to the store. Say you are looking for a blade master. The owner will answer that he must first visit the craftswoman himself. Once the owner comes out, follow him. When you open the map, you will see that now only the shopkeeper's location is highlighted. Follow him to the master's lair. When the shopkeeper leaves, talk to Carla. The long-awaited fight will ensue. Fight her as you would fight pirates. The defeated craftswoman will give a T-shirt as evidence of your victory. It is not necessary to return to the pirates in the Bar, but if you want, you can boast once again.

Return to the forest. You can follow any road: eventually you will come across yellow flowers. Now let's get back to the treasure. To begin, visit the first section of the map in the forest. Look at the map. If the card tells you to, ignore it. Left will be on the left, right on the right, but back in this context means. Now follow the map. You should find yourself in a part of the forest that is noticeably different from the rest of the lawns and edges. Go right. There must be a treasured one there somewhere. Dig up the treasure and watch the cartoon. Guybrush will dig up the shirt. Again, you can visit the pirates if you want.
Return to town, go past the store to the mansion. Now you need to steal the Many-Armed Idol. Dogs will block your path. Use the yellow petal (sleeping pill) on the pot of meat. Meat will make dogs fall asleep. Open the door and enter. Now open the door next to the vase. Fester Shinetop will try to arrest you. A fight will break out. You will escape, but Fester will remain trapped. Guybrush will come to the conclusion that he needs a hacksaw to open the door. Go outside and head towards the prison. Talk to the prisoner named Otis. Guybrush will refuse to talk to him because of his terrible breath. Buy mint lozenges from the store and give them to Otis. Discuss with him everything that is in the dialogue list. Give him the repellent. In exchange, you will receive a carrot cake with a hacksaw hidden in it. Return to the mansion and go through the hole created by the fight. The cartoon will follow again: in it, Fester will still grab Guybrush. The enemy will demand an explanation from you. Choose to meet the Governor, Elaine Marley. She will justify you. Go outside. Shinetop will not calm down: he will grab you, steal your sword and throw you into the sea with an idol tied to your leg.

Pick up the idol. Guybrush will raise his sword and rise to the surface of the sea. Once in the air, you will see a ghostly ship sailing towards the horizon. The lookout will appear on the stage. He brought bad news: Le Chuck had kidnapped Elaine Marley and sailed to his lair on Monkey Island. Le Chuck also left a note. You need to get a ship and assemble a team of 3 people. But first, check out the Trash Bar. There you will find a sobbing cook. Talk to him about everything. On your way out, grab all 5 mugs. Open the map and select the brightest cluster of lights - that’s what the location is called. Stan will meet you here. He will show you ships, including a half-sunken ship. The hero will fall on this ship. Ask Stan to show the ship. Ask if you can take it on credit. Stan doesn't give loans - you'll have to go to the shopkeeper. As you leave, you will receive a compass from Stan.

Talk to the shopkeeper. Say that you need a loan and lie that you are working. The shopkeeper will approach the safe for a receipt. Remember the combination. The store owner will want to find out who you work for. You'll have to admit that you don't have a job. The shopkeeper will put the receipt back in the safe. When he returns to the desk, tell him that you are looking for a fencing master. He will go to Karla again, and you can take the receipt. Push the lever and pull it.

Visit Stan again. You will have to bargain with him: he wants 10,000 for the ship, and you only have 5,000. Talk to him about additional equipment. End the dialogue about each equipment with words. Torture Stan and tell him. If the price only drops to 7300, abandon the ship. Stan will bring the price down to 6300. Offer 5000 and he will agree. Stan will be waiting for you at the dock with the ship.

The team will consist of Carla, Otis and Meat Hook (Meathook). Click on the location on the map. Tell Karla that the governor's wife has been kidnapped and she will join you. Return to the map. This will be followed by a cartoon, from which it will become clear that Fester Shinetop and Le Chuck are the same person.

Select a location on the map. Hook Island can be seen in the distance. To get there, connect the chicken to the rope. The same Meat Hook lives in the house. Tell her that Marley has been kidnapped and you are recruiting a team to rescue her. Hook will only agree to join if you touch the winged devil. Open the small door - there is a parrot behind it. Touch it and the Hook is yours.

Go to the prison to talk to Otis. Otis will agree to help you if he is released. Go to the Trash Bar. There is a barrel of grog in the kitchen. Fill your mug. Grog burns through your mug, so you'll have to pour it into new mugs on the way to the prison. Douse the prison castle with grog and return to the dock with Otis. After answering your crew's questions, you can finally go to sea.

Part 2 - Travel.