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Walkthrough

by Patt3rson

+----------------------------------------------------------------------------+
|                                                                            |
|   THE SECRET OF MONKEY ISLAND: SPECIAL EDITION                             |
|                                                                            |
|   FAQ/Walkthrough for Xbox 360                      Written by Patt3rson   |
|                                                                            |
|   Version FINAL                                          October 23 2009   |
|                                                                            |
|   patt3rson[at]gmail[dot]com                            www.patt3rson.nl   |
|                                                                            |
+----------------------------------------------------------------------------+

+----------------------------------------------------------------------------+
| T A B L E   O F   C O N T E N T S                                          |
+----------------------------------------------------------------------------+
 ___ ________________________________________________________________________
| 1 | INTRODUCTION                                                           |
 ��� ������������������������������������������������������������������������
1.1  - Copyright
1.2  - Additions
1.3  - Preparations
 ___ ________________________________________________________________________
| 2 | GAME                                                                   |
 ��� ������������������������������������������������������������������������
2.1  - Review
2.2  - Story
2.3  - Characters
2.4  - Controls
 ___ ________________________________________________________________________
| 3 | WALKTHROUGH                                                            |
 ��� ������������������������������������������������������������������������
3.1  - Part One: The Three Trials
3.2  - Part Two: The Journey
3.3  - Part Three: Under Monkey Island
3.4  - Last Part: Guybrush Kicks Butt
 ___ ________________________________________________________________________
| 4 | CONCLUSION                                                             |
 ��� ������������������������������������������������������������������������
4.1  - Final Word
4.2  - Credits

+---+------------------------------------------------------------------------+
| 1 | I N T R O D U C T I O N                                                |
+---+------------------------------------------------------------------------+
 ___ ___ ____________________________________________________________________
| 1 | 1 | COPYRIGHT                                                          |
 ��� ��� ��������������������������������������������������������������������
This document may not be distributed or copied in parts or as a whole. This
file may only be printed or saved for personal use. For usage in other ways or
for other locations, written permission has to be acquired from the author.
Even online files are covered by the international copyright law, usage
without permission can thereby be fought out in court. Permission can be asked
using the contact address below, but is not guaranteed.

If you find this file at another location than the allowed locations below,
please contact me using the same contact address. The newest version of this
file can always be found at www.gamefaqs.com. For questions and/or remarks
about this file, including the walkthrough, you can also use the contact
address below. Only serious questions of which the answer isn't already in
this file will be responded to.

CONTACT ADDRESS
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patt3rson[at]gmail[dot]com

ALLOWED LOCATIONS
------------------------------------------------------------------------------
www.patt3rson.nl
www.gamefaqs.com
www.supercheats.com
www.neoseeker.com
 ___ ___ ____________________________________________________________________
| 1 | 2 | ADDITIONS                                                          |
 ��� ��� ��������������������������������������������������������������������
This whole file is new. I completed the game and wrote the walkthrough right
away, plus all the other content normally included in my files. So this
document will not be updated anymore.
 ___ ___ ____________________________________________________________________
| 1 | 3 | PREPARATIONS                                                       |
 ��� ��� ��������������������������������������������������������������������
ACHIEVEMENTS
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The Achievements you can get during the game are mentioned in the walkthrough.
If you don�t use hints and follow the walkthrough to the letter, you�ll have
almost all Achievements. There are a couple of them you need to spend some
time on, so you won�t make it within three hours and fail at getting the Human
Cannonball Achievement. Play the game for a second time and finish within
three hours, doing only the absolute minimum to defeat Carla and escape from
the cannibal hut. Also don�t destroy your ship, the Sea Monkey, that time.
This will make Herman stay behind instead of your crew, earning you the
Marooned Everyone Achievement. The game is slightly different at the end by
doing this, but the basics remain the same. For the Old School Achievement you
can press the Back button anywhere during the game.

CONVERSATIONS AND BACKGROUND INFORMATION
------------------------------------------------------------------------------
Only the conversations you have to do to make progress or can not avoid will
be mentioned in this walkthrough. It is possible to just talk to the
characters you run into, which will give you more background information on
the story and what you're trying to do. Do take into account that having these
conversations will cost additional time to complete the game, so don't
initiate them if you're trying to get the Human Cannonball Achievement.

+---+------------------------------------------------------------------------+
| 2 | G A M E                                                                |
+---+------------------------------------------------------------------------+
 ___ ___ ____________________________________________________________________
| 2 | 1 | REVIEW                                                             |
 ��� ��� ��������������������������������������������������������������������
A review for this game written by me can be found at
http://docs.google.com/View?id=dgfpr86r_475hqhtzcf6.
 ___ ___ ____________________________________________________________________
| 2 | 2 | STORY                                                              |
 ��� ��� ��������������������������������������������������������������������
Guybrush Threepwood wants to be a pirate. He�s not taken seriously and to
change that he has to complete a couple of challenges. When he�s snooping
around the governor�s mansion for this, he meets the governor herself, the
pretty Elaine Marley. But she is then kidnapped by the evil ghost pirate named
LeChuck, who has his secret base on Monkey Island. Impressed by Elaine,
Guybrush tries to arrange a crew and a ship, so that he can sail to Monkey
Island to save here.
 ___ ___ ____________________________________________________________________
| 2 | 3 | CHARACTERS                                                         |
 ��� ��� ��������������������������������������������������������������������
GUYBRUSH
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Guybrush Threepwood is the star of the story, a regular guy who wants to be a
pirate.

LECHUCK
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A feared ghost pirate with a secret base on Monkey Island. He has evil plans
that need to be prevented.

ELAINE
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Elaine Marley is the governor of M�l�e Island, fancies Guybrush a bit and is
kidnapped by LeChuck.

HERMAN
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Herman Toothrot has been stuck on Monkey Island for over twenty years and
follows you around everywhere when you�re there.

CARLA
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Carla is a legendary sword fighter, living in isolation in the woods. Only if
you beat her will she join your crew.

MEATHOOK
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Meathook is a big guy with hooks instead of hands. He looks kind of
frightening, but is scared of parrots.

OTIS
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Otis is locked up in the prison of M�l�e Island and has a very bad breath. He
will join your crew after you get him out of jail.

FESTER
------------------------------------------------------------------------------
Fester Shinetop is the new sheriff working for Elaine is not so very fond of
Guybrush. Later he turns out to be someone entirely different.

SMIRK
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Captain Smirk is the one who teaches you how to fight with the sword,
including the insults. He used to work with Carla.

STAN
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Stan is a smooth salesman of second hand boats. He sells you the Sea Monkey, a
ship in terrible condition.

ALFREDO
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Alfredo is one of the two Fettuccini brothers working in the circus. He�s the
one in purple, with the mustache.

BILL
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Bill is one of the two Fettuccini brothers working in the circus. He�s the one
in green, without the mustache.

LEMONHEAD
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Lemonhead is one of the three cannibals living on Monkey Island and the only
one mentioned by name. He has a large lemon on his head.

BOB
------------------------------------------------------------------------------
Until the very end of the game you don�t know the name of LeChuck�s assistant,
until Herman speaks to him as Bob.
 ___ ___ ____________________________________________________________________
| 2 | 4 | CONTROLS                                                           |
 ��� ��� ��������������������������������������������������������������������
ARROWS
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Up    = Give (left), pick up (center), use (right)
Down  = Close (left), talk to (center), pull (right)
Left  = Give (top), open (center), close (right)
Right = Use (top), push (center), pull (right)

FACE
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A = Primary interaction
B = Secundary interaction
X = Hint
Y = Skip

SHOULDER
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LB = Interaction options
LT = Interaction options
RB = Inventory
RT = Inventory

STICKS
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Left analog  = Beweeg cursor
Press left   =
Right analog = Beweeg cursor
Press right  =

FUNCTION
------------------------------------------------------------------------------
Start = Pause
Back  = Original graphics

+---+------------------------------------------------------------------------+
| 3 | W A L K T H R O U G H                                                  |
+---+------------------------------------------------------------------------+
 ___ ___ ____________________________________________________________________
| 3 | 1 | PART ONE: THE THREE TRIALS                                         |
 ��� ��� ��������������������������������������������������������������������
After the legendary quote of Guybrush and your descent down the mountain,
you'll be able to control him. Walk to the right for a while by confirming you
want to move to the cursor's location with the A button. A bit ahead is the
Scumm Bar, open the door by pressing the B button when highlighted with the
cursor and then press A to go inside. You have to go to the area in the back,
so tell the game you want to go to the curtain all the way to the right and
the screen will move by itself eventually. You can talk to the important
pirates if you want, they will tell you what you need to do to become a
pirate. Just wait here until the door over to the right opens. The cook will
come out and walk out of the screen on the left, after which you walk through
the door. Pick up the Hunk of Meat when in the kitchen. You can do this by
pressing LT and selecting Pick Up. This will cause you to not use the Walk To
command and enable you to use the Pick Up command once. After picking up the
meat, do the same thing with the Pot, it's beneath the counter. Open the door
on the right side of the room, a seagull will start to eat the fish. Walk past
them and stand on the very end of the pier, on the lowest board.

This will throw the seagull up a bit, but it will fly back right away. Do this
twice more, the last time you do it the seagull will take enough distance for
you to be able to quickly pick up the fish. You can do this by just
highlighting the fish and pressing B. Leave the kitchen through the door you
used to come in, you'll then see a cut scene with ghost pirate LeChuck. When
outside, walk back to the left and towards the back of the screen, towards the
mountain you descended earlier. Walk underneath the arch and you'll get to see
the map of the island. In the middle of it the Clearing is indicated with a
red dot, you need to go there. Walk a bit to the left when you're there and
then enter the large circus tent. You need to listen to the discussion between
the circus people for a while, but you're eventually able to interupt them.
Just do a little cough and they'll end up right next to you, after some
talking you will agree to let them shoot you out of a cannon. Tell them you
already have a helmet, when you get back control you have to press RT to open
your inventory. Use the left or right analog stick to determine the item you
want to select, while the directional buttons can be used to determine what
you want to do with that item. Eight directions are possible and Give is up
and to the left.

You can also see all of the commands when you use LT, like you did with the
meat earlier. If you select a command for which you need an item for your
inventory, you can do that right away. Give the pot to the Fettuccini brothers
and you'll be shot out of the cannon, after which you can choose the text at
the top to ask where your helmet is. You won't get to see it, but when
standing outside again after that you'll be in the possession of 478 Pieces of
Eight, gotten as payment. Walk all the way to the right until you end up on
the map of the island again and return to your previous location, the
collection of dots on the outer left marked as Village. Again, walk to the
right again, past the Scumm Bar and through the arch at the end to get to the
village. Enter the door below the large face, on the right side of the street.
In this room you can talk to the lady for some background information, but all
you really need to do here is pick up the Chicken from the bottom right of the
screen. Then leave the room and walk out of the screen in the back, below the
clock. Continue to the left through the town, just before the exit on the left
you can see the prison in the top left of the screen. Enter and talk to the
prisoner, then walk outside again. Return to the right part of the town and
enter the building to the right of the church, which is a shop.

On the shelves in the back you can see a sword you need to pick up, do the
same with the shovel available in the top left on the higher floor. Then speak
to the shop keeper and talk about the sword and the shovel, say you want both
those items. Then ask about the breath mints, before asking what to use the
sword on. The shop keeper will tell you about a legendary sword fighter and
will then leave to ask if he's allowed to tell you where she is. You're not
going to wait for it, so leave the store right away. You can constantly see
the shop keeper briefly, walking out of the screen somewhere. That's where you
have to go to be able to keep following him. Eventually you will take the
route you took to get here, up the mountain and to the world map. You can see
him walk and then disappear at an intersection of roads. This spot is
mentioned on the map as Fork, so click on it to enter the forest. Pay
attention carefully and keep taking the same exits as the shop keeper, so that
you don't get lost. Eventually he'll use a log for a bridge and end up at
Carla. As soon as you get back control, walk out of the screen at the far left
where you came from. You'll end up at the world map, where you choose Fork
again right away. Take the path in the middle of the screen, then pick up a
piece of the yellow flower in the next screen.

Walk out of the screen on the left, then right, then left again and then right
again. Then walk through the exit at the top, then right, then left and
eventually up again. At the location where you end up, you have to walk right
to get to a large cross on the ground. Use the Shovel on it to find a T-shirt.
Leave the forest by walking out on the left and then at the top. On the world
map, head over to the House, all the way on the right side of the map. On your
way there you'll be stopped by a troll, give him the fish to be able to
continue. Click on House once again and try to open the door when you get
there. You'll start a conversation with a min, in which you asked to be
trained so you'll be better at sword fighting than Carla. Keep insisting until
the man accepts, tell him you have those thirty pieces of eight and then
choose the top option to show him your sword. You'll step inside and after a
couple of hours of training the man will tell you you're going to need some
good insults to be really good at sword fighting. He'll give you two examples
to respond to. It doesn't matter what you pick, the right answers are not
available. After those two times you'll be standing outside again, ready to
learn some insults on your own before you can take on Carla. Walk out of the
screen on the bottom left and you'll get to the world map, where you can see a
couple of pirates walking around. You need to walk into them on the world map,
after which you tell them to prepare to die.

That way you'll initiate a fight with them and your goal is to learn some
insults. If you're going for the Achievement named Sharp Tongue, then you will
need to learn them all, but you will only need about half of them to defeat
the Sword Master. This is how it works. You'll start a sentence and your
opponent will react to it. If he gives a correct response, that answer will be
added to your options to respond with. So the next time someone starts with
the sentence you just used, you now know how to respond to it. If a pirate
responds correctly, he will then start a new sentence and you'll give to give
a reply. If you haven't heard the answer before, you're not able to give it
yet. So sometimes you need to give incorrect answers so that your opponent can
tell you new things to start with. You can then use those things to start with
in upcoming battles, hoping your opponent will respond with the correct
answer. That way you will learn combinations of insults and responses. You
need to really beat at least three pirates, they will then tell you you're
strong enough to fight the Sword Master. As soon as you did that and think you
are ready, select the red dot marked Sword Master's on the map, you'll then
bypass the whole forest. Walk to the right and you can see Carly, talk to her
and say that you've come to kill her.

You'll start a fight and soon notice that she uses quite different insults
than the ones you've learned. The answers you can give are still the same as
before and fortunately they still serve as adequate responses to what Carla
says. Listen carefully to the insults she makes and look for a suiting answer
between the possible responses. Sometimes you need to use a little imagination
to find the right answer, but the answers can be quite logical and funny. If
you're not able to beat Carla, you can just leave the forest and return
straight away. She'll be waiting for you outside again. If you do manage to
beat her, you'll get a T-shirt that says you defeated the Sword Master. Leave
the forest and choose to return to the Village on the world map. When coming
down the mountain, walk all the way to the right, past the Scumm Bar and into
the actual village. Walk underneath the clock and go all the way to the left
and out of the village again through the arch. Follow the path along the
cliffs to the Governor's Mansion. You can not enter the house without
outsmarting the guard dogs. Use LT to use something and then select the meat.
Press RT right away, so that you can use an item on an item. This way you can
combine the meat with the yellow flower, then give this combination to the
dogs. Don't use it on them, give it!

If this does go wrong, you can go back to the kitchen of the Scumm Bar to pick
up the meat again. Don't forget it to combine it with the yellow flower again.
If you do it right, the dogs will fall asleep and you'll be able to enter the
house through the front door. Go through the door immediately on the right.
Another man will follow you inside and you'll end up in a fight. From here on
you can only keep pressing A for a while. Every time a new description is
displayed next to the button, press it. This will you will work your way to
the right behind the wall while all kinds of weird stuff happens. Eventually
you'll be at the top of the stairs on the right and regain control, after
which you leave the house through the front door. Walk back to the village and
enter the prison on the left side of the screen. Give the breath mints you are
still carrying to the prisoner, which will initiate a conversation. Just say
you have to leave again, but before you actually do that you should first give
him the Gopher Repellent. You'll get a piece of cake in return, use the Open
command on this cake by using LT and RT, so that you'll get a File. Leave the
prison and head back left towards the Governor's Mansion. Inside, crawl
through the hole in the wall again, above the fallen painting. Again you'll
have to press A every once in a while to continue the fight against Fester
behind the wall, eventually you'll end up at the top of the stairs again but
this time with the small statue you were looking for.

If you talk to Fester, tell him it belongs in a museum, after which Elaine
will show up. You can only say short jibberish to her so it doesn't really
matter what you tell her. She'll just leave, after which you try to leave the
house through the front door. You'll bump into Fester, tell him to go away.
After that you'll suddenly be in the harbor, where Fester will throw you in
the water with the idol tied around your waist. If you just keep standing here
for ten minutes without doing anything, you'll earn the Achievement named Ten
Minutes Later. You don't need any of the stuff on the ocean floor, just pick
up the idol itself and you'll automatically walk over to the ladder on the
right side of the screen. If you don't make it in time and sufficate under
water, you can just load your most recent autosave. You'll have to do the
section with Elaine and Fester again, but you already have the Achievement so
you can just exit the water right away by picking up the statue. You can then
see LeChuck's ship sail off in the distance, with Elaine on board as the guy
from the lookout will tell you. Tell him you're going to rescue her after
arranging a ship and a crew. The man will tell you they went to Monkey Island
and he'll give you a note. Walk out of the screen on the left and up the path
going up the mountain, where you walk underneath the arch to end up on the
world map. All the way on the right is a place marked Island, go over there.
Use the rubber chicken you have with you on the cable going to the other side,
so that you can cross over the water. Enter the house and you'll be addressed
by Meathook.

Tell him the governor has been kidnapped and that you're looking for a crew to
follow her. He will open a couple of large doors and order you to open up the
small one. So do that and touch the parrot behind it. Meathook will join your
crew, so head outside again and use the Chicken on the cable once more to head
back to the other side. Walk outside of the screen on the left to get to the
worldmap, but first you'll see a cut scene with LeChuck. Head over to the
location marked Sword Master's on the worldmap, head right after arriving and
talk to Carla. Also tell her that the governor has been kidnapped, she will
join your crew right away. Leave this place by walking outside of the screen
on the left and then select Lights at the bottom of the map. You'll
immediately be bothered by Stan, a salesman of second hand boats. Tell him
that you don't have a lot of money to spend, after his story about the Sea
Monkey you also ask him if he accepts credit. Then say this isn't the right
ship and then also that you'll have to think about it a little more, so that
you'll get some items from Stan when you leave and then end up on the
worldmap. Go back to the Village and walk down the mountain to reach the Scumm
Bar. Head inside and pick up three mugs standing on the empty tables, then
walk out of the screen on the right to see the cook crying. You can talk to
him if you want, but eventually you'll just have to enter the kitchen and use
one of the mugs on the barrel to the left of the door. The stuff you put in
there will eat through the mug, so that's why you're carrying more of them.

Quickly leave the kitchen and also the Scumm Bar, after which you run to the
right and into the village. Walk underneath the clock and then to the left and
quickly into the prison. You can see an icon of the mug in the bottom right of
your screen and every time it is almost melted, you have to pour the liquid in
a still good mug. That can be quite a hassle, because you have to use the bad
mug on a good mug for this and the controls won't work with you. Pay attention
to the icon and change the grog to another mug before it melts entirely,
otherwise you need to get back to the Scumm Bar to get new mugs and fill one
of them again in the kitchen. Eventually you need to end up inside the prison
with a mug that's in relatively good condition, then use the mug on the lock
of the cell holding the prisonor. This will make the lock melt and the
prisoner will thank you and introduce himself as Otis. He'll try to leave with
a trick, also leave the prison yourself and walk to the right to go into the
shop where you went inside before, next to the church. Talk to the shop keeper
and ask him for credit, tell him that you have a job so that he will go and
open the safe. Pay close attention to the combination of the safe, formed by
the positions of the handlebar. When he asks you what your profession is
exactly it doesn't matter what you tell him, he'll just put the note back in
the safe so that you can see the combination again.

Then ask him about the Sword Master again, he will leave the shop once more.
When he is gone you can walk to the safe and use the commands Push and Pull to
set the handlebar of the safe to certain positions, according to the correct
combination. This combination is random, so it will be different every game.
If you manage to open the safe you'll automatically get the note of credit,
after which you return all the way to the Scumm Bar, past it up the hill, and
along the lookout to the worldmap. Visit Stan again at the location now named
Used Ship Emporium. Choose the middle option to get to see the same ship as
before, tell him you got credit from the shop keeper. Ask him about the extras
and for every example he gives you, you need to tell him you don't need it.
Eventually he will start over again mentioning the same extras, that's when
you see you had enough and want to make an offer. Start with the lowest
amount, 2000 pieces of eight, which he probably won't accept. Make a new
offer, now a thousand pieces of eight more. Keep doing this until Stan finally
accepts, probably just at 5000 pieces of eight. After the deal has been
closed, walk out of the screen on the left and choose Village on the worldmap,
where you'll meet Stan again right away. When he leaves, Otis will show up and
you ask him if he will join your crew. Carla also appears, tell her you're
glad she's here. Last but not least, Meathook will arrive, after which this
chapter comes to a close.
 ___ ___ ____________________________________________________________________
| 3 | 2 | PART TWO: THE JOURNEY                                              |
 ��� ��� ��������������������������������������������������������������������
After some trouble with your crew you'll be standing in the captain's
quarters. Pick up both the feather pen and the ink from the desk and leave the
room in the bottom left corner. Walk to the rope ladder just right of the
mast, so that you'll end up in the crow's nest. Grab the pirate flag and go
back down again, where you open the hatch between the captain's quarters and
the rope ladder, in the floor behind the mast. Descend further down using the
ladder in the center of the floor and open the box on screen in the bottom
right of the screen, then use the Look At command on it to get some wine out
of it. Pick up the rope a little to the left, placed on a barrel, then try to
pick up the barrels on the left side of the screen to get some gun powder.
Climb back up the ladder and then go down the ladder in the back to get to the
kitchen. Open the cupboard on the left and grab a box of cereal out of it. Use
the command Open on the cereal in your inventory to extract a prize from it,
then open that item to get into possession of a key. Pick up the pot directly
underneath the cupboard and climb back up again, do that again to get back on
deck.

Go into the captain's quarters and use the key you just found on the closet to
the right of the bed. Pick up the chest so that Guybrush places it in the
middle of the room, then open it and use the Look At command on it to get a
note and some cinnamon sticks. Now you'll have all kinds of ingredients you
need to cmbine, as described on the note. First you need to return to the
kitchen for this, so leave the captain's quarters and go down the hatch below
the mast and then using the ladder in the back. There's a large pot above the
fire, you need to throw in the Cereal, Jolly Roger, Ink, Chicken, Breath
Mints, Fine Wine, Gunpowder and Cinnamon Sticks. This will make the ship sail
to Monkey Island automatically. As soon as you regain control, first just pick
Walk To somehwere so that Guybrush will stand up. Then use the Feather Pen on
the fire below the pot and leave the kitchen using the ladder. Go down the
other ladder and try to pick up the barrels on the left again to get more gun
powder. Go back up again, all the way to the deck, where you'll be able to see
Monkey Island in the distance. Use the Gunpowder on the barrel of the cannon,
then the rope on the cannon itself. Then use the Flaming Mass from your
inventory on the fuse you just created, so that you set it on fire. Then
quickly walk to the front and of the cannon's barrel to be launched towards
Monkey Island.
 ___ ___ ____________________________________________________________________
| 3 | 3 | PART THREE: UNDER MONKEY ISLAND                                    |
 ��� ��� ��������������������������������������������������������������������
Use Walk To on some random location to get Guybrush out of the ground. Read
the note hanging on the tree, this is part of the Achievement named
Recordkeeper and you need to find and read an additional eight of them. You
can use Look At on the memos in your inventory to read them all again, the
notes you can't pick up won't be in here but it does give you an indication of
how many you found. Pick up the banana on the ground next to the tree and then
walk to the back into the jungle. You will end up on a new worldmap, where you
need to go all the way to the top left to see a different part of it. Head
over to the Beach, at the bottom of your screen. Pick up the note, part two of
the Recordkeeper Achievement. Herman Toothrot will suddenly show up again,
tell him to leave you alone and head back into the jungle. Just above the
water in the vulcano you can discover the Fort on the ridge and head over
there. First pick up the binocular and the rope, then use the Push command on
the cannon. Once again, tell Herman to leave you alone, then pick up the
cannon ball and the gun poweder. Walk out of the screen on the right and do
the same on the world map, walk to the River Fork on the other part of it.
Pick up the stone positioned on top of the note, you'll automatically read the
third message for the Recordkeeper Achievement. Climb up using the wall in the
back of the screen and read the fourth note laying on the floor here, this
time from Herman.

Climb up further along the path in the back of the screen and push the rock on
the edge of the mountain. Through Herman's mechanism below, a rock will be
launched towards your ship and sink it. Herman shows up again, just tell him
to leave you alone again. Try to pick up the pile of rocks on the right, this
will make Guybrush put back another rock on the edge of the mountain. Go back
down and read the note again, it's now a different message. Then use the Pull
command on the Primitive Art. This can be a little tricky, because you'll
sometimes push instead of pull, but your goal is to turn the whole thing
clockwise until the rock is all the way in the back and the log is pointing
towards your screen. Go back up again and push the rock down again, the stone
that gets launched now will hit the banana tree on the beach. Go back down and
then again past the Primitive Art, then walk to the dam and use the gun powder
you have with you on that dam. Then use Look At on the Noteworthy Rock in your
inventory, this will change its name to Flint. Use that item on the
cannonball, so that the dam breaks and you end up on the world map.

Move towards the end of the bottom river, to a place named Pond. Read the note
on the ground and once again tell Herman to leave. Pick up the rope near the
skeleton and then head back into the jungle, where you walk out of the screen
at the bottom and look for the Crack on your way to the beach. Use one of the
ropes you have with you on the strong branch sticking out of the cliff walls.
Then use the other rope on the tree trunk a little lower, after which you can
descend into the crack to pick up the oars. Click on the corner in the bottom
left to climb back up again and get to the world map, where you go south to
get to the beach. Pick up the two bananas and use the oars on the boat, after
which you can use this boat to float around the world map. Go to the corner in
the top right, when the map changes you have to go out of the screen at the
top. If that doesn't work, click closer to the land. Go on towards the beach
on the right of the screen and pick up the note on the right of your screen
when you get there. Walk into the jungle and choose Village in the top left of
the world map. Continue through the village to the left, past the door, and
pick up the bananas from the bowl of fruit. When you walk back to the right
you will run into the cannibals, tell them not to eat you and that you're
willing to give them anything. Then just wait for the cannibals to lock you up.

When inside the hut, first read the note of course and then pick up the skull.
Now you can pick up the board below it and then escape through the hole.
You'll be on the world map a little later, but to get the Achievement named
Escape Artist you need to escape the cannibal hut a few more times. To do
that, return to the Village, walk left when inside and then back to the right
again. Once again, tell them you're willing to give them anything for not
eating him and then try to walk away so that you get captured again. Just
escape through the hole in the floor again and keep repeating this until you
get the Achievement. Return to the beach on the right when on the world map
and get into your little boat. First go out of the screen in the bottom right
and then as far in the bottom left as possible, dock your boat there on the
beach and head straight into the jungle. You'll see a monkey walking around on
the map, he's pretty fast and very small. Click on him and you'll run into him
in the forest. Give him all five bananas you have and then walk back into the
jungle, the monkey thinks you're nice and decides to follow you around. Walk
out of the screen at the top and then to the right towards the peninsula. Head
up to the beach there and pick up the bottle in the water to find the last
message for the Recordkeeper Achievement.

Go right back into the jungle and choose Clearing on the world map, in the
center of the peninsula to your right. When there, head over to the right
until you get to a fence. Use the Pull command on the nose of the left totem
pole, it's the stick sticking out to the right. The fence will open up, but as
soon as you let go it will close again. Fortunately the monkey is able to help
you with this, when he pulls the stick the passage will open again so that you
can walk over to the giant stone monkey head on the right. There are a lot of
small statues on the ground here, one of them is called the Wimpy Little Idol
when you move your cursor over it. Pick it up and walk back to your monkey,
and then onwards until you get back on the map again. Walk out on the left
side of the screen first, then at the bottom. Go onto the beach and get into
your boat, use it to go out of the screen in the top right and then as far in
the top left as possible. Because of the current it can take a while for you
to get there, but dock next to the beach once you get there. Walk into the
jungle and to the Village in the top left of the map. Head left, over to the
hut you escaped from, and then back right again to meet the cannibals again.
Once again, tell them you're willing to give them anything for not eating you,
after which you hand them the Wimpy Little Idol.

Go inside the hut they locked you up in and pick up the giant banana picker
below the window. Leave the hut and walk over to the right, Herman Toothrot is
standing there and you need to give him the banana picker. Leave the village
and go back inside right away, so that you get talked to by the cannibals
again. Tell them there is something and then that you're looking for someone.
Then tell them you're looking for people who are not alive, after which you
ask them why they won't make their potion right away. LeChuck stole their
special root, so ask them where he's hiding it and then if you can see that
location. The tell the cannibals that you're off to find LeChuck and the root,
after which they'll start whispering against each other and you need pick the
top option in the conversation to find out more. The conversation is then over
and now the cannibals will be called friendly natives. Give them the Leaflet
you have with you, that makes them think they can get a new head while the
actual information tells you how to get ahead. You will receive the head of
the navigator, after which you head back into the jungle on the right. Head
back to the beach, step into your boat and go out of the screen at the bottom
twice. Get out of the boat at the beach at the bottom of your screen, walk
into the jungle and then out of the screen at the top.

Then walk out of the screen on the right side and head over to the Clearing,
where you head over to the right again and walk through the opening in the
fence the monkey is still keeping open for you. Walk towards the monkey head
statue and then to the right side of it, next to the big ear. Use the Monkey
Head Key from your inventory, which looks lick a cotton stick, on the giant
stone monkey ear. This will make the mouth of the head open up, click on it so
you'll head inside. Walk to the right and then across the path along the back
and to the front again, then out of the screen. You'll then end up in a maze
for which you need the navigator's head, so use it. The head of the navigator
will look in the direction you need to go to, so every time you enter a screen
you have to exit it on the side the head is looking at. Sometimes that means
heading back in the same direction as the one you came from, but you'll
magically end up somewhere else and eventually you'll get to LeChuck's ship.
Before you do anything, use LT to pick the command Talk To, then use RT to
select the navigator's head. As the head if you can have the necklace and then
tell it you might just take it. Tell him you don't want to hurt it and then
ask if he is going to bite you. Threaten him by saying you can pick him right
into the lava, after which you get permission to take the necklace.

Then use this necklace through your inventory and walk towards the ghost ship.
Once on board, walk to the left and open the door left of the sleeping ghost
dog, head inside and use the Magnetic Compass on the key hanging on the back
wall. Leave the room again and walk to the right across the ship, where you go
down through the hatch in the floor. Head through the door on the right of the
screen and pick up the Ghost Feather, which is located on the floor in between
the ghost chickens. Walk back to the previous room and use the ghost feather
on the feet of the sleeping ghost pirate. What needs to happen doesn't happen
right away, so do it again immediately. The pirate will release the item he
was holding, so pick it up and go through the passage on the right again. In
the middle of the floor is a hatch, first use the key you have with you on it
and then go down through the hatch. Use the jug you just got on the plate
located on the floor, to lure away the rat. Then pick up some of the Cooking
Grease, after which you can go up the ladder, walk through the exit and head
back up another ladder.

Use the Glob of Grease you have with you on the door to your right, now you
can go through it without making a sound. Pick up the tools hanging on the
wall next to the sleeping ghost pirate and leave the room again. Descend
through the hatch and go through the passage on the right, a little further
ahead you need to use the Ghost Tools on the shiny crate. After opening it,
look at the crate to find the root you were looking for, then you can leave
the room again, use the ladder to climb to the deck and step of the ship in
the back towards the cave. Click on the left edge of the screen to walk
further into the cave, after which you automatically end up in the village of
the natives. While they are away, a three-headed monkey appears, it doesn't
matter what you say here. After your line, the natives will return and give
you a flask with a special potion. Walk into the jungle on the right, after
which you end up in the cave below the island automatically. You will bump
into LeChuck's assistant, tell the evil ghost that he can taste some root
juice. Ask him where the ghost ship is and then tell him that you won't hurt
him. He will mention a wedding, so ask him where it is held and then say that
you will chase LeChuck and Elaine. Herman Toothrot will show up and he says
that he'll take along Bob on his boat, quickly talk to Herman using the single
option and then ask him if he can also take you with him.
 ___ ___ ____________________________________________________________________
| 3 | 4 | LAST PART: GUYBRUSH KICKS BUTT                                     |
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After a couple of lines from Guybrush, try to walk out of the screen on the
right. You'll be stopped by a ghost pirate, it doesn't matter which response
you choose, Guybrush will just use the special potion to take care of the
pirate. Walk out of the screen on the right side again and in the village you
can open the door directly next to you on the left, this will make you end up
behind the pirate. You can just leave this pirate alone, just walk underneath
the block in the back to get to the part of the village where the church is
located. Open the door and head inside, then shoot Elaine's name. You will get
into a conversation with LeChuck, tell him you came to prevent him from
marrying the governor. Suddenly Elaine just shows up, so ask her who exactly
is wearing the dress. It appears to be two monkeys who will then flee. LeChuck
is still talking to you, choose the fourth option from the top as a response.
Before you can use the special potion, LeChuck will smack you all across the
entire map and he will do the same to Stan the ship salesman. Every time you
are on the ground and LeChuck is preparing to hit you again, try to quickly
pick up the flask with the special potion, select the Use command, select the
special potion and then use it on LeChuck before he hits you. When you manage
to do that, the party will start and Elaine shows up. Accept her offer to get
a drink, then you can see that your crew is still stranded on Monkey Island.
When Elaine asks you what you learned from all of this, it doesn't matter what
you say. After that the credits roll.

+---+------------------------------------------------------------------------+
| 4 | C O N C L U S I O N                                                    |
+---+------------------------------------------------------------------------+
 ___ ___ ____________________________________________________________________
| 4 | 1 | FINAL WORD                                                         |
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After so many years it�s fun to see the original Monkey Island with new
visuals. This title again proves how obscure some puzzles and solutions in
this kind of games can be. As a fan of point-and-click adventures, I�m hoping
this will bring a couple of new games in the genre to the current generation
of consoles. If you look purely at how LucasArts overhauled the game, a lot
more would have been possible. It�s still a very short game and those 800
Microsoft Points are mainly paid for nostalgia.
 ___ ___ ____________________________________________________________________
| 4 | 2 | CREDITS                                                            |
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LUCASARTS
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In a time where remakes dominate downloadable platforms, Monkey Island
provides a welcome change between all those fighters. They�ve given a classic
new life, but they could have done it even better than this.

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