The Secret Of Monkey Island Complete Walkthrough By: Felipe ''GrayKnife'' Gaboardi E-mail: [email protected] Version: 1.0 19:10 December 24th 2009 Legal Stuff: This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. +*+*+*+*+*+*+*+*+*+*+*+*+*+* * CONTENT + +*+*+*+*+*+*+*+*+*+*+*+*+*+* 1-0 - Introduction -1- Interface -2- General Tips 2-0 - Walkthrough -1- Part One: The Three Trials -2- Part Two: The Journey -3- Part Three: Under Monkey Island -4- Last Part: Guybrush Kicks Butt 3- - Item List 4- - Credits +*+*+*+*+*+*+*+*+*+*+*+*+*+* * 1-0 -- INTRODUCTION -- + +*+*+*+*+*+*+*+*+*+*+*+*+*+* Does this game really need an introduction? If you don't know The Secret Of Monkey Island, then I guess I can say that you've just started playing adventure games. Released in 1990, this was the game that made a name for LucasArts (LucasFilm Games back then) as an adventure game development studio ...before the Star Wars games madness begun. With it's great puzzles and humor, you just can't consider yourself an Adventure Gamer (yeah, I've just made that up) without having played it. Also, it's one of the greatest evidences that pirates are way cooler than ninjas. In your faces, you spandex wearing bastards +*+*+*+*+*+*+*+*+*+*+*+*+*+* * 1-1 -- INTERFACE -- + +*+*+*+*+*+*+*+*+*+*+*+*+*+* The interface is pretty much straight-forward. It's a point 'n click game, so you point, click, and stuff happens. ------------- The Commands: ------------- In order to make stuff happen, you have 12 commands to choose from: Open/Close - Used to open/close doors, chests and such. Push/Pull - Pretty much used to move stuff around and to use levers. Walk To - Pretty simple. Click on one spot and Guybrush will head there. It is the default command, so you'll rarely have to select it. Pick Up - This is an adventure game, so you'll need this command to get every- thing that's not nailed down. Talk To - Used to interact with other characters. Some of the dialogue in this game is pretty funny, so talk to everyone you can. Give - First you click on an item and then click on the person you want to give it to. Use - This command can be used in many situations. You can use levers, you can use itens on other itens and many other things. I can't really make a specific description about it. Look At - Use it on an item or something on the room you're in and Guybrush will analyze it or read whatever is written on it. Turn On/ Turn Off - You'll never use these. Ever. Even if either of these commands have any purpose in the game, it can be done with the use command, so I've never noticed it. NOTE: The Walk To, Turn On and Turn Off commands are not in the CD version of the game. ------------------- Using The Keyboard: ------------------- Being a point 'n click, you'll rarely use the keyboard. You COULD use the arrow keys to move the cursor and press ENTER to confirm actions and select commands, but doing so is so boring and slow that you'll never do this unless you have a Stone Age computer that doesn't have a mouse. But still, if you want to use the keyboard that badly, you can select the commands by pushing the following keys: W - Walk To T - Talk To Y - Pull U - Use O - Open P - Pick Up S - Push F - Turn Off G - Give L - Look At C - Close N - Turn On You can also press ctrl+Q to quit the game and ctrl+W to win the game (honestly if you ever use this, I think I'll have the right to ask why the hell you got the game in the first place if you're not going to play it) --------------------- Saving Your Progress: --------------------- Push F5 to open the save menu. Select Save and choose a slot to save your game, select Load and choose a saved game to continue from, select Play to continue the game you're playing now or choose Quit to quit the game. Yes, it's this simple, really. +*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+ * 1-2 -- GENERAL TIPS -- * +*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+ - Talk to everyone about all topics, look at everything and try to pick up every item. - You will get stuck in a dead end if you give Otis all your money or let the grog machine at Stan's eat up all your pieces of eight. Please, don't be stupid enough to do either. - If you get stuck, rubbing every item on every person and/or object might be effective, but it's so frustrating and dull you'll stop having fun. Just check this guide to be able to keep going. There's no reason to be ashamed about it. Sometimes adventure games have a really weird line of logic. - After playing this game, play all of it's sequels! (Well... if you're not able to get your hands on a copy of Escape From Monkey Island, the 4th of the series, it doesn't really matter... it's rather weak compared to the others.) +*+*+*+*+*+*+*+*+*+*+*+*+*+*+* * 2-0 -- WALKTHROUGH -- + +*+*+*+*+*+*+*+*+*+*+*+*+*+*+* NOTE: This walkthrough has spoilers! Read it at your own risk! Ok, now that we're done with that, we shall begin our adventure! Opening with one of the catchiest tunes from any game you've ever played! On the Island of M�l�e, our swashbuckling hero Guybrush Threepwood tells the local slightly blind look-out (who gave him this job, anyways?) he wants to be a pirate... The old man tells him to go to the Scumm Bar and talk to the pirate leaders. So, that's what we'll do first! May the game BEGIN! RANDOM TRIVIA: The Scumm Bar is a reference to the SCUMM Engine that is used to run the game. +*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+ * 2-1 -- PART ONE: THE THREE TRIALS -- * +*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+ ************ M�l�e Island ************ ------- Village ------- You may look at the poster to learn how the Governor likes to waste money on totally useless propaganda. When you're done, head right until you reach the fearsome Scumm (smile) Bar. Open the door and go inside. --------- Scumm Bar --------- What a cheerful place this is... there are a lot of pirates in this side of the bar, but you can only talk to four of them: the guy wearing a red coat next to the door, the pirate wearing a black coat and with a mug on the table in the middle, some guy wearing a blue shirt and drinking some grog to the right and the dog next to the curtain (hey, it's a pirate dog, okay!?). So, talk to each one of them. The man in the red coat will introduce himself as Mancomb Seepgood (right after making fun of Guybrush's name). If you talk to him, he'll tell you to go talk to the important looking pirates to the right of the bar and will also mention something about a pirate that fell in love with the governor... but since he doesn't believe in a word of the story, he tells you to go ask Estevan (the guy wearing the black coat), so do it. Ask him about the story with the governor and the one-eyed fellow (be careful when putting your contact lens on!) will tell you what happened. So, he tells you the story of the fearsome pirate LeChuck. He was invited to have dinner with the governor and fell in love with her. Trying to impress her, LeChuck set sail to find the legendary secret Of Monkey Island! Then he died when his ship sank during a storm (oh, the irony!). But his restless soul continues to sail around the Caribbean in his ghost ship,terrorizing every pirate out there and keeping them from going to the sea! Now that we're done here, talk to the guy with the blue shirt to get some free Loom advertisement! It's a nice game and I hope you've downloaded it while it was still considered an abandonware, because now you have to pay 5 bucks on Steam to download it. But it's worth the money, though. Now talk to the dog for the lulz. Now that we're done with all this stuff (that you didn't really need to do, by the way), head right and talk to the important looking pirates. Tell them you want to be a pirate and you'll learn that, in order to become a pirate, you'll have to go through THE THREE TRIALS! Which are the following: a)Beat the Swordmaster; b)Steal The Idol Of Many Arms from the governor's mansion; c)Find M�l�e Island's legendary lost treasure. You may do them in any other you like, but I just recommend that you don't do the idol one last or else you'll miss an interesting love scene. Now, before leaving the bar, there are some itens you want to get here.Wait for the cook to leave the kitchen, go to the left side of the bar and leave the screen. When he does so, enter the kitchen (it's through the door to the right, if you didn't notice). ------- Kitchen ------- Pick up the hunk of meat on the table and the pot beneath the table. Use the hunk of meat on the pot o' stew and then pick the stewed meat back up. Open the door to your right and you'll see a seagull eating a fish. You'll need the fish so you'll need to scare that bird away. To do so, step on the plank the seagull is on. It'll launch it to the air for a little while. Keep stepping on it until the seagull stays on air long enough for you to be able to get the fish. When you're done, leave the kitchen and then the bar. ************************************* Meanwhile, deep beneath Monkey Island ************************************* You'll see a cutscene showing a dialogue between ghost pirate LeChuck, the bad guy of the series, and one of his crew members, Bob. It seems that LeChuck is aware of Guybrush's existence and is willing to take care of him personally... Oh, boy, this can't turn out good... ************ M�l�e Island ************ ------- Village ------- Time to do the trials!... but before that, there's a little problem... Guybrush is broke. You'll want to get some money before anything, so head all the way left to the lookout point and then head right to see an overview of M�l�e. Head to the clearing and enter the circus tent. ------ Circus ------ You will see two guys fighting over who's going to get shot from the cannon first. As soon as they notice Guybrush, they'll offer you the chance to be shot from the cannon (woohoo!). Of course, they're willing to pay you to do it. 478 pieces of eight, to be exact. Say that you'll do it (hey, you need the money). They'll ask you if you have a helmet, though. Say yes and show them the pot you picked up at the kitchen. You'll get shot from the cannon, and... well... the pot will fly off Guybrush's head and he'll hit his face on the post. He'll be fine, though. And at least you got payed! Now you can begin to work on the trials! Head back to the village. ++++++++++++++++++++++++++ The Treasure Hunting Trial ++++++++++++++++++++++++++ ------- Village ------- Yes, we'll be doing the treasure hunting first. Like I said, it really doesn't matter which one you do first. Head all the way right and then through the archway. Talk to the Citizen of M�l�e. He's selling M�l�e Island's treasure map for 100 pieces of eight. Buy one. Talk to the Men of Low Moral Fiber, if you want. You can get two pieces of eight and M�l�e Island's PTA meeting minutes, but you don't really have to, considering that 2 pieces of eight is almost nothing and the Minutes are useless. You won't even be able to use them to get a flamming mass later in the game. Now, enter the first door to the right. ----------- Voodoo Shop ----------- Grab the chicken on top of the trunk. If you look at it, you'll learn that it's a rubber chicken with a pulley in the middle. Now, you can head right and talk to the Voodoo Lady if you want, but it's not necessary. She'll just read a bit of Guybrush's future. Leave the Voodoo Shop. ------- Village ------- Head up through the archway. Somebody will be calling you from the alley, so go there. You'll meet Fester Shinetop, the new Sheriff in town. And it seems he really doesn't like Guybrush... oh, well. Head back to the street and enter the open doorway to the left. ---- Jail ---- Try to talk to the prisoner. Due to a bad case of halitosis, Guybrush won't be able to talk to him, so head back to the street and enter the door to the right of the screen. ----- Store ----- Pick up the sword and the shovel upstairs. Talk to the storekeeper to buy them and buy some breath mints while you're at it. If he's not in the store, you just have to ring the bell on the table and he'll show up. Leave the store and head all the way back to M�l�e's overview. Then, head to the fork. ----------- Jungle Maze ----------- Look at your ''map''. Don't worry! You'll be able to find the treasure with the dancing lessons that bastard sould you. See the first word on each line? Follow it. When it says ''back'', head up, when it says ''left'' head left and when it says ''right'', go right. In case you didn't quite get it, I'll give you the directions. Head through the left path, pick up some of the yellow flowers, and then head left, right, left, right, up, right, left and up. When you reach the place, head right and you'll see a plaque, a marker and the X. Use the shovel on the X and you'll dig up an amazing... t-shirt. Well, that was disappointing. You can show the t-shirt to the pirate leaders, if you want. When you're done, head all the way back to the jail. ++++++++++++++++++ The Thievery Trial ++++++++++++++++++ ---- Jail ---- Hand the prisoner the breath mints. Now have a chat with him. You'll learn that the prisoner's name is Otis, that there's something very fishy about Shinetop, that Otis has a carrot cake (obvious escape plan is obvious, but Otis is stupid enough to not notice it) and that he's willing to trade the cake for something to get rid of the rats. Leave the jail and head left through the archway. Go to the Governor's Mansion. ------- Mansion ------- Use the yellow petal on the stewed meat and give it to the vicious piranha poodles to make then SLEEP! (they're not dead!) Open the mansion door and head inside. Open the door right next to you and head inside. Shinetop will follow you, but don't worry. Guybrush will kick his ass automatically. After all the weird stuff that happened back there, you'll get a bunch os misc itens and you will learn that you'll need a file. Head back ot the jail. ---- Jail ---- One of the weird things you got at the mansion is a gopher repellent. Give it to Otis and he'll hand you the carrot cake in return. Open it to get a file and go back to the mansion. ------- Mansion ------- Jump through the gaping hole you have made (why use the door, right?) and Guybrush will take care of everything. After the very weird scenes that took place back there, Fester will catch you. Fortunately, the governor, whose name is Elaine Marley, by the way, will save your butt. Try to leave, and... well... Fester will catch you again, tie you to the idol and throw you into the sea! Dammit! You can't reach any of the very sharp objects that you could use to cut the rope. But this puzzle is simpler than it looks. Just pick up the idol and Guybrush will head back up to the dock. Then some romance happens between Elaine and Guybrush. Blah blah blah. Give the idol to the pirate leaders if you want and get ready for the last trial. RANDOM TRIVIA: If you let Guybrush stay underwater for longer than 10 minutes, he'll drown. ++++++++++++++++++++++++ The Sword Fighting Trial ++++++++++++++++++++++++ Go to the island overview and head for the Bridge ------ Bridge ------ There'll be a troll blocking your way. Talk to him and select ''Stand aside, troll, I'm a mighty pirate.'' and then select ''I can out-insult anybody, you brainless clay doppelganger!'' and you'll learn an insult before even learning how to fight! Horray! Now give him the fish and he'll let you pass. You won't have to pay the bridge toll the next times you cross it. Go to the house at the far right side of the island. RANDOM TRIVIA: When the troll removes his mask to eat the fish, he's supposed to look like George Lucas. ----------------------------------- Captain Smirk's Big Body Pirate Gym ----------------------------------- Try opening the door. Guybrush will just knock (even though he didn't mind breaking into every other building on the island). Captain Smirk will show up. Ask him to train you and insist that you've got what it takes. Eventually, he will agree. The lessons will cost you 30 pieces of eight, but it's not like you have anything better to do with your money anyways. Now you know that what really takes to be a sword master are the insults, so go around to fight a bit. Go to the island overview, stand still and wait for one of the pirates to bump into you and start fighting! What you really want to get of all the fights are the comebacks, not the insults, so ALWAYS try insults that you don't have the comebacks to yet. Expect to lose a lot until you're ready. Here's the list of insults and comebacks: I:You fight like a dairy farmer. C:How appropriate. You fight like a cow. I:Soon you'll be wearing my sword like a shish kebab! C:First you better stop waiving it like a feather-duster. I:I once owned a dog that was smarter then you. C:He must have taught you everything you know. I:This is the END for you, you gutter-crawling cur! C:And I've got a little TIP for you, get the POINT? I:You make me want to puke. C:You make me think somebody already did. I:I got this scar on my face during a mighty struggle! C:I hope now you've learned to stop picking your nose. I:You're no match for my brains, you poor fool. C:I'd be in real trouble if you ever used them. I:You have the manners of a beggar. C:I wanted to make sure you'd feel comfortable with me. I:People fall at my feet when they see me coming. C:Even BEFORE they smell your breath? I:My handkerchief will wipe up your blood! C:So you got that job as janitor, after all. I:I'm not going to take your insolence sitting down! C:Your hemorrhoids are flaring up again, eh? I:Have you stopped wearing diapers yet? C:Why, did you want to borrow one? I:I've spoken with apes more polite then you. C:I'm glad to hear you attended your family reunion. I:I've heard you were a contemptible sneak. C:Too bad no one's ever heard of YOU at all. I:Nobody's ever drawn blood from me and nobody ever will. C:You run THAT fast? I:There are no words for how disgusting you are. C:Yes there are. You just never learned them. After you've learned as many comebacks as you can, head all the way back to the store. ----- Store ----- Tell the storekeeper that you're looking for the Sword Master. He'll leave the store to ask her if she's ok with it. Follow him out of the Village and through the jungle until you reach the Sword Master's House -------------------- Sword Master's House -------------------- After the scene, talk to the Sword Master and challenge her for a duel. For this fight, Carla will only insult and you'll only use the comebacks. But there is a catch: her insults are different from the one's you've seen so far, but the comebacks are the same. Don't bother trying to use her insults against the other pirates because they'll never know how to respond. You'll have to figure the comebacks by yourself... or you could just check this list: I:I will milk every drop of blood from your body! C:How appropriate. You fight like a cow. I:My wisest enemies run away at the first sight of me! C:Even BEFORE they smell your breath? I:I usually see people like you passed-out on tavern floors. C:Even BEFORE they smell your breath? I:My tongue is sharper then any sword. C:First you better stop waving it like a feather-duster. I:I've got a long, sharp lesson for you you to learn today. C:And I've got a little TIP for you. Get the POINT? I:My name is feared in every dirty corner of this island! C:So you got that job as janitor, after all. I:If your brother's like you, better to marry a pig. C:You make me think somebody already did. I:No one will ever catch ME fighting as badly as you do. C:You run THAT fast? I:My last fight ended with my hands covered with blood. C:I hope now you've learned to stop picking your nose. I:I've got the courage and skill of a master swordsman! C:I'd be in real trouble if you ever used them. I:My sword is famous all over the Caribbean! C:Too bad no one's ever heard of YOU at all. I:You are a pain in the backside, sir! C:Your hemorrhoids are flaring up again, eh? I:There are no clever moves that can help you now. C:Yes there are. You just never learned them. I:Only once have I met such a coward! C:He must have taught you everything you know. I:Every word you say to me is stupid. C:I wanted to make sure you'd feel comfortable with me. I:Now I know what filth and stupidity really are. C:I'm glad to hear you attended your family reunion. I:I hope you have a boat ready for a quick escape. C:Why, did you want to borrow one? After you've beaten her, she'll give you a t-shirt. WOOHOO! You've beaten the three trials! You're finally a pirate! Now head back to the village. On your way back, you'll notice that all the pirates are gone. Odd... ++++++++++++++++++++ Leaving M�l�e Island ++++++++++++++++++++ ------- Village ------- When you reach the village, you'll see a ship fading away. Creepy... then the look-out will show up and tell you that LeChuck has kidnapped the Governor! Oh, crap!I guess it's up to YOU to go out there and save her! You'll need a crew of three people and a ship to chase them back to MONKEY ISLAND (trademark). First of all, head to the Scumm Bar --------- Scumm Bar --------- The first thing that you'll notice is that the bar, like the rest of the island is pretty much empty. Pick up all the mugs you see and head to the right side of the bar. You'll see the cook crying like a baby and a couple of mugs on the table. Grab both of them (you should have 5 mugs now). Now head into the kitchen (the cook won't try to stop you this time. He's too busy moping around) ------- Kitchen ------- Fill one of your mugs with grog. It's the stuff coming out of that keg with a skull if you didn't notice. Now, what you want to do is to carry this very corrosive beverage all the way to the jail. Your mug will start melting sonner or later, so you'll have to use the melting mug on one of the good mugs to pour the grog into it on your way to the jail. ---- Jail ---- As soon as you reach the jail, use the mug with the grog on Otis' cell lock. That'll melt it down, setting Otis free. Guybrush will ask him to join his crew but Otis will run away using the old three-headed monkey trick. That bastard... Oh, well. Leave the jail and head to Carla's house. ************************************* Meanwhile, deep beneath Monkey Island ************************************* You'll watch a cutscene showing that Fester Shinetop was LeChuck all along! DUN DUN DUUUUUUUN! (yeah, as if you didn't see this coming) Anyways, LeChuck and Bob will talk about Elaine trying to escape (tough girl), LeChuck thinking that Guybrush has drowned and about some root... oookay... ************ M�l�e Island ************ -------------------- Sword Master's House -------------------- Just show the note the look-out gave you to Carla and she'll join your crew. Well, that was ridiculously easy. Head back to the island overview and go to the island located on the north-east part of M�l�e. ----------- Hook Island ----------- The first thing you'll notice (besides the huge flashy sign) is that there is no bridge to get there. Just a cable and nothing more. All you have to do is climb the pole and use your rubber chicken (with a pully in the middle) on the cable and you'll reach the other side. Hah! Bet you thought the rubber chicken would be useless, right? Anyways, open the door and head inside. ---------------- Meathook's House ---------------- You'll meet some guy called Meathook (poor bastard has hooks for both hands... damn, tough life). Tell him the Governor's been kidnapped and that you're looking for a crew. Meathook will, of course, laugh at Guybrush, but then, he will propose a deal. He keeps in his house a beast that's just like the one who took his hands from him. He'll join your crew if Guybrush touches the monster. Open the little door and use any action on the MURDEROUS WINGED DEVIL! Then Meathook will join your crew. Horray! Now all you need is a ship... leave the house, use the rubber chicken on the cable again and go to the island overview. Head to the several lights right next to the bridge you've been to earlier. ------------------------------- Stan's Previously Owned Vessels ------------------------------- You'll meet Stan, the most annoying guy EVER. You'd live a much happier life if you had never met him, but since he sells ships, and you need one pretty badly, you'll have to watch his huge mouth move. Eventually, he'll ask what kind of ship you want. Say you really don't have much to spend (let's face it, you're pretty much broke). He'll take you to the half-sunken ship on the back, called ''Sea Monkey''. That's the one you want (no, I'm not kidding). Well, Stan says that it's the only ship that has ever made to Monkey Island, and considering that it's where you're heading to, you might as well take it. Now, let's talk about business. By now you should have around 170-180 pieces of eight on you. That's really not enough even to buy a rowboat, so tell Stan you are hoping to buy it on credit and he'll mention that the storekeeper might extend you some credit. That said, tell Stan that that's not your kind of ship and head to the store. Before you leave, Stan will give you a business card and a compass that points back to his store. Oh, joy. ----- Store ----- Talk to the storekeeper and tell him you want a note of credit. He'll go up the stairs and open de safe. REMEMBER THE COMBINATION HE USES TO OPEN IT. When he asks about your job, just pick any answer and he'll refuse to give you credit, giving you the chance to see the combination again when he put the note back in the safe. Now ask him to go see the Sword Master again. He'll leave the store, giving you the opportunity to work on the safe. Pushing the handle will move it clockwise and pulling will move it counterclockwise. Use the code the old man used (it changes every game) and the safe should open. But instead of piles of gold, all you'll find is a credit note worth up to 5000 pieces of eight. Don't worry, though. That'll be more than enough. Head back to Stan's. ------------------------------- Stan's Previously Owned Vessels ------------------------------- Ask Stan to show you the cheap boat again. Tell him the storekeeper ''gave'' you credit and he'll take it. Too bad for you, Stan's selling that lousy ship for 10000 pieces of eight, so you'll have to bargain for it. Ask him to talk about extras and for each and every one of the extras he mentions, tell him you don't need that particular piece of junk. Keep doing that until he starts repeating himself and he should be selling it for 7300 pieces of eight now. Say you don't need the boat anyways and, while you try to leave, Stan will cry for you to come back, so do it. Now he'll be selling it for 6300 pieces of eight. Offer him 5000 and he'll (finally) take it. Head to the village now. ------- Village ------- You'll meet Stan at the docks. After some babbling, he'll hand you a bunch of seafaring literature and (finally) leave you and your lousy ship. Right after he leaves, your crew (Otis included!) will show up! Now we're ready to set sail to Monkey Island (trademark)! +*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+ * 2-2 -- PART TWO: THE JOURNEY -- * +*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+ ************** The Sea Monkey ************** Ok, now that you are on high sea and have a crew and a great ship... err... now that you have A ship, it's time to find your way to Monkey Island! The only problem is that your crew has gone mutiny on you and you'll have to find a way to sail the ship all by yourself.Not to mention that you also have to find out how to go to Monkey Island on the first place. Oh, great. --------------- Captain's Cabin --------------- Well, this looks like a nice place to sleep, if you don't mind all the broken windows. First of all, pick up both the feather pen and the ink on top of the desk. Now open the drawer. Look inside and you'll find a dusty old book. It's the last captain's log. Read it and you'll learn a little about the captain and some idiot called Toothrot and blah blah blah. What's really important is that you'll find out that they reached Monkey Island after making some sort of voodoo soup. Therefore, we need to find it's recipe! Head outside through the door on your left. ---- Deck ---- There's nothing to do around here for now, except maybe talk a little to your lazy crew. You won't be able to change their mind about the mutiny, though. Climb the rope ladder by the mast. ----------- Crow's Nest ----------- Pick up the Jolly Roger and climb down back to the deck and down the hatch next to the mast. --------- Dormitory --------- You don't have anything to do here, so head down the hatch. ---------- Store Room ---------- Pick up the giant piece of rope. Then open the kegs on your left and Guybrush will grab some of the gunpowder that's inside. Finally, open the chest by the right of the screen and have a look inside it. Guybrush will grab a bottle of some very fine wine! Woohoo! Non-corrosive booze, at last! Go back to the dorm and head through the door. ------- Kitchen ------- Someone has left a huge cooking pot on some fire for some reason... it's odd, considering that your crew refuses to do anything. Ah, well. It doesn't matter for now. First of all, pick up the pot by your left. Open the cupboard and you will find several cereal boxes inside. Grab one of them and open it. There'll be a prize inside! Yay! Have a look at it and you'll find out that the prize is actually a small key... how the hell did that get in there? Anyways, head back to the captain's cabin. --------------- Captain's Cabin --------------- You've probably noticed there's a locked cabinet in here. Use the small key to open it up. There'll be a chest inside. Pick it up and Guybrush'll drop it on the middle of the room. Open the chest and look inside it. You'll find some cinnamon sticks and the voodoo recipe you've been looking for. You might not know it, but you already have all the ingredients for it. Head back to the kitchen. ------- Kitchen ------- You can actually dump several items into the pot, but here are the ones you actually have to put in there in order to follow the recipe: The cinnamon sticks, the breath mints (leaves of mint), the Jolly Roger (human skull (pressed)),the ink (squid ink), the fine wine (monkey blood), the rubber chicken (live chicken), the gunpowder (brimstone) and finally the cereal (all that stuff from the end of the recipe). After you put the last ingredient, some weird green smoke will come out of the pot and Guybrush will pass out for several days... As soon as you wake up, use the dusty book on the red hot fire to get a flaming mass (yes, you'll carry fire around with you). Head to the store room to grab more gunpowder and head outside to the deck. ---- Deck ---- Well, well, well... if it isn't Monkey Island! Your crew still doesn't give a damn about you, so you'll have to get there by yourself. Remind that time when you worked at the circus? See that cannon over there. Yes, you've guessed it right! Use the gunpowder on the cannon's nozzle, use the giant piece of rope on the cannon, use the flaming mass on the fuse and use the pot to put it on and away we go! +*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+ * 2-3 -- PART THREE: UNDER MONKEY ISLAND -- * +*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+ ************* Monkey Island ************* ----------- South Beach ----------- We're finally here! Right after the ''safe'' landing, some castaway, who seems to be the captain's idiot companion mentioned on the log, Herman Toothrot, will come around to pester you. Thankfully, he won't notice that Guybrush's got his head stuck in the sand and leave right away. After you come to your senses, read the note on the tree and you'll learn that LeChuck's hideout is inside the Giant Monkey Head (wow, how obvious was that). Pick up the banana lying on the floor. You've probably noticed there's a rowboat here, but since you don't have anything to paddle with, you won't be able to use it for now, so head to the jungle. ---------------------- Monkey Island Overview ---------------------- Head up, and then left (You've probably noticed you can't get to the north part of the island. Don't worry, we'll get to that later). There's some sort of volcano-like formation here. If you look closely, you'll see there's a fort on the north part of the volcano. Go there. ---- Fort ---- Pick up the spyglass and the rope. Push the cannon and you'll drop a cannonball and some gunpowder on the floor (you messy bastard). Herman will show up to bug you again. Just say whatever and eventually he'll go away. Grab some gunpowder and the cannon ball and leave. ---------------------- Monkey Island Overview ---------------------- Head right and go to the river fork, right next to the mountain formation. ---------- River Fork ---------- Pick up both the note and the rock lying around. If you take a closer look at the rock, you'll learn that it's a piece of flint. Isn't that neat? Now, walk up the footholds. Pick up the note on the floor. See the primitive art? It's, obviously, some sort of catapult. If you use your catapult, Guybrush will tell what he can see, which is where the catapult's pointing at. Now, head up the footholds. Herman will show up again. Talk with him if you want, but he's not really important for now. Push the rock, and... you'll sink your ship! Nice going, genius (you don't actually have to sink your ship, but I still say you should do it because it makes the ending a bit more interesting.) Anyways, head back down. Pick up the note and pull the catapult twice. It should be aiming at the banana tree down at the beach, now. Head back up, pick up a rock to set it in place and push it. It will hit the banana tree! Horray! What are the odds? Anyways, head all the way back down to the river. Use the gunpowder you have on the dam. Now, you can either open the spyglass and use the lens on the sun or you could use the cannon ball/staple remover with the flint. Either way, the gunpowder will explode and you'll destroy the dam, making the waterflow carry you away to the overview. Head to the pond, now. RANDOM TRIVIA: At the highest part of the River Fork, if you stay on the edge at the most right, you'll get a reference of Sierra adventure games and how you usually die through suck ridiculous ways on them. ---- Pond ---- Ouch... wouldn't like to be that guy. Poor fella... Grab the note on the floor. Herman will show up, blah blah blah. Pick up the rope next to the dead guy and head to the overview. ---------------------- Monkey Island Overview ---------------------- Go south. You've probably noticed there's a crack near the beach. Go there. ----- Crack ----- So, there's the pair of oars you need so much! Too bad it's down there at the bottom. Use one of your ropes on the branch and get down. Then, use the other rope on the stump and go all the way down to the bottom. Pick up the oars and climb all the way back up. Head to the beach. ----------- South Beach ----------- There are two bananas on the ground, so grab them (yeah, that stupid bolder was able to knock off just two miserable bananas). Use your oars on the rowboat. ---------------------- Monkey Island Overview ---------------------- You're back to the overview, but you're on the water now. Just keep rowing all the way up north until you reach the beach you couldn't before. ----------- North Beach ----------- Pick up the note, head to the jungle and then head to the village. ------- Village ------- Head left and you'll see a bow of fruit next to a huge stone head. All of the fruit are a little overripe, except for a couple of bananas. Grab them. Try to leave the village and some cannibals will capture you! Oh, just great... Well, now you're stuck inside a hut with some skulls and a huge banana picker. Pick up the note on the floor, and them pick up the skull. There'll be a loose board beneath it. Open it and head inside and you'll escape! You won't be able to take the banana picker if you picked it up, though. It's too big. ---------------------- Monkey Island Overview ---------------------- Head south and go to the beach next to the Clearing. ---------- East Beach ---------- Pick up the bottle to read a note (which is useless by now... oh, well). Go to the island overview. ---------------------- Monkey Island Overview ---------------------- Go all the way south. There should be a grey dot (a monkey) walking around. Go there. ------ Jungle ------ There'll be nothing but some monkey going back and forth around here. Give him all the bananas you have and he'll start following you. Head all the way back to the clearing you just saw earlier. ----------- Monkey Head ----------- Head right (Don't mind the impaled corpses, by the way). There'll be a totem pole next to the fence. Pull it's nose and the fence will open! Too bad it will also close as soon as you let go of the nose, though... thankfully, your little monkey helper will hold the switch for you... until he starves to death, as we learn much later at Monkey Island 4. Anyways, go inside. There'll be several idols lying around, but pretty much all of them are too heavy for Guybrush's spaghetti arms. The only one you'll be able to get your hands on is the wimpy little idol, so pick that up and then head ALL the way back to the cannibal's village. RANDOM TRIVIA: One of the idols looks like the duo Sam & Max ------- Village ------- Head all the way left. There's nothing here for you to, actually, so head back right and the cannibals will stop you! Lucky for you, they'll leave you alone if you give them some sort of offering for the monkey head, so give them the wimpy little idol you've got and they'll let you come and go as you please now. The hut they trapped you in is open now, so go inside and grab that huge banana picker. Now that crusty old man, Herman, will be standing next to the village's entrance. Hand him the banana picker and he'll give you the monkey head's key (eeer... a huge Q-tip...ok...). Head all the way back to the monkey head, now. ----------- Monkey Head ----------- Use the monkey head key on the monkey head ear and it'll open! Head inside it. --------- Catacombs --------- Head all the way right and you'll enter some sort of labyrinth. You won't be able to find your way through here for now, so head ALL the way back to the village. ------- Village ------- The cannibals will be here and will start talking to you. They'll mention some kind of potion that can kill ghosts, but, unfortunately, they need a rare root that LeChuck stole. They also seem to have a head of a navigator that seems to be able to guide you through the catacombs, but the cannibals won't give it to you because it's the only one they have. After the talk is over, feel free to give them the monkey head key. You don't need it anymore. Now, if you've looked at the leaflet Stan gave you, you'll see that it says ''How to Get Ahead in Navigating''. They'll think they're instructions to get a new head (suckers!) and they'll give you the one you have, together with a necklace that makes it invisible to ghosts (aww, that's nice). Head back to the monkey head and into the catacombs. --------- Catacombs --------- Go all the way right into the labyrinth. Now that you have the head, it'll be a piece of cake to find your way here! Use the head and Guybrush will take it out of his pants (ew). Just follow it's nose all the way through the labyrinth (the right path always changes). Oh, and don't forget you need to stand still so the head can show you where to go. Eventually, you'll reach LeChuck's ghost ship! You can't board it yet, though, pretty much because of all those undead people around. So, what to do? Well, your head has a necklace that makes you invisible to ghosts! Ask him if you can have it and insist a little (or threaten to throw him into the lava, either way it'll work). Now, use the necklace and head to the ship. ---- Deck ---- You'll see the ghostly crew having some fun. Good thing you have your eyeball necklace with you! Go a little to the left, open the door and go inside. --------------- LeChuck's Cabin --------------- Thankfully, not even the fearsome Ghost Pirate LeChuck can see you. But he can still hear you, though. You're interested on that key on the wall, but if you try to get it, he'll hear your footsteps! Good thing Stan gave you a compass with a strong as hell magnet. Use it on the key to get it. Leave the cabin. ---- Deck ---- Go to the right side of the deck, now. There's a door here, but you can't open it because it's too noisy and it'll catch the attention of the crewmen. So, you have to go down the hatch instead. --------- Dormitory --------- Nothing to do here now. Go right. ---------- Store Room ---------- Use the pick up command on one of the chickens to pluck a feather off it. Now, head back to the dormitory. --------- Dormitory --------- You've probably noticed the guy sleeping here. Wait for him to dangle his arm holding the jug out of bed and use the ghost feather on him a couple of times. He'll drop the jug of grog. Pick that up and go back to the store room. ---------- Store Room ---------- Use the key on the hatch and climb it down. ---- Hold ---- Well, you're invisible, but the rat here can still smell you, so if you get too close, he'll try to bite you! Use the jug o' grog on the dish to knock the rat out cold, grab some of the grease to your right and go all the way back up to the deck. ---- Deck ---- Use the glob of grease on that squeaky door, open it and head inside. ---- Brig ---- There'll be a big ghost blocking the way to Elaine's cell. Lucky you, he's just sleeping, but you won't be able to get to the cell either way. Just pick up the ghost tools and head all the way back to the store room. ---------- Store Room ---------- Use the ghost tools on the glowing crate to the right, look inside and you'll get that damn root at last! Now head ALL the way back to the village (lucky for you, the game will finally start skipping all the annoying rowboat part). ------- Village ------- Guybrush'll give the cannibals the root and they'll make the potion right away. Leave the village to get back to the catacombs and to face LeChuck! --------- Catacombs --------- What the... the ghost ship isn't here anymore! All that's left is Bob! It looks like LeChuck took Elaine back to M�l�e to marry her! Oh, no! What to do now!? Thankfully, Herman will show up and... errr... let you ride his ship back to M�l�e... that crazy old pantless bastard... Anyways, we're heading back to the place where this adventure started! (if you didn't sink your ship, your crew will show up to take you back home. Yeah, they've suddenly decided to stop being assholes for some reason...) +*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+ * 2-4 -- LAST PART: Guybrush Kicks Butt -- * +*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+ ************ M�l�e Island ************ ------- Village ------- You're back at the docks, and the first thing you'll probably notice is that almost all your inventory is GONE, with the two exceptions of the magic seltzer bottle and your money. But it's more than enough for you to finish the game, considering you don't even need the money. What you need to do here is head to the church right away. If you don't remember where it is, it's the building right next to the store where you bought your shovel and sword, among other of your stuff. Along the way, you'll face a couple of ghost pirates! But have no fear! Your root beer will deal with them right away! ------ Church ------ Guybrush comes in just in time for the clich� ''if anyone has anything against these two blah blah blah'' moment to ruin the wedding. But I'll be damned! That bride wasn't the governor at all! The real governor shows up and reveals that the bride was actually two monkeys holding a bottle of voodoo rootbeer! She tells you that she was able to escape because lots of LeChuck's crewmen were her friends when they were alive, so helped her, not to mention LeChuck is an idiot. Know what that means? That's right! This entire jorney was POINTLESS! Wow, kinda turns you off, doesn't it? But anyways, Guybrush, bozo as he is, tries to grab the root beer from the monkeys and they run away. Oh, and another bad thing is that your bottle is jammed, so you won't be able to spray it on LeChuck! Oh, crap... Of course the fearsome Ghost Pirate will be rather... mad at you and he'll give you a punch so hard it'll send Guybrush flying all over throught the island until he, eventually, lands on Stan's (you'll also lose your seltzer bottle in the process). ------------------------------- Stan's Previously Owned Vessels ------------------------------- Guybrush will drop right into that stupid money-eating grog machine, dropping a bottle of root beer in the process! Since this game is pretty gentle when you consider improvising, regular root beer will do to kill ghosts! Anyways, Stan will show up, but LeChuck will, thankfully, punch him all the way up the ionosphere. He'll also drag you out of the grog machine. As soon as you come back to your senses, quickly pick up the root beer bottle on the floor and use it on him before he punches you again! He'll explode and turn into some nice fireworks. You'll see your crew inside that old cannibal's hut (or you'll just see Herman wondering where the hell did you go, if you didn't sink your ship), Guybrush and Elaine will finally be together and they live happily ever after. OR DO THEY? We'll see next on Monkey Island 2: LeChuck's Revenge! Thank you for reading, and congratulations for finishing The Secret of Monkey Island! +*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+ * -3- -- ITEM LIST -- * +*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+ On this section, I'll give you all the items you need on your adventure, saying where you get them and what you need them for. And by ''items you need'', I'm saying that I won't bother pointing out any of the items that don't really have any purpose. Anyways, here are the items, in alphabetical order: ------------------- 100% Cotton T-Shirt ------------------- WHERE: Beat the Sword Master and she'll give it to you. USE: You need to earn this to complete the sword fighting trial. ------------------- 478 Pieces of Eight ------------------- WHERE: The circus. Get shot from the cannon and you'll get payed (you need the pot to do this). USE: Buy the shovel, sword, breath mints and treasure map and to pay Captain Smirk's sword fighting lesson. ------------- Banana Picker ------------- WHERE: Inside the hut in the village. You'll only be able to get it after you have given the cannibals the wimpy little idol. USE: Give it to Herman so he gives you the key to the Monkey Head. ------- Bananas ------- WHERE: There are a total of five bananas. One you'll find right next to the banana tree on the beach you land on. Two you'll get on this exact same spot, but you'll have to hit the tree with a rock, first. The other two you'll find on the cannibal's village, right next to a huge stone head. USE: Give all of them to the monkey you find in the jungle and he'll follow you around and keep the fence to the Monkey Head open. ------------------- Bottle of Root Beer ------------------- WHERE: Stan's Previously Owned Vessels, right after LeChuck punches you into the grog machine. It'll be on the floor. USE: Use it on LeChuck and he'll turn into fireworks. Horray! ------------ Breath Mints ------------ WHERE: Buy it from the store at M�l�e. USE: Give it to Otis so you're able to talk to him. Also used as one of the ingredients of the Voodoo soup on Part 2. ----------- Cannon Ball ----------- WHERE: At Herman's fort, after you push the cannon. USE: You can use it with the flint to light the gunpowder you put in the damn. ------------- Captain's Log ------------- WHERE: The Captain's Cabin. It's inside one of the desk's drawers. USE: Make you know about the recipe. Also, it can and should be used to get a flaming mass. ----------- Carrot Cake ----------- WHERE: Otis will trade it with you for the gopher repellent. USE: Open it up to get the file. ---------- Cereal Box ---------- WHERE: Inside the cupboard in the ship's kitchen. USE: Open it to get a prize! Also, it's one of the voodoo soup's ingredients. --------------- Cinnamon Sticks --------------- WHERE: Inside the chest inside the cabinet in the Captain's Cabin (you'll need the small key). USE: It's one of the ingredients for the voodoo soup. ------- Compass ------- WHERE: Stan will give this to you. It's extremely magnetic. USE: You use it to get the key hanging on the wall of LeChuck's cabin. ------- Feather ------- WHERE: You pluck this from one of the ghost chickens at the ghost ship's store room. USE: Use it to tickle the ghost sleeping in the dormitory so he drops the jug o' grog. ---- File ---- WHERE: Open the carrot cake you've traded with Otis. USE: You need it to open the lock to the Idol of Many Hands. ---- Fish ---- WHERE: Scumm Bar's kitchen, right outside to the right. Step on the plank a few times to scare the seagull so you are able to grab it. USE: It's the toll so you can pass through the bridge. Give it to the troll. ----- Flint ----- WHERE: At the River Fork. There's a note under it. You need to look at it to realize it's flint. USE: Use it with either the cannon ball or the staple remover to light the gunpowder you put in the dam. ----------- Ghost Tools ----------- WHERE: The brig. Just pick them up out of the wall. USE: You need these to open the crate where the root is. ------------------- Giant Piece of Rope ------------------- WHERE: In the ship's store room. It'll be lying around. USE: You use it as a fuse so you can be shot from the ship's cannon. -------------- Glob of Grease -------------- WHERE: At the ghost ship's hold. You'll need to get the rat down there drunk with the jug o' grog before getting to the grease. USE: You use it on the squeaky door to the left of the ghost ship's deck so it stops squeaking. ---------------- Gopher Repellent ---------------- WHERE: It's one of the random items you get when fighting Shinetop while trying to steal the idol. USE: Trade it with Otis for the carrot cake. --------- Gunpowder --------- WHERE: Inside the kegs in the ship's store room; Push the cannon on Herman's fort on Monkey Island. USE: It's one of the voodoo soup's ingredients; You need to use this with the ship's cannon so you can get shot from it; You use it on the dam in the river fork to blow it up (wow, gunpowder sure is useful). ------------ Hunk of Meat ------------ WHERE: The Scumm Bar's kitchen. It'll be on a table. USE: Cook it and use the yellow flowers on it. Give it to the dogs guarding the Governor's Mansion to knock them out. ------------------ Idol of Many Hands ------------------ WHERE: The Governor's Mansion. You'll need a file to get it. USE: You need to steal it to complete the thievery trial. --- Ink --- WHERE: The Captain's Cabin. You need to grab the feather first. USE: It's one of the voodoo soup's ingredients. --------------------- Invisibility Necklace --------------------- WHERE: It'll be wrapped around the navigator's head. Just insist a little and he'll let you have it. USE: Put it on so you can roam around LeChuck's ghost ship. ----------- Jolly Roger ----------- WHERE: The ship's Crow's Nest. USE: It's one of the voodoo soup's ingredients. ----------- Jug o' Grog ----------- WHERE: The dormitory. Use the feather on the ghost sleeping here and he'll drop the jug on the floor. USE: Use it with the dish at the Hold to make the rat down there get drunk. He won't bother you anymore this way. --- Key --- WHERE: LeChuck's Cabin. Use the compass Stan gave you to get it. USE: You use it to open the hatch on the store room's floor. ------- Leaflet ------- WHERE: Stan will give this to you. He'll also give some other literature, but this is the only one that has some use. USE: Give it to the cannibals so they give you the navigator's head. ---- Lens ---- WHERE: Open the spyglass you got at the fort. USE: Use it with the Sun at the River Fork so you light the gunpowder you put in the dam. -------------------- Magic Seltzer Bottle -------------------- WHERE: The cannibals will give this to you after you get the root back from the ghost ship. USE: Kill ghosts. That's all. --------------- Monkey Head Key --------------- WHERE: Herman will give this to you in exchange of the banana picker. USE: Use it on the Monkey Head's ear to open it up. ---- Mugs ---- WHERE: The Scumm Bar, right after Elaine is kidnapped. You'll find 5 of them. USE: Take grog all the way to the jail, so you can melt the cell's lock. ---------------- Navigator's Head ---------------- WHERE: The cannibals will trade it for the leaflet ''How to Get Ahead in Navigating''. USE: You need the head to find your way through the catacombs. ---- Note ---- WHERE: The look-out will give it to you after you finish the trials. USE: You need it to prove to your future crewmen that Elaine's been kidnapped. -------------- Note of Credit -------------- WHERE: Inside the store's vault. Ask the shopkeeper for it so you catch the vault's combination, tell him you want to fight the Sword Master and, while he is not there, open the vault and steal it. USE: After a lot of bargaining, use it to by The Sea Monkey from Stan. ---- Oars ---- WHERE: There's a pair of oars in the bottom of the Crack. You'll need both of the ropes to get there. USE: You need them to use the rowboat at the beach. --- Pot --- WHERE: The Scumm Bar's kitchen, under the table. There's another pot inside the ship's kitchen on Part 2. USE: Both pots are used as helmets when you get shot from a cannon. ----- Prize ----- WHERE: Open one of the cereal boxes you find in the ship's kitchen. USE: Look at it and you'll get a small key. ---- Root ---- WHERE: Inside a crate in the ghost ship's store room. Use the ghost tools on the crate and then look inside it. USE: Take it to the cannibals so they can make the anti-ghost voodoo potion. ----- Ropes ----- WHERE: There are two ropes. One you'll find lying around Herman's fort. The other one you can find next to the dead guy at the Pond (you'll need to blow up the dam to get it). USE: You need both ropes to climb all the way down the Crack and grab the pair of oars in the bottom. ------------------------------------------ Rubber Chicken With a Pulley in the Middle ------------------------------------------ WHERE: The Voodoo Shop. It'll be on top of a trunk. USE: You need it to get to Hook Island. Use it on that cable. ------ Shovel ------ WHERE: Buy it from the store at M�l�e. USE: Dig up M�l�e's treasure ----- Skull ----- WHERE: The hut where the cannibals lock you up. It'll be on the floor. USE: None. You have to pick it up just so you can open the loose board on the floor. The skull is in the way. --------- Small key --------- WHERE: Look at the prize you find inside the cereal box. USE: Open the locked cabinet inside the Captain's Cabin. -------- Spyglass -------- WHERE: At Herman's fort. It'll be lying on the floor. USE: Use it next to the stone catapult so you can know where it's pointinf at. Later, you can open it to get the spyglass. -------------- Staple Remover -------------- WHERE: It's one of the random items you get at the fight against Shinetop at the mansion. USE: You can use it with the flint to light the gunpowder you put in the dam. ----- Sword ----- WHERE: Buy it from the store at M�l�e. You also can get one underwater after Shinetop tries to kill you (he'll confiscate your sword before he does so). USE: Fight the pirates and the Sword Master. You need to have this so Captain Smirk teaches you how to fight. ------- T-Shirt ------- WHERE: You'll dig it up. It's M�l�e Island's treasure. USE: You need to find this to complete the treasure hunting trial. ------------ Treasure Map ------------ WHERE: Buy it from the coat guy on the street corner on the village. USE: Find the treasure, obviously. ------------------ Voodoo Soup Recipe ------------------ WHERE: Inside the chest inside the cabinet in the Captain's Cabin (you'll need the small key). USE: Err... make the voodoo soup? Also, it can be used to get a flaming mass. ----------------- Wimpy Little Idol ----------------- WHERE: Next to the Monkey Head. It'll be on the floor. USE: Give it to the cannibals and they'll let you come and go around their village as much as you please. ---- Wine ---- WHERE: The ship's store room. It's inside a chest to the right of the screen. USE: It's one of the voodoo soup's ingredients. -------------- Yellow Flowers -------------- WHERE: You'll find those in the forest, on your way to find M�l�e Island's treasure. USE: Combine it with the stewed meat and give it to the dogs guarding the mansion to knock them out. +*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+* * 3 --CREDITS-- + +*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+* Thanks for LucasArts forthe adventure games... except Zak McKracken, I gotta admit I didn't really like it. Thanks for all the FAQs writers out there for inspiring me. Thank YOU for reading it, or else there wouldn't be any point on writing it in the first place. Very special thanks for the three-headed monkey. I'd also like to saythat I'm not a natural English speaker, so I'm sorry for any grammar mistakes. Peace to you all. And, just to remember, if you have any doubts, problems or comments just send me an e-mail. ([email protected])