THE CURSE OF MONKEY ISLAND MEGAMONKEY WALKTHROUGH
(With differences in modes explained.)
by Cindy Wells {[email protected]}

PREFACE: In this walkthrough the three icons (hand, eyes and parrot) are
usually mentioned by the actions they perform on a specific object.
However,
in special cases where the icon’s connection to an object is not obvious
(such as using the parrot icon to bite something) I will mention it as well

to avoid confusion. Talking thoroughly with someone means asking every
question until questions are repeated (usually basically saying "could you
tell me that again?"). Generally during the game you want to talk as much
as
possible, as there is often crucial information given. Knowing why you are
doing what you are doing makes playing the game more enjoyable, even if you

are doing a walkthrough. In some instances the walkthrough has some
repetitive
parts that are either for enhancing your knowledge of what you are doing,
or
in some instances to add funny segments that couldn’t be reached without
making a mistake at least once. There is always a reason behind these
deviations from efficiency, rest assured. Enjoy the game, and feel free to
abandon the walkthrough at any point to try solving the puzzles yourself.
The more puzzles you solve through your own ingenuity the more enjoyable
the game is. Uppercase letters are used on new inventory items, so that you

know where you got them when they are required later in the game.
[Note: guides to the differences between Regular and MegaMonkey mode are
included in the parts where they occur.]

Contents
Part I: The Demise of the Pirate Zombie LeChuck
Part II: The Curse Gets Worse
--The Crew
--The Map
--The Ship
--Elaine
--Guide to differences in Regular and Mega modes
Part III: Three Sheets to the Wind
-- Insult and Reply Guide
-- Rottingham Reply Guide
Part IV: The Bartender, the Thieves, His Aunt and Her Lover
--Guide to differences in Regular and Mega modes
Part V: Kiss of the Spider Monkey
--Clearing Guybrush’s Head
--Guide to differences in Regular and Mega modes
Part VI: Guybrush Kicks Butt Once Again
--Guide to differences in Regular and Mega modes

PART I: THE DEMISE OF PIRATE ZOMBIE LE CHUCK
You start the game in the hold. Pick up the RAMROD and then talk to the
small
pirate thoroughly. The "you’re a failure as a pirate" is the crucial
comment
that ends the conversation, so if you enjoy witty conversation save that
for
last. Now that Wally is in tears take the PLASTIC HOOK. Now you can use the

cannon (hand icon). While you can simply try shooting randomly until you
actually hit the boats, to hit them dead on each time, here are
instructions:
for the two closest boats line each up with cannon vertically, point the
cannon all the way down and then up just one notch. Shooting from this
position should hit them both perfectly. For the two boats farther away use

the same method, only use 7 notches up instead. Once finished use the red
arrow to look out the window the cannon sticks out of. In inventory use the

ramrod on the plastic hook to make a GAFF. Keep listening to Murray--the
game’s comic jewel--until he comments about how unfair this is. Talk to
Murray thoroughly in one of the funniest dialogues I’ve heard. (I have
found
to my dismay that if you choose comments in the wrong order, some of the
comment options disappear. The optimal dialogue path I found is "Lose
Something?", "doorstop", "BOB", "candle", any sarcastic scream, "eyeballs",

"wear" and "bald".) Now use the gaff on the debris: this gets you the
SKELETON ARM and the CUTLASS. For fun use the skeleton arm on Murray,
then the gaff on Murray. Now use the red arrow to go back inside. You’ve
got to bust our way out. Remember Newton’s law that every action has an
equal and opposite reaction? Put this to use by using the cutlass on the
restraint rope, and then use the cannon. After the sequence you’ll be stuck

in the treasure hold. You need to get through that hole in the top. Pick up

the BAG (it’s filled with wooden nickels) then pick up the RING. Diamonds
have more uses than one, so use the ring on the porthole and you will float

your way up through the hole.
[Note: No difference between regular and mega modes.]

PART II: THE CURSE GETS WORSE
Pick up the EMBER among the ship remnants and head down the path to the
right. Click on the red arrow to go to the map. Click on the swamp area to
go see the Voodoo Lady: she always has the best information on what needs
to be done to counteract curses. After talking again to Murray (he pops up
in the strangest places) go into the wrecked ship. Pick up the PASTE and
PIN.
Next use the bag of nickels on the gumball machine to get PACK OF GUM.
You’ve
pretty much cleaned out the useful items, so pull the alligator tongue to
summon the Voodoo Lady. Talk thoroughly with the Voodoo Lady, using every
option until they repeat. Some of these bring up useful information and
some
are just for amusement. By the end you should know that:
1. You have to get to Blood Island to get the ring
2. You have to get a crew, map and ship to get to Blood Island
3. You have to get Elaine from the pirates of Danjer Cove
Also take note of the El Pollo Diablo tale: it should proves useful later
on.
It’s time to get working on getting the crew, map, and ship. While some of
the things done in the section are important in getting the other items,
for
the first part you’ll focus on getting the crew.
*THE CREW*
Exit the wrecked ship and swamp to the map and use the far left arrow on
the
town of Puerto Pollo. Examine the disclaimer to the right of the lemonade
stand and then talk to the small pirate. Buy some lemonade. So you got
cheated, but you can beat him at his own game later. Walk right and examine

the signs surrounding the entrance to Danjer Cove (currently overgrown with

bushes). For fun talk to the walk-through ordering speaker on the side of
the
chicken house. Take the flyer nailed to the wall and go into the chicken
shop.
It looks like you’ll have to have a reservation slip before returning.
Continue right and click on the red arrow going into the left side of the
Theater (the building with the "Speare!" sign). Examine the Blood Island
sticker on the side of the trunk. Next examine the pirate coat and then
take the DANDRUFF. Open the pocket of the coat and take the WHITE GLOVE.
Now take the MAGIC WAND and use it on the magic hat to get a BOOK. In
inventory examine the book: it’s on ventriloquism. Also notice that the
dandruff is in fact LICE. For fun try to take the donkey head mask on
the wall. Head upstairs just to get a sense of the lighting area, but
there’s nothing you can do here now. Go back down , to the right and onto
the
stage. Talk to the hideous pirate for fun, and then talk to the actor.
You can talk about other things, but focus on Blood Island: he won’t let
you
into the production or watch the rehearsal. You’ll learn that his agent
Palido is on the beach at the Brimstone Beach Club. You’ll go there later
when trying to get the map. Leave to the left and walk through the dressing

room to the outside. Next head down to the docks and into the Barbery Coast

barber shop. For fun talk to Rottingham and use as many insults and scare
tactics as possible. Obviously that won’t work, so you’re going to have to
play dirty. Use the lice on the comb while the barber is resting it on the
table. Bye-bye, Baldy! Use the chair to start the haircut and then talk
thoroughly to Haggis, especially about him joining the crew. You’ll find
out
you need to win the caber toss. Don’t end the haircut to try it out just
yet:
you’ll need to even the playing field before doing that. For now start by
getting the scissors. To do this use the handle on the chair once and then
take the PAPER WEIGHT. Haggis’ place in the book will be lost, and he’ll
leave. Use the handle on the chair 3 more times and then take the SCISSORS.

You’ll automatically go back down. At this point you can end the haircut
and
go talk to the other pirates. Talk next to the salty pirate who turns out
to
be Cutthroat Bill. Talk thoroughly with him, especially about whether he’s
still pirating. You’ll need to bring him a gold item before he will join
your
crew. Next get his jawbreaker by patting him on the back (hand icon) twice.

Pick up the JAWBREAKER from the floor. Next talk thoroughly to the dapper
pirate (Edward). For fun try auditioning for the 4th member of the
barbershop
quartet position using every song you know, and use every insult. Obviously

that’s not the sort of insult he wants. Use the white glove on Edward to
challenge him to a duel. When you get to the duel field and focus on the
pistol cases, close the center box lid. Use the hand on the banjo case
behind
him to choose the banjo as your weapon. What proceeds is 3 sessions of
dueling
banjos, if you get the order down correctly (you start over with the first
if
you get one strum wrong). To help I’ve left spaces for writing down the
number
of the string that needs to be strummed in the series (top string is 1,
bottom
is 5). The first is a series of 4, the second of 5, then the third of 6.
String series: 1. __ , __ , __ , __ 2. __ , __ , __ , __ , __
3. __ , __ , __ , __ , __ , __
When he gets cocky at the end use the hand icon on the gun pile, take the
pistol, then use the pistol on the dueling banjo. You’ve gotten your first
crew member, Snugglecakes! (I’m talking about him, not you. Honestly, we’ve

never met.) Leave the barber shop and go back to the undergrowth
surrounding
Danjer Cove. Use the scissors first on the mysterious FLOWER, and then on
the
undergrowth. Remembering the chemical effects of the ipecac flower should
prove useful later on, so keep it in mind. Well not exactly later on. To
get
yourself out of the belly of the snake start by picking up every item just
to
the left of you in the snake’s stomach. Go into inventory and use the
flower
on the syrup, then the ipecac syrup on the head of the snake. Out of the
frying pan and into the . . . sand? To get out of the quicksand use the
hand
icon on the reeds and the thorn bush to get REED and THORN. Then go into
inventory and use the thorn on the reed to make the PEA SHOOTER, and then
use
the balloon on the paper weight. Use the parrot icon on the floating
balloon
to blow on it. Now use the pea shooter on the floating balloon. Finally
you’re
at Danjer Cove. Examine the boat on the shore: it looks like you’ll have to

fix that hole before we can proceed to the pirate ship. Leave the cove and
when at the map choose the center arrow into Puerto Pollo. If you’ve looked

in inventory you might have noticed that you now have a RESERVATION SLIP
for
the chicken restaurant. Head into the restaurant with confidence, and start

out by talking to Blondebeard, especially about El Pollo Diablo and where
he
needs to deliver chicken. Notice his tooth: that’s all the gold we’d need
to
convince Bill. Give the jawbreaker to Blondebeard, and then give him the
gum
when he asks for something chewy. Get the pin out of inventory and use it
on
the bubble that Blondebeard periodically blows. Pick up the tooth off the
floor.
However, Blondebeard will frisk you if you try to go out for the tooth, so
the
tooth will have to make it out some other way. To do this eat some of the
gum
yourself, then use it on the gold tooth. Use the parrot icon on the balloon
to
breath the helium, and then on the gum and tooth to chew it. The bubble you

blow will float out the window. (Sounds like it went down something metal.)

Before you leave pick up the BISCUIT, BISCUIT CUTTER and PIE PAN. Go into
inventory and eat the biscuit: yuck! Next use the maggots you find inside
the
biscuit on the gross chicken sitting on the table. A BRIMSTONE BEACH CLUB
CARD!
Pick it up and then give the quiet patron a shove. Promotions for future
LucasArts products aside, pick up the SERRATED KNIFE from the patron’s
back.
Now leave the restaurant, and once you get outside and use the pie pan on
the
mudpuddle under the drain pipe. You’ve got the GOLD TOOTH. Before you show
Bill
the tooth, head through the archway on the right side of the city to the
playing
field. It’s time to give Guybrush some help with the caber toss: obviously
strength alone won’t be enough. Go onto the grassy knoll and use the
serrated
knife on the sawhorse beneath the keg of rum. After that comes tumbling
down
use the ember on the trail of rum. Kaboom! Now you have a rubber tree to
use
for your caber. Leave the grassy knoll for the playing field, and before
you
leave for the barber shop use the biscuit cutter on the remaining rubber
tree:
now you have a RUBBER PLUG for the boat. Return to the barber shop and show
the
tooth to Bill. Talk to Haggis and agree to try the caber toss. Looks like
you
now have all three crew members.
*THE MAP*
After the animated sequence head for the ? on the beachy penninsula on the
lower-right portion of the island. Try to go onto the beach, but you will
be
rudely affronted by the Cabana Boy. Show him your club card and he can’t
refuse you. Head onto the beach: you won’t get very far before you get
serious
burns on your feet. Return to the cabana and pick up 3 TOWELS, one after
another. Use the towels on the ice bucket. Go back onto beach and use the
towels on the hot sand 3 times to form a complete path across the beach.
Talk
to the sunbather, particularly about Blood Island. Once you find out he has
a
map on his back, take his MUG as he requested: it’s time to give him an
artificial sunburn. Open the gate and go through it to get back to the map.

Go to the far left side of Puerto Pollo and use the mug on the BOTTOMLESS
MUG
at the lemonade stand to switch them. Agree again to buy lemonade. After he

retreats, take the PITCHER and use it on the dye vats. Return to the map
through
the Danjer Cove exit and head back to the beach. Use the bottomless mug on
Palido, and then the pitcher on the bottomless mug. Insta-sunburn, but how
to
take the map? Remember about his comment on sunburn peeling? I know, it’s
too
gross, but it’s all we’ve got. Head back to the Cabana: the Cabana Boy
won’t
give up the vegetable oil easily, so this means war. Pick up a TOWEL use it
on
the ice bucket, then use the wet towel on the Cabana Boy locker room style.

Take the VEGETABLE OIL and return to the beach. Use the oil on the map to
burn
the skin, then use the hand icon on the map to peel it off. You’ve got the
MAP,
so let’s go get the ship next.
*THE SHIP*
Head back to the map and over to Danjer Cove. To get the ship you have to
become
the magic and the mystery that is . . . El Pollo Diablo. In inventory
combine
the paste and the rubber plug, then use the sticky plug on the gaping hole
in
the boat. Use the boat and head for the pirate ship. Once there, climb up
on
deck. You aren’t welcomed there apparently, but due to economical measures
they won’t tar and feather you. After you jump back into the boat, use the
serrated knife on the plank. Now they’ll have no choice. Go up on deck
again
and alert Fossey by attempting to open the door. Once you return to the
beach
leave Danjer Cove. While you could go directly to your final destination at

the chicken restaurant, for fun go to the swamp and the barber shop first.
Once at the chicken restaurant you’ll be served hot and juicy to the cabin
of the pirate ship. LeChimp, eh? After Fossey finishes talking, use the
ventriloquism book on LeChimp. You’ve now gotten the ship under your
control,
so open the right porthole and jump out (your plank awaits you).
*ELAINE*
The TREASURE MAP you found on the ship is actually instructions for using
the lights at the theater. Return to the theater and walk to the right onto

the stage. You will walk back off to avoid watching public embarrassment
(luckily the monkeys aren’t upset: not exactly discriminating clientele).
Go upstairs and then use the directions on the map (NW is upper-left, W is
left, SW is lower left, etc.): SE, NW, W, S, E, NE, NE, E, SW. If you get
one
wrong just flip the switch and start over. For fun keep watching the
spotlight
shape after each pressing of the button (particularly just after the first
NE).
Now that the X has marked the spot, you need to go down and find a way to
get
the actor off the stage. Use the CHICKEN GREASE (went into inventory
automatically from chicken pot) on the cannonballs to cause the actor to
fumble when he juggles them. Now that he’s out of the way, go onto the
stage
and pick up the shovel to start digging.
*DIFFERENCES IN GAME MODES*
In the Regular Mode here are all the things that have been altered:
1. You don’t need to get Bill to spit out the jawbreaker
2. You don’t need to fix the boat, hence no paste or biscuit cutter
available
3. The white glove is not in the pirate coat’s pocket, but is instead
hanging
from the sleeve
4. You aren’t frisked by Blondebeard for gold tooth, thus no pie pan
available
5. You don’t need to use maggots on the chicken to get club card, thus no
maggots in inventory
6. You don’t have to use lengthy directions with the lights: simply flip
the switch

PART III: THREE SHEETS TO THE WIND
OK, so Rottingham has the map: we’ll get it back eventually. If we ever get

the pirates to stop singing, that is. The key ending word to land them
voiceless is orange: they can’t find a rhyme for it. This phrase will come
up
after several singing sessions. While I rather enjoyed the singing and
saved
orange for last, everyone’s a critic, so end it as soon as you wish. Now
comes
the critical decision: will you be a man of action and battle on your own,
or
a man of intellect and use help. If you choose the former you can always
switch
if it gets too rough by talking to Haggis. A general strategy note is to
try
as often as possible to be perpendicular to the other boat with your
cannons
facing its bow or stern. (front or back). You can then get them without
getting
shot yourself. When you defeat them, it’s another matter, so here’s the
handy
dandy Insult and Reply Guide with spaces included to check off which ones
you
have gained and are available for use. A general rule with the insults is
to
always use the insults you don’t know the replies to first, as the chances
of
finishing off the pair are much greater. It’s the replies that you’ll need
in
your duel with Rottingham, so insults without the replies are of no use.

*INSULT AND REPLY GUIDE*
1. __ Every enemy I've met I've annihilated!
__ With your breath, I'm sure they suffocated.

2. __ You're as repulsive as a monkey in a negligee.
__ I look that much like your fiancee?

3. __ I have never seen such clumsy swordplay!
__ You would have, but you were always running away.

4. __ I'll hound you night and day!
__ Then be a good dog. Sit! Stay!

5. __ Killing you would be justifiable homicide!
__ Then killing you must be justifiable fungicide.

6. __ I'll skewer you like a sow on a buffet!
__ When I'm done with you, you'll be a boneless fillet.

7. __ Would you like to be buried or cremated?
__ With you around, I'd prefer to be fumigated.

8. __ When your father first saw you, he must have been mortified!
__ At least mine can be identified.

9. __ En garde! Touché!
__ Oh that is so cliché.

10. __ Coming face to face with me must leave you petrified!
__ Is that your face? I thought it was your backside.

11. __ You can't match my witty repartee!
__ I could if you would use some breath spray.

12. __ I'll leave you devastated, mutilated and perforated!
__ Your odor makes me aggravated, agitated and infuriated.

13. __ Throughout the Caribbean, my great deeds are celebrated!
__ Too bad they're all fabricated.

14. __ You're the ugliest monster ever created.
__ If you don't count all the ones you've dated.

15. __ Heaven preserve me! You look like something that's died!
__ The only way you'll be preserved is in formaldehyde.

16. __ I can't rest 'til you've been exterminated!
__ Then perhaps you should switch to decaffeinated.

Again make sure to use the insults without replies at every occasion. Your
first ship is the one with the orange "?" which are titled the "Really Not
Fearsome Pirates" keep going at this one until you have its treasure. The
next
ships are the green-colored "Mildly Fearsome Pirates", the blue-colored
"Semi
Fearsome Pirates", the brown-colored "Pretty Fearsome Pirates", the white-
colored "Fearsome Pirates", and finally the red-colored "Really Fearsome
Pirates". With each new ship keep going at it until its booty is yours,
learning new insults and replies as you go. By the time you have truly
finished
off these you should have a pretty good vocabulary of insults. Head to
Plunder
Town Harbor to upgrade you cannons to the "Destructomatic T-47" using your
ship’s booty to pay for it. Once you’ve upgraded head back to face
Rottingham.

*ROTTINGHAM REPLY GUIDE*
1. My attacks have left entire islands depopulated!
With your breath, I'm sure they suffocated.

2. You have the sex appeal of a Shar-Pei!
I look that much like your fiancee?

3. I have never lost a melee!
You would have, but you were always running away.

4. You'll find I'm dogged and relentless to my prey.
Then be a good dog. Sit! Stay!

5. When I'm done your body will be rotted and putrefied!
Then killing you must be justifiable fungicide.

6. Your lips look like they belong on the catch of the day!
When I'm done with you, you'll be a boneless fillet.

7. I give you a choice: you can be gutted or decapitated!
With you around, I'd prefer to be fumigated.

8. You're a disgrace to your species! You're so undignified!
At least mine can be identified.

9. Your mother wears a toupee!
Oh that is so cliché.

10. Never before have I faced someone so sissified!
Is that your face? I thought it was your backside.

11. Nothing can stop me from blowing you away!
I could if you would use some breath spray.

12. I can't tell which of my traits has you the most intimidated.
Your odor makes me aggravated, agitated and infuriated.

13. My skills with a sword are highly venerated.
Too bad they're all fabricated.

14. Your looks would make pigs nauseated!
If you don't count all the ones you've dated.

15. Nothing on this earth could save your sorry hide!
The only way you'll be preserved is in formaldehyde.

16. Your stench would make an outhouse cleaner irritated!
Then perhaps you should switch to decaffeinated.

You’ve now reclaimed the MAP. In the off chance that you had not gained
enough
replies to defeat Rottingham, simply go back to the other pirate ships,
particularly the "Really Fearsome Pirates" ship, and duel to gain more
replies.
You have no treasure and they have no treasure, so there’s nothing to lose.

After being defeated by Rottingham the game provides you with a surge of
new
insults to make sure that you aren’t defeated again.
[Note: No difference between regular and mega modes.]

PART IV: THE BARTENDER, THE THIEVES, HIS AUNT AND HER LOVER
Looks like your on your own now. Pick up the BOTTLE in the sand. Examine it
in
inventory (it’s shaving cream) and use the parrot icon on it to open it to
get
the CORK. Try to take the lotion, then talk with Haggis about the lotion
twice:
you’ll find out he’s out of tar, and will trade the lotion for anything of
the
same consistency. Leave the shipwreck area and head up the hill to the
clearing. Nothing to do here yet: just examine Elaine and the fireflies for

future reference. Now go to the hotel (the large building on the hill).
Walk
onto the patio and examine the cooking pot, barbecue and billboard. Head
indoors to the bar and examine the fork in the nacho cheese: the cheese’s
properties are remarkably tar-like. Open the door in the back and enter.
Examine the cheese: we’ll have to wait until later to get some. Take the
REFRIGERATOR MAGNET, examine the file cabinet and then leave. Head over to
the
fortune teller and examine the plaque on the table. Talk to her and keep
repeatedly asking her to read your future until she’s revealed 5 tarot
cards,
calls you a demon and won’t talk to you anymore. Take the TAROT CARDS, then

head over to the bar. Pick up the RECIPE BOOK next to the pickles and the
far
left barstool CUSHION. Also take the BROCHURES: you don’t have to, but they

foreshadow coming events if you examine them in inventory. Try talking to
the
bartender: he needs something to clear his head. Go into inventory to
examine
and read through the recipe book, paying careful attention to pages 8 and
9.
Here is the recipe for a hangover remedy--Head-B-Clear--and after that one
a
recipe for disaster which will be useful later. You need to get an egg,
pepper,
and the hair of the dog that bit you. You’ll wait until later to go
upstairs:
for now just leave the hotel and head for the cemetery. Aside from glancing

at the tomb and crypt, head left a screen. Pick up the MALLET and the
CHISEL. Also pick up the SMELLY DOG HAIR from the dog. He hasn’t bitten
yet,
so offer him the maggot infested biscuit. Chomp! That took care of that
technicality. Leave the cemetery and head for the beach (the area with the
colonnade). Walk to the right. To get the egg, use the cushion on the
rocks,
and then the mallet on the rubber tree. Now you have the EGG. Examine the
weathered sign and then leave the beach. Go to the lighthouse and examine
the
mirror: it’s broken and needs to be replaced. A lantern is also missing.
Click
on the down arrow to leave, then head over to the windmill on the hill. Try

opening the door (it’s locked) and grabbing the windmill blades (you can’t
get
a grip). We’ll have to come back to this location later for the barrel. For

now simply pick up the PEPPER from the pepper bush. Leave the windmill and
head up to the strange lights near the volcano. Walk to the right through
the village and take the BLOCK OF TOFU. I know that you’ve probably never
had
the desire to do this in the past, but trust me. Then pick up the AUGER and

the MEASURING CUP. Continue to the right and then up towards the volcano.
Talk thoroughly with the islander (Lemonhead), until he describes the
appearance of the featured guest that hasn’t shown up yet. Lactose-
intolerant volcano god? Of course this means we’ll have to give him
indigestion eventually. Leave to the bottom left and exit the village.
It’s time to head back to the hotel to give the bartender his remedy. Go
into the bar, but before you give him the items go into the back room and
use the chisel on the wheel of cheese to get some NACHO CHEESE. Then return

and give the egg, dog hair and pepper to the bartender (one after another:
he’ll do the mixing). Now that he’s willing to talk to you, talk thoroughly

to Goodsoup and you’ll learn about some very important things:
1. That the hotel business is suffering for the lack of volcano activity
2. About the guest that never checked out, who haunted the room and was
locked in
3. That the ring is in the Goodsoup family crypt with his Aunt, whereas the

diamond is on Skull Island
While you’re talking ask Goodsoup for the fruity drink with the UMBRELLA.
Go
ahead and drink the fruity drink. Pick up the EMPTY JAR. Go left and
upstairs.
Open the first door to go in. Examine the porthole, then use the mallet on
the
nail in the wall. Open the door to exit. Examine then take the PORTRAIT:
Guybrush will get rid of the frame. Pick up the NAIL. Try to open the right

door: it’s locked, just as Goodsoup said. Leave the upstairs and return to
the
bar. Try to take the mirror and then go upstairs: Goodsoup will catch you.
How to create the illusion of there being a mirror when there isn’t one? Go

into inventory and use the scissors on the portrait. Take the MIRROR and
then
use the portrait face you cut out on the mirror frame. The illusion is
complete, so leave the hotel. Now that we’re better fortified by inventory
items head over to the windmill. Use the umbrella on the windmill blades to
get
a ride to the barrel. Examine the barrel: sugar water. Exactly what insects

love. Use the empty jar on the barrel to fill it with sugar water. Use the
doorway to the right to exit the windmill and leave. Head up to the
village:
it’s time to try out the ceremony. You need to look like one of them to get
in
then. They have giant vegetables for heads. Be creative and use the block
of
tofu instead. Go into inventory and sculpt the tofu with the chisel to make
a
mask: Martha Stewart would be proud (although I don’t recall seeing "Tofu
Masks
For the Holidays" in "Living"). Put on the tofu mask by using the hand icon

on the mask in inventory. Now head up to the volcano. You need only start
to
talk to Lemonhead and he will usher you up to the precipice over the
volcano.
After the ceremony simply use the nacho cheese on the seething caldera
(i.e.
the lava). Now head over to the hotel and go to the barbecue. Use the
remaining
nacho cheese on the cooking pot, then use the hand icon on the cooking pot
to
pick it up and take it to the shipwreck in lieu of tar. Now you can pick up
the
LOTION. Use the measuring cup on the sea-water, then leave the area and
head
for the clearing. Use the lotion on the diamond ring, then pull it off. It
explodes, so it has no use other than to clear the way for the new ring.
Now
it’s time to catch some fireflies. Go into inventory and use the auger on
the
jar lid before you capture the fireflies. Innocent firefly lives will be
lost
from suffocation if you don’t. Use the jar on the fireflies, then use the
hole-punched lid on the jar to capture them. You have a LANTERN. Leave and
go
to the lighthouse. Use the lantern on the lantern post, then the mirror on
the broken mirror. The lighthouse finally works! Remember the story of the
Welsh Ferryman who was lost in the mists? Go down to the beach next and
talk
to him. Ask him if he’ll take you to Skull Island: he won’t unless you get
him a compass. In inventory do the following: use the refrigerator magnet
on
the pin, use the magnetized pin on the cork, then use the cork on the
measuring cup full of sea-water. You now have a
compass, so give it to him. You don’t want to go to Skull Island just yet,
so
leave knowing he’ll be waiting there whenever you’re ready to go. Go to the

cemetery and down a screen, then look through the crack between the door.
Talk
through the crack in the door. Mort will tell you the only way to get into
the crypt is to drop dead. It’s time to do some serious dying--you need to
get
into that crypt--so head back to the hotel and order a drink. In inventory
use
the chisel on the Head-B-Clear bottle to open it and then use the bottle on
the
drink. Drink the spiked drink: you’ll have exactly the safe
coma-that-looks-
like-death that you were hoping for. In the tomb (after the credits
reverse)
use the chisel on the lower right coffin to open it and get out. Even
though
you hear knocking go ahead and pick up the COFFIN NAILS from your coffin:
Stan’s waited a long time to get out, so he can wait a bit longer. Now use
the
chisel on the center coffin to let Stan out. After he talks and gives you
his
BUSINESS CARD you can leave: it will take a while for him to set up shop as
an
insurance agent. Go back to the hotel and talk to Goodsoup, asking why you
weren’t buried in the family crypt. Pretend to be his long lost nephew,
Wonton
Goodsoup, but your looks will give you away. Head upstairs and go over to
the
right door. Do what any accomplished lock-picker would do: use Stan’s
laminated
business card on the door to open it. You can examine the night stand and
wardrobe, but there’s no use for them. Pull down the Murphy bed: notice
that
if you try to take the book the bed will flip back up. While you have it
down
examine the book: you’ll probably need it to fully prove your Goodsoup
heritage. To keep the bed down use the both the nail and the coffin nails
on
the bed: you’ll need all of them to keep it down. Pick up the GOODSOUP
HISTORY BOOK. After a quick examination of the skeleton leave the room.
Next
you need to prove you are a Goodsoup. Waste not, want not holds true in
this
case: you now have a use for the rest of the portrait that you cut the face

from. Use the portrait on the left door, open the door to go inside, then
look
through the porthole. You’ve proved your Goodsoup looks, so go downstairs
and
finish off the illusion by discussing Goodsoup history with your new Uncle.

Now that you’re a Goodsoup and will have to die again to get into the crypt

anyway, you might as well get some money from it. Besides, what smuggler
would
give up a huge diamond for free? Go to the cemetery and into Mutual of
Stan’s.
Ask for life insurance and use the pirate’s gold tooth as payment: you will

get the LIFE INSURANCE. Go back to the hotel and the bar. Order a drink,
spike
it with Head-B-Clear and drink it. Now you will end up in the crypt. For
fun
examine the crumbling hole in the ceiling: it won’t get you anywhere, but
it
sure brings back memories. Then head to the left until you meet the
ghost. Talk to her thoroughly. You’ll learn that:
1. The one other suitor besides LeChuck that she found attractive was the
one
who never checked out of the hotel.
2. She needs to marry before Guybrush can get the ring.
Head further to the left and pick up the CROWBAR in the coffin. What are
those laughs? Walk towards the crack by going around the right side of the
coffin to find out. Murray! For once he might be useful, so pick MURRAY up.

Now look through the crack and talk to Mort. For fun use every option
before
finally announcing your "web of deceit" and then choose the angry ghost
option
last. After a few futile attempts to scare Mort, retreat to sulk. While you

are still looking into Mort’s room go into inventory and use the paste on
the skeleton arm. Now use the sticky skeleton arm on the LANTERN to take
it.
Now that you’re back at the crypt screen go into inventory and use the
lantern
on Murray. Murray finally gets his opportunity to terrify mortals, and you
get
your ticket out of the crypt. It’s a win/win situation, and to make it even

more so stop by Stan’s. Murray finds a very temporary home, and you can
return
to the hotel. Why not claim your benefits now? Because you need proof, and
now
that you’re a Goodsoup your death certificate is held with other family
legal
documents in the file cabinet. Return to the hotel and go into the back
room
to take the DEATH CERTIFICATE. Before you press your legal claim, you need
to
find Millie an equally dead mate, especially one she likes. Go upstairs and

use the crowbar on the boarded hole. Examine the gaping hole: it’s a
straight
shot to the cemetery. Now use the crowbar on the bed to catapult your
skeletal
friend to his dearest love. After the sequence you’ll be in the crypt. Take

the RING and leave the crypt. After the sequence go into Stan’s and give
the
life insurance policy to him: you will give him the death certificate when
he
asks incredulously, and he will finally give you A LOT OF MONEY. Now return

to the beach and ask the Flying Welshman to take you to Skull Island. Once
you
arrive you’ll eventually arrive at the top of the cliff. Ask the winch
operator
to lower you down the cliff. Oh dear, you’re falling an you can’t get up.
After
taking a bump or two on the head, go up to the top of the cliff again. This

time you’ll be prepared. Despite LaFoot’s reassurances he’ll drop you
again,
so prepare to do the Mary Poppins maneuver. When he lowers you down and
you’re
falling, go into inventory and use the hand icon on the umbrella to use it.

You’ll float down gracefully to the cave below. When talking to the
smugglers
get highlight your assets by saying you have SO much money. Be truthful
about
your name and make a deal to play a poker game. As expected your hand is
lousy, so go into inventory and use the tarot cards on it: five of a kind!
You’ll win the game, and narrowly escape. After a bit of sweet revenge you
return to Blood Island. After seeing the LeChuck sequence you know
time is of the essence, so head directly to the clearing. In inventory use
the diamond on the ring, then the ring on Elaine.
*DIFFERENCES IN GAME MODES*
In the Regular Mode here are all the things that have been altered:
1. The Mirror in the lighthouse doesn’t need replacement
2. The dog biscuits are provided as more obvious way to get bitten by the
dog
3. You don’t have to prove you look like a Goodsoup
4. The door of windmill isn’t locked
5. The door of the skeleton’s room isn’t closed or locked
6. The first drink you order always comes with umbrella
7. The jar of shaving cream easily opens

PART V: KISS OF THE SPIDER MONKEY
Take advantage of every dialogue option on LeChuck that you can, there’s
some really funny stuff as well as some filling in of the cracks between
the
Monkey Island games. If you want to you can skip it, but for the full
experience I’d recommend trying everything. When you’re left after being
zapped, simply open the tram door to leave. When Guybrush enters the
carnival
he will mention that his head feels foggy, and he can’t think. Sounds like
a
job for Head-B-Clear. Now all we have to do is to find all three
ingredients.
The meringue in the pies contains eggs, so lets work on that first. Your
Wharf Rat friend obviously won’t let you near the pies, and you can’t get
over to where the mime is while he’s there, so let’s get rid of the mime.
Go over to Dinghy Dog and ask him about the prizes. Have him guess your age

and he will miss. However much you’re longing to take Murray, take the
ANCHOR
instead. Go into inventory and make a FAKE PIE: use the anchor on the pie
pan,
then the shaving cream on the pie pan. Use the fake pie on the pie stack:
you’ll automatically ask Wharf Rat to shoot the cannon, and this will knock

the mime out. Use the hand icon on the hole the mime looked through to have

Wharf Rat pitch the pie at you. You now have the MERINGUE: one down, two to
go.
To get the HAIR OF THE DOG and have him bite you, go over to Dinghy Dog and

push him 6 times. He’ll bite you, and you’ll grab the hair. To finish off
the
ingredients go over to the Snow Cone stand and take the PEPPER MILL. To
put them together ask the soda jerk for a PLAIN SNOW CONE. Go into
inventory
immediately after you get it, and then use the pepper, meringue and dog
hair
on it. It looks awful, but eat it anyway.
*DIFFERENCES IN GAME MODES*
In the Regular Mode here are all the things that have been altered:
1. You only have to use anchor on stack of meringue pies to knock mime out
2. You only have to hit Dinghy Dog 3 times to get the hair of the dog that
bites you

PART VI: GUYBRUSH KICKS BUTT ONCE AGAIN
Quickly click on the first arrow up to get up onto the 1st diorama (Herman
Toothrot). Take the ROPE and then get into one of the cars. Click on the up

arrow to the 2nd diorama (Rum Rogers) and take the KEG O’ RUM. Click on a
passing car to exit. If LeChuck shows up at any time, don’t worry: Guybrush
is
too quick for him. If you miss an item the track is circular, so you can
always
come back for it. Use the up arrow on the 3rd diorama (Wally) and open the
lantern, use the parrot icon to blow the fire on the flask of oil out, then

take the FLASK OF OIL. Get into a passing car (if LeChuck doesn’t force you

into one) and then click on the up arrow at the 4th diorama (Ice Monkey).
Head
up the path, then use the keg o’ rum on the Ice Monkey arm. In inventory
use
the flask of oil on the rope, then use the rope on the keg. Finally head
back
down the path with the pepper mill in hand. When LeChuck arrives simply use
the
pepper mill on him at your very first opportunity.
*DIFFERENCES IN GAME MODES*
In the Regular Mode here are all the things that have been altered:
1. The flask of oil is ready to take.

THE END
By the way, you might want to wait through the excruciatingly long credits
to
see another segment. The segment has been accused of being lame, and
goodness
knows everyone is grumpy after sitting through a listing of most of the
world’s
population. You’ve gotten this far, so why not wait and watch? At least you

will have something useful to complain to other gamers about.

Any comments, suggestions, additions or corrections can be e-mailed to me
at
either {[email protected]} or {[email protected]}

Walkthrough can be reproduced in any forum so long as it remains intact:
notification of author be e-mail is requested as a courtesy if you do so.

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