Passage of the game "The Secret of Monkey Island". Tales Of Monkey Island Walkthrough (1 episode)

Timofey Makarov

The Curse of Monkey Island is the third installment in the famous Monkey Island series. These adventures are very popular due to their amazing humor and excellent graphics.

The action takes place in the Caribbean, on the pirate islands. Main character With the help of cunning, the resourceful Guybrush constantly saves his beloved Elaine, with whom all sorts of troubles regularly happen, and along the way fights with the main villain of the Caribbean - the sinister Captain LeeCook.

Knowledge will help the gambler of English language. In fact, in order to complete the game according to the manual, minimal knowledge is sufficient, but in this case you are unlikely to understand why this game occupies the top lines of all charts. You need to listen (or read) into the dialogues of the characters - and then a whole week of laughter and good mood is guaranteed to you.

Walkthrough

At the beginning of the game, you are prompted to choose the level of difficulty of the game: normal or "Mega-monkey". Normal difficulty is a cut down version of Mega-monkey and features a slightly reduced number of puzzles. We advise you to immediately choose "Mega-monkey". Differences between normal difficulty and "Mega-monkey" are discussed at the end of each part.

If you want to interrupt the intro video, press _ ESC. With the same key, you can interrupt any monologue in the game if it seems too long to you. "Pause" is enabled by pressing the space bar.

The game settings menu can be called up at any time by pressing _ F1. You can "save" up to 102 games. “Paging through” the book of “saves” and selection are made with the mouse.

To use an item or conversation, you must click on the item (the cursor should be red; the name of the item appears at the bottom of the screen) and do not release the mouse button. A medallion will appear with three images: a hand, an eye and a parrot, implying the appropriate actions (take or use, examine, talk).

When talking to someone, be sure to talk about all the topics until the answers start to repeat. In general, during the game you should talk as much as possible. You never know who and when will give the necessary information.

All items found during the game are placed in the travel chest. The chest view mode is toggled on and off with a right-click. If there are more items in the chest than they fit on the same level of the chest, then an arrow appears at the top of it. When you click on it, another level of the chest becomes available. When you need to apply one item together with another (mix, fix, spread, etc.), then by clicking on the first item in the chest with the left mouse button (a red outline will appear), bring it to the other and click again.

To return the selected item, right-click.

If you need to use an item from a chest in the game world, then, after capturing it, take it out of the chest to the edge of the screen.

First stage. The Demise of Pirate Zombie Le Chuck - The failure of the pirate Le "Cook

You start the game in the hold of a pirate ship besieging the island.

Take the rampod from the wall and talk to the little pirate. The phrase "You "re a failure as a pirate.") will bring your conversation to an end, so if you enjoy this witty dialogue, save it for the end.

While Wally is thrashing on the floor in tears, pick up his plastic hook from the floor.

It's time to shoot from a cannon (tool - "hand"). The gun is aimed by moving the mouse, to shoot, click the left button. You must hit the boats with the pirates. It's not difficult, just lower the scope down. Having sunk all the boats, look out of the gun window along the red arrow, to the left. Switch to chest mode and use the ramrod on the plastic hook to get a stick with a hook on the end (gaff).

Listen to the wailing of universal injustice floating on the board of a skull named Murray (Murray). This dialogue option is optimal: “Lose Something?” - phrases with the words "doorstop", "BOB", "candle", any sarcastic exclamation, "eyeballs", "wear" and "bald".

After that, use a stick with a hook to remove the debris floating in the water (debris). You will receive a skeleton arm and a cutlass. For a laugh, offer the skull the skeleton hand and then hit Murray with the hooked stick. Go back along the red arrow inside. It's time to get out of here.

Remember Newton's law that for every action there is an equal and opposite reaction? So, armed with knowledge of physics, with a cutlass, cut the rope (restraint rope) that ties the cannon to the side of the ship and limits its rollback, and then fire the cannon (“hand”). After a series of events that you cannot influence, your hero will find himself in a hold filled with treasures.

The only way out of here is through the hole at the top. Pick up bag (bag). It is filled with small coins (wooden nickels). Under the bag will be found a ring with a diamond (ring). Take him too. Diamonds are a very useful thing in the household. Use your diamond on the porthole and the rising water will lift Guybrush towards the hole.

Second phase. The Curse Gets Worse - The curse begins to take effect

A terrible misfortune befell Guybrush. Giving the girl a ring, he brought a terrible curse on Elaine. The rest of the game will be dedicated to saving her.

Pick up an ember among the smoldering wreckage of the ship. Then go one screen to the right, then follow the red arrow to the right again - and you enter the map mode. Click on the swamp to go there and visit the local witch (Voodoo Lady). No one knows better than she how to remove the curse from Elaine. Climb onto the bridge and talk to the Murray skull you already know (you will meet him more than once in the most unexpected places). After that, go to the wrecked ship, pick up the paste and pin from the floor, then use the bag of coins on the gumball machine and you will get a whole package (pack of gum) .

Pull the crocodile's tongue to summon the witch. Talk to her using all the available phrases to choose from until they start repeating. Some answers are very important, others are just for fun. By the end of the conversation, Guybrush learns that, first, you need to get to the Blood Island (Blood Island) to get the ring. Secondly, in order to get to Blood Island, you must find a ship, a crew, and a map. Thirdly, you must rescue Elaine from the clutches of the pirates of Danger Bay. Also note the story of El Polo Diabolo; this will prove useful later.

So, it's time to start looking for a ship, crew and map. First of all, you need to dial command .

Use the red arrow to get out of the broken witch ship and go to the map of the island. On the map, use the left arrow (there are several options for entering the city) to get to Puerto Polo. Examine the board on the wall (disclaimer) to the right of the small pirate - the lemonade seller. Talk to him and buy lemonade. Have you been deceived? Do not be discouraged, later you will still have the opportunity to repay him with the same coin.

Walk to the right and study the signs (sign) at the entrance to Danger Bay (the passage to the bay is overgrown with bushes). Take the sheet (flyer) nailed to the wall and follow the arrow to the tavern. You will be asked to confirm your booking. So, you still need to get it, and only then return here. Go further to the right and follow the arrow to enter the side door of the theater (the building with the inscription "Speare!"). Examine the Blood Island sticker on the travel trunk in the corner. Then examine the pirate cloak on the hanger and take some dandruff from it. Climb ("hand") into the pocket of the raincoat and take away the white glove (white glove). Now take the magic wand (magic wand). Applying it to a magic hat (magic hat), you get a book (book). In chest mode, examine the book. This, it turns out, is a guide to ventriloquism. And the dandruff you took from your coat is really just lice.

Climb up the stairs. Guybrush will be on the upper gallery with spotlights illuminating the stage. But for now, there is nothing to do here, so go downstairs, then to the right and go to the stage. If the dialogue in the game gives you pleasure, talk to the pirate (hideous pirate), portraying Juliet. Then talk to the actor. The main thing for you is to talk about Blood Island. The actor (who is also a director and director of the theater in one person) does not want Guybrush to take part in the production, but you will find out that his agent Palido (Palido) has apartments on Bloody Island. And you can find it on the beach of the Brimstone Beach Club (later Guybrush will have to go there).

Exit the stage to the left and go through the dressing room to the street. Go right, go down to the piers, go to the barbershop "Barbery Coast". For the sake of interest, talk to Captain Rottingham. Try to tell him nasty things and scare him well. Unfortunately, this won't work. Well, he himself forced Guybrush to play a dirty game. Take the lice from the chest and put them on the comb when the barber pirate puts it on the stool. Farewell, captain!

Sit in a chair ("hand") to get your hair cut and talk about everything with the hairdresser. Especially important is the topic of his joining the Guybrush team. You will learn that Guybrush must win the ancient log throwing competition (caber toss). Do not wait until the end of the haircut and immediately go to the field to try yourself in this competition.

No luck... Now Guybrush must get the scissors. They are stuck in the ceiling. Say you want to finish the haircut (“to finish the haircut”) and sit back in the chair (“hand”). Press the lever (handle) at the bottom of the chair - and it will rise. Then take the stone (paper weight) holding the pages of the book. The book will close. This will make Haggis very upset and he will go outside to find a new stone. Press the lever three more times and take the scissors. Guybrush will lower the chair himself. It's time to finish the haircut and talk to the other pirates in the room. Approach the salted pirate (salty pirate). He will introduce himself as Cutthroat Bill. Talk to him. Ask if he continues to piracy. Bill demands gold for agreeing to join Guybrush's team. Now Guybrush needs to get Bill's candy (jawbreaker). To do this, hit him on the back (“hand”), and when he coughs, hit again - and the candy will fly out. Pick it up from the floor.

Then talk to the third pirate, Edward. You can try to join a pirate quartet and sing all the songs on trial (although this is not necessary). Then use every possible insult to piss off Edward. Can't you hurt him with words? Then hit the pirate with a white glove from your chest - and a duel is inevitable. When prompted to select a pistol, close the middle box lid and take the banjo case, choosing it as your weapon. The banjo duel will consist of three parts. In each part of the duel, Edward will play, successively highlighting certain strings. Your task is to repeat this combination (it's easy, just write down the string numbers for yourself). The first sequence will have four strings, the second will have five, and the third will have six.

When Edward goes berserk from your success, take a pistol (pistol, again “hand”) from a pile of weapons (gun pile, “hand”). The pistol will be in Guybrush's travel chest. Pull it out, shoot Edward's dueling banjo, and Guybrush has his first team member. Exit the barbershop and go right to the overgrown passage to Danger Bay. Use scissors to first cut the mysterious flower and then cut the undergrowth. Remember the effect of the chemical influence of the flower (ipecac flower), it may come in handy later.

Guybrush will be on a cliff. A couple of steps forward - and Guybrush in the stomach of a snake. To get out, pick up all the things to the left of Guybrush in the belly of the snake. Take the flower in the chest and throw it into the syrup jar. The resulting syrup (ipecac syrup) use on the head of the snake (head of the snake).

Guybrush is free. But now he's being sucked into the quicksand. Try to grab the thickets - but they will not stand, and in the hands of Guybrush only reeds (reed) and thorns (thorn) will remain. Look in the chest and use the spike on the reed to make a pea shooter, in short - a spitting tube. Then tie the balls (balloon) to the stone stolen from the barbershop. Use the parrot icon to blow on the balloons, then pull out the spiked reed and shoot the balloons. Finally Guybrush in Danger Bay!

Explore the boat on the shore. She looks quite seaworthy, only a hole in the side needs to be patched up. In the meantime, leave the bay to the right and follow the red arrow. When you are on the map of the island, enter Puerto Polo using the central arrow. Look into the chest. There is already a reservation slip for the tavern. Go there and talk to the owner, Captain Blondebeard, especially about El Polo Diabolo and where the captain delivers the chicken. Pay attention to the captain's tooth: you need gold. Give Whitebeard a candy, and when he asks for something to chew, chewing gum. The captain will start blowing bubbles. Take out the needle (pin) from the chest and pierce the bubble. It will burst and the gold tooth will fall to the floor. Pick it up. However, if you try to leave the tavern now, the owner will stop Guybrush and take the tooth. So the tooth must get out of the tavern on its own. To do this, give chewing gum to Guybrush so that he chews it himself (the image of a parrot on the pack of gum in the chest). Then stick it to the gold tooth. Use the parrot image first on the balloon in the chest to sip some helium, and then on the gum with the gold tooth glued to it. The ball will take the tooth out of the tavern. Before you leave the tavern, grab a piece of biscuit from the barrel at the entrance, as well as a bowl (pie pan) for the pie and a biscuit cutter (biscuit cutter) from the shelf to the left. Take a bite of a biscuit (parrot on the "biscuit" in the chest) - and you will find fly larvae inside it. Go to the table and put them on the chicken on the plate. Take the Brimstone Beach Club card, which will be among the bones of what was a chicken until recently. Then touch the silent guy at the table (quiet patron). Hmm... Then take the serrated knife protruding from his back and leave this nice place.

Outside, use the mudpuddle under the drainpipe and the gold tooth in your hands. Before you go with the received gold to Bill, go to the right and further through the archway to the playing field. It's time to help Guybrush with the log throw. He cannot be taken by force. Climb up the hill (grassy knoll) and with a knife cut down the goats (sawhorse) on which the barrel of rum is placed. When it rolls, bring the ember from the chest to the trail of rum. Boo-u-um! - and Guybrush will get a rubber tree trunk, very similar to a real throwing log. Return to the playing field again and use the biscuit cutter on the second rubber tree (rubber tree) - a great plug for a hole in the side of the boat.

Now you can go to the hairdresser. Give the gold tooth to Bill the Slasher, talk to Haggis and agree to once again compete in the caber toss. So, Guybrush has all three team members. Go outside and watch the video.

Now you need to get map .Exit the city to the right following the red arrow. On the map of the island, select the beach at the bottom right (for now, there is a question mark instead of the name). At the entrance to the club, some guy will start pestering Guybrush. Show him the club card and go to the beach. But Guybrush cannot go far: the sand is too hot, and his shoes are full of holes. Return to the guy at the entrance and take three towels (towels): three times one after the other. Then dip them into an ice bucket. Go to the beach again and use the towels to make a hot sand path across the entire beach. Talk to the sunbathing person. It's important for you to talk about Blood Island. The vacationer will say that he has a map of this island, but he will not give it away so easily. Take his mug like he asked. If he needs a tan, he will get it. Open the gate (gate) and exit to the map of the island. On the left arrow, enter the city to the seller of lemonade. Replace the mug from the chest with the bottomless mug that Guybrush was tricked with the first time. Buy more lemonade. When little trickster Kenny leaves, take the pitcher from the table and fill it with paint from the dye vats (dye vats). Go right, return to the map of the island along the passage to Danjer Cove and again go to the beach. Put a mug without a bottom on the belly of Palido and pour in the paint. Excellent tan.

But how do you get a card? Remember what the guy at the entrance said about skin peeling from sunburn? It's cruel, but what can you do. Go to the entrance to the beach and try to take a bottle of oil (cooking oil). Oh, this guy is just a curmudgeon. He asked for trouble. Take a towel (towel), lower it into a bucket of ice and hit the guy with it. Now take the oil, return to the beach to Palido, pour oil on him and remove (“hand”) the peeled skin from his back with a map of the island. Leave the beach and watch the cutscene.

Now your concern is ship . On the map, go to Danger Bay. To get the ship, Guybrush must become great and terrible as... the giant chicken El Polo Diabolo. Paste the rubber plug in the chest and use what you get to seal the gaping hole in the boat. Row to the pirate ship and climb onto the deck. Guybrush is clearly not happy here: he will be thrown overboard. When Guybrush is back in the boat, saw through the board with a knife, climb onto the deck again and try to open the door. This time, the monkeys who came running from all sides will nevertheless smear Guybrush with tar and roll him out in feathers.

When Guybrush is on the shore, leave the bay. Your main goal is a tavern, but for the sake of interest, you can go to the hairdresser or to the witch's swamp. In the tavern, the conversation will not be very long. Thanks to the courage of the old captain, Guybrush will play the pot - and get on a pirate ship in the cabin of Captain Le Chimp. When Fossey stops talking, get the ventriloquism book from the chest and use it on the captain.

So Guybrush got a treasure map and took control of the ship. Open the right porthole and jump down (the sawn off board is still floating there).

The treasure map is actually a manual for operating the spotlights in the theater. Go there and go through the dressing room to the stage. Then go back and up the stairs to the spotlights. Press the buttons (bottons) on the remote control according to the directions on the map (NW is up and left, W is left, SW is down and left, etc.: SE, NW, W, S, E, NE, NE, E, SW). If you make a mistake, press the handle (handle) and start again. Take note of the spot illuminated by the spotlights and go downstairs. Now you need to pull an actor from the stage who is very passionate about his game. Coat the cannonballs from the chest near the door with chicken grease (you have it in your chest). When the cannonballs and the actor scatter into different sides, go to the stage, take a shovel (shovel) and start digging.

When completing this part on normal difficulty, you don't have to make Bill spit out the candy; no boat to fix, so no pasta or biscuit molds; the white glove does not lie in the pocket of the cloak, but hangs from the sleeve; Captain Whitebeard will not search Guybrush at the exit from the tavern, so there is no bowl; you don't need fly larvae to get a club card; and you don't need to direct the spotlights, just turn on the light.

Third stage. Three Sheets to the Wind - Three sheets in the wind

Rottingham took the card, but Guybrush can still get it back.

To stop the pirates from singing and get them to work, you need to tell them a phrase that they cannot think of a rhyme to. The keyword is "ORANGE".

There comes a moment of making an important decision: what kind of captain to be Guybrush - an authoritarian captain, a man of action (who fights at his own peril and risk) or an intellectual (thinking and planning). By giving an answer, you will determine the level of difficulty of naval battles, which are not very difficult with any choice.

To start a sea voyage, click on the map that Haggis is looking at and select the image of the eyes.

In the sea there are opponents of different strengths. Until you encounter a ship, it is marked with a question mark. After "acquaintance" this icon will be replaced by a name that determines strength and dexterity.

Orange pirates aren't scary at all. Greens are a little scary. Blue - pirates of medium "scary". Browns are quite scary pirates. White pirates are scary, and red ones are very scary.

The last is Captain Rottingham's ship. He is the most powerful opponent, and you need to fight him at the very least.

In sailing ships, the guns are located on the sides, which means that you need to keep from the bow or stern of the enemy ship, turning on its side.

After the shot, some time is needed to reload the guns. Therefore, shooting bursts will not work. Be more responsible with every shot.

Don't forget to correct for the strength and direction of the wind: look at the pirate flag in the corner of the screen.

To control the ship, use the left mouse button or the _LL/_RR arrows. To shoot, use the right mouse button.

Having beaten the enemy, you can grapple with the captain of a pirate ship. The fight consists in the exchange of rhyming phrases. Guybrush starts first. He must say some insult from the options offered. If the opponent finds an answer in rhyme, it means that he made a successful attack and the right to strike passes to him. And if not, then luck was on the side of Guybrush. The fight goes up to three successful attacks.

In battles with pirates, Guybrush has two equally important goals. First, you need to take away all the gold from the pirates and buy super-powerful DestructomaticT-47 cannons for it, which are necessary to defeat Captain Rottingham's ship. Secondly, Guybrush must learn as many offensive insults and responses as possible. This knowledge will come in handy in the duel with Rottingham.

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It is often easier to take away treasures than to collect all the insults and answers. You can follow different strategic lines. For example, at first you can not think about victories, but only strive to learn as many (preferably all) insults and rhyming answers as possible. And then quickly defeat everyone, buy guns - and forward to a meeting with Rottingham.

Here is a list of all insults and their corresponding responses used by pirates.

Every enemy I "ve met I" ve annihilated! - With your breath, I "m sure they are suffocated.

You "re as repulsive as a monkey in a negligee. - I look that much like your fiancee?

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

I "ll hound you night and day! - Then be a good dog. Sit! Stay!

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

I "ll skewer you like a sow on a buffet! - When I" m done with you, you "ll be a boneless fillet.

Would you like to be buried or cremated? - With you around, I "d prefer to be fumigated.

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

En garde! touche! – Oh, that is so cliche.

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

You can "t match my witty repartee! - I could if you would use some breath spray.

I "ll leave you devastated, mutilated and perforated! - Your odor makes me aggravated, agitated and infuriated.

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

You "re the ugliest monster ever created. - If you don" t count all the ones you "ve dated.

Heaven save me! You look like something that "s died! - The only way you" ll be preserved is in formaldehyde.

I can "t rest" til you "ve been exterminated! - Then perhaps you should switch to decaffeinated.

Mark each new attack and the corresponding answer, do not leave a single insult without knowing the answer. Each new phrase is added to vocabulary Guybrush and later can be used by him. You can't fight Rottingham if you don't know more than four replies to insults. The fight is up to five successful attacks. Rottingam will use new swear words, but the appropriate answers are already known to Guybrush. Here is a list of possible phrases of Captain Rottingham with their corresponding answers:

My attacks have left entire islands depopulated! - With your breath, I "m sure they are suffocated.

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

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

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

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

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

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

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

Your mother wears a toupee! – Oh, that is so cliche.

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

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

I can "t tell which of my traits has you the most intimidated. - Your odor makes me aggravated, agitated and infuriated.

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

Your looks would make pigs nauseated! - If you don "t count all the ones you" ve dated.

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

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

By defeating Rottingham, Guybrush will regain the Blood Island map.

Fourth stage. The Bartender, the Thieves, His Aunt and Her Lover - Thieves, the bartender, his aunt and her lover

Follow the arrow to the left and go to the nearest hill on the map. Examine ("parrot") the statue of Elaine and the fireflies. Then go to the hotel (large building on the hill). Pass through the terrace to the right and examine the large cauldron (cooking pot) on the stove, brazier (barbecue) and billboard (billboard) with a poster. Now go left through the open door to the bar. Consider a fork sticking out of the nacho cheese. The cheese is melted and has a resin-like consistency. Open the door to the back room and enter. Examine the huge cheese monolith (Guybrush will take it, but later), take the magnet (refrigerator magnet) from the refrigerator door, examine the file cabinet. Go out, go to the fortune teller, examine the tablet on her desk, and then talk to her, ask her to tell fortunes. Repeat the request several times until she puts five cards on the table. The fortune teller will call Guybrush a demon and won't say another word. Take away Tarot cards (Tarot cards) and iditol to the bar. At the left end of the counter, take the recipe book and the cushion from the chair (cushion). Then take away the brochures (brochures) behind the back of the sleeping bartender. Try to talk to him. However, he clearly needs a brainwash. Examine the recipe book in the chest. To scroll, move the mouse cursor to the right edge of the screen. Pages 8-9 contain the recipe for a potion that can clear clouded pirate heads. To prepare the potion, you need an egg, pepper and the hair of the dog that bit you.

Later you will go up to the second floor of the hotel, but for now you go outside. Go to the cemetery (cemetery). Pass by the crypt, to the left along the red arrow. Take the mallet and chisel from the gravestone in the center of the screen, and then the small dog hair from the sleeping old dog. True, she has not yet bit Guybrush. We'll fix it. Offer her a maggot infested biscuit. Oops! - and all the necessary formalities are observed.

Go to the beach - a place with columns in the harbor on the map of the island. Go right there. To get an egg out of the nest, put a pillow (cushion) on the rocks (rocks) and hit the tree with a hammer (rubber tree). Examine the weathered sign hanging on the pole, leave the beach and go to the lighthouse on the map of the island.

There, examine the mirror (mirror). It's broken. There is no lantern either. Click on the red down arrow to descend from the lighthouse. Go to the mill on the hill. Try to open the door. She's locked up. Take the risk of grabbing the windmill blades. Again failure. Guybrush will have to return here for a barrel, but for now, take the pepper (pepper) from the bush and on the map go to the strange lights (strange lights) near the volcano.

In the village, take a piece of tofu (block of tofu). Walk to the right and take a drill (auger) and a measuring mug (measuring cup). Go to the right and up the arrow to the volcano. There, talk to the islander with the lemon mask on his head. He will talk about a guest they are waiting for for the ceremony, but whom he has never seen.

Now go to the hotel. Go to a bar. Before giving the bartender a sobering potion, go to the back room and use the chisel to break off a piece from the large round cheese. Now go to the bartender and give him the egg first, then the dog hair and pepper. From a long conversation with him, you learn that his hotel business is suffering due to the inactivity of the volcano, as well as about the guest who never checks out of the hotel. He took the room and constantly locks it. The bartender will tell you that the ring is in his family crypt (together with the bartender's aunt), and the diamond is on Skeleton Island with smugglers.

Ask the bartender for a fruity drink with umbrella and you will get a mug of drink and a real umbrella. If the bartender has already poured something into a Guybrush mug during the conversation and you are not offered a phrase asking for a drink, then drink the poured ("hand"), then talk to the bartender again - and get a drink and an umbrella. Take an empty jar from the counter. Now go up the stairs, go through the first door and, while in the room, look at the window in the door. Get a hammer from the chest and hit the big nail (nail) sticking out in the wall. Exit the room and examine the fallen portrait. Pick up a nail, take the portrait out of the frame. Try to open the right door. It's locked, just like the bartender said. Go down back to the bar, take the mirror and go upstairs again. But the bartender will stop Guybrush and demand the return of the mirror. To deceive the bartender, cut a portrait in the chest with scissors, take a mirror from the wall, and insert a portrait in its place. Now from the hotel go to the mill. There, hook on the wing of the windmill with an umbrella. Explore the barrel upstairs. It is full of sugar water used to make rum. Scoop up sugar water with an empty mug taken from the bartender, and leave the mill through the door on the right. Go to the village (village) of the natives. To take part in their sacred ceremony, Guybrush must look like one of them. Instead of a mask, you can use tofu: make it in the "block of tofu" chest with a chisel, put it on ("hand" on the mask right in the chest) and go right to the volcano.

Start a conversation with a native in a lemon mask - and he immediately escorts Guybrush to the ceremony site. After its completion with a symbolic sacrifice, throw a piece of cheese (nacho cheese) into the red-hot lava. The volcano will come to life again, and you can return to the inn.

Go to the barbecue (barbecue) and put the remaining cheese (nacho cheese) in the boiler (cooking pot). Then take the cauldron itself (hand) and with it go to where Haggis and his comrades are repairing the ship (shipwreck). Now Guybrush will be able to take a bottle of lotion. Scoop up sea water in a measuring cup and go to the hill where the golden statue of Elaine remains.

Pour the lotion on the diamond ring on Elaine's hand and then remove it. It will explode, but the main goal is achieved: you have made room on your hand for a new ring. Catch some fireflies (fireflies). In the chest, make a hole in the lid (jar lid) with a drill (auger). If you do not do this, the captured fireflies will die of suffocation. Then use a jar with water to catch some fireflies and close them with a hole-punched lid - Guybrush now has a lantern.

Go to the lighthouse. There, replace the broken mirror with a new one, and put the lantern in its place (lantern post). Now the lighthouse is working.

Remember the story of the boatman who got lost in the fog? Go down to the beach and talk to him. Ask him to take you to Skeleton Island. He agrees to do it for the compass. In the chest, use a magnet (refrigerator magnet) on a needle (pin), and then a magnetized needle - on a cork (cork) and throw the resulting design into a measuring cup (measuring cup) full of sea water. Give the resulting compass to the boatman. But it's too early to go to Skeleton Island.

Go to the cemetery. There, follow the down arrow. Look in the gap between the doors (the crack between the doors), talk to this gap. Mort will say that only the dead can get into the crypt.

What to do, you have to die. Go to the hotel and order a drink. In the chest, use the chisel to open the bottle of Head-B-Clear, then pour the contents into the mug of grog and drink this infernal concoction. (Remember the recipe note?) Guybrush will go into a coma. The inscription "The End" appears on the screen, your score in the game, the credits go...

But this is not the end. After all, Guybrush is alive! Use the chisel to open the lower right coffin and Guybrush is with us again. Collect all the nails from his coffin (coffin nails). Then open the central coffin. Stan will come out and give Guybrush his business card. Return to the inn and ask the bartender why you were not buried in the same crypt as his aunt. When he says that the crypt is only for family members, try to pretend to be his nephew named Wonton. After the conversation, go upstairs and use the Wall card to open the right door.

In the room, you can inspect the closet and bedside table, but this will not work. Pull on the bed. She will lean back and you will see a skeleton with a book. If you immediately take the book, the bed will rise again. Therefore, first, to secure the bed, you need to use all (I repeat, all!) nails (noils) that Guybrush has. Now you can take and study the book. This is the story of the Goodsup family. After examining the skeleton, exit the room. You have to prove that Guybrush is a true relative of the bartender. To do this, attach what is left of the portrait on the left door, open it, go into the room and look out the door window. After giving Goodsup the impression that his beloved grandfather and Guybrush are “almost the same person”, go down to the bar and top off this deception with a conversation about the history of the Goodsup family (using the book found). Now Guybrush is a recognized Goodsup. It's time to die again, this time to get into the family crypt, and along the way and earn money (after all, no one will give Guybrush a diamond for nothing). Go to the cemetery to the Wall and, having given the gold tooth, insure your life. Return to the hotel to the bar, order a drink, add pirate sobering up there and drink the resulting mixture.

So, Guybrush is in the crypt. Try to explore the crack in the ceiling (crumbling hole). This is not needed to complete the game, but if you have seen the previous parts of the Monkey Island series, what you see will remind you of something.

Go left until you meet a ghost. Talk to him, or rather to her. From the conversation, Guybrush learns that the other person besides LeeCook that Millie liked was a hotel guest who never checked out of his room. In addition, Millie must get married, and only after that Guybrush will receive the ring.

Walk further to the right, take the crowbar in the coffin. But who is laughing? Go around the coffin on the right to come to a crack in the wall. Your old friend Murray might come in handy right now. Take it ("hand"). Look into the crack and talk to Mort, try to intimidate him. After talking, on the screen with Mort's closet, in the chest, paste the paste on the severed skeleton arm, and then use it to pick up Mort's lantern. Now, already in the crypt, again in the chest, use the lantern on Murray. He will strike fear into Mort - and the exit from the crypt is open.

Look at the Wall for a minute. Murray decides to live there, among the numerous skeletons, and Guybrush must go to the hotel. Why can't you withdraw money right now? To claim insurance, you must present proof of your death. And since you are Goodsup now, your death certificate is in the family archive (file cabinet) in the back room of the hotel. Go there and take the document. But before you go to the Wall, you need to find a suitable groom for Millie. Climb to the second floor of the inn and in the right room use a crowbar to knock out the boards with which the boarded hole in the head of the bed is boarded up. Consider the resulting gaping hole. She goes straight to the cemetery. Use the crowbar to hook up the bed and our skeleton buddy will catapult right into the arms of his lover. Pick up the ring from the floor in the crypt and go to Stan's office. Give him an insurance policy - he will be forced to pay you a lot of money (money) laid down by insurance.

Go to the beach and tell the boatman to take you to Skeleton Island. Guybrush will be at the top of the cliff. Talk to the winch operator. Let him take you down. ... Sorry for not warning you. Guybrush will fall, hit the rocks and splash into the water. Climb to the top of the cliff (cliff top) and once again ask LaFuta to lower you down. But this time get ready to make a maneuver in the spirit of Mary Popins: when Guybrush is falling, take (“hand”) an umbrella (umbrella) in the chest - and Guybrush will smoothly glide to the entrance to the cave.

In the cave, talk to the smugglers. In order for them to respect you, the first phrase is to say that you have a lot of money (“so much money”). Be honest with your name and immediately offer them a deal (“make a deal”): a poker game with your money against a diamond. After the surrender, take Tarot cards from the chest and place them on the table in place of the ones you got. With such a card, Guybrush will easily win, grab the diamond and run away from the smugglers. After a little revenge on LaFutu, Guybrush will be back on Blood Island. Go straight to the hill where Elaine was left. In the chest, insert the diamond (diamond) into the ring (ring) and put the ring on Elaine's finger.

Differences between the normal difficulty level for this stage and "Mega-monkey": the mirror on the lighthouse is in perfect order; a dog biscuit makes it easier to get bitten by a dog; Guybrush doesn't have to convince the bartender that he looks like the Goodsups; the doors to the mill and the skeleton room are not locked; the first drink they give you will be with an umbrella; A jar of shaving cream opens without problems.

Fifth stage. Kiss of the Spider Monkey

Talk to LeCook (if you can call it a conversation). When he leaves, on the screen, at first glance, there is no one. However, the first impression is deceptive. Open the cable car door. That's what LeCook did to Guybrush. When Guybrush comes out to the rides of this crazy carnival, he will say that he has a fog in his head ... Sobering up is clearly needed here, so you need to find - three ingredients already known to you for its manufacture.

Meringue pies contain eggs, but the Wharf Rat won't let Guybrush take the pie. Talk to the Dinghy Dog. Ask him about prizes (prizes), and then ask him to guess the age of Guybrush (“guess my age”). Claim an anchor as a prize. In the chest, place the anchor in the pie pan, then use the can of shaving soap on the anchor bowl. The resulting fake pie (fake pie) put on a stack of pies near the Rat. Have Guybrush ask him to fire the cannon. The shot will take down the poor guy who served as the target. Take his place by clicking ("hand") on the window in the wall (hole). The rat will shoot - and you have the first component of the potion.

Approach the Dog (Dinghy Dog) and push him six times ("hand"). He will get angry and bite Guybrush - so you got the second component, dog hair (dog hair).

Walk to the right to the cart with the inscription "Snow Cones". Take the pepper mill from its left edge. Then ask the seller (soda jerk) for a portion of plain ice cream (plain snow cone) and alternately use meringue from the pie (meringue), pepper mill (pepper mill) and dog hair (dog hair) on it, and then eat (picture of "parrot") what happened.

On the normal difficulty level, it is enough to simply put an anchor on a stack of pies to free the window in the wall from a living target, and to get bitten, it is enough to push the Dog three times.

Sixth stage. Guybrush Kicks Butt Once Again - Guybrush kicked him again

Quickly click on the red arrow to jump out of the cart in the first scene with the monkeys and Herman Toothrot. Take the rope (fallen rope) lying on the floor and jump into the passing cart.

In the second scene, jump out of the cart again along the red arrow, take a keg of rum (keg o "rum) and jump into the next cart.

If LeeCook catches up with Guybrush, don't be alarmed: Guybrush is smart enough to run away. But if you did not have time to take the necessary item or could not jump out of the cart in time, you will have to return, having made a full circle around the attraction.

In the third scene, with Wally tied up, open ("hand") the lantern, blow out ("parrot") the fire, and take away ("hand") the flack of oil. Jump first into the cart, and from it - onto the ice stage. Walk up the passage. There, put the keg of rum into the hand of the giant monkey. In the chest from the flask of oil, pour it onto a rope, which you then tie to the barrel. Take the pepper pot in your hand and go downstairs. Wait for LeeCook to appear and use the pepper pot as soon as possible.

On Normal difficulty, a flask of oil can be taken immediately, without prior action.

The Secret of Monkey Island

Part I - Three Trials

Let's watch the introductory video. The main character - a guy named Guybrush Threepwood (Guybrush Threepwood), wants to become a real pirate. His old sailor sends to the local port bar (SCUMM BAR). Walk to the right to open the bar door. Come inside. Talk to the pirate at the Mancomb Seepgood window. Tell him you want to become a pirate. Then ask him how to find the governor. He will tell you part of the story and then invite another pirate, Estevan, to tell you the story. It's a pirate under a spinning chandelier. Learn from him about LeChuck. If you want, you can still talk to the pirate next to the dog and with the dog. Walk right. There are three important pirates there. Talk to them. Say you want to be a pirate. They will give you three tasks. This is sword fighting, theft and treasure hunting. They will also require proof that you completed these tasks. Wait until the chef leaves the kitchen to the left side of the bar. Go to the kitchen to the right. Take a piece of meat. Take the saucepan. Put the piece of meat into the boiling pot. Take the cooked meat. Go out to the pier and try to take the fish. The seagull won't give up. Come to the edge of the pier. The stick will scare the seagull. Do this several times and quickly take the fish. Go left through the kitchen to the bar. Get outside. Next, a cartoon will be shown, as two pirates are talking that a newcomer has appeared on the island of Melee, who wants to become a pirate. Go left. Guybrush will get to the observation platform. Go right. Here you will see a map of Melee Island. Go to the glowing place "clearing". This is a circus.

Here you will be met by two Fettucini brothers. They will ask Guybrush to test their cannon. Agree. They will ask if you have a helmet. Say yes and show them the pot. They will pay 478 coins for the challenge. Guybrush will be fired from a cannon and fall head first. You need to answer that everything is in order, then they will pay the money. Return to the map and go back to the observation deck. Pass SCUMM BAR to the right. Go right into the archway. Guybrush will come to the crossroads.

Talk to the man on the corner. He can sell you a lot of useful things. Including an old card for 100 coins. Pay him. Look at the map. She's fake. But it can be used if you read it correctly. Walk left and enter the middle right door. A voodoo priestess lives there. Take the rubber chicken from the table. Walk to the right and talk to the priestess. She will predict to Guybrush a long road, a big monkey and Guybrush inside it. We go outside. Cross over to the other side of the street. Talk to three pirates who have a rat. Talk to them until the rat runs away. They will give two coins and paper with errors. Go to the arch under the clock. Enter the right house. This is a store. Take a shovel at the top and a sword at the bottom. Talk to the seller. He will say that the sword costs 100 coins, and the shovel costs 75. Buy both. Come out. The second house is the church. In the alley someone calls Guybrush - "Psssst". Go there. This is Sheriff Fester Shinetop. He will ask who you are. Answer that you are a powerful pirate. He will leave. Exit the alley. Enter the passage to the left of the church. This is a prison. Two cells are closed. Talk to the prisoner. This is Otis. He wants nothing but freedom and a breath freshener. Return to the map and follow to the house (house). Along the way, you will meet a troll. Talk to him and give him the fish. He will miss Guybrush. Move on towards the house. This is Captain Smirk's house. He will teach you sword fighting for 30 coins. Open the door. The captain will meet you. During the conversation, you will hear the name Carla (Carla). She is a sword master. When the captain agrees to train you, you will walk through the house where you will see a video insert of the training lessons. You need to select different lines from the sentences to get correct answers for all sentences. You are now trained in sword fighting. But in order to defeat Carla, you need to learn the answers to a few insults. Only then will you complete one of the three trials. Exit to the map. Now moving dots will appear on it. These are pirates that you need to fight with swords in order to finish learning new insults. To start the fight, wait until the pirate approaches Guybrush. Tell him to prepare for death. After that, the fight will begin. You will lose the first few fights. Their meaning is to learn new attacks and answers to old attacks. Play this with all the pirates until you get all the answers to the attacks. One of the pirates will tell you the phrase: "Wow! You're good enough to fight the Sword Master." This means that you can go to Carla.

Lunge: You fight like a Dairy Farmer!

Protection: How appropriate! You fight like a cow!

Lunge: This is the END for you, you gutter crawling cur!

Protection: And I "ve got a little TIP for you, get the POINT?

Lunge: I "ve spoken with apes more polite than you!

Protection: I "m glad to hear you attended your family reunion!

Lunge: Soon you "ll be wearing my sword like a shish kebab!

Protection: First you better stop waving it about like a feather duster.

Lunge: People fall at my feet when they see me coming!

Lunge: I "m not going to take your insolence sitting down!

Protection: Your hemorroids are flaring up again eh?

Lunge: I once owned a dog that was smarter than you.

Lunge: Nobody's ever drawn blood from me and nobody ever will.

Protection: You run THAT fast?

Lunge: Have you stopped wearing diapers yet?

Protection: Why? Did you want to borrow one?

Lunge: There are no words for how disgusting you are.

Lunge: You make me want to puke.

Lunge: My handkerchief will wipe up your blood!

Protection: So you got that job as janitor, after all.

Lunge: I got this scar on my face during a mighty struggle!

Lunge: I "ve heard you are a contemptible sneak.

Lunge: You "re no match for my brains, you poor fool.

Lunge: You have the manners of a beggar.

Now you should look for Carla. Return to the store where you bought the sword. If there is no seller, then use the call. Buy a mint candy from him for one coin. Tell him you are looking for the sword master. He agrees and leaves the store. Follow him right away. You will see him leave. Follow him. And so on each screen up to the map. It will be shown as a dot on the map. Follow him to a fork. Then follow him through the forest. Soon you will find the sword master. When the seller leaves, approach Carla and talk to her.

I quote here the phrases necessary for the battle:

Lunge: Now I know what filth and stupidity really are.

Protection: I "m glad to hear you attended your family reunion.

Lunge: Every word you say to me is stupid.

Protection: I wanted to make sure you "d feel comfortable with me.

Lunge: I "ve got a long, sharp lesson for you to learn today.

Protection: And I "ve got a little TIP for you. Get the POINT?

Lunge: I will milk every drop of blood from your body!

Defense: How appropriate, you fight like a cow!

Lunge: I "ve got the courage and skill of a master swordsman.

Protection: I "d be in real trouble if you ever used them.

Lunge: My tongue is sharper than any sword

Defense: First, you "d better stop waving it like a feather-duster.

Drop: My name is feared in every dirty corner of this island!

Protection: So you got that job as a janitor, after all.

Lunge: My wisest enemies run away at the first sight of me!

Defense: Even BEFORE they smell your breath?

Lunge: Only once have I met such a coward!

Protection: He must have taught you everything you know.

Lunge: If your brother "s like you, better to marry a pig.

Defense: You make me think somebody already did.

Lunge: No one will ever catch ME fighting as badly as you do.

Protection: You run THAT fast?

Lunge: My last fight ended with my hands covered with blood.

Protection: I hope now you "ve learned to stop picking your nose.

Lunge: I hope you have a boat ready for a quick escape.

Protection: Why, did you want to borrow one?

Lunge: My sword is famous all over the Caribbean!

Protection: Too bad no one "s ever heard of YOU at all.

Lunge: You are a pain in the backside, sir!

Defense: Your hemorrhoids are flaring up again, eh?

Lunge: I usually see people like you passed-out on tavern floor.

Defense: 1. Even BEFORE they smell your breath?

Protection: 2. I "m glad to hear you attended your family reunion.

Lunge: There are no clever moves that can help you now.

Protection: Yes there are. You just never learned them.

You may have to play several times. After defeating Carla, you will receive a jersey as proof. Only now you have completed one of the three tasks. Let's look for treasure. Get back to the map. Come to the fork in the forest. Collect yellow flowers along the way. Now let's study the map.

It has phrases like: "Back! Two-Three-Four!!", "Left! Two-Three-Four!!" and others. We take only the first word. Left - to the left, Right - to the right, Back - up. Thus, from the first screen of the forest and move: up, left, right, left, right, up, right, left, up. You will get to the screen with a forest not like the others. In addition, there is a cross - this is the place where you need to dig. Use the shovel. Guybrush will get the second T-shirt. And this means the second task is also completed. Let's start stealing the idol from the governor's castle. Return to the map and follow the village. Walk to the store. Exit to the archway on the left. There is the castle of Governor Marley. It is guarded by a pack of poodles. Use the yellow flower on the piece of meat. Give the meat to the dogs. They will fall asleep. Come into the mansion. Go through the door next to the vase. Fester Shinetop will appear and want to grab Guybrush. Next, watch the scene of Guybrush's fight with Fester behind the wall. During the fight, Guybrush will have different items in his inventory. As a result, he will exit the door from above and report that now, in order to get the many-armed idol, you need a file. Go to the street and then to the city. Go to jail. Give Otis the peppermint candy. He will gladly talk to you. Give him the rodent spray. Otis will take it and give you Auntie's carrot cake. Guybrush will say that it is very heavy. Use the pie and Guybrush will get a file out of it. Go to the Governor's Mansion. Go through the hole in the wall. After another brawl, Guybrush with the idol go down the stairs. Fester will follow him and demand an explanation. Say what you were told to do by an important pirate from the bar. Governor Marley (Elaine Marley) will come out.

She will order Fester to leave. After talking with the governor's wife, Guybrush will be left alone in the hall. Come out. Fester is waiting for Guybrush outside. He will catch Guybrush and take the sword from him. Then he will tie the idol to his feet and throw him into the sea. This is the only place in the Monkey Island series where Guybrush can die. If you are under water for 10 minutes, then Guybrush will begin to turn blue and drown. Then you have to start the game from the beginning or call the saved game. So do not linger under water too much. Take the idol, take the sword and climb out of the water. When Guybrush gets out, he will see a ghost ship sailing away. Then an old man will come up and say that Captain Le Chak kidnapped the governor's wife and hid in his shelter on the island of monkeys. He also left a note for the pirates of the island of Meli. You need a team and a ship. Go right to SCUMM BAR. There you will find a crying cook, where important-looking pirates were sitting. Talk to him on all topics. Collect all mugs. Let's go look for the ship. Go to the map of the island. Follow the path to the lights. When you get there, Guybrush will be met by Stan. It will show the available ships. Select the half sunken ship. When it comes to paying, tell him "Actually, I was hoping to get one on credit" - like I was hoping to buy it on credit. Stan refuses. He will say that you can get a loan in the store. When you leave, Stan will give Guybrush a compass. Go to the village to the store where you bought the sword and shovel. Ask for a loan. The seller will ask if you have a job. Say there is. He will go to the safe and when he opens it look at the safe. Then the seller will go down and ask what kind of work Guybrush has. Say there is no work. He will again go to the safe and again you will be able to peep the code. Talk to the seller and send him to the sword master. When the seller leaves, go upstairs and open the safe. The code is: PULL for 12 hours, PUSH for 3 hours, PULL for 6 hours, PUSH for 9 hours. You will get a loan agreement for 5000 coins. Return to the bay of bright lights. Tell Stan you're ready to buy a ship. Show him the paper from the seller's safe. He wants 10,000 coins. Ask what comes with the ship. He will start offering all sorts of nonsense. Answer his sentences "I think I can live without that particular piece of junk". When the sentences begin to repeat, say "Enough about extras, already". Ask how much the ship costs in his opinion. Say that you are leaving and that you do not need a ship. Then he will call and continue trading. Offer him 5000 coins. He will agree. Now Guybrush has a ship. Go in search of sailors. Go to the map of the island. Select the "Sword Master's" point. Guybrush will come to the sword master Karla. Tell her the governor's wife has been kidnapped. Carla will agree to join your team. You will then see a cutscene in which Fester Shintop is revealed to be Le Chuck. After the cartoon, go to the map and follow to the island. On the map it is marked as "island". You won't get to the island itself. The island is connected to the big island by a cable car. Get on it. Use the chicken on the cable. Guybrush will cross the channel. Get down. Open the door. Come inside. You will be met by a rude jock without hands. Tell him the governor's wife has been kidnapped. Tell him that you are gathering a team to swim to the rescue. He will want to become captain, but Guybrush will also apply for this place. Then Meathook will offer Guybrush to prove that he is not afraid of anything. To do this, you have to touch the winged devil. He will open door after door, building up the atmosphere. He will say that he has not fed him for a long time. And he will go to the balcony far away to the heap, and ask Guybrush to open the last door. Dramatic pause... We open the door. There's a parrot. Touch it and Guybrush will become a symbol of fearlessness for Meathook. He will agree to join the team under Captain Guybrush. We leave. We climb the cable car. We use the chicken a second time on the cable. Let's go to the map. Go to the city. You need to recruit another sailor. It will be Otis from prison. Go to the village. Pour the grog into one of the five mugs provided in the kitchen. Get outside quickly. Pour the grog from the melted mug into the second. Go through the archway to the crossroads. Get to the door of the voodoo priestess and pour the grog into the next mug again. Go through the archway under the clock and approach the prison. Go inside. Pour the grog from the melted mug back into the normal one. Talk to Otis. Tell him the governor has been kidnapped. Ask if he will join your team. Once the conversation is over, pour the grog over the lock of his grate. He will get out of jail and run away. Return to the pier. Stan will be waiting for you there with the ship. He will try to bargain again until the ship's mast falls off. Then he will give three brochures and dump. Otis, Carla and Meathook will come here. Everything! There is a ship, there is a team. Let's go.

Part II - Journey

Once on the ship, you will understand that the team does not want to work much. All lazy. Then Guybrush will go into the captain's cabin. Search the table. Guybrush will find the ship's log. He will take out a bookmark from it and read about the journey of the previous captain with Mr. Rottooth (Mr. Toothrot). Their journey, to the surprise of the captain, ended on monkey island. Also take the pen and inkwell from the table. Get out. Climb up the rope ladder. Take the black flag. Get down. There is a hatch behind the mast. Get down into it. There's another hatch here. Get down into the hold. Take the rope. Take the gunpowder from the barrel. Open the lone chest on the right. Guybrush will take the wine. go below deck. There is a window with a ladder here. It leads to the kitchen. Get in there. Open the top cabinet. Take the pack. Use a pack. You will receive a gift. Use a gift. You will have a key. Rise from the kitchen below deck. Get on deck. Go to your cabin. To the right is a closet. Use the key on the cabinet. There is a box inside. Take the box. Guybrush will put it in the center of the room. Open the drawer. There is paper and two cinnamon sticks. Examine the paper.

It has a magic voodoo recipe on it, how to get to monkey island. Return to the kitchen. There is already a pot on the fire. Throw in cinnamon, chicken, wine, a skull flag, gunpowder, ink, mints, corn from a pack. There will be an explosion. After a few days of shutdown, you can go up to the deck. The ship will drift near the monkey island. Use Stan's business card on the fire. Fire will appear in inventory. Leave the kitchen and go down into the hold. Take some gunpowder. Climb up to the deck. Drive gunpowder into the muzzle of the cannon. Use the rope on the cannon. Use fire on the rope sticking out of the cannon. Now very quickly use the pan on the cannon. The cannon will shoot Guybrush at the island. If you do not have time to do this, you will have to go down the hold again for gunpowder and repeat the shot. In the end, you will succeed.

Part III - Beneath the Monkey Island

Guybrush will land head first into the sand. And only a smoking ass will hang around. Herman Toothrot will approach him and try to talk. Then he will go into the jungle. Click somewhere and Guybrush will pop out of the sand. Read the announcement on the palm tree. Pick up the banana. Go to the jungle. You will see a map of the island.

It will have dots on it. Walk up and to the left. The map will move.

Visit the fort "fort". There you will see a cannon. Push her. A cannonball will roll out of the cannon and gunpowder will fall out. Then Herman will come. After talking with Herman, pick up the gunpowder and the cannonball. Pick up the rope and spyglass. Exit to the map and follow to the right to the place designated as a fork in the river "river fork".

There you will see an ad crushed by a stone. Take the stone. Take the paper. Read what is written on it. Look at the stone. This is flint. Climb up the steps behind the bridge. Here you will see a stick on a stone and a stone on a stick. Also attached is a note from the cannibals. Take the note and read it. Climb up the stairs. Guybrush will rise to the plateau. Soon Herman will also climb here. Talk to him. He will leave. You need to throw the rock down. Then the stone will fall on a stick with a stone and it will work like a catapult. Go down to the catapult. Use the PUSH and PULL buttons to deploy the catapult approximately in the middle. Like in my picture.

Climb up to the plateau. Use the spyglass. Guybrush must say that he sees a palm tree. There is not a palm tree on the left or a palm tree on the right, but I just see a palm tree. Now take a stone from the pile. Guybrush will put it on the edge of the plateau. Push the stone. The stone will hit the palm tree. If you get into the ship, then at the end of this part you will have to get out of the island in an alternative way. There is no problem in this. Also here, Guybrush can fall off the cliff down. At the same time, a dialog box appears offering to restart, start the game again or exit (this message completely repeats the one used in the Sierra On-Line quests when the character Larry (Leisure suit Larry) or Roger Wilko (Space quest) or Graham (King) died s quest) However, a few seconds later, Guybrush jumps back onto the rock, unharmed, explaining that he fell on a "rubber tree" and the game continues. 1991) where there is a rubber tree in one of the corridors, clicking on it will give the player the comment: "Rubber tree. Might come in handy if you fall off a cliff."

Get down to the bridge. Put the gunpowder on the dam. Use the flint on the cannonball. The gunpowder will explode and the stone will fly off. The dam will break and the river will flow. Soon a small pond is formed - "pond". Follow there. Read another note. Herman is coming. Talk to him. Herman will leave. Go to the map. Follow down to the mooring place. On the beach, go left and pick up two bananas. Return to the map and go to the collapse - "crack". Use the rope on the palm tree. Guybrush will tie the rope to the stone. go down it. Tie the second rope to the bushes. Get down. Take the oars. Rise back. Exit to the map. Follow the beach. Use the oars on the boat to the left of the palm tree. Guybrush will now be visible from above. Swim to the right. Go around the right ledge of the island. Swim up. Land on the shore.

Read the message from the cannibals to Herman. Herman will come and want to talk again. Show him the letter and he will leave. Go to the jungle and follow the village mark - "village". This is a cannibal village. Go left. Take bananas from the fruit bowl. Go right. The cannibals will capture Guybrush. Talk to them. Tell them there's a three-headed monkey in the back. They will turn around. Guybrush will not be able to escape. Then you will see a real three-headed monkey come up from behind. After negotiations, Guybrush will be locked up in the house. Pick up the skull. Open the board. Get down. Guybrush will run away from the cannibals. Go to the boat and swim around the island to the left. Land on another unvisited beach. Read the note. Get into the boat and sail to the place where your ship landed. Go to the jungle. You will see a blinking dot with the inscription monkey - "monkey". Go to her. A jungle screen with a monkey will appear. Give her all five bananas. After that, the monkey will follow Guybrush. Go to the jungle. Go right.

Watch out that the monkey is following you. There you will visit another beach. Take a bottle. Guybrush will read the message for Herman. Go to the jungle. Follow to the point marked "clearing". Read the sign. Go right to the fence around the monkey head. On the left totem there is a nose sticking out to the right. Hold on to him. The fence will open. Try to get through. The fence will go up. The monkey will see this and pull his nose. Come to the head.

Take a small idol - "wimpy little idol". By the way, here on the screen, pay attention to other idols. The bottom idol depicts Sam and Max from the game Sam&Max Hit the Road. Now return to the cannibal village. They will seize Guybrush again. Tell them "Don't eat me! I'll give you anything!" When they ask what he can give them. Give them an idol. Then they will leave Guybrush alone. Go into the hut where they kept Guybrush and take the banana picker (hands on sticks under the window). Exit and go right. You will meet Herman. Tell him "I have your banana picker". Guybrush will give the banana picker to him. Herman will give Guybrush the key - a cotton swab from the monkey's head. Return to the big head of the monkey. Use the key on the monkey's ear. The entrance will open. Come inside. Follow the path no matter where until you reach a dead end. Finding the path without a hint is impossible. We leave. We return to the village of cannibals. We find them and talk about Le Chak. They will then give a compass head and a real estate necklace. Go to the head of the monkey. Go inside. Use your compass head. It will turn at each intersection in the direction in which you should continue to move. If you follow the direction she is looking you will reach the ghost ship. As you board the ship, the crew will see you and start asking questions. Say something and Guybrush will leave. Talk to the compass head. Ask him for a necklace. After persuasion, Guybrush puts the head of the compass in his pocket. Use necklace. Get on the ship. Guybrush will be invisible. Sometimes its outline will shimmer blue. Get down below deck. The ghost sleeps there. We pass by the next door. Take the chicken. Guybrush will pluck a feather. Return to the sleeping ghost. Use the feather on his legs twice. He will drop the bottle of grog. Pick her up. Get on deck. Enter the door to the left of the dancing team. This is LeChuck's captain's quarters. Use the compass Stan gave to the key hanging on the wall. The key will appear in inventory. Come out. Go to the opposite door and try to open it. It will creak and one of the ghosts will close it. Get down. Go to the animals. Use the key on the hatch to the hold. Get down. There are a lot of rats here. Use the grog on the plate in front of the rats. The rat will drink and pass out. Walk to the right and take the lubricant from the box. Get on deck. Use the lube on the creaking door. Open it. Take away the ghostly tools. Get down to the animals. A little further than the hatch into the hold there is a luminous box. Use the tools on it to get the root. Look inside the box if it does not automatically take the root. Get on deck and exit the ship. Go left. Guybrush will be in the cannibal village. Give root to them. The three-headed monkey will come out and talk to Guybrush. I don't think it matters what we say to her. She leaves and the cannibals bring out the bottle of exorcism. Go to the jungle, Guybrush will be at the place where the ship was, but the ship will no longer be there. There was only one ghost-pirate Bob. Ask him where the ship went. Promise you won't hurt him. He will tell you that LeChuck was going to marry the governor and sailed back to Mili Island. Guybrush will gather there. But then his team will come and take him with them. After the conversation between Otis and Bob, they will go. If you hit your ship during the shelling of a palm tree, then you will have to sail away with Herman. It doesn't matter.

Part last - Guybrush kicks in the ass

Guybrush will be in the dock. Go right. The ghost will stop him. Choose any answer and Guybrush will spray on him from the bottle. The ghost will hide. Go to the church. At the crossroads, a ghost awaits you. Do the same. Go further into the arch under the clock. Come into the church. Say any sentence. The wedding will stop. LeChuck will approach Guybrush. Elaine will go down the rope. Ask who's in the dress then. There are two monkeys. They stole the magic spray from Guybrush. Elaine will run after them. Guybrush will start beating LeChuck. In the end, Guybrush will fall into the grog machine. LeChak will get it from the machine gun. While he spins his fist, take the dropped bottle of grog and spray it on LeChuck. It turns out that the grog has the same effect on ghosts as the elixir of exorcism. LeChuck will fly away and Guybrush will stay with Elaine.

Walkthrough - Page 1

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

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

Game controls

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

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

Pause the game - press the spacebar.

Skip the video clip or monologue - press Esc.

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

The save folder of the current state of the game is located directly in the folder with the game itself. In total, over a hundred saves can be made per game. The search for the necessary slots and "flipping" the pages of the save book is carried out with the mouse

At the beginning of the game, it is proposed to choose the option of passing - simple or difficult (mega - monkey). Their difference lies in the fewer riddles of the simple version. The game was played in hard mode (mega-monkey).

Start

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

Chapter I
The end of Pirate LeChuck.

We are in the hold of a pirate ship. Looking around. While the undersized pirate is busy firing from a cannon, we pick up a ramrod for a cannon from the wall.

To do this, hover over the ramrod, hold LMB. In the action icon that appears, click on the image of the hand - it clenches into a fist. The ramrod is in inventory. (First, it miraculously fits into Guybrush Threepwood's leg.)

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

In the little pirate who calls himself Bloody Nose, we recognize Wally, the peaceful cartographer we met in Monkey Island 2: LeChuck's Revenge. Wally also recognizes us, but does not want to leave the role of the "evil pirate".

We take a pirate's textbook from him.

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

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

Click on the cannon, hold LMB, select the "hand". By moving the cannon barrel with the mouse, LMB fires a volley.

You are free to make your own choice. You can enter the city on the left arrow, drink lemonade from Kenny (although you won’t succeed, but you will know where the bottomless mug is). Try to walk along an overgrown path and find out that you need a sharp tool to pass through the thickets. In the tavern, you will learn from Captain Whitebeard that you need an order form to enter it, and it is located at the waiter on the beach ( right part cards) that in order to go to the beach, you need a club member ticket. You can first go to the hairdresser and talk to everyone, but this will not work for now.

We enter the gate, climb the stairs, go to the left side of the screen, to the building with the inscription Speare!. We enter it From the left side, because the main entrance is closed. We are located in the dressing room of the local theater. We approach the coat on a hanger, examine it, find it and take dandruff from the collar.

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

Open the pocket of the coat, take out and take away the white glove. We examine the sticker of the Blood Island Travel Agency on the travel chest, which is located to the left of the entrance. We approach the mirror and take the magic wand from the table, immediately apply it to the magic hat. We examine and pick up the book that appeared in the hat - this is a manual on ventriloquism. We go to the right, we find ourselves on the stage where the pirates are rehearsing a play based on Shakespeare. First we talk with the pirate in the role of Juliet, then we turn to the pirate standing in the center of the scene.

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

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

We roll up a campaign speech, inviting those present to join the crew of the ship under our command. Separately, we talk with Captain Rottingham, who is sitting in the client's chair. When all attempts to lure him into our crew are exhausted, we take action.

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

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

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

In a conversation, we learn that in order for him to join the team, it is required to prove that we can easily get gold. We pay attention to the lollipop in his mouth, noting, among other things, the “furious” properties of sweetness.

At the end of the conversation, we slap Bill on the back (use the "hand"). He chokes, we clap him again. Lollipop falls to the floor, pick it up in inventory. We approach the pirate, repairing the razor. Meet Edward van Helking.

In a conversation, we use various methods to secure his entry into the team, even insults, but nothing happens. The pirate's condition is to defeat him in a gentleman's duel.

We challenge the pirate to a duel in a gentlemanly way - we beat him with a glove in the face.

In a duel with pistols, we have no chance. Let's try another way.

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

We carefully follow the fingers of a pirate. We need to pull the same strings and in the same order as he does. The duel consists of three parts. In the first part, you need to repeat four notes, in the second - five, in the third - six notes.

We call the approval of the pirate with our victory. When he gets carried away with the difficult performance of rock, use the gun from the case on his banjo. Thus, we acquire the first member of the team. We leave the barbershop, enter the mysterious door. We pass along the track overgrown with mysterious flowers. We use scissors on the thicket. We pick up the cut flower, then we clear our way with scissors.

On the plate, we automatically recognize the emetic properties of the flower.

We pass forward and find ourselves on a cliff above the bay. We take two steps forward, and here we are stomach of a snake. Being inside the snake, we bend down and collect objects next to us. Along with Faberge eggs and vacuum cleaner attachments, we raise a bunch of all sorts of things. In inventory, throw the cut ipecac flower into the jar of syrup, then use it on the snake's head. We are free! But, having fallen off a cliff, we find ourselves in quicksand. Do not reach the liana ahead. We try to grab the reed to our left (Guybrush). Only a hollow reed remains in the hands. From the right bush we get a thorn.

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

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

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

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

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

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

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

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

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

The restless boots of LeChaka with his spirit inside, off the coast of the island of Navara, capture a pirate ship. LeChak is back in the ranks!

Exit to the map and select the pointer with the red arrow beach on the right. We show the waiter the card of the club member. We try to get to the beach, but the sand is so hot that we can't do it. We return to the basket with towels.

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

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

This turns out to be the Palido Domingo we need, about which the artist Cromwell told us in the theater. With him we need to talk about the Bloody Island. Domingo has a map that is carved into his back.

We pick up the mug, as Domingo asked, mistaking us immediately for a waiter. We leave on the map of the island through the gate located nearby. We go to the seller of lemonade, which is located to the left of the tavern of Captain Whitebeard.

To get straight to the seller, we enter the city on the left arrow. At first, this shorthand will fool us if we agree to drink lemonade, but we also need such a mug.

We distract the seller and quietly exchange a mug from the inventory for a mug of a lemonade merchant, we ask you to pour lemonade. When the seller leaves in frustrated feelings, we take the jug from the table and draw paint into it from the vats on the right. We return to the beach. It is not possible to beg the guy in the sailor suit for frying oil. We take a towel, dip it in a bucket of ice and slap the waiter's wet towel. He runs away screaming, and we take the oil. We return to the map, and from there, through the gate, we pass to the theatrical agent.

We put a bottomless mug on Domingo's stomach, pour paint into it. The agent rolls over onto his stomach. We apply oil for frying to his back, then we remove the exfoliated skin from him with a map (sadism, and nothing more).

We leave the beach.

LeChuck plans to return to Navara Island to capture Elaine.

We head on the map to the Bay of Danger. We approach the boat. We grease a piece of rubber wood with glue from the witch, apply it to the hole in the board. We swim to the pirate ship, then we climb onto the deck. We are met by the chief officer of the ship. As a result, we again find ourselves overboard. We cut the board with a serrated knife and climb onto the deck. Having tried to enter the door, we get as a punishment for this in the form of falling out in tar and feathers. In such an unsightly form, we head to the tavern to the captain Whitebeard. He takes us for a giant chicken that hurt him so much, and we find ourselves in a saucepan. We are transported to a pirate ship, to the cabin of Captain LeChimp. We are waiting for the first mate Fossey to finish speaking, and use the book on ventriloquism on the captain. After Fossey leaves, we pick up the treasure map and leave the cabin through the porthole. On a sawn-off floating board we get to the shore, we go out onto the map. We enter the city.

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

We enter the dressing room, go up the stairs.

We press the buttons according with the sides of the world. In case of an error, we press the lever and start all over again. Searchlights will illuminate the place where the pirates hid the statue of Elaine.

The second part of the play begins. Cromwell on stage shows a number of juggling with various objects.

To remove it from the scene, pour the kernels lying on the chest with the sticker with the remaining frying oil. When trying to juggle with greased balls, Cromwell is in for embarrassment, and he leaves the stage.

We pass onto the stage, take a shovel, start digging.

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


Part 1. Three judgments.

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

Go right, behind the curtain. There you will see a group of serious pirates. Make them happy with your intention to become a pirate. They will explain that only the one who has passed all the "three courts" becomes a pirate: he masters the art of swordsmanship, theft and adventure (i.e., finds the treasure). In addition, the pirate must provide evidence of the completion of each of the 3 courts. You can ask them about each of the courts, or you can finish the dialogue.

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

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

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

At the corner you will notice a guy with a parrot on his shoulder. His name is a citizen of the Isle of Fight. Talk to him. He sells a treasure map for only 100 coins. Feel free to buy it.

Study the map. At first glance, it will seem that you have been deceived, but you just need to find out how this card is read. We will return to the map. Turn left - three people with a rat will appear in the distance. Make the rat run away. To do this, move the cursor over it. Now go up to the men and say: you are sorry that the rat ran away, and you yourself are a big fan of rats. The men will share an important story. Enter the first door on the right. Pick up the rubber chicken. Turn right and meet the voodoo witch. Talk to her about everything that is in the list of dialogues. Then leave her house and go through the archway. From an alley nearby, someone will call you. Go to the alley. Fester Shintop called you. Talk to him and leave the alley. Enter the door on the right - this is a store. You must be met by the owner. If not, ring the bell. Climb the stairs and pick up the shovel next to the safe. Go down and take the sword from the red chest. Now tell the store owner that you want to buy both items. Don't ask him who to try the sword on. We will return to this.

Return to the top of the cliff and approach the map. Select the location "house" - a place in the right half of the map. A troll will stop you on the bridge. Talk to him and give the fish. (Pay attention to how the troll eats.) Click on the "house" location again. Captain Smurk lives there and teaches swordsmanship. He takes 30 coins for lessons. Knock on the door. The captain himself will meet you. Ask him to train you. During the conversation, the captain will mention Carla, the fencing master. When the captain agrees to give Guybrush a lesson, both will go into the house. Watch the workout cartoon. You have mastered swordsmanship. But before you beat Carla, you have to learn a couple of insults.

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

Return to the forest. You can go on any road: eventually you will stumble upon yellow flowers. Now back to the treasure. First, visit the first section of the map in the forest. Look at the map. If the card tells you "back! two-three-four!”, ignore the “2-3-4”. Left will be on the left, right on the right, but back in this context means "up". Now go on the map. You should find yourself in a part of the forest that is noticeably different from the rest of the lawns and edges. Walk right. Somewhere there should be the coveted "X". Dig up the treasure and watch the cartoon. Guybrush will dig up the jersey. Again, you can visit the pirates if you want.
Return to the city, go past the store to the mansion. Now you need to steal the Many-armed Idol. Dogs will block your way. Use the yellow petal (sleeping pill) on the meat pot. Dogs will fall asleep from meat. Open the door and enter. Now open the door next to the vase. Fester Shintop will try to arrest you. A fight will break out. You will escape and Fester will remain trapped. Guybrush comes to the conclusion that he needs a hacksaw to open the door. Go outside and head towards the prison. Talk to the prisoner named Otis. Guybrush will refuse to talk to him because of the terrible smell from his mouth. Buy Mint Lozenges from the store and give them to Otis. Discuss with him everything that is in the list of dialogues. Give him the repellant. In return, you will receive a carrot cake, in which a hacksaw is hidden. Return to the mansion and make your way through the hole created by the fight. The cartoon will follow again: in it, Fester still grabs Guybrush. The enemy will demand an explanation from you. Select an appointment with the Governor, Elaine Marley. She will justify you. Come outside. Shintop will not calm down: he will grab you, steal your sword and throw you into the sea with an idol tied to your leg.

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

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

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

The team will consist of Carla, Otis and Meat Hook (Meathook). Click on the map on the location "the house of the fencing master". Tell Carla that the governor's wife has been kidnapped and she will join you. Return to the map. A cartoon will follow, from which it will become clear that Fester Shintop and Le Chak are the same person.

On the map, select the location "island". Hook Island is visible in the distance. To get there, connect the chicken to the rope. The same Meat Hook lives in the house. Say that Marley was kidnapped, and you are recruiting a team to rescue her. Hook will only agree to join if you touch the winged devil. Open the small door - there is a parrot behind it. Touch it - and the Hook is yours.

Go to jail to talk to Otis. Otis will agree to help you if he goes free. Go to the Scrap Bar. There is a barrel of grog in the kitchen. Fill up the mug. Grog burns through the mug, so on the way to the prison you will have to pour it into new mugs. Douse grog on the prison lock and return with Otis to the dock. After answering the questions of your team, you can finally go to sea.

Part 2 - Journey.

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

After the interlude, you will find the hero sleeping on the floor. Click on the floor - this will make him wake up. Climb up to the deck. The island is visible in the distance, but you need to somehow get to it. You will have to repeat the cannon trick. Go down to the pantry and grab some more gunpowder. Pour gunpowder into the muzzle of the gun, and use the rope on the reverse side. Go down to the kitchen and set fire to a card or a T-shirt on the fire under the pot. Climb up to the deck. Light the fuse, put on the pot and climb into the cannon mouth. Do not have time to climb the first time - just go down for a new portion of gunpowder and try again.

Part 3. Under Monkey Island

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

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

Go down to the catapult. Push or pull it - check the direction with the pipe. When the catapult is aimed at the palm tree, Guybrush will tell you about it. Climb up and push the stone on the edge of the cliff. Do not knock down a palm tree the first time, go down, adjust the direction of the catapult; go upstairs, take a new cobblestone (which Guybrush will automatically put over the cliff) and shoot.

Go down to the bridge and approach the dam. Use the gunpowder on the dam. Use flint with the core. There will be an explosion, as a result of which part of the dam will collapse.

Now we need to go to the "pond" location. Read the note. Talk to the newly announced Herman. Get the rope from under the sick person. Open the map and go down, on the next section of the map go down to the beach. Move to the left - pick up two bananas on the sand. Return to the jungle and select the location " fissure". Use one of the ropes on the branch. Climb down it and tie a second rope around the stump. Climb down and pick up the oars. Climbing up, open the map.
Return to the beach. Use the oars on the boat. Swim to the right, go around the peninsula and paddle until you hit the beach. Herman will join you again. Talk to him and read the note. Enter the jungle and select the "village" location. You will find yourself in a village of cannibals. Turn left. Take the bananas from the fruit bowl. Now go right - and the hero is already waiting for the cannibals. Talk to them. In the end, they will lock you in the "guest house". Read the note. There is a stick for knocking down bananas under the window, but we will not touch it for now. Pick up the skull from the floor and take out the wobbly plank underneath. While the cannibals are talking, you will have time to hide.

Return to the boat and swim to another beach. Enter the jungle. Now your target is the monkey. Give her bananas and get a furry companion. Enter the jungle again and move up to a new section of the map. Once in a new area, move to the right until you reach a new one. There you can choose the location "clearing". Go right - to the big monkey head. Pull the nose in the middle of the totem. The gate will open, but as soon as you release the nose, it will close again. This is where the monkey will come to the rescue: he will hold his nose for you.

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

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

Part 4 and last. Triumph of Guybrush

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

Passage of the 1st episode.

Tales of Monkey Island: Chapter 1 - Launch of the Screaming Narwhal

Rock of Gelato:

Le Chuck controls the thirteenth Monkey of Montevideo. If he sacrifices her, he will gain power over the ocean. Next, we see Elaine: she is tied up on board her own ship, standing near the rock of Gelato. The hero Guybrush Threepwood is sent to save the princess and the world. Le Chuck begins to cast a spell to complete the voodoo ritual. Elaine will tell Guybrush to complete the sword enchantment.

Cursed Saber of Kaflu:

Go left to the mast and remove the voodoo recipe from the column. Read it: to remove the curse from the saber, you need to sprinkle it with a magical decoction of roots. Walk to the right and go up the stairs. On the deck to your right is a monkey coffin (Kauai's monkey coffin). Pick it up and examine it in inventory with the magnifying glass. The hero will automatically get a decoction from the roots. Mix beer with mints: place both items on the left side of inventory and click on<+>. Connect the saber and fizzy brew. However, Guybrush will be impatient to fool around, and he will drop the broth. Ask Elaine to throw you a rope - she will throw you a whole mast. Get over to it and say goodbye to your ship: it will sail away into an unknown distance. Go left and cut down the Chuck plant. Go right and throw Chuck's roots into the marked barrel of grog. Throw some mints in there. Dip the saber in the grog. Slash Le Chuck with your saber - Guybrush's hand will turn into Le Chak's hand.

Flotsam Island:

Guybrush is washed ashore. He will find that he is unable to control the cursed hand: the hand will arbitrarily hit the friendly pirate. Meet the Nipperkin from the newspaper<Кильхаулер>. From a conversation with him, you will learn that the winds never subside over the island. Deep Strait is the only source<неместных>news, so that the newspaperman languishes over the news of the pirate fights in the city.

Club 41: Go up the stairs and knock on the club door. It turns out that no one is allowed without cards. Read the latest issue<Кильхаулера>. Notice the barrel of ink next to the newspaper stand. Check the editorial door - this is a service entrance. Talk to Nipperkin about the pirate news.

Prison: Examine the windows, the inscriptions on the building and the door. From the pillar near the prison, remove the wanted notice. From it you will learn about the pirate hunter Morgan Le Flay. In the alley nearby, inspect the pillars: look for carvings of mermaids. Go to the door of the glass shop<Черт подери>. The sign says that the shop is selling glass letters. Examine the door.

Doctor's House: Go up the stairs and knock on the door. Guybrush will pick up the flower pot.

<Ревущий нарвал>: Turn left and go to<Ревущему нарвалу>. Speak with Reginald van Winslow. You will learn that anyone can become a captain by throwing the captain off the deck. He has lost his membership card for the 41 Club. Show him the wanted poster and learn something about Le Flay. Examine the socks and pink ruffled underwear on the clothesline. Guybrush will take out the Club 41 membership card from his sock.

Shop<Черт подери>: Go back to the shop and talk to Gaffer Krimpdigit. He will talk about the crystal reefs near the island. Ask Gaffer for a glass letter that looks like a pipe - he will give you a U-shaped pipe. Show the ad to him too - he will also share information about Le Flay.

<Кильхаулер>: Go back to the office and talk to Nipperkin about the pirates. He wants news about the ship's hijacking, the treasure, and the brawl in the tavern. If Guybrush provides the big news, Nipperkin will tell him about Deep Strait. Show the newspaper ad. The three people's stories about Le Flay do not match at all.

Club 41: With a Winslow club card, you will be let through. Guybrush, or rather his hand, will arrange a brawl as soon as the hero is allowed into the tavern. After leaving the pub, go to the newspaper stand and inspect the glass under it. Guybrush will raise a skewer with an olive.

Jungle: There are 2 roads leading to the jungle: the path between the pillars near the glass shop or the path just behind the 41 Club. look at the map of Flotsam Island and click on the passage to the jungle. You need the bottom left path. On the way you will see a pirate playing with figurines. Talk to the pirate Joaquin D "Oro, a treasure hunter. He collects porcelain figurines of pirates. The rarest figurine is Dave the Dark Ninja. The pirate will give you a treasure map. Select the line "Look! It's the Dark Ninja!" Take the pink figurine from the pile that Pierre Pajama Pants has collected.

City: Return to the newspaper office. Dip the figurine in ink. Connect the figurine with the skewer - Dave the Dark Ninja will come out.

Jungle: Return to the crossroads where you met D "Oro. Now look for the treasure, following the pirate map. If you are on the right path, you will hear bells. The hero himself will say something encouraging from time to time. If the path is chosen incorrectly, Guybrush will return to well.
Path: Once at the crossroads, go to the road directly in front of you. On the way you should meet a well. Dip the card in water - the earth will tremble and the card will shine. Turn onto the path on your right. You should hear the grunting of a boar and bells. Pick up a bomb from the ground (and Guybrush will raise all the bombs). Move right again. Chimpanzees screech and bells will be heard. Then follow the upper right path near the stone stand. The buzzing of bees and bells will be heard. At the crossroads, turn onto the lower path. A monkey screech is heard. At the D'Oro intersection, turn right. You will hear the grunting of a boar and bells. Turn onto the upper left path. At the intersection with the altar, you should hear the buzzing of bees and bells. Go along the left path. cross on the map. Put the figure in the hole. Now return to D "Oro and talk to him about his map. D "Oro digs up a treasure - he is happy, and you have news about the treasure.

Docks: Click on the docks on the map. Turn left and go to the ship. Climb up the skin - fat will prevent lifting. Try to climb up the anchor chain - hot coals will get in the way. The coal will ignite the fat. Throw a lit bomb on the fire and on the pink linen. Use the lever to the right of the socks. Throw a lit bomb on the laundry. Use the clothesline on the spot to the left of the laundry. You are now Captain Guybrush Threepwood. Nipperkin received the desired news.

Deep Strait: Nipperkin will now reveal everything he knows about Deep Strait. Look at the map: note the footprints leading into the jungle and the word<дедлайн>. Return to the jungle passage and follow Nipperkin's map. Go to the D "Oro intersection, turn left to the stone stand. Turn onto the path leading to the well. Turn onto the upper road leading to the round calendar on the ground. Turn onto the upper right path and go to the hut. Knock and say the password "deadline" "The voodoo witch will open for you. She will demand Kaflu's saber. Talk to the witch. She will determine that the hand is affected by Le Chaca's smallpox. The only cure is La Esponia Grande. The witch's friend Coronado Da Cava, who lives on the island of Jerkbait, will help the hero. The witch will give you medallion with the image of "sweet couple" - herself and Da Cava (look at the medallion in inventory). Look around in the witch's room. Click on the parrot to teach it to pronounce the name of the hero. Take the parrot to your left. When you are about to leave, the sorceress will give you an ancient Scroll in an unbreakable bottle.

Docks: Navigate to the docks on the map. Nipperkin will tell you about the terrible threat looming over the island - Pox Le Chaca. Go to the glass blower. Gaffer admits that the unbreakable bottle is his work. It is made from crystals growing near the reef. He has a device that can break a bottle, but it will cost a lot.

<Ревущий Нарвал>: Go left and climb up the anchor chain. Van Winslow managed to appoint himself first mate. Go down the steps. Pick up the circle of cheese next to the cannon. Fire up the gun. The winds of the island will blow the core so that it hits the glass blower's unicorns. Now fill the cannon with a bottle and shoot. The bottle will hit Crimpdigit. Return to the glass blower. Pick up the bottle from the ground and the breaker from the bench. In inventory, combine the bottle with the breaker. The cursed hand will interfere with you.

Doctor: Knock on the doctor's door, Marquis De Sinju. Go to his laboratory and talk to him. The doctor will examine the arm and decide to amputate it. Guybrush is shackled in a chair. The doctor will anesthetize his hand and come out to sharpen a miniature guillotine. The key remains on the skeleton. The chair is rotated left and right with the A and D keys respectively. Tilt and straighten are adjusted with the W and S buttons. Press the D and W buttons to turn right and tilt. Take the key. Press A to turn to the monkey, Jacques. Give the key to the monkey. She will open the cage and come out. Press A to turn towards the projector. Use the bell on the table. The monkey will take the picture and put it on the projector. A drawing of a mouse cage and an electrical antenna of a monkey will appear. Press S and click on the right pedal - a banana will fall. The monkey will eat it, look at the picture and go to the mouse wheel. Press the left pedal - the monkey will get an electric shock. Jacques knocks out a picture. Press A and pick up the picture from the floor. Press W and S to turn towards the projector and approach the floor. Put the picture on top of the rest. Ring the bell - the monkey will change the picture. Guybrush's ossified hand will appear. Press S. Click on the right pedal to give Jacques a banana. He will head towards the skeleton. Press the left pedal - the key will stick to the magnetized tail. Press W to lie down. Ring the bell. The monkey will put up a picture with a pirated version of the Da Vinci man. Press S. Give Jacques a banana by pressing the right pedal. He will eat a banana and jump on you. Now Guybrush can free himself (the key is on the tail of the monkey). De Singe will chase after Guybrush. During the chase, the hero will be hit in the face by an announcement about the search for a pirate hunter. Read it.

Elder Scroll: Combine the bottle and the breaker in inventory. The scroll will be empty. Now you need Hemlock McG - the pirate sitting on the steps of the courthouse. He will tell you that he had the scroll until the witch got it. Ask him for a magnifying glass with which to read the scroll (Eye of the Manatee). Combine the eye and the scroll in inventory. Study the map. Press the cheese into the wall so that the eyes are imprinted on it. Return to De Sinju - he is looking through the telescope. Talk to him.

Jungle: Approach the passage to the jungle. Turn onto the upper left path. Place the scroll on the altar. The hero will dance and the earth will tremble. Turn around and head back to the jungle passage. Buzzing and bells should be heard. Turn onto the lower left path. Monkeys squealing and bells will be heard at the crossroads. In your inventory, aim the magnifying glass at the weather vane - it will point to the right. Turn onto the path behind the hero or the upper path. When you find yourself at the well, throw a flower there. The earth will shake. Again, point the magnifying glass at the weather vane - you are to the right. Take the path to the right of the well. Listen to the buzzing of the bees, the bells and the happy commentary of the hero. Place the weather vane on the stand - it will point to the left. Remove the weather vane and turn left. On the ground you will see a calendar. Walk around the calendar several times: it will flash different colors- red, yellow, green and green again. The earth will shake. Point the magnifying glass at the weather vane. Turn onto the path behind the calendar and find yourself near the ancient portal. But De Sinj is already waiting for you with the intention of cutting off the hero's hand.

Ancient Portal: Examine the shell on the right and the portal adorned with a manatee figure. The Crystal Nose can be shattered with a Breaker. Break it and bring up the strange face. Stick a parrot up its nostril. Return to the docks through the passage to the jungle. Speak with De Sinj about proof of your evil intentions. Automatically navigate to the portal location. You will have to watch how the Marquise is deceived. Now Guybrush can take the ancient tool. De Sinj will let slip that with the help of a tool you can control the wind and call the god of the winds. The tool has 4 fingers. Use the cannon on the shell closest to the big device. Now 4 mysterious idols of the island have awakened - the gods of the winds.

Call of the Gods:

Idol near the wind control device:

Turn right and look at the idol with 3 wheels. Attach a weather vane to the top of the idol. Rotate the wheels so they line up with the face on the weather vane. Use the ancient tool on the sink to the right of the idol. This will cause one of the fingers of the large device to move. Unexpectedly, De Sinj transports Guybrush into the thicket of the jungle.

Mysterious Idol:

Go right until you see an idol. Attach a weather vane to its top. Rotate the wheels so they line up with the face on the weather vane. This idol has no nose. Fill in the empty space flower pot(on the middle wheel). Use the ancient tool on the sink to the right of the idol. Another finger will drop. The Marquis will blow you away into another area of ​​the jungle again.

Strange Idol:

Return to the jungle passage and approach the strange idol. There is no wheel on this idol. Fill in the empty space with a circle of cheese. Attach a weather vane to the top of the idol. Rotate the wheels so they line up with the face on the weather vane. Use the ancient tool on the sink to the right of the idol. Another finger will drop. De Sinj will blow you into another jungle area.
Last Idol: Return to the jungle passage and follow the path leading to the altar (upper left path). The doctor will meet you here. In the dialogue, select the line "Look, it's King Louie." As soon as he is distracted, put the U-shaped tube on the muzzle of the gun. De Sinj will be riding an idol. Turn the wheels and watch what De Sinj says. Choose the turn of the wheel that knocks out happy sounds from the marquis. Use the ancient tool on the sink to the right of the idol. And the wind blows the pox cloud off the island. The winds are blowing normally again.

<Ревущий нарвал>: "Roaring Narwhal" will automatically go to the open sea. Van Winslow will ask where to sail. The cursed hand will prevent Guybrush from answering. Climb up to the steering wheel, turn it, but the damned hand will pull the steering wheel, and the ship will list. A barrel of resin will roll up to the cannon. Go down to the cannon and set it on fire. Your actions will cause the barrel to break. Look at the puddle of resin. Guybrush will announce the intention to dip his hand there. Click on the map to show Winslow where to sail. The hand will give the hero a slap in the face. As a result, he will fall into a puddle of tar and smear the cursed hand. Head to Gelato Rock. Now Elaine will have to be saved: Le Chak, in human form, is courting her.