The Secret Of Monkey Island - Complete Solution The Trials Of Piratehood Go into the Scumm bar and talk to all the pirates. Now go through the curtain to the east. Talk to the three pirate captains and ask them about the three trials and grog. Wait for the cook to leave the kitchen, then go in and get the slab of meat and the pot of boiling stuff. Walk east to the dock and take the fish. If the bird is eating it, go to the far right - the lower part of the dock - and press Return. This tosses the bird into the air. Now run across and grab the fish. Leave the village by heading east at Look Out Point. At the fork due north of the Point, you’ll find a clearing to the east. Head for the light emerging from the circus and speak with the Fettucini Brothers. Allow yourself to be shot from the cannon, then show them the pot. Go back to the village, take the money and walk into the store. Buy a shovel and a sword. At the intersection, buy a treasure map from the citizen, then go and get a chicken from the voodoo shop. Head for the men of low moral fibre, tell them that you like rats, then speak about the circus. Agree to take a copy of the PTA minutes for two pieces of eight. Now it’s time to start learning how to handle your sword, so go east (out of the village) and past Look Out Point. Here you’ll find a house (it’s in the southeast section of the island). Give the fish to the troll. Use Captain Smirk to start training with the sword. Once you feel confident enough, exit and head back to the intersection west of the fork. If you wait here, some wandering pirates will take the opportunity to challenge you (see Fighting Talk on the facing page). You must wait for an insult to be heard before you can use the comeback, and before challenging the swordmaster you must master all four major insults and comebacks, plus the other 16 minor ones - they are added to your inventory as you hear them. Once you’ve got them all, head for the store and let the storekeeper know that you want to meet the swordmaster. When the storekeeper leaves, follow him to the forest north of the fork, near Look Out Point. Here you’ll meet the swordmaster, who you can overcome by using the minor comebacks. Once you’ve defeated her, go back to the three pirate captains and show them the prize she gives you. Recruiting Your Crew Head for the fork in the road and go into the forest. Pick up the petal from the yellow flowers, use the petal on the meat and head for the Governor’s house. Give the spiked meat to the dogs, enter the house and use the right door. You will see a cut scene showing you getting some anti-gopher spray. Go to the storekeeper, talk to him and buy some mints. Go over to the jail and speak with Otis. Give him the mints, talk to him again and then give him the anti-gopher spray. Now take the cake and open it to get the file. Head over to the house again. If the dogs are awake you’ll have to get some more meat from the kitchen and petals from the forest, as before. Head through the hole in the wall and watch what happens next. When Fester throws you in the ocean by the pier, pick up the idol and the sword, go to the ladder and climb up. Return to the Scumm bar and show the idol to the captains. Look at the map you bought earlier - the dancing steps are actually directions through the forest (from the fork to the treasure). After entering the forest, take the back pathway. Now when you get to the next screen, go left, right, left, right, back (as in ‘into’ the screen, away from you), right, left, back and right. You should find the treasure marked with an X. Start digging and read the signs (both on the plaques and on the monuments). Afterwards, go back to where you normally find the captains and you’ll discover that they’ve left. It’s time to get your crew together. Go to Stan’s used ships and speak with him about credit - you need the large blue ship at the end of the dock. Go to the shopkeeper and ask for credit. Exit - then go back in and reply that you have a good job. Note the combination of the safe (count the clicks in either direction). Tell the shopkeeper that you want to speak with the swordmaster. When he leaves, open the safe and get the letter of credit. Go back to Stan’s used ships, ask about extras and then put in an offer. Tell him that they are junk and not wanted, implying that you’re going to leave, but then return. Start at about 1,000 and bid up very slowly - you should get the blue ship for about 4,000. Now raise a crew of Meat Hook, Otis and (of course) the swordmaster. The swordmaster will only join your crew if you say that the Governor has been abducted. To recruit Otis, first get all five clay mugs from the Scumm Bar. Now enter the kitchen and use one clay mug on the keg of booze with the spout (the one with a skull and crossbones insignia). The mug will melt, so quickly transfer the liquid from mug to mug as you move to the jail. At the jail, use the grog on the lock to free Otis (he’ll escape and join you later). To get Meat Hook, go to the far northeast corner of the island (don’t forget to take the chicken and the pulley from the shop - to the left of the citizen - beforehand). Climb up the platform by the shore and use the chicken on the cable to reach the island. Now tell Meat Hook that the Governor has been abducted. To make a good impression, open the door for him and hassle the parrot. Now head back to the dock where Stan and the rest of the crew will meet you. All Aboard When you set sail, examine the ship carefully and take everything you find. Enter the captain’s cabin, look in the desk drawer and get the log. Go to the galley and look for a key hidden in a box of cereal inside the cupboard (looking at the prize turns it into a key). Go back to the captain’s cabin and use the key on the cabinet. Remove the chest and open it. Afterwards, look inside it and get the cinnamon sticks and the recipe. Return to the galley and put the following in the large pot - breath mints, cereal, chicken, cinnamon, gun powder, ink, the jolly roger (from the mast), rubber and wine. You’ll now fall asleep and wake up at Monkey Island. Go to the galley and get the small pot (this makes a good helmet). Now get the rope from the hold to provide you with a fuse. Save the game, then get the gunpowder from the hold, plus the feather from the captain’s cabin. Use the rope on the back of the cannon and the gunpowder on the front. Light the feather, stand close to the muzzle and use the pot. On Monkey Island, get the banana and make a note of the boat you see. Walk northwest to the beach, take the note and look at it, then go to the fort, north of the volcano. Take the rope and the spy glass, pull the cannon, and get the cannonball and gunpowder. Go to the fork in the river to the east and pick up the memo and the rock. Examine both of these, get the flint, cross over the bridge and go east to the footholds. Go up, pull the old native art to the furthest left position, then push three times to the right (in the direction of the banana tree). Head back to the footholds and go up again. Use the spy glass, push the rock, then read the memo and cross the bridge. Use the gunpowder on the dam, use the flint on the cannonball and head to the pond. Get the rope and read the memo, go to the crack and use the rope on the tree. At this point, go over to the stump and use the rope on it. Head over to the wall and take everything. Now go back to the first beach and take two bananas. Climb into the boat and row east to the beach. Examine the bottle with the message and explore the clearing. Afterwards, go east, then north in the boat to find another beach. Read the note and head for the village. Once there, go to the stone head, take another two bananas from the fruit bowl, and go east. Take the skull from the guest hut, prise open the loose board and take the banana picker. Head to the hole. Go back to the boat and row to the beach with the banana tree. Enter the jungle, walk to the monkey and give all your bananas to him. Look at the monkey, then head for the clearing. Go east to the fence, pull the nose on the left totem pole and back away. Go over to the opening in the fence and head east, then take the pathetic looking idol and return to the boat. Row back to the cannibals’ village and let them know you’ll give them anything they want. Give them the idol. Enter the guest hut and take the banana picker. When you try to leave, Toothrot will show up. Give him the banana picker and he will give you the monkey head key. Exit the village and then re-enter. Speak with the cannibals until ‘head’ comes up in conversation. Now give the cannibals the leaflet and in return you’ll get the head of the navigator. Go back to the monkey head, use the key on its ear, enter the mouth and use the head. When you pause at the junction, look at the head - it will spin around and gaze in the direction you should take. When you get to the ledge above the ghostship, speak to the head and ask for the necklace. Continue saying please until you get it. Use it, go to the ship, west through the door and use the compass on the key. Head down the hatch, walk east and take the ghost feather. Now go west and use the feather twice on the crewmen that are asleep. Take the bottle of booze and use the key on the hatch. Go over to the hatch and use the grog in the dish. Take the cooking grease, then go back up on deck. Use the grease on the brig door, open the door, enter the brig and take the ghost tools. Go back to the hold, use the tools on the crate and then take the voodoo root. Leave the ship, head back to the village and give them the voodoo root. In return you will gain the seltzer bottle. Leave the village. When you see the ghost appear back on the island of Melee, use the seltzer bottle on him. Now go to the church- say the words ‘stop wedding’ and use the bottle (yet again). During the course of taking on LeChuck, you’ll find yourself back at Stan’s Place. Grab the root beer bottle lying on the ground (it’s fallen from the grog machine) and when the time is right, use it on LeChuck to win the game.