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monkey1.txt
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1997-01-28
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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, youÆll 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
itÆs time to start learning how to handle your sword, so go east (out of the village)
and past Look Out Point. Here youÆll find a house (itÆs 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 youÆve 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 youÆll meet the swordmaster, who you can
overcome by using the minor comebacks. Once youÆve 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 GovernorÆs 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 youÆll 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 æintoÆ 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 youÆll discover
that theyÆve left. ItÆs time to get your crew together.
Go to StanÆs 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 StanÆs used ships, ask about extras and then put in an offer. Tell him
that they are junk and not wanted, implying that youÆre 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 (heÆll escape and join you later). To get Meat Hook, go to the far
northeast corner of the island (donÆt 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 captainÆs 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 captainÆs 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. YouÆll 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 captainÆs 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 cannibalsÆ village
and let them know youÆll 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 æheadÆ comes up in conversation. Now give the cannibals the
leaflet and in return youÆll 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 æstop weddingÆ and use the bottle
(yet again). During the course of taking on LeChuck, youÆll find yourself back at
StanÆs Place. Grab the root beer bottle lying on the ground (itÆs fallen from the
grog machine) and when the time is right, use it on LeChuck to win the game.