THE SECRET OF MONKEY ISLAND 2: LECHUCK'S REVENGE Welcome to the second installment of the adventures of Guybrush Threepwood in Lucasfilms' SECRET OF MONKEY ISLAND II. It will be your task to guide Guybrush past the many puzzles found in the game. This is by far the most challenging 3D adventure Lucasfilms has produced to date. The following walkthru is for the full game only. It does not address the easy game at all. When you first start off, you're on Scabb Island, at the bridge to Woodtick. Look at the sign and get the shovel. Next, head for Woodtick across the bridge. Here, you will meet Largo for the first time. This is the guy you're going to have to get rid of to leave the island. He's going to rob you the first time you cross the bridge. It's unavoidable, so be sure to crack some insults for laughs and let him rob you. The first building you will come to in Woodtick is the woodsmith's shop. You'll need some stuff from his shop and his services later, but for now, talk to him for a few laughs. Next is the mapmaker's shop. It's run by a nearsighted little guy named Wally. Talk to Wally about maps and Big Whoop. After that, go to the southeast corner of his office and get some paper, then watch Wally. When he puts his monocle down, steal it (hey, you're a pirate ain't ya?). Leave Wally in his office and head for Mad Marty's Cleaners. There you will meet three pirates sleeping on a ledge. Talk to them. One will give you a gold coin to buy some wood polish. Go back to the woodsmith and buy some wood polish. Go back to the pirates and use the polish on the wooden leg. Next, go to the bucket and try to pick it up. Talk to the pirate and be persistent about asking for the bucket. Once you have the bucket, leave Woodtick and head for the Swamp. When you arrive at the swamp, use the bucket on the swamp. You should now have a bucket of mud. Get in the coffin and row into the swamp toward the skull cottage. Once inside, get the string from the table (next to the skulls). Walk to the right and talk to the Mojo Woman about Largo and voodoo dolls. Once you have the shopping list, leave and head for the cemetery. Find the tombstone where Largo's ancestor is buried and use the shovel on the grave. You should now have a bone. Next, head for Woodtick and go in the Bloody Lip Bar. Look at the sign above the hatch before you go in. Once inside, talk to the bartender. Largo will come in and order a drink. When he spits, notice the color and where it lands. After Largo leaves, use the paper on the spit. You now have spit-encrusted paper (oh, joy!). Leave the bar and climb in the window left of the hatch. You will find a knife; get it. Leave through the window and head for the hotel. Talk to the innkeeper and then go over to the rope that the little alligator is tied to. Use the knife on the rope and when the innkeeper leaves, pick up some cheese puffs from the bowl where the alligator was sleeping. Head for the door on the left side of the room and go in. Get the toupee from the dresser. Then close the door and use the bucket of mud on the door. Hide behind the dressing screen and watch the fun when Largo walks into the room. Leave Woodtick and head for the beach. Pick up the stick near the trees and go over to the campfire. Talk to the pirates about Largo and then head for Mad Marty's Cleaners in Woodtick. Go over to the box and open it. While you're holding the box open, use the stick on the box and the string on the stick. Use the cheese puffs in the box; if the rat isn't near the box, go over to it, and chase it over towards it. When the rat goes in the box, pick up the string. Go over to the box, open it, and get the rat. Go back to Largo's room in the hotel and close the door. Get the claim ticket off the door and head for Mad Marty's Cleaners. Talk to Marty for some laughs and then pick up Largo's laundry. Leave Woodtick and head for the cottage of the Mojo Woman in the swamp. Give her the bone, toupee, laundry, and spit. After she gives you the voodoo doll, go back to Largo's room. When you see Largo, use pins in the doll. This will get rid of Largo. After Largo is gone, go back to the bar and climb in the window. Put the rat in the soup and climb back out the window. Go into the bar and ask the bartender about stew. When he comes back, he'll offer you a job. Ask how much it pays and then take the job. Climb out the kitchen window, leave Woodtick, and head for the peninsula. Go the houseboat and talk to Captain Dread. Give him the monocle and charter his boat. Congratulations!! You've finished part one. On to part two. Once you're at the boat, get the bag of parrot chow and go in the boat. When Captain Dread asks you where you want to go, he'll give you a map of the islands he knows. Head for Phatt Island. When you get there, you'll be arrested. This is unavoidable so try cracking some jokes and go with the guard. You will be taken to see Governor Phatt who will explain why you've been arrested and offer the fact that he's going to claim the bounty that LeChuck has put on your head. Have some fun with Phatt by making fun of him. You're going to wind up in jail no matter what. After the guard leaves the jail, pick up your mattress and get the stick that is under it. Use the stick on the skeleton in the other cell, and use the bone on the dog with the keys. Get the key and open the cell. Go over to the desk and pick up both envelopes. Open each envelope and collect your items. Now is a good time to read the book on Big Whoop. Make note of the pirates' names and where they eventually wound up. Head for the library and go inside. Go over to the lighthouse model and open it. Take the lens and go over to the librarian. You can give her the book on Big Whoop if you like, but do talk to her and apply for a library card. After you have your temporary library card, go over to the card catalog, use it, and select a book (any book will do). Go back to the librarian and talk to her to check out the book you want. After she gives you the book, leave the library and walk to the pier. Talk to the fisherman and tease him so he'll bet with you. Get the details of the wager and then bet with him. Leave the pier and head for the alley to the left of the library. Go in and watch the game. When the man collects his prize and leaves, follow him. When he goes into the other alley, go after him and watch what he does. Use the slot on the door and ask for the next winning number. You will be asked to answer three questions correctly, and here's how to do it: After you have been asked the question, save the game immediately, then answer. If you are correct, you'll be asked the next question. Save after every correct answer before you answer the next question. If you answer the question incorrectly, restore the game and try a different answer. Shortly, you will have all three questions answered. You will then be given the next winning number. Remember it and head for the game alley. Make your wager on the number given; when you win, pick the invitation to Governor Marley's party as your prize. Go back to the alley with the door and get another winning number. Return to the game alley, wager once more using the number you were given, and select the money. Leave the alley and then leave the wharf area. Head for Governor Phatt's mansion. Go in the mansion, tell the guard you're Guybrush's cousin, and that the kitchen is on fire. Go up the stairs to Governor Phatt's bedroom and use the book you checked out from the library on the book that is on Governor Phatt's stomach. Leave the mansion and go to Dread's ship. Go to Booty Island and enter the antique shop (shop closest to the pier). Look at the map and talk to the antique dealer. Buy the saw, the sign, and the ship's horn. Use the bag of parrot chow on the hook where the sign used to hang, and buy the mirror. Leave the antique shop and head for the costume shop. Give the invitation to the clerk and pick up your costume. Leave the costume shop and go to the woman handing out leaflets. Talk to the woman and get one of the leaflets. Leave the town to the right and head for the mansion. Talk to the woman at the gate, showing her your invitation and using your costume. Go in the mansion and get the map piece from the frame over the mantle. Leave the mansion and you'll get caught stealing the map piece (it's all part of the game). When you are brought to Governor Marley, butter her up; after a while you'll goof, she'll get even madder, and will throw the map out the window. Leave the mansion and try to pick up the map piece. It will blow away and wind up at the cliff. Reenter the mansion and go upstairs. Get the oar and leave. Go to the back of the mansion and read the sign above the garbage can. Pick up the garbage can, and when the chef comes out, walk to the front of the mansion. When he follows you to the front of the mansion, walk around to the back again and go in the door. Pick up one of the fish on the table and leave. Walk to the front of the mansion and pick up the dog (yes, pick up the dog). Leave the mansion area and go to Dread's ship. Go to Phatt Island and visit the library. Use the card catalog, look up "Disasters: Great Ship Wrecks of our Century," and check it out. Go to the pier and give the fish to the fisherman. He'll give you his fishing pole and then you'll go to Dread's ship. Head for Booty Island and go to the cliff. Use the fishing pole; when the seagull steals the map, watch where it goes, and head for the big tree. Use your oar in the hole next to the plank and then go to the plank. Get on the oar and after you fall, watch the show. Pick up the broken oar and head for Dread's ship. Go to Scabb Island and head for the woodsmith's shop. Give the broken oar to him and he'll repair it. Then head over to Mad Marty's Cleaners and use your saw on the pirate's wooden leg. Leave and head for the woodsmith's shop. You can now pick up the hammer and nails. Go to the mapmaker's shop and give the lens to Wally. Then, go to the Bloody Lip Bar and order Grog. You will have to show your library card as ID. Order a Yellow Beard's Baby and a Blue Whale. Use the yellow drink on the blue drink and you will get a green drink. Go over to the piano-playing monkey and use the banana on the metronome. Pick up the hypnotized Jojo and leave. Head for Dread's ship and go to Booty Island. Go to Stan's Used Coffins and go inside. When Stan gets in the coffin, close the lid and use the nails on the coffin. If you don't quite make it before he gets out, ask him to show you the coffin again, and try nailing him in the coffin. Once you have him stuck in the coffin, go over to the wall and get the crypt key. Leave and go to the spitting contest. Stand next to the flags and blow the ship's horn. While everyone is distract- ed, pick up the flags. Use the crazy straw on the green drink and drink a lot of it. Go over and talk to the contest referee. Your first attempt will fail, but drink more and keep trying. Eventually you will win the spitting contest. Once you have won, go to the large tree. Use the reinforced oar on the hole next to the plank, get on the plank, then get on the oar, pick up the plank, use it in the next hole, get on the plank, pick up the oar, and so on until you're at the top of the tree. Go to the door and go inside. Use the dog on the pile of maps. Leave and go over to the crow's nest. Get the telescope and climb down the tree. Go to Ville de la Booty and go to the antique shop. Sell the bronze plaque you won at the spitting contest and leave. Look at the book about shipwrecks and make note of the location of the wreck of the Mad Monkey. Go to Captain Capsize and charter her boat. Use the map Dread gave you to show Captain Capsize where you want to go. When you arrive at that spot, you will dive in and sink to the bottom. Get the head from the statue and use the anchor to get back to the surface. Go to the antique shop and trade the monkey head for the map piece. Go to Dread's ship and head for Scabb Island. Go to the cemetery and go over to Stan's crypt. Use the key and go in the crypt. Look at the book on pirate sayings and make note of which saying is Rapp Scallion's. Look at the coffins and open the one that has Rapp's saying scrawled on it. Pick up some of Rapp's dust and head for the Mojo Woman's cottage in the swamp. When you get there, look at the jars on the shelf, and when you find Ash-2-Life, try to pick it up. The Mojo Woman will talk to you about needing a voodoo recipe book. Leave and head for Dread's ship. Go to Phatt Island and the library. Return all the books you have (if you like), go to the card catalog, and find "Recipes, Voodoo: The Joy of Hex." Check the book out and return to Scabb Island. Go to the Mojo Woman and give her the recipe. Return to the cemetery and Rapp's crypt. Use the Ash-2-Life on Rapp's ashes. When he comes back to life, tell him he's dead. He will give you a key and will ask you to turn the gas off in his weenie stand. In return, he will give you his piece of the map. If Rapp fades out before you get all the information you need from him, use the Ash-2-Life again. Leave the cemetery and go to the beach. Use the key Rapp gave you and go in his weenie hut. Use the knob to turn the gas off and then return to the crypt in the cemetery. Use the Ash-2-Life and tell Rapp the gas is off. He'll give you the map piece and will then fade away. Be nice and close his coffin and crypt. Go to Phatt Island and use the leaflet you have on the poster. Head for Dread's ship and after Captain Kate is arrested, go back to Phatt Island and go to the jail. Pick up the envelope on the desk and open it. If you want, you can free Kate, but you don't have too. Leave the wharf and head for the waterfall. Climb the path to the top of the waterfall and go over to the pump. Use Jojo (monkey wrench, get it?) on the pump. Go back down to the base of the now dry waterfall and go in the hole. Go along until you reemerge at the base of a small cliff. Head for the cottage at the top of the hill. Look at the statue and at the plaque at its base. Go to the cottage and open the door. Go inside and threaten the old man. When he walks over to get the Grog, open the shutters on the window, and put the mirror in the frame on the back wall. Leave before the old man returns and use the telescope on the statue. Make note of exactly where the beam of light lands and then go back in the cottage. When the old man brings you the mug of grog and leaves again, pick up the mug and use it on the tree along the back wall. Use the near-grog on the mug, and when the old man returns, play the drinking game. After the old man passes out, go over to where the light struck the wall, and pull the brick. The trap door will open and you will fall into the basement where the piece of the map may be obtained. Leave through the hole and go back into the tunnel. Go along until you return to the waterfall. If you like, turn the waterfall on again. Head for Scabb Island and go to the mapmaker. Give Wally the map and he'll give you an errand to run. Go to the Mojo Woman's cottage in the swamp and tell her you are here to pick up Wally's love potion. She'll give you an ominous vision. Return to the mapmaker's shop and read the scrawled message. Return to the swamp, then open and use the box. Congratulations!! You have finished part two. On to part three. Welcome to LeChuck's pirate fortress. Climb the stairs on the right side of the room. Keep going right until you find Wally's jail cell. Talk to Wally, then leave. Go back to the passage that had all the signs posted. Go in the passage area and look at the spit-encrusted paper. Look at how the bones are connected in the verses. Travel in the passage until you find a wall sculpture whose parts are connected like the first verse. Push that sculpture and go in. Do the same for the second, third, and fourth verses. Eventually, you will wind up in front of a large door. Open the door and go in. Go over to the key and try to pick it up. Sit back and enjoy the show. When you find yourself in the torture chamber with Wally and LeChuck has left, use the straw in the green drink. Start spitting at the shield that is to the right. Very soon, you'll find the right combination to put the candle out. Watch the next bit of animation. When you are in control once again, open the Juju bag the Mojo Woman gave you, and light a match. Sit back and watch the fun! Congratulations!!! You have finished part three. On to part four. Welcome to Dinky Island, the last part of this game. When you wake up, look at the sign. Pick up the bottle, glass, and crowbar. Open the barrel and get the cracker, but don't give it to the parrot, yet. Go over and talk to Herman Toothrot. After you get completely flustered talking to Herman, go to the jungle and take the western path. Keep going west until you find a tree with a bag in it. Use the bottle on the tree, and then use the bottle on the bag. Get the box of cracker mix and go back to the beach. Use the glass on the ocean and then use the glass of seawater on the still. Use the distilled water on the box of cracker mix. Give the crackers to the parrot, making careful note of the instructions the parrot gives you with each cracker. Go back to the jungle and take the east path. When you come to the pond with the box next to it, get the rope. Use the crowbar on the box and get the dynamite. Follow the parrot's instructions until you find the big "X". Use the shovel on the "X," then use the matches on the dynamite, and the dynamite on the hole. Use the crowbar on the rope, and the rope on the metal rods. Sit back and watch the show. When you find yourself in control in the total darkness, use the cursor to find the light switch, and then use the light switch. Guess who's been waiting for you? After a truly bizarre turn of events, start looking for the first aid station. When you get there, get the remains, and go over to the garbage can. Open the garbage can and get the surgical gloves. Open the medical drawer and get the syringe. If LeChuck comes in and teleports you again, just find your way back, and continue. Next, find a room filled with boxes of rootbeer. Open the boxes on the ground and get the doll, the rootbeer, and the balloon. Find a room with a broken Grog machine in it. Go over to the Grog machine and pull the coin return. Do not pick up the coin. If LeChuck comes in the room after you pull the coin return, wait for him to bend over to pick up the coin. Go over to him and pull his underwear. If you're teleported, find your way back, and use the helium tank with the balloon and both surgical gloves. Next go out in the hall and wait for LeChuck to show up. When he does, immediately go to him and give him the hanky. When he gives it back, you will be teleported again. Find the elevator and push the call button. Go in and when LeChuck shows up, pull the control lever. Get the beard bits and then open the door. Go outside and use the doll, beard bits, skull, and dirty hanky in the juju bag. You now have a LeChuck voodoo doll. Go back in the elevator and pull the lever. Go into the passage and wait for LeChuck to find you or you find him. As soon as you see him, use the syringe on the doll. When LeChuck leaves, go to the room where the busted-up treasure chest is and get the ticket. Return to where you saw LeChuck and use the voodoo doll. Eventually, you will tear LeChuck's leg off, and his dying request is that you look at his true face. You have no choice, so go ahead and do it. When you see who LeChuck really is, make him promise to quit picking on you. Sit back and watch what happens next. Congratulations! You have finished the SECRET OF MONKEY ISLAND II. Pat yourself on the back and wait for SECRET OF MONKEY ISLAND III. Pray that there is a sequel; it would me sick if this was how the series ended! Hope you enjoyed the game. Till next time. THE SECRET OF MONKEY ISLAND II: LECHUCK'S REVENGE is published and distributed by Lucasfilms Games. This walkthru is copyright (c) 1992 by John Overall. All rights reserved. [Not to be distributed without permission.]