Sunday, July 02, 2006

Monkey Island 1: The Secret of Monkey Island walkthrough

Monkey Island 1: The Secret of Monkey Island walkthrough...

Story
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Somewhere in the Caribbean...

A not-exactly-strapping young man arrived on Melee Island, determined to be a mighty pirate. The lookout was useless, but the not-exactly-strapping young man, Guybrush Threepwood, found three rowdy pirate leaders, who assigned three tasks to the wannabe swashbuckler. Here, our story begins. Actually, it began right after "Somewhere in the Caribbean..."


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Characters
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Guybrush Threepwood: Guybrush is the hero of the Monkey Island series. His main goal in life is to be a mighty pirate... but of course he also wants to get rich, marry Elaine Marley (the governor of Melee Island), and be captain of his own ship. Should be easy, right? I always find it so. But Guybrush is kinda wimpy, and he gets nervous around the ladies. Mrrfl.

Elaine Marley: Governor of Melee Island, owner of some rather violent poodles, and Guybrush Threepwood's one true love... Elaine is the 'damsel in distress,' or would be were she not perfectly capable of taking care of herself. Her plans are usually ruined by Guybrush, but she loves him nonetheless. I can't see why... He's not a big talker, he's lacking in looks, and he's a pansy. His personality isn't great, and he probably can't even make a decent omelet. And I'm betting he's bad with children. But hey, we can't all have great taste in men...

Ghost Pirate LeChuck:
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He's dead, he's into voodoo, and he's allergic to root beer. He also happens to be Guybrush's archnemesis. He really digs Elaine, but rather than trying to make her fall for him, he takes the classic villain approach and just kidnaps her.


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Controls
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+-----------------------------------------------------------------+
| [commands and items in use] |
+--------------------------+---+----------------------------------+
| Give Pick up Use | ^ | [item] [item] [item] [item] |
| Open Look at Push |---| |
| Close Talk to Pull | v | [item] [item] [item] [item] |
+--------------------------+---+----------------------------------+

As in most of the LucasArts adventure games of the early '90s, the controls in this game are fairly simple. On the bottom of your screen, there's a large black area. On the left side, you can see the actions you can use. A diagram of this is shown above.

You use these commands by moving the cursor over the command you want to use and clicking it, then moving the cursor over the object, person, or thing you want to use the command on and clicking on it. You can see what command or item is in use, and what your cursor is over, by checking the command line above the items and commands.

Of course, those aren't the only commands. They're just the basics. There are others. These are used just by pressing the key or button necessary to use them. Quite simple. They are as follows:


Right-Click: On items or people, this will cause Guybrush to use the 'Look at' command. On doors, it will be 'Open' or 'Close,' depending on the current state of the door. On handles, it will be 'Push' or 'Pull.'

F1: Hitting F1 on your keyboard will bring up the menu. From here, you can save or load your game or quit. To get out of here, just press the 'Play' button.

Spacebar: Hitting the spacebar while playing will pause your game. Hit it again to unpause it.

Escape: The escape key will skip over cutscenes and credits so you don't have to watch them every time you want to play the game.



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Saving and Loading
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To save your game, go into the menu (press F1) and select Save. Choose which drive you want to save your game on by clicking on the button on the top right, then click on any of the empty slots on the left side and type in a file name. Press the OK button to save the game, or the Cancel to go back to the menu without saving. If you click on a file that you have already used to save a game, the file will be replaced. After pressing OK, the menu will close.

To load a game, open the menu and choose the load option by pressing the button labelled Load. Click on whichever file you want to load by clicking on it or pressing Enter when the cursor is over it. The game will be loaded and the menu closed. Again, you can select which drive you want to load from, or go back to the menu by pressing Cancel.



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.:*~*:. < 3. Walkthrough > .:*~*:.
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Part 1: The Three Trials
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Getting Started: Hello. Meet Guybrush. He introduces himself to the blind lookout atop the mountain. They'll talk for a bit. The lookout tells Guybrush to go talk to the pirate leaders in the Scumm Bar. When they finish, you can go two different ways.

If you want to explore a little bit, head off to the right side of the screen to the island overview. Most of the locations are shown here in colored spots, and those that aren't you'll either run into later or you can just move your mouse around until you see something. There's nothing you can do here now, so you might as well head back to the village or the lookout point, which are in the lower left corner of the map. Either one will take you to the lookout point, so it doesn't matter which one you go to.

After exploring, or if you choose not to explore at all, walk to the stairs on the lookout screen. Guybrush will go down the stairs and down the mountain path and onto the dock. On the first building you encounter, you can see a poster. You can look at it if you want to, or just walk away. You can't pick it up. When you're finished, walk to the right side of the screen. Doing this twice will get you to the Scumm Bar, which is where the lookout advised you to go. Open and walk to the door.

You will be faced with a room full of drunken pirates in blue suits. You can also see a dog, and occasionally, the cook. Talk to these pirates if you wish; some of them have interesting things to say. Well, not really. But talk to them if you're bored. When you're done, head over to the curtains on the right side of the room. Seated at a table here are the important-looking pirates. Talk to them, or wait for the cook to leave the kitchen and go in there.

When you talk to them, they'll tell you how to become a pirate. For more details, ask them what you need to do to become a pirate. Or just look here.

The three tasks are as follows:
- Mastering the sword: Track down and defeat the Sword Master.
- Mastering the art of thievery: Steal an idol from the governor's mansion.
- Mastering the art of treasure huntery: Find the Lost Treasure of Melee Island.

When you finish talking to the important-looking pirates, or if you choose to do this before talking to them, wait for the chef to come out of the kitchen. When he passes the curtains, walk to the kitchen door. If you open it while he's in there, he'll kick you out, and if you try to go in while he's still on the screen, he'll tell you not to go in there. Anyway, just wait for him to leave and then you can go in.

Once in there, the first thing you'll want to do is grab the pot under the counter. Well, maybe not WANT. But it's the first thing you SHOULD do. Then you can pick up the hunk o' meat on the counter. Toss it into the soup if you want. Then pick it up again and you'll have stewed meat. Actually, it doesn't really matter if you do that now or later, but you should probably get it done now to save any extra trips to the kitchen. That done, open the door on the right side of the kitchen and head out to the dock.

Back outside, walk to the end of the dock and move around until you hit the loose board. Walk on the board until the bird flies away, then run in and pick up the herring. Walk back into the kitchen, then back into the bar. Leave the building. You'll see a little cutscene at this point. Watch it. Or press the Escape key to skip it. Either way. Your call.

Walk to the left and back up the mountain to the lookout point. Walk to the right and go to the overview. Go to the clearing (the colored dot in the approximate center of the island). Walk to the left, then head on over to the circus tent.

When you enter, you'll see two guys in ridiculous outfits arguing about cannon testing. These are the Fettucini brothers. When you get a chance, say something. Any of the options you're given will work. They'll dash over to Guybrush and offer him a job. Ask how much they'll pay you (the answer is 478 pieces o' eight), then take the offer. Tell them you have a helmet. When they ask for it, give them your pot. Watch Guybrush get launched into the pole. Fun! It doesn't matter what you say here. They'll go back to their bickering. For those of you not in the know, the line about Bobbin is a reference to the old LucasArts game Loom. Look it up if you care to know more.

Now, move your cursor around until you find the fork. Click on it. Take the upper left path. Pick up the yellow flowers on the right side of the screen, then go back out.

Go back to the overview, then back to the lookout point, down the stairs, and back into town. Or just click on the village and you'll automatically end up going down the cliff.

Walk to the right until you reach an archway, then head through it. Guybrush will find himself in the main part of town.

You can talk to the citizen of Melee, but you'll only get something out of him if you tell him that you once had a barber named Dominique (this will be back later in the MI series). Then he'll offer to sell you a map, which you should buy.

Across the street, you can see three men and a rat. Talk to the men. If you insult the rat, then move the cursor over it, they'll tell you not to touch it. If you do this enough, the rat will run away. If you talk to them about the guy across the street, they'll call his maps cheap and try to sell you a real map. Then they'll confess that they're selling the minutes to the last Melee Island PTA meeting and ask if you still want them. Say you'll take one if they give you 2 pieces o' eight. Easiest money you'll ever earn. In this game, anyway. Except maybe the cash you earned letting two guys launch you from a cannon into a big pole.

Now, head up the street and open the first door on the right. Walk in. You'll find yourself in a shop full of chickens. The only thing you can pick up in here is the rubber chicken sitting on the trunk in the lower-right corner of the room. Grab that, then walk over to the right side of the room to meet the voodoo lady.

She knows everything you're going to say before you actually say it. Ask about everything you can, and when she asks if you're sure you want to know the future, say yes. She'll tell you a bit, then disappear in a puff of smoke. Leave the shop.

Walk through the archway under the clock to get to the back part of town. Head into the first building. Once inside, pick up the sword (it's on the red and blue boxes behind the counter) and the shovel, which is in the top left corner upstairs. You can try to leave, but the shopkeeper will yell at you and you'll have to go back and pay. So just talk to him. Ask him about the sword and shovel, and buy both of them. Then leave.

Ignore the sounds coming from the alley (or go investigate... nothing really changes). Walk past the church and the jail and through the the other archway. Then walk to Governor's mansion.


Mastering the Art of Thievery: If you want to get into the Governor's mansion, you'll have to get past those deadly piranha poodles firt. Use the yellow petals you picked up in the forest on the stewed meat. Give the meat with condiment to the deadly piranha poodles. Open the door to the mansion and walk in.

Open the door at the top of the screen and walk in. Enjoy the next scene. And pay close attention to the actions Guybrush is using. Quite amusing.

When that's over, walk out of the mansion and back down to town. Walk into the jail (that's the building on the left) and talk to the prisoner. Guybrush will make a comment or two about poor dental hygiene, then refuse to talk to the prisoner until his breath improves. Walk out of the jail and over to the store.

Talk to the storekeeper and tell him that you could really use a breath mint. He'll give you an entire package of Grog-O-Mints for only one piece o' eight. Go back to the jail.

Give the breath mints you just bought at the store to the prisoner. Ask him if he's got a file. He'll offer to give you his only possession, the carrot cake his Aunt Tillie made him, if you give him something to get rid of the rats. Give him the gopher repellent you picked up in the mansion. Use the cake. Walk back to the mansion.

Walk over to the gaping hole in the wall where the painting used to be. Watch some more as Guybrush gets the idol.

It doesn't matter what you mumble here. The sheriff will go away, leaving Guybrush alone with Elaine. Again, whichever option you choose, there will be no changes whatsoever in the storyline. Open the door so you can leave.

Your escape will be cut off by Fester Shinetop, who will tie Guybrush to the idol and huck him into the ocean.

Remember when Guybrush was talking to the pirate leaders and they asked if he had any special skills? Guybrush said he could hold his breath for 10 minutes. And it's true. You've got 10 minutes to get out of the water. Ignore the sharp objects lying everywhere that you could use to cut the rope if they were close to you. All you have to do is pick up the idol. Guybrush will grab the sword and climb out. Or you could stay for 10 minutes, let Guybrush suffocate, and read all the conversations going on overhead and admire the nice colors Guybrush will turn. This is the only way to die in Monkey Island. Savor it.

When Guybrush reaches the dock, Elaine Marley will show up. They'll talk for a minute, call each other a few names (Plunder Bunny?), then make plans to go back to the mansion for some... happy time. But first, Guybrush has to finish the trials.


Mastering the Sword: Walk to the right, then head up the mountain and over to the path. Go to the house on the right side of the island.

Halfway there, Guybrush will be stopped by a troll on a bridge. Just give him the fish you picked up in the kitchen, and walk past. The troll will make sure nobody is looking, then whip off his mask, revealing a guy looks strangly like George Lucas. The guy eats the fish, then puts the mask back on. Go to the house.

Open the door to the house. Guybrush will knock, and a big guy with a smoking problem will answer, insult you a bit, and ask what you want. Ask him to train you. He'll laugh at you some more, but insist that you do have what it takes until he tells you that he likes your spirit and say he'll train you if you give him 30 pieces o' eight. Tell him you've got 30 pieces o' eight, show him your sword, and he'll let you in.

Guybrush will wave his sword around a bit, then the trainer will bring out... THE MACHINE! After a few hours of this, you'll learn the true secret of sword fighting.

He'll teach you a few insults, then send you out to learn some more at the hands of the pirates that are wandering around the island. Head out to the path, stop somewhere on the island (anywhere that isn't an actual location will do), and wait for an opponent to show up. Check the sword fighting guide for more information.

Run around fighting until you have all of the insults and their responses (there are 16 of them), then you're ready to fight the Sword Master. Or you could just wait until the pirates say, "Wow! You're good enough to fight the Sword Master!" when you defeat them. You'll still be missing a few responses when they first start to say that, so you might want to hold out for a bit and get the others.

When you're ready to fight the Sword Master, head back to the village and go to the store. Talk to the storekeeper and tell him that you're looking for the Sword Master, then follow him. Go to the island overview.

Try to keep up with the storekeeper. If you can't, the correct way to go is to take the following paths:

- Top-Left
- Top
- Right
- Right
- Left
- Top
- (Push Sign)
- Right

Guybrush will evesdrop on the conversation between the Sword Master and the storekeeper. When the storekeeper leaves, walk to the Sword Master and talk to her. Challenge her to a fight. See the sword fighting section for more information concerning her insults. If you defeat her, you'll get a 100% Cotton T-shirt. Otherwise, she'll go into her house and you'll have to walk away, then come back before you can challenge her again. Once you've defeated her, head back out of the forest, then click on the fork.


Mastering the Art of Treasure Huntery: Look at the map you bought from the citizen of Melee and follow the directions found within. If you can't do that, take the following paths:

- Top-Left
- Left
- Right
- Left
- Right
- Top
- Right
- Left
- Top

Go right and use the shovel on the X. Guybrush will dig up a T-shirt. Head back to the village.


Assembling a Crew: When you reach civilization, Guybrush will see a ghostly ship sail off into the distance. The lookout will come up behind him and tell him that the Governor has been kidnapped by LeChuck. Tell him that you'll get a ship and a crew together, and he'll tell you where they went and give you a note. Walk to the left or to the right and head into the Scumm Bar.

Pick up the 3 mugs in the first half of the tavern, then grab the 2 beyond the curtain. You can talk to the cook, or you can ignore him and go into the kitchen. He's too busy mourning the loss of the Governor to stop you. Fill one of your mugs with grog with the barrel and head out (go ahead and grab the meat).

Head back to the prison. As you walk, the grog you got from the barrel will eat its way through your mug. After your mug has reached 'near death' stage (move your mouse over it every time its condition changes), use it on another mug. Do this until you reach the prison, then use your grog on the lock. It will melt, and you'll free the prisoner, who will tell you his name is Otis, offer to do anything for you, refuse to save the Governor, then walk off.

Watch the cutscene, find out Fester's true identity, then head out of town. Go visit the Sword Master again, and tell her the governor's been kidnapped. Two crew members down, one to go. Visit the island in the upper-right corner of the map, and use your rubber chicken on the cable. Walk to the house, open the door, and go on in. Tell Chrome Dome that the Governor's been kidnapped, and run the idea of getting a ship and crew together by him. He'll make you touch the monstrosity that bit off his hands. Open the door, and do something to it. Anything. Frightening, isn't it? Meathook will then join your crew.

Go back to the island map thingy, and from there to the lights. As soon as you enter the shipyard, you'll be bombarded by Stan's sale offers. When he's done, tell him you don't have much to spend, and he'll show you the ship of your dreams: The Sea Monkey!

Well, you've just gotta have the ship, right? But you still don't have that much to spend. So tell him you want it on credit, and he'll send you scurrying to your old buddy, and the neighborhood credit supplier, the shopkeeper. So tell Stan you'd rather go think about it some more, and go see the shopkeeper.

The sign says "Ring bell for service." Ring the bell for service. The storekeeper will show up, moan about idiots and the stupid bell, and get his bum behind the counter. Tell him you're after a credit slip (claim to be employed), and he'll go up to his safe to get one. Watch him, and write down the combination. After he opens it and gets out the slip, pick any answer choice, and he'll put it back. Worry not -- we'll get that slip another way. Ask him to go see the Sword Master, and open the safe. Guybrush will take the credit note. That was easy, wasn't it? Thought so. Go back outside, and hike on over to Stan's.

As soon as Stan jumps on you to sell you something, ask to see the cheap ship again, and offer him your credit slip. Ask to see the extras, but each time he offers something, tell him you don't want it. When that's done, say you don't want it after all... as you're walking away, Stan will call you back. Go back. Make an offer of 5000 pieces o' eight. He'll take it. Congratulations. You gots yerself a ship. Go back to town.

When you get there, Stan will be waiting with the Sea Monkey. Shortly after, you'll be joined by Otis. Tell him you thought you'd never see him again, and say anything you want to Carla. After a bit of chatting...



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Part 2: The Journey
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Well, you've got a relatively useless crew on your hands now. But at least we're on our way. Sort of. In the cabin, open the desk drawer to find the Captain's log. Snag the feather pen and the ink it's sitting in, then leave the cabin and climb up the rope ladder. Take the Jolly Roger and climb back down.

On the deck, head for the hatch beside the mast. It's a bit hard to see at first, but it's there. Downstairs, go through the door (rather than the second hatch) and open the cupboard in the kitchen to find an impressive cereal stash. Take a box and open it to find a prize. Open this as well to find a key. Go back to the previous room and go down through the hatch.

Open the chest in the lower right corner and look inside to get some wine. Pick up the rope draped over a barrel to the left of this chest, then open one of the kegs on the left side of the hold to find some gunpowder. Go back to the captain's cabin.

Use the small key you found in the cereal on the cupboard on the right side of the screen to unlock it. Pick up the chest inside. Guybrush will take it out. Open it to find a piece of paper and some cinnamon sticks, then read the paper.

Let's have a look at the ingredients. 1 Cinnamon stick... Check. We found cinnamon sticks with the recipe. 4 Leaves of Mint. A package of Grog-O-Mints should do it. 1 Human Skull (pressed). That would be the Jolly Roger. 1 squirt Squid Ink. Yep. We've got the ink from the cabin. 2 pts Monkey Blood? That wine is a pretty deep shade of red... We've been carring around 1 Live Chicken since we took it from the Voodoo Lady during the Trials. 3 oz. Brimstone? Gunpowder has brimstone in it. And we've probably got most, if not all, of the other stuff listed at the bottom. Head for the kitchen.

Put everything listed into the pot, then add whatever else you're toting around that the game will let you part with. When you're done, the pot will start emitting funny green smoke.

When Guybrush wakes up, walk somewhere to make him stand. Pick up the pot near the cupboard, then go to the hold and open the kegs to get more gunpowder. When you're done, go back to the kitchen. Use the map you brought from the Citizen of Melee with the red-hot fire to make it burn, then return to the deck. Use the gunpowder in the nozzle of the cannon and the rope on the cannon itself, then use the pot. Guybrush will light the fuse, wear the pot like a helmet (just like earlier), and launch himself to Monkey Island.



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Part 3: Under Monkey Island
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After Herman Toothrot goes away, walk somewhere to pull your head out of the sand. Pick up the banana lying on the ground and walk to the jungle. Head north and west, then look for the fort near the top of the moutain thing. Go there.

Pick up the spyglass and the rope lying on the ground, then push the cannon and tell Herman to leave you alone. Take the gunpowder and cannonball that fell out of the cannon and go back to the jungle. This time, head for the fork where the dry river bed meets the running water. Take both the note and the rock weighing it down from the boulder.


When that's done, put your gunpowder on the dam and light it using one of the following methods: You could open the spyglass and use the lens with the sun, or you could use the noteworthy rock (which is actually flint) with your cannonball (which is made of steel). Either way, a rock will fly off, starting a cascade of water. Head for the pond at the end of the new branch of the river.

Pick up the note, ignore Herman, and grab the rope near the unhealthy-looking guy. Return to the jungle and go back to the river fork. Cross the bridge here and use the footholds to reach the next level. Pick up the note and take a look at the sculpture there. Push it around a bit, then climb up the next set of footholds. At the top, push the rock on the edge of the cliff. It will fall down, hit the sculpture, and end up being catapulted over the jungle.

Go back down and adjust your aim so it hits the banana tree on the beach. You can also use it to hit your ship if you want to. There is a different note next time you go near the sculpture. Every time you need to launch a rock, you'll have to pick up a new one from the heap. When you hit the tree, go back to the beach and pick up the bananas on the ground, then head for the jungle and go to the crack.

Tie one of your ropes to the strong branch at the top and climb down, then tie the other one to the sturdy stump to get to the bottom. Pick up the oars and climb back up. Go to the beach and use the oars with the rowboat there. Ride your boat around the island to the part past the mountains that you couldn't reach before. Land on the only beach on this part of the island and go to the village.

The village looks deserted, so head to the west and steal the bananas from the bowl of fruit. As you try to leave, you'll be confronted by the cannibals. They have a fruit fetish of sorts. Watch for three-headed monkeys and try to talk your way out of this one...

When you're given the chance to offer something, wait it out. They'll toss you in jail. Grab the note and the skull on the floor, then pull up the loose floorboard and leave. Get back into your boat and return to the beach with the banana tree.

Go into the jungle and look for the monkey. When you find it, give it your bananas. All of them. When you leave the screen, the monkey will be trailing you. Take it to the northeast side of the island and visit the clearing. Walk to the right until you reach the totem poles, then pull the middle nose on the one in the back. The monkey will latch on, and you'll be able to enter the gate. Go on in.

Look around on the ground and pick up the wimpy little idol, then go back to the jungle. Head back to your boat and row to the other side of the island, then go visit the cannibal village again.

Walk all the way to the left, then turn around again. The cannibals will try to keep you from leaving. Give them the wimpy little idol. Now that you're free to roam around the village, go back to the prison hut and take the banana picker, then leave again. Herman Toothrot will be standing around muttering to himself. Give him the banana picker to get the key to the gigantic monkey head. Looks like a Q-tip to me. Leave the village, then return. Talk to the cannibals to learn about the root and the Head of the Navigator, then offer them your leaflet. They'll give you the Head. Leave the village.

Get into your boat and go to the beach near the clearing. Grab the bottle lying on the ground and go to the gigantic monkey head. Once there, use your key to clean out its ears, which will open up the head. Go in. Use the head and follow the way it points. When you reach the Ghost Ship, talk to the head. Ask for the necklace, then threaten him until he gives it up. Then climb aboard.

Go to the left and open the door. Walk in to find yourself in LeChuck's cabin. Use the magnet from Stan on the key on the wall to get it, then leave the cabin and go back to the right side of the deck. Go down the hatch and walk past the sleeping guy to the hold. Pick up the ghost feather lying on the floor, then go back to the previous room and use the feather to tickle the sleeping ghost's feet. Do it again, then grab the jug o'grog and return to the hold. Use the key from LeChuck's room on the hatch, then go down.

Use the jug o'grog with the dish to distract the rats and walk past them. Pick up some cooking grease and go back up to the deck. Try to open the door near the hatch. It will squeak. Add some grease and try again. Open the door and go in, then pick up the ghost tools hanging on the wall. Go back down to the hold.

Use the ghost tools on the crate and look inside to get the voodoo root, then leave the ship and walk back into the cave. Guybrush will take care of the rest, and you'll end up back at the cannibal village. The cannibals will run off to make the potion, and you'll be left alone with a three-headed monkey. Say whatever you want, then the cannibals will come back with the root. Go back to the jungle...

Threaten the first mate with your root beer, ask him where the ghosts are, and promise not to hurt him. He'll tell you about the wedding, so go to stop it. If you sunk your ship, Herman will show up at this point to offer Bob a ride. He's nice enough to lend it to you, too.


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Last Part: Guybrush Kicks Butt
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Head right and walk into town. Spritz every ghost you see on the way. The church we're headed for is between the general store and the prison. Go, stop the wedding, and try to zap LeChuck. He'll knock Guybrush all over the island. You'll end up at Stan's. When you get out of the machine, pick up the root beer lying on the ground and use it on LeChuck. Finish off the game with whatever makes you happy. Note that the credits include Chocolate Supply Supervision.




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.:*~*:. < 4. Sword Fighting Guide > .:*~*:.
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Fighting
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When someone's path is blocked, you'll be taken to the fight screen. The pirate you stopped will say something, then Guybrush will be given a chance to speak. Choose the challenging option ("My name is Guybrush Threepwood. Prepare to die!") to initiate a fight.

The basic chart of a fight:
1. Guybrush throws an insult
a. The pirate gives the correct response
b. The pirate gives the wrong response

If a, d, e...
2. The pirate throws an insult
c. Guybrush gives the correct response
d. Guybrush gives the wrong response

If b, c, f...
3. Guybrush throws another insult
e. The pirate gives the correct response
f. The pirate gives the wrong response

You lose if...
- You've been insulted 3 times, and you gave the wrong response each time.
- You've been insulted 2 times, and the pirate gave the correct response to your insult 1 time.
- You've been insulted 1 time, and the pirate have the correct response to your insult 2 times.

The pirate loses if...
- You insulted him 3 times, and he gave no response.
- You insulted him 2 times, and he gave the wrong response and you responded correctly to 1 insult.
- You insulted him 1 time, and he gave the wrong response and you responded correctly to 2 insults.



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Insult List
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I = Insult
S = Sword Master's Insult
R = Response

I. This is the END for you, you gutter-crawling cur!
S. I've got a long, sharp lesson for you to learn today.
R. And I've got a little TIP for you. Get the POINT?

I. Soon you'll be wearing my sword like a shish kebab!
S. My tongue is sharper than any sword.
R. First, you'd better stop waving it like a feather-duster.

I. My handkerchief will wipe up your blood!
S. My name is feared in every dirty corner of this island!
R. So you got that job as a janitor, after all.

I. People fall at my feet when they see me coming.
S. My wisest enemies run away at the first sight of me!
S. I usually see people like you passed out on tavern floors.
R. Even BEFORE they smell your breath?

I. I once owned a dog that was smarter than you.
S. Only once have I met such a coward!
R. He must have taught you everything you know.

I. You make me want to puke.
S. If your brother's like you, better to marry a pig.
R. You make me think somebody already has.

I. Nobody's ever drawn blood from me and nobody ever will.
S. No one will ever catch ME fighting as badly as you do.
R. You run THAT fast?

I. You fight like a dairy farmer.
S. I will milk every drop of blood from your body!
R. How appropriate. You fight like a cow.

I. I got this scar on my face during a mighty struggle!
S. My last fight ended with my hands covered with blood.
R. I hope now you've learned to stop picking your nose.

I. Have you stopped wearing diapers yet?
S. I hope you have a boat ready for a quick escape.
R. Why, did you want to borrow one?

I. I've heard you were a contemptible sneak.
S. My sword is famous all over the Caribbean!
R. Too bad no one's ever heard of YOU at all.

I. You're no match for my brains, you poor fool.
S. I've got the courage and skill of a master swordsman!
R. I'd be in real trouble if you ever used them.

I. You have the manners of a beggar.
S. Every word you say to me is stupid.
R. I wanted to make sure you'd feel comfortable with me.

I. I'm not going to take your insolence sitting down!
S. You are a pain in the backside, sir!
R. Your hemorrhoids are flaring up again, eh?

I. There are no words for how disgusting you are.
S. There are no clever moves that can help you now.
R. Yes there are. You just never learned them.

I. I've spoken with apes more polite than you.
S. Now I know what filth and stupidity really are.
R. I'm glad to hear you attended your family reunion.


===============================================================================
.:*~*:. < 5. FAQ > .:*~*:.
===============================================================================

Q. What do these Minutes do? They serve as a nice ingredient for the secret recipe. Other than that, they're completely and utterly useless. Kind of like underpants.


Q. What's with the guy with the LOOM badge? Loom is another LucasArts adventure game. It's cheap advertising. Why shouldn't they take advantage of it, eh?


Q. I died! Now what? Liar. You're given the option to retry in the only situation that can kill you.

===============================================================================
.:*~*:. < 6. Secrets / Easter Eggs > .:*~*:.
===============================================================================

Loom References: In the beginning of the game, before all the pirates flee from the Scumm Bar, one of them is wearing a pin advertising Loom, another LucasArts game. Also, after being launched out of the cannon, Guybrush can say something about being Bobbin and looking for his mother. Another Loom reference.

Kill Guybrush: In order to kill our valiant hero, you'll have to leave him underwater after the Sheriff chucks him in. In 10 minutes, Guybrush will run out of air (turning pretty colors before doing so), and bye bye Guybrush. Worry not. You can retry.

Sink your Ship: If you shoot your ship while aiming for the banana tree, Herman will give you his boat to get back to Melee Island near the end of the game.

Sam and Max: There's an idol in the shape of Sam and Max near the Monkey Head.

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