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Monkey Island 2 - Le Chuck's Revenge (e)

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 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.]