The Secret of Monkey Island чит-файл №1

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Guide Info:
FAQ/Walkthrough for Monkey Island 1 for the PC
Version 2.0
Written by SquidGirl
Started: February 10, 2001
Released: February 11, 2001
Last Updated: June 25, 2001
Finished: ---

Contact Info:
Email: becky@chronosquid.com
AIM: chronosquid
ICQ: 91070341
MSN: chronosquid@hotmail.com

Sites where this guide may be found:
- http://www.chronosquid.com
- http://www.dlh.net
- http://www.gamefaqs.com



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| .:*~*:._.:*~*:._.:*~*:. What's New/Current Mood .:*~*:._.:*~*:._.:*~*:. |
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-[6/25/01, v2.0]-
- The walkthrough is finished up to the end of Part I!
- There's a brand spankin' new format!
- The sword fighting guide is finished!
- There are 2 secrets!

I'm happy and stuff! Send me whatever you wanna say to me! But I might get
mad if it's a stupid question.

(Note: Current mood is based on feelings concerning the game and guide at the
time of the current update and is subject to change without notice.)



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| .:*~*:._.:*~*:._.:*~*:. Table of Contents .:*~*:._.:*~*:._.:*~*:. |
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1. Preamble
a. Disclaimer
b. Email Policy
c. Introduction
d. Game Information
2. Game Basics
a. Characters
i. Guybrush Threepwood
ii. Elaine Marley
iii. Ghost Pirate LeChuck
b. Controls
i. Basic Commands
ii. Other Commands
c. Saving and Loading
3. Walkthrough
a. Part I: The Three Trials
b. Part II: The Journey
c. Part III: Under Monkey Island
d. Part IV: Guybrush Kicks Butt
4. Sword Fighting Guide
a. Fighting
b. Insult List
5. FAQs
6. Secrets/Easter Eggs
7. Items
8. Update History
9. Copyright/Contact Info
10. Credits/Thanks



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| .:*~*:._.:*~*:._.:*~*:. 1. Preamble .:*~*:._.:*~*:._.:*~*:. |
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| a. Disclaimer |
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Yo. Listen up, punk. This is my Monkey Island FAQ and all that, and I don't
want you to steal it. So don't. You can print it out for personal use. But
you can't print it out and sell it. You can put it on your site, but you have
to ask first. I'll probably grant you permission. If you do it without
permission, I'll contact your host and/or ISP and have your site taken down. So
watch it, foo. In other words, don't put it anywhere without permission,
don't take info from it, and don't say you did it. That's pretty much all
there is to it. For more information concerning such matters, check out the
full copyright statement at the bottom of the document.



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| b. Email Policy |
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I don't want your filthy stuff, so don't send it. The only types of email I
want from you are:

- Questions not found in either the game manual or this guide
- Additions to the guide that aren't in here
- Corrections

I don't want:
- Questions answered here or in the manual
- Additions that are useless or already here
- Viruses, forwards, chain letters
- Anything else like that

You only need to email me once. If I didn't want it the first time, I won't
want it the second time, either. I'll reply, and although I'll try to answer
ASAP, no guarantees. Got it? Good. Let's move on. But before we do, kindly
check out the contact info. It gets a little more detailed than this, and you
don't wanna make me mad... ^_~



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| c. Introduction |
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Hiya. This is my third or so FAQ, the first one made for GameFAQs. The others
weren't actually FAQs, so they don't matter. Anyway, that's done with. Hiya
and welcome to my Secret of Monkey Island FAQ. Enjoy your stay. And don't eat
the carrots.

This is a pretty old game, so updates are few and far between. Yep. It's been
three months since the last one. Sorry. Hopefully that won't happen again.
But eh. I'm hopefully gonna be done after this one. Yay for older games...



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| d. Game Information |
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The Secret of Monkey Island was released way back in the days of old (a.k.a.
1990) by LucasArts Entertainment Company. It's the beginning of a series of
humorous adventure games that has spawned numerous fan sites, hopes for a
movie, and one of the strangest newsgroups that I've stumbled across:
alt.games.lucas-arts.monkey-island (AGLAMI). Stop on by if you some free
time. You probably won't find me there, though. I don't have time to sit
around and wait for 15,000 new topics to load.



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| .:*~*:._.:*~*:._.:*~*:. 2. Game Basics .:*~*:._.:*~*:._.:*~*:. |
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| a. Characters |
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| i. Guybrush Threepwood |
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Guybrush is the protagonist [for those of you out there who don't know what
that means, a protagonist is a main character, or, as my dictionary puts it:
pro-tag'o-nist (prц-tгg'ц-nпst), n. One who takes the leading part in a
drama; hence, one who takes the lead in any great matter.] 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 Mкlйe
Island), and be captain of his own ship. Should be easy, right? I always find
it so. Guybrush is kinda wimpy, and he gets nervous around the ladies. Mrrfl.



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| ii. Elaine Marley |
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Governor of Mкlйe Island, owner of some rather pissed off poodles, and
Guybrush Threepwood's one true love, Elaine is the 'damsel in distress', or
would be if she wasn't 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 wimp. His
personality isn't great, and he probably can't even make a decent omelette.
And I'm betting he's bad with children. But hey, we can't all have great
taste in men...



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| iii. 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 the antagonist [ant-tag'o-nist (гn-tгg'х-nпst), n. One who contends
with another, esp. in combat; adversary; opponent. -- Syn. Enemy, foe, rival,
competitor.] of the Monkey Island series. 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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| b. 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. The uses of the commands are as follows:

Give:
Use this command to give an item to another person

Open:
This is used on doors, boxes, cabinets, et cetera. It's pretty much self-
explanatory.

Close:
The reverse of open. Again, it's pretty easy to grasp the concept of this
command.

Pick up:
Use this command on any objects in the game not currently in your
inventory. Another simple command.

Look at:
This command can be used on pretty much anything in the game. People,
objects, items, animals, plants, and everything else.

Talk to:
Use this one on people to see what they've got to say. Even if you don't
need to, it can often be amusing to engage in conversation with the people
in this game because of the witty remarks and comments made.

Use:
This command will select an item from your inventory, push or pull
things, and do lots of other fun stuff. If you can't figure out what else
to do, try this one.

Push:
Push on something. Turn something. Et cetera.

Pull:
Opposite of pull.

Walk to:
The default command, this one isn't listed in the command window on the
screen. You use it to move around on the screen, or move between screens,
or anything else that involves movement.


Of course, those aren't the only commands those are 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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| c. 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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| a. Part I: The Three Trials |
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Here, you meet Guybrush. He introduces himself to the blind lookout atop the
mountain. They'll talk for a bit. He tells you 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 not
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 art of 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 Mкlйe
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.

Once you are 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 salmon. Walk back into the kitchen, then back into the bar.
Leave the building.

You'll see a little cutscene here. Watch it. Or press the escape key to skip
it.

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 smash into the pole. Whee!
It doesn't matter what you say here. They'll go back to their bickering.

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 Mкlйe, 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
Mкlйe 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.

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
changes). Walk past the church and the jail and through the the other
archway. Then walk to Governor's mansion.

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. LYAO at the next scene.
And pay close attention to the actions Guybrush is using.

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. LYAO
some more as Guybrush gets the idol.

It doesn't matter what you say 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.

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 who strongly
resembles 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 you 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. 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.

Look at the map you bought from the citizen of Mкlйe 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. 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 (you can grab the
meat on your way out, but you won't need it, so you probably shouldn't
bother).

Head back to the prison. As you walk, the grog you got from the barrel will
eat it's 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 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, and 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. Short 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 discussion...



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| b. Part II: The Journey |
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C O M I N G S O O N : T H E R E S T O F T H E W A L K T H R O U G H !




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| .:*~*:._.:*~*:._.:*~*:. 4. Sword Fighting Guide .:*~*:._.:*~*:._.:*~*:. |
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| a. Fighting |
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When someone's path is blocked, you'll be taken to the fight screen. The
pirate you stop 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...
a. You've been insulted 3 times and you can no longer respond
b. You've been insulted 2 times and the pirate gave the correct response
to your insult 1 time
c. You've been insulted 1 time and the pirate have the correct
response to your insult 2 times

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



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| b. 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 yoru family reunion.



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| .:*~*:._.:*~*:._.:*~*:._.:*~*:. 5. FAQs .:*~*:._.:*~*:._.:*~*:._.:*~*:. |
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Q. What to these Minutes do?
A. They serve as a nice ingredient for the secret recipe.

Q. What's with the guy with the LOOM badge?
A. Loom is another LucasArts adventure game.

Got a question? Send it in!



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| .:*~*:._.:*~*:._.:*~*:. 6. Secrets/Easter Eggs .:*~*:._.:*~*:._.:*~*. |
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Kill Guybrush:
ЇЇЇЇЇЇЇЇЇЇЇЇЇ
In order to kill our valant 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.


Use a lifeboat:
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
If you shoot your ship while aiming for the banana tree, Herman will give you
a lifeboat to get back to Mкlйe Island at the end of the game.


M O R E S E C R E T S A N D E A S T E R E G G S C O M I N G S O O N !



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| .:*~*:._.:*~*:._.:*~*:._.:*~*:. 7. Items .:*~*:._.:*~*:._.:*~*:._.:*~*:. |
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I T E M S C O M I N G S O O N !



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| .:*~*:._.:*~*:._.:*~*:. 8. Version History .:*~*:._.:*~*:._.:*~*:. |
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Version 1.0 (February 11, 2001)
- Most of part 1 walkthrough
- Beginning sections and preamble
- More stuff like that

Version 2.0 (June 25, 2001)
- Rest of part 1 walkthrough
- New format
- Sword Fighting guide
- Secrets



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| .:*~*:._.:*~*:._.:*~*:. 9. Copyright/Contact Info .:*~*:._.:*~*:._.:*~*:. |
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This document © 2001 SquidGirl

This document was written exclusively for use on the internet. It is
not intended to be used in any way that is profitable for anyone other
than the author. It is not to be reproduced in any way without express
written permission from the author.

The information found within the document is, to the best of the
abilities and knowledge of the author, 100% accurate. However, the
possibility exists that inaccurate information may be found within. Any
errors (human, computer, or otherwise) should be reported to the
author.

If you would like to use this document on/in your web site, magazine,
or other published work, please contact the author and obtain permission
before doing so.

If you have an error to report, please contact the author.

King's Quest, KQ, King Graham, and all events and titles are trademarks of
Sierra Online, Inc. The author makes no claim to the creation of these.

More information on copyright laws can be found at the copyright section of
the official Library of Congress web site. (http://www.loc.gov/copyright).

Currently, you can find this document at the following sites:
• http://www.chronosquid.com
• http://www.dlh.net
• http://www.gamefaqs.com

If you have found this document anywhere else or are at some other site that
foolishly forgot to remove the copyright information, contact the author.

Contact the author if:
• You want to report an error. I'm not perfect, my computer isn't perfect,
and chances are, my proofreading isn't perfect. So if I did, said,
wrote, or anything else something wrong, do be kind enough to drop me
a line about it.

• You've seen this document anywhere other than the sites listed
above. This is the one surefire way to get on my good side...

• You want to ask a question that IS NOT FOUND IN THE GUIDE.

• You want to praise the author and/or offer tokens of high
monetary value. I have an Amazon wishlist, if you're interested...

• You want to flame the author for absolutely no reason other than
the sick pleasure it gives you. So far, only one person has taken me
up on this offer. Where are the rest of you? I know you want to...

• You found something that the author missed and you want to tell her
about it. This only works if It's in a part of the game covered by the
guide.

• You want to worship the author and build a shrine for her. (Hey, why
not? I might as well let people do this, since they seem to want to
anyway...What, you want to use me for a human sacrifice? AAAAAahhh!)

• You want to make a suggestion that you feel will help make the author,
the world, and/or this guide a better person, place, and/or thing. I
probably won't take it, though...I don't think the same way the rest
of you do.

• Your pants are on fire and you want to borrow a fire extinguisher.

• You're a really cool person who knows how to spell and speak relatively
decent English (or Russian or Spanish) and you want to be my friend.

• You speak perfect English and perfect any-other-language and want to
translate this sucka for me. Perfection isn't really a requirement,
merely a preference. As long as you're fluent, I'm cool with it.


DO NOT Contact the author if:
• You want to use this on your website. For now, I'm keeping this on a few
sites. When it gets bigger, I'll spread it around a bit. But for now,
just a few.

• You want to help the author with the guide. Yes, I appreciate the
thought, but unless I missed something major, like a boss battle or
something, I really don't need (or want) your assistance. It's
annoying to open your inbox and find 15 emails from people wanting to
help and 5 more with people who have already assumed their help is
wanted and have therefore sent poorly spaced and atrociously spelled
partial walkthroughs for parts of the game that are either covered
already or I haven't reached yet. When I'm ready to accept help from
the rest of you, I'll ask.

• She has a headache. Stupid emails (and even moderately intelligent ones)
make headaches worse, which leads to mean emails and flaming. Don't do
it. It's a big, big, no no. And remember, the mood is posted up there,
so you might want to check it before emailing me. I generally keep the
same mood for a few days, unless something extreme happens, but if it
does, chances are, I won't be checking my email, anyway.

• You have nothing intelligent to say. "I finished the game before you.
Nyah." is not intelligent, and I'll have to delete it. Sorry.


If you have reason to contact me for anything other than those circumstances
stated on the allowed list, your email will be read, laughed at, and deleted.
Or maybe just deleted. The same actions will be taken if you ask a question
that is answered within the guide. And don't be surprised if I don't reply to
you immediately. I get lots of email every day, and I try to answer all of
it, but things sometimes get out of hand.

If you contact me with something from the no-no list, I'll probably reply and
call you a dirty name that you won't want to repeat to the younguns (Lord of
the Flies!), then be generally surly and mean to you until I forget about
your entire existence. Then I'll just treat you like everyone else, until you
make me mad again. So try not to do that.



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| .:*~*:._.:*~*:._.:*~*:. 10. Credits/Thanks .:*~*:._.:*~*:._.:*~*:. |
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Author:
SquidGirl (http://www.chronosquid.com)

ASCII Monkey:
Joan G. Stark (http://www.ascii-art.com)

Thanks to:
A few people. You know who you are. I don't. Sorry.

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| .:*~*:._.:*~*:._.:*~*:. ~ Thank You ~ .:*~*:._.:*~*:._.:*~*:. |
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___| _) | ___|_) |
\___ \ _` | | | | _` | | | __| |
| ( | | | | ( | | | | | |
_____/ \__, |\__,_|_|\__,_|\____|_|_| _|
_|

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| .:*~*:._.:*~*:._.:*~*:. becky@chronosquid.com .:*~*:._.:*~*:._.:*~*:. |
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| This document ©2001 SquidGirl |
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| .:*~*:._.:*~*:._.:*~*:._.:*~*:. ~ EoF ~ .:*~*:._.:*~*:._.:*~*:._.:*~*:. |
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