Corsairs 3 wind of freedom passing ship of the monkeys. The Secret of Monkey Island: Special Edition Walkthrough

Part 1. Three judgments.

Go to the Trash Bar and talk to the pirate at the window, Mancomb Sipgood. Tell him that you dream of becoming a pirate. Ask where the governor can be found. Instead of answering, he will tell you a story and send you to Esteban, who will tell it to the end. Exteban stands under the chandelier. Ask him about Le Chac.

Go right, behind the curtain. There you will see a group of serious pirates. Make them happy with your intention to become a pirate. They will explain that only the one who has passed all the "three courts" becomes a pirate: he masters the art of swordsmanship, theft and adventure (i.e., finds the treasure). In addition, the pirate must provide evidence of the completion of each of the 3 courts. You can ask them about each of the courts, or you can finish the dialogue.

Open the door to your right - the cook will send you to hell. Wait for him to leave the kitchen and go in. Take the piece of meat from the table and the pot. Use the meat on the pot of stew in the corner. Now pick up the pot of stew.

Open the door leading to the bridge. A seagull will land nearby and start pecking at the fish. Walk to the end of the bridge: you will step on a wobbly plank, which will make a lot of noise and scare away the seagull. Do this several times and pick up the fish. Go back outside by going through the kitchen.

When you leave the bar, watch the cartoon: Bob tells Le Chuck that the newly-minted pirate is causing problems on the Isle of Fight. Turn left, return to the lookout and go past him to the right. In front of you will be a map of Ochstrvao Scrum. The places you can visit are limited to the highlighted locations. You need to go to a location close to the center of the island, called the clearing. Behind the name was a circus. Go inside. You will see the Fettuccine brothers engaged in a heated argument. Wait until they are silent and talk to them. They will beg you to test the gun. Agree to the deal - you will be paid 478 coins. The brothers will ask if you have a helmet. Answer yes and show the pot. Then Guybrush will fly out of the cannon and land exactly on his head. Say something to comfort the brothers. Get paid. Exit the circus and return to the map. Go back into town, past the Scrap Bar.

At the corner you will notice a guy with a parrot on his shoulder. His name is a citizen of the Isle of Fight. Talk to him. He sells a treasure map for only 100 coins. Feel free to buy it.

Study the map. At first glance, it will seem that you have been deceived, but you just need to find out how this card is read. We will return to the map. Turn left - three people with a rat will appear in the distance. Make the rat run away. To do this, move the cursor over it. Now go up to the men and say: you are sorry that the rat ran away, and you yourself are a big fan of rats. The men will share an important story. Enter the first door on the right. Pick up the rubber chicken. Turn right and meet the voodoo witch. Talk to her about everything that is in the list of dialogues. Then leave her house and go through the archway. From an alley nearby, someone will call you. Go to the alley. Fester Shintop called you. Talk to him and leave the alley. Enter the door on the right - this is a store. You must be met by the owner. If not, ring the bell. Climb the stairs and pick up the shovel next to the safe. Go down and take the sword from the red chest. Now tell the store owner that you want to buy both items. Don't ask him who to try the sword on. We will return to this.

Return to the top of the cliff and approach the map. Select the location "house" - a place in the right half of the map. A troll will stop you on the bridge. Talk to him and give the fish. (Pay attention to how the troll eats.) Click on the "house" location again. Captain Smurk lives there and teaches swordsmanship. He takes 30 coins for lessons. Knock on the door. The captain himself will meet you. Ask him to train you. During the conversation, the captain will mention Carla, the fencing master. When the captain agrees to give Guybrush a lesson, both will go into the house. Watch the workout cartoon. You have mastered swordsmanship. But before you beat Carla, you have to learn a couple of insults.

Return to the map. Dots will appear on it, marking the position of the pirates. You need to fight them in order to learn how to piracy. Just stand somewhere on the map and wait for the pirate to come to you. The picture will change: you will find yourself opposite the pirate a few steps away from him. Tell him to prepare for death. The fight will start. The enemy will scold you. You must answer. The first few times you are unlikely to win, but at least you will learn to swear. Keep fighting the pirates until you hear the recognition of your skill: “Wow! Yes, you can handle the master!” Now you need to find her. Return to the store. Say you're looking for the blademaster. The owner will answer that he himself must first visit the craftswoman. As soon as the owner comes out, follow him. When you open the map, you will see that only the location of the shopkeeper is now highlighted. Follow him to the master's lair. When the shopkeeper leaves, talk to Carla. A long-awaited fight will start. Fight her like you would with pirates. The defeated craftswoman will give a T-shirt as evidence of your victory. It is not necessary to return to the pirates in the Bar, but if you want, you can boast once again.

Return to the forest. You can go on any road: eventually you will stumble upon yellow flowers. Now back to the treasure. First, visit the first section of the map in the forest. Look at the map. If the card tells you "back! two-three-four!”, ignore the “2-3-4”. Left will be on the left, right on the right, but back in this context means "up". Now go on the map. You should find yourself in a part of the forest that is noticeably different from the rest of the lawns and edges. Walk right. Somewhere there should be the coveted "X". Dig up the treasure and watch the cartoon. Guybrush will dig up the jersey. Again, you can visit the pirates if you want.

Return to the city, go past the store to the mansion. Now you need to steal the Many-armed Idol. Dogs will block your way. Use the yellow petal (sleeping pill) on the meat pot. Dogs will fall asleep from meat. Open the door and enter. Now open the door next to the vase. Fester Shintop will try to arrest you. A fight will break out. You will escape and Fester will remain trapped. Guybrush comes to the conclusion that he needs a hacksaw to open the door. Go outside and head towards the prison. Talk to the prisoner named Otis. Guybrush will refuse to talk to him because of the terrible smell from his mouth. Buy Mint Lozenges from the store and give them to Otis. Discuss with him everything that is in the list of dialogues. Give him the repellant. In return, you will receive a carrot cake, in which a hacksaw is hidden. Return to the mansion and make your way through the hole created by the fight. The cartoon will follow again: in it, Fester still grabs Guybrush. The enemy will demand an explanation from you. Select an appointment with the Governor, Elaine Marley. She will justify you. Come outside. Shintop will not calm down: he will grab you, steal your sword and throw you into the sea with an idol tied to your leg.

Pick up an idol. Guybrush will raise his sword and rise to the surface of the sea. Once in the air, you will see a ghostly ship sailing towards the horizon. A lookout will appear on the scene. He brought bad news: Le Chac had kidnapped Elaine Marley and sailed to his lair on Monkey Island. Le Chuck also left a note. You need to get a ship and assemble a team of 3 people. But first, check out the Trash Bar. There you will find a sobbing cook. Talk to him about everything. When leaving, grab all 5 mugs. Open the map and select the brightest cluster of lights - the location is called "lights". Stan will meet you here. He will show you the ships, including the half-submerged ship. The hero will fall on this ship. Ask Stan to show the ship. Ask if you can borrow it. Stan does not give loans - you have to go to the shopkeeper. As you leave, you will receive a compass from Stan.

Talk to the shopkeeper. Say that you need a loan and lie that you work. The shopkeeper will approach the safe for a receipt. Remember the combination. The store owner will want to know who you are. You have to admit that you don't have a job. The shopkeeper will put the receipt back in the safe. When he returns to the desk, tell him you're looking for a fencing master. He will go to Carla again, and you can get a receipt. Push the lever and pull it.

Visit Stan again. You will have to bargain with him: he wants 10,000 for the ship, and you only have 5,000. Talk to him about additional equipment. End the dialogue about each equipment with the words “Yes, I don’t need this garbage.” Torture Stan and say "Stop talking about extra equipment." If the price only dropped to 7300, discard the ship. Stan will bring the price down to 6300. Offer 5000 and he will accept. Stan will be waiting for you at the dock with the ship.

The team will consist of Carla, Otis and Meat Hook (Meathook). Click on the map on the location "the house of the fencing master". Tell Carla that the governor's wife has been kidnapped and she will join you. Return to the map. A cartoon will follow, from which it will become clear that Fester Shintop and Le Chak are the same person.

On the map, select the location "island". Hook Island is visible in the distance. To get there, connect the chicken to the rope. The same Meat Hook lives in the house. Say that Marley was kidnapped, and you are recruiting a team to rescue her. Hook will only agree to join if you touch the winged devil. Open the small door - there is a parrot behind it. Touch it - and the Hook is yours.

Go to jail to talk to Otis. Otis will agree to help you if he goes free. Go to the Scrap Bar. There is a barrel of grog in the kitchen. Fill up the mug. Grog burns through the mug, so on the way to the prison you will have to pour it into new mugs. Douse grog on the prison lock and return with Otis to the dock. After answering the questions of your team, you can finally go to sea.

Part 2 - Journey.

Open the chest of drawers and look inside: the hero will get an old book. This is the captain's diary. From it you will learn how the Captain and Mr. Tutrot ended up on Monkey Island. Take the pen and ink from the table. Exit the room and climb up the rope ladder. Once at the top, take the flag with the Jolly Roger, go down and open the hatch. Going down, you will see a door and another hatch. Go down it. You will be in a closet. Pick up a long rope; look into the red chest (there is wine); check the kegs on your left side (they contain gunpowder). Return to the hatch, go upstairs and open the door - you will find yourself in the kitchen. Take the pot from the table. Open the locker to your left: take the box of grits and open it; the key is hidden inside. Return to the captain's cabin and open the chest with the found key. There is a chest in the chest of drawers. Look inside: the hero will get cinnamon and parchment with a voodoo spell. Read the spell: it will lead you to Monkey Island. Go down to the kitchen. Throw in a pot: cinnamon, wine, pirate flag, gunpowder, ink, mints, rubber chicken, grits. This infernal concoction is your ticket to Monkey Island.

After the interlude, you will find the hero sleeping on the floor. Click on the floor - this will make him wake up. Climb up to the deck. The island is visible in the distance, but you need to somehow get to it. You will have to repeat the cannon trick. Go down to the pantry and grab some more gunpowder. Pour gunpowder into the mouth of the gun, and use the rope with reverse side. Go down to the kitchen and set fire to a card or a T-shirt on the fire under the pot. Climb up to the deck. Light the fuse, put on the pot and climb into the cannon mouth. Do not have time to climb the first time - just go down for a new portion of gunpowder and try again.

The Curse of Monkey Island is the third installment in the famous Monkey Island series. These adventures are very popular due to the amazing humor and excellent graphics. The action takes place in the Caribbean, on the pirate islands. Main character game resourceful

Gambling https://www.site/ https://www.site/

The Curse of Monkey Island is the third installment in the famous Monkey Island series. These adventures are very popular due to the amazing humor and excellent graphics.

The action takes place in the Caribbean, on the pirate islands. The protagonist of the game, the resourceful Guybrush, with the help of cunning, constantly saves his beloved Elaine, with whom all kinds of troubles regularly happen, and at the same time fights with the main villain of the Caribbean - the sinister Captain LeCook.

Knowledge will help the gambler of English language. In fact, to complete the game according to the manual, minimal knowledge is sufficient, but in this case you are unlikely to understand why this game occupies the top lines of all charts. You need to listen (or read) into the dialogues of the characters - and then a whole week of laughter and good mood is guaranteed to you.

Walkthrough

At the beginning of the game, you are prompted to choose the level of difficulty of the game: normal or "Mega-monkey". Normal difficulty is a stripped-down version of "Mega-monkey" and features a slightly reduced number of puzzles. We advise you to immediately choose “Mega-monkey”. Differences between normal difficulty and "Mega-monkey" are discussed at the end of each part.

If you want to interrupt the intro video, press _ ESC. With the same key, you can interrupt any monologue in the game if it seems too long to you. “Pause” is activated by pressing the space bar.

The game settings menu can be called up at any time by pressing _ F1. You can "save" up to 102 games. “Paging through” the book of “saves” and selection are made with the mouse.

To use an item or conversation, you must click on the item (the cursor should be red; the name of the item appears at the bottom of the screen) and do not release the mouse button. A medallion will appear with three images: a hand, an eye and a parrot, implying the appropriate actions (take or use, examine, talk).

When talking to someone, be sure to talk about all the topics until the answers start to repeat. In general, during the game you should talk as much as possible. You never know who and when will give the necessary information.

All items found during the game are placed in the travel chest. The chest view mode is toggled on and off with a right-click. If there are more items in the chest than they fit on the same level of the chest, then an arrow appears at the top of it. When you click on it, another level of the chest becomes available. When you need to apply one item together with another (mix, fix, spread, etc.), then by clicking on the first item in the chest with the left mouse button (a red outline will appear), bring it to the other and click again.

To return the selected item, right-click.

If you need to use an item from a chest in the game world, then, after capturing it, take it out of the chest to the edge of the screen.

First stage. The Demise of Pirate Zombie Le Chuck - Pirate Le'Cook's Failure

You start the game in the hold of a pirate ship besieging the island.

Take the rampod from the wall and talk to the little pirate. The phrase “You"re a failure as a pirate.") will bring your conversation to an end, so if you enjoy this witty dialogue, save it for the end.

While Wally is thrashing on the floor in tears, pick up his plastic hook from the floor.

It's time to shoot from the cannon (the tool is the "hand"). The gun is aimed by moving the mouse, to shoot, click the left button. You must hit the boats with the pirates. It's not difficult, just lower the scope down. Having sunk all the boats, look out of the gun window along the red arrow, to the left. Switch to chest mode and use the ramrod on the plastic hook to get a stick with a hook on the end (gaff).

Listen to the wailing of universal injustice floating on the board of a skull named Murray (Murray). This dialogue option is optimal: “Lose Something?” - phrases with the words “doorstop”, “BOB”, “candle”, any sarcastic exclamation, “eyeballs”, “wear” and “bald”.

After that, use a stick with a hook to remove the debris floating in the water (debris). You will receive a skeleton arm and a cutlass. For a laugh, offer the skull the skeleton hand and then hit Murray with the hooked stick. Go back along the red arrow inside. It's time to get out of here.

Remember Newton's law that for every action there is an equal and opposite reaction? So, armed with knowledge of physics, with a cutlass, cut the rope (restraint rope) that ties the cannon to the side of the ship and limits its rollback, and then shoot from the cannon (“hand”). After a series of events that you cannot influence, your hero will find himself in a hold filled with treasures.

The only way out of here is through the hole at the top. Pick up bag (bag). It is filled with small coins (wooden nickels). Under the bag will be found a ring with a diamond (ring). Take him too. Diamonds are a very useful thing in the household. Use your diamond on the porthole and the rising water will lift Guybrush towards the hole.

Second phase. The Curse Gets Worse - The curse begins to take effect

A terrible misfortune befell Guybrush. Giving the girl a ring, he brought a terrible curse on Elaine. The rest of the game will be dedicated to saving her.

Pick up an ember among the smoldering wreckage of the ship. Then go one screen to the right, then follow the red arrow to the right again - and you enter the map mode. Click on the swamp to go there and visit the local witch (Voodoo Lady). No one knows better than she how to remove the curse from Elaine. Climb onto the bridge and talk to the Murray skull you already know (you will meet him more than once in the most unexpected places). After that, go to the wrecked ship, pick up the paste and pin from the floor, then use the bag of coins on the gumball machine and you will get a whole package (pack of gum) .

Pull the crocodile's tongue to summon the witch. Talk to her using all the available phrases to choose from until they start repeating. Some answers are very important, others are just for fun. By the end of the conversation, Guybrush learns that, first, you need to get to Blood Island (Blood Island) to get the ring. Secondly, in order to get to Blood Island, you must find a ship, a crew, and a map. Thirdly, you must rescue Elaine from the clutches of the pirates of Danger Bay. Also note the story of El Polo Diabolo; this will prove useful later.

So, it's time to start looking for a ship, crew and map. First of all, you need to dial command .

Use the red arrow to get out of the broken witch ship and go to the map of the island. On the map, use the left arrow (there are several options for entering the city) to get to Puerto Polo. Examine the board on the wall (disclaimer) to the right of the small pirate - the lemonade seller. Talk to him and buy lemonade. Have you been deceived? Do not be discouraged, later you will still have the opportunity to repay him with the same coin.

Walk to the right and study the signs (sign) at the entrance to Danger Bay (the passage to the bay is overgrown with bushes). Take the sheet (flyer) nailed to the wall and follow the arrow to the tavern. You will be asked to confirm your booking. So, you still need to get it, and only then return here. Go further to the right and follow the arrow to enter the side door of the theater (the building with the inscription “Speare!”). Examine the Blood Island sticker on the travel trunk in the corner. Then examine the pirate cloak on the hanger and take some dandruff from it. Climb (“hand”) into the pocket of the raincoat and take away the white glove (white glove). Now take the magic wand (magic wand). Applying it to a magic hat (magic hat), you get a book (book). In chest mode, examine the book. This, it turns out, is a guide to ventriloquism. And the dandruff you took from your coat is really just lice.

Climb up the stairs. Guybrush will be on the upper gallery with spotlights illuminating the stage. But for now, there is nothing to do here, so go downstairs, then to the right and go to the stage. If the dialogue in the game gives you pleasure, talk to the pirate (hideous pirate), portraying Juliet. Then talk to the actor. The main thing for you is to talk about Blood Island. The actor (who is also a director and director of the theater in one person) does not want Guybrush to take part in the production, but you will find out that his agent Palido (Palido) has apartments on Bloody Island. And you can find it on the beach of the Brimstone Beach Club (later Guybrush will have to go there).

Exit the stage to the left and go through the dressing room to the street. Go right, go down to the piers, go to the barbershop "Barbery Coast". For the sake of interest, talk to Captain Rottingham. Try to tell him nasty things and scare him well. Unfortunately, this won't work. Well, he himself forced Guybrush to play a dirty game. Take the lice from the chest and put them on the comb when the barber pirate puts it on the stool. Farewell, captain!

Sit in a chair (“hand”) to get your hair cut and talk about everything with the hairdresser. Especially important is the topic of his joining the Guybrush team. You will learn that Guybrush must win the ancient log throwing competition (caber toss). Do not wait until the end of the haircut and immediately go to the field to try yourself in this competition.

No luck... Now Guybrush must get the scissors. They are stuck in the ceiling. Say you want to finish the haircut (“to finish the haircut”) and sit back in the chair (“hand”). Press the lever (handle) at the bottom of the chair - and it will rise. Then take the stone (paper weight) holding the pages of the book. The book will close. This will make Haggis very upset and he will go outside to find a new stone. Press the lever three more times and take the scissors. Guybrush will lower the chair himself. It's time to finish the haircut and talk to the other pirates in the room. Approach the salted pirate (salty pirate). He will introduce himself as Cutthroat Bill. Talk to him. Ask if he continues to piracy. Bill demands gold for agreeing to join Guybrush's team. Now Guybrush needs to get Bill's candy (jawbreaker). To do this, hit him on the back (“hand”), and when he coughs, hit again - and the candy will fly out. Pick it up from the floor.

Then talk to the third pirate, Edward. You can try to join a pirate quartet and sing all the songs on trial (although this is not necessary). Then use every possible insult to piss off Edward. Can't you hurt him with words? Then hit the pirate with a white glove from your chest - and a duel is inevitable. When prompted to select a pistol, close the middle box lid and take the banjo case, choosing it as your weapon. The banjo duel will consist of three parts. In each part of the duel, Edward will play, successively highlighting certain strings. Your task is to repeat this combination (it's easy, just write down the string numbers for yourself). The first sequence will have four strings, the second will have five, and the third will have six.

When Edward goes berserk from your success, take a pistol (pistol, again “hand”) from a pile of weapons (gun pile, “hand”). The pistol will be in Guybrush's travel chest. Pull it out, shoot Edward's dueling banjo, and Guybrush has his first team member. Exit the barbershop and go right to the overgrown passage to Danger Bay. Use scissors to cut first magic flower(mysterious flower) and then mow the thickets (undergrowth). Remember the effect of the chemical influence of the flower (ipecac flower), it may come in handy later.

Guybrush will be on a cliff. A couple of steps forward - and Guybrush in the stomach of a snake. To get out, pick up all the things to the left of Guybrush in the belly of the snake. Take the flower in the chest and throw it into the syrup jar. The resulting syrup (ipecac syrup) use on the head of the snake (head of the snake).

Guybrush is free. But now he's being sucked into the quicksand. Try to grab the thickets - but they will not stand, and in the hands of Guybrush only reeds (reed) and thorns (thorn) will remain. Look in the chest and use the spike on the reed to make a pea shooter, in short - a spitting tube. Then tie the balls (balloon) to the stone stolen from the barbershop. Use the parrot icon to blow on the balloons, then pull out the spiked reed and shoot the balloons. Finally Guybrush in Danger Bay!

Explore the boat on the shore. She looks quite seaworthy, only a hole in the side needs to be patched up. In the meantime, leave the bay to the right and follow the red arrow. When you are on the map of the island, enter Puerto Polo using the central arrow. Look into the chest. There is already a reservation slip for the tavern. Go there and talk to the owner, Captain Blondebeard, especially about El Polo Diabolo and where the captain delivers the chicken. Pay attention to the captain's tooth: you need gold. Give Whitebeard a candy, and when he asks for something to chew, chewing gum. The captain will start blowing bubbles. Take out the needle (pin) from the chest and pierce the bubble. It will burst and the gold tooth will fall to the floor. Pick it up. However, if you try to leave the tavern now, the owner will stop Guybrush and take the tooth. So the tooth must get out of the tavern on its own. To do this, give chewing gum to Guybrush so that he chews it himself (the image of a parrot on the pack of gum in the chest). Then stick it to the gold tooth. Use the parrot image first on balloon(balloon) in a chest for a sip of helium, and then on gum with a gold tooth glued to it. The ball will take the tooth out of the tavern. Before leaving the tavern, grab a piece of biscuit from the barrel at the entrance, as well as a pie pan and a biscuit cutter from the shelf on the left. Take a bite of the biscuit (parrot on the “biscuit” in the chest) and you will find fly larvae inside it. Go to the table and put them on the chicken on the plate. Take the Brimstone Beach Club card, which will be among the bones of what was a chicken until recently. Then touch the silent guy at the table (quiet patron). Hmm... Then take the serrated knife protruding from his back and leave this nice place.

Outside, use the mudpuddle under the drainpipe and the gold tooth in your hands. Before you go with the received gold to Bill, go to the right and further through the archway to the playing field. It's time to help Guybrush with the log throw. He cannot be taken by force. Climb up the hill (grassy knoll) and with a knife cut down the goats (sawhorse) on which the barrel of rum is placed. When it rolls, bring the ember from the chest to the trail of rum. Boo-u-um! - and Guybrush will get a rubber tree trunk, very similar to a real throwing log. Return to the playing field again and use the biscuit cutter on the second rubber tree (rubber tree) - a great plug for a hole in the side of the boat.

Now you can go to the hairdresser. Give the gold tooth to Bill the Slasher, talk to Haggis and agree to once again compete in the caber toss. So, Guybrush has all three team members. Go outside and watch the video.

Now you need to get map .Exit the city to the right following the red arrow. On the map of the island, select the beach at the bottom right (for now, there is a question mark instead of the name). At the entrance to the club, some guy will start pestering Guybrush. Show him the club card and go to the beach. But Guybrush cannot go far: the sand is too hot, and his shoes are full of holes. Return to the guy at the entrance and take three towels (towels): three times one after the other. Then dip them into an ice bucket. Go to the beach again and use the towels to make a hot sand path across the entire beach. Talk to the sunbathing person. It's important for you to talk about Blood Island. The vacationer will say that he has a map of this island, but he will not give it away so easily. Take his mug like he asked. If he needs a tan, he will get it. Open the gate (gate) and exit to the map of the island. On the left arrow, enter the city to the seller of lemonade. Replace the mug from the chest with the bottomless mug that Guybrush was tricked with the first time. Buy more lemonade. When little trickster Kenny leaves, take the pitcher from the table and fill it with paint from the dye vats (dye vats). Go right, return to the map of the island along the passage to Danjer Cove and again go to the beach. Put a mug without a bottom on the belly of Palido and pour in the paint. Excellent tan.

But how do you get a card? Remember what the guy at the entrance said about skin peeling from sunburn? It's cruel, but what can you do. Go to the entrance to the beach and try to take a bottle of oil (cooking oil). Oh, this guy is just a curmudgeon. He asked for trouble. Take a towel (towel), lower it into a bucket of ice and hit the guy with it. Now take the oil, return to the beach to Palido, pour oil on him and remove (“hand”) the peeled skin from his back with a map of the island. Leave the beach and watch the cutscene.

Now your concern is ship . On the map, go to Danger Bay. To get the ship, Guybrush must become great and terrible as... the giant chicken El Polo Diabolo. Paste the rubber plug in the chest and use what you get to seal the gaping hole in the boat. Row to the pirate ship and climb onto the deck. Guybrush is clearly not happy here: he will be thrown overboard. When Guybrush is back in the boat, saw through the board with a knife, climb onto the deck again and try to open the door. This time, the monkeys who came running from all sides will nevertheless smear Guybrush with tar and roll him out in feathers.

When Guybrush is on the shore, leave the bay. Your main goal is a tavern, but for the sake of interest, you can go to the hairdresser or to the witch's swamp. In the tavern, the conversation will not be very long. Thanks to the courage of the old captain, Guybrush will play pot - and get on pirate ship to the cabin of Captain Le Chimp. When Fossey stops talking, get the ventriloquism book from the chest and use it on the captain.

So Guybrush got a treasure map and took control of the ship. Open the right porthole and jump down (the sawn off board is still floating there).

The treasure map is actually a manual for operating the spotlights in the theater. Go there and go through the dressing room to the stage. Then go back and up the stairs to the spotlights. Press the buttons (bottons) on the remote control according to the directions on the map (NW is up and left, W is left, SW is down and left, etc.: SE, NW, W, S, E, NE, NE, E, SW). If you make a mistake, press the handle (handle) and start again. Take note of the spot illuminated by the spotlights and go downstairs. Now you need to pull an actor from the stage who is very passionate about his game. Coat the cannonballs from the chest near the door with chicken grease (you have it in your chest). Once the cannonballs and the actor are flying in different directions, go to the stage, take a shovel and start digging.

When completing this part on normal difficulty, you don't have to make Bill spit out the candy; no boat to fix, so no pasta or biscuit molds; the white glove does not lie in the pocket of the cloak, but hangs from the sleeve; Captain Whitebeard will not search Guybrush at the exit from the tavern, so there is no bowl; you don't need fly larvae to get a club card; and you don't need to direct the spotlights, just turn on the light.

Third stage. Three Sheets to the Wind - Three sheets in the wind

Rottingham took the card, but Guybrush can still get it back.

To stop the pirates from singing and get them to work, you need to tell them a phrase that they cannot think of a rhyme to. The keyword is "ORANGE".

There comes a moment of making an important decision: what kind of captain should Guybrush be - an authoritarian captain, a man of action (who fights at his own peril and risk) or an intellectual (thinking and planning). By giving an answer, you will determine the level of difficulty of naval battles, which are not very difficult with any choice.

To start a sea voyage, click on the map that Haggis is looking at and select the image of the eyes.

In the sea there are opponents of different strengths. Until you encounter a ship, it is marked with a question mark. After “acquaintance”, this icon will change to a name that determines strength and dexterity.

Orange pirates aren't scary at all. Greens are a little scary. Blue - pirates of medium "scary". Browns are quite scary pirates. White pirates are scary, and red ones are very scary.

The last is Captain Rottingham's ship. He is the most powerful opponent, and you need to fight him at the very least.

In sailing ships, the guns are located on the sides, which means that you need to keep from the bow or stern of the enemy ship, turning on its side.

After the shot, some time is needed to reload the guns. Therefore, shooting bursts will not work. Be more responsible with every shot.

Don't forget to correct for the strength and direction of the wind: look at the pirate flag in the corner of the screen.

To control the ship, use the left mouse button or the _LL/_RR arrows. To shoot, use right button mice.

Having beaten the enemy, you can grapple with the captain of a pirate ship. The fight consists in the exchange of rhyming phrases. Guybrush starts first. He must say some insult from the options offered. If the opponent finds an answer in rhyme, it means that he made a successful attack and the right to strike passes to him. And if not, then luck was on the side of Guybrush. The fight goes up to three successful attacks.

In battles with pirates, Guybrush has two equally important goals. First, you need to take away all the gold from the pirates and buy super-powerful DestructomaticT-47 cannons for it, which are necessary to defeat Captain Rottingham's ship. Secondly, Guybrush must learn as many offensive insults and responses as possible. This knowledge will come in handy in the duel with Rottingham.

SECOND PAGE

It is often easier to take away treasures than to collect all the insults and answers. You can follow different strategic lines. For example, at first you can not think about victories, but only strive to learn as many (preferably all) insults and rhyming answers as possible. And then quickly defeat everyone, buy guns - and forward to a meeting with Rottingham.

Here is a list of all insults and their corresponding responses used by pirates.

Every enemy I "ve met I" ve annihilated! - With your breath, I "m sure they are suffocated.

You "re as repulsive as a monkey in a negligee. - I look that much like your fiancee?

I have never seen such clumsy swordplay! – You would have, but you were always running away.

I "ll hound you night and day! - Then be a good dog. Sit! Stay!

Killing you would be justifiable homicide! – Then killing you must be justifiable fungicide.

I "ll skewer you like a sow on a buffet! - When I" m done with you, you "ll be a boneless fillet.

Would you like to be buried or cremated? - With you around, I "d prefer to be fumigated.

When your father first saw you, he must have been mortified! – At least mine can be identified.

En garde! touche! – Oh, that is so cliche.

Coming face to face with me must leave you petrified! Is that your face? I thought it was your backside.

You can "t match my witty repartee! - I could if you would use some breath spray.

I "ll leave you devastated, mutilated and perforated! - Your odor makes me aggravated, agitated and infuriated.

Throughout the Caribbean, my great deeds are celebrated! - Too bad they're all fabricated.

You "re the ugliest monster ever created. - If you don" t count all the ones you "ve dated.

Heaven save me! You look like something that "s died! - The only way you" ll be preserved is in formaldehyde.

I can "t rest" til you "ve been exterminated! - Then perhaps you should switch to decaffeinated.

Mark each new attack and the corresponding answer, do not leave a single insult without knowing the answer. Each new phrase is added to Guybrush's vocabulary and can be used by him later. You can't fight Rottingham if you don't know more than four replies to insults. The fight is up to five successful attacks. Rottingam will use new swear words, but the appropriate answers are already known to Guybrush. Here is a list of possible phrases of Captain Rottingham with their corresponding answers:

My attacks have left entire islands depopulated! - With your breath, I "m sure they are suffocated.

You have the sex appeal of a Shar-Pei! – I look that much like your fiancee?

I have never lost a melee! – You would have, but you were always running away.

You "ll find I" m dogged and relentless to my prey. – Then be a good dog. Sit! Stay!

When I "m done your body will be rotted and putrefied! - Then killing you must be justifiable fungicide.

Your lips look like they belong on the catch of the day! - When I "m done with you, you" ll be a boneless fillet.

I give you a choice: you can be gutted or decapitated! - With you around, I "d prefer to be fumigated.

You "re a disgrace to your species! You" re so undignified! – At least mine can be identified.

Your mother wears a toupee! – Oh, that is so cliche.

Never before have I faced someone so sissified! Is that your face? I thought it was your backside.

Nothing can stop me from blowing you away! – I could if you would use some breath spray.

I can "t tell which of my traits has you the most intimidated. - Your odor makes me aggravated, agitated and infuriated.

My skills with a sword are highly venerated. - Too bad they're all fabricated.

Your looks would make pigs nauseated! - If you don "t count all the ones you" ve dated.

Nothing on this earth could save your sorry hide! - The only way you "ll be preserved is in formaldehyde.

Your stench would make an outhouse cleaner irritated! – Then perhaps you should switch to decaffeinated.

By defeating Rottingham, Guybrush will regain the Blood Island map.

Fourth stage. The Bartender, the Thieves, His Aunt and Her Lover - Thieves, the bartender, his aunt and her lover

Follow the arrow to the left and go to the nearest hill on the map. Examine (“parrot”) statue of Elaine and fireflies. Then go to the hotel (large building on the hill). Pass through the terrace to the right and examine the large cauldron (cooking pot) on the stove, brazier (barbecue) and billboard (billboard) with a poster. Now go left through the open door to the bar. Consider a fork sticking out of the nacho cheese. The cheese is melted and has a resin-like consistency. Open the door to the back room and enter. Examine the huge cheese monolith (Guybrush will take it, but later), take the magnet (refrigerator magnet) from the refrigerator door, examine the file cabinet. Go out, go to the fortune teller, examine the tablet on her desk, and then talk to her, ask her to tell fortunes. Repeat the request several times until she puts five cards on the table. The fortune teller will call Guybrush a demon and won't say another word. Take away Tarot cards (Tarot cards) and iditol to the bar. At the left end of the counter, take the recipe book and the cushion from the chair (cushion). Then take away the brochures (brochures) behind the back of the sleeping bartender. Try to talk to him. However, he clearly needs a brainwash. Examine the recipe book in the chest. To scroll, move the mouse cursor to the right edge of the screen. Pages 8-9 contain the recipe for a potion that can clear clouded pirate heads. To prepare the potion, you need an egg, pepper and the hair of the dog that bit you.

Later you will go up to the second floor of the hotel, but for now you go outside. Go to the cemetery (cemetery). Pass by the crypt, to the left along the red arrow. Take the mallet and chisel from the gravestone in the center of the screen, and then the small dog hair from the sleeping old dog. True, she has not yet bit Guybrush. We'll fix it. Offer her a maggot infested biscuit. Oops! - and all the necessary formalities are observed.

Go to the beach - a place with columns in the harbor on the map of the island. Go right there. To get an egg out of the nest, put a pillow (cushion) on the rocks (rocks) and hit the tree with a hammer (rubber tree). Examine the weathered sign hanging on the pole, leave the beach and go to the lighthouse on the map of the island.

There, examine the mirror (mirror). It's broken. There is no lantern either. Click on the red down arrow to descend from the lighthouse. Go to the mill on the hill. Try to open the door. She's locked up. Take the risk of grabbing the windmill blades. Again failure. Guybrush will have to come back here for the barrel, but for now, take the pepper (pepper) from the bush and on the map go to the strange lights (strange lights) near the volcano.

In the village, take a piece of tofu (block of tofu). Walk to the right and take a drill (auger) and a measuring mug (measuring cup). Go to the right and up the arrow to the volcano. There, talk to the islander with the lemon mask on his head. He will talk about a guest they are waiting for for the ceremony, but whom he has never seen.

Now go to the hotel. Go to a bar. Before giving the bartender a sobering potion, go to the back room and use the chisel to break off a piece from the large round cheese. Now go to the bartender and give him the egg first, then the dog hair and pepper. From a long conversation with him, you learn that his hotel business is suffering due to the inactivity of the volcano, as well as about the guest who never checks out of the hotel. He took the room and constantly locks it. The bartender will tell you that the ring is in his family crypt (together with the bartender's aunt), and the diamond is on Skeleton Island with smugglers.

Ask the bartender for a fruity drink with umbrella and you will get a mug of drink and a real umbrella. If the bartender has already poured something into a Guybrush mug during the conversation and you are not offered a phrase asking for a drink, then drink the pour (“hand”), then talk to the bartender again - and get a drink and an umbrella. Take an empty jar from the counter. Now go up the stairs, go through the first door and, while in the room, look at the window in the door. Get a hammer from the chest and hit the big nail (nail) sticking out in the wall. Exit the room and examine the fallen portrait. Pick up a nail, take the portrait out of the frame. Try to open the right door. It's locked, just like the bartender said. Go down back to the bar, take the mirror and go upstairs again. But the bartender will stop Guybrush and demand the return of the mirror. To deceive the bartender, cut a portrait in the chest with scissors, take a mirror from the wall, and insert a portrait in its place. Now from the hotel go to the mill. There, hook on the wing of the windmill with an umbrella. Explore the barrel upstairs. It is full of sugar water used to make rum. Scoop up sugar water with an empty mug taken from the bartender, and leave the mill through the door on the right. Go to the village (village) of the natives. To take part in their sacred ceremony, Guybrush must look like one of them. Instead of a mask, you can use tofu: make it in the “block of tofu” chest with a chisel, put it on (“hand” on the mask right in the chest) and go right to the volcano.

Start a conversation with a native in a lemon mask - and he immediately escorts Guybrush to the ceremony site. After its completion with a symbolic sacrifice, throw a piece of cheese (nacho cheese) into the red-hot lava. The volcano will come to life again, and you can return to the inn.

Go to the barbecue (barbecue) and put the remaining cheese (nacho cheese) in the boiler (cooking pot). Then take the cauldron itself (hand) and with it go to where Haggis and his comrades are repairing the ship (shipwreck). Now Guybrush will be able to take a bottle of lotion. Scoop up sea water in a measuring cup and go to the hill where the golden statue of Elaine remains.

Pour the lotion on the diamond ring on Elaine's hand and then remove it. It will explode, but the main goal is achieved: you have made room on your hand for a new ring. Catch some fireflies (fireflies). In the chest, make a hole in the lid (jar lid) with a drill (auger). If you do not do this, the captured fireflies will die of suffocation. Then use a jar with water to catch some fireflies and close them with a hole-punched lid - Guybrush now has a lantern.

Go to the lighthouse. There, replace the broken mirror with a new one, and put the lantern in its place (lantern post). Now the lighthouse is working.

Remember the story of the boatman who got lost in the fog? Go down to the beach and talk to him. Ask him to take you to Skeleton Island. He agrees to do it for the compass. In the chest, use a magnet (refrigerator magnet) on a needle (pin), and then a magnetized needle - on a cork (cork) and throw the resulting design into a measuring cup (measuring cup) full of sea water. Give the resulting compass to the boatman. But it's too early to go to Skeleton Island.

Go to the cemetery. There, follow the down arrow. Look in the gap between the doors (the crack between the doors), talk to this gap. Mort will say that only the dead can get into the crypt.

What to do, you have to die. Go to the hotel and order a drink. In the chest, use the chisel to open the bottle of Head-B-Clear, then pour the contents into the mug of grog and drink this infernal concoction. (Remember the recipe note?) Guybrush will go into a coma. The screen will display “ The end”, your score in the game, the credits are rolling ...

But this is not the end. After all, Guybrush is alive! Use the chisel to open the lower right coffin and Guybrush is with us again. Collect all the nails from his coffin (coffin nails). Then open the central coffin. Stan will come out and give Guybrush his business card. Return to the inn and ask the bartender why you were not buried in the same crypt as his aunt. When he says that the crypt is only for family members, try to pretend to be his nephew named Wonton. After the conversation, go upstairs and use the Wall card to open the right door.

In the room, you can inspect the closet and bedside table, but this will not work. Pull on the bed. She will lean back and you will see a skeleton with a book. If you immediately take the book, the bed will rise again. Therefore, first, to secure the bed, you need to use all (I repeat, all!) nails (noils) that Guybrush has. Now you can take and study the book. This is the story of the Goodsup family. After examining the skeleton, exit the room. You have to prove that Guybrush is a true relative of the bartender. To do this, attach what is left of the portrait on the left door, open it, go into the room and look out the door window. After giving Goodsup the impression that his beloved grandfather and Guybrush are “almost the same person”, go down to the bar and top off this deception with a conversation about the history of the Goodsup family (using the book found). Now Guybrush is a recognized Goodsup. It's time to die again, this time to get into family crypt, and along the way, and earn (after all, no one will give Guybrush a diamond for free). Go to the cemetery to the Wall and, having given the gold tooth, insure your life. Return to the hotel to the bar, order a drink, add pirate sobering up there and drink the resulting mixture.

So, Guybrush is in the crypt. Try to explore the crack in the ceiling (crumbling hole). This is not needed to complete the game, but if you have seen the previous parts of the Monkey Island series, what you see will remind you of something.

Go left until you meet a ghost. Talk to him, or rather to her. From the conversation, Guybrush learns that the other person besides LeeCook that Millie liked was a hotel guest who never left his room. In addition, Millie must get married, and only after that Guybrush will receive the ring.

Walk further to the right, take the crowbar in the coffin. But who is laughing? Go around the coffin on the right to come to a crack in the wall. Your old friend Murray might come in handy right now. Take it (“hand”). Look into the crack and talk to Mort, try to intimidate him. After talking, on the screen with Mort's closet, in the chest, paste the paste on the severed skeleton arm (skeleton arm), and then use it to pick up Mort's lantern. Now, already in the crypt, again in the chest, use the lantern on Murray. He will strike fear into Mort - and the exit from the crypt is open.

Look at the Wall for a minute. Murray decides to live there, among the numerous skeletons, and Guybrush must go to the hotel. Why can't you withdraw money right now? To claim insurance, you must present proof of your death. And since you are Goodsup now, your death certificate is in the family archive (file cabinet) in the back room of the hotel. Go there and take the document. But before you go to the Wall, you need to find a suitable groom for Millie. Climb to the second floor of the hotel and in the right room with a crowbar knock out the boards that boarded up the hole (boarded hole) in the head of the bed. Consider the resulting gaping hole. She goes straight to the cemetery. Use the crowbar to hook up the bed and our skeleton buddy will catapult right into the arms of his lover. Pick up the ring from the floor in the crypt and go to Stan's office. Give him an insurance policy - he will be forced to pay you a lot of money (money) laid down by insurance.

Go to the beach and tell the boatman to take you to Skeleton Island. Guybrush will be at the top of the cliff. Talk to the winch operator. Let him take you down. ... Sorry for not warning you. Guybrush will fall, hit the rocks and splash into the water. Climb to the top of the cliff (cliff top) and once again ask LaFuta to lower you down. But this time get ready to make a maneuver in the spirit of Mary Popins: when Guybrush is falling, take (“hand”) an umbrella (umbrella) in the chest - and Guybrush will smoothly glide to the entrance to the cave.

In the cave, talk to the smugglers. In order for them to respect you, the first phrase is to say that you have a lot of money (“so much money”). Be honest with your name and immediately offer them a deal (“make a deal”): a poker game with your money against a diamond. After the surrender, take Tarot cards from the chest and place them on the table in place of the ones you got. With such a card, Guybrush will easily win, grab the diamond and run away from the smugglers. After a little revenge on LaFutu, Guybrush will be back on Blood Island. Go straight to the hill where Elaine was left. In the chest, insert the diamond (diamond) into the ring (ring) and put the ring on Elaine's finger.

Differences between the normal difficulty level for this stage and “Mega-monkey”: the mirror on the lighthouse is in perfect order; a dog biscuit makes it easier to get bitten by a dog; Guybrush doesn't have to convince the bartender that he looks like the Goodsups; the doors to the mill and the skeleton room are not locked; the first drink they give you will be with an umbrella; A jar of shaving cream opens without problems.

Fifth stage. Kiss of the Spider Monkey

Talk to LeCook (if you can call it a conversation). When he leaves, on the screen, at first glance, there is no one. However, the first impression is deceptive. Open the cable car door. That's what LeCook did to Guybrush. When Guybrush comes out to the rides of this crazy carnival, he will say that he has a fog in his head ... Sobering up is clearly needed here, so you need to find - three ingredients already known to you for its manufacture.

Meringue pies contain eggs, but the Wharf Rat won't let Guybrush take the pie. Talk to the Dinghy Dog. Ask him about the prizes (prizes), and then ask him to guess the age of Guybrush (“guess my age”). Claim an anchor as a prize. In the chest, place the anchor in the pie pan, then use the can of shaving soap on the anchor bowl. The resulting fake pie (fake pie) put on a stack of pies near the Rat. Have Guybrush ask him to fire the cannon. The shot will take down the poor guy who served as the target. Take his place by clicking ("hand") on the window in the wall (hole). The rat will shoot - and you have the first component of the potion.

Approach the Dog (Dinghy Dog) and push him six times (“hand”). He will get angry and bite Guybrush - so you got the second component, dog hair (dog hair).

Walk to the right to the cart with the inscription "Snow Cones". Take the pepper mill from its left edge. Then ask the seller (soda jerk) for a portion of plain ice cream (plain snow cone) and alternately use meringue from the pie (meringue), pepper mill (pepper mill) and dog hair (dog hair) on it, and then eat (picture of “parrot”) what happened.

On the normal difficulty level, it is enough to simply put an anchor on a stack of pies to free the window in the wall from a living target, and to get bitten, it is enough to push the Dog three times.

Sixth stage. Guybrush Kicks Butt Once Again - Guybrush kicked him again

Quickly click on the red arrow to jump out of the cart in the first scene with the monkeys and Herman Toothrot. Take the rope (fallen rope) lying on the floor and jump into the passing cart.

In the second scene, follow the red arrow again, jump out of the cart, take a keg of rum (keg o'rum) and jump into the next cart.

If LeeCook catches up with Guybrush, don't be alarmed: Guybrush is smart enough to run away. But if you did not have time to take the necessary item or could not jump out of the cart in time, you will have to return, having made a full circle around the attraction.

In the third scene, with Wally tied up, open ("hand") the lantern, blow out ("parrot") the fire, and take away ("hand") the flack of oil. Jump first into the cart, and from it - onto the ice stage. Walk up the passage. There, put the keg of rum into the hand of the giant monkey. In the chest from the flask of oil, pour it onto a rope, which you then tie to the barrel. Take the pepper pot in your hand and go downstairs. Wait for LeeCook to appear and use the pepper pot as soon as possible.

On Normal difficulty, a flask of oil can be taken immediately, without prior action.

1 2 All

Studio 77 showed how large-scale quests can be. Not so long ago, a new performance appeared here, which sends players into the jungle, where many, many wild monkeys live. The space really looks like a real rainforest. So beautiful that for some time I just wanted to stand and look at the locations. But still, in all this splendor, the plot developed, because there are several characters, and in the adult version, even boom-moments were present.

It is important to understand that this is a performance, because attention is paid not only to the scenery with riddles, but also to the acting. The project has versions - children's and adult. Accordingly, the nursery has more help, light, no one is trying to scare. But for adults it's the other way around. There is twilight all around, and at any moment a huge angry monkey can jump out of somewhere! It was the mighty monkeys here that were a kind of evil that had to be overcome. Or at least run away...

A rather unusual villain who immediately made me think of films about King Kong or the Planet of the Apes. The costume of the actor is also appropriate. But besides him, there was also a guide around the island in the game, who had several tasks at once. Some facts about local history were heard through it, hints were given, and the very mood of adventure was created.

Without a doubt, the main feature of the project is the atmosphere. This is an incredibly beautiful embodiment of the jungle on the quest. Just the same 10 out of 10. Although all Studio 77 projects wanted to give this particular rating, because the scenery is put at the forefront here. In fact, there is not even a division into rooms here, because the whole quest is located, as it were, in one space of the rainforest, but it has several zones that are separated from each other by sometimes very unusual transitions.

There were caves, and the forest itself, and a wooden house. I would like to highlight the presence of open water in the quest, because few people dare to do this due to the “adequacy” of some players. But here it was, and even in impressive quantities. A large area, plants around, animal sounds, lighting effects, trees and other beauty.

But here it was necessary not only to examine, but also to solve riddles. Equally, there were puzzles for search, for logic, for interaction with actors, a quest and technical mechanisms. Yes, and there were dexterity for those who are not particularly burdened with the mind! Difficulty ranged from the most elementary to quite difficult to understand. Technique here was equally combined with locks, so that nothing was knocked out of the general atmosphere of the jungle. And due to the fact that the game is played by an actor, there were no shortcomings in the dynamics of the passage.

In general, it is extremely sad that we went through all the open this moment quests by Studio 77, because so many memories are associated with them. We celebrated holidays here, and were amazed at the scale, and had a delicious meal at a local bar, and made many new friends, and held photo shoots, and even judged the Quest Cup! But we believe that there will soon be many more reasons to come back here.

Nick93
In short, I will explain from the beginning.
Reward: Reinforced Azor Manowar, Duelist's Dream unique pistol, Scar unique blade

ATTENTION: For a painless passage of the quest, I recommend finding yourself a powerful flagship (I used the heavy battleship Shark)

The quest is taken from the head of the Coastal Brotherhood. When asked why there are so many ships on the raid, Volk Larsen (if you have not yet completed the pirate line) or another head (after completing it) informs you that a Spanish squadron has appeared in the Caribbean, led by Don Pedro de la Encantario, Admiral Spain. The pirates called this squadron "Elusive" and gathered their own against it, led by Alan Baxter (I think that was his name). However, Alan was defeated - recently, in a delusional state, he was brought from the side of the jungle by a man in a red cassock, and half an hour ago he died from an unknown poison. We decide to distinguish ourselves from these sea wolves and defeat the Elusive Squadron. We go to the tavern and talk to the innkeeper. How strange - the innkeeper does not know how to find this squadron. Funny. We look at the hall. In the very corner, near the stairs, sits a sailor. We turn to him, treat him with rum and find out that he, together with his friend, recently entered into battle with the squadron we were looking for. The cap drunk himself shamefully escaped, leaving his friend's ship for reprisals, but he is sure that his friend is still alive and is in the jungle of Hispaniola. We volunteer to find the missing person and go to the place.
Having landed in the bay, we go to the next location and see the desired character. However, he is delirious - apparently under the influence of poison. Suddenly he attacks us, and we have no choice but to kill him. After searching the corpse and removing the “Duelist's Dream” pistol from it, we return to Isla Mona and go to that cap, but he will not recognize us. Threads are lost.
It seemed to be a dead end. Well, what to do - let's go to the store! We choose the first or second thread of the dialogue and in general we try not to be rude to the owner, especially when he asks if we have regacia grass. We ask what kind of grass it is, and then we volunteer to help find it and look for a person of non-pirate appearance in the port. This is Dr. Amonax, who needs reg. We promise to help him get the regence that one type has on Curacao and at the same time ask about the poison. So this poison is an espada, and it's sold by the same type that has regacia! Two birds with one stone! We are heading to Curacao.
In Curacao we are looking for a house in the jungle. Inside the house we find the same herbalist, who, judging by the conversation and behavior, is gay. We threaten to kill him and find out that the frigate of the Elusive Squadron is about to arrive here for a new batch of poison. We hurry back to the ship with all our might, go out to sea and start the battle with the same frigate. Keep in mind - the fight is not easy. It is advisable to board the ship. After that, an entry appears in the journal about the story of a captive sailor, who said that on Maria Galante a captured frigate was waiting for another frigate to attack the English caravan together. But don't rush. To begin with, return to the herbalist - we promised to get the regacia! Two types of pirate appearance will be waiting for us at the house. We kill them and go into the house. Oh, was it security? Well, sorry, they were the first to start. We pick up the registration and take a course for Maria Galante.
On the desert island an unpleasant surprise awaits us - this is not a frigate, but a battleship! Someone rip out that sailor's tongue. Well, what to do - we smack him with buckshot on the first number and abort him. Strange - there is no cap, only sailors. Having captured or sunk the ship, we decide to search the bays. What luck - in one of the bays we find the captain of the battleship. Kill him or tell him the whole truth - decide for yourself. In any case - from a conversation with the captain or by finding a note on his corpse - we learn that we need to Isla Mona, where the sailor who escaped from this squadron is located. In the pirate settlement, the same sailor runs up to us - and he is in a red cassock - and says that the squadron is based on the island of Dominica. We raise the sails.
Arriving in Dominica is unsuccessful - it's empty here! Well, since there was a squadron here, it's worth searching the shore. We disembark in the bay of Dominica and meet with Miguel Nando, who will tell us very interesting story. From it we learn that now there are only two ships in the squadron - a manovar and a galleon. We decide to return to Isla Mona to find that sailor, who, as it turned out, is a spy.
A meeting awaits us on Isla Mona - the remnants of the Elusive Squadron! We capture the manowar and drown the galleon to hell. I advise you not to rename the manowar - it is better to remember its name in general. We disembark at the port and go to the tavern. The man in the red cassock has disappeared! We go to the shipyard and find out that this type bought a sloop for himself and quietly dumped on Curacao while there was an attack. Let's go in pursuit.
We are going to Curacao to the familiar house of the herbalist. Near him we meet Jose Nando. Well, we promised to save him. So we save him - two pirates attacked him. We send the poor fellow to the ship and go to the house, where we deal with the spy. After we take Jose to Isla Mona, we talk with Miguel and decide to help them avenge Jose - this is how it opens new quest"The Kidnapping of Diego de la Encantario (In Search of Eldorado)". You just have to wait five months. Then we go to the head of the brotherhood and get the blade "Scar". The Elusive Squadron quest is over!

INTRODUCTION


This game is converted from a very popular, very funny adventure game (adventure date) made for PC. You will play the role of Guybrush Threepwood. a teenager who wants to become a pirate. During the game, you will have to face a lot of pirates, fall in love with the beautiful Governor of the island and even find a small treasure.. but will you be able to find out the secret of monkey island?

STRATEGY

PART ONE: THREE TESTS


The game begins with your meeting with the watchman of Mili Island. He will tell you where to start searching, and you will automatically find yourself in the village. Remember where the watchman is, for you will have to return to him a little later. GO (WALK) to the right to the BAR "Scumm" (Scumm Bar). OPEN the door and WALK in. WALK THAT to the red curtain, but first TALK THAT to the pirates (and the dog) for a little laugh.
Behind the curtain you will find three IMPORTANT PIRATES. TALK TO them and say "I want to be a pirate" ("I wan! to be a pirate".) They will tell you about the Three Trials. Try to get as much information out of them as you can, then stop talking and OPEN the door on the right. The COOK will say that you can't go inside. Oh really? We'll see! Wait until the chef leaves for the kitchen, and leave from the left edge of the screen. Then ENTER (WALK).
IN THE KITCHEN PICK UP the piece of meat and the pot under the table where the meat is laid out. OPEN the right door and exit. WALK THAT to the very edge of the pier and rock the board to scare away the SEAGULL, then PICK UP the fish before the bird returns. You can do this an infinite number of times.
Now leave Skamm bar and WALK to the left to the watchman (he is at the top of the cliff), then WALK to the path to the right. When the Mili Island map appears, head to the clearing in the middle of the island, then WALK to the left and enter the CIRCUS TENT.
Stop the Fettuccine brothers' squabble and listen to them bargain. Then ask: "How much will you pay me?" ("How much will you pay me?") Agree to their offer by saying "Ok, sounds good" ("OK. sounds good") I have a helmet" ("Of course I have a helmet".) GIVE the pot to the brothers and they will shoot you with a cannon. Talk to them, tell them everything is fine and you can leave.
WALK back to the path and return to the VILLAGE. GO (WALK) to the right past the Bar and under the ARCH to the "main street" of the village. TALK TO with the inhabitant of Mili. He will ask about someone named Sway, answer like this: "No. but I once had a barber named Dominique".) Buy a card from him, which he will offer .
WALK past the man down the street and OPEN the first door on the right. ENTER (WALK) inside the SHOP I'LL BE. PICK UP the chicken on the chest, then LOOK AT at it. OPEN the door and WALK back outside. GO (WALK THAT) to the arch under the clock, then GO (WALK THAT) down the ALLEY, where the sound comes from: "Shh...-
A man will appear from the alley and ask you a few questions. Answer his questions. You'll find out he's the sheriff. When he leaves. GO (WALK THAT) down the STREET and OPEN the SHOP door on the RIGHT. WALK inside.
PICK UP the spade and sword and USE the bell. Tell the GRANT SELLER that you want these items (by saying "About this sword..." or "About this shovel..." ("About this shovel.--") ), then say: "I want to rent it" (I "d just like to browse"). Exit the store and GO (WALK TO) to the watchman, then GO (WALK TO) to the path for a map to appear. You have already finished collecting the items you need. Now it's time to pass the Three Trials)
After checking the map, go to the HOUSE, which stands on the right end of the island. On the BRIDGE you will be stopped by an IMPOSSIBLE TROLL. GIVE the troll the fish and he will let you through. When the map appears again, go to the house. Try to OPEN the door of the house and a man will talk to you. Say, "Can you teach me?" ("Could you train me?"), then insist. that you have everything you need. When he finally agrees, give him 30 pieces of eight and show him your sword. when he asks. He'll take you inside and have some energetic (and quite fun) activities with you.
When class is over, you need to learn some offensive language. GO (WALK) to the path and a map will appear, then GO (WALK) to the CROSSBOW, which is located to the left of the fork in the road. it the best place in order to face the pirates and get into a fight. Keep fighting the pirates so that you learn the insults and the answers to them properly. when you learn them. check them out in the list below. If you hear a phrase that you don't know the answer to, use it and you'll get an answer." After all, the pirates you defeat will tell you that you're skilled enough to fight the Sword Master. Not yet! Keep fighting until until you hear everything on this list.

OFFENSIVE TERMS (I) AND RESPONSES TO THEM (C) FOR PIRATES


I: Do you still wear diapers?
S: What do you want to borrow?

I: I got this scar on my face in a brutal fight!

I: I can't sit around seeing such impudence!
S: What, are you worried about hemorrhoids again?
I: I once had a dog, so she was smarter than you!
S: Looks like she taught you everything you know.

I: I heard you're a pathetic sucker!
S: But no one has heard anything about you at all.

I: I talked to monkeys who were more polite than you.
S: It's nice that you don't forget to communicate with your family.

I: I'll wipe your blood with my handkerchief!
S: So you still managed to get a job as a cleaning lady.

I: No one has ever seen and never will see my blood!
S: Do you run that fast?

I: People prostrate before me.

I: Soon you will be carrying my sword like a servant!
S: For starters, stop waving them around like a fan.

I: There are simply no words to describe how disgusting you are.
S: No. there is. You just never learned them.

I: Your end has come, miserable coward!
S: I'll leave you a little piece.

I: You fight like a shepherd.
S: Not bad. And you look like a cow.

I: You have the manners of a beggar.
S: I just try not to embarrass you in my presence.

I: Just looking at you makes me sick.
S: Looking at you, it seems to me that someone has already done this.

I: You are still far from my brains, you pitiful idiot!
S: Yes, but you never used them.

When you have learned all the insults and their responses, use the map to WALK TO the FORK IN THE ROAD. You will be in the FOREST. GO (WALK) to the path in the background of the screen, then PICK UP the yellow plants when you find yourself in another zone. Now you have to find the Lady of the Sword. There are two ways. The first is to wander through the forest until you come across a deep gorge with a sign hanging nearby. PUSH the sign, cross the bridge and go to the right, where you will find the Sword Lady's house. The second method is to tell the SHOP OWNER that you want to find the Sword Master. When he leaves the store, follow him and he will lead you to her house.
TALK TO WITH SWORD MIDDLE; say you came to kill her. The fight begins! She uses phrases you haven't heard before. The following is a list of these insults and the answers you need to say:

OFFENSIVE EXPRESSIONS AND ANSWERS FOR THE LADY OF THE SWORD


I: Every word you say to me is nonsense.
S: I just try not to embarrass you in my presence.

I: If your brother is like you, it's better to sleep with a pig.
S: Looking at you, it seems to me that someone has already done this.

I: I hope you have a boat to get away quickly.
S: What, you wanted to borrow?

I: I often watch people like you die on the floor in taverns? S: Even before they smell your breath?

I: I'm going to teach you a little lesson today.
S: Leave it to yourself.

I: I have the courage and skill of a sword lord!
S: Yes. but you never used them.

I: I will suck out all the blood from your body, drop by drop.
S: Not bad. You fight like a cow.

I: After the last fight, my hands were covered in blood.
S: I hope this has stopped you from picking your nose.

I: My name is known in every nook and cranny of this dirty island.
S: So you work as a cleaner.

I: The fame of my sword goes around caribbean!
S: The fact of the matter is that no one has heard anything about you yourself.

I: My tongue is sharper than any sword.
S: For starters, stop waving them around like a fan.

I: My most feared enemies flee without even noticing me!
S: Even before they smell your breath?

I; No one has seen me fight as badly as you!
S: Do you run that fast?

I: Now I know what fools and scoundrels look like!
S: I'm glad to hear that you remember to keep in touch with your family.

I; Only once did I meet such a coward!
S: Looks like he taught you everything you know.

I: There doesn't seem to be any trick that can save you.
S: No, there is. You just never learn them.

I: You are like a nail in the ass!
S: What, hemorrhoids are bothering you again?

When you defeat the Lady, she will give you a shirt. LOOK AT at her. (By the way, you can win any sword fight using the Overlord's phrases, although you won't have to fight again.) WALK over the bridge and follow the path. When the map appears, go again (WALK TO) to the fork.
Once back in the FOREST, LOOK AT on the map, which should indicate where the treasure is stored. "Back" - means that you need to GO (WALK) to the background of the screen. "Left" ("Lett") and "Right" ("Right") means to GO (WALK) in the respective direction. Follow these directions and you will find yourself in a clearing. GO (WALK) to the right and USE (USE) the shovel in place "X". You will find one more shirt. LOOK AT at her, then WALK to the left, towards the forest path (and map).
Head towards the village and go to the shop. Do not enter the store, but WALK to the left, through the archway, and you will see the GOVERNOR'S MANSION. WALK THAT to the mansion. But don't go near bloodthirsty dogs. USE the yellow petal on the piece of meat, then GIVE the seasoned meat to the poodles. OPEN the door and WALK inside.
OPEN the door to the right of the entrance and WALK. A FIGHT will follow, after which you will have a few more items. EXIT (WALK) from the front door and return to the city. ENTER (WALK) into the JAIL. (This is the first doorway on the left when you enter the city; can you guess her from the bars on the windows?)
TALK TO to the PRISONER, then go outside. OPEN the SHOP door. WALK inside and TALK TO the owner. Ask him if he has any refreshing mints. He will give you the whole package. GO (WALK) back and return to PRISON. GIVE the mints to the prisoner, then ask him if he has a file. When he finishes talking, GIVE him some rat repellant. In gratitude, he will give you a cupcake.
Exit the prison and WALK back to the GOVERNOR'S MANOR WALK inside. OPEN the cupcake and you'll find a file there. WALK THEN to the gaping hole and you'll get into a fight again. The sheriff will stop you and ask what's going on. Give him any explanation, and the governor's wife will appear. She will send it. Talk to her and OPEN the front door when she leaves. The sheriff will stop you again. Answer him whatever you want, and he will throw you off the pier! Wow!
When you're underwater, PICK UP the idol. You will automatically take the sword and climb back onto the pier. Then the watchman will appear and say that the governor's wife has been kidnapped. Ask him to tell you more about it, and he will give you a note from the evil LeCHUCK. LOOK AT at the note.
WALK THAT to SKAMM BAR and WALK in there. PICK UP all the mugs and WALK THEN to the red curtain. PICK UP the remaining mugs and TALK TO THE CHEF. Ask him: "What was served, old wino?" ("What"s wrong, old sot?") and ask where you can buy a ship.Then OPEN the kitchen door and WALK outside.
Everything that follows must be done quickly. USE one of the mugs to pour the liquids from the keg into it and head to the prison. The grog is slowly but surely eating away at the mug, so you will have to stop a few times with it. to periodically SUBSTITUTE (USE) empty circles under it. If you dig for a long time and do not change the mugs, the grog will turn the mug into a lump of tin and spill. Then it will be necessary to go back to the bar, collect mugs again and try everything again.
When you get to PRISON. USE the mug of grog to destroy the castle and release the prisoner. He will run away as soon as you invite him to join your team. But don't worry about it.
WALK OUT of the prison and return to the watchman, then WALK THAT along the path After checking the map, go to the SHORE in the upper right corner of the island. Once you're there, USE the rubber chicken on the rope to get to Hook Island. OPEN the door of the house and WALK inside.
The mighty MITHOOK will appear and say that he does not like guests. Say: "The governor's wife has been kidnapped!" ("The Governor"s been KIDNAPPED!"), then say: "Let's get a crew together" ("Let's get a crew together"). Mithook will want to test you to see if you can be captain. When he opens all the doors and runs away. OPEN the small door and TICKLE the bloodthirsty winged demon. Mithuk will agree to join your team.
USE the rubber chick to go back, then WALK THAT to the path. After consulting the map, WALK to the SWORD LORD'S HOUSE. Talk to her and say: "The governor has been kidnapped!" ("The Governor"s been KIDNAPPED!") She will immediately join your team. GO (WALK TO) to the path. After consulting the map, WALK TO (WALK TO) to the LIGHTS at the very bottom of the island (which, in reality, mean the Used Market Stan's ships).
When Stan is done praising the product, say "I really don't have that much to spend." He will show you the Sea Monkey ship. actually, I was hoping to get one on credit.") He will refuse, so say you want to think about it some more. Before you leave, Stan will give you his card and magnetic compass.
GO (WALK THAT) to the VILLAGE, then GO (WALK THAT) to the SHOP. TALK TO the landlord and say "I"m interested in procuring a note of credit", then say "Yes, of course I do "). The owner will open his safe and take out the bill. Look carefully and remember the combination of numbers on the lock! Whatever you say, he won't believe you and put the bill back in the safe. Now say: "I'm looking for the Mistress of the Sword of Mili Island" ( "I"m looking for the Sword Master of Melle Island"). And the owner of the store will leave.
GO (WALK TO) to the safe and use the combination. (The PULL command turns the handle of the safe counterclockwise; the PUSH command turns it clockwise.) When the door opens, you automatically take the bill. Go back to Stan's Used Ship Market.
Ask Stan, "Ugh...can I watch the cheaper one again?" Ask Stan: "Okay, how much does it cost?" ("Well, what do you think it"s worth?"), then say "Forget it" Stan will beg you to do something, say "Yes. maybe you're right..." ("Well, may be you"re right...") and repeat: "Well, how much does it cost?" ("Well, what do you think it"s worth?") Then say "I"d like to make you an offer". Choose a phrase: "Good! 5000!" ("All right! 5000!") and Stan will sell you a ship.
Return to the VILLAGE. You'll meet Stan at the pier, and before he leaves, he'll give you some literature. Greet all your crew members as they appear, and head to Monkey Island!

PART TWO: JOURNEY


After the rebellious crew has made the decision to go out to the Caribbean, go to your CABIN. OPEN the desk drawer and LOOK AT what's in there. LOOK AT at the dusty book to read it, PICK UP pen and ink, then WALK THAT to the door to exit the DECK WALK THAT to the rope ladder and PICK UP" Jolly Roger" when you get to the very top.
GO (WALK TO) to the hatch on the deck of the ship (just above the rebel team). GO (WALK TO) to the DOOR and enter the GALLEY. PICK UP the cauldron and OPEN the cupboard. PICK UP the box of oatmeal, OPEN it and get the item. LOOK AT at it to see that it is a small key.
GO (WALK THAT) to the stairs and to the HATCH to enter the SHIP HOLD. OPEN the chest on the right and LOOK AT into it: you will find a bottle of white wine. PICK UP the huge piece of rope and OPEN the kegs on the left to get some gunpowder. Now return to the cabin.
USE the key to open the locker, then OPEN the chest and LOOK AT there. There you will find a sheet of paper and cinnamon. LOOK AT on the piece of paper to read the recipe and WALK THAT to the SHIP GALLEY. USE the following items into the cauldron: refreshing mints, oatmeal, cinnamon, white wine, gunpowder, ink, Jolly Roger, and rubber chicken. The water in the cauldron will soon begin to boil, and you will pass out.
WALK TO the deck and you will find that you are already at the coast of Monkey Island. GO (WALK THAT) to the hold and OPEN the kegs again for more gunpowder, then GO (WALK THAT) to the deck. USE the gunpowder in the cannon and USE the huge piece of rope to make a fuse from it. Now all that's left is to set it on fire!
Go down to the GALLEY and USE the feather to set it on fire*? under a boiling cauldron. You will have a torch. Get back on deck. USE this torch to light the cord and quickly USE the cauldron. The cannon will fire and throw you onto the island.
PART THREE: UNDER THE ISLAND OF THE MONKEYS
When German Toothrot is gone. GO (WALK TO) to the JUNGLE to see the ISLAND OF MONKEYS MAP. GO (WALK TO) to the CONGERENCE OF TWO RIVERS in the middle of the island. (This is where the river passes through the mountains.) GO (WALK TO) to the path on the other side of the river and climb the huge rock. GO (WALK TO) to the second set of tracks to get to the top of the hill. PUSH the rock. You'll sink the Sea Monkey, but don't worry.
Herman will appear on the screen; talk to him, then GO (WALK TO) to the path below. PULL or PUSH the primitive painting until it points towards the edge of the screen, then WALK THEN to the steps and back to the top of the hill. PICK UP the pile of stones and place one of them on the edge. PUSH stone; it will hit the banana tree growing on the beach. GO (WALK) down to the confluence of the rivers and return to the jungle.
GO (WALK TO) to the FORT at the left end of the island (it is on the north side of the crater). PICK UP the spyglass and rope, then PUSH the cannon. When Herman appears, say "I saw a monkey leaving here". Ask Herman a question, then end the conversation. PICK UP the cannonball and gunpowder and WALK to the jungle.
Return to the MERGING OF TWO RIVERS and PICK UP the note under the rock. LOOK AT at the stone that attracted your attention and you will understand that it is flint. USE a handful of gunpowder by placing it on the dam, then USE the flint and cannonball. The dam will burst and the flow of water will carry you downstream.
GO (WALK THAT) to the POND at the very end of the new river and PICK UP the rope from the sickly looking man. Herman will appear; talk to him or drive him away. then GO (WALK THAT) to the JUNGLE and GO (WALK THAT) to the CREVICE on the south side of the island. USE the rope to tie it to the bough of the tree at the edge of the crevasse and WALK down to the next ledge. USE another rope to tie it to a strong stump and WALK THEN to the ground. PICK UP the paddles, then climb back up the ropes and WALK THEN into the jungle Then WALK THEM to the BEACH where you started your journey around the island.
PICK UP the bananas and USE the oars when you board the boat. Row to the right around the peninsula and head towards the shore at the top of the island. When you get to the beach. GO (WALK TO) to the jungle and GO (WALK TO) to the VILLAGE.
WALK THAT to the far hut on the left and PICK UP the bananas from the fruit bowl. Try to leave the village and the cannibals will stop you. Talk to them and GIVE them something (they will refuse). You will be locked up in a guest hut. PICK UP the skull from the floor. OPEN the plank underneath and WALK THEN into the opening to run.
GO (WALK TO) to the beach and GO (WALK TO) to the boat. Paddle to the bank where the banana tree stands, then WALK TO into the jungle. WALK TO the monkey walking on the north side of the beach. GIVE all five bananas to the monkey and WALK THAT back to the jungle WALK THAT to the WASTELAND on the right side of the island; the monkey will follow you.
In the WASTELLAND, WALK to the right to find two idols. PULL the left idol by the nose and WALK THAT to the gate that will open. The gate will close, but the monkey will grab the idol by the nose. to open them again. ENTER (WALK) through the gate and approach the GIANT MONKEY HEAD.
PICK UP the little idol, go back to the jungle and GO (WALK TO) to the VILLAGE. GO (WALK) to the left to the fruit bowl, then try to leave and the cannibals will stop you again. GIVE them an idol. GO (WALK TO) to the hut on the left and enter there. PICK UP the banana picker and WALK out of the hut. You will see Herman; GIVE him a banana picker and he will give you the monkey head key.
GO (WALK TO) to your boat and row a little to the shore west of the wasteland. GO (WALK TO) to the forest, then to the wasteland. then - to a giant monkey head. USE the key to open the head by inserting it into the ear. Return to the boat and paddle to the upper beach, then WALK TO the village. Tell the natives, "Well, actually, there is something...", then say, "I'm looking for someone" (I'm looking lor somebody "). Explain more precisely by saying: "I'm looking for 30 dead guys and one woman" (I "m looking for 30 dead guys and one woman"). Keep talking to the natives until they finish talking. GIVE them a leaf, and they will give you a SEALANT'S HEAD and a magical NECKLACE.
Get in the boat and row back towards the shore, next to the wasteland. GO (WALK THAT) to the jungle, then GO (WALK THAT) to the wasteland. Enter the giant monkey head and WALK to the right until you enter a cave, then USE the seafarer's head. WALK through the CATACOMBS, following the direction the head is looking, until you reach Lechak's ship. TALK TO with the sailor's head and say, "Please, may I have this necklace?" ("May I please have that necklace?"). Keep asking the head until it agrees to give it to you, then USE the necklace to become invisible. Everything and business.
WALK TO to the GHOST SHIP and OPEN the left door, then WALK inside. USE the magnetic compass and the key hanging on the wall, then WALK to the deck. GO (WALK THAT) to the HATCH and GO (WALK THAT) to the passage on the right. PICK UP the ghost feather lying next to the ghost chickens and WALK back into the passage. USE the ghost feather to tickle the sleeping ghost's feet and PICK UP the jar of grog it drops. But you shouldn't drink grog!
GO (WALK THAT) back to the passage on the right and USE the key to open the hatch. WALK THAT to the HATCH and USE the vial of grog to pour it onto the dish and confuse the ghost rat. PICK UP the cooking oil and return to the DECK. USE the ball of grease to grease the door on the right, then OPEN it and enter. PICK UP the ghost tools and return to the DECK.
GO (WALK THAT) to the hatch and then GO (WALK THAT) to the passage. USE the tools to open the glowing crate (it's under the ghost pigs), then LOOK AT at the crate; you will find the magical voodoo root there. Now leave the ship and GO (WALK TO) to the cave. You will find yourself again in the village of cannibals. Chat with the three-headed monkey while the cannibals prepare a potion for you, then WALK TO into the jungle.
Go back to where LECHAK'S SHIP was. You will find that the ship is no longer there. Ask the ghost about the ship and the wedding. When Herman shows up, ask him to take you to Mili Island. It's time for the final showdown!

PART ONE: Guybrush Kicks


GO (WALK) to the right. The GHOST will stop you. Ask him, "Would you like a beer, sir?" ("Could I interest you in some root beer, sir?") and sprinkle potion on him. GO (WALK) again to the right and enter the city. WALK TO the ominous ghost. Say "No, but I have a deadly magic root beer" ("No, but I do
have this deadly magic root boor") WALK TO to the arch under the clock, then OPEN the door of the CHURCH (building with colored stained glass windows). WALK inside. Now don't waste time.
Say: "STOP THE WEDDING CEREMONY!" ("STOP THE WEDDING!!") and when Lechak threatens you, say "Look what I've got!" ("Take THIS!"). The Governor suddenly appears, confusing everyone present. Ask her questions until she's gone, then tell Lechak again, "Look what I've got!" ("Take THIS!"). Unfortunately, you can't get the bottle out and you're introduced to Lechak's huge fist.
After taking a few more hits, you end up at Stan's Used Ship Market. at the MACHINE. MANUFACTURING GROG. The healer rushes after you. When he grabs you, quickly PICK UP the potion bottle and USE it before Lechak can hit you again. And then grab a bag of popcorn, relax and watch the great ending.