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Monkey Island 2 (2/2)

Setting Off
Begin by entering Tickwood, where you�ll get mugged by Largo. Go over to the three pirates and get some money for the wood polish. Buy the polish from the carpenter, return to the pirates and polish the wooden leg. You will be rewarded every time you do this. Go to the swamp, look at the coffin then use it and row to the shack (on the far right). Inside the shack examine the skull and pick up the string. Speak to the Voodoo lady, ask about Largo, ask about items required, then leave.

Return to Tickwood, taking the sign by the bridge in order to get the spade. Grab the bucket near the pirates (keep asking) and head over to the bar. Click on one of the three windows at the rear to enter the kitchen, grab the knife and leave using the window. Now head for the hotel and use the knife on the rope holding the alligator - when the innkeeper chases it, get the cheese squiggles from its feeding bowl. Go into Largo�s room and grab the wig, then go to the cartographer�s ship, speak with him and get the blank bit of paper.

Go to the bar and chat with the bartender about Largo. When he enters he spits on the wall. After he leaves use the paper with the spit, head back to the swamp, use the bucket on the swamp, fill the bucket with slime and walk to Largo�s room. Close the door and use the bucket on it then hide behind the screen. Watch as Largo is covered in crap, then follow him to the laundry ship. Speak with Largo and then head back to his room. Close the door and get the claim ticket from behind it.

Go to the laundry ship and give the ticket to Marty. Visit the graves and search for the Marcus Largo tombstone (at the top of the hill), then use the shovel on the grave. When you�ve finished go to the Voodoo lady and give her the wig, paper with spit on it, Largo�s laundry and the �leftovers� from the grave to get the voodoo doll. Go to Largo�s room and use pins on the doll before he throws you out. When Le Chuck�s living beard is taken from your possession go back to the Voodoo lady and speak to her, then read the Big Whoop. Go to the beach and take the stick found not far from the pathway. Walk to the laundry ship, where you see the rat. Open the box from the side and use the stick on it, then use the string on the stick and put the ol� squiggles in the box.

Go to the other end of the string and pull it, trapping the rat. Open the box to get the rat and head off for the kitchen. Let go of the rat in the pot, exit outside via the main entrance and ask the bar dude for some soup. The discovery of the rat leads to the chef being sacked, and you should get the job. Leave the kitchen through the window and go back into the bar - you�ll be sacked, but you keep the money. Now go to the cartographer�s ship. Wait until Wally takes off his monocle to rub his eyes, then take the monocle. Go to the Peninsula and speak to Captain Dread, hand over the monocle and charter the ship, selecting Booty Island as the destination. Once aboard, pick up the parrot seed and go into the cabin. At Booty Island, go into the antique shop and buy the ship�s horn and the old polished saw. Get a leaflet from Captain Kate, go over to the spitting contest and up to the flags marked as first, second and third.

Use the horn and when the spitmaster walks away, grab the flags. Go to the Jolly Rasta and sail for Phatt Island. When you�re arrested and thrown into jail push the mattress and pick up the stick, then use it on the leg bone of the skeleton in the adjoining cell. Give the dog a bone, get the keys and open the door. On the shelf are some envelopes - look at them, get them and open them, then go to the library. Find �Great Shipwrecks� (look under D), The �Joy of Hex� (Look under R), and another (any) in the catalogue. Now fill in your library card (enter your age as 21).

After this go up to the tiny lighthouse and grab the lens, go to the alleyway nearest the Jolly Rasta and look out for a gambler. Once he departs go after him to the next alley, knock on the door and ask for the next number. He will hold his hand up twice, note the first time he holds his fingers up, ignore the second. When he asks how many fingers, repeat the first amount. Time for a spot of gambling - after winning, request an invitation.

Keep going until three prizes have been won then it�s off to the Governor�s house. To distract the guard tell him there is a fire in the kitchen, now quickly head upstairs and use the book on the bed. After going back to Scabb Island, head for the bar ship and ask for these two drinks, a �Blue Whale� and a �Yellowbeard�s Baby�. Use the Blue Whale and Yellowbeard�s Baby to create a green spit thickener. Now use the banana from the envelope on the metronome. Grab the Jojo and head for the laundry, go over to the sleeping pirate and saw his wooden leg off. Walk to the woodsmith�s shop and get the hammer and nails. Head for Booty Island then to Stan�s Prev. Owned Coffins, chat with him about them, then ask Stan to sit in a coffin. Close the lid, use the nails on it, take the crypt key and use the hammer on the cash register.

Time to try your luck at the spitting contest. First you need to use the straw on the green drink, keep using various spitting terms and eventually you will win. Ask the antique dealer about the map and sell him the spitting trophy - say it�s very valuable (state it�s the spit from the killer of Le Chuck himself) and in return you get six thousand pieces of eight. From the Disaster book, note down the co- ordinates of the mad monkey, go to Kate and charter her boat. When you arrive at the spot, jump in and you will retrieve the figurehead.

Walk to the anchor, use the rope, go up top, return to shore, visit the antique dealer and swap the map for the figurehead. Now walk over to the costume shop, present your invitation and you will be given a costume. Go to the Governor�s place and present both your costume and ticket to the guard then head over to the house. On your way, knock over the garbage cans and allow the cook to chase you. After you have run around the house twice you should have a bit of a lead on the cook - when you arrive at the garbage cans, open the door and go through, grab the fish and leave. Enter the house via the front door, go over and take the map from the mantel piece and leave the house. After being caught, leave and attempt to pick up the map (it blows away). Return inside, go upstairs and take the oar from above Elaine�s bed. When you leave, pick up the dog.

Island Hopping

Then it�s off to the Phatt Island. Head down the pier, make a wager with the child you come across, give him the fish to win the bet and he gives you the fishing pole. Go back to Booty Island, over to the cliff and use the fishing rod on the map (it blows over to a big tree). Go to the big tree, grab the plank and use it on the hole to your far left. Walk on top of it and use the oar in the next hole. Walk to the oar (it breaks) and watch as the dream unfolds - note the lyrics from the dream.

Take the broken oar and go to Scabb Island, visit the carpenter and give the broken oar to him to fix. Go back to the big tree on Booty Island, place the oar in the hole next to the plank. Walk to the higher plank, pick up the lower plank, use on the next hole - repeat until program takes over. At the top of the tree house get the telescope from the farthest tree house, then enter the main one. Use the dog on the pile of paper to get the correct map portion. Go to Phatt Island, place Kate�s leaflet over the wanted poster and head to Dread�s ship. Return to shore after Kate is put in jail, use the key to free her. Before leaving grab the envelope and open it to find near-grog.

Go back to Booty Island and the antique dealer, but beware of the parrot sign. Put the bag of parrot food on the hook where the sign was, and after the parrot moves purchase a mirror. Go to the bottom of the waterfall and enter via the hole. Walk through and up to the cottage, knock on the door and challenge the antique dealer to a drinking contest. When he brings you a mug, use it on the tree to empty it. Quickly use the mirror on the frame, open the shutter, exit the house and place the telescope on the statue. Return inside and push the brick which is burnt by the sun�s rays. The trap door gives way and you fall into the basement. Grab another piece of map, exit via the hole.

Take the ship back to Scabb Island and head for the cemetery. Use the crypt key on the crypt, read the quotes from famous pirates and the quote for Rapp Scallion. Look at the coffins, match up the correct quote then open the coffin, get the ashes and re-visit the Voodoo lady. Get the Ash2life jar (just to right of the skull) and ask her about it. Go back to the crypt again and use Ashes2life on Rapp�s ashes. Say you will check out his gas, walk to the house by the beach, use the key he gave you and use the knob on the stove to switch off. Return to the crypt, use Ashes2life again, tell Rapp you switched off the gas and you�ll get the last piece of the map. Head on over to the map maker, give him the lens from the lighthouse, then give him the pieces of the map. Wally will now ask you to do him a favour. Visit the Voodoo lady and pick up the potion of love on his behalf. Leave here and row back to shore, open the bag, walk up to the crate and use it (you are now on your way to the fortress of Le Chuck!).

You automatically get out of the crate, head to your right and up the stairs. Take the front right path to go down to the dungeons, where Wally is. Speak to him then return to where the signs are. Choose the back left passage and note the different carvings on the wall - you are now in a maze. Remember the song... In case you forgot to take down the verse from the dream, look at your dried spit on the blank bit of paper. For example, if the first verse had a leg, head and hip in it, then find that panel and push it, and so on.

Go to the large door with many locks, push in the middle of it and a smaller door opens, enter. Attempt to get the voodoo key from the large chair. You are now trapped. After being taken to the torture chamber, listen to Le Chuck and, when he goes, use the straw on any of the drinks you have left. Aim your spit at the shield to your right then fire away. (It should bounce off on to the pan on to the candle - it could take a few goes until you get it right.) Once free, light a match and you explode towards the final conclusion.

Final Leg

At Dinky Island grab the bottle from the water and the crowbar and martini glass from the shore. Open the barrel with the crowbar to get the cracker box, give a cracker to the parrot then head left and take the jungle path. Choose the right path at the fork. At the chest, get the rope, open the crate with the crowbar and then get the dynamite. Return to the fork, take the left path and continue until you find the tree with a hanging bag from its limb. Use the bottle on the tree, then on the bag and get the cracker mix. Zip back to the beach, use the martini glass on the ocean, then on the machine. Use the water on the cracker mix, give the crackers to the parrot and note the directions given. For example, go to the fork path, then go right, head due east (twice) to the dinosaur, north to the dolphin and due east at the rocks to where the big X is marked.

Use the shovel on the X, use matches on the dynamite, use the dynamite on the hole, use the crowbar with the rope, use this on the metal rods above you, and guess what? You will soon be in the dark. Feel for the light switch and turn it on for a surprise. When Le Chuck starts to chase you, find the doll box in the box room, get one, find the balloon box and get some. In the first-aid section, take dad�s skull, open the trash-can and take the gloves. Open the drawer to get the syringe. Meanwhile Le Chuck will follow you around trying to slow you down. Go into the workshop, use both gloves and a balloon on the helium gas (once for each of the three objects), head over to the grog machine, use it to get a coin to pop out. As Le Chuck goes to pick up the coin, pick up his underwear.

Head for the lift. (Note the balloon and gloves must be blown up at this point. Do not use them on yourself; although this provides comic relief, it does not help your situation.) Get ready to use the lever as soon as Le Chuck shows up, grab his beard, return in the lift to the bottom and quickly do the following: Give Le Chuck the hanky, use the hanky, skull, underpants and beard on Voodoo Juju bag (one at a time), then use the doll on the bag. When Le Chuck enters, use the syringe on the doll, follow him and repeat again. When you get the chance, pull the leg off the doll. That�s it, finally the true story can be revealed!

- Written by unknown author; HTML version by CEO.


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