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THE SECRET OF MONKEY ISLAND 2: LECHUCK'S REVENGE
Welcome to the second installment of the adventures of Guybrush Threepwood
in Lucasfilms' SECRET OF MONKEY ISLAND II. It will be your task to guide
Guybrush past the many puzzles found in the game. This is by far the most
challenging 3D adventure Lucasfilms has produced to date. The following
walkthru is for the full game only. It does not address the easy game at all.
When you first start off, you're on Scabb Island, at the bridge to
Woodtick. Look at the sign and get the shovel. Next, head for Woodtick
across the bridge. Here, you will meet Largo for the first time. This is
the guy you're going to have to get rid of to leave the island. He's going
to rob you the first time you cross the bridge. It's unavoidable, so be sure
to crack some insults for laughs and let him rob you. The first building you
will come to in Woodtick is the woodsmith's shop. You'll need some stuff from
his shop and his services later, but for now, talk to him for a few laughs.
Next is the mapmaker's shop. It's run by a nearsighted little guy named
Wally. Talk to Wally about maps and Big Whoop. After that, go to the
southeast corner of his office and get some paper, then watch Wally. When he
puts his monocle down, steal it (hey, you're a pirate ain't ya?). Leave Wally
in his office and head for Mad Marty's Cleaners. There you will meet three
pirates sleeping on a ledge. Talk to them. One will give you a gold coin to
buy some wood polish. Go back to the woodsmith and buy some wood polish.
Go back to the pirates and use the polish on the wooden leg. Next, go to the
bucket and try to pick it up. Talk to the pirate and be persistent about
asking for the bucket. Once you have the bucket, leave Woodtick and head for
the Swamp.
When you arrive at the swamp, use the bucket on the swamp. You should
now have a bucket of mud. Get in the coffin and row into the swamp toward
the skull cottage. Once inside, get the string from the table (next to the
skulls). Walk to the right and talk to the Mojo Woman about Largo and voodoo
dolls. Once you have the shopping list, leave and head for the cemetery.
Find the tombstone where Largo's ancestor is buried and use the shovel on the
grave. You should now have a bone. Next, head for Woodtick and go in the
Bloody Lip Bar. Look at the sign above the hatch before you go in. Once
inside, talk to the bartender. Largo will come in and order a drink. When
he spits, notice the color and where it lands. After Largo leaves, use the
paper on the spit. You now have spit-encrusted paper (oh, joy!). Leave the
bar and climb in the window left of the hatch. You will find a knife; get it.
Leave through the window and head for the hotel. Talk to the innkeeper and
then go over to the rope that the little alligator is tied to. Use the knife
on the rope and when the innkeeper leaves, pick up some cheese puffs from the
bowl where the alligator was sleeping. Head for the door on the left side of
the room and go in. Get the toupee from the dresser. Then close the door and
use the bucket of mud on the door. Hide behind the dressing screen and watch
the fun when Largo walks into the room. Leave Woodtick and head for the
beach.
Pick up the stick near the trees and go over to the campfire. Talk to the
pirates about Largo and then head for Mad Marty's Cleaners in Woodtick.
Go over to the box and open it. While you're holding the box open, use the
stick on the box and the string on the stick. Use the cheese puffs in the
box; if the rat isn't near the box, go over to it, and chase it over
towards it. When the rat goes in the box, pick up the string. Go over to the
box, open it, and get the rat. Go back to Largo's room in the hotel and
close the door. Get the claim ticket off the door and head for Mad Marty's
Cleaners. Talk to Marty for some laughs and then pick up Largo's laundry.
Leave Woodtick and head for the cottage of the Mojo Woman in the swamp.
Give her the bone, toupee, laundry, and spit. After she gives you the voodoo
doll, go back to Largo's room. When you see Largo, use pins in the doll.
This will get rid of Largo. After Largo is gone, go back to the bar and
climb in the window. Put the rat in the soup and climb back out the window.
Go into the bar and ask the bartender about stew. When he comes back, he'll
offer you a job. Ask how much it pays and then take the job. Climb out the
kitchen window, leave Woodtick, and head for the peninsula. Go the houseboat
and talk to Captain Dread. Give him the monocle and charter his boat.
Congratulations!! You've finished part one. On to part two.
Once you're at the boat, get the bag of parrot chow and go in the boat.
When Captain Dread asks you where you want to go, he'll give you a map of the
islands he knows. Head for Phatt Island. When you get there, you'll be
arrested. This is unavoidable so try cracking some jokes and go with the
guard. You will be taken to see Governor Phatt who will explain why you've
been arrested and offer the fact that he's going to claim the bounty that
LeChuck has put on your head. Have some fun with Phatt by making fun of him.
You're going to wind up in jail no matter what. After the guard leaves the
jail, pick up your mattress and get the stick that is under it. Use the stick
on the skeleton in the other cell, and use the bone on the dog with the keys.
Get the key and open the cell. Go over to the desk and pick up both
envelopes. Open each envelope and collect your items. Now is a good time to
read the book on Big Whoop. Make note of the pirates' names and where they
eventually wound up. Head for the library and go inside. Go over to the
lighthouse model and open it. Take the lens and go over to the librarian. You
can give her the book on Big Whoop if you like, but do talk to her and apply
for a library card. After you have your temporary library card, go over to the
card catalog, use it, and select a book (any book will do). Go back to the
librarian and talk to her to check out the book you want. After she gives you
the book, leave the library and walk to the pier.
Talk to the fisherman and tease him so he'll bet with you. Get the details of
the wager and then bet with him. Leave the pier and head for the alley to the
left of the library. Go in and watch the game. When the man collects his prize
and leaves, follow him. When he goes into the other alley, go after him and
watch what he does.
Use the slot on the door and ask for the next winning number. You will be
asked to answer three questions correctly, and here's how to do it: After
you have been asked the question, save the game immediately, then answer.
If you are correct, you'll be asked the next question. Save after every
correct answer before you answer the next question. If you answer the
question incorrectly, restore the game and try a different answer. Shortly,
you will have all three questions answered. You will then be given the next
winning number. Remember it and head for the game alley. Make your wager on
the number given; when you win, pick the invitation to Governor Marley's
party as your prize.
Go back to the alley with the door and get another winning number. Return to
the game alley, wager once more using the number you were given, and select
the money. Leave the alley and then leave the wharf area. Head for Governor
Phatt's mansion. Go in the mansion, tell the guard you're Guybrush's cousin,
and that the kitchen is on fire. Go up the stairs to Governor Phatt's bedroom
and use the book you checked out from the library on the book that is on
Governor Phatt's stomach. Leave the mansion and go to Dread's ship.
Go to Booty Island and enter the antique shop (shop closest to the pier).
Look at the map and talk to the antique dealer. Buy the saw, the sign, and the
ship's horn. Use the bag of parrot chow on the hook where the sign used to
hang, and buy the mirror. Leave the antique shop and head for the costume
shop. Give the invitation to the clerk and pick up your costume. Leave the
costume shop and go to the woman handing out leaflets.
Talk to the woman and get one of the leaflets. Leave the town to the right
and head for the mansion. Talk to the woman at the gate, showing her your
invitation and using your costume. Go in the mansion and get the map piece
from the frame over the mantle. Leave the mansion and you'll get caught
stealing the map piece (it's all part of the game). When you are brought to
Governor Marley, butter her up; after a while you'll goof, she'll get even
madder, and will throw the map out the window. Leave the mansion and try to
pick up the map piece. It will blow away and wind up at the cliff.
Reenter the mansion and go upstairs. Get the oar and leave. Go to the back
of the mansion and read the sign above the garbage can. Pick up the garbage
can, and when the chef comes out, walk to the front of the mansion. When he
follows you to the front of the mansion, walk around to the back again and go
in the door. Pick up one of the fish on the table and leave. Walk to the front
of the mansion and pick up the dog (yes, pick up the dog). Leave the mansion
area and go to Dread's ship.
Go to Phatt Island and visit the library. Use the card catalog, look up
"Disasters: Great Ship Wrecks of our Century," and check it out. Go to the
pier and give the fish to the fisherman. He'll give you his fishing pole and
then you'll go to Dread's ship. Head for Booty Island and go to the cliff.
Use the fishing pole; when the seagull steals the map, watch where it goes,
and head for the big tree. Use your oar in the hole next to the plank and
then go to the plank.
Get on the oar and after you fall, watch the show. Pick up the broken
oar and head for Dread's ship. Go to Scabb Island and head for the woodsmith's
shop. Give the broken oar to him and he'll repair it. Then head over to Mad
Marty's Cleaners and use your saw on the pirate's wooden leg. Leave and head
for the woodsmith's shop. You can now pick up the hammer and nails. Go to the
mapmaker's shop and give the lens to Wally. Then, go to the Bloody Lip Bar
and order Grog. You will have to show your library card as ID. Order a
Yellow Beard's Baby and a Blue Whale. Use the yellow drink on the blue drink
and you will get a green drink.
Go over to the piano-playing monkey and use the banana on the metronome.
Pick up the hypnotized Jojo and leave. Head for Dread's ship and go to
Booty Island. Go to Stan's Used Coffins and go inside. When Stan gets
in the coffin, close the lid and use the nails on the coffin. If you don't
quite make it before he gets out, ask him to show you the coffin again,
and try nailing him in the coffin. Once you have him stuck in the coffin, go
over to the wall and get the crypt key. Leave and go to the spitting contest.
Stand next to the flags and blow the ship's horn. While everyone is distract-
ed, pick up the flags. Use the crazy straw on the green drink and drink a lot
of it. Go over and talk to the contest referee. Your first attempt will fail,
but drink more and keep trying. Eventually you will win the spitting contest.
Once you have won, go to the large tree. Use the reinforced oar on the hole
next to the plank, get on the plank, then get on the oar, pick up the plank,
use it in the next hole, get on the plank, pick up the oar, and so on until
you're at the top of the tree.
Go to the door and go inside. Use the dog on the pile of maps. Leave and go
over to the crow's nest. Get the telescope and climb down the tree. Go to
Ville de la Booty and go to the antique shop. Sell the bronze plaque you won
at the spitting contest and leave. Look at the book about shipwrecks and make
note of the location of the wreck of the Mad Monkey. Go to Captain Capsize
and charter her boat.
Use the map Dread gave you to show Captain Capsize where you want to go. When
you arrive at that spot, you will dive in and sink to the bottom. Get the head
from the statue and use the anchor to get back to the surface. Go to the
antique shop and trade the monkey head for the map piece. Go to Dread's ship
and head for Scabb Island. Go to the cemetery and go over to Stan's crypt.
Use the key and go in the crypt. Look at the book on pirate sayings and make
note of which saying is Rapp Scallion's. Look at the coffins and open the one
that has Rapp's saying scrawled on it. Pick up some of Rapp's dust and head
for the Mojo Woman's cottage in the swamp.
When you get there, look at the jars on the shelf, and when you find
Ash-2-Life, try to pick it up. The Mojo Woman will talk to you about needing
a voodoo recipe book. Leave and head for Dread's ship. Go to Phatt Island
and the library. Return all the books you have (if you like), go to the card
catalog, and find "Recipes, Voodoo: The Joy of Hex." Check the book out and
return to Scabb Island. Go to the Mojo Woman and give her the recipe.
Return to the cemetery and Rapp's crypt. Use the Ash-2-Life on Rapp's ashes.
When he comes back to life, tell him he's dead. He will give you a key and
will ask you to turn the gas off in his weenie stand. In return, he will give
you his piece of the map. If Rapp fades out before you get all the information
you need from him, use the Ash-2-Life again. Leave the cemetery and go to the
beach. Use the key Rapp gave you and go in his weenie hut. Use the knob to
turn the gas off and then return to the crypt in the cemetery. Use the
Ash-2-Life and tell Rapp the gas is off.
He'll give you the map piece and will then fade away. Be nice and close his
coffin and crypt. Go to Phatt Island and use the leaflet you have on the
poster. Head for Dread's ship and after Captain Kate is arrested, go back
to Phatt Island and go to the jail. Pick up the envelope on the desk and
open it. If you want, you can free Kate, but you don't have too. Leave the
wharf and head for the waterfall. Climb the path to the top of the waterfall
and go over to the pump. Use Jojo (monkey wrench, get it?) on the pump.
Go back down to the base of the now dry waterfall and go in the hole.
Go along until you reemerge at the base of a small cliff. Head for the
cottage at the top of the hill. Look at the statue and at the plaque at its
base. Go to the cottage and open the door. Go inside and threaten the old
man. When he walks over to get the Grog, open the shutters on the window,
and put the mirror in the frame on the back wall. Leave before the old man
returns and use the telescope on the statue. Make note of exactly where the
beam of light lands and then go back in the cottage. When the old man
brings you the mug of grog and leaves again, pick up the mug and use it on
the tree along the back wall. Use the near-grog on the mug, and when the old
man returns, play the drinking game.
After the old man passes out, go over to where the light struck the wall,
and pull the brick. The trap door will open and you will fall into the
basement where the piece of the map may be obtained. Leave through the hole
and go back into the tunnel. Go along until you return to the waterfall. If
you like, turn the waterfall on again. Head for Scabb Island and go to the
mapmaker. Give Wally the map and he'll give you an errand to run. Go to the
Mojo Woman's cottage in the swamp and tell her you are here to pick up Wally's
love potion. She'll give you an ominous vision.
Return to the mapmaker's shop and read the scrawled message. Return to the
swamp, then open and use the box. Congratulations!! You have finished part
two. On to part three.
Welcome to LeChuck's pirate fortress. Climb the stairs on the right
side of the room. Keep going right until you find Wally's jail cell. Talk
to Wally, then leave. Go back to the passage that had all the signs posted.
Go in the passage area and look at the spit-encrusted paper. Look at how
the bones are connected in the verses. Travel in the passage until you find a
Welcome to the second installment of the adventures of Guybrush Threepwood
in Lucasfilms' SECRET OF MONKEY ISLAND II. It will be your task to guide
Guybrush past the many puzzles found in the game. This is by far the most
challenging 3D adventure Lucasfilms has produced to date. The following
walkthru is for the full game only. It does not address the easy game at all.
When you first start off, you're on Scabb Island, at the bridge to
Woodtick. Look at the sign and get the shovel. Next, head for Woodtick
across the bridge. Here, you will meet Largo for the first time. This is
the guy you're going to have to get rid of to leave the island. He's going
to rob you the first time you cross the bridge. It's unavoidable, so be sure
to crack some insults for laughs and let him rob you. The first building you
will come to in Woodtick is the woodsmith's shop. You'll need some stuff from
his shop and his services later, but for now, talk to him for a few laughs.
Next is the mapmaker's shop. It's run by a nearsighted little guy named
Wally. Talk to Wally about maps and Big Whoop. After that, go to the
southeast corner of his office and get some paper, then watch Wally. When he
puts his monocle down, steal it (hey, you're a pirate ain't ya?). Leave Wally
in his office and head for Mad Marty's Cleaners. There you will meet three
pirates sleeping on a ledge. Talk to them. One will give you a gold coin to
buy some wood polish. Go back to the woodsmith and buy some wood polish.
Go back to the pirates and use the polish on the wooden leg. Next, go to the
bucket and try to pick it up. Talk to the pirate and be persistent about
asking for the bucket. Once you have the bucket, leave Woodtick and head for
the Swamp.
When you arrive at the swamp, use the bucket on the swamp. You should
now have a bucket of mud. Get in the coffin and row into the swamp toward
the skull cottage. Once inside, get the string from the table (next to the
skulls). Walk to the right and talk to the Mojo Woman about Largo and voodoo
dolls. Once you have the shopping list, leave and head for the cemetery.
Find the tombstone where Largo's ancestor is buried and use the shovel on the
grave. You should now have a bone. Next, head for Woodtick and go in the
Bloody Lip Bar. Look at the sign above the hatch before you go in. Once
inside, talk to the bartender. Largo will come in and order a drink. When
he spits, notice the color and where it lands. After Largo leaves, use the
paper on the spit. You now have spit-encrusted paper (oh, joy!). Leave the
bar and climb in the window left of the hatch. You will find a knife; get it.
Leave through the window and head for the hotel. Talk to the innkeeper and
then go over to the rope that the little alligator is tied to. Use the knife
on the rope and when the innkeeper leaves, pick up some cheese puffs from the
bowl where the alligator was sleeping. Head for the door on the left side of
the room and go in. Get the toupee from the dresser. Then close the door and
use the bucket of mud on the door. Hide behind the dressing screen and watch
the fun when Largo walks into the room. Leave Woodtick and head for the
beach.
Pick up the stick near the trees and go over to the campfire. Talk to the
pirates about Largo and then head for Mad Marty's Cleaners in Woodtick.
Go over to the box and open it. While you're holding the box open, use the
stick on the box and the string on the stick. Use the cheese puffs in the
box; if the rat isn't near the box, go over to it, and chase it over
towards it. When the rat goes in the box, pick up the string. Go over to the
box, open it, and get the rat. Go back to Largo's room in the hotel and
close the door. Get the claim ticket off the door and head for Mad Marty's
Cleaners. Talk to Marty for some laughs and then pick up Largo's laundry.
Leave Woodtick and head for the cottage of the Mojo Woman in the swamp.
Give her the bone, toupee, laundry, and spit. After she gives you the voodoo
doll, go back to Largo's room. When you see Largo, use pins in the doll.
This will get rid of Largo. After Largo is gone, go back to the bar and
climb in the window. Put the rat in the soup and climb back out the window.
Go into the bar and ask the bartender about stew. When he comes back, he'll
offer you a job. Ask how much it pays and then take the job. Climb out the
kitchen window, leave Woodtick, and head for the peninsula. Go the houseboat
and talk to Captain Dread. Give him the monocle and charter his boat.
Congratulations!! You've finished part one. On to part two.
Once you're at the boat, get the bag of parrot chow and go in the boat.
When Captain Dread asks you where you want to go, he'll give you a map of the
islands he knows. Head for Phatt Island. When you get there, you'll be
arrested. This is unavoidable so try cracking some jokes and go with the
guard. You will be taken to see Governor Phatt who will explain why you've
been arrested and offer the fact that he's going to claim the bounty that
LeChuck has put on your head. Have some fun with Phatt by making fun of him.
You're going to wind up in jail no matter what. After the guard leaves the
jail, pick up your mattress and get the stick that is under it. Use the stick
on the skeleton in the other cell, and use the bone on the dog with the keys.
Get the key and open the cell. Go over to the desk and pick up both
envelopes. Open each envelope and collect your items. Now is a good time to
read the book on Big Whoop. Make note of the pirates' names and where they
eventually wound up. Head for the library and go inside. Go over to the
lighthouse model and open it. Take the lens and go over to the librarian. You
can give her the book on Big Whoop if you like, but do talk to her and apply
for a library card. After you have your temporary library card, go over to the
card catalog, use it, and select a book (any book will do). Go back to the
librarian and talk to her to check out the book you want. After she gives you
the book, leave the library and walk to the pier.
Talk to the fisherman and tease him so he'll bet with you. Get the details of
the wager and then bet with him. Leave the pier and head for the alley to the
left of the library. Go in and watch the game. When the man collects his prize
and leaves, follow him. When he goes into the other alley, go after him and
watch what he does.
Use the slot on the door and ask for the next winning number. You will be
asked to answer three questions correctly, and here's how to do it: After
you have been asked the question, save the game immediately, then answer.
If you are correct, you'll be asked the next question. Save after every
correct answer before you answer the next question. If you answer the
question incorrectly, restore the game and try a different answer. Shortly,
you will have all three questions answered. You will then be given the next
winning number. Remember it and head for the game alley. Make your wager on
the number given; when you win, pick the invitation to Governor Marley's
party as your prize.
Go back to the alley with the door and get another winning number. Return to
the game alley, wager once more using the number you were given, and select
the money. Leave the alley and then leave the wharf area. Head for Governor
Phatt's mansion. Go in the mansion, tell the guard you're Guybrush's cousin,
and that the kitchen is on fire. Go up the stairs to Governor Phatt's bedroom
and use the book you checked out from the library on the book that is on
Governor Phatt's stomach. Leave the mansion and go to Dread's ship.
Go to Booty Island and enter the antique shop (shop closest to the pier).
Look at the map and talk to the antique dealer. Buy the saw, the sign, and the
ship's horn. Use the bag of parrot chow on the hook where the sign used to
hang, and buy the mirror. Leave the antique shop and head for the costume
shop. Give the invitation to the clerk and pick up your costume. Leave the
costume shop and go to the woman handing out leaflets.
Talk to the woman and get one of the leaflets. Leave the town to the right
and head for the mansion. Talk to the woman at the gate, showing her your
invitation and using your costume. Go in the mansion and get the map piece
from the frame over the mantle. Leave the mansion and you'll get caught
stealing the map piece (it's all part of the game). When you are brought to
Governor Marley, butter her up; after a while you'll goof, she'll get even
madder, and will throw the map out the window. Leave the mansion and try to
pick up the map piece. It will blow away and wind up at the cliff.
Reenter the mansion and go upstairs. Get the oar and leave. Go to the back
of the mansion and read the sign above the garbage can. Pick up the garbage
can, and when the chef comes out, walk to the front of the mansion. When he
follows you to the front of the mansion, walk around to the back again and go
in the door. Pick up one of the fish on the table and leave. Walk to the front
of the mansion and pick up the dog (yes, pick up the dog). Leave the mansion
area and go to Dread's ship.
Go to Phatt Island and visit the library. Use the card catalog, look up
"Disasters: Great Ship Wrecks of our Century," and check it out. Go to the
pier and give the fish to the fisherman. He'll give you his fishing pole and
then you'll go to Dread's ship. Head for Booty Island and go to the cliff.
Use the fishing pole; when the seagull steals the map, watch where it goes,
and head for the big tree. Use your oar in the hole next to the plank and
then go to the plank.
Get on the oar and after you fall, watch the show. Pick up the broken
oar and head for Dread's ship. Go to Scabb Island and head for the woodsmith's
shop. Give the broken oar to him and he'll repair it. Then head over to Mad
Marty's Cleaners and use your saw on the pirate's wooden leg. Leave and head
for the woodsmith's shop. You can now pick up the hammer and nails. Go to the
mapmaker's shop and give the lens to Wally. Then, go to the Bloody Lip Bar
and order Grog. You will have to show your library card as ID. Order a
Yellow Beard's Baby and a Blue Whale. Use the yellow drink on the blue drink
and you will get a green drink.
Go over to the piano-playing monkey and use the banana on the metronome.
Pick up the hypnotized Jojo and leave. Head for Dread's ship and go to
Booty Island. Go to Stan's Used Coffins and go inside. When Stan gets
in the coffin, close the lid and use the nails on the coffin. If you don't
quite make it before he gets out, ask him to show you the coffin again,
and try nailing him in the coffin. Once you have him stuck in the coffin, go
over to the wall and get the crypt key. Leave and go to the spitting contest.
Stand next to the flags and blow the ship's horn. While everyone is distract-
ed, pick up the flags. Use the crazy straw on the green drink and drink a lot
of it. Go over and talk to the contest referee. Your first attempt will fail,
but drink more and keep trying. Eventually you will win the spitting contest.
Once you have won, go to the large tree. Use the reinforced oar on the hole
next to the plank, get on the plank, then get on the oar, pick up the plank,
use it in the next hole, get on the plank, pick up the oar, and so on until
you're at the top of the tree.
Go to the door and go inside. Use the dog on the pile of maps. Leave and go
over to the crow's nest. Get the telescope and climb down the tree. Go to
Ville de la Booty and go to the antique shop. Sell the bronze plaque you won
at the spitting contest and leave. Look at the book about shipwrecks and make
note of the location of the wreck of the Mad Monkey. Go to Captain Capsize
and charter her boat.
Use the map Dread gave you to show Captain Capsize where you want to go. When
you arrive at that spot, you will dive in and sink to the bottom. Get the head
from the statue and use the anchor to get back to the surface. Go to the
antique shop and trade the monkey head for the map piece. Go to Dread's ship
and head for Scabb Island. Go to the cemetery and go over to Stan's crypt.
Use the key and go in the crypt. Look at the book on pirate sayings and make
note of which saying is Rapp Scallion's. Look at the coffins and open the one
that has Rapp's saying scrawled on it. Pick up some of Rapp's dust and head
for the Mojo Woman's cottage in the swamp.
When you get there, look at the jars on the shelf, and when you find
Ash-2-Life, try to pick it up. The Mojo Woman will talk to you about needing
a voodoo recipe book. Leave and head for Dread's ship. Go to Phatt Island
and the library. Return all the books you have (if you like), go to the card
catalog, and find "Recipes, Voodoo: The Joy of Hex." Check the book out and
return to Scabb Island. Go to the Mojo Woman and give her the recipe.
Return to the cemetery and Rapp's crypt. Use the Ash-2-Life on Rapp's ashes.
When he comes back to life, tell him he's dead. He will give you a key and
will ask you to turn the gas off in his weenie stand. In return, he will give
you his piece of the map. If Rapp fades out before you get all the information
you need from him, use the Ash-2-Life again. Leave the cemetery and go to the
beach. Use the key Rapp gave you and go in his weenie hut. Use the knob to
turn the gas off and then return to the crypt in the cemetery. Use the
Ash-2-Life and tell Rapp the gas is off.
He'll give you the map piece and will then fade away. Be nice and close his
coffin and crypt. Go to Phatt Island and use the leaflet you have on the
poster. Head for Dread's ship and after Captain Kate is arrested, go back
to Phatt Island and go to the jail. Pick up the envelope on the desk and
open it. If you want, you can free Kate, but you don't have too. Leave the
wharf and head for the waterfall. Climb the path to the top of the waterfall
and go over to the pump. Use Jojo (monkey wrench, get it?) on the pump.
Go back down to the base of the now dry waterfall and go in the hole.
Go along until you reemerge at the base of a small cliff. Head for the
cottage at the top of the hill. Look at the statue and at the plaque at its
base. Go to the cottage and open the door. Go inside and threaten the old
man. When he walks over to get the Grog, open the shutters on the window,
and put the mirror in the frame on the back wall. Leave before the old man
returns and use the telescope on the statue. Make note of exactly where the
beam of light lands and then go back in the cottage. When the old man
brings you the mug of grog and leaves again, pick up the mug and use it on
the tree along the back wall. Use the near-grog on the mug, and when the old
man returns, play the drinking game.
After the old man passes out, go over to where the light struck the wall,
and pull the brick. The trap door will open and you will fall into the
basement where the piece of the map may be obtained. Leave through the hole
and go back into the tunnel. Go along until you return to the waterfall. If
you like, turn the waterfall on again. Head for Scabb Island and go to the
mapmaker. Give Wally the map and he'll give you an errand to run. Go to the
Mojo Woman's cottage in the swamp and tell her you are here to pick up Wally's
love potion. She'll give you an ominous vision.
Return to the mapmaker's shop and read the scrawled message. Return to the
swamp, then open and use the box. Congratulations!! You have finished part
two. On to part three.
Welcome to LeChuck's pirate fortress. Climb the stairs on the right
side of the room. Keep going right until you find Wally's jail cell. Talk
to Wally, then leave. Go back to the passage that had all the signs posted.
Go in the passage area and look at the spit-encrusted paper. Look at how
the bones are connected in the verses. Travel in the passage until you find a
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