GENRE: Point & Click Adventure
WHERE TO GET IT: GOG
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PART 1: THE THREE TRIALS
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INTRO
Watch the intro, as
you, Guybrush Threepwood, arrive on the island of Melee.
THE DOCKS
As the game begins,
you find yourself on the pier. Look at the Governor Marley poster on the
hut. Walk right to the Scumm Bar. Open the door, and enter the
Scumm Bar.
SCUMM BAR
There’s a lot to do
and see in the bar. Talk to the pirate with the red coat, and work
through all the dialogue with him. Talk to the pirate with the black hat
and coat, and work through all the dialogue with him. Talk to the pirate
with white hair and blue coat, and work through all the dialogue with him -
make sure you ask him about Loom. Talk to the dog, and use the following
dialogue.
- Woof
- Wuf, ‘LeChuck’?
Now walk right past
the red curtain, to the next section of the bar.
Talk to the 3
Important-Looking Pirates, and tell them you want to be a pirate. They
tell you that you can’t become a pirate until you’ve passed The Three Trials.
- Mastering the sword: Track down and defeat theSword Master.
- Mastering the art of thievery: Steal an idol from the Governor's mansion.
- Mastering the art of treasure huntery: Find the Lost Treasure of Melee Island.
Now work through
the rest of the dialogue with them. When conversation is over, open the
kitchen door. The Cook won’t let you into the kitchen. Wait for
Cook to leave the kitchen - when he’s walked left out of view, enter the
kitchen.
In the kitchen, have a look around. Look at barrel next to the
door. Pick up HUNK OF MEAT from the counter. Pick
up POT from below the counter. Open door on the right -
a seagull will appear and start pecking at the FISH. Walk right onto the
planks.
Try to pick up the FISH, but the seagull won’t let you near
it. Stomp on the right end of the plank, and notice the effect it has on
the seagull. Stomp on the right end of the plank again, and repeat this
until you’re finally able to pick up the FISH. Walk left, and
continue left, to leave the bar.
Watch the cut scene
with Ghost Pirate LeChuck.
THE DOCKS
Walk right, and go
through the archway, into the Town Centre.
TOWN CENTRE
Talk to the Citizen Of Melee, and work through the dialogue with
him. Walk left a few steps, to the Men Of Low Moral Fibre
(pirates). Mouse over the rat repeatedly, until it runs away. Now
talk to the pirates and work through all the dialogue with them. Agree to
take a copy of the MINUTES from their last meeting from them, if they give
you TWO PIECES OF EIGHT. Now enter first door on the right,
into the Voodoo Shop.
TOWN CENTRE - VOODOO SHOP
Look around the Voodoo Shop - spooky stuff! Pick up CHICKEN from
table at the lower right. In your Inventory, look at the CHICKEN to
see that it’s a rubber chicken with a pulley in the middle. What possible
use could this have? Walk right to the next section of the shop.
Talk to Voodoo
Lady, and work through all the dialogue. When conversation is over, walk
left to leave the Voodoo Shop.
TOWN CENTRE
Head up through the
archway with the big clock.
TOWN CENTRE - SHOP, CHURCH, AND JAIL
Enter the
shop.
SHOP
Look around the shop. Pick up SWORD on the Ground
Floor. Climb up the stairs, and pick up SPADE on the
First Floor. If the Shopkeeper isn’t here, simply use bell on the counter
to summon him. Now talk to the Shopkeeper, and work through all the
dialogue with him (ask about the Sword Master last). You don’t have
enough money to purchase anything at the moment, so you return the SWORD and
the SPADE to their rightful places. Now ask him about
the Sword Master, and he’ll leave his shop to go to her secret hideout.
Quickly follow him through the town, up to LookOut Point, to the Map Screen,
and through the woods. Keep following him through the woods, until you
arrive at the Sword Master’s Hideout. This makes things easier later on
in the game. If you’re not quick enough, simply return here to the shop,
use bell on the counter to summon the Shopkeeper, then ask about the Sword
Master again.
SWORD MASTER’S HIDEOUT
Watch the cut scene
with the Sword Master and the Shopkeeper. Afterwards, you automatically
return to the Map Screen.
MAP SCREEN
Select Meathook’s
Island at the very top of the Map.
MEATHOOK’S ISLAND
Look at the flashing sign. Look at the pole and cable - this is
how you get across the chasm to Meathook’s house. Use CHICKEN (with
the pulley in the middle) with the cable. Now open door to Meathook’s
house, and enter the house.
Inside the house,
work through all the dialogue with Hook. When conversation is over, leave
his house.
You can’t do much else here at the moment, but it’s still good to meet
Meathook, nonetheless. Use CHICKEN on the cable again to
cross the chasm, then walk left to the Map Screen.
MAP SCREEN
Select the Clearing
(the pink light).
CLEARING
Walk left to see
the circus tent. Enter the circus tent.
In the tent, you see the Fettuccini brothers arguing about their latest
circus act - both of them are too scared to be shot out of a cannon. As
soon as you are able, select any dialogue option to get their attention.
You should agree to test out the cannon for them, to prove it‘s safe.
Tell them you have a helmet, then show them your POT.
Afterwards, they pay you 478 PIECES OF EIGHT. You’re
rich! Leave the tent.
Walk right to the
Map Screen.
MAP SCREEN
Select the Fork in
the forest.
FORK
Head up the upper
left path.
Look at YELLOW PLANT, and pick up the YELLOW PLANT.
Walk right 2 times to return to the Map Screen.
MAP SCREEN
Select LookOut
Point near bottom left of the Map.
LOOKOUT POINT
Talk to the man,
and work through all the dialogue with him. When conversation is over,
walk down the stairs to the Docks.
DOCKS
This is where you
began you’re adventure. Walk right, and continue right through the
archway, to the Town Centre.
TOWN CENTRE
Now you have some money, you can buy a few items. Talk to the
Citizen Of Melee, and buy MAP OF MELEE ISLAND from him.
In your Inventory, look at the MAP to realise it’s really some
instructions for dance lessons. You’ve been had! Never mind, walk
up through the archway with the big clock.
TOWN CENTRE - SHOP, CHURCH, AND JAIL
Enter the Shop
again.
SHOP
Pick up SWORD on the Ground Floor. Climb up the
stairs, and pick up SPADE on the First Floor. If the
Shopkeeper isn’t here, simply use bell on the counter to summon him. Now
talk to the Shopkeeper. Ask about the Sword. Ask about the
Spade. Buy both items. Now end conversation, then leave the
shop.
TOWN CENTRE - SHOP, CHURCH, AND JAIL
You hear a voice
coming from the alley next to the shop. Enter into the alley.
ALLEY
You’re cornered by
Fester Shinetop - Sheriff of Melee Island. Work through all the dialogue
with him. He threatens you, and then he leaves. Leave the
alley.
TOWN CENTRE - SHOP, CHURCH, AND JAIL
Walk left a few
steps, and enter the jail.
JAIL
Talk to the
prisoner, but you don‘t get very far. Leave the jail.
TOWN CENTRE - SHOP, CHURCH, AND JAIL
Enter the shop
again.
SHOP
Talk to the Shopkeeper, and ask about BREATH MINTS.
Now end the conversation, then leave the shop.
TOWN CENTRE - SHOP, CHURCH, AND JAIL
Enter the jail
again.
JAIL
Give BREATH MINTS to Otis the prisoner. Now talk
to him and work through all the dialogue. When Sheriff Fester Shinetop
appears, defend Otis, and insist he’s innocent. When Fester Shinetop
leaves, Otis won’t talk to you anymore, cos he’s afraid what the Sheriff will
do. Oh well. Leave the jail for now.
TOWN CENTRE - SHOP, CHURCH, AND JAIL
Walk left through
the archway.
GOVERNER MARLEY’S MANSION
Walk up to the
mansion.
Hmmm, those piranha poodles could be a problem. In your Inventory,
combine YELLOW PETALS with the HUNK OF MEAT to
get MEAT WITH CONDIMENT. Now throw MEAT WITH CONDIMENT to
the piranha poodles. They quickly devour the meat, and the sedative
properties of the yellow petals sends them into a nice, peaceful sleep.
Now enter the mansion.
Inside the mansion, enter the double-glass doors, and watch the amusing
cut scene with Fester Shinetop. You end up with some miscellaneous items,
as well as some GOPHER REPELLENT and STAPLE REMOVER.
Leave the mansion for now.
Walk right, and
make your way back to the town.
TOWN CENTRE - SHOP, CHURCH, AND JAIL
Enter the
jail.
JAIL
Give GOPHER REPELLENT to Otis, so he can keep the rats
at bay. He’ll give you his CARROT CAKE in return.
In your Inventory, look at CARROT CAKE, and then use CARROT
CAKE to find a metal FILE. Leave the jail.
TOWN CENTRE - SHOP, CHURCH, AND JAIL
Walk left through
the archway.
GOVERNER MARLEY’S MANSION
Walk up to the
mansion again.
Luckily, the
piranha poodles are still sleeping, so just enter the mansion.
Inside the mansion, climb through gaping hole in the wall, and watch the
cut scene with Fester Shinetop. Eventually, you’ll acquire the FABOLOUS
IDOL you were tasked to steal. Choose any dialogue option for
Fester Shinetop. When Governor Elaine Marley arrives, she sends Fester
Shinetop away. Choose any dialogue options with Elaine. When
conversation is over, leave the mansion.
Well, try to leave
the mansion. Fester Shinetop is waiting for you outside. Choose any
dialogue option. Whatever you say, Fester will tie you to the weighty icon,
and throw you to the bottom of the sea.
DOCKS
It’s a good think you can hold your breath for 10 minutes! Pick up
the FABOLOUS IDOL, then climb up the ladder.
Watch the cut scene
with Elaine Marley. When she leaves, walk left, and continue left, to
LookOut Point.
LOOKOUT POINT
Go up to the Map
Screen.
MAP SCREEN
Select Lights near
bottom right of the screen. On the way to the Lights, you’ll get stopped
at the Bridge.
BRIDGE
There’s a troll guarding the bridge. Talk to the troll and work
through all the dialogue with him. No matter what you say, he won’t let
you past, until you pay the toll. Okay, give him FISH, and
he’ll let you past. Now you’ve dealt with the troll, you find yourself on
the Map Screen again.
MAP SCREEN
Select Lights near
bottom right of the screen.
LIGHTS \ STAN’S PREVIOUSLY OWNED VESSELS
This is a shipyard
for previously-owned vessels. Look at sign on the door of the shop to see
that Stan, the owner, is away on business (you’ll meet him later on).
Have a look around if you like, but you can’t do anything until Stan
returns. When you’re ready, return to the Map Screen.
MAP SCREEN
Select Captain
Smirk’s House on the right of the Map.
CAPTAIN SMIRK’S HOUSE
Look at sign on the
left to learn that Captain Smirk teaches sword training. Knock on door of
the house, and ask Captain Smirk if he can teach you to be better than the
Sword Master. Tell him repeatedly that you DO have what it takes - eventually,
he’ll agree to teach you how to swordfight. Watch the cut scene, in which
you’ll learn that the secret to sword fighting… is insults! Yes, your wit
needs to be as sharp as your blade, if you want to become a master
swordsman. After the cut scene, you’ll have learned the basics, but you
still need a LOT of practice. In other words, you need to learn all the
insults and their appropriate responses. So let’s get started. Walk
left to the Map Screen.
MAP SCREEN
Lurk around near
the fork in the forest. When you see a pirate, let them approach you,
then choose to initiate a sword fighting session with them. The aim is to
learn all the sword fighting insults and responses.
SWORD FIGHTING INSULTS
- This is the END for you, you gutter-crawling
cur!
- And I've got a little TIP for
you. Get the POINT?
- Soon you'll be wearing my sword
like a shish kebab!
- First you'd better stop waving it
like a feather-duster.
- My handkerchief will wipe up your
blood!
- So you got that job as a janitor,
after all.
- People fall at my feet when they
see me coming.
- Even BEFORE they smell your
breath?
- I once owned a dog that was
smarter than you.
- He must have taught you
everything you know.
- You make me want to puke.
- You make me think somebody
already has.
- Nobody's ever drawn blood from me and nobody ever will.
- You run THAT fast?
- You fight like a dairy farmer.
- How appropriate. You fight like a
cow.
- I got this scar on my face during
a mighty struggle!
- I hope now you've learned to stop
picking your nose.
- Have you stopped wearing diapers
yet?
- Why, did you want to borrow one?
- I've heard you were a
contemptible sneak.
- Too bad no one's ever heard of
YOU at all.
- You're no match for my brains,
you poor fool.
- I'd be in real trouble if you
ever used them.
- You have the manners of a beggar.
- I wanted to make sure you'd feel
comfortable with me.
- I'm not going to take your
insolence sitting down!
- Your haemorrhoids are
flaring up again, eh?
- There are no words for how
disgusting you are.
- Yes there are. You just never
learned them.
- I've spoken with apes more polite
than you.
- I'm glad to hear you attended
your family reunion.
When you’ve learned
all the insults, you’ll be good enough to fight the Sword Master. Make
your way to her hideout. If you don’t know where her hideout is, visit
the Shopkeeper in town, ask him about the Sword Master, then follow him.
SWORD MASTER’S HIDEOUT
Talk to the Sword
Master and work through the dialogue with her. Soon, the insults will
begin.
SWORD MASTER INSULTS
- I've got a long, sharp lesson for
you to learn today.
- And I've got a little TIP for
you. Get the POINT?
- My tongue is sharper than any
sword.
- First you'd better stop waving it
like a feather-duster.
- My name is feared in every dirty
corner of this island!
- So you got that job as a janitor,
after all.
- My wisest enemies run away at the
first sight of me!
- Even BEFORE they smell your
breath?
- I usually see people like you passed out on tavern floors.
- Even BEFORE they smell your
breath?
- Only once have I met such a
coward!
- He must have taught you
everything you know.
- If your brother's like you,
better to marry a pig.
- You make me think somebody
already has.
- No one will ever catch ME
fighting as badly as you do.
- You run THAT fast?
- I will milk every drop of blood
from your body!
- How appropriate. You fight like a
cow.
- My last fight ended with my hands covered with blood.
- I hope now you've learned to stop
picking your nose.
- I hope you have a boat ready for
a quick escape.
- Why, did you want to borrow one?
- My sword is famous all over the
Caribbean!
- Too bad no one's ever heard of
YOU at all.
- I've got the courage and skill of a master swordsman!
- I'd be in real trouble if you
ever used them.
- Every word you say to me is
stupid.
- I wanted to make sure you'd feel
comfortable with me.
- You are a pain in the backside,
sir!
- Your haemorrhoids are
flaring up again, eh?
- There are no clever moves that
can help you now.
- Yes there are. You just never
learned them.
- Now I know what filth and
stupidity really are.
- I'm glad to hear you attended
your family reunion.
When you’ve beaten her, she’ll give you a COTTON TSHIRT as
proof of your victory. Now walk left to return to the Map Screen.
MAP SCREEN
You’ve stolen the
Idol from the Governor’s mansion. You’ve beaten the Sword Master.
But you still have to do some treasure hunting, if you want to complete the
Three Trials. Go to the fork in the forest.
FORK
You have to find the correct spot to dig for treasure. Look at
the MAP in your Inventory. It’s giving you directions to
‘X Marks The Spot’. So follow the directions as so:
- Upper left
- Left
- Right
- Left
- Right
- Up
- Right
- Left
- Up
Walk right a few steps. If you followed the directions correctly,
you’ll see a large ‘X’ on the ground. Read the sigh, then use your SPADE on
the ‘X’ to find another TSHIRT. Look at it in your Inventory
to see the funny message on it. Well, now you’ve completed all 3 Trials,
so let’s return to the Important-Looking Pirates. Walk left to the Map
Screen.
MAP SCREEN
Select the
Village.
DOCKS
Watch the cut scene on the docks, with the ghost pirate ship. The
Look-Out man will inform you that Governor Marley has been kidnapped.
Work through all the dialogue with him. He gives you a RANSOM
NOTE from Captain LeChuck, then goes back to his post at LookOut
Point. Well, I guess it’s up to you to rescue the Governor! Walk
left to Scumm Bar, and enter the Bar.
SCUMM BAR
All the pirates have left! Pick up all the MUGS from
the tables - there are 5 in total. The Cook is here, bawling his eyes
out. Talk to him and work through all the dialogue. Open door on
the right, and enter the kitchen. Now SAVE YOUR GAME HERE.
Now you have to be quick in this section. Use MUG with barrel next
to the door to get some GROG. Walk left 2 times, and leave
the Bar.
DOCKS
The grog will start
melting the mug. Walk right through the archway, into the Town
Centre.
TOWN CENTRE
When MELTING MUG turns to MUG NEAR DEATH,
use MUG NEAR DEATH with a fresh MUG. Walk up
through the arch with the big clock, to the next part of town.
TOWN CENTRE - SHOP, CHURCH, AND JAIL
Enter the
jail.
JAIL
Use MUG NEAR DEATH with a fresh MUG.
Now use MUG O GROG with the lock on Otis’s cell door.
The grog will burn through the lock like acid, freeing Otis. Ask Otis to
join your crew, and help you rescue Governor Marley. Unfortunately, he
flees! Damn! When you’re ready, leave the jail.
TOWN CENTRE - SHOP, CHURCH, AND JAIL
Watch the cut
scene. Wow! Sheriff Fester Shinetop is really… Ghost Pirate
LeChuck!
Your task now, is
to assemble a crew of 3, and acquire a ship to rescue Governor Marley.
Walk right, through the archway, into the Town Centre.
TOWN CENTRE
Go through archway
on the right, back to the docks.
DOCKS
Head left, and
continue left, to LookOut Point.
LOOKOUT POINT
Go up to the Map
Screen.
MAP SCREEN
Select Hook’s
Island at top of the map.
MEATHOOK’S ISLAND
Look at the pole and cable - this is how you get across the chasm to
Meathook’s house. Use CHICKEN (with the pulley in the
middle) with the cable. Now open door to Meathook’s house, and enter the
house.
Talk to Meathook,
and tell him about the Governor. Work through all the dialogue with
him. He’ll challenge you to face the beast that has terrorised him for
years. That’s a lot of security doors he’s opening - just how fearsome is
this beast? When he’s safely out of the way, open the last door, and
prepare to meet… a parrot! Meathook is terrified of a parrot!
Interact with the parrot any way you like. Meathook is so impressed, he
agrees to join your crew, with you as Captain. Now leave the house.
Use CHICKEN on the cable again to cross the chasm, then
walk left to the Map Screen.
MAP SCREEN
Go to the Sword
Master’s Hideout.
SWORD MASTER’S HIDEOUT
Talk to Carla, the
Sword Master, and tell her about the Governor’s kidnapping. She agrees to
be on your crew. Walk left, back to the Map Screen.
MAP SCREEN
Go to Stan’s Used
Ship Emporium at bottom of the map.
STAN’S USED SHIP EMPORIUM
Stan has returned from his travels, and he’s determined to sell you a
ship. Work through all the dialogue with him. Tell him you really
don’t have that much to spend, and he’ll show you The Sea Monkey. He’ll
even give you his best sales pitch. Tell him you want to get the ship on
credit, and he’ll tell you that the Shopkeeper might be able to help. End
the conversation, and leave Stan’s Used Ship Emporium. As you are walking
away, Stan will give you his BUSINESS CARD and a MAGNETIC
COMPASS. You automatically return to the Map Screen.
MAP SCREEN
Head down to the
village.
DOCKS
Walk right, and go
through archway on the right, into the town centre.
TOWN CENTRE
Walk up through
archway with the big clock.
TOWN CENTRE - SHOP, CHURCH, AND JAIL
Enter the
shop.
SHOP
SAVE YOUR GAME HERE. Talk to the Shopkeeper, and ask about
the SHOPKEEPER’S CREDIT NOTE. Tell him you have a job, and
he’ll fetch a SHOPKEEPER’S CREDIT NOTE from his safe.
Pay careful attention to this part, as it changes for every game. Note
that the handle on the safe begins facing straight up in the air. Now
watch how he turns the handle. In my play through, it went like this:
- Pull handle 3 times.
- Push handle 4 times.
- Pull handle 4 times.
- Push handle 3 times.
When he returns to his counter, choose any job that takes your
fancy. However, he won’t accept your job, and returns the SHOPKEEPER’S
CREDIT NOTE to his safe. This is another chance for you to watch
the safe combination. Now ask him to go and visit the Sword Master
again. He reluctantly agrees to go, leaving you alone in his shop.
When he’s gone, use the safe, and perform the combination as you saw him do
it. If you do this correctly, the safe will open, and you’ll obtain
the SHOPKEEPER’S CREDIT NOTE. Now leave the shop.
TOWN CENTRE - SHOP, CHURCH, AND JAIL
Walk right through
the archway, into the Town Centre.
TOWN CENTRE
Walk up through
archway on the right.
DOCKS
Head left, and
continue left, to LookOut Point.
LOOKOUT POINT
Go up to the Map
Screen.
MAP SCREEN
Go to Stan’s Used
Ship Emporium at bottom of the map.
STAN’S USED SHIP EMPORIUM
Stan will greet
you, and give you his sales pitch again. Use the following
dialogue.
- Umm… could I see the cheap one again?
- I got credit from the Shopkeeper.
Will you take it?
- Let’s talk extras.
- I think I can live without that
particular piece of junk.
- Enough about extras, already.
- I’d like to make you an offer.
- I’d like to pay 2000 pieces of eight.
- Well, what do you think it’s worth?
- Forget it, I don’t need this boat
anyway.
As you are walking
away, Stan will call you back. Start the dialogue again.
- Well, maybe you’re right.
- Well, what do you think it’s worth?
- I’d like to make you an offer.
- How does 3000 pieces of eight sound?
- Let’s talk extras.
- I think I can live without that
particular piece of junk.
- Enough about extras, already.
- I’d like to make you an offer.
- I’d like to pay 2000 pieces of eight.
- Well, what do you think it’s worth?
- I’d like to make you an offer.
- Okay, okay, 4000 pieces of eight.
- Well, what do you think it’s worth?
- Forget it, I don’t need this boat
anyway.
- Well, maybe you’re right.
Repeat this
process, and eventually, when you offer 5000 pieces of eight, he’ll agree to
sell it to you. Walk left to the Map Screen.
MAP SCREEN
Make your way to
the village.
DOCKS
Watch the cut scene
with Stan. He gives you some literature. Your crew show up,
one-by-one… including Otis! Choose any dialogue for them.
Bizarrely, things don’t go exactly as planned.
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