Monkey Island 2: LeChuck's Revenge Walkthrough
Platform: PC
Genre: Adventure
Version: 1.0
Me:King Broccoli
E-Mail: KingBroccoli@hotmail.com
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TABLE OF CONTENTS
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1.0  LEARNING TO PLAY THE GAME
2.0  WALKTHROUGH PART ONE: THE LARGO EMBARGO
3.0  WALKTHROUGH PART TWO: THE FOUR PIECES
4.0  WALKTHROUGH PART THREE: LECHUCK'S FORTRESS
5.0  WALKTHROUGH PART FOUR: DINKY ISLAND
6.0  CREDITS
7.0  LEGAL THINGY


=============================
1.0 LEARNING TO PLAY THE GAME
=============================
If this is your first adventure game then the whole control interface 
could be confusing to you. Since the manual has proven hard to find for 
some people here is some of the best parts of it! They tell you how to 
play the game. Enjoy!

PLAYING THE GAME
As the story opens, Guybrush is attempting to explain to Elaine Marley 
just how he managed to get into this fix. Shortly, the scene flashes 
back to a campfire on Scabb Island, where Guybrush is regaling his new 
friends with the thrilling tale of his stupendous defeat of the Ghost 
Pirate LeChuck.
These sequences are known as "cut-scenes" - short, animated sequences, 
like scenes from a movie - which can provide clues and information about 
the characters. Cut-scenes are also used to show special animated 
sequences, such as when Largo LaGrande graces Scabb Island's tavern with 
his phlegmatic presence. When you are viewing a cut-scene, you do not 
direct the action.
You begin directing Guybrush's actions as soon as he arrives on the 
bridge leading to Woodtick. The screen is divided into the following 
sections.

- The animation window is the largest part of the screen and is where 
the animated action takes place. Dialogue spoken by the characters, as 
well as game-related messages also appear here.

- Available verbs are listed in the lower left hand corner of the 
screen. To select a verb, position the cursor over the word and press 
the left mouse/joystick button or the ENTER key. The interface you use 
to play the game has an "auto-highlight" feature that highlights an 
appropriate verb when the cursor touches an interesting or useful object 
on the screen. For example, when Guybrush is near a door that can be 
opened, positioning the cursor on the door will highlight the verb OPEN. 
Pressing the right mouse/joystick button or the TAB key will use the 
highlighted verb with the object, which in this case opens the door 
(don't worry: this feature won't give away the solution to any puzzles). 
Keep in mind, that even though a verb is highlighted, that one verb may 
not be the only way to use an object. Try the other verbs as well!

- The inventory icons are located to the right of the verbs. At the 
beginning of the game Guybrush's inventory consists of an almost 
unlimited supply of riches. When he picks up or is given an object to 
use during gameplay, an icon for that object is added to the inventory. 
There is no limit to the number of objects Guybrush can carry. When 
there are more than eight objects in the inventory, arrows appear to the 
left of the icons. Click on them to scroll the icon window up or down.

ABOUT MONKEY ISLAND 2: LECHUCKS REVENGE
In this game you play the role of Guybrush Threepwood. In the months 
since he's defeated the Ghost Pirate LeChuck and rescued his one true 
love       -Governer Elaine Marley- in Monkey Island, Guybrush has made 
his way to Scabb Island in search of the biggest treasure of them all: 
Big Whoop. Here's where you come in... You direct the actions of 
Guybrush in his search for adventure, treasure, and the validation of 
his peers. Guybrush faces many obstacles in his path, not the least of 
which is the specter of... LeChucks Revenge!


=============================
2.0 PART 1: THE LARGO EMBARGO
=============================
You'll find yourself on the bridge with a LOT of money. Go left or 
right, either way, Largo will shake you  down and mug you and steal your 
hard earned treasure. After he leaves, go to the right side of the 
bridge. Stop at the sign. PICK UP SIGN to get the shovel there. Now go 
right to the map.  Go to the Swamp area. USE COFFIN. Row to the shack, 
you get taken up into the voodoo ladies abode. Look at the table in the 
first room, you'll  see a some string sitting on the table. Take the 
string. Now look at the jars on  the shelves next to the table. Keep 
looking at things until you see the jar  of ASHES-TO-LIFE. Now walk to 
the right side of the room and you will enter  the next room. Talk to 
the Voodoo witch about the ashes-to-life. You will need to know about 
this for later. Once you've done that talk to her about Largo and how to 
make a voodoo doll of the annoying little thing. She will give you a 
list of ingredients you  need to make the doll... (hair, thread, body 
fluid, part of a dead relative.)  Leave and row back to shore, exit left 
back to map.  Now go to the cemetery... at the top of the hill you see 
some graves and  tombstones. Go up there and you will get a closeup of 
the area. The first  grave on the left is Largo's grandfather's grave. 
USE SHOVEL ON GRAVE.  You will dig up the grave and get a bone from the 
deceased old feller.  Exit left back to the map.  Go to the beach area. 
You'll find a stick on the ground. PICK UP STICK.  Now leave back to the 
map.  Go back to woodtick town. Go to Wally the cartographer's pad 
(second door  from right). Talk to Wally about things. Take a blank 
sheet of paper from  pile at bottom right hand side of screen. Watch 
Wally closely. He will  place his monocle on the table and rub his eyes 
from time to time. When he  does this, quickly PICK UP MONOCLE. Exit 
back out the door to the left.  Look near bottom of screen, you will see 
a hatch leading down to the Bloody  Lip bar and you will see some 
windows on the side of the ship. The window on  the far left is 
accessible. WALK TO WINDOW and you jump into the window and  find 
yourself in the kitchen. There's a knife on the table... PICK UP KNIFE.  
Leave from the window you came in at.  Walk down path towards far left, 
you reach the farthest ship on the left.  Enter the door. See the little 
lizard tied to the post? USE KNIFE ON  ROPE. You will cut the lizard 
(Pegbiter) loose and the little bastard  runs away. The Innkeeper freaks 
out and goes after Pegbiter. PICK UP BOWL  in order to get the cheese 
squigglies inside Pegbiter's bowl. Now exit  through the door on the far 
left. This is Largo's room. Quickly, before he  catches you in there, 
grab his toupee off the styrofoam head on top of the  desk on the far 
left of the room. Now bail out the door, or wait till he  comes in and 
throws you out.  Go to the right and up to the screen where the pirates 
and the laundry dude  is. PICK UP BUCKET (the bucket underneath the 
pirates). Pirate on left will  say don't take it. Choose dialoge option 
number one for best results. You  ask if it's his bucket, he says no... 
you ask if minds if you take it, he  says go for it dude. You can get 
the bucket with the other dialogue but the  conversation takes forever 
(but it's funny). Ok, now you see a box on the  floor where the rat is 
scurrying around. OPEN BOX... USE STICK WITH BOX...  USE STRING WITH 
STICK.... USE CHEESE SQUIGGLIES WITH BOX. What this does is  set a trap 
to catch the little rodent. Exit this screen for a moment, then  come 
back. The Rat will be eating the squigglies under the box. Pick Up  and 
Pull the string. You will catch the rat in the box. OPEN BOX. TAKE  RAT. 
Exit this screen.  Now enter the hatch near the bottom of the screen to 
get into the Bloody Lip  Bar. Talk to the Barkeeper. Keep asking him for 
a drink over and over and  give him a bunch of excuses. Pretty soon 
Largo comes in and orders a drink.  Largo spits on the wall before he 
leaves. After this, USE BLANK SHEET OF  PAPER WITH DRIPPING SPIT. Now 
you take his spit off the wall (body fluid).  Go up the stairs to leave 
this screen.  Now go back to the kitchen via the window. USE RAT IN 
VISCIOSUES (Soup). You  drop the rat in there. Now bail again via the 
window. Now go back down the  hatch to the Bloody Lip. Talk to the 
barkeep... a dialogue option about  ordering soup now appears... Select 
this option. Barkeep goes into kitchen  to check the soup out... finds 
rodent in soup.. fires cook... comes out and  tries to serve you soup. 
Tell him you don't want the soup, he asks if you  want a job. Take the 
job, get your weeks wages in advance. Now go into the  kitchen. Stuff 
this job, its boring, you can't cook, and you already got paid,  so 
stuff it and bail out the window.  Exit right from the town, to the map. 
Go to the swamp area. USE BUCKET ON  SWAMP. You fill bucket with mud. 
Exit back to map, head back into town.  Go to Largo's room, CLOSE DOOR, 
USE BUCKET WITH DOOR, now hide behind the  clothes changing curtain. 
Largo comes in, get's bucket of mud on head,  clothes are dirty. Largo 
goes to cleaners, follow him there. Watch the  conversation. Largo 
leaves. Now go back to his room, CLOSE DOOR. You will  see a laundry 
ticket tacked to the back of the door. PICK UP TICKET. Go  back to the 
laundry dude, give him the ticket, he gives you Largo's clothes.  Now 
exit the town to the map, head to the swamp and back to the Mojo bitch.  
Give all your voodoo doll ingredients (toupee, bone, bra and spit) to 
her.  She will make a voodoo doll and give it to you with some pins.  
Now get back to the town, head to Largo's room. When you go in there he  
will start yelling and start to throw you out. While he's doing this,  
quickly USE PINS ON VOODOO DOLL. Now watch the animation sequence as you  
banish Largo from town.  Head out of town to map. Go down to peninsula. 
You meat captain dreadlocks talk to him and he tells you he needs his 
necklace to sail.  Give him Wally's monocle and it will make him happy 
enough to let you use his ship. Now he'll give you a map and  you tell 
him where you want to go. Select PHATT ISLAND from the map. While  on 
Dread's boat remember to pick up the bag of Parrot Chow when you see it.  
Congratulations... You just finished Part 1 	

===========================
3.0 PART 2: THE FOUR PIECES
===========================
When you arrive on PHATT you get arrested by the guard no matter what 
you  say to him. After the conversation with the Phatt pig you find 
yourself  behind bars. PICK UP MATTRESS... there's a stick underneath. 
USE STICK ON  BONE (the bone is the leg bone of the skeleton in the cell 
on the left.)  You flip the bone into your cell with the stick. PICK UP 
BONE... GIVE BONE  TO DOG. Dog walks to you, drops key, takes bone. PICK 
UP KEY, USE KEY ON  CELL DOOR... you are now free. Before leaving be 
sure to grab the two  envelopes on the shelf near the door. One is the 
MANILLA envelope and one  is the GORILLA envelope. In the manilla is all 
your inventory, and in the  gorilla is a banana and an organ. OPEN 
ENVELOPES to obtain the items. Now  leave the jail.  From the jail, head 
right. You will see a long path going off into the  distance. Along this 
path you will see a few alleys and a library on the  left, and a pier on 
the right. Head to the pier. Talk to the old man  who is fishing. Brag 
to him about what a great fisher you are. He will  challenge you to a 
contest from which you can get his fishing pole if you  win. The contest 
is who catches the biggest fish. After you talk to him  leave the screen 
to the left. Head to the Library.  Inside the library, to the left is a 
model lighthouse. OPEN LIGHTHOUSE.  You find a lighthouse lens... pick 
it up and keep it. Now go talk to the  librarian. Apply for a library 
card. Now you have a temporary card. Go  over to the card catalogue. 
Select a book that you WON'T NEED later. My  favorite book to use for 
this is the Pirate's Primer found under P in the  catalog. It's a book 
about software piracy... haha... You need to get  two other books at 
this point that you will need later. One is under D  for Disasters and 
pertains to the sunken ship Mad Monkey. The other book  pertains to the 
Ashes to Life spell and is found under A for Ashes. Or V  for Voodoo... 
can't remember... When you find the three books and select  Hmmm I 
better remember this book for each one, go over to the librarian  and 
ask for each book by name. She will give you the books you request.  Now 
leave the library and head back to the left towards the jail.... keep  
going left past the jail and you'll see a long path to the left heading 
off  into the distance. Take this path to the map screen. Now head to 
PHATT  Mansion.  Enter the mansion through the front door. Try to walk 
up the stairs. The  guard stops you. Tell him he's confused you with 
your cousin Guybrush. Then  tell him you think there is a fire in the 
kitchen. He leaves, you can now  proceed up the stairs. When you get 
into the Phattboy's bedroom he's asleep.  Notice there is a book on top 
of his fat belly. Move the cursor over the  book and you see the title 
is famous pirate quotations. You will now need  to use your book to 
offset the weight of his book so you can take it. Select  USE PIRATE 
PRIMER WITH FAMOUS PIRATE QUOTES. After a short animation which is  
reminiscent of Indy Jones and the Temple of Doom, you end up with the 
Quote  book. Leave this place now and go back to the wharf.  Head over 
to the path where the library is. You will see two alleys. Head  into 
the first alley. There's a guy betting with a guy who's running a  
roulette wheel. He wins the bet and leaves... quickly follow this guy 
out  of the alley. He heads into the second alley, follow him there and 
hide  behind the crates and watch what he does. He then leaves. Now go 
up to the  door, select OPEN PEEPHOLE, Guybrush knocks on the door. When 
the dude answers  the door select the first dialogue option (Give me the 
next roulette number).  He will ask for the password. What he will do is 
hold up some fingers and  say one thing, then hold up different fingers 
and say another thing. For  instance he'll hold up four fingers and say 
"If this is two", then he'll hold  up one finger and say "Then what is 
this". You will then have to select a  number. In this example the 
answer would be FOUR. Why? Well, here's the  secret - When he first 
holds his hand up, count how many fingers he has up.  This will be the 
magic number. Everything else he says is just designed to  throw you 
off. He'll make you repeat the deal successfully three times in  a row. 
Just keep telling him the number of fingers he holds up first and  
you'll get it right each time. After three times he tells you the number  
you need to win roulette. After you get the number, go back to the 
roulette  wheel and place a bet. Win the ticket to the party, go back to 
the gamblers  club, get the next number, go back to roulette, place bet, 
win, take the  money, go back to the gamblers club, get the next number, 
go back to the  roulette dude, place bet, win, take the circus 
tickets.... Now leave and go  back to Dread's ship on the far right. Ask 
Homeboy to take you to BOOTY  ISLAND.  When you arrive on Booty go into 
the first shop you see on the left, the  antique shop and buy everything 
you can get. This includes the following  items: SHIPS HORN, SIGN ABOUT 
PARROT, FEATHER PEN, HUB CAPS, PIRATE HATS,  ELVIS PLATE, SHINY SAW, 
PARROT'S MIRROR, maybe some other STUFF too...  Don't worry about money, 
you will have plenty to get all you need. In order  to buy things select 
PICK UP (ITEM) and Guybrush will say he wants to buy  it. The Antique 
Dealer will then either tell Guybrush the price and offer  to sell the 
item, or decline to sell the item entirely. The few things  you might 
have trouble buying are the Sign about Parrot and the Parrot's  Mirror. 
To buy the sign about the parrot, the antique dealer will decline  to 
sell it first, then agree to sell it. With the parrot's mirror, the  
dealer will decline to sell it unless you do something first. Here's 
what  you do... First make sure you bought the sign about the parrot. 
Once you  do this there will be an empty hook left in the place where 
the sign was.  Take your bag of parrot chow that you got from Dread's 
ship. Select USE  EMPTY BAG OF PARROT CHOW ON HOOK. You will hang the 
parrot chow bag on  the hook. The picture of the parrot on the parrot 
chow bag will attract  the parrot. The parrot will walk from the left 
end of the perch to the  right end of it in order to look at the bag of 
parrot chow. Now that the  parrot is not looking at the mirror anymore, 
the dealer will let you buy  the parrots mirror. Select PICK UP MIRROR 
to get the dealer to sell it.  After you buy everything, talk to the 
dealer about the piece of the map  on his counter. He wants millions for 
this map piece, but he'll also trade  something for it. He tells you 
about the figurehead of a sunken ship called  the Mad Monkey. Find the 
figurehead and he'll trade it for the map. We'll  find the figurehead 
later.... for now, leave the antique shop and head on  across the street 
over to the costume shop.  Inside the costume shop the costume dude will 
not give you a costume unless  you have one reserved. If you show him 
your ticket to Governor Marley's  party he will give you your reserved 
costume. Select GIVE MARDIS GRAS PARTY  TICKET TO COSTUME DUDE. He will 
give you the costume that had been reserved  for the previous owner of 
the ticket. Unfortunately the costume is not quite  your style, but you 
are stuck with it and it will get you where you need  to go, so take it 
and leave.  Now walk to the right from the costume shop and meet up with 
Kate who is  standing near Stan's Used Coffin Store waving flyers and 
yelling. Talk to  her and take a flyer from her. Now say goodbye and 
proceed on your way,  moving right.  Walk past Stan's shop (you'll deal 
with him later), you will see the spitting  contest, just keep walking 
past it towards the right of the screen (you'll  enter it later), and 
then you'll get to the far right of the screen, exit it  and arrive at 
the map of the island. Select Gov. Marley's Mansion from the  map.  On 
your way to the mansion you meet a chick guard dressed as LeChuck. Have 
a  conversation with her, put your costume on, then proceed to the 
mansion.  When you get to the mansion, before you enter, notice there is 
a path running  to the back of the mansion. There are actually two 
paths, one heading left,  and one right. Take either path and you arrive 
in back. There is a back door  which leads to the kitchen and there are 
some garbage cans. Select PUSH  GARBAGE CANS. You make a loud noise with 
the cans and the cook get's way  pissed and comes out yelling at you. 
Run away from the cook and he will  chase after you. Run to the path and 
follow it to the front of the mansion.  Keep running past the front of 
the mansion to the opposite path and follow it  around the other side of 
the mansion towards the rear again. You will have  made a complete 
circle around the mansion, the cook has been chasing you all  the way. 
Quickly enter the kitchen door before the cook catches you. Inside  the 
kitchen you see a pot of fish. Take one of the fish and leave the 
kitchen.  Let the cook yell some more and ignore him and he will go back 
in the kitchen.  Now take one of the paths back to the front of the 
mansion and enter the  mansion via the front door. All of the guests 
will ignore you so don't waste  time talking to them. Look to the far 
left side of the room, there is a  painting there. You see a piece of 
the map you need stuck on the corner of  the painting. PICK UP PIECE OF 
MAP. Now leave the mansion. You will get  stopped by the gardener and 
the dog and taken back into the mansion and taken  upstairs to see Gov. 
Marley. Marley will be pissed and the two of you will  have a 
conversation. Select all of the polite, grovelling dialogue selections  
and you will be ok. Don't piss her off more. She will end up taking the 
map  and tossing it out the window. Leave the room, head on downstairs 
and out the  front door. Try to pick up the map piece and it will float 
away and then  get carried by the wind and finally land on the side of 
the cliff. Go back  inside the mansion. Go upstairs and into Gov. 
Marley's room. She's gone now.  Notice the oar mounted above her bed. 
PICK UP OAR. Now leave, go downstairs  and out the door. The dog will 
bark and you tell him to shut the hell up.  When the dog shuts up, 
select PICK UP DOG, and you will take the dog Guybrush  and stuff him in 
your pocket. Now leave to the right, heading down the path  away from 
the mansion and you will arrive back at the overhead view of the  map. 
Select Dread's ship from here and when you get to the ship have him  
take you back to PHATT Island.  Back on Phatt Island take the path over 
to the pier with the old fishing man.  Select GIVE FISH TO MAN. You will 
have a conversation and he will admit you  caught the biggest fish and 
you win. Your prize is his fishing pole so he  gives you his pole and 
leaves. Go back to Dread's Ship and have him take  your ass back to 
BOOTY Island.  Back on Booty Island go down the path to the left past 
the antique shop,  behind the old man with the cannon and you'll enter 
the overhead view map.  Select the cliff at the bottom of the map. When 
you arrive there, select  WALK TO SIDE OF CLIFF. You will get a view of 
the map on the side of the  cliff. Select USE FISHING POLE WITH PIECE OF 
MAP. You will cast your  line, hook the map and start reeling it up. 
When you almost have the map,  a bird flys by and takes the map from you 
and flys to the BIG TREE. Leave  the cliff area and you'll be back on 
the overhead view of the map of the  island. From here, select the big 
tree and walk to it.  When you arrive at the big tree, you will see a 
bunch of holes in the tree.  The first hole has a plank stuck into it 
that will act like a step. Take  the oar from your inventory and stick 
it into the second hole. ie. USE  OAR WITH HOLE. Now step up on the big 
tree root from the left. Now walk  to the plank, now walk to the oar. 
When you step on the oar it will break  and you will fall and hit your 
head and become unconscious. You will have  a dream then you will wake 
up again. Pick up the broken oar and leave this  scene, back to the 
overhead map. From here select Dread's ship. When you  get to the ship, 
have him take you back to SCAB Island.  Head on over to the left and 
enter the first door you see, which will be the  Woodsmith's workshop. 
Select GIVE BROKEN OAR TO WOODSMITH. The Woodsmith  will fix your oar, 
reinforce it, and give it back to you. Leave the workshop.  Walk left 
and head on over to Wally the Cartographer's pad.  At Wally's all you 
need to do is replace his monocle with something he can  see with. Give 
him the lighthouse lens you got from the model lighthouse  at the 
library. Select GIVE LIGHTHOUSE LENS TO WALLY. Now leave Wally's  abode 
and head on across the way to the Bloody Lip Bar.  When you get down the 
hatch to the Bloody Lip Bar, order some drinks. The  barkeep dude will 
have a variety of specialty drinks that have colorful names.  Order one 
of each drink. The Barkeeper will give you a free crazy straw. You  will 
USE CRAZY STRAW WITH DRINKS later in the game in order to drink them. 
Now  ask the barkeep for some near-grog. He'll tell you that Kate bought 
all the  near grog. You'll need to know about this later. Now look over 
at Jojo the  monkey. See his metronome? (That ticking thing on top of 
the piano). Place  the banana on the metronome ie. USE BANANA ON 
METRONOME. Jojo becomes dazed  while looking at the banana. Select PICK 
UP JOJO... you pick the monkey up  and stuff him in your pocket. Now 
leave this scene, head back up the stairs  to the surface.  Now proceed 
left and up to where the laundry dude and the pirates are. The  pirates 
are all kicking back and sleeping. You need to get a few things from  
the Woodsmith's workshop, so the goal here is to somehow get the 
Woodsmith  to leave his shop... Perhaps if you created an incident where 
an emergency  Woodsmith housecall would be necessary you could 
accomplish your task. Any  ideas? Take a look at 'ole pegleg the 
pirate... see his peg leg? Select  USE SAW ON PEGLEG. You saw his peg 
leg off! haha. Now leave this area.  The pegleg dude wakes up, notices 
his peg leg is gone and starts screaming.  From here go to the 
Woodsmiths Workshop.  When you get to the workshop, notice that the 
Woodsmith is gone. He went out  to go fix the peg leg you sawed off. Now 
that he's gone you can take a few  things that you will need later. Take 
the Woodsmith's hammer from the wall,  then take some nails. That's all 
you'll need from here so leave this area  and go back down the path to 
the right till you get to the overhead map.  Now select Dread's ship and 
have him take you back to BOOTY Island.  Back on Booty Island head on 
over to Stan's and go inside. Stan is a high  pressure salesman and one 
of the most hilarious characters I've seen in an  adventure game in a 
very long time. Some of the things he will say to sell  you his things 
are incredibly funny. So ask Stan to see a coffin and enjoy  some of the 
things he says during the conversation. At one point he hops  inside the 
coffin to show you how roomy it is. At this point select CLOSE  COFFIN, 
and you will close the coffin door on top of him. Stan should give  you 
a complimentary Stan's Used Coffin's promotional hanky sometime at this  
point of the game. Now, quickly select USE NAILS ON COFFIN. If you do 
this  quickly enough you will hammer the coffin lid down with the nails 
and seal  it shut. If you aren't quick enough Stan jumps out before you 
get the  chance, but you can get him to go back in just by talking to 
him and asking  him to show you the coffin again. After Stan is nailed 
shut into the coffin  he really starts saying some damn funny things. 
For a really good laugh  ring the bell on the counter while stan is 
sealed in the coffin... OK now  do what you came to do, take the CRYPT 
KEY. It's on the back wall behind  the counter. You can break the cash 
register open with the hammer if you  want, but it's empty so don't 
bother. Leave Stan's store (poor Stan).  Now head on over to the right 
and you arrive at the spitting contest. Stand  over near the flag 
markers in the ground and select USE SHIP HORN (the horn  that you got 
from the antique shop). When you blow the horn the spitmaster  will 
leave momentarily. Now's your chance so act quickly. Select PICK UP  
FLAG. You will move the flag markers around in a way such that the 
distance  is less to win first place in the spit contest. The Spitmaster 
will now  come back. Look at the colorful drinks from the bar in your 
inventory. You  will need to mix the blue and the yellow drink to form a 
green drink that  will make your spit thick. Select USE YELLOW DRINK 
WITH BLUE DRINK. The  drinks will mix into a green one. Now select USE 
CRAZY STRAW WITH GREEN  DRINK. You will drink some of the green drink 
and it will make your spit  nice and thick. Now select TALK TO 
SPITMASTER... Tell him you want to enter  the contest... Select a name 
for yourself, I chose the best one, Captain  Loogie. haha. Ok now you 
don't need to hawk or swish or anything to win the  contest, the trick 
is all in the wind at this point. See the line of spit  contest 
spectators? Look at the last spectator on the right. She is wearing  
this sash around her waist that will blow in the wind from time to time. 
Keep  a close eye on this sash. Point the icon to PTOOIE and poise your 
finger  over your mouse, ready to click. When the wind blows the sash up 
you know  the wind will be right to help your spit fly high and far. 
With a little  timing you can click on PTOOIE just as the sash is 
blowing and your spit will  fly well and you will win first prize. (A 
plaque with a loogie on it). If  you fuck up, you can try and try again 
so keep trying until you win and get  your Loogie Plaque. When you do 
get your first prize, head back over towards  the left and go back to 
the antique shop.  At the shop select GIVE PLAQUE TO SHOPKEEPER. He 
won't seem to interested in  buying the plaque at first, but in your 
conversation if you keep selecting  dialogue selections that hype up the 
plaque and make it sound like a valuable  item you can get the dude to 
offer you 6000 pieces of eight for the plaque.  Say yes and sell him the 
plaque for the 6k, then leave the shop. Now you have  enough money to 
charter a glass bottom boat from Kate and search for the  Figurehead of 
the sunken ship, Mad Monkey. Ahh, but first you must know the  
coordinates of where the sunken ship is located. Select LOOK AT MAD 
MONKEY  BOOK, and it will tell you the coordinates. Write these 
coordinates down  and walk over to the right and talk to the flyer lady, 
Kate.  Talk to Kate and ask her to charter her ship. She'll ask you to 
show her where  you want to go on the map. When you move the icon 
around, coordinates will  appear. Move the icon around until you are 
pointing to the same coordinates  shown in the book that you wrote down. 
Select that point and you'll be out  on Kates boat in the ocean. Select 
"Dive down into the sea". You will swim  down to the bottom of the ocean 
and see a sunken ship. The Figurehead is  at the front of the ship to 
the right. Swim over to it and pick it up. It  is too heavy to swim back 
up to the surface with, so swim back over to the  left and you'll see 
the anchor. Swim to the anchor and select PULL ROPE (the  rope that is 
attached to the anchor)... Once you do this Kate will haul you  and the 
anchor back aboard the boat. You will soon arrive back on BOOTY  Island. 
Talk to kate again. Ask her if she is the same Kate who bought  all the 
near-grog. She is, so ask her for some of the near-grog. She'll  be a 
stingy bitch and refuse to give you any. You'll get some revenge on the  
cunt for that a little later. For now, head on over to the Antique Shop.  
At the antique shop select GIVE FIGUREHEAD TO ANTIQUE SHOPKEEPER DUDE. 
He  will trade you his piece of the map. You now have your first of four 
map  pieces that you need. Let's go get the second piece from the Big 
Tree....  Exit the shop, head off to the left to get to the overhead map 
view. From  here select BIG TREE and go there.  Once you arrive at the 
big tree select USE REINFORCED OAR WITH HOLE to place  your repaired oar 
back into that second hole. Now walk to the big tree root,  walk to the 
plank, walk to the oar. Now you will be standing atop the oar,  and you 
will need to select PICK UP PLANK. Pick up the plank from behind you.  
Now Select USE PLANK WITH HOLE to put the plank in the third hole up 
which  is to the right of the oar you're standing on. Pretty soon he'll 
get the idea  and climb up the rest of the tree by himself. When you get 
there and you see  the three treehouses, look way up at the top 
treehouse on the left. Select  it to walk up there. You will find a 
telescope up there... PICK UP TELESCOPE.  Now head back down to the 
first treehouse and enter the doorway. The bird  that stole your map 
piece is in there sitting on top of a large pile of other  maps that you 
will never need. How will you ever find your map now? Well  remember the 
doggie at Marley's pad? He seemed to have a nose that could  sniff out 
objects that belonged to Gov. Marley. Maybe he could sniff out  the map 
for you... Select USE DOGGIE ON PILE OF MAPS. The dog will jump  into 
the pile and come out with your map. Congratulations - you now have two  
of four map pieces. Leave the treehouse and climb back down the tree. Go  
to the overhead map view and select Dread's ship. Have him take your ass  
back to SCAB Island.  Once you arrive on SCAB Island, head back to the 
right to get to the overhead  map view. From here select the CEMETERY. 
At the CEMETERY on the right hand  side there are several tombs and one 
crypt. Go to the crypt and select USE  CRYPT KEY (from Stan's) ON CRYPT. 
You will open the door and go inside.  Walk to the last coffin on the 
very bottom right-hand side of the room. Now  you need to refer to your 
book of pirate quotes that you got from King Phatt  boy. Select LOOK AT 
BOOK OF PIRATE QUOTATIONS. Read a few of the quotes.  Now select LOOK AT 
COFFIN, to examine the coffin on the bottom right hand side  of the 
room. You will notice some familiar quotes. Now select OPEN COFFIN.  You 
will remove the lid and see some ashes inside. Now select PICK UP ASHES  
and you will get some ashes. Now leave the crypt, exit the CEMETERY to 
the  left and you'll be back on the overhead map. From here go to the 
swamp area.  At the swamp area take the coffin boat back to the voodoo 
mojo bitch and tell  her you got some ashes so she can make an ashes-to-
life potion for you. Give  her the ashes and she'll say she forgot the 
recipe for the potion. Give her  the book about ashes to life that you 
got from the library. The book contains  the recipe and will allow her 
to make the potion for you. Get the potion and  leave the place, row 
back to the shore and exit left back to the map. From  here head back on 
over to the CEMETERY.  Back at the CEMETERY enter the crypt again and 
LOOK AT OPEN COFFIN. Now select  USE ASHES-TO-LIFE POTION ON ASHES. The 
dead dude will come back to life. He's  the guy who owns that wiener hut 
on the beach. He didn't know he was dead.  Talk to him and tell him he's 
dead. He has this nagging feeling he left his  stove burners on back at 
the wiener shack. Offer to turn the stove off for  him and he'll give 
you the key to the place. Leave the crypt and exit the  CEMETERY back to 
the map. Select the beach area at the top of the map and  go there.  At 
the beach walk over to the shack and select USE KEY ON DOOR, the door 
will  open. Walk inside and you'll see that the burners are indeed on. 
Select USE  KNOBS and you will turn the burners off. Now exit the shack, 
then exit the  beach left and get back to the map. From here select the 
CEMETERY again.  Back at the CEMETERY, enter the open crypt again. Look 
at the open coffin.  Select USE ASHES-TO-LIFE POTION ON ASHES and he 
comes back to life again...  Tell him you turned his burners off... he 
can rest in peace now and will give  you his piece of the map. 
Congratulations you now have THREE OF FOUR Map  Pieces! Exit the crypt, 
exit the CEMETERY and you'll be back on the map.  Select Dread's ship 
and have him take you over to PHATT ISLAND.  Now that you're back on 
PHATT Island you're gonna get some payback on that  Kate bitch who 
wouldn't give you any near-grog. Still have Kate's flyer  in your 
inventory? Good... See your face on that wanted poster pasted to  the 
wall? Select USE KATE'S PICTURE ON WANTED POSTER and you will paste  
Kate's face over yours on the wanted poster! Now leave this scene by 
going  into the library or something. Kate will walk up to the poster 
and see it.  The guard will come over and, thinking she is you, take 
Kate and throw  the bitch in jail. Now head back over to the jail and go 
inside. Kate's  envelope containing her personal possessions is lying on 
one of the shelves  near the door. Take the envelope and open it and you 
will have yourself a  bottle of near-grog. You'll need this later. Leave 
the jail and walk  back over towards the right. Take the path where the 
library is way down to  the end so you can get to the overhead map view 
of the island. From here  select the waterfall area and go there.  Once 
you arrive at the waterfall walk up along side of it to the top of the  
hill. When you get here the view will change to a small clearing above 
the  waterfall and you will see a pump here. The pump controls the 
waterfall  flow and to get past the waterfall you're gonna need to turn 
the water off via  this pump. But how do you manipulate the pump? You 
need a tool of some sort,  like a wrench, perhaps... or maybe a monkey 
wrench? Or maybe even a monkey!  Yep that's right, select USE JOJO (The 
monkey from the bar) WITH PUMP. Jojo  will act as a monkey wrench on the 
pump and the waterfall will be turned off.  Go back down the side of the 
waterfall from whence you came. The waterfall  is off now and you can 
see a "newly discovered gaping hole" which lies at  the base of the 
fall. Walk into this hole and you will be headed down a  tunnel. The 
tunnel you are walking through is taking you underneath the  sea that 
separates the small island with the cottage on it from the larger  
island of PHATT. Proceed on through this tunnel until you come out on 
the  other side. You are now on the small island!  On the small island 
you can see a cottage high above you, a path leading up  to the cottage 
on the left, the tunnel back to PHATT to the right of the  path, and to 
the right of the tunnel, under the cottage there is a hole. Dont  bother 
with the hole just yet, select the cottage with your icon. Guybrush  
will walk up the path to the cottage and soon arrive there. Open the 
cottage  front door and walk inside.  Inside you meet up with a man. 
Have a conversation with him and pretty soon  he will challenge you to a 
drinking contest. He will move off-screen to the  left to prepare a mug 
of grog for you, then he'll come back and set it on the  table. He will 
then go back off-screen to the left to prepare a mug of grog  for 
himself. When he leaves at this point, you must act quickly. What you  
want to do is empty the grog from your cup and refill it with near-grog 
so  you can win the drinking contest. Select PICK UP MUG OF GROG. Walk 
over to  the tree in the barrel located on the far upper left hand 
corner of this  screen. Select USE MUG OF GROG ON TREE and you will 
empty the mug of grog  onto the tree. Now select USE NEAR-GROG ON MUG to 
fill the mug with near  grog. Now select USE MUG OF NEAR-GROG ON TABLE 
to put the mug back down. If  you worked quickly, by this time the man 
should be just arriving back into  the room with his mug of grog and you 
both sit down. He makes you drink first.  You drink your near-grog and 
you are fine... He then drinks his mug of grog  and passes out cold on 
the floor... You win the contest! Walk over to the  top of the room and 
find the mirror frame hanging on the wall. Hmm I think  a mirror needs 
to go here. Take the mirror you got from the antique shop  and place it 
into the frame... Select USE MIRROR WITH MIRROR FRAME. When  that is 
done, walk on over to the bottom right hand side of the room. The  front 
door is on this side and there is a window to the right of this door  in 
the bottom right corner of the room. You will need to open this window  
before you go on. Select OPEN WINDOW. Once the window is open, go 
outside  through the front door. See that ugly statue out there on the 
lawn? Walk  over to it. There is an inscribed plaque at the base of the 
front of the  statue. Read this plaque and you'll get a hint about what 
to do next.  Can you figure it out? No? ok well here's what you do... 
Take your  telescope that you got from the top of the Big Tree. Put your 
telescope in  the statue's hand. To do this select USE TELESCOPE WITH 
UGLY STATUE. You  will see a beam of sunlight shine through the 
telescope, through the open  window into the cottage, bounce off the 
mirror you put in the mirror frame,  and finally it will shine upon a 
single brick in the wall on the far left  side of the room. Remember 
this brick. The light will stop shining and  the telescope will drop to 
the ground and you will pick it up automatically.  Now walk back into 
the cottage and walk over to the left side of the room  where that brick 
wall is. What you want to do here is pull the brick that  the spotlight 
showed you. Below the trap door you are standing on is a  basement that 
contains the fourth and last piece to the map. The basement  also 
contains a hole with a chute that spills out onto the beach below  the 
cottage. Above this chute is a butt slide that your butt slides down  
when you fall through the trap door. If you pull the wrong brick, this  
butt slide will spill you out onto the beach below and you'll have to  
hike back up the hill to the cottage again. If you pull the right brick,  
(the one the spotlight pointed out), the butt slide will spill you out  
right into the basement. So pull this brick; select PULL BRICK and click  
on the spotlighted brick. You will fall down the trap door and find  
yourself in the basement. If you pulled the wrong brick or forgot the  
right brick you'll find yourself on the beach. You can hike back up  the 
hill and use the telescope on the statue again to find out the right  
brick. If you did it right and you are now in the basement, pick up the  
map that the skeleton is holding. Now bail through the hole in the 
floor.  From the beach, climb back up the path to get to the overhead 
map view.  From here select captain Dread's ship. Have Dread take you 
over to SCAB  Island.  At Scab Island you'll want to head on over to 
Wally the Cartographer's pad  and have him put this map together for 
you. When you get to Wally's, select  GIVE MAP PIECE TO WALLY. You can 
give him any one of the map pieces and  he'll get the other three from 
you automatically. It seems that Wally had  ordered a love potion from 
The House Of Mojo and asks you to go pick it up  for him while he puts 
your map back together. So leave Wally's and head on  over to the swamp 
area and visit the House Of Mojo. Talk to the Mojo bitch  and select the 
dialogue about Wally's Love Potion. She'll give you his  love potion 
(Inside the Juju bag), but first she has a vision. She senses  Wally 
being kidnapped by LeChuck. She tells you to go save his ass. Leave  and 
row back to shore. Open the juju bag or look at it and a love bomb  and 
some matches will pop out. Now head over to Woodtick and visit Wally's  
pad again. Look at his table and see the message he scratched into it. 
Now  go back to the House of Mojo in the swamp. Walk over to where the 
swamp  meets the shoreline. See that crate sitting up there on the 
shore? Walk  over to it. LOOK AT CRATE. See who it's addressed to? Get 
an idea  of what to do now? Select OPEN CRATE... now select USE CRATE. 
Guybrush  will hop into the crate and shut the lid. Some UPS type dudes 
will pick  the crate up with you in it and ship it over to Lechuck's 
Fortress.  Congratulations... you just finished Part 2 	


==============================
4.0 PART 3: LECHUCK'S FORTRESS
==============================
You start out here standing in the fortress next to the shipping crate 
that  you arrived in. Walk to the right and go up the stairs and enter 
the door  at the top. Walk straight across the room to the far right and 
enter the  doorway. Walk past bones to the door across the room to the 
right and enter  that door. Now walk down the stairs over to the cell 
and you'll find Wally  strung up by his wrists in the cell. Talk to 
Wally, he'll tell you to go  get the key to the cell. Leave Wally, head 
back on up the stairs and out  the door. Head left over to the three 
"Ugly Bone Things". Remember the  paper you got Largo's spit on? Look at 
this spit encrusted paper now.  See the song? Read the first verse of 
the song. Note how the bones are  connected in this song. Now go back to 
the view of the room. Find the  skeleton whose bone configuration 
corresponds to that of the first verse  of the song. Push that skeleton. 
Walk through it. When you arrive in the  next room look at the paper 
again. Read the second verse of the song. Push  the skeleton whose bone 
configuration corresponds to the second verse of  the song. Keep doing 
this for all four verses and you will finally arrive  in a room with a 
huge door and many locks on it. Simply select OPEN DOOR  and walk 
inside. See the key hanging on the wall to the right of LeChucks  
throne? Walk over and pick the key up. Surprise, Lechuck captures you.  
There's no way to avoid this so don't worry about it.  In the next scene 
you and Wally are strung up over this pit of acid. Lechuck  explains 
what will happen to you when the candle burns down. Ask Lechuck  some 
stupid questions and he will finally leave. Now, for a good laugh,  talk 
to Wally and ask him some questions. Ok, now get down to business.  Go 
to your inventory and select USE CRAZY STRAW WITH GREEN DRINK. Now you  
can spit at things. See that shield to your immediate right side? You 
need  to spit at the EXTREME bottom left-hand corner of this shield to 
put the  candle out. Position your icon properly and spit. If you miss, 
keep trying  and remember... EXTREME bottom left hand corner of the 
shield. Sooner or  later you'll put the candle out and the screen will 
go completely dark.  Light a match to see what's going on... Select USE 
MATCHES.... Oooops...  Surprise... Kaboom!  Congratulations... You just 
finished part 3... Short huh?  

========================
5.0 PART 4: DINKY ISLAND
========================
You arrive on Dinky Island. Walk over to the far right and talk to 
Herman  Toothrot. When he asks you what color the tree is, if you cycle 
through all  50 or so colors in the dialogue box you will finally get to 
select "ALL  COLORS" and he will say that is the correct answer and 
leave you alone. You  don't really have to talk to this chump but hey, I 
had to suffer through his  bullshit so you should too! Now walk over to 
the left and look at the base  of the still on the ground. You should 
see a martini glass there, and a  black crowbar lying on the ground to 
the right of the glass. Pick em both  up. Now look on the left bottom 
corner of the screen. See that bottle  lying there half in the water and 
half on shore? Go pick it up. Now, see  that rock there to the left of 
the still? Select USE BOTTLE ON ROCK to  bust the bottle open. Now walk 
over to the barrel underneath the parrot.  Select OPEN BARREL and you'll 
get yourself a cracker. Select GIVE CRACKER  TO PARROT. The parrot will 
give you a clue (Head due East from Pond to  Dinosaur). Now select USE 
MARTINI GLASS ON OCEAN to fill it with sea water.  Now select USE 
MARTINI GLASS WITH STILL to distill the sea water and make  clean 
distilled salt-free water. Now walk along the beach to the left and  
about half way down the beach you will see a hole leading into the 
jungle;  enter this hole.  In the jungle you see a path heading up and 
one heading left. Take the path  on the left first. Follow the path on 
the next screen all the way up to  the top. When you arrive on the next 
screen after this you will see a bag  tied up to a tree and hanging 
there. Select USE BROKEN BOTTLE ON BAG and  you will cut the bag open to 
reveal a box of cracker mix which falls to the  ground. Pick up the box 
of cracker mix and follow the path all the way  back to where you 
started at the opening to the jungle. Now take the path  leading up to 
the top of the screen. You will find a box with a rope tied  around it 
sitting on the ground next to a pond on the next screen. Select  PICK UP 
ROPE to get it. Now select USE CROWBAR ON BOX to open it. Now  take the 
dynamite from the box and head east (right) two screens until you  
arrive at the dinosaur. When you do, the parrot will fly into the scene  
and land on the dinosaur. Select USE MARTINI GLASS WITH WATER ON CRACKER  
MIX. You will get two crackers. Give one cracker to the bird for another  
hint (Head North from dinosaur to pile of rocks). Follow this hint. When  
you arrive at the rock pile the bird will fly over again. Give him the  
last cracker for the final hint (Head due east to Big 'X'). Follow this  
hint by walking off the right side of the screen and you'll see the Big  
X... (ya can't miss it... haha). Herman will walk over and tell you he  
knew a shortcut all along.. what a dick. Herman takes you back to camp  
so when you get there take his shortcut (move right) to get back to the  
Big X. Select USE SHOVEL ON BIG X to dig a hole. Now select USE MATCHES  
ON DYNAMITE to lite your dynamite. Now select USE LIT DYNAMITE ON HOLE.  
Kaboom...  Watch cut-away screen with Elaine... You are now inside deep 
hole facing  treasure. Select USE ROPE WITH CROWBAR, then select USE 
ROPE & CROWBAR  WITH TWISTED RODS (located at the top where the hole 
is). You will end  up swinging over to the treasure but left hanging 
there. This is where  you came in at! Elaine will talk to you for a 
minute, then the rope  breaks and you fall down into pitch dark. Move 
the icon around to feel  around for a light switch. When you find it, 
select USE LIGHT SWITCH.  Boo!  Have a conversation with LeChuck and 
find out his startling revelation  about the two of you... Sorta like 
Star Wars, huh? Lechuck will zap  you with his voodoo doll a few times. 
Walk back to the treasure room  when the coast is clear (first room on 
the far left hand end of the  tunnel). Pick up the ticket from the 
smashed up treasure chest. Walk  right all the way through the tunnel to 
the very far right hand end  of the tunnel. Enter the door to the first 
aid room from here.  Inside the First Aid room take a look at the 
skeletons. Now PICK UP  DADS SKULL. Walk across the room over to the 
trash can located  underneath the First Aid sign. Open the trash can and 
take the surgical  gloves out of it. Now open the medical drawer to your 
immediate left.  Take the hypodermic syringe from the medical drawer. 
Now leave this room  and head back on down the tunnel to the left. In 
the next room you'll  see another door to the left of the first aid 
sign. Enter this door and  you'll be in a storage room. Open all the 
boxes on the floor. You'll  find a balloon in one box, rootbeer in 
another box, and a voodoo doll  in the last box. Take each of these 
items, doll, balloon and root beer  and exit the room. Head back on down 
the tunnel to the left. On the  next screen you'll find another door on 
the back wall to the right of  the elevator sign. Enter this door and 
you'll be in a room with a  broken grog machine. Use the gloves and the 
balloon with the helium  container. Walk over to the grog machine and 
look it over. See the  coin return at the top? Select USE COIN RETURN 
and a coin will pop  out and roll on the floor. At this point LeChuck 
should come in and  pick up the coin. If he doesn't right away then just 
wait awhile or  do the coin trick again. When LeChuck does finally 
arrive and bends  over to pick the coin up, his big ass and underwear 
will be hanging  out. Select PULL UNDERWEAR to yank his shorts out. 
LeChuck will voodoo  zap you into another room. Go back to the grog room 
and mess with the  coin return again to cause another coin to drop. Wait 
for LeChuck to  come back again. This time when he bends over to pick up 
the coin  select USE HANKIE (from Stan's) WITH LECHUCK. LeChuck will 
take the  hankie from you, blow his nose and give it back, then zap you 
into  another room. Walk to the elevator room, push the elevator button 
and  walk inside. Stand near the lever and when LeChuck arrives select 
USE  LEVER as fast as you can. If your timing is right the doors will 
close  in LeChuck's face and cut part of his beard off. Pick the beard 
up.  The elevator takes you up to the top floor. Open the door and exit.  
Remember this scene from Monkey Island I? Yeah, me too... Ok you'll  
have some peace and quiet up here to make your voodoo doll of LeChuck.  
What you want to do is put the doll, the beard, the skull, the hankie,  
and the underwear into the JUJU bag that the love bomb came in. Select  
USE <ITEM> ON JUJU BAG with each item to place it in the bag. On the  
last item Guybrush will shake the bag up and produce a custom LeChuck  
voodoo doll. Now enter the elevator through the door again and go back  
downstairs to find LeChuck. When you meet up with him, quickly select  
USE HYPODERMIC SYRINGE ON VOODOO DOLL. You'll stick LeChuck and he'll  
say a few things then walk out of the room. Follow him out of the room  
and in the next room you'll speak with him again. Select the dialoge  
option regarding pulling his leg off the voodoo doll. After this you  
talk some more and he ends up asking you to take his mask off. Go  ahead 
and do it, don't be afraid. When you do this you pretty much  have ended 
the game. The ending moves on from this point pretty much  
automatically.


===========
6.0 CREDITS
===========

The Monkey Island 2 game manual for some of part 2.0

Thats it? I suck it this credit making job. I've gotta start getting 
more help!

================
7.0 LEGAL THINGY
================
Copyright 2000 "KingBroccoli"
This cant be stolen, used for profit, or changed. It can be used for 
personal PRIVATE uses. If you want to put this FAQ on your site or 
something like that (although you'd have to be crazy to want to) just     
e-mail me at Kingbroccoli@hotmail.com