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Return to Monkey Island

by Alina 35 sections about 65 minutes to read

Walkthrough for the original STEAM version of Return to Monkey Island

Gameplay Features

In this game, you can control the gameplay using a computer mouse. You can also access the control layout and set text and language options in the game menu. Pressing the Esc key will bring you back to the main screen with a set of options, including the ability to set text and language options. The Tab key allows you to highlight active items in the location, while the Space key pauses the game. The “.” key allows you to skip dialogue, and the “,” key allows you to view missed dialogue. You can interact with objects using the left mouse button (LMB) to inspect them and the right mouse button (RMB) to take or interact with them. The game was played in hard mode.

The inventory is located in the lower left corner of the screen and can be accessed by clicking on it with the mouse. Items in the inventory can be combined by dragging one onto the other with the LMB. You can also inspect and interact with items in the inventory. The inventory also includes a “To Do List” which can be opened and viewed by clicking on it with the LMB. Completed tasks are marked with a tick in the list.

If you click on the “Achievements” option on the main screen, you can see which achievements have been earned during gameplay and what percentage has been completed towards the next achievement. At the beginning of each chapter, you will receive story achievements. You can also earn various achievements by collecting collectible cards and answering quiz questions.

As you play, you will also receive a “Book of Hints” which will be added to your inventory. This book contains hints to help you progress in the game. To save your progress, you can click on the “gear” icon in the upper right corner and select one of nine slots to save in. Any of these saves can be loaded later. The game will also create an Autosave when you exit, which can be loaded from the first slot.

Achievements that can be obtained in the game

Obtaining various achievements is optional and does not affect the course of the game; they are just additional bonuses from the developers.

Playing as Boybrush Threepwood

We watch the initial video, and then we enter the game.

We fool around a little, after which Chuck comes up with a brilliant idea to buy scurvy dogs. We go to the store to buy scurvy dogs.

Please make sure to note the key on the wooden leg. We click on the key with the right mouse button (RMB) to pick up the key from the toilet in your inventory.

We ask the seller about the price of grog. We notice that the seller has poor eyesight. We are interested in “About everything” from him and find out that to buy two scurvy dogs, you need to pay a coin. Chucky suggests looking for money in the toilet opposite the store. That’s where we’re heading.

We open the inventory, we take out the key from there, and with its help we unlock the door of the toilet, we enter there.

We note the token on the floor, and tear it off the floor. We return to the store.

Instead of money, we hand over the found token to the blind seller. We get a couple of scurvy dogs.

Again we go into the store and return the key to the toilet to its place.

Note . We get the achievement “Fulfill your toilet obligations.”

We let the seller know about our actions.

We leave the store and follow to the right screen.

Meet our friend Dee. We click on the anchor.

We decide to run a race with Chuck. We click on the start line, and Dee starts the countdown. On Dee’s command, double-click on the grass behind the finish line to overtake Chuck. I’m going to the pond.

We ask a married couple if we can borrow bread from them to feed the ducks. We receive a categorical refusal.

We run to the other side of the pond to be curious: what is red is on the road. We select ketchup. We open inventory. On the advice of a friend, we spread scurvy dog with ketchup. We even taste (24) scurvy dog.

We decide to inquire about the picnic basket. The couple doesn’t like the idea and starts lecturing us. While they are passionate about this activity and do not look in our direction, we grab bread from the table.

We feed the duck with the extracted bread.

We pay attention to the sign prohibiting the search for a four-leaf clover. We ignore the ban.

Press the Tab key to highlight the location of the “lucky” clover.

We approach the pond and use the four-leaf clover on the duck.

Note . Get the “Share the Luck” achievement.

We go to the platform to practice fencing a little. We automatically fence, and Dee passes judgment on us that we are both weak in this matter.

After fencing, we again follow the right screen. We find a coin on the ground, and select it.

Let’s take a look at the Wishing Well. We save the game.

We throw a coin into the well and make any wish from the list. Then we load the save one by one to look at the fulfillment of each desire. After that, we open the gate on the right and continue moving to the right screen to the bench on which our father, Guybrush Threepwood, is sitting. We watch the cut-scene.

Part 1- A Friendly Place

Playing as Guybrush Threepwood

Overseer’s Playground

We watch a video about our meeting with the Lookout, from which we learn the latest news.

In the conversation, choose all the proposed topics. In the end, we decide to assemble our own expedition. The Lookout invites us to talk to the pirate leaders at the Scumm Bar by the docks. In the bar you need to find a long table in the back of the room.

In the inventory, open your “To Do List” for the near future. We go down to the docks .

Docks

We stop and read the information on the poster calling for the re-election of Governor Carla. Let’s remember its slogan.

Note . The slogan is random, so it’s better to remember it, it will come in handy later.

We go to the Scummbar .

Tavern “Scummbar”

We note a quiz book on the table in which you can collect collectible cards for the game. We examine it with LMB, then we take the book into inventory (RMB).

Note. Optional task . Throughout the game, it will be possible to collect collectible cards for this book, and then answer the quiz questions. If there are seven unanswered quiz questions at the same time, the cards will stop appearing. Cards appear randomly and can respawn in the same places. Players are invited to look for cards on their own. At the beginning of the game, several locations of these cards will be shown.

We pass through the hall and move toward the three pirates at the table. Apparently, they are exactly what we need.

We ask if they are currently pirate leaders? We build our communication with pirate leaders – Captain Trent, Captain Leela, and Captain Madison at our discretion. Regardless of how this dialogue is structured, the result will be stunning: we will have to independently deal with the fulfillment of the task set for ourselves. We will have to do without the help we originally counted on. We leave the tavern and follow to the left to walk along the pier .

Ship

We select a card with a question. We go further to the left.

We stop near the announcement of recruitment for vacant vacancies.

We approach the quartermaster, who peers at us and offers us a job. Floor polisher.

We refuse under the pretext of equipping our own expedition.

We pass to the left. We examine food supplies and grog stocks. We read the discovered ad. We return back to the docks. We pass by the tavern and follow to the right to Lower Street .

lower street

We meet with Elaine, with whom we communicate on all proposed topics.

After Elaine leaves, we read a leaflet that says about the prevention of scurvy.

We read the inscription on the plate of the bust of the senator Karla the craftswoman.

Note . We remember the place of her heroic battle, because it is random. This knowledge will be useful to us soon.

We follow up the screen through the archway to the Upper Street, on which we inspect the alley (70).

We select a card with a question. We return to the tavern.

Tavern “Scummbar”

We communicate with all the pirates, whom we inform that we intend to find the Secret of Monkey Island.

Note . To get the achievement, you need to report it to 15 different characters.

At the left window we select a card with a question.

We greet Cobb, we communicate with him on all topics. Do not forget to tell him about your goal of searching for the Secret of Monkey Island. We are trying to get Cobb to tell us about Loom.

Note . We get the achievement “Make Cobb tell you about Loom “.

We leave the tavern and again we go along the pier.

Ship

We approach the quartermaster for a conversation.

We ask for a managerial position for ourselves first. We sort through all the offered vacancies one by one.

And so, when we had already agreed to the initial position of a polisher, it turned out that we were included in the “black list”. Now we have two tasks ahead of us: to get a mop and disguise ourselves so that we are not recognized. We go down to the docks. The Curator and the Voodoo Lady walk past us. We hurry after them to Lower Street.

Mojo International House

We go to the Voodoo Lady’s store, which we also inform about our decision to go in search of the Mystery of Monkey Island.

After the session, we receive a Book of Tips from the Voodoo Lady.

We decide to chat with the Voodoo lady and ask her questions that interest us. We learn from her about the Dark Magic that has captured the entire Caribbean. We ask the Voodoo Lady in detail about Dark Magic, with which, as she claims, we are not on the way. We also find out that the Voodoo lady’s name is Korina.

We notice a ritual knife on the table. We buy it from the Voodoo lady. We listen to a whole lecture on the possibilities of using a ritual knife.

To the right of the ritual knife, we note an apology frog. We ask Korina in detail about her, then we decide to buy an apology frog.

We look into the camouflage basket, in which there is nothing left. We learn from the Voodoo lady a clue that the famous John Lani eye patch is stored in the museum, the magical properties of which Korina can restore.

We examine the sticky head with stuck together hair, for some reason we buy it too.

We find another card with questions, pick it up. We leave Korina’s store and go to Wally’s store, which is located opposite the Voodoo Lady’s shop.

Shop “Maps and stuff”

We greet our old friend. We discuss with Wally all available topics. We inform him of our decision to find the Secret of Monkey Island. Wally also tells us that we can get a mop from the cook in the tavern.

Wally boasts that his business skyrocketed with the appearance of pirates with Dark Magic, and that Captain Madison pays him extra for every new symbol invented.

We press the “Tab” key and inspect all active goods in Wally’s shop.

Note . We get the achievement “Closely inspect all the goods in Wally’s shop.”

We note in the box on the edge of the table a monocle. We grab it, as it seems to us, imperceptibly, to which Wally indifferently remarks that we take the monocle calmly. We leave the store. Through the arch we follow to Upper Street.

We are watching a video about what is happening on LeChuck’s ship at this time.

upper street

We read a note on the doors of the department store, we are trying to talk with the old woman in the window.

We go to the castle on the left.

Locksmith shop

We notice the “Elegant Book” on the windowsill. This book is called “On the edge of the board” (1/5). We will need to find four more such copies in order to get the achievement. We examine the rest of the active items in the shop.

From the box on the left we take a card with a question. We ask about the keys and locks on the windows.

Then we talk in detail with the Key of Nice. First, we also inform her of our desire to find the Secret of Monkey Island. We ask her questions from the proposed list. We learn that the Key of Nice can make any key, knowing only its serial number, which can be seen engraved on the lock. This engraving is made very small and can only be seen with the help of special tools. We leave the shop and go into the prison, located opposite the store.

Prison

In the cells we find our old acquaintances – Otis and Stan.

We speak with Otis on all the proposed topics. We inform him of our desire to find the Secret of Monkey Island.

We take a card with a question from the wall.

We read important information about prison rules.

Open inventory, then – “Book with questions.” We find a card about the first rule of the prison, we answer it.

We decide to first take a look at the lock of the prison cell. Then we study it with the help of a monocle. Automatically record the serial number of the prison lock. We communicate with Stan on all proposed topics. Do not forget to tell him about your desire to find the Secret of Monkey Island. We leave the prison and go into the shop Key of Nice.

Locksmith shop

We take out a piece of paper with a written serial number from the inventory and ask the Key of Nice to make a key by number. We get a ready key and return to Otis’ prison cell.

Prison

With the key made, we unlock the door of Otis’s cell.

Note . We get the achievement “Free Otis”.

We leave the prison and move through the arch along the path to the left screen until we reach the governor’s mansion . We go into it.

Governor’s Mansion

We meet Karla fully armed. During fencing, we discuss with her all available topics. Do not forget to inform Carla that we are going to find the Mystery of Monkey Island.

We examine the books on the shelf on the left. We fix for ourselves that Karla has a cookbook, as well as a copy of the book “On the edge of the board” (2/5).

We pay attention to the plush toy on the chair on the right, we pick it up. We leave the mansion and leave the city in a roundabout way .

After that, we get an interactive map of the island. We move along it to the shipyard.

Shipyards

We select a card with a question. You can answer it right away.

We note some strange mass, we study it. We take the sponge into inventory. On the map we move to the docks and go into the tavern.

Tavern “Scummbar”

We move to the end of the hall. We pass by the pirate leaders sitting at the table, we go into the kitchen .

We talk with a familiar chef on all available topics. We also inform him about our desire to find the Secret of Monkey Island. We touch on the issue of the mop and listen to a whole lecture about it. From the lecture we listened to, we learn the main thing: they will not sell us a mop. It must be made independently from a special mop tree.

After clarifying all the questions, we open the door on the right and take the old rope from the walkways.

We leave the tavern and select a card with a question from the ground. We go to Lower Street and go to Wally’s store.

Shop “Maps and stuff”

We speak with Wally, we ask him for a map on which you can find a mop tree. In response, Wally says that he can only make such a map if we show him at least a chip of the right wood.

We take another monocle from the box, especially since Wally does not mind. We return to the tavern.

Tavern “Scummbar”

We speak with a neat-looking pirate who takes us for a waiter and asks us to rush the cook to prepare a special dish. We go into the kitchen and talk to the chef.

The cook is at a loss because he does not know what kind of dish to prepare for an important guest in the hall. We promise to bring the chef the right recipe. We go to the governor’s mansion.

Governor’s Mansion

We find Barbie Lefley’s Ingredients cookbook on the bookshelf. We ask Carla for permission to pick up the cookbook, to which the governor’s wife replies with a categorical refusal due to the fact that we did not return the previous book to her. The usual apology to Carla is not enough. We decide to write an apology on an apology frog.

Note . In easy mode, just give Carla the sorry frog.

We will have to try to compose the right apology. Open inventory, use the handle on the sorry frog.

We recall the information about Karl that we managed to find out. I offer my version of the letter as an example.

- Dear Carla.

- I’m sorry I lost the book I borrowed.

- I understand that you are brutal to brutality ( insert your random version of Carla’s motto ).

- This is confirmed by your exploits on Santa Catalina ( insert your random version from the bust plate ).

- Please, accept my most sincere apologies ( we write automatically ).

- I promise it won’t happen again.

We give Carla a signed apology frog. The governor’s wife is reading the lines we have written.

With a properly crafted excuse, Carla accepts our apology.

We approach the bookshelf, we find a cookbook, once again we ask permission to take it. This time Carla allows us to do it. We take the book from the shelf. Let’s hurry to the tavern.

Tavern “Scummbar”

We go into the kitchen, hand over the cookbook to the cook. The delighted cook decides to cook all the dishes from this book.

We take a ritual knife in the inventory and use it to extract a chip from the handle of the mop. Then we can’t stand it and under the guise we decide to dump it along with the mop. We are unable to do this.

Note . We get the achievement “Try to steal the cook’s mop.”

We hurry to Lower Street and go to Wally’s store.

Shop “Maps and stuff”

We give the extracted chip to Wally. Ten minutes later we get a map to the mop tree.

We unfold the resulting map and understand that we need to go to the forest. On the interactive map we move to the forest.

At the museum

First we turn right. We don’t go to the museum. We select a card from the ground . Let’s answer the question. We return to the sign at the edge of the dark forest.

Path through the forest

We go deep into the forest.

We examine the carnivorous plant. Using a ritual knife, we take a sample of the plant.

Note . The path to the mop tree through the forest is random, i.e. each player will have an individual path. In easy mode, you can simply go through the drawn map. In hard mode, you will have to concentrate and walk through the forest carefully on your personal map.

Open the map and see which landmark is indicated on the map. We see flowers, we follow in their direction.

From the flowers we go in the direction of the mushrooms, leaving behind a carnivorous plant.

We move to the right to the carnivorous plant, leaving the mushrooms behind.

We move into the right passage to the flowers, leaving behind a carnivorous plant.

We go into the left passage to the carnivorous plant, leaving the flowers behind.

We move into the left passage to the flowers, leaving behind a carnivorous plant.

We arrive at the designated place, we find a mop tree in the clearing.

We decide to cut off a branch from the mop tree with the help of a ritual knife. After a while, we get a mop handle. We look at the impressive result of our work.

We leave the forest in a short way. Many hours later we reach a clearing at the edge of the forest. We go to the museum.

Pirate Lore Museum

Meet the curator of the museum Konrad. He is also the editor of the Pirate Herald. We get a business card from Conrad. We examine all active objects in the room. We learn a lot about ourselves.

We stop our eyes on the plate attached to the display case. We read the information on it.

We decide to talk to the curator of the museum. We inform him of our intention to find the Secret of Monkey Island, ask the remaining questions.

We study the display lock, then examine it with a monocle. The numbers are so small that they cannot be seen even when magnified.

In inventory combine the monocles with each other. With a double monocle we examine the display lock, write down its serial number.

We go into the pantry, pick up a bag of cracker mixture from the shelf.

Note . In easy mode, the pantry will be closed, and there will be no need to pick up the cracker mixture. At our request, Key Nice will give the crackers without replacing them.

We leave the museum and leave the forest. On the map we move to Upper Street. We go to the castle shop.

Locksmith shop

We show the Key to Nice written serial number on a piece of paper, and ask her to make a key for us. We get the key.

We offer Nice Key cracker mix. We pick up crackers from the counter. We return to the museum.

Pirate Lore Museum

We feed the parrot with ready-made crackers.

While the parrot is busy with treats, use the ready-made key on the display lock.

We are watching a video insert about the events in the governor’s mansion.

After stealing the eye patch from the museum showcase, we automatically leave it. On the map we move to Lower Street. We go to the voodoo lady shop.

Mojo International House

We give Korina a bandage for magical recharge. We give her an additional ingredient in the form of a sample of a carnivorous plant for magical recharging.

Note . In easy mode, no additional ingredient is needed to magically recharge the Camouflage Bandage.

The voodoo lady performs the appropriate ritual, as a result of which we get a recharged eye patch. We leave the store and go outside.

In one of the dark corners, we notice the former pirate leaders and communicate with them on all available topics.

Note . You can meet random pirate leaders only if you have the “Author’s version: more words – less actions” option enabled.

After meeting with the pirates, we hurry to the pier.

Ship

We pass by the quartermaster to the left, we hide behind the boxes. We save the game. We make a personal mop. In the inventory, you can attach to the mop handle:

- sponge;

- a soft toy;

- rope;

- dried head.

After making the mop, we put on a charmed bandage. Now you can go and get hired. To get the achievement, you need to hire a ship with all four attachments. To do this, we make a personal mop, show it to the quartermaster and go on board the ship. When we find ourselves in the hold during the briefing (we don’t ask questions), but load the save behind the boxes. We make a new mop with a different nozzle and so four times.

Note . Obtaining the achievement “Employed with all the mop heads”

We approach the quartermaster. We ask her about work. We present the finished mop. All our work. We follow the quartermaster to Le Chuck’s ship.

We are watching a video insert about the events in the Scumm Bar tavern.

Part 2- A Dangerous Journey

Ship Hold

We watch a video in which we are instructed about our duties.

We are trying to ask Gullet questions that interest us. We get shocking answers.

We find the quartermaster’s leaflet, take it with us. We read the information in the leaflet.

We examine the hold box with a cross on its side. We move the lid and find inside an old friend. We speak with Murray, we learn important information from him.

We take up the mop and wipe off the chicken fat from the floor, which our “leader” regularly supplies to us from above. Periodically dip the mop into the fat and spread it all over the hold.

See the screenshot for cleaning places in the hold.

Note . We get the achievement “Wipe the hold twenty times.”

We take a knife and try to unscrew the screw from the porthole. We conclude that the screws are screwed very tightly.

We dip the mop in chicken fat and alternately coat the three screws on the porthole. Then we use the knife three times on the greasy screws, unscrew them.

We find food for ghostly birds, we take it. We feed the ghost chicken in the upper right corner of the screen.

We are trying to squeeze through the open porthole, but we are not succeeding. We dip the mop three times in chicken fat to wipe the porthole frame with it three times. After that, we squeeze through the porthole out.

At the bottom

To get the achievement, move to the left.

Before you go down the stairs and check out the steering wheel, save the game. We get down and look at the steering wheel. Then we gain patience and just wait for the timer in the upper right corner to first start for 8 minutes of real time, then for 6 and 4 minutes.

Note . Get the “Die for real” achievement.

We read the consequences of such a reckless act. Loading the game from the last save.

Upper deck

Now move all the way to the right screen. We climb aboard on a rope ladder. We approach the crowd of pirates who have gathered near the boiler, led by LeChuck. We listen to the speech of the leader.

We are looking at the team, which reacts differently to LeChuck’s message that the potion is almost ready. Chef Putra states that only a flattened skull is needed to make the potion. LeChuck gives us an assignment: to get a flattened skull as soon as possible. We are trying to take the skull from the hanging ghostly Bob for a while.

Lower deck

We go down into the ship. We interact with the washing machine, which falls apart at the mere touch of it. We go to the left. Near the hold we meet Gallet, who sends us back to the hold with one throw.

ship hold

We speak with Murray. We send it to inventory – by force or we promise Murray to place it closer to LeChuck. We get on board the ship in the same way. We go inside the ship.

Lower deck

With the help of screws from the porthole, we fix the washing machine. We put Murray in the repaired washing machine to get a flattened skull out of it.

LeChuck’s cabin

We go into LeChuck’s cabin to take a card with a quiz question. We leave the captain’s cabin and go up to the upper deck .

Upper deck

We approach the boiler and throw a flattened Murray into it. Let’s watch the video. After receiving a new task from LeChuck, we inspect the cauldron and calm the Iron Rose. We promise her that we will find a new way to get to Monkey Island.

Viewpoint “Crow’s Nest”

We follow to the right, we climb into the “Crow’s Nest”. On the fence of the observation deck we find a card with a quiz question.

We look into the eyepiece of a luxurious pipe. We click on the arrow to the right until we see the crew of the ship that follows us. Let’s watch the video. It turns out that the rivals also lack the last ingredient for the finished potion – no flattened skull .

We communicate with Flambe, share our luxurious idea with him. The demon does not even want to listen to us, so we go down to the upper deck.

Upper deck

We approach the Iron Rose and tell her about our plan. During our story, the entire crew of the ship is pulled up to the boiler. We are surprised to learn that the team is not at all eager to sail to Monkey Island, because for the pirates there is nothing interesting there, except for the Mystery.

The Quartermaster holds a vote which shows that everyone but us is against the idea.

When the team disperses to its places, we try to talk with Iron Rose and find out why she personally voted for such a decision.

As a result of the conversation, it turns out that Iron Rose has a crisis of faith in LeChuck.

We speak with Hanging Bob. We ask the hanging ghost what we can interest him in. It turns out that Bob is just bored hanging upside down all day.

Viewpoint “Crow’s Nest”

We climb into the “Crow’s Nest” and talk with Flambe.

The demon is enthusiastically reading a book of afterlife jokes. We learn that Flambe loves to sleep and eat deliciously, but Putra does not cook his favorite dish “Scorched Alaska” spicy enough. We go down to the upper deck and go inside the ship.

Lower deck

We communicate on all available topics with Flair Glory.

We find out that Flair is saddened by the loss of a family heirloom. Her grandmother’s whaling knife was lost. Flair promises that if she gets this knife back, she will vote for our proposal. Her knife can be found in Gullet’s back.

You can hold up two cards with quiz questions. We finish the conversation with Flair and go to the ship’s kitchen on the left.

Galley

We examine all active objects in the kitchen.

Notice the empty list. We ask the mistress of the galley about her. We talk with Putra on all the proposed topics. We ask her if the cook tried to get the promotion that she so passionately dreams of. We ask Putra about Gallet in detail. We learn that the cook is anxiously listening to the opinion of the Iron Rose. Putra always votes the same as the quartermaster.

We take away from the table a request for a raise. Exit the kitchen and follow to the right.

LeChuck’s cabin

We go into LeChuck’s cabin twice. On the second visit, we show LeChuck Putra’s petition, but the captain refuses to sign it.

We receive an order from LeChuck to fill out the floor polisher’s report. After filling out the report, it must be signed by the Iron Rose. We leave LeChuck’s cabin. We save the game.

Lower deck

Use the ghost rat report form (1/8). We go down into the hold.

ship hold

We use the report form for greasy spots (2/8) on the floor. We also use the report form for chicken manure (3/8). Three points have already been filled in our report, and five points need to be filled in.

Note . To obtain an achievement, you need to find eight shortcomings that must be included in the report. After the found three shortcomings, without saving the game, load the previous save.

We are going to re-fill the full report.

We enter in the report fat spots on the porthole (4/8). We go up to the kitchen.

Galley

We use the report form for any mess (5/8) in the kitchen, because the report will indicate the mess in the entire room. We rise to the upper deck.

Upper deck

We add greasy spots (6/8) on the deck and empty boxes (7/8) from under the ingredients to the report. We climb over the board and move to the left screen.

At the bottom

We go down to the steering wheel. We find Gullet hanging on it. We communicate with him. Then we pull out of it the knife that Flair spoke about. We use a report on Gullet to fix the disorder (8/8) and return to the upper deck.

Upper deck

We give the Iron Rose a ready report.

Note . We get the achievement “Record all the unrest on the ship in the” Report of the first polisher “.

Rosa signs our report and gives us a bunch of papers for LeChuck to sign. In the inventory we put Putra’s petition in a pile of papers for LeChuck’s signature. We go inside the ship and go into LeChuck’s cabin.

LeChuck’s cabin

We give LeChuck papers to sign and leave the cabin.

Lower deck

Give Flair the whaling knife. We get her consent to vote for our proposal. We go to the kitchen.

Galley

We hand over to Putra her petition, certified by LeChuck’s seal.

We speak with Putra. We ask her if she can cook the Scorched Alaska dessert. After a while, we take the cooked dish from the table. We leave the kitchen and go up to the upper deck.

Upper deck

Using your knife, cut off the top of the hot fuse near the gun. In inventory, combine “Scorched Alaska” with a hot fuse to increase the heat level of the dessert. We open the inventory and convince ourselves four times to try the demonic dessert.

Note . Get the “Bite Scorched Alaska” achievement .

We rise to the observation deck.

Viewpoint “Crow’s Nest”

We offer Flambe his favorite dish. The satisfied demon agrees to vote for our proposal. With the permission of Flambe, we take away his book of jokes and go down to the deck.

We give Hanging Bob a book of jokes. In return, Bob promises to cast his vote for our proposal.

We head all the way to the left. Behind the boxes we find inactive shackles. We place a double monocle on them and automatically write down the serial number on the shackle lock. We turn around and approach the Iron Rose.

We offer the quartermaster an inspiring leaflet, which we took in the hold. Rosa re-reads the text of the leaflet written by her and is inspired. Now the quartermaster is once again full of faith in her captain.

We rise to the captain’s bridge on the right, read the announcement and call the roundup once, calling the team to vote. We watch a short cut-scene about the meeting. This time all participants of the meeting voted for our proposal. Now we need to lure LeChuck out of his cabin. We rise to the bridge and quickly call the roundup twice. LeChuck comes down to the team to express his displeasure. As soon as control passes to us again, we enter the ship and the captain’s cabin.

LeChuck’s cabin

We approach the table on which lies the map of Monkey Island.

We take the map in the inventory, which shows the path to the mop tree, and change it to the map of LeChuck. We leave the cabin and go up to the upper deck.

Upper deck

We approach the cannon, charge it with Murray and shoot. We watch the cut-scene. In honor of the approach to the island, LeChuck allows the team to give an additional portion of grog, which leads to unpredictable consequences.