Return to Monkey Island
Part 3- Return To Monkey Island
Under the water
We are underwater. The countdown timer reappears.
We read the sign and find out that Monkey Island can be reached on foot in six minutes. That’s how we do it. Along the way, you can pick up a card with a quiz question. We move to the right screen until we reach the shore of Monkey Island.
Sea beach
We move to the left, we select the skull (1/7) from the ground.
We approach the tree with a heart carved on it. We reflect on it until we understand whose initials are carved on the bark of a tree. Angrily kick the tree five times.
Note . We get the achievement “Get to the bottom of the problem.”
I’m going to the jungle.
We go to the interactive map of Monkey Island. On the map we move to the crash site.
Crash site
We select the skull from the ground (2/7). We follow to the right, we read the plate. We examine the crash site of our former ship “Sea Monkey”. We go into the jungle, go out to the map, on which we move to the place of a huge monkey head.
Giant Monkey Head
We pass into the right screen, select the skull (3/7). We continue to move to the right. We eavesdrop on the conversation of three leaders who are arguing about a subject that is incomprehensible to us. We draw attention to the fact that Murray is hanging on the stakes, but we still cannot get to him. Let’s go to the jungle. On the map we move to the northern mountains.
On the rocks
We find another skull (4/7), select it. We leave the map and move to the volcanic beach.
Volcanic beach
Under the palm trees on the left we find the skull (5/7), we select it. We return to the jungle. On the map we move to the place where a bush with a red berry grows.
The path on the map of LeChuck
From the bush with red berries we follow in the direction of the big hand and decide to explore the area behind it.
Our next target on the map is a carved wooden chicken. We pass to the right past the beehive and the pointer.
Where a cross is drawn on the map, we find a free shovel. We examine it, then nevertheless we decide to take it. We fall into a prepared trap, about which we watch a video insert. We are trying to appeal to the minds of the three leaders. We find out that Captain Madison intercepted the real card. The card we took from LeChuck’s table was a trap for the captain, which we instead fell into in pursuit of the Mystery.
The captains are frank with us. We learn that in order to decipher a real card, you need to know three things: LeChuck’s musical theme, his signature phrase and eat the captain’s favorite dish. After a long conversation, we are promised to divide the Mystery into four if we find out personal information about LeChuck. We go out on the map and decide to listen to what else the new leaders of the pirates are talking about.
Giant Monkey Head
We go to the right.
We stand near the fence and listen to how and when we should be betrayed. We decide to get ahead of them. We go into the jungle and move along the map to the volcanic beach.
Volcanic beach
We return to the ship LeChuck. We go into the water.
On the seabed
We go to the left along the seabed. Watch the timer at the top right.
We find and pick up another skull (6/7). We turn around, approach the anchor. We climb up the anchor chain.
We move to the left along the side. We go down into the water to the steering wheel. We speak with Gullet, who continues to hang on the steering wheel. We notice that, as we approach, Gullet is hiding something on her chest.
We are talking to our former boss. At our choice, we give him rhymes for his poems. We ask Gullet to show us his poems.
We present to Gullet the business card of the curator of the museum. We get a notebook with poems. We get back to the surface.
We move to the right to the anchor chain, along which we descend into the ocean. We go to the right, get out on the shore. On the map we move to a huge monkey head.
Giant Monkey Head
We approach the fence. We decide to talk to the pirate leaders. We share our concern that the crew on LeChuck’s ship might recognize us.
Leela states that she has a good spell to disguise herself. We give Lily a notebook with Gallet’s poems. Watching Leela cast a spell.
We get a magic camouflage notebook with instructions. For masking, we will need to read the first verse, and for unmasking – the second.
We pass to the right. We speak with Murray, who will be one of our skulls (7/7). We select the humerus from the ground.
We watch a video insert about the expedition of LeChuck, who realized that his map was fake.
We go out into the jungle and on the map we move to LeChuck’s ship.
LeChuck’s ship
We stand in front of the rope ladder, along which you need to climb aboard the ship. Open inventory and read the first verse to disguise yourself as Gallet. After turning into Gallet, we climb aboard the ship.
Upper deck
Upstairs we meet with Flair, who leaves us on duty instead of herself. We decide to ask Hanging Bob about LeChuck’s secrets, but he can’t help us with anything. We go inside the ship and go into LeChuck’s cabin.
LeChuck’s cabin
We take LeChuck’s diary from the shelf, read it in inventory.
We pay attention to the recorded remark from April 10, which says that LeChuck decided to return to his catchphrase from the 17th. We leaf through the diary, we reach February 17 and fix for ourselves the phrase “Shake me with thunder” (randomly). We leave the captain’s cabin and go into the kitchen.
Galley
We communicate with Putra.
- Make me dish, as you have LeChuck.
- You’re cooking for LeChuck. What is his favorite dish?
- You are the best chef I know.
- LeChuck’s favorite dish.
We find out that the captain’s favorite dish is “Tentacle with chamomile sauce.”
- Can you cook me a tentacle with chamomile sauce?
At the moment, the tentacle itself is missing from the kitchen.
- Lan, it’s time for me to work.
We leave the kitchen, go down the anchor chain into the ocean and go to the shore of a volcanic beach.
Volcanic beach
On the shore we find a dead squid. With the help of a ritual knife, we cut off the tentacle and return to the kitchen.
Galley
We offer Putra a cut tentacle and ask her to cook it for us with chamomile sauce. After a while, we take the finished dish from the table. We leave the kitchen.
Lower deck
We communicate with Flair Gorey, who does not even want to talk to us. We go out to the upper deck, climb the captain’s bridge and ring the rynda once. When everyone gathers on the deck, we again go inside the ship.
First, we inspect, and then we take the finished piece of music from the barrel. We leave the ship. On the map we move to a huge monkey head.
Giant Monkey Head
We communicate with pirate leaders, to whom we inform about our readiness. Leela suggests that we play the theme music.
Open inventory, examine notes. We have to play only five notes: do-do-mi-sol-fa-fa-re. In the inventory, we knock on each skull with a humerus and listen to what musical sound the struck skull makes. We knock with a bone and on Murray, who publishes the note “F”.
We seat the corresponding skulls on the stakes. We knock on them with the shoulder bone. A correctly struck skull begins to vibrate. In case of an error, everything is silent and you will have to start the procedure for losing the melody from the beginning. We look at the finished solution in the screenshot. The skulls begin to sound in unison. Captain Leela begins the ritual of conducting black magic.
When Lila demands to tell her LeChuck’s catchphrase, then from the proposed phrases we choose such ones in order to get the replica “Shake me with thunder.”
We fulfill the last requirement of Captain Leela and bite off part of LeChuck’s favorite dish. We watch the cut-scene.
Somewhere in the jungle
After Elaine leaves the clearing, we pick up Murray and instructions for repairing ships.
In the inventory we look at the secret map and find that we know the place where the Mystery is stored.
On the map we move to a huge monkey head. We remove all the skulls from the stakes and return to the shipwreck.
Shipwreck site
To repair the ship, use the instructions for repairing ships on it. Let’s watch the video.
Note . We get the achievement ” Hang the ” Sea Monkey II ” with creepy skulls.
Part 4- Things Get Complicated
Melee Island
We arrive at the port of the island of Melee, and Elaine immediately disappears to help those who suffered from the earthquake. We admire our ship, which is decorated with seven skulls for intimidation.
We take a step to the left. We read the information on the poster. We go to the right. We communicate with the cook and the pirate.
We are watching a video about the sea meeting of two pirate ships and their epic battle.
We follow to Lower Street, we go into the shop of the Voodoo Lady.
Mojo International House
We automatically communicate with Korina. We ask her questions that interest us and go out into the street.
lower street
There, the lady we saw in the window opposite the locksmith’s shop is already waiting for us.
Meet Weidy Bones, the owner of one of the golden keys. The old woman shares with us information about the five golden keys to the safe in which the Mystery of Monkey Island is hidden.
We carefully listen to the information about where and who has the Golden Keys. We continue to ask Weidi Bones questions from the proposed list. After the old woman leaves, we decide that we just need to get a good map of the sea surroundings. We go to Wally’s store.
Shop “Maps and stuff”
We speak with Wally, we ask him to make a map of the sea surroundings for us so that the islands of Brr-mud and Horror are marked on it. We receive the ordered card and exit the store. Let’s go to Upper Street. We go to the fish shop.
Fish shop “Shaking cod”
We communicate with former pirate leaders who have already retired.
We pay attention to the yellow fish, which lies in a puddle of water. We examine in the shop all the active items.
We notice a red flag with a fish skeleton instead of a coat of arms. We find out that this is the real flag of Bella Fisher, but they refuse to sell it to us. We ask the fishermen to tell us more about Bella Fisher.
Our attention is drawn to a copy of the book “On the edge of the board” (3/5). We click on the red flag again, and the fisherman lets slip about the existence of a semi-secret society of anglers “Snasti”. Immediately we are interested in how we can join this most semi-secret society. To join it, you must definitely tell the right fishing story.
Nevertheless, we are accepted into a semi-secret society and given its badge. Now we need to find other members of the Tackle society in order to get advice from them.
Note the puffer fish. We are wondering if it is for sale. Alas, this fish can only be won. We enter the competition and lose it. We buy a box of fish of our choice from the seller. We leave the fish shop and head to the lock shop.
Locksmith shop
We take out from the inventory a piece of paper with the serial number of the shackles from LeChuck’s ship and ask the Key of Nice to make us a key. We get the key and note the bait to the left of the portrait. We show the Key of Nice our sign of a member of the society. We begin to tell the castle keeper our story.
We get good advice from her on how to start your story correctly.
We speak with the Key of Nice further, we ask about the key of her mother. We receive a court order stating that the key has been destroyed. We leave the shop The Key of Nice, we run into the fish shop.
Fish shop “Shaking cod”
We notice that one krugloper is trying to escape without attracting attention. To get the achievement, you need to periodically go to the fish shop until the fish is on the street.
Note . We get the achievement “Let the round-operator escape.”
We leave the shop and head to the governor’s mansion.
Outside the governor’s mansion
We notice a crowd of people on the street. We ask the beholder what the people are waiting for. It turns out that everyone is lined up to receive compensation for the earthquake.
We decide to join the queue too. We patiently stand in line for three minutes of real time.
Note . Get the achievement “Wait patiently to meet Carla”
After receiving the achievement, we go into the governor’s mansion, ignoring the indignant exclamations of the townspeople.
Governor’s Mansion
Elaine runs out to meet us, who again hurries somewhere about her business. We speak with Carla: “Did you see all those people outside?”. We find out that Karla knows about this queue, but there is no money in the treasury to pay compensation. Instead of money, Carla hands out IOUs.
We ask Carla for an IOU for ourselves. As an argument, we put forward the version of the restoration of local business on the island.
In a fit of nobility, we open the inventory and offer our pocket money to Carla.
Note . We get the achievement “Offer a donation to the Earthquake Recovery Fund.”
We leave the mansion and move on the map to the shipyard.
Shipyard
The earthquake destroyed Stan’s office. We take away from the table half of the portrait depicting Stan and his toothbrush. On the map we go to the museum, we go into it.
Pirate Lore Museum
We speak with the curator. Then we take out Gullet’s notebook with poems from the inventory and ask them to be printed.
Note . We get the achievement “Provide Gullet a favor.”
We pay attention to the banner of the flag behind the glass of the showcase. We ask the curator to tell us about this exhibit. Conrad claims that this is a genuine Bella Fisher banner. We decide to steal, especially since the key to the display case and crackers for the parrot are still in our inventory.
We take out crackers and alternately treat them to both parrots.
While the birds are busy with treats, we open the showcase with the key, take the flag and automatically leave the museum. On the map we move to the point of the beholder.
Lookout’s post
We show the pirate our bait. We listen to her opinion about her work as a storyteller. The pirate advises also to find other members of society who will help us improve our storytelling experience.
While the Lookout is standing in line, we decide to take some firewood with us. We go down to the docks.
By the burnt tavern
We speak with a pirate. We inform her that we are going to find the Secret of Monkey Island.
Note . If the pirate turns out to be the last character to whom we inform about our decision, then we get the achievement “Tell everyone in the Rêzna that you are looking for a Secret.”
We open the inventory, examine the stolen flag with disappointment and learn that this flag is just a fake. We go to Upper Street and go into the prison.
Prison
In Stan’s cell we find Otis.
We read the prison rules, in which the second prohibition appeared: “No earthquakes.”
We communicate with Otis on all available topics, find out the fate of Stan. We leave the prison and go to the fish shop.
Fish shop “Shaking cod”
We are trying to talk to the pirates as members of society, but we have not yet reached the required level, so we are denied a conversation. Out of the corner of our eye, we notice that the persistent krugloper continues its slow escape (in the event that it has not yet fled). We leave the shop and follow to the pier.
Ship
We click on our ship and decide to go to Scurvy Island.
We watch a video about the adventures of LeChuck and pirate leaders.
Scurvy Island
Coastal beach
We go to the left, we read the information on the sign. We go deep into the island. On the map we move to the camp.
Camp
We take half of the portrait from the table. Only Elaine’s picture remained in the frame. We read a note that says exactly where Elaine is at the moment.
Note . This indication is random, i.e. it’s different in every game.
We go out onto the path and go to that lime grove, the coordinates of which are indicated in the note.
lime grove
We meet with Elaine, we communicate with her on all available topics.
We ask about your portrait. We learn that for some reason a seagull took him to one of the lime groves. We ask permission to take limes, we automatically take them into inventory.
We receive from Elaine one of her leaflets, we promise to help with the project as soon as possible.
We show Elaine our bait. We tell our wife our story. We receive advice from Elaine to improve the story. We leave the map and follow the lime grove, which depicts a seagull.
We find our portrait in the bird’s nest, but the seagull does not give us the opportunity to approach it.
Note . In easy mode, you can pick up your portrait immediately.
We leave the grove and return to the beach.
coastal beach
We return to the coastal beach and board our ship.
We move the cursor up on the map to go further and head for Brr Muda.
On the approach to the island, immediately after the 19th parallel, our ship is met by an incorruptible and stern Judge, who requires us to present limes to him. We do this automatically (provided that they are already in our inventory).
We receive a customs form to fill out. You don’t have to fill in anything other than your signature. The judge checks the completed form and allows us to proceed further, which we do.
We sail towards the island.
Brr-Muda
We land on the ice island and go to the left. Near the entrance we read the sign. We go into the courthouse, in which we are met by the same stern Judge.
We notice in the picture on the right in the queen’s crown one of the golden keys. We approach the Judge, which causes him righteous anger.
– I apologize. May I come to you, Your Honor?
– I am not guilty.
All charges dropped due to lack of evidence.
“I have no questions for the court, Your Honor.
After Judge Plank announces the closing of the meeting, we present to him for consideration a copy of the will that the Key of Nice gave us.
The judge immediately considers our petition, and we receive the Golden Key (1/5). We leave the courthouse with a feeling of deep satisfaction. We go up the path to the center of the island .
We are heading along the map to the Ice Quarry.
We approach the guard and show him our bait. We tell the guard our tale.
The guard gives us his advice, which we carefully listen to in order to make changes to our story.
Unexpectedly, the guard gives us advice to talk to Hanging Bob. We approach the gate and try to enter the Ice Pit, but we are stopped.
We ask the guard for permission to enter the Ice Quarry. We explain that the purpose of our visit is friendly and we want to visit Stan. The guard can allow us to meet only if we prove our friendship with the prisoner. A joint photo will suit him quite well. We don’t have such a picture now, so we leave this location to the center of the island.
On the map we move to the Ice Castle. We enter it.
ice castle
We move along the ice path to the very top.
We draw attention to the copy of the book “On the edge of the board” (4/5).
We pick up a box of matches, which lies next to the firewood.
Note . If we took firewood from the Watcher’s platform, then this firewood will no longer be active. Otherwise, firewood can be taken away.
Climb up the stairs to talk to the Ice Queen.
It turns out that only the Queen can touch the crown. Anyone can become the queen of the island if they win the ruling royal person in three competitions: gluttony, seriousness and intelligence. We ask the Queen to tell us in more detail about each competition.
Note . If you do not challenge the Queen to the competition, then it will not be possible to get into the town hall, because. it will be closed.
Challenge the Queen to a competition of seriousness. We are in the town hall.
town hall
The Queen explains that the triangular gong must be struck to challenge the match. We strike the gong and lose our first match. We decide that we need to prepare more seriously for the competition.
We go into the room to the left of the portrait.
We read the sign and find out which fish will participate in the Gluttony Contest.
Note . In each game, the fish is chosen randomly, i.e. in random order. Therefore, in the fish shop you will need to buy suitable fish.
We look into an empty bucket smelling of fish. We leave into the main hall and go up the stairs to the mezzanine to the right of the portrait.
We check the extractor. We put firewood in the fireplace, set it on fire with matches.
We call triangle. The Queen and the Judge appear in the hall, we listen to his instructions.
The referee leaves for 20 seconds, leaving the Queen and me alone. First, we look at her leaf, when the Queen turns her head towards the dripping water. When the Queen is again distracted by the sound of dripping water, quickly change the leaves.
Note . If we did not have time to change the leaves during the first competition, then we return to the mezzanine, call the triangle again and wait for the Queen to be distracted in order to change the leaves.
The Judge who appears is forced to recognize our victory over the Queen. We leave the town hall and go up to our ship . We return to the island of Melee.
Melee Island
We moor and go to Lower Street. We decide to visit Voodoo Lady. We go to the voodoo shop.
Mojo International House
Let’s take a look at the destruction. We conclude that this is the work of LeChuck. We leave the store and head to Wally’s shop.
Shop “Maps and stuff”
We find the same rout in Wally’s store. The cartographer himself is also nowhere to be seen. We leave the store and follow to the tavern.
At the tavern
We take out from the inventory an IOU for the restoration of the local business, which we begged from Carla, and show it to the crying cook. He immediately stops sobbing and embarks on future dreams. We take the cookbook.
We look closely at the drink that the pirate drinks. Let’s ask her about it. We pick up a mug with a drink and VERY FAST move to the fish shop.
Fish shop “Shaking cod”
Open inventory, take a refreshing sip. We invite fishermen to compete in belching.
Choose the longest burp. We win and take the pufferfish as a prize.
Note . After we have a mug of fizzy drink in our inventory, we need to run to the shop as soon as possible so that the gas does not have time to dissolve in the mug. If this happened, then we return to the pirate and take another mug of drink.
We leave the shop and head to the governor’s mansion.
Governor’s Mansion
We go into the mansion and return the cookbook to Carla. We approach the bookshelf and decide to borrow a book called “The Endless Tale of a Journey That Never Ends.” This time Carla doesn’t mind. We leave the mansion and hurry to the museum.
Pirate Lore Museum
We approach the window and notice in it a copy of the flag of Bella Fisher. We comment on the presence of a fake in the museum. We learn from the curator that the curator locked the original flag in the pantry.
We decide to go crazy. We are trying to open the window. Guard parrots raise the alarm. The curator opens the closet and begins to roll up the copy of the flag. We seize the moment and go to the warehouse behind the back of the curator.
On the shelf we find the original flag of Bella Fisher. We decide to steal it. Automatically put a fake from the inventory in place of the original. I’m going to the exit. We watch a video insert about the cook and Elaine.
We are going to the pier to raise the sails .
We go out to sea and decide to anchor next to LeChuck’s ship.
LeChuck’s ship
Upper deck
We click on the ship to find out if there is anyone on the ship. Let’s get on board the ship. We decide to chat with Hanging Bob, who wisely says that we are not his enemy.
We ask Bob if he has read the book and if we can pick it up. We offer the hanging ghost a book that we borrowed from Carla in return.
Swapping books with Bob. Then we show him our bait and tell Bob our story.
We listen to Bob’s advice. Then we go inside the ship. We go to the kitchen.
Galley
There is no putra, so we decide to assign a pepper pot filled with devil’s pepper. We return to our ship.
We decide to sail to Scurvy Island.
Scurvy Island
We moor and hurry to the lime grove, in which there is an aggressive seagull.
Open the inventory and sprinkle the fish with devil’s pepper (the fish can be any). Then we treat an ill-mannered bird with this fish.
When the indignant seagull flies away, we take our portrait from its nest.
We open inventory. Move Stan’s portrait to the frame. We take out the portrait of our beloved Elaine from the frame and insert our own portrait in this place. We hasten to the lime grove in which Elaine is located.
To Elaine’s question about whether we have a mop, with the most honest look, we answer that we do not have it.
We are discussing with my wife the question of attracting a good marketer, Stan, to our problem. Elaine enthusiastically agrees to our proposal.
We hasten to our ship and return to the island of Melee.
Melee Island
We moor to the island and hurry to Upper Street.
Fish shop “Shaking cod”
We approach the former pirate leader. We ask him to replace our fish with another one. We take the box of the fish that will participate in the Contest of gluttony. We are approaching two fishermen with whom we competed in belching. We show one of them our bait. We tell our story (one of the options):
“I just broke through a barricade as dense and life-threatening as Scumm’s Crab Soup;
- And then suddenly my ship was swallowed by a huge whale colossus, a real devourer of bait and a thunderstorm of gear, such as the ocean has never seen before;
- Inside everything was like soft cheese, with rivers of pea soup that stank like a box of land rat bait;
- One wrong move and you’re dead: the floor was covered in thick sputum, as nasty as yesterday’s fermented pancake dough;
- Then we put an umbrella in the beast’s mouth and caught it from the inside
Our tale impressed the fishermen so much that they solemnly declare us the Grand Master of the Tackle.
Note . We get the achievement “Become a valuable tackle.”
We leave the shop, sit down on our ship.
Brr Muda Island
We leave for the island of Brr-Muda and head to the Ice Quarry.
We present to the guard a frame with Stan’s portraits and our portrait.
We get permission and go to the Ice Quarry.
ice quarry
We go to the upper right corner. We find a secret escape tunnel.
Approach Stan and talk to him. We stop the talkative marketer with a polite phrase “No, thanks.” We ask Stan if he knows about the existence of a secret escape tunnel.
Stan proudly announces that it makes no sense for him to run, because he was given a term of only a month. We receive a court order from Stan. We ask the marketer to tell us about the financial pyramid, which he mentioned earlier. We learn from Stan about the accountant Ned, the keeper of his papers, which Stan is going to immediately burn at the first opportunity.
We show Elaine’s leaflet to Stan. The marketer is ready to help Elaine, but only at a personal meeting with her.
We return to Stan his toothbrush.
Note . We get the achievement “Give Stan his toothbrush back.”
This concludes our business here, so we leave the Ice Quarry using the escape tunnel. We are inside the town hall.
town hall
We pass into the hall of the Contest of Seriousness. Calling the Triangle Contest of Seriousness. The referee explains the rules of this competition to us. The queen tells us one of her jokes. We do not laugh and the move passes to us.
Open inventory and click on the book with jokes. We tell any joke from this book. The Queen breaks down and laughs. The Judge awards the victory in the second competition to us.
We move to the hall with a shark jaw.
Put the fish in an empty bucket. Sprinkle the fish in the bucket with devil’s pepper. We call triangle.
We listen to the rules of this Contest of gluttony from the Judge.
The queen takes her fish from the bucket and can’t handle the devil’s pepper. Open inventory and drag fish from inventory onto your plate. Automatically make two bites. Not believing his eyes, the Judge awards us victory in this competition. We watch the cut-scene in which the Judge declares us the new queen of Brr-Moods. We give consent to all oaths that the Judge pronounces.
We can’t wait to get our hands on the royal crown with the Golden Key. We take out the Golden Key we need (2/5), and after that the crown crumbles into separate keys. We get out of this situation, declaring our royal will.
We are watching a video about what is happening with the LeChaka team.
We leave the royal palace, having already two Golden Keys in our inventory. On the ship we go to Tsing Island.
Scurvy Island
We follow into the lime grove in which Elaine is located. We talk to her.
– Can you take Brr Moody to the Ice Quarry and talk to Stan about your flyer?
Elaine refuses and insists on Stan coming. We sit on our ship and set off on a new route.
Barebones Island
We moor to Barebones Island.
Meet Stan’s accountant, Ned Filigranov. We communicate with him on all available topics. Ned is confident that Stan has received a 10-year sentence.
We show Ned the judge’s decree that Stan is given only a month’s sentence.
Ned was upset by this information. He gives us papers incriminating Stan. We take Ned’s financial statements. We return to the ship and hastily sail to Brr-Muda.
Brr Muda Island
Court
We go to the city center and go into the courthouse.
We present to the Judge the received financial statements of Ned. But the judge requires written testimony from the witness. In inventory, we rummage in Ned’s suitcase and pull out a license from there, study it.
Click on the photo frame. We replace Stan’s photo with a license. We present to the Judge a fake. Without blinking an eye, we give an oath to the Judge.
The judge reverses his decision and issues a new judgment extending Stan’s prison sentence by 10 years. We leave the courthouse and head to the Ice Quarry.
Ice quarry
We show Stan a new court decision. This time, Stan himself asks for help in escaping.
Use the double monocle on Stan’s shackles. Write down their serial number. We hasten to our ship and sail to the island of Razni.
Melee Island
Locksmith shop
We arrive on the island and follow to Upper Street. We go to the castle shop.
We show the key to Nice the recorded serial number and ask him to make a key from the shackles. We get a ready key and exit the shop.
upper street
We decide to talk to Weirdi Bones, who informs us that she does not have the Golden Key, because a ghostly woman took it. Judging by the description, it was an Iron Rose. On our ship we go to Brr-Muda.
Brr Muda Island
ice quarry
We move to the Ice Quarry.
We open Stan’s shackles with the made key. We announce to the marketer that we are going to take him to Elaine. We automatically find ourselves in a camp on the island of Tsinga.
Scurvy Island
hiking camp
Listen to Stan Stanman’s Master Class on the ABCs of Marketing. At Stan’s request, we choose the name of the future product, the motto and everything else of your choice. After fulfilling all Stan’s requests, we get a new leaflet from him.
Note . You may have your own version of the flyer when choosing other titles.
We pick up a new version of the leaflet from the table. On our ship we go out to the open sea.
Somewhere in the sea
On the ship we head to the lonely drifting ship.
We greet unfamiliar pirates with the exclamation: “Hey, on board.” We are answered with the same cry.
Note . We get the achievement “Say: “Hey, on board” more than 20 times.”
Pay attention to the hanging red flag. We ask for permission to board, but we do not receive it. According to the pirates, deadly scurvy is atrocious on board, so they are in quarantine.
We ask the pirates all the questions from the list. We invite the pirates to read the new leaflet.
Automatically transfer limes to pirates. Delighted, the pirates disappear inside their ship, having previously lowered a rope ladder for us.
Now we can safely take down the Bella Fisher flag. We need a third flag.
We watch a video about how the former Queen complains to Elaine about Guybrush.
We return to the island of Melee.
Melee Island
Fish shop “Shaking cod”
We follow to the upper street and go into the fish shop.
We legally remove the Bella Fisher flag.
Open inventory and decide to combine the three red flags.
The flags are automatically folded into a single whole on the map. We mark with a cross the resulting place of Bella Fisher’s secret fishing.
Somewhere on the open sea
Bella Fisher’s secret fishing spot.
We’re going to a new place.
Drop anchor at the marked spot. Before descending into the sea in the inventory we inflate the blowfish. We go down the anchor chain. After stopping in the middle of the descent, open the inventory and take a breath of air from the inflated blowfish.
Note . This must be done once. Subsequently, before descending into the sea, you just need to inflate the blowfish again. Guybrush will do all breaths automatically.
We go to the right, remove the Golden Key (3/5). We climb the anchor chain.
We are watching a video insert about the joint pastime of the crew members of two pirate ships.
We float to the side. Click on your ship so that you can perform actions on your own ship. We inflate the pufferfish and dive into the ocean.
We look around and climb the anchor chain. We swim to another place.
Three more times we descend to the seabed in different places (there should be seven different options for the seabed in total, including the location with the Bella Fisher ship, in order to examine the different terrain.
Note . We get the achievement “Inspect the entire bottom of the sea.”
We finish sea research and sail to the island of Terror.