Tales of monkey island: launch of the screaming narwhal: guides and walkthroughs. Guide and walkthrough for "Tales of Monkey Island: Launch of the Screaming Narwhal" Tales of monkey 1 walkthrough

Tom whistled two more times; and these signals were also answered. Then a cautious voice asked:

- Who goes?

— Tom Sawyer, Black Avenger of the Spanish Seas. State your names.

- Huck Finn the Bloody Hand and Joe Harper Ocean Storm...

Mark Twain, "The Adventures of Tom Sawyer"

The words “pirates”, “treasure” and “adventure” have coexisted well since the days of adventure novels of varying degrees of authenticity - our story will not be an exception, although there is no talk about treasures yet.

Once upon a time, the LucasArts studio added another big name to the glorious cohort of sea adventurers - or rather, the name at first was the most ordinary, essentially unknown to anyone. But this very “at first” did not last long, and soon the glory of the filibuster Guybrush Threepwood thundered across all seas, oceans and spaces of gaming communities.


After The Secret of Monkey Island appears soon Monkey Island 2: LeChuck's Revenge, and six years later, in 1997, - The Curse of Monkey Island. Seemed released in 2000 Escape from Monkey Island promises to be the end of the series, especially since LucasArts, as it turned out, lost the desire to engage in quests, but, to everyone’s surprise, the story still continued: the baton was picked up by Telltale Games, releasing Tales of Monkey Island. Yes, that very fifth part of the pirate epic that we are now going to talk about.

Our banner has not faded in battles and storms

And it all starts from an inconspicuous point on the map, marked as “Gelato Rock”. It is near this piece of land that our old acquaintance LeChuck, a restless undead, is busy implementing the next Sinister Plan and completing a witchcraft ritual. Of course, this will be his Greatest Revenge - seas of blood and dark details are attached, in the future - but for now, a green phosphorescent funnel is spinning above the two ships standing side by side, and Elaine is sitting on a barrel near the mast, tied up and extremely dissatisfied with this.

The introduction alone inspires considerable hope: there is plenty of dynamics and humor - that same trademark humor, without which Monkey Island wouldn't be half as good.

Guybrush triumphant, ceremonial portrait.

A stormy meeting of bosom enemies: another “last and decisive” battle.

The sequel, admittedly, does not disappoint.

The developers, apparently, decided to revive the previous style of “Monkey Island”: the location of the first part - a small island somewhere in the blue, blue Caribbean Sea, where the waves and wind will eventually throw our hero, is more than compact. A jungle, a town of three houses on the coast and a mysterious idol - that’s basically it. There is almost nowhere to get lost.

The plot will take us through all these sights, delight us with finding new enemies, mentioning old acquaintances and meeting old friends, and, having ended, will take a new turn - and so abruptly that upon completion it becomes clear: we cannot do without a continuation. Curiosity will take over.

IN Telltale Games a surprisingly warm group gathered: some were official, others kept popping in to drop in their two cents. If we look closely at the list of all those who had a hand in making the new part of “Monkey Island” see the light, we will find many well-known names.

So, on the captain's bridge of the new ship is Dave Grossman, who participated in the creation The Secret of Monkey Island And LeChuck's Revenge, and next to him, the navigator, is Michael Stemml, one of the designers The Curse of Monkey Island. Ron Gilbert, despite the fact that he was not formally involved in the project, turned out to be one of those who simply could not stay away, and, according to the development team, looking into the discussions, he contributed a lot of valuable things to the concept.

Unfortunately, Tim Schaefer, to whom the first games in the series also owe their existence, was unable to join his colleagues - he had to limit himself to good wishes. But it seems that these wishes were not in vain.

Flotsam Island. “Where the hell have you gone, sir?”

In a word, the old guard has gathered almost completely: musicians (the permanent “monkey” composer Michael Land), actors (Guybrush and Elaine are voiced by Dominic Armato and Alexandra Boyd - as in the old days), developers of all stripes and ranks, many of whom moved to Telltale Games just after LucasArts stopped doing quests... Yes, everything was done to preserve the good things for which they are famous Monkey Island, and at the same time not repeating yourself, not dropping the bar.

Still, returning to the previous topic is not an easy task in itself (although quite possible, as Pierre Guillaud, the creator of Goblins, recently proved), and when it comes to the legendary series, the authors require not only courage and hard work, but also considerable talent. And luck is certainly luck! Although where would the pirate craft be without it?..

And the frigate and I stood side by side...

The action of the first part begins on the island of Flotsam - a very telling name for the island, around which a meteorological anomaly is raging, namely - all the winds blow continuously To Flotsam and nothing else. A kind of island of Lost Ships in the blue Caribbean Sea.

After Guybrush, willy-nilly, had to violate the prescribed voodoo ritual, everything went awry: LeChuck became a man, left hand our hero turned green, became covered with suspicious spots and gained considerable free-thinking, and the threat of an unknown epidemic hung over the Caribbean. We must somehow get off the island, somehow find our beloved wife together with our bosom enemy, and somehow stop the quickly spreading infection of the curse.

If you believe the preliminary list of planned releases - and the game is divided into five independent episodes connected by a cross-cutting plot - the final part promises to fall just short of the twentieth anniversary of the Mighty Pirate™, if you count from the release of the first Monkey Island. A respectable age for a cartoon character computer game!

Is the lady sure she doesn't need this bony bird anymore?

However, the words “solidity” and “Guybrush Threepwood” somehow look ridiculous in one sentence: this adventurer will remain an adventurer, no matter how many times he gets hit. And the appearance of the hero, although it has acquired a 3D volume, is quite familiar to us - in this blue camisole with red trim, in these boots, with this light short beard, Guybrush has already appeared to a wide audience in LeChuck's Revenge. But now he walks, runs and waves his arms much more expressively. Well, he takes picture poses, of course! And the facial expressions have become richer - which is not surprising, but very pleasant.

And yet, the true beauty, perhaps, lies in the dialogues, monologues and short remarks and comments. Guybrush loves to talk - and, admittedly, he's good at it!

The atmosphere of the game brings a lot of pleasure: to the accompaniment of light, almost dance music, our adventurer walks around the island (and if you press the second mouse button, he starts running), along which various architectural excesses are placed in small but sufficient quantities. A town of three houses, the main and only street of which takes us past those buildings that even on such a tiny piece of land cannot be avoided: a club where sea dogs, washed up on these shores by a meteorological anomaly, go to socialize culturally; a court, next to which there is an inconspicuous building with bars on the windows; newspaper office and glazier's house. A little further, on your own own island, a local doctor settled in, and then the street turns into a pier, near which the pearl of the exhibition is found - the ship Screaming Narwhal. The same one that is mentioned in the title of the chapter.

Why is he "screaming"? And look at him more closely! There is no straight nail on it!

Alas, guy, the search engine is temporarily not responding, maintenance on the server.

However, the well-maintained jungle, the Voodoo Lady’s hut and the Ancient Idol are no less colorful, but I think that there is no particular point in describing all this native surroundings - the illustrations will still be more expressive.

The puzzles contribute to the atmosphere of the game: all these mini-quests, which make up the overall narrative, are funny in themselves, but, what’s especially nice, they are internally logical. Although they are designed in the usual style of a cartoon world, for which voodoo magic is no less natural than green foliage on trees or waves on the sea.

But what causes criticism almost from the very first steps is the management. No, no, everything is in order with the inventory, it is clear and simple, as inventory should be. And there are no problems with the main menu: everything is very clear. But the method that the developers chose to make the hero move is more than questionable.

Guybrush has to be led almost literally by the hand: holding the cursor and not releasing the key until the Mighty Pirate™ arrives at the point we need. Not the most convenient way to get understanding from a character.

And the captain was right: it’s not evening yet!..

I wouldn’t like to make a final verdict in advance - after all, we’re only looking at the first of five episodes, and who knows how the plot will turn out next! But judging by Launch of the Screaming Narwhal, we have a great game ahead of us.

The creators themselves, being cautious - for which they have reason, are in no hurry to put their creation on a par with the previous parts of the “monkey” saga. From Dave Grossman's point of view, the real Monkey Island 5 should be an epic watch of forty hours of pure play time. For such volumes Telltale Games and didn’t swing.

Meanwhile, fans of the genre have already confidently assigned the new “Monkey Island” the proper serial number...

Let's take our time and wait for the exit last episode, although we can already say with confidence that the baton from LucasArts I was in good hands.


ADVANTAGES FLAWS
Fun
9
dynamic plot; an ending that makes you want to immediately find out what happened nextnot marked
Graphic arts
7
facial expressions and gestures of characters; neat 3Dnot marked
Sound
8
familiar voices of the characters, good voice acting, pleasant background musicnot marked
Game world
9
colorful, recognizable world of Monkey Islandnot marked
Convenience
6
simple and clear sections of the main menu and inventoryIt’s inconvenient to control the hero’s movements

You have a blade and a pistol with you, and your team is behind you

Rumors of my death have been greatly exaggerated.

Mark Twain

LeChuck could have said roughly the same thing if he could have read the numerous previews for the first chapter of this story. He certainly wasn’t going to join any forefathers, no matter what Guybrush Threepwood, the Mighty Pirate™ and the world community thought about it.

A new meeting of two Mighty Pirates - or even three, if you count the beautiful Elaine, treacherously captured by LeChuck, is arranged with all the solemnity: the sea, the storm, voodoo magic and the ubiquitous monkeys. While LeChuck completes a sinister ritual on one of them, Guybrush has little time to save his wife, who is literally sitting on a powder keg.

Such feats make even monkeys clutch their heads and swear off evolving.

Who would have thought that the undead could be turned into humans with one single stabbing blow! So LeChuck is somewhat surprised.

In such a responsible matter you cannot do without instructions. Luckily, it was just pinned to the mast of his ship, and there was nothing left to complete from this list. First, let's go to the helm: nearby there stands, with such difficulty - according to Guybrush - a monkey's coffin that was once obtained, currently serving as either a bar or a refrigerator. Taking out the last bottle of fizzybrew rare species“God damn it!”, throw a mint candy at her.

Wow! Invigorates!..

Now I have to rinse the saber in this... well, how can I do without a squabble with my bosom enemy?..

Nope. It was somehow awkward. And Elaine swears.

Darling, you’re a smart woman... Well, okay, I’ll do it myself, but at least throw the rope!

LeChuck, however, is in no hurry to meet the unexpected, although invited, guest, busy with his Sinister Ritual. Well, good - he has his own ritual, we have ours. Fizzybrews “you can’t get it!” There’s nothing lying around on board, but there’s a whole barrel of grog over there, from which you can a quick fix try to build something that at least corresponds to the recipe. Fortunately, there are still mint candies left, and the roots for the smell can be borrowed from that wildly overgrown monster near the mast.

Season the infernal mixture with the nameless root, rinse the saber in the barrel - and go on the enemy! LeChuck, of course, is dissatisfied, but these are mere trifles compared to how he is about to be surprised.

Unfortunately, not only him...

Flotsam Island: daisy of the winds

Editorial everyday life: not a day without a line.

Violation of technology is always fraught with accidents and injuries at work. It’s high time for Guybrush to carve this simple truth in large letters in marble or at least write it on canvas. And hang it in a visible place so as not to forget.

However, he already realized that all this was not good - after his left hand unequivocally demonstrated extremely inappropriate and unpleasant independence.

The first contact with the aborigines turned out to be unconvincing; now we should not make a mistake with the second. However, these journalists, however, do not take anything... exactly, they do not take anything. No, our Mighty Pirate™, of course, is always ready to talk about himself, but try to insert even a word into this endless monologue!

But you can learn something interesting from the local shark of the pen, and most importantly, conclude a promising deal. What could be better than doing what you love, which is making a mess and causing trouble, in exchange for precious information?

Unless you get punched in the face by yourself.

News column: fight in the club!

Having passed through the city, the Mighty Pirate™ will discover a lot of exciting things: a club where local gentlemen of fortune gather for a glass of grog; editorial office, near which he sits and on fresh air the greyhound writer already familiar to us is scribbling something in a notebook; glassblowing shop - glass unicorns are for sale next to it; the doctor's house, from the facade of which a stone pot with daisies will almost collapse into Guybrush's hands; and, finally, the ship, distorted like a pirate with a severe hangover, at the pier.

Which, however, can and should be put aside for now: all the same, the winds, which, as Davey Nipperkin claims, all year round and blowing towards the island twenty-four hours a day, greatly impeding local shipping. But since we’re here, let’s rummage through the captain’s socks hanging right there on a string.

Club card? I wonder if he forgot it there or hid it?.. In any case, not a particularly reliable safe. More to be lost...

On the way to the club, you can talk to a glassblowing pirate who is unsuccessfully trying to sell his unicorns - I must admit, inspiration played a cruel joke on him. So Guybrush has no use for them, but the Mighty Pirate™, worthy of a real lover of freebies... excuse me, a zealous owner, will pay attention to the Alphabet Sale - of course, save almost fifty coins on something that you seem to have never given up at all! .

Guybrush will be allowed into the club without any hindrance using someone else’s card, and there will be no problems with drinking. If it weren’t for the consequences of a magical injury, you see, everything would have worked out completely. And so all that remains is to pick up a skewer from the cocktail as a souvenir, listen to the delights of Nipperkin, who was nearby, who finally received material for the article, and go on in search of adventure. Where? Have mercy! Well, where else to look for adventure on a beautiful tropical island if not in the jungle?..

News column: treasure found!

The jungle here is well-maintained: carved gates, clean paths, all sorts of garden sculptures hanging around, birds chirping... Oh, and here’s another aborigine. Kind of strange, but when has the Mighty Pirate™ been scared by strange people?

Nope. A very, very unusual hobby. We need to help the poor fellow somehow, otherwise he will sit here until the end of his days with his dolls... well, okay, not dolls.

Portrait with a mystical shovel. Mystical - because if necessary
during use, it is removed from the bosom.

Soak well in giant cuttlefish ink, dry and serve. No side dish.

First, let's put one of these non-dolls in our bosom - this crazy collector doesn't need them anyway, although greed prevents him from admitting it, so put on a little performance called "Look, there's your Dave - Dark Ninja!" still have to. Really, he parted with the card much more easily.

The map, of course... okay, we'll deal with it later, but now let's take care of Pierre In Pink Pajamas - the guy urgently needs to change his image. A cocktail skewer will give him masculinity, and swimming in printing ink (there is a whole barrel near the editorial office) will turn him into a genuine Dark Ninja. With a katana.

The treasure is ready, all that remains is to hide it correctly. It is advisable to follow the instructions, in the sense of a map. Otherwise it will be like last time... The treasure hunter's instructions begin from a certain well. It’s not difficult to find: just go through the fork where Joaquin d’Oro settled. The well, it should be noted, is magical: it fulfills wishes. Well... he does what he can - the consequences, as always, are at your expense.

In general, let's remember one of the fundamental principles of normal heroes, which undoubtedly includes the Mighty Pirate™, rinse the map in the well and take a detour. According to the map.

On a note: When wandering through the jungle, use your ears to guide you. At each fork, if you move a little away from the center of the screen, sounds of wildlife can be heard from the surrounding bushes, corresponding to the notes on the guidebook - they indicate the direction. Another note : at some point, while wandering through the jungle with a map, Guybrush will pass by a small warehouse of bombs - you definitely need to take them with you.

Treasure map. A priceless thing: if something was buried, everything had already been dug up before us.

And now - disco! The program consists entirely of fast dances.

But here someone has already rummaged: the X mark can still be distinguished, but the crater inspires respect. The previous owner of the map - and it was he who, apparently, carried out the excavations here - did half the work for us: all that remained was to thoroughly bury the former Pierre here and wipe off the honest sweat of labor.

You can now go to Joaquin d'Oro and completely disinterestedly confess to him that his Greatest Treasure - oh horror! oh happiness! - found. While he is rejoicing, an inevitable journalist will appear from the surrounding bushes: thanks to Guybrush, the pen worker has had a productive time, just make sure to take notes. However, in his opinion, not all areas of his life have yet been covered by the Mighty Pirate™. professional activity.

News column: vessel hijacking!

For example, boarding is a great opportunity to prove yourself and improve the affairs of the newspaper. So let's put aside the study of the meteorological anomaly and go rob Van Winslow.

First boarding attempt.

The second boarding attempt was no more successful than the first.

True, he will only be happy - either their life here is boring, or the captain’s character is so gentle... which, however, did not stop him from oiling the gangway lard. An attempt to climb on board using the anchor chain is also doomed to failure. Even worse: we end up with a burnt gangway and a fire on the pier. You'll have to resort to extreme measures: light the fuse of one of the bombs, quietly put it in... no, unfortunately, it won't fit in the sock. It’s okay, there are the underpants of a touching one hanging right next to Pink colour.

Well, what the hell is not joking? - Let's try to get over to the Narwhal using the same rope.

Captain Van Winslow's vigilance, as usual, is at its best, but he did not foresee the bomb.

Congratulations...Captain Guybrush Threepwood, Mighty Pirate™.

Nipperkin is here again and - finally! - ready to fulfill my part of the deal. Having received the treasured piece of paper with the magic word “Deadline” in our hands, we will go to look for a hut in the jungle - this is north of the well we know.

Yep, here she comes. Guybrush thinks the place is creepy... well, he knows better. There’s nowhere to go anyway, you have to knock. Fortunately, we have the password for Sinister Magic: magic word "Deadline".

Oh!.. What familiar faces!..

The conversation with the Voodoo Lady promises to be long, but interesting and very useful, and her abode is a real treasury for any adventurer. That’s why they are usually not allowed here... For example, would you be able to resist talking to the skeleton of a parrot, which sits “just like alive” on its perch? No?

Third attempt, successful. Our congratulations, captain Guybrush Threepwood, Mighty Pirate™!

It’s not really Guybrush, but a mad cucumber: green and talking nonsense.

Well... not everyone can show miracles of endurance. But now Guybrush has his own parrot skeleton, which can be used as a talking business card. Damn, you know, it's nice to hear that Guybrush Threepwood is a Mighty Pirate... not just from his own lips.

Having already said goodbye to the Lady, we grab an Interesting Bottle - the hostess will only approve of our choice - and, leaving the house, we discover that during our educational conversation a weather vane fell from the roof.

It looks strange, but that's the beauty of it... of course, we take it. And we return to the docks, along the way discovering that the consequences of safety violations in the manufacture of voodoo artifacts tend to spread.

First, we need to remove an ancient scroll from the bottle - Lady Voodoo, I remember, hinted that it might contain a solution to the mystery of the winds of this glorious island. If only she had recommended a way to break an unbreakable bottle... Well, okay. We have a glass specialist nearby, an expert in all sorts of unbreakable and breakable things. Let's turn to him.

How much, how much?.. N-yes. We’ll have to once again find a cheaper solution, that is, figure out how to steal the Unbreakable Bottle Breaker without anyone noticing.

From a cannon at sparrows... by the way, a great idea! Are we pirates or what?.. At the same time, let's get to know our acquisition better... and the new chief mate - Van Winslow is right there. Was he on guard, or what?

Having picked up a lone piece of cheese lying on the deck and examined the map of the bay in detail, we will try out the only cannon on the ship.

Bang! Vzh-zh-zhiu! Dz-z-z-z-z-n!..

Not a bottle, but a real safe. No matter how much you knock, the result is the same: the card is inside, Guybrush is outside.

That's the wind - the cannonball is blowing away! One can only sympathize with the glass blower, even though he is a redneck. Should I go and look at the destruction caused?

Wow! However, how many problems can be solved by indiscriminate cannon fire: The Bottle Breaker is lying around as if no one ever needed it, and there is no trace of its owner.

Having uncorked the bottle and picked up the fallen scroll... stop, stop! What kind of left-handed amateur activity is this? It seems that our curse incarnate is full of objections to its fingertips - it does not want Guybrush to leave the island. There is a conflict of opinions, and something will have to be done about this eternal rebellion. Thanks, of course, to Lady Voodoo for her good advice, but her recipes have one unpleasant property: they cannot be applied immediately; it will certainly be discovered that some valuable ingredient is missing. And as luck would have it, we need “here and now”: just behold, our own hand will move from slaps to pulling by the ear, and in such conditions how can we maintain our reputation as the thunderstorm of the oceans?

Let's look at the doctor - maybe he has some kind of potion or poultice for just such a case? Modern medicine, they say, also sometimes works miracles.

If the patient really wants to live, medicine is powerless

This time, Guybrush turned out to be the only client: no one bawled something indistinct into the speaking tube, either about his nose, or his leg, or his eye. And the doors opened immediately.

Appointment with the royal physician. The first and, I want to believe, the last.

Hmm... and this curled and pomaded dandy with a terrible accent is the local doctor?..

It turns out yes. Marquis de Singe, former physician to King Louis.

If his story of "triumph and tragedy" is to be believed, this natural wonder was once a rising star at the French court, but his passion for exploration led him to disgrace and exile. Well, you'll have to trust his qualifications...

And completely in vain!

It is not surprising that His French Majesty chose to get rid of the young talent. Or have such radical views on medicine sprouted and sprung up here on the island?.. However, who cares about theory if in practice you urgently need to save your own skin!

Taking advantage of the fact that the doctor needs some time to put the instrument in order, we will do the only thing available to us in our difficult situation - health-improving gymnastics.

At least we have several degrees of freedom.

On a note: the A and D keys rotate the chair left and right, W and S allow you to raise and lower it.

And we also have a brother in misfortune, an ally and even, perhaps, a brother in mind - yes, yes, over there, in the cage opposite. By the way, his name is Jacques. Freeing the tailed prisoner will not be difficult: the key to the cage lies on the table almost in direct reach of Guybrush.

Voila! Sleight of foot and no cheating.

By the way, about the legs. We have two more pedals and a bell at our disposal.

It is not difficult to find out experimentally that all this is suitable for manipulating a monkey - Jacques, of course, is smart, but, unfortunately, he does not understand words. So, when the bell rings, he changes the cards in the projector, the right pedal gives him a banana, the left one shocks him... but he seems to like it.

Procrustean bed of improved design: with a headrest. No one has complained yet!

It should be noted that this is a rather inquisitive monkey: having replaced the free pirate reproduction of Leonardo’s famous drawing with a diagram of a cunning machine and having snacked on a banana that fell from the ceiling, Jacques will go to look at the cunning machine itself - to see if it matches, presumably. And if at this moment we start the generator - with the left pedal, as we remember - the macaque will get its buzz, and we - X-ray our long-suffering hand, all that remains is to pick it up and throw it into the box with the rest of the cards.

The four-armed assistant will willingly change the next card in the projector and (don’t forget to treat him with a banana) will move from the image of bones to the skeleton standing at the entrance. What this poor fellow once came to Monsieur Doctor with is now impossible to find out. Guybrush suggests it was a hangnail.

And now the marquis hangs the keys on his bony finger...

It is again useless to persuade Jacques, but electric shock will save the situation. The happy monkey with the key caught in its tail now needs to be returned to the table or somewhere else where it will be possible to reach this tail - or rather, the key.

Hmm... I can't lure you with a banana: the skeleton is distracting. What if you try to change the picture on the screen and repeat the banana?..

The doctor is terribly dissatisfied and upset by his patient's lack of consciousness. This wonderful, sinister hand, glowing with a deathly light, urgently needs to be laid on the altar of science, and the stupid pirate... Well, what kind of people are they, really!..

However, there is at least one positive aspect to this unpleasant episode: the anesthesia is still working (or is the uncooperative limb still too frightened by the prospect of amputation?), and the precious scroll can be removed without interference.

Mystical cartography

So, what kind of stupid joke is this?

A blank sheet of parchment with a neat border - and nothing more.

True, it is somehow ugly to suspect a lady - even a Voodoo Lady - of stupid jokes. By the way, she said something about the previous owner of this card, so to speak, and even mentioned the name - a certain McGee. Maybe he knows more?

Wind blower in action. And they also say - Aeolus, Aeolus!..

Let's try to find him. Here, for example, on the steps of the courthouse is sitting some kind of disabled person, judging by his appearance - a patient of our good doctor. Let's ask him.

Bah, this is Hemlock McGee!

From him, besides his own tragic story- it turns out that we were not mistaken, the Marquis de Synge actually worked here, - you can learn a lot of interesting things, and most importantly - get the ancient artifact necessary to read the mysterious scroll. At the same time, while we are here, we will take a cast - for example, of a piece of cheese lying in Threepwood's pocket - from the carvings on the walls of the local bullpen.

Well, let's see what good the ancient map will tell us if we look at it through the magic rose glass?

But these pictures are already familiar to us.

True, this time we won’t be able to do it with just the screams of monkeys and the buzzing of bees. The map also provides for a number of actions that need to be performed at the main points of the route: it begins at the altar not far from the entrance to the jungle (this is where you need to present the map for the adventure to begin), you have to throw a flower into the well familiar to us (Guybrush has a whole flowerpots), and the calendar, which we already passed on the way to the Voodoo Lady’s hut, is supposed to be walked around counterclockwise until it glows with a mystical green light. In dubious intervals, also marked on the map, you can navigate using the weather vane.

Wow!.. It’s a pity, there’s no time for admiration - someone is coming here. That is, not just anyone, but our beloved doctor, who for some reason doesn’t want to be seen again. When he leaves, you can be curious.

Done, master!.. Broke, I mean.

Everything about a courtier should be perfect: the dress, the wig, the makeup, and the gun. But the gun is still behind the scenes.

We put the Unbreakable Bottle Breaker back in our pocket, pick up the fallen fragment of the gate and indulge in curiosity to our heart's content. True, it is not possible to see through this hole the interesting things that Guybrush sees there, but the Mighty Pirate™ does not give up!

We'll leave our talking business card here. We need to bring the marquis out into the open and at the same time get inside.

So, we “forget” the talking parrot skeleton in the hole and go to visit the doctor. Now we will convince him that the Mighty Pirate™ Guybrush Threepwood is not as simple as it might seem! It will be enough to hint in conversation that we have some proof, and the Marquis will not resist the temptation to make sure.

It's a pleasure to watch our dear doctor sit in a puddle!

He leaves, filled with sinister plans, and it’s time for us to get down to business. Let's start by reuniting the shell with the pearl - fortunately, Guybrush now has a special ancient tool in his bosom.

Wow! Such a mossy system - and to this day it works without failures! As they say, “don’t touch anything, don’t change anything”... However, the wind is still blowing towards the island, which means that what has been done is not enough.

Fortune telling with the daisy of the winds

For example, right here there is a mysterious idol standing very close, next to which a similar shell sticks out. What happens if you pick at it with an ancient rod?

Nah... Unconvincing.

Cheese idol. Centuries later, traces of an ancient mouse civilization will be found on Flotsam.

What if you go through your pockets? A piece of cheese, a flower pot, a medallion... By the way! After all, Lady Voodoo’s weather vane has helped us out more than once, what if it helps this time too?

At least the faces that decorate it are quite similar to what this idol looks at us with. Especially this particular one. We set the desired combination on this antique safe and again pick at the sink with the rod.

Yeah, this is more like the truth!

True, the evil doctor immediately appeared with another miracle of technology. A blowgun of a new formation, so to speak.

The landing behind the gate turned out to be unexpectedly soft, so there is nothing to worry about - we need to continue what we started. Next in line is the mysterious idol in the southeastern part of the island. He, as the observant Guybrush will notice, lacks a nose. However, if you rummage through your pockets... yes, this particular detail served as a flower pot at the door of the Marquis de Synge. Well, at least not as a bell.

Having returned the lost nose to the idol, we repeat the operation with the weather vane. Unfortunately, until the appearance of a doctor with a pneumatic gun. True, the next figure, which unknown villains have deprived of the upper part of the puzzle, will do without it - you can try to replace it with a cheese circle, since the mystical code is well imprinted on it.

Exacerbation of relations. I wonder what Nipperkin will write about this?..

Well, all the necessary manipulations are completed. Guybrush wanders wherever his eyes look, and they look towards the remaining idol... and stumbles upon the omnipresent medic, who again wants something from him. However, what he wants is already clear - he is an unusually constant gentleman in his desires.

Talking with an inadequate interlocutor is more than dubious pleasure. But what can be opposed to it with an air gun, which has already sent Guybrush flying against his will several times?

But! If you rummage through your pockets... You can be convinced that greed is not a vice, but, on the contrary, a virtue and a means of survival: a glass U-tube, grabbed solely because it is free, will be an excellent addition to Monsieur de Synge’s witty design. True, first he needs to be distracted: for example, by mentioning His Majesty Louis in vain... what is his number there?..

Wow, how rude!

However, in this position the doctor is significantly less intrusive. It’s just a pity that you can’t install a weather vane now—at least, Guybrush believes there’s nowhere. You will have to navigate by the sounds made by the dandy from the bowels of the idol: painful screams mean that the combination is incorrect.

Compass for especially difficult situations.

Let's be humane. After all, we are noble pirates, not some kind of savages...

In the end, the idol turns out to be three-eyed, snotty and with a twisted mouth, but here the ancients know better. Let's start a pearl.

Wow! Finally!

The vacuum cleaner was shut up, and the winds are now blowing as they should; weathervanes clink, seagulls flap their wings, and only the marquis, spat out by an antique typewriter, vomits and rushes, and other terrible punishments and terrible revenge for Guybrush and his mischievous hand. But it’s not so easy to scare the Mighty Pirate™; he doesn’t care about curses - he already has his own, of the highest standard.

Forgetting about the annoying doctor as soon as he disappeared from sight, our adventurer hurries aboard the Screaming Narwhal - towards adventure and sweet Elaine.

Fair wind and good luck!

So far, everything is going more than well: the weather is favorable, the ship, despite its ridiculous appearance, is in no hurry to fall apart, Van Winslow confidently holds the helm and would not mind finding out in more detail what the Narwhal’s course is.

However, before Captain Guybrush Threepwood can tell him the final point of the route - the Gelato rock, near which this story began - the left limb, which has completely gone crazy, tightly seals its owner’s mouth. Well, he doesn’t let me say a word!

Well, of course! The curse was inherited from LeChuck, and it is not surprising that it intends to create all sorts of obstacles on the way to the goal. Nevertheless, we need to go to the Gelato rock. It is also indicated on the map - only the malicious hand, unfortunately, does not lose its vigilance.

“My dear Katerina Matveevna!..”

Riot on the ship: the hand demands recognition of independence! It’s good that the rest of the body is in no hurry to assemble parliament.

Let's try to take the helm ourselves... to make sure that you can't just fool this hand. The “Narwhal” behaved in such a way that it became clear why every little thing on a ship is usually screwed on and screwed on. No, not only because they squirt - you won’t have time to sneeze.

Oh well! For some limb to beat Captain Guybrush Threepwood himself?! This shouldn't happen.

Of course, Van Winslow will now correct the course and the barrel will roll back, but until this happens, we will take advantage of the situation. Run down to the cannon: the recoil after the shot will throw it back, as it should be, and the tar from the barrel will spill onto the deck. Which, in fact, is the first part of the plan to suppress the riot. Now let's try again to indicate the required coordinates on the map. Of course, you'll have to get a couple more slaps, but it's worth it: the last one will be so heavy that Guybrush will fly straight into a tar puddle. And, of course, it will stick.

What curse can resist good viscous resin! The hand can twitch as much as it wants, but this time it is powerless to prevent anything, and Van Winslow, who has received the necessary instructions, will direct the Narwhal to the target.

Gelato Rock:

Le Chuck controls the thirteenth Monkey of Montevideo. If he sacrifices her, he will gain power over the ocean. Next we see Elaine: she is tied up on board her own ship, standing near the Gelato rock. The hero Guybrush Threepwood sets off to save the princess and the world. Le Chuck begins to recite the spell to complete the voodoo ritual. Elaine will tell Guybrush that he needs to complete the enchantment of the sword.

Cursed saber Kaflu:

Go left, to the mast, and remove the voodoo recipe from the post. Read it: to remove the curse from a saber, you need to sprinkle it with a magical infusion of roots. Go right and go up the stairs. To your right on the deck lies a monkey coffin (Kauai Monkey Coffin). Pick it up and examine it in your inventory using a magnifying glass. The hero will automatically get a brew from the roots. Mix beer with mints: place both items in the left side of your inventory and click on “+”. Combine the saber and fizzy brew. However, Guybrush is in the mood to fool around, and he drops the brew. Ask Elaine to throw you a rope - she will throw you the whole mast. Move over to her and say goodbye to your ship: it will sail into an unknown distance. Go left and cut down the Chuck plant. Go right and throw Chuck's roots into the marked grog barrel. Throw some mints in there. Dip the saber in grog. Slash Le Chuck with your saber - Guybrush's hand will turn into Le Chuck's hand.

Flotsam Island:

Guybrush washes ashore. He will find that he is unable to control the cursed hand: the hand will voluntarily strike a friendly pirate. Meet Nipperkin from the Kielhauler newspaper. From a conversation with him you will learn that the winds never subside over the island. Deep Strait is the only source of "non-local" news, so the newspaperman pines for news of pirate brawls in the city.

Club 41: Go up the stairs and knock on the club door. It turns out that no one is allowed in without cards. Read the latest issue of Keelhauler. Notice the barrel of ink next to the newspaper stand. Check the editorial door - this is the service entrance. Talk to Nipperkin about the news about pirates.

Prison: Examine the windows, the writing on the building and the door. Remove the wanted poster from the post near the prison. From it you will learn about the pirate hunter Morgan Le Flay. In the nearby alley, examine the pillars: look for carvings of mermaids. Go to the door of the glassware shop "Damn it." The sign says the store is having a sale on glass letters. Examine the door.

Doctor's House: Go up the stairs and knock on the door. Guybrush will pick up the flower pot.

Roaring Narwhal: Turn left and go to the Roaring Narwhal. Talk to Reginald van Winslow. You will learn that anyone can become a captain if they throw the captain off the deck. He has lost his membership card for Club 41. Show him the wanted poster and you will learn something about Le Flay. Check out the socks and pink frilly underwear on the clothesline. Guybrush will take the Club 41 membership card out of his sock.

Damn it Shop: Return to the shop and talk to Gaffer Crimpdigit. He will tell you about the crystal reefs near the island. Ask Gaffer for a glass letter that looks like a tube - he will give you a U-shaped tube. Show the ad to him too - he will also share information about Le Flay.

"Keelhauler": Return to the editorial office and talk to Nipperkin about pirates. He wants news about the ship's capture, the treasure, and the brawl in the bar. If Guybrush provides the big news, Nipperkin will tell him about the Deep Sound. Show the newspaper ad. The three people's stories about Le Flay are completely different.

Club 41: With a Winslow's club card you will be admitted. Guybrush, or rather his hand, will start a fight as soon as the hero is allowed into the tavern. After leaving the tavern, go to the newspaper stand and examine the glass under it. Guybrush will pick up the skewer with the olive.

Jungle: There are 2 roads leading into the jungle: the path between the pillars near the glass shop or the path right behind Club 41. Look at the map of Flotsam Island and click on the passage to the jungle. You need the lower left path. Along the way you will see a pirate playing with figurines. Talk to the pirate Joaquin D'Oro, a treasure hunter. He collects porcelain figurines of pirates. The rarest figurine is Dave Dark Ninja. The pirate will give you a treasure map. Select the line “Look! It's the Dark Ninja!” in the dialogue. Take the pink figurine from the pile collected by Pierre Pajama Pants.

City: Return to the newspaper office. Dip the figurine in ink. Connect the figurine with the skewer and Dark Ninja Dave will come out.

Jungle: Return to the crossroads where you met D'Oro. Now look for the treasure by following the pirate map. If you are on the right path, you will hear bells. The hero himself will say something encouraging from time to time. If the path is chosen incorrectly, Guybrush will return to well.

Trail: Once at the crossroads, walk towards the road directly ahead of you. On your way you should come across a well. Dip the card into water - the earth will shake and the card will shine. Take the path on your right. You should hear the grunting of a boar and the sound of bells. Pick up a bomb from the ground (and Guybrush will pick up all the bombs). Move right again. Chimpanzee squeals and bells will be heard. Then follow the upper right path near the stone stand. You will hear the buzzing of bees and bells. At the intersection, take the lower path. A monkey's squeal will be heard. At the D'Oro intersection, turn right. You will hear the grunting of a boar and bells. Take the upper left path. At the intersection with the altar, you should hear the buzzing of bees and bells. Follow the left path. You will hear chirping. Walk forward - in front of you there will be a dug hole marked cross on the map. Place the figurine in the hole. Now return to D'Oro and talk to him about his map. D'Oro digs up a treasure - joy for him, and news of the treasure for you.

Docks: Click on the docks on the map. Turn left and go to the ship. Climb up the sheathing - fat will interfere with the climb. Try to climb up the anchor chain - the hot coals will get in your way. The coal will cause the fat to ignite. Throw the lit bomb onto the fire and onto the pink underwear. Use the lever to the right of your toes. Throw a lit bomb onto the laundry. Use a clothesline on the spot to the left of the clothesline. You are now Captain Guybrush Threepwood. Nipperkin received the desired news.

Deep Strait: Now Nipperkin will tell you everything he knows about Deep Strait. Take a look at the map: notice the tracks leading into the jungle and the word "deadline". Return to the jungle passage and follow Nipperkin's map. Approach the D'Oro intersection, turn left to the stone stand. Turn onto the path leading to the well. Turn onto the upper road leading to the circular calendar on the ground. Turn onto the upper right path and approach the hut. Knock and say the password “deadline” . A voodoo witch will open it for you. She will demand the Kafla saber. Talk to the witch. She will determine that your hand is affected by Le Chac's smallpox. The only cure is La Esponya Grande. The witch's friend, Coronado Da Cava, who lives on the island of Jerkbait, will help the hero. The witch will give you medallion with the image of a “sweet couple” - herself and Da Kava (examine the medallion in the inventory). Look around in the witch's room. Click on the parrot to teach him to pronounce the hero's name. Take the parrot to your left. When you are about to leave, the witch will give you an ancient scroll in an unbreakable bottle. You can pick up the bottle from the table yourself. Pick up the old weather vane outside. Turn left.

Docks: Go to the docks on the map. Nipperkin will tell you about the terrible threat hanging over the island - the Le Chac Smallpox. Go to the glass blower. Gaffer admits that the unbreakable bottle is his job. It is made from crystals growing near the reef. He has a device that can break a bottle, but it won't be cheap.

"Roaring Narwhal": Go left and climb up the anchor chain. Van Winslow managed to appoint himself first mate. Go down the rapids. Pick up the circle of cheese next to the cannon. Light the cannon. The island's winds will blow the core away so it hits the glassblower's unicorns. Now fill the cannon with the bottle and shoot. The bottle will hit Crimpdigit. Return to the glassblower. Pick up the bottle from the ground and the breaker from the bench. In inventory, combine the bottle with the breaker. The damned hand will interfere with you.

Doctor: Knock on the doctor, Marquis De Synge. Go to his laboratory and talk to him. The doctor will examine the arm and decide to amputate it. Guybrush finds himself shackled in a chair. The doctor will numb your hand and come out to sharpen a miniature guillotine. The key remains on the skeleton. The chair turns left and right with the A and D keys, respectively. Tilt and straightening are adjusted using the W and S buttons. Press the D and W buttons to turn to the right and tilt. Take the key. Press A to turn to the monkey, Jacques. Give the key to the monkey. She will open the cage and come out. Press A to face the projector. Use the bell on the table. The monkey will take the picture and place it in the projector. A drawing of a mouse cage and a monkey's electrical antenna will appear. Press S and click on the right pedal - a banana will fall. The monkey will eat it, look at the picture and go to the mouse wheel. Press the left pedal and the monkey will receive an electric shock. Jacques knocks out the picture. Press A and pick up the picture from the floor. Press W and S to face the projector and move closer to the floor. Place the picture on top of the others. Ring the bell and the monkey will change the picture. Guybrush's ossified hand will appear. Press S. Click on the right pedal to give Jacques a banana. He will head towards the skeleton. Press the left pedal and the key will stick to the magnetized tail. Press W to lie down. Ring the bell. The monkey will put up a picture of a pirated version of Da Vinci the man. Press S. Give Jacques the banana by pressing the right pedal. He will eat a banana and jump on you. Now Guybrush can free himself (the key is on the monkey's tail). De Synge will chase after Guybrush. During the chase, the hero will be hit in the face by a wanted poster for a pirate hunter. Read it.

Elder Scroll: Combine the bottle and the breaker in inventory. The scroll will be empty. Now you need Hemlock McG - the pirate sitting on the steps of the courthouse. He will tell you that he had the scroll until the witch received it. Ask him for a magnifying glass with which you can read the scroll (Eye of the Manatee). Combine the eye and scroll in your inventory. Study the map. Press the cheese into the wall so that the eyes are imprinted on it. Return to De Synge - he is looking through the telescope. Talk to him.

Jungle: Approach the passage into the jungle. Take the upper left path. Place the scroll on the altar. The hero will dance and the earth will shake. Turn around and go back to the jungle passage. You should hear buzzing and bells. Take the lower left path. At the intersection you will hear the squealing of monkeys and bells. In your inventory, point the magnifying glass at the weather vane - it will point to the right. Turn onto the path behind the hero or the upper path. When you find yourself at the well, throw a flower there. The earth will shake. Point the magnifying glass at the weather vane again - you're looking to the right. Take the path to the right of the well. Listen to the buzzing of bees, bells and the hero's satisfied comment. Place the weather vane on the stand - it will point to the left. Remove the weather vane and turn left. You will see a calendar on the ground. Walk around the calendar several times: it will flash in different colors - red, yellow, green and green again. The earth will shake. Point the magnifying glass at the weather vane. Take the path behind the calendar and find yourself near the ancient portal. But De Synge is already waiting for you with the intention of cutting off the hero’s hand.

Ancient Portal: Examine the sink on the right and the portal decorated with a manatee figure. The crystal nose can be broken with a breaker. Break it and raise a strange face. Stick the parrot in its nostril. Return to the docks through the passage into the jungle. Talk to De Synge about proving your evil intentions. Automatically navigate to the portal location. All you have to do is watch how the marquise is deceived. Now Guybrush can take the ancient weapon. De Synge will let slip that with the help of the weapon you can control the wind and summon the god of the winds. The weapon has 4 fingers. Use the weapon on the shell closest to the large device. Now 4 mysterious idols of the island - the gods of the winds - have awakened.

Call of the Gods:

Idol near the wind control device:

Turn right and examine the idol with 3 wheels. Attach a weather vane to the top of the idol. Rotate the wheels so they line up with the face on the weather vane. Use the ancient weapon on the shell to the right of the idol. This will cause one of the fingers of the large device to move. Suddenly, De Synge takes Guybrush into the thicket of the jungle.

Mysterious Idol:

Go right until you see the idol. Attach a weather vane to its top. Rotate the wheels so they line up with the face on the weather vane. This idol does not have a nose. Fill the empty space with a flower pot (on the middle wheel). Use the ancient weapon on the shell to the right of the idol. Another finger will go down. The Marquis will blow you away again into another area of ​​the jungle.

Strange Idol:

Return to the jungle passage and approach the strange idol. There is no wheel on this idol. Fill the empty space with a circle of cheese. Attach a weather vane to the top of the idol. Rotate the wheels so they line up with the face on the weather vane. Use the ancient weapon on the shell to the right of the idol. Another finger will go down. De Synge will blow you away to another area of ​​the jungle.
The Last Idol: Return to the jungle passage and take the path leading to the altar (top left path). The doctor will meet you here. In the dialogue, select the line “Look, it’s King Louis.” Once he's distracted, place the U-shaped tube on the barrel of the gun. De Synge will find himself riding on the idol. Turn your wheels and follow what De Singe has to say. Choose the turn of the wheel that brings out happy sounds from the marquis. Use the ancient weapon on the shell to the right of the idol. And the wind blows away the smallpox cloud from the island. The winds are blowing normally again.

Roaring Narwhal: The Roaring Narwhal will automatically enter the open sea. Van Winslow will ask where to go. The cursed hand will not allow Guybrush to answer. Climb to the helm, turn it, but the damned hand will pull the steering wheel, and the ship will tilt. The barrel of resin will roll towards the cannon. Go down to the cannon and set it on fire. Your actions will cause the barrel to break. Look at the puddle of resin. Guybrush will voice his intention to dip his hand into it. Click on the map to show Winslow where to go. The hand will give the hero a slap in the face. As a result, he will fall into a puddle of resin and stain his cursed hand. Head to Gelato Rock. Now Elaine will have to be saved: Le Chuck in human form is caring for her.

PART 1.
Guybrush ends up on a ship fighting a woman. We talk to her twice until we find ourselves at a location where a bird pecks his hand almost next to him. We take out the hook (it is almost next to the bird) and talk to the woman again. Now we are at the location with the helm.
We take a hook from the luggage and poke it onto the cable from above. Now we are at the mast. Cut the rope that holds the barrel. Now talk with Morgana until we again find ourselves at the location with the steering wheel, turn the steering wheel. Now we talk with Morgana again and move to the location with the bird. Let's drive her away. We won!!!
Winslow asks Guybrush to plot a course. We go to the cabin and bait the map and the Bait Islands on it..

PART 2. Go to the right and talk to the ursal. We learn from her that the pass to the raft can be taken from the king, DeKava lives on the island of Caviar, and the mast can be repaired. going into the cave. We go straight, talk to Elaine, and follow her upstairs.
We ask the queen for a pass, Elaine gives the pass. We go down, take away the eye from the statue on the right, go right.
Just two turns, if you go through the first one, you can get into the library and ask for three books there. Let's go to the second one. There we ask you to repair the yacht, and at the same time we ask how they managed to fix it so quickly and ask for bait. So we find out that you need a coupon for bait, and they fix it so quickly because on Blesny Island there are trees on the shore. Take the bucket to the left of the repair shop. Let's go to the raft. Let's go to the island of Caviar.
ISLAND OF CAVIAR.
We go into the mad explorer's hut. We stuff the medallion into the manatee and get a piece of paper, which you can look at in your inventory under the police station and find out what is written there... It’s really very small.
In the inventory we combine a magnifying glass and a fish eye, get a red magnifying glass, which we apply to a sheet of paper. We're going to BLESNY island.

BLESNY ISLAND.
The pirates are arguing. Let's go into the jungle and to the right. There will be a wishing well with a coupon.
Now we go away from the well, and then to the left. Let's find the Waikalian ruins. In principle, there are a lot of tuips in the jungle and it’s difficult to pass by the useful ones. The kebab maker doesn’t do anything, let’s go back to the beginning.
In the jungle, first to the left, then to the right several times - he will come to a cliff with LeChuck
You can get a coupon for an oyster there, I don’t know how to open the altar. let's go back to shore
Ask the pirates why they are arguing, offer to play staring contest, then look at the children with a pile of gold and the moment they turn away, put the parrot in the chest.
He will go to Brilling Island and start digging there near the right palm tree. Here is the parrot and the first artifact.

REEF.
Let's cash out coupons, to do this we'll go up to the store
examine the shell in your inventory and get a pearl

BLESNY ISLAND
Let's come to LeChuck. Let's give him the pearl, hint him to use the pearl with the claw thing, and then the key with the shell. then insert your key into the second shell (a little to the right of the first) and the altar will open.
There is a crowbar behind the altar. We take it and try to pick out the turtle. It doesn’t work, then we give the crowbar to LeChuck.
When we come to our senses at the bottom, the first thing we do is pick up the crowbar and go to the right. We take the second artifact

REEF.
We go to the library and ask for the book 101 Pieces of Fish. We study it in the inventory and find a coupon. Cash out the coupon in the store. Now we have doomworms.

Spinner Otsrov
We go to the well, combine the hook and worms, we get a super fish. Here is the last artifact.
Time to visit Elaine.

REEF.
We go to the library and save Elaine. We take coals with a bucket. We rise to the royal throne and tear out the control panel for the hot tub.

BLESNY ISLAND.
We go to the right of the kebab shop and find LeChuck. Now we need a golden turtle. which you don’t mind giving to pirates.
Let's go to the kebab shop. Screw in the hot tub control panel, pour out the coals and turn on the panel. We put a parrot on the panel and it melts.
With the coals still hot, we run to the cliff and pour the fused pyrite down. THEN we go to the broken altar and pick out the turtle with a crowbar. We return and give it to LeChuck.
Then we talk to Lechak and tell him our plan. then we sit on the raft. and make our way between the two lower right ships to our ship. Let's sail to MacGillicutty. We insult him and he breaks the mast.
We sail to Briling Island. Talking to pirates, using a crowbar rubber tree, we talk with the pirates again. Now they undermine it, then we push it.
We return to RIF and ask the mermaid to repair the mast with the help of our wood. Let's return to Macgilikatty. Let's make him angry. THEN we sail to the REEF.

We receive instructions, go to the dock and throw the ball into the water. We wait for Elaine, then we sail.
Let's watch a funny video.


WALKTHROUGH


TALES OF MONKEY ISLAND. CHAPTER 1. LAUNCHING THE ROARING NARWHAL

ABOUT MANAGEMENT

1. Main character moves with the keys W, A, S, D.

2. The TAB key is used to view inventory.

3. Space is used for pause.

4. Green cursor indicates active points.

5. SHIFT key is used for running.

Gelato Rock:

Le Chuck controls the thirteenth Monkey of Montevideo. If he sacrifices her, he will gain power over the ocean. Next we see Elaine: she is tied up on board her own ship, standing near the Gelato rock. The hero Guybrush Threepwood sets off to save the princess and the world. Le Chuck begins to recite the spell to complete the voodoo ritual. Elaine will tell Guybrush that he needs to complete the enchantment of the sword.

Cursed saber Kaflu:

Go left, to the mast, and remove the voodoo recipe from the post. Read it: to remove the curse from a saber, you need to sprinkle it with a magical infusion of roots. Go right and go up the stairs. To your right on the deck lies a monkey coffin (Kauai Monkey Coffin). Pick it up and examine it in your inventory using a magnifying glass. The hero will automatically get a brew from the roots. Mix beer with mints: place both items in the left side of your inventory and click on “+”. Combine the saber and fizzy brew. However, Guybrush is in the mood to fool around, and he drops the brew. Ask Elaine to throw you a rope - she will throw you the whole mast. Move over to her and say goodbye to your ship: it will sail into an unknown distance. Go left and cut down the Chuck plant. Go right and throw Chuck's roots into the marked grog barrel. Throw some mints in there. Dip the saber in grog. Slash Le Chuck with your saber - Guybrush's hand will turn into Le Chuck's hand.

Flotsam Island:

Guybrush washes ashore. He will find that he is unable to control the cursed hand: the hand will voluntarily strike a friendly pirate. Meet Nipperkin from the Kielhauler newspaper. From a conversation with him you will learn that the winds never subside over the island. Deep Strait is the only source of "non-local" news, so the newspaperman pines for news of pirate brawls in the city.

City.

Club 41: Go up the stairs and knock on the club door. It turns out that no one is allowed in without cards. Read the latest issue of Keelhauler. Notice the barrel of ink next to the newspaper stand. Check the editorial door - this is the service entrance. Talk to Nipperkin about the news about pirates.

Prison: Examine the windows, the writing on the building and the door. Remove the wanted poster from the post near the prison. From it you will learn about the pirate hunter Morgan Le Flay. In the nearby alley, examine the pillars: look for carvings of mermaids. Go to the door of the glassware shop "Damn it." The sign says the store is having a sale on glass letters. Examine the door.

Doctor's House: Go up the stairs and knock on the door. Guybrush will pick up the flower pot.

"Roaring Narwhal": Turn left and go to the Roaring Narwhal. Talk to Reginald van Winslow. You will learn that anyone can become a captain if they throw the captain off the deck. He has lost his membership card for Club 41. Show him the wanted poster and you will learn something about Le Flay. Check out the socks and pink frilly underwear on the clothesline. Guybrush will take the Club 41 membership card out of his sock.

Shop "Damn it": Return to the shop and talk to Gaffer Crimpdigit. He will tell you about the crystal reefs near the island. Ask Gaffer for a glass letter that looks like a tube - he will give you a U-shaped tube. Show the ad to him too - he will also share information about Le Flay.

"Keelhauler": Return to the editorial office and talk to Nipperkin about pirates. He wants news about the ship's capture, the treasure, and the brawl in the bar. If Guybrush provides the big news, Nipperkin will tell him about the Deep Sound. Show the newspaper ad. The three people's stories about Le Flay are completely different.

Club 41: With a Winslow club card you will be allowed in. Guybrush, or rather his hand, will start a fight as soon as the hero is allowed into the tavern. After leaving the tavern, go to the newspaper stand and examine the glass under it. Guybrush will pick up the skewer with the olive.

Jungle: There are 2 roads leading into the jungle: the path between the pillars near the glass shop or the path right behind Club 41. Look at the map of Flotsam Island and click on the passage to the jungle. You need the lower left path. Along the way you will see a pirate playing with figurines. Talk to the pirate Joaquin D'Oro, a treasure hunter. He collects porcelain figurines of pirates. The rarest figurine is Dave Dark Ninja. The pirate will give you a treasure map. Select the line “Look! It's the Dark Ninja!” in the dialogue. Take the pink figurine from the pile collected by Pierre Pajama Pants.

City: Return to the newspaper office. Dip the figurine in ink. Connect the figurine with the skewer and Dark Ninja Dave will come out.

Jungle: Return to the crossroads where you met D'Oro. Now look for the treasure by following the pirate map. If you are on the right path, you will hear bells. The hero himself will say something encouraging from time to time. If the path is chosen incorrectly, Guybrush will return to the well.

Trail: Once at the intersection, walk towards the road directly in front of you. On your way you should come across a well. Dip the card into water - the earth will shake and the card will shine. Take the path on your right. You should hear the grunting of a boar and the sound of bells. Pick up a bomb from the ground (and Guybrush will pick up all the bombs). Move right again. Chimpanzee squeals and bells will be heard. Then follow the upper right path near the stone stand. You will hear the buzzing of bees and bells. At the intersection, take the lower path. A monkey's squeal will be heard. At the D'Oro intersection, turn right. You will hear the grunting of a boar and bells. Take the upper left path. At the intersection with the altar, you should hear the buzzing of bees and bells. Follow the left path. You will hear chirping. Walk forward - in front of you there will be a dug hole marked cross on the map. Place the figurine in the hole. Now return to D'Oro and talk to him about his map. D'Oro digs up a treasure - joy for him, and news of the treasure for you.

Docks: Click on the docks on the map. Turn left and go to the ship. Climb up the sheathing - fat will interfere with the climb. Try to climb up the anchor chain - the hot coals will get in your way. The coal will cause the fat to ignite. Throw the lit bomb onto the fire and onto the pink underwear. Use the lever to the right of your toes. Throw a lit bomb onto the laundry. Use a clothesline on the spot to the left of the clothesline. You are now Captain Guybrush Threepwood. Nipperkin received the desired news.

Deep Strait: Now Nipperkin will tell you everything he knows about the Deep Strait. Take a look at the map: notice the tracks leading into the jungle and the word "deadline". Return to the jungle passage and follow Nipperkin's map. Approach the D'Oro intersection, turn left to the stone stand. Turn onto the path leading to the well. Turn onto the upper road leading to the circular calendar on the ground. Turn onto the upper right path and approach the hut. Knock and say the password “deadline” . A voodoo witch will open it for you. She will demand the Kafla saber. Talk to the witch. She will determine that your hand is affected by Le Chac's smallpox. The only cure is La Esponya Grande. The witch's friend, Coronado Da Cava, who lives on the island of Jerkbait, will help the hero. The witch will give you medallion with the image of a “sweet couple” - herself and Da Kava (examine the medallion in the inventory). Look around in the witch's room. Click on the parrot to teach him to pronounce the hero's name. Take the parrot to your left. When you are about to leave, the witch will give you an ancient scroll in an unbreakable bottle. You can pick up the bottle from the table yourself. Pick up the old weather vane outside. Turn left.

Docks: Go to the docks on the map. Nipperkin will tell you about the terrible threat hanging over the island - the Le Chac Smallpox. Go to the glass blower. Gaffer admits that the unbreakable bottle is his job. It is made from crystals growing near the reef. He has a device that can break a bottle, but it won't be cheap.

"Roaring Narwhal": Go left and climb up the anchor chain. Van Winslow managed to appoint himself first mate. Go down the rapids. Pick up the circle of cheese next to the cannon. Light the cannon. The island's winds will blow the core away so it hits the glassblower's unicorns. Now fill the cannon with the bottle and shoot. The bottle will hit Crimpdigit. Return to the glassblower. Pick up the bottle from the ground and the breaker from the bench. In inventory, combine the bottle with the breaker. The damned hand will interfere with you.

Doctor: Knock on the doctor, Marquis De Synge. Go to his laboratory and talk to him. The doctor will examine the arm and decide to amputate it. Guybrush finds himself shackled in a chair. The doctor will numb your hand and come out to sharpen a miniature guillotine. The key remains on the skeleton. The chair turns left and right with the A and D keys, respectively. Tilt and straightening are adjusted using the W and S buttons. Press the D and W buttons to turn to the right and tilt. Take the key. Press A to turn to the monkey, Jacques. Give the key to the monkey. She will open the cage and come out. Press A to face the projector. Use the bell on the table. The monkey will take the picture and place it in the projector. A drawing of a mouse cage and a monkey's electrical antenna will appear. Press S and click on the right pedal - a banana will fall. The monkey will eat it, look at the picture and go to the mouse wheel. Press the left pedal and the monkey will receive an electric shock. Jacques knocks out the picture. Press A and pick up the picture from the floor. Press W and S to face the projector and move closer to the floor. Place the picture on top of the others. Ring the bell and the monkey will change the picture. Guybrush's ossified hand will appear. Press S. Click on the right pedal to give Jacques a banana. He will head towards the skeleton. Press the left pedal and the key will stick to the magnetized tail. Press W to lie down. Ring the bell. The monkey will put up a picture of a pirated version of Da Vinci the man. Press S. Give Jacques the banana by pressing the right pedal. He will eat a banana and jump on you. Now Guybrush can free himself (the key is on the monkey's tail). De Synge will chase after Guybrush. During the chase, the hero will be hit in the face by a wanted poster for a pirate hunter. Read it.

Ancient Scroll: Combine the bottle and the breaker in inventory. The scroll will be empty. Now you need Hemlock McG - the pirate sitting on the steps of the courthouse. He will tell you that he had the scroll until the witch received it. Ask him for a magnifying glass with which you can read the scroll (Eye of the Manatee). Combine the eye and scroll in your inventory. Study the map. Press the cheese into the wall so that the eyes are imprinted on it. Return to De Synge - he is looking through the telescope. Talk to him.

Jungle: Approach the passage into the jungle. Take the upper left path. Place the scroll on the altar. The hero will dance and the earth will shake. Turn around and go back to the jungle passage. You should hear buzzing and bells. Take the lower left path. At the intersection you will hear the squealing of monkeys and bells. In your inventory, point the magnifying glass at the weather vane - it will point to the right. Turn onto the path behind the hero or the upper path. When you find yourself at the well, throw a flower there. The earth will shake. Point the magnifying glass at the weather vane again - you're looking to the right. Take the path to the right of the well. Listen to the buzzing of bees, bells and the hero's satisfied comment. Place the weather vane on the stand - it will point to the left. Remove the weather vane and turn left. You will see a calendar on the ground. Walk around the calendar several times: it will flash in different colors - red, yellow, green and green again. The earth will shake. Point the magnifying glass at the weather vane. Take the path behind the calendar and find yourself near the ancient portal. But De Synge is already waiting for you with the intention of cutting off the hero’s hand.

Ancient Portal: Examine the sink on the right and the portal decorated with a manatee figure. The crystal nose can be broken with a breaker. Break it and raise a strange face. Stick the parrot in its nostril. Return to the docks through the passage into the jungle. Talk to De Synge about proving your evil intentions. Automatically navigate to the portal location. All you have to do is watch how the marquise is deceived. Now Guybrush can take the ancient weapon. De Synge will let slip that with the help of the weapon you can control the wind and summon the god of the winds. The weapon has 4 fingers. Use the weapon on the shell closest to the large device. Now 4 mysterious idols of the island - the gods of the winds - have awakened.

Call of the Gods:

Idol near the wind control device:

Turn right and examine the idol with 3 wheels. Attach a weather vane to the top of the idol. Rotate the wheels so they line up with the face on the weather vane. Use the ancient weapon on the shell to the right of the idol. This will cause one of the fingers of the large device to move. Suddenly, De Synge takes Guybrush into the thicket of the jungle.

Mysterious Idol:

Go right until you see the idol. Attach a weather vane to its top. Rotate the wheels so they line up with the face on the weather vane. This idol does not have a nose. Fill the empty space with a flower pot (on the middle wheel). Use the ancient weapon on the shell to the right of the idol. Another finger will go down. The Marquis will blow you away again into another area of ​​the jungle.

Strange Idol:

Return to the jungle passage and approach the strange idol. There is no wheel on this idol. Fill the empty space with a circle of cheese. Attach a weather vane to the top of the idol. Rotate the wheels so they line up with the face on the weather vane. Use the ancient weapon on the shell to the right of the idol. Another finger will go down. De Synge will blow you away to another area of ​​the jungle.
The Last Idol: Return to the jungle passage and take the path leading to the altar (top left path). The doctor will meet you here. In the dialogue, select the line “Look, it’s King Louis.” Once he's distracted, place the U-shaped tube on the barrel of the gun. De Synge will find himself riding on the idol. Turn your wheels and follow what De Singe has to say. Choose the turn of the wheel that brings out happy sounds from the marquis. Use the ancient weapon on the shell to the right of the idol. And the wind blows away the smallpox cloud from the island. The winds are blowing normally again.

Roaring Narwhal: The Roaring Narwhal will automatically enter the open sea. Van Winslow will ask where to go. The cursed hand will not allow Guybrush to answer. Climb to the helm, turn it, but the damned hand will pull the steering wheel, and the ship will tilt. The barrel of resin will roll towards the cannon. Go down to the cannon and set it on fire. Your actions will cause the barrel to break. Look at the puddle of resin. Guybrush will voice his intention to dip his hand into it. Click on the map to show Winslow where to go. The hand will give the hero a slap in the face. As a result, he will fall into a puddle of resin and stain his cursed hand. Head to Gelato Rock. Now Elaine will have to be saved: Le Chuck in human form is caring for her.

Tales of Monkey Island: Chapter 1 - Launch of the Screaming Narwhal

Gelato Rock:

Le Chuck controls the thirteenth Monkey of Montevideo. If he sacrifices her, he will gain power over the ocean. Next we see Elaine: she is tied up on board her own ship, standing near the Gelato rock. The hero Guybrush Threepwood sets off to save the princess and the world. Le Chuck begins to recite the spell to complete the voodoo ritual. Elaine will tell Guybrush that he needs to complete the enchantment of the sword.

Cursed saber Kaflu:

Go left, to the mast, and remove the voodoo recipe from the post. Read it: to remove the curse from a saber, you need to sprinkle it with a magical infusion of roots. Go right and go up the stairs. To your right on the deck lies a monkey coffin (Kauai Monkey Coffin). Pick it up and examine it in your inventory using a magnifying glass. The hero will automatically get a brew from the roots. Mix beer with mints: place both items in the left side of your inventory and click on. Combine the saber and fizzy brew. However, Guybrush is in the mood to fool around, and he drops the brew. Ask Elaine to throw you a rope - she will throw you the whole mast. Move over to her and say goodbye to your ship: it will sail into an unknown distance. Go left and cut down the Chuck plant. Go right and throw Chuck's roots into the marked grog barrel. Throw some mints in there. Dip the saber in grog. Slash Le Chuck with your saber - Guybrush's hand will turn into Le Chuck's hand.

Flotsam Island:

Guybrush washes ashore. He will find that he is unable to control the cursed hand: the hand will voluntarily strike a friendly pirate. Meet Nipperkin from the newspaper. From a conversation with him you will learn that the winds never subside over the island. The Deep Strait is the only source of news, so the newspaperman is pining for news of pirate brawls in the city.

Club 41: Go up the stairs and knock on the club door. It turns out that no one is allowed in without cards. Read the latest issue. Notice the barrel of ink next to the newspaper stand. Check the editorial door - this is the service entrance. Talk to Nipperkin about the news about pirates.

Prison: Examine the windows, the writing on the building and the door. Remove the wanted poster from the post near the prison. From it you will learn about the pirate hunter Morgan Le Flay. In the nearby alley, examine the pillars: look for carvings of mermaids. Go to the door of the glass shop. The sign says the store is having a sale on glass letters. Examine the door.

Doctor's House: Go up the stairs and knock on the door. Guybrush will pick up the flower pot.

: Turn left and go to. Talk to Reginald Van Winslow. You will learn that anyone can become a captain if they throw the captain off the deck. He has lost his membership card for Club 41. Show him the wanted poster and you will learn something about Le Flay. Check out the socks and pink frilly underwear on the clothesline. Guybrush will take the Club 41 membership card out of his sock.

Shop: Return to the shop and talk to Gaffer Crimpdigit. He will tell you about the crystal reefs near the island. Ask Gaffer for a glass letter that looks like a tube - he will give you a U-shaped tube. Show the ad to him too - he will also share information about Le Flay.

: Return to the editorial office and talk to Nipperkin about pirates. He wants news about the ship's capture, the treasure, and the brawl in the bar. If Guybrush provides the big news, Nipperkin will tell him about the Deep Sound. Show the newspaper ad. The three people's stories about Le Flay are completely different.

Club 41: With a Winslow's club card you will be admitted. Guybrush, or rather his hand, will start a fight as soon as the hero is allowed into the tavern. After leaving the tavern, go to the newspaper stand and examine the glass under it. Guybrush will pick up the skewer with the olive.

Jungle: There are 2 roads leading into the jungle: the path between the pillars near the glass shop or the path right behind Club 41. Look at the map of Flotsam Island and click on the passage to the jungle. You need the lower left path. Along the way you will see a pirate playing with figurines. Talk to the pirate Joaquin DORO, the treasure hunter. He collects porcelain figurines of pirates. The rarest figure is Dave Dark Ninja. The pirate will give you a treasure map. Select in the dialogue the line "Look! It's the Dark Ninja!" Take the pink figurine from the pile collected by Pierre Pajama Pants.

City: Return to the newspaper office. Dip the figurine in ink. Connect the figure with the skewer - Dave Dark Ninja will come out.

Jungle: Return to the intersection where you met DORO. Now look for the treasure by following the pirate map. If you are on the right path, you will hear bells. The hero himself will say something encouraging from time to time. If the path is chosen incorrectly, Guybrush will return to the well.
Trail: Once at the crossroads, walk towards the road directly ahead of you. On your way you should come across a well. Dip the card into water - the earth will shake and the card will shine. Take the path on your right. You should hear the grunting of a boar and the sound of bells. Pick up a bomb from the ground (and Guybrush will pick up all the bombs). Move right again. Chimpanzee squeals and bells will be heard. Then follow the upper right path near the stone stand. You will hear the buzzing of bees and bells. At the intersection, take the lower path. A monkey's squeal will be heard. At the DORO intersection, turn right. The grunting of a boar and bells will be heard. Take the upper left path. At the intersection with the altar, you should hear bees buzzing and bells ringing. Take the left path. A chirping sound will be heard. Walk forward - in front of you there will be a dug hole, marked with a cross on the map. Place the figurine in the hole. Now return to DORO and talk to him about his map. DORO digs up a treasure - joy for him, and news of the treasure for you.

Docks: Click on the docks on the map. Turn left and go to the ship. Climb up the sheathing - fat will interfere with the climb. Try to climb the anchor chain - hot coals will interfere with you. The coal will cause the fat to ignite. Throw the lit bomb onto the fire and onto the pink underwear. Use the lever to the right of your toes. Throw a lit bomb onto the laundry. Use a clothesline on the spot to the left of the clothesline. You are now Captain Guybrush Threepwood. Nipperkin received the desired news.

Deep Strait: Now Nipperkin will tell you everything he knows about Deep Strait. Look at the map: note the tracks leading into the jungle and the word. Return to the jungle passage and follow Nipperkin's map. Approach the DORO intersection, turn left to the stone stand. Take the path leading to the well. Take the upper road leading to the circular calendar on the ground. Take the upper right path and approach the hut. Knock and tell the password "deadline". The voodoo witch will open it for you. She will demand Kafla's saber. Talk to the witch. She will determine that the hand is affected by Le Chac's smallpox. The only cure is La Esponha Grande. The witch's friend, Coronado Da Cava, who lives on Jerkbait Island, will help the hero. The witch will give you a medallion with the image of a “sweet couple” - herself and Da Cava (examine the medallion in the inventory). Look around the witch's room. Click on the parrot to teach it to pronounce the hero's name. Take the parrot to your left. When you are ready to leave, the sorceress will give you an ancient scroll in an unbreakable bottle. You can pick up the bottle from the table yourself. Outside, pick up the old weather vane. Turn left.

Docks: Go to the docks on the map. Nipperkin will tell you about the terrible threat hanging over the island - the Le Chac Smallpox. Go to the glass blower. Gaffer admits that the unbreakable bottle is his job. It is made from crystals growing near the reef. He has a device that can break a bottle, but it won't be cheap.

: Go left and climb up the anchor chain. Van Winslow managed to appoint himself first mate. Go down the rapids. Pick up the circle of cheese next to the cannon. Light the cannon. The island's winds will blow the core away so it hits the glassblower's unicorns. Now fill the cannon with the bottle and shoot. The bottle will hit Crimpdigit. Return to the glassblower. Pick up the bottle from the ground and the breaker from the bench. In inventory, combine the bottle with the breaker. The damned hand will interfere with you.

Doctor: Knock on the doctor, Marquis De Synge. Go to his laboratory and talk to him. The doctor will examine the arm and decide to amputate it. Guybrush finds himself shackled in a chair. The doctor will numb your hand and come out to sharpen a miniature guillotine. The key remains on the skeleton. The chair turns left and right with the A and D keys, respectively. Tilt and straightening are adjusted using the W and S buttons. Press the D and W buttons to turn to the right and tilt. Take the key. Press A to turn to the monkey, Jacques. Give the key to the monkey. She will open the cage and come out. Press A to face the projector. Use the bell on the table. The monkey will take the picture and place it in the projector. A drawing of a mouse cage and a monkey's electrical antenna will appear. Press S and click on the right pedal - a banana will fall. The monkey will eat it, look at the picture and go to the mouse wheel. Press the left pedal - the monkey will receive an electric shock. Jacques knocks out the picture. Press A and pick up the picture from the floor. Press W and S to face the projector and move closer to the floor. Place the picture on top of the others. Ring the bell - the monkey will change the picture. Guybrush's ossified hand will appear. Press S. Click on the right pedal to give Jacques a banana. He will head towards the skeleton. Press the left pedal - the key will stick to the magnetized tail. Press W to lie down. Ring the bell. The monkey will put up a picture of a pirated version of Da Vinci the man. Press S. Give Jacques the banana by pressing the right pedal. He will eat a banana and jump on you. Now Guybrush can free himself (the key is on the monkey's tail).

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