Welcometo the Sinjin's Guide to the Islands, the ultimate online walkthrough for Escape from Monkey Island, the latest adventure of Guybrush Threepwood. Those of you who have sailed with Guybrush on his past adventures will know what to expect and for those of you new to the "pirate's life", prepare yourself for a fun-filled adventure filled with lots of humor and devious puzzles.
Throughout the adventure you will want to follow a few basic guidelines:
I will also be providing many screenshots and maps of the various areas to assist you during the adventure so you hopefully won't get lost. During the course of the walkthrough I will be having you pick things up and go certain places that may not make sense at the time. This is because I have played the game multiple times and know what items are needed in advance. While following this solve will certainly keep you from backtracking between locations you may lose some enjoyment and surprises by following it too closely. So grab your sword and mug-o-grog and prepare to Escape from Monkey Island...
There are also a few things you never want to say. These bogus insults and responses are thrown in with the good ones so make sure you don't say any of these. Note: These responses do not correspond with any particular insult.
Your stay on Lucre Island will be filled with plenty of unexpected events. The map above shows some of the key locations you will visit during your adventure. Below is the location key to the map above. You can visit these places in any order you wish and gather clues and collect various inventory items. The following narrative outlines how I played this part of the game. Feel free to explore and have fun and remember to talk to everyone, even if they don't look important.
1. Palace of Prostheses - collect valuable clues and items from this store and its owner.
2. Lucre Island Bank - be part of an exciting bank robbery and the #1 suspect.
3. Archway - this leads to the island map with paths to other exciting locations.
4. Lawyers' Office - visit this location early to unlock other possible adventures.
5. Scents and Sensibilities Perfume Stand - get spritzed by a rehabilitated pirate.
6. House of Sticks - canes for every occasion and everybody including Australian villains.
7. Hall of Justice - also known as the JAIL. Become a visitor and a prisoner all in one day.
8. Bait Shoppe - all sorts of smelly stuff can be collect here. Check out the circus.
9. Chess Playing Pirates - tucked away down at the docks, these two pirates have a valuable item.
After you arrive at the island and your team of pirates goes their separate ways, head up the steps and locate the duck in front of the Bait Shoppe. Stuff him in your pants then head into town toward the left. Your immediate goal is the law offices (4) but you may as well visit the perfume stand (5) since it's on the way. Talk to the ex-pirate and grab an empty spritzer bottle from the pile to the left. Also get the cologne from the stand.
The law office are just around the corner to the left. Enter and have a humorous conversation with the three lawyers. Before you leave they will give you a letter from Grandpa Marley. This letter has a clue about family heirlooms locked in the Lucre Island Bank and a cryptic reference to something called the "Ultimate Insult".
Head to the bank (2) located down the street just past the archway. Enter and eavesdrop on the conversation with Brittany and the angry Australian, Ozzie Mandrill. Watch what he does with his walking stick when he gets mad. This is a valuable clue for a future puzzle. After he leaves you can go talk to Brittany and ask to see your safe deposit box. Show her the Gubernatorial Symbol to prove your identity then you will be taken into the vault.
While you are viewing the contents of the chest a bank robber will burst into the vault. He looks strangely familiar until he removes his mask revealing he has NO NOSE! He makes a hasty exit and locks you in the vault. A police standoff takes place outside the vault leaving you to engineer your own escape. Collect the sword and sponge from the table (1) and another sponge from the corner of the vault (2). Search the open safe deposit box (3) and get a music box and a bottle of fine grog. Finally take the monogrammed handkerchief and the sponge that is under it. You now have all the items necessary to break out of a bank.
Approach the vault door and use the sword on the lower hinge to snap it off. The sword breaks, but you are still able to wedge it in the door creating a gap. Now stuff all three of the sponges you collected into the crack and pour the grog on the sponges. The resulting expansion pops the door off and you are free! Well not exactly. Seems you have been mistaken for the bank robber so you are swiftly taken to jail.
Apparently the jail was overcrowded (Otis had already been arrested), so you are placed on house arrest. An ankle restraint is attached to ensure you don't leave the island and you are given the task of proving your own innocence. So far the only clue is the handkerchief with the initials P.P. but the inspector wants more evidence. On your way out make sure to pick up the can of chicken grease under the iron maiden and chat with Otis. Apparently he will be set free when you are.
Once you return to semi-freedom you need to start solving the crime. Return to the bank and talk to the banker who is convinced you are the robber. Try to enter the bank and Inspector Canard will quickly arrive and ask you to leave the crime scene. Head around the bank and locate the manhole. Pry the manhole cover off with your broken sword which falls into the hole afterwards. Inspect the cover and read the "love note" inscribed. Make a note of the three names as you will need them shortly. Stuff the cover in your pants and head to the Palace of Prostheses (1) behind you.
Enter and talk to Deadeye Dave who is both blind and slightly deaf. Explore the various conversation options and when you ask for a "free gift" he will tell you a story asking you to fill in the names. Use the names from the manhole cover and you will be rewarded with an artificial skin, YUCK! Offer Dave the handkerchief and let him sniff it. It seems Dave has a cold and his sniffer isn't working too well. If only you could "enhance" the smell for him...
Before leaving you will also want to get the artificial hand in the basket between the door and window. Even though Dave is hard-of-hearing, he can still detect your attempt at shoplifting unless you cover your theft with some noise. Head to the counter and play the music box for him. The music only plays for a few seconds so you quickly have to get over to the basket and get the wooden hand before the music stops.
Return to the manhole and look at the bank window then the manhole and you will come to the not-so-obvious conclusion to put the artificial skin over the manhole creating a makeshift trampoline. Take a few bounces (use the USE command) and you will sail gracefully into the bank and land in the balcony. Your search for clues turns up only a few items. A Scupper Ware container is on the desk (1). You can also pull the cord (2) to turn on the lights which reveals a suspicious shadow on the wall (3). Climb back to the balcony and search the light on the far left to find an artificial nose. About this time the inspector enters and demands you hand over the nose. Toss it down to him then jump back out the window...oops!
Your investigation now takes a turn (or rather smell) for the worse. Sniff Pegnose Pete's handkerchief several times to get a variety of ingredients that make up his unique odor. We now need to make some perfume so Deadeye Dave can hopefully ID our bank robber. Wood, fish, swamp water, and flowers seem to be the key ingredients to this potion and you already have an empty spritzer bottle.
You can collect the ingredients in any order you want. I'll list them in order of left to right across the city starting with the House of Sticks (6). This shop is full of all sorts of canes and walking sticks. While you are browsing Ozzie enter the shop and inquires about his replacement stick (remember he broke his at the bank). After he leaves you can collect the pile of wood shavings from the floor where Ozzie's stick was. Talk to the shopkeeper and get some valuable information about Pegnose Pete and one of his worst fears.
Now head back to the Bait Shoppe (8) and this time go inside. Again, you can talk with the owner before or after you are done collecting the various items. Use the spritzer bottle on the water in the free bait tank to collect some free bait water. You will also want to take some free bait and put it in your Scupper Ware to keep it fresh. Check out the Termite Circus. If you try to take the termites you will get yelled at by the owner. Instead, use the wooden hand you swiped from Dave's store to collect the termites unnoticed. Only two more ingredients to go.
Head out the arch (3)and follow the map to the Mystes O'Time swamp. Use the spritzer bottle on the puddle to collect some swamp water then return to the map and head to Ozzie's house. A small yellow flower grows near the fountain. Pick the flower and add it to your homemade perfume to complete the mix. Enter the house and admire the various trophies on the wall. Talk to Ozzie and even challenge him to Insult Sword Fighting if you wish. Before leaving, squirt some of the cologne (not the Homemade Perfume) on the smelly platypus. Ozzie gets very made and snaps another cane forcing him to return to town to order a new one.
Head back to town and visit the House of Sticks again. Ozzie's new walking stick is ready for him over in the corner again. Quickly move near it and deposit your termites on the stick. About that time Ozzie will enter and get his new stick. He now leaves a trail of tiny piles of sawdust wherever he goes. This could prove very useful later. For now, head back to Deadeye Dave over at the Palace of Prostheses.
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