The secret of monkey island special edition walkthrough xbox 360
As soon as you did that and think you are ready, select the red dot marked Sword Master's on the map, you'll then bypass the whole forest. Walk to the right and you can see Carly, talk to her and say that you've come to kill her. You'll start a fight and soon notice that she uses quite different insults than the ones you've learned.
The answers you can give are still the same as before and fortunately they still serve as adequate responses to what Carla says. Listen carefully to the insults she makes and look for a suiting answer between the possible responses. Sometimes you need to use a little imagination to find the right answer, but the answers can be quite logical and funny.
If you're not able to beat Carla, you can just leave the forest and return straight away. She'll be waiting for you outside again. If you do manage to beat her, you'll get a T-shirt that says you defeated the Sword Master.
Leave the forest and choose to return to the Village on the world map. When coming down the mountain, walk all the way to the right, past the Scumm Bar and into the actual village. Walk underneath the clock and go all the way to the left and out of the village again through the arch. Follow the path along the cliffs to the Governor's Mansion.
You can not enter the house without outsmarting the guard dogs. Use LT to use something and then select the meat. Press RT right away, so that you can use an item on an item. This way you can combine the meat with the yellow flower, then give this combination to the dogs.
Don't use it on them, give it! If this does go wrong, you can go back to the kitchen of the Scumm Bar to pick up the meat again. Don't forget it to combine it with the yellow flower again. If you do it right, the dogs will fall asleep and you'll be able to enter the house through the front door. Go through the door immediately on the right. Another man will follow you inside and you'll end up in a fight.
From here on you can only keep pressing A for a while. Every time a new description is displayed next to the button, press it. This will you will work your way to the right behind the wall while all kinds of weird stuff happens. Eventually you'll be at the top of the stairs on the right and regain control, after which you leave the house through the front door. Walk back to the village and enter the prison on the left side of the screen. Give the breath mints you are still carrying to the prisoner, which will initiate a conversation.
Just say you have to leave again, but before you actually do that you should first give him the Gopher Repellent. You'll get a piece of cake in return, use the Open command on this cake by using LT and RT, so that you'll get a File. Leave the prison and head back left towards the Governor's Mansion. Inside, crawl through the hole in the wall again, above the fallen painting.
Again you'll have to press A every once in a while to continue the fight against Fester behind the wall, eventually you'll end up at the top of the stairs again but this time with the small statue you were looking for. If you talk to Fester, tell him it belongs in a museum, after which Elaine will show up. You can only say short jibberish to her so it doesn't really matter what you tell her. She'll just leave, after which you try to leave the house through the front door.
You'll bump into Fester, tell him to go away. After that you'll suddenly be in the harbor, where Fester will throw you in the water with the idol tied around your waist.
If you just keep standing here for ten minutes without doing anything, you'll earn the Achievement named Ten Minutes Later. You don't need any of the stuff on the ocean floor, just pick up the idol itself and you'll automatically walk over to the ladder on the right side of the screen. If you don't make it in time and sufficate under water, you can just load your most recent autosave.
You'll have to do the section with Elaine and Fester again, but you already have the Achievement so you can just exit the water right away by picking up the statue. You can then see LeChuck's ship sail off in the distance, with Elaine on board as the guy from the lookout will tell you.
Tell him you're going to rescue her after arranging a ship and a crew. The man will tell you they went to Monkey Island and he'll give you a note.
Walk out of the screen on the left and up the path going up the mountain, where you walk underneath the arch to end up on the world map. All the way on the right is a place marked Island, go over there. Use the rubber chicken you have with you on the cable going to the other side, so that you can cross over the water. Enter the house and you'll be addressed by Meathook.
Tell him the governor has been kidnapped and that you're looking for a crew to follow her. He will open a couple of large doors and order you to open up the small one. So do that and touch the parrot behind it.
Meathook will join your crew, so head outside again and use the Chicken on the cable once more to head back to the other side. Walk outside of the screen on the left to get to the worldmap, but first you'll see a cut scene with LeChuck. Head over to the location marked Sword Master's on the worldmap, head right after arriving and talk to Carla.
Also tell her that the governor has been kidnapped, she will join your crew right away. Leave this place by walking outside of the screen on the left and then select Lights at the bottom of the map. You'll immediately be bothered by Stan, a salesman of second hand boats. Tell him that you don't have a lot of money to spend, after his story about the Sea Monkey you also ask him if he accepts credit.
Then say this isn't the right ship and then also that you'll have to think about it a little more, so that you'll get some items from Stan when you leave and then end up on the worldmap. Go back to the Village and walk down the mountain to reach the Scumm Bar. Head inside and pick up three mugs standing on the empty tables, then walk out of the screen on the right to see the cook crying. You can talk to him if you want, but eventually you'll just have to enter the kitchen and use one of the mugs on the barrel to the left of the door.
The stuff you put in there will eat through the mug, so that's why you're carrying more of them. Quickly leave the kitchen and also the Scumm Bar, after which you run to the right and into the village. Walk underneath the clock and then to the left and quickly into the prison. You can see an icon of the mug in the bottom right of your screen and every time it is almost melted, you have to pour the liquid in a still good mug.
That can be quite a hassle, because you have to use the bad mug on a good mug for this and the controls won't work with you. Pay attention to the icon and change the grog to another mug before it melts entirely, otherwise you need to get back to the Scumm Bar to get new mugs and fill one of them again in the kitchen.
Eventually you need to end up inside the prison with a mug that's in relatively good condition, then use the mug on the lock of the cell holding the prisonor. This will make the lock melt and the prisoner will thank you and introduce himself as Otis. He'll try to leave with a trick, also leave the prison yourself and walk to the right to go into the shop where you went inside before, next to the church. Talk to the shop keeper and ask him for credit, tell him that you have a job so that he will go and open the safe.
Pay close attention to the combination of the safe, formed by the positions of the handlebar. When he asks you what your profession is exactly it doesn't matter what you tell him, he'll just put the note back in the safe so that you can see the combination again. Then ask him about the Sword Master again, he will leave the shop once more. When he is gone you can walk to the safe and use the commands Push and Pull to set the handlebar of the safe to certain positions, according to the correct combination.
This combination is random, so it will be different every game. If you manage to open the safe you'll automatically get the note of credit, after which you return all the way to the Scumm Bar, past it up the hill, and along the lookout to the worldmap.
Visit Stan again at the location now named Used Ship Emporium. Choose the middle option to get to see the same ship as before, tell him you got credit from the shop keeper. Ask him about the extras and for every example he gives you, you need to tell him you don't need it. Eventually he will start over again mentioning the same extras, that's when you see you had enough and want to make an offer.
Start with the lowest amount, pieces of eight, which he probably won't accept. Make a new offer, now a thousand pieces of eight more. Keep doing this until Stan finally accepts, probably just at pieces of eight. After the deal has been closed, walk out of the screen on the left and choose Village on the worldmap, where you'll meet Stan again right away.
When he leaves, Otis will show up and you ask him if he will join your crew. Carla also appears, tell her you're glad she's here. Last but not least, Meathook will arrive, after which this chapter comes to a close. Pick up both the feather pen and the ink from the desk and leave the room in the bottom left corner. Walk to the rope ladder just right of the mast, so that you'll end up in the crow's nest.
Grab the pirate flag and go back down again, where you open the hatch between the captain's quarters and the rope ladder, in the floor behind the mast.
Descend further down using the ladder in the center of the floor and open the box on screen in the bottom right of the screen, then use the Look At command on it to get some wine out of it.
Pick up the rope a little to the left, placed on a barrel, then try to pick up the barrels on the left side of the screen to get some gun powder. Climb back up the ladder and then go down the ladder in the back to get to the kitchen. Open the cupboard on the left and grab a box of cereal out of it. Use the command Open on the cereal in your inventory to extract a prize from it, then open that item to get into possession of a key.
Pick up the pot directly underneath the cupboard and climb back up again, do that again to get back on deck. Go into the captain's quarters and use the key you just found on the closet to the right of the bed. Pick up the chest so that Guybrush places it in the middle of the room, then open it and use the Look At command on it to get a note and some cinnamon sticks.
Now you'll have all kinds of ingredients you need to cmbine, as described on the note. First you need to return to the kitchen for this, so leave the captain's quarters and go down the hatch below the mast and then using the ladder in the back. This will make the ship sail to Monkey Island automatically. As soon as you regain control, first just pick Walk To somehwere so that Guybrush will stand up.
Then use the Feather Pen on the fire below the pot and leave the kitchen using the ladder. Go down the other ladder and try to pick up the barrels on the left again to get more gun powder. Go back up again, all the way to the deck, where you'll be able to see Monkey Island in the distance. Use the Gunpowder on the barrel of the cannon, then the rope on the cannon itself.
Then use the Flaming Mass from your inventory on the fuse you just created, so that you set it on fire. Then quickly walk to the front and of the cannon's barrel to be launched towards Monkey Island. Read the note hanging on the tree, this is part of the Achievement named Recordkeeper and you need to find and read an additional eight of them. You can use Look At on the memos in your inventory to read them all again, the notes you can't pick up won't be in here but it does give you an indication of how many you found.
Pick up the banana on the ground next to the tree and then walk to the back into the jungle. You will end up on a new worldmap, where you need to go all the way to the top left to see a different part of it. Head over to the Beach, at the bottom of your screen. Pick up the note, part two of the Recordkeeper Achievement. Herman Toothrot will suddenly show up again, tell him to leave you alone and head back into the jungle.
Once you have won three duals, pirates will start commenting that you are good enough to fight the sword master. At this time you might want to practice some more, to make sure you have all the answers to all available insults, or you can go to the sword master and challenge her. Insult: Soon you'll be wearing my sword like a shish kebab! Reply: First you'd better stop waving it like a feather duster!
Insult: I'll use my hankerchief to wipe up your blood Reply: You got that job as Janitor after all! Insult: I once owned a dog that was smarter than you Reply: He must have taught you everything you know Insult: You make me want to puke Reply: You make me think someone already did!
Insult: You fight like a dairy farmer! Reply: How appropriate you fight like a cow! Insult: I got this scar on my face from my last great battle Reply: I trust now you've learnt to stop picking your nose Insult: I've heard you are a contemptible sneak Reply: Too bad no one has heard of you at all! Insult: You're no match for my brain you poor fool! Reply: I've be in real trouble if you ever used them! Insult: You have the manners of a begger!
Reply: I wanted to make sure you were comfortable with me! Insult: I wont take your insolence sitting down! Reply: Your Haemmoroids are playing up again huh? Insult: There are no words for how disgusting you are Reply: Yes there are, you just never learnt them!
Insult: I've spoken to apes more polite than you Reply: Im glad to hear you attended your family reunion Insult: Have you stopped wearing diapers yet? Reply: Why? Do you want to borrow one? Note: One of the Xbox achievements requires you to have learned all the insults and their replies, so it's worth practicing some more if you are playing on the until you have the full list and the achievement has dinged.
On the map, click on the Sword Master's secret hideout. Once you are there tell her that you are Guybrush Threepwood and that you are going to kill her. The dual begins This cant be right?! Well, it is right. And yes, her insults may be different, but your replies are still valid, so you need to work out which of your replies are correct. For example, her insult of "You are a pain in the behind, sir!
Carla's Insult: I will milk every drop of blood from your body Reply: How appropriate, you fight like a cow Carla's Insult: Every word you say to me is stupid Reply: I wanted to make sure you were confortable with me Carla's Insult: Have you a boat ready for a quick escape?
Carla's Insult: If your borther's like you, its better to marry a pig! Reply: You make me think somebody already did Carla's Insult: I've got the courage and skill of a master swordsman Reply: I'd be in real trouble if you ever used them!
Carla's Insult: You are a pain in the backside, Sir. Carla's Insult: There are no clever moves that can save you now Reply: Yes there are, you just never learnt them. Carla's Insult: My wisest enemies run away at the meer sight of me Reply: Even before they've smelt your breath? Carla's Insult: I usually see people like you passed our on the tavern floors Reply: Im glad to hear you attended your family reunion Carla's Insult: Now I know what filth and stupidity really are: Reply: Im glad to hear you attended your family reunion Note: The last two insults listed there have the same reply.
Thats not a typo, both really do have the same answer. At the end of the dual Carla, the sword master, will surrender and say you've won. You'll receive a T-shirt as proof of beating the sword master for the pirate. Optional: As with all three trials, after completing it you can return to the Scumm Bar pirates and show them how successful you've been with the trial, however you DO NOT have to do this to proceed with the game. After completing your first trial a cut scene will play, where LeChuck's lieutenant "Bob" breaks the news about Guybrush's antics on the island.
Bob offers to take control of the matter, but LeChuck decides that he will deal with Guybrush himself. Note: If you do the Thievery trial first, you will not see this cut scene. After the cut scene has finished, you can return to the pirates to brag about your success in the trial, or alternatively, move on to From the lookout point, head into town, keep going east until you are on the Clock Tower screen.
Here you will see a dodgy looking man in a flasher-mac, with a parrot on his shoulder. Talk to him and he will ask you if have a brother called Sven. Answer with "No but I had barber called Domonique". The dodgy man will offer to sell you a treasure map for pieces of eight. Buy it. From here you need to head North You should see the yellow flowers West. You are now at the treasure's secret location, and it seems that X really does mark the spot. Use your shovel on the X and you'll dig up the treasure, and refill the hole with the soil.
You can return to the pirates to brag about your success in the trial, or alternatively, move on to Head into town, go through it to the screen with the church and the store. You'll see a "Pssssst" on the screen coming from the alley-way, and with the new special edition, you'll hear it too w00t for voice acting!!!! Optional: You can go into the alley way if you want, but you do not have to do this for the story to progress.
When you go into the alley-way you are confronted by Fester Shinetop, the town sheriff allegedly, he threatens you and tells you that he has his eye on you.
Head west, go through the arch to head towards the governor's mansion. Outside the mansion are a tied up group of killer "Piranha Poodles", and Guybrush will not go near the Mansions front door with those dogs there so we need to do something In your inventory, use the yellow flowers with the meat from the Scumm bar.
This creates "Meat with Condiments", give this to the poodles, using the Give command not the Use command. This puts the poodles to sleep, and Guybrush can now open the mansion door and enter. Do so. Once inside, you can look around the mansion if you want. To progress with the trial, enter the door immediately to the right of the entrance. I cut scene will follow where Fester follows Guybrush and a fight ensues. After a few minutes of automated adventuring, Guybrush finds the idol but its locked in a chest, he appears from the upstairs door and declares he needs a file.
You'll also find some new junk in your inventory, some of which will be useful, some of which is literally junk. Leave the mansion, head back to the church screen area of town. West of the church is the prison, go in there, and talk to the prisoner, Otis. Return to the store, tell the storekeeper you need some breath mints, he will sell you some. Return to the prison and give the breath mints to Otis. Also give him the Gopher Repellant. Otis will give you a carrot cake in return, open it and you'll find a file.
Ohh silly, silly Otis! Return to the mansion, click on the whole in the wall where the portrait used to hang, and Guybrush will return to fighting Fester, and eventually appears from the upstairs doors again, this time with the idol. Fester follows you. Tell him the idol should be in a museum. The Governor will appear and tell fester to buzz off.
After a few awkward lurrrrve moments with the Governor, Guybrush will regain control. Hurray, you've completed the three trials, you can now go to the pirates and join them. As you leave the Mansion though Fester arrests you. Fester has tied the Idol around your ankles, and throws you into the water. Note: You gain an Xbox achievement here if you leave Guybrush underwater for 10 minutes. There are loads of great tools to cut the rope holding Guybrush underwater but they are all out of reach.
So, instead, pick up the idol and walk to the ladder. Guybrush will pick up a Sword on the way too for good measure. The old lookout gentleman comes and tells you that the Governor has been kidnapped by LeChuck. In fact, if you do you will find they are gone. We need three crew members. Simply return to her hideout, tell her the governor has been kidnapped and she will return to your crew. In the Northeast corner of the map you will find Hook Island.
Use the rubber chicken with the transfer line. You'll slide over to the island. Go to the house's door, open it, go inside. Inside is Meathook. A man who for years has lived in fear of a terrible beast hidden in his basement.
Tell him the governor has been kidnapped, suggest that you should get a crew together and get a ship and go after LeChuck. Meathook agrees to join your crew if you face the terrible beast in the basement. Meathook takes you to the back of the house and opens up the high security area of the basement. Note: Once the parrot's door is open, your usually commands will change to a set of commands that basically just touch the parrot in some odd way.
Any of these commands will progress the story. After touching the bird, Meathook agrees to join your crew. Pick up all the mugs on the tables, head to the back of the bar area, and pick up the mugs on the table that has the cook sobbing at it. Optional: You can talk to the cook and get some back-story on the kidnapping of Elaine, and how she was such a big help to the cook.
Go into the kitchen - the cook wont stop you, he's too busy sobbing - and use a mug with grog barrel in the corner. Leave the Scumm bar. Note: The grog is slowly eating through the mug. On screen you will see how bad the mug has deteriorated, and how close to death it is. Before the mug totally collapses, use it with a fresh mug.
Guybrush will tip the grog into the fresh mug, which again starts to slowly be eaten away. Quickly return to the prison, making sure to pour grog into fresh mugs on the way, then "use" the grog on the prison lock.
This releases Otis. Ask him to be in your crew, he tricks you and leaves, but does return to be on the crew before you sail so it's not a problem that he's tricked you at the moment. Stan is a maniac. Wearing a bright, long, plaid jacket, he talks like the car salesman from hell, and waves his arms around like he's talking in semaphore. Tell him you want to buy a cheap boat.
He takes you to the boat at the top of the jetty. The famous "Sea Monkey". When he asks you how much you have to spend, tell him you want it on credit. He refuses, but tells you the storekeeper will give credit to people with jobs. Ah-haaaaa, I see some credit on the horizon, skipper! As you leave Stan's to go to the storekeeper, Stan jumps you again and gives you a compass and his business guide.
Tell him you'd like some credit. He asks you if you have a job, say of course. He walks up the stairs to the safe, and opens it. This is the safe's combination. Make sure you remember it! When the storekeeper comes back to his desk, he asks you your job. Any reply here will have the same effect, he'll refuse to give you credit. He will return to the safe and put the credit note back. This action gives you a second chance to witness and remember the safe's combination.
When he's returned to his desk again, ask him if he can ask the sword master one more time if she would train him. He reluctantly agrees to go ask, and leaves the store. With the store master gone, you can go to the safe and open it. If you make a mistake, the lock returns to the start position and you must start over. When you have successfully opened the safe, a fanfare will trumpet and Guybrush will automatically pick up the credit note. Leave the store, and return to Stan.
Featuring an all new re-imagined contemporary art style, hand-drawn and presented in p, complete voice over by members of the original Monkey Island franchise cast, a re-mastered musical score using live instruments, plus scene-for scene-hot swap to seamlessly transition between Special Edition and Classic modes at anytime.
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