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=== THE ELECTRONIC GAMER ===
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THE SECRET OF MONKEY ISLAND Walkthru

GENERAL

As the game begins, you, Guybrush Threepwood, have just arrived on Monkey
Island to join the pirates. I know people are making fun of your name, but
I am afraid you are stuck with it. Having talked to the Lookout, you are on
your way to find Scumm Bar where the pirates hang out. Let's discuss a few
things concerning this walkthru before we get on with solving the game.

The game has many locations that you need to visit. But since the game is
divided into separate standalone segments, these locations can be easily
memorized. The walkthru will give directions to a new location, but on
return visits, it will be assumed you know the way, and you won't be bored
with repetitious directions.

You will be doing a lot of talking in the game. In most cases, you don't
need to select the right dialogue to solve a puzzle. When the walkthru
tells you to TALK to a character, select as many different dialogues as
possible. Part of the fun in playing this game is to enjoy the funny
responses given by the various game characters. Exceptions to this will be
pointed out wherever appropriate.

Some of the actions given in the walkthru are not absolutely necessary for
solving the game. They are there either to provide more continuity to the
story, or to elicit an extra chuckle or two.

And now, without further ado, on with the game!

THE THREE TRIALS

You have climbed down the cliffside and are standing near the dock. There
is a poster here. LOOK at the POSTER of Governor Marley. Go right until you
reach the door of Scumm Bar. OPEN the DOOR and walk in. TALK to the fat
pirate on the far left, then to the pirate at the next table. Just for fun,
try TALKing to the pirate at the table behind him. Walk to the right until
you see the three important-looking pirates sitting at a long table.

TALK to them to find out about the three trials you need to complete
before you can become a pirate. Walk back and forth between the two bar
scenes until you see the cook coming out from the kitchen to the right.
Situate yourself next to the important pirates and sneak inside the kitchen
door as soon as the cook disappears to the left.

PICK UP the POT (under the table) and the CHUNK OF MEAT. USE CHUNK OF MEAT
with POT OF STEW. PICK UP MEAT IN STEW. OPEN the DOOR to the right. Walk to
the very end of the planks (that's okay, you won't fall off). Walk forward
toward the front of the screen. The loosened plank interrupts the seagull,
and it flies away briefly before returning to feed on the red herring
again. Repeat this a few more times until you have enough time to PICK UP
the RED HERRING before the seagull returns. Exit the bar, then sit back and
enjoy the animated interlude.

From the front door of the bar, keep going left, and WALK TO the
CLIFFSIDE. You are back at the Lookout Point again. WALK TO PATH on the
right side of the screen. The screen changes into an overhead view of Melee
Island. WALK TO the CLEARING near the center of the map. Go left until you
see the circus. WALK TO the CIRCUS TENT. Meet the Fettucini brothers, and
TALK to them, or rather, let them do most of the talking. When asked, tell
them you have a helmet, and USE POT. That's not a bad way to make 478
Pieces of Eight, is it? Exit the circus and return to the Lookout Point.

WALK TO the stairs at the bottom right of the screen. Keep moving right
until the scene changes to show the citizen of Melee with a parrot on his
shoulder. TALK to the CITIZEN OF MELEE. If he tells you to get lost, TALK
to him again. He will offer to sell you a treasure map. Buy it from him for
100 Pieces of Eight. LOOK at the MAP. Write down the directions shown on
the map: back, left, right, left, right, back, right, left, back. TALK to
the MEN OF LOW MORAL FIBER to the left just for fun. You may even pick up a
Piece of Eight or two.

On the same screen, OPEN the first door to the right, and enter. PICK UP
CHICKEN (from the table on the right), and go to the right side of the
screen until you see the fortune teller. TALK to FORTUNE TELLER, then exit.
WALK TO the archway (toward the back of the screen), then WALK TO alley
(near the middle of screen). TALK to the SHERIFF Fester Shinetop. WALK TO
the STREET to the left, OPEN the first DOOR on your right, and enter.

You can buy a few useful things in this store. PICK UP the SWORD (near the
middle of the screen) and the SHOVEL (upstairs near the safe). TALK to
STOREKEEPER about the sword and the shovel, and buy them. Exit the store,
go left, and enter the door next to the archway that leads out of town. You
are in the jail house. TALK to the PRISONER and get a clue about bad
breath.

Exit the jail and return to the store. TALK to the STOREKEEPER and he will
give you breath mints. Exit the store and return to the jail. GIVE BREATH
MINT to PRISONER. TALK to the PRISONER some more. Now, you get clues about
some yellow flowers in the forest, and something about a carrot cake. Keep
talking until the sheriff comes in and interrupts you. Leave the jail, go
all the way back up to the Lookout Point, and to the overhead map.

Travel to the house on the right side of the island. You will be stopped
by a troll at a bridge (the infamous troll bridge). TALK to the TROLL, then
GIVE RED HERRING to TROLL. (Who's the guy in the troll suit? I thought it
was Han Solo, but many people disagreed with me.)

Resume your journey to the house. LOOK at the SIGN, OPEN the DOOR, and
TALK to the man. When he says you do not have what it takes, be sure to
argue with him and be persistent. Pay him the 30 Pieces of Eight and show
him the sword. Once he takes you inside, sit back and watch the lengthy
animated sequence; pay careful attention to learn the secret of real sword
fighting.

After the sword training, travel to the fork which is to the left of the
clearing/circus. If you get stopped by other citizens of Melee, avoid
confrontation for now; there will be plenty of that coming up shortly. Once
you get to the clearing and the screen changes from overhead to the normal
third-person perspective, follow the directions you wrote down earlier.

The first direction is BACK. So take the path that goes towards the back
of the screen. There are some yellow plants here: Be sure to PICK UP some.
Continue to follow the directions. When you come to the final location,
move to the right until you find a plaque and a marker. LOOK at PLAQUE,
then LOOK at MARKER. USE SHOVEL with X. You have found the treasure of
Melee Island: a T-shirt! Now, go left and WALK TO PATH. You are back to the
overhead map standing at the FORK.

Stay where you are and wait for the traveling citizens and pirates to show
up; you won't have to wait long. As each person shows up, you must tell
each one to prepare to die, because you must do a lot of fighting here to
gather all the witty insults and replies to prepare for the swordmaster.
You already have two of each from the trainer. Start with these, and record
all the new ones you get from these encounters.

Don't worry; nobody dies in these fights. Keep doing this until your
opponent tells you you're good enough for the swordmaster. Fight a few more
times to make sure that all your insults have replies to them. By now, you
should have at least ten insults and ten corresponding replies (the more,
the better!).

Return to the store and TALK to the STOREKEEPER again. If he is not there,
USE the BELL. Tell him to go ask the swordmaster if she will see you. Exit
the store immediately after he leaves. You will catch a glimpse of him just
moving off screen. Follow him. He goes up to the Lookout Point, then to the
overhead map, and toward the Fork. On one or two screens, you may not see
him, but don't worry. Continue to move in the same direction, and you will
see him again on the next screen.

Once you get to the clearing, you will have to follow the paths that he
takes exactly until you find the swordmaster's house. After you learn that
the storekeeper is really a dirty old man, confront Carla, the swordmaster.
TALK to her, and eventually, you will have to fight her. You should save
your game here before the fighting starts.

You will find that Carla gets to do all the insulting, while you can only
reply. You will not have heard any of her insults before in your many
encounters. The idea here is to select the most appropriate replies from
your (hopefully) sizable list. It is really not that difficult to come up
with the right responses, provided you have gathered a large enough number
of replies. Once you defeat her, you will get another T-shirt -- 100%
cotton this time.

(Don't ask me about the author's apparently strange obsession with
T-shirts. I am a walkthru writer, not a psychiatrist.)

Exiting this location is easy. Just move to the left of the screen, WALK
TO the PATH, and you will find yourself standing at the Fork in the
overhead map. Also, notice that the little spot of light slightly to the
north of the fork is now labeled Swordmaster. The next time you need to
visit her, all you have to do is click on that spot of light.

Go back into town until you are in front of the jail house. WALK TO the
ARCHWAY to the left, then WALK TO the GOVERNOR'S MANSION. USE the YELLOW
PETAL with STEWED MEAT. This turns the meat into "meat with condiment." USE
MEAT WITH CONDIMENT with the DEADLY PIRANHA POODLES, OPEN the mansion DOOR,
and enter. OPEN the first door immediately to the right and enter it. Sit
back and prepare to laugh your head off at the sequence which follows. When
you reappear through the upstairs door, notice that you are carrying a few
more items than you were before.

Go back to the jail house and GIVE GOPHER REPELLENT to PRISONER. He will
give you a carrot cake in return. USE the CARROT CAKE and you will find a
file. We know what to do with it, don't we? Go back to the mansion, enter
through the gaping hole in the wall, and enjoy another sequence until
Governor Marley finally appears.

Talk to her. Leave the mansion and get arrested by Fester. After he throws
you over the dock, pick up the idol and the game will do the rest.

Congratulations! You have completed the Three Trials, but we are just
getting warmed up!

BUYING A SHIP AND ROUNDING UP THE CREW

The last time we saw you, you had just climbed back up to the dock after
almost getting killed by the Sheriff. Standing on the dock, you catch a
glimpse of a ghost ship sailing away. The lookout man appears and tells you
that LeChuck has kidnaped the governor. He hands you a note from LeChuck.
LOOK at NOTE. Boy, this LeChuck is not a nice person!

Go back to the Scumm Bar. Gee, all the pirates are gone, but there are a
bunch of empty mugs here. GET all the MUGS that you can find. TALK to the
COOK. He sure cries big tears for a grown man. Go into the kitchen and USE
MUG with BARREL. Leave the bar and head for the jail house.

Your mug will begin to melt shortly after you fill it with grog from the
barrel. Whenever your filled mug becomes a "melting mug," go one more
screen, and USE MUG with MELTING MUG before continuing. The idea is to
transfer the grog from the melting mug to a good mug, and keep going.
Repeat this maneuver until you get inside the jail. (You should have enough
mugs to carry the grog this far.) Use MELTING MUG with LOCK. Strong stuff,
isn't it? The grog melts the lock off the door, and the prisoner is free.
Sit back and enjoy another animated interlude.

Go visit the swordmaster again. Tell her the governor has been kidnaped.
She volunteers to go with you. What a nice person! Leave the swordmaster
and return to the overhead map. Go to the island at the top left of the
screen. WALK to the POLE on the near side. USE CHICKEN on CABLE. OPEN the
DOOR to the house and enter. TALK to MEATHOOK. Be sure to ask him to show
you his talking tattoo; it's worth the price of admission!

After you are done with all the silliness, tell him the governor has been
kidnaped. Listen to what he has to say. OPEN the little DOOR. STROKE the
MURDEROUS WINGED DEVIL. You've just found your third crew member. Leave the
house, WALK to the POLE on the far side, USE the CHICKEN on CABLE, then
WALK to PATH on the left to return to the overhead map.

Well, you've got a crew of three, so it would be nice to find a ship. Go
to the "lights." You can't miss them; they're in the area with all the
lights midway between the troll bridge and the trainer. Oh no, here's Stan,
the used ship salesman, with his plaid overcoat. After listening to his
long sales pitch, be sure to tell him that you don't have much to spend. He
will direct you to the ship you want to buy. (Well, maybe not the one you
_want_ to buy, but the one you _have_ to buy if you want to solve the
game.) Then, you must ask him about credit. He'll tell you that the
storekeeper in town will extend credit. Say goodbye to Stan for now. He
will give you his business card and a magnetic compass just before you
exit.

Guess where you will be going next? Yes, back to the storekeeper. TALK to
STOREKEEPER about procuring a line of credit. I am afraid you must lie to
him. Tell him you have a job with the circus. (You are a pirate, so lying
would be the least of your vices.) Look, the storekeeper is opening the
safe to get the paperwork. Watch very carefully what he is doing to the
lever to open the safe! He finally sees through your lie and puts the
paperwork back in the safe, giving you another chance to see how the safe
can be opened. Now, you must ask him to go visit the swordmaster again. He
will be glad to, that dirty old man! When he is gone, go upstairs to the
safe and perform the exact same movements the storekeeper used to open the
safe. (Note: These moves change from game to game, so pay attention and
take notes!) Once you've opened the safe, take the Note of Credit.

Go pay Stan another visit. Ask to see the cheap ship again. Ask Stan to
take credit, which he will do gladly. Now, all you have to do is to bargain
with him to get the price down to your credit limit (5,000 Pieces of
Eight). To do this, first ask him what he thinks the ship is worth. Then,
make him an offer and start at 2,000 Pieces of Eight. Again ask him what he
thinks it's worth, then make him the next higher offer. Keep doing this
until your offer is at 4,000 Pieces of Eight.

Ask him once more what he thinks the ship is worth, then say you don't
need the ship that badly, and walk away. He will call you back and lower
his asking price one more time. Now, make your final offer of 5,000, and be
persistent. He will finally give in and sell you the ship. Go to the dock.
(The dock is just to the right after you climb down the cliffside.) Visit
Stan one last time (thank goodness!), and get some all-important junk
literature from him. The game takes over here, and you and your crew safely
board the ship. You are on your way to Monkey Island.

ON THE SHIP

Well, your crew has decided to turn this into a nice three-hour cruise
instead. Looks like you will have to do all the work by yourself. In the
captain's cabin, PICK UP PEN and INK, OPEN the DRAWER, and LOOK AT the
DUSTY BOOK to get the clues about a recipe and some soup. The book also
tells about the captain and his first mate TOOTHROT. WALK TO the DOOR on
the left side of the screen to go on deck. TALK to the CREW if you want.
WALK to ROPE LADDER (just next to Carla) and PICK UP FLAG (the Jolly
Roger).

Go back down to the deck, WALK TO HATCH (behind the crew), and PICK UP
ROPE. OPEN the CHEST to the right, PICK UP FINE WINE, and OPEN KEG. PICK UP
GUNPOWDER, WALK TO LADDER (going down), then WALK TO DOOR. OPEN CUPBOARD,
PICK UP CEREAL, USE CEREAL, and LOOK AT PRIZE. Well, what do you know? A
key! Go back to the captain's cabin. USE SMALL KEY in CABINET, LOOK AT
CHEST, and OPEN CHEST. LOOK AT CHEST, get paper, and cinnamon sticks. LOOK
AT PAPER. The recipe, finally!

Well, now we can make some soup, get unconscious, and arrive at Monkey
Island. Doesn't that sound like a plan? But wait, you don't have all the
ingredients listed on the recipe. Don't panic; maybe we can substitute (I
honestly don't think there is a gourmet among your crew).

These are the ingredients you should use (portions are not important):
cinnamon, breath mint, Jolly Roger, ink, fine wine, chicken, gun powder,
cereal. Put all these things in the big pot on the hot fire, and soup's on!

After you finish fainting, get up. PICK UP the small POT (not the big pot
over the fire), then USE BUSINESS CARD with RED HOT FIRE. The card is now a
FLAMING MESS. Go to the hatch again, OPEN KEG, and PICK UP some more
GUNPOWDER. Go on deck. TALK to the CREW some more just for fun (although
you won't get anywhere with them). USE GIANT PIECE OF ROPE with CANNON, USE
GUNPOWDER in CANNON NOZZLE, then USE FLAMING MESS with FUSE. Now, quickly,
before the fuse burns through, USE POT. Good thing you had prior training
from the Fettucini Brothers. You know exactly what to do. You are now on
Monkey Island.

ON MONKEY ISLAND

You get to meet Herman Toothrot for the first time, sort of, though not
exactly face to face. After he finishes his rambling and walks away, LOOK
at the PAPER on the tree. PICK UP the BANANA and WALK TO the jungle (near
the back of the screen). You find yourself in another of those overhead
maps. This is the map of Monkey island, and it's several screens long by
several screens wide. Go one screen left and one screen up until you see
the left edge of the island. Then, find the Fort, and go there first.

PICK UP SPYGLASS, PICK UP ROPE, and PUSH CANNON. Toothrot shows up again.
TALK to him for a while for a few laughs. After he leaves, PICK UP
GUNPOWDER. Leave the Fort and return to the overhead map. Find the location
marked River Fork, and travel there (it should be one screen to the right
of the Fort).

You are near a river with a dam. LOOK at the ROCK on top of the NOTE. It
is a flint (a "spark maker"). PICK UP ROCK and read the note. WALK TO the
FOOTHOLDS on the cliff (on the far side of the river). LOOK at NOTE, then
LOOK at PRIMITIVE ART. Does the art remind you of something? PUSH ART (two
times) until the horizontal bar is pointing at you. (Note: When you select
ART as the object you want to push, make sure you are pointing at the big
boulder. It makes a difference as to which direction this art thing
pivots.) WALK TO the FOOTHOLDS leading up, and PUSH the single ROCK near
the middle of the screen. Watch the big boulder score a direct hit on the
banana tree on the beach. When Toothrot shows up again, chat with him. When
he leaves, WALK to the FOOTHOLDS until you are back at the dam again.

Here are a few fun things to try. Save the game when you first reach the
River Fork. Then, push the rock without moving the art. Yes, my heart
stopped, too, when it happened to me! Also, if you USE the SPYGLASS at the
cliff before pushing the rock, whatever you see is what the big boulder
will hit. Another fun thing: Walk to the extreme right edge of the cliff,
past the heap of rocks, then try walking off the cliff! Isn't that wild?

Now that you have all that out of your system, you are back at the dam,
remember? USE HANDFUL OF GUNPOWDER with DAM, then USE FLINT with COMPASS.
Bang! Good thing this game has an automatic duck function! Exit the River
Fork, return to the overhead map, and travel to the POND. LOOK at NOTE and
LOOK at UNHEALTHY MAN. TALK to Toothrot again. This time he does have
something useful to tell you. You learn what happened to him and the
captain, their ship, the banana picker, and the key to the big monkey head.
When Toothrot leaves, PICK UP ROPE from the unhealthy man (personally, I
think he is dead), and exit back to the overhead map.

Go one screen down and travel to the area marked Crack. Move your cursor
or your mouse until you locate the STRONG BRANCH and the STURDY STUMP (they
aren't very easy to see). USE ROPE with STRONG BRANCH, WALK TO STURDY
STUMP, and USE ROPE WITH STURDY STUMP. WALK TO OARS (at the very bottom of
the canyon) and PICK UP OARS. WALK TO JUNGLE (bottom left of the screen),
and that should take you back to the overhead map. Travel to the beach
where you first landed on the island and go to the left side of the screen.
PICK UP the two BANANAS that were knocked down by the big boulder earlier,
then USE OARS with ROWBOAT.

In the rowboat, travel around the right side of the island and head up
until you see the northern edge of the island. There is a beach here where
you can land the boat. From the beach, WALK TO JUNGLE. Then, travel to the
VILLAGE, which should be very easy to find on the overhead map. Once you
are in the village, keep going left until you see the big head. Right in
front of it is a bowl of fruit with some bananas in it. PICK UP BANANAS.

Move to the right until you meet the three cannibals, er, friendly
natives. TALK to them until they throw you into the jail hut (trust me!),
then LOOK at MEMO, and PICK UP SKULL (the small one near the middle of the
hut). By now, you should have noticed the loose board on the floor. PUSH
LOOSE BOARD and WALK TO HOLE. The game sort of takes over here, allowing
you to escape while the cannibals discuss the pros and cons of eating you.
Go back to your rowboat and return to the beach where you first landed on
Monkey Island.

From the beach, return to the overhead map. You may have noticed that a
little below the CRACK, there is a moving spot labeled MONKEY. Now, try to
move to meet up with the MONKEY. It may take a few tries but it is really
easy to do. Once you get there, you will find a monkey jumping around in
the woods. GIVE BANANA to MONKEY (five times). Looks like you just made a
friend for life! The monkey will follow you around.

WALK TO JUNGLE (to return to the overhead map), go one screen up, one
screen right, and travel to the CLEARING. Keep moving right until you see
two totem poles and a fenced-in area. The left totem pole has a carved nose
sticking out slightly above you. PULL NOSE and an opening appears in the
fence. Move through the fence opening (don't worry if you see the opening
closing when you move). The monkey is here to repay you for the bananas.
WALK TO GIANT MONKEY HEAD. There are quite a few idols here. There is a
particularly small, wimpy-looking idol near the center. PICK UP WIMPY
LITTLE IDOL. Keep walking left until you are back on the overhead map.

Find your rowboat and make your way back to the village. Walk left until
you see the big head, then go back to the right. TALK to the cannibals
again. This time say, "Don't eat me, I'm a mighty pirate." GIVE WIMPY
LITTLE IDOL to CANNIBALS. They are so thrilled they will let you walk
around the village freely. WALK TO the DOOR of the hut and PICK UP the
BANANA PICKER. When you exit the hut and move to the right, Toothrot will
appear yet one more time. To interrupt his mumbling, GIVE the BANANA PICKER
to TOOTHROT, and the monkey head key is yours.

Exit the village, then reenter it again. TALK to the cannibals. This time
do try all the different dialogues. There are many clues here. You learn
about the voodoo potion, the voodoo root, and the navigator, or rather,
part of a navigator. And here lies the hardest puzzle in the whole game!

LOOK at LEAFLET. (This is the leaflet that Stan gave you.) GIVE LEAFLET to
FRIENDLY NATIVES. In return, they will give you the HEAD (oh, gross!), and
a clue about the necklace on the head. Go back to your rowboat, then make
your way back to the clearing where your friend the monkey is still holding
the nose for you.

WALK TO GIGANTIC MONKEY HEAD. Move to the right until you see the gigantic
monkey ear. USE MONKEY HEAD KEY with EAR. WALK TO GIGANTIC MONKEY HEAD.
Once you are inside the head, USE NAVIGATOR HEAD. Wait for the head to stop
turning (yuck!). Then, move in the same direction the head is facing. Keep
doing this and you will soon be led to the ghost ship, LeChuck's hideout.

THE GHOST SHIP

You need to wear the necklace before you enter the ghost ship. TALK TO the
HEAD OF NAVIGATOR and ask him for the necklace. You must always be polite
and extremely persistent. Eventually, he will let you have it. USE NECKLACE
OF NAVIGATOR and WALK TO GHOST SHIP.

WALK TO the HATCH (to the right of the dancing ghosts; aren't they cute?).
Ignore the sleeping ghost for now and WALK TO PASSAGE (on the right side of
the screen). PICK UP GHOST CHICKEN to get the GHOST FEATHER. Now, go back
to the sleeping ghost, stop at his feet, and USE GHOST FEATHER with the
SLEEPING GHOST. (A word of caution here: This will only work if you select
the ghost's feet.)

PICK UP JUG O'GROG and WALK TO LADDER TO get back up on deck. Go left,
then OPEN DOOR, and enter. This is LeChuck's cabin. The only thing you want
here is the key hanging next to him. USE MAGNETIC COMPASS with KEY. Go back
to where you found the ghost chicken. There is another hatch here next to
the glowing crate. USE KEY in HATCH, WALK TO HATCH, and USE JUG O'GROG with
DISH.

Once the rats are drunk, walk right until you see the barrel of grease.
PICK UP COOKING GREASE and go back to the deck. There is a door to the
right of the dancing ghosts that squeaks a lot. USE GLOB OF GREASE on DOOR,
OPEN DOOR, and enter. PICK UP GHOST TOOLS, return to the glowing crate,
then USE GHOST TOOLS with GLOWING CRATE. LOOK at GLOWING CRATE: The VOODOO
ROOT is yours!

Leave the ghost ship and walk to the left. Wow, you are instantaneously
transported back to the village! (Is this a great game or what?) TALK to
the CANNIBALS. While they go to prepare the voodoo potion, talk to the
three-headed monkey. Once you get the potion from the cannibals, leave the
village. You are right back inside the cave where the ghost ship used to
be...used to be? Well, talk to the ghost left behind to find out what
happened. When your crew shows up, talk to them, too. You do have a crew,
remember?

ENDGAME

An endgame is a place in a game where the author has run out of money, or
story, or both. Here, Mr. Gilbert called it something else, and gave it a
part number. Don't let that fool you: It's still the endgame.

You are back on Melee Island. You must get to the church (between the
store and the jail house) to stop LeChuck from marrying the governor, and
to ask the very relevant question, "How are they going to have a
honeymoon?" Along the way, TALK to any ghosts standing in your way, and by
all means, have some fun with that root beer bottle the cannibals gave you!

Once inside the church, you will quickly earn yourself a giant punch from
LeChuck, the kind that really hurts. I'm afraid you will just have to let
him punch you all over the island for a while, UNTIL he makes the mistake
of sending you crashing into the grog machine at Stan's Used Ship Emporium.
PICK UP the ROOT BEER that falls out of the machine, and USE ROOT BEER with
LeChuck. If you aren't fast enough, he'll hit you again, and you will just
have to wait until you land on the machine. This time, try to be a little
quicker. I'm sure you're getting tired of being pushed around, over, and
under.

Well, that's it. Sit back, enjoy the ending fireworks, and wait for the
credits to scroll. Of course, you could have arrived here much quicker if
you had pushed CTRL-W at the start of the game. Oops! Didn't I tell you
about the win key? Well, I meant to....

THE SECRET OF MONKEY ISLAND is published and distributed by Lucasfilm
Games.

This walkthru is copyright (c) 1990 by Hercules and THE ELECTRONIC GAMER
(tm). All rights reserved. Not to be distributed without permission. 
