Act I: Things to Do On Mêlée IslandTM
When You're Dead

"Well...the union does allow for liberal snack breaks..."

Save the Mansion! 

Watch the short scene and faithful Timmy (who???) shows up and Guybrush rushes off to the mansion. Elaine leaves you in charge of stopping the catapult guy and getting her lawyers to declare her alive and restore her mansion. Leave the mansion grounds and head into town. The house with the torches is the obligatory International House of Mojo with the Voodoo Lady. If you want to talk to her now, just pull the finger on the hand shaped table, you can but you don't need to at this point.

What you need to do is head to the SCUMM Bar. Go to the back section and try and grab the bowl of Kudo Jerky Pretzels. The old drunk won't let you, so you need some sort of alternate plan. Talk to the dart players, and ask them about all the holes in the wall. They insist that those are from other dart players, but you need to find that hard to believe and have them prove it to you. Start betting that they can't hit certain parts of the bar, until you get to the balloon. After they hit it, the old geezer passes out. Now go and grab the pretzels.

You're job isn't quite done, though. Head to the overhead view of the island, and go to the harbor. Pick up the Deflated Innertube from the ground by the Grog Machine. Now head back to the Mansion. Walk up to the Funny Shaped Cactus by the Mansion, and use the Deflated Innertube with it. Now go to the catapult guy and offer him the Kudo Jerky Pretzels. He leaves to go eat. Walk up the the catapult and fiddle with the controls. The guy now has to recalibrate it and uses his aiming catapult, which you just turned into a big slingshot. BOOM!!!

Getting a Crew

Recruiting Carla and Otis 

Talk to the Familiar Looking Pirates standing by the Town Hall, and you soon discover that they're Carla and Otis from Secret of Monkey Island. Talk about them joining your crew, then offer them "Cushy government jobs." Now, head back to the Mansion. Find the desk in the back and then pick up the government paper from it. Look at it to discover that it's the cushy edition, then have Elaine sign it. Give the newly signed paper to Carla and Otis and they'll join.

Recruiting Ignatius Cheese 

Head to the SCUMM Bar and talk to the dude in the back table. Ask him to join your crew, and tell him the real reason that you're going. Talk to him about the Australian and challenge him to some insult arm wrestling. This isn't as in depth as the previous insult fighting, and luckily you have a full set of insults and witty retorts at your disposal from the start. See The Insult List if you're stuck. After you win, he joins!

Acquire a Ship

Go to the Harbor and talk to the Harbor Mistress. Keep asking about the ship, but she won't let you have one because you don't have the authority. Go talk to Elaine at the Mansion and tell her that you can't get a ship because you don't have the authority. She hands you the Mêlée IslandTM Gubanatorial Symbol. Give that to the Harbor Mistress and you've got a ship.


On Lucre IslandTM 

Head into the town and find and enter the law office. Guybrush automatically convinces the lawyers to help, and they give him a letter. Read it, then head to the bank to pick up the heirlooms. Talk to Brittany the teller and ask about retrieving items from the safety deposit box. You'll get taken into the vault and begin looking through the stuff. Unfortunately, a Guybrush Threepwood imposter comes in and robs you/the bank.

After you regain control, you need to start collecting some items. Pick up the handkerchief, the three sponges, and the sword. Now look in the safe and get the music box. Take another look and get a bottle of fine Grog while you're at it. Now head up to the door and use the sword with the bottom hinge. Shove the sword into the crack to widen it. Next, shove all the sponges in your inventory into the crack, and use the Grog with the giant sponge conglomerate.

You regain control in jail while wearing a voodoo anklet of extreme discomfort to prevent you from leaving the island. Talk to Inspector Canard and tell him that you were framed by a no-nosed pirate. He says that it sounds like Pegnose Pete, but there's no real proof. Ask him how to prove your innocence.

Capture the Perpetrator 

Rumor has it that Pegnose Pete lives deep within the Mysts o' Tyme Swamp. Rumor also has it that his nose was bitten off by a duck. If you enter the Palace of Prostheses and talk to Dead Eye Dave, you find out that he recognizes people by scent. He also has directions to the homes of all his clients. All you need is a name and you're all set. To get a name, you need a scent. To get that, first pull out the handkerchief from the ol' inventory and use it. Yes, that was a hint.

Head over another part of the island and find the guy spraying perfume. Pick up one of the empty bottles from the pile. You can talk to Hugo if you want, but that's just for amusement. While you're here, enter the House of Sticks. After Ozzie Mandrill storms back out, pick up the Wood Shavings from the floor, then use them with the Empty Spritzer Bottle. Exit there and find the bait shop. Enter and pick up some of the free bait and use it with the Bottle. Walk outside and pick up the Duck. Now head to the overview and go to the Swamp. Once there, use the Home-Made Perfume with the puddle that you can see by the raft. Now head back to the overview and head to Ozzie's. Don't go inside just yet, just pick up the Yellow Flower and use it with the Perfume. Now if you use the perfume, you will notice that it smells like the hanky.

Head back to the Palace of Prostheses and talk to Dave. Use the perfume and Dave will recognize it and give the name. Now all you have to do is find the address. What you need to do is work the file retrieval system in accordance with what the name was. The key to the system is:

Bunny: A-D
Tree: E-H
Pumpkin: I-M
Monkey: N-S
Banana: T-Z

You need to spin the dials around until the correct character is showing, then push the button. Here's an example. If the name is Oliver C. Deuderonimy, then the order would be: Monkey, Bunny, Bunny. Got it? By the way, the name is random so I can't tell you what it'll be for you. Once you have that head to the jail and pick up the tin of chicken grease from in front of the Iron Maiden (excellent!).

Now you need to hunt around the dock area until you find the two chess players. You need that clock, so you need to get them to end their game. Talk to the Portly Chess Player and "notice" that his partner is very focused. He tells you about his partner's only weakness: Brittany. Keep the portly distraction option highlighted until he holds his piece in mid-air. Then distract him to make him drop the piece. Now talk to the Skinny Chess Player and use the Brittany distraction option when he has his piece in the air. Once they start fighting, grab the clock and head to the Mysts o' Tyme Marshe.

Use the clock with the raft, then climb aboard. This goes a little quicker if you write down the directions. The time on the clock is corresponds to a time on the directions, and the letters after those are what direction you need to go in. W=West, and so on. For instance if the directions say "12:05 S" then when the clock says 12:05 you need to go south. At some point, you meet a future version of yourself. Remember the exact order things happen in and the responses given. Or else you risk tearing open a rift in the time-space continuum and have to start over in the swamp.

Eventually you end up at Pete's. As you approach the house, you here some conversation inside and choose to listen. Hmmm...it seems that Pete and Mandrill are in cahoots. After Ozzie leaves, break out the chicken grease and use it with the door mat. Now use the Duck with the window. Pegnose Pete has been captured!

Prove Pegnose was at the Crime Scene 

First, head to the Bank. Around the side is a manhole. Use the Broken Sword with the Manhole cover, and it'll pop off. Pick up the Manhole Cover and look at it, and remember the names that are on it. Now head into the Palace of Prosthesis and talk to Dave. Ask about getting a false limb, and say you want a free one. Use the names from the Manhole cover as the names in the story and you'll get some prosthetic skin. Now head outside and use the skin with the Manhole. Use that to bounce into the open window of the bank. Once inside, climb down the ladder and pull the chain to turn on the lights.

Once the lights are on, you should notice an odd, nose shaped shadow on the upper wall. Climb up the ladder again and look at the shadow. Guybrush will grab the nose, and Inspector Canard will show up and take it from you. You've just proven that Pegnose Pete was in the bank.

Find the Stolen Heirlooms 

While you're in the bank (if you aren't, you might as well get there), pick up the Scupperware Container from the table. Leave the Bank and head to Hugo. Pick up a bottle of Eau de LeChuck cologne from the cart. Now head to Ozzie's Mansion. Enter and you'll automatically talk to him. Back out of the conversation when you're able to and spray the Cologne on the Kangaroo. Ozzie gets mad and breaks his stick, then leaves to get it repaired. Leave the mansion and head to the Palace of Prostheses. Enter, and use the Music Box with Dave. While he's distracted, look at the Basket of Prostheses and pick up the Wooden Hand.

Head to the Bait Shoppe and grab some bait. Use the bait with the Scupperware. Now use the wooden hand with the Termite Circus. Now visit the House of Sticks. Use the Termite Infested Hand with Ozzie's stick. When you regain control, head to Ozzie's Mansion. Enter and talk to Ozzie. Talk about how you were framed, then tell him a little bit about what the Booty Showcase looks like (any response works). He'll leave to go check on it. Follow! Track the sawdust pile as far as you can, and Guybrush will automatically do the rest.

Once you regain control, wander around the trees until Guybrush finds a hidden passage. Climb down there, then push the button on the table. Guybrush notices the missing booty behind some glass. Exit, then dive into the Deep Water at the top of the screen. Once you get to the bottom, pull out the Scupperware. When the glowing fish get close enough, open it and then you'll have a glowing container. Enter the passage to the left. Once inside, grab the heirlooms and the Itty Bitty Brass Screw. Leave and enter the Jail and give the Screw to Inspector Canard. Ta-dah!!

Back to Introduction On to Act II!