Chapter 1: Launch of the Screaming Narwhal

"Enhance!"

Seaside Standoff

Once you gain control of our inept hero, follow Elaine’s advice and nab the recipe for the Cursed Cutlass of Kaflu from the mast. Hmmm…root beer, eh? Head up to the ship’s wheel and find the Monkey Casket along the rail. Pick it up, then open up your inventory. Examine the casket and Guybrush will open it to reveal a seltzer bottle full of root beer. Unfortunately, it’s flat. Combine it with the breath mints you conveniently carry to add some much needed fizz. Now combine the newly fizzy root beer with your cutlass.

Hah-hah! Now we can defeat…oh, Guybrush, you clumsy clumsy fool. Back on the main deck, talk to Elaine and ask her to throw you the rope. Once aboard Elaine’s ship, head toward the bow and check out Chuck the Plant. Now that we’ve noticed the roots, use the cutlass on them to obtain a bit of root. OK, now we just need some fizzy beer. Luckily, there’s a barrel of lite grog on board. Drop the root in the barrel, then add the breath mints. Once the concoction is complete, dip in the cutlass. Now use the cutlass on LeChuck. Yeah that's...that's certainly what was supposed to happen, right?


Making News in Flotsam Paradise

Choose any of the responses during the Nipperkin conversation. All paths lead to the same point. Once the exposition is at an end, head over to the Keelhauler Gazette office and chat with Nipperkin again to get more of the skinny on the news you’re supposed to incite. Chat him up if you wish, then proceed to Seize a Ship, Find Buried Treasure, or Start a Bar Brawl. Before moving on, I’d suggest taking a moment to familiarize yourself with the town. There’s only a couple landmarks, so it shouldn't take you too long. I’m going to keep item collection relative to the specific task as much as possible, which should make it easier to skip around. That being said, the news stories are a bit intertwined, so keep an eye out for references.

Start a bar brawl 

Head through the town to the end of the dock. If this is your first time here, you’ll be greeted by Reginald Van Winslow. Chat if you wish, unless you already have, then check out the clothesline. Examine the socks to find a membership card for Club 41. Head back to said club and knock on the door. The next bit is out of your control, though hilarious. Once the scene ends, you’ll have accomplished one of your objectives.

Seize a Ship 

When you’re ready to seize the Screaming Narwhal, head on over to the dock. There are several ways to attempt to board the vessel. You can climb the anchor chain, scale the clothesline, or simply walk up the gangplank. First, try to scale the clothesline and notice what happens. Now walk up the gangplank. Guybrush will slide back down, leaving a puddle of bacon grease on the dock. Now try to climb up the anchor chain. Van Winslow will toss hot coals at you, which sets the grease puddle on fire.

Once the dock is smoldering, head past the glass blower and up into the jungle. If this is your first time here, you can wander around for a bit to familiarize yourself with the various landmarks if you wish. Otherwise, take the left-hand path. Head west from the pirate, then go west again. Near the western edge of this screen is a pile of bombs at the base of a tree. Pick them up and return to the dock.

Use the bomb with the grease fire to light it. Jog to the clothesline and use the lit bomb with the Frilly Pink Underwear. Now scale the clothesline. This time when you’re wheeled back to the dock, the bomb is taken to the ship. You are now the proud captain of the Screaming Narwhal.

Find Buried Treasure 

Head to the Jungle Entrance. Take the path on the left and talk to the pirate in the clearing, one Juaquin D’oro. Work your way through the conversation options. Ask about the Porcelain Power Pirates, then ask how many he has left to find. Ask about Dark Ninja Dave to learn about the killer katana accessory. Now ask about the map and he’ll hand it over. The last step here is to say “Look, it’s Dark Ninja Dave!” When D’oro looks away, click on the pile of “Action Figures” to pick up a Porcelain Power Pirate.

Examine the map. Here’s a brief note about how this, and all subsequent maps, work. The picture at the start of the map is, perhaps obviously, the starting point of your trek. Each path in the jungle is accentuated by an animal sound. Simply follow all the animal sounds in order to complete this map. So head to the Well, which is north of D’oro. Use the map on the Wishing Well and the ground will shake, thus initiating the treasure hunting sequence. Now just follow the paths.

Boar (west), Monkey (east), Bee (north), Monkey (south), Boar (south), Bee (north), and Bird (west). This will lead you to the treasure! Or, perhaps more accurately, the spot where the treasure once was. Seems someone already unearthed it. Head back to town.

Between Club 41 and the Gazette are barrels of ink. Take out the Pink Pajama Pierre action figure you acquired earlier and dip him in the ink. If you’ve already started the Bar Fight, there will be a shattered grogatini glass laying nearby (left of the vats). Click on it to pick up the Miniature Sword and then combine it with “Dark Ninja Dave.”

Leave town and check out the island overview. One of the clearings is now selectable as “Buried Treasure.” Handy, eh? Head there and dump Dark Ninja Dave into the hole. After Guybrush buries him, head back to D’oro and talk to him. Tell him his map isn’t a rip-off and Guybrush will lead him to the newly buried treasure.


A Pox On Ye! 

Deep Gut Unveiled

Now that you’ve gotten all the news making out of the way and received the map to Deep Gut’s pad, it’s time to head back to the jungle. The map’s pretty straightforward (west north north north) and shouldn’t cause you too much of a headache. Once you arrive at the Creepy Shack simply knock on the door and utter the password (which you won’t know until you receive the map, but will know automatically if you have said map).

Once you get the option to ask the Voodoo Lady for advice, ask her anything you wish. Your reaction to the negative response leads her to tell you about the Pox of LeChuck, as well as the only cure for the Pox: La Esponja Grande. She also hands you a locket, which you won’t need until later chapters. Work your way through the rest of the options if you wish. Otherwise, exit the convo.

Head to the left toward the exit. On the table in the foreground, next to the skull with a candle in it, is an Interesting Bottle. Pick it up to find out that it contains a scroll forged by the ancient Vaycaylian Race. The former inhabitants of the island enclosed in that document the secret to controlling the winds of Flotsam. Alas, it is currently sealed in an unbreakable bottle. Leave the shack and return to the village.

Into the Bottle

After seeing the spread of the Pox, head on over to the Court House and talk to the Crusty Pirate sitting on the steps. Turns out the man’s name is Hemlock McGee. It also turns out that he was the last one who used the scroll that’s in the bottle. Ask him if he can help you with the winds, then ask him if you can see it. He’ll tell you that it’s in the bottle you just procured and that you need the Eye of the Manatee to read it. Guybrush will want to borrow it but McGee wants to know why. Tell him that you want to investigate the winds and he’ll hand it over.

Great, now we have the scroll and the means with which to read it. If only we could open the bottle. To that end, head to the guy hawking glass unicorns and vowels, the man with the name Crimpdigit. Pull out the unbreakable bottle and show it to him. He’ll pull out his unbreakable bottle breaker to demonstrate, but he won’t let you have it. What we need is a distraction…

Board your ship and fire the cannon. The winds will hook the cannonball back toward shore…and directly into the glass unicorns. Feeling the urge to replenish his stock, Crimpdigit will head inside the shop. Pick up the newly unattended bottle breaker and then combine it with the bottle to open it.

Except your hand won’t allow you to open it. Well, if the Voodoo Lady can’t help you, perhaps a medical doctor can. Luckily, there happens to be one of those stationed in the mansion. A doctor known as the Marquis de Singe. Knock on his door and the odd sconce will fall off the wall. After Guybrush picks it up, knock on the door again. You’ll be taken inside automatically after the door is answered. When you get a chance, ask him whichever two questions you want. After the second answer, he’ll decide he needs to amputate your hand. With that he straps you to a chair, injects grog into your hand, locks the door, and leaves.

Escape the Wily Doctor 

Once you regain control, rotate the chair to the right. Swivel up and click on the key to make Guybrush loop it around his toe. Now rotate left and use the key on the cage to release Jacques. You may have noticed an X-Ray…er, Desingeograph…of Guybrush’s hand on the counter near Jacques’ cage. To reach it, you must first swivel to the left and face the counter with the slide projector and the Bell. Swivel up and ring the Bell to make Jacques change the slide. It now shows a picture of the strange device near the Desingeograph. Swivel down and press the right-hand pedal to drop a banana. After Jacques hops over to the device, press the left-hand pedal to shock him.

Once the Desingeograph is on the floor, swivel to the left to find it and pick it up. Swivel back to the Bell counter and flip the Desingeograph into the bin of slides. Now ring the bell to make Jacques put your hand picture into the projector. Use the Banana Pedal to send him over to the skeleton holding the Key, then use the Shock Pedal to retrieve said Key. Well, ok, for Jacques to retrieve the key. Ring the Bell one more time to have Jacques bring up the image of a pirate. The Banana Pedal will bring Jacques to your chair. Now you’ve retrieved the key and Guybrush will affect his escape.

Find The Wind Controller 

Whew. Now that your hand’s under control, use the Bottle Breaker with the Unbreakable Bottle. Huzzah, the scroll is yours! Except that it’s apparently blank. Open up your inventory and combine the Eye of the Manatee with the ancient scroll. Oh goody…another map. You might notice some odd symbols intermixed with the animals. Those be wind directions, swabby. We need to make a quick stop before we can follow this map.

Leave town to enter the overview. There’s now a Creepy Shack hotspot. Click on it to return to the Voodoo Lady’s shack. The odd Weather Vane that had been on the roof earlier is now on the ground. The camera pointed this out when you exited the shack earlier, but in the spirit of directing you to grab things as they’re needed I’ve left it on the ground until now. Pick it up and then head to the jungle entrance.

Head north to find the Altar that is the starting point. Use to make on it to shake the ground and start the findin’. It starts off as Bee Monkey Wind. So we need to head South, then East, then examine the Weather Vane to show that you must now head North. The next step is to use the Sconce on the Wishing Well. Wind, Bee, Wind, then walk Counter-clockwise around the Calendar to initiate the next step. Just follow the Wind to find a bizarre door.

You’ll arrive just in time to see de Singe exit the door and use his key to relock it. De Singe is a deceptively wily one, however. Were you to return to his mansion now and accuse him of tampering with the island’s winds, he’d know instantly that you had no proof. Time to prepare a clever rouse. First, break out your Bottle Breaker and use it on the Crystal Nose of the door. The nose will be neatly shorn off and the face will fall to the ground. Pick up the Weird Door Face. Nothing more we can do here, so make tracks for the Creepy Shack and the Voodoo Lady within.

Hanging from the ceiling to the Voodoo Lady’s left is a parrot skeleton in a cage. Click on it and Guybrush will ruin it. It will be hurled to the floor as a result of the Voodoo Lady’s frustration. Pick it up and return to the Giant Doorway. Use your newly obtained Pyrite Parrot with the door’s nose cavity. Now return to town and approach de Singe’s mansion.

Talk to de Singe. You can talk to him about whatever you wish. If you have the Weird Door Face, you’ll have an option to tell him you’ve gotten proof that he’s behind the winds. Use that option and Guybrush will rush off with the Marquis in tow. The Pyrite Parrot will fool him into thinking that you’re inside. He’ll open the door and head in, Guybrush follows after grabbing the key and the Pyrite Parrot.

The Next Airbender 

After the scene ends and De Singe runs off, use the Key on the clamshell underneath the giant hand. This will cause wind god totems to rise from those devices you may have found scattered about the jungle. As well as one right here by the Wind Control Device. Click on the totem to get a close-up view. What you need to do here is click on the eyes, noses, and mouths of the totems to rotate them until you arrive at the correct face.

Open up your inventory and select the Weather Vane. Use it on the totem and it’ll show you the correct face to make. Simply match the totem to the Vane image, then use the Key in the Clamshell. De Singe shows up then with a weird Wind Gun and blows you outside of the area. Head back to the Island Overview.

There’s now a hotspot for Enigmatic Idol. Head there, and check out the idol. Use the Weather Vane again and start rotating. The correct nose seems to be missing, but that’s OK. Just pull out the Sconce you got from De Singe’s doorway and use it with the idol. Once all three features are matched, use the Ancient Tool with the Clamshell. Another finger falls into place, and the Marquis once again uses his wind gun on you.

Head east once to find another idol. This one doesn’t appear to have eyes, which poses a mild problem. Head back to town. The astute and explorative amongst you may have noticed those weird eye carvings under the jail windows. Unfortunately, you can’t pick them up. Instead, board your ship. Lying innocently on the deck is a wheel of cheese. Pick it up, then use it on the jail’s Eye Carvings to create a mold of the eyes. Return to the Jungle Entrance and head west twice to return to the idol. Use the Cheese Wheel with the gap, and once more match the face to the Weather Vane. After once more using the Ancient Tool with the Clamshell, you come one step closer to fixing the winds.

No Marquis this time. But there’s only one more idol, so one could probably guess where he is. You can’t confront him unless you can find a way to thwart his wind gun. So head back to town and talk to Crimpdigit. Ask him about the alphabet sale, then tell him you’d like a free vowel. You’ll receive a U-Tube. Now, head to the jungle. From the entrance head north then east to reach the home of the Messed Up Idol. The Marquis is waiting for you, as I prophesied.

Distract him by telling him that King Louis is right behind him, then jam the U-Tube into his gun while his head is turned. He’ll utter something that would have been censored had it been in English, then get blown into the Messed Up Idol. With the Marquis as a spindle, this can now be used.

Unfortunately, with the Marquis as a spindle the Weather Vane cannot be used. Start rotating the facial features. De Singe will cry in pain at each rotation, except for one. When he utters a sound of pleasure, you know you’ll have stumbled upon the correct feature. This must have something to do with where they got his name from…

Anyway, three soft pleasured sounds later and you need only use the Ancient Tool with the Clamshell to fix the winds. Guybrush and Van Winslow automatically set sail for the open sea.


Finale 

Once you are presented with dialogue options, pick whichever one you desire. Your hand wakes up, possibly hungover and certainly more ornery than ever. When you’re back in control, try to point at the map, and your hand will thwart you. Head up the stairs and take the wheel. Your hand will slap the wheel, causing the ship to list. As well as causing the barrel of tar to roll across the deck. Now use the cannon to slam the barrel against the mast, thus cracking it. All you needs do now is point at the map. After your hand knocks you into the tar and becomes stuck, talk to Van Winslow and enjoy the ending of the chapter.

On to Chapter 2!