Part I: A Friendly Place

Chat with the lookout, and work your way through the dialogue as you see fit. To progress, you'll have to insist that you're mounting your own expedition. You'll be given a very familiar sounding instruction...

Travel along the docks and enter the Scumm Bar. Once inside grab the Trivia Book sitting on the table, then head to the right and chat with the new pirate leaders. Chat with them and try your hardest to get them to fund your expedition. They're less than willing to help you out, and eventually Guybrush will leave in a huff. Head through the arch to your right to enter the Low Street area of town. Chat with Elaine for a bit, and find out that she does not have a ship for you to borrow. If you head into the nearby Voodoo Shop, you can chat with the Voodoo lady for a bit and receive a Hint Book. You can wander through town and chat with a few more people if you want, but there's no help coming your way. Guess we'll just have to sneak aboard LeChuck's ship...

Head to the docks and approach LeShip. Chat with the Quartermaster and try to get yourself a cushy job as a Swabbie. You sadly lack the necessary qualifications of owning a mop. Well, that and you're Guybrush Threepwood and the only person strictly forbidden from boarding this ship. At least we know the two things we need to overcome.


Find a Mop 

Head back to the Scumm Bar and walk past the Pirate Leaders and enter the kitchen. Catch up with the cook for a bit, and then ask if you can borrow his mop. Apparently I've been doing mops wrong all these years and you're supposed to make your own. You need to find a tree, but luckily there's a place in town that should be able to help you out. Head back to Low Street and visit the store across the street from the Voodoo Shop. It seems our old pal Wally has given up his wannabe pirate lifestyle and gone back to his true passion of cartography. Talk to him and ask if he has a map to a mop tree. He'll let you know that he can make one, but first he needs a sample of mop wood.

Head across the street to the Voodoo Shop and barge in. Pretty prominently placed in the foreground is a table with a knife and a Forgiveness Frog sitting on it. Pick up both of these and talk to the Voodoo Lady to purchase them. New items in hand, make your way back to the Scumm Bar. Upon entering, you'll notice a new patron sitting behind a very fancy-looking table in the back. If you talk to him he'll assume you're a server and demand to have that dish he was served at the Governor's Mansion previously. You know the one, it was a hot food with ingredients in it. After Guybrush politely excuses himself from the conversation, head into the kitchen to find a very frazzled cook. He may be panicked, but he's still alert so we can't get a mop sample just yet. Talking to him reveals that he, too, has no idea what the fancy patron wants.

We've no choice but to aide the cook in order to serve our own selfish ends. Better head to the mansion...

Once outside the bar, head left past the docks and read the poster hanging on the house. Carla is running for Governor again, and has a campaign slogan which varies per game. Return to Low Street and examine the statue of Carla near where you met Elaine to find out about the battle of a place which changes each game, then walk underneath the clock to reach High Street. Walk all the way to the left and through the arch to find the mansion at the end of a long pathway. Enter and walk to the right to be greeted by Carla. Work your way through the conversation that totally normal people have, and you'll find out that she has no idea which hot food with ingredients the guy at the bar wants. Once the casual chat has run its course, check out the bookcase nearby.

Read through the book titles until you see a book of recipes. Examine it, and then ask Carla if you can borrow it. Sadly, she is reticent as you previously never bothered returning the last book you borrowed. Good thing we already bought a Forgiveness Frog! It's useless on its own, however, so you'll need to personalize it. Luckily, you have a state-of-the-art quill pen in your pocket. Use the pen on the Frog, and pick the most conciliatory and personalized responses. If you're stuck, here's the solution:

If you're missing either of the bits in < >, make sure you examine the statue and re-election poster mentioned earlier. Once the frog is appropriately filled out, give it to Carla. If she's pleased with your apology, then you're free to take a single book. Borrow the recipe book and head back to the bar. Give the book to the cook and he'll busy himself making one of each. While he's busy, use your Knife on the mop to carve out a sliver of wood. Make your way back to Wally and hand him the mop shaving. He'll whip up a quick map and give it to you.

Leave town by either taking the path behind the mansion or via the lookout post and head to the forest. There's a big sign for a museum, but now's not the time for sightseeing! We need to stay focused and walk through the forest entrance instead. The sharp-eyed adventurers among you may notice that there are three distinct plants in various locations on the screen. There's a Carnivorous Plant, a bunch of Purple Flowers, and a cluster of blue-ish Mushrooms. If you pull up the Mop Map that Wally gave you, you'll notice that the paths forward are marked by illustrations of those very plants. So take note of what plant you need to follow, and take the path it's growing next to. This is different each time you play, so I am unable to give specific directions.

Once you reach the end of the flora-marked path, you'll find the majestic, yet endangered, Mop Tree! Use your Knife on the tree to cut off a single branch. Guybrush will set about finding the perfect branch, and we'll be ready to leave once he calmly acquires it.

Well, we've got the most important part of the mop. According to the cook, any old thing will do for the mop head. This is mostly true, but there are, in actuality, only four things that will work. You'll need one of the following:

Once you have the desired mop head, just combine it with the handle to create the Mop.


Craft a Disguise 

If you haven't done so already, stop by Wally's map shop and steal the Monocle sitting on his desk. Just like old times! Wally lets his nostalgia for your kleptomania get the best of him...or he thinks monocles provide free advertising for his servies. Either way, you get away with it. But you know what's better than a monocle? That's right, two monocles! Leave the shop and immediately reenter to see that Wally has replenished his stock of monocle. Swipe this one as well, then make your way out of town.

Head to the Forest, then make your way over to the Museum of Pirate Lore. If this is your first time visiting, you'll be greeted by the docent. It turns out that, in addition to being a museum curator, he's also a publisher who will take on various projects and hands you his Business Card in case you need his services. You can check out the various items on display and comment on their questionable historical accuracy, but what you really need to do is examine the eye patch in the prominent display case. You'll be informed that it belonged to the famous Jon Laney, and its magic allowed him to disguise himself. The magic has apparently worn off, but luckily we know someone skilled in the ways of Voodoo. But we still need to liberate the eye patch from its unjust prison.

First things first, open up your inventory and combine the two Monocles. Use your twin Monocles to examine the lock on the case, and Guybrush will write down the serial number of the lock. This will make sense if you explored the town earlier instead of following this guide to the letter. Serial number in hand, it's time to raid the museum's store room. Head past the docent and enter the back room. Take the box of Cracker Mix sitting on the shelf, then head back to town. Make your way to High Street and then visit the shop just to the left of the arch leading to the governor's mansion.

This is the locksmith's, run by Locke Smith. Hand her the serial number you got from the display case lock and she'll craft you a key to open it. We're not done here yet, however. Hand her the box of Cracker Mix and you can then pick up the stack of Crackers sitting on the counter. Make your way back to the museum. Give one of your crackers to the alarm parrot sitting by the case. While he's busy eating, use the Key you just had made on the display case lock. Swipe the Eye Patch and leave the museum before the docent realizes what's happening.

Before doing anything else, make a stop in the Deep Dark Forest. Use your knife to cut a sample of the Carnivorous Plant. Pointy flora in hand, make your way back to the International House of Mojo. Give the Eye Patch to the Voodoo Lady, and she'll ask you for an ancient and powerful voodoo ingredient known as the "Bite of a Thousand Needles." Hand her the Carnivorous Plant, which is good enough. She imbues the Eye Patch with some extra disguise power, and you now have yourself a handy zombie disguise!


Infiltrate LeShip 

Once you have your mop and magical eye patch, head to the docks. Put on the Eye Patch, then hand your Mop to the quartermaster. She'll hire you on as a swabbie. We're only one mutiny away from Monkey Island!

Back to the Prelude! On to Part II!