Part IV: Things Get Complicated
Back on Mêlée Island, you'll quickly notice the effects from the earthquake that Lila's spell caused. Not much we can do about it now, so let's just have a chat with the Voodoo Lady. Head to the International House of Mojo and confront her about not telling you that the conspicuously large chest with five giant locks on it was The Secret this whole time. When you're done with the conversation, leave the shop and you'll meet up with Widey Bones.
You may have noticed her spouting nonsense earlier, but it looks like she's having a moment of coherence. She tells you that she holds one of five Golden Keys needed to open the cabinet holding the Secret. She won't relinquish hers until you find two of your own, however. After you're done conversing, I'm sure you're raring to venture forth and snatch up all the keys, but we have a couple things to take care of first.
Step one is to visit Wally. Chat with him and ask for a Sea Map. New map in hand, head to your ship and depart. While on the open sea, head to Scurvy Island. Leave the beach and make your way to Elaine's Camp in the top right of the island. To the right is a desk, and upon that desk is a note from Elaine letting you know which lime grove she's currently in. Use the landmarks mentioned to track her down. Chat for a bit if you want, but ultimately you need to grab some limes from the nearby barrel.
Limes in hand, we can now begin gathering the keys.
Old Mrs. Smith's Golden Key
Head to the Locksmith's shop and chat with Locke. Ask her about Old Mrs. Smith, and she'll reveal that all of her possessions were burned after her death due to Locke never going to claim them. She hands you the probate order, and tells you that she was supposed to go to Brrr Muda. Leave the shop and make your way to the docks to board your ship.
If this is your first time sailing past the 19th Parallel, you'll be stopped by Brrr Mudan customs. If you have limes in your possession then you'll be asked to fill out a customs form. Avoid checking any boxes that would betray your piratey intents, but you can select a few things for your own amusement if you want. When you're done, just sign the bottom with whatever name you gave the judge when first confronted. He'll pour over it and let you pass if it seems sufficiently non-piratey. If you gave any wayward answers you'll be shooed off...but just sail back in and try again if that's the case.
Continue on to Brrr Muda. Upon docking for the first time, you'll arrive in the main town. Head to the left and enter the courthouse at the edge of town. Talk to the judge, cry pardon for approaching without permission, then exit the convo. Hand the probate order that Locke Smith gave you to the judge to find out that everything had been destroyed except for the Golden Key. As bearer of the probate order, the judge judges you to be legally eligible to take possession of aforementioned Golden Key.
Widey Bones' Golden Key
After you've collected two of the Golden Keys, there will be a short cutscene where we learn that Iron Rose stole Widey Bones' key from her. Once you have control and are out on the open sea, you should now be able to spot LeChuck's ship in the southeast. Sail there and climb aboard. No one's here to stop you, so you can wander around freely. Make your way back down to the hold and you'll spot the key inside one of the ghost chickens. Grab some of the nearby ghost chicken feed and feed it to the poultrygeist. Leave the hold and head right back down to see that the key has been pooped out. Grab this Golden Key and move on to the next!
Bella Fisher's Golden Key
In order to find Bella's secret fishing spot, you'll need to collect three of her flags. When combined, they'll allow you to pinpoint the resting place of her Golden Key.
Fish Shop Flag
You'll spot this flag hanging up near the door. If you examine it, you'll be told that it belonged to Bella Fisher. Sadly, you cannot just take it. However, it is something that can be walked around with if you are a member of the Chums. Once you ask to join you are given a colorful lure and told to track down other Chum members to learn how to craft a seafaring story.
The Chum members are:
- Elaine
- The pirate sitting outside the Scumm Bar
- Bob, hanging from the yardarm on LeShip
- Locke Smith
- The guard outside the Ice Quarry on Brrr Muda
To interact with any of these characters, just show them the Lure and Guybrush will give the traditional Chum greeting. You'll then be prompted to tell a story, and you can start off however you want. When you're done, you'll be given some advice. You'll be given the option to practice said advice, but doing so won't affect the options for the next person to chat with. There's not really a set solution to this puzzle, so my fingers are a little tied here.
Each piece of advice, such as "be more descriptive" or "use more angler colloquialisms" will expand a few of Guybrush's story options in the next round. There is not one single story that is the solution, however. You can mix and match the different parts of the tales, as long as they're sufficiently verbose/descriptive. For instance, in my last playthough I went back and forth between the Kraken Attack and Swallowed by Whale storylines during the final telling. Parts of the Mermaid story don't get expanded, so you can't use all of them. I've not done extensive testing on this, but as long as you stick with story threads that have a good amount of descriptive language and angler terminology then you should be good to go.
Once you've spoken with all five Chums, return to the fish shop and show the Lure to the former pirate leaders. Tell the best story you can, and you'll be inducted into the Chums. Now just click on the flag again to ask to borrow it, and Guybrush will be allowed to slowly lower it into his pocket.
Pirate Museum Flag
If you check out the pirate museum, you'll see that Bella's Flag is housed in the glass case. There are two guard parrots now, so it's only slightly more complicated to break into the case. Feed crackers to both parrots, then use the same key on the case to liberate the flag. Guybrush runs outside...only to discover that the flag on display is a cheap replica.
If you head back inside you'll spot a new replica in the case. Chatting with the curator will reveal that the real one is kept in the storeroom. Unfortunately, that room is now kept locked. Further unfortunate is the fact that the door has a serial numberless lock, so we can't just go running to our pal Locke. What's not unfortunate is the simple solution to this conundrum.
Leave the parrots unfed and open up the case with your key. The birds will sound the alarm, and the curator will run into the storeroom to make sure the real flag is still safe. He'll start refolding the fake one, and this gives you the perfect opportunity to sneak into the open storeroom and obtain the real flag.
Stranded Ship Flag
In the southeast of the ocean, near LeShip, is a boat that is currently anchored in place so they can avoid spreading scurvy. Convincing them that limes will cure scurvy is a fools errand at this point, due to their mistrust of science, so we'll have to go a-questing for a bit.
Head to Mêlée Island and make your way to the shipyards. Stan's shack is pretty worse for wear after the earthquake, and we can see inside. Take the picture of Stan sitting on the desk. Head to the fish shop and ask for any type of fish that you want, then go back to your ship. Head to LeChuck's ship and enter the galley. Swipe the newly-filled shaker of Demon Pepper, and then leave. Head to Scurvy Island and go to Elaine's camp. Take the picture frame sitting on the desk. Guybrush will note that it's supposed to be a picture of him and Elaine, but right now it's just Elaine.
Make your way to the lime grove that Elaine is currently in and ask her about the missing Guybrush picture. You'll find out that a seagull came by and stole half of the portrait. While you're here, ask her how her scurvy prevention program is going and she'll hand you a sample flyer. Leave Elaine's grove and head to the seagull pictured in the map. In your inventory, combine the Demon Pepper with the fish and feed one to the seagull. It will snap up the tasty treat, but the extreme spice will make it fly off to find some water. Take the Guybrush picture from the empty nest.
Now head to Brrr Muda and go to the Ice Quarry. Chat with the guard and ask to be let in to see Stan. He'll want proof you know him, which isn't a problem due to our burgeoning inventory. Examine the picture frame you're holding to get a closeup view. There will be various pics that can be mixed and matched in the frame that you may or may not have picked up. The important ones are you and Stan. Place Stan's picture on the left and Guybrush's on the right to create an intimate kodak moment.
The guard will see that you two are, indeed, quite close and let you inside the quarry. Head toward the back and have a chat with good ol' Stan. Offer to break him out and he'll decline due to only being sentenced to a single month of hard labor (which he'll prove by giving you the judge's order confirming his sentence). He'll also mention that this could change if the court ever finds his accountant, Ned Fillagree. Use your monocle on Stan's shackles to record the serial number, and then leave the Quarry. And also leave the island. Make a quick stop in Mêlée and have the locksmith make a key for cold prison shackles, then back out to sea.
Near Wally's logo on the sea map is Barebones Island. Sail there and you'll find Ned, Stan's accountant. He's hiding out here, but is very glad that Stan has a nice long sentence. Show him the judge's orders to let him know that it's panic time, since Stan will only be locked up for a month. He'll hastily hand you his files and tells you to get the judge to increase Stan's sentence. In your inventory, rifle through the documents and Guybrush will separate the Stan files and Ned's accounting license.
Examine the picture frame again, and swap Stan's picture out for the accounting license. Head back to Brrr Muda and enter the courtroom. Hand the incriminating documents to the judge, but he'll need to know that you are Ned. Since we filled out that customs form, we can't just quickly lie. But if we hand him the picture of the license and Guybrush, he'll be convinced and increase Stan's sentence.
Back to the Ice Quarry. Show Stan the new judge's orders and he'll ask to be broken out. Use the shackle key to unlock his bonds. He'll be grateful and ask how he can repay you, so just let him know that Elaine needs help fine-tuning her scurvy prevention flyer. Escape through the nearby escape tunnel and you'll wind up on Scurvy Island.
When you get the option to offer helpful suggestions for the flyer, just pick whichever ones you want. No wrong answers here, folks, might as well get silly! Once Stan and Elaine leave, nick the flyer and head back to the stranded ship. Give the new flyer to the crew, and they will new believe in the power of limes and allow you to board their ship. Take the Bella Fisher flag, and then just leave.
Finally Find the Key
Once all three flags are collected, open up your inventory and combine them. The various holes in the flag largely overlap, but there's one section where they all have the same hole. Guybrush will overlay the flag onto the sea map and mark an X where the holes are. But we can't quite get there yet.
First we need to head back to Mêlée. Beside the pirate sitting outside the Scumm Bar is a mug filled with a green carbonated drink. Take it and quickly head to the fish shop. Take a swig of the drink and then check out the blowfish on the barrel between two of the former pirate leaders. Agree to enter the belching contest, and the power of carbonation will see you victorious.
Note: if you take too long before taking a swig, the drink spoils and Guybrush won't drink it. If you take too long between drinking and checking out the blowfish, Guybrush will prematurely belch. If either of those things happen, just head back down to the docks and grab another mug.Now head back to your ship.
Sail to the X. Open up your inventory and inflate the blowfish. Now drop anchor and climb down the chain. Guybrush will stop partway down due to being short on air. Inhale the air from the blowfish and then continue the descent. At the bottom, head all the way to the right and swipe the Golden Key from the bow of the ship.
Brrr Muda Island's Golden Key
Once on the island, make your way to the Ice Palace. Climb all the way to the top of the mountain to get to the palace proper. Grab the book of matches on the fireplace, and take note of the icicle dripping into a bucket. The seasoned adventure game players will no doubt notice the extremely subtle Golden Key laid in the Queen's crown. Have a chat with Queen Onida about it to learn that the only person who can touch the crown is the queen. And that you can challenge the queen at any time to become queen yourself. Sounds like a fun diversion. Challenge her to any of the three contests, and you'll be whisked away to the Town Hall where you will lose. Time to use our Guybrushian whiles to rig prepare for the challenges.
Contest of Heartiness
In the Hall, enter the door on the far left. There's a large sign along the back wall notating the fish of the day. Notate that yourself, and then head to Mêlée Island's fish shop and pick up a batch of that fish.
Note: if you've already retrieved the Guybrush picture, and the fish of the day is already in your possession, then you'll want to swap it out for a different fish and get a new batch of the fish of the day. You need to not have a heavily spiced batch of fish to start this out.
If you haven't done so already, swing by LeShip and swipe the bottle of Demon Pepper from the galley. Now return to the Contest of Heartiness room. Use the fish you're carrying with the bucket on the table, and then sprinkle the bucketed fish with the Demon Pepper. Ring the triangle to initiate the Contest.
When asked to select your fish, pull one out of your inventory and set it down on the plate. Guybrush will manage two bites of raw fish to the Queen's one, so that makes us the winner of the Contest.
Contest of Seriousness
Head to Mêlée Island. On the docks, you'll no doubt have seen the carnage wrought by the Secret finding spell's earthquake side effect. The cook is, rather understandably, upset. Being the concerned and altruistic citizen that we are, head to the Governor's Mansion. Chat with Carla to find out that there's not enough money for disaster relief so she's been giving out I.O.U.s. Ask to get in on that action because you want to help rebuild local businesses. Promissory note in hand, head back down to the docks and show the I.O.U. to the cook to cheer him up. Take back the recipe book.
Return the recipe book to the Mansion, and ask Carla to borrow "The Endless Tale of the Voyage That Would Not End." Take this engrossing tomb to LeShip and offer it to Bob. Chatting with him earlier would have revealed that he's already bored with the joke book, so what better alternative than a novel seemingly without an end? You'll swap books.
Make your way back into the Brrr Muda Town Hall and enter the door along the back wall. Ring the triangle to initiate the contest. Queen Onida will tell a joke. Make sure not to laugh at it to continue to the next round. Once your turn arrives, break out the book of Demon Jokes and tell any of them to get Onida to break. Contest win has been secured.
Contest of Intelligence
Make a quick stop at Lookout Point on Mêlée Island and pick up the stack of firewood. Now head to Brr Muda and enter the center door along the left wall in the Town Hall. Use the firewood in the fireplace, then use the matches to light the wood. Ring the triangle to start the contest. While the Queen is solving the algebra equation, try to sneak a look at her paper. The fire is causing the nearby icicle to drip into the bucket. Upon hearing a drip, Onida will be distracted. While she's looking away, swap the tests. When the judge returns, you'll be declared winner of the contest. If you run out of time to sneak a peek and swap, just try the contest again and the swap option will be available from the start.
It's Good to be the Queen
Having won all of the contests, you are summarily sworn in as Queen. Agree to all the vows and you'll receive the crown. Guybrush will very discretely remove the Golden Key from the crown, and then you can give whichever wise parting word you wish from the choices available.
Terror Island's Golden Key
Dock at Terror Island and then leave the beach area. Head to the Unlucky Place and pick up the silver key sitting amongst a pile of bones. Leave that section and head to the Mysterious Clearing. Wander over to the right and take the lantern sitting by the pirate skeleton. Take a brief detour and leave the island entirely to return to LeShip. Climb up into the crows nest and light the lantern with Flambé's head.
Return to Terror Island and head to the Twisting Path. Follow the eponymous path to the end where you'll be blocked by a gate. Use the knife to pry the sign off of the gate, then use the silver key in the uncovered lock. Walk through the open gate and continue forward until you find yourself in a maze. There are markings by each of the doorways, but there are no indications of how to proceed. Just start wandering around a bit and picking passageways at random. Eventually you'll spot a scrap of paper on the ground in the center of a room.
Pick that up, then continue wandering until you spot four more. Once you've collected five scraps, examine the stack to see a cute little poem. The epic describes a journey which started in the spring and ended the following spring. Take note of the symbols on each paper, and take note of their order. Read the sign you pried off the entrance gateway, and this will initiate a spell which returns you to the entrance.
Head back inside to the maze. Now take a look at the symbols by the passageway entrances. Find the one that matches with the first spring passage of the poem and take that path. Do the same for summer, autumn, winter, and the second spring. You'll find yourself out of the maze. Follow the new path and jump into the water. Keep walking to the right until you reach the other side of the cavern lake. Keep walking some more until you fall off of a cliff.
Chat with your old buddy Herman Toothrot (who I guess is no longer your grandfather-in-law?) for a bit. When you're finished with the conversation, try to grab the Golden Key sitting on a slab along the left hand side of the room. Herman will snatch it up and deny you access. Keep insisting that he give you the key until your insistence initiates a struggle. The lantern breaks in the scuffle...but at least we have the Golden Key?
At any rate, read the sign again to be teleported outside the cave.
Unlock the Secret
Back on Mêlée Island, enter the International House of Mojo and use all five of the Golden Keys on the cabinet. Guybrush will unsuccessfully try to open up the golden chest that was inside, and eventually LeChuck will arrive and steal it. After he leaves, follow him outside.
Back to the Part III! On to Part V!