TALES OF MONKEY ISLAND: LAUNCH OF THE SCREAMING NARWHAL WALKTHROUGH WAIT! BEFORE WE BEGIN! This walkthrough is a text copy of TTG's official walkthrough, located here: http://www.telltalegames.com/monkeyisland/launchofthescreamingnarwhal/walkthrough We have merely put it here incase TTG's site blows up and disappears. PROLOGUE Our story begins aboard Elaine Marley-Threepwood's ship, which has been captured by LeChuck off the coast of the legendary Rock of Gelato. Elaine's tied up in a not-unexpected display of deviousness on the part of the zombie/demon/ghost pirate. LeChuck's right in the middle of performing some voodoo rite involving several captured monkeys when Guybrush Threepwood's ship appears on the horizon. Our hero has appeared in the nick of time, and has gathered nearly all of the necessary ingredients to forge a sword powerful enough to defeat LeChuck: The Cursed Cutlass of Kaflu. Attached to the main mast of Guybrush's ship is a piece of paper with detailed instructions for finishing the enchantment of the sword. It looks like the only ingredient left is a bottle of enchanted root beer, which must be fizzy, but where to find it? Talk to Elaine, who will suggest checking the strange monkey coffin. Head to the stern of the ship and pick up the coffin. Next, open up the inventory. Select the magnifying glass icon to examine an object in Guybrush's inventory, and use it on the coffin. Success! There's a root beer bottle in there. However, it looks a little bit flat. To get it fizzy again, Guybrush will have to combine it with something. Select the breath mints, and while still in the inventory menu, drop into one of the two large circles in the menu. Next, grab the root beer and drop it into the other circle. Hit the "+" button between the circles, and the items will be combined! Fizzy root beer made simple. Once you have the fizzy root beer, repeat the inventory combination action with the root beer and cutlass. Guybrush will wave both objects around menacingly in the direction of LeChuck, who, unimpressed, will steer Elaine's ship into Guybrush's. This causes our showboating protagonist to drop the bottle of root beer (which shatters); it also causes a rope from the ship's rigging to drop down next to Elaine. Talk to Elaine, and ask her to throw you the rope. Since she's tied up, that's a non-starter, but she'll come up with a better idea. Somehow, she'll pull down the mast of the ship, enabling Guybrush to shimmy over to the other vessel. Once there, Guybrush will need to concoct some replacement for the ultra-rare root beer he just lost when the ships collided. Use the cutlass on Chuck the Plant (who is seated close to Elaine) to trim some of his roots. Toss the root into the open barrel of grog. Next, add the breath mints to the bland, flat root grog mixture. Finally, dip the Cutlass of Kaflu into the barrel. The blade will puncture the bottom of the barrel, oozing "enchanted" root grog onto the deck, precariously close to the gun powder. Use the enchanted blade on LeChuck! Guybrush will run the dread pirate through with the cutlass, but the ersatz root beer that Threepwood created on the deck did not have the expected outcome: LeChuck transforms into a human! What's more, Threepwood's hand seems to have taken on a mind of its own (and an icky green shade), and he can't control the sword anymore. Guybrush unwittingly tosses the sword, wedging it in between a cannon and its holder, causing a shower of sparks and igniting the root grog on the deck. The flame rushes toward the barrels of powder and causes an explosion! Guybrush is launched off the ship and out to sea to drift along on some debris while the opening titles runÉ THE SEARCH FOR DEEP GUT Guybrush is awoken on the beach of a strange island. A local approaches him in a friendly manner, and is promptly punched in the face by Threepwood's misbehaving hand. After the islander departs to get his nose examined, Davey NipperkinÑthe senior editor of the local newspaper, the Keelhauler GazetteÑapproaches and starts interviewing Guybrush. He'll introduce himself as a Mighty Pirateª, which Nipperkin is doubtful of, but intrigued at the possibility of interesting news on what is apparently a pretty sleepy pirate port. Have Guybrush tell him that he needs to find a ship to get back to Elaine, and Davey will reveal that there's no easy way off the island. The winds near Flotsam all blow inward, making escape impossible by ship. There's one ship, but unless the winds change, it isn't going anywhere. Nipperkin's secret source of information, Deep Gut, might be able to help out with figuring out how to escape the island, but Davey won't give up the location of the source until Guybrush completes some newsworthy piratical acts. He'll need to get in a fight, capture a ship, and find a buried treasure. After Guybrush is done talking to Nipperkin, take a walk through the town to the left, past Club 41, the Keelhauler Gazette, and the courthouse, until you enter a different part of the town. Pick up the flier hanging on the rope fence. It looks like there's a pirate hunter out there, which might be something to worry about a bit later, but for now, try to find some piracy for Guybrush to get into. Read the sign posted on the window of the "Well Blow me Down Glassworks" shop. There's an alphabet sale going on there, and Guybrush can pick up a free vowel, assuming the shopkeeper appears at some point. Keep walking down the boardwalk and cross the bridge to the small island with a large house atop it. The doctor appears to be busy, but tap on his door just to make sure. The screams of pain coming from indoors give Guybrush enough of a hint that he should check back a little later. However, he managed to knock the sconce of flowers from the wall. Pick them up. The flower pot seems to resemble a noseÑodd. Run back across the bridge to the boardwalk. A ship is docked to the far left of the walkway; this must be the ship that Nipperkin mentionedÑthe Screaming Narwhal. However, it is already claimed by Reginald Van Winslow, and he's not going to give it up without a struggle. Say "Prepare to be boarded!" to initiate Guybrush's piratey scheming. Oddly, Van Winslow seems excited by the prospect of having someone attempt to seize the ship. End the conversation and attempt to walk up the gangplank. It's been doused with bacon grease, and causes Guybrush to fall back to the dock, leaving a pile of grease where he landed. Next, try to climb up the anchor chain by clicking on it. Van Winslow dumps hot embers on Guybrush, who falls into the water. A loose ember will fall onto the boardwalk and ignite the bacon grease. Click on the clothesline to try to climb across to the ship. Unfortunately, the captain will wind the line around and keep pushing Threepwood back toward the walkway. For now, the obvious entrances to the ship have been blocked off effectively by Van Winslow. Before leaving this area, take a look in the pair of socks on the clothesline. There's a probationary member card for Club 41, the building near where Threepwood regained consciousness. Guybrush will pocket it. Head back toward that area. The glass blower, Gaffer Crimpdigit, is now outside peddling his wares, so stop and talk to him. Ask him about the Alphabet Sale, and then ask for one of the free vowel tubes. He'll give you a U-Tube, since it's the only vowel left. Exit the conversation and continue walking to the right down the boardwalk to the area exit. Keep going until Guybrush reaches Club 41. Click on the club door. Guybrush will flash Van Winslow's membership card, and can enter the club after being blindfolded. What follows is a semi legendary (though hidden from view) bar fight, care of Guybrush's possessed hand. Once Threepwood exits the club, Nipperkin will appear and approve wholeheartedly of the brawl you caused. A grogatini glass was tossed out of the club, landing (and breaking) in front of the newspaper printer. Examine it, and Guybrush will pick up the little olive sword resting amidst the broken glass. Since Threepwood can't seize the ship quite yet, perhaps it's time to start looking for a treasure. To to the left along the boardwalk. Take the path that runs between the back of the courthouse and the glassblowing workshop, and Guybrush will end up at the top-down view of Flotsam Island. Click on the Jungle Entrance. Once in the jungle, take the path to the left. Talk to the Portly Pirate who is playing with dolls. He'll reveal that his name is Joaquin D'Oro, and that he's a treasure hunter. Ask him what he's doing down on the ground there. He'll say that his "dolls" are actually Porcelain Power Pirates, action figurines. Ask him how he came to Flotsam, and he'll say that he ventured here in search of the elusive Dark Ninja Dave figurine, and got stuck due to the winds. Ask him what Porcelain Power Pirates are, and then ask how many he has left to collect. He'll reveal that Dark Ninja Dave is the only one he has left to collect, but was scammed into buying a phony map. Ask him about taking a look at the map, and he'll let you keep it. Before exiting the conversation, say "Look, it's Dark Ninja Dave!" which will cause D'Oro to turn around. Grab one of the pink pirates while he's not looking. Open up your inventory and examine the map. There's a picture of a well, and various animals leading to a standard "X" to mark the location of Dark Ninja Dave. Head north to find the wishing well, and use the map on it, which will cause the ground to rumble a bit. The way this map works is through audio clues. On each jungle screen, the path choices have a different animal sound tied to each one, so you'll need to listen to the background noise to find the correct direction. So, for the first step at the well screen, go toward the path that emits a boar (wild pig) noise. Follow that path to a new jungle screen. There will be only one path to travel, and follow the route that has monkey sounds. Before exiting this screen, pick up the pile of bombs on this screen. The orderÑstarting from the well and ending at XÑ is boar (right), monkey (right), bees (up), monkey (down), boar (down), bees (up), and birds (left). If you accidentally take the wrong path, click "return to the jungle entrance" and return to the well by going left (to D'Oro) and up. When you choose the correct path, you'll hear a chime sound effect. Once you reach the "X", it will be evident by examining the hole that someone has already dug up the Dark Ninja Dave figurine. Guybrush will have to resort to what he does best (apparently): cobbling together a reasonable facsimile of the object he needs. Exit the jungle by going to the exit to the right of the "X". Return to the town. Head to the front of the Keelhauler Gazette building and dunk the Pink Pajama Pierre action figure into the printer ink. Pierre will emerge from the vat looking much more awesome and rare. Combine the grogatini sword with the action figure in your inventory. Voila! Guybrush has created a dead ringer for Dark Ninja Dave. Exit Flotsam town and select "Buried Treasure" or "X marks the spot" at the map screen. Drop the action figure into the hole, and Guybrush will re-cover the pit. Hit the button to the jungle entrance, and head left to talk to D'Oro. Tell him the map is not a fake, and Guybrush will lead him to the "X". D'Oro digs up the disguised Pierre figure and dashes off to play with his new figurine. Nipperkin emerges to see the unburying of the "treasure", and is happy that Guybrush has given him another story to write about. The only thing left to do is capture the Screaming Narwhal from Van Winslow, and Deep Gut will be revealed. Head back to the dock. Now that Guybrush has a nice collection of bombs, he can take on Reginald and seize the ship! Threepwood will have to trick Van Winslow into getting the bomb on board, however. Light the fuse by using a bomb with the open flame on the dock. Next, place the bomb into the frilly pink underwear on the clothesline. Before the bomb explodes, grab the clothesline and have Guybrush climb across to the ship. Van Winslow will crank the line to push Guybrush back, unwittingly bringing the bomb close to the ship, and blowing him off the deck! Threepwood has now won captaincy of the Screaming Narwhal, the final task needed to impress Nipperkin. After a lengthy interview with our hero, Nipperkin provides Guybrush with a copy of his map to Deep Gut, which includes the password: "Deadline". Head to the jungle entrance, and take the path going left, then up, up again, and up a third time to reach a mysterious shack. Go to the door and say the password. Hey, it's the Voodoo Lady! Once Guybrush informs her that LeChuck has not been defeated, and is actually human now, she's a bit upset. Ask her if she has anything Guybrush could use on his hand. When she says no, Guybrush flies into a rather uncharacteristic rage. The Voodoo Lady identifies this as the Pox of LeChuck, a nasty-sounding affliction that he picked up when he made contact with LeChuck upon stabbing him with the badly enchanted sword. To fix it, he'll need to find "La Esponja Grande", a sponge that might exfoliate the pox from his flesh with its voodoo powers. He'll need to make contact with Coronado de Cava, the Voodoo Lady's ex-boyfriend, who has searched for the sponge for years. She hands Guybrush a locket. However, there's the more immediate problem of getting off Flotsam Island. Ask her about how to do that; she doesn't think she's powerful enough to affect the winds. Someone else will have to help Threepwood out. Exit the conversation and examine the parrot skeleton. Guybrush's knock-knock joke does not amuse the voodoo lady, who says he's ruined her project (now that it just says "It's me, Guybrush Threepwood, mighty pirate") and she'll have to start over. Pick up the bird. In the foreground of the Voodoo Lady's shack, there's an interesting bottle with a piece of paper in it. Take it. The voodoo lady says that it contains a scroll left behind by the former inhabitants of the island, and might contain clues about the winds. Unfortunately, it's sealed in an unbreakable bottle. Exit the shack. THE POX SPREADS The weather vane on top of the shack must have shaken off during Guybrush's LeChuck-style outburst. Take it, and exit the jungle to the right. Nipperkin stops Threepwood at the jungle entrance and asks for his opinion on the "Death Cloud" that is now spreading across the island. The Pox of LeChuck appears to be spreading and making people sick. After Davey departs, talk to the glassblower (who appears to be somewhat affected by the Pox) about the unbreakable bottle. Crimpdigit will go inside and return with a strange horn-like device he uses to disintegrate these unbreakable bottles. However, he won't break Guybrush's bottle for free. Threepwood can't afford this valuable service, so he'll have to get the bottle breaker away from the glassblower some other way. Return to the Screaming Narwhal and board it by grabbing the anchor chain. Van Winslow is aboard the ship again, and offers to be Guybrush's first mate. No matter which option you choose, Threepwood has no choice in the matter, and gains a crewmate. Go to the main deck of the ship and grab the large cheese wheel. Next, use the cannon. The powerful winds will blow the cannonball off course, steering it into Crimpdigit's collection of glass unicorns for sale. After overhearing his lament, exit the ship and return to the glass blowing shop. The proprietor has gone back inside to make a new set of unicorns, leaving his bottle breaker on a crate outside. Take it, and combine it with the unbreakable bottle in Guybrush's inventory. Guybrush will attempt to use the objects together, but his pox-ridden hand will not allow him to break open the bottle. He'll have to seek help from the island's doctor, the Marquis De Singe, who lives in the house between the Screaming Narwhal and the glass blowers'. Cross the bridge and knock on the door. De Singe answers, and upon glancing at Threepwood's hand, he ushers him into the laboratory. Ask him what he's doing on Flotsam Island. He was deserted here after being exiled from the French court for (allegedly) performing horrible cross-breeding experiments on the queen's poodles. Ask him about the winds, and he'll spit out some science-y jargon that will lead Guybrush to dismiss the subject. The infection in Guybrush's hand is like nothing the doctor has seen before, and he's very eager to study itÑonce it's removed. He shoves Guybrush into a chair with restraints on his head, arms, and torso. The doctor then injects Threepwood's hand with a special grog anesthetic, which seems to calm it down substantially. He'll exit to go locate an appropriately-sized guillotine. ESCAPE FROM DE SINGE'S LAB Guybrush will need to get out of this situation without the use of most of his appendages, or his inventory items. He can rotate the chair left and right using the A and D keys, or tilt it up and down using the W and S keys. He also has the use of his legs and feet, which will come in handy. The key to Guybrush's restraints is being held by the skeleton in the corner by the door, but there's another key on the small tabletop to the right of the chair. Rotate the chair to face the key, and tilt the chair back. Click the key once Guybrush is in that position, and he'll pick it up with his boot. Rotate the chair (while still tilted back) to face the cage holding a monkey, and use the key on it. Guybrush will toss the key to the monkey, who frees himself. After receiving some threats from the Marquis, the monkey seems to be in agreement that they both need to bust out of the lab. The monkey stands on the other table, seemingly awaiting some instruction. Rotate around to face the bell and two floor pedals. The pedal on the left will shock the monkey, which causes his metal tail to become an electromagnet. The pedal on the right will drop a banana from the ceiling, which will cause the monkey to (after eating the banana) examine the picture projected on the wall (currently a Da Vinci-esque portrayal of a pirate's physique), and go to a location in the lab resembling the projection. Ringing the bell on the table will cause the monkey to change the picture on the projection screen. First, ring the bell (when tilted back). The picture will be changed to a diagram of the device used to shock the monkey on the counter against the wall. Then, tilt the chair down and hit the banana pedal. The monkey will jump over to the other shelf. Once he's over there, hit the shock pedal to cause the monkey to knock the picture of the inside of Guybrush's hand onto the floor. Rotate Guybrush around until he faces the camera, and click on the picture of the hand (when tilted down). Rotate to the table with the bell on it, tilt back, and use the picture on the stack of other pictures. Ring the bell again, and the monkey will switch the picture to the shot of the skeleton hand. Tilt down and hit the banana pedal to make the monkey go to the skeleton in the corner. Then hit the shock pedal to magnetize the monkey's tail and get the key to Guybrush's restraints to stick to it. Ring the bell again to get the monkey back over to the table; he'll switch the picture back to the visible pirate. Use the banana pedal to get the monkey to jump next to Guybrush's head. Guybrush will manage to knock the key off the tail, and unlocks his restraints. Threepwood makes his escape; De Singe runs after but can't catch up. Unfortunately, he is literally hit in the face with the flier for Morgan Leflay's pirate-hunting service. For now, at least, Guybrush is free. THE SOURCE OF THE WINDS Now that Guybrush's affected hand has been steadied, combine the bottle breaker with the unbreakable bottle. The bottle will disappear completely, but the map that emerges seems a bit worthless at first glance, in that it appears to be completely blank. Perhaps someone in the town can help with this map. Walk to the right to get to the other part of the town; there's a pirate seated on the steps of the Courthouse. He also appears to be affected by the Pox and has green blotchy skin. Talk to him; his name is Hemlock McGee, and he was thrown out of Club 41 care of Guybrush's possessed hand. Ask him if he can help you with the winds. McGee has also been trying to figure out the source of the winds for years, and even found an ancient scroll that promised to lead him to the source. However, he couldn't figure it out, and after a series of toe-stubbing incidents, his legs were both amputated by the overzealous island doctor, the Marquis De Singe. Select the dialogue line that mentions that Guybrush has an indecipherable scroll as well. Threepwood will tactfully rephrase this as "Can I see your scroll?", and Hemlock will say he doesn't have it anymore, having lost it in a poker game to the Voodoo Lady (hence, the scroll is now in your possession). However, it requires the "Eye of the Manatee" to be read. He is understandably hesitant to part with the device; tell him that it'll honk off the Marquis, and he'll reluctantly hand it over. Combine the Eye of the Manatee with the Ancient Scroll in Guybrush's inventory. The eye will reveal a map with instructions similar to the Dark Ninja Dave map, but with a new icon: the winds. For these, Guybrush will need to pull out the weather vane to determine the correct path to take. The trail starts at the altar, so it's time to get to the jungle. Walk to the jungle entrance, and take the more upward path (not the path to the left) to get to the altar. Use the map on the altar, and the ground will rumble. Examine the map. After using the map on the altar, follow the path that emits bee sounds (down), and then take the path that emits monkey sounds on the next screen (left). Next, examine the weather vane, which will point out the path to the wishing well (up). Use the flowers in Guybrush's inventory on the well to make the ground rumble again. On the well screen, use the weather vane to find the correct path from there (right). Next, follow the path with bee sounds (left), then the weather vane once again (it will point right), which will lead Guybrush to the stone calendar. Have him stand on the calendar and walk around the face in a counter-clockwise direction until lights emit from the calendar and the ground shakes violently. Use the weather vane one last time to point to the final destination of the ancient map (up). Guybrush arrives at a giant stone door, and hides in the bushes when he hears someone coming. De Singe emerges from the jungle and opens the door by using a strange tool in the stone clamshell to the right of the entrance. He is adjusting the winds in the hopes of snaring Guybrush and removing his Pox-ridden hand. Once the Marquis leaves, use the bottle breaker on the crystal nose. The crystal will vaporize, and the big stone face on the door will fall off, exposing a small opening in the door; pick it up. Guybrush won't be able to get through the door without De Singe's device. Use the parrot skeleton on the opening to send a Threepwood-decoy through to the other side of the door. Since De Singe is holding the key to this door, and is the one behind all the wind manipulation, AND he has a strange obsession with Guybrush's hand, it's time to confront him. Exit the jungle and go to De Singe's residence in Flotsam Town. The Marquis is standing at his balcony looking through a telescope. Talk to De Singe, and tell him "I've got PROOF that you're up to no good!" Guybrush will pull out the stone face and show it to him, and say he's going back there to break through the door using his piratey wiles. Returning to the giant door, Guybrush quickly hides and waits for De Singe to follow. The parrot planted by Threepwood earlier does its job beautifully, and convinces the Marquis that Guybrush is on the other side of the door already. De Singe will open the portal with his key and leave it there, running after the voice. GUYBRUSH KICKS DERRIERE Guybrush grabs the key and follows De Singe to a giant statue of a wind god blowing into an ancient instrument. The Marquis reveals that it is the wind control device that he's been using the strand pirates here for years, and then runs off to take matters into his own hands. Try to get the winds under control in the Marquis's absence. Use the Ancient Tool (key) in the clamshell next to the giant statue. This will cause four idols on the island to rise out of their pedestals. One of the idols is right next to the statue. Use the weather vane with the mysterious idol. Guybrush will set it down on top of the idol, and it will spin to reveal a certain face configuration of eyes, nose, and mouth. Adjust the idol's features to match this configuration, and then use the ancient tool on the clamshell next to this idol. The idol will descend (if the face has been matched up to the weather vane correctly), and the giant statue will press down on one of the holes in the giant horn. After this happens, De Singe will return with a large compressed-air-firing gun, blasting Guybrush to the outside of the doorway to the giant statue. Walk to the jungle exit, and select "enigmatic idol" at the map screen. As with the other idol, use the weather vane with it, and match the features of the face with the one on the vane. Uh-oh! It looks like the correct nose has been removed from this idol. Open up the inventory and use the flowers on the idol; the pot they are in resembles an upturned nose, and is indeed the idol's missing feature that had been repurposed by De Singe. With all the features in place, use the tool on the clamshell to lower the idol down into its base, and have the giant statue press down on another note. The Marquis returns with his gun, and blasts Guybrush once again. Once he lands, take the path to the right, (or exit to the jungle screen and select the "strange idol") to get to the next idol. This one is clearly out of order, because the stone with all the different types of eyes is missing altogether. Exit the jungle and return to the town. The courthouse/jail has a set of eye stones underneath the cell windows that have been used in the building's construction. Use the cheese wheel on these carvings to create a perfect imprint of the four different eye patterns. Exit the town and return to the strange idol. Use the cheese wheel with the idol, and then use the weather vane on it. Adjust the features, and use the ancient tool on the clamshell once it matches what's on the weather vane. The idol will descend, and the third note will be covered, but the Marquis does not show up this time around. Return to the map screen and go to the "messed up idol". The Marquis has, through the process of elimination, predicted where Guybrush would turn up, since the other three idols have been solved. Say "Look, it's King Louis!" Once he's distracted, plug the rifle with the U-Tube (finally, a use for that thing!). The Marquis will be blasted into the hollowed-out idol, and act as its axle. However, with him in there, it is impossible to use the weather vane to align the faces correctly. Guybrush will have to seek his clues from another source. Start adjusting the facial features. The marquis will cry out in pain with each adjustment, except for a certain one on each facial feature, where he'll moan softly. Adjust each feature based on these audio clues (three eyes, dripping nose, curvy mouth), and use the ancient tool on the clamshell. The fourth note will be covered up, and the winds will return to normal, blowing the pox out over the ocean. The Marquis walks off in a huff, threatening to return. Guybrush rushes back to the ship, and he and Van Winslow raise anchor and depart Flotsam. NAVIGATION ERRORS Once away from the island, Van Winslow asks Threepwood which course to lay in, and Guybrush has only one in mind: The Rock of Gelato. However, when trying to give the orders, his infected hand returns to its old tricks and will not let him say the location, covering his mouth. Perhaps there's another way to tell him. Walk down to the main part of the ship and select the map that is nailed to the cabin. No luck. The evil hand won't let Guybrush point to the destination either. He'll have to set a trap for his hand. Try to open up a barrel of tar, and the hand will stop Guybrush from doing so. Go back up to where Reginald is, and grab the wheel. Guybrush's hand will spin the wheel violently, causing one of the tar barrels to roll next to the cannon while the Screaming Narwhal is tilted. Go back downstairs and fire the cannon, which will bust open the barrel. Do this before Van Winslow corrects the course, or Guybrush will have to go grab the wheel again. With the tar spilled out on the deck, select the map. Guybrush's pox-ridden hand will punch him in the face, knocking him into the tar and trapping the hand in the black goo. Once he's stuck in the tar, tell Van Winslow where to head. The hand won't be able to stop Guybrush from saying the location this time, and they'll be headed in the right direction. Soon, they reach the Rock of Gelato, and see Elaine's capsized ship still floating off the coast. Off in the distance, she's on board Guybrush's old ship with the human LeChuck, who seems to be busy wooing Elaine. Just then, a voice catches his attention. Guybrush is held up at sword-point by a mystery woman, who remains unseen. What will become of our hero? Stay tuned for Chapter 2: The Siege of Spinner Cay!