Let’s Play the Secret of Monkey Island, Part 21

Into the Monkey Head

With the key in hand and the navigator’s head Guybrush is ready to enter the nether regions of Monkey Island



“Gross”

But it got the job done:


Guybrush whips out the head. The head looks in the direction you should go. This often means going in the direction you just came from but it’s the only way to get through the maze:


Eventually though Threepwood makes his way “out”

Guybrush could walk on but:


I’m going to have to find some way to become invisible to the ghosts…

Quite the Fashion Statement

Didn’t the cannibals say something about the necklace that our navigator head has dangled about it? That it makes the head invisible to ghosts? Let’s ask him about it:

Guybrush asks nicely for the necklace.


He then moves on to asking not so nicely:




Smart head. Guybrush puts the necklace on and tries to board the ship again:

Now it’s safe to explore the ghost ship without being harassed by the spectres. Guybrush heads aft first:

Grabbing the key would alert LeChuck and we clearly need the key! I mean it’s right there! But how do we get it?

Turns out Stan WAS good for something besides ripping us off!

Delving the Ghostly Depths

With the key in hand Guybrush goes looking for a keyhole to put it in. He heads down to ladder on the main deck to the berth deck and heads towards the bow:


Past the crew quarters is where the ghost ship keeps their ghost “livestock” That glowing box in the backround contains the voodoo root we need. The hatch you see in the floor goes down to what I believe is the Orlop deck. Before we go down there though we grab a ghost feather and head back to the crew quarters:

We use the ghost feather on the ghost’s foot until he drops the jug o’grog!

With the jug in hand we head back to that hatch:

We use the key on the hatch and head down:

Guybrush refuses to go past the rats. And we’re going to need that “greese.” Threepwood uses the jug on the plate to distract the rats:

With the rat distracted. I grab the grease and head back up to the main deck. Where Guybrush tries to open the door to the foredeck:

With the door making noise we can never get by. Good thing we picked up that “greese.” Guybrush applies it now to the door:

Well, we’ve found the brig but there’s no way to get into it. Besides we need the root first anyway. Those tools look like they could be helpful. Guybrush nabs them and heads back down:

Threepwood gets to work:

With the root in hand Guybrush heads to the main deck, off the ship, and back to the Cannibals:


Tastes Great Too!


“Oh it’s you again!”

Regardless of what you say our rare friend ignores it and disappears before the cannibals return:


With the anti-voodoo root mix it’s time to go back down to LeChuck’s ship and finish this once and for all!

Next week…

TO-DO

– reform mutinous crew
– Get the voodoo root
– Enter the Giant Monkey Head
– Confront LeChuck
– Kiss the Governor

Author: falselogic

Doesn’t mix well with polite company; his two favorite topics being politics and religion. Would rather be out cycling, swimming, running, or camping. Misspent his youth reading genre-fiction; today, he is making up for it by reading large quantities of non-fiction literature. The fact that truth, in every way, is more fascinating than fiction still tickles him.