Walkthrough MI4
Walkthrough MI4
In the Ship: Use the brazier (the BBQ grill full of hot coals). Pick up a coal
from the fire. Quickly turn toward around to your right and kick the cool at
the loaded cannon.
If you keep asking him to throw the dart in obscure places you can eventually ask him to throw
one at your computer screen ("Hit that guy sitting over there." Is Threepwood's dialogue). Do
that if you want a good laugh. ;o)
Go to the back table again and pick up the bowl of pretzels. Talk to the sailor at the other table
(back-left). He's a Navigator and will be useful for your trip. First you need to convince him to join
your crew. Do this by beating him in "insult arm-wrestling" (dialogue 1311211 starts a match).
When the arm-wrestling begins, go down the insult-list from the top down. If he answers
correctly, give him back the right answer when he insults you. The correct answer will either
make finish a sentance he started and make sense or it will rhyme with what he said. Do NOT
give him any insults he has used on you.
Try it on your own first. Use this if you must: insults and responses list.
After you gain Mr. Cheese's respect by beating him in arm-wrestling, take the path to the right of
the SCUMM Bar and travel E to the harbor. Pick up the inner tube by the grog machine.
Get back on the path and travel NW to the Governor's mansion. Use the inner-tube with the
funny-looking cactus to the right of the Mansion. Go back to the catapult-dude and offer him
some pretzels. As soon as he leaves to enjoy a pretzel (don't worry that he only takes one) tinker
with the catapult controls.
Go into the Governor's Mansion. Pick up the government paper off the china hutch against the
wall. Look at it (There are to such documents in the room. You need to make sure it's the one
with the "cushy desk/government job" or you'll have to go back and do this process all over
again.). Give the document to Elaine to sign.
Tell Elaine you're having trouble getting a ship. This is because you don't
have the proper authority to requisition one. She gives you a useful
Governor's seal. Take it and leave the Mansion.
Go to Melee Town Hall (the screen before you get to the SCUMM Bar) and
talk to the two pirates standing outside.
You could really go on and on with them, but if you want to do it the fast
way use dialogue 14242. Give them the signed cushy government job
contract.
Go to the harbor. Use the Gubernational Symbol with the Harbor Mistress.
LUCRE ISLAND: The Bank Robbery
Pick up the duck at the head of the stairs by the docks. Go W to the perfume stand. Pick up the
spritzer on the ground and the cologne displayed on the left side of the counter.
Go W until you get to the lawyer's office, and go in. After a long chat that goes automatically you
will get a letter. Look at it.
Go W (again!) to the bank and talk to the perky teller on the right. Tell her you wish to retrieve
some items from your safe-deposit box.
As soon as you get in the vault there's a cut-scene where the bank is
robbed by a peg-nosed man disguised as you. He takes the heirlooms
and locks you in the vault.
When he leaves, pick up the sword, all three sponges, the handkerchief,
music box and fine grogg from the safe deposit box. Use the sword with
the bottom door hinge, then with the crack in the door. Stick all the
sponges in the crack and use the fine grogg with them. You're free!
While visiting the jail, pick up the can of chicken grease under the iron maiden.
[It's a good idea to have a pencil and pad of paper for this part of the game.]
Go to the W side of the bank. Use broken sword with manhole. Pick up the cover and look at it.
Write down what is written there.
Go to the Palace of Prostheses. Talk to the owner. Ask him about a gift for a
friend. Say you want it for free. He'll tell you a story and ask you to fill in the
gap. To do this, use the names you got from the manhole cover. He will give
you artificial skin.
Play the music box for the shop owner. Quickly go to the basket of
prosthetics under the left corner of the window and pick up the artificial
hand.
Go outside toward the bank and use the artificial skin with the manhole. Now use the skin as a
trampoline to bounce through the bank window.
Once inside the bank go down the ladder and pull the chain that hangs
to your right. Walk over to the desk and pick up the ScupperWare.
Climb back up the ladder and go to the W end of the balcony. Look at
the strange shadow on the wall. Pick up the prosthetic nose inside the
lamp and a cut-scene will begin. Exit the bank.
Go W to path out of town (under the arch by the lawyer's office). Go to swamp and use
home-made perfume with puddle. Now go to the foreboding mansion. Pick the flower
outside by the fountain and combine it with the home-made perfume.
Go into the house and Ozzie Mandrel will start talking. Get out of the conversation as
quickly as possible. Use the cologne with the platypus at Ozzie's feet.
Note: The cologne and the home-made perfume in the spritzer are NOT the
same thing, though you got them both from the same area.
Leave Ozzie's house and go back to town. Go to House of Sticks and use termite-
infested hand with Ozzie's new cane (located near the "stick" sign).
Go to Palace of Prosthesis and spray owner with home-made perfume. Write down the
name he tells you. Twiddle with filing system controls.
The three wheels on the filing system stand for the three initials in the name you wrote
down (which is different each game so we don't know which one you'll end up with).
There are five faces on each wheel. Here's what they mean:
Face 1 = A-D
Face 2 = E-H
Face 3 = I-M
Face 4 = N-S
Face 5 = T-Z
So if, for instance, the name the owner gives you is Obi W.
Kenobi, spin the dials to 4, 5, 3 and press the red button.
When you get the directions, you may want to write them
down for convenience. If not you'll just be spending a lot
of extra time getting through the next level.
Go outside to the path that runs under the arch, but this time don't leave
town. Go S instead, to the docks.
You want to get the chess players into an argument. To the mumbling (left-
hand) chess player, use dialogue *54. Then to the skinny player on the
right, use dialogue *4 (you may have to do this twice before they start to
argue). You should now be able to pick up the clock without them noticing.
Go back up the stairs and N on the path out of town until you get to the swamp. Use the raft,
then use the clock.
Look at the clock on the lower right of the screen. Find this time on the
directions to Pete's house and move the raft in the direction printed next
to the time. The time will change when you enter a new area (screen) of
the swamp. Continue following the directions that correspond with the time
in each area until you get to the gate.
Guybrush will give you a key. Ask him who he is, and write down his answer. He will then give
you two other items. Try to unlock the gate, then talk to him and write down the number he
gives you.
Now unlock the gate with the key he gave you. He will give you one more
object. Continue following the directions (clock and map combo) until you come
to the gate again.
This time you and Guybrush have reversed roles and the object is to do exactly
as he did when he was on your side (last you saw him). Do this by first giving
Guybrush the key. Then give him the answer he gave you (you should have it
written down).
Give him the first two items he gave you (these appear in the correct order in your inventory -
left to right). Now tell him the number he told you and follow the directions once more.
From the jail, go W to the path out of town. Go to Ozzie's house and
go inside. Accuse him of hiring Pete to frame you. Tell him Pete's
booty showcase has lots of booty. Follow him outside and through
the forest.
Cross to the other side of the Lagoon (where Ozzie was) and behind the little
hill to the far W. You'll find a hidden passageway. Go inside.
Once you are down the ladder and underground, press the red button on the
table. Now climb back up the ladder and dive into the deep water.
Pull out the ScupperWare and open it when the glowing fish are
swimming by. One of them will get attracted to it and it'll make you a glowing light to
use under water. Go W into the cave.
Pick up the heirlooms and the little screw that falls out. After the cutscene, leave the
cave and go E up to dry land. Go W to return to town.
Back on Mêlée
Pull the index finger on the hand shaped table. Ask the Voodoo Lady
everything you can about the ultimate insult. When you run out of
questions, ask her about the relationship between the heirlooms and the
insult. Then cut off the conversation and leave the House.
Go to the docks. Get a quarter out of the coin return slot in the grog machine and use it with the
machine. It won't give you grog so kick, shove, and yell at the machine until it dumps out a
whole pile of grog cans.
Pick up a can of grog and go to the former SCUMM bar, now the LUA bar.
Sit down on a stool at the boat trough, on the lower level, directly across from the painting on
the wall. Talk to the waitress and order some cooked food.
Get out the paintbrush and use it with the sushi boat propulsion
mechanism. You have to time it perfect so that the sushi boat with
your flaming food stops directly under the painting on the wall across
from you. The way to do this is to jam in the paintbrush immediately
after the boat appears from behind the pillar before the painting.
When the chef comes out to see what happened, run quickly to the
kitchen in the back. Use the grog with the sushi boat steam generator.
Now you have the painting.
Go to the docks and use earrings, necklace, pen, and painting (in that
order) with the figurehead on Guybrush's ship.
Note: The earrings, necklace and pen were the items included in the chest, so you
already have them.
Use the rowboat to go E to Knuttin Atoll. Don't worry about Admiral Casaba. Just tell him you
want to leave when you get the chance, then leave. Try to row around his ship when it gets back
in map mode. If you get too close, he'll bother you again.
When you land at Knuttin Atoll, walk E to the School. Talk to the
teacher and get yourself enrolled. On the multiple choice final exam,
just give her the nastiest, most piratey answer available and you will
successfully fail the exam.
Once you have the dunce cap and are back outside, use the fire alarm.
Go quickly inside and pick up the parrot whistle from the chest of
confiscated toys.
Go up from the beach into town. Go into the Micro-Groggery at the back of
the square. Walk up to the contraption on the floor (the Menacing
Mechanical Manatee) and smear glue on it. Get a grog jr from the
bartender. Ask him what the thing with the saddle is. Then tell him you'd
like to take a crack at riding the Manatee. When you're finished you'll be
the new champion and win a coupon for Planet Threepwood!*
* There's another way to solve the puzzle where you have to listen to Stan
do a pitch about time-shares. Do this only after drinking your groggocino. At the end of the
shpeal he'll give you the same coupon. I prefer to avoid the annoying bugger. You can take your
pick.
Go S to the tourist at the center kiosk and look in her bag. Take the
mug out of her bag. Now take the cup from the window up to the
counter and ask for a free refill.
Go to the end of the counter away from the outside wall and pick up
one of the mini-bagels they have displayed there. Eat the bagel and
keep the remaining Shmear Whiz for later.
Go further into the restaurant and talk to the familiar waitress from the time-share brochure. Tell
her you are ready to order. Order any food and drink, then offer her your meal ticket when she
asks how you're going to pay.
Once you are sitting down with your monkey mug, talk to the fat pirate
artist, and get him to draw you. It really doesn't matter how you respond to
his questions while he's drawing.
Once you have the caricature, combine it with the glue. Now use the
glued caricature with the souvenir mug from Star Buccaneer's. Now
switch that mug with the monkey one and you're on to the last piece of
the insult!
Talk to Marco de Pollo. Keep using the first dialogue choice until you
can ask who can join the diving competition. Now say you would
like to compete.
Walk S and talk to the judges to get certified. Once certified, return to Marco and tell
him you want to dive against him. The first dive is a whipe…just get off the board.
Ask the grouchy judge about the low score. He will rant on about his red-headed wife's
expensive taste. Now examine the pamphlet (have Guybrush look at it) in your
inventory. You'll discover a significant picture. It's the Grumpy Judge with the waitress
from Planet Threepwood. Show the pamphlet to the judge and he will judge you fairly
from now on.
After that, ask the hippie judge at the right end what was wrong
with your dive. He will explain that you have to do what Marco did
and that there are four kinds of dives. Pay attention to what he
says and write down the codes.
Now tell Marco you want to try again. Pay close attention to what
is announced about his dive, and copy it. But before you dive, put
on the dunce cap. The middle judge is a sucker for a pointy head.
If you do the dive right you will tie Marco. For the next dive,
you get to go first. Do any combination you want, because
as long as you sabotaged Marco's oil, he'll totally screw up
his dive.
Go outside and talk to the tourist by the statue in the center of town.
Compliment him on his ensemble, then ask what he's doing. Get all the
information you can about Tiny LaFeet.
(If you tried the Stan's time-share pitch method in the previous puzzle,
you'll need to go back to Star Buccaneer's and refill your groggocino.)
Get back in the rowboat and return to Knuttin Atoll. Go up to the puppeteer
theater. Talk to little Guybrush and get him to let you talk to the puppeteer
by asking repeatedly. Show the puppeteer the blue painting. Once he has left you can pick up
the puppets.
Go E along the beach until you run into a large pirate with two parrots on
his shoulders. Talk to him about the parrots and you will discover that one
of them always tells the truth and one always lies.
Tell the pirate he is large and ask him about his father. Ask about Tiny's
status as a friendly pirate, then ask about what happened to the statue.
Now ask him where he buried the hat and tell him you plan to thwart
Ozzie Mandrel's plans.
Go E to the field of rocks. Blow the parrot whistle and the parrots will land on a rock near
Guybrush. Give one the groggocino and the other the grog jr. This way you'll be able to tell them
apart. Now ask one of them (remember which one you ask) a question you already know the
answer to (like two plus two).
Now that you know which one tells the truth ask it which way you go to get to the hat. Each time
you get to a new screen (after following the parrots directions), blow the parrot whistle and ask if
it's sitting on the rock with the hat under it. If not ask him directions and continue this until you
find the right rock.
Once you have located the right boulder, talk to the two
puppets. Admiral Casaba will fire on the boulder thinking
you are conspiring against him.
Now you have the hat, and all three pieces to the Ultimate
Insult! Ha ha ha ha ha!!! (in a most evil and sinister voice)
Monkey Island
Walk S on the beach to the map of Monkey Island, and walk N on the map to the lean-to.
Pick up the Coconut. Talk to Herman Toothrot and ask him about his memory. Then get out of
the conversation and throw the coconut at him. Ask him what is the earliest thing he can
remember. He mentions a milk bottle. Get out of the conversation and go back the way you
came.
On the map, travel slightly N and E and go to the canyon (the other side of the inlet, S side of the
map).
Pick up the banana picker that is propped against the cactus. This will be handy in helping
to solve many puzzles.
Return to the map, go N and W to the lava field. If you find yourself
inside a building, just go through the doors and outside. You should
see a cutscene with Timmy throwing a milk bottle into the lava field.
Now go into the building and turn around facing the doors. Use the
banana picker to get the shields covering the skulls eyes (above the
door). Turn around and walk over to the bridge and up to the alter.
When you get down the waterfall to the lava field, quickly take out the
banana picker and use it for steering with the arrow keys. You want to
reach the island in the lava toward the top center. The small gray spot
on it is the milk bottle.
Take the milk bottle back to Herman and throw it at him. Ask
him the earliest thing he remembers. This time he remembers
an accordion.
Lookout Mountain
On the middle of the W edge of the map, go to the mountain with
a spiral path running up it: Lookout Mountain.
First, drop a boulder down the right tunnel. When the rock gets to the root, drop one
down the middle. When that rock reaches the root, drop one down the left. When the
boulder on the left reaches its root, drop another one down the left. Each of these
will be launched to different points on the island and the final one will land in the
middle of the lava field, diverting the lava to a pool.
Now go back to the Cathedral and ask to go on the lava ride again.
Steer the boat to the lava pool and climb out. Kick over the palm tree
on the hill and use it as a bridge to get back to Herman later on.
Cross the stone bridge to the E and walk to monkey town. If you run
into a little monkey just exit the screen to the map again and get to the
town.
Return to Herman, hit him with the accordion and talk to him until you get his
copy of the Gubernatorial Symbol.
Monkey Kombat
Return to monkey town and tell JoJo the monkey that you admire his hat.
Get him to explain the rules of Monkey Kombat. WRITE THEM DOWN.
The four monkey insults are Ooop, Eek, Ack, and Chee (O, E, A, & C). Each insult will transition
you between two positions.
If in DM stance (in our example), insult OAC would transition you to BB, and from BB,
back to DM. EAC insult transitions you back and forth between CC and BB. And so forth.
Repeating an insult three times will make you keep your current stance.
Insults
Stance Defeats
Position
Position2 AA CC, DM
1
BB AA, GG
OAC DM BB
CC BB, DM
EAC CC BB
DM AA, GG
etc. etc.
GG BB, CC
Remember, each form defeats two others forms.
Note: These are just our examples which are unlikely to end up solving your puzzle!
Each of these is randomised with each new game of Escape from Monkey Island. They will NOT,
however, differ between battles or if you load a saved game. The only way to find out which
forms defeat others and which insults invoke certain stances in your game, is to practice with
some of the monkeys in the path to the town.
Just copy what they do in the start. You'll lose some battles, but learn some
stances. It's a good idea to practice with these guys until you have written
down each stance and its two defeats.
When you're ready you can take on JoJo for the hat. He'll fight down to the
last couple of bananas so don't give up. And don't throw away the codes…
one final battle awaits!
Now that you have the hat you are ready to assemble the newer, bigger, most
Ultimate Insult!
Return to the beach and use the banana picker repeatedly until you have all
the bananas you can get. Give a banana to Timmy and he'll follow you to next
place in the puzzle: the mine.
Walk to the canyon where you found the banana picker, giving bananas to
Timmy along the way as needed. Enter the abandoned mine. There is a door
at the end with a vent and a lever for the vent. Make sure Timmy follows you to the vent.
Open the vent and use a banana with it. Timmy will jump in. Close the vent and wave a banana
over the open portal above. Once the door is open and you're inside, use the banana picker to
get the weed whipper.
Now return to the pool of lava in the lava field and use the weed whipper on
the weeds there. This will release the lava to power the monkey robot.
Go to the "second biggest monkey head you've ever seen" on the lower E
side of the map. Throw the hat on top of the monkey head and use the
banana picker with the nose.
Now that the mouth is open, go inside. Insert the new Gubernatorial Symbol into the slot on the
control panel.
When you return to Melee, use the robot to pick up the plank to the right of the amplification
tower. Use it with the shortest tower. Climb up the tower and jump on the plank. Once you get to
the giant conch, pull the lever.
In the final Monkey Kombat there is no way to defeat LeChuck in battle
so you have to be sneaky. Remember what the monkeys would do when
the battle would end in a draw? They would often slap their hands on top
of their heads a few times and continue with the next battle.