Backnotes: Part 1 is now in a finished state - that is, all the puzzles and dialogue are in. So is Part 2. Part 3 is done. And now Part 4 is finished (Oh yes!) Some technical notes. First of all, the following is not really a design document. It's a script. A design document would include information such as the screen resolution, control system, and the number and type of verbs. No particular assumption about control system is made here. In fact, it is assumed there are no specific verbs, and that everything can be done with mouse clicks in a full screen interface. That can of course be changed. Next, the following script does NOT use dialogue trees. I haven't yet seen them implemented well in a fan game, so have kept them out of this script. If dialogue trees are desired, the necessary changes can probably be made without much hassle. -------- PROLOGUE -------- The scene: A bare, wooden room, with windows on a blue sky outside. It's the room of a monastery, and in the middle a monk sits down, legs together in the lotus position. TEXT-OVER (like a voiceover only, er, you know) It was a day like any other. Within one of the countless rooms of the Monastery of Small Footsteps, a high and most noble monk was even now entering into a oneness with the universe. His mind hung free and perfect, a willing receptacle for the passing attentions of any wandering spirit. MONK Om mani padre hum. (repeated until otherwise shown) An acolyte walks in. He's a bit younger than the monk. ACOLYTE Mr. Monk! I've been looking for you-- The monk does not stop chanting (so there will be two strings of text on the screen for a bit) ACOLYTE Oh... you're channelling again, are you? Gee, it's a good thing everybody's away today. Channelling's really hard when you get distracted, isn't it? What with people TALKING over the CHANTING, making you LOSE YOUR PLACE... yeah, DISTRACTING. The acolyte stops talking, pauses a moment, then walks away. He returns a few seconds later, carrying an enormous load of instruments and drums. He plays on them lustily for a few seconds, revealing how bad a one-man-band he is. The discordant noise, however, does not cause the monk to blink an eye. The acolyte stops. ACOLYTE Hello? Mr. Monk? HELLOOOO?? He tries a few more seconds of noise. The monk chants away, calm and completely undisturbed. ACOLYTE You're no fun. The acolyte walks off in a huff. Several seconds pass, the monk still chanting away. Suddenly he stops. His eyes go white and very wide. A beard sprouts and his face turns a mottled green. It looks startlingly like LeChuck. MONK (in a different text colour - LeChuck's) Arrr! Cut, quickly, to the title screen and credits. THE SPECTRE OF MONKEY ISLAND ------------ INTRODUCTION ------------ The scene: the front yard of the Booty Island Governor's mansion. Guybrush and Elaine are sitting down on deck chairs, in the sunshine of an early afternoon. Elaine is reading a novel. Guybrush has a root beer in one hand. Guybrush opens the root beer and takes a swig. GUYBRUSH (contented) Aah. That really hit the spot. (to Elaine) Do you want some? ELAINE (doesn't look up) No. GUYBRUSH You sure? This is great stuff. Silence from Elaine. GUYBRUSH Suit yourself. He takes another swig. A few seconds pass. Elaine sighs, shuts the novel and looks at Guybrush. ELAINE Guybrush... GUYBRUSH What? ELAINE When are you going to get off your backside and do some work? GUYBRUSH (startled, looks at Elaine) What? What are you talking about? ELAINE It's been months of laziness. You're slumming off my riches. I'm starting to wonder, Guybrush, if you're really a pirate. GUYBRUSH I am! ELAINE In fact, I don't think you ever were a pirate. GUYBRUSH I was so! You just- He sees Elaine looking up and breaks off. Guybrush follows her gaze. GUYBRUSH What's that? Pieces of paper are falling from the sky, fluttering to the earth. Guybrush gets off his deck chair and picks one up. He reads it. GUYBRUSH (alarmed) Oh no! It says LeChuck has become Governor of Cutlass Island! I've got to go and stop him! Elaine is sceptical. ELAINE Good luck. GUYBRUSH You don't think I can do it? ELAINE Guybrush, you have trouble killing spiders. A pirate who tucks his shirt into his underpants is not the kind of pirate I'd trust with a task like this. GUYBRUSH That's not true! ELAINE Face it. You'll be crawling back here in twenty four hours begging for help and a wad of cash. GUYBRUSH (with injured dignity) I don't think so. In fact, I think I'll just get rid of LeChuck once and for all. And then I want an apology. Guybrush stalks off, still holding the root beer. ELAINE Touchy. ------------- PART 1: MONEY ------------- List of Items ------------- AXE: Found hanging in the antique shop. SHOVEL: Same. TREASURE: Found in the middle of a bog - the treasure site. FIREWORKS: Get them from a kid outside the antique shop. Fireworks can be used an unlimited number of times, although they run out at the end of the first part. MATCHES: Found in the antique shop, slightly hidden. WOOD: What you get if you cut down the tree at the treasure site. It gets used here. Map --- GOVERNOR'S MANSION | | TREASURE ____ VILLE DE ____ PIRATE SITE LA BOOTY SHIP | | ANTIQUE SHOP Puzzle Structure Chart ---------------------- [ Everyone knows how these work, don't they? When a path branches it means one of two things can be done, ie if Guybrush lights the fireworks he can take the axe OR the shovel. When two paths come together, it means both tasks must be done before the third can be tried: ie Guybrush has to have both fireworks AND matches to light the fireworks. ] START | _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ | _ _ _ _ _ _ _ _ _ _ | | | Talk to __________ Take Talk to Captain | Matches Fireworks kid | | | | | Talk to Antique guy | Take fireworks | | | / | | | / | Visit | / | treasure | / | site | / | | | / | | | | | Light fireworks | | in store | | | | | _ _ _|_ _ _ | | | | | | Take axe Take shovel | | / / | | / / | | / / | | / / | | / / | | / / | |/ / | | / | Cut down / | tree / | | / | Use wood / | with mud / | | / | | / | | / | | / | | / | | / | | | Dig up | treasure | | | Take treasure | to antique guy | (get money) | / | / | / | / | / | / |/ Hire ship Characters ---------- ANTIQUE SHOP GUY Pretty much as in MI2, inhabits the antique shop. FIREWORKS KID There's a kid outside the antique shop, and he has some fireworks. But he hasn't got any matches, so he'll give you the fireworks if you ask nicely. SHIP CAPTAIN The captain of the only ship docked at the pier, he's a part-time pirate who'll hire you his ship, for a sum of money. Scene by Scene -------------- ========LOCATION 1: VILLE DE LA BOOTY====================================== DESCRIPTION A collection of run-down buildings adorn the pier of Ville de la Booty. One is separate from the rest - this is the antique shop. Also visible is a ship, docked at the pier. OBJECTS There is a bored kid, sitting down. Next to him are some fireworks. EXITS * The left of the screen heads to the treasure site - but Guybrush can't take it if he hasn't spoken to the antique shop guy. Text: "I'm not traipsing back there unless there's a good reason." * The right of screen heads back to the mansion. Guybrush won't go this way under any circumstance as it means going back to the mansion. Text: "I can't go back now. I haven't defeated LeChuck yet." * Clicking on the door of the antique shop takes Guybrush inside. * Clicking on the ship takes Guybrush to the ship. ACTIONS * When Guybrush first enters this scene, we get a short monologue. GUYBRUSH: I'll show her! I'm not returning until I've defeated my arch-nemesis LeChuck! * Clicking on the fireworks will cause the kid to get excited. KID: Hey! Those are mine! Leave them alone! * Clicking on the kid brings up a short dialogue between the two. GUYBRUSH What's happening? KID Nothing. Can you believe it? I've got this great pile of fireworks here and no matches! GUYBRUSH Why don't you just buy some matches? KID Because the guy in the antique shop is a ripoff merchant, that's why. (pause) Oh, this is useless. I'm going home. (the kid gets up) You can take the fireworks, if you want. (the kid walks off) * Now that the kid is gone, Guybrush can take the fireworks. Which he does without any talk whatsoever. =========LOCATION 2: ANTIQUE SHOP========================================== DESCRIPTION A tiny, cluttered interior. Antiques hang from the walls, most of them useless except for a shovel and an axe. Standing behind the front desk is the antique shop guy. On the desk is a box of matches - but they're in front of a large display stand, and Guybrush can take them without being seen by the antique shop guy. OBJECTS There is an axe, shovel and matches here. EXITS * Clicking on the open door takes Guybrush outside. ACTIONS * Guybrush can of course talk to the antique guy. But ONLY if he's talked to the ship captain first. If he HASN'T talked to him, we get the following text. Text: "I don't want to waste my time with antiques. I've got to get to Cutlass Island!" If he HAS talked to him, however, we get the following dialogue: ANTIQUE GUY Hello there. How can I help you? GUYBRUSH Errr... I need some money. ANTIQUE GUY What do I look like, a bank? GUYBRUSH Don't you buy old antiques? ANTIQUE GUY Yeah, I do. What have you got? GUYBRUSH Umm... would you be interested in this rare root beer? ANTIQUE GUY No. Actually there is something I might give you some money for. There's an old treasure up in the northern corner of the island that nobody has managed to dig up. It'd probably be worth a lot these days. GUYBRUSH All right! * Likewise, if Guybrush tries to take the pickaxe and shovel WITHOUT talking to the ship captain, he says the same thing: Text: "I'm don't want to waste my time with antiques. I've got to get to Cutlass Island!" If he HAS talked to the ship captain, and the antique guy isn't distracted by anything, he's going to see Guybrush reaching for the items, and the following dialogue ensues: Text: GUYBRUSH: I'd like to buy this shovel. (or pickaxe) ANTIQUE GUY: That'll be thirty pieces of eight. (for both) GUYBRUSH: Ummm... well, the thing is... ANTIQUE GUY: You don't have any money. GUYBRUSH: Well... yes. ANTIQUE GUY: Then you can't have it. If Guybrush HAS talked to the captain, and also if the antique guy is distracted by some fireworks, he simply takes the items. But there's only time for Guybrush to take one item, i.e. he'll have to light the fireworks twice to get the axe and the shovel. * Lighting the fireworks, as intimated above, will distract the antique guy. If Guybrush has the fireworks, and the matches, and is in the shop, the following sequence ensues. - Guybrush walks into the centre of the room (away from the pickaxe and shovel) - Guybrush lights a firework and drops it. - There is a three second delay on the fuse, giving him time to walk back to the pickaxe and shovel. - The firework goes off. The antique guy looks around. The important thing here is to exaggerate this movement, so the player knows what's going on. The antique guy should be looking in a direction 180 degrees reversed from his normal position. - ANTIQUE GUY: What the... What's going on? ANTIQUE GUY: (second time) Not again! Who's doing that? They're going to wreck my merchandise! - ANTIQUE GUY: (third time) Okay, you've had your fun. Ha ha. - ANTIQUE GUY: (fourth time) This is getting tiresome... - The antique guy will be distracted for precisely four seconds. If Guybrush doesn't do anything in this time, the antique guy will eventually look back. - If Guybrush picks up one of the items, the movement will cause the antique guy to look back. But he won't actually say anything, and Guybrush gets to keep the item. * Guybrush can of course pick up the matches without any of the above trouble. Text: "All right, matches! These are bound to come in handy." * Finally, at some stage Guybrush will return with the treasure in his possession. When he gives the treasure to the antique guy, the following dialogue ensues: ANTIQUE GUY Wow! The treasure of Bony Legs Pedro! You actually found it! GUYBRUSH How much is it worth? ANTIQUE GUY For this? I'll give you a thousand pieces of eight. The antique guy hands over the money. A thousand pieces of eight go into Guybrush's inventory. ANTIQUE GUY Nice working with you. Come back anytime. ========LOCATION 3: TREASURE SITE========================================== DESCRIPTION A tiny clearing in the centre of the hot, stinking jungle. Guybrush finds himself standing at the edge of a huge muddy bog. At the middle of the bog is an upraised island of dirt, on which is a small sign. Next to Guybrush, on the edge of the bog, is a lone palm tree. One branch hangs particularly low. OBJECTS There is a box of treasure here (hidden under the mound of dirt), a sign, and a tree (which can be cut up by the axe) EXITS * Clicking on the left of screen (by the tree) takes Guybrush to Ville de la Booty. ACTIONS * If Guybrush uses the axe on the lower limb of the tree, some pieces of wood go in his inventory. * When Guybrush uses the wood (in his inventory) on the muddy bog, a path of timber is laid across the mud to the middle of the bog, and the sign. * If Guybrush reads the sign: Text: "Congratulations! You've found the long lost treasure of Booty Island. What do you want, a medal? Start digging." * Using the shovel on the sign, or the ground under the sign, will reveal a hole. Guybrush sees something down at the bottom. Text: "It's a small treasure chest!" A small treasure chest goes into his inventory. ========LOCATION 4: THE SHIP=============================================== DESCRIPTION OBJECTS None. EXITS * Clicking on the edge of the screen brings Guybrush back to Ville de la Booty. ACTIONS * When Guybrush first talks to the ship captain: SHIP CAPTAIN Ahoy there, young man. What can I do for you? GUYBRUSH I need someone to take me to Cutlass Island. SHIP CAPTAIN Cutlass Island, eh? Hmmm... (musing) That's a long way away. (to Guybrush) Cutlass is a pretty dangerous pirate island, lad. Are you sure you're up to it? GUYBRUSH Yes, I'm sure! SHIP CAPTAIN Okay... well, it's going to cost you. GUYBRUSH That's all right. I've got money. (checks pocket) Oh... no. I forgot my wallet. CAPTAIN You better go get it then, hadn't you? GUYBRUSH I... can't. Not yet. CAPTAIN Well, then, you ain't got a ship. * When Guybrush hands over the money to the captain, we get a slightly different scene: CAPTAIN All right, mon! Consider my ship charted! GUYBRUSH (impatiently) That was Monkey Island II. CAPTAIN Er... really? Sorry... don't know what came over me, then. -------------- PART 2: ISLAND -------------- By the way, Parts 2 and 3 both take place at night-time. -------------------- CUT SCENE: "LECHUCK" -------------------- The scene: Back in the Monastery, in one of the many passages. Hallway from Part 3 could be used, although a generic passage would probably be better. The Monk is standing in the hallway, waiting for his acolyte (the guy from the intro). The Monk looks a LOT different. He's wearing a filthy black hat, a huge fake black beard and clothes that look like they've been stolen from an overweight hobo. His name is no longer the Monk. Now, he answers only to LeChuck, *Sir*. The acolyte walks in, somewhat glumly. He's been made to wear horrible green trousers, bushy black eyebrows, and walks with a hunch, so he's shorter. In fact, he looks somewhat like Largo. MONK Arr! How goes it? ACOLYTE Um, Mr.-- er, I mean, LeChuck Sir, everything is as you wanted it. The last pirate came in several hours ago. MONK Excellent. Now I command every pirate on this island. My army of ghost pirates shall sweep the Caribbean like a hurricane. You will be well rewarded for this, Largo. ACOLYTE My name's not-- MONK Shut up! END CUT SCENE Immediately after that cutscene, we get this cutscene: --------- CUT SCENE --------- The scene: Guybrush is standing on the pier at Cutlass Island, talking to the ship captain (who has remained in his ship) On the map (below) this is the location PIER 1. The journey took a couple of hours, and night has fallen. GUYBRUSH ...so I'll probably be two hours, three at the most. Will you wait for me? CAPTAIN I'm not sure. I don't much like the look of this island. GUYBRUSH It's only two hours! What could happen? CAPTAIN Er... Well, I guess you're right. I'll just- The captain stops talking. Pieces of paper are raining down on the ship. The captain stoops down and picks one up. CAPTAIN Now what's this? Guybrush winces. A couple of seconds pass while the captain reads the note. CAPTAIN I see. GUYBRUSH Wait a second- The captain throws off the rope, and the ship speeds away, quickly lost from sight. GUYBRUSH Darn. He could have waited two hours! Now I've got to find LeChuck all by myself. And I don't even know where he is! Guybrush walks to the left (or right, depending on layout - anyway, off screen.) END CUT SCENE List of Items ------------- OIL: Found by Herman's strange paper-launching machine. Guybrush uses it to get the rowboat into the water. ROWBOAT: On the pier. Needed to row to the small offshore island. MONKEY SKULL: Found on the offshore island. Voodoo Lady needs it for spell. JAR OF TALBAD: Found in a store on Cutlass Island. Voodoo Lady needs, etc. PAPER: Found in selfsame store. Give it to Herman, and he'll give: WOODEN SPOON: Given to you by Herman. WOODEN POLE: Can be taken from the Survivalists. BUCKET: On the pier. Needed for coins. COINS: Two of them. Gotten from the vending machine. PIN: Found in Bazaar. Needed to get key #2. KEY #1: Given by V.L., unlocks front door to Bazaar. KEY #2: Unlocks one of the doors inside the Bazaar. BANANAS: A red herring (I think) VOODOO DOLL: Definitely a red herring. CORN SYRUP: Given to Guybrush by V.L. ROOT B. RECIPE: Another present of the V.L. Map --- There are three maps. Here is a map of the township. MAIN STORE------TOWN 1----PIER 1 EXTERIOR | | | | MAIN -----PIER 2 TOWN 2 The store itself contains several screens. STORAGE ROOM-----STORE, MIDDLE-----STORE, FORWARD Then there's the island map (cue horrible ASCII art). /----------------\ / TEMPLE \ | \ | SURVIVALISTS \ | \ | | | VOODOO | | LADY | | | /---------\ \ TOWN || MONKEY | \ || ENCLOSURE| \------------------- / \---------/ The real one will of course be a bit more complicated and ragged. On foot, Guybrush can only go from the town to the temple to the Voodoo Lady. When he's on the rowboat, he can only travel from the town to the Monkey Enclosure island. Puzzle Structure Chart ---------------------- START | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | | | | Take oil Take bucket Talk to V.L. Talk to Herman | | | | Use oil Get coins Get pole | on pulley | / | | | / / | | Sail to / / | | island / / Unlock bazaar | | / / / | \ | | / / / | \ | |/ / Take Take Flip | Enter / gunpowder cannonball cannon | enclosure / | | | | | / Load Load | | | / gunpowder cannonball / | |/ \ | / | Get skull \ | / | \ \ | / | \ \ | / | \ Fire cannon | \ | \ | \ Take pin Take paper | \ | | \ | \ | Use paper \ | \ | with door \ | \ | / \ | \ | / \ | \ | / \ | \ Poke key \ | \ with pin \ | \ | Give paper \ Take key to Herman \ | / \ Unlock door / \ | / \ Get herb / \ | / \ | / Give ingredients / to V.L. / | / | / | / | / Give spoon to V.L. | V.L. casts spell Characters ---------- WALLY Does he need any introduction? Fresh from MI2 and MI3, Wally is back for some hardcore pirating action. VOODOO LADY Yes. Her. HERMAN If it wasn't for Herman, Guybrush wouldn't even be here. SURVIVALISTS Convinced the world is about to end, they have taken refuge in a remote log cabin and fortified themselves in. The most we ever see of the survivalists is a shotgun poked through the window. Scene by Scene -------------- ========LOCATION 1: PIER 1================================================ DESCRIPTION Just a lonely pier. Now that Guybrush's ship has gone, there isn't much here. There's only a single rowboat, suspended above the pier by a pulley system. But the pulley is rusted, and Guybrush can't get the rowboat into the water... just yet. OBJECTS The pulley, the rowboat, and a bucket on the pier. EXITS Clicking on the left of screen brings Guybrush to Main Town 1. Further, if the rowboat is in the water, clicking on it brings up the main Island Map, with Guybrush in the rowboat. ACTIONS * Guybrush can pick up the bucket, no trouble. * If Guybrush tries to use the pulley while it's all rusted up, he fails. Text: "It's all rusted up. I can't budge it." * If Guybrush tries to get into the rowboat while it's in the air: Text: "That might be fun, but I can't really see the point." * When Guybrush gets the oil and uses it on the pulley, it reverts to a non-rusted state. Text: "That seems to have loosened the pulley." * Now, if Guybrush tries to lower the rowboat using the de-rusted pulley, the rowboat sinks down and floats in the water. * Clicking on the rowboat while it's in the water brings up the Island Map, with the Monkey Enclosure accessible. ========LOCATION 2: MAIN TOWN 1============================================ DESCRIPTION Nighttime in a ghost town. That's all this screen is really here for - to evoke that kind of feeling. Guybrush is standing in a street, in front of a group of buildings that would normally be very popular: the Bloody Leech pub, Swingin' Stan's Sword Store, and Pirates 'R' Us Clothing. But there's nobody about, and there are no lights on in the whole place. It's pretty dark. OBJECTS None. EXITS The street is a T-intersection, with all the shops mentioned above along the top of the T. Clicking left brings Guybrush to the Store, clicking right takes him back to Pier 1, and clicking on the bottom of the screen takes him to Main Town 2. ACTIONS * When Guybrush first enters this location, the emptiness strikes him as strange. Text: "Where's everybody? It's like a ghost town here." Other than that, nothing. ========LOCATION 3: MAIN TOWN 2============================================ DESCRIPTION Pretty similar to Main Town 1, only reversed. A street comes from the top of the screen, splitting into two at a T-intersection, heading left and right. The only buildings visible are those on the left and right of the street leading up the screen. On the left we have the Lice 'n' Fleas Inn, and on the right is a place known only as Home Comforts. As before, no lights. OBJECTS None. EXITS Clicking on the top of the screen (the street) takes Guybrush to Main Town 1, and the right of the screen leads to Pier 2. ACTIONS * When Guybrush first enters the screen (and only then): Text: "Nobody here either. This is strange." ========LOCATION 4: PIER 2================================================= DESCRIPTION Pretty similar to Pier 1, except there's no rowboat, or any boat of any kind. Instead, we have a large machine shooting pieces of paper, one by one, into the air. Standing by the machine, turning a wheel and giggling, is Herman. There's a small can just in front of the machine. OBJECTS The can in front of the machine is actually an oil can. EXITS The left of screen brings Guybrush back to Main Town 2. ACTIONS * Guybrush can pick up the oil can without any trouble. Text: "I'm sure Herman won't mind if I just take this." * But he can't interfere or look at the machine: Text: "I better not. Herman might get upset." * Guybrush can also talk to Herman, bringing up the following dialogue: GUYBRUSH Herman Toothrot! HERMAN (turns to face Guybrush) Ah, the dignitaries have arrived! GUYBRUSH What? HERMAN You look a bit scruffy, but a good suit and a shave should take care of that. Come on, we haven't got much time. The function starts at twelve! GUYBRUSH What are you talking about, Herman? HERMAN Aren't you here to welcome and pay homage to LeChuck on behalf of your Governor? GUYBRUSH What? No! I'm here to kick his reincarnated skull into oblivion! HERMAN You are? You should have booked. GUYBRUSH What are YOU doing here? HERMAN Me? I LIVE here. Well, not HERE. In a tumbledown shack two thousand miles across the ocean, actually. But I'm sure a high-minded civic individual like myself should have no trouble getting a green card. GUYBRUSH No, what are you DOING here? HERMAN Er? GUYBRUSH Why are you distributing all these notices with 'LECHUCK IS GOVERNOR' on them? HERMAN Oh that! Thought you were talking about my sinus problem. Well, for some reason there aren't any ships left to sail the Caribbean and announce LeChuck's Governorship. So, being the high-minded civic individual I am, I've taken that duty on board. (under his breath) Heh heh heh. GUYBRUSH Where is everybody? HERMAN You know, it's strange. Just over the last few days everybody's been heading up to the Monastery on the far side of the island. I never go there myself... had a few disagreements with the Head Monk, know what I mean? He actually believes a non-Cartesian entropy field implies an eternal period of creation! (pause. Guybrush is blank) But everyone else seems to like him fine. Nobody's come back from there, at all. Too busy with the non-stop carousing, I expect. GUYBRUSH Hmmmm... HERMAN You know, if you're not too busy, I might ask a favour. GUYBRUSH What? HERMAN I'm running out of paper. Could you get some for me? GUYBRUSH What'll you give me in return? HERMAN (sourly) Hah. That'd be right. Couldn't possibly put yourself out for the betterment of a fellow human being, could you? Altruism's not in OUR dictionary, is it? Well, if THAT'S how it is, if you bring me some paper I'll give you a wooden spoon. GUYBRUSH A wooden spoon? HERMAN Yes. Quite good quality! Previous owner was a little old lady who only took it out of the cupboard once a week to make bread-and-butter pudding. Heh. GUYBRUSH Okay... * Herman's random giggling: When he's not talking to Guybrush, Herman spends his time standing by the machine, cranking a wheel and giggling to himself. ie: Hee hee hee. Heh. Ha ha. Heh ho ha. (etc) * When Guybrush gives paper to Herman, this happens: HERMAN Paper! Just in time. (looks at Guybrush) Here you go, sir, one barely-dented wooden spoon. (looks back) Now I can get on with... (trails off to the random giggling) ========LOCATION 5: STORE EXTERIOR========================================= DESCRIPTION Guybrush is on the street outside a large store, which takes up most of the screen. The store is called BAZAAR OF THE BIZARRE. It's an odds and ends shop, where most of the odds and ends are decidedly strange. On the left side of the screen is a sign, up against the road, a large arrow pointing toward the MONASTERY. The road here narrows a bit and goes from cobbles to dirt. OBJECTS Wally's here, until you unlock the door, when he disappears inside. He's just standing around, not doing very much, a la Fireworks room in LeChuck's Fortress (MI2) EXITS Left of screen leads to Island Map, right of screen leads to Main Town 1. ACTIONS * Guybrush sees Wally immediately the first time he enters this screen Because they know each other, the following cutscene naturally ensues: GUYBRUSH I must be dreaming. It's Wally! Wally turns to Guybrush. WALLY Hello, Mr. Brush. GUYBRUSH (heartily) Great to see you, pal! Glad to see you escaped that evil carnival after I... ...heh heh, yeah. WALLY (quietly) Someday everybody will pay. GUYBRUSH (after a tiny pause) Um, so what are you doing here, Wally? WALLY I'm picking up my life of crime where I left off. It's a bit strange really. Yesterday I was back on Scabb, when I got this sudden urge to visit Cutlass. There are rumours that the Bazaar of the Bizarre holds the last remaining set of Blackbeard's treasure maps. GUYBRUSH (interested) Really? WALLY But they're said to be really well guarded. So I wasn't going to do anything, but then some fliers landed on my doorstep which said LeChuck was governor and people were being turned into slavering zombies. I wanted a piece of the action, so I chartered Dread and sailed over. GUYBRUSH So what's happening now? WALLY At the moment, I'm breaking the door down. Four seconds pass. GUYBRUSH Um, pardon me for intruding, but how exactly are you going to break down this door? WALLY Well, 'break' is probably a bit strong. I'm wearing this door down. Through sheer eye power. I reckon it's close to cracking. GUYBRUSH That doesn't sound like a very effective way. And shouldn't you be staring AT the door? Wally stares at Guybrush. Several seconds pass. WALLY Wilt, damn you! Wilt! The powerful stare doesn't seem to be having any effect on Guybrush. Perhaps a disbelieving look at the player (maybe not) WALLY Wow! You're good. If you can fight as good as you can stare, I might let you tag along. GUYBRUSH What an honor! WALLY You said it. Now, back to work. * When you unlock the door with the key, this happens: - Guybrush walks to the door. - WALLY: "Hang on, I'm working on that door..." - Guybrush turns the key, and the door opens. - WALLY: "Or we could do it your way." - They disappear inside the store. ========LOCATION 6: STORE, FORWARD========================================= DESCRIPTION The Bazaar of the Bizarre is split into three sections, each separated from each other by a wall and single door. This is the first section. Shelves are overflowing to the roof with junk, all sorts of junk, and in the dim light of the store the junk looks even worse. Most of the floor is cluttered, except for a single pathway of green carpet. Straight and horizontal, it leads from the front door on the right to a door heading deeper into the store, on the left. OBJECTS There is a cannon here, on the floor near the pathway of green carpet. It's pointed to the right, so that any shots fired from it will fly through the front door and land in the street. The cannon also has a fuse, which needs to be manipulated separately. Amongst the junk is a cannonball, and a box of gunpowder (not necessarily together), so positioned so that they're difficult but not impossible to find. EXITS Right of screen leads to Store Exterior, left to Store, Middle. ACTIONS * When Guybrush first enters this room (and only then): - Wally scampers ahead of him, over the green carpet. - Wally reaches the door and tries to open it. - Wally: "Locked." - Wally stands there, somewhat at a loss. * Guybrush can take the cannonball (if he finds it) without any bother. Text: "Boy, this cannonball's heavy." * Likewise the gunpowder. Text: "I wonder if this gunpowder will come in handy." * Using the gunpowder, or the cannonball, with the cannon, causes the cannon to be loaded with said item. * Guybrush can use the matches (from his inventory) on the cannonball fuse. If the cannon has neither gunpowder nor cannonball: Text: "I can't light the cannon. It isn't loaded." If the cannon has gunpowder but no cannonball: Text: "There's no cannonball in there." If the cannon has no gunpowder but does have a cannonball: Text: "I need some gunpowder to fire this thing." If the cannon is loaded with both, but is facing right: Text: "I don't see any use in firing cannonballs into the street." * If Guybrush pushes the cannon around, it flips vertically, so that it now points to the left - the inner door. Now it can be fired. * If the cannon is loaded with gunpowder and cannonball, and faces left, and Guybrush now uses his matches on the fuse, this happens: - Guybrush lights the fuse, and steps back. - Wally turns around. - WALLY: "Hey, did you--" - The cannon explodes, hurling a black ball right at Wally (and the door) - It hits them, and there is a second explosion. Cut immediately to Store, Middle. ========LOCATION 7: STORE, MIDDLE========================================== DESCRIPTION Just like the first room, this area of the Bazaar is piled up with junk - but here it's slightly more threatening junk. In particular, simply oddles of voodoo stuff is here for the taking. Many, many voodoo dolls, along with pins, voodoo recipes, and the like. On the far side of the room is another door, closed. OBJECTS Guybrush can take a single voodoo doll (it's a red herring) and a voodoo pin. Also, a single piece of paper (from a large pile) Other than that, it's just voodoo junk. EXITS Open doorway on right leads to Store, Forward. Doorway on left leads to Storeroom. ACTIONS * The first time this room is entered, Guybrush and Wally are standing in the open doorway: WALLY: "Ow." GUYBRUSH: "So, is this it?" WALLY: "No, we have to get through one more door." GUYBRUSH: "Let me guess: it's locked too." - Wally walks over and checks the door. WALLY: "It is. How did you know?" GUYBRUSH: "Lucky guess." - Wally steps away from the door a bit. * When Guybrush takes the doll: Text: "Voodoo dolls: the shotgun of the Caribbean." * When Guybrush takes the pin: Text: "Sharp. And long." * When Guybrush takes the paper: Text: "I love nice clean paper. This stuff looks like it's gone moldy." * If Guybrush looks at, or tries to open the door: Text: "Hey, the key's still in the lock! Pity it's on the other side." * If Guybrush uses the paper with the door: Guybrush kneels down, and slides the paper under the door. Text: "That should catch the key." * If Guybrush uses the pin with the door: If the paper isn't in place: Text: "I can't push it out yet. There's nothing to catch the key." If the paper is in place: - Guybrush pokes the door with the pin. Text: "It fell out!" - Guybrush kneels down and pulls back the paper. - He picks up the key, and the paper. Text: "Got it!" * Using the key on the door just opens it. No fuss. ========LOCATION 8: STOREROOM============================================== DESCRIPTION The last two rooms have been dark, and somewhat cluttered. The storeroom is far lighter (thanks to a few skylights in the ceiling, and also less crowded. The walls are somewhat bare: a rickety spice rack hangs from a nail, and a few paper notices are plastered here and there. No cupboards, or wardrobes: it's a very empty storeroom. There's just a table, flat and wooden, and on the table is a coffin. It's so placed that it catches most of the moonlight, as if a spotlight was trained on the spot. The table is interesting. It's very long, like an elongated bench, and the far side of it is hidden in shadow. This is because it's not really a table at all: the coffin is sitting on a catapult. That's right. A catapult made to look like a table. A trap for insufficiently wary pirates. OBJECTS There's a jar of Talbad in the spice rack. EXITS Right of screen takes us back to Store, Middle. ACTIONS * The first time we enter this room: - Wally runs forward to the coffin. - WALLY: "It's here! I've found it!" - Wally starts rummaging around in the coffin. - He's a bit short, so he just climbs up the table and falls into the coffin. - A short pause. Wally has disappeared inside the coffin. - GUYBRUSH: "Wally?" - Wally's head reappears. He's holding a map. - WALLY: "Sorry, Mr. Brush, but this is where we part ways. I'm not letting anybody in on my moment of glory! Now get out of my way, so I can-- - Suddenly the catapult flings the coffin, and Wally, right out through the skylights, leaving a vague dark hole. - Guybrush steps forward. - GUYBRUSH: "Whoops. Guess he forgot about those traps." * Looking at the spice rack, Guybrush will see the Talbad. GUYBRUSH: "Yep, here's the Talbad." He takes a jar and it goes into his inventory. ========LOCATION 9: VOODOO LADY EXTERIOR=================================== DESCRIPTION In the darkest heart of a mist-shrouded jungle, lies the hut of the Voodoo Lady. It's built on swampy ground, and is supported by four thick stilts, so that the doorway and front porch rise above the swamp by about four feet. A small, rickety ladder is bolted to one side of the porch, allowing people like Guybrush to get up to the door. From between old, faded red curtains, green light glows. On the swampy ground, some distance away from the hut, is a Voodoo Vending Machine, built to dispense all sorts of Voodoo goodies. An OUT OF ORDER sign is hung over it. Right in front of the machine is a particularly liquid patch of ground. EXITS Left or right of screen takes Guybrush to the Island Map. The open doorway of the Voodoo hut leads Guybrush to Voodoo Lady Interior. OBJECTS The vending machine. A coin return button on the vending machine. Two individual coins, although they can't be gotten directly. ACTIONS * When Guybrush first enters the screen: Text: "Wonder who lives here... ...wonder if ANYBODY lives here." * Clicking on the ladder should get Guybrush to climb up to the porch. * Clicking on the open doorway (while on the porch) takes Guybrush inside. * Clicking on the open doorway (while on the ground) gets Guybrush to climb the ladder, then takes him inside. * If Guybrush tries to use the vending machine, it won't work. Text: "It's out of order." * If Guybrush presses the coin return button, a single coin comes out the slot, and falls to the swampy ground, where it disappears. Text: "It fell into the swamp." This can be repeated infinitely. * However, if Guybrush has the bucket, and he uses it on the patch of ground in front of the vending machine, then it will be placed on the ground, directly below the coin return slot. * Now if he presses the button: - a coin falls out of the slot - it lands in the bucket with a 'tink' - Guybrush reaches down and picks it up - a coin goes into his inventory * This can be repeated, so Guybrush has two coins in his inventory. * That's all he can get, however. If Guybrush tries the trick again with two coins in his inventory, nothing will happen when he presses the button. Text: "Nothing happened. The machine must be out of coins." ========LOCATION 10: VOODOO LADY INTERIOR================================== DESCRIPTION Near darkness. Candles hang from the ceiling and lie on the floor, casting out orange and green glows. Strange diagrams hang from the walls. But most of the room is bare, as if this is some kind of budget operation. The Voodoo Lady sits in her chair, watching the doorway. EXITS None. Everything that happens in here is a cutscene. OBJECTS None. ACTIONS * When Guybrush first enters the hut, this cutscene takes over immediately. GUYBRUSH AARRRGGHHH!! VOODOO LADY What? GUYBRUSH Oh no, not you! Not again! No! VOODOO LADY Guybrush Threep- GUYBRUSH How'd you get here? What are you DOING here? God, it's like some evil curse! I can't get away! VOODOO LADY I have come, Guybrush, to do battle with our arch-nemesis, LeChuck. GUYBRUSH No. VOODOO LADY What? GUYBRUSH I said NO. I'm not doing it. Whatever it is you want me to do. Count me out. (pause) And nothing you can say is going to change my mind. VOODOO LADY Have you wondered where all the townspeople are, Guybrush? GUYBRUSH Um... ...well, I had wondered about that, actually. A five second pause ensues, both waiting for the other to speak. GUYBRUSH So, what happened to them? VOODOO LADY There is an old monastery on the promontory. Nobody paid it any attention, until two weeks ago. Some pirates left the town and went to the monastery. They were followed by others. And none returned. GUYBRUSH You mean everybody's gone? VOODOO LADY Well, there's a family of Survivalists in the forest, but apart from them, this island has been scoured clean. GUYBRUSH What happened to everybody? VOODOO LADY LeChuck has killed them all. GUYBRUSH Ick. VOODOO LADY Now he's assembled the largest ghost crew the world has ever seen, up in the monastery. With it he'll be unstoppable. GUYBRUSH I thought LeChuck was governor. VOODOO LADY Oh, that's just some idea of Herman's. Ignore him. GUYBRUSH But how did he escape the ice? VOODOO LADY I don't know. He may have access to some new form of Voodoo magic: something I won't be able to counter. GUYBRUSH So why aren't you out there fighting LeChuck? VOODOO LADY It's not that easy. I arrived here yesterday, and he's sealed the monastery off from the outside world with a huge force field. I can't get near. Unless I can cast the Spell of Synchromesh. GUYBRUSH The Spell of Synchromesh? Sounds like something from a bad RPG. VOODOO LADY It's a very esoteric spell, and I forgot to bring all my voodoo essentials. I shall require you to find some special ingredients. GUYBRUSH I think I saw this coming. (pause) All right, what are they? VOODOO LADY First, you must find me a monkey skull. GUYBRUSH Easy. VOODOO LADY The second ingredient is harder. A very rare herb called Talbad. GUYBRUSH Sounds like an Arabian pirate. VOODOO LADY I'm all out, and there's only one place on this island that stocks it. The Bazaar of the Bizarre. Before you came I tried to summon a mighty pirate to ransack the place, but it didn't quite work out. Now it is up to you. She holds out something to Guybrush, who takes it. VOODOO LADY Here's the key. GUYBRUSH Gee, thanks. VOODOO LADY Thank me later. Now, go! * Guybrush will of course return to the Voodoo Lady at stages during the game. If he hasn't got any of the ingredients she wants: VOODOO LADY: "Have you found me any of the ingredients?" GUYBRUSH: "Er, not yet." VOODOO LADY: "Then go and find them!" (exit to Island Map) - If he's got the monkey skull (and nothing else) VOODOO LADY: "Have you found me any of the ingredients?" GUYBRUSH: "I have this monkey skull." (Guybrush hands V.L. the monkey skull) VOODOO LADY: "Good work. Do you have the final ingredient?" GUYBRUSH: "Not yet, no." VOODOO LADY: "Then go and find it!" (exit to Island Map) - If he's got the Talbad (and nothing else) VOODOO LADY: "Have you found me any of the ingredients?" GUYBRUSH: "I have a jar of Talbad." (V.L. takes the jar) VOODOO LADY: "Perfect. Do you have the final ingredient?" GUYBRUSH: "Not right now." VOODOO LADY: "Waste no time!" (exit to Island Map) - If he's given her one ingredient, but doesn't have the last VOODOO LADY: "Have you the final ingredient?" GUYBRUSH: "Not quite." VOODOO LADY: "I've told you all I can. Get out there and find it!" (exit to Island Map) - If he's given her the Talbad, and now has the Monkey Skull VOODOO LADY: "Have you the final ingredient?" GUYBRUSH: "I have this monkey skull." (V.L. takes skull) VOODOO LADY: "Excellent." (continue with Spoon cut scene: below) - If he's given her the Monkey Skull, and now has the Talbad VOODOO LADY: "Have you the final ingredient?" GUYBRUSH: "I have a jar of Talbad." (V.L. takes jar) VOODOO LADY: "Perfect." (continue with Spoon cut scene) - If he's given her nothing, but has both ingredients VOODOO LADY: "Have you found me any of the ingredients?" GUYBRUSH: "I have this monkey skull." (V.L. takes skull) VOODOO LADY: "Good work. Do you have the final ingredient?" GUYBRUSH: "I've also got this jar of Talbad." (V.L. takes jar) VOODOO LADY: "Perfect." (continue with Spoon cut scene) ---------------- CUT SCENE: SPOON ---------------- Continues straight on, without any breaks. VOODOO LADY Now, I can-- (slight pause) Oh dear. GUYBRUSH What? VOODOO LADY I forgot my voodoo stirring spoon. GUYBRUSH That would be typical. VOODOO LADY Hey, I told you I forgot to bring everything. Without some kind of spoon, I just can't create the spell. - Cutscene branches in two here. If Guybrush has the wooden spoon with him: GUYBRUSH I've got a spoon! VOODOO LADY (takes the spoon) Good work. (continue with Synchromesh cut scene: below) - if Guybrush doesn't have the wooden spoon: GUYBRUSH All right, I get the message. One spoon coming up. (exit to Island Map) - From here there are two separate cutscenes. If Guybrush returns without having found a spoon: VOODOO LADY: "Have you found a spoon?" GUYBRUSH: "I, er, was hoping you might have one." VOODOO LADY: "Time is short, Guybrush! You must hurry!" (exit to Island Map) - If he HAS got the spoon: VOODOO LADY: "Have you found a spoon?" GUYBRUSH: "Here it is, check it out." (gives her the spoon) VOODOO LADY: "Excellent." (continue with Synchromesh cut scene) ---------------------- CUT SCENE: SYNCHROMESH ---------------------- This continues straight on from the conversations above, without any noticable break. VOODOO LADY At last, I can cast the spell of Synchromesh! I've been waiting to do this for ages. Stand back, Guybrush, and give me room! Guybrush takes a few steps back. The room starts flashing between darkness and light, and dimly glimpsed at the centre of it all is the silhouette of the Voodoo Lady, her arms flailing about madly. Perhaps, a spoon can be dimly glimpsed in one of them. VOODOO LADY Aarrgh! Ack! Yeeeoow! Erk! Oooh! Normal lighting slowly returns. Guybrush takes a few steps forward. Contrary to all the wailings, the Voodoo Lady looks perfectly well. GUYBRUSH Did it work? VOODOO LADY It worked. Even now I sense the gaping hole where the force field once was. GUYBRUSH All right! He turns to leave. VOODOO LADY Wait! Guybrush turns back. VOODOO LADY You should not rush in there blindly. I sense great danger. GUYBRUSH I'm not worried. VOODOO LADY LeChuck has turned the whole population of this island into ghosts. GUYBRUSH Who cares about ghosts -- I've got root beer. VOODOO LADY Don't put too much faith in your magical fluid. You may not have enough -- for the whole population. (tiny pause) Here. Take this Root Beer recipe. Guybrush walks forward and takes a piece of paper from the Voodoo Lady. VOODOO LADY Makes large quantities. And take this too: She hands him something else. VOODOO LADY Corn syrup. You'll have to find the other ingredients yourself. GUYBRUSH Gee, thanks. VOODOO LADY Now, go! The fates of the Caribbean rest on your shoulders! GUYBRUSH Yeah, I guess they do! Look out, LeChuck! END CUT SCENE - GO TO PART 3 ========LOCATION 11: MONKEY ENCLOSURE====================================== DESCRIPTION The Monkey Enclosure is a series of cages, barred from the casual visitor by a large, coin-operated gate. Inside the cages are bare branches for the monkeys to play on, and great big bunches of bananas hanging from the ceiling. But there are no monkeys. They're all dead. Several monkey skeletons hang in the air, and on the cement floor, but there's just one Monkey Skull. Outside the Monkey Enclosure is a large sign: "CUTLASS ISLAND MONKEY ENCLOSURE." (large text) "ADULTS 4 pieces of eight, KIDS 2 pieces of eight." (smaller text) "Animal liberationists and RSPCA representatives please piss off." (unreadable) Below the sign is a coin slot, marked COIN SLOT. EXITS Left of screen, the front end of the Enclosure, takes Guybrush back to the Island Map, on the rowboat. OBJECTS The Monkey Skull, on the floor in an otherwise empty cage, and just too far for Guybrush to reach from outside the cage. A bunch of bananas, hanging from a dead branch in a different cage, and also out of Guybrush's reach. The cage door. It can't be picked up, but Guybrush needs to manipulate it to get the Monkey Skull. Similar for the coin slot. ACTIONS * Just clicking on the door - ie trying to open it - doesn't work. Text: "It's locked." * Clicking on the large sign gets Guybrush to read it. Text: "CUTLASS ISLAND MONKEY ENCLOSURE. ADULTS 4 pieces of eight, KIDS 2 pieces of eight. Animal liberationists and RSPCA representatives please piss off." * If Guybrush puts one coin in the slot, nothing happens. But if he puts two in, the enclosure door rolls open, allowing Guybrush access to the cages. * If Guybrush tries to pick up the Monkey Skull, on his own, he can't. Text: "That skull's ten feet away. I can't reach it." * Same if he tries to pick up the bunch of bananas. Text: "I sure would like a banana... but they're too far away." * When Guybrush uses the wooden pole with the Monkey Skull, it goes into his inventory. Text: "I should take this to the Voodoo Lady." * When he uses the pole with the bunch of bananas, they go in his inventory too. Text: "Those bananas look good... maybe later." ========LOCATION 12: THE SURVIVALISTS====================================== DESCRIPTION The Survivalists live in a log cabin in a remote part of the Cutlass Island forest, convinced the world is about to end. The trees around are all conifers - tall, dark and green. We see the log cabin from two sides. The front of the cabin has no windows, just a thick door and a porch. The side of the cabin, from our position, is much wider. Much of the space is taken up by piles of firewood, and a water tank. Near the far edge is an open window, just as dark as the sky above, and next to it a long thin wooden pole. EXITS The edge of screen (i.e. the forest) brings Guybrush back to the Island Map. OBJECTS The wooden pole. ACTIONS * Looking at the pile of wood: Text: "That's a lot of wood." * Looking at the watertank: Text: "That'd store a lot of water." * Looking at the cabin in general: Text: "Looks sturdy." * If Guybrush tries to open the door, we see Guybrush trying the handle. Text: "It's locked." * If Guybrush looks in the window: Text: "There's no light. I can't see a thing." * If Guybrush tries to take the wooden pole, the following things happen. - First, in picking up the pole, Guybrush moves so that he's standing right in front of the window, his head framed by the window frame. - Guybrush reaches for (but doesn't take) the pole. - A light flicks on inside the cabin. The window is now full of yellow light. - The end of a double-barrelled shotgun is pointed out of the window, right at Guybrush's head. - Now the following dialogue ensues: GUYBRUSH Ulp! SURVIVALIST What the hell do you think you're doing? Leave that pole alone! GUYBRUSH Ummm... I... SURVIVALIST (sounding almost ecstatic) Hey... you're a looter! We've got a looter! See, I was right, Midge! A looter! There must be looters everywhere! Cutlass Island is overrun with looters! (tiniest pause to indicate Survivalist is now talking to Guybrush) So, looter, come to ransack our carefully prepared post-apocalypse shelter? GUYBRUSH I'm not a looter-- SURVIVALIST Ha! That's what they all say. You just want to borrow our food stocks and have a lend of some gasoline and take turns with the generator, right? Well I didn't come down in the last shower, pal. You're a looter! GUYBRUSH But I'm not-- SURVIVALIST Save it, mate. I know your type. Wouldn't listen to me six months ago, would you? Laughed and went about your business, didn't you? Ha! The boot's on the other foot now, isn't it? Sucked in! GUYBRUSH I don't even live on Cutlass Island. I came here- SURVIVALIST So you're a foreign looter, are you! I knew it! Have the foresight to put away a bit of gas and food and next thing the whole Caribbean's breaking down your door! There must be scores of ships converging on Cutlass Island, ready to loot! Hear that, Midge? Scores of 'em! And they're all crawling back here! GUYBRUSH I'M NOT A LOOTER! SURVIVALIST (after a pause) ...are you sure? GUYBRUSH YES! SURVIVALIST Actually, you don't look much like a looter. Shouldn't you have a flaming torch in one hand, or a rusty crowbar or something? GUYBRUSH I'M NOT A LOOTER! SURVIVALIST Okay, okay, no need to take that tone of voice. (pulls the shotgun back from the window) So, you're not a looter. GUYBRUSH NO! SURVIVALIST (hopefully) ARE there any looters about? GUYBRUSH I haven't seen any. SURVIVALIST Rats. At this point, the Survivalist turns to Midge and they have an argument. Because the Survivalist is looking at Midge, he can't see Guybrush. Which means that Guybrush can pick up the wooden pole without being observed. For the following part of the cutscene, Guybrush can do one of two things: * He can pick up the wooden pole. * He can click on the far edge of the screen, leaving the screen. (to Midge) Sorry, Midge. False alarm. (tiny pause) Well, how was I supposed to know that? He comes barging in, stealing wooden poles... (tiny pause) Yes, there ARE looters around... (tiny pause) I don't know, somewhere... (tiny pause) Yes, I AM sure... (tiny pause) What do you mean I've been wrong before? (tiny pause) Don't start on that. (tiny pause) You're not still going on about THAT, are you? (tiny pause) That was ten years ago! (tiny pause) You still can't get the stains out? (tiny pause) No, we can't make a trip to the drycleaners. It's not safe! (tiny pause) No, it isn't! (tiny pause) Look, it bloody well isn't! A long pause ensues. Guybrush can no longer move about freely, and the cutscene resumes, depending on what Guybrush did just before. * If Guybrush is still at the window, and hasn't taken the wooden pole... SURVIVALIST What are you still doing here? GUYBRUSH Er... SURVIVALIST Yes, you! Get out! GUYBRUSH Could I just borrow that wooden pole-- SURVIVALIST Don't push your luck. The cutscene finishes, and rather than leave Guybrush standing at the window we exit to the Island Map. * If Guybrush is still at the window, but has the pole... SURVIVALIST What are you still doing here? GUYBRUSH Er... SURVIVALIST Yes, you! Get out! The cutscene finishes, leaving Guybrush on the Island Map. * If Guybrush is unsuccessful at getting the pole the first time, he can make a second attempt. This, and all subsequent attempts, bring up the following cutscene: Rifle comes out. SURVIVALIST He's back. It's that looter again! During this argument, Guybrush can take the pole. (to Midge) Look, he IS a looter! (tiny pause) I'm telling you, he is! (tiny pause) He IS! (tiny pause) Now hang on Midge, don't get angry. (tiny pause) Leave that alone! (tiny pause) Put that down Midge, it's-- (tiny pause) Oh great. Argument over. Guybrush's freedom of movement is ended. SURVIVALIST Look, just get out of here, okay? I'm in enough trouble as it is. Switch immediately to Island Map. ----------------- PART 3: MONASTERY ----------------- ------------------------- CUT SCENE: ALSO MONASTERY ------------------------- The scene: One of many passages in the Monastery. Possibly the same one as the previous cutscene. The Monk is standing on his own, brooding. Both him and the acolyte are still dressed up funny. The acolyte appears at the edge of the screen. ACOLYTE Ulp! The Monk turns around. MONK Largo! Have you strung up the ginger as I told ye to? ACOLYTE Ummm... MONK (patiently) I'm not going over this again, Largo. What is normally used to ward off the undead? ACOLYTE Garlic? MONK And what's the total opposite of garlic? ACOLYTE ...ginger? MONK Yes! SO HAVE YOU STRUNG THE BLOODY STUFF UP YET? ACOLYTE Oh yes, LeChuck sir. There's a large clump where all the ghost pirates are waiting. MONK Good. Now, what is it you were going to say? ACOLYTE (reluctantly) Well... there is one small thing. MONK Yes? ACOLYTE Do I really have to wear this green trousers? And these false eyebrows are giving me a rash. MONK You will do exactly what I tell you to, Largo. Unless you'd like to be a ghost pirate yerself...? ACOLYTE Ulp... green trousers it is, sir. MONK Good. ACOLYTE Er... actually there's something else too. A reluctant pause. MONK ...Yes? ACOLYTE Ten of your ghost pirates have escaped and taken the ship and we haven't got anything to get after them with. Short pause. MONK WHAT?!?! ACOLYTE Ten of your-- MONK I HEARD! GET AFTER THEM! I DON'T CARE IF YOU HAVE TO SWIM THERE YERSELF! GET OUT THERE! END CUT SCENE List of Items ------------- BUSH: You can't pick it up, but it's needed to dispose of the root beer. BARK: Gotten off the bush, needed to constitute new root beer. ORANGE: Needed for root beer. GINGER ROOT: As above. Found in the Ghost Pirate Hall INGREDIENTS: Guybrush has this at the start (given by V.L.) See below: List of Ingredients ------------------- ----------------------------------------- | ROOT BEER | | | | 1 qty. corn syrup | | 1 qty. sassafras bark | | 1 qty. orange peel | | 1 qty. ground ginger | | | | Combine all ingredients together | | with desired quantity of water. | | Churn. | ----------------------------------------- Map --- GHOST PIRATE-----HALLWAY----UTILITY HALL | ROOM | PLANS ROOM | | MONASTERY SIDE \ \ ANTEROOM \ | \ | MONASTERY EXTERIOR Puzzle Structure Chart ---------------------- START / \ / \ TAKE USE ROOT BEER ON TREE BARK | | | | | | | | TAKE TAKE OPEN DRAWER | GINGER ORANGE | \ | \ / \ | \ / \ | \/ \ | USE ORANGE WITH PENCIL SHARPENER \ | / \ | / \| / COMBINE INGREDIENTS IN SPRINKLER SYSTEM | HIT SWITCH Characters ---------- MURRAY He's guarding the door. He's under strict orders. And he's not letting Guybrush in. MONK Now deeper into the stages of LeChuck control, the Monk has taken to wearing a large false black wig, and pirate hat. He still looks like a bald Tibetan monk under all that, though. GHOST PIRATES All gathered together in one group, they're light blue and somewhat transparent. They don't bother Guybrush much. LECHUCK He makes his first appearance at the end of this section. Thawed out, he's now got a somewhat blue, chilly tinge. Scene by Scene -------------- ========LOCATION 1: MONASTERY EXTERIOR===================================== DESCRIPTION A large wooden structure looms dramatically against the night sky, adorned with kneeling statues and crucifixii (is that the right plural?) A black hole in the front facade quite obviously leads inside, and there's a visible gap to the left, perhaps marked out with a path. EXITS Front door leads to Anteroom, the side path leads to Monastery Side. OBJECTS None. ACTIONS * When Guybrush first enters this scene (ie just after the cut scene) he takes a critical look at the monastery. Text: "It doesn't look so tough." * Guybrush can only take the front door once. After that attempt: Text: "Murray's got that way blocked." ========LOCATION 2: ANTEROOM=============================================== DESCRIPTION A set of wooden stairs lead downward to a landing (which takes up about half of the screen) . Right at the foot of the stairs is a metal rectangle, like an airport metal detector, which can be walked through without any trouble. Mounted above it are two red lights (switched off). There is a door on the far side of the landing. EXITS Top of the stairs leads out to Monastery Exterior, although in actual gameplay this won't get used. OBJECTS None. ACTIONS * There's only one thing Guybrush can do in here - walk forward. When he walks through the detector, however, it detects the root beer in his pocket. The red lights flash and sirens sound. From the far side door comes a gleeful Murray: MURRAY Ha ha! Yes! Boo! Gotcha now! GUYBRUSH Aargh! MURRAY (elated) Yeah! Run ya coward! GUYBRUSH (after a short pause) Oh, it's only Murray. MURRAY (indignant) Whadda mean it's only Murray?! I'll tear you limb from limb you croquet-playing mint-muncher! GUYBRUSH No offense, Murray, but I think I'll just be walking through that door. MURRAY You what!? You'll be licking snowflakes in hell before you get through here! Guybrush tries walking forward. But it doesn't work. His legs are going but he's staying in exactly the same place. Murray is enjoying this. MURRAY Ha ha ha! Weren't expecting that, were ya? This whole Monastery is protected by a force field which won't let a single drop of root beer through! We're impregnable! GUYBRUSH Oh dear. MURRAY And even if you were to break through, I've got a switch back here which will instantly summon two hundred plus ghost pirates to stitch you up proper! GUYBRUSH Oh dear again. MURRAY Does that FRIGHTEN you, Guybrush? Does it fill your pants with hot excrement? Yeah! Yeah! It does! All right! GUYBRUSH (to himself) This isn't going to be as easy as I thought. Exit to Monastery Exterior. ========LOCATION 3: MONASTERY SIDE========================================= DESCRIPTION Around the side of the Monastery. A small door is set into a fairly sheer wooden wall. The ground is mostly grass, but there is a small bush near the door. EXITS Right (or left) of screen leads to Monastery Exterior The door leads to Plans Room OBJECTS The bush. Trunk should be fairly obvious. Bark from the bush (around the trunk, to be precise) ACTIONS * Guybrush can open the door without any hassle. * If he tries to walk through, and still has the root beer: Text: "I can't get through. There's some kind of force field." Guybrush is stuck outside. * Using the root beer on the bush causes Guybrush, if he hasn't seen Murray yet: Text: "I can't get rid of this root beer. I need it for the ghosts!" * If he HAS seen Murray and now tries to use the root beer on the bush, this empties the bottle. * Now if he tries to walk through the door (without the root beer) he heads straight to Plans Room. * Clicking on the bush doesn't normally do anything. * Clicking on the trunk, however, should cause Guybrush to pick up some bark. Text: "That's one of the ingredients." ========LOCATION 4: PLANS ROOM============================================= DESCRIPTION A small study. There is a wooden desk in one corner, and a cupboard in another. An open doorway leads out into the hallway, and a smaller metal door is labelled as a 'FIRE ESCAPE'. The study itself has a prominent drawer, and papers are scattered about on the surface. The light is arranged so as to highlight the desk. EXITS The metal door leads to Monastery, Side The doorway leads to Hallway OBJECTS A large pencil sharpener (in the desk's drawer) A journal (on the desk) ACTIONS * Guybrush can open and shut the drawer. * When the drawer is open, looking inside will cause Guybrush to see the pencil sharpener. He takes it out and puts it on the desk, beside the journal. * Guybrush can't actually pick up the pencil sharpener. He can, however, use the orange with it. Text: "Now I've got a whole lot of diced orange peel." The orange in his inventory changes to diced orange peel. ========LOCATION 5: HALLWAY================================================ DESCRIPTION As utilitarian a wooden hallway as you can get. Left and right are two doorways, both off screen. In the middle of the hallway is a yawning open doorway. Nothing on the floors, ceiling, or walls. Just flat, even lighting. EXITS Left of screen -> Ghost Pirate Hall Right of screen -> Utility Room Doorway -> Plans Room OBJECTS None. ACTIONS None really. This is, however, the backdrop for many of the cutscenes. ========LOCATION 6: GHOST PIRATE HALL====================================== DESCRIPTION Normally the largest meditation room, now the ranks of the ghostly undead fill this hall. A great mass of them are down there, row by row, all standing to attention like elite soldiers from a mass slaughtering force. Behind all the soldiers is a tiny platform, sometimes used by speakers, more often not. We take our view from in front of the ghost pirates, seeing their blank expressions. That platform is right at the rear, and it's connected to Hallway. Also, a ginger root is suspended from the ceiling, by a piece of string, above the platform. It's there, but not too obvious. EXITS The blank space above the platform should take Guybrush back to Hallway. OBJECTS The ginger root hanging from the ceiling. ACTIONS * When Guybrush first encounters this screen: Text: "Yi-" (embarrassed seconds pass) Text: "Better keep my voice down. LeChuck must have the whole island in here!" * He can pick up the ginger with no worries. Text: "A green ginger root!" ========LOCATION 7: UTILITY ROOM=========================================== DESCRIPTION In this dank, oily, little used room, is a whole lot of complicated machinery. The largest, and easiest to understand bit, is the Monastery Sprinkler System (so labelled). A major part of it is the water tank, in there amongst the piping. Its roof is open, and reachable by Guybrush. Also there is a large red switch, labelled 'EMERGENCY OVERRIDE' EXITS Doorway leads back to Hallway. OBJECTS A single orange is nestled somewhere among the metal. ACTIONS * The only actions that can be done here involve Guybrush putting stuff in the water tank. He can put the bark in straightaway: Text: "That's the bark done." * And the orange peel: Text: "In goes the orange peel." * But not the orange: Text: "I can't put this in, it said orange PEEL." * In goes the corn syrup: Text: "Good thing the Voodoo Lady had some of this." * And, surprisingly, the ginger root. Text: "I can't put this in, the recipe said ground ginger." (pause) Text: "Oh, to hell with it. (puts ginger in) * Guybrush won't touch the emergency override switch unless all the ingredients are in. Text: "I can't touch the emergency override switch yet, I haven't put all the ingredients in." * But if they are all in... (Continue to Surprises cutscene: below) ------------------- CUTSCENE: SURPRISES ------------------- The Scene: Guybrush is in the Utility Room. Guybrush pushes the button. GUYBRUSH Here goes... View cuts to Ghost Pirate Hall. The pirates are standing about as usual, when suddenly rain falls from the ceiling. Shocked expressions abound, amidst the roars of pain, and a massive cloud of smoke rises up, obscuring the view. But not the sound. GHOST PIRATES (one after another) Aaarrghh! Help! Oh no! Ow! (only the text should be visible, and in different colours for each line) View cuts back to Utility Room. Guybrush is still, and not saying anything, and we can still hear (ie see) the screams. GHOST PIRATES Ohhh! Errrkkkk.... Aaaaaa! Yeowch! Ooo 'eck! The yells die down, to silence. View cuts back to Utility room. The ghost pirates have vanished entirely, except for some greasy stains on the floor. View returns to Utility room. GUYBRUSH I think it worked! Now to find LeChuck... Guybrush walks to the exit. View switches to Hallway. Guybrush comes a short distance past the doorway, then stops. The Monk is standing in the middle of the hallway, looking pensively toward Ghost Pirate Hall. From the back, he looks a lot like LeChuck. GUYBRUSH It's LeChuck! The Monk spins around and sees Guybrush. MONK He's here! At last! GUYBRUSH Errr... MONK My mortal enemy has returned. GUYBRUSH Errr... you're not LeChuck... MONK Of course I am! I swore never to rest until I spilled your blood, Guybrush, and now the time has come! GUYBRUSH But you're not... ...what the hell's going on here? The moment of silence is punctuated by a gun shot. The Monk's body slumps to the ground. Behind him, LeChuck shivers forward into view. Blue face, stained clothing... he's not looking too good. LECHUCK I believe I can explain. GUYBRUSH LeChuck?!? LECHUCK You were expecting Donnie Osmond? Of course it's LeChuck! And now, Guybrush, you're goose is well and truly cooked. GUYBRUSH I don't understand. LECHUCK Of course I could just kill you now and take over the Caribbean. But I think you deserve a special explanation. Brother to brother. GUYBRUSH Okay, let's hear it. LECHUCK It was very simple. You froze me in a block of ice. My body was dead and gone, but my mind remained free and alive. It waited, burning for revenge. Several days ago, I felt another mind draw close. It was this monk, out channeling the Caribbean. I seized the channel, dragged myself across, and in seconds this guy thought he was me. GUYBRUSH No wonder he went insane. LECHUCK Ha ha. That's an extra two days in the torture chamber for you. Anyway, using knowledge I taught him, the Monk turned this whole island into an army of ghost pirates. I entered the minds of ten ghosts, and ordered them to steal a ship and come unfreeze me. And now I'm here. The Monk is dead but his army remains. And with that army, Guybrush, I will conquer the Caribbean! No island can possibly stand before me! You see what I mean, Guybrush? It's already too late! GUYBRUSH Too late for you, you mean. I already killed your ghost army. Let's see you take over the Caribbean now! LECHUCK What? GUYBRUSH They're all gone. Run in there and smell the root beer. LECHUCK (after a pause) You will pay for this, Guybrush. In fact... (slight pause) (LeChuck is smiling evilly) ...in ways you can't possibly imagine. Two ghost pirates appear behind Guybrush and flank him either side. Guybrush, no longer cocky, looks worried. GUYBRUSH Hey, what's going on? I killed you guys! LECHUCK Arr, yer didn't think the loss of my ghost army would set me back, did you Guybrush? There are other islands out there waiting to be ghostified. With my loyal crew, we can be at any in a matter of hours. Actually... (slight, evil pause) ...there's one not far away. I think I'd quite like to meet the Governor. Mrs- GUYBRUSH No! Not Elaine! LECHUCK Yes Elaine, Guybrush. Marrying her was the worst thing you ever did. She belongs to nobody but me! GUYBRUSH But- LECHUCK No more! I'm taking you with me. You ought to be present at the Governor's... ...final humiliation. (to the ghost pirates) Take him away! Guybrush is dragged away. LeChuck follows. END CUT SCENE - go to Part 4 --------------- PART 4: ASSAULT --------------- List of Items ------------- CANDLE: Needed for light. METAL ROTO ARM: The missing part needed by the Translocator. FLARE GUN: Useful for distractions. Map --- SHIP DECK / | / | CANNON---PASSAGE----SUPPLIES ROOM | TRANSLOCATOR ROOM Puzzle Structure Chart ---------------------- START | USE OIL ON ROPES / | TAKE OPEN CANDLE BOX | | | TAKE FLARE GUN | / | / | / | / |/ TAKE ROTO ARM | USE ROTO ARM WITH TRANSLOCATOR | USE TRANSLOCATOR [ Pretty simple, isn't it? ] ========LOCATION 1: SHIP DECK============================================== DESCRIPTION We're top deck on the Monastery's only ship, and it's a pretty sorry wreck. The pirates are down on deck, working away (two frame animation here). LeChuck stands above them, on the poop deck (or whatever that raised bit is called), shouting orders. Behind him is a trapdoor and ladder. In front is an angular piece of metal, on the deck. Right in the middle, on the lower deck, is the main mast. EXITS The trapdoor leads to Passage OBJECTS That metal thingy is the Metal Roto Arm. ACTIONS * When Part 4 begins, Guybrush is strapped upside down to the mast, somewhat above the pirate crew. He still has all his possessions, so at least that's one thing. * The pirates mill about doing their work - two frame animation should work here. * LeChuck shouts various orders at them, which repeat randomly: LECHUCK: "Man the mizzenmast!" LECHUCK: "Full speed ahead!" LECHUCK: "Watch the wind! Watch the wind!" LECHUCK: "Elbow grease ya scurvy slackers!" LECHUCK: "I wanna see gallons of sweat!" LECHUCK: "Tack! Furl! Fasten!" (add more if you feel like it) * Strapped to the mast, there's only one thing Guybrush can do. Use the oil from his inventory on the ropes. They get slippery. Guybrush slips from his bonds, falls to the deck, and crashes straight through the wormridden wood. The crew stop work (halt the animation) LECHUCK "Arr!" (pause) LECHUCK: "Get back to work! He can't escape!" Cut to Supplies. * When Guybrush later returns, via the trapdoor, he has a new set of actions available. He can try clicking on LeChuck: Text: "Disturb LeChuck? Don't be an idiot!" * Clicking on the metal roto arm brings up this message: Text: "That looks useful, but LeChuck's in the way." * It is at this point that Guybrush can use the flare gun. It happens like this: - Guybrush draws the gun. - Text: "Maybe this will distract LeChuck." - Guybrush raises the gun, and fires. - A huge trail of colour shoots across the sky. - LeChuck and crew all pause (halt that two frame animation) - They watch it, several timeless seconds pass - LeChuck hasn't moved. Guybrush can't get the metal roto arm. - The crew come back to life. - LECHUCK: "Come on, ya slackers! Doubletime!" - Text: "Rats. He didn't move!" - Guybrush pauses for a few seconds, apparently coming to a decision. - Text: "Oh, hell." - Guybrush takes out the pole (still with him) and pushes LeChuck off the deck. He sails through the air and falls into the Guybrush-created hole. - Guybrush steps forward and picks up the metal roto arm. - Text: "Got it!" ========LOCATION 2: SUPPLIES=============================================== DESCRIPTION A crates'n'boxes room, it would be in darkness except for two things: a candle on a table, and the hole in the roof above. The walls are lined with boxes, most of them nondescript. One stands on its on on the floor. Brighter than the others, and larger. It reads 'EMERGENCY SUPPLIES' A doorway on the left leads out. EXITS Doorway goes to Passage OBJECTS The candle The flare gun (inside the Emergency Supplies box) ACTIONS * First time on this screen, before anything happens, this happens: Text: "Ow. Rough landing." * Guybrush can pick up the candle - and it won't affect the light level. * He can open the box. * Looking inside the box: Text: "Hey... a flare gun." * Guybrush can take the flare gun, too. * As he can take the exit. ========LOCATION 3: HALLWAY================================================ DESCRIPTION A short, moody passage lit by lamplight, casting yellow light on the greasy walls. Two doors lead off on one wall. On the far side (ie right) is a trapdoor and ladder. Far left of passage is an (unseen) door, leading back to Supplies EXITS Far left -> Supplies Left -> Cannon Room Right -> Translocator Room Far Right -> Ship Deck OBJECTS None. ACTIONS * When Guybrush first comes here, if he hasn't got the candle then he can't see a thing. Clicking anywhere on the screen brings up: Text: "I can't do that, I can't see a thing." Only the faint outline of a door, at the far left of screen, can be seen. Clicking on this takes Guybrush back to Supplies. * If Guybrush has the metal roto arm, he can't take the doorway back to Supplies. Trying to do so will result in: Text: "There. Locked it. That should keep him busy." Subsequent tries: Text: "I've locked LeChuck in there." ========LOCATION 4: CANNON ROOM============================================ DESCRIPTION A tiny room with two things: A cannon pointing out a square hole in the wall, and a shelf containing cannon balls, cannon powder, and matches. EXITS The doorway leads back to Passage OBJECTS None for the moment. ACTIONS Well, none really. This room is mainly here to allow for expansion in Part 4, ie more puzzles. As yet it has no purpose, and could in fact be deleted. Save doing this room for later. ========LOCATION 5: TRANSLOCATOR ROOM====================================== DESCRIPTION Utterly unlike the rest of the ship. This room looks like a tiny gym, and the Translocator looks like a spiffily expensive piece of gym equipment. It has a seat, and metal arms which you grip firmly - except one of the metal arms is missing. All in all, it looks somewhat in disrepair. On the wall is a Bulletin Board, with a number of messages. Two, actually. EXITS The doorway heads back to Passage. OBJECTS None pick-up-able. ACTIONS * If Guybrush tries to use the Translocator without fixing it: Text: "Looks like it's out of order. I don't think I should use it." * Reading the first message on the bulletin board: It's a press release: "Introducing the latest in Spiritual Transportation-- THE TRANSLOCATOR(TM) The Translocator(TM) is a revolutionary new product that at one stroke makes getting from A to B as simple as thinking about it. Literally. The patented AuraReader(TM) technology imbedded in each Translocator(TM) reads the actual thoughts of the operator, instantly executing every command. Moreover, it can shift vessels up to and including the size of a pirate ship. No more mutinous crew! For more information on the Translocator(TM) and other SpiritPower(R) products visit your local SpiritPower(R) store. Thanks for believing!" * The second note says: "To whom it may concern: The Translocator is out of order. This is to fully comply with Hard Work Month, during which time no manual labour may be avoided. One of the metal roto arms from the Translocator has been removed and placed on the upper deck, to guard against temptation. P.S. This means you!" * Guybrush can thus fix the roto arm back on the Translocator. Text: "That looks better." * With the Translocator fixed, Guybrush can use it. (ATTENTION: This is the final task to be done in the game! Once Guybrush uses the Translocator, we roll a cutscene, then the endgame cutscene! This is it!) Guybrush stands there for a second. GUYBRUSH I guess I could try it. Guybrush sits in the Translocator. His hands grip the metal roto arms. Guybrush concentrates, then visibly pulls his arm to the left. Cut to a wide panorama shot of the ocean. Some way in the distance is the silhouette of a ship. This ship, to be precise ( BTW, this wide panorama shot will get re-used a number of times in the following scenes... so the sea and sky should be a background, and the ship a sprite.) The ship is sailing along fine, then it suddenly jerks around. Cut to Ship Deck, where all is chaos. (Run two frame animation twice as fast). LeChuck has climbed back up, but he's standing beside the hole in the deck instead of up on the poop deck. LECHUCK Aaargh! What be happenin'? Cut back to Translocator Room. GUYBRUSH Wow! This feels incredible! Guybrush jerks his right arm now. Cut to wide panorama shot. Ship jerks and circles around some more. Cut to Ship Deck. Chaos, as before. LECHUCK Main the sails! Pull the yardarm! 'Tis some devil wind! Cut back to Ship Deck. GUYBRUSH I wonder what would happen if I sent the ship downward? Cut to wide panorama shot. The ship is sailing forward when its prow suddenly falls into the sea. The ship sinks out of sight. Fade to black. Blackness for five seconds. Fade in. The scene is that same wide panorama shot, but the ship has gone. In its place is a coffin (so the sprite is a bit smaller) A tiny head can just be seen poking out of it. TEXT Meanwhile... Cut to a closeup of this scene. It's Wally, sitting in a barely-seaworthy coffin, writing on a journal. It's not so dissimilar from a certain famous 12MB trailer... WALLY (writing) Captain's log. Wally B. Feed. Lost at sea for... ...oh, hours now. I have no crew or navigational instruments (can't believe I forgot my sextant! Stupid!). No provisions except a nest of woodlice. Unless I find water soon, I'm surely done for. Only the hope of finding some solid ground keeps me going. Oh, but my quest for Blackbeard's treasure has left me in a sorry state. I thought it would bring me fame and glory... instead I got catapulted through the ceiling and here I am, sailing the seas in a coffin. I still suspect Guybrush had something to do with this-- Suddenly, a head appears at the side of Wally's coffin. Two hands grasp the side of the coffin. Wally stops writing. It's Guybrush. GUYBRUSH * cough * * splutter * * wheeze * WALLY Guybrush? Is that you? Guybrush looks at Wally. GUYBRUSH Wally! WALLY That's right. GUYBRUSH Wow, this is some coincidence! WALLY What are YOU doing here? (always wanted to ask that) GUYBRUSH Oh, LeChuck was just sailing his ghost crew over to Booty Island to rape and pillage, but I put a stop to that. The whole lot of 'em are down there in Davy Jones' Locker. Let's see them find his body now! WALLY They're all dead? GUYBRUSH Every last ghost. Say, are you thinking-- He doesn't finish. Another head appears at the side of the coffin, and two more hands grip the side. It's the acolyte, now lined up next to Guybrush, who looks at him. ACOLYTE Say, have either of you guys seen a huge rundown pirate ship around here? Splintery, ragged sails, large ghost crew? GUYBRUSH It's gone. Sunk to the ocean floor. ACOLYTE Oh no. And I was supposed to recover it, too. The Head Mo-- er, LeChuck is going to be pissed. WALLY LeChuck? Hang on, Guybrush, did you say you killed LeChuck?! GUYBRUSH Yeah. LeChuck's dead. Again. ACOLYTE You mean... GUYBRUSH Actually, both LeChucks are dead. The real one and the fake one. ACOLYTE Oh dear. There is a short pause. ACOLYTE So, where are we? GUYBRUSH We're floating in the middle of a sea on a barely seaworthy coffin. WALLY It's not that bad. I was just about giving up hope before you guys showed up, but with three people to propel this thing, I reckon we could get a fair speed up. ACOLYTE But where should we go? WALLY Hmmm... Blackbeard's maps were no good. They didn't correspond to any land mass I know. So we should-- GUYBRUSH I know where. Cutlass Island! The whole place must be utterly deserted by now. Imagine all the treasure! ACOLYTE Yeah! GUYBRUSH We could even set up our own colony! I can be Governor, Wally can be, um, Head Navigator, and you can be the Head Religious Guy! WALLY Sounds good to me. And if that doesn't work out, the whole Caribbean is our oyster! ACOLYTE Let's go! Cut back to the wide ocean shot. The coffin now has three heads instead of one. Three arms sprout down into the sea, thrashing away like oars, and the coffin scoots off into the distance (ie off screen) Cut to black screen. Wait several seconds, then introduce text. TEXT Ten days later... Cut back to the front yard of Elaine Marley's Booty Island mansion. She's sitting on a deckchair in the afternoon sun, reading a novel. Beside her is an empty deckchair. Everything, basically, is as it was in the introduction... except no Guybrush. Now Guybrush appears - preferably from the opposite side of the screen to the one he exited in the intro. He's wearing a Hawaiian shirt, a hat with corks dangling down from it, and holding suitcases in each hand. GUYBRUSH I'm back! Elaine looks up. ELAINE Oh, hello Guybrush. GUYBRUSH Not a pirate, eh? It all went super! I killed LeChuck, got myself appointed Governor of an island with nobody on it, and there's a whole crate of root beer in the trunk! ELAINE Guybrush, do you recall why we had the argument in the first place? GUYBRUSH Umm... ELAINE I was angry with you because you didn't do any work around here. GUYBRUSH Oh yeah. ELAINE Now, in the eleven days you've been away... (starts reading from a list) Cobwebs have built up along the outer walls of the mansion, the dogs have nearly starved to death, fruit trees need to be picked, the corn fields haven't been tilled, there are weeds growing around the foundation, a two foot pile of paperwork has to be done, we've got dust in the pantry, the oven hasn't been cleaned, Philbert wants to get paid, there's a whole stack of garbage out the back, and two dead pigeons in the watertank. GUYBRUSH (stunned) But... ELAINE Better get cracking, matey. GUYBRUSH But... THE END (run some more credits, if you like)