Pirates, governors, friends and enemies: living, dead and undead.
Biographies can anticipate encounters and plot developments. For new characters, introductions avoid endings; some historical cards contain more extensive previews.
Six adventures, a crew of faces to find.
The faces that return
Protagonists and traveling companions: the cards follow their path up to the most recent chapters.
Aspiring pirate who became the protagonist of six great adventures, he continues to solve problems thanks to inventiveness, obstinacy and a special talent for getting the wrong answers. In Tales he faces a curse that threatens the Caribbean; in Return he resumes the search for the secret of Monkey Island. His confidence often remains greater than his experience.
Guybrush's historical adversary crosses the saga in ghost, zombie and demonic forms. Tales complicates the relationship between his human and supernatural natures; in Return he commands a new crew and is still on the trail of the secret. The revelations at the end of Monkey Island 2 belong to the story and its deceptions: they should not be reduced to an established relationship.
Governor, navigator and companion of Guybrush, she is a protagonist capable of acting and deciding even without his help. In Escape he has to defend his political role, in Tales he faces the voodoo crisis and in Return he dedicates himself to the fight against scurvy. Intelligence and concreteness balance her husband's impetuosity.
Enigmatic advisor, she knows spells, curses and objects that cannot be found in an ordinary shop. His relationship with the protagonists takes on particular importance in Tales. In Return we find her in Mêlée's shop: her name is Corina and she also provides the book of clues, as well as keeping information about the secret.
The cartographer with the monocle appears in LeChuck's Revenge and returns in The Curse, where he discovers the limits of his pirate vocation. In Return he runs Maps-n-More in Mêlée and helps Guybrush find his way around the woods and islands. His passion for maps isn't always enough to keep him out of danger.
The salesman with the unmistakable jacket knows how to turn almost any situation into a deal. From ships to insurance, from Escape's timeshares to Tales' businesses, he changes professions without losing his commercial enthusiasm. In Return his problems with justice and advertising talent are intertwined again with Guybrush's route.
The hermit encountered on Monkey Island and Dinky Island hides a more intricate story than his clothes suggest. Escape ties his past to the Marley family. In Return he reappears while exploring Terror Island: isolation, memories and a precious object make it difficult to reason with him once again.
A talking skull with immense demonic ambitions and very limited movement. He debuts in The Curse, returns in Escape and Tales, and in Return ends up involved in the plans of the crews traveling to Monkey Island. His threats are part of his charm, even when no one seems to take them seriously enough.
The Sword Master from the first voyage returns to the Escape crew and, in Return, has become governor of Mêlée Island. He has to deal with the island's problems, but he also finds time to remind Guybrush of the books he didn't return. Ability, memory and little patience for excuses have always distinguished her.
One of Guybrush's first crew members, he also returns in Escape. His misadventures continue in Return, where we find him in Mêlée prison. He's one of those familiar faces that reminds you how difficult it can be in the Caribbean to stay out of trouble.
The two-hooked pirate participates in Guybrush's first expedition. In Escape we find him on Mêlée, with an interest in painting and decidedly personal forms of expression. Behind his intimidating appearance, he remains a character who is more eccentric than threatening.
Escape from Monkey Island
The fourth chapter was already present in the collection: here you will find the illustrated cards and the added meetings.
A Lucre Island criminal with an artificial nose, skilled at disguises and escapes. His intervention gets Guybrush in trouble with the law. The meeting takes our pirate through investigations, traces to recognize and the not very reassuring paths of the swamp.
Handles the SCUMM Bar during Escape. He is linked to sea life and pirate traditions, and can become a traveling companion of Guybrush. However, a normal job offer is not enough to convince him: it is also important to demonstrate that you can handle a tavern comparison.
The law enforcement officer on Lucre Island investigates the robbery involving Guybrush. He is the face of the judicial bureaucracy of the fourth episode: accusations, evidence and a particular limitation on personal freedom complicate the protagonist's stay on the island.
Teaches at the pirate re-education academy on Knuttin Atoll. Her goal is to replace the filibuster's bad habits with respectable behavior. His classroom is one of the places where Escape stages the clash between pirate identity and Caribbean normalization.
He lives on Knuttin Atoll and is linked to the memory of Tiny LaFeet. His information helps Guybrush shed light on Jambalaya's past and on a legend used for very disinterested ends. His family is important to understand one of the objects sought in the adventure.
The cleric of LeChuck's church in Jambalaya mixes devotion and a very particular vision of the pirate world. His temple shows how the figure of Guybrush's old enemy manages to insinuate itself even in apparently respectable institutions and places.
Oversees Mêlée Port departures and procedures in Escape. Access to a ship also passes through her: another example of how stamps and authorizations can prove to be obstacles as challenging as a duel.
One of the monkeys from Monkey Island in the fourth episode. The relationship with Guybrush passes through attempts at communication and small experiments, on an island where animals are certainly not limited to being the backdrop to the story.
A wealthy Australian entrepreneur determined to turn the Caribbean into a respectable and profitable destination. In Escape he buys businesses and properties, fighting the pirate identity of the archipelago. His interest in the Ultimate Insult and his understanding with LeChuck make him one of Guybrush's main adversaries.
He is a world-famous diver who works on Jambalaya Island. He wins all the races thanks also to a corrupt jury. Because of Guy, he will be forced to deal with the ghosts of his past.
Escape · 2000
Tinny La Fitte
Tiny LaFeet is a figure linked to Jambalaya's past and Jumbeaux's family. In Escape, stories, monuments, and memories about his identity become part of Guybrush's quest. He is a figure remembered by the other characters, rather than an interlocutor met directly.
Three pirates who act as judges for Marco De Pollo's dives. They are corrupt and until Guy intervenes, their ratings will never drop below 10 against Marco.
Mandrill's henchman who has the task of eliminating any pirate seen in the company of at least two colleagues. He is also Australian and sails between Jambalaya and the Knuttin Atoll.
The talking monkey who leads the Monkey Island community in Escape introduces Guybrush to the rules of Monkey Kombat. Fighting, hierarchies and communication with the monkeys become an important part of exploring the island. The character must be distinguished from Jojo, the piano monkey from the second chapter.
Tales of Monkey Island
New alliances, unscrupulous researchers and navigators on the routes of the voodoo curse.
Pirate hunter and formidable swordsman, she has long admired Guybrush's exploits. However, the job puts her in conflict with her hero. She is one of the new protagonists of Tales: professional pride, admiration and personal choices make her relationship with him much less simple than a normal rivalry.
The French doctor of Flotsam Island studies the voodoo curse with a curiosity that surpasses all caution. Guybrush's infected hand becomes a particularly valuable research object for him. Refined ways and disturbing instruments accompany a decidedly unscrupulous conception of science.
The captain of the Screaming Narwhal becomes an ally of Guybrush and an important presence in Tales' voyages. Nautical experience, calm and attention to the map make it a counterpoint to the protagonist's tendency to improvise. It is among the faces that give identity to the episodic journey.
An explorer obsessed with finding the legendary sponge La Esponja Grande. Guybrush meets him during the same quest. His crew, his fixations and the connection with the Voodoo Lady's past transform the meeting into a central stage of Tales.
A pirate of hard-to-ignore appearance and temperament, encountered while searching for the sponge. He is connected to De Cava's group and tests Guybrush with a confrontation in which expressions, attitude and ability to intimidate count, more than physical strength.
Member of De Cava's group, he brings a noisy and rhythmic enthusiasm to the journey. His presence contributes to the strange daily life of the crew Guybrush encounters while searching for La Esponja Grande.
Another member of De Cava's crew, bonded to his partner Santino in a way that surprises everyone who meets him. His behavior combines the typical absurdity of the saga with the very real problems of the group of castaways.
The Flotsam journalist enthusiastically follows events sensational enough to become news. Guybrush soon discovers that local press, rumors and incidents may be linked. Nipperkin is one of the first useful contacts to understand life on the island.
A captain affected by the voodoo contagion, involved in the tensions around the Jerkbait Islands. His aggression represents one of the visible consequences of the curse: for Guybrush the search for the cure is not just a personal matter.
He leads the marine community of the Jerkbait Islands and finds himself facing the threat of infected pirates. His encounter expands the world of Tales beyond the usual taverns, showing a population with its own habits, needs and relationships with voodoo.
An enigmatic figure that Guybrush encounters late in Tales. Speaks for insights and suggestions that are difficult to interpret. To preserve the surprises of the story, his role is presented here without explaining the location and circumstances of the meeting.
Return to Monkey Island
New pirate leaders, LeChuck's crew and the inhabitants of the archipelago of the sixth chapter.
Lead the new pirate leaders of the SCUMM Bar alongside Lila and Trent. He represents a different power than the old guard Guybrush remembered and has his own interest in finding the secret. He has no intention of financing the protagonist's expedition just for his fame.
One of Mêlée's three new pirate leaders. He supports Madison and Trent in their crew's decisions and plans. It contributes to the unwelcoming atmosphere Guybrush encounters upon returning to the SCUMM Bar.
The third member of the new Pirate leadership team. Along with Madison and Lila he measures Guybrush's ambitions with little regard for his past successes. Their presence makes it clear that the Caribbean has not stood still waiting for him.
LeChuck's quartermaster controls the hiring and organization of the ship. Guybrush must confront her to join the crew and gain the support of the pirates. Loyalty to the captain and practical responsibility define his role.
He cooks for LeChuck's crew and wants his work recognized with the title of chef. Recipes, favors and professional ambitions make her an important interlocutor for Guybrush. The galley is his kingdom, even when the ingredients are not very reassuring.
Pirate of LeChuck's crew, she is as tied to music as she is to a knife she wants back. Her work below decks and strong character make her a presence to be reckoned with when Guybrush tries to change the ship's plans.
The flaming-headed pirate spends a lot of time in the crow's nest. He has particular culinary tastes and a reading that other crew members might appreciate. Even the fire that accompanies it can prove useful when exploring the archipelago.
Hanging on the deck of LeChuck's ship, he is mostly looking for something to pass the time with. The books become the means to obtain his collaboration. His unusual position does not prevent him from participating in the life of the crew and from knowing a lot of other people's affairs.
The supervisor who makes the new hub's job difficult. Brusque and authoritarian, he hides an interest in poetry that Guybrush discovers in very unpoetic circumstances. A character who becomes more complex when you go beyond the first meeting.
The High Street locksmith makes keys from lock serial numbers. His surname recalls his profession and a family history that is important for the search for the golden keys. Professional precision and conversations with Guybrush characterize his workshop.
The curator of the Mêlée museum preserves relics and tales of the pirate tradition. He's proud of the collection, but protecting the items from Guybrush's curiosity requires more than just a display case. Parrots participate in its surveillance system.
The elderly pirate who lives on High Street keeps memories and information about the golden keys. He is not immediately convinced by Guybrush's ambitions: he demands that he prove that he is equal to the research.
Ruler of Brrr Muda, holds a key in her crown. His role can be contested through tests of vigor, intelligence and seriousness. For Guybrush, facing it means learning the rules of the island and finding a way to bend them to his advantage.
Guybrush and Elaine's son listens to and questions his father's stories. It is central to the narrative framework of Return and also appears in the playable prologue. His curiosity offers a new point of view on the exploits of the fearsome pirate.
Boybrush's playmate in the prologue, follows him between snacks, runs and small explorations. Their adventures introduce the player to basic actions before the main journey begins.
A little girl encountered while exploring the park in the prologue. He offers activities and curiosities to the two friends, transforming the setting into a small land of adventure and discovery.
The accountant connected to Stan's business has retreated to the islet of Barebones. His concerns and the documents he keeps can take on unexpected importance when Guybrush searches for a way out of his friend's legal problems.
Administers justice to Brrr Muda and also deals with paperwork and clearances encountered by Guybrush. Inheritance documents, documentary evidence and sentences pass through his desk: in his court, paper can become decisive.
The guard at the Brrr Muda Ice Quarry monitors inmate visitors. To enter, it's not enough to declare a friendship: you need proof. He also has personal interests that connect him to the fishing community of the archipelago.
The other encounters in the first chapters
The biographies of the original collection remain part of the journey, with the portraits available and the figures remembered in the stories.
From the collection of the saga
Largo La Grande
LeChuck's lieutenant asserts his rule over Scabb Island in LeChuck's Revenge. Domineering, aggressive and very self-confident, he hinders Guybrush and contributes to the return of his captain. The hypotheses about his subsequent fate remain conjectures: they are not presented here as events of the saga.
Horatio Torquemada Marley is Elaine's grandfather and the captain of the Big Whoop map-related expedition. His story is reconstructed through stories and clues. Escape reveals its connection to Herman Toothrot: the portrait associated here shows Herman in the fourth episode.
From the collection of the saga
The Cannibals
The friendly cannibals of Monkey Island. They will make their appearance in the first episode and then return after a chapter break in the third. Their first home was Monkey Island but they were then forced to move to Blood by their rowdy, undead neighbors.
From the collection of the saga
Scallion Rep
He was the cook of Captain Marley's crew. He also owned a piece of the Big Whoop map and paid with his life for not wanting to hand it over to LeChuck. In the second episode, Guybrush, with Voodoo magic, will bring him back to life to have the precious fragment delivered. The revived cook will deliver it to our pirate, but only in exchange for a favor: turning off the gas on the stove that Rapp had carelessly left open in his kiosk on the beach of Scabb Island.
From the collection of the saga
Rogers Senior Rum
He was Marley's boatswain. He too was killed by LeChuck defending the piece of the Big Whoop map entrusted to him, dying "mysteriously" on Phatt Island while bathing. After his death, his son, Rum Rogers junior, did not understand the importance of the secret kept by his father. Guybrush found the skeleton of Rum Rogers senior, who was hiding the precious fragment in his mouth. Furthermore, it was he who, for the price of a few drinks, revealed to LeChuck on Blood Island what the exact location of the Big Whoop, i.e. Monkey Island, was.
From the collection of the saga
Young Lindy
He was the cabin boy on Marley's ship. He turned out to be the weakest and in order not to be killed by LeChuck he made a pact with the latter to remain silent. LeChuck skillfully maneuvered him, eventually disgracing him and forcing him to sell everything, including the fragment of the map that was purchased from the Booty Island shopkeeper.
Two acrobats who run a circus on Melee Island. They will convince Guybrush to serve as a guinea pig to test their trick with the cannon in exchange for 478 pieces of eight. All they do is argue.
From the collection of the saga
Governor Phatt
This is the governor of Phatt Island, a man at one with his lard and his insatiable hunger. He will capture Guybrush in the second episode to deliver him to LeChuck and collect the bounty. Guybrush, however, will manage to escape this time too.
Jack is a swordsman that Guybrush meets in Monkey 1, and who will train our hero to beat the Sword Master. Jack is a long-time friend of the Sword Master, and they have had so many adventures together, in fact he won't miss the chance to tell some episodes to Guybrush. The One-Eyed One, so called because of a scar on his face, lives in a house on Melee Island, east of Stan's bridge and boat shop.
He is a poor, grumpy old man who runs the junk shop on Melee Island. He will give Guybrush the chance to meet the Sword Master, of whom he claims to be a dear friend..... Guybrush, as "thank you" will steal a credit note from the safe which he will use to buy the ship "Sea Monkey" from Stan.
There are many but with 6 Guybrush will be able to interact. In fact, there are three pirate leaders, who will subject Guybrush to three tests to become a pirate. After the "LeChuck affair", in fact, they were left short of men. The others are the pirate without one eye (he lost it while trying to put on a loupe!), the pirate who advertises Loom and Mancomb Seepgood who will laugh out loud when he hears the name Guybrush Threepwood.
He is the captain who in the second episode will accompany Guybrush around the only three islands he knew how to reach: Scabb, Booty and Phatt. Guybrush will give him Wally's lens to replace the sailor's eye, his lucky charm, which he had lost and without which he would not have left Scabb Island, an island already troubled by the Largo embargo.
The young woman is the captain of the boat with which Guybrush will recover the famous "Monkey's Head" from the deep waters of the Caribbean. Kate rents her boat on Booty Island for 6,000 pieces of eight (earned by Guybrush by selling a plaque certifying his victory in a spitting contest).
This is a braggart captain, who will try to cause trouble for Guybrush in The Curse of Monkey Island. But this time too Guy will do very well while the captain will lose his thick hair.....
Haggis Mc Mutton, Bill Cutthroat and Edward Van Helgen make up Guybrush's crew in the third chapter. These former pirates, now barbers, are dragged by our hero to sail the seas again, to face the journey from Plunder Island to Blood Island. Guybrush will have to work hard this time too to convince them.....
In the third episode, Guybrush will meet two members of this, the most powerful family in the Caribbean tourism business. The first is the owner of the Hotel on Blood Island. His help, even if involuntary (he will believe that Guybrush is a member of the Goodsoup family), will be very useful to our pirate. The second is Minnie Goodsoup, or rather her ghost, who Guy will meet in the family crypt. The poor thing took her own life, because her heart had been broken by an evil pirate who left her at the altar. That guy's name was: LeChuck!!
Relative of Griswould Goodsoup. He will meet Guybrush in the Goodsoup family crypt, in the faded guise of a... ghost. Poor Minnie, in fact, died of a broken heart, due to an evil and arrogant pirate named Le Chuck (still alive and well at the time), who landed on Bloody Island while looking for the legendary Monkey Island. On Minnie's finger was the ring that Guybrush will use in the third episode to free Elaine from the disfiguring curse. Guybrush will obtain the heirloom by making Minnie meet a new and more "skeletal" love.....
For years he was a guest at Griswould Goodsoup's Hotel, who however did not know that the poor man had already been dead for some time. For years his room remained closed, because Griswould believed that the ominous noises he heard came from his cursed guest, without realizing that they were actually the moans of poor Charles who was dying closed in the folding bed in the room. In life Charles madly loved Minnie Goodsoup, and was able to confess this feeling to her only when Guybrush found a way to make her skeletal remains "fly" into the crypt where Minnie was. The two were thus able to love each other forever.....
Slappy is the theater actor on Plunder Island. Due to his limited success in proposing Shackspeare in the Caribbean, he was forced to rewrite some of the great master's works, to make them more suitable for an audience of ignorant pirates. His career, however, doesn't seem to be taking off. Guybrush will be the victim of one of his outbursts, in which Slappy will confess that his real name was Rex Fortune, but that due to various events he had to change it.
He is a young man from Plunder Island, whose desire is to enter the world of finance starting from a small kiosk where he sells lemonade. This job, however, is nothing more than a scam, in fact Kenny pours lemonade into bottomless mugs and cheats Guybrush in exchange for a nickel. However, by replacing the fake cup with a real one, this will ruin the young scammer's business. But don't worry, Kenny will immediately find a new job, transforming the kiosk into a weapons shop.....
Palido is an impresario on holiday on Plunder Island. He spends his days sunbathing on the beach at the Cabana Club, in the vain hope of being able to get a decent tan to cover his pale complexion. Palido seems to be the only person on Plunder Island who knows how to reach the legendary Blood Island. To find out how, Guybrush will "help" him get his desired tan, accelerating the effects of the sun....
He is the chef of the restaurant on Plunder Island. His specialty is fried chicken. Unfortunately his business isn't going too well, because his chickens have been released onto the island by a monstrous creature called El Pollo Diablo. His psyche is also affected by this situation, making him very nervous. Guybrush will help him by "finding" the Devil Chicken and giving him the opportunity to kill and cook it.
He is the ferryman who will accompany Guybrush to Skull Island. He wandered in the mists near Blood Island for years, until Guybrush managed to reactivate the lighthouse. Afterwards he will help Guybrush only in exchange for a homemade compass, with which to travel "always" in a "safe" way......
He is the captain of the ship of monkeys who steal the golden statue of Elaine. He is a gorilla and if it weren't for Mr. Fossey, he would have already returned to the trees. A hand in this sense will be provided by Guybrush.
She is the sorceress who is in the Griswould Goodsoup Hotel and who reads the cards to Guybrush, whose sarcastic attitude will make the sorceress angry and she will no longer speak to him after he has read five death cards. Five cards that Guybrush will use to win against King Andrew at poker.
They are three workers from Scabb Island: the carpenter who will fix the leg of one of the pirates with low morals (the question posed to him by Guybrush is legendary: "How much wood would a rodent gnaw if a rodent could gnaw wood?"), the manager of the Inn who rents the only room he has in Largo La Grande, while giving loving care to his alligator and the bartender who is the owner of the Bloody Lip & Grill, nice guy, but certainly not a champion of hygiene... What they have in common is hatred for Largo La Grande and its embargo which damages their business. When Guybrush gets rid of Largo, each of the 3 will take credit for the victory over the petty dictator.
Marty is the manager of the laundry on Scabb Island. And completely deaf as well as crazy. Thanks to his unwitting help, Guybrush will obtain the piece of Largo's dress, which will give him the possibility of building the latter's doll.
The chef of the SCUMM Bar accompanies the daily life of the port since the first chapter. In Return he is still working in the tavern: his recipes, his mop and his relationship with Carla become part of the requests that Guybrush must solve.
The lookout on the hill is Guybrush's first contact with Mêlée Island. His assignment contrasts comically with his unreliable eyesight. In Return we find him in the same place, ready to welcome the old acquaintance and comment on the changes on the island.
He's a completely crazy boatswain. He is convinced that he hears the monkeys talking and especially Captain LeChimp, from whom he takes orders. His meeting with Guybrush will mark the end of his life as a sailor. With this character, albeit in a light-hearted way, LucasArts probably wanted to pay homage to the famous zoologist Dian Fossey, murdered in 1985, while she was studying and protecting a group of gorillas that she observed for years in the mountain forests of Rwanda.
They are the three characters that Guybrush will meet on Skull Island. King Andrè is the boss, a buccaneer who has built a financial empire by cheating at poker and with various criminal acts; Skull Island is his lair. Cruff is, however, his right-hand man, his body healer, a disreputable guy. Finally there is Effete LaFoot, who takes care of getting the guests of the clandestine "casino" down with a pulley. He is nothing more than a poor, awkward, insecure and funny-looking pirate, who finds himself doing this job (too tiring for his physical abilities), only because he replaces the affected owner.
From the collection of the saga
The owner of the costume shop
He manages the only costume shop in the Caribbean archipelago and for this reason his clothes are always busy or reserved. Thanks to his invitation Guybrush will be entitled to a pretty pink women's dress...
More than a trader, he is a collector, a lover of antiques and ready for any exchange to acquire the rarest ones.
From the collection of the saga
The Fisherman of Phatt Island
This guy is convinced that he is the best fisherman in the Caribbean, but Guybrush, in a last-ditch bet, will prove him otherwise by winning his opponent's fishing rod as a prize.
The manager of the Phatt Island library enforces order, silence and lending procedures. The book catalog becomes an important resource for Guybrush's research in the second chapter.
He is one of LeChuck's "men". He is disguised as Cucciolone, a sweet dog who wouldn't hurt a fly. His funny way of talking and hanging around will remain unforgettable. During the third episode he will be driven to exasperation by a pestiferous child, whose name is: Guybrush Threepwood.
He will be fired because Guybrush put a mouse in the soup he was cooking. This will allow Guybrush to take his place and receive his salary, and then escape through the kitchen window.
They appear in Guybrush's dream in the second episode and will sing him a little song that will help him orient himself in the labyrinth of statues in LeChuck's fortress.
He is the former governor of Booty Island who, tired of the institutional commitments of his position, chose to become the lookout for the mail ship in his old age. Every time the poor guy, almost completely deaf, sees the boat loaded with mail he fires a shot from his cannon to warn the citizens of the island of the arrival of the precious cargo.
From the collection of the saga
Pirates of low morals
Three idiots who appear in the first two chapters. Their role is marginal but their figure is and will be unforgettable. They are the prototypes of idle, effortless pirates who spend their days loitering from one island to another
Sources and images
The page updates the biographies of the site's original collection. Thanks for the portraits The Legend of Monkey Island e The Monkey Island SCUMM Bar, also linked next to the individual images. Characters and images belong to their respective owners.