EN ROUTE TO THE CARIBBEAN · SINCE 1999

Game modes: comparing the puzzles

Differences between two playthroughs do not always come from the edition. In Monkey Island 2, The Curse and Return, difficulty can remove an obstacle, shorten a search or add preparation. This collection explains modes, interfaces and assistance, then compares six concrete situations. Read the context and shared goal first; solution steps stay in separate disclosures until you choose to reveal them.

Game modes: comparing the puzzles
Game artwork and images

What is this page about?

Following a guide, but an obstacle is absent or a step seems missing? You may have chosen another difficulty. An easier mode can shorten a chain of actions; a harder one can add preparation. This is not another story: the work needed to reach the same goal changes.

How to read the comparisons

1. Find your game and mode in the overview. 2. Open a situation to see its shared goal. 3. Expand “What changes” only when you want the concrete differences and solution steps. These six examples are not a full walkthrough.

Edition ≠ difficulty

EGA, VGA, CD and Special Edition identify versions or presentations. New graphics do not automatically mean new puzzles. MI1 has no difficulty selector; MI2 Special Edition does not include the original Lite route.

Hints ≠ an easier mode

A hint helps solve the puzzle in your game. Choosing another difficulty can change the puzzle itself. Return’s hint book and Special Edition assistance are therefore separate from mode selection.

Does a walkthrough differ from your game?

An accessible door, an unnecessary object or a missing step does not necessarily mean the walkthrough is wrong. Check the exact game, edition and starting difficulty before looking for a hidden command. Compare the same goal: the chain of actions leading to it may differ. An easier mode can provide an item earlier or omit preparation; a harder mode can connect the goal to more places and characters. This does not mean every puzzle changes or every edition offers two routes. The overview separates games with a genuine mode choice from those with one general route.

Graphics, controls and difficulty are different things

A redrawn background or new voice can make a scene feel different while its puzzle logic stays the same. Choosing a verb, an icon or a contextual menu changes how an idea is executed, not necessarily its solution. EGA, VGA, CD and Special Edition are therefore not difficulty levels. We separate presentation from the route, then examine what the player must actually do. Assistance is another distinction: a hint can guide you without removing the obstacle, whereas choosing a different mode can change the puzzle’s conditions.

Browse at your own pace

These six selected cases are neither a complete list of every difference nor a start-to-finish walkthrough. Filter by game or search the previews: hidden solution text is not searched. Each card presents context and the common goal before “What changes” reveals actions and solution steps. You can compare design without reading every answer. Disclosures close again when you reopen a card. Links to the game page and walkthroughs remain separate.

Why offer different ways to play?

Adventure difficulty is more than the challenge of one answer: it also involves remembering clues, connecting places and keeping goals unresolved. Easier modes can be understood as a pacing choice, shortening some sequences to sustain the flow of story, dialogue and exploration. A full route asks players to maintain more leads and experiment more with objects. Neither choice measures a player’s worth. Newcomers, returning players and enthusiasts may want different experiences. From a design perspective, keeping a recognisable goal while varying its route adjusts the effort without losing the game’s identity. This is an interpretation of how the modes work, not a quotation of the designers’ intentions.

Fate of Atlantis: when and how you choose

Indiana Jones and the Fate of Atlantis offers a useful but different comparison. The choice arrives during play, after a shared opening: in Indy’s office you decide how to continue. Team favours cooperation with Sophia, Wits ingenuity and Fists a more action-oriented approach. The manual says that many puzzles, solutions and locations differ across the paths, despite some intersections. They are not simply easy, medium and hard labels. Monkey Island games that offer difficulty modes ask you to choose at the start of a game. Both designs accommodate different experiences, but differ in the timing and nature of the decision: Atlantis varies the kind of route; the examples here mainly show difficulty changing puzzle structure.

Source: original Fate of Atlantis manual

Which games have multiple modes?

GameDifficulty choice
The Secret of Monkey IslandNo general difficulty selector
Monkey Island 2 · 1991Lite or the full route
Monkey Island 2 · Special EditionFull route, without a Lite choice
The Curse of Monkey IslandNormal or Mega Monkey
Escape from Monkey IslandNo general difficulty selector
Tales of Monkey IslandNo general difficulty selector
Return to Monkey IslandCasual or Hard

Six situations to compare

6 / 6 · entries

The waterfall changes the route

Monkey Island 2: LeChuck’s Revenge

The waterfall changes the route

Monkey 2 Lite and the full mode do not always put the same obstacle before the same cave.

Open comparison →
The party invitation

Monkey Island 2: LeChuck’s Revenge

The party invitation

The same Booty Island party can require a different detour depending on difficulty.

Open comparison →
A leaking boat

The Curse of Monkey Island

A leaking boat

Curse and Mega Monkey: one extra obstacle can turn a crossing into a small item chain.

Open comparison →
An apology to Carla

Return to Monkey Island

An apology to Carla

Casual and Hard change how carefully an apology must be written.

Open comparison →
A custom-made handle

Return to Monkey Island

A custom-made handle

The mop shows the difference between shortening a route and changing its destination.

Open comparison →
A cracker for the parrot

Return to Monkey Island

A cracker for the parrot

At Mêlée’s museum, the route to a useful snack changes.

Open comparison →

The waterfall changes the route

The waterfall changes the route

Monkey 2 Lite and the full mode do not always put the same obstacle before the same cave.

The goal stays the same

Cross the waterfall passage on Phatt.

What changes · contains solutions

In the full mode you must stop the water to cross the passage: this is the famous use of Jojo as a monkey wrench. In Lite the waterfall is already dry. There is no need to reproduce the full-mode solution: that obstacle has been removed.

The party invitation

The party invitation

The same Booty Island party can require a different detour depending on difficulty.

The goal stays the same

Obtain the Booty Island party invitation.

What changes · contains solutions

In both modes the invitation is won in Phatt’s alley. Full mode requires discovering how the player in the neighbouring alley knows the winning number; Lite lets you win without reconstructing that cheating chain. This is separate from Mêlée’s alley, which also appears late in MI2.

A leaking boat

A leaking boat

Curse and Mega Monkey: one extra obstacle can turn a crossing into a small item chain.

The goal stays the same

Use the boat in Danjer Cove.

What changes · contains solutions

In Mega Monkey the Danjer Cove boat has a hole. Cut a plug from the rubber tree with the biscuit cutter and coat it with the paste from the voodoo room. The easier difficulty does not require this repair.

An apology to Carla

An apology to Carla

Casual and Hard change how carefully an apology must be written.

The goal stays the same

Earn Carla’s forgiveness for the unreturned book.

What changes · contains solutions

In Casual, give Carla the apology frog. In Hard, personalise it with the pen and correct information about her. Do not blindly copy another playthrough’s wording: read the relevant details in your own game.

A custom-made handle

A custom-made handle

The mop shows the difference between shortening a route and changing its destination.

The goal stays the same

Build a personal mop to get aboard.

What changes · contains solutions

The cook will not give up his mop: Guybrush needs a handle of his own. In Hard, the request for a fancy meal leads to Carla’s book and an opportunity to obtain a sliver for Wally. Casual simplifies the distraction. Follow your own game’s map to the tree.

A cracker for the parrot

A cracker for the parrot

At Mêlée’s museum, the route to a useful snack changes.

The goal stays the same

Retrieve the object in the museum display case.

What changes · contains solutions

In Casual you can take Locke Smith’s crackers directly. In Hard first bring her the cracker mix from the museum storeroom. In both modes a cracker distracts the parrot while you open the display case: obtaining it requires a different exchange.