
Secret · 1990
Rubber chicken with a pulley
The job description is in the name.
Examine →
EN ROUTE TO THE CARIBBEAN · SINCE 1999Small pockets. Enormous ideas. Monkey Island’s objects have a special talent: looking useless just before becoming indispensable.

A chicken, a jewel, a cleaning tool. In Guybrush’s pockets, nothing is ever quite what it seems. Choose an object: first we examine it, then — only if you wish — discover what it does.
71 / 71 · objects

Secret · 1990
The job description is in the name.
Examine →
Secret · 1990
Many hands. No pockets.
Examine →
Secret · 1990
Personal hygiene on a monumental scale.
Examine →
Secret · 1990
The garden has a grudge against ghosts.
Examine →
Secret · 1990
A very personal sense of direction.
Examine →
LeChuck’s Revenge · 1991
Small size. Large attitude.
Examine →
LeChuck’s Revenge · 1991
One lens. Two problems.
Examine →
Curse · 1997
Read the small print first.
Examine →
Curse · 1997
A smile that takes some work.
Examine →
Escape · 2000
It lost its tip, not its purpose.
Examine →
Tales · 2009
Following the recipe would be a start.
Examine →
Return · 2022
A pirate’s career starts with the floor.
Examine →
Secret · 1990
The Fettuccini Brothers’ idea of a helmet.
Examine →
Secret · 1990
Drink quickly. Very quickly.
Examine →
Secret · 1990
A reward you can wear.
Examine →
Secret · 1990
Every X needs one.
Examine →
Secret · 1990
An unusually attractive free gift.
Examine →
Secret · 1990
A prisoner's favourite filling.
Examine →
Secret · 1990
The surprise is inside.
Examine →
Secret · 1990
Directions with rhythm.
Examine →
Secret · 1990
Navigation starts in a drawer.
Examine →
Secret · 1990
A view worth checking.
Examine →
Secret · 1990
Even ghosts are ticklish.
Examine →
Secret · 1990
Maintenance beyond the grave.
Examine →
Secret · 1990
Diplomacy with little hands.
Examine →
Secret · 1990
Jewellery for going unnoticed.
Examine →
Secret · 1990
Fine dining for fierce guards.
Examine →
LeChuck’s Revenge · 1991
The long way round.
Examine →
LeChuck’s Revenge · 1991
The least reassuring colour.
Examine →
LeChuck’s Revenge · 1991
A remarkably versatile musician.
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LeChuck’s Revenge · 1991
An enduring practical joke.
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LeChuck’s Revenge · 1991
The trap is ready.
Examine →
LeChuck’s Revenge · 1991
A snack with a devoted audience.
Examine →
LeChuck’s Revenge · 1991
Climbing equipment, apparently.
Examine →
LeChuck’s Revenge · 1991
The carpenter will be busy.
Examine →
LeChuck’s Revenge · 1991
Closing a deal.
Examine →
LeChuck’s Revenge · 1991
Talent finally recognised.
Examine →
LeChuck’s Revenge · 1991
All the performance, fewer consequences.
Examine →
LeChuck’s Revenge · 1991
A reflection with somewhere to go.
Examine →
LeChuck’s Revenge · 1991
More than a distant view.
Examine →
LeChuck’s Revenge · 1991
A small repair to someone's eyesight.
Examine →
LeChuck’s Revenge · 1991
A namesake with a better nose.
Examine →
LeChuck’s Revenge · 1991
A very unusual catch.
Examine →
LeChuck’s Revenge · 1991
A rather literal product name.
Examine →
Curse · 1997
The right shape for a wrong idea.
Examine →
Curse · 1997
A kitchen utensil with range.
Examine →
Curse · 1997
A utensil with a dubious past.
Examine →
Curse · 1997
Inspect before eating.
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Curse · 1997
High society via the kitchen.
Examine →
Tales · 2009
Read before causing a disaster.
Examine →
Tales · 2009
An unpromising package.
Examine →
Return · 2022
Cutting through the formalities.
Examine →
Return · 2022
Two lenses, one curious eye.
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Return · 2022
The weapon of an apologetic pirate.
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Return · 2022
The least glorious treasure trail.
Examine →
Return · 2022
Now all you need is a horse.
Examine →
Return · 2022
The practical value of a mess.
Examine →
Return · 2022
A diplomatic biscuit.
Examine →
Return · 2022
An inventory needs more than voodoo.
Examine →
Return · 2022
An accessory with another identity.
Examine →
LeChuck’s Revenge · 1991
A wooden monkey from the seabed.
Examine →
LeChuck’s Revenge · 1991
A catch that changes hands.
Examine →
Secret · 1990
Two oars. One useful boat.
Examine →
Secret · 1990
A false lead that opens the way.
Examine →
Secret · 1990
Woodland seasoning.
Examine →
Secret · 1990
A small neighbour of the giant head.
Examine →
Secret · 1990
Diplomacy with a peel.
Examine →
Secret · 1990
Voodoo in a sprayer.
Examine →
Secret · 1990
An everyday drink with a dramatic finale.
Examine →
LeChuck’s Revenge · 1991
Three islands, plenty of errands.
Examine →
LeChuck’s Revenge · 1991
A scrap of paper, a long search.
Examine →Nothing in this pocket. Try another word or chapter.
The collection begins with seventy-one objects from the six main games. Read their stories without revealing their uses: hints and solutions open separately. Changing objects closes the spoilers again.
The collection contains seventy-one objects, rather than a complete list or step-by-step walkthrough. Some steps change with difficulty; we point this out where it matters. Illustrato HD images follow authentic game references; each object includes an original-image comparison.


The job description is in the name.
A curiosity-shop toy with a mechanical part in the least likely place. It is Monkey Island in miniature: the object is funny before you even know why you should carry it around.
Look past the chicken. Notice what is in the middle.
In Secret, Guybrush uses the pulley on the cable between Mêlée and Hook Island. The chicken becomes a means of transport: the ridiculous part and the useful part were one object all along.


Many hands. No pockets.
A trophy that looks much too bulky for an aspiring pirate. The idol from Elaine’s mansion embodies one of adventure gaming’s loveliest rules: sometimes the limit is not the available space, but how we see the problem.
If you carried it before, perhaps you can carry it now.
On the harbour floor, pick up the idol instead of reaching for a weapon to cut the rope. Guybrush puts it in his inventory and can surface. Waiting too long, however, can drown him.


Personal hygiene on a monumental scale.
The Monkey Head Key looks like an enormous cotton swab. An everyday accessory becomes unforgettable: in these Caribbean islands, careful observation matters more than looking heroic.
An enormous head may have perfectly ordinary needs.
Return the banana picker to Herman to obtain the key. Use it in the giant monkey head’s ear to open its mouth.


The garden has a grudge against ghosts.
Not every great adventure calls for a sword. Sometimes the most promising treasure looks like something for the cooking pot. The voodoo root blends superstition, food and the absurd logic of Guybrush’s Caribbean.
The ingredient matters. So does knowing who can prepare it.
Guybrush retrieves the root from the ghost ship and gives it to the cannibals. They turn it into a potion against ghosts. The plant on its own is not yet a ready-to-use remedy.


A very personal sense of direction.
Navigators point the way. This one takes the job quite literally, despite travelling in decidedly unusual circumstances. It is an object with a personality: the saga loves blurring the boundary between a tool and someone to talk to.
In the maze, watch where it looks. And remember to talk.
In the catacombs, the head points the way to LeChuck’s ship. Its necklace has a separate purpose: making Guybrush invisible to ghosts. Obtaining it requires a conversation with the Navigator.


Small size. Large attitude.
Largo takes up far too much space on Scabb Island; fortunately, his pocket-sized version takes up less. Here the inventory becomes a recipe: apparently insignificant things gain meaning when someone links them to the right person.
Not just any ingredients will do: they must be connected to Largo.
The Voodoo Lady makes the doll from dandruff, spit, an item of Largo’s clothing and an ancestor’s bone. Guybrush uses pins with it to drive him off Scabb. Gathering the ingredients differs between Lite and full modes.


One lens. Two problems.
For Wally it is a working tool, not a fashionable flourish. In Guybrush’s hands, however, even a lens can change careers. When a solution creates a problem for someone else, that someone is often Wally.
To a superstitious captain, an object’s value is not just practical.
The monocle taken from Wally’s table becomes Captain Dread’s lucky charm, helping arrange passage. Later Wally needs a replacement lens: the one in the model lighthouse at Phatt Island’s library.


Read the small print first.
A splendid jewel, a romantic gesture and an origin that ought to encourage caution. The Curse of Monkey Island gives a tiny object enormous narrative responsibility. The sparkle is inviting; that adjective in the name, rather less so.
Diamonds may look alike. Curses are another matter.
The ring found aboard LeChuck’s ship turns Elaine into gold when Guybrush gives it to her. Breaking the curse means removing it and replacing it with an uncursed diamond of equal or greater value.


A smile that takes some work.
In Puerto Pollo, gold does not only sit in treasure chests. A tooth can promise a tidy profit, provided you overcome an obvious complication: its owner is still nearby. A tiny treasure with disproportionately complicated logistics.
A bubble can do more than you think. On the harder setting, lightness matters too.
Guybrush bursts Blondebeard’s gum bubble with a pin and picks up the fallen tooth. In Mega Monkey mode, he gets it out of the restaurant inside a bubble blown after inhaling helium.


It lost its tip, not its purpose.
A pirate should care for his sword. Guybrush cares especially about its usefulness. In Escape, a damaged blade does not end a career: it starts another, less glorious one, much closer to that of a burglar’s tool.
A short blade can still make a very good lever.
In Lucre’s bank, use the old sword on the vault door’s lower hinge: the blade breaks. Wedge the broken sword into the door’s gap; three sponges expanded with grog complete the escape. Later, the broken blade also lifts the manhole cover beside the bank.


Following the recipe would be a start.
Tales opens with a weapon promising a final solution, and already hints at the usual problem: Guybrush enjoys improvising. Its magical recipe echoes previous adventures, like an inventory turned into a recap.
A voodoo recipe is not the best place for ingredient substitutions.
The prologue’s recipe calls for fizzy enchanted root beer. Mints restore the first bottle’s fizz, but it breaks before the cutlass can be treated. On Elaine’s ship, Guybrush tries again with Chuck plant roots, grog and mints, dips the blade in the mixture and confronts LeChuck—with disastrous consequences.


A pirate’s career starts with the floor.
After swords, treasure and curses, Return gives a cleaning tool centre stage. It is a wonderfully crooked return to the beginning: the dream is to become a mighty pirate, but boarding a ship first requires the right equipment.
A good handle is not sold everywhere. A cartographer may help you find one.
To join LeChuck’s crew, build your own mop. Cut a sample from the cook’s mop and take it to Wally: his map leads to the tree where the knife supplies a handle. For the head, choose tangled string, a shrunken head, a sea sponge or a stuffed animal. These are alternatives, not ingredients to combine together.


The Fettuccini Brothers’ idea of a helmet.
Ordinary cookware acquires a hazardous new career with Guybrush. A professional daredevil apparently needs no specialist equipment, provided nobody asks too many questions.
Someone wants to see a helmet.
Show it to the Fettuccini Brothers before the cannon act. Another pot protects Guybrush's head when he fires himself onto Monkey Island.


Drink quickly. Very quickly.
The question is not just what grog contains, but how long its container can contain it. Even tableware has an unusually short life on Mêlée.
One mug will not survive the journey.
Fill a mug at the SCUMM Bar and transfer the grog between fresh mugs before they dissolve. Pour it onto Otis's cell lock.


A reward you can wear.
A map, a shovel, an enormous X: every ingredient of buried treasure is present. The final souvenir shows that pirates understood tourist merchandise surprisingly early.
Do not expect a chest of gold.
Digging at the X produces the T-shirt. Show it to the pirate leaders as proof that you completed the treasure-hunting trial.


Every X needs one.
Becoming a pirate involves practical work as well as a reputation. This Mêlée shop purchase handles the digging while Guybrush concentrates on becoming legendary.
Finding the spot is only half the job.
Buy the shovel from the shopkeeper and use it on the large forest X to recover the trial's treasure.


An unusually attractive free gift.
Stan never lets a customer leave without one more reminder of the deal. This little promotional gift eventually proves more useful than its advertising purpose suggests.
Consider magnetism rather than north.
Use the magnetic compass to attract the key in LeChuck's cabin aboard the ghost ship, without getting too close to him.


A prisoner's favourite filling.
Not every tool comes from a hardware shop. On Mêlée, specialist baking also caters to customers whose accommodation leaves something to be desired.
Inspect Otis's carrot cake.
Eat the cake to obtain the file. Return to the mansion and supply it during the scene behind the wall to continue stealing the idol.


The surprise is inside.
Otis proposes an exchange involving fresh breath, baking and escape plans. Even visitors who dislike carrots should examine this particular cake closely.
Fresh breath starts the exchange.
Give Otis the breath mints, then eat the cake he gives you to discover the hidden file.


Directions with rhythm.
A suspicious salesman offers instructions that seem better suited to a dance floor. Guybrush still needs directions, and sometimes an unlikely purchase deserves another look.
Steps can describe a route.
Read the dance instructions as directions through Mêlée's forest. Use the shovel at the X to finish the treasure trial.


Navigation starts in a drawer.
The Sea Monkey's crew is not especially helpful. An old book offers the account of someone who made the voyage before Guybrush decided to improvise it.
Read before choosing a course.
Examine the book in the captain's cabin drawer. Its account of the previous Monkey Island voyage helps direct the search for the voodoo recipe.


A view worth checking.
Among Monkey Island's ruined fortifications lies something that still works. With it, the scenery becomes rather more useful than a handsome tropical backdrop.
Check your aim from the high ground.
Use the spyglass near the catapult to check its alignment with the banana tree before pushing the boulder.


Even ghosts are ticklish.
LeChuck's poultry belongs to the afterlife too. Its feather nevertheless retains a familiar property that is considerably less frightening than its owner.
The sleeping pirate is holding something.
Tickle the sleeping ghost's feet with the feather. He drops the bottle of ghost grog he is clutching.


Maintenance beyond the grave.
A spectral ship still has crates to open and repairs to make. The crew's tools confirm this with an appropriately unsettling glow.
The glowing crate requires more than politeness.
Grease the squeaking door and collect the tools beyond it. Use them on the glowing hold crate to recover the voodoo root.


Diplomacy with little hands.
Herman and the islanders disagree about who should keep this peculiar tool. Returning it becomes rather more important than collecting another piece of fruit.
Someone wants his property back.
Recover it from the cannibals' hut once you can enter freely. Return it to Herman for the giant monkey head's key.


Jewellery for going unnoticed.
The navigator's head has unusual taste in accessories and little desire to lend them. Guybrush, however, is about to need considerably more discretion.
Persuading its owner is part of the puzzle.
Talk to the head until it lends you the necklace. Wear it before boarding LeChuck's ship to remain invisible to its ghosts.


Fine dining for fierce guards.
Good manners will not get Guybrush past the governor's security staff. A carefully prepared snack makes a much more convincing introduction.
Yellow flowers change the menu.
Combine the yellow flower petals with the SCUMM Bar's meat and feed it to the piranha poodles. They fall asleep rather than die.


The long way round.
The bar's smallest free gift hardly looks essential: a drinking straw with unnecessary bends. Guybrush finds a way to turn it into competitive equipment.
It is more than a glass decoration.
Use it with the green drink before the spitting contest. It also helps when Guybrush is immobilised in LeChuck's trap.


The least reassuring colour.
The Bloody Lip's cocktails promise powerful sensations. Guybrush manages to turn even a drink order into preparation for an unlikely sporting event.
Two basic colours make a third.
Mix the blue and yellow drinks, then sip through the crazy straw to thicken your spit. The contest also requires attention to wind and the flags.


A remarkably versatile musician.
A monkey plays the Bloody Lip's piano. Outside the bar, his talent acquires an entirely different meaning: the joke depends on an English tool name.
Think of the term «monkey wrench».
Stop Jojo with a banana on the metronome and pick him up. Use him on Phatt's pump to shut off the waterfall.


An enduring practical joke.
Largo's wardrobe seems inaccessible, and he is not a cooperative customer. A bucket offers a thoroughly undignified approach to the laundry problem.
The swamp supplies the filling.
Fill it with mud, close Largo's room door and balance the bucket above it. His dirty clothes will end up at the laundry.


The trap is ready.
Woodtick's restaurant business and job market are closely connected. This little rodent helps Guybrush cross from one to the other without submitting a résumé.
Build a trap before applying for work.
Catch it using the box, stick, string and cheese snacks. Put it in the Bloody Lip's stew: the cook is fired and Guybrush can take the job.



A snack with a devoted audience.
These orange morsels are hardly fine cuisine. Fortunately, one Woodtick resident is enthusiastic enough that culinary reputation need not enter the discussion.
A box can become a trap.
Put them beneath the box held up by the stick. When the rat enters, pull the string to trap it.


Climbing equipment, apparently.
On Booty Island nautical equipment can change careers. This oar also has a fragile moment that leaves Guybrush with an unusually musical memory.
A carpenter can repair the damage.
After the tree fall, have Scabb's carpenter repair it. Alternate the strengthened oar and plank between the tree's holes to climb up.


The carpenter will be busy.
An antique-shop purchase leads to a plan that would be difficult to explain to an insurer. Guybrush proceeds with his usual confidence.
A wooden leg may need repairs.
Saw the laundry pirate's wooden leg. The carpenter leaves his shop to fix it, letting you collect the hammer and nails.


Closing a deal.
Stan can talk at length, especially when demonstrating a coffin. Guybrush needs a very physical way to bring this particular sales presentation to an end.
You need a hammer too.
Close the demonstration coffin while Stan is inside and nail it shut. You can then take the crypt key.


Talent finally recognised.
Booty takes a rather undignified sport seriously. Its prize proves that poor manners can become a source of considerable prestige in the Caribbean.
An antiques dealer may value its history.
After winning, sell the plaque to the antiques dealer for 6,000 pieces of eight, enough to hire Kate's ship.


All the performance, fewer consequences.
Pirate drinking culture has room for something less dangerous. Looking like a prodigious drinker can be more useful than actually becoming one.
You need not drink the original contents.
Take the near-grog from Kate's belongings. During Rum Rogers's challenge, empty his grog into the plant and replace it with near-grog to stay conscious.


A reflection with somewhere to go.
The antiques dealer's parrot is very attached to this mirror. Taking it requires a replacement attraction worthy of the bird's vanity.
Light can be redirected.
Replace the parrot's mirror with the illustrated feed bag. Put the mirror in Rum Rogers's empty frame to reflect the spyglass beam.


More than a distant view.
Another spyglass joins Guybrush's pockets on Booty Island. Its next assignment demonstrates that an optical instrument need not confine itself to the horizon.
The statue outside the cottage can hold it.
Place it on Phatt's statue and open the cottage shutters. With the mirror in its frame, the beam identifies the secret passage's brick.


A small repair to someone's eyesight.
A library model contains a removable detail. To someone who works with tiny marks all day, that little piece can make an enormous difference.
A cartographer is missing his glasses.
Open Phatt library's lighthouse model and take its lens. Give it to Wally as a replacement so he can read the map pieces.


A namesake with a better nose.
Elaine named her dog Guybrush too. This four-legged investigator fits in the inventory and distinguishes himself from his namesake: faced with too many papers, his nose outperforms many eyes.
First establish the right scent.
After the dog smells Elaine's map piece near the mansion, take him to the tree-house paper pile to locate it.


A very unusual catch.
Phatt's fisherman is impressively confident. Guybrush turns the conversation into an opportunity, then takes the equipment somewhere its owner probably did not envisage.
Your target is on a cliff, not swimming.
Win the wager with the fish from Elaine's mansion kitchen. Use the pole from Booty's cliff to try to recover the map piece.


A rather literal product name.
The voodoo shop even offers afterlife support. This preparation promises a return to service for someone who left an important matter unfinished.
A cook still has an earthly worry.
Have the Voodoo Lady prepare it using Rapp Scallion's ashes and the required recipe book. Apply it to his ashes in the coffin to discuss the gas.


The right shape for a wrong idea.
Blondebeard's kitchen supplies equipment beyond a baker's needs. This cutter works with a material that its manufacturer almost certainly never intended.
Not everything you can cut is edible.
Cut a plug from the rubber tree. Together with paste, it repairs the hole in the Danjer Cove boat.


A kitchen utensil with range.
This pan travels around Plunder without restricting itself to desserts. An ordinary container can solve problems far removed from its original vocation.
A small valuable object has landed in mud.
After floating the gold tooth out with gum and helium, use the pan in the mud puddle outside the restaurant to recover it.


A utensil with a dubious past.
Blondebeard's restaurant contains some unappetising details. Its knife is more useful than its service, particularly when Guybrush needs to make structural changes.
A cut can prepare a collapse.
Cut the caber-toss barrel's support to prepare Haggis's trial. The knife also weakens the plank aboard the Danjer Cove ship.


Inspect before eating.
Blondebeard's biscuits look tempting only at first glance. Discovering their contents creates possibilities that no respectable menu would recommend.
The restaurant chicken hides something.
Eat the biscuit to discover the maggots, then put them on the rotten chicken. They expose the Cabana membership card beneath it.


High society via the kitchen.
A membership card promises shade, sea and privileges. Its journey into Guybrush's possession is considerably less refined than the establishment it represents.
Show it to the entrance attendant.
Present the card found beneath Blondebeard's chicken to the Cabana Boy to enter the club.


Read before causing a disaster.
Fighting LeChuck requires ingredients, preparation and considerable faith in voodoo. Written instructions help, although they cannot guarantee a complication-free performance from Guybrush.
The recipe concerns the cutlass.
Read the recipe in the prologue: finishing the cutlass’s enchantment requires fizzy enchanted root beer. Mints are a workaround for the flat bottle, rather than an ingredient specified by the recipe. After losing that bottle, improvise a replacement on Elaine’s ship with Chuck plant roots, grog and mints.


An unpromising package.
A small funerary object appears at the beginning of a large adventure. Guybrush has seen enough voodoo to know that checking inside is worthwhile.
Open it; appearances are incomplete.
Examine the Monkey Casket of Kauai in your inventory to find a bottle of flat root beer. Mints make it fizzy again. This is the prologue’s first preparation; the bottle will be lost before the cutlass’s treatment is completed.


Cutting through the formalities.
Mêlée's voodoo shop still sells things that look ordinary for a few seconds. This knife accompanies Guybrush through several distinctly unconventional jobs.
Wally only needs a wooden sample.
Buy the ceremonial knife from the Voodoo Lady. While the cook is distracted, cut a sample of his mop’s wood for Wally, then cut a handle from the tree marked by the map. On Hard, the knife also harvests the Bite of a Thousand Needles from the carnivorous plant, needed to enchant the eyepatch.


Two lenses, one curious eye.
Wally offers tools for appreciating the smallest map details. Guybrush combines two monocles and discovers that certain details are small for very good reasons.
Find the display case lock's number.
Take Wally’s free monocle, leave and return for a second one. Combine them to read the tiny serial number on the museum display case’s lock; Locke Smith can make a key from it. This works on both difficulty settings.


The weapon of an apologetic pirate.
Guybrush considers himself good with words. A pen offers a challenge unlike insult fighting: writing something Carla might actually accept.
The best apologies are personal.
On Hard, use the pen on the forgiveness frog to write Carla an apology. Her campaign poster and the statue’s plaque supply the right details, which vary between playthroughs: there is no universal apology to copy. On Casual, simply give her the frog without writing an apology.


The least glorious treasure trail.
Wally still turns unlikely information into cartography. This expedition concerns a humble object, but a famous pirate receives no shortcuts through the woods.
On Hard, watch the plants at the junctions; on Casual, read the map’s directions.
Wally draws this map after receiving a sample of the cook’s mop. On Hard, match the plants on the map to those at the forest junctions; on Casual, follow the directions shown. The route can vary between playthroughs. Later, this map can replace LeChuck’s on his desk.


Now all you need is a horse.
A prudent pirate carries the essentials. Guybrush may also carry equine protection through an adventure that shows remarkably little need for it.
Not every object conceals a puzzle.
This joke item comes from the preorder bonus, so it is not necessarily present in every copy or playthrough. It is not required for any puzzle and does not indicate an unfinished mandatory task.


The practical value of a mess.
A tangle of string waits on the jetty behind the SCUMM Bar’s kitchen. Hardly glamorous, but even an untidy bundle can have a future in a pirate’s inventory.
A mop needs something on its handle.
Collect the tangled string on the jetty behind the SCUMM Bar’s kitchen and attach it to the handle. It is one of four possible mop heads; a shrunken head, a sea sponge or a stuffed animal also works.


A diplomatic biscuit.
Locke Smith's shop has an unexpected attraction for snack enthusiasts. Guybrush uses the crackers to negotiate with a particularly noisy guardian.
The feathered guard is hungry.
On Hard, take the cracker mix from the museum storeroom to Locke Smith to obtain permission to take her crackers. On Casual, take them directly from her shop without this exchange. In either mode, give one to the museum parrot to distract it while you open the display case.


An inventory needs more than voodoo.
The Caribbean has changed, but many shopkeepers maintain a reassuring tradition: they want payment. Guybrush keeps a small reserve for these unheroic moments.
Try paying before planning a theft.
Adult Guybrush carries this purse to pay for purchases. It also has a specific use late in Hard mode: one real coin supplements the five stone pieces in the statue puzzle, allowing weights equivalent to one, two and three coins to be distributed.


An accessory with another identity.
Mêlée's museum regards the eyepatch as a relic. Guybrush sees further possibilities, provided someone can work on its less visible qualities.
The museum holds it; the Voodoo Lady understands it.
Distract the parrot with a cracker and unlock the display case with Locke Smith’s key. Take the eyepatch to the Voodoo Lady: on Casual she enchants it immediately; on Hard she also needs the Bite of a Thousand Needles, cut from the forest’s carnivorous plant. The enchanted patch disguises Guybrush for boarding. The image shows this enchanted state, with its greenish glow.


A wooden monkey from the seabed.
The Mad Monkey has finished sailing, but its figurehead still appeals to collectors. Guybrush sees no problem with pocketing an entire piece of ship.
A library can tell you where the wreck lies.
Read the shipwreck book for the coordinates, hire Kate’s ship and dive. Take the figurehead’s head, return using the anchor and trade it to the antiques dealer for a map piece.


A catch that changes hands.
Phatt’s fisherman is confident in his catches. Guybrush approaches the challenge with a different talent: finding a fish that is already available, preferably without using a hook.
The mansion kitchen holds a convincing catch.
Distract Elaine’s cook by getting him to chase you, then return to the kitchen and take the fish. Show it to Phatt’s fisherman to win his fishing pole.


Two oars. One useful boat.
A boat on the beach promises freedom but will not move itself. Completing it first sends Guybrush on an awkward recovery mission far from the water.
Look down the ravine and count your ropes.
Use two ropes to descend into the ravine and collect the oars. Fit them to the beach boat to reach the island’s northern shore.


A false lead that opens the way.
A red fish, a troll and an English expression for a misleading clue. Even lunch becomes a linguistic puzzle on Mêlée.
The bridge keeper accepts an unusual payment.
Behind the SCUMM Bar kitchen, rock the jetty plank to drive the seagull away and take the fish. Give it to the troll to cross the bridge.


Woodland seasoning.
Mêlée’s forest contains ingredients less celebrated than buried treasure. These petals seem decorative, but Guybrush has good reasons to carry them.
The meat can take a special seasoning.
Collect the yellow petals and combine them with the SCUMM Bar kitchen’s meat. Feed it to the mansion’s piranha poodles to put them to sleep without killing them.


A small neighbour of the giant head.
Beside an enormous monument, a little idol might look unimpressive. Its value depends on the observer: someone on the island takes it very seriously.
The villagers recognise their own belongings.
Take it from the monkey-head enclosure and offer it to the cannibals. They become friendly, allowing you to retrieve the banana picker from their hut.


Diplomacy with a peel.
Guybrush meets plenty of demanding conversationalists. In Monkey Island’s jungle, at least one prefers a snack to explanations and has no interest in a pirate résumé.
The monkey can become a travelling companion.
Collect the island’s bananas and feed the monkey until it follows you. Pull the enclosure totem’s nose: the monkey copies you and keeps the gate open.


Voodoo in a sprayer.
The root needs someone who knows how to prepare it. The result comes in a siphon bottle: hardly solemn, but appropriate for an archipelago where voodoo has a practical side.
Take the ingredient to someone who knows the recipe.
Give the voodoo root to the cannibals for the preparation. Spray the ghost pirates back on Mêlée; the bottle is later broken during the confrontation with LeChuck.


An everyday drink with a dramatic finale.
A vending-machine bottle seems unremarkable after a trip through the underworld. Root beer brings pirate superstition and an ordinary soft drink surprisingly close together.
After hitting the machine, check the ground.
In the finale, when LeChuck throws Guybrush into Stan’s shipyard, quickly take the bottle dropped by the machine and use it on LeChuck before his next punch.


Three islands, plenty of errands.
Dread gives Guybrush a chart small enough for his pocket and important enough to organise a treasure hunt. Keeping the errands straight remains the passenger’s responsibility.
On board, choose your next destination.
After chartering Dread’s ship, use his map to travel between Scabb, Booty and Phatt Island as you pursue the different leads.


A scrap of paper, a long search.
Torn parchment connects pirates, heirs and collectors. Monkey Island 2’s great search takes shape by bringing together documents held by very different people.
Once assembled, someone must read them.
Recover the four pieces connected to Rapp Scallion, Young Lindy, Rum Rogers and Elaine Marley. Give them to Wally, with a replacement lens, so he can reconstruct the map.