EN ROUTE TO THE CARIBBEAN · SINCE 1999
Crew games

The Crew’s Trials

Guybrush hosts. You choose the route.

A contestant seen from behind faces host Guybrush in a pirate studio with a cheering audience of male and female pirates.

Questions, images and original riddles: test your memory and ingenuity across adventure-game worlds. One answer at a time, with no timer and no elimination.

Prepare your voyage

Which seas have you sailed?

Choose the titles you know. Combine groups or play just one. Reissues count with the original. Classics and New Routes are extreme selectors, even on their own.

How rough is the sea?

Question difficulty is separate from the number of games and the route length. No questions reveal endings or game-puzzle solutions.

How long at sea?

Self-contained trials: every clue is in the question, with no other game knowledge required.

Exclude them if you prefer an entirely text-based round.

Local practice only: Round, question history and awards stay in this browser. No name is sent to the site. The diploma records a local round, not a certification or online ranking.

How to play

  1. Each correct answer earns 1 point, each error 0. Errors do not end the round and there is no time limit.
  2. Each lifeline works once. 50:50 removes two wrong options, advice gives a clue, Change course replaces a question without penalty.
  3. No question or equivalent visual trial repeats within a round, even after a swap. Between rounds, history prioritises unseen content; clearing browser data resets that memory.
  4. The final title depends on accuracy and route family. The diploma also records length, difficulty and lifelines: different routes do not form one ranking.

HALL OF FAME

The Crew’s Hall of Fame

Only rounds with identical games, difficulty, length and image/riddle options are compared. Correct answers earn one point; aids are disclosed without deductions. Equal scores share a rank; speed does not count. Each completed round can be published once; a name may appear more than once.

Selection changed. Refresh the Hall to see matching results.

Your pirate diploma

The final title depends on accuracy and route family. The diploma also records length, difficulty and lifelines: different routes do not form one ranking.

Percentages show the highest possible title. Calm routes and 10-question rounds stop at grade three; Open sea and 20 questions at grade four. Grade five requires Storm and at least 30 questions: all 6 Monkey Island games, all 10 Lucas adventures, or all 16 for a mixed route. Extreme routes need at least 10 titles. One game allows grade three; grade four needs 2 Saga, 3 Lucas or 5 extreme titles. Lifelines do not remove points but appear on the diploma.

The Monkey Island saga

  • 0–39% · Mêlée cabin hand
  • 40–59% · Pirate apprentice
  • 60–79% · Archipelago navigator
  • 80–94% · Mighty pirate
  • 95–100% · Keeper of the Secret

The ten Lucas adventures

  • 0–39% · SCUMM apprentice
  • 40–59% · Clue seeker
  • 60–79% · SCUMM explorer
  • 80–94% · Master of Lucas adventures
  • 95–100% · Keeper of Lucas adventures

Extreme route

  • 0–39% · Cabin hand of distant worlds
  • 40–59% · Seeker of new routes
  • 60–79% · Navigator of worlds
  • 80–94% · Captain of impossible routes
  • 95–100% · Cartographer of impossible worlds

The crew’s treasure

At the end of your voyage, leave your pirate name in the Crew’s Hall: you can download a personalized PNG or PDF reward. How rare will your treasure be? Your journey decides.

Illustrated rewards require a completed Hall round and publication with your pirate name. Local practice retains its own diploma and does not publish results.

A first landing remembered

The navigator’s spoils

The captain’s treasure

The seal of legend

The horizon’s secret

How to earn your treasure

Every completed round earns a keepsake. A good voyage starts at 40% correct, a great one at 70%, excellence at 90%. Ten questions and Calm cap the reward at good; twenty questions and Open Sea cap it at great. Excellence needs Storm, at least 30 questions and all 6 Monkey Island games, all 10 Lucas adventures, all 16 for a mixed route, or at least 10 games when including Classics or New Routes. Smaller selections cap the tier: great needs at least 2 Saga games, 3 Lucas games or 5 games on an extreme route. Aids are disclosed without point deductions.

The secret seal needs 50/50 in Storm with no aids, all 6 Monkey Island games, all 10 Lucas adventures and at least 5 other games, with images and riddles enabled. One illustration guards this achievement; your copy has its own name and number.

Your chests saved in this browser

The crew’s question deck

413text questions
199visual trials
42reasoning riddles

The archive distinguishes text questions, visual recognition and self-contained riddles. Visual variants of one game do not recur within a round. Years and credits refer to the stated editions; links allow further reading after answering.