When you start on Scabb Island pick up the shovel and walk over the bridge where you are mugged by Largo. Walk to the window. Pick up the knife from the table and go back outside. Go to the door on the left-hand side and pick up the pile of paper. When the cartographer rubs his eyes quickly grab his monocle - this is a replacement for Captain Dread's lost 'lucky eye'. Walk to the hatch and talk to the barkeeper about his business. Wait for Largo to leave and then use the piece of paper on the glob of spit that's dripping down the wall. Walk to the upper deck and go to the ship at the back. Pick up the bucket and persuade the men of low moral fibre to let you take it away. Do this by making them admit that it's not theirs. Walk to the path at the far right of the screen and go to the swamp. Use the bucket on the swamp and it is filled up with mud. Go back to the path and up to the cemetery on the hill. Walk to the graves on the hill. Use the shovel on the grave. Pick up the bone and then go back to Woodtick.
Walk to the ship on the far left and use the knife on the rope that tethers the alligator. When the innkeeper leaves pick up the bowl to get the cheese squigglies. Walk to the door at the back. Pick up the toupee and use the bucket of mud on the door. Walk to the dressing screen and Largo walks into the room and triggers the trap. He dashes off to the laundry to get his clothes cleaned. Walk to the shop where you got the bucket (Mad Marty's) and wait for Largo to leave. Go back to his room and close the door. On the back of the door there's a laundry ticket which you must take to Mad Marty's ship. Give the ticket to the laundry guy and collect a piece of Largo's clothing. Go back to the swamp and use the coffin. Row to the right until you come to a shack. Paddle to the shack. Pick up the string on the table and walk to the right. Ask the voodoo lady about business and continue the conversation about Largo. When she asks for the voodoo ingredients give her the four objects - the spit - the toupee - the bones and the bra. When you've got the voodoo doll go back to Largo's room quickly use the pins on the doll. After talking to the voodoo lady again go to the beach and pick up the stick. Go back to Marty's laundry. Open the box and use the stick on it. Use the string on the strick and use the cheese squigglies on the box. Walk to the other end of of the string and wait for the rat to scurry under the box to eat the squigglies Pull the string. Open the box and pick up the rat. Walk to the window and use the rat in the vichyssoise. Go back round to the hatch and ask the bartender about the stew. Take the job when the chef gets the sack and you get a month's wages. Walk to the window and go to the peninsula at the bottom left-hand side of the island. Skank over to the houseboat. Give the monocle to Captain Dread and charter a ship.
Part 2 - The four map pieces:Pick up the bag of parrot chow and walk to the door. Ask what your choices of destination are and set sail for Booty Island. Open the door to the left and walk through it. You're now in the Booty Boutique. Buy the 'Beware of parrot' sign and the saw as well as the ship's horn. Put the parrot chow on the hook to distract the bird's attention and then buy the mirror. Talk to the shopkeeper Go out of the door and walk to the right. Talk to the woman in the big hat and ask her for a leaflet. Walk to Stan's door. Tell him you have to go and he gives you a hankerchief. Then go to the boat and tell Dread to sail over to Phatt Island where you get arrested.
In the jail pick up the rock-hard mattress and the stick. Use the stick on the bone and then pick up the bone. Use the bone on Walt. Pick up the small key and use it on the cell door. Open the two envelopes and walk to the door. Use Captain Kate's leaflet on the wanted poster and walk to the library. Open the lighthouse and pick up the lens. Look at the card catalogue. Open the drawer labelled C/D and find a card called Disasters. Look in the P/Q/R drawer and pull out the recipe's card. Go to the librarian and ask for 'The Joy of Hex' 'Great Shipwrecks of Our Century' and a third book of your choice. Leave the library and walk to the front alley. When the man leaves follow him. Open the slot on the door and ask for the next number. The answer is the number of fingers the man holds up first. Go back to the alley and ask the fisherman for a game. Bet on the number you were told and then ask for the part invitation when you win. Go to Governor Phatt's mansion and talk to the guard. When you get a chance tell him there's a fire in the kitchen and walk to the stairs. Swap the third book you picked up at the library with the one on the bed and return to Dread's ship. Set sail for Scabb Island. When you get there walk to the hatch and talk to the barkeeper. Ask for some grog and give him your library card. Buy all three drinks and use the yellow drink on the blue drink. Use the crazy straw on the green drink. Use the banana on the metronome and pick up JoJo. Go to the men of low moral fibre and saw of the guy's wooden leg. Walk to the door by the toll bridge and pick up the hammer and nails. Then go back to Booty Island for more fun and frolics! Go to the costume shop. Give the invitation to the shopkeeper and pick up the fancy dress. Go to Stan's and ask him to demonstrate the deluxe model coffin. When he gets in close it and use the nails on it. Pick up the crypt key which is on the board at the back of the shop and then leave and walk to the path on the right. Join the spitting contest and use the ship's horn. When the spitmaster walks off pick up the flags. Use the crazy straw on the green drink and walk to the fault line. You need two goes at spitting. The first doesn't matter but the second time a winning spit should go something along the lines of 'Swish Swish Hoooooook Chwwwwwwwwwk Ptooie'. Go back to the antique shop. Give the dealer your plaque and persuade him to buy it. He pays you 6000 pieces o' eight. Leave the shop and look at the Great Shipwrecks book. Remember the co-ordinates of the sunken galleon. Go back to the jail on Phatt island to set Captain Kate free. Pick up the vanilla envelope from the shelf and take the near-grog. Go back to Booty Island and ask Captain Kate to charter a ship. Sail to the co-ordinates given in the Great Shipwrecks book and dive for the galleon. Pick up the monkey head and then pick up the anchor or the rope. When you get back to Booty Island give the antique dealer the monkey head and claim the first piece of the map. Walk to the path on the left and go to the governor's mansion. Give your invitation to the guard and put on your costume. Go into the mansion. Pick up the map piece from the picture frame and try to leave. Try to persuade Elaine to come back to you but you'll always fail. She'll throw the map piece out of the window and Guybrush will be kicked out. Go back upstairs and take the oar down from the wall. Go outside and try to pick up the map piece but it will only fly away. Walk to the woods on the right and change clothes. Go back to the mansion. Pick up the dog and walk to the side of the house. Knock over the garbage can by picking it up and quickly walk to the front. Walk to the side of the house on the other side preferably before the chef catches you and walk to the door. Pick up the fish and sail off to Phatt Island. Walk to the pier and talk to the fisherman - it's his pole you're after. Accept his bet and give him the fish. When you've got the pole go back to Booty Island. Walk to the path on the left and go to the cliff. Walk to the cliff side and use the fishing pole on the map. A seagull snatches it away while you're reeling it in so follow the gull to the Big Tree. Pick up the plank that's sticking out of the tree and use it in the hole on the far left of the trunk. Use the oar on the hole next to it and walk on to the big root to the left. Climb on to the plank and then on to the oar. Then watch Guybrush fall and be whisked away to dreamland. Pick up the broken oar and go back to Scabb Island and get the carpenter to fix the oar. Go back to the Big Tree. Climb on to the plank. Put the mended oar in the next hole along and step on to the oar. Pick up the plank and put it in the next hole. Walk on to it. Pick up the oar and put it in the next hole. Keep going until Guybrush takes over and gets you to the top. Walk to the small hut. Pick up the telescope. Go to the big hut in the middle and use the dog to sniff the pile of maps - he chooses the right one. Go back to Dread's ship and sail to Phatt Island. Go to the waterfall and climb until you reach a pump. Use JoJo on the pump and the water stops revealing a gaping hole. Go into the hole and keep walking until you get to the beach. Go to the cottage. Open the left-hand window and go through the door. Talk to Captain Rum and challenge him to a fight. When he gives you the grog throw it in the nearest tree at the back of the room and replace it with the near-grog you got in the jail on Booty Island. Sit down when Rum comes back in. Drink the near- grog and wait for Rum to pass out. Put the mirror in the frame. Go outside and use the telescope on the grotesque statue. Take note of which brick the ray of light hits. Pick up the telescope. Go inside. Pick up the mirror and push the brick. In the cellar pick up the piece of map the skeleton has and go through the hole on the left back to the island. Return to the cemetery on Scabb Island and use the crypt key to enter Stan's crypt. Match the quotations in the Joy of Hex book to those on the coffin lids to work out which one Rapp Scallion is in. Open it. Look at it and take some ashes. Visit the voodoo lady in the swamp and examine the jars on her shelf until you fin Ash-2-Life. Talk to her about it. Give her the book and the ashes and she makes you some potion. Go back to the crypt and use it on Rapp's ashes. Talk to him and he tells you he can't rest in peace because he's left the gas on He gives you a key so go up to the Steamin' Weanie Hut on the beach. Let yourself in and use the knob to turn off the gas. Go back to the crypt and he gives you the fourth piece of the map. Go to Scabb Island and give the lens to Wally to use as a monocle. Show him the map and he agrees to help you after you collect his love potion from the voodoo lady. Do as he says but while you're in the swamp LeChuck kidnaps Wally. Take the bag from the voodoo lady and open it to get the love bomb and the matches. On your way out of the swamp you see a crate on the shore. Climb inside it and you're on you're on the way to ...
Part 3 - LeChuck's fortress:After Guybrush climbs out of the crate at the entrance to the fortress walk all the way up to the jail. Look at the cell and talk to the wall. Go back to the signs and go into the back tunnel in either direction. Take a look at the spit- encrusted paper and walk straight through the first room. In the second room look for a stone carving that matches the description given in the first verse of the lyrics on the paper. Push the stone walk through and you are still in the maze. If you can't find the carving in the second room keep walking until you do. Look for a carving that matches the second verse. Push it and walk through. Do the same for the third and fourth verses and you eventually come to a huge door. If you accidentally find your way back to the room with the signs you have to start from verse one again. Ignore all the locks on the huge door and simply open it. Walk to the throne room and take the key where you're captured and thrown into LeChuck's tasty torture chamber. When the candle starts burning use the green straw on the green drink and immediately spit at the shield on the right-hand side of the screen. Then at the pan at the bottom and once more at the shield. The candle should be extinguished and the heroes can escape. Use the matches and you find you're in a room stuffed full of dynamite. And after a very loud bang the fortress is destroyed and you're on to the final part.
Part 4 - Dinky Island:When you've landed on the beach talk to Herman Toothrob but don't waste time trying to fathom his riddle - it's irrelevant. Open the boxes and barrels and give the cracker you find there to the parrot who reveals the first part of the route to the treasure. Pick up the crowbar - the martini glass and the bottle. Go into the jungle and take the left fork. Keep walking until you find the bag hanging down from the tree. Smash the bottle with the crowbar and slash the bag with the broken bottle. Take the box of instant cracker mix and go back to the beach. Fill the martini glass with water from the sea and use the whisky still to remove the salt. Use the water with the box to make two more crackers. Go back into the jungle and keep right until you come to the pond. Take the rope off the crate and remove the nails using the crowbar. Open the crate. Take the dynamite. Go two screens to the right until you reach the parrot. Give him a cracker and follow his directions until you meet him again. Give him your last cracker and follow his directions until you come across a large 'X' on the ground. This is where Big Whoop's treasure is. Use the shovel to dig until you hit the cement. Light the dynamite with your last match and throw it into the hole. Tie the crowbar and rope together and use them on the twisted piece of metal above your head Swing across to the treasure chest. The next few scenes should be familiar. When you're in the dark move the cursor around the right-hand side of the screen until you find the light switch and switch the light on. Now it's time to get rid of LeChuck once and for all. You need to make another voodoo doll which means collecting four objects as earlier in the game. For the 'something of the dead' item walk as far right as you can and enter the room with the two skeletons. The item you need is in the skull of the skeleton on the right. Take the surgical gloves from the bin and the syringe from the drawer. For 'something of the body' use your hankerchief on LeChuck and take it back when he blows his nose. To find 'something of the head' go to the room with the boxes and take the helium balloon and the doll. Go to the helium tank in the next room. Blow up the balloon and both surgical gloves. You should be light enough to operate the lift Call the lift and go in. Wait for LeChuck to appear in the doorway. When he does pull the lever and his beard should be trapped in the door. For the last item - 'something of the thread' - enter the room with the grog machine and use the coin return lever. When LeChuck bends over to look at the coin - quickly pull his underpants. Put the skull - hankerchief - beard - underpants - and doll in the JuJu bag to create a voodoo doll. When LeChuck turns up stab the doll with the syringe. Chase LeChuck and stab him again. Then rip the leg off the doll and you're all but home and dry.
Tips:If you want to win the spitting contest with ease you can use the method described in the above complete solution or use this way: It doesn't really matter what noises you make before you spit just as long as you have had plenty of the green drink first. Listen to the people talking in the background (well read their speech comments) and one of them mentions that they managed to get into second place by waiting until they had the wind behind them. Now start looking at the woman in the crowd who's wearing a red scarf. When the scarf starts to billow around - SPIT! The wind catches the globule from behind and gives you that extra lift. First place is yours and you can go off and pawn the trophy.