Secret of Monkey Island - Part 4 A Guide as played on an Amiga 500 (1 meg) by Ron Rainbird ... Having enjoyed (?) watching the 'whatever went on behind the door', you will find that you have somehow acquired a manual, some wax lips and a repellent. Leave the Mansion, go back to the Jail and give the repellent to Otis. He will now give you a cake which, when broken open, reveals a file. Now go back to the Mansion and enter the hole in the wall. Again, sit back and wait until you emerge with the Idol. The Sheriff appears to arrest you but the Governor, a Lady of Fatal Attractions, intervenes and stops him. On your leaving the Mansion, the Sheriff again approaches you, this time with a rope with which he ties you to the Idol and tosses you into the sea. No bother! Just pick up the Idol and your sword and climb back onto the Dock. Now for the Third Trial and the Treasure. You should still have the Map which you purchased earlier on in the adventure but now you need a shovel. Go to the Storekeeper and buy one. The next move is to the beginning of the Forest where there is a fork in the paths. Inspect the map, which appears to be dancing instructions, and go back (to the central path) then to the left side, right side, left side, right side, back (central) right side, left side and back central. You should now be in a clearing so go right where you will see an 'X' to mark the spot. Dig there and keep on digging until you unearth ... a 'T' Shirt! Go back to the Scumm Bar where you will learn that the Governor has been kidnapped by the Ghost Pirate, LeChuck. You immediately decide to rescue her (would you have been so keen if she had looked like Dame Edna?), but first you must get a Ship and a reliable Crew. Go to Stan's Secondhand Vessels and learn that he will let you have a Ship on credit, provided that you get a Credit Note from the Storekeeper. So off you travel to the Storekeeper and ask for such a Note. Lie through your teeth and tell him that you have a job. He will go upstairs to his safe to get a Credit Note. Take careful notice how he turns the handle to open the safe - this is a random combination. When, under questioning, he discovers that you are in fact unemployed, he takes the Credit Note back to the safe and locks it. Get rid of him by saying that you want to see the Swordmaster again and eventually he will leave you alone. Go to the safe, use the method of pulling and pushing the lever which you should have noted down, open the door, get a Credit Note and re-lock the safe. Leave with the Credit Note and go back to Stan to start negotiations for a ship. Make him reduce his price by half. Now for the crew. Well, an obvious choice is the Swordmaster, Carla, and she will agree as soon as you tell her why. Next, spring Otis from Jail and for this you have to be fast. Go to the Scumm Bar and get several empty mugs. Fill one from the Grog Barrel in the Kitchen. It is so potent that the mug starts to dissolve. Therefore, between the Scumm Bar and the Jail, you must keep transferring the grog from a melting mug to a fresh one so that you have some when you get to the cell door. Pour it into the lock and Otis is free. He walks away, but don't worry, he will be back! Your third member lives in a house on an islet north of the island. A cable stretches across the water directly to the house. Now you can use the Rubber Chicken and Pulley. Balance it on the cable and shoot across. You meet Meathook who insists you undergo a test of bravery. No sweat! Just pat the beak of the unwholesome beast you have to confront and all will be well. Return to the Dock where Stan and your ship are waiting and within seconds Otis, Carla and Meathook arrive. You are now ready to set sail! @~To be continued in Issue 20.