Part II: The Four Map Pieces
It's a beautiful day in the Caribbean and Captain Dread has no idea where he is supposed to go. Grab the bag of parrot chow next to the door, then go into the cabin and talk to Dread. He knows how to get to two islands besides Scabb: Phatt and Booty. As nice as Booty Island sounds, we should sail to Phatt Island first.
Guybrush is invited to meet the Governor, but not in a good way. Turns out he is selling you to LeChuck. So now you're in prison. This area has great music but you really should be going. Lift the rock-hard mattress and pick up the stick from the frame underneath. Use the stick on the leg bone of the skeleton in the cell next to you. Then give the bone to Walt the dog, pick up the key, and unlock your cell. Before leaving take the Manilla and Gorilla envelopes from the shelf and open them. Leave the jail and walk towards the waterfront on your right. Go out onto the pier and talk to the fisherman. He's willing to bet his fishing pole that he can catch the bigger fish. You never know when you'll need a fishing pole, so accept his wager and walk into the alley nearer the jail.
You'll see a game of chance being played and a contestant winning a nice bit of cash. You can try your luck (spoiler: you'll lose) or you can follow the winner and see what makes him so lucky. He'll go into an alley just past the library and get the next winning number from a man behind a door. Notice the code system they're using. "If ___ is ___, what is ___?" In case you didn't catch it, the answer is the number of fingers he holds up the FIRST time. So if four fingers is two, five fingers is four. If one finger is three, two fingers is one. Knock on the door and ask for the next number. Get the finger code right three times, and you're given the next winning number. Walk back to the first alley, place your bet using the number and color you were told, and select the invitation to Governor Marley's party. You can repeat this process and win a vacation (which you can't go on) or some money (that you don't need) so you might as well not bother, especially if you're on your speed run. Return to Dread's ship and sail to Booty Island.
There's no need to talk to the old man manning the cannon, so enter the building to the left. We'll need some supplies later, so buy the well-polished saw, the horn, and the beware of parrot sign. Hang the bag of parrot chow on the hook that was holding the sign you just bought. The parrot has a new mirror of sorts, so you can now buy the mirror it was so fond of. You have plenty of money from your "employment" at the pub to afford these things and you'll use them all, so don't worry about the cost. The shopkeeper does have a piece of the map on the counter, but you can't afford the 6,000,000 pieces of eight he wants for it. You can, however, trade him for the figurehead of the Mad Monkey, a sunken ship. Exit the store.
Walk over to the costume shop and give the man inside the invitation you won on Phatt Island. Your costume is a dress, you lucky pirate, you. Leave the costume shop and walk left out of town. Go to the "Small Structure" in the northwest portion of the map. Give the guard your invitation and after Guybrush changes into his costume the guard lets him in. Once you've made it to the Mansion, walk around to the back. This next part is a little tricky sometimes. There's a door to the kitchen and inside there's a fish you can use to win the contest with the fisherman on Phatt. (Yes, this is the second Monkey Island game where you have to grab a fish from a kitchen.) However, the incredibly French chef will chase you out if you try to run in and grab it.
Push the garbage can by the kitchen door to draw out the chef. Now you have to go off to the right and back towards the front of the house and he has to follow you. Once you've drawn the chef around front, continue to the right and go back behind again and into the kitchen. Grab a fish from the pot, walk around front again and go inside. The chef can't actually chop you during any of this, it can be hard to get him to follow you. There's only one way to die in the entire game and I'll point it out later because it's one of the achievements.
Once inside, grab the map piece from the frame on the wall to the left, then make your escape back outside. ...And get caught by the dog's super ability to smell anything that belongs to Governor Marley. The gardener takes you up stairs to meet the governor. The conversation with your ex-girlfriend can go different ways depending on your choices but it ends the same way - with Elaine throwing the map piece out the window. Guybrush starts off down the stairs, but you should save yourself the walk and double back into Elaine's room and grab the oar off of the wall before going after the map piece. Guybrush can't quite get the piece and it flies away. You'll have to get it later. Pick up the dog before leaving. Like the oar, grabbing it now will save you the trip back to the mansion later. After Guybrush somehow manages to get the dog in his coat, head back into town.
Talk to the woman in the large hat selling three hour tours in a glass bottom boat. This is Captain Kate Capsize and she sells charter trips for more money than you have. 6,000 pieces of eight. Take one of her leaflets and be on your way. There's a spitting contest to the right that you can win, but only in the most piratey way possible - by cheating. You'll need some performance enhancing substances from the pub on Scabb Island, but Guybrush left his ID in his other pants. A library card will do, so back to Phatt Island it is.
Enter the library and open up the model lighthouse by the door. You really do owe Wally the Cartographer a new monocle, so pick up the miniature lighthouse lens. The librarian might ask you to put it back at some point but she won't stop you so don't listen to her. Remember, you're a pirate. While we're here we do need some books however, so talk to the librarian and get a temporary library card to use until the real one gets sent to a fake address. It doesn't matter which one you give her. Consult the card catalog. First off you'll need a random book later, so pick any card and have Guybrush remember the title. Search the D drawer (for "disasters") and have Guybrush remember "Great Shipwrecks of our Century", then search the OPQR drawer for "The Joy of Hex" and have Guybrush remember that title as well. A certain voodoo expert friend of yours will need the second book, and just as she foresaw your need for a book about Big Whoop, you can foresee her need for this one. Talk to the librarian again and get the two books you need, plus a random book of your choosing. Leave the library.
Walk to the left, past the jail and go to Governor Phatt's mansion. Once inside, tell the guard there's a fire in the kitchen to distract him and head upstairs. The gluttonous Governor is sleeping with the book "Famous Pirate Quotations" resting on his substantial stomach. You'll need this book later, so use the random book you checked out with "Famous Pirate Quotations" to have Guybrush do his best Indiana Jones impression, with less giant boulder. Leave the mansion and go back into town.
Use Captain Capsize's leaflet on the wanted poster of Guybrush and leave town to the left until you're at the island map. You'll see Kate get thrown in jail, but we still need to charter her ship so go back to the jail and use the small key on the cell to free her. She thanks you and leaves, but without retrieving her personal effects like you did. Grab the vanilla envelope (from the shelf you got the Gorilla and Manilla envelopes) and open it to find a bottle of near grog. This will come in handy later so we had to get Kate imprisoned to get it. This isn't an optional step, so don't try skipping it for the sake of your run time. Before returning to Dread's ship be sure to give the fish to the fisherman to claim his fishing pole. Sail back to Booty Island.
If you noticed the "Big Tree" on Booty Island and were wondering what it was, now is the time to check it out. There's a plank stuck in a hole in the side of the tree. Use the plank and Elaine's oar in the lowest two holes on the tree, then have Guybrush walk up them. The oar breaks, Guybrush hits his head and has a rather bizarre experience with his parents. At the end of a rather odd song and dance routine, Guybrush will have something written on the spit encrusted paper from Part I. Believe it or not, this will be useful in Part III. Pick up the pieces of the broken oar, go back to Captain Dread's ship, and return to Scabb Island.
After this odd detour, return to the Scabb Island pub. The bartender will fire you for skipping out on the job but you don't owe him any money so this is of no consequence. After using your temporary library card for ID, the bartender will sell you alcohol. You'll want to buy two drinks, a Blue Whale and Yellow Beard's Baby. After getting the drinks (and a complimentary crazy straw) use one beverage on the other to make a green drink. Then use the banana you got earlier (it was inside the gorilla envelope you picked up after breaking out of prison) with the piano-playing monkey's metronome. The monkey will be distracted and now you can pick him up. I don't know how Guybrush fits all of these animals in that jacket, but you don't have anything left to do here.
Go see the woodsmith (last door on the right in Woodtick) and ask him to repair the broken oar. He does it for free, which is nice of him. Head back to the laundry. Use the well-polished saw with the peg leg of one of the Men of Low Moral Fiber and leave the laundry. After the cutscene, return to the woodsmith's and grab the hammer and nails while he's off fixing the peg leg. You've caused enough trouble on Scabb for now, so have Dread take you back to Booty Island again.
Now you're ready to nab your first piece of the map. Remember the one that blew away earlier? Leave town to go to the Booty Island map and you can travel to the Cliff on the southern coast of the island. Walk up to the cliff's edge and use the fishing pole on the map piece. A seagull foils your plan and flies to the Big Tree. Leave the Cliff and return there yourself. Now that your oar is reinforced, you can use it and the plank on the bottom two holes in the tree. Climb up, then grab the first step and place it in the third hole. After going up one more step Guybrush will lean over and use the plank and oar leapfrog-style to climb the tree. Go inside the first hut (with the blue curtain) and you'll see a big pile of maps. However, Elaine's dog can sniff out the one you're looking for, so use the dog on the pile. That's the first piece of the map found! Exit the hut and pick up the telescope found by the left hut before going back to ground level. There's nothing in the right hut so don't bother. Go back into town.
Guybrush is ready to cheat his way to victory in the spitting contest. Step one is to blow the ship's horn you bought earlier and use the flags on the spitting field. This moves the first place marker closer to the starting line. Next, use the crazy straw on the green drink to make Guybrush's spit thicker and therefore better for spitting contests apparently. Tell the spitmaster you're ready to compete. In order to win, you have to time your spitting with the tailwind. When the woman's red scarf catches the win (you'll hear it blowing) select "ptooie!". You win first place and a lovely plaque.
Take the plaque to the store on the left side to town and offer it to the shopkeeper. He balks at first, but if you tell him it has the spit of the person who killed LeChuck on it, he offers you 6,000 pieces of eight for it. Accept his offer, and leave the shop. Read "Great Shipwrecks of our Century" and find out where the Mad Monkey sank. The coordinates are randomized in every game, but will always be in a fairly small range. Commit it to memory, then talk with Captain Capsize. Ask to charter her ship, then give her the Mad Monkey's final coordinates. When you arrive, dive down and find the ship. (If it isn't there, return to Booty Island, read the book again and pay attention to the coordinates given. Then make sure you select those same coordinates on the map when you talk to Kate again.) Once you've found the ship, pick up the figurehead from the ship - it looks like a big monkey head - and use the anchor to return to the surface.
Once back on Booty Island, go see the shopkeeper again. Give him the Mad Monkey head in exchange for the second piece of the map to Big Whoop. Now that we've got both of the pieces found on Booty Island, we need to locate the piece on Phatt and the final piece back on Scabb Island. If you've followed this walkthrough up to this point you can retrieve either one first, but for the sake of speed go to Phatt Island first. From the Phatt Island map, walk to the Waterfall found to the north. Follow the path to the top of the falls, then use Jojo the monkey on the pump. The water stops, revealing a hidden passage. Enter, and follow it all the way to the left. When you exit onto a beach, take the path to the left up on top of the hill. You'll see a small cottage. Open the shutters on the left window before knocking on the door and meeting Rum Rodgers. Inquire about the map piece and he proposes a drinking contest. After giving you your mug o' grog he leaves to fetch his own glass. When he leaves, use the mug o' grog with the sad-looking potted tree nearby. Then use the near-grog found in Captain Capsize's vanilla envelope with your empty mug. Guybrush wins the contest handily, but we still have to find where Rogers hid the map piece. Use the mirror you purchased from the store on Booty with the empty frame on the wall. Exit the cottage.
Use the telescope you found at the Big Tree with the grotesque statue in front of Rodgers' cottage. A beam of light should shine through the left window that you opened earlier and onto the left wall of the cottage. Take note of where the beam falls on the wall. This is randomized and indicates which brick on the wall you need to pull on. You can use the telescope on the statue again if you need another look. If you pull the wrong brick Guybrush will land on the beach from earlier. If that happens just take the path up to the cottage and try again. Pulling the right brick results in Guybrush falling into the basement instead. A skeleton is sitting in the bathtub holding the third map piece. Take it, then use the hole to the left and make your way back to town, and then back to Booty Island.
Enter Stan's Previously Owned Coffins and talk to Stan about a good used coffin. When he hops in a coffin to show how spacious it is, close the lid. He gets out and gives you a hankie. Ask him to jump in the coffin again then use the nails you got from the Woodsmith on the coffin. Provided you picked up the hammer as well, Guybrush nails the coffin shut and traps Stan inside. As Stan discovers that you're not really just kidding, grab the crypt key that's hanging behind the counter. There's nothing left to do in here besides listen to Stan panic, so sail to Scabb Island for the final portion of the map.
Walk to the Scabb Island Cemetery and find the crypt that Stan owns. Use his crypt key to open it up and step inside. Read Famous Pirate Quotations (the book you borrowed from Governor Phatt) and note the quote attributed to one Rapp Scallion. Look at the coffins inside the crypt until you find the one with Rapp's quote. When you find his coffin, open it up. Pick up some of Rapp's ashes and leave. Visit the Voodoo Lady, but stop and look at the jars on her shelf before speaking with her. You'll find one labeled Ash-2-Life. When you try to pick it up, the Voodoo Lady will talk to you. Ask for some Ash-2-Life and Guybrush will need to give her some of Rapp's ashes, and a book: The Joy of Hex. You should have both, but the book can be found in the Phatt City Library if you didn't get it earlier. Once the Voodoo Lady has the ashes and the book, she'll make you a batch of Ash-2-Life. Return to the Cemetery.
Use the Ash-2-Life on Rapp Scallion's ashes and watch him reanimate in an impressive display of voodoo. After breaking the bad news to Rapp, agree to check the gas at Rapp's weenie hut in exchange for his piece of the map. Rapp will give you a key and then you can leave the Cemetery and go back to the Beach on the northern coast. There's a small building by the sea behind the pirate's campfire, use the key Rapp gave you on the door. Sure enough, he did leave the gas on. Turn it off for him and return to Rapp's coffin and bring him back to life once more. His soul at peace, Rapp gives you the final piece of the map. Walk back to Woodtick.
Go back to Wally's house where the poor guy is still searching for his monocle. Give him the model lighthouse lens you snagged from the Library so he can see again. Hand over the map pieces and Wally offers to put them together for you if you stop by the Voodoo Lady's place and pick up a love potion for him. Go see the Voodoo Lady. After sensing a voodoo disturbance of some kind, she will tell you Wally is in trouble. Return to his home to find him missing, and "LeChuck" etched into his table. Walk back to the Swamp and enter the crate by the sign, completing Part II.