The Secret of Monkey Island: a community playthrough

That EGA sunset is beautiful. It’s really a pity they didn’t include it in the VGA version too. :face_with_diagonal_mouth:

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After finishing it again, I can say that MI1 is a wonderful game.

BUT… from a puzzle design perspective, it shows its age. I remembered some parts to be more intricate, while it looked like that probably because I was way younger.

Update: I’m fighting pirates like a dairy farmer.

One thing that has caught my attention is that Guybrush can ask a pirate why they all talk in that strange way and the pirate replies something like “Back then they all talked this way. Come on Guybrush, play along!”. That’s some fourth wall break! (and maybe also a hint at the hypothesis that Guybrush might be just a kid playing with his friends)

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OK, I’m stuck. :expressionless: Help!

I’m lost in the Melee forest. How do I go back to the freakin’ map?

Note: I don’t want to search for the treasure, I want just to go back to the village.

I always thought that if you messed up there, after one or two wrong turns you’d wind up back at the first woods screen again, and then from there you could just exit the way you entered. No?

That’s also what I remembered, but now it has been a good ten minutes of wandering. I don’t understand if there’s something wrong or I just have to wander more until something happens.

How does it look like, this first screen? Is it the one with the yellow flowers?

I believe so, yes.

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As a kid I didn’t understand the map, so just wandered round the maze until I happened upon the treasure

Same here.

EDIT
Actually I tried to follow the indications in the map, but maybe I took some wrong turn, because I got lost. So I decided I had just been ripped off, and started wandering until I met the stump and the treasure

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My mind has always gone straight to this line when Ron mentioned the Secret™ being related to some things which seem like nothing more than jokes at first glance.

I pirated MI1 in 1989 or 1990 (But I was officially absolved from my guilt in 2017).
When I spotted years later on a shop shelf a box of the CD version, I immediately bought it, thinking “I owe this to the developers”.
Too bad I didn’t have a CD ROM drive.
I don’t remember how much time passed sinced I got one. Probably a few weeks, but they felt like months. I used to play that CD ROM in my audio CD player, listening to the music and dreaming THAT SUNSET, since it would have been one of the first screenshots I’d have seen.
I can’t tell you my disppointment when finally I ran the CD to discover that inside the CD it was night time yet.

… and I have just witnessed another possible hint.

Voodoo Lady: “Now go and find the one that loves you. But be warned…”

Guybrush: “Don’t worry, I’ll watch out for LeChuck.”

Voodoo Lady: “Not of LeChuck… of yourself and what you will find. What you will find out about yourself and your world. It will terrify you.”

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And I haven’t even noticed until today that there was a sunset that changed into a night (and I played the EGA version back then…). :see_no_evil: Shame on me!

For example?

Thanks for the guidance! Even after managing to reach the yellow flower screen, I had some additional trouble finding the exit, but eventually I got there.

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Looks almost as if you’re playing on a C64 there
Also: heavy note taking during gameplay? :wink:

You know, you can make your own. Do it for your daughters!

Mmmm. That translation must be really bad, I guess

Uncanny resemblance!

Well, if you go back up to the lookout at the start of the game and talk to him again, you can say “don’t you ever wonder we are all just actors in a play?” That is even a spoiler for Thimbleweed Park

I am almost certain you can reach both the treasure and the swordmaster without map or help. The odds are low of course…

@uriel Pegboard in an office, I love this. Also, I finished MI1 and am very proud of myself.

What about LeChuck’s ship?

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I’m trying to do things as much as possible different from my first playthrough, like stewing the fish, leaving theft as last trial,using sun and lens instead of the flint, choosing different dialogues. But this didn’t lead to anything interesting.
unlike indy3 which has plenty of parallel solutions, these little variations in MI puzzle chart always… puzzled me. Why keeping so few alternatives? Why not making it completely linear, then? Why just those inifluent and sporadic variations?
I’m also trying to break the game to make it unsolvable, but they have been very careful to avoid that. I tried getting rid of useful objects in the pot at scumm bar, I tried to mislead the bargain at Stan’s in order to miss the deal, I also tried to run out of fuse for the cannon on the Sea Monkey.
If I recall correctly, there’s a way to break the game, possibly burning into fire some essential object. Am I wrong?

EDIT
Oh, I also deliberately kept for myself all the 3 proofs I got for winning the 3 trials. Actually reporting back to the important looking pirates is useless in the progress of the game

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It’s my recollection that is indeed possible to burn an essential object onboard the Sea Monkey and put the game into an unwinnable state. Also, it’s possible to either give all of your pieces of eight to Otis, or to spend them all on the Grog machine, which makes the game unwinnable from that point on.

That was Dinky Island in Monkey 2. The Forrest of Mêlée is hardcoded.

Not that low actually. It is just 11 or so screens. If you’re really lost, you might even draw a map and find out very soon.
Also, you need to buy the map or follow the store keeper first, or Guybrush refuses to go further than the screen with the yellow flowers.

That was a bug. It is fixed in the Ultimate Talkie Edtition.

They prevented it on the SE, which I backported to the original scripts in the Ultimate Talkie Edition.

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