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Prologue- Crossing Over

Rise of the Pirate God Walkthrough

We never thought we'd see the end of Guybrush... and perhaps, we never thought we'd see his life beyond.

Now is our chance.

Guybrush wouldn't let a thing like death defeat him, and in typical fashion, nothing goes very smoothly for him. After crawling from his grave, he'll emerge into a land of the dead. It's a strange place. Why is there a Grog machine? Who's that dog belong to?

Talk to the Ferryman on the boat, this guy must have some answers, so keep pressing him. Is Guybrush dead? Is Guybrush REALLY really dead? It can't be! Keep asking, and it turns out that Guybrush does have a certain something, a tiny shred of life. What he doesn't have is two gold coins to ferry him into Crossroads. Yep, there's never an easy ride for Guybrush, even death presents its own challenges.

It must be a boring sort of life, being a ferryman. It's no wonder he keeps his boat so clean, and he does such a good job that he has a tip jar. There's an idea, take the grave dirt and rub it on the side of the boat. Mister Persnickety Ferryman will immediately tidy up, freeing Guybrush to borrow a bit from the tip jar, however bills aren't exactly what the Ferryman needs. The Grog machine supplies Guybrush with delicious drinks and most importantly, a change button. Insert the bill, get some change and pay the Ferryman, who is somehow none the wiser. Or, maybe he doesn't care. In any case, Crossroads here we come!

Act 1: Opening the Crossroads

Guybrush immediately meets Galeb who offers him a commemorative photo and frisks his pockets in a rather disconcerting manner. Talking to him will explain a bit about what the Crossroads are, what he is doing there, and if anyone can get back to the land of the living. It seems a spell ought to do the trick, if only Guybrush knew how to get it. The center of the Crossroads is where pirates pick their ultimate destiny, hop back on the boat and set sail for the Treasure Hunting area.

Good thing there's a guide to teach you how to dig up treasure. He doesn't know anything about LeChuck hiding anything down here but he can be convinced to demonstrate digging up X's if need be, which leaves Guybrush free to steal the anchor behind his back. Why not? Now he can try his own luck at digging up X's, but he doesn't seem to be as successful as the other hunter who gets gold... Guybrush just ends up with pyrite. Great. Take a look at the sign the baby parrots are on... or assault it, apparently. Treasure hunting doesn't seem to be Guybrush's forte, he might need the help of an accomplished digger. Though, he doesn't have much to offer, except a bone...

Travel back to the gateway of the dead, and visit that cute little dog again. That's a digger, sure as shootin'! Treat little Franklin to a bone and take him with you. Strange that the ferryman also left his tip jar out, since someone might steal it, like Guybrush for instance. Take the jar and buy a bottle of grog, just in case. When it comes to grog, err on the side of caution.

Not that you want your little doggy friend stolen, but maybe he can help sniff out clues in the Thieves' Den, so take Guybrush over there. You'll meet up with a very nice fellow who seems to have as much of a kleptomania problem as Guybrush does, take a look around the place and see what he has. A sock to the far right is an interesting find, just another thing to stick in your pants. It's quite pungent, perhaps Franklin the dog will be able to pick up a scent and search out the treasure Guybrush is looking for. Head back to the Treasure Hunter area and give the dog a whiff of the sock, then point him to the X's. Now, trust his sensitive nose, and follow him. Go to the Center of the Crossroads to get a good look at where he went.

There's Franklin, causing a ruckus at Galeb! Since Galeb is a liar, Guybrush won't get much information out of him, so resort to using scare tactics, and what better way to do that than to wave a rotten old sock in his face? Franklin digs up the treasure under Galeb's feet but it's locked, and there's only one person who can open it from here.

Visit your thieving friend in the Thieves' Den and show him the locked chest. He'll unlock it but hide the contents, he is a thief after all. Using the tried and true distraction tactic, ask him to turn around (he's so compliant!) then set the dog on the pile of scrolls, he should still have the scent! Further distract the Thief by stealing something, maybe a peg leg or a sextant... He'll escort you out but the dog will still have the scroll. Where would a dog take it?

At the Treasure Hunting area, Franklin will have hidden the spell among the X's. Bad dog! Give him another whiff of the sock and set him loose on the X's again where you can retrieve the spell, which will read that Guybrush needs a Guide, an Anchor, Courage, and Sacrifice. Look in his pockets, it seems he already has the Anchor, the dog could arguably be his guide, and what's more apt than Grog for Liquid Courage?

Take the boat to the Center of the Crossroads. Place the Anchor, the Grog and the Dog on the center, now the only thing you have left is the sacrifice... Sacrifice though, that's a tough one. It might be a good time to do some sword fighting.

Take the boat and ready your nerves! Instead of finding a fight, Guybrush finds Morgan, and she's looking quite forlorn. Try to cheer her up a bit, but it isn't working, she's just as dead as you. Go over to the Swordsman's head and take the sword stuck in it, it's about time you challenge her properly! Draw your sword on Morgan, and another contender enters the battle! It's quite the challenge, but Guybrush must take them both at once, which means simultaneously insulting the fighter and complimenting Morgan.

Exercising wit and skill, answer:

Dog is smart / Trained under swordfighter: Taught you everything you know
Barely lift sword / Foul smell: In some ways, you're better than me
Called the greatest pirate hunter / Make me want to puke: People say that about you
Marathon Runner / Nobody draws blood: You run that fast?

With some well-placed compliments, Morgan gets her vigor back and agrees to help Guybrush with the spell... whatever that means. She's pretty savvy, ask her about the sacrifice, then ask again. She has an idea...

Back at the Center, Morgan gives you the last piece of the spell, her reputation. Though Guybrush can't bring her yet, Morgan can take care of herself just fine, and it's onto the land of the living yet again!

Act 2: Spirit, Body and Bind

By some twist of fate, Guybrush is trying to get out of the Crossroads right as LeChuck is assaulting the entrance, so once more they face each other. Held at sword point, Guybrush watches as Elaine becomes LeChuck's demon bride. Try to pick up the sword stuck in the mast, but Guybrush is still incorporeal and cannot touch anything, and gets sent back to the Crossroads...

Now, the tables have turned. Morgan convinces Guybrush of what a Mighty Pirate he is, and guides him through ways of getting his body back. Easier said than done, since Guybrush now has to find the Voodoo Lady's locket. Maybe Morgan has more insight, go to the Swordfight area, though there's an exoskeletal surprise waiting for you. The Voodoo Lady warns you, though a slew of feisty crabs, that to re-bind your spirit to your body, you'd need to get spirit gum. She might have been chewing it in Flotsam jail, if he could find a way there. There seems to be smaller rips in all the areas of the Crossroads, so Guybrush should discover where they go to. Boat back to the gateway area and meet up with Galeb, buy that picture of your spirit to use with the locket if you ever find the darned thing. Then go through the rip and see where it takes you.

Inexplicably, the manatee mating grounds are host to a raft with Winslow and a hypnotized monkey, but that's convenient for Guybrush since he needs to explore. The last time he saw the locket was on De Cava's ship, and a dip in the ocean proves it- the locket is stuck on a piece of seaweed. Guybrush still can't get it however, he passes through solid matter. The cave is worth a look, and who else is inside but our old friend Anemone! She's scared witless and won't come out, but her and Winslow have a... special bond. Go to him and ask for a sign of affection for her, then hop back into the ocean to deliver it. In her short appearance outside the cave, she moves the current around until the seaweed is billowing back and forth... That clam is a shy sort, why not chat it up a bit? It isn't the talkative type, but quite luckily its bubbles float the locket to the raft, where Winslow picks it up. Good thing you have that spirit picture, place it on the locket and ask Winslow to press the button.

So... Guybrush was a dartboard holder. That's a relief. No wonder he couldn't make change for the ferryman. Bugeye is about to cause some trouble (a nice reunion!) but Guybrush should choose to surrender... to what, we are unsure, but Grindstump has no problem hauling him off to jail. The cell is nicer than we last saw it, there's also a loose brick to check out which happens to contain Bugeye's diary, containing some juicy secrets. The next cell has all manner of things, like posters, a drink mug, and some suspicious chewing gum, but how to get into that other cell? There's nowhere to go from here, but Guybrush loses possession of his body shortly anyhow.

Head back into the Crossroads and go to the swordfight area. There's a rip there as well, and it leads to Club 41! Guybrush needs to get into the other jail cell, what better way to do it than putting Bugeye in jail too? That diary has all the needed ammo. Ask him how he got back to Flotsam, don't pull any punches! Give him a real what-for! He snuck out of a manatee's mouth during foreplay and rode a mermaid to Flotsam! Now that he's safely incarcerated, go back through the rift and go to Winslow's raft through the Crossroads entrance. Ask Winslow to press the button again.

Back in Guybrush's body, Grindstump threatens you, surrender again! Carted back off to the jail cell, grab the Mug and examine surroundings a bit, but Guybrush's time is short and he soon gets kicked back to the Crossroads. It isn't a bad idea to go check on his body, move to the Swordfight area and go back through the rip. Now Guybrush's body is holding a mug, which seems convenient. Talk to Grindstump, give him a good scare, you're a ghost after all, so enjoy it. Through serendipitous circumstance, the mug is now filled with root beer, how hazardous!

Exit the rift and get back to the raft from the Crossroads Gateway. Press the button, possess your body yet again, and Guybrush now has a very volatile mug of root beer at his disposal. Surrender to Grindstump and get imprisoned, then use the root beer on the windowsill to find the spirit gum. Looks like possession is no longer a problem! Take a look at the pretty pirate lady poster, and a not-so-stealthy escape hole appears. The world is yours, Guybrush!

Act 3: Closure

The siege begins! Luckily, Guybrush has friends on his side. Unluckily, LeChuck tosses him back out of the rift by force, but there's always a plan, and in this case, it's shrinking the sponge. There must be a spell for it, and Galeb says he's a master of spellcraft. To the Gateway! Galeb proves surprisingly useful and the spell is procured, now to decipher its solution. Maybe something on Winslow's raft will be of good use, go through the rift and see. Deodorant is always useful for a well-intentioned zombie, and might make a good ingredient for the spell as well. Take a dip in the ocean and see if there's anything useful, the net seems handy enough for catching something like that "small noise."

Another visit to Club 41 sounds like a good bet, so journey through the rift in the Swordfighters area and grab the blindfold from the wall, done with sight! Now for a flavorless taste, what could be better than already-chewed gum? Talk to Grindstump and surrender your zombiness to the jail. Grab some of the gum from the ceiling, try not to gag. Back through the stealthy jail exit and into the rip.

The treasure hunting area must have something, try digging up an X. Those tiny little whispery parrots might be just what you need for a quiet sound, use the net to trap them on the sign, but they'll wiggle free if you're not careful. Trapping them in the empty tip jar should do the trick, then go through the rip for a nasty surprise. The Voodoo Lady has a lot of answers but she's also possessing dead animals so who's to say if she can be trusted? Pick up the feather at the seagull's feet, it gives Guybrush an idea for a light touch for the sponge! Hey look, Guybrush having his body means he has his hook back! Use that good ol' unlocking trick and crack open the chest over to the right. Though the Voodoo Lady tells Guybrush about its powers, it's rather hard to believe. Better test it out somewhere. That takes care of almost all the ingredients for the diet...

Except the secret sixth sense. There was a secret box in the Thieves' Den... At the den, the Thief says he wouldn't trust you with a secret like that, so time to put that voodoo belt charm to the test. Sure enough, the Thief thinks you're a pretty good guy and gives you the chest, but steals your belt buckle in return. It looks like Guybrush is all set to make La Esponja Pequeno. Charge over to the Crossroads Center, let's get this show on the road!

In order, apply the Blindfold, Parrot Jar, Feather, Secret Box, Deodorant and Gum and watch the sponge shrink down, dragging Guybrush through the rift and right in the middle of the assault on LeChuck's ship. The time is now!

In the face and fists of immense voodoo power, it seems Guybrush isn't much of a match. Thrown here and there, with many allies aiding him, Guybrush is punched all the way up to the crow's nest. Use the hook on the sail to rip his way down, call out to Elaine to attack LeChuck with him. Looks like LeChuck has a mind for torture, so Guybrush gets keelhauled, snag the keys from the pirate skeleton underwater. Guybrush is once again thrown up, down and everywhere until he stands before a locked ship's hold full of wine barrels. Unlock the hold and get punched again, if Guybrush finds himself in the crow's nest, use the hook on the rope to slide down. Pick up the broken cabin door, after he hefts it, lay it on the barrel to create a see-saw, then quickly ask Elaine to light the cannon. Guybrush is going for a ride back to the Crossroads. Step on the see-saw before LeChuck jumps down. (The head gear helps.)

Propelled, barely living, back into the Crossroads, LeChuck is stuck in between the rip. Desperate times call for desperate measures. Guybrush, it's time to give up. LeChuck is too powerful. The only hint of closing the portal and letting Guybrush escape is using his last thread of life on the Rip.

It must be over.

Everything is empty. Guybrush still has his pockets full... what use does it have? A net, the ol' hook, the ring... The ring.

Use the ring in the center of the Crossroads. You'll see.

There's still many unanswered questions, so many seas to sail. For now, Guybrush is at peace.

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