The Trial and Execution of Guybrush Threepwood Walkthrough
Prologue: Get out of Jail
Our chapter begins on a low note, with Morgan's impeccable work ethic keeping Guybrush hostage. Upon landing and being turned over to the voracious Marquis De Singe, he can try to wiggle his way out of it any way he'd like... to little avail, of course. In the nick of time, as is Guybrush's luck, he is intercepted by a welcome wagon of sorts... with a court summons. Well, the Marquis is escaped for now, but what comes next?
With little delay, we end up at the Trial of Captain Threepwood, where the guilty are proven guilty by means of guilt. In a freak turn of events, your prosecutor is... Stan! What luck! Guybrush has little choice but to plead Not Guilty, and Flotsam isn't exactly raring to help his defense, so he'll have to represent himself in court.
Act 1: A fool for a client
Guybrush gets a debriefing of his case to be looked over, and then the court is his. For his first defense, call a witness to the stand, like Bosun Krebbs, she might be useful to learn more about. Inspect the plate on the evidence table to get her talking about it, but nothing concrete comes of it, so approach the witness and explain you have no more questions. Now, why not try Hardtack?
The charges against Guybrush... don't seem very clear. Spaghetti strainers? Display the X as evidence from the table, then start in on Hardtack. Press him to reveal he's lying. Go on, press him again, you KNOW it isn't true... Ah, there it is! He admits that he wrongfully accused Guybrush, and now looks perfectly dainty because of it. Guybrush clearly has done his good deed for the day. Dismiss him from the stand.
Questioning the other witnesses seems wasteful for now, so declare a recess.
Guybrush is escorted to his holding cell by Hardtack, who has proven delightfully ineffectual in the past. After poking around in his cell, Guybrush should ask to see his lawyer, whom Hardtack will bring in. Ask your better self a question, and things get a bit rowdy in the cell. Hardtack has to liberate Threepwood from the rabid clenches of... himself. Escorted safely out of the cell, Guybrush is now free to do what he likes and gather evidence around the island.
D'Oro is in the cell next door and might fancy a chat. Turns out Guybrush is... partially responsible for him becoming an eyeless freak, and D'Oro isn't above bartering with him in return for support in the trial. All Guybrush needs is to give him a glass eye...
Stan is enterprising as usual, go visit his stand and have a talk with him about how sales and check out the merchandise. Cheap construction is a bummer, but definitely a boon for Guybrush, so make sure to pick up that magnetic toy after Stan chucks it. Things are a little different around town than before, it looks like they're still recovering from Guybrush's blind Club 41 debacle. Speaking of which, it might be time to have a look inside the club... technically, for the first time.
Guybrush enters in on a heated conversation with Morgan (who seems to be lacking a certain 'oomph') and the Marquis de Singe, as shamelessly devious as ever. It might have gone well enough if Guybrush didn't open his big mouth and put his wife in danger. Have a chat with Morgan, she looks like she needs cheering up... not that Guybrush wants to comfort a betrayer. Those volcano shots look tasty, go to the bartender, he looks strangely familiar... the Honorable Judge Residi- ok, just W.P. then. Guybrush gets a nice line of volcano shots and takes it like a man... but saves one for later, along with the other five shot glasses. Go to the buffet area of the bar and take a look at the melting wax on the floor. Use a shot glass to scoop up some wax. Why? You never know when it will come in handy.
More investigating is in order, so take Guybrush outside to explore the rest of Flotsam. There's an oil leak on the post, won't hurt to gather some of that in a glass as well. Now head over to the Glassworks shop and check out the new merchandise. Knock on the door and get talking, this guy has a perfect glass eye for you, now all you have to do is find an enraged pox-ridden pirate to clone from. Hey, nice lamp! Seems like something Guybrush might want to take with him, but its creator is less than happy with giving it up. Next to the lamp is a pool of molten glass, use a shot glass to scoop some up and use it on the lamp, then it's yours 'cause nobody wants a horribly disfigured leg (except Guybrush of course.) Now, he has a lamp. ...Good going.
Make haste to De Singe's lab (remember you can hold down SHIFT to run) and see if you can talk him out of killing Elaine- it seems like he won't be seeing you today. Ho hum. The swordfish seems to be leaking another sort of vile liquid, keep with the theme and collect some of it in a cup. Over to the left there's a cage with your old buddy Jacques! Maybe he's outside because he kept attracting lab instruments. Unlock his cage with your hook and ...now Guybrush has a monkey in his pants. Hope he's enjoying himself.
On the pier, Hemlock McGee and poor Prettywhiskers are lounging about. Make some idle chatter and ask about the legendary story of the Jungle Beast, he tells a nice tale. As the court debriefing states, the paralysis of the Prettywhiskers is suspect, so if she moves, the case cannot be proven. But how to make her move around? Look at the cat food and Hemlock will tell you that he has to force-feed his frozen kitty, that sounds terribly unpleasant, but it might be a way to assure she moves. Caustic fluid? Nah. Wax? Gross. What about iron shavings? After all, Guybrush has a magnetic simian in his pocket. Use the Beard Toy on the bowl of cat food and... just step away slowly. Nothing to see here. Now, about that glass leg...
The marring on the leg looks very similar to Krebb's leg condition, oddly enough. What else could be combined with it to make that particular scar? Try combining it with a cup of caustic fluid... hmm, a red burn with a parrot. Not exactly as intended, but it's a start. Purple is needed, so add some of the wax and voila! Purple and skull shaped, perfect to prove Krebbs incorrect! It might be time to present this in court... approach Bailiff Hardtack and go defend the Threepwood name!
For being such a nice guy in Club 41, W.P. Grindstump is pretty feisty in the courtroom. Looks like he might be a good candidate for a poxed rage for D'Oro's eye color... So go on, be silly. Object! Object to everything, and... wow, that worked perfectly! Use your eye on the judge to capture the color, and that's one less witness to worry about. On with the trial! Call Bosun Krebbs to the stand, she's about to get a taste of the law!
Guybrush knows Krebbs is lying about her leg, so give the lamp to her and introduce it as evidence into the court. She admits she was lying all along for revenge, and Guybrush is free of one more charge! Only two left, so call Hemlock McGee to the stand in regards to his paralyzed cat. The moment of truth, try using Jacques the Monkey on Miss Prettywhiskers, and chaos ensues. Three down, and one more left!
Call a recess and use the tried-and-true lawyer-threatening routine to get out of the slammer, then give D'Oro a visit. Present him with the glass eye and he'll trade you for some incriminating information for the case. Back to Bailiff Hardtack and get on with the trial! Present D'Oro with the Dark Ninja Dave treasure map of suspicious origin, and once the blame shifts, the case falls through entirely. Guybrush is cleared of all charges!
...Except for the stuff about the Pox.
Guybrush has a chance to get out of these charges as well... do your best with the arguments but good luck sweet talking anyone. Pirate court is just as it always was. In the nick of time, who else could appear but... Elaine! Only, she isn't looking like herself. After succumbing to a pox rage, Guybrush is left without a witness and is back in jail to wait for the rest of his trial... if only he could get that summons to Elaine in time. When all else fails, it's up to Guybrush to do it himself.
Journey into Club 41- Ladies Night is looking rowdier than expected, with Morgan and Elaine fighting it out on the countertop. Try talking to them, but if it's one thing we've learned, poxed women rarely listen to reason. Elaine refuses to take the summons (she clearly has bigger fish to fry) so it will take some conniving. Taunt Morgan for losing her touch, or cheer on Elaine to get her. Elaine lunges and gets stuck in the dartboard, recovering and jumping back into the fray. Hm, if she won't touch the summons normally, maybe you can trick her into it.
On second thought, how long has it been since Guybrush had a call of nature? Walk him into the washroom for a much-needed break... ugh, what a gross puddle on the floor, take a look at it, and pick the paper off your shoe. A complicated recipe for a Tuna Colada, sounds... refreshing. Oh look, Krebbs is sitting alone at a table, why not have a talk with her? Looks like Guybrush has caused a distraction amongst the ladies, go pick up the bag of sugar dropped from the chandelier. Head back over to the bar, hand the recipe to W.P. to drag him away from the darts. The recipe is trickier than it looks, but now Guybrush is free to tack the summons to the dartboard to prey on Elaine's overzealous lunge attacks. When the drink is ready, the women prove thirsty and continue their fight on the bar top. Taunt them a second time to get Elaine leaping at Morgan and... take that, poxed wifey! Justice is served!
Now for the Courthouse. As a character witness, Elaine COULD have been better prepared... and so could Guybrush. Walk over to La Esponja Grande and submit it as evidence to prove your innocence with the pox. In typical Guybrush fashion, the least inspiring thing occurs, but he is saved at the last moments of life by... LeChuck? Say it ain't so, the day is saved by a remarkably kind arch enemy. Funny how things work out... or do they? Guybrush has been snookered all along by the Voodoo Lady! It's time to have some words.
Guybrush is free to roam, and not a moment too soon, he has an island to save. Incarcerated in the prison are LeChuck and the Voodoo Lady. You may want to thank LeChuck, but let's get down to business and confront that Juju Mama. She has faith that the sponge will grow if given proper nourishment, and since there's no other alternative, Guybrush has to trust her. A cryptic map is placed in his hands with a meal recipe, it looks like the jungle is the best place to start. Go pester Stan and check out the new merchandise... glowy.
It's jungle time. Head over to the exit... but wait, what's gotten into the Marquis? Detour into his lab and explore... it's a good thing Guybrush showed up. Add 'revenge' to the agenda, because it will be served. Poke around the lab for something useful, mess around with the helmet hanging from the ceiling, take a look at the display on the wall as well- information on moths? Also, the jar on the table, samples of fireflies? Since when is the Marquis interested in insect life? Might as well check out that back room. The door is locked, but that's never stopped an enterprising Threepwood, especially if he has a hook for a hand. Unlock it with the hook and step inside for a grisly souvenir of the lab. ...Looks like we're finished here.
Act 2: Feed me, Guybrush
Now, to the jungle! A map appears, since Guybrush knows his way around pretty well, walk over to the Creepy Shack and investigate... though there doesn't seem to be much of it left. Rug torn to shreds, swarm of moths... but, checking back on La Esponja's voodoo feast, the first thing it requires is a gaudy napkin. Clearly the rug won't do, but maybe these moths can help the cause... and Guybrush knows someone who has remarkably gaudy clothing. Use the glowing leg-lamp to attract the moths away... and stick 'em in your pants. Way to go, Guybrush. Creepy as ever.
Go back to the Jungle entrance (using the convenient button on the left) then head to the merchandise stand and use the lamp on Stan to unleash the fury of persnickety moths! Or... or not! Ask Stan about the merchandise again, especially the glowing LeChuck figurine, to attract the moths down. They fall upon him like a plague of fashion hunters. Fierce! As he flees, remnants of his jacket fall off, all Guybrush has to do is pick them up and he has the first course of La Esponja's meal. Second course is smelly jungle meat... well, there's only one place to get that.
Into the jungle with ye! The entrance will do just fine, Guybrush is looking to find the altar. If what McGee said was true, then there's nothing smellier than the Jungle Beast of Flotsam, so offering up a meaty sacrifice might confirm this. Move upwards from the Jungle Entrance and you'll see that same ol' altar. Place a leg from the Sack O' Limbs on there and run for your life! A second later, the limb is gone, but there's no hint of where it could be, maybe it ran off to the left? Go after it!
Guybrush catches a standoff between Elaine and De Singe, but they seem to be doing just fine on their own. No sign of the jungle beast, but what's with the dead guy? Take a look at that paper... well, there's an idea. Thanks, Ex-Pistalibre! Find the well by going north where Elaine ran, and pour the sack of sugar into the well, the sugar water attracts fireflies. Using a similar, if not more gruesome trick, dip one of the severed legs into the sugar water, and the fireflies will follow it. Now, back to the altar! (Left, then Right) Then run out of the clearing to hide...
There it is, a clear trail of fireflies! After it! Hm, they lead off the trail where Guybrush can't walk, use their illuminated path... Oh. So that's the jungle beastie. Poor fella looks like he's in a little pain too, but Guybrush really shouldn't tempt fate by putting his limbs anywhere near it. Try giving the beast another limb? Oh, it seems they're out of stock. When in doubt... substitute similar items, like a leg-shaped lamp perhaps? Now, gently, take the paw... and you have your second course. So gross, so useful.
Next, the sponge needs a powerful taste. Back at Club 41, there's an advertisement on the counter to try the Fugu Jolokia pepper challenge! Take a look at that and then ask W.P. about it, he'll open up the glass case and allow a try.... But whoaaa, it's so hot, Guybrush can barely even hold it, much less put it on his tongue. Interesting, the strange helmet in De Singe's lab might be useful here. Make sure the glass display on the pepper is gone, then go to De Singe's lab and use the first button on the helmet. Voila, numb tongue! If you touch anything, the sensation goes away, so move carefully back to Club 41 and approach the pepper. Guybrush should learn from his mistake and use his hook to touch the pepper this time, placing it on his tongue and winning the challenge. Was it worth it in the end? Well, he got the next step for curing the Pox, so it can't be all that bad.
Now, the recipe calls for senses. The map itself leads to the ingredient, but how to use it? Go into the jungle and open the map. Fold down all four corners and the large flaps... the ground shakes, it's almost as though voodoo power is changing the layout of the jungle! Follow the path laid out from the jungle archway (two pillars in the low left) to loop around to the red idol. After arrival, unfold the bottom right corner of the map, revealing a new path to the question mark- a feast of the senses! In the middle of this clearing is a treasure chest, which is locked but Guybrush has the most convenient lock-pick where his hand used to be. Use the hook on the chest and reveal... tarot cards? Might as well use it with the sponge... looks like all of this hoodoo is working!
The last is to deliver a shock... but what other way to do that then the good ol' shuffle-on-carpet trick? The carpet inside Club 41 should do nicely. Do a nice back-and-forth walk on that, then take a look at La Esponja Grande. ...Ok, time for Plan B. Head out the door and--WHOAAA guess no Plan B after all, shock is delivered! Time to head outside and look for a grandiose belch. Yuck.
Finale: Stop the Marquis
The wind control device is your best option but it looks... occupied by the Marquis. Elaine is facing him off, yet she is trapped and soon, so is Guybrush. Try tossing the diseased-looking La Esponja Grande into the wind device, it's your only hope! ...It's... it was your only hope. Now, to somehow distract the Marquis, or else he kills Elaine! Pour some sugar in the bucket of water, maybe he'd be impressed with the fireflies since he had specimens in his lab. ...Suppose not. Since Guybrush is weaponless, try fighting De Singe with the pepper! It worked, generally, but now what? Well, last ditch effort, try catcalling him! Elaine is sure to be bolstered by your effort. Indeed, she landed a nice lunge, and what do you know, the moths approve of De Singe's fashion sense! He looks aptly distracted now, but what's this? Go go, left hand! Take that! It's like Guybrush is fighting, himself! Instead he's just trapped in a clam.
Though Lefty is anxious to get revenge, it doesn't seem like it wants anything to do with Guybrush anymore. Toss the newly re-acquired sponge back into the wind device, and feel the reverberations of success. What a job well done, Guybrush! Oh look, LeChuck is even here to rescue them from their shellfish prisons.
Or...
Or maybe...
As we hang our head in reverence, our story has one last chapter to unfold.
...or does it?