Tales of Monkey Island Hints

How do I get up to the rip?

  • 1 of 12: This may seem impossible, and indeed it is quite complicated and rather frustrating, but it can be done. I promise.
  • 2 of 12: You should also be aware that Guybrush can only make very limited moves at this point, and at some points he can't move at all. The only way he gets anywhere on board is by being thrown/punched/kicked there by LeChuck. This can become quite irritating; all the same, for all of Guybrush's groaning, LeChuck can't really hurt him, so don't panic.
  • 3 of 12: Guybrush makes the same circuit of the ship over and over: into the crow's nest, down on the foredeck by Elaine, under the keel via LeChuck's keelhauling rope (yikes), through the aft cabin doors, and back up to the crow's nest. If you want to get to one of these spots, just stand there and wait for LeChuck to send you there.
  • 4 of 12: Okay, let's get started. In the crow's nest, look down to your left; there's a hotspot labeled "Giant Cannon," and it seems to be pointed at the rip. What we're going to be trying to do is find a way to get into that cannon just before it fires, thus flinging Guybrush into the rip. Hey, Guybrush has done more farfetched things, believe me.
  • 5 of 12: Still in the crow's nest (or the next time you're here), use your hook on the mainsail to rip a hole in it. It's kind of fun, plus you need to clear the path between the cannon and the rip.
  • 6 of 12: The next time you're being keelhauled, notice the bunch of keys being held by one of the skeletons down here. They unlock the "Locked Gate" you can see when you're on the foredeck talking to Elaine, the one with barrels behind it.
  • 7 of 12: To get the keys, talk to Elaine when you're on the foredeck and ask her to attack LeChuck. She does so the next time you're being keelhauled, resulting in a short period of time while you're stationary under the keel. Grab the keys. The next time you're on the foredeck, use the keys to unlock the gate and release some barrels onto the deck.
  • 8 of 12: The next time you're thrown through the cabin doors, use the broken cabin door with a barrel to make a seesaw. Are you starting to see where we're going here?
  • 9 of 12: If you stand on the seesaw now, you'll find that LeChuck lands ... just NEXT to it. We need to find a way to get him to land on the other end of the seesaw. This hinges on making him jump down here from a different spot than the crow's next.
  • 10 of 12: The next time you're in the crow's nest, use your hook on the rope at left to land on an upper deck just above the cannon. Wait a sec, and LeChuck will follow and send you down to the seesaw. Perfect.
  • 11 of 12: Now quickly ask Elaine to light the cannon, then stand on the seesaw. LeChuck jumps on other end, and you end up in the cannon. Boom!
  • 12 of 12: If you're having trouble with this, here's the sequence: