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Monkey Island · Volume 2 of 4Monkey Island 2: LeChuck's Revenge - The Complete 100% Walkthrough

All four parts of Monkey Island 2 Special Edition: LeChuck's Revenge, solved in one fast, hint-free route, with each of the 12 Steam achievements placed at the step where it unlocks. That covers the 3 missable moments, each with a manual save before its point of no return, and the 4 whole-run conditions: no hints, fewer than 10 hints, object highlighting 5 times or fewer, and a finish in under 3 hours. Written for the PC Special Edition on Steam (AppID 32460, released 7 July 2010) as sold in October 2026. The Special Edition always plays the full puzzle set: there is no Lite mode to choose.

12achievements4parts3missable moments4run conditions1playthrough

1. What "100%" Means in Monkey Island 2: LeChuck's Revenge

Monkey Island 2: LeChuck's Revenge (LucasArts, December 1991) is a point-and-click pirate adventure in four parts. Guybrush starts on Scabb Island, where Largo has the place under his thumb, then hunts down the four pieces of a map across Phatt, Booty and Scabb Islands before the trail leads to LeChuck's Fortress and Dinky Island. The 2010 Special Edition adds a remastered presentation, a tiered hint system, object highlighting and developer commentary from Ron Gilbert, Tim Schafer and Dave Grossman, and F1 swaps to the original Classic presentation at any moment.

Here 100% means all 12 Steam achievements, and every one of them is hidden on Steam until it unlocks (inferred, see §13):

Warning. Three achievements sit behind points of no return: Five Minutes Later... (the acid pit in Part III), Call 9-1-1 (the Dinky Island jungle) and Helium Inhaler (the tunnels at the very end). The walkthrough puts a Warning before each one with a manual save to make first. The four run conditions are not tied to a place: they are lost only by breaking them (any hint for Monkey Master, a 10th hint for Free Thinker, a 6th highlight, the clock passing 3 hours).

Spoiler policy

Each part gets one line of setup, not a retelling. The solution steps have to name the people, rooms and items you deal with, and a few Part IV item names, given as the game prints them, hint at what happens. The four story achievements sit at the end of §6 under their own heading. The ending itself is not described.


2. How to Use This Guide

Each part (§7-§10) has:

  1. A count strip: how many achievements unlock in that part, and where it takes place.
  2. A line of setup.
  3. Numbered solution steps in route order. Items you pick up are in bold.
  4. Callouts at the exact step: an Achievement callout where one unlocks, and a Warning before every point of no return, naming the manual save to make first.

The steps follow a speedrun route, cross-checked against several full walkthroughs, so they are short on purpose. Part II weaves its four map-piece threads together across three islands; follow it in the order given.

The 12 rows in §6 are the tick boxes: tick a row as it unlocks. Progress is saved in your browser, per guide. Solution steps are deliberately not tick boxes.

Two answers are not fixed, so the guide tells you where to read yours rather than printing one: the Mad Monkey's coordinates in Great Shipwrecks of Our Century (random per game, according to one guide) and the song lyrics you need in Part III.

Tip. Keep your hand away from H for the whole run. An accidental press still counts as a hint and costs Monkey Master. If it happens, reload a save from before it: one guide reports that Monkey Master still unlocks afterwards.

3. The Road to 100%

flowchart TD
    S["New game<br/>F1 twice: Keeping it Old School<br/>No hints and no highlighting from here on"] --> P1["Part I - The Largo Embargo<br/>Scabb Island<br/>Largo Embargo Complete"]
    P1 --> P2["Part II - Four Map Pieces<br/>Phatt, Booty and Scabb Islands<br/>Four Map Pieces Complete"]
    P2 --> P3["Part III - LeChuck's Fortress<br/>SAVE, then idle 5 minutes: Five Minutes Later...<br/>LeChuck's Fortress Complete"]
    P3 --> J["Part IV - Dinky Island jungle<br/>SAVE, then find the phone: Call 9-1-1<br/>Reload that save afterwards"]
    J --> T["Part IV - the tunnels<br/>SAVE, then inhale helium: Helium Inhaler<br/>Refill the glove or balloon"]
    T --> E(["Credits: A True Pirate<br/>plus Monkey Master, Free Thinker,<br/>Turning the Lights Out and Speed Demon"])

One guided run covers all 12. Save before each missable, and the four run conditions settle themselves at the credits.

Why this order?

  1. One run, all 12. Every achievement fits in one guided playthrough. The four run conditions are only checked at the credits, so a careful run collects them alongside the story rather than needing runs of their own.
  2. F1 first. Keeping it Old School costs two key presses, and Classic mode blocks nothing. Take it in the first minute and forget about it.
  3. The missable moments are on a one-way road. The acid-pit scene ends once the candle goes out, the jungle is behind you once you drop through the X (as far as any source knows), and the helium room exists only in the finale. One manual save before each means no second run for any of them.
  4. Speed is built in. The steps follow a speedrun route, so a first guided run lands well inside 3 hours even with the 5-minute wait in Part III. Play time is kept in each save, so a reload also winds the clock back to that save.
  5. Reload, never restart. A stray hint is handled by a reload (see the Tip in §2), and so is the jungle phone's open question (could the call count as a hint?): call, take the achievement, reload.

4. Mechanics Worth Knowing Before You Start


5. The Master Checklist

One row per part. Manual saves counts the saves this guide asks for before the missable moments.

# Part Where Achievements Missable moments Manual saves Running total
1 The Largo Embargo Scabb Island 2 0 0 2
2 Four Map Pieces Phatt, Booty and Scabb Islands 1 0 0 3
3 LeChuck's Fortress LeChuck's Fortress 2 1 1 5
4 Dinky Island Dinky Island and the tunnels under it 7 2 3 12
Total 12 3 4 12

Keeping it Old School is counted in Part I because you take it in the first minute. A True Pirate and the four run conditions all unlock together at the credits, which is why Part IV carries 7.

6. The Achievement List - All 12

All 12 are hidden on Steam until they unlock; the descriptions below are the Steam text. Requirements are the same on every platform the Special Edition reached; only names, descriptions and controller buttons differ (see §13).

Setting (1)

Achievement Requirement Where / when Missable?
Keeping it Old School Switch to classic mode at least once. Press F1 anywhere, at any time. §7, step 1 No

Missable moments (3)

Achievement Requirement Where / when Missable?
Five Minutes Later... Allow Guybrush to die. Part III, the acid-pit scene: once LeChuck leaves, do nothing for about 5 minutes. §9 Yes - putting out the candle ends the scene
Call 9-1-1 Call the LucasArts helpdesk when walking through the jungle on Dinky Island. Part IV, the Dinky Island jungle: wander between jungle screens until a phone on a tree appears. §10 Yes - dropping through the hole at the X (inferred: no source describes a way back)
Helium Inhaler Guybrush inhales some helium. Part IV, the helium room in the tunnels: fill a glove or the balloon, then use it on Guybrush. §10 Yes - the final confrontation

Whole-run conditions (4)

Achievement Requirement Where / when Missable?
Monkey Master Beat the game without using one hint. The credits, if no hint was used all run. Never press H Yes - per run: the first hint (a reload from before it reportedly undoes it)
Free Thinker Beat the game using fewer than 10 hints. The credits. Comes with Monkey Master on a hint-free run Yes - per run: the 10th hint
Turning the Lights Out Complete the game by using object highlighting five times or less. The credits. Never hold both mouse buttons, and leave the option at its default Yes - per run: the 6th highlight
Speed Demon Finish the game in under three hours. The credits, if in-game play time is under 3 hours. The route here fits with room to spare, and an earlier save has an earlier clock No

Story (4) - spoilers

Warning. These four name each part of the game and the moment it ends. None can be missed: each unlocks as its part finishes.

Achievement Requirement Where / when Missable?
Largo Embargo Complete Complete Part One: Largo Embargo. End of Part I, as you sail from Scabb Island on Captain Dread's ship No
Four Map Pieces Complete Complete Part Two: Four Map Pieces. End of Part II, climbing into the crate at the swamp shore No
LeChuck's Fortress Complete Complete Part Three: LeChuck's Fortress. End of Part III, lighting the matches in the dark room No
A True Pirate Complete the game. The credits, at the end of Part IV No

7. Part I - The Largo Embargo

Achievements: 2 · Part I · Scabb Island

Largo takes your money on the bridge into Woodtick. Part I is about collecting four voodoo ingredients, driving him off Scabb Island and chartering a ship out.

  1. Before anything else, press F1 to switch to Classic mode, then F1 again to switch back. Staying in Classic is fine too: it blocks nothing.

    Achievement - Keeping it Old School. Unlocks on the first switch.

  2. At the entrance to Woodtick, pick up the sign to get the shovel. Cross the bridge; Largo takes your money in a cutscene.

  3. Wally's shop (the cartographer): take a sheet of paper from the pile. Wait until Wally puts his monocle down to rub his eyes, then take the monocle.
  4. The laundry (Mad Marty, with three pirates inside): try to take the bucket and ask "is this your bucket?". They let you keep it.
  5. The Bloody Lip: climb in through the side window on the far left into the kitchen and take the knife. Go through the hatch into the bar and ask the barkeeper "How's business?". Largo walks in and spits on the wall: use the paper on the spit to get the spit-encrusted paper, the body ingredient.
  6. The beach: take the stick.
  7. The swamp: use the bucket on the swamp for a bucket o' mud. Use the coffin to row to the Voodoo Lady's shack and take the string from the table.
  8. The Swamp Rot Inn: use the knife on the rope that holds Pegbiter the alligator, then take the Cheese Squigglies from the bowl.
  9. Largo's room: close the door and use the bucket o' mud on it. Two guides also have you hide behind the dressing screen. Largo ends up covered in mud: take his toupee, the head ingredient.
  10. The laundry: watch the scene between Largo and Marty. Then set a rat trap: open the box under the pirates, use the stick on the box, the string on the stick and the Cheese Squigglies on the box.
  11. Largo's room: close the door and take the laundry claim ticket from the back of it. Give it to Mad Marty for the pearly-white bra, the thread ingredient.
  12. The laundry: when the rat is eating, pull the string. Open the box and take the rat.
  13. The kitchen, through the window: put the rat in the vichyssoise pot. In the bar, ask for stew, take the cook's job and collect the 420 pieces of eight advance. Leave through the kitchen window.
  14. The cemetery: up the hill among the graves, use the shovel on the grave of Largo's grandfather, Marco LaGrande, for the bone, the dead ingredient.
  15. The Voodoo Lady: ask about getting rid of Largo and hand over the toupee, the spit, the bra and the bone. You get the voodoo doll and pins.
  16. Largo's room: use the pins on the doll straight away, before he throws you out. You land back at the shack. One guide notes that the Voodoo Lady gives you the book Big Whoop: Unclaimed Bonanza or Myth? here.
  17. The Peninsula: give Wally's monocle to Captain Dread and charter his ship. The charter needs at least 20 pieces of eight, which the cook's advance covers.
  18. Sail away from Scabb.

    Achievement - Largo Embargo Complete. Unlocks as you leave Scabb Island.

8. Part II - Four Map Pieces

Achievements: 1 · Part II · Phatt, Booty and Scabb Islands

With Captain Dread's ship you can sail between Scabb, Phatt and Booty, and the four map pieces are spread across them. The route works on all four at once, in speedrun order; the first arrival on each island plays a skippable cutscene.

Young Lindy's piece, and the shopping

  1. On Dread's ship, take the parrot chow. Sail to Phatt Island: you are arrested as you land.
  2. In jail, pull the mattress and take the stick. Use it on the skeleton in the next cell to get the bone, give the bone to Walt the dog, and take the cell key. Open the door, then open the manila envelope (your own items) and the gorilla envelope (a banana and an organ).
  3. The first alley: watch the roulette game, then follow the gambler into the second alley. Knock and ask for the next winning number. He asks you three times: each time, answer with the number of fingers he shows first, and he gives you the number.
  4. The library: open the model lighthouse and take the lens. At the card catalogue, look under "D" for Disasters to find Great Shipwrecks of Our Century, and under "R" for Recipes, Voodoo to find The Joy of Hex. Memorise one more title you do not need, to swap away later (one guide uses Pirate's Primer). Get a temporary library card from the librarian and borrow the books.
  5. Roulette: bet on the number and choose the invitation to the Mardi Gras party as your prize.
  6. Sail to Booty Island. In the antique shop, buy the saw and the sign (the parrot), hang the parrot chow on the empty hook, then buy the mirror and the ship's horn. Look at the map piece and ask about trade-ins to hear about the Mad Monkey's figurehead.
  7. The costume shop: give the invitation for a costume. Outside Stan's, ask Kate Capsize for a leaflet.
  8. The guard kiosk: tell the guard you have an invitation and a costume. In Governor Marley's mansion, take the map piece from above the mantel and walk out. A cutscene puts you with Elaine: pick the remorseful, friendly lines and keep talking to her nicely, and she throws the map out of the window.
  9. Go back up to Elaine's room and take the oar. Outside, the map blows away to the cliff. Pick up the dog.
  10. The side of the mansion: blow the ship's horn (or push the garbage cans). The chef chases you; run round the mansion the other way and take a fish from the kitchen.
  11. The Big Tree: put the oar in the empty hole next to the plank and walk onto it. It breaks, Guybrush dreams, and the dream writes the song lyrics onto your spit-encrusted paper. Take the broken oar.
  12. Sail to Scabb. Give the broken oar to the woodsmith for a reinforced oar. In the laundry, use the saw on the peg leg: the woodsmith leaves to fix it.
  13. The bar: ask for grog and show the library card as ID. Order the yellow and the blue drinks (a crazy straw comes free) and mix them into the green drink. Use the banana on the metronome and take Jojo the monkey.
  14. The woodsmith's shop, while he is out: take the hammer and the nails. The speedrun guide says he does not come back until you leave town.
  15. Sail to Booty. At Stan's, ask about a coffin and use the nails on it. Stan interrupts and gives you a clean white hankie; use the nails again, then take the crypt key.
  16. The spitting contest: blow the horn and move the flags. Use the crazy straw on the green drink, step up, and spit when the wind blows: watch for the spectator's red scarf flapping. Win the spit plaque.
  17. The antique shop: sell the plaque for 6000, pitching it as the spit of the person who killed LeChuck. Read Great Shipwrecks of Our Century for the Mad Monkey's coordinates; one guide says they are random for each game, so read the ones in yours.
  18. Charter Kate's boat and pick the coordinates. Dive, take the monkey head, and use the anchor line to get back up. Trade the monkey head at the antique shop for map piece 1, Young Lindy's.

Captain Marley's piece

  1. Phatt Island: put Kate's leaflet on your wanted poster. At the pier, brag to the fisherman, take his bet, and give him the fish for the fishing pole.
  2. The governor's mansion: tell the guard there is a fire in the kitchen and go upstairs. Swap one of your books for the one on Governor Phatt's belly to get Famous Pirate Quotations. Any book except The Joy of Hex works; the Big Whoop book or your spare title is the safe choice, and never hand over Great Shipwrecks before you have read its coordinates.
  3. The jail: open the vanilla envelope (Kate's) for the bottle o' near-grog.
  4. Booty Island, the cliff: use the fishing pole on the map piece. A bird carries it off to the Big Tree.
  5. The Big Tree: put the reinforced oar in the hole, step up, take the plank, put it in the next hole, and repeat until Guybrush climbs the rest on his own. Take the telescope from the observatory at the top left. In the shack, use the dog on the pile of maps for map piece 2, Marley's.

Rum Rogers' piece

  1. Phatt Island, the waterfall: at the top, use Jojo on the pump (he works as a monkey wrench). At the bottom, go into the gaping hole and through the tunnel to the small island.
  2. The cottage: open the shutters of the left window. The speedrun route does this from outside before going in; other guides do it after the contest. Use the mirror on the mirror frame.
  3. The drinking contest: when your mug of grog is set down, take it, pour it on the tree at the top left, fill the mug with near-grog, and win.
  4. Outside: put the telescope in the grotesque statue's hand. The light marks one brick: push that brick. Pick the wrong brick and you slide out to the beach; walk back up and try again. Take map piece 3, Rum Rogers', from the skeleton.

Rapp Scallion's piece

  1. Scabb Island, the cemetery: use the crypt key on the crypt. Read Famous Pirate Quotations, find the coffin carrying Rapp's quote, open it and take the ashes.
  2. The Voodoo Lady's shack: look at the jars until you find Ash-2-Life and try to take it. Tell the Voodoo Lady you want some; with the ashes and The Joy of Hex she makes you the Ash-2-Life potion.
  3. The crypt: use Ash-2-Life on the coffin. Rapp asks you to check the gas and hands you a key. At the beach weenie hut, use the key and turn the knob off. Back at the crypt, use Ash-2-Life again, tell him, and take map piece 4, Rapp's.

Restoring the map

  1. Wally's shop: give him the lens and the map pieces. At the Voodoo Lady's, say that Wally sent you, and she gives you the juju bag.
  2. The swamp shore: a crate has appeared. Open it and climb in.

    Achievement - Four Map Pieces Complete. Unlocks as Part II ends.

9. Part III - LeChuck's Fortress

Achievements: 2 (1 missable) · Part III · LeChuck's Fortress

Part III opens inside LeChuck's Fortress. It is short, about 2 minutes on a speedrun, but it holds the first missable, which adds about 5 minutes of waiting.

  1. Go right and up the stairs into the passage. The passage to the right leads to Wally's cell if you want to talk to him; skip it on a timed run.
  2. The back passages, full of "ugly bone things": read the spit-encrusted paper. For each of its 4 verses, find the ugly bone thing whose body parts, read from top to bottom, match the verse; push it and walk through. If none matches, go through an archway instead. Several guides say only the first two lines of a verse, or its first three bone names, matter. The lyrics vary, so read your own copy, not one from a guide.
  3. The huge door: open it, go through the doggie door and take the voodoo key to jail. You are captured; this is scripted and cannot be avoided.
  4. LeChuck leaves Guybrush and Wally hanging over a pit of acid. Answer him, and he goes.

    Warning. Five Minutes Later... is missable. Putting out the candle (step 6) ends this scene for good. Make a manual save now: it covers both the wait and the spitting puzzle that follows.

  5. Do nothing for about 5 minutes: no clicks and no menus. Guybrush and Wally drop into the acid, and the game rewinds to the start of the scene. There is no Game Over.

    Achievement - Five Minutes Later... Unlocks when they fall.

  6. Escape: use the crazy straw on the green drink, spit on the pan (bottom centre) once, then spit on the shield (right) twice. The candle goes out.

    Tip. Guides disagree on the spitting. Four of them, the speedrun route included, give pan once and shield twice. If the candle is still lit after that, two guides suggest more shield hits (one says four) or aiming at the extreme bottom-left corner of the shield. Your save from step 4 covers any slip.

  7. The dark room: open the juju bag (it holds the matches and a love bomb), then use the matches.

    Achievement - LeChuck's Fortress Complete. Unlocks as Part III ends.

10. Part IV - Dinky Island

Achievements: 7 (2 missable · 5 at the credits) · Part IV · Dinky Island

Part IV starts on the beach of Dinky Island. The jungle holds one missable and the tunnels under the island hold the other, so plan three manual saves.

The beach and the jungle

  1. The beach: take the bottle. At Herman Toothrot's camp, open the barrel and take a cracker; give it to the parrot and note the direction it gives you. Take the martini glass from under the still, fill it in the ocean, and use it on the still for distilled water. Take the crowbar.
  2. Enter the jungle from the left side of the beach. At the fork go left to the tree with the hanging bag. Break the bottle (the crowbar on the bottle, or the bottle on a rock) and use the broken bottle on the bag. Take the box of cracker mix and use the distilled water on it for 2 crackers.
  3. Go right to the pond. Take the rope, use the crowbar on the box, and take the dynamite.

    Warning. Call 9-1-1 is missable. As far as any source knows, it is gone once you drop through the hole at the big X (step 7): no guide describes a way back to the jungle. Make a manual save now, while you are still in the jungle. The same save settles an open question: one unconfirmed report suggests that using the phone might count as a hint, which would cost Monkey Master. The plan is to make the call, take the achievement, then reload this save.

  4. Without leaving the jungle, keep walking from one jungle screen to the next (about 4-6 screen changes) until a screen shows a phone on a tree. One guide suggests taking the right-hand paths from the pond area to get lost; another gives right, then down to the right, then possibly back up again, though its author marks that last leg as uncertain. If you walk out of the jungle, go straight back in and carry on. Use the phone: Guybrush calls the LucasArts helpdesk.

    Achievement - Call 9-1-1. Unlocks with the call.

  5. Reload the save you made before the call. Steam keeps the achievement, the reload takes your run back to before the call, and play time goes back with it. One guide's author does not think the call counts as a hint at all; the reload removes the doubt for the cost of a short wait.

  6. Follow the parrot, giving it a cracker at each stop: from the pond go east to the dinosaur, north to the rocks, then east to the X. Counted from the jungle entrance instead, one guide gives the route as east twice, north twice, east once.

    Warning. Last chance for Call 9-1-1: the next step takes you underground. If the achievement has not unlocked, reload your jungle save and go back to step 4.

  7. At the big X: use the shovel, then the matches on the dynamite, then the lit dynamite on the hole. Combine the rope and the crowbar and use them on the twisted metal rods. In the dark below, find and use the light switch, then talk to LeChuck.

The tunnels

From here LeChuck keeps zapping you to random rooms, so you will not see them in a fixed order. Treat the steps as a list and do each one when its room comes up. §12 has the room list.

Warning. Helium Inhaler is missable: the helium room exists only in this finale, and the final confrontation (the syringe, then the doll's leg) ends the game. Make a manual save as soon as you have control down here.

  1. Save.
  2. First Aid: pick up the remains to get the skull. Open the drawer for the hypodermic syringe and the trash can for 2 surgical gloves.
  3. The storeroom with boxes: open the boxes and take the balloon and the generic voodoo Kewpie doll.
  4. The helium room (the storeroom with the helium tank and the broken grog machine): use both gloves and the balloon on the helium tank. Make another manual save.
  5. Use one filled glove (or the balloon) on Guybrush; using it from the inventory straight after filling it also works. He inhales the helium.

    Achievement - Helium Inhaler. Unlocks as he inhales.

  6. Use that glove or balloon on the tank again. No source confirms whether inhaling empties it, and the elevator lever only works once you hold 2 helium gloves and 1 helium balloon.

  7. Push the coin return. When LeChuck bends down for the coin, pick up his underwear.
  8. The next time LeChuck appears, before he zaps you, give him the clean white hankie. He blows his nose and hands back the used hankie. If you are too slow, try again the next time he turns up.

    Tip. Guides disagree on when the hankie works. The speedrun guide says it cannot be done in the elevator, while a player says it worked there, and readers of one walkthrough call its timing (at the coin drop) wrong. Offering it the moment he appears is what three guides describe, and your tunnel save covers a fumble.

  9. The elevator: push the call button and step in. When LeChuck arrives, pull the lever: the doors catch his beard, and you take the crispy beard bits.

  10. Put the Kewpie doll, skull, underwear, beard bits and used hankie into the juju bag to make the LeChuck voodoo doll. You can add each piece as you find it or all five at once; all five are needed either way.

    Warning. Point of no return for Helium Inhaler, and the last stop before the credits. If Helium Inhaler has not unlocked, go back to the helium room now.

  11. Go back down. When LeChuck appears, use the syringe on the doll. Follow him, pull the leg off the doll, agree when he asks you to come closer, and take off his mask. The ending plays.

    Achievement - A True Pirate / Monkey Master / Free Thinker / Turning the Lights Out / Speed Demon. All five unlock at the end of the run, the last four only if you kept to their conditions: no hints (Monkey Master), fewer than 10 hints (Free Thinker), 5 or fewer highlights (Turning the Lights Out) and under 3 hours of play time (Speed Demon).


11. Cleanup - Reloads and a Second Run


12. Appendix - Quick Reference

A. Keys and buttons (PC)

B. The manual saves

C. Read these in your own game

D. The four map pieces

E. Books

F. Voodoo dolls

G. The finale rooms

Lettered as on the Monkey Island wiki's map:

13. Accuracy & Sources

This walkthrough was written fresh for this site in October 2026, then cross-checked against the Steam store page, Steam's global achievement stats and the Steam Web API (AppID 32460), Exophase and TrueSteamAchievements (Steam lists), StrategyWiki's achievement page and its Part I-IV walkthrough, the Monkey Island Fandom wiki, PCGamingWiki, Wikipedia, seven Steam Community guides (Dorxel's 100% achievement guide, el_messias's achievement guide, STRANGER!'s, Samum's and THE ZOD's walkthroughs, Hevo's speedrunning guide and bizarro01's Speed Demon guide), Scummbar's trivia page, TrueTrophies (PS3), Gamesplanet, and reviews from Expert Reviews, Alternative Magazine Online and GameRevolution.

What is solid. The 12-achievement list matched across Steam, Exophase, TrueSteamAchievements, Gamesplanet and the Fandom wiki, and the recovered descriptions are word for word the same on Exophase and TrueSteamAchievements. Steam's own stats page leaves all 12 descriptions blank, which is what hidden achievements look like there. Global percentages are Steam's, fetched 14 October 2026. The solution route follows Hevo's speedrun order, cross-checked against Samum, STRANGER!, bizarro01, the Fandom wiki and StrategyWiki's Normal-mode branches.

Where sources disagreed or could not confirm, and what this guide did:

Monkey Island 2: LeChuck's Revenge © LucasArts, Lucasfilm and Disney. Developed by LucasArts. This is an unofficial fan-made guide.