# Monkey 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.*

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## 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):

- **The story (4)**: one for finishing each part. Automatic.
- **3 missable moments**: letting Guybrush die in Part III (**Five Minutes Later...**), the phone in the Dinky Island jungle (**Call 9-1-1**) and inhaling helium in the finale (**Helium Inhaler**).
- **4 whole-run conditions**, judged at the credits: no hints at all (**Monkey Master**), fewer than 10 hints (**Free Thinker**), object highlighting 5 times or fewer (**Turning the Lights Out**) and a finish in under 3 hours (**Speed Demon**). Speed Demon is the rarest on Steam, unlocked by 4.2% of players.
- **1 setting**: switch to Classic mode once (**Keeping it Old School**).
- **Not on the list**: the developer commentary and the concept art gallery. Neither has an achievement.

> **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%

```mermaid
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"])
```

Figure: 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

- **Classic mode (F1).** Swaps between the Special Edition and the original Classic presentation, scene for scene, at any time. One switch unlocks Keeping it Old School. Classic mode blocks no other achievement: one speedrunner played most of their Speed Demon runs in it.
- **Hints (H).** The hint system is tiered. Any hint at all voids Monkey Master, and 10 or more voids Free Thinker. An accidental press counts. Reloading a save made before the hint reportedly keeps Monkey Master alive.
- **Object highlighting.** Hold **both mouse buttons** to light up every hotspot (on a controller, LT on Xbox 360 and L1 on PS3; one guide says LB). A 6th use voids Turning the Lights Out. No source names a PC keyboard key for it. **Leave the highlighting option in Options at its default and simply never use it**: one guide says you can switch it off there, but a player reports that switching it off stopped the achievement and that the option has to stay on from start to finish.
- **Controls.** Point-and-click and direct control both work. Hold the right mouse button for the verbs; **i** opens the inventory in the remastered mode. In Classic mode the verbs have keys: G Give, P Pick up, U Use, O Open, L Look at, S Push, C Close, T Talk to, Y Pull.
- **Skipping.** **Backspace** skips cutscenes and **.** (full stop) skips dialogue. Both matter for Speed Demon.
- **The clock.** Speed Demon counts in-game play time, which your save shows, and paused time does not count. Each save keeps its own play time.
- **Saves.** Steam Cloud is on, and the save file is `<Steam>\userdata\<uid>\32460\MONKEY2.BIN`. Make every manual save the walkthrough asks for: they are your insurance on all three missable moments and on the hint question at the jungle phone.
- **Death.** Letting Guybrush and Wally fall into the acid in Part III is the achievement Five Minutes Later.... The game rewinds to the start of the scene; there is no Game Over.
- **No Lite mode.** The 1991 original had a cut-down "Lite" puzzle set. The Special Edition dropped it and always plays the full game, so ignore any older walkthrough's Lite branches.
- **Developer commentary.** In certain scenes a prompt appears top left: press **A** to hear Ron Gilbert, Tim Schafer and Dave Grossman. There is no achievement for it, and it costs time on a Speed Demon run.
- **How long it takes.** Hevo's speedrun route takes 45-60 minutes (Part I about 10, Part II 25-35, Part III about 2, Part IV 7-10). bizarro01's careful guided run took about an hour each for Parts I and II and about 7 minutes for Part III. Players following guides report finishing in 1:18 and 1:30. Three hours leaves plenty of room for the 5-minute acid wait and the walk to the jungle phone.

---

## 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

- **Missed a missable moment?** Load the manual save from before it: the acid-pit save for Five Minutes Later..., the jungle save for Call 9-1-1, the tunnel or helium-room save for Helium Inhaler. Achievements already unlocked stay unlocked on Steam.
- **Pressed H?** See the Tip in §2. One slip only threatens Monkey Master: Free Thinker allows up to 9 hints.
- **Highlighted by accident?** You have 5 uses to spare, so a slip or two costs nothing. No source says whether a reload undoes a highlight the way it reportedly undoes a hint, so do not rely on it.
- **Clock past 3:00?** Play time is kept in each save: load the latest save still under the limit, or start again. A second run is much faster with the route known: players report 1:18 and 1:30 on guided runs, and the speedrun route takes 45-60 minutes.
- **Keeping it Old School missing?** Press F1 in any save, at any time.
- **A run condition failed at the credits?** The four run achievements are judged once, at the end of the game. A fresh run following this guide fixes it; the save-and-reload steps are there so you never need one.

---

## 12. Appendix - Quick Reference

### A. Keys and buttons (PC)

- **F1**: Special Edition / Classic switch (Keeping it Old School).
- **H**: hints. Never press it.
- **Both mouse buttons held**: object highlighting. 5 uses at most, ideally none. On a controller: LT (Xbox 360), L1 (PS3), LB per one guide.
- **Right mouse button held**: the verbs. **i**: the inventory, in the remastered mode.
- **Backspace**: skip a cutscene. **.** (full stop): skip dialogue.
- **Classic verb keys**: G Give · P Pick up · U Use · O Open · L Look at · S Push · C Close · T Talk to · Y Pull.
- **A**: developer commentary, when its prompt appears top left.

### B. The manual saves

- Part III, as the acid-pit scene starts: Five Minutes Later... and the spitting puzzle.
- Part IV, at the pond, before hunting for the phone: Call 9-1-1, then reload it.
- Part IV, as soon as the tunnels start: Helium Inhaler and the hankie.
- Part IV, in the helium room after filling the gloves and balloon: Helium Inhaler.

### C. Read these in your own game

- **Mad Monkey coordinates**: in *Great Shipwrecks of Our Century*. One guide (bizarro01) says they are random per game.
- **Song lyrics**: on your spit-encrusted paper, written there by the dream at the Big Tree. Used in Part III's bone passages.

### D. The four map pieces

- **Young Lindy**: trade the Mad Monkey's monkey head at the Booty Island antique shop.
- **Captain Marley**: the fishing pole at the cliff, then the dog on the pile of maps in the Big Tree shack.
- **Rum Rogers**: win the drinking contest, then the telescope, the statue and the lit brick.
- **Rapp Scallion**: Ash-2-Life in the Scabb crypt, with the gas turned off at the beach weenie hut.

### E. Books

- **Card catalogue**: "D" for Disasters (*Great Shipwrecks of Our Century*), "R" for Recipes, Voodoo (*The Joy of Hex*), plus one spare title of your choice.
- **The swap on Governor Phatt's belly**: any book except *The Joy of Hex*. It gets you *Famous Pirate Quotations*.

### F. Voodoo dolls

- **Largo's doll** (Part I): the toupee (head), the spit-encrusted paper (body), the pearly-white bra (thread) and Marco LaGrande's bone (dead).
- **LeChuck's doll** (Part IV): the Kewpie doll, the skull, the underwear, the crispy beard bits and the used hankie, in the juju bag.

### G. The finale rooms

Lettered as on the Monkey Island wiki's map:

- **A**: the start room. An optional **ticket** sits in the smashed chest.
- **B**: the elevator call button.
- **F**: the elevator.
- **G**: the helium tank and the grog machine.
- **H**: the storeroom with boxes.
- **I**: First Aid.

## 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:**

- **The jungle phone and hints.** A TrueAchievements comment, seen only in a search snippet (the page itself could not be read), suggested the call might count as a hint. Dorxel does not think it does. The guide has you save, call, take the achievement and reload (§10).
- **The highlighting option.** STRANGER! says highlighting can be switched off in Options; a comment on Dorxel's guide says switching it off will not allow Turning the Lights Out and that it must stay on from start to end. The guide leaves the option at its default and never uses it.
- **Helium refill.** No source says whether inhaling empties the glove or balloon. The guide has you refill it at the tank, since the elevator needs 2 helium gloves and 1 helium balloon.
- **Where the helium room is.** Dorxel places Helium Inhaler at the end of LeChuck's Fortress; every other source puts the helium room in the Part IV finale, and so does this guide.
- **The acid-pit spit count.** StrategyWiki, the Fandom wiki, STRANGER! and Hevo give pan once, shield twice; bizarro01 says the shield four times; Samum says to aim at the shield's extreme bottom-left corner. The guide follows the majority, behind a save.
- **The hankie timing.** Hevo says it cannot be done in the elevator, a commenter says they did it there, and a commenter on Samum's guide calls Samum's timing (at the coin drop) wrong. The guide offers it the moment LeChuck appears, retrying at the next encounter.
- **Call 9-1-1's point of no return.** Inferred: no source describes a way back to the jungle after the X, so the guide treats the drop as final.
- **Hidden flags.** Steam does not print "hidden". The flag is inferred from Steam's blank descriptions, Exophase marking every icon secret and Dorxel's guide; StrategyWiki confirms all are secret on Xbox 360. SteamDB, Steam Hunters, completionist.me and TrueAchievements could not be read.
- **Percentages.** Exophase's figures run far higher than Steam's because it counts only its own tracked users. The guide uses Steam's.
- **Names on other platforms.** The PS3 calls Keeping it Old School "Old School" (the Fandom wiki uses that name), and both the Xbox 360 and the PS3 call Call 9-1-1 "Call 911". The PS3 also names the part trophies "Complete part one" to "Complete part four". This guide uses the Steam names.
- **Part II's name.** "Four Map Pieces" on Steam, the PS3 and the Fandom wiki; "The Four Map Pieces" on StrategyWiki. The guide uses Steam's.
- **Developer and publisher.** Steam, Exophase and PCGamingWiki list LucasArts as developer; TrueSteamAchievements lists Disney Interactive Studios as both developer and publisher. The Steam store lists LucasArts, Lucasfilm and Disney as publishers. The guide follows the Steam store.
- **Lite mode.** StrategyWiki's walkthrough still documents the 1991 original's "Normal" and "Lite" branches. Wikipedia and two reviews say the Special Edition dropped Lite, so the guide uses only the Normal solutions.
- **Smaller route differences.** Hevo blows the ship's horn at the mansion where other guides push the garbage cans; Hevo opens the cottage shutters before the drinking contest where others do it after; the Fandom wiki swaps the *Big Whoop* book on Governor Phatt's belly where Hevo allows any book except *The Joy of Hex*; StrategyWiki and Hevo assemble LeChuck's doll at the elevator where the Fandom wiki adds each piece as found. Each version comes from a published guide, so the guide notes both.
- **Random elements.** That the Mad Monkey's coordinates are random per game comes from bizarro01 alone.
- **Time to complete.** TrueSteamAchievements estimates 6-8 hours and TrueTrophies 2-3 hours; Hevo's speedrun takes 45-60 minutes, and guided players report 1:18 and 1:30. A blind first play is longer.
- **Not confirmed anywhere:** whether the jungle phone counts as a hint, whether inhaling empties a glove or the balloon, whether any way back to the jungle exists after the X, whether a reload undoes a highlight, and which PC keyboard key (if any) triggers highlighting.

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