MONKEY ISLAND 2: LECHUCK'S REVENGE |
In 1991, the cult-sequel to The Secret of Monkey Island was released. It was not because it was a smash-hit, or because it was so huge it warranted a sequel, it's just Ron and his team were not done telling the story. In late 1991, Monkey Island 2: LeChuck's Revenge was released, as the second and final DOS-based installment of Monkey Island, and the last installment to have Ron Gilbert and much of his team on it, leading to a huge change in "flavor" once 1995's "Curse of Monkey Island" was released, which was a Windows 95 Direct X style game.
In Monkey Island 2, we play once again as anti-hero pirate Guybrush Threepwood now on a quest to find the Treasure of Big Whoop. While bumbling around Scabb Island, all inhabitants trapped on the island by an embargo on travel placed by tyrannical pipsqueak pirate Largo LaGrande, and looking for clues, Guybrush inadvertantly makes a big mistake leading to the revival of the fearsome pirate LeChuck, almost reuintes with a former flame while on his treasure hunt, and discovers some pretty insane secrets. Some small improvements were made this go around. Firstly being the word parser was consolidated a little, removing certain redundant commands such as "Turn Off" "Turn On" "Walk To" and "Take". The inventory system was upgraded to display small images of each item, rather than just text of what that item is in purple. The font in the menu was restyled to fit the game's graphical style, and the Imuse music engine was added to enable Michael Land's music score to dynamically shift from one area to the other, matching the vibe of the scene. Also, the more angular, cartooney art-style was starting to be introduced more. Where as The Secret of Money Island tried for a more "realistic" approach, Monkey Island 2 started the whole angular, weird, cartooney effect on the characters - which fit in with the rest of the LucasArts lexicon such as Sam & Max, Maniac Mansion 2: Day of the Tentacle, and Zak McKraken, allowing for a wider aray of in-game subtle advertising for other LucasArts I.P. In general, this gave the game a bit more of a softer vibe, a bit more "90's". Monkey Island 2, just like it's predecessor, became a cult classic that is now much more appreciated now, than it was in it's day. And little wonder, while the 1st game was great, Monkey Island 2 was a really tightly designed, programmed, and put together game compared to the first. It took what made the first one great, and improved on it. It also added a small vibe that made it more palletable to a wider audience than wannabe pirate young adult computer nerds or graphical adventure junkies looking for something more forgiving that a death-fest Sierra game. This was the last game Ron Gilbert would work on for Monkey Island before leaving to pursue other work on other projects outside LEC.11 Years Old with Confusing Fingers and my first Self-written Hint Guide - My experiences My sister came home with a borrowed copy of Monkey Island 2, and honestly, Monkey Island 2 was sort of that game that took place where I transferred from being a "kid" to a irritating "pubescent" or "teenager". I remember playing through this and the start of some of the most trying, damaging, demon-conjuring years of my life occuring at the same time. I guess you could say this game got me through some of the early stages of that nightmare hellscape that is those years, because I knew, despite losing friends due to religious bullshit forced upon them by "well meaning" parents, despite grades starting to fall, and me becoming messed up on that drug called "hormones", this was one of my lifelines at that time. I knew if I could not hang with anybody, ang was arguing with the family on stupid crap, I could escape as longhaired now bearded Guybrush Threepwood. TO be a bit, uh, brutally honest, I did not like the early 1990's that much. And Mi2, as much as I praise it now, there was a little dissappointment as they abandoned the more realistic art-style of the first game a bit. I felt the photorealistic closeup portraits were a nice touch, and it made it feel more like an interactive movie than a game for kids. I noticed this was happening everywhere, not just games. Every cartoon I liked got cheaper animation. I also just hated how everyone had this attitude of "this is the 90's and you better shake your hinie or you're gonna get left behind" - yeah, then leave me behind then! BUT! The saving grace were the puzzles and overall layout of the game. Unlike Monkey Island 1, which I could, at that point, play from end to end to completion in about 4 hours - yes, including Insult Swordfighthing - this one was a bigger game, a much bigger one, and it did have more confusing puzzles. A nice touch is there was an E-Z mode to start out on. I played both and got VERY proficient in both modes. I could almosot beat the whole game in an HOUR in easy mode, and about 5 hourrs in hard mode. One of the most confusing puzzles in hard mode is where you need to cheat on a wheel-of-fortune style alley game. So you go to this clubhouse door in another alley while some oaf with a giant hand holds up 2 fingers and says "if this is three" (holds up pinky, index, and ring) "then what is this?". I had a classmate named J.P. and I must have spent HOURS with him trying to figure this puzzle out on a field trip. I don't even think a proper hint was online for it until I was in my early 20's in the 2000's. Another one was the whole cracker puzzle on the final island. Overall, it is one of my favorite graphical daventures for the PC. Videos
#DOScember 2022: Let's Play Monkey Island 2: LeChuck's Revenge - HARD MODE (On Actual Hardware) - NanTan Notebook FMAK9200D
#DOScember 2022: Let's Play Monkey Island 2: LeChuck's Revenge - EASY MODE (On Actual Hardware) - CreepingNet 486
Let's Play Monkey Island 2: LeChuck's Revenge (DOSbox, 2009) Walkthrough E-Z Mode....Seriously, You really need this!?!? One of the interesting things about Monkey ISland 2 is the inclusion of an "E-Z Mode". This mode was to allow people less experienced to play the game with some of the puzzles already figured out or made easier, our omitted completley. This also meant there were a lot of unimportant locations, and several missed, and very fun parts of the game, but it was a good beginner's guide to graphical adventures, and it's a good one to suggest to people looking to get into this genre who are not yesed to it. Here's a quick outline of what's omitted/changed in this variation.....
So as you can see, easy mode is not hard at all, and it loses a lot of the hilarious, fun, and enriching content from the game. Part 1: The Largo EmbargoWhen you start the game, Guybrush tells his daring tales of his previous adventure defeating the GHost Pirate LeChuck and going on a new quest to find the elusive treasure "Big Whoop". You finally gain control near the "no digging" sign outside of Scabb Island's bridge into town. Immediatley upon entering the bridge, the little pipsqueak known as Largo LaGrande empties your pockets (except the Shovel if you grabbed it already), and then your adventure begins. Getting rid of Largo LaGrande - We need to somehow subdue this guy to get off the island which he has placed an Embargo on. To gain hints on this, you can exit onto Scabbs map and then head to the swap in the east and take the coffin to the Voodoo lady who will give you a hint that you need to construct a VooDoo Doll of Largo to get rid of him and allow people to come and go from the island as they please. We need four key ingredients: Something of the Thread, Something of the Head, Something of the Body, and Something of the Dead. something of the Thread - This one's really easy, just nab an article of clothing from Largo's room at the Inn when he's not there. Just close the door while in his room and there it is. Something of the Head - Also in Largo's room, you can nab this when you get his clothing, there's a toupee on a foam head in his room that you can swipe while you're there. Something of the Body - This too is pretty easy, Largo comes into the Bloody Lip Tavern when you start talking to the barkeeper. Take a piece of paper from wally B. Feed's Cartographer service across the walkway from the bar, and use that to pick up his spit that sticks to the wall (yuck). Something of the Dead - There's a tombstone in the graveyard to the southeast. If you read it, you'll find out it's Largo's grandfather. Remember the shovel you purloined from the sign in Woodtick (you DID snag the shovel, didn't you?), yeah, use that to dig up his grandfather's thigh bone. Making the VooDoo Doll - Now drag all the assorted crap over to the VooDoo Lady and she'll make you a voodoo doll of Largo LaGrande, however, these are not "prime" specimens, so it only works at close range - like a cheap R/C car - and does little else than physical anguish. Offing Largo - IF "offing" him is what you'll call it. Go to his room, he'll be there, make sure to have the pins and the doll cued up close and the text speed down so you have a chance to pin his doll before getting kicked out of the room. Then a cutscene will proceed outlining the further of the story - Uh-Oh, LeChuck is being revived, and he's none too happy about it I'm sure! Part 2: The MapWith Largo LaGrande wiped off the island, yet the threat of LeChuck being revived, Guybrush continues his quest to find the treasure of Big Whoop and the map pieces needed to find it. THat's what this chapter is all about. Part 3: LeChuck's CastleNow on a trek to LeChuck's Castle, it's your job now to guide Guybrush to get his treasure map back, and I guess rescue the Cartographer Wally B. Feed! This is a nice, short little section. Part 4: Dinky IslandAs luck would have it, the explosion at LeChuck's fortress mid-ocean blew you to the island of Dinky, where our old pal Herman Toothrot is trying to now carry out a more organic, and Zen filled lifestyle. Why this guy never has a pair of pants is anyone's guess.....but it just so turns out you are closer to your goal than you initially realize. Hard Mode....all the puzzles, all of the work Here it is....the FULL shebang.....100%. Complete with a couple confusing and a little bit hard to figure out puzzles here and there... Part 1: The Largo Embargo When you start the game, Guybrush tells his daring tales of his previous adventure defeating the GHost Pirate LeChuck and going on a new quest to find the elusive treasure "Big Whoop". You finally gain control near the "no digging" sign outside of Scabb Island's bridge into town. Immediatley upon entering the bridge, the little pipsqueak known as Largo LaGrande empties your pockets (except the Shovel if you grabbed it already), and then your adventure begins. Starting out - You will wander into Woodtick after the cut scene adorned to the hilt with riches, of course, LArgo comes and takes them all away (except the Shovel if you snag that before the infamous cut scene that starts the story). Part 3: The MapWith Largo LaGrande wiped off the island, yet the threat of LeChuck being revived, Guybrush continues his quest to find the treasure of Big Whoop and the map pieces needed to find it. THat's what this chapter is all about. This part of the game is a lot harder than the E-Z mode version, and some of the puzzles really require some deep thought and even timing to get right. Part 3: LeChuck's CastleNow on a trek to LeChuck's Castle, it's your job now to guide Guybrush to get his treasure map back, and I guess rescue the Cartographer Wally B. Feed! This is a nice, short little section. Part 4: Dinky IslandAs luck would have it, the explosion at LeChuck's fortress mid-ocean blew you to the island of Dinky, where our old pal Herman Toothrot is trying to now carry out a more organic, and Zen filled lifestyle. Why this guy never has a pair of pants is anyone's guess.....but it just so turns out you are closer to your goal than you initially realize. Canon? Cannon? A Review The Secret of Monkey Island was one of those games for the PC that was pivotal to me becoming an I.T. Guy and general computer dude overall. Having cut my teeth on MS-DOS through the first installment, the sequel, Monkey Island 2: LeChuck's Revenge, came about in a rare form of Software Piracy for me (how fitting). See, back in the ealry 1990's, these DOS games were as much as a Nintendo game (around $45) so people would often BORROW the disks to install to their hard disks. My sister did that with this on that old 386 I learned so much DOS stuff on early on. Plot: 8/10 or a WTF/10 - Monkey Island 2: LeChuck's revenge has been the favorite of the MS-DOS crowd for about a decade now, with a lifespan of over 30 years. People often mistake that these games were some kind of huge hit at the time, no, they became a huge hit about 20 years later when everyone started picking up 486s to play old DOS games on them - like I had been doing already for a decade to that point. It's Plot is one of the most controversial elements because according to creator, Ron Gilbert, the fact that Guybrush and Elaine broke up was to allow the series to continue. However, in the installment after - in which Ron had no involvement (he was working on Full Throttle at the time for another company), they're back together in the typical romantic lamestreamer whirlwind. In Monkey Island 2: Lechuck's Revenge, we return as Guybrush Threepwood, the underdog would-be Pirate and anti-hero who now is living off his past glories of "killing" LeChuck with Rootbeer upon the ending of the previous game. Everyone's sick of hearing his story and wonder if he is doing anything else. AS the game starts to unfold, we realize that Guybrush has become sort of the classic corrupted by success sterotype - a once-underdog whose now a cocky if intept twirp. But he's got a new mission, find the treasure of Big Whoop! Basically. WHile on his quest to find Big Whoop, Guybrush, through his attempts to charter a ship, obtain pieces of a map, and often dragging many people including his ex-girlfriend and now governor of Booty Island Elaine Marley somewhat and cartographer Wally B. Feed into his madness - unearths a plot to revive LeChuck's rotten corpse fromt he dead, and well, that happens, and he's hellbound for revenge against Guybrush. **SPOILERS EVEN MORESO** - So as the story goes along, in a similar twist to Monkey Island 1, Guybrush gets blasted onto a deserted island with yet again his pantless and elderly Acquaintence Herman Toothroot (whose taken up Taoism or Zen Buddhism or something) on the lost island of Dinky Island. Upon finding Big Whoop, Guybrush leads us to a VooDoo and hoodwinkery laced ending with a Star-Wars derived reveal that LeChuck is his "creepy brother Chuckie", and that now, Guybrush and LeChuck are 2 children at an amusement park (that looks oddly a lot like Booty Island). Leading us almost into a Five Nights at Freddy's Like lore-mess after the fact because what is actually going on?
Anyway, so many loose threads, but Ron was out of the picture when LucasArts deemed the game worthy enough of 2 more sequels toward the end of the 1990's. But Monkey Island 2 would be the last time we would get that 256 color VGA self-depricating charm without a heavy dose of lamestreamer sedation tossed in to appeal to a wider audience. Not saying the newer games are bad, they're just...well...different, and not the same vibe as the Ron Gilbert/Steve Purcell/Michael Land era stuff. Gameplay: 8/10 Rarely do I ever give anything a 10, but they took an already great system and improved on it greatly. First major change is the control panel at the bottom. The commands have been streamlined, removing overlapping and somewhat excessive commands such as "Turn on" "Turn Off" "Walk To" and so on that are covered by either a cancel command or other commands such as "Use". This makes the font bigger and easier to control. Also improved is the new tiled, graphical inventory. Whereas the original two releases of The Secret of Monkey Island had a text only interface like Maniac Mansion/Zakk McKraken/Indiana Jones - Monkey Island 2 now puts a picture to the objects in your inventory, and tiles them in a 4x3 window, allowing one faster access to more items without pixel precision clicking in very tight, time constrained situations - such as using a VooDoo Doll or rigging up a bucket of mud on a door. Otherwise, the perfection that is the regular gameplay has not been tampered with, however the Puzzles this go out are a little more unfair, in particular, one specific puzzle that took me almost 30 years to find out how it worked, and it seems even people who worked at Lucasfilm/LucasArts did not know how it worked either, including the hint line I called in 1994 to figure out what was going on (and still did not find out). Basically, in Hard Mode, in one part of the game, you are playing some kind of wheel-of-fortune type game with a guy who looks like Fukaire from The Corisican Brothers in an alleyway. In between each game you **Cheat** by knocking on the 1930's Speakeasy style door in the adjacent alleyway and some giant oaf's hand sticks out and holds up his pinky and says "If this one is five" (changes to three fingers) "Then how many is this". One could spend hours upon hours "trial-and-error-ing" this puzzle and still not figure out what that stinky mutt behind the door was doing. Was this a math problem? Am I calculating a percentage. When I was 10 I wondered if I needed to bring this game to my Math Class and make it a math problem for me and the teacher to figure out. Between me, my spectrum sis, and PJ at school, neither of us could figure out what the HELL was going on here. Then one day, there it was - the answer is the PREVIOUS number of fingers the guy is holding up. Thanks LucasARts for making me feel like an idiot. I was already nearing Middle Age before I knew how this bloody puzzle worked. But otherwise, it's a little less as maddening in most areas. Plus there's an easy mode for beginners. However, the Easy Mode omits some of the greatest comedic parts of the game, like a spitting contest, Guybrush's Parents singing a effed up version of "Word of the Bone", and seeing Largo LaGrande with a bucket of mud on his head, LOL! Graphics: 9/10 Monkey Island 2: LeChuck's Revenge has a bit of a jarring change in graphical style. It seems between the first games EGA and VGA releases, and then this, Lucasfilm Games/LucasArts had not found a consistant artwork style for the game series yet. First we had a cartooney EGA representation that shot for being photorealistic, but fell short, only to be given an incredible VGA Edition of the first game with photorealistic portraits during key conversations, and some very tight, clean, alkmost photorealistic looking artwork for all the landscaping and character sprites - as good as it gets for 320x200 256 color Mode X VGA. But here, it seems LucasArts aimed more for that wacky, angular, comedic style a little more. It really makes for a confusing "Dating" of the game. On one hand, the first game looks more advanced from it's photorealism in it's VGA version, but the second game looks more "90's" because of the angular, twisted visuals that became almost laughingly bad after Ron left. Whereas once the artwork represented an actual, serious attempt at the places you visited, LeChuck's Revenge brings us a cartooney quality that takes a step back from the more "Airplane/Caddyshack/National Lampoon" like approach of the first game artwork wise. Mi2 really dates it'self more to the 90's, but I think that was a LucasArts thing because Sam and Max, Maniac Mansion 2: Day of the Tentacle, and others from around that time also have that goofey, angular style to their artwork vs. the more serious approaches of a few years before. But functionally, the graphics do the job and are appealing. It just loses some of that more grown up and parody of an actual movie vibe the previous game had. Sound: ?/10 Monkey Island 2 improves the music system by ading IMuse, LucasArt's special fancy music system that allows for dynamically "flowing" between the music rather than a wrote switch between screens. Overall: ?/10 |