Tales of Monkey Island Ch. 5 - Rise of the Pirate God

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  • edited December 2009
    Tentacle wrote: »
    To be honest, this isn't quite true. For example,
    I don't think you can get any more optimal than using an actual anchor for an achor. The spell itself doesn't mention specific ingredients, so there's room for improvisation. If you remember, LeChuck is portrayed as a ghost in the first game; this is after he escaped from the Crossroads using the selfsame spell that Guybrush uses to escape later on.

    I'm glad I'm not the only one who realised that....I know he's Guybrush Threepwood and all, but sometimes it's nice if things make sense or have continuity.
  • edited December 2009
    I have found very short this last episode! but maybe because i have enjoyed a lot! :) this is the best game i have played in the last months! a big hurra for Telltalegames people! Thank you! :D

    PS.- I have had the same bug as somebody that the screen shows morgan and is impossible to move. I have solved in the same way... save the game and load it.
  • edited December 2009
    Remarks from page 10 notwithstanding...

    Originally I sort of shrugged in episode four and predicted that we'd be seeing
    Desinge and Nipperkin
    in the next episode because of the emphasis on death. I also figured that we'd start out the next installment playing as Elaine.

    Although I was pleasantly surprised at how I was actually wrong in my assumptions, I couldn't help but wonder what the latter would have been like? Perhaps too similar to the beginning of the second episode? Anyone else think this way.
  • edited December 2009
    Ciremi wrote: »
    Remarks from page 10 notwithstanding...

    Originally I sort of shrugged in episode four and predicted that we'd be seeing
    Desinge and Nipperkin
    in the next episode because of the emphasis on death. I also figured that we'd start out the next installment playing as Elaine.

    Although I was pleasantly surprised at how I was actually wrong in my assumptions, I couldn't help but wonder what the latter would have been like? Perhaps too similar to the beginning of the second episode? Anyone else think this way.

    I can't really see playing as someone else being all that fun. Elaines great and all, but she lack Guybrushes comedic touch. It would have been nice to see how she got onto lechucks ship, and how the sword fight went, but seeing all that first would ruin the scene where guybrush first resurrects himself.
  • edited December 2009
    Whelp, after lurking for an undisclosed amount of time, I have finally made myself a username... specifically so I could talk about this game.

    I adored this chapter, and indeed the entire series. After waiting for nine years, and after having played Sam and Max... I knew I was gonna love it. Morgan and Winslow were both solid character additions and I loved the development they got, especially Morgan. Her growth felt really realistic and her sacrifice in this chapter was just... fantastic.

    As for the length and general puzzle quality, I really can't complain. It wasn't quite as hard as MI1 or 2, but it was still suitably challenging. I think I got stuck at least once in every chapter, more in the fifth, and I liked that. I don't think the puzzles of MI1/2 really translate as well to episodic games, and I'm pleased with the outcome overall.

    And, ah... oh, let's just spoiler tag the whole rest of this:
    = The Afterlife was gorgeous, and so atmospheric. It's probably my favorite environment of the entire game (...probably. Flotsam at night was pretty sweet, too). It was especially breathtaking during the very final puzzle, without any music whatsoever, and... yes. <3

    = The fight with LeChuck brought back memories of the final showdown in MI2 - which incidentally scared my 12 year old self half to death, thank you very much - seeing LeChuck as a genuine threat again was awesome. I felt a sense of panic during this puzzle, even though I knew I had as much time as I wanted - I just wanted LeChuck to stop hurting Guybrush...

    = It's a small thing, but the barrel of Banang in Club 41 caused me to stop playing for a moment because I was laughing so hard. Could not resist miming Sam ala Chariot of the Gods. Wonderful.

    = The ending... and I mean the after the credits ending, not the end-ending. If that doesn't scream sequel hook, I don't know what does. :D

    Tales was fantastic, and I could not be happier!
  • edited December 2009
    Tentacle wrote: »
    To be honest, this isn't quite true. For example,
    I don't think you can get any more optimal than using an actual anchor for an achor. The spell itself doesn't mention specific ingredients, so there's room for improvisation. If you remember, LeChuck is portrayed as a ghost in the first game; this is after he escaped from the Crossroads using the selfsame spell that Guybrush uses to escape later on.

    Mmm, no. I don't see how you can draw that conclusion about what makes them optimal at all...
    Why do you think a literal anchor is necessarily better than a metaphorical one, for a start? Why can't it be that a single item that metaphorically embodies the 4 ingredients is more optimal than 4 seperate items that match the ingredients, but in a more literal and less personal way? With this creepy voodoo spell, I would imagine that it would be the items with actual true, personal emotional value that would decidedly be most optimal. Hence a ring representing a marraige that very personally embodies the 4 ingredients can be thought of as much more optimal than a simple, literal reading of the spell using stuff that happened to be lying around the place.

    And as for the bit about LeChuck
    He probably didn't have optimal ingredients either, hence ghost form. He had nothing like the ring which embodies the spell in a metaphorical but truly personal way.
  • edited December 2009
    Reaper Lyn wrote: »

    And, ah... oh, let's just spoiler tag the whole rest of this:
    = The fight with LeChuck brought back memories of the final showdown in MI2 - which incidentally scared my 12 year old self half to death, thank you very much - seeing LeChuck as a genuine threat again was awesome. I felt a sense of panic during this puzzle, even though I knew I had as much time as I wanted - I just wanted LeChuck to stop hurting Guybrush...

    Hahahaa, that's true. I was about the same age back then and did not have a soundblaster card in my computer. The music was played through the pc-speaker which was waaaaaay too loud. Everytime LeChuck entered the room, I jumped half a meter in the air. I didn't knew how to disconnect the speaker. I hated that part. :)
  • edited December 2009
    I'm seeing many people question Elaine's behavior, but I don't really see the problem.
    First, Guybrush tries to use the cutlass to kill LeChuck, but he can't.
    Then LeChuck says no mere mortal can wield the sword.
    Note Elaine's pondering of these words, coming up with a plan.
    Elaine tells LeChuck to make her his demon bride; then she will be no more mortal and will be able to use the cutlass to kill LeChuck.
    However, by turning her demon she's something like demonically possessed. Demon Elaine is just that, Demon Elaine, no longer the real Elaine planning to kill LeChuck with the cutlass. Her plan has simply backfired.

    Now go ahead and poke holes in this, but it's good enough for me.
  • edited December 2009
    The problem isn't with those actions, it's with the idea that
    she knew about LeChuck's plan from the beginning, and somehow knew that Guybrush would need a wedding ring to stop it.
  • edited December 2009
    I guess you just have to assume she
    knows her voodoo somehow. I'm sure all her planning required some sort of heavy research beforehand. How did Guybrush not notice? I dunno, maybe they go off on their own a lot to do their own things, (seeing as they had separate ships) or Guybrush could just be clueless and not notice.
  • edited December 2009
    PecanBlue wrote: »
    I guess you just have to assume she
    knows her voodoo somehow. I'm sure all her planning required some sort of heavy research beforehand. How did Guybrush not notice? I dunno, maybe they go off on their own a lot to do their own things, (seeing as they had separate ships) or Guybrush could just be clueless and not notice.
    She definitely knows her voodoo, or at least, the Voodoo Lady. If she was so suspicious of her, it's not too far of a stretch to think that Elaine would do some research into what the Voodoo Lady was planning, yeah? Even if she didn't know exactly what was going to happen, she was constantly thinking of a plan. Every time some new information came to light she altered her course of action. It's risky, yes, that's why she was so keen on laying out plans and then endangering herself (i.e. agreeing to be LeChuck's demon bride) to ensure that everything went according to plan.

    Hey, we know she's smart enough to trick LeChuck into nearly marrying two monkeys, who's to say she couldn't pull this off, too?
  • edited December 2009
    Reaper Lyn wrote: »
    She definitely knows her voodoo, or at least, the Voodoo Lady. If she was so suspicious of her, it's not too far of a stretch to think that Elaine would do some research into what the Voodoo Lady was planning, yeah? Even if she didn't know exactly what was going to happen, she was constantly thinking of a plan.
    Since WHAT? On EfMI she was still just a normal wife without thoughts like that. She doesn't even pay attention to Voodoo Lady, OTHER THAN encourages Guybrush to visit her! Then on ToMI she just suddenly goes, 'OMG, Voodoo Lady's up to something; I must invastigate this! Yeah, I got it: she is controlling our lives, and I can stop her by giving Guybrush my wedding ring and by constantly having troubles and wait GB to come rescue me and thus the world', or...?
    Friar wrote: »
    Maybe monkey island should be used in the education system?

    Yeah. Everyone needs words like papapishu or a-rubber-chicken-with-a-pulley-in-the-middle in everyday life.

    Also, I actually chuckled at your later line "LeChuck was the pirate god". Like a big spoiler. You brought to my mind those kids that went "Snape killed Dumbledore!" a couple of years back. :D
  • edited December 2009
    Acemaster wrote: »
    Since WHAT? On EfMI she was still just a normal wife without thoughts like that. She doesn't even pay attention to Voodoo Lady, OTHER THAN encourages Guybrush to visit her! Then on ToMI she just suddenly goes, 'OMG, Voodoo Lady's up to something; I must invastigate this! Yeah, I got it: she is controlling our lives, and I can stop her by giving Guybrush my wedding ring and by constantly having troubles and wait GB to come rescue me and thus the world', or...?
    =shrug= Well, we know that there was some significant lapse of time between EfMI and ToMI. Nothing was shown, but it doesn't seem impossible. Elaine's smart and good at thinking ahead, so it's not too far-fetched in my mind. But I concede that there wasn't much set up. I could guess at some reasons (Guybrush telling her about his adventures and her putting two and two together, etc.) but it's mostly speculation at this point.
  • edited December 2009
    Friar wrote: »
    I don't know. Lechuck is a staple of the franchise. I just can't see a MI game without him.

    I totally agree, without LeChuck there really isn't a villain conceivable to match Threepwood's witty repartee.

    Besides proxy villains have been a part of the franchise since EFMI introduced this with Ozzie, and as an Australian the satire was what really kept me playing.

    And DeSinge was an interesting villain too, I think it followed the same concept as Ozzie; that the pirate grog-swilling world is a plague and thus must be eradicated, or dissected - very Enlightenment-like.

    But for sure if there are future side-line villains that give rise to the game's overall nemesis, LeChuck, then they should follow this pattern of piratical extermination.
  • BasBas
    edited December 2009
    That was a great ending. The puzzles weren't so great (although the massive one on LeChuck's ship was awesome), but I love how it all wrapped up in the end. The part where Guybrush was alone in the crossroads after defeating LeChuck was pretty powerful. LeChuck was properly evil again, much like in MI2. And I liked the whole throwback to the tunnels in MI2, both in the appearance of the underworld and the puzzle on LeChuck's ship. Elaine was a bit Deus Exy, yeah, but then again so was her escape in TSOMI. She's just really resourceful, I guess.

    One thing I still can't figure out though: why did Morgan's body disappear in chapter 4?
  • edited December 2009
    Bas wrote: »
    One thing I still can't figure out though: why did Morgan's body disappear in chapter 4?
    My guess is that the Voodoo Lady took it to revive her at the end of the chapter.
  • BasBas
    edited December 2009
    My guess is that the Voodoo Lady took it to
    revive her
    at the end of the chapter.

    She's
    still a ghost at the end of the chapter
    , though.
  • edited December 2009
    Bas wrote: »
    She's
    still a ghost at the end of the chapter
    , though.
    Hmm... Maybe blackmail for a future task?
  • edited December 2009
    sveikill wrote: »
    yeah, the first few chapters are good. when you reach monkey island though...

    I liked everything about that game UP UNTIL the rockin' and rollin' started.
  • edited December 2009
    Friar wrote: »
    Hmm... Maybe blackmail for a future task?

    Hopefully this will be explained in the next season (oh please oh please oh please).
  • edited December 2009
    Have you guys noticed a bug i chapter 5?

    After I have found the chest with the spell of Lechuck and visited Moe, everything goes wrong.

    If I try to get out of there (swordmasters place), the picture is at the same place, but Guybrush is dissappeared.

    Please help. Now I am stuck because of a bug, not because my IQ is to low :)
  • edited December 2009
    plokoon wrote: »
    Have you guys noticed a bug i chapter 5?

    After I have found the chest with the spell of Lechuck and visited Moe, everything goes wrong.

    If I try to get out of there (swordmasters place), the picture is at the same place, but Guybrush is dissappeared.

    Please help. Now I am stuck because of a bug, not because my IQ is to low :)

    I think i heard of a similair bug. You have to move using the arrow keys, to where the exit was/is. In the case of the swordmaster area, from the mast, you go down (for a few seconds) then hold right and down.
  • JakeJake Telltale Alumni
    edited December 2009
    Or save and load.
  • edited December 2009
    Jake wrote: »
    Or save and load.

    That was the first thing I did, to no avail. Thankfully that thread told me to use the arrow keys.
  • edited December 2009
    Does anybody had the same bug I noticed
    on the final fight with LeChuck? When you are on some situations (on the top of the ship, for example) you can see the tridents
    ?
  • JakeJake Telltale Alumni
    edited December 2009
    Heh that's not a bug. The battle is still frozen. You can see frozen winslow and some frozen merfolk out in the ocean too.
  • edited December 2009
    Oh, it's true!!!!!!!!!!!!!!!!!!!!!
    LeChuck frozes the whole thing before he starts to 'play' with Guybrush!!!!
    Sorry
  • edited December 2009
    Just finished chapter 5. All I can say is: THANK YOU TELLTALE!
  • edited December 2009
    The game is really fantastic! I love it.. but I think that final is very similar to LOOM! Bobbin had the death doors open! someone played it?
    Please now is time for a second loom part, or best MANIAC MANSION 3, ZACK MC CRACKEN 2 or THE DIG 2!!!

    Wish the best!

    Juan Ignacio
    from
    Argentina
  • edited December 2009
    Okay, I played it through in one day today, and I must say, I was considerably less than thrilled. I was very excited to see the Grog machine right at the beginning, and my hopes were high that
    some loose ends from SMI and especially LCR (the infamous ending!) would be solved, especially considering Ron Gilbert's (albeit brief) involvement and the Voodoo Lady's newly revealed long-time involvement in the fates of Guybrush and LeChuck - and I was briefly hopeful again as I saw the two skeletons at the keel of LeChuck's ship, mistaking them for Guybrush's parents from LCR ... but it all came to nothing.

    Well, the episode itself contained even more of these unnerving Voodoo recipes and an equally unnerving staicase/mast access to the Swordmaster area. The general atmosphere of the Crossroads was not bad, though.

    I am absolutely not sure whether I will buy any Season Two, because I feel that the unique chance was missed to
    fix some things that have been screwed and that have bothered me (and many other fans, I think) ever since the riddle of the Big Whoop amusement park was not resolved,
    and I do not trust TT that they will do that in S2 ...
  • edited December 2009
    Okay, I played it through in one day today, and I must say, I was considerably less than thrilled. I was very excited to see the Grog machine right at the beginning, and my hopes were high that
    some loose ends from SMI and especially LCR (the infamous ending!) would be solved, especially considering Ron Gilbert's (albeit brief) involvement and the Voodoo Lady's newly revealed long-time involvement in the fates of Guybrush and LeChuck - and I was briefly hopeful again as I saw the two skeletons at the keel of LeChuck's ship, mistaking them for Guybrush's parents from LCR ... but it all came to nothing.

    Well, the episode itself contained even more of these unnerving Voodoo recipes and an equally unnerving staicase/mast access to the Swordmaster area. The general atmosphere of the Crossroads was not bad, though.

    I am absolutely not sure whether I will buy any Season Two, because I feel that the unique chance was missed to
    fix some things that have been screwed and that have bothered me (and many other fans, I think) ever since the riddle of the Big Whoop amusement park was not resolved,
    and I do not trust TT that they will do that in S2 ...

    Personally, i think if you are playing MI games mainly for the story, the you are playing for the wrong reasons. Besides, if you didn't continue with S2, you would be leaving some unexplained plot twists from Tales wide open (Guybrushes hand on voodoo ladies desk, Morgan le flay, Voodoo ladies plan for lechucks spirit), which is pretty much what your downing Tales for with not explaining LR's ending.
  • edited December 2009
    Friar wrote: »
    Personally, i think if you are playing MI games mainly for the story, the you are playing for the wrong reasons.

    Hm ... I think there was a lot of real background story in the first two games that got lost or watered down later and that I would have liked to see resurrected here (resurrection being commonplace around Monkey Island anyway ... :))
    Friar wrote: »
    Besides, if you didn't continue with S2, you would be leaving some unexplained plot twists from Tales wide open [...] which is pretty much what your downing Tales for with not explaining LR's ending.

    I hadn't thought about it that way ... You're probably right. I might continue with S2 after all.
  • edited December 2009
    Hm ... I think there was a lot of real background story in the first two games that got lost or watered down later and that I would have liked to see resurrected here (resurrection being commonplace around Monkey Island anyway ... :))



    I hadn't thought about it that way ... You're probably right. I might continue with S2 after all.

    Glad to see you aren't one of those people who don't consider curse/escape/tales canon!
  • BasBas
    edited December 2009
    So what is a picarooney anyway?
  • edited December 2009
    Just beat it at last. Lovely. A bit of an abrupt ending, but satisfying enough.
    Especially with the thing with Morgan and the Voodoo Lady at the end. I'm a bit sad that more of the Voodoo Lady's plan was not revealed but you gotta leave some room for a cliffhanger to get a possible second game (sixth really, but second from TTG). And they did that quite well. Can't wait to see what's in store, if anything is indeed in store.

    It was a good run. It'll be sad not having MI again for a while but if it possible comes back later again for a round two with TTG I'm grateful for the break. Time to concentrate on some other games again now...
  • edited December 2009
    Bas wrote: »
    So what is a picarooney anyway?

    Well, "picaroon" is an obscure word for "pirate" (or, less commonly, "pirate ship"), of Spanish origin. The term originally referred to an adventurer or rogue. It can also be used as an intransitive verb meaning "to act as a pirate."
  • BasBas
    edited December 2009
    Admonisher wrote: »
    Well, "picaroon" is an obscure word for "pirate" (or, less commonly, "pirate ship"), of Spanish origin. The term originally referred to an adventurer or rogue. It can also be used as an intransitive verb meaning "to act as a pirate."

    Gah, should have known that. De Cava even calls Guybrush a prepubescent picaroon. Thanks.
  • edited December 2009
    Admonisher wrote: »
    Well, "picaroon" is an obscure word for "pirate" (or, less commonly, "pirate ship"), of Spanish origin. The term originally referred to an adventurer or rogue. It can also be used as an intransitive verb meaning "to act as a pirate."
    I though a picaroon was a type of nut ¬_¬
  • edited December 2009
    Bas wrote: »
    One thing I still can't figure out though: why did Morgan's body disappear in chapter 4?

    That's one of the things which bothered me the most.
    I really liked that part in ep4, but the lack of explanation of the disappearance spoiled the beauty of the death scene a bit.
  • edited December 2009
    Friar wrote: »
    I though a picaroon was a type of nut ¬_¬

    Haha, yeah for some reason some type of food always comes to mind when someone mentions the word picaroon for me. Like a mix of "pistachio" and "macaroon."

    But yeah, it means pirate and Elaine just made it all cutesy-sounding.
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