What I found difficult in this puzzle is that if Guybrush drops directly from the crow's nest onto the deck, he does not have the time to complete the see-saw-Elaine-cannon sequence (you have to click on the see-saw twice before Guybrush would step on it: Guybrush always wastes one round at a lame joke; you want to punch him like LeChuck does). What you have to do is to slide from the crow's nest to the wheelhouse, wait for LeChuck to punch you to the deck. Then, for some reason, LeChuck will grant you enough time to complete the whole thing.
You may say there is some logic in this: it only takes one straight jump for LeChuck to go from the crow's nest to the deck, while it takes two jumps if he is at the wheelhouse. But from the player's point of view, it is difficult to figure out -- by either way you end up at the same location on the deck, why the difference? A cut scene that show how LeChuck moves from one location to another would have helped
What I found difficult in this puzzle is that if Guybrush drops directly from the crow's nest onto the deck, he does not have the time to complete the see-saw-Elaine-cannon sequence (you have to click on the see-saw twice before Guybrush would step on it: Guybrush always wastes one round at a lame joke; you want to punch him like LeChuck does). What you have to do is to slide from the crow's nest to the wheelhouse, wait for LeChuck to punch you to the deck. Then, for some reason, LeChuck will grant you enough time to complete the whole thing.
You may say there is some logic in this: it only takes one straight jump for LeChuck to go from the crow's nest to the deck, while it takes two jumps if he is at the wheelhouse. But from the player's point of view, it is difficult to figure out -- by either way you end up at the same location on the deck, why the difference? A cut scene that show how LeChuck moves from one location to another would have helped
You NEED LeChuck to jump down from that point, anywhere else and he'll land behind Guybrush instead, but from that point, he'll always land infront of Guybrush, which is where the see-saw is, so you get enough time to tell Elaine to light the cannon (any other point and the cannon will go off early) and still get time to stand on the door and wait for LeChuck to jump down.
What I found difficult in this puzzle is that if Guybrush drops directly from the crow's nest onto the deck, he does not have the time to complete the see-saw-Elaine-cannon sequence (you have to click on the see-saw twice before Guybrush would step on it: Guybrush always wastes one round at a lame joke; you want to punch him like LeChuck does). What you have to do is to slide from the crow's nest to the wheelhouse, wait for LeChuck to punch you to the deck. Then, for some reason, LeChuck will grant you enough time to complete the whole thing.
You may say there is some logic in this: it only takes one straight jump for LeChuck to go from the crow's nest to the deck, while it takes two jumps if he is at the wheelhouse. But from the player's point of view, it is difficult to figure out -- by either way you end up at the same location on the deck, why the difference? A cut scene that show how LeChuck moves from one location to another would have helped
It's actually not the logic behind that puzzle.
If LeChuck threw you from the crow's nest, that means he's still on the crow's nest and soon he'll be coming to kick your cheeks from up there. When he jumps out from there, he always drops at the RIGHT of Guybrush instead of LEFT, which is where the see-saw is located. What you have to do is find somewhere for LeChuck to jump from so that he can drop at your LEFT and launch you into the cannon. So you slide your way throught the wheelhouse just to make LeChuck come there and throw you down, so that when he comes near you again he'll land exactly on the see-saw.
After being thrown from the wheelhouse, only one click is enough for Guybrush to walk on the see-saw actually. Try it.
Waiting around for Lechuck to beat me and throw me to the location I needed to go to was annoying. Why couldn't I just WALK to the other side of the deck, or CLIMB the ladder on the mast? By the time I figured out where everything was and what I needed to do, I had to wait around for Lechuck to finish clobbering me before I could do any of it.
Would have been great if trying to walk around had simply made LeChuck pop up in a "So where do you think you're going? *whack*" kind of way...
I hated this puzzle.. Not so much because of what you had to do..but because of the time limit. You didn't have a chance to think what you needed to do because Lechuck would be hitting you every 5 seconds.. Also the repetition just made it really annoying fast. There was just 2 many steps to that puzzle to be done that kind of way.
I hate it because i always used the hook with the rope to escape another LeChuck-attack and never landed on the other side of the ship until i looked in the walkthrough.Enduring a bad event (that you can evade) should be no step in the solution (or at least heavy hinted on)
No. I'm not going to have morons that want an interactive movie. If you get a headache when asked to do even a MODICUM of actual effort and thought, just stop playing adventure games. I'm sure Disney Interactive has a fun series of Interactive Storybooks for you. Or hey, you know, pretty much every genre in mainstream modern times has been castrated and made far easier, so hey, why don't you go and play one of those. They're already tailored to your needs, so play those.
Stay away from the brilliant ending sequence, one of the few AMAZING shining moments of Tales that brought back that old Monkey Island spark. Because it's EXACTY what a LeChuck confrontation should be. It was brutal, it was scary, it was LeChuck in his best voiced appearance EVER. Everything from the
shrinking of the sponge
onward was genius, and put a smile on my face, and made the ending of a Monkey Island something that was actually good for the first time in 18 years.
So no, I didn't think it was "cumbersome" and "frustrating" and "waaah too hard ;_;".
I can sign this.
Completely with the harsh words.
And I only quoted this because it seemed the new page needed this comment as well.
After I'd completed the sequence I sat back and thought, "whew! Now what the heck did I just do?" It was pretty tough in places, and when I first begun the showdown for a while I didn't have a clue what I was doing. I experimented a bit, and eventually the pieces came together and things made sense. It reminded me of the final puzzles in MI2 and CMI. You're under a bit of pressure because every so often LeChuck comes and forces you to a different part of the scene. But it feels good when you finally work it out!
Well, that showdown part is what I call a "special" aspect where the game sets a new rule (which oftenly restricts you) and you have to solve a puzzle in that condition (examples being the last meeting with Conroy Bumpus in Sam and Max: Hit the Road where you can't go anywhere, or the showdown in MI2 where LeChuck is tracking you and makes it harder for you to make a voodoo doll of him). The thing is, those "special" rules are mostly set to give a "final boss part" feeling into the scene. Problem is, a game that tests your reasoning abilities should put a really hard puzzle at the very end of the game, and because of that "special rule" there is something that doesn't go in your favor which makes it even harder for you to beat the game. So, those parts are generally hated by players because it takes away too much time even for someone who knows how to solve the puzzle, and it just gets frustating for someone who tries to know how to solve it.
It's a rare condition that a "special" scene like that is the most appreciated of all other puzzles. I can come into that conclusion: The other puzzles in the episodes are really weak and easy compared to that showdown. It's a letdown for me, so I'm unhappy about it.
I see nothing to support you claim that players generaly hate puzzles that introduces special rules to adventure games. Some of the most widely praised puzzles in TMI were indeed such "rule-changers", like being strapped to the operating table in chapter one or the fight with Morgan in chapter two. The type of puzzle that however do seem to generate a lot of moans from players are the standarized, unimaginative adventure game puzzles like "use object A with object B" or "find this list of objects"-type puzzles.
It sounds from your argument that these boss fight like puzzles are simply normal puzzles with an added time limit, forcing you to wait for a long time if you do not figure out the solution within the time limit, but this is far from the truth, especially in the TMI ending. Being constantly moved around, and figuring out how to work with or change up the pattern is part of the puzzle. In addition to allowing the designers to come up with some clever out of the box puzzles, these "boss-fights" also provide a much needed sense of urgency and tension that grand adventure game finales desperately need to avoid becoming anticlimatic.
I see nothing to support you claim that players generaly hate puzzles that introduces special rules to adventure games. Some of the most widely praised puzzles in TMI were indeed such "rule-changers", like being strapped to the operating table in chapter one or the fight with Morgan in chapter two. The type of puzzle that however do seem to generate a lot of moans from players are the standarized, unimaginative adventure game puzzles like "use object A with object B" or "find this list of objects"-type puzzles.
It sounds from your argument that these boss fight like puzzles are simply normal puzzles with an added time limit, forcing you to wait for a long time if you do not figure out the solution within the time limit, but this is far from the truth, especially in the TMI ending. Being constantly moved around, and figuring out how to work with or change up the pattern is part of the puzzle. In addition to allowing the designers to come up with some clever out of the box puzzles, these "boss-fights" also provide a much needed sense of urgency and tension that grand adventure game finales desperately need to avoid becoming anticlimatic.
I hate making "This." posts, but I just have to say how much I appreciate this post. Even by the standards of someone who generally makes great posts, which I'd say you are, it's just an excellent piece of logic.
I'm sorry I have nothing to contribute here, and I probably shouldn't be posting because I don't, but I just thought this really deserved a thumbs-up.
That might be a glitch, pluizig. While LeChuck is supposed to show up after 7 or 8 seconds, some people had to wait longer or he didn't show up at all and they had to reload another save to fix it. The Telltales are working on it, though, so it should be patched up for later downloads and the DVD.
Yes, it's the only thing I really didn't like in all the showdown. Specially when you are not even able to move with WASD.
It isn't very logical, from Guybrush point of view, to stay still without doing anything, not even move, when your wife is fighting a bunch of demonic skeletons and LeChuck is using you as a punching-ball. EVEN if you already know what are you supposed to do, and even if you know that you must allow LeChuck punch you.
I think it would have been more logical if -as somebody said before- when trying to move (using WASD or wathever), you triggered the appeareance of LeChuck, without having to wait the full time.
I see nothing to support you claim that players generaly hate puzzles that introduces special rules to adventure games. Some of the most widely praised puzzles in TMI were indeed such "rule-changers", like being strapped to the operating table in chapter one or the fight with Morgan in chapter two. The type of puzzle that however do seem to generate a lot of moans from players are the standarized, unimaginative adventure game puzzles like "use object A with object B" or "find this list of objects"-type puzzles.
It sounds from your argument that these boss fight like puzzles are simply normal puzzles with an added time limit, forcing you to wait for a long time if you do not figure out the solution within the time limit, but this is far from the truth, especially in the TMI ending. Being constantly moved around, and figuring out how to work with or change up the pattern is part of the puzzle. In addition to allowing the designers to come up with some clever out of the box puzzles, these "boss-fights" also provide a much needed sense of urgency and tension that grand adventure game finales desperately need to avoid becoming anticlimatic.
Well, I never said it's not clever, they're just generally hated by new adventure players. I agree with you there. I just wanted to point out that the other puzzles are not even competitive with this puzzle. Because of this rare condition, I'm unhappy, and this is not because of the ship showdown, but because of the other puzzles.
Though, noone can deny that those kind of puzzles are always hated by some;
I hated this puzzle.. Not so much because of what you had to do..but because of the time limit. You didn't have a chance to think what you needed to do because Lechuck would be hitting you every 5 seconds.. Also the repetition just made it really annoying fast. There was just 2 many steps to that puzzle to be done that kind of way.
I think the fight was great, with the exception of being unable to move on your own. It just seemed so incredibly unnatural and artificially restricting. And no, it isn't because Guybrush is too tired from all the beatings, since he is perfectly capable of walking in the few places where you can click something for him to walk to (the seesaw, the locked cabinet with the grog barrels).
And yes, when you miss an action within the time limit, and just have to stand around waiting for LeChuck to come and punch you again, that's annoying, but again, that's caused by not being able to move on your own.
As others have said, the climactic fight is essentially a copy of the one from MI2. If only they'd copied the bit about moving as well.
I felt the one issue with the final battle was a lack of feedback. Like when you received no feedback when trying to move Guybrush around. I'm okay with Guybrush not being able to move since he's a corpse on the verge of being beaten into hamburger. It makes sense that movement has become limited. However at the beginning of the scene I did not feel warned of this expectation. Some rounds I desperately wanted to move Guybrush to the next location or even over to another area on the screen to speed up the puzzle solving only to discover he wouldn't budge. If Guybrush said something like: "So much for getting my body back, I can barely move." that would have been enough feedback to let me know that I have to solve these puzzles without moving.
Another case where feedback would have been appreciated was the 'see-saw' scene. Again, a very simple puzzle, I knew what I had to do, but I had to do it through trial and error since I had little to no feedback telling me that LeChuck was pouncing from a different route depending on how I chose to wind up on the exact same part of the damn ship. It wasn't hard to figure out but when I finally had, I had to go through a whole cycle of getting my ass kicked before I could do it in the right order.
Which leads me to my last issue, the dependency on LeChuck to move around. It has already been mentioned here but I just have to agree, there should have been a way to trigger the event from moving from one area to the next. There were several rounds where I just let the game stand there until LeChuck came, at which point I was bored and frustrated out of my skull. I knew how to solve the puzzles, they were child's play. But the game was delaying me through bad game mechanics.
There is however one thing I can defend about the final battle of Episode 5, that is people should have known there was going to be time limitations in this level. Anyone who has played MI 1-3 would know the typical Monkey Island boss fight pattern where LeChuck encroaches on Guybrush's puzzle solving time. This I actually think is a good game mechanic in the respect that until now you've had all the time in the world to problem solve. Now you don't. This heightens the tension and difficulty, and keeps interest. If it wasn't ruined by the delay issue, ToMI would have had this aspect spot on.
Whenever I've had to design any kind of interactive interface for my multimedia classes, I would get scrutinized big time if there was any aspect of my interface which wasn't immediately intuitive or efficient in the eye of the user. I feel at no point should any game company be exempt from the same kind of criticism. Tales of Monkey Island needed more polish on the controls and interface, especially for this scene.
Whenever I've had to design any kind of interactive interface for my multimedia classes, I would get scrutinized big time if there was any aspect of my interface which wasn't immediately intuitive or efficient in the eye of the user. I feel at no point should any game company be exempt from the same kind of criticism. Tales of Monkey Island needed more polish on the controls and interface, especially for this scene.
I agree. There are several things in the control scheme that could use some tweaking. Especially the "combine items" function. Whenever that comes up, someone always pops out of the woodwork to say "well, that's because that is how the TellTale engine works". So what? Change the damned engine already! They made it themselves didn't they? Have they lost the source code? As long as a piece of software is being used productively, there is no such thing as "good enough". You don't just stop improving the code.
Look at all the old LucasArts adventure games. They all used the SCUMM engine, but not the same version. The engine was updated and added to with each new game. Why shouldn't TellTale update their own engine?
I agree. There are several things in the control scheme that could use some tweaking. Especially the "combine items" function. Whenever that comes up, someone always pops out of the woodwork to say "well, that's because that is how the TellTale engine works". So what? Change the damned engine already! They made it themselves didn't they? Have they lost the source code? As long as a piece of software is being used productively, there is no such thing as "good enough". You don't just stop improving the code.
Look at all the old LucasArts adventure games. They all used the SCUMM engine, but not the same version. The engine was updated and added to with each new game. Why shouldn't TellTale update their own engine?
I'm hoping since they never updated it after all the complaints from episode 1 onward, that they will update it for season 2. The combined items interface was tolerable on the Wii, but irritating on the PC. I liked SCUMM's simple drag one object over the other to combine scheme. Straight forward, and effective, with no mess. This drag the two items into a separate area and press the button feels clunky, and prevents the possibility of having puzzles that require combining more than 2 objects together.
I'm really glad someone else agrees that the interface can go beyond just 'good enough.'
I kind of felt the final battle used too much floor glue and restricted movement far too much. I much rather play an ending similar to Broken Sword 2. Multiple rooms, but instead have like a boulder from one room run over lechuck some how after you go through room to room to guide its path. Something like that.
I felt glued to the ship and it was frustrating to try and click and move and figure things out when you were limited unlike before and your feet cemented into place. It was a little short from a button smasher sequence to watch movies.
Combining items shouldn't be easy or it lets to lots of solution before problem moments,because the player has already reflective combined everything with everything else.The player thinks before he use something when it isn't easy.
Combining items shouldn't be easy or it lets to lots of solution before problem moments,because the player has already reflective combined everything with everything else.The player thinks before he use something when it isn't easy.
Either I am way too tired at 1 am to be reading forum posts, or what you just said is so grammatically incomplete I'm having a hard time understanding what you're trying to say.
Translation: Combining items shouldn't be easy, otherwise players would just combine every possibility and find solutions before they were even faced with the initial problems. Making it complex forces players to think before they make a move.
If this is a good translation here is my response: If the player can find solutions before the problems are initiated, that is either a coding issue or bad level design.
Typically players are only given items as they need them, otherwise these items should be coded not to react with anything until the proper switch in the game is triggered. Otherwise it would be like finding the key to the bosses room, before you have the weapon to defeat the boss. If this is the kind of case we're talking about then its not the item combining that is the problem, it is the level design. The designer should know better to hide the key until the other item is obtained, or the player is going to be screwed and not understand why. And it could cause game glitching.
I can't think of an adventure game that hasn't considered this. I've never been able to 'solve' something, before knowing what I've solved per say. Also if I happen to combine items that I'll need later in the game, how is that different than picking up a non combined item I'll need later? For example compare this: Oh I found a pot on the floor, don't know why I'll need it but could be handy. -vs- I found a thorn and a tube. Oh hey that would make a great pea shooter! Dunno why I'll need that yet, but could be handy. In either case I may not know what the item is for at that moment, but if the combined items make sense then that shouldn't be an issue.
You suggest that players think more because they can't quickly and easily combine items. Are you honestly telling me that you think no one here tried combining random items in their inventory in Tales of Monkey Island because the combining method slows us down? I guess I'm an oddball then. I still combined items even with the annoying interface just to see if the game had any easter eggs like all the other games use to have. Then again I feel like the odd one out on these forums for most of my opinions.
It was a bit frustrating that you had to stand around and wait 10 seks to get punched about to get from one area to another when you know you have to get there next, but it wasn't annoying to be punched to the same places a few times, I mean it's not like Guybrush can look in to the future and know exactly what to do, he had to work it out through trial and error, try different things till he gets the idea of what works together and anticipate LeChuck moves to work it all into his favour.
But I think he couldn't really do much, because he was battered and weak and LeChuck was full of voodoo energy. When you did get to places where he had to walk to interact he was limping and in a lot of pain
But I did feel restless seeing Guybrush being beaten up as he was, I was starting to talk to the game, telling Guybrush to please stay strong and hang on a little longer, I was getting the hang of it, and I would help him soon.
Comments
You may say there is some logic in this: it only takes one straight jump for LeChuck to go from the crow's nest to the deck, while it takes two jumps if he is at the wheelhouse. But from the player's point of view, it is difficult to figure out -- by either way you end up at the same location on the deck, why the difference? A cut scene that show how LeChuck moves from one location to another would have helped
You NEED LeChuck to jump down from that point, anywhere else and he'll land behind Guybrush instead, but from that point, he'll always land infront of Guybrush, which is where the see-saw is, so you get enough time to tell Elaine to light the cannon (any other point and the cannon will go off early) and still get time to stand on the door and wait for LeChuck to jump down.
It's actually not the logic behind that puzzle.
If LeChuck threw you from the crow's nest, that means he's still on the crow's nest and soon he'll be coming to kick your cheeks from up there. When he jumps out from there, he always drops at the RIGHT of Guybrush instead of LEFT, which is where the see-saw is located. What you have to do is find somewhere for LeChuck to jump from so that he can drop at your LEFT and launch you into the cannon. So you slide your way throught the wheelhouse just to make LeChuck come there and throw you down, so that when he comes near you again he'll land exactly on the see-saw.
After being thrown from the wheelhouse, only one click is enough for Guybrush to walk on the see-saw actually. Try it.
I can sign this.
Completely with the harsh words.
And I only quoted this because it seemed the new page needed this comment as well.
I see nothing to support you claim that players generaly hate puzzles that introduces special rules to adventure games. Some of the most widely praised puzzles in TMI were indeed such "rule-changers", like being strapped to the operating table in chapter one or the fight with Morgan in chapter two. The type of puzzle that however do seem to generate a lot of moans from players are the standarized, unimaginative adventure game puzzles like "use object A with object B" or "find this list of objects"-type puzzles.
It sounds from your argument that these boss fight like puzzles are simply normal puzzles with an added time limit, forcing you to wait for a long time if you do not figure out the solution within the time limit, but this is far from the truth, especially in the TMI ending. Being constantly moved around, and figuring out how to work with or change up the pattern is part of the puzzle. In addition to allowing the designers to come up with some clever out of the box puzzles, these "boss-fights" also provide a much needed sense of urgency and tension that grand adventure game finales desperately need to avoid becoming anticlimatic.
I'm sorry I have nothing to contribute here, and I probably shouldn't be posting because I don't, but I just thought this really deserved a thumbs-up.
It isn't very logical, from Guybrush point of view, to stay still without doing anything, not even move, when your wife is fighting a bunch of demonic skeletons and LeChuck is using you as a punching-ball. EVEN if you already know what are you supposed to do, and even if you know that you must allow LeChuck punch you.
I think it would have been more logical if -as somebody said before- when trying to move (using WASD or wathever), you triggered the appeareance of LeChuck, without having to wait the full time.
Well, I never said it's not clever, they're just generally hated by new adventure players. I agree with you there. I just wanted to point out that the other puzzles are not even competitive with this puzzle. Because of this rare condition, I'm unhappy, and this is not because of the ship showdown, but because of the other puzzles.
Though, noone can deny that those kind of puzzles are always hated by some;
...and this is just an example of it.
And yes, when you miss an action within the time limit, and just have to stand around waiting for LeChuck to come and punch you again, that's annoying, but again, that's caused by not being able to move on your own.
As others have said, the climactic fight is essentially a copy of the one from MI2. If only they'd copied the bit about moving as well.
Another case where feedback would have been appreciated was the 'see-saw' scene. Again, a very simple puzzle, I knew what I had to do, but I had to do it through trial and error since I had little to no feedback telling me that LeChuck was pouncing from a different route depending on how I chose to wind up on the exact same part of the damn ship. It wasn't hard to figure out but when I finally had, I had to go through a whole cycle of getting my ass kicked before I could do it in the right order.
Which leads me to my last issue, the dependency on LeChuck to move around. It has already been mentioned here but I just have to agree, there should have been a way to trigger the event from moving from one area to the next. There were several rounds where I just let the game stand there until LeChuck came, at which point I was bored and frustrated out of my skull. I knew how to solve the puzzles, they were child's play. But the game was delaying me through bad game mechanics.
There is however one thing I can defend about the final battle of Episode 5, that is people should have known there was going to be time limitations in this level. Anyone who has played MI 1-3 would know the typical Monkey Island boss fight pattern where LeChuck encroaches on Guybrush's puzzle solving time. This I actually think is a good game mechanic in the respect that until now you've had all the time in the world to problem solve. Now you don't. This heightens the tension and difficulty, and keeps interest. If it wasn't ruined by the delay issue, ToMI would have had this aspect spot on.
Whenever I've had to design any kind of interactive interface for my multimedia classes, I would get scrutinized big time if there was any aspect of my interface which wasn't immediately intuitive or efficient in the eye of the user. I feel at no point should any game company be exempt from the same kind of criticism. Tales of Monkey Island needed more polish on the controls and interface, especially for this scene.
Look at all the old LucasArts adventure games. They all used the SCUMM engine, but not the same version. The engine was updated and added to with each new game. Why shouldn't TellTale update their own engine?
I'm hoping since they never updated it after all the complaints from episode 1 onward, that they will update it for season 2. The combined items interface was tolerable on the Wii, but irritating on the PC. I liked SCUMM's simple drag one object over the other to combine scheme. Straight forward, and effective, with no mess. This drag the two items into a separate area and press the button feels clunky, and prevents the possibility of having puzzles that require combining more than 2 objects together.
I'm really glad someone else agrees that the interface can go beyond just 'good enough.'
I felt glued to the ship and it was frustrating to try and click and move and figure things out when you were limited unlike before and your feet cemented into place. It was a little short from a button smasher sequence to watch movies.
I still enjoyed the game.
Either I am way too tired at 1 am to be reading forum posts, or what you just said is so grammatically incomplete I'm having a hard time understanding what you're trying to say.
Translation: Combining items shouldn't be easy, otherwise players would just combine every possibility and find solutions before they were even faced with the initial problems. Making it complex forces players to think before they make a move.
If this is a good translation here is my response: If the player can find solutions before the problems are initiated, that is either a coding issue or bad level design.
Typically players are only given items as they need them, otherwise these items should be coded not to react with anything until the proper switch in the game is triggered. Otherwise it would be like finding the key to the bosses room, before you have the weapon to defeat the boss. If this is the kind of case we're talking about then its not the item combining that is the problem, it is the level design. The designer should know better to hide the key until the other item is obtained, or the player is going to be screwed and not understand why. And it could cause game glitching.
I can't think of an adventure game that hasn't considered this. I've never been able to 'solve' something, before knowing what I've solved per say. Also if I happen to combine items that I'll need later in the game, how is that different than picking up a non combined item I'll need later? For example compare this: Oh I found a pot on the floor, don't know why I'll need it but could be handy. -vs- I found a thorn and a tube. Oh hey that would make a great pea shooter! Dunno why I'll need that yet, but could be handy. In either case I may not know what the item is for at that moment, but if the combined items make sense then that shouldn't be an issue.
You suggest that players think more because they can't quickly and easily combine items. Are you honestly telling me that you think no one here tried combining random items in their inventory in Tales of Monkey Island because the combining method slows us down? I guess I'm an oddball then. I still combined items even with the annoying interface just to see if the game had any easter eggs like all the other games use to have. Then again I feel like the odd one out on these forums for most of my opinions.
But I think he couldn't really do much, because he was battered and weak and LeChuck was full of voodoo energy. When you did get to places where he had to walk to interact he was limping and in a lot of pain
But I did feel restless seeing Guybrush being beaten up as he was, I was starting to talk to the game, telling Guybrush to please stay strong and hang on a little longer, I was getting the hang of it, and I would help him soon.