Voodoo Kid чит-файл №1

Voodoo Kid
(Infogrames, 1997)

By Alexander Tait
April 3, 2001

Notes

This game is quite easy, being a children's game, but I thoroughly enjoyed the
puzzles and the general story line. I would recommend it to any beginning
adventurer, but a hard core gamer is going to finish this very quickly. This
game
is unusual in that it allows you to choose the gender of your character. The
story is unchanged whether your character is a girl or a boy.

Introduction

After the introductory video introducing you to Baron Saturday, you start the
game proper in an old ship.

Inside the Ship

You begin in the cargo hold, where you meet Baron Saturday's butler. He tells
you
how he came to be here. The first thing to do is to investigate the upper right
corner, where you will find a bag of clay. Look at the crates. This will cause
them to fall. This allows you access to a lever. Pulling the lever causes the
hole at the bottom of the screen to be completed as the floor rises from below.
On the piece of floor is a bucket of water. Pick this up also. Approach the
workbench. There is a hollow mold and a piece of paper explaining what should go
in it. Poor the mud into the mold. Then add the water. Magically, this
transforms
into a medallion. Make sure you pick this up. Proceed to the bottom of the
screen
to the other side of the room. Click on the treasure chest. This has a spider
puzzle lock. The goal here is to turn the spider so that the head is facing
upward. Make sure all three rings line up properly to create the design. Use the
arrows at the bottom to turn the individual rings. The solution is: turn the red
ring six times, turn the blue ring eight times, and turn the yellow ring seven
times. Click on the spider when complete and the lock will open. Inside the
chest
pick up the hat, flute, and the loa. At left are some coiled ropes. Use the
flute
on the ropes because they act like snakes. You become trapped by the ropes. You
must use the loa at this time to become a spirit. You are now able to roam free
despite being bound! Proceed back across the repaired floor to the boarded up
hole on the wall. This takes you to another room full of magic.

There are bookshelves to examine here, but of most importance is the old book on
the floor at right. Click on this to read that you now have the ability to charm
snakes. Return to your trapped body. Click the flute on the ropes to be freed.
Also, this will reveal a large bone previously hidden. Pick up the bone. Give
the
hat to the butler. In exchange, he gives you six pieces of a map but tells you
there are more to be found. You can start to arrange the pieces you have. Insert
the bone into the space in the bone ladder and climb up to the room above.

This takes you upstairs to a room where the zombie butler has foolishly locked
himself in. Note the table with three a red, yellow, and blue candle on it. The
butler tells you you must light all three candles. The porthole at right, when
opened, lowers a hurricane lamp on the other side of the room. However, the lamp
is secured with a rope, so you will need to pick up the surgeon's knife to cut
it. When you have it, take the lantern to the candles. Make sure the porthole is
closed (otherwise the candles won't stay lit). When the candles are lit, two wax
seals appear on the table--one a plain gold color and one a bright color. You
must dye the plain seal the same color as the brightly colored one. Use the
rules
of primary color mixing here (blue + yellow = green, blue + red = purple, yellow
+ red = orange). This opens the door and releases the butler.

Go out to the dormitory. Open the chest at the left of the room. Take the
crowbar
inside it. Examine the Christmas tree. Note the taut rope hanging down from the
ceiling. Use the knife on the rope. This allows you to use the rope "Tarzan"-
style to swing over a hole to the other side of the room. In the middle of the
bookshelf on the other side of the room is a lever. Pull it down, and the bed at
right lifts up revealing some things under the bed. Examine the pile of things
under the bed. Take the two ax heads you find. Click to take the Shoes of the
Little Man. Before you can, however, you must kill ten bugs. There is no time
limit, so this is a fairly easy arcade puzzle. When complete, the shoes are
added
to your inventory. Move right into the storeroom.

At right is a bag of wheat, which when moved reveals a trapdoor. The trapdoor
won't open, so use the crowbar to force it open. Take the chain and bag of
bones.
Above you is a hook. Use the chain over the hook. Click on the hook again, and
it
safely transports you over the horde of rats blocking your way to the other side
of the room. At right, pick up the pile of firewood. Go through the door to the
kitchen.

In the kitchen, the first thing you notice is the stove at right. Put the
firewood in the fire. The flames rise. Examine the table. Baron Saturday
discusses a recipe for puke jelly (mmm ... mmm!). Pick up and pour the puke
jelly
into the parrot-shaped mold on the table. Then add the bag of bones. Examine the
kitchen utensils. Take the screwdriver you find there. Cross over to the other
side of the room. On the floor is a lever. Pick it up. Use the lever on the
strange toaster. This starts the conveyor belt. Unfortunately, the cogs for the
conveyor belt are out of place so the passthrough door of the conveyor belt is
closed. Approach the far wall to examine the cogs. They fit in this order: 3, 2,
4, 1, 5. The cogs start turning and you are required to choose to turn a lever
either to "+" or "-". Making a mistake resets the cogs. The lever must be
pointed
to "a" for success. Click on the conveyor belt for a ride to the adjacent room,
the dining room.

Ignore the first part of the room and go to the other side. On a small table
(easy to miss) is a hammer. Pick up the hammer and go back to the other side.
Use
the hammer on the lock of the drinks cabinet. Take the water and the loa. Give
the water to the choking butler. He will put out the fireplace fire but explain
that he cannot put out the fire around the ladder. By his action, you become
trapped in a circle of fire and need to find some magic water. Use the loa to
travel through the fireplace to a bathroom.

In the bathroom, the water is not running, as the pipes are not connected
properly. Only the red pieces of pipe may be moved. From the top, the general
direction that the water has to flow is straight down the left, then up to the
middle, then down to the right. There are several solutions to this puzzle. One
solution is:

Click the second pipe in the first column twice.
Click the first pipe in the second column three times.
Click the second pipe in the second column once.
Click the first pipe in the fourth column once.
Click the only pipe in the fifth column twice.
Click the second pipe in the sixth column twice.
Click the fourth pipe in the sixth column three times.
Click the fifth pipe in the sixth column twice.

When solved, you return to your body. Go up the ladder on deck.

On the Deck

When you turn up on deck, examine the two barrels. Next to them is a saw. Pick
it
up. Click on the mast. You cannot go to the other side of the deck as the sail
is
in the way. Click on the crank to raise the sail. When you click on the mast
again, the butler descends on a rope, telling you he is enjoying his stretch. On
the other side of the deck (at left) is a bell. Touch it and the butler descends
again and tells you to complete the map. Further along the deck is the captain
of
the ship. Talk to him to find his peg leg is trapped in the deck. He asks you to
get some soap from the poop deck. On a perch at the top of the screen is a
skeletal parrot, Polly (what else?). Give Polly the mold you made earlier. She
tells you how to defeat Baron Saturday: water beats fire, fire beats air, air
beats water. Near the captain is a voodoo puddle. Walking on this transports
you,
Star Trek-style, to the poop deck, where you are rapidly set upon by zombies. A
short arcade game begins. You must shoot six zombies. Just use the crosshair to
target the zombies. When you've shot six, you are sent back to the deck.

Return to the poop deck. Click on the cannon to tackle a puzzle to get the soap.
You must use the cannon to knock the soap down. This is achieved by the
following
steps: Aim the cannon as high as possible in the middle position. This will
remove the buckets from the way. Next, move the cannon to the rightmost
position;
lower it two from the top. This will knock the soap down to the catapult.
Keeping
it in the right position, lower it two more steps. This will propel the soap to
you. In the center of this area is a stake with a skull on it. Cut it down with
the saw. Pick up the two shinbones. These will be combined with the ax heads to
form axes. Use the screwdriver on the grinding stone to fix it. Then use the
axes
on it to sharpen them.

Return to the deck. Give the captain the soap. He thanks you, gives you a loa
and
some more pieces of the map, and then disappears by magic that freezes you to
the
spot. Use the loa to transform into a spirit and continue your quest. Return to
the first deck. Now enter the door to Baron Saturday's cabin. Click on the
lectern at the right to learn about how to release spirits held in voodoo
effigies. Click on the compass to collect the remaining puzzle pieces to
complete
the map. This will repair the compass. Touch the mynah bird. It will fly over
and
put a hole in the gunpowder bag. This will cause you to glow brighter.

Return to your body. Click on it to be free. Click on the bell. The butler
descends again and tells you to spread the map pieces on the lectern. Click on
the lectern. You will take control of the ship. Go to the mast. Click on it to
automatically use the axes and the shoes to climb up to the crow's nest. On
seeing you, Baron Saturday falls over the side. Click on the rope to tie it
around you, then proceed out on the sail until you come to the voodoo effigy
with
the wax effigy of you on it. Click on it with the pincushion to collect it.
However, you aren't free yet! Now you must defeat Baron Saturday three times in
a
duel. If you make a mistake, you just start again. You don't need to remember
what Polly told you as you are given the advice again: water beats fire, fire
beats air, air beats water. So, when he casts a spell of water, you cast a spell
of air, etc. When you have defeated him three times, you are treated to the end
movie of a sunrise and the Kid waking, wondering, "was it all a bad dream?" only
to find the Voodoo effigy materializing at his bedside. An easy but enjoyable
game!