Just Adventure original
VooDoo Kid Walkthrough
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!