Tales of Monkey Island Hints

What should I do as the Voodoo Lady?

  • 1 of 11: Explore your world, which is limited to things within arm's reach.
  • 2 of 11: The only really useful thing is the Voodoo Mat in front of you. Take a good look at the three cards and the three spots on the mat. Any ideas here?
  • 3 of 11: Each card has two meanings, a noun and a verb. For example, the card labeled "The Fracture" shows a picture of a scientist, obviously De Singe. So that card is both the action of fracturing and the person of De Singe.
  • 4 of 11: Similarly, the Journey card is also the Adventurer (clearly Guybrush), and the Curse card is also the Voodoo Lady.
  • 5 of 11: What you want to do is make De Singe come to you (since you can't go to him) and teach you the language of the manatee. Use the three cards to make a simple sentence out of this -- actor, action, and target. When you've got the cards arranged the way you want, hit the bell at the left to make it so. To be more explicit --
  • 6 of 11: -- Place the Fracture/Scientist card in the actor slot, the Journey/Adventurer card in the action slot, and the Curse/Voodoo Lady card in the target slot -- making the sentence Scientist Journey to Voodoo Lady -- and hit the bell. Voila! Instant scientist.
  • 7 of 11: When De Singe arrives, however, he's not too cooperative because, he says, he doesn't believe in voodoo. It's time to MAKE him believe.
  • 8 of 11: Let's fling a nice little curse at him. That's --
  • 9 of 11: Adventurer, Curse, Scientist.
  • 10 of 11: De Singe returns in all repentance and gives Guybrush the book. Read it, then it's time to try to figure out how to get the heck out of here and back into Guybrush's body back on his ship. For this one, use --
  • 11 of 11: Adventurer, Fracture, Voodoo Lady. (Incidentally, there are a few other permutations of the cards that are interesting but not useful, if you want to play before you leave.)