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Tales of Monkey Island Hints
On the Screaming Narwhal: How do I tell Winslow where to go?
1 of 9: The grog and morphine injection De Singe used on Guybrush's poxy hand has clearly worn off, and the hand is being fractious again; it won't let Guybrush tell Van Winslow where to go or even point to it on the map. We have GOT to get this thing under control.
2 of 9: Explore the deck of the ship. What do you have to work with?
3 of 9: There's a large barrel of tar, which Guybrush thinks would be useful for trapping his hand, if only his hand would let him open it.
4 of 9: He can use the cannon without hindrance, but there's nothing to shoot at. Notice, however, that it has a really wicked recoil -- that is, when it's fired it rolls backwards with tremendous force. Anything behind, like oh say a tar barrel, would be smashed to flinders.
5 of 9: We can't move the tar barrel directly, but we can rock the floor the barrel is standing on. Have you tried taking the wheel?
6 of 9: Go upstairs to the bridge and take the wheel. The stupid hand instantly gives it a spin, knocking the barrel into just the right spot.
7 of 9: Quickly go back down the stairs and fire the cannon to smash the barrel. (If you're not fast enough, Van Winslow will take the wheel again and the barrel will roll back to its place. Just start again.)
8 of 9: Now all you need to do is knock Guybrush down. Our little green friend is on our side for once this time.
9 of 9: Try to point to the location on the map, and Guybrush's hand will knock him down, getting itself firmly trapped in the tar. Now click on Van Winslow and tell him where to go!