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Walkthrough for Sam & Max The Devil’s Playhouse: Season Three

Walkthrough for Episode 1 - 5

Episode 1:  The Penal Zone
Episode 2:  The Tomb Of Sammun-Mak
Episode 3:  They Stole Max's Brain
Episode 4:  Beyond The Alley Of The Dolls
Episode 5:  The City That Dares Not Sleep

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SEASON THREE

EPISODE 1:  THE PENAL ZONE

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GENERAL SKUNKAPE’S SPACESHIP

As the game begins, you and Max are locked in a cell in General Skunkape’s spaceship.  You have to escape from the cell, and put an end to his evil plans! 

Max has several powers, which will prove useful throughout the game.  Click on Max’s icon at the top right of the screen to enter his mind. 

As Max, click on the toy phone to activate Teleportation.  The toy phone will pop up, showing which phone numbers you have memorised.  Click on the picture of Stinky.  You and Sam will Teleport out of the cell, and stand next to Stinky. 

You’re back in control of Sam.  You have to find a way to stop General Skunkape.  Take the HOMING BEACON from your Inventory, and try to attach it to General Skunkape, to send him to the Penal Zone.  Unfortunately, you can’t get close enough to him.  Another one of Max’s powers is revealed.  Take RHINOPLASTY from the display case to give Max the power of shape shifting. 

You’re in Max’s mind again.  Click on the RHINOPLASTY to activate Shape Shifting.  Now click on the cactus plant fine art picture to add that to the list of things that Max can Shift into.  Click the RHINOPLASTY on the image of the cactus plant, and Max will Shift into the plant. 

Take the HOMING BEACON from your Inventory, and attach it to General Skunkape.  Thanks to Cactus-Max, you’re able to sneak up undetected.  Now use REMOTE CONTROL from your Inventory with General Skunkape, to send him into the Penal Zone.  Well… you TRY to send him into the Penal Zone.  Unfortunately, he’s too strong, and grabs onto something to stop himself from being sucked in.  Talk to Max and work through all the conversation topics.  Try and talk to Harry Moleman, who’s trapped in the glass case.  Unfortunately, Harry can’t do anything to help you right now.  Find your way to the ransack display case, which is up the ramp and to the right, and take the DECK OF CARDS.  This activates Max’s power of Mind Reading.  Click on the icon of Max at the top right. 

In Max’s mind, click on the DECK OF CARDS.  Turn to face Harry Moleman in the glass cage, then use Mind Reading on Harry.  You learn Harry’s phone number.  Exit the Mind Reading power. 

Click on the toy phone to activate Teleportation.  Now click on the picture of Harry Moleman to Teleport into the room where Harry’s mobile phone is stored. 

Explore this new room - everything is locked.  Click on Max’s icon at the top right.  Click on RHINOPLASTY to activate Shape Shifting.  Now click on the weapons display, to add the bazooka to the list of items that Max can Shift into.  Click on the image of the bazooka, and Max will transform into it.  Click on Bazooka Max, and watch the cut scene as General Skunkape is finally knocked into the Penal Zone. 

Watch the cut scene with the Narrator.  What you have just witnessed is something that will happen in the future.  Now watch the opening credits. 

 

STREET

Watch the cut scenes to see General Skunkape’s spaceship arriving in your street, as well as learning how Max got his physic powers. 

When you gain control of the game, Talk to General Skunkape and Agent Superball, and work through all the conversation topics.  Some topics can be clicked on more than once.  Now talk to Max and work through all the conversation topics.  When conversation is over, enter General Skunkape’s spaceship. 

 

GENERAL SKUNKAPE’S SPACESHIP

You and Max find your way to the Alien Brain on the upper deck, who helped\helps you in the future.  Sadly, it appears to be dead.  You need to find a way to bring the Brain back to life.  Maybe Max could help you communicate with it?  Click on Max’s icon at the top right. 

As Max, activate the Future Vision power.  Use Future Vision with the Alien Brain.  Now turn around, and use Future Vision with Sam.  Ah-ha!  You need some of Stinky’s Demon Broth, and Mama Bosco’s Futuristic Power Core in order to heal the Alien Brain.  Pity you don’t have those items yet.  Now exit the Future Vision power, and exit Max’s control panel. 

You’re Sam again.  Try to enter the ominous door on the left.  A Mole Man will push you aside, and enter the Chamber himself.  He thinks he’s on his way to a fabulous holiday.  Unfortunately, this turns out to be the Mole Processing Chamber, which is definitely NOT a holiday!  Press the Personal Effects Button next to the Chamber, then take the Mole Man’s HARD HAT and OFF-WORLD HOLIDAY TICKET from the drawer.  Explore the area, and when you’re ready, head through door on the right, to the lower deck. 

There’s nothing else you can do here, so leave the spaceship. 

 

STREET

Enter Stinky’s Diner. 

 

STINKY’S DINER

Explore the Diner.  Look at the payphone.  Look at the radio, and look at the Demon Broth on the counter.  Talk to Flint Paper - he doesn‘t want to talk to you right now, as he‘s about to eat.  Look at the plate of spaghettis that Flint is about to eat.  Talk to Stinky and work through all the conversation topics.  Make sure you ask her about the Power Core - she tells you that Mama Bosco would probably know about that kind of thing.  Talk to Grandpa Stinky and work through all the conversation topics.  Make sure you ask him about the Demon Broth.  Hmm, Stinky, Grandpa Stinky, and Flint Paper, are not being very helpful!  Maybe Max could get through to them.  Click on Max’s icon at the top right. 

As Max, activate the Future Vision power.  Use Future Vision with Flint Paper - you see an axe in the back of his head.  Use Future Vision power on Sam to see him push a button below the cash register.  Use Future Vision power on Stinky - you see her acting very suspiciously during a phone conversation.  Use Future Vision power on Grandpa Stinky - he’s very excited about something.  Use Future Vision power with radio on the counter - an announcement states that Harry Moleman has won the only winning lottery ticket.  Exit the Future Vision power, and exit Max’s control panel. 

You’re Sam again, and you want to prevent your pal Flint from getting an axe in his skull.  Give HARD HAT to Flint Paper.  Watch the cut scene as Flint discovers peanuts in his spaghetti.  He stands up, just as the axe is being thrown, thus, the axe misses him.  Work through all the conversation topics with him.  He gives you a MYSTERIOUS NOTE that’s meant for Stinky, possibly from General Skunkape.  When conversation is over, Paper Flint leaves the Diner to visit his allergist.  When you’re ready, leave the Diner. 

 

STREET

Head left, and continue left, to your Desoto car.  Examine your car - the C.O.P.S. computers have taken up residence here.  Work through all the conversation topics with them.  Make sure you ask them about Cime-Tron.  When conversation is over, they give you access to the City Map, so you can travel around town.  Pick up JUMPER CABLES from the back seat.  Now use Bob the phone computer, to make a phone call.  Call everyone possible, for a bit of fun.  But the important phone options are as follows. 

        -       Stinky’s Mobile Phone.

        -       Let’s meet. 

 

Sybil, thinking you are someone else, agrees to meet you in person.  After the phone call, you see her leave the Diner.  Now click on the City Map, and drive to Bosco Tech Labs. 

 

BOSCO TECH LABS

You arrive at Bosco Tech Labs.  Enter the building. 

It’s rather spooky inside the lab.  You’re greeted first by Harry Moleman, and then by Mama Bosco herself.  Explore the upper level, then use the Lift platform to get down to the lower level.  Explore the lower level.  Talk to Harry Moleman and work through all the conversation topics with him.  Give OFF-WORLD HOLIDAY TICKET to Harry - he gives you his LOTTERY TICKET in return.  Talk to Mama Bosco (on the platform above Harry) and work through all the conversation topics with her.  Make sure you ask her about the power core.  She tells you that she had a power core stolen from her lab.  Use the Lift platform to get back up to the upper level, then leave the building. 

Back outside, use your car, then use the City Map to return to Straight & Narrow Street. 

 

STREET

Walk right a few steps, and enter Stinky’s Diner. 

 

STINKY’S DINER

Give LOTTERY TICKET to Grandpa Stinky.  Watch the cut scene, as the radio announces the lottery winner is… Grandpa Stinky.  He’s thrilled to have won, and he leaves the Diner.  Pick up DEMON BROTH from the counter.  Since Stinky and Grandpa Stinky are both gone, walk behind the counter.  You see a button underneath the cash register.  This is the same button that Max saw you push in the future.  So… push the secret button.  A secret passage is revealed in one of the booths.  Enter the secret passage, into the sewers. 

 

SEWERS

Examine the intriguing pile of junk on the right, and you find a SCANNER, and Mama Bosco’s POWER CORE.  That’s all you can do down here, so head back through the secret passage, back to the Diner. 

 

STINKY’S DINER

Leave the Diner. 

 

STREET

Okay, you have the DEMON BROTH, and you have the FUTURISTIC POWER CORE.  Those were the items you needed to heal the Alien Brain in General Skunkape’s spaceship.  Enter the spaceship. 

 

GENERAL SKUNKAPE’S SPACESHIP

Go through door on the right, to reach the upper deck. 

Give ALIEN BROTH to the Alien Brain.  Use FUTURISTIC POWER CORE with the Alien Brain.  Attach JUMPER CABLES to the Alien Brain, to connect it to the FUTURISTIC POWER CORE.  The Alien Brain is now healed.  Yippee!  Watch the cut scene as General Skunkape appears, and asks about the ‘toys’.  After he leaves, the Alien Brain reveals to you where the toy phone is hidden.  This is the same toy phone that Max uses for his Teleportation power.  Talk to the Alien Brain, and work through all the conversation topics.  When conversation is over, head back through door on the right, down to the lower level. 

Agent Superball arrives, and informs you that General Skunkape is actually evil.  As if you didn’t already know that!  Work through the conversation topics with Agent Superball.  He also tells you that General Skunkape has escaped from the Penal Zone.  When conversation is over, take the TOY PHONE from the display case on the right, and give it to Max, so that he has his Teleportation power.  Now click on Max’s icon at the top right of the screen to enter his mind. 

As Max, click on the toy phone to activate Teleportation.  The toy phone will pop up, showing which phone numbers you have memorised.  Choose Stinky‘s Mobile, to travel to wherever Stinky‘s mobile phone is. 

 

UNKNOWN STREET CORNER

After a rather disturbing journey, you and Sam Teleport to an unknown street corner, where you see Stinky’s Mobile lying on the ground.  Did Stinky drop her phone in a struggle, or leave her phone there to lure you into a trap?  Either way, pick up STINKY’S MOBILE PHONE.  That’s all you can do here.  Click on Max’s icon at the top right of the screen to enter his mind. 

As Max, click on the toy phone to activate Teleportation.  The toy phone will pop up, showing which phone numbers you have memorised.  Choose Sybil, to travel to Sybil‘s boxes of stuff on the street outside your office. 

 

STREET

You arrive back in your street, outside your office.  Try to enter your office if you like, but it’s all taped off.  Walk right a few steps, and enter General Skunkape’s Spaceship. 

 

GENERAL SKUNKAPE’S SPACESHIP

Go through door on the right, to reach the upper level. 

Enter the Mole Processing Chamber on the left.  You saw the mole man enter this room earlier, and it didn’t sound pleasant! 

Inside the chamber, watch the cut scene, as the probe takes all your Inventory items.  Look at the small window to see all your stuff.  Pity you can’t get to it.  It’s extremely hot in here, and the floor is unnaturally slippy.  You have to escape!  And soon!  Well, there’s only one way to escape.  Click on Max’s icon at the top right of the screen to enter his mind. 

As Max, click on the toy phone to activate Teleportation.  The toy phone will pop up, showing which phone numbers you have access to.  Choose Stinky‘s Diner. 

 

STINKY’S DINER

You teleport to Stinky’s Diner, still without your Inventory items.  Grandpa Stinky has returned, so talk to him, and work through all the conversation topics.  He tells you that he gave all his lottery winnings to General Skunkape, and in return, General Skunkape has made him Second In Command onboard the spaceship.  He even gave Grandpa Stinky a cool badge.  Uh-oh… this is NOT good!  The badge is General Skunkape’s Homing Beacon, and without it, you can’t send him back to the Penal Zone.  Grandpa Stinky is not happy when he learns that you are trying to arrest General Skunkape.  Now talk to Grandpa Stinky again, and use the following dialogue option. 

        -       We love Skunkape.

 

Grandpa Stinky makes some cutting remarks about you and Max.  While Max is still struggling with Grandpa Stinky, exit the dialogue.  Now click on Max’s icon at the top right. 

As Max, click on the toy phone to activate Teleportation.  Choose Stinky‘s Mobile Phone. 

 

GENERAL SKUNKAPE’S SPACESHIP

You, Max, and Grandpa Stinky are teleported to the Mole Processing Chamber, which is where Stinky‘s Mobile Phone is currently stored.  Watch the cut scene, as the probe takes Grandpa Stinky’s HOMING BEACON badge, and locks it in the compartment along with all your Inventory items.  Grandpa Stinky is able to open the Mole Processing Chamber door, allowing you all to leave the room, but he’s not impressed to discover how low-ranked he really is among General Skunkape’s crew. 

Outside the Mole Processing Chamber, press the Personal Effects button next to the door, and take back all of your Inventory items.  You also get Grandpa Stinky’s items - a SHOT GLASS from Meesta Pizza, and the HOMING BEACON badge.  Head through door on the right, to get down to the lower level. 

Exit the Spaceship, so you are back in the Street. 

 

STREET

Walk left a few steps, to your Desoto car.  Click on the car, then click on the City Map.  Travel to Bosco-Tech Labs. 

 

BOSCO-TECH LABS

One of General Skunkape’s goons is guarding the place, and won’t let you in.  How are you going to get inside?  Simple!  Walk left a few steps, and use the fire escape. 

You climb up to the roof of Bosco-Tech Labs.  Walk forward a few steps, so you can see the banner hanging on the flagpole.  Look at the banner, and look at the pigeon, perched on the end of the flagpole.  The pigeon has something shiny in it’s beak.  Click on the pigeon - you step out onto the flagpole.  Inch your way along to the pigeon, and click on the pigeon.  The pigeon flies away, dropping the shiny thing as it does so.  Return to the roof.  Now climb back down the fire escape. 

Walk right, to the front of the building again.  Pick up ENGAGEMENT RING from the ground, in front of General Skunkape’s goon.  Now you still have to get inside the lab.  Click on Max’s icon at the top right again. 

As Max, click on the toy phone to activate Teleportation.  Choose Bosco Tech.  You are teleported inside the lab, but the ape goons don’t appreciate you being there.  One of them grabs Max, while another one throws you back out on the street.  Use the fire escape to get back up onto the roof. 

On the roof, inch your way back onto the flagpole where you saw the pigeon earlier.  Note that you’re above the ape goon guarding the entrance.  Now, while you are still standing on the flagpole, click on Max’s icon at the top right. 

As Max, click on the toy phone to activate Teleportation.  Choose Stinky’s Mobile.  Max, and the ape goon attacking him, are teleported onto the flagpole with you.  You grab Max in time, but the ape goon falls to his death.  To your benefit, he lands on the ape goon guarding the entrance, thus crushing him as well.  Nice work!  Now make your way back down to the street below. 

Both ape goons are now dead, so simple enter Bosco-Tech Labs. 

Inside the lab, you find a TORN RECEIPT from a toy store.  But because it’s torn, you can’t identify WHICH toy store.  Use the Lift platform to get down to the lower level. 

Talk to Mama Bosco and work through all the conversation topics with her.  You can’t do anything else here at the moment, so use the Lift platform to get to the upper level, then leave the building. 

Click on your Desoto car, to see the interior of the car.  Use your SCANNER with Bob the phone computer.  The C.O.P.S. computers will accept your SCANNER as their 4th member.  You can now analyze objects from your Inventory.  Click on the Crime-Tron Scanner computer in the back seat, then use STINKY’S MOBILE PHONE with the Crime-Ton Scanner computer.  If Stinky went to meet General Skunkape, she’s probably got his number on speed-dial.  Now use the SHOT GLASS with the Crime-Tron Scanner computer.  You’ve now learned where Meesta Pizza is located.  With the city map open, click on Meesta Pizza to drive there. 

 

MEESTA PIZZA

You need to find some evidence against General Skunkape.  Explore the area.  Explore the alley to the side of Meesta Pizza.  Look at the pizza boxes in the dumpster.  The pigeons have been taking their fill of whatever pizza remains they can find in the boxes.  You need to find out where they build their nests, so you can explore further.  Place STINKY’S MOBILE PHONE in the pizza boxes - a pigeon will swallow the mobile, then fly up to the roof.  Click on Max’s icon at the top right. 

As Max, click on the toy phone to activate Teleportation.  Choose Stinky’s Mobile.  You and Max are teleported to the roof. 

On the roof, you find an OLD POSTCARD in one of the nests.  Unfortunately, the address has been smudged out.  You automatically retrieve STINKY’S MOBILE PHONE before returning to the street below. 

Click on your Desoto car to see the interior.  Click on the Crime-Tron Scanner computer.  Now use the OLD POSTCARD with the Crime-Tron Scanner.  Use the ENGAGEMENT RING with the Crime-Tron Scanner.  The Crime-Tron Scanner reveals the location of a Pawn Shop.  With the City Map open, click on the Pawn Shop to drive there. 

 

HARD LUCK PAWN SHOP

Oh dear, there’s another ape goon guarding the entrance, and he won‘t let you in.  Explore the area.  Look at the Pawn Shop window.  Look at the rubbish bins on the right.  Those bins might be useful, if only you knew what you were looking for.  Maybe Max could help out here?  Click on Max’s icon at the top right. 

As Max, click on the Future Vision icon.  Now click on the rubbish bins, to see a banana peel.  Exit the Future Vision power, and exit Max’s control panel. 

You’re Sam again.  Search the rubbish bins to find a BANANA PEEL.  Now open manhole cover in the middle of the road.  Place the BANANA PEEL on the manhole cover, then watch the cut scene as the ape goon falls into the manhole.  Now simply enter the Pawn Shop. 

You leave the Pawn Shop seconds later, having found a PADDLE BALL TOY.  Click on your Desoto car to see the interior.  Click on the Crime-Tron Scanner computer.  Now use the PADDLE BALL TOY with the Crime-Tron Scanner.  Use the OLD RECEIPT with the Crime-Tron Scanner.  The Crime-Tron Scanner reveals the location of a Toy Shop.  With the City Map open, click on the Top Shop to drive there. 

 

BOB’S TOYS TOY SHOP

Watch the cut scene with Harry Moleman.  Explore the area.  Try to enter the shop, but it’s locked.  Look in the Toy Shop window.  One of these toys may unlock another of Max’s psychic powers.  Click on Max’s icon at the top right. 

As Max, click on the Future Vision power.  Click on Sam.  You see a vision of General Skunkape capturing you with his lackeys.  Unfortunately, it’s not much of a future vision - General Skunkape arrives right now, and captures you.  Both of you are knocked out, and taken aboard General Skunkape’s Spaceship. 

 

GENERAL SKUNKAPE’S SPACESHIP

Time has caught up with the scene you saw right at the beginning.  You and Max are locked in the cell aboard the Spaceship.  Now all you have to do, is repeat the actions you performed earlier. 

But there is one major difference!  Stinky is locked up in the cell opposite you, instead of sitting on her throne.  You have to rectify that.  Talk to Stinky and work through all the conversation topics.  The key points you have to mention are as follows. 

        -       Skunkape’s not so bad.

        -       Spaceship

 

Eventually, General Skunkape will release her from her cell.  Now you have to teleport yourself out of the cell.  Click on Max’s icon at the top right. 

As Max, activate the Teleportation power.  Now choose Stinky’s Mobile.  The good news, is that you are out of the cell.  The bad news, is that General Skunkape is one step ahead of you.  Watch the cut scene, as you and Max are sent to the Penal Zone. 

 

THE PENAL ZONE

This is not a nice place to be.  To make matters worse, Max has an antimatter bomb strapped to his back.  Luckily, he’s able to remove it.  But you need to escape from here as soon as possible!  Click on Max’s icon at the top right. 

As Max, activate the Teleportation power.  Choose any phone number you like.  You are intercepted by Mama Bosco and Agent Superball. 

 

BOSCO TECH LABS

Mama Bosco and Agent Superball are not very impressed to know that you blew up the Penal Zone with an antimatter bomb.  Work through all the conversation topics with them.  They suggest that you create another dimension to trap General Skunkape in.  In order to do that, you have to transform your office building into an alternate universe.  When conversation is over, take the RIFT GENERATOR from the table in the middle of the lab.  Now you just have to get the RIFT GENERATOR to General Skunkape!  Click on Max’s icon at the top right. 

As Max, activate the Teleportation power.  Now select Stinky’s Mobile Phone to teleport to Stinky‘s location aboard the Spaceship. 

 

GENERAL SKUNKAPE’S SPACESHIP

Watch the cut scene, as General Skunape gloats about how he has defeated you and Max.  As he gloats, you sneak up to the upper level, so you can talk to the Alien Brain. 

Work through the conversation topics with the Alien Brain.  He isn’t feeling so good - powering the higher functions of the Spaceship is taking it’s toll on him.  You automatically sneak back down to the lower level. 

Try to use the HOMING BEACON on General Skunkape.  Watch the cut scene as the Alien Brain causes a diversion, giving you the chance to attach the HOMING BEACON onto General Skunkape’s back.  Sadly, this act of bravery proves too much for the Alien Brain, and he dies.  He sacrificed himself, to help you and Max!  Now you have to get out of here!  Click on Max’s icon at the top right. 

As Max, activate the Teleportation power.  Choose Sybil. 

 

STREET

You teleport to Sybil’s pile of boxes, in the street outside your office building.  Walk right a few steps, towards Stinky’s Diner.  General Skunkape will see you from his Spaceship, and start shooting his Disintegrator Ray at you.  Okay, head back to Sybil’s pile of boxes.  General Skunkape will blast the boxes, forcing them down through a gaping hole in the pavement.  The hole is too deep for you to jump down.  Click on Max’s icon at the top right. 

As Max, activate the Future Vision power.  Click on Sam.  You see a vision of both of you down in the subway.  Exit the Future Vision power.  Activate the Teleportation power.  Choose Sybil again.  You teleport to Sybil’s pile of boxes, which are now in the underground subway, thanks to General Skunape’s ray. 

 

SUBWAY TUNNEL

Enter the mysterious tunnel on the left. 

Watch the cut scene with the Mole Men cultists, who are guarding a sacred toybox.  You and Max arriving seems to be in the ancient prophecies.  Explore the tunnel.  Talk to the Mole Men and work through all the conversation topics.  When conversation is over, pick up the cable that’s plugged into the wall on the left of the toybox, and plug it into the toybox itself.  Now use RIFT GENERATOR with the outlet in wall on the right, next to the boiler.  Finally, turn the RIFT GENERATOR on.  Watch the cut scene with General Skunk ape - he grabs onto a metal pole, preventing himself from being sucked into the Rift.  You need to do something quick, before the Rift closes!  Turn on the boiler, so the room starts to get hot.  The Mole Men start sweating badly, causing a sweaty pool next to General Skunkape.  Now show the PADDLE BALL TOY to General Skunkape.  He suddenly wants this toy, and let’s go of the metal pole, thus, he gets sucked into the Rift. 

Now sit back and enjoy the final cut scene. 

The End! 

 

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SEASON THREE

EPISODE 2:  THE TOMB OF SAMMUN-MAK

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SUBWAY TUNNEL

This chapter begins immediately where the last chapter left off.  Our lovable duo, Sam & Max, are in the Subway Tunnel.  Watch how events unfold, as they discover an ancient film projector, and start watching the old film reel, starring Great Grandpa Sameth & Great Grandpa Maximus.

 

ANCIENT EGYPTIAN TOMB

You’re playing as Great Grandpa Sameth.  You and Maximus are trapped in the Egyptian tomb, with someone called Kringle trying to shoot you.  You have the Devil’s Toybox, and you’re trying to escape.  But how did you get here, in the first place?  Look at the Weird Squid Statue on wall on the left.  Now click on Maximus’s icon at the top right.  Activate Psychic Ventriloquism power.  

As Maximus, use your power with the Weird Squid Statue on the wall.  Kringle will shoot the statue, causing it to fall to the ground, then he leaves.  You automatically take this chance to try and escape.  Unfortunately, the door is locked with some hieroglyphics, which you don’t understand.  Choose any dialogue option.  Kringle returns, and starts shooting at you again.  The scene ends. 

 

SUBWAY TUNNEL

The reel you were watching comes to an end.  You and Max are still in the Subway Tunnel.  But that can’t be the whole story!  You realise you were watching the middle of the film, so you find the other reels.  Click on Reel 1: ‘The Sphunx Challenge’ to load it up onto the projector, then click on the blinking red ‘Start‘ button.  

 

REEL 1:  THE SPHUNX CHALLENGE - THEATRE

Watch the opening credits roll.  Watch the cut scene, as you, Sameth, and your friend Maximus, attend the theatre to watch a performance.  All the audience members, you and Maximus included, are challenged to complete the Challenge Of The Sphunx. 

Talk to Maximus and work through all the conversation topics.  Talk to Nicholas Kringle, who’s sitting in a theatre seat, and work through all the conversation topics.  When Kringle goes on stage to attempt the Challenge, search through his bag.  You learn that all his employees live in the Elf Ghetto in Little Arctic Circle.  When Kringle returns to his seat, click on his cookie jar to get a COOKIE.  Talk to Kringle again, and choose the following dialogue option. 

        -       Still stumped? 

 

Kringle refuses to admit defeat, and heads back up to the stage.  Notice the hieroglyphics that flash up on the Sphunx statue.  Click on the hieroglyphics in the Sphunx’s head, to comment that they have a hidden meaning.  It’s important that you click on the hieroglyphics after they flash up, as they help you progress later in the game.  Follow Kringle onto the stage.  Talk to Mr Papierwaite and work through all the conversation topics.  When conversation is over, walk left a few steps, and try to get the Can O’ Nuts from the pedestal.  Maximus uses his psychic powers, and you both pop into the can… then pop back out again.  One of the elves steals the Can O’ Nuts, leaving a Fake Can O’ Nuts in it’s place, then runs off.  Notice that a Mole Woman follows the elf.  Hmm, very suspicious! 

You can play around with the Sphunx statue if you like, but you can’t solve it’s mystery yet.  When you’re ready, leave the stage. 

Walk right through the row of chairs.  Pick up the NEWSPAPER from the floor.  Look at both posters on the wall.  You can’t do anything else here at the moment, so go right through the Exit. 

 

REEL 1:  THE SPHUNX CHALLENGE - LITTLE ARTIC CIRCLE

After you leave the theatre, you arrive at Little Artic Circle.  Watch the cut scene with the elf and the Mole Woman. 

Talk to Maximus and work through all the conversation topics.  Walk left a few steps, and look at Elf-In-Can.  This is the same Can O’ Nuts that was stolen from the theatre.  The other elves seem to enjoy torturing him.  Talk to the group of elves and work through all the conversation topics.  When conversation is over, walk left a few steps, and enter the Cellar Apartment. 

Explore the Cellar Apartment.  Talk to the Mole Woman - she recognises Maximus as ’Nut Boy’ from the theatre.  Work through all the conversation topics with her.  Make sure you ask her about the hieroglyphic newspaper - she tells you a joke about cutting the cucumber lengthwise.  Also make sure you ask her about the Sphunx Inscription. 

That’s all you can do in this reel for now.  Click on Maximus’s icon at the top right. 

As Maximus, activate Astral Projection power to return to the Subway Tunnel. 

 

SUBWAY TUNNEL

Click on Reel 2: ‘The Train To Egypt’ to load it up onto the projector, then click on the blinking red ‘Start‘ button.  

 

REEL 2:  THE TRAIN TO EGYPT - TRAIN

You’re onboard a train heading for Egypt.  Watch the cut scene, as you meet Baby Amelia Earheart.  The Ticket Inspector is outside your cabin, wanting to inspect your tickets.  Unfortunately, your tickets blow out the window.  You lock Baby Amelia inside your trunk.  The Ticket Inspector enters your cabin, and he’s not happy that you don’t have any tickets, so he throws you off the train.  Literally!  There’s nothing you can do to avoid this. 

 

SUBWAY TUNNEL

You automatically return to the subway tunnel with the projector.  Click on Reel 3: ‘The Standoff’  to load it up onto the projector, then click on the blinking red ‘Start‘ button.  

 

REEL 3:  THE STANDOFF - ANCIENT EGYPTIAN TOMB

You find yourself in the ancient Egyptian tomb.  This is the reel that started the game.  You’re looking at the door with hieroglyphics, desperately trying to escape from Kringle.  Notice the hieroglyphics above the door are the same as the hieroglyphics you saw on the Sphunx statue in the theatre.  The Mole Woman in the Cellar Apartment told to you to pronounce those hieroglyphics.  Use the following dialogue option. 

        -       Fut Snek Sqwigl Sqwigl Burd

The door raises open, and you finally escape (this won‘t work, unless you clicked on the hieroglyphics on the Sphunx statue in the theatre)! 

 

REEL 3:  THE STANDOFF - TRAIN

You’ve escaped from the Egyptian tomb, and make it onto the train.  Watch the cut scene, as you realise the Devil’s Toybox is missing.  You’ve been robbed!  Talk to Maximus and work through all the conversation topics.  When you’re ready, leave your cabin through door on the left. 

Walk left a few steps, and knock on Kringle’s door.  Talk to Kringle through the door and work through all the conversation topics.  He denies knowing anything about your stolen Toybox.  Pick up DRINKING GLASS that’s on the service tray outside his door.  Now head up through the door, into the Green Carriage. 

In the Green Carriage, watch the cut scene with Jurgen.  Move all the baggage next to the Blue Carriage door, to search for your missing Toybox.  You don’t find it.  Look at the snake in cage, high up on the wall.  Walk left a few steps, and knock on Jurgen’s cabin door.  No answer.  You automatically enter the cabin. 

You find the cabin full of garlic, crosses, and wolfs bane.  Someone is obviously trying to protect themselves from vampires.  Explore the cabin.  Open cupboard on the right, and look at the Weird Idol.  It’s a miniature version of the Weird Squid Statue you saw in the Ancient Eygyptian Tomb.  Try and open the Steamer Trunk - Jurgen returns, and he throws you out of his cabin. 

Jurgen leaves his cabin moments later, and enters the next cabin along.  Let’s investigate. 

Walk left a few steps to the Mole Man’s door.  Enter the Mole Man’s cabin. 

Watch the cut scene with Jurgen and Moleman.  After Jurgen leaves, talk to the Mole Girl and work through all the conversation topics with her.  She has a serious crush on Jurgen.  Talk to Mole Man and work through all the conversation topics with him.  When conversation is over, look at the Steamer Trunk, and use the following dialogue option. 

        -       The Devil’s Toybox

Mole Man won’t let you open the Steamer Trunk without just cause.  Okay, let’s get some ‘just cause’ then.  Click on Maximus’s icon at the top right. 

As Maximus, activate Psychic Ventriloquism power.  Use Psychic Ventriloquism power on the Steamer Trunk to make it seem like someone is locked in the trunk.  Now as Sameth, open the Steamer Trunk.  Look at the Vampire Curse Parchment in the Steamer Chest.  This parchment has the power to reverse of curse of the vampire.  That’s all you can do here for now, so leave the cabin. 

Outside the Mole Man’s cabin, walk right a few steps, and knock on the door to Jurgen’s cabin.  Work through all the conversation topics with Jurgen.  When conversation is over, you leave his cabin. 

Head through door on the right, into the Blue Carriage. 

The Blue Carriage is where you started out on the train.  Is that elves you see, going into the next carriage?  Walk right to the end of the Carriage.  Move the pile of luggage next to the door - you don’t find your missing Toybox.  Look at the Sarcophagus - there’s nothing in there except for a wrapped ancient Mummy.  Go through door on the right, into the Yellow Carriage. 

In the Yellow Carriage, knock on the Elves door.  Work through all the conversation topics with the elf.  If Slushie the elf comes to the door, using the following dialogue options. 

        -       Kringle wants to see you.

        -       Secret Project

        -       We can get you a kid. 

 

They won’t let you in to their cabin, until they’ve tested their Secret Project.  Regardless. leave the elves for now, and walk right to Baby Amelia’s cabin.  Knock on her door, and enter her cabin. 

Baby Amelia is sleeping.  Close the music box (on the chest of drawers) to wake her up.  Now talk to her and work through all the conversation topics with her.  She’s not interesting in play-testing the elves secret project.  You can’t do anything else in here, so leave the cabin. 

Walk right a few steps, and move all the baggage to look for your missing Toybox.  It’s not here.  Walk left a few steps, and head through the door, back to the Blue Carriage. 

Continue left, and head through the door into the Green Carriage. 

Watch the cut scene, as Girl Mole gives JURGEN’S LOVE LETTER to Jurgen.  Walk left a few steps, and enter the Mole Man’s cabin. 

In the Mole Man’s cabin, open cupboard on the right.  You can’t really do anything here at the moment, but you need to enter the cabin anyway, because when you leave, that triggers a cut scene where you hear Girl Mole telling her dad that she’s going out for a while.  Quickly, click on Maximus’s icon at the top right. 

As Maximus, activate Can O’ Nuts power.  Both of you disappear into the can for a while, so you don’t scare Girl Mole.  Watch the cut scene with Girl Mole and Jurgen.  Poor Girl Mole is completely tongue-tied, as she’s trying to declare her crush to Jurgen.  You should help her out.  Click on Maximus’s icon at the top right again. 

As Maximus, activate Psychic Ventriloquism power.  Use Psychic Ventriloquism power on Girl Mole, and use the following dialect options. 

        -       The Vampire Reverse-Curse.

        -       It’s in the sarcophagus. 

Jurgen leaves his cabin to search the sarcophagus in the next Carriage.  Girl Mole goes back to her cabin, upset that Jurgen didn’t kiss her.  Follow Jurgen right to the Blue Carriage. 

Walk to the end of the Carriage.  Jurgen is here, looking at the sarcophagus.  Talk to Jurgen if you like, but you can’t help him at the moment.  Walk left a few steps, and head back through the door, into the Green Carriage. 

In the Green Carriage, knock on Jurgen’s door.  Obviously, Jurgen is not here.  Enter Jurgen‘s empty cabin.  Take the JURGEN’S LOVE LETTER from the chest of drawers - you automatically read it out loud to Maximus.  Now leave the cabin. 

That’s all you can do in this reel for now.  It’s time to visit another reel.  Click on Maximus’s icon at the top right. 

As Maximus, activate Astral Project power to return to the subway tunnel. 

 

SUBWAY TUNNEL

You can see the projector again.  You can’t attempt Reel 4 until you complete all the other reels.  Click on Reel 2: ‘The Train To Egypt’ to load it up onto the projector, then click on the blinking red ‘Start‘ button.  

 

REEL 2:  THE TRAIN TO EGYPT - TRAIN

You’re onboard the train again, and Baby Amelia is complaining loudly about being locked in the trunk.  If you’ve seen her music box, you know what will sooth her.  Talk to her, using the following dialogue. 

        -       Ride Of The Valkyries

Singing this sends Baby Amelia to sleep.  But you still have to hide from the ticket inspector.  Click on Maximus’s icon at the top right. 

As Maximus, activate Can O’ Nuts power.  Both of you pop into the can for a while, to hide from the ticket inspector.  You fool the ticket inspector into thinking that there’s nobody in this cabin, then you pop out of the can again. 

The rest of your train journey is uneventful, and you soon arrive at the Ancient Egyptian Tomb. 

 

REEL 2:  THE TRAIN TO EGYPT - ANCIENT EGYPTION TOMB

The Tomb is rather confusing, due to all the stairs, and the changing camera angles. 

After the cut scene, talk to Maximus and work through all the conversation topics.  Climb down the stairs.  Look at the Weird Squid Statue on the wall.  Walk left a few steps, and climb up the next set of stairs, in the centre of the room.  You see the Cursed Toybox.  Maximus’s senses something special about the Toybox, then a VENTRILOQUIST DUMMY shoots out of the Toybox.  Grandpa Mole arrives, and he thinks you are tomb raiders.  He activates a Protection Spell to protect the Toybox, then he leaves again.  DON’T touch the Toybox!  Climb down both sets of stairs, and walk towards the VENTRILOQUIST DUMMY on the floor.  A big snake will slither past, and take the VENTRILOQUIST DUMMY with him.  Damn!  You MUST have that dummy!  Walk up, then right a few steps, and find your way to a sconce in the wall on the right, that looks like a snake.  Pull the sconce, and it will open a door next to you, on the right.  Enter through this door. 

Climb up all the stairs, then walk right along the corridor, until you reach the Burial Chamber. 

Grandpa Mole and Baby Amelia are in this Burial Chamber.  Don’t climb down the stairs into the Chamber, or you will die.  Stay at the top of the stairs, and you’ll be safe.  Talk to Baby Amelia and work through all the conversation topics.  Talk to Grandpa Mole and work through all the conversation topics.  Look at hieroglyphic blocks in the corner.  Click on the holiday brochures on table on the right, then use the following dialect option to talk to Grandpa Mole. 

        -       Stuttgart

It seems Grandpa Mole is not a fan of Stuttgart, and he curses you and Maximus (this won‘t work unless you‘ve seen JURGEN‘S LOVE LETTER on the train).  That’s all you can do here, so leave the Burial Chamber. 

Walk left a few steps, then climb down both sets of stairs, so you’re back at the sconce that opened this door. 

Walk up, and climb up another set of stairs, until you see the talking picture of Jurgen.  Work through all the conversation topics.  He’ll help you get the Toybox, if you help release him from the wall.  When conversation is over, pull another sconce on the wall to the right of Jurgen’s wall-picture.  This raises up some stairs.  Climb up stairs on the left. 

Take BUST OF SAMMUN MAK from the middle niche in the wall.  Jurgen is free!  Unfortunately, you and Maximus take his place, and find yourselves trapped in the wall.  Jurgen tricked you! 

You’re on the wall, at the top left.  Talk to the Guardians in the wall, using the following conversation topics. 

        -       Straight Talk 

        -       Riddle

        -       Cucumber cut lengthwise

 

The Guardians find your answer very amusing, and release you from the wall.  Head through door on the left, into another chamber. 

This chamber has 2 doors in the back wall.  DON’T walk through the doors yet.  Throw BUST OF SAMMUN MAK through either door.  A Mole Man will emerge from the door, and give you back your BUST.  Well… he gives it back to you in 2 halves!  Enter through either door, into the room. 

Talk to the Mole Man and work through all the conversation topics.  The topic ‘Your Daughter’ won’t grey out yet, but don’t worry about that.  When conversation is over, look at all the panels on the wall, to learn the story of Sammun Mak.  Now walk left towards Girl Mole’s room, but don’t enter her room.  Work through all the conversation topics with her.  She threatens to set her snake on you, but just ignore her threats.  When conversation is over, walk left a few steps, and climb down the stairs into her room.  When the snake is about to pounce on you, click on Maximus’s icon at the top right. 

As Maximus, activate Can O’ Nuts power.  Both of you pop into the can for a while.  The snake delivers the can to Girl Mole.  While her back is turned, you grab the VENTRILOQUIST DUMMY, then run out of the room. 

Unfortunately, Girl Mole curses you, and poor Maximus is turned into a cow.  Thankfully, it doesn’t last for long.  Now you need to get her to confess her love for you, to trick her dad!  Click on Maximus’s icon at the top right. 

As Maximus, activate Psychic Ventriloquism power.  Use the power on Girl Mole, and use the following dialect option. 

        -       I love Sameth and Maximus! 

 

The Mole Man is furious at this ‘revelation’, and curses you with the Sexo Rejexo curse.  So the sound of your voice will repulse the opposite sex.  Leave the room through door on the right. 

Enter through door on the left, back to the area with the Guardians on the wall.  Walk right a few steps, and head through door on the right. Walk right along the corridor, so you’re back at the Burial Chamber. 

Don’t enter the Burial Chamber.  Stay at top of the stairs, and you’ll be safe.  Make sure you’re still cursed with the Mole Man’s Sexo Rejexo curse.  Talk to Baby Amelia, and she’ll be repulsed, and thrown in front of the sarcophagus.  Now click on Maximus’s icon at the top right. 

As Maximus, activate the Psychic Ventriloquism power.  Use the power on the sarcophagus, and Baby Amelia will be thrown towards Grandpa Mole.  While he is distracted, grab the HIEROGLYPHIC BLOCKS from the corner, then leave the room again. 

Walk left a few steps along the corridor, then head through door on the right, so you’re back in the area with the Guardians on the wall.  Notice the niches in the wall under each guardian.  Use RIGHT BUST HALF in the niche on the right, and use LEFT BUST HALF in the niche on the left.  This causes the Guardians to move closer to each other, forming a path along their backs.  Press the trip plate in the middle niche in the wall, underneath the Guardians.  You and Maximus are sent back into the wall. 

Click on the purple marquee \ Protection Spell on the right, to become your normal selves again. Use HIEROGLYPHIC BLOCKS on the purple marquee \ Protection Spell to ‘improve’ it.  Grandpa Mole reappears, and casts the Protection Spell again.  But thanks to your alterations, he just ends up UNprotecting the Toybox.  You automatically return to the chamber with the Toybox. 

Watch the cut scene, as you finally manage to get the Toybox, thus completing Reel 2. 

 

SUBWAY TUNNEL

You‘re back in the Subway tunnel, with the projector.  Click on Reel 3: ‘The Journey Home’ to load it up onto the projector, then click on the blinking red ‘Start‘ button.  

 

REEL 3:  THE JOURNEY HOME - TRAIN

You’re onboard the train.  Make your way to the Mole Man’s cabin in the Green Carriage. 

Enter Moleman’s cabin.  Talk to the Mole Man, using the following dialect options. 

        -       Your daughter. 

        -       On us

 

The Mole Man doesn’t approve of this, and he curses you again with the Sexo Rejexo curse.  This causes the sound of your voice to repulse the opposite sex.  Leave the cabin. 

Walk right a few steps, and head through the door into the Blue Carriage. 

Continue right, and head through the door into the Yellow Carriage. 

In the Yellow Carriage, knock on the Elves door and work through all the conversation topics.  Now talk to him again, using the following dialect options. 

        -       Secret Project

        -       Slushie.

        -       We can get you a kid. 

 

Slushie the elf will wait at the door to his cabin.  Walk right a few steps, and knock on the door to Baby Amelia’s cabin.  You automatically talk to Baby Amelia, repulsing her right into Slushie the elf’s arms.  He takes her into his cabin.  Baby Amelia emerges moments later, and returns to her own cabin, telling you that she had fun playing with the elves Model Biplane. 

Knock on the door to the elves cabin again.  Use the following dialect options. 

        -       Slushie

        -       Kringle wants you

 

Slushie the elf sets out to go and see Kringle, but he gets sidetracked with some ‘personal’ business.  If you’ve noticed how pale Slushie is, you can probably guess what that business is!  Walk left through the door, into the Blue Carriage. 

Jurgen is still looking at the sarcophagus.  Talk to him - he looks a bit different now.  He’s a lot paler, and he’s grown fangs!  Work through all the conversation topics with him.  When conversation is over, walk left a few steps, and head through the door into the Green Carriage. 

Knock on Jurgen’s cabin door, and enter his empty cabin.  Open his Steamer Trunk.  Jurgen tries to stop you, but now he’s a vampire, all the garlic and crosses prevent him from entering his own cabin.  However, the Steamer Trunk is empty, which surprises Jurgen, because he thought he had hidden the Toybox in there.  Leave the cabin. 

Walk left a few steps and enter the Mole Man’s cabin.  Show JURGEN’S LOVE LETTER to the Mole Man to reveal Girl Mole’s secret crush.  Mole Man is outraged, and curses Jurgen, so that Girl Mole is repulsed by the sound of his voice.  Girl Mole is devastated that the curse means she can’t even talk to Jurgen, so she curses Maximus, turning him into a cow.  Use EMPTY GLASS with Cow Maximus to get a GLASS OF MILK.  Don’t worry, Cow Maximus should return to normal after a few moments.  Now leave the cabin. 

Head right, and go through the door into the Blue Carriage. 

The Service Tray should still be outside Kringle’s door.  Place GLASS OF MILK, and place some COOKIES on the Service Tray.  Knock on the door to Kringle’s cabin, and use the following conversation topic. 

        -       Room Service 

 

Before Kringle opens his door, quickly click on Maximus’s icon at the top right. 

As Maximus, activate Can O’ Nuts power.  Both of you will pop into the can for a few moments. 

Kringle doesn’t see you when he opens his door.  He takes the tray of milk, cookies, and can of nuts (not knowing that you are hiding inside the can) into his cabin. 

After a few moments, you pop back out of the can.  Search Kringle’s Steamer Trunk.  It’s empty!  Kringle throws you out of his cabin. 

You’ve searched everywhere for the missing Toybox, and you’ve not been able to find it.  Watch the cut scene as you arrive at Grand Central Station.  Baby Amelia reveals that she’s been hiding the Toybox all along.  Choose any dialogue option with her.  You automatically take the Toybox and leave the train, thus completing Reel 3. 

 

SUBWAY TUNNEL

You‘re in the subway tunnel, with the projector.  Click on Reel 1: ‘The Sphunx Challenge’ to load it up onto the projector, then click on the blinking red ‘Start‘ button.  

 

REEL 1:  THE SPHUNX CHALLENGE - LITTLE ARTIC CIRCLE

You’re back in the cellar apartment, with the Mole Woman.  Talk to her, using the following dialogue option. 

        -       Bat Hand Hand Hand

 

She tells you that this indicates the Reverse-Curse, and it undoes any curse that came before it.  Now leave the apartment. 

Outside, on the street, talk to the elves, using the following dialogue options. 

        -       Toy concept

        -       Toy Biplane

 

The elves are impressed by your toy suggestion.  You manage to get the CAN O’ NUTS back from them.  Head down the alley on the right, to return to the theatre. 

 

REEL 1:  THE SPHUNX CHALLENGE - THEATRE

Walk left, onto the stage.  Step onto the tongue of the giant Sphunx statue.  Insert COOKIES into the nostril of the giant Sphunx statue, then use the following dialogue option. 

        -       Fut Snek Squigl

 

The Sphunx statue rises up, revealing the inner-gate.  To get past the gate, click on Maximus’s icon at the top right. 

As Maximus, activate Can O’ Nuts power.  Both of you pop into the can.  The tongue of the Sphunx statue retracts, taking the can o nuts with it.  Thus, you’re on the other side of the inner-gate. 

You’ve completed The Sphunx Challenge.  Watch the cut scene as you get tickets for a trip to Egypt.  This completes Reel 1. 

 

SUBWAY TUNNEL

You automatically return to the subway tunnel with the projector.  After Reel 4:  ‘The Big Reward’ is loaded, watch the cut scene as Max starts playing the reel without Sam. 

 

REEL 4:  THE BIG REWARD - THEATRE

You’re still in the theatre.  Papierwaite asks how you passed The Sphunx Challenge.  Use the following conversation topics. 

        -       Magical can o’ nuts

        -       Undid Protection Spell

        -       Beat a baby

 

Papierwaite is finally ready to present your prize.  But it’s not quite what you expected.  Watch the cut scene, as Papierwaite freezes Maximus to the floor, while hanging Sameth from the ceiling, as he begins a ritual to summon the ancient demon Yog Soggoth.  When prompted, use the following conversation topic. 

        -       Stall for time

You’re in control of Sameth again, and you’re still hanging from the ceiling.  Use NEWSPAPER with the flaming torch below you to set fire to it, then use FLAMING NEWSPAPER with the counterweight for moon, behind you.  This results in the Ventriloquist’s Dummy being knocked onto the tongue of the Sphunx statue.  Throw some COOKIES on the nostrils of the Sphunx statue.  The Ventriloquist’s Dummy gets thrown back to Maximus.  Click on Maximus to take control of him. 

As Maximus, use the following dialogue option when talking to Papierwaite. 

        -       Trick Papierwaite

You tricked Papierwaite into looking closely in the Toybox.  Your magic Control Panel automatically pops up - activate Psychic Ventriloquism power.  Use the power on Papierwaite to make him say the magic words to summon Yog Soggoth.  He gets sucked into the Toybox. 

Now sit back and enjoy the final cut scene.  You, Maximus, and the Moles agree to guard the Toybox. 

 

The End! 

 

============================================================

SEASON THREE

EPISODE 3:  THEY STOLE MAX'S BRAIN

============================================================

INTRO

After the opening credits, the game begins immediately where the last chapter ended, after you discover Max‘s lifeless body.  Seeing your little buddy in this state pushes you over the edge, and you won’t rest until you find out what happened to Max!  Click through Flint Paper’s interrogation lessons.  When interrogating the Mole Cultists, use the following dialogue options. 

        -       Anything you like 

        -       You’re lying!

You find out that it was General Skunkape that took poor Max’s brain. 

 

APE GOON \ SIGN SPINNER

After driving around for a while, you come across one of General Skunkape’s goons.  You start interrogating the goon.  When prompted, use the following dialogue options. 

        -       Hurry up

        -       What rat?

He tells you about Frankie the rat, so you set out to find Frankie. 

 

FRANKIE THE RAT

You find Frankie, and start interrogating him.  When he mentions the tourist, use the following dialogue option. 

        -       Directions Where?

 

You leave Frankie, and go to look for the tourist in the dark alley. 

 

TOURIST IN THE DARK ALLEY

The tourist is quite talkative, so choose the following options when interrogating him. 

        -       Anything you like

        -       Leave

 

Head back to Frankie The Rat. 

 

FRANKIE THE RAT

When prompted, use the following dialogue options with Frankie. 

        -       You’re Lying

        -       Threaten

        -       Tell me more

        -       Tell me more (again)

        -       Leave

Return to the Sign Spinner. 

 

APE GOON \ SIGN SPINNER

When prompted, use the following dialogue options with the Ape Goon. 

        -       You’re Lying

        -       Tell me more

        -       Hurry up

        -       Noir

You get the RHINOPLASTY from the Ape Goon.  Watch the cut scene as you go over things in your head.  The C.O.P.S. computers in your car can’t help, because they don’t have enough clues.  Let’s pay another visit to the tourist in the dark alley. 

 

TOURIST IN THE DARK ALLEY

When prompted, use the following dialogue options with the tourist. 

        -       You’re Lying

        -       Hurry up

        -       You’re lying

 

The tourists give you a piece of paper, with the name ‘Dr Norrington’ written on it.  Watch the cut scene.  The C.O.P.S. computers in your car locate The Museum Of Mostly Natural History.  Watch the cut scene, as you travel there. 

 

THE MUSEUM OF MOSTELY NATURAL HISTORY

Watch the cut scene, as you carry Max’s lifeless body into the museum.  You know Max’s brain is here in the museum… somewhere!  Walk up a few steps, and find traces of Grandpa Stinky’s Demon Broth on the floor.  Climb up all the stairs at the back wall, up to the Planetarium, and enter the door to the Planetarium. 

In the Planetarium, watch the cut scene with General Skunkape and Papierwaite.  Both of them turn their attention to you, so you do the only thing you can… RUN! 

After Sam has left, you take control of Max’s brain in a jar. 

As Max, talk to General Skunkape and work through all the dialogue options.  Talk to Papierwait and work through all the dialogue options.  Look at the Devil’s Toybox in the middle of the room.  Look at console on the right.  You can’t do anything else here, so just ‘Return To Sam’

You’re Sam again.  You have to break up General Skunkape and Papierwaite, if you want to rescue Max’s brain.  Look at the blue banner on the back wall.  Try to enter Papierwaite’s office on the right, but you are stopped by a tentacled demon.  Walk down the stairs, and you bump into Sal the security bug.  He warns you that if you don’t clear up Max’s remains in the next few minutes, he’ll throw Max into the incinerator.  Yikes!  You have to hurry then! 

Talk to Sal and work through all the dialogue options.  When conversation is over, explore the museum.  Find ‘The Coming Of The Apocalypse’  display, on the left, near the entrance.  Turn the hourglass to witness the end of the world.  The display spins round, so you can see a picture of a pile of rubble - the end of the world.  Look at the huge dinosaur skeleton in middle of the room, and pull the bone lever to see the dinosaur skeleton move.  Talk to the Ape Goon guarding the Entrance Door.  He’s looking for Sam, so tell him your name is Tyrone.  Find the sword \ Yog Soggoth display on the right, and pull the sword to hear the Papierwaite‘s message.  Look at the tapestry of Yog Soggoth in this display - Papierwaite is extremely proud of this tapestry.  Climb up 2 sets of stairs, and find the Egypt ‘Forgotten Pharaoh’  exhibition to the left of the Planetarium.  Enter this exhibition. 

Explore the Egypt ‘Forgotten Pharaoh’ exhibition.  Look at all the displays.  Look at the brain urn at the back wall, next to the exit.  Reach into the urn and take PHARAOH’S BRAIN.  When you’re ready, leave the exhibition. 

Climb down all the stairs, and return to Max’s body at the entrance to the museum, on the left.  Insert PHARAOH’S BRAIN into Max’s body.  The Pharaoh is excited to have a new body.  Watch the cut scene as the Pharaoh (in Max’s body) agrees to help you rescue Max’s brain.  Max’s body won’t be thrown in the incinerator now.  Talk to the Pharaoh and work through all the dialogue. 

Walk right to the Information Desk near the museum entrance.  Look at the Tour Headsets hanging on the wall next to the desk, and take the Headsets to get TOUR CONTROLLER and TOUR HEADSET.   Use the TOUR CONTROLLER if you like, and click on each button to hear Papierwaite describe different parts of the museum.  Click on the white courtesy phone to the right of the Information Desk, to give Pharaoh the power of Teleportation.  Let’s put Pharaoh’s powers to good use then.  Click on Max’s icon at the top right. 

As Pharaoh, the Power Control Panel pops up.  Click on the toy phone to activate Teleportation power.  Click on Office, to teleport into Papierwaite’s office. 

Watch the cut scene with Papierwaite.  After he leaves, start exploring the office.  Look at books in the shelf behind the desk.  Look at diabolical scrolls in front of the desk.  Look at map on the desk.  Click on Max’s icon at the top right. 

As Pharaoh, Activate Rhinoplasty power.  Use the power with map on the desk, so that Pharaoh has transform into this item.  Exit the Rhinoplasy power.  Activate Teleportation power.  Select the Information Desk to teleport out of the office, and down to the Information Desk. 

Make your way over the Sal the security bug.  Give your TOUR HEADSET to Sal to switch your headset with Sal’s headset.  Now you control what Sal will hear through his headset. 

Walk over to the Ape Good guarding the entrance.  Click on Max’s icon at the top right again. 

As Pharaoh, Activate Rhinoplasty power.  Click on the city map, and you transform into a 3D map of the city. 

You’re Sam again.  Talk to the Ape Goon guarding the entrance.  Pharaoh starts antagonising the Ape Goon, and the Ape Goon starts shooting at Pharaoh.  While the Ape Goon is still shooting, open your Inventory, and use your TOUR CONTROLLER.  You start communicating with Sal the security bug, but he thinks it’s Papierwaite talking to him through the headset.  Use the following headset options. 

        -       4.  Go to the beast assaulting the city. 

        -       9.  Poke the eyes to see an ancient civilisation spring to life. 

 

Watch the cut scene as the Ape Goon starts attacking Sal the security bug.  This causes a disagreement between General Skunkape and Papierwaite. 

You automatically take control of Max’s brain, as he witnesses this disagreement.  You can’t do anything here at the moment, so just ‘Return To Sam’

You’re in control of Sam again, and you‘re outside the Planetarium.  Head down the stairs on the right, so you see the ‘Bad Idea’  banner on the right.  Next to the banner, is a picture of the Hindenburg airship.  Now click on Max’s icon at the top right. 

As Pharaoh, activate Rhinoplasty power.  Use the power on the Hindenburg picture.  Now click on the Hindenburg airship to transform into it. 

You’re Sam again.  Walk right to the Sword \ Yog Soggoth Tapestry display.  Wait for Pharaoh Hindenburg to fly past the tapestry, then use SAM’S GUN to shoot him.  You end up destroying the precious tapestry that Papierwaite is so fond of.  Watch the cut scene as General Skunkape and Papierwaite come to blows, and declare the end of their alliance.  Pharaoh (in Sam’s body) takes this opportunity to snatch the Devil’s Toybox.  You grab Sam’s brain, and run for your life. 

 

STRAIGHT & NARROW STREET

Watch the cut scene to see that Sammun Mak is now ruler of your neighbourhood, and everyone worships him.  Even you, Sam!  Reality has been altered, and Max is the only one to know this. 

You carry Max’s brain in a jar around on your back.  Talk to Max and work through all the dialogue options.  Read the commemorative plaque on the wall where Bosco’s used to be.  Look at the Sammun Mak idol above the plaque. 

Talk to Grandpa Stinky outside Stinky’s Diner, and work through all the dialogue options.  Note that he has an MEDALLION OF TITHING - a reward for giving a gift to Sammun Mak.  Talk to Girl Stinky and work through all the dialogue options.  Look at Stinky’s truck.  Look at the boxes of corndogs.  Now jump down the manhole cover, into the sewers below. 

 

SEWERS

Walk forward a few steps, talk to the Mole Cultists, and work through all the dialogue options.  You discover… or rather, Max discovers… that the Mole Cultists are rebels, wanting to overthrow Sammum Mak.  They give you a BRAIN SCREW to use against (or rather, for Max to use against) Sammun Mak, as well as returning Max’s physic Toys Of Power.  Talk to the Mole Cultists again and work through all the dialogue options.  That’s all you can do here, so walk down, and leave the sewers. 

 

STRAIGHT & NARROW STREET

Now that Max has his psychic powers back, you can begin to put reality back as it should be.  Look at the Meesta Credit Card sign next to Stinky’s Diner.  Click on Max’s icon at the top right. 

Activate Rhinoplasty power.  Use the power on the Meesta Credit Card sign.  Now exit from Rhinoplasty power and exit from the Power Control Panel. 

Walk left, all the way to your Desoto car.  Click on the car, then watch the cut scene with Max.  Talk to the C.O.P.S. computers in the car, and work through all the dialogue.  Now drive to Frankie The Rat. 

 

FRANKIE THE RAT

Explore the area.  Walk right a few steps, talk to the rats, and work through all the dialogue options.  Take note that Frankie has a PENDANT OF INQUISITION - a reward for his loyalty to Sammun Mak.  When asking about ‘Gambling‘, you learn a lot about General Skunkape’s gambling habits.  The rats like to gamble on which finishing move General Skunkape will use, in his fights against the Mole Men.  Use the following dialogue options. 

        -       Place a bet

        -       Any move you like

Frankie doesn’t carry any money, so he relies on using his Credit Card at the ATM machine, every time he places a bet.  Whichever move you chose, you will lose.  When you’re ready, leave the rats.  Walk left, and return to your Desoto car.  Use the car to drive to the Gift Vault. 

 

GIFT VAULT

Explore the area.  Look at graffiti on the wall.  Look at the vault shrine dedicated to Sammun Mak.  Talk to Sal and work through all the dialogue options.  Take note that Sal has an ORNAMENT OF FEALTY - a reward for exposing a Heretic to Sammun Max.  Talk to the Ape Goon Sign Spinner if you like.  When you’re ready, return to your Desoto car.  Use the car to drive to the museum. 

 

MUSEUM

Watch the cut scene with General Skunkape and Sammun Mak.  Walk left along the pathway, towards the buffet table.  Admire the corn dog pyramid on the table.  Watch the cut scene as the tourist accidentally knocks them over, resulting in Sammun Mak declaring cameras are despicable, and must be destroyed!  Now click on Max’s icon at the top right. 

Activate Rhinoplasty power.  Click on the image of the credit card, so that Max will transform into that item.  Use the power on the pyramid of corn dogs.  This angers Sammun Mak, who declares that all credit cards must be destroyed.  You can’t do anything else here at the moment, so leave the museum.  Let’s pay a visit to Frankie The Rat. 

 

FRANKIE THE RAT

Walk right a few steps.  Talk to the rats, and use the following dialogue option. 

        -       Place a bet

        -       Any move you like

 

Since credit cards are now forbidden, Frankie puts up his PENDANT OF INQUISITION.  Again, you will loose.  If only there was a way to predict the outcome, before it actually happens. 

The finishing move that General Skunkape uses, changes with every play through, so I can’t tell you the answer.  However, the rats do give you some hints.  Click on Max’s icon at the top right. 

Activate Future Vision.  Use the power on the rats.  Now this is tricky, so pay close attention to what the rats say. 

For reference, here’s the possible finishing moves that General Skunkape might use. 

        -       Gorilla Girly Slap

        -       Great Ape Leg Sweep

        -       Simian Sucker Punch

        -       Gorilla Thigh Squeeze

        -       Space Ape Kidney Punch

        -       Simian Scissor Kick

 

The 1st rat will say if General Skunkape uses his hands or his legs.

The 2nd rat will say if General Skunkape type of move he didn’t use - Gorilla, Ape, Simian.

The 3rd rat will say specifically, which move was not used. 

 

So, for example: 

        -       1st rat says:  Use you’re stinking hands  

        -       2nd rat says:  Why did I think he’d use an ape-move 

        -       3rd rat says:  Where was the scissor kick? 

You can deduce that the move used, was Gorilla Thigh Squeeze.  Now exit from Future Vision, and exit from the Power Control Panel.  Talk to the rats and use the following dialogue option. 

        -       Place a bet

 

As deduced from the future vision, choose the following option. 

        -       Gorilla Thigh Squeeze (this may be different for you)

 

You won the bet!  Yippee!  Frankie gives you his PENDANT OF INQUISITION, then all the rats leave.  For a bit of fun, enter the shop - there’s nothing worse than dial-up modems (hee hee).  Now look at the toaster poster in the shop window.  Click on Max’s icon at the top right. 

Activate Rhinoplasty power.  Use the power on the toaster poster.  Now exit Rhinoplasty power and exit the Power Control Panel.  Return to your car.  Use the car to drive back to the Museum.  

 

MUSEUM

Walk left along the pathway, to the buffet table with the pyramid of corn dogs.  Click on Max’s icon at the top right. 

Activate Rhinplasty power.  Click on the toaster, then use the power on the pyramid of corn dogs.  Toaster-Max demolishes the corn dogs.  This angers Sammun Mak, so he declares that all toasters must now be destroyed. 

Head right along the pathway, and continue right, until you see the console.  Use the console, and press the ‘Toaster’ button.  Watch the cut scene to see the toaster light show.  Sammun Max likes the light show so much, he declares that toasters are the best thing in the world!  He’s so fickle - just moments ago, he had all toasters destroyed!  Now back away from the console. 

Notice the ‘Inner Circle - Members Only’ sign nearby.  Try to walk up past the sign, into the inner circle.  Papierwait will stop you.  Talk to Papierwaite and work through all the dialogue options with him.  When conversation is over, leave the Museum.  Return to the Gift Vault. 

 

GIFT VAULT

This is the place where gifts can be left for Sammun Max.  If you want to show devotion, you should leave a gift that no-one else has left.  But what could you give him, that he doesn’t already have?  Well, all toasters were recently destroyed, before Sammun Mak changed his mind, and decided he loves toasters.  Click on Max’s icon at the top right. 

Activate Rhinoplasty power.  Click on the toaster, which you saw at Frankie The Rat’s place.  Now talk to Sal, and use the following dialogue option. 

        -       Gift

        -       Toaster

 

This gift earns you a MEDALLIAN OF TITHING.  Now look at the green News Stand on the left.  Click on Max’s icon at the top right again. 

Activate Rhinoplasty power.  Use the power on the green news stand, so you get the picture of the storm cloud.  Now exit Rhinoplasty power and exit the Power Control Panel.  Use your car to drive to Straight & Narrow Street. 

 

STRAIGHT & NARROW STREET

If you remember your earlier conversation with Grandpa Stinky, he mentioned that his knees were playing up during a storm.  Through talking to various people, you should know that Sammun Max punishes those who don’t bow to him quickly enough.  Click on Max’s icon at the top right. 

Activate Rhinoplasty power.  Click on the storm cloud, and Max will transform into the storm cloud.  Now talk to Grandpa Stinky (twice), using the following dialogue option. 

        -       Kneel

Poor Grandpa Stinky is arrested as a ‘Heretic’, and you’ve earned an ORNAMENT OF FEALTY.  Head left, and continue left to your Desoto car.  Use the car to drive to the Museum. 

 

MUSEUM

Walk right along the pathway, to where Papierwaite is guarding the ‘Inner Circle’ entrance.  Talk to Papierwaite - he’ll have no choice but to allow you access to the Inner Circle. 

Walk left a few steps, so you can see Sammun Mak.  Talk to him if you like, but he’s too busy watching the fight to bother with you.  Use the BRAIN SCREW with Sammun Mak.  Watch the cut scene with Mole - you are ordered to kill Mole, but you can‘t bring yourself to do it.  You are punished by being sent to the Pit Of Contrition, meaning you have to fight against General Skunkape.  Use the following dialogue options. 

        -       Max

 

This opens Max’s Power Control Panel.  Activate Future Vision power.  Use the power on General Skunape.  You learn that Skunkape is sensitive about getting dumped by Papierwaite.  Click on Sam’s icon at the top right. 

You’re Sam again.  Use the following dialogue options. 

        -       Taunt

        -       Mole Man Taunt

        -       Taunt

        -       Age Taunt

        -       Taunt

        -       Mole Man Taunt (again)

        -       Taunt

        -       Getting Dumped Taunt

        -       Attack

        -       Finish Him

 

Watch the cut scene as Sammun Mak confronts you.  Use the following dialogue options. 

        -       Max

You’re in control of Max now.  Use the following dialogue options. 

        -       Kneel

        -       Salute

 

As you Salute Sammun Mak, you accidentally pierce his brain with your BRAIN SCREW, thus lobotomising him. 

Now sit back and enjoy the final cut scene.  Max finally gets his body back.  Then a plague of Sam’s descends upon you… 

 

The End! 

 

============================================================

SEASON THREE

EPISODE 4:  BEYOND THE ALLEY OF THE DOLLS

============================================================

STINKY’S DINER

After the intro, our dynamic duo, along with General Skunkape, Grandpa Stinky, and Girl Stinky, are holed up in Stinky’s Diner.  A bunch of Sam-Clones surround the diner, trying to get in. 

Talk to Girl Stinky and work through all the dialogue options.  Talk to Grandpa Stinky and work through all the dialogue options.  General Skunkape is cowering behind the counter - talk to him a few times.  Explore the counter.  Take PEANUT BUTTER BALL from the counter.  Turn on the radio on the counter to hear the News Report.  General Skunkape gets angry at the News Report, and becomes his usual obnoxious self.  He’s about to use his Psychic Mind Reading power, when the Sam-Clones outside grab him, and pull him through the wall.  Max picks up the PSYCHIC PLAYING CARDS, as part of his Psychic Toys Of Power.  Now that General Skunkape is gone, take a Fudgey Freeze Treat from the freezer behind the counter - you just can’t resists them!  Now, how are you going to escape from your predicament?  Click on Max’s icon at the top right. 

As Max, activate Mind Reading power.  Use the power on Girl Stinky to remind yourself about the secret tunnel leading into the sewers.  Exit Mind Reading power, and exit the Power Control Panel. 

Go behind the counter, and press the green Secret Button underneath the cash register.  But the button doesn’t work!  Why?  If you look closely, you’ll see a barrel under the table Max is standing on, which is blocking the mechanism.  Click on Max’s icon at the top right again. 

As Max, activate Mind Reading power.  Use the power on Girl Stinky to learn about her back-up tunnel.  Exit Mind Reading power and exit the Power Control Panel. 

Talk to Girl Stink, and use the following dialogue options. 

        -       BACKUP Tunnel

        -       BACKUP Tunnel (again)

 

She denies knowing anything about a Back-Up tunnel, but notice that she keeps looking over to her left, towards the counter.  Click on Max’s icon at the top right again. 

As Max, activate Mind Reading power again, and use the power on Girl Stinky.  You learn how to activate the Back-Up Tunnel, using the toaster.  Exit Mind Reading power and exit the Power Control Panel. 

Look at the toaster behind the counter - you can’t use it until you get rid of some of those Sam-Clones.  Now what could the Sam-Clones want, even more than killing you and your friends?  How about a Fudgey Freeze Treat?  The problem is, you can’t just take one form the freezer without eating it yourself.  So you need to stop yourself from eating it.  Open your Inventory, and ’Eat PEANUT BUTTER BALL’  (click on the squeaky toy option) to use it on yourself, and get a mouth full of peanut butter.  Yuck!  Now take a FUDGECICLE from the freezer.  Give FUDGECICLE to the hand behind the counter, next to the toaster.  The hand disappears.  Now use the toaster, then watch the cut scene as the juke box slides across the floor, revealing the secret tunnel.  You and Max automatically enter the secret tunnel, and head down into the sewers. 

 

SEWERS \ CLONING FACTORY

Watch the cut scene as you discover the secret Cloning Factory.  You’re now on a platform, overlooking the cloning factory.  After the clone leaves, talk to Max and work through all the dialogue.  Now you need to find out who’s behind the Sam-Clones.  Now explore the room.  Look at the cloning pods in front of you.  Look at the control platform that‘s floating in mid-air.  Look at Important Cloning Pod on the right to learn that it was made by Mama Bosco.  Look at Immense Turbine on the left.  Look at Clone Cooking Controls on the left.  Look at the magical tentacles that appear in front of the Clone Cooking Controls. 

After looking around, there’s nothing more you can do in the Cloning Factory right now, so head down to the tunnels area, behind the kitchenette area. 

There are 3 tunnels here - 1 on the left, and 2 on the right.  Walk left, and head through the well-constructed tunnel. 

 

BOSCO-TECH LAB

The long tunnel leads you into the Bosco-Tech Lab. 

Talk to Harry Moleman and work through all the dialogue.  Click on Max’s icon at the top right. 

As Max, activate Mind Reading power.  Use the power on Harry to find out about Uncle Morty.  Exit Mind Reading power, and exit the Power Control Panel.  Talk to Agent Superball and work through all the dialogue.  Now explore the lab.  Hit gong on the table if you like, but the resulting séance is a failure, since you can’t get Mama Bosco to appear.  Use the spooky Lift to get to the upper level. 

Look at the phone on the table to learn Mama Bosco’s new phone number.  Now go back down to the lower level. 

Climb down the tunnel in the floor, back to the Cloning Factory. 

 

SEWERS \ CLONING FACTORY

Walk over to the 2 tunnels on the right.  From these 2 tunnels, head through tunnel on the left - the patchouli smelling tunnel. 

 

MUSEUM OF MOSTLY NATURAL HISTORY

The tunnel was a shortcut to the Museum.  Specifically, outside Papierwaite’s office. 

Explore the area.  Try to use the security panel next to Papierwaite’s office door - you need to figure out the keycode.  Knock on Papierwaite’s office door - he‘s not very friendly.  Search the rubbish bin to find a RESIGNATION LETTER.  Look at the RESIGNATION LETTER to realise that it’s from Sal, and to get Sal‘s phone number.  Now click on Max’s icon at the top right. 

As Max, activate Mind Reading power.  Use the power on Papierwaite through the door.  If you don’t see Papierwaite, just knock on his door again.  You learn the passcode for the door.  Now exit Mind Reading power, and exit the Power Control Panel. 

Use the security panel next to Papierwaite’s door again.  This time, you’re able to enter the code, and gain access to Papierwaite’s office. 

Watch the cut scene with Papierwaite and Yog Soggoth.  Work through all the dialogue.  You learn that you need to find the Cthonic Destroyer (you need to have seen the tentacles in the Cloning Factory, before you can discuss this topic), in order to find all the Toys Of Power and destroy the Devil‘s Toybox.  Yog Soggoth gives you a MANUSCRIPT PAGE.  Explore the office.  Look at phone on the desk to learn Papierwaite’s phone number.  When you’re ready, leave the office. 

Climb down through the tunnel in the floor, back to the Cloning Factory. 

 

SEWERS \ CLONING FACTORY

From the 2 tunnels on the right, head through the right-hand tunnel - Stinky’s Tunnel. 

 

STINKY’S DINER

This tunnel takes you back to Stinky’s Diner. 

Talk to Flint Paper & Girl Stinky and choose any dialogue options.  Talk to Grandpa Stinky and work through all the dialogue.  You need to find out what Grandpa Stinky’s favourite birthday cake is.  Click on Max’s icon at the top right. 

As Max, activate Mind Reading power.  Use the power on Grandpa Stinky to learn that his favourite cake is Upside Down Blood Cake Surprise.  Exit Mind Reading power.  Now you’ve learned a few phone numbers, so it’s time to put them to the test.  Activate Teleportation power.  Click on Sal’s New Job, to teleport there. 

 

SAL’S NEW JOB

Watch the cut scene with the Sam-Clones.  Pick up VENTRILOQUIST DUMMY from the ground near the dumpster.  You automatically give it to Max, and he gains the power of Psychic Ventriloquism.  For a bit of fun, head up through the gate, towards the warehouse door.  Yikes!  The Sam-Clones chase you!  You can’t get near the warehouse while the Sam-Clones are here.  Maybe you could distract them?  Click on Max’s icon at the top right. 

As Max, activate Psychic Ventriloquism power.  Use the power on the warehouse door.  You throw your voice into the warehouse, and taunt the Sam-Clones about Toys Of Power.  Exit Psychic Ventriloquism power, and exit the Power Control Panel. 

While the Sam-Clones are busy at the warehouse door, enter through the gate, and walk left a few steps.  Click on the Bluster Blaster arcade machine and work through all the dialogue with him.  He gives you BOSCO’S LETTER, and asks you to deliver it to Mama Bosco for him.  Now walk right a few steps, talk to Sal and work through all the dialogue with him.  Make sure you ask him about ‘Cake’ - he draws a picture of the Upside Blood Cake Surprise that Grandpa Stinky likes.  When conversation is over, look at Sal’s Delicious Drawing of the Upside Blood Cake Surprise that Sal drew on the ground.  Now click on Max’s icon at the top left. 

As Max, activate Rhinoplasty power.  Use the power on the Delicious Drawing on the ground, so that you can transform into that item.  Exit Rhinoplasty power.  Now activate Teleportation.  Click on Bosco-Tech Lab, to teleport to that location. 

 

BOSCO-TECH LAB

Use the spooky Lift to get down to the lower level.  It’s time to have a séance.  Click on the gong on the table.  Talk to Harry Moleman, using the following dialogue option. 

        -       Uncle Morty

Harry places a picture of Uncle Morty on the table.  Click on Max’s icon at the top right. 

As Max, activate Psychic Ventriloquism power.  Use the power on the picture of Uncle Morty.  Harry thinks his Uncle Morty is really talking to him, so he asks him about ‘the secret’ that’s been kept from him all these years. 

You don’t know what secret he’s talking about, so let’s find out.  Click on Max’s icon at the top right again. 

As Max, activate Mind Reading power.  Use the power on Harry Moleman.  You learn that the ‘secret’ is where Uncle Morty hid his stamp collection.  Exit Mind Reading power.  Activate Psychic Ventriloquism power.  Use the power on the picture of Uncle Morty again.  Harry now thinks that Uncle Morty’s stamp collection is hidden in the Statue Of Liberty. 

Watch the cut scene as Mama Bosco finally appears.  After Harry and Agent Superball leave, talk to Mama Bosco (she’s floating on a platform above you) and work through all the dialogue with her.  She claims not to know anything about the Sam-Clones.  Click on Max’s icon at the top right. 

As Max, activate Mind Reading power.  Use the power on Mama Bosco to learn that she was hired to build the clone tanks.  Exit Mind Reading power, and exit the Power Control Panel. 

Talk to Mama Bosco again, and use the following dialogue options. 

        -       Who hired you? 

        -       Clone Master

        -       Clone Master (again)

        -       NOW can you help?

        -       I’ve got an idea…

        -       Bosco’s DNA?

        -       Cloning Moma Bosco

When conversation is over, she gives you a strand of hair, as MAMA BOSCO’S DNA SAMPLE, to help you build a clone of her body.  But the DNA sample is not enough.  You need to find some DNA from her relatives.  Now give BOSCO’S LETTER to Mama Bosco. 

Now it’s time to find the Cthonic Destroyer, in the Realm Of Skittering Ingestion.  This is a tricky puzzle.  Use the Dimensional Destabiliser.  You may want to consult your MANUSCRIPT PAGE for some clues.  The switches change with every play through, which makes it even harder to calibrate them.  After a few attempts, you start labelling each switch.  Try to match up the position of each coloured switch, with the result. 

Here’s what it looked like on my play through. 

        -       Green Switch (Fate):   

                        Position 2 (eating by crazed beast)

        -       Blue Switch (Presentation): 

                        Position 3 (dazzling light)

        -       Red Switch (Vision):   

                        Position 3 (bugs)

        -       Yellow Switch (Emotional State): 

                        Position 2 (uncountable laugher)

When you’re ready, press the red button to see what the results are.  Using Max’s Mind Reading power and Future Vision power after each ‘visit’, might help indicate how well you’re doing.  Once you have all the switches aligned correctly, Max will gain the Cthonic Destroyer Toy Of Power, to add to his physic abilities.  

That’s all you can do here for now.  Click on Max’s icon at the top right. 

As Max, activate Teleportation power.  Click on Stinky’s Cell to return to the Diner. 

 

STINKY’S DINER

Remember the Upside Down Blood Cake Surprise that Grandpa Stinky wants?  Well, click on Max’s icon at the top right. 

As Max, activate Rhinoplasty power.  Click on the cake icon, so that you turn into a cake.  You automatically surprise Grandpa Stinky with the birthday cake.  Watch the cut scene, as he heads off into the kitchen.  Girl Stinky also leaves, to attend a mysterious meeting with someone.  When you’re ready, click on Max’s icon at the top right. 

As Max, activate Teleportation power.  Click on Stinky’s Cell. 

 

SEWERS \ CLONING FACTORY

So Girl Stinky is in the Cloning Factory now.  Watch the cut scene with Girl Stinky & Sal.  So THAT’S who the mysterious ‘Mr S’ is!  Before you can question them, ’The Master’s voice places them into a trance. 

Walk left, to where the magical tentacles are.  Click on Max’s icon in the top right. 

As Max, activate Cthonic Destroyer power.  Use the power on the magic tentacles.  The tentacles are destroyed. 

Now that the magic tentacles are no longer a problem, you can access the Clone Cooking Controls on the left.  Place MAMA BOSCO’S DNA hair strand into the Clone Cooking Controls.  Insert BOSCO’S LETTER into the Clone Cooking Controls on the left.  Watch the cut scene as Mama Bosco finally gets her new body.  It’s… um… different!  Now walk up to the Control Platform, that’s floating over the cloning pods - it has all the flashing lights on it.  Use your BIG GUN to shoot the Control Platform - you get a close-up of it.  Use your BIG GUN to shoot one of the platform lights.  Sal will come to repair it, leaving his post at the kitchenette table.  Watch the cut scene, as Sal begins repairing the platform light.  Use your BIG GUN on the Control Platform again, to get a close-up of it.  This time, use your BIG GUN to shoot the evil coffee mug on the desk on the left.  Watch the cut scene as Girl Stinky joins Sal on the Control Platform - poor Sal falls from the platform.  Now click on Max’s icon at the top right. 

As Max, activate Teleportation power.  Click on Stinky’s cell again.  You, Max, and Mama Bosco, all teleport over to the Control Platform, where Girl Stinky is working.  Watch the cut scene with Mama Bosco. 

A bunch of Sam-Clones show up in the Cloning Factory.  Have fun with all the dialogue options, but the important one is as follows. 

        -       Go to the Toy Box

The Sam-Clones all leave.  You automatically follow them to the factory where Sal works. 

 

SAL’S NEW JOB

At the factory, click on Max’s icon at the top right. 

As Max, activate Psychic Ventriloquism power.  Use the power on the Sam-Clones.  Watch the cut scene with the ventriloquist’s dummy. 

 

STATUE OF LIBERTY

You’re in control of Max now, and it’s up to you to rescue Sam.  The only problem, is that you can’t get past the dancing Sam-Clones!  Click on Sam’s icon at the top right. 

You’re playing as Sam again, and you’re trapped at the top of the Statue Of Liberty.  Talk to Charlie Ho-Tep (the ventriloquist dummy), and work through all the dialogue.  When conversation is over, click on the piano.  You can change the music, which affects the Sam-Clones below.  It’s rather complicated to figure out which music to use, so to make things easier, just use the following options. 

        -       Take 2 Tablets 4 the Mind Plaque

        -       Click on the piano again

        -       Flaming Crowns

        -       Click on the piano yet again

        -       Face Of Darkness

 

Now click on Max’s icon at the top right. 

As Max, the Sam-Clones are no longer surrounding you.  Walk right, then down, to the line of Sam-Clones.  When you get too close, they’ll whack you up to the top of the Statue Of Liberty.  Now grab the swinging tentacle, so you land on the platform where Sam is.  Watch the cut scene with the ventriloquist dummy, and Yog Soggoth.  Click on Sam’s icon at the top right. 

You’re playing as Sam again.  Click on the piano to change the music.  Change it to the following. 

        -       Tabula Charlie

 

Click on Max’s icon at the top right, to switch back to him. 

As Max, activate Mind Reading.  Look down, and use the power on Sam.  Charlie Ho-Tep (the ventriloquest dummy) will taunt you.  Exit the Mind Reading power.  Activate Rhinoplasty power.  Look up again, and use the power on the picture of Charlie Ho-Tep.  Click on the picture of Charlie Ho-Tep, and you transform in to him.  But the power doesn’t last, as you soon return your normal selves.  Exit Rhinoplasty power.  Activate Psychic Ventriloquism power.  Use the power on the Devil’s Toy Box, using ‘Norrington Voice‘

Now sit back and enjoy the ending.  The Devil’s Toy Box is destroyed.  Charlie Ho-Tep is defeated.  And Max is… transformed. 

 

The End! 

 

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SEASON THREE

EPISODE 5:  THE CITY THAT DARES NOT SLEEP

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BOSCO-TECH LABS

It’s been a week since Max transformed into the giant Behemoth Beast he is today.  Agent Superball, as acting President, decides it’s time to launch a full nuclear attack against Behemoth Max.  But you, Sam, know that Max is still in there somewhere, and you just need more time to save him.  Agent Superball has agreed to give you a few house, before he commences attack.  So with the clock ticking, you MUST find a way to save Max. 

Talk to Agent Superball and work through all the dialogue.  Talk to Mama Bosco.  Watch the cut scene to see a very-pregnant Sybil return.  It’s good to see her again!  She agrees to join your team.  Talk to Mama Bosco again and work through all the dialogue.  Talk to Mr Featherly and work through the dialogue.  Talk to the C.O.P.S. computers and work through all the dialogue.  Now use the Lift platform on the right to get to the upper level. 

Head right, and leave the building. 

 

STREET

Watch the cut scene with Abraham Lincoln and the Maimtron 9000 army.  Notice that Behemoth Max is walking back & forth behind the building.  Talk to Sybil and work through all the dialogue.  Look at the Desoto car, so you can appreciate all the changes Sybil has done to it.  Walk left a few steps, then up into the alley.  Look at the ridiculously-sized pothole in the alley.  Try to talk to Sal (he’s in the back of the alley) if you like, but he just runs away.  Head left again, and talk to Flint Paper. 

Talk to Grandpa Stinky and work through all the dialogue.  He gives you his CORN DOG RECIPE, showing a list of ingredients you need to find.  Read the recipe by opening your Inventory, and then use the green squeaky toy icon with it.  The ingredients are ticked off, as you collect them.  Now look at the van on the left, to see that it’s full of cornmeal - that‘s one of the ingredients you need.  Sadly, you‘re not strong enough to pick up the van.  Maybe you could trick Behemoth Max into helping you.  Pick up the BOX OF CORNDOGS, which is lying on the ground next to the van.  Now stand next to the van full of cornmeal, open your Inventory, and then open the BOX OF CORNDOGS by using the green squeaky toy option on it.  This gets Behemoth Max’s attention.  Now ‘Wave Corn Dog’ at Behemoth Max.  Behemoth Max swipes at you, picking up the van as he does so.  Lure him down towards the pothole in the alley, then ‘Eat Corn Dog’.  Behemoth Max gets angry, and throws the van at you, causing all the cornmeal to fall into the pothole. 

Climb up the fire escape in the alley, to reach the roof of Bosco-Tech Lab. 

On the roof, look at the water tower to learn that it’s now full of rapeseed oil.  Oil is one of the ingredients you need.  Talk to Satan and work through all the dialogue.  Him and Jurgen are making a documentary about the Giant Max attack.  Make sure you use the following dialogue option. 

        -       Behind the scenes

When Satan drops the microphone, use BOX OF CORNDOGS with the microphone - you replace the microphone with a CORNDOG.  Watch the cut scene with Behemoth Max.  Satan and Jurgen are rather miffed, and they teleport themselves back to hell.  You automatically climb back down the fire escape, to street level. 

Walk right a few steps, so you can see Sybil and your Desoto car.  Now stand next to the Desoto car.  You need to use the same trick here, as you did with the cornmeal van.  Open your Inventory, and then open the BOX OF CORNDOGS by using the green squeaky toy option on it.  This gets Behemoth Max’s attention.  Now ‘Wave Corn Dog’ at Behemoth Max.  Behemoth Max swipes at you, picking up the car as he does so.  Lure him down towards the pothole in the alley, then ‘Eat Corn Dog’.  Behemoth Max gets angry, and throws the car at you, so it lands in the cornmeal\water gunk in the pothole. 

The last ingredient you need to find, is an egg to bind the cornmeal mixture.  Where can you get an egg from?  Mr Featherly, of course!  Head back into Bosco-Tech Labs. 

 

BOSCO-TECH LABS

Use the Lift platform to get down to the lower level.  Talk to Mr Featherly, and use the following dialogue option. 

        -       Egg? 

 

Watch the cut scene with Mr Featherly.  He can’t lay an egg, with everyone watching him, so you need to divert everyone‘s attention.  Here’s how you do it.  It’s important to talk to everyone in this order. 

Talk to the C.O.P.S. computers on the left, and use the following dialogue option. 

        -       Viruses

 

This scares them into shutting down and rebooting.  Next, talk to Mama Bosco, and use the following dialogue option. 

        -       Dimensional Destabaliser

 

She sends Papierwaite into another dimension for a few seconds.  Finally, talk to Agent Superball and use the following dialogue option. 

        -       Turn around

Watch the cut scene as Mr Featherly finally gives you an EGG.  Now use the lift platform on the right, to get to the upper level, then leave the building. 

 

STREET

Walk left to the alley.  Use EGG in the pothole cornmeal gunk mixture.  Now use the Corndog Desoto car, and watch the cut scene as you, Papierwaite, and Sybil drive the car into Behemoth Max’s mouth.  Now watch the opening credits. 

 

BEHEMOTH MAX’S STOMACH

You’re in Max’s stomach, which looks remarkably like a kitchen.  You need to find a way up to his brain.  Talk to Sybil if you like, and she’ll tell you that you need to get a rush of blood up to his brain.  Explore the area.  Use your JAR OF EXPRESSO BEANS with the food processor - it’s on the island in the middle of the room.  This gets the tube in the back wall to start working, so now use the tube in the back wall to travel up to the cerebral cortex. 

 

BEHEMOTH MAX’S CEREBRAL CORTEX

Max’s cerebral cortex looks like a living room.  Watch the cut scene, as you discover that Max has a tumour.  A great big… glowing… tumour.  This can’t be good!  Touch the tumour - you can‘t remove it until you cut off power to the brain.  Explore the area.  Look at the record shelf at the back wall to get a close-up of it. 

There are 4 records that are sticking out, so take THE HAPPENSTANCE AT GHASTLY MANOR record, THE ELI WHITNEY DILEMA record, A KILLING COMES TO MURDERSBURGH record, and ARE YOU THERE, GREAT BEAR SPIRIT record.  Exit the close-up of the record shelf. 

Look at the record player next to the record shelf, and for some fun, use each of the records on the record player.  Now walk right a few steps, and look at the tentacles in the floor.  Look for the white door that leads to Max’s brain.  Try to open the door.  Uh-oh… you, Sybil, and Papierwaite are zapped into 3 different locations, with you being zapped back down to the stomach.  You have to reunite everyone, then head up to Max’s brain.  

 

BEHEMOTH MAX’S STOMACH

Use the tube to return to the cerebral cortex. 

 

BEHEMOTH MAX’S CEREBRAL CORTEX

Use the tube to the right of the tentacles, with the picture of the arm on it. 

 

BEHEMOTH MAX’S ARM

You’re in the Games Room with Papierwaite.  He tells you that he can control Max’s arms using the giant mat on the floor.  Look at the mat on the floor - it’s like a hi-tech version of Twister.  Unfortunately, you don’t know how it works yet.  For a bit of fun, look at the book shelf in the back wall to see all the board games. 

Use the arcade machine - ahhh, it’s connected to the Twister mat on the floor!  You read out the instructions on the screen, and Papierwaite will press the relevant panels on the mat.  Simply look at the picture on the arcade machine, and tell Papierwaite what you see.  It will either be a Hand or a Foot, with ‘L’ or ‘R’ (for Left or Right) inside.  The weapon will tie in with the Hand or Foot instruction.  Click on the relevant dialogue option to tell Papierwaite what you see.  However, after playing for a while, you’ll notice that the instructions you read out are actually the opposite of what you see on the arcade.  In fact, it’s just the opposite.  So ‘Hand’ becomes ‘Foot’, and vice versa.  ‘Left’ becomes ‘Right’, and vice versa.  If you see a ‘Left Foot’, select ‘Right Hand’ from the dialogue options.  You have to get it right 3 times in order to activate the Manual Override.  Choose any dialogue option to congratulate Papierwaite. 

Oh dear!  Watch the cut scene as the room becomes flooded with radiation, making you pass out. 

 

BEHEMOTH MAX’S CEREBRAL CORTEX

When you wake up, you find yourself back in Max’s cerebral cortex.  You need to find some who is immune to radiation, to control Max’s arms. 

In the meantime, walk right a few steps, until you see the tube with the picture of Max’s legs.  Use the tube to travel down to… the legs.

 

BEHEMOTH MAX’S LEGS

This appears to be some kind of exercise room.  And this is where Sybil got zapped to.  It seems that Sybil can read your thoughts in this room.  Talk to Sybil and work through all the dialogue.  Explore the room.  When you’re ready, look for the tube with the picture of the box.  Use this tube to travel to Max‘s Inventory. 

 

BEHEMOTH MAX’S STORE INVENTORY

This is where Max keeps all his stuff.  Explore the room - lots of fun stuff here.  Look at the roach farm on the top shelf of one of the units, and you’ll see a cockroach egg hatch.  The baby cockroach thinks you are it’s dad.  Look at the pile of cables on the floor, and try to pick them up.  You’ll get turned into robot vacuum cleaner.  Bump into the shelf unit containing the roach farm a few times.  Keep doing this, until you manage to knock the roach farm off the shelf, and you vacuum the baby ROACH up.  Now head right, and use the tube to get back up to Max’s legs.  Thankfully, you transform back into your normal self. 

 

BEHEMOTH MAX’S LEGS

Show the baby ROACH to Sybil.  This convinces her that you are a caring parent, thus motivating her to use the treadmill, which controls Behemoth Max‘s legs.  You’re now able to control where Behemoth Max goes.  Use the tube on the right, to get back to the Cerebral Cortex. 

 

BEHEMOTH MAX’S CEREBRAL CORTEX

Use the tube with picture of the stomach, to return to Max’s stomach. 

 

BEHEMOTH MAX’S STOMACH

Look at the ‘Now Craving’ platter on the left.  This shows what Behemoth Max is wanting.  Swap the baby ROACH for the corndog on the platter, so that Behemoth Max will crave cockroaches (yuck!).  Now click on Behemoth Max’s icon at the top right.  When Mama Bosco communicates with you, use the following reply. 

        -       Control Max

 

CITY OVERVIEW

Watch the cut scene, as you take partial-control of Behemoth Max’s body.  While you can control where he walks now, you still can’t control his arms.  Head up & left a few steps, and continue until you see a building with spotlights coming from the roof.  This is Bosco Tech Labs.  Click on the building to ‘menace’ it.  There seems to be someone on the roof of the Lab.  It’s Sal.  As long as you left the baby ROACH on the ‘Now Craving’ platter in Max’s stomach, you’ll automatically grab Sal.  Watch the cut scene as Sal gets swallowed hole, and Girl Stinky falls from the roof, and rescued by General Skunkape. 

 

BEHEMOTH MAX’S CEREBRAL CORTEX

You’re automatically in Max’s cerebral cortex again.  Talk to Sal, and convince him to head up to the arms room, and activate the manual override. 

When Sal returns, the radiation from the arms room kills him!  He gave his life to help you save Max.  R.I.P. Sal.  When you’re ready, click on Behemoth Max’s icon at the top right.  When Mama Bosco communicates with you, tell her the following. 

        -       Control Max

 

CITY OVERVIEW

You now have full control of Behemoth Max’s body.  Head down & right, until you reach Battery Park.  Click on Battery Park to enter it. 

Watch the cut scene, as Max is neutralised. 

 

BEHEMOTH MAX’S CEREBRAL CORTEX

You’re back in Max’s cerebral cortex.  Enter through the white door next to the tumour, so you‘re inside Max‘s brain. 

 

BEHEMOTH MAX’S BRAIN

Watch the cut scene, as you meet the mysterious Narrator.  Work through all the dialogue with him.  When conversation is over, look at the astral projector on the desk on the right.  Look at the Memory Book next to the astral projector to see that it contains a single slide.  You can’t use the Astral Projection power yet, since there’s not enough memories.  Now walk left a few steps, and pull the circuit breaker.  When you’re ready, leave the room. 

 

BEHEMOTH MAX’S CEREBRAL CORTEX

Sybil and Papierwaite are here.  Papierwaite tells you that the tumour has become infected with Dark Matter.  Choose either dialogue option (your choice here affects which ending you‘ll see).  After some conversation with them, you realise that the psychic Cthonic Destroyer robot from the Toys Of Power collection is still active, and that‘s the only chance you have of removing the Dark Matter in the giant tumour.  Last time you saw that robot, was at the top of the Statue Of Liberty, in the last episode.  It’s probably in General Skunkape’s hands now, so let‘s go and find him.  Click on Behemoth Max’s icon at the top right. 

 

CITY OVERVIEW

You’re controlling Behemoth Max’s body.  As well as looking for General Skunkape, you need to create some memories.  Explore the city, and notice that some buildings are clickable.  There are 6 memories altogether here, that you need to find.  You already saw 1 memory in the Memory Book.  You can find another 4 memories right now, so search the city, find the following memories, and click on them. 

        -       Remember Battery Park (down & right)

        -       Remember Federated Consolidated Building (up & left)

        -       Remember Bosco Tech Labs (up & left)

        -       Remember General Skunkape’s Flagship (flying around, shooting at you, up & left)

 

When you’ve found those 4 memories, click on Sam’s icon at the top right, and choose the following dialogue option. 

        -       Go Home

 

BEHEMOTH MAX’S CEREBRAL CORTEX

Enter through the white door next to the tumour, into Max’s brain. 

 

BEHEMOTH MAX’S BRAIN

Look at the Memory Book on the table on the right.  There should be 5 slides in the book now.  Click on the Skunkape’s Flagship Slide, and choose the following dialogue option. 

        -       Astral Project

 

SKUNKAPE’S FLAGSHIP SLIDE

You now find yourself… or rather, one of your clones from the last episode, locked in a cell on the spaceship.  Examine the Backdrop to uncover some wires in the wall.  Tug on the wires to discover that they’re connected to the other cages.  Look at rock on the ground - this is the rock that Harry Moleman was lying on, in the first episode.  Well, there’s nothing you can do while you’re trapped in this cell.  So click on the astral pyramid icon above your head, and choose the following dialogue option. 

        -       Clone SP-42-X

 

You’re in the body of the clone on the right.  Look at the scratching post.  Open the fuse box on the wall to reveal the controls inside.  Now take a drink from the water bottle attached to the bars, then spit into the opened fuse box.  This shorts out the stabilisation controls.  Click on the astral pyramid icon above your head, and choose the following dialogue option. 

        -       HW-021-S

 

You’re in the body of the clone on the left.  Use the giant hamster wheel to activate emergency stabilisation.  You’re automatically transferred back to the clone in the middle cage, where you started out.  Grab the wires in the wall - the resulting electric shock sends you right through the glass in your cell.  Ouch!  Well, at least you’re not in the cell anymore! 

Walk down, away from the cells area.  Now walk right, and head through door on right, so you’re on the upper level. 

On the upper level, talk to the brain in the jar.  Oh no!  The brain is… is… SAMMUN MAK!!!  He hijacked Max’s body in a previous episode, and altered reality to make everyone worship him.  What’s he doing here?  Work through all the dialogue with him.  After discussing ‘Mole Men’, Grandpa Stinky emerges from the Mole Processing Room.  It seems he’s still under the thrall of Sammun Mak.  Now talk to Grandpa Stinky and work through all the dialogue with him.  He tells you that General Skunkape is at a warehouse in the South-East district.  When you’re ready, click on the astral pyramid icon above your head.  Choose the following dialogue option. 

        -       Go Back

 

BEHEMOTH MAX’S BRAIN

You find yourself back inside Max’s brain.  Click on Behemoth Max’s icon at the top right to control Behemoth Max‘s body. 

 

CITY OVERVIEW

You’re controlling Behemoth Max’s body.  Head down & right, until you find the Cloning Chamber.  Click on it.  This is the last memory you need to find, and now that Grandpa Stinky has mentioned it, you’re finally able to find it.  Click on the following option. 

        -       Remember Cloning Chamber

 

Click on Sam’s icon at the top right, then choose the following dialogue option. 

        -       Go Home

 

BEHEMOTH MAX’S BRAIN

You’re back in Max’s brain.  Look at the Memory Book on the table on the right, and click on the Cloning Chamber Slide.  Choose the following dialogue option. 

        -       Astral Projection

 

CLONING CHAMBER SLIDE

Watch the cut scene with Flint Paper, General Skunkape, and Girl Stinky.  Walk up towards Flint Paper… OUCH!  Who put that laser grid there?  You could get past the lasers, if only you could see them.  Look at Box Of Stuff on the right, and turn on fog machine which is lying on top of the Box Of Stuff.  Ahh, that’s better!  You can see the lasers now!  Walk forward, and you skilfully climb through the laser grid. 

Explore the area.  Walk forward until you see General Skunkape and Girl Stinky, who are in the Central Platform.  Talk to General Skunkape and work through all the dialogue with him.  Now walk back up a few steps, towards Flint Paper.  Look at the camera lying on the floor next to the wooden crate, and use DEVIL’S TOYBOX PHOTO with the camera.  The camera projects the photo into the room, making it appear as though the Devil’s Toy Box is actually here.  This catches General Skunkape’s attention, and he comes to investigate.  Use the following dialogue options with General Skunkape. 

        -       Toy Robot

        -       For This Bomb

General Skunkape tosses the CTHONIC DESTROYER ROBOT to you.  Walk up a few steps, and leave the Cloning Chamber through tunnel on the right. 

Watch the cut scene as your clone is swallowed up by Behemoth Max, so he can give the CTHONIC DESTROYER ROBOT to you.  Now you are back in control of your own body, inside Behemoth Max. 

 

BEHEMOTH MAX’S STOMACH

You have the CTHONIC DESTROYER ROBOT, thanks to your clone.  Now it’s time to give it to Sybil, so she can use it to save Max.  Walk right a few steps, and look at the weird tentacles in the floor.  Use CTHONIC DESTROYER ROBOT with the weird tentacles.  Watch the cut scene as Sybil goes into labour!  You need to get her to a hospital A.S.A.P.  The quickest way out of Behemoth Max’s body is through his tear ducts.  Which means, you have to make him cry.  Walk right a few steps, and use the ARE YOU THERE, GREAT SPIRIT BEAR record on the record player.  Now walk right until you see the tear duct (between 2 tubes, where the tentacles used to be), and open up the tear duct.  Now exit through the tear duct.  Watch the cut scene with Behemoth Max. 

 

BOSCO-TECH LABS

You find yourself in Mama Bosco’s Cloning Lab again.  Mama Bosco needs some of Max’s DNA, so she can bring him back.  Give her MAX’S SNOT (yuck!), which you acquired when you exited Behemoth Max’s body.  

 

Now sit back and watch the final emotional cut scene.  Poor Sam! 

 

Make sure you watch past the End Credits for one Final, FINAL twist!  Hurray! 

 

The End! 

 
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