Episode 1: The Panel Zone
Act 1
Our story opens with Sam & Max, the
stars of this
particular
intergalactic drama,
caged in the
clutches of General
Skun-ka'pe—the
power-mad Space
Gorilla—while he
gleefully unleashes
destruction and
havoc on the hapless
citizens and light
aircraft below in
his bizarre
spacecraft.
With the narrator's
words already
rapidly fading from
your short-term
memory, you might
have missed him
mentioning Max—that
naked, hyperkinetic
rabbity thing—being
in possession of
newfound psychic
powers. Let's employ
these abilities to
acquire the proper
tools for escape.
Sam—he's the clothed,
six-foot-tall canine
shamus—needs his
trusty (but
currently
unreachable) gun, as
well as the cell
phone that Stinky—Skun-ka'pe's
apparent "shaven
queen"— is using,
but he's confined to
the physical space
behind the cell's
bars. You can
control Max by
selecting the icon
on the screen that
bears his
frightening visage.
Do that now.
Once inside Max's
mind, you'll find
that "control" is a
term used loosely
when it comes to
this particular
lagomorph. You can't
really move Max
around in this mode,
but you can select
one of his psychic
abilities from the
colorful array at
the bottom of the
screen. At this
moment, the only
ability available is
the one resembling a
toy rotary phone, so
go ahead and select
it. It turns out
that this plaything
represents the
Teleportation
ability, and it
allows Max (and also
Sam) to travel to
the location of any
phone whose number
he has memorized.
Select "Stinky's
Cell" by choosing
her face on the
rotary dial. This
will transport Sam
and Max outside of
the cell, and Sam
will grab his gun
and fire it at the
General, which
achieves very little.
Sam & Max won't be
able to contend with
Skunkape without the
right tools.
Fortunately, there's
a homing beacon in
Sam's inventory that
will help solve this
problem. Examine at
Sam's inventory by
selecting the box
icon on the screen.
Then select the
Homing Beacon, and
choose the "take out
Homing Beacon"
option. Use the
homing beacon on
Skunkape, and you'll
find that Sam can't
quite get the device
on the General
without being seen.
From above, a
disembodied alien
brain chides them (telepathically),
but then offers some
help, in the form of
a new psychic power
toy. Examine the
display case using
Sam, which will
unlock a new ability,
Rhinoplasty (taking
the form of a
putty-like substance
shaped like a nose).
Enter "Max Mode"
again by selecting
the Max icon on the
screen, and select
the Rhinoplasty toy.
This ability allows
Max to take the
shape of inanimate
objects, so look
around for a
suitable disguise.
Use Rhinoplasty with
the "fine art"
displayed on the
wall, and then
choose the wad of
putty Max is holding
in his hand. Max
will take the form
of a potted plant;
switch back to
controlling Sam by
selecting the badge
icon with his face
on it. He can now
walk closer to
Skunkape without
being detected,
thanks to his
newfound leafy
cover. Use the
Homing Beacon on the
ape—open your
inventory, select
the beacon, and
choose the "take"
option—and then use
the Remote Control
in your inventory
(open inventory,
select the remote
control, and then
choose the "activate"
option). This will
open a portal to the
Penal Zone, but alas,
Skunkape won't be
bested quite so
easily, and he
clutches tightly to
the ship's bridge
railing.
The alien brain
suggests consulting
with another
prisoner on the ship,
Harry Moleman—A mole
man—who was devising
an escape plan of
his own. Walk to his
cell and select him.
Unfortunately, Sam
is unable to
communicate through
the glass, and the
Moleman appears
semi-conscious at
best. Fortunately,
there's another
display case nearby
which contains a new
toy for Max: Mind
Reading. Walk over
to it and select it.
Appearing like a
simple deck of cards,
this ability will
allow Max to reach
into the minds of
unsuspecting
non-player
characters and
extract vital
information.
Enter Max mode once
again, and select
the deck of cards.
Use mind reading on
Harry; this doesn't
provide much in the
way of useful
information, but it
does give the
Freelance Police
something to work
with: a new phone
number. While in Max
mode, select
teleportation, and
choose "Harry's Cell"
on the rotary dial.
This will take you
to where Harry's
personal effects are
stored on the upper
level. Sam needs
something that will
loosen Skunkape's
grip; that weapons
display along the
wall should do the
trick. Enter Max
mode and choose
Rhinoplasty, and
then use it on the
weapons display
screen, and then
select the wad of
putty to transform
Max into the
bazooka. As Sam,
pick up Bazooka Max
to fire the critical
shot at the General,
and then enter a
rather stylish
opening credits
sequence...
Act
II
After witnessing the
end, the Freelance
Police find
themselves back at
the beginning again.
Max discovers the
Future Vision toy—the
3D View Master—in an
alley on Straight
St., and predicts
the General
Skun-ka'pe's arrival
less than a
half-hour before his
ship drops down to
Earth, and lands on
top of Sybil
Pandemik's office.
Fortunately, she's
still on an extended
honeymoon with the
sentient disembodied
head of the Lincoln
Memorial statue—it's
a long story. Max is
still the president
of the United States,
inexplicably, so
it's little surprise
to see former Secret
Service
agent-turned-cabinet
member Superball on
duty. At any rate,
they've got to get
on board that ship!
Walk over to where
Superball and
Skun-ka'pe are
standing, and
initiate a dialogue
with this
newly-arrived
extraterrestrial by
selecting either him
or Superball.
Skun-ka'pe insists
that he's come to
Earth for a peaceful
exchange of
technology, and that
he's in search of an
artifact on Earth,
but Max's vision
seems to indicate
that he has other
motives. Exhaust all
the dialogue options
by selecting and
listening to each
one; you'll find out
more about the
General, why
Superball is there,
what the artifact is
(it sounds
remarkably similar
to that View Master
Max found moments
ago), and other
details. Once all
the options are
grayed out, exit the
dialogue, and then
enter the spacecraft
by selecting it.
When Sam & Max board
the ship, they'll go
to the upper level,
only to find that
the Alien Brain
they'd been getting
help from appears to
be dead. To find out
how to revive him,
enter Max Mode and
use future vision
with Sam. The vision
reveals that Sam
will need Stinky's
Demon Broth and
Momma Bosco's
futuristic power
core, whatever those
are, to bring the
brain back to
consciousness.
Exit Max Mode and
explore the upper
deck a bit more.
Open the "ominous
door" on the left
side of the deck by
selecting it. Before
Sam and Max can open
the door, a mole man
will appear and
shove them aside to
get in before they
do. Apparently
whatever is on the
other side doesn't
hold up to his
expectations, as his
muted screams emerge
from behind the
sealed door. His
personal effects
appear in the
compartment next to
the door shortly
afterward; press the
button to open the
hatch, and then take
them by selecting
the hatch. You'll
get a sturdy mining
helmet and an
off-world vacation
ticket; apparently
this mole man
thought he was going
on the holiday of a
lifetime. Walk over
to the door on the
other side of the
deck to get down to
the lower deck, and
then use the exit to
get back to the
street.
Enter Stinky's
Diner, which is to
the right of the
ship. Grandpa Stinky
and (Girl) Stinky
are inside, and
neither seems too
happy with the other.
The old man flips on
the radio to a
sea-shanty-exclusive
radio station, which
annoys the younger
Stinky visibly.
Flint Paper—a
private eye who
works out of the
neighboring office
to Sam and Max— is
seated in one of the
booths, clearly on
his latest stakeout.
Talk to each Stinky;
you won't find much
out apart from
Grandpa Stinky being
rightfully
suspicious of Girl
Stinky and grumpy
about everything in
general (excepting
his fondness for
General Skun-ka'pe's
style of leadership),
and Girl Stinky
seeming very
suspicious in her
answers. Grandpa
won't give up his
demon broth, in any
case.
Perhaps it's better
to use Max's powers
to get some real
information. Enter
Max Mode and use
Future Vision on the
people (and things!)
in the diner. First,
look at Grandpa
Stinky's future: he
appears to be
overjoyed about
something,
indicating that his
money troubles are
over. Next, look at
the radio with
Future Vision: The
huge lottery prize
is awarded to one
Harry Moleman. Next,
examine what Girl
Stinky's future
holds: She has a
very interesting
phone conversation
with an unknown
caller, saying that
the detectives have
left, and then exits
the diner herself.
Finally, examine
Flint Paper's future:
he takes an axe to
the back of the head,
and passes out in
his spaghetti! Sam
and Max will have to
stop that from
happening to their
friend, somehow.
Exit Max Mode and go
talk to Flint. He
seems determined to
eat his meal before
discussing anything
further, especially
about the power
core; go ahead and
use that hard hat in
your inventory on
Mr. Paper. He
reluctantly agrees
to wear it, and then
discovers that there
are peanuts in the
pasta; being
allergic to said
legumes, he takes
issue with Stinky's
preparation of the
meal, and gets up to
argue about it just
as an axe flies by,
missing him.
Surviving this
attack, he is now
willing to talk to
the Freelance Police:
Ask him about Stinky
or the Power Core,
and he'll reveal
that he's on a big
case. Ask him about
the Big Case. It
sounds like Stinky's
in cahoots with
Skun-ka'pe, based on
Flint's evidence—a
mysterious note.
This note will also
give you Stinky's
phone number, which
will be useful later
(and earlier) in the
game. Exit the
conversation, and
then walk out of the
diner.
Once they're back on
the street, head
over to the left
past Bosco's to find
Sam and Max's car,
their trusty DeSoto,
parked in front of
the office building.
Select the car to
check it out;
apparently the
members of the
Computer
Obsolescence
Prevention Society (COPS)
have integrated
themselves into the
vehicle and will be
providing some
rudimentary
assistance on the
case. Go through the
dialogue choices
with the COPS: It
turns out they are
not fans of
Skun-ka'pe or his
so-called advanced
technology. Be sure
to ask about the
Crime-Tron program
they're setting up.
The COPS will be
able to analyze
pieces of evidence
to triangulate and
unlock new locations
to explore, but
they're in need of
more members before
this becomes
available. Once
you're done talking
to the machines,
exit the dialogue.
While still in the
overhead view of the
car, pick up the
jumper cables in the
back seat. Select
the phone ("Bob") to
make a call; it's
time to give Stinky
some misdirection.
Choose "Stinky's
Cell Phone" from the
options. Stinky will
request a meeting in
person, as she
assumes this is the
mysterious "S"
character she was
talking to before.
Pick "Let's Meet"
from the response
choices, and Sam
will deliver a
convincing request
to rendezvous at an
unknown location.
Stinky will leave
the diner, and it is
Sam and Max's turn
to exit, as well.
Select the steering
wheel (or the map in
the glove
compartment) to
drive to a new
location. For now,
there's only one
place available on
the map besides
Straight & Narrow:
Momma Bosco's Lab.
Select the lab on
the map.
The car will pull up
outside a
nondescript
building. Use the
entrance to get into
Bosco-Tech labs. Sam
and Max will enter
the spooky dwelling
and laboratory of
Momma Bosco, a
ghostly scientist
who seems to have
much unfinished work,
and has not left the
terrestrial plane.
However, they first
run into Harry
Moleman, who fancies
himself as some sort
of assistant/medium
for the spirit-mom.
After she shoos him
away, you're free to
roam around the lab.
Walk onto the
levitating platform
to get down to the
lower floor of the
lab, and talk to
Harry. Select the "Vacation
Ticket" option from
the dialogue choices,
and then select the
"Lottery" option.
Exit the dialogue,
pull the vacation
ticket out of Sam's
inventory, and
present it to Harry.
In exchange for the
ticket, Harry will
trade you his
soon-to-be-winning
lottery ticket. Once
he leaves, exit
Bosco-Tech Labs.
Outside, get in the
DeSoto and return to
Straight & Narrow by
choosing it from the
map.
Return to Stinky's
Diner, and give the
lottery ticket to
Grandpa Stinky.
He'll be overjoyed
at this windfall and
will leave the
diner. The demon
broth will now be
available, so take
it! Now that the
place is empty, walk
behind the counter
and push the
secret-but-so-enticing
button below the
cash register. This
will open up a
secret passage
underneath one of
the booths in the
diner, leading down
to the previously
inaccessible side of
the Sewer/Train
Station underneath
Straight Street.
Enter it now.
After traveling
through the tunnel,
investigate the
Intriguing Pile O'
Junk. Sam will pick
up the old
all-in-one-scanner (named
"Carol"); below that
is Momma Bosco's
power core, which
Sam will collect as
well. That's all you
need down here, exit
through the tunnel,
and then exit the
Diner above to
return to the street.
When Sam and Max are
back on the street,
enter Skun-ka'pe's
flagship. Go through
the door on the
right to get to the
upper deck. To
revive the Alien
Brain, open the
inventory and use
the demon broth with
the Brain. Next, use
the power core with
the brain. Finally,
hook it all together
by using the jumper
cables with the
Alien Brain. Once
he's awake again,
though, the ship's
alarms will sound
stating that toys
are detected nearby.
The Alien Brain is
apparently under the
influence of
Skun-ka'pe's mind,
but fortunately
doesn't reveal the
location of the Toys
of Power to the
General.
When the ape leaves,
the Brain will
uncover the
Teleportation toy on
the lower deck.
After the short
cutscene, the
ominous door to the
left that was
previously closed
off becomes
accessible. Talk to
the Alien Brain
again to get some
more info on
Skun-ka'pe's
potential weaknesses.
Act III
Before doing
anything else, let's
get Max his new
power. Go to the
lower deck, where
you'll run into
Superball, who
debriefs the duo on
Skun-ka'pe's motives.
The ape escaped from
The Penal Zone and
is a wanted fugitive,
and needs to be
reunited with his
Prisoner's Badge, a
homing beacon that
is used to track his
movements. He also
says that Momma
Bosco was working on
a trans-dimensional
gateway that would
return prisoners to
The Penal Zone when
opened. Once you're
done talking to
Superball, collect
the Teleportation
power from the
display case on the
right side of the
ship. Enter Max Mode
and choose the
Teleportation Power.
Then, use it to
travel to Stinky's
Cell.
After a mildly
disturbing trip, Sam
and Max arrive at an
anonymous street
corner where Stinky
has abandoned her
phone. Sam will pick
up the phone, but
there isn't all that
much left to do here.
To get back to
Straight Street,
enter Max Mode,
select Teleportation,
and choose "Sybil's"
from the dial.
Sybil's phone is
stashed in one of
the cardboard boxes
in front of Bosco's
store, so that makes
for a handy shortcut.
Enter Skun-ka'pe's
ship again, and head
for the upper deck.
There, use the
ominous door to see
the secret horrors
that only Mole Men
have endured before.
The room beyond
quickly turns into a
slippery, sweaty,
hot hell-hole, and
the Freelance Police
must escape! The
only thing to do now
is to use Max's
Teleportation power
once again, and
choose Stinky's
Diner—any place will
do, but this will
speed things along,
since you need to go
there next anyway.
However, you'll be
temporarily without
all your neat junk
in your inventory.
At the Diner,
Grandpa Stinky has
returned, sporting a
new (and
familiar-looking)
badge, signifying
his entrance into
the ranks of
Skun-ka'pe's army.
Talk to him, and be
sure to pick the "We
Love Skun-ka'pe"
option at some
point. Old man
Stinky is
incredulous about
their ability to
serve in the
General's army,
which causes Max to
attack him. While
they continue to
struggle, enter Max
mode and teleport to
Stinky's Cell phone,
which has been
stowed in the
Personal Effects
compartment on
Skun-ka'pe's ship.
Sam, Max, and
Grandpa Stinky will
all transport to the
Mole Processing
room, which will
remove the homing
device from the
elder Stinky's
person. The old man
will abort the
processing sequence
and open the sealed
door, but seems fed
up with Skun-ka'pe's
operation. Press the
button next to the
Ominous Door to open
the Personal Effects
compartment. Use
that drawer to get
all the items back
in your inventory,
plus the homing
device and a
collectible Meesta
Pizza Shot Glass—a
potential clue!
After getting your
items back, teleport
to Bosco-Tech Labs
by selecting Momma
Bosco from the
Teleportation dial
in Max Mode.
Upon arriving, Sam
is promptly tossed
out on the street by
one of Skun-Ka'pe's
goons, while Max is
left behind to be
worked over by
another space ape.
They'll have to
clear out these
creatures from the
lab before they can
get anything useful
from this visit.
Walk over to the
left side of the
Bosco-Tech building
and use the fire
escape. This will
get Sam up onto the
roof, where a bird
with something shiny
in its beak sits at
the edge of a
flagpole. Sam can
walk out onto the
flagpole, which is
directly above the
ape guarding the
door. Do that, and
then try to grab the
pigeon. The bird
flies away and drops
the object—a ring—onto
the sidewalk below.
While Sam's still
standing on the
flagpole, enter Max
Mode and teleport to
Stinky's Cell (which
Sam is still
carrying). This will
cause Max and the
ape "research
assistant" to
reappear in midair
next to the flagpole.
Sam snatches Max in
time, and the goon
falls on top of the
door guard, taking
them both out of the
picture.
Teleport to the
interior of
Bosco-Tech Labs, and
Sam will immediately
notice a torn
receipt from an
unknown toy store.
Another potential
clue, but it's too
hard to determine
the significance of
the item by itself.
Exit Bosco-Tech and
pick up the "shiny
thing" on the
sidewalk. It's an
engagement ring,
most likely
purchased by
Skun-ka'pe. It's
time to make some
more sense of these
seemingly random
objects.
Teleport to the
C.O.P.S., and look
inside the DeSoto
again by selecting
it. Open your
inventory and use
the scanner with Bob
(the phone). They
will welcome the new
addition to the
society, and Sam
will now be able to
analyze objects from
his inventory in
pairs. To start,
select the
Crime-Tron scanner
in the back seat. To
start, take the cell
phone out of Sam's
inventory and place
it in the scanner.
If Stinky went some
place to meet
Skun-ka'pe, she
probably has the
number on speed dial.
It seems clear that
the General visited
a Meesta Pizza
location based on
the shot glass, so
drop that into the
scanner next. This
will unlock the
correct Meesta Pizza
on the map; select
that location while
in map view and
drive there.
Max confirms that
Skun-ka'pe was there
not very long ago;
it's time to look
for some more clues!
There is likely some
evidence in the
trash cans behind
the restaurant, but
there are too many
to sort through.
Plus, those pigeons
probably carried off
a lot of it to their
nests, anyway. Why
not pay them a visit?
Drop Stinky's cell
phone in the trash
can. Indeed, not
long after doing
this, a pigeon comes
along and swallows
the phone whole,
flying up to the
roof afterward.
Enter Max mode and
Teleport to Stinky's
recently-swallowed
phone to get up
there. On the roof,
Sam finds a vintage
postcard in one of
the bird's nests.
Appearing to belong
to a collector of
rare toys and family
heirlooms, the
postcard is yet
another baffling
clue, so Sam will
need to use the
Crime-Tron again.
Sam grabs the phone,
rather hesitantly,
and they head back
down to the street
level. Select the
DeSoto, and then
select the scanner.
From Sam's inventory,
drop in the
postcard, and then
drop in the
engagement ring.
Success! This will
unlock a new
location across town:
the Pawn Shop.
Select it on the map
and drive there now.
At the Pawn Shop,
there's another
guard standing
outside the store.
Sam can't get in
until the guard is
dealt with, but
maybe there's
something useful in
those trash cans
over to the left.
Investigate them;
Sam won't know what
to look for, and
isn't willing to dig
around for ages
trying to find
something that may
or may not be useful.
To solve this, enter
Max mode and use
Future Vision on the
cans. Max's vision
points to a banana
peel being the tool
used to extract the
guard from his post,
so examine the trash
cans again to
acquire it. Next,
use the manhole in
the middle of the
street. Sam will
take the lid off,
creating an
appropriately
hazardous situation
for the guard to
find himself in. Use
the banana peel on
the manhole cover;
the guard is upset
with Sam's littering,
and is distracted
long enough for Max
to ambush him and
toss him down to the
sewers. Use the pawn
shop entrance to
find some more clues.
Sam will emerge with
a paddle ball toy,
which Skun-ka'pe
seems to have
rejected after it
was deemed less than
magical. Head over
to the DeSoto to
start another
Crime-Tron analysis.
Select the scanner
in the back seat of
the DeSoto; add the
new paddle ball toy,
and then the receipt
Sam found earlier to
unlock the Toy Store
location. Drive
there now by
choosing it on the
map.
Arriving at "Bob's
Toys!s", the
Freelance Police
have a brief
exchange with Harry
Moleman, who reveals
that Skun-ka'pe is
harvesting Mole Man
sweat for some
sinister purpose.
The General must be
nearby, but how will
they draw him out?
Enter Max Mode and
use Future Vision on
Sam. Max predicts
Skun-ka'pe's arrival,
and the capture of
the Future Vision
toy, which is soon
repeated in real
time. Yikes! Sam and
Max are knocked out
cold and taken to
the flagship.
Act IV
Things start to seem
fairly familiar once
we arrive in this
act. Sam & Max are
behind bars on
Skun-ka'pe's
spacecraft, and all
they have to do is
get everything back
to the way it was in
the opening scene,
right? For starters,
Stinky should be
seated on the throne,
not behind bars.
Perhaps if she
warmed up to the
General, she'd be
released. Talk to
her, choosing the "Stinky"
option, followed by
"Skun-ka'pe's not so
bad". Then when she
asks you to name one
of his good points,
select the "Spaceship"
option. She agrees,
finally, and beckons
to Skun-ka'pe to be
let out.
With Stinky back on
the throne, all
that's left to do is
teleport to her
phone. Use the
Teleportation toy in
Max Mode, and select
"Stinky's Cell".
Once they're out of
the cell, however,
things seem to be
following a
different track
since the opening
act. Skun-ka'pe
possesses all of the
toys used in the
opening act (apart
from Teleportation),
and used Future
Vision to see how
Sam and Max were
planning to defeat
him. Since Sam still
has the homing
beacon, Skun-ka'pe
is able to open up a
portal to the Penal
Zone and hurtle the
duo into another
dimension! What's
more, Skun-ka'pe
strapped an
antimatter bomb to
Max's back while
they were knocked
out. Fortunately,
Max is able to shake
it off, and still
possesses the
ability to Teleport.
It doesn't matter
where you pick, just
get them out of
there!
No matter which
option you choose,
they'll be picked up
by Momma Bosco and
returned to her lab,
where she and
Superball are
waiting for them.
Find out more
information by going
through the dialogue
choices; it sounds
like the best way to
trap Skun-ka'pe
again is to create
another Penal Zone (since
the original one was
destroyed by that
bomb). Momma Bosco
has been working on
a Rift Generator,
which actually
creates a new
dimension. Exit the
dialogue once all
the options have
been exhausted, and
take the Rift
Generator from the
table in the middle
of the lab, and then
teleport to Stinky's
Cell to return to
the flagship.
Once there, the
General is busy
gloating about his
victory, long enough
for Sam and Max to
sneak to the upper
level and converse
with the Alien Brain;
he seems a little
worse for wear,
being forced to
power the higher
functions of the
ship and all. Exit
the dialogue, and
return to the lower
level. Since the
Rift Generator also
works through the
use of the Homing
Beacon to draw in
the target, use the
beacon on
Skun-ka'pe's.
Eventually, the
badge makes it onto
the General's back,
but the Alien Brain
appears to have
expired in the
process. Teleport to
Sybil's to get back
to Straight Street.
Once there, walk to
the right;
Skun-ka'pe will spot
you from his ship,
and begin to shoot
his disintegrator
eye beams at your
location. Watch out!
To get out of this
situation, stand
next to the pile of
Sybil's boxes and
wait for the General
to fire. The boxes
will be dropped down
into a gaping pit,
which leads to the
Train Station level.
Use teleportation,
and select Sybil's
phone to get down to
the tunnel. Once
down there, enter
the mysterious
tunnel.
Sam and Max will
stumble upon a
strange Mole Man
cult, whose beliefs
revolve around a
mysterious Toy Box.
The Freelance
Polices arrival
appears to have been
foretold in their
various odd tablets
and scrolls, but
talking to the mole
men doesn't provide
all that much useful
information at this
point. They are
unaware of
Skun-ka'pe or the
Rift Generator, but
are convinced that
Max is a sure sign
of the coming
apocalypse—Lucky
guess. Pick up the
cable to the left of
the cultists, and
plug it into the Toy
Box. Next, plug the
rift generator into
the outlet next to
the boiler, and turn
it on by selecting
it once it's on the
ground and plugged
in. Skun-ka'pe will
be pulled toward the
new dimensional rift,
but again stops
himself by grabbing
onto a protruding
piece of metal. Use
the dial on the
boiler to turn the
heat up, causing the
cultists to sweat
profusely, creating
a disgusting and
slippery pool close
to the General. Next,
use the Paddle Ball
toy with Skun-ka'pe.
He loosens his grip
to snatch the toy
away, and is sucked
into the rift!
You win! That brings
us to the end of the
first chapter, and
all that's left to
view is a chilling
image to hold you
over until the next
episode.
Episode 2: The Tomb
of Sammun-Mak
Use Charlie Hotep to
activate Psychic
Ventriloquism and
use the power on the
huge Squid like
statue head on your
left. Now after the
cut scene, use The
Train to Egypt movie
and click on the
start button to
start the movie.
You meet Baby Amelia
Earhart and you have
lost the train
tickets. Use
Maximus's powers and
use the Can O' Nuts
to hide from the
conductor. You will
go back to the
projector. Use The
Sphunx Challenge
reel. After the cut
scene, talk to
Papierwaite and
after talking to him,
then walk to the
left and use the Can
O' Nuts. After the
cut scene, use the
Fake Can O' Nuts.
Use the
Hieroglyphics on the
statue's head. Go
down the stairs and
use the Cookie Jar
near Kringle to get
a Cookie. Talk to
Kringle and ask him
about the Challenge
twice so that he
leaves. After the
cut scene, use the
bag on the floor.
Head to the exit and
pickup the newspaper
on the floor near
the exit.
Go into the Entrance
on your left side.
Talk to the Mole
Woman and ask her
about the
Hieroglyphics. Also
talk to her about
the Sphunx
Inscription. Go back
to the Theatre. Move
Sameth on the
Statue's Tongue and
use the Cookies with
the Nostrils. Now
for the second step,
select Fut Snek
Squigl from the
dialog text.
Put The Standoff
movie and select the
Fut Snek Swigl
Sqwigl Burd from the
text dialog. Go
outside the train
door. Move to the
left and pickup the
glass from the tray
on the floor. Open
the door to your
left and go to the
Moles door. After
talking to the Mole
Girl use Maximus'
Ventriloquism powers
with the Trunk. Open
the trunk and use
the Parchment. Go
out and back into
the Blue Car. Now go
back in the Green
Car, After the
cutscene, go inside
Jurgen's door and
pickup the love
letter. Click on the
Steamer Trunk and
Jurgen will kick you
out. Jurgen will go
into the Mole's
door, follow him.
Give the love letter
to the Mole man.
Maximus will be
turned into a Cow.
Use the Glass with
Maximus.
Go back into the
Blue Car and use the
Glass of Milk and
Cookies with the
tray in front of
Kringle's Door. Use
Kringle's Door and
before he opens use
the Can O' Nuts from
Maximus Powers. Move
to the right side.
Use the luggage.
Then use the exit to
the Yellow car. Go
to the far right and
click on the luggage.
Use the movie power
of Maximus and load
The Train of Egypt
film. Select the
Ride of the Valkyrie
dialog and then use
the Can O' Nuts from
Maximus Powers. Now
go down the stairs
and go up the stairs
to reach the toy
box. Go down and
pickup the
Ventriloquist toy.
Go to the stairs
near the door where
the Mole man came
out and after
talking to Jurgen,
use the Sconce on
the wall near Jorgen
and go up the stairs.
Use the Bust in the
middle.
Now talk to the
Guardians and ask
them if there is a
way around. You have
to answer the riddle
by answering with
the cut the
cucumbers cut
lengthwise dialog.
Now go through the
door on the left and
go through the left
passageway. Once
through talk to the
Mole man about his
daughter.
Use the Maximus
power of the Movie
to load The Journey
Home. Go to the
second door to your
right and pickup the
Music Box. Now after
the cutscene, go to
the 1st door which
reads Elves and use
it. Ask the Elves 'Kringle
wants you', then 'Secret
Project'. When
Slushie comes by
talk to him about 'Secret
Project', 'We can
get you a kid'. Now
go back into the
Door of the Mole man
and talk to him
about his daughter.
Tell him that she's
still has a crush on
you. He will curse
you. Now go to the
Elves door and talk
to Slushie and that
you have a child for
him to test the
Machine. Use the
door to the right of
Baby Emilia.
Use Maximus's power
to load the Movie of
The Sphunx Challenge.
Go the exit and near
the Elves. Talk to
them and talk to
them about a toy
concept. Tell them
about a Toy Biplane.
Now go back to the
theatre and go to
the Sphunx Challenge.
To get past the gate,
use the Can O' Nuts.
This will complete
the Sphunx Challenge
movie.
Use The In The Tomb
movie and go the
through the door on
the right of the Toy
box Stairs by using
the Sconce. Go to
the far right and
use the Brochure
near Grandpa Mole
man. Tell him You
are from Stuttgart.
Now you have been
cursed with bad luck.
Go back near the
Guardians and take
the door to the left.
Use the bust with
the doorway (anyone)
to have the sliced
bust. Go back near
the guardians and
use one Bust Half
with the niche on
the left and the
other on the niche
on the right. This
will move the
Guardians. Use the
Trip Plate in the
middle to be
transformed into 2D
in the wall. Move to
the far right side
to the marquee.
Go to through the
door on the left
next to the Guards
and past the doorway.
Go in Nefertiti room
and before the snake
eats you, use the
Can O' Nuts. Talk to
Nefertiti to change
Maximus back from a
cow. Use Maximus's
Ventriloquism powers
on Nefertiti. Select
'I love Sameth and
Maximus' to be
cursed by her father.
Now go back near the
grandpa Mole man.
Baby Emilia will be
thrown near the tomb.
Use the
Ventriloquism power
of Maximus to on the
tomb to throw Baby
Emilia in Grandpa
Mole man’s hands.
Now, go down the
stairs and use the
Hieroglyphic Blocks
near Grandpa Mole
man. Go near the
Guardians and down
the stairs to enter
the door to lead you
near the Marquee.
Use the Hieroglyphic
Blocks with the
Marquee. This
completes the In The
Tomb movie.
Put The Journey Home
movie. Get out from
the Mole man Door
and use the Can O'
Nuts from Maximus
powers, then use the
Ventriloquism powers
with the Mole Girl
and ask about the
Vampire
reverse-curse, It's
in the Sarcophagus.
Follow Jurgen to the
Sarcophagus. Go to
the Elves door and
talk to Slushie,
tell him that
Kringle wants to see
him. Now go in
Jurgen's room and
use the Steamer
Trunk. Now tell
Amelia to 'Watch
your step'. This
will complete The
Journey Home movie.
Say the following
words to Messier
Papierwatie:
Can O' Nuts
Undid Protection
Spell
Beat a Baby
This will get you
your deadly reward.
Now use Sameth and
use the Newspaper
with the Torch near
him. Now use the
Torch from Sameth
with the
Counterweight for
the moon (the one
next to him). Use
the Cookies with the
Statue Nostrils.
This will get
Ventriloquism powers
to Maximus. Now use
Maximus to Trick
Papierwaite. Now use
the power of
Ventriloquism on
Papierwaite and
enjoy the ending
Episode 3: They
Stole Max's Brain!
Act I
So By Watching The
Opening Sequence
You'll Find Out That
THEY STOLE MAX'S
BRAIN! So Through
Anger And Rage Sam
Becomes A Dirty COP!
When Your Talking To
The Molemen,
First Click Hurry It
Up
Then Click The Your
Lying
You'll Find Out That
Skunkape Got Out Of
The Penal Zone, Took
The Devil's Toybox,
and STOLE MAX'S
BRAIN!
Then You Will Get To
This Space Ape
Holding A Sign
First Listen To His
Story[B] Then When
He Mentions A Rat
Click What Rat[/B
He'll Tell You About
Frankie The Rat, So
Looks Like You Got
Another Perp To
Interrogate.
When You Get To
Frankie The Rat,
He'll Tell You He
Was Giving
Directions To A
Tourist
Click Directions
Where
He'll Tell You Where
He Sent Him So You
Can Interrogate The
Tourist
So Now When You Get
To The Tourist
Just Keep Clicking Tell Me
More, When Your
Talking
Then Click Leave
When He's Done
Now Go Back To
Frankie The Rat On
The Map That Appears
When You Talking
Click Your Lying
Click Threaten
Click Hurry It Up
Listen To This Whole
Part Of The Story No
Click
Then Click Tell Me
More
Then Leave And Go To
The Dark Alley On
The Map
When Your Talking To
The Tourist
Click Hurry It Up
Twice
Then Click Your
Lying[
Then Leave
The When You Leave
And Get Past The
Cutscene With The
Cops
Go To The Sign
Spinner
Then Click Your
Lying
Click Tell Me More
Listen To This Part
Of The Story No
Click
The Click Noir
Then Watch The
Cutscene Congrats
Your Done With Act
I.
Act II
When You Get To The
Museum Go Up The
Stairs To The Light
Show
After The Cutscene
Opitional(Click On
Everything And
Everyone To Get Info
On Everything Thats
Going On) Or Go To
Sam
After The Gorillas
Search
You'll Meet Sal The
Security Guard. He
Won't Get In Your
Way But He'll Throw
Max's Body Into The
Incinerator If It
Isn't Alive. And
Max's Brain Is With
Sunkape And
Papierwaite, Hmmm
What To Do What To
Do?
So Now Go To The
Egypt Exhibit On The
Left Side Of The
Stair Case
Click On The
Pharaoh's Brain
Leave And Put The
Brain In Max.
Click On The Max
Icon After The
Cutscene To Get The
Rhinoplasty.
Go Back To Sam
Walk In A Circle
Around The Exhibits
(Not Going Up-Stairs)
Till You Get To The
Space Gorilla. Then
Walk UP-Stairs Go To
The baner And Walk
To Papierwaite's
Office To The Rigth.
Oops! Gaurded By
Evil Tentatcles. So
Go Up The Stairs On
The Right, And Go To
The Hindenburg
Picture. Use The
Rhinoplasty On It,
And Become It. The
Go To The
Yog-Soggoth Exhibit
On The Right Side On
The Main Floor. (Its
The One With The
Sword And Shields)
Then When
Hindenburg/Max Flys
In Front Of The
Portrait, Shoot The
Hindenburg. It Will
Set Fire To It And
Might Get The
Atention Of
Papierwaite. After
The Cutscene Go Back
To Sam.
Click On The
Telephone To The
Left Of Sam
Then Click On The
Max Icon, Click The
Phone, And Click
Office.
Click The Max Icon
And Use The
Rhinoplasty On Map
On The Desk.
Then Right Click And
Click On The Phone
And Click On Info
Desk. Then There Is
A Small Rack Behind
That Says "Guided
Tour" And There A
Little Headset.
Click It And Put It
On Sal.
Click The Max Icon
And Click The
Rhinoplasty And Turn
Into The City
Then Talk To The
Space Ape
Then Click Your
Inventory And Click
The Remote.
Enter The Buttons
Like This 10-4-9
Watch The Cutscene
Congrats You've
Beaten Act II
Act III
So SammunMak Has
Made The World Into
An Egypt Style World
Where Everyone
Worships, Him Here's
What To Do,
Click On The
SammunMak Statue.
(The Gold On Not The
White One)
Go To The S&M Office
And Click On It,
Then Go Down.
After The Cut Scene
Go Down The Manhole
At Stinky's And Talk
To The Moles.
Click Salute
After The Cut Scene
Click The Max Icon
Click The Phone Then
Click C.O.P.S
Then Click The
Desoto And Go To
Frankie The Rat
Click The Phone
The Click The Max
Icon And Use The
Rhinoplasty On The
Toaster Poaster.
Then Go To The
Desoto And Go To The
Musuem
Go Left
Click The Corndogs
Click The Max Icon
And Make Him Use The
Rhinoplasty Too Turn
Into A Toaster.
Click The Corndogs
Go Back To The
Enterance And Go
Right, To The
Control Panel To The
Light Show.
Click The Control
Panel And Click The
Green Button
Try To Go To The
Throne Of SammunMak
Then Go Back To The
Entrance And Go Out
To The Gift Vault
Have Max Turn Into A
Toaster And Talk To
Sal
Click Gift Then
Toaster
Click The Max Icon
Then Use The
Rihnoplasty On Worse
News
Then Click The Max
Icon, Click The
Phone And Click
Stinkys Cell
Use The Rhinoplasty
To Turn Into A Strom
Cloud.
Talk To Grandpa
Stinky And Click
Kneel
After The Cutscene
Click The Max Icon
And Use The
Rhinoplasty On The
Meesta Card Sign.
Then Click The Phone
And Click C.O.P.S
Click The Desoto And
Go To The Musuem
Click The Max Icon,
Make Him Use The
Rhinoplasty To Turn
Into The Meestacard
Click The Corndogs
Click The Max Icon,
Click The Phone And
Go To Frankie The
Rat
The Rats Are Making
Bets On What Move
Skunkape Will Use.
Click The Max Icon
And Use Future
Vision On The Rats
Based On What They
Say Talk To The Rats
And Make A Bet On
What Move He'll Make.
Click On The Rats
And Click Gambling
Then Place A Bet
Once You Get It
Right You'll Get The
Final Pendant
Now You Have Three
Pendants
Go To The Musuem And
Go Right And Make
Your Way To
SammunMak's Throne.
Use The Brain Screw
On SammuMak.
When Your Figting
Skunkape Do Exactly
This
- Taunt
- Age Taunt
- Taunt
- Moleman Taunt
- Taunt x3
- Papierwaite
Taunt x3
- Max
- Use Future
Vision On Skunkape,Max,Papierwaite
- Taunt
- Getting Dumped
Taunt
- Attack
- Any Finnish Him
- Do This To
Defeat Sammunmak
- Max
- Kneel
End
Episode 4: Beyond
the Alley of the
Dolls
Talk to Stinky and
then pickup the
Peanut butter
balls from the
counter near
Skun-ka'pe. Now
use the Radio
which is near
the cash
register and
this will get
your rid of
Skun-ka'pe and
leave you with
the card toys
that give Max,
mind reading
powers. Now go
where Skun-ka'pe
was sitting and
pickup the Treat
from the freezer.
Use Max's mind
reading power on
Stinky to learn
that she will
escape through
the back tunnel
when you are not
looking.
Talk to Stinky
and ask her
about the BACKUP
secret tunnel.
Now use Max's
mind reading
power again on
Stinky to
discover how to
open the secret
tunnel.
You need to get
rid of the
grabbing hand
near the toaster
behind the
counter to open
the secret
tunnel. Use the
Peanut Butter
Ball, and then
grab a Treat
from the freezer
to get a
Fudgecicle. Use
the Fudgecicle
with the
grabbing hand
near the Toaster
and use the
Toaster.
Move to the back
and you will
notice some
tunnels. Use the
tunnel near the
Box of Stuff
which will lead
you to the
Museum and use
the Trashcan
near
Papierwaite's
office. This
will get you the
resignation
letter of Sal.
Use the letter
to get a new
teleportation
location. Use
Max's
teleportation
powers to get to
Sal's new job.
Pickup the
Charlie Ho-tep
puppet near the
dumpster to get
Max's
Ventriloquism
powers back. Use
Max's
Ventriloquism
powers with the
Samulacra to get
them distracted
then talk to Sal.
Now talk to
Bluster Blaster,
the arcade
machine on your
left and you
will get the
letter from
Bosco to Momma
Bosco. Use Max's
teleportation
powers to go
back to Stinky's.
Talk to Flint
Paper so that
you can
interrogate
Stinky.
Say:
Explain
Threaten
Liar
Use Max's power
of mind reading
with Grandpa
Stinky to learn
his favorite
cake i.e. Upside
Down Uzbekian
Blood Cake
Surprise.
Go back into the
secret tunnel
and go through
the tunnel
opposite (the
one with the
rail tracks)
which will lead
you to Boscotec.
Talk to Harry
the mole-man and
then bang the
Bong on the
table to start
the Séance. Use
Max's power to
read minds on
Harry and then
talk to Harry.
Select Uncle
Morty and then
use Max's power
of ventriloquism
on Uncle Morty's
picture on the
table. Now use
the mind reading
powers again on
Harry the
moleman and then
use again the
ventriloquism
powers on Uncle
Morty's picture.
This will make
Momma Bosco
appear and after
talking to her,
give her the
Letter from
Bosco.
Click on the
Dimensional
Destabilizer to
open it's
controls. Use
the lift on the
back and click
on the Telephone
to get the
teleportation
location. Use
Max's power of
mind reading on
Momma Bosco and
talk to Momma
Bosco about who
hired her. Keep
talking to her
about how she
can help and you
will get a
sample DNA of
her body.
Now go back to
the Museum
through the
tunnel and click
on Papierwaite's
office door. He
will come out
and close the
door again. He
will remain
behind the door.
Use Max's power
of mind reading
on Papierwaite
to get the code
for the door
lock (which is
somewhat
familiar, hehe)
Foot, Snake,
Squiggle
Squiggle, Bird
and then use the
keypad near the
door to enter
the office. Talk
to Dr.
Norringhton
about everything,
but especially
about the
Tentacles to
learn how you
can destroy them
and about the
Chtonic
Destroyer.
Pickup the Study
Manuscript page
which Dr.
Norringthon
explained the
Chotnic
Destroyer. Now
go back to the
Tunnel and to
the Bosco-tec
tunnel.
Here you will
need to find the
Chtonic
Destroyer with
the use of the
Dimensional
Destabilizer.
You must set the
dials to what
the Study
Manuscript page
i.e. Flash of
light, Vision of
insects and
Eaten by a beast.
This was set by
setting the
dials of the
Destabilizer
which can be set
as:
Green - 3
Blue - 3
Red - 2
Yellow - 1
This will get
you the Chtonic
Destroyer which
will give Max
the power to
destroy anything
from the dark
dimension. Go
back to the
cloning facility
and use the
Chotonic
Destroyer on the
tentacles. Use
Momma Bosco's
DNA and the
Letter from
Bosco with the
Clone cooking
Controls and
this will get an
almost 100%
clone of Momma
Bosco.
Look at the
lights of the
platform up-high
and use the
Revolver with
the lights. This
will alert the
maintenance
procedure.
Use Max's power
of teleportation
to go to Sal and
then use the
power of
ventriloquism on
the Samulacra to
get rid of them.
Talk to Sal and
ask him about
the Cake. He
will draw the
Upside Down
Uzbekian Blood
Cake Surprise
cake on the
floor; use Max's
power of
Rhinoplasty on
the drawing. Use
Max's power of
teleportation to
go to Stinky's
cell and use the
power of
Rhinoplasty to
transform into
the cake. This
will get you
free from
Grandpa Stinky.
Use Max's power
of teleportation
to go to
Stinky's Cell.
After the
cutscene, look
the platform in
the air and
shoot it's
lights. This
will get Sal on
the platform and
lower the shield.
Shoot the evil
coffee mug to
get rid of Sal
and get Stinky
on the platform.
Use Max's
teleportation
powers to get to
the platform.
After the
cutscene you
will gain
control of the
clones. Talk to
them through the
microphone and
select 'Go to
The Toy Box'.
This will get
you to the Toy
Box. Use Max's
power of
ventriloquism on
the clones.
When you are in
front of the
Statue of
Liberty, you
will gain
control of Max,
and loose all
his powers. Look
closely to the
statue by
clicking on the
wall in front of
you. Gaze at the
Statue's face.
Switch to Sam
and talk to
Charlie Ho-tep
and select
Junior, this
will enable you
to change the
music from the
Piano. Change
the music to:
Take 2 Tablets 4
the Mind Plague
[Will transform
the Tablet]
Face of Darkness
– [Will
transform the
face]
Use Max and move
to the right so
that you will be
thrown on the
tablet. Use Sam
and change the
music to:
Flaming Crowns [This
will move left
queue]
Use Max and grab
with the
swinging
tentacle, and
this will get
you in the last
fight with
Charlie Ho-Tep.
Switch to Sam
and change the
music to Take 2
Tablets 4 the
Mind Plague and
then use Max's
power of mind
reading on Sam.
Keep doing this
procedure until
you have all the
cards floating
near Max.
The cards will
appear and when
the power of
Rhinoplasty is
used on them,
Charlie will
transform
accordingly
- Mind Plague
- Injection
- Tongue of
Flame - Water
- Eternal
Darkness -
Candle
- Charlie
Ho-Tep - The
Destroyer
So, to get Charlie
Ho-Tep to
destroy the
toybox, use
Max's power of
Rhinoplasty on
the Charlie
Ho-tep to make
him transform in
The Destroyer.
Then user the
power of
Ventriloquism on
the Toy box
using Dr.
Norringhton's
voice and
prepare for a
very huge and
horrible ending...
End
Episode 5: The City
That Dares Not Sleep
WT
By
Noel
Pulis
You
have
to
find
a
team
of
highly
trained
experts.
Talk
to
Momma
Bosco,
and
Mr.
Papierwaite
will
offer
his
assistance
to
be
the
expert
on
Dark
Dimension
creatures
while
after
a
moment,
Sybil
Pandemik
will
come
down
to
offer
her
phychological
powers
and
of
course
all
the
other
skills
that
you
need.
Use
the
elevator
on
your
right
and
head
to
the
exit.
Move
to
the
left
and
after
Flint
leaves,
talk
to
Grandpa
Stinky
and
ask
him
about
the
Corn
Dogs
to
get
the
Secret
Recipe.
Pickup
the
Box
of
Corn
dogs.
Use
the
Fire
Escape
next
to
Bosco
tech
labs.
Talk
to
Satan
and
tell
him
Behind
the
scenes!
When
he
drops
the
Microphone
on
the
floor,
use
the
Box
of
Corn
dogs
with
it.
This
will
scare
away
the
Satan
and
Jurgen
and
will
get
the
Vegetable
oil
in
the
Ridiculously-sized
pothole.
Go
near
the
Delivery
truck
and
use
the
Box
of
Corn
dogs
from
the
inventory.
This
will
get
Max's
attention.
Wave
corn
dog
so
that
he
grabs
the
truck.
Now
move
Sam
in
near
the
Fire
exit
ladder
(left
side
of
Ridiculously-sized
pothole)
and
eat
the
corn
dog.
This
will
get
the
Corn
meal
in
the
Ridiculously-sized
pothole.
Go
down
to
Bosco
Tech
and
talk
to
Mr.
Featherly
about
an
Egg.
He
will
tell
you
that
everyone
is
watching
him.
Talk
to
Momma
Bosco.
Talk
to
her
about
the
Dimensional
Destabilizer
and
this
will
teleport
Mr.
Papierwaite
away.
Talk
to
C.O.P.S.
and
tell
them
about
the
Virus
so
that
they
shutdown.
Talk
to
Agent
Superball
and
tell
him
to
Turn
Around.
This
will
get
you
an
Egg
from
Mr.
Featherly.
Go
outside
and
use
the
Egg
with
the
Ridiculously-sized
pothole.
Go
near
the
Desoto
and
use
the
Box
of
Corn
dogs
and
wave
the
corn
dog.
This
will
get
Max
to
grab
the
Desoto.
Now
go
near
the
Fire
exit
ladder
(left
side
of
Ridiculously-sized
pothole)
and
eat
the
corn
dog.
Max
will
throw
the
Desoto
in
the
Pothole
and
the
little
Max
head
minions
will
heat
it
up
and
make
a
massive
Demon
Corn
Dog.
Click
on
the
Corn
Dog
DeSoto
which
will
get
you
inside
Max.
When
you
get
inside
Max,
use
the
Espresso
beans
from
your
inventory
and
use
them
with
the
Food
processor
near
Messier
Papierwaite.
Now
use
the
big
tube
with
the
brain
sign
on
it
to
get
to
Max's
brain.
Use
the
Tumor
and
then
use
the
door
to
the
brain
next
to
Messier
Papierwaite.
This
will
get
everybody
scattered.
You
will
be
thrown
back
in
the
stomach.
Getting
Control
of
Max's
legs
Use
the
tube
to
go
to
the
brain,
then
use
the
tube
to
go
down
to
the
legs.
After
talking
to
Sybil,
take
the
tube
which
has
the
sign
of
the
open
box.
Walk
to
the
right
and
on
top
of
the
shelf,
you
will
see
the
Roach
Farm,
use
it
so
that
the
egg
hatches.Use
the
Spare
cables
on
the
floor
to
transform
into
the
small
vaccum
cleaner
and
crash
into
the
shelf
where
the
Roach
Farm
is
until
you
drop
it
on
the
floor.
This
will
get
you
the
Cockroach.
Move
into
the
tube
to
change
back
into
Sam.
This
will
get
you
back
to
Sybil.
Use
the
Cockroach
with
Sybil
to
get
her
on
the
threadmill.
Now
you
can
control
Max's
legs.
Getting
Control
of
Max's
arms
Go
up
and
uset
he
tube
with
the
sign
of
the
arms.
After
talking
to
Papierwaite,
use
the
Arcade
machine
on
your
left
and
follow
the
instructions
below
to
gain
3
stars.
Basically
you
have
to
say
the
first
part
in
the
opposite.
And
example
is
below:
RightFoot
Bomb
-
LeftHand
Bacon
RightHand
Brass
Knuckles
-
LeftLeg
Bullet
RightHand
Pistol
-
LeftFoot
Flail
When
you
got
the
three
stars,
select
any
dialog
and
you
will
pass
out
with
radiation.
You
will
be
taken
back
to
the
Brain
room.
Now
go
down
to
the
Stomach
and
use
the
Cockroach
with
the
Platter.
After
the
cutscene,
pickup
the
Cockroach
and
talk
to
Sal.
This
will
get
you
full
control
of
arms
and
body.
After
talking
to
Sal,
use
the
Max
icon
near
the
inventory
icon
to
control
Max.
Now,
you
need
to
find
the
Battery
Pack.
This
can
be
found
by
going
in
the
South
East
direction.
Once
you
get
there
click
on
the
Battery
Pack.
After
the
cutscene
Open
the
door
near
the
Tumor
to
get
into
Max's
brain.
Here
you
will
meet
the
'Super-Ego'.
Talk
to
him
about
the
Master
Plan
twice.
On
the
left
hand
side
of
the
room
there
is
the
Curcuit
Breaker,
use
it.
Go
outside
and
after
talking
to
Dr.
Norringthon
control
Max
and
find
the
spaceship
of
Skunkape
flying
around.
Click
on
it
to
remember
and
go
back
to
Sam.
Go
into
the
brain
room
near
the
Super-Ego
and
look
into
the
Book
of
Memories
you
will
see
a
second
slide
of
Skunape's
ship.
Use
the
Skunkape's
Flagship
slide,
this
will
get
you
into
one
of
the
Samulacra's
bodies
and
into
Skunkape's
ship.
Use
the
Astral
Pyramid
to
get
into
Clone
HW-021-S,
this
will
get
you
the
Ring
of
keys.
Use
the
Astral
Pyramid
to
get
into
Clone
SP-42-X.
Use
the
Fuse
box
to
open
it
and
then
use
the
Water
bottle.
Spit
on
the
Fuse
box.
Use
the
Astral
Pyramid
to
get
into
Clone
HW-021-S
and
use
the
Wheel.
This
will
put
you
into
the
original
clone.
Click
on
the
Back
Drop
of
the
cell
and
then
use
the
Wires
on
the
right
of
the
cell.
This
will
get
you
free.
Use
the
door
on
your
right
to
get
to
the
upper
deck.
After
talking
to
Sammun-Mak's
brain,
keep
asking
him
about
the
mole
men
until
Grandpa
Stinky
comes
out
of
the
Mole
men
door.
Talk
to
Grandpa
Stinky
and
ask
him
about
everything,
the
ask
him
these
in
the
following
order:
Mole
Processing
Grandpa
Stinky
Skunkape
He
will
tell
you
where
Skunkape
is.
Now
go
back
to
controlling
Max.
You
need
to
find
the
building
which
Grandpa
Stinky
revealed
and
also
identify
the
other
building
on
the
road.
Federated
Consolidated
Building
Bosco-Tech
Labs
Generico
Incorporated
Headquaters
Hairy
Arms
Apartments
Cloning
Chamber
Once
you
find
the
Cloning
Chamber
switch
to
Sam
and
use
the
Cloning
Chamber
Slide
from
the
Memory
Book
in
the
brain
room.
Here,
use
the
Fog
Machine
so
that
you
can
make
it
past
the
Lasers.
When
you
get
past
the
lasers
use
the
Devil's
Toybox
Photo
with
the
Video
Camer
on
the
floor
on
your
left.
Skunkape
will
come
down
near
you.
Talk
to
him
and
ask
him
about
the
Toy
Robot.
He
will
tell
you
that
he
will
never
give
it
up,
then
tell
him
you
will
trade
it
with
the
bomb
and
he
will
throw
you
the
Toy
Robot.
No
go
to
the
tunnel
passage
on
your
right
side.
You
will
be
back
in
Max.
Use
the
Toy
Robot
with
the
Tentacles
near
the
tube.
After
the
cutscene,
use
the
Tear
Duct
between
the
Stomach
and
Arms
tube.
Go
to
the
Record
cabinet
and
pickup
the
record
reading
'Are
you
there,
Great
Bear
Spirit'.
Use
the
Record
with
the
Record
Player.
Go
back
to
the
Tear
Duct
and
use
it
to
escape.
After
the
cutscene
give
Max's
Snot
to
Momma
Bosco
and
enjoy
the
ending.
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