YEAR: 2010
GENRE: Point & Click Adventure
WHERE TO GET IT: No Official Link
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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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