Sam & Max Beyond Time And Space: Season Two
SEASON TWO
EPISODE 3: NIGHT OF THE RAVING DEAD
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OFFICE
After the intro & credits, watch the cut scene, as the Commissioner asks you to investigate some zombie attacks. Apparently, the zombies are being made in a Zombie Factory. As you are talking to the Commissioner on the phone, a zombie breaks into your office and steals Jesse James mounted hand!
Explore the office. Talk to Max and work through all the dialogue. Open cupboard on the right to see mementos of your previous cases. When you’re ready, leave the office.
STREET
The street is over-run with zombies. Look at beer stein on the pavement to realise that zombies drink beer. Walk right a few steps, and look at Bosco’s Inconvenience Shop to realise that it‘s closed. Poor Bosco has gone into hiding, since you convinced him that T.H.E.M were coming. Walk right a few steps, and enter Sybil‘s Shop.
SYBIL’S SHOP
Watch the cut scene with Sybil. It seems she is taking applications for her new boyfriend, since she broke up with Abe Lincoln. Talk to her and work through all the dialogue. Talk to Harry Moleman and work through all the dialogue. Explore the shop. Look at the Soul Mater on Sybil’s desk. Look at the chocolate heart on the table next to Harry. Sadly, he won’t let you take it. When you’re ready, leave Sybil’s shop.
STREET
Walk right a few steps and enter Stinky’s Diner.
STINKY’S DINER
Abe Lincoln is here, moping about his break-up with Sybil. Talk to Lincoln and work through all the dialogue. Look at the sunlamp next to the jukebox – what an odd thing to have in a Diner. Talk to Stinky and work through all the dialogue. When conversation is over, look at the sunlamp again. You take the SUNLAMP BULB, but leave the sunlamp itself. When you’re ready, leave the Diner.
STREET
Walk right a few steps to the C.O.P.S garage. Enter the garage.
C.O.P.S GARAGE
Talk to the C.O.P.S computers and work through all the dialogue. They tell you about their new internet service – aimed to be very zombie-friendly. They also tell you about a new ANTENNA they’re developing, but they’ll only give it to you if you help them market their internet service. This leads to… you guessed it… a driving game. Agree to play the driving game. The aim of the game is to deliver 10 internet discs to 10 zombies in the allotted time. You can do this by throwing the discs at the zombie to hit the zombies. Think of Paperboy! When you win, you earn the fantastic SUPER ANTENNA. You automatically leave the garage and return to your car.
STREET
Try to take the SUPER ANTENNA from your Desoto car, but it‘s installed too well, and you can‘t pull it off. Climb into your Desoto car, and use the following dialogue option.
– Let’s go to Stuttgart.
STUTTGART CASTLE
Impressive castle! When you arrive at Stuttgart Castle, you see a line of zombies queued up outside, waiting to get into the castle. Talk to Max and work through all the dialogue. Walk right a few steps, and explore the graveyard. Search the open grave to find a BRAIN. Look at the opened coffin in front of the graveyard.
When you’re ready, knock on the entrance door, and be greeted by… Agent Superball! It’s good to see him again. Work through all the dialogue. Unfortunately, he refuses to let you in to the castle.
Look at the gargoyle high up on the wall, near your car, and to the left of the zombies. Throw the BRAIN at the gargoyle, and it lands in the dish the gargoyle is holding, luring the zombies away from the entrance. Talk to Agent Superball again, and use the following dialogue option.
– Let us in!
Since there are no longer any zombies in line, Agent Superball lets you in.
STUTTGART CASTLE INTERIOR \ ZOMBIE FACTORY
Watch the cut scene with Jurgen, the vampire prince. Talk to Jurgen and work through all the dialogue. Accept the song challenge if you like – just pick any dialogue that takes your fancy. However, you won’t win yet.
When conversation is over, look at the bookcase on the left. There’s an inscription on the bookcase, but it’s too worn down to read. Look at coffin on the left to read the poem. Look at speaker next to the coffin. Look at the DJ Booth below the flashing sign. Ignore the DJ Booth for now. Walk left a few more steps, and look at the drinks counter above the aquarium. Take BOTTLE OF WATER from the drinks counter. Also, look at the aquarium to see the undead fish.
Walk right, to the other end of the room. Look at the bookcase on the right to see the fake books. Look at the giant fireplace. Look at the ‘Watchful Jurgen’ portrait above the fireplace. Take TYPEWRITER RIBBEN from the bench next to the fireplace.
Walk left, back to the DJ Booth. Press all the buttons between the 2 turntables to learn which word each button represents. The words change place for every play through. Now press the following buttons.
– Death
– Sepulcher
– Embrace
– Letters
The coffin near the bookcase opens. Head up, into the coffin. You end up on a balcony overlooking the disco dance floor below. Look at the spotlight illuminating the disco dance floor. Use your SUNLAMP BULB with the spotlight. That’s all you can do here for now. Head back through the coffin, so you’re back at the dance floor. Leave the castle, so you’re back outside.
STUTTGART CASTLE
Search the garbage container next to the Entrance to find some GARLIC CLOVE CIGARETTES. Walk left to your Desoto car. Use the car to drive to the TV Studio.
TV STUDIO
As soon as you arrive as the studio, you’re expected to take part in another Midtown Cowboys scene. When the Director realises you’re not prepared, so asks you to come and see her when you’re ready.
Explore the studio. Talk to Mr Featherly the chicken, and work through all the dialogue. Look at Bessie the cow. Look at Mr Featherly’s bag on the floor, and hide your GARLIC CLOVE CIGARETTES in the bag. Now talk to the Director and work through all the dialogue. Make sure you ask her the following.
– Can we film now?
Watch the cut scene as you begin filming. The episode makes the headlines, because of the garlic cigarettes. When you’re ready, leave the studio through door on the left, and return to your office.
STREET
Walk left a few steps and enter your office.
OFFICE
Look at the ceremonial urn next to the window, and use your BOTTLE OF WATER with the urn to get some HOLY WATER. When you’re ready, leave the office.
STREET
Walk right a few steps, and use your Desoto car to drive to Stuttgart Castle.
STUTTGART CASTLE
When you arrive at the castle, give some HOLY WATER to Max. He drinks it, and a halo appears above his head. Hide the rest of your HOLY WATER in the garbage container next to the entrance. Now enter the castle.
STUTTGART CASTLE INTERIOR \ ZOMBIE FACTORY
Watch the cut scene with Jurgen. He thinks it’s ‘cool’ to be smoking cigarettes, after watching your latest episode of Midtown Cowboys. Little does he know that it’s garlic cigarettes he’s smoking!
Walk left to the DJ Booth, and use the DJ Booth. Look at the row of buttons along the bottom – they control where the spotlight shines. Press the 4th button in the row. The spotlight, complete with your special sunlamp bulb, shines on Jurgen, burning him. But he jumps out of the way, before he is completely burned. Make sure Max still has his halo. If he doesn’t, go outside to give him some more HOLY WATER, then return here. Now talk to Jurgen, using the following dialogue options.
– Let’s rhyme, sucker!
– Count Cryptwind Deathgrasp.
– Baron Bat-Anguish Von Nightmare.
– We’ll knock you out deader than Bela Lagosi!
– Our world is endless torment and sorrow.
– ‘Cause all creation ends in death and decay.
The zombies enjoy your poem. Jurgen decides to drink from Max, but because Max drank some holy water, the holy water is what Jurgen ends up drinking from Max. The holy water doesn’t agree with Jurgen. His zombie followers turn on him, and chase him into the fireplace. Follow Jurgen into the fireplace. You find yourselves in Jurgen’s lair.
JURGEN’S LAIR
Watch the cut scene with Jurgen. You and Max are killed by Jurgen’s hand, and you both turn into zombies!
STUTTGART CASTLE
You find your zombie-selves in the graveyard outside the castle. Talk to Max and work through all the dialogue. Talk to Zombie Abe Lincoln and work through all the dialogue. When conversation is over, walk left a few steps, talk to Agent Superball, and work through all the dialogue. Talk to the one-armed zombie and work through all the dialogue. When you‘re ready, enter the castle again.
STUTTGART CASTLE INTERIOR \ ZOMBIE FACTORY
Walk right towards the fireplace. Try to enter the fireplace – Flint Paper will show up, guns blazing. Enter the fireplace again, and head up to Jurgen’s lair.
JURGEN’S LAIR
Watch the cut scene with your souls. Explore the lair. Look at Jurgen’s Monster. Look at the gauges on the machine next to Jurgen’s Monster, and pull the power switch below the gauges. Jurgen’s Monster comes alive. Talk to him and work through all the dialogue. He doesn’t want to leave the castle until he’s ‘complete’. Look at monster diagrams. Look at alchemy machine, and look at power socket and batteries in the alchemy machine. Pick up BOLT CUTTERS from the floor next to the alchemy machine. Look at soul sucker machine. Look at the trophy case of wooden stakes, and take a WOODEN STAKE from the trophy case. Look at the ‘Literate Jurgen’ portrait above the trophy case, and notice the words shown next to Jurgen.
The poor monster is incredibly lonely. When conversation is over, walk left a few steps, and take the lift back down to the disco dance floor.
STUTTGART CASTLE INTERIOR \ ZOMBIE FACTORY
Talk to Flint Paper and work through all the dialogue. Flint tries to shoot you, thinking that you’d rather be dead, than walk around town as a zombie. Look at the bookcase behind Flint, to realise that you just can’t get close to him.
Walk left to the DJ Booth, and use the DJ Booth. Remember those words you saw in the ‘Literate Jurgen’ portrait upstairs? They must be important, if Jurgen wanted them in his portrait. So press the following buttons. Again, the words move around with each play through.
– Abyss
– Razors
– Pain
– Parents
Another bookcase opens (this won‘t work unless you looked at the Literate Jurgen portrait upstairs). Enter the bookcase near the castle entrance – you exit a bookcase behind Flint Paper, taking him by surprise. Zombie Max kills Flint. You pick up ZOMBIE LINCOLN‘S BRAIN that Flint dropped. When you’re ready, leave the castle.
STUTTGART CASTLE
Walk left to your Desoto car. Use BOLT CUTTER on the antenna attached to your car, and take the SUPER ANTENNA. Now use your car to return home.
STREET
Watch the cut scene with Jesse James’s hand. Walk right, and enter Stinky‘s Diner.
STINKY’S DINER
Jesse James’s hand is holding Stinky at gunpoint. You have to rescue her! Look at sticky goo on the counter. Now walk to the left of Jesse James’s hand, click on it, and it will shoot at you. But notice how it jumps one step right, every time it fires. Keep clicking on the hand (from the left), and when it can’t move any more, talk to Stinky. The hand, now focused on Stinky, jumps right again. Keep repeating this process, until Jesse James’s hand gets stuck in the sticky goo on the counter. Now take JESSE JAMES’S HAND from the sticky goo. When you’re ready, leave the Diner.
STREET
Walk left to your Desoto car, and use the car to drive to Stuttgart Castle.
STUTTGART CASTLE
Enter the castle.
STUTTGART CASTLE INTERIOR \ ZOMBIE FACTORY
Walk right to the fireplace. Enter the fireplace, and take the lift up to Jurgen’s lair.
JURGEN’S LAIR
Walk right to the alchemy machine. Place SUPER ANTENNA into the power socket of the alchemy machine, then flip the power switch next to Jurgen’s Monster, to recharge the batteries. Give JESSE JAMES’S HAND to Jurgen’s Monster. Give ZOMBIE LINCOLN’S BRAIN to Jurgen’s Monster. Give JESSE JAMES’S HAND to Jurgen’s Monster. To make him ‘complete’, give him the ARTICHOKE HEART from the table of monster parts. Now talk to him, using the following dialogue options.
– Let’s go and meet Sybil.
– Let’s go!
SYBIL’S SHOP
You, Max, and Jurgen’s Monster automatically travel to Sybil’s shop. Sybil now has 3 contestants lined up to be her potential boyfriend – Jurgen‘s Monster, Mr Featherly, and Harry Moleman.
Talk to Sybil, who can’t decide which questions to ask. Look at the Question Cards on her desk. Select Question Card #1 – she asks each contestant if they have a heart of gold. Look at the Question Cards on her desk again. Select Question Card #2 – she asks Jurgen‘s Monster if he is good with his hands, and she is so impressed with his answer, she doesn‘t ask the question to the other contestants. Now for the 3rd time, look at Question Cards on her desk. Select Question Card #3 – she asks each contestant if they are good with words. While Harry is thinking of a good answer, try to take the CHOCOLATE HEART from the table next to him. Harry stops you, and loses his temper, so Sybil asks him to leave. Poor Harry. Agent Superball takes his place. Take the CHOCOLATE HEART from the table next to Agent Superball.
Click on Jurgen’s Monster, and work through all the dialogue. Make sure you take him back to the dungeon.
JURGEN’S LAIR
You, Max, and Jurgen’s Monster automatically return to Jurgen’s lair. Walk right to the alchemy machine, and use CHOCOLATE HEART in the machine to turn it into a HEART OF GOLD. Give HEART OF GOLD to Jurgen’s Monster. Now talk to Jurgen’s Monster, and go back to Sybil’s Shop.
SYBIL’S SHOP
Look at the Question Cards on Sybil’s desk again. Select Question Card #1 – Do you have a heart of gold. Again, Sybil is very impressed with Jurgen’s Monster’s answer for this question. Look at the Question Cards on Sybil’s desk, and select Question Card #3 – Do you have a way with words? Jurgen’s Monster gives the perfect answer again.
Sybil has made her decision. The lucky contestant to be her new boyfriend is… Jurgen’s Monster! But at the last moment, she realises that she still loves Abe Lincoln, and rushes out the shop to ask Abe for a reconciliation. Poor Jurgen’s Monster! After Sybil has left, take the SOUL MATER from her desk. Now leave the shop.
STREET
Click on your Desoto car, and drive to Stuttgart Castle.
STUTTGART CASTLE
Enter the castle.
STUTTGART CASTLE INTERIOR \ ZOMBIE FACTORY
Walk right to the fireplace. Enter the fireplace, and take the lift up to Jurgen’s lair.
JURGEN’S LAIR
Watch the cut scene, as yours & Max’s souls are returned to your bodies. Except Max soul goes into your body, and your soul goes into Max’s body. Jurgen leaves his coffin, ready for a final showdown with you. Walk right a few steps, to Jurgen’s Monster. Give SOUL MATER to Jurgen’s Monster. Now walk left to the Soul Sucker machine (the big skull machine), pull the Soul Sucker switch to activate it, then quickly jump into the Soul Sucker machine. Your soul transfers itself into Jurgen’s Monster.
As the Monster, walk left to the Trophy Case, and take a WOODEN STAKE from the Trophy Case. Use WOODEN STAKE to fight Jurgen himself.
Now sit back, and watch the final cut scene. Jurgen’s Monster dies *sniff* but you and Max are restored to normal.
The End!
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SEASON TWO
EPISODE 4: CHARIOTS OF THE DOGS
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BOSCO’S INCONVENIENCE SHOP
You, Max, and Flint Paper have broken into Bosco’s Inconvenience Shop, in search of Bosco. He’s been missing for a while now, and you’re worried about him.
Talk to Flint Paper and work through all the dialogue. Talk to Max and work through all the dialogue. Climb over Bosco’s counter.
From behind the counter, look at the pile of Bosco’s Stuff, and look at the keypad on the wall. You need to find the code for this keypad. Take TOY MOAI HEAD from the floor on the left. Climb back over the counter again.
Explore the shop. Use TOY MOAI HEAD with the X-Ray machine to get an XRAY, then use XRAY with X-Ray Viewer above the counter to see what’s inside the Moai Head. You see a code – 5318008. Climb over the counter again.
Behind the counter, use the keypad on the wall to automatically enter the code. The lasers blocking the bathroom are turned off. Climb back over the counter again.
Enter through the bathroom door.
In the bathroom, talk to Max and work through all the dialogue. Explore the bathroom. Look at the Bulletin Board to learn that Bosco’s been ordering a lot of baking soda and papier mache. Open the stall door and look at the wine rack. Take WINE BOTTLE from the wine rack. Someone left the cork out of the wine, so it’s turned to VINEGAR. Look at both messages scrawled on the wall. Hmm, I wonder if that could be a clue. Take some BAKING SODA from the yellow barrel. Look at the model volcano in the sink. If you read the scrawled messages on the wall, you should have some idea what to do here. Use BAKING SODA with the model volcano, and use VINEGAR with the model volcano. The model volcano erupts, but it’s not a very big explosion. You were wanting something bigger! Take some more BAKING SODA from the yellow barrel. Use your BIG GUN to shoot a hole in the yellow Industrial-Sized Baking Soda barrel, then pour some VINEGAR into the Industrial-Sized Baking Soda barrel. Now THAT’S an explosion! In fact, it blew a hole in the roof! An alien spaceship flies overhead, and locks you and Max in it’s beam.
Watch the opening credits.
ALIEN SPACESHIP
The alien spaceship beams you and Max aboard, where you finally find the missing Bosco. Except… Bosco’s not quite himself anymore! Literally! He’s half-cow, half-man! Talk to Bosco and work through all the dialogue. Explore the room. Use the Central Device above the Captain’s Chair, and work through all the dialogue. It’s important to hear everything the Central Device has to say, but make sure you use the following dialogue options.
– 50 System Settings
– Abusive
– 70 Terminate
The Central Device changes it’s tone, so it’s more abusive towards you. This is important for later on.
Look at the Lift on the left, and look at the PORTABLE AI on the Lift. It’s well and truly stuck on there! Take BOSCO’S TIME CARD from the Lift slot. You automatically insert the Time Card into the Lift, and use the Lift to travel back to Bosco’s Inconvenience Shop.
BOSCO’S INCONVENIENCE SHOP – 1963 (MAMA BOSCO)
Well, this is indeed Bosco’s Inconvenience Shop. But you’ve gone back in time, to when a young Mama Bosco owned the shop. Talk to Max and work through all the dialogue. Talk to Mama Bosco and work through all the dialogue. She tells you all about her baby-making machine! When conversation is over, explore the shop. Pick up MODIFIED CARBON DATER from the floor near the counter. Use MODIFIED CARBON DATER on Mamma Bosco to get OVAL OFFICE TIME CARD. Use MODIFIED CARBON DATER on Max to get STINKY’S TIME CARD. Use MODIFIED CARBON DATER on yourself to get INTERGALACTIC FREELANCE POLICE TIME CARD. Now take CHEMICAL SAMPLER from the baby-making machine on the left. Enter bathroom on the left.
Explore the bathroom. Look at Bulletin Board on the wall. Look at wine bottle in the bathroom stall. You automatically remove the CORK, and you keep the CORK – so it was you who turned the wine into vinegar, in the present day! When you’re ready, leave the bathroom.
Use OVAL OFFICE TIME CARD with the Lift on the right. Use STINKY’S TIME CARD with the Lift on the right. Use INTERGALACTIC FREELANCE POLICE TIME CARD with the Lift on the right. Now use the Lift to return to the Alien Spaceship.
ALIEN SPACESHIP
Wow, Bosco is fading in and out of reality. It seems that the conversation you had with Mama Bosco caused a temporal paradox, meaning that Bosco was never born! Oops! Talk to Bosco and work through all the dialogue. When conversation is over, look at the Lift on the left again. Take OVAL OFFICE 1963 TIME CARD from the slot. You automatically insert the Time Card into the Lift, and use the Lift to travel to the White House.
WHITE HOUSE – 1963 (OVAL OFFICE)
You’re in the White House! But it’s a time before Max became President. It’s also the place where Mama Bosco met Bosco’s father. Talk to Max and work through all the dialogue. Now explore the office. Talk to Agent Superball and work through all the dialogue. When conversation is over, use MODIFIED CARBON DATE on Agent Superball to get OFFICE TIME CARD. Use OFFICE TIME CARD with the Lift on the left.
Use Lift on the left again. Take STINKY’S 1980 TIME CARD from the slot. You automatically insert the Time Card into the Lift, and use the Lift to travel back to Stinky‘s Diner.
STINKY’S DINER – 1980 (GRANDPA STINKY)
It’s good to see Grandpa Stinky here. Little Sam and Little Max are also here, playing on the arcade machine, but you are just kids in 1980. Talk to Grandpa Stinky and work through all the dialogue. He tells you about his special Tar Cake, complete with secret ingredient. Talk to Max and work through all the dialogue.
When conversation is over, look at the Tar Cake on the counter. Use CHEMICAL SAMPLER with the Tar Cake to get TAR CAKE SAMPLE. Explore the Diner. Look at the Letter Display on the back wall to see that it’s a letter from the President in 1963. You also learn that the case has a screw lose. Look at the jukebox. Pick up SCREWDRIVER from the floor next to the jukebox. Now use SCREWDRIVER with the Letter Display on the back wall to unscrew it. You automatically take the PRESIDENT’S LETTER.
Talk to Little Sam and work through all the dialogue – he wants a new Artificial Intelligence for his Bluster Blaster arcade game. Talk to Little Max and work through all the dialogue. When conversation is over, look at the Memorable Toast Display Case on the wall next to Bluster Blaster. Also look at the Ship’s Wheel on the wall.
When you’re ready, look at the Lift on the left. Take INTERGALACTIC FREELANCE POLICE 8108 TIME CARD from the slot. You automatically insert the Time Card into the Lift, and use the Lift to travel to your Intergalactic Office.
OFFICE – 2108 (FUTURE SAM & MAX‘S OFFICE)
You’re in your office… but it’s in the future! Talk to Future Sam if you like, but he doesn’t have much to say. Talk to Future Max and work through all the dialogue – he tells you about Stinky‘s Super Adhesive. Talk to Max and work through all the dialogue. Explore the office. Look out the open window to see spaceships flying past. Look at the Bulletin Board. Look at the poster on the Bulletin Board, and look at obituary on the Bulletin Board. The poster tells you about Stinky’s Stick-Tite Adhesive, and reveals that the secret ingredient is Bitumen 13. The obituary tells you about a Mariachi dancer, but you can’t ready all of it.
You can’t do anything else here are the moment, so use the Lift on the left. Take OFFICE 2008 TIME CARD from the slot. You automatically insert the Time Card into the Lift, and use the Lift to travel to your Office.
OFFICE – 2008 (SAM & MAX‘S OFFICE)
You’re back in your office, in the present day. Talk to Max and work through all the dialogue. Explore the office. Look at Max’s desk, and take BOXING BETTY REMOTE from the desk. You hear someone outside asking you to throw them the remote – you do so. In return, someone throws an EGG to you. Talk to Agent Superball and work through all the dialogue. Every time you try to tell him about your time-travelling case, he hypnotises you to forget. Insert CORK into the model volcano next to Agent Superball.
Use the Lift on the left. Take OVAL OFFICE 1963 TIME CARD from the slot. You automatically insert the Time Card into the Lift, and use the Lift to travel to the White House again.
WHITE HOUSE – 1963 (OVAL OFFICE)
You’re back in the White House. Show PRESIDENT’S LETTER to Agent Superball. Despite his stoic attitude that you see most of the time, he’s extremely shocked to learn that the President will be meeting his mistress at Stinky’s Diner. In fact, he’s so shocked, he spits his drink over one of the star cushions. Use your CHEMICAL SAMPLER with the star cushion on the settee to get SUPERBALL‘S SAMPLE. Give TAR CAKE SAMPLE to Agent Superball and tell him you want to patent the recipe. When he asks you what ingredient makes it unique, tell him the following.
– Bitumen 13
Agent Superball agrees to patent the tar cake, and gives you a PATENT FORM. The secret recipe now belongs to you, and no-one else can use it. Look at the envelope that’s now appeared on the President’s desk, and use CHEMICAL SAMPLER with the envelope to get PRESIDENT’S SAMPLE. There’s nothing else you can do here, so use the Lift on the left. Take STINKY’S 1980 TIME CARD from the slot. You automatically insert the Time Card into the Lift, and use the Lift to travel back to Stinky‘s Diner.
STINKY’S DINER – 1980 (GRANDPA STINKY)
Show PATENT FORM to Grandpa Stinky. He’s not very happy about you stealing his ancient secret family recipe. He even takes the tar cake from his counter and smashes it on the floor, thus altering the future. Notice how the PORTABLE AI fell from the Lift, because Grandpa Stinky wasn’t able to use his tar cake recipe to create Stinky‘s Super Adhesive. Poor Grandpa Stinky. You automatically pick up the PORTABLE AI.
Use the PORTABLE AI with the Bluster Blaster arcade game. Watch the cut scene, as the Bluster Blaster arcade game suddenly becomes the rude, arrogant arcade game of the present. Little Max doesn’t like the sudden outburst of insults coming from the arcade game, so he leaves the Diner to go and meet some girls at the local dance. This won’t work, unless you changed the Central Device aboard the alien spaceship to ‘Abusive’.
Time to go and see Mama Bosco again. Use the Lift on the left. Take BOSCO 1963 TIME CARD from the slot. You automatically insert the Time Card into the Lift, and use the Lift to travel back to Bosco‘s Inconvenience Shop.
BOSCO’S INCONVENIENCE SHOP – 1963 (MAMA BOSCO)
Walk left to the Baby-Making Machine. Mama Bosco’s sample is already in there, so add PRESIDENT’S SAMPLE into the Open Sample slot. Now use the Lift on the right. Press the red ‘Home’ button to return to the alien spaceship.
ALIEN SPACESHIP
Bosco’s back to his normal, paranoid self. He’s not half-man, half-cow anymore. Phew! Watch the cut scene with the 3 Mariachi dancers.
You, Max, Bosco, and the 3 Mariachi dancers find yourself in the Soul-Crushing Room. Unfortunately, Bosco has a heart attack during all the chaos, and the Mariachi dancers steal his soul – you have to get it back! Look at Bosco’s Corpse, and look at Bosco’s Soul in the middle of the room. Look at the 3 Moai Heads that surround Bosco. Now let’s explore the room. Talk to Old Mariachi on the left, and work through all the dialogue. He’s not very happy in this job, but he won’t leave until he finds an answer to the age old question – Which came first, the chicken or the egg? When you’re ready, leave the Soul-Crushing room through door on the left.
You’re back in the Main Room. Watch the cut scene – the Soda Poppers birthday is approaching, and the Mariachi dancers are not sure how to deal with the situation. Walk left a few steps, and take EMBARRASSING IDOL TIME CARD from the slot underneath the Central Device. Talk to Captain Mariachi and work through all the dialogue. Talk to Listening Mariachi and work through all the dialogue. When you’re ready, use the EMBARRASSING IDOL TIME CARD with the Lift on the left, to insert the Time Card into it’s appropriate slot, along with the other Time Cards.
Use the Lift on the left. Take EMBARRASSING IDOL 2008 TIME CARD from the slot. You automatically insert the Time Card into the Lift, and use the Lift to travel back to the Embarrassing Idol Singing Contest.
EMBARRASSING IDOL SINGING CONTEST – 2008 (SODA POPPERS)
Watch the cut scene as you – Past Sam – compete against the Soda Poppers kid to win the singing contest. Work through all the dialogue with Past Sam. Watch the cut scene as Past Sam and Past Max hijacks the Time Machine Lift.
ALIEN SPACESHIP
Eventually, Past Sam and Present Sam end up on the alien spaceship. Talk to Past Sam and work through all the dialogue. You can have a lot of fun sending Past You to various places. Now talk to him again, and use the following dialogue options.
– You need a time travelling phone booth.
– Ask Agent Superball in the future.
Past Sam & Past Max dutifully use the Lift to speak with Agent Superball in the future. When they return, their memories are slightly messed up, so they don’t remember how they got here. Talk to Past Sam again, and when he asks you how to get to the moon, use the following dialogue options.
– You need a screwdriver.
– We’ve got one.
The result is that Past Sam gives you his RECORDING CONTRACT in exchange for your SCREWDRIVER.
When you’re ready, use the Lift on the left. Take INTERGALATIC FREELANCE POLICE 2108 TIME CARD from the slot. You automatically insert the Time Card into the Lift, and use the Lift to travel to your office in the future.
OFFICE – 2108 (FUTURE SAM & MAX‘S OFFICE)
Look at the Bulletin Board on the right, and take OBITUARY from the board.
Use the Lift on the left. Take OVAL OFFICE 1963 TIME CARD from the slot. You automatically insert the Time Card into the Lift, and use the Lift to travel to the White House.
WHITE HOUSE – 1963 (OVAL OFFICE)
Look at the calendar next to the President’s desk. Take the yellow Sticky Note, and change the Official National Date to 6 September, which is Agent Superball’s birthday. Now talk to Agent Superball using the following dialogue option.
– Is today your birthday?
Watch the cut scene with the Mariachi singer. Agent Superball even dances! While Agent Superball is dancing, QUICKLY run left, and use the Lift, thus trapping the Mariachi dancer in this time-period. You automatically return to the Alien Spaceship.
ALIEN SPACESHIP
Note that Listening Mariachi isn’t here (he’s trapped in 1963, with Agent Superball, heehee). Give RECORDING CONTRACT to Captain Mariachi, who’s sitting in the chair. The Captain is very excited about getting a RECORDING CONTRACT, and immediately leaves to be a Superstar, and sing songs about trains! After he’s gone, head right, into the Soul-Crushing room.
Walk right a few steps to Old Mariachi, and give him the OBITUARY. He’s disappointed to learn about the meaningless way in which he died, and vows to stay away from the printer. But he still won‘t quit this job, until he has all the answers to his deep and meaningful questions! Walk left to the printer, and fiddle with it twice – you throw the printer ink into the time vortex. Return left, to the Main Room.
Talk to the Central Device, and use the following dialogue option.
– 60 Print Time Card.
You get a BLANK TIME CARD. Use BLANK TIME CARD with the Lift on the left, and you insert it into a slot with the other Time Cards.
Use the Lift on the left again. Take BLANK TIME CARD from the slot. You automatically insert the Time Card into the Lift, and use the Lift to travel to The Beginning Of The Universe.
THE BEGINNING OF THE UNIVERSE (BLANK TIME CARD)
You’re surprised to see Mr Featherly here. Haven’t you always wondered which came first – the chicken or the egg? Talk to Mr Featherly and work through all the dialogue. It seems that he cannot leave this place, without violating the laws of the universe. Basically, he’s trapped here, unless you find a way to help him. Ahhh, but you CAN help him! Simply use your EGG with Mr Featherly, and the EGG will act as a replacement.
Look at the red Singularity, which is floating in space.
There’s nothing more you can do here, so use the Lift on the left. Press the red ‘Home‘ button to return to the Alien Spaceship.
ALIEN SPACESHIP
Walk right into the Soul-Crushing room.
Show Mr Featherly to Old Mariachi – he’s very happy to know that the chicken came before the egg, so he finally leaves his post.
All 3 Mariachi dancers have left the Spaceship, so there’s no-one to stop you from saving Bosco. Walk right a few steps, and press the red ‘Bridge Button’ on the computer console on the right. Watch the cut scene, as the self-destruct sequence is activated. Quickly run left a few steps, to the computer console that Old Mariachi was working at. Press the red ‘Suck’ button to try and reconnect Bosco’s corpse with his soul. Unfortunately, Bosco’s corpse only makes it halfway, before getting stuck. Use TAR CAKE SAMPLE with the Time Controls near the Suck button to stop the Time Gears from turning, then quickly run over to Bosco’s corpse.
Now sit back and enjoy the final cut scene.
The End!
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