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sam&max.txt
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1996-05-13
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~Sam & Max Hit The Road (CD-ROM)
Animate Adventure by LUCAS ARTS
Solved By Lu Richardson.
Foreword:
I remember playing this game in the floppy version, giving you the
starting hints, losing interest very soon afterwards and getting rid
of it altogether. To me, this product didn't quite make the grade
for reasons I am not going to repeat here. Nevertheless, I had a
crack at the CD version, if only to see the embelishments, and
actually finished it... so here is the full solution.
I can't recall now how the floppy version went, but this is what you
get in the CD-ROM. For a start, a lot of music, some good sound
effects and all the conversations spoken. Also, you can go to all
the different Snuckey's and buy cute little games from the circular
rack. Nice touch. You put them in your inventory and put the "use"
icon on them to play them. Amusing, but nothing to write home about.
Still, have a go - one is a colouring book, another one a "dressing
up game" and the other one a variation of "submarines". There is
also the 'Hiway Surfin' arcade on the map if you get bored
sleuthing. You will find out all about it in the documents
which come with the game.
As to general hints, remember to speak to everyone (putting the
"mouth" icon on them) and use all the options. Lengthy, but more
fun that way. Move the "eye" icon around in every location you
enter. Look at everything you get by placing it into your inventory
and using the "eye" icon on it.
Solution
--------
THE OFFICE
Watch the introduction and, once in the office, have a look around
for fun - but what you need is the money in the mouse hole at the
top (use the "hand" icon) and a bulb in a room to the bottom right
hand corner of the screen. Use the answering machine next to the
phone to get a message.
Go outside and use Max on the cat to get your orders. Again, you
can look around for fun, but there is nothing else to do here save
use the car. This puts you on the map screen.
SNUCKEY'S
Go to the nearest Snuckey's. Get a papercup laying around outside,
go in, buy the box of candies (i.e., hand it to the assistant). Max
will want to go to the bathroom, so talk to the assistant about
that. As soon as Max leaves and you stop talking, go outside - when
Max returns talk to him and suggest you retain the file which is
attached to the key.
THE CARNIVAL
You can now use the car to get to the Kushman Brother's Carnival.
Watch what happens when you arrive; then, attempt to enter the main
tent. Hand your orders from the Chief to the fire-breather and
he'll let you in. Here, talk to the Kushman Brothers to find out
what gives. They will give you a day pass to go on all the rides.
Before you leave this tent, pick up the Bigfoot hairs near the
melting ice block and then the jar with the hand. Exit up.
Walk into the small tent and have a look around. Take the
magnifying lens and play Wak-A-Rat (now, THAT was fun!); you should
have no to trouble winning a price. Use this with the bulb to get a
flashlight. Go to the left of this tent and talk to the guy in
charge of the Cone of Tragedy. Have a ride in that and you will
lose all your belongings - talk to the guy again and he will give
you a Lost Property ticket. Go to the right of the Wak-a-Rat tent
and you will find the Lost & Found, which is to the right of the
main tent. Here you will get all your stuff plus a magnet - look
into your inventory box.
Now you have to go to the Tunnel of Love, which is on the other side
of the main tent and which you can reach by walking left from the
Cone of Tragedy. Use the swan to travel inside and use the
flashlight immediately, on the spaces between the tableaux, until
you spot a fusebox. Use Max on it and you will alight on a "Henry
VIII" tableau. Pull the king's beard to get the door open.
Go inside and talk to the Mole man to get a lot of information and
also the key (?!) to Trixie's caravan... if you hand him the candy.
When you've finished with him, flip the switch on your way out so
that you can ride the swan back to the entrance.
Go to the caravan and get it open; look around and you will find a
scorecard from Gator Golf inside the wardrobe and a suit inside a
box. Get them both, go out and leave the Carnival by using the car.
First go to the World of Fish, which should have appeared on the
map. Just grab a bucket full of fish near the stand. Use the car
go get at the map and this time travel to...
GATOR GOLF
Walk to the left and get a broken ball retriever from the rubbish
bin. Talk to the guy behind the counter. Now head for the golf
area. Watch what happens here. When you are left to your own
devices, you have to rescue Max.
Use the fish instead of the golf balls to play the game. It starts
when you pick up a club. You could instead have a bit of fun
dunking Max (you aim a ball at the target on his cage), but what you
are aiming to do is to group the alligators in a straight line
between you and Max. You do this by getting them to swim to the
fish you are going to hit to them - so place the flag where you wish
each alligator's head to be and swing. One by one you should get
them into position - it can be a little annoying but persevere.
Once they are all aligned, Sam will automatically run across to Max.
Here, open the cage to let Max out, who should have collected some
hair. Open the door at the base of the cage to get a Sno Globe from
the Mystery Vortex. Now you can leave and go to the nearest
Snuckey's. Ask the assistant to open the jar with the hand inside -
he will do so and then you can make your way to...
THE WORLD'S LARGEST BALL OF TWINE
Go straight to the Museum and do a spot of investigating and
talking (note the fish/fishbones raining outside the window). Use
the hand from the jar on the broken ball retriever and the magnet on
that combination. Now use the whole thing on the base of the ball
which you will see inside the Museum. Plunging this instrument in,
you will retrieve a Mood ring.
Now you can leave the Museum and go to the cable car - use it to get
up to the Restaurant. Note the loose bit of string and the fact
that you can't get at it. Enter the Restaurant and chat to the
mechanic. You should get a bent spanner. Have a look around and
leave. Go to...
THE WORLD OF FISH
Walk to the left of the fisherman and use the spanner on the tube
below the large fish standing in the water. Take Max and just watch
what happens. At the end of the sequence you'll be up at the right
side of the restaurant - use Max on the ball to get a length of
twine. Now you can leave and go to...
THE MYSTERY VORTEX
Have a good look around and enter the cave. Inside, make for the
steps and use the mirror to enter it. You will see two enormous
magnets and, if you walk right, another one. What happens is that,
by throwing the switches of the different magnets in divers
combinations, the characters change colour. This enables them to
enter different sized doors - in this case, I needed them red to get
them through the red door, so I kept trying all the switches till
they changed to that colour.
Through this you will find Shuv-Oohl. Talk to him and give him
the Mood ring. He will give you some information and also some
magic powder. You can leave and go to the right of the mirror and
exit top. You will enter an upside-down room. Right now, all you
need to do here is to talk to the lady and grab the hair by the
molten ice. You can leave and return to the Restaurant.
Here, grab the two cables near the lift and use them on the
binoculars to the right. Use the magnifying glass on the
binoculars. Now use them and look until you see a rock. At this
point, stop the binoculars (the indicator under the glasses
should be upright - use either of the mouse buttons to get it to
that position). Again, a bit tricky but it can be done. Leave and
make directly for...
FROG'S ROCK
As per instructions, place the three bunches of hair you've
collected on the rock and then the magic powder on them. Watch what
happens. Go now to...
BUMPUSVILLE
Enter the building and head to the right. Following this direction,
enter the room up to see what it contains, then go out and into the
room to the right, note the wig, climb up the car stairs and get a
pillow. Use the ball retriever to get a book from the shelves over
the door. This book enables you to fix a cleaning robot you will
have spotted around. Find the robot by the entrance of the house
and use it. You will see a diagram of wires and rooms. Basically,
you want to get the guy guarding the virtual machine out of there.
So, pull all the wires out then plug in the wire for the room to the
left of the diagram.
Once you have done, the robot buzzes off there and triggers an alarm -
you should see Lee Harvey running left, so you can now safely enter
the room with the virtual machine and use it. Pull the sword out of
the stone and use it on the dragon when it appears. You should get
a key.
The Virtual dream over, go to the room to the left of the entrance -
watch and listen and, at the end, use the key on the contraption to
the right of the door. This will free Bruno and Trixie. Watch some
more. Now leave through the door and be sure to pick up the John
Muir portrait outside this room. Make for the car and, on the map,
choose...
THE JUNGLE INN
Go inside and talk to Evelyn Morrison at the counter. At the end,
she will give you a heap of leaflets. Look at them and new
locations will appear on the map. Leave for now and go to...
THE VEGETABLE WORLD
Advance to the right, talk to the lady, give her the John Muir
picture. Pick up a gourd from the box to the right. Go back to
Bumpusville.
Here, go to the room with the wig and use the gourd with it, so that
you can take the wig. Now we can go to...
DINO BUNGEE
Have a look around and go to the place where you can do some
bungee jumping. After talking to the girl in charge, you'll change
behind the screens and you can then use the elastic to the right to
jump. Use the ball retriever with the papercup to collect some tar.
Now go to the animals.
Use Max on the hairy mammoth and he will get some hair. Turn to the
mechanical T-Rex and press the button on the speaker to get him to
talk. Do so several times till his mouth is briefly stuck open -
use the length of twine on it and then Max on the twine. This will
cause you to obtain a tooth. Back at the...
JUNGLE INN
Give the file to the Bigfoot standing by the door. Use the suit,
hair, tar and wig to get a Bigfoot costume. Use it to get to the
party (actually, Sam and Max enter the phone box to change and
emerge dressed as a Bigfoot. Just go through the door).
Here, the main thing is to get the wine bottle; but you can talk,
listen and watch as much as you like. When you've done, exit top
left, i.e., the other side of the stage. It is extremely difficult
to get the two characters through this door, but you must do it.
Once through, get the icepick to the left of the freezer. Watch
what happens - the disguise comes off revealing your identity. When
the two guys are in the freezer, talk to Max, who will lock them in.
THE FINAL PREPARATIONS
Leave and go to the Vegetable World to collect the John Muir-shaped
gourd. Go to the Restaurant and give the icepick to the mechanic,
who will turn it into a corkscrew. Use this on the bottle of wine
to retrieve the cork. You can now go to the upside-down room in the
Mystery Vortex and use the Mini Vortex machine. Once inside, use
the Sno Globe on the machine and it will suck up the vortex.
Outside the machine, use the cork on the Sno Globe to trap the
vortex in it.
FINALE
Once more, back to the Jungle Inn. Go into the party, up left and
up. You should see four totem poles. Talk to the Bigfoot. Go up
and meet the chief. Talk to him and give him the Sno Globe, the
tooth, the John Muir gourd and the pillow. This will cause the
totem poles to disappear one by one and make all matters right. The
End. Honestly.
Watch the credits and play the final minigame.