Sam & Max – The Devil’s Playhouse Episode 1 – The Penal Zone PC Walkthrough

After two crazy seasons of Sam & Max, Telltale Games had attacked
brilliantly licensing Monkey Island (Tales of) and Wallace &
Gromit. These curly, editor returns to the license of Steve Purcell (Sam
& Max: Freelance Police) and gives us a third season of five
episodes long, eyeing the side of the psyche and other related
authorities. The Penal Area Today, the first episode of Season 3 is
available.

Small, while walking to the zoo, or look in King Kong
and Congo. It seems that this doubt persists with this first episode of
the new season of Sam & Max, The Devil’s Playhouse: The Penal Area.
We thus find our duo of Freelance Police Sam & Max, struggling with a
gorilla, a Skunka’pe landing on our planet to find toys, artifacts
endowed with immeasurable power. So far nothing too serious, except that
the beginning is the end. Yes, yes. You read. A little explanation
arises, no? Here we see a mounted power een Max, now endowed with
psychic powers and the brain to go with (not to mention the ego of the
furry rabbit). It may therefore make use of toys to see the future and
teleport to various locations is as if a phone is there. Of course, this
is just a glimpse of what we can expect the developers when we know
that the window listing the toys contains more than two locations.
Telltale has made it almost obsolete using (those little indications
mumbled Sam) by offering the opportunity to see the future. It is also
necessary that it not be changed by a third person.

Sam &
Max: The Devil’s Playhouse marks the return of the detective duo, after
several months of absence. We find much on Telltale Games in control, a
gender specialist. This title is also an unusually, declined in the
episodic form. The storyline of this third component is focused more on
the paranormal and the presentation resembles that of the legendary
series "The Twilight Zone." In "The Penal Zone", the script does indeed
call for a strange prophecy, which Max is a key element. Without giving
too much away, the story does not lack humor, and could even be the
prologue to a future game with Max as a single character as he appears
to be central to the plot. Fortunately for some, it will not last, and
soon enter the stage Skun’ka’pe, be a very strange and decided to erase
the criminal area. He leads a very special ship, a mixture of horror and
ridicule rather unique in its kind. As usual, the title is currently
only available in English, which may affect the progression, especially
since this episode offers puzzles can be quite complicated, but using
quite amazing paranormal abilities, including the ability to teleport
like in Star Trek or the possibility of viewing the future. Two other
skills are also present, but unfortunately come into play late in the
game.

Regarding the concept, not found point’n click the classical and the
game play is more reminiscent of the previous version of Xbox Live
Arcade, as last PC installment. An election may be made to prepare for
future PSN version? Though very In any event, the interface is
fortunately easy to access. The rest does not change the habits and we
spend most of his time looking for the hidden mechanism that will
continue the game. The pace of play is pretty good, with some very fun
interactive sequences. Technically, Sam & Max Season 3 is a hair
above the previous, and thus have little more detailed environments, and
a pretty wacky universe. The NPCs still resembled puppets, however, and
environments lack a bit of interaction. The animations are broadly
fluids, and lip sync quite effective. As usual, the title is very
accessible and appears to be relatively short, with about four hours of
play on the counter.

Wield Psychic Powers against Fearsome Foes in epic comedy saga over 5
monthly episodes. An otherworldly power for controlling matter and
space and calls to the strongest strangest Who Might Wield it –
intergalactic warlords and eldritch gods, under-dwellers and scholars of
the arcane. Gaming’s greatest dog and rabbit sleuths Sam & Max’s
seek the power ancient secrets, as Max gains manic shape-shifting,
teleportation, mind reading and future vision for battling Abilities
Foes thesis.

About : The Penal Zone PC

The
episode consists of four acts, each with complicated riddles not well,
as long as you dive headlong into the crazy world of the duo. The
latter, in addition to being beautifully animated, must have a quality
dubbing doing well the sarcasms Max. The duo is not the only one with a
golden voice and the voices of the characters is secondary to quality,
ensuring a pleasant time. Special mentions the dubbing of mole-men,
simply fended. You’ll also bestow many phallic references with the famed
criminal (The Penal Zone). We find characters from previous seasons
such as Momma Bosco, Stinky, Special Agent Bighead, Flint Paper and
newbie’s.

Always using the graphics engine house, Telltale there
is a good heart and treats us to the peepers of a worthy graininess of
the 7th art. The opening sequence was just brilliant, no pun intended. 
Later discussion, dialogue tree is now circular and, as so often, is to
fully explore in search of information, but also good laughs. The
question is whether the side of the inventory, there will be new changes
introduced as the possibility of merging objects to the way Tales of
Monkey Island. We also welcome the DeSoto, the duo’s car, now much more
equipped in electronic form only 1. The functioning of these devices
being of course not guaranteed. In the end, this first episode raises a
good foundation for the new season 5 episodes long. The humor is
omnipresent – the wacky, too – the puzzles are fun and finish, which is
graphic and sound quality is. Telltale, we knew for a long time, holds
the recipe episodic game. Each episode is a true and put the sauce takes
each time. The Penal Zone, is not different and this episode of the
best omen for the new season.

The idea is welcome, especially the
puzzles make use of these powers to thicken a little, including
requiring seeing the future to better understand the present and release
a situation or teleport around, with all that implies in terms of
paradoxes and found many gags. Unsurprisingly, some sidekick are back,
and if it’s always nice to recover some known ganache it is painful to
admit that they are not necessarily the most endearing characters or
more fellows who are here making a comeback. Whether Stinky the
waitress, Agent Superball, Harry mole man or even the new super villain,
Skunk ape, the cast of this episode does not have the panache of some
of the successes of seasons one and two. As usual, some are funny and
rebuttals fly, others not at all, but it may be noted that what the game
is gaining zaniness he loses biting and cynicism. Of course, Max is
always there to spice up the situations of his acid remarks, and some
Lovecraftian references are smiling, but madness is a little less
original there. The game play is certainly not alone in having received a
small facelift as the graphics engine is also mounted in rank, with
textures and more detailed work on the lights more carefully than
before. Places are also much more numerous, and therefore less tired
quickly, even the occasionally rather give ground to adventure.

Walkthrough :

Act I

Our story opens with Sam
& Max, the stars of this particular intergalactic drama, caged in
the clutches of General Skunk ape—the power-mad Space Gorilla, also
known as Skunk ape—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—Skunk ape’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 these particular lagomorphs. 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 Skunk ape 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 Skunk ape, 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 Skunk ape
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, Skunk ape 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 Skunk ape’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 Skunk ape’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 Skunk ape are standing, and initiate
a dialogue with this newly-arrived extraterrestrial by selecting either
him or Superball. Skunk ape 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 Skunk ape’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 Skunk ape, 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 Skunk ape 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 Skunk
ape’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 Skunk ape’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 cut scene, 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 Skunk ape’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 Skunk ape’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
Skunk ape’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 Skunk ape’s army. Talk to him, and be
sure to pick the "We Love Skunk ape" 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 Skunk ape’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 Skunk ape’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
Skunk ape’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 Skunk
ape. 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 Skunk ape, 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
Skunk ape 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 Skunk ape 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", the Freelance Police have a
brief exchange with Harry Moleman, who reveals that Skunk ape 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 Skunk ape’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
Skunk ape’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 "Skunk ape’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 Skunk ape 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. Skunk ape 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, Skunk ape is able to open up a
portal to the Penal Zone and hurtle the duo into another dimension!
What’s more, Skunk ape 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 Skunk ape 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 Skunk ape’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; Skunk ape 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 Skunk ape 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. Skunk ape 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 Skunk ape. 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. See you next time!

Tips & Hints :

Bronze Trophies :

  • This You’re Card? – Read the mind of everyone aboard General
    Skunk ape’s flagship.
  • Soothsayer – Saw a future vision for Sam
    in every possible environment.
  • To the Five Boroughs – Visited
    every location available in this case.
  • Crime-Tron – Used all of
    the correct combinations of clues in the Crime-Tron.
  • Pret-a-teleporter
    – Tele Ported available to every phone in the case.
  • Ask Your
    Parents – Heard 7 references no one under the age of 30 will understand.
  • Do not Ask Your Parents – Heard Double Entendre 10.
  • Frequent
    Flier – Smacked Max out of the way in every environment.
  • Part
    of a Nutritious Breakfast – Used the Nutrition Specs to reveal a secret
    object.

Silver Trophies

  • We’re on the
    Case! – Sent-General Skunk ape to the Penal zone in Max’s future vision.
  • The Brain Awakens – the Alien Brain Brought back to life.
  • Ape
    Escape – Tracked down General Skunk ape.

Golden trophy s

  • The
    Penal Zone – Sent-General Skunk ape to the Penal zone once and for ave.

Conclusion :

Only animation, mediocre,
swore in an ensemble, rather convincing, sometimes very nice (the stash
of Mama Bosco), sometimes a bad taste rather doubtful with neon colors
and modeling very average. The movements, which manage to choose the
keyboard or mouse (or the joystick) have also benefited from being a
little better managed, with some areas inaccessible. Finally, there are
some defects in the final episode of Tales of Monkey Island , including
the impression that developers sometimes have eyes bigger than your
stomach and not quite afford their ambitions. Opening with his pretty
grim nickname directed action movie is as such quite symptomatic of a
first chapter certainly quite nice, but loses a bit of madness from
previous seasons to purr quietly as a produces slightly more calibrated.
Hopefully after a little resume of perks in this field. In any case,
the scene is set, the adventure well underway, and the end of episode
shows that the studio was under the foot to the four chapters to come,
with a plot that promises to equal in both absurdity first seasons.

The
Penal Zone is an efficient point and click if not striking. Cynicism
was a bit drowned in big production crazy, but the addition of a new
system of dialogues, even if it is ultimately very similar to the old,
more sets, puzzles and more worked Max psychic powers allow the series
to renew, quietly, without rushing anyone. A limited risk-taking for a
game that only had perhaps not really necessary, but we hope that future
episodes will be a little more biting. A good start and promise for the
third season ambitious, but the test remains to transform over time.

Some
Best Points :

  • A bit of novelty, finally
  • More
    ambitious
  • Max, always as attractive / repulsive
  • Fresh
    coat of paint visual

Some Negative Points :

  • More
    gently zany as cynically funny
  • Animations
  • Some
    questionable artistic choices

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