Sam & Max Episode VI: Bright Side of the Moon
FAQ/Walkthrough
by Jeff "CJayC" Veasey
Version 1.0
Completed 4-26-2007
This guide Copyright 2007 Jeff "CJayC" Veasey. This guide is an exclusive and
may only be found on GameFAQs at
http://www.gamefaqs.com.
1. Intro
2. Hint Guide
Part I: Bang, Zoom
Part II: Max, Max, Max
Part III: The Final, Final, Showdown
3. Game-Ruining Walkthrough
4. Administrivia
==========================
======== 1. Intro ========
==========================
Welcome. Fourth guide I've written in years. The first season of Sam and Max
ends with a bang. And a biff. And a blammo. Not as good as parts 4 or 5, a
bit short, but a good close to the series. Yay GameTap.
Anyway, the first part of this guide is rather Invisiclues-like, consisting
solely of hints in a progressively more obvious order before outright revealing
the solution to the puzzle. Sometimes, a nudge is all you really need, and I've
tried to set this up so it won't ruin the game if you get stuck somewhere.
The second part of the guide is a plain old step-by-step walkthrough, which you
really shouldn't use, unless you're breezing through the game just to say you
completed it. In which case, why are you even playing the game?
===============================
======== 2. Hint Guide ========
===============================
*** Part I: Bang, Zoom ***
A. Finding Hugh Bliss
----------------------------
Starting off on the moon, you'll want to find a way into the Blister.
But, of course, you're not worthy to enter.
Have you tried asking Superball about how to get in?
Have you asked Superball or Max about how the unicorn works?
It's a mood unicorn. You just need to heat it up.
The lunar lander's rocket would destroy it, not just heat it up.
So, you need to think about something else designed to heat things up.
On earth.
In Bosco's.
Microwave it.
Once you're in, Hugh leads the way to his inner sanctum.
But how do you get past that Intimidating Door?
B. The Disembodied Head of Abe Lincoln
---------------------------------------------
Lincoln seems a bit depressed.
Ask him what's wrong.
Obviously, he needs a date.
And you can hook him up with Sybil.
But you'll need to play Cyrano and feed him his lines.
If you've played the first five games in the series, you should know quite a bit
about Sybil by now. But, you could always go visit her for some clues.
Like the big sign over her desk...
And her office decor...
And her current job.
The words "Relax", "Fox", and "Hockey" should do the trick.
Blargh.
C. The Gift Shop
------------------------
That's a nice talisman there in the shop. It'd be a shame if someone stole it.
Steal it.
Unfortunately, you'll get patted down on your way out.
Does anybody else get patted down?
No?
Give the talisman to Max.
Then ask for it back.
Okay, you don't have that long to wait. Know any other way to get that it?
Have you talked with Lincoln yet?
Follow section B above, then make Max barf it up.
And now, to get it out of its case.
See anything that could destroy the otherwise impervious case?
Like, a Lunar Lander rocket?
Great, but the keys are locked in it.
Luckily, they left the window rolled down, and it's a standard pull-up lock.
The problem with some games, and indeed fiction in general, is that the people
who write it have often lead a different life with different experiences than
the audience. The designers of this game grew up in an era where pull-up locks
were the norm, and not the near-anacrhonism they are today. This generational
gap will no doubt be the cause of more and more frustration for younger gamers
as time goes on, simply because the world is changing today at a much faster
rate than it did just a few years ago. An otherwise "timeless" game could
easily be marred by required knowledge and references to cultural artifacts
that simply no longer exist in the future.
You need a coat hanger.
It's in the office.
D. The C.O.P.S.
----------------------
Ah, the C.O.P.S. again. What are they working on?
A video game, really? Fascinating. The perfect A.I.? Neat.
So, it's time to put their A.I. to the test.
Play the game.
Obviously, it's not quite ready yet.
But you can make them think it is.
Play to lose.
It can be tricky, but it should be easy if they play first on a corner; just
leave them a free row to win.
E. The Intimidating Door
-------------------------------
Intimidating, isn't it?
You Can't open it from this side.
So, you're Just going to need a little magic.
Have you talked with Anybody who can see into things?
Have You talked to the C.O.P.S. yet?
See section D, then Come back when you're done.
Use the lead vision talisman on the door to see through it.
Well, isn't that convenient? A precariously placed item over the button.
On a spoon-like object.
See section C. I'll be here when you get back.
Use the spoon bend talisman on the sconce.
Tah dah!
*** Part II: Max, Max, Max ***
A. Red Max
-----------------
The three Faces of Max. The first one you'll find is just in the Blister.
Look out, he's got a gun!
So do you!
But, shooting him isn't the solution.
Have you noticed where he's jumping?
Try shooting the rollercoaster button while he stands on it.
Whee!
He certainly isn't keeping his hands inside the machine at all times, is he?
Maybe you should teach him a lesson about that.
Go bend the giant spork, then send him on another ride.
Whee!
B. Green Max
-------------------
Hungry Hungry Lagomorphs!
Not as catchy, is it? But have you tried talking to him?
Bad idea, but at least it's easy to get out.
The way to a bunny's stomach is through his stomach.
Have you tried talking to Philo Pennyworth yet?
Nice magic trick he's got there. It's a shame he can't pull that rat out.
Maybe you can help.
Jimmy Two-Teeth is back on earth, hanging on for dear life.
Maybe you can straighten things out for him.
Maybe you can straighten out the parking meter.
Now that Jimmy's grip is loosened, Philo can pull him out of the hat.
And then, so can you.
The gluttonous version of Max would love a bite of rat.
And you can use the hat to rescue him, and Max's stomach too!
C. Blue Max
------------------
Poor, poor Max.
He's so depressed he can't even move.
And you can't move him either.
If you can't move him, maybe you can move the world around him.
With an earthquake?
With Bosco's earthquake machine?
But the asking price is a little steep.
Have you asked Max about how to get that much cash?
There's got to be something lying around the office worth something...
There's got to be someone lying around the office worth something...
Has Leonard been fed recently?
What's he been eating? Why not check and see?
That deed is probably worth something, if only you had a buyer.
Like, the queen of another country.
Go sell it to Sybil, then use the proceeds to buy the machine.
Shake up the slothful Max and grab his tail.
*** Part III: The Final, Final, Showdown ***
A. Escape
----------------
Now that you've put Max back together, it's time to go face Hugh Bliss.
Yay! Game over.
Or not.
This wheel is a bit dizzying. But not so much that the solution isn't obvious.
Spoons!
Bend the spoon with the Magician's Talisman on it, then use it.
B. Breaking the Cycle
----------------------------
Just use the Magician's talisman each time you get in a dangerous situation.
Out of the frying pan, into the fire.
Or, out of the wheel, into the box, out of the box, into the lander, out of the
lander, into the tank, out of the tank, into the wheel...
You've got to find a way to break this cycle and get rid of Hugh Bliss.
What's a good way to kill bacteria?
How about boiling them in a Cleansing Bath of Annihilation?
You've got a nice heat source in that lander, don't you think?
All you need to do is redirect it.
Use the saw on the lander when you swap out of the box.
Then, after you swap out of the tank, use the lander key to start it up.
Now, get to punching.
=============================================
======== 3. Game-Ruining Walkthrough ========
=============================================
WARNING: Using this walkthrough will ruin the game for you. I strongly suggest
you use the hints above instead, and then only when you're stuck. Figuring out
everything you have to do is part of the game, and you'll be missing out on a
lot of the great dialogue otherwise. Seriously, use this only as a last resort.
1. Talk to SUPERBALL, say:
WHAT ARE YOU DOING HERE?
LET'S TRY SPECTRUM ANALYSIS.
SO LONG.
2. Go to the DESOTO, go TO THE EARTH. Go to BOSCO'S INCONVENIENCE, tell him
SO LONG. Use the UNICORN on the MICROWAVE.
3. Go out the EXIT DOOR, then to the OFFICE. Get the COAT HANGER.
4. Go out the EXIT DOOR, go to the DESOTO, and TO THE MOON. In the gift shop,
get the SPOON BENDING DISPLAY, then use the DISPLAY CASE on MAX.
5. Use the DOOR to enter the Blister. Talk to LINCOLN. Tell him:
WHAT'S YOUR PROBLEM?
SO, WHY ARE YOU UPSET?
WE'LL HELP YOU WITH SYBIL.
JUST RELAX. BABY.
LADY, YOU A STONE COLD FOX!
PLAY SOME ONE-ON-ONE LOVE HOCKEY.
6. Talk to the C.O.P.S., tell them: WHAT ARE YOU DOING HERE?, then LET'S TRY
THAT VIDEOGAME. Play and repeat until you lose the game (the computer plays
randomly, no set strategy other than don't win).
7. Take the DOOR TO SURFACE, use the GASTROKINESIS TALISMAN on MAX, use the
DISPLAY CASE on the ROCKET ENGINE, use the COAT HANGER on the LANDER DOOR, then
get the SPOON BEND TALISMAN.
8. Go through the DOOR, then take the RAINBOW ELEVATOR. Use the LEAD VISION
TALISMAN on the INTIMIDATING DOOR, then use the SPOON BEND TALISMAN on the
SCONCE.
9. Go out the EXIT DOOR, use the SPOON BEND TALISMAN on the GIANT SPORK, then
use the BIG GUN on the ROLLERCOASTER BUTTON when the red Max is on the coaster.
10. Go out the DOOR TO SURFACE, then take the DESOTO back TO THE EARTH. Go to
the OFFICE, then use the GASTROKINESIS TALISMAN on LEONARD.
11. Go out the EXIT DOOR, then go to SYBIL'S, then use the DEED TO THE UNITED
STATES on SYBIL.
12. Go out the EXIT DOOR, then use the SPOON BEND TALISMAN on the BENT METER.
13. Go to the DESOTO, go TO THE MOON, and through the DOOR. Talk to PHILO
PENNYWORTH.
14. Go out the DOOR TO SURFACE, then take the DESOTO back TO THE EARTH. Go
to BOSCO'S INCONVENIENCE, then use the MAGICIAN'S HAT (and Jimmy) on
GLUTTONOUS MAX, then use the MAGICIAN'S HAT.
15. Talk to BOSCO, tell him WE WANNA BUY SOMETHING, and GIVE US THE EARTHQUAKE
MAKER.
16. Go out the EXIT DOOR, to the DESOTO, and TO THE MOON. Walk over to
SLOTHFUL MAX and use the EARTHQUAKE MAKER REMOTE, then use SLOTHFUL MAX.
17. Go through the DOOR, take the RAINBOW ELEVATOR.
18. Use the SPOON BEND TALISMAN on the SPOON, then use the MAGICIAN'S TALISMAN.
19. Use the MAGICIAN'S TALISMAN, saw the MAGIC SAW BOX. Use the MAGICIAN'S
TALISMAN, then use the MAGICIAN'S TALISMAN again, then walk away to trigger the
next scene.
20. Use the MAGICIAN'S TALISMAN, walk away to trigger the next scene, use the
MAGICIAN'S TALISMAN again, then use the saw on the LUNAR LANDER.
21. Use the MAGICIAN'S TALISMAN, then use the LUNAR LANDER KEY on the LUNAR
LANDER.
==================================
======== 4. Administrivia ========
==================================
Copyright Notice:
This document is Copyright 2007 Jeff "CJayC" Veasey. It may be not be
reproduced under any circumstances except for personal, private use. It may not
be placed on any web site outside of GameFAQs. It may not be distributed
electronically outside of the GameFAQs web site, and it may not be distributed
otherwise at all. Use of this guide on any other web site or as a part of any
public format is strictly prohibited, and a violation of copyright.
---EOF---