Time Gentlemen, Please!
Zombie Cow has just unleashed upon the world a sequel to their award-winning point-and-click adventure, Ben There, Dan That, called Time Gentlemen, Please! If you haven't yet played BTDT, you might want to stop here and start there first, because plot spoilers are below.
It feels like an eternity has passed since Ben and Dan embarked on their great journey to fix their television, escape from evil aliens, and make it back home in time to catch Magnum PI. Can you believe it's really only been a year? And, by a year, of course I mean two weeks. Confused yet? Oh, you just wait.
At the conclusion of Ben There, Dan That!, it turns out that the evil aliens were in fact Ben and Dan, albeit older, evil, future versions of the duo. Thanks to an obsolete timeline, however, the evil Ben and Dan disappear, but this does not produce the obligatory happy ending. After a mandatory comprehensive Magnum PI marathon (including the Murder, She Wrote crossover), the entire population of the world has died because supreme world leaders Ben and Dan forgot to tell them they could take breaks to eat and handle other biological functions. Now, in order to save the world, Ben and Dan have to go back in time and prevent the invention of coat hangers (which started this whole mess in a roundabout way if your way of thinking is just twisted enough) in their second major point-and-click adventure.
Oh, you thought the plot summary was done? Ha-ha! We haven't even made it to the opening credits yet! You see, Ben and Dan manage to stop the invention of the coat hanger well enough. Only, somehow, this has paved the way for Adolf Hitler to take over the world with a giant mech-suit and an army of robo-zombie-dinosaur clones. Now your goal is to stop yourselves from stopping the invention of the coat hanger so that Hitler doesn't end up taking over the world with his dinosaur clone army. If you manage to harm or kill the dictator in the process, that'd be a happy bonus.
Confused? Good, you're ready to play. Time Gentlemen, Please! is controlled with the mouse, just like your standard old-school adventure game. Right click to cycle through a host of different cursors, each allowing you to perform a different function such as walk, talk, use, and look. Guiding your mouse up to the top of the screen will bring up a control panel that will allow you to save, load, quit, and access your inventory (here depicted as a nice home made bindle).
Collect items, search for clues, and solve a plethora of puzzles to stop Hitler. Wait, no, you're trying to stop yourselves. Well, okay, you're trying to stop yourselves and Hitler. Well, wait, you're really supposed to undo all the bad things that resulted from time travel, but before that you have to, um, do a little time traveling. Now are you confused? Don't worry, there's no cause for alarm. This kind of thing is bound to happen whenever Ben and Dan get near time travel equipment. Hmm. Okay, maybe there's cause for a wee bit of alarm.
Analysis: Ben There, Dan That! took both the staff and audience prize for our Best of 2008 freeware adventure award for good reason. From its irreverent humor to its innovative item based puzzles, BTDT captured the heart of many gamers (those that weren't outright offended by it, anyway). Though it's not free (just really, really close to being free), Time Gentlemen, Please! manages to meet or exceed the high standards set by its predecessor in all other areas with ease.
The Ben and Dan adventures are intentionally designed to act as one part homage, one part parody of the old Lucasarts games such as Sam and Max and Maniac Mansion. As such, the artistry does a great job of paying its respect to the era with its cheerily angular cartoon lines and brilliant crayon box colors. In this adventure, though, the folks at Zombie Cow decided to put some special effects in which come off looking particularly snazzy.
The similarities only start at the aesthetics, though. TGP is heavily laden with item based puzzles, many of which are of the variety that make you feel as though your skull is about to crack open. Great care was taken to make seemingly unsolvable puzzles doable, however. Hints are embedded all around you, and particularly thorough adventurers will find themselves rewarded with enough information to make the seemingly impossible possible.
To tell the truth, while the Ben and Dan adventure games trade on their comedic value, I found the puzzles to be the most enjoyable part of the game. Sure, the solutions are often times absurd, but in this game everything is absurd. Further, the Zombie Cow team did a marvelous job of creating puzzles where the solution always feels like a gentle nudge away ultimately creating lots and lots of those "ah-ha!" moments that adventure game enthusiasts live for.
Part of what makes the puzzles so great is the innovative usage of time as a commodity that can be manipulated. Time travel in Time Gentlemen, Please! is possible on both an external and internal level. What this means is that through your adventures you will travel backward and forward in time (external), but also you will have the ability to age and de-age specific items (internal). What results is a myriad of puzzles that challenge your ability to think in a way in which time is both non-linear and malleable. Pretty deep, right?
Those who fear deep philosophical thought, fret not. Despite the time mechanics, Time Gentlemen, Please! is a playground for just about every type of humor that is likely to get you ousted from civil society. This is not a game for the easily offended, the squeamish, people with a heart condition, or pregnant women. Ben and Dan break nearly every social taboo with crude abandon, and they are hilarious as they do it. The writing is simply wonderful, but what really delivers the punch are all the tiny little details. Facial expressions and body language are used with surgery like precision to drive the laughs home.
If you liked Ben There, Dan That!, you'll love Time Gentlemen, Please! It's bigger, better, harder, and raunchier than the original by a mile. If you haven't delved into the adventures of Ben and Dan, what are you waiting for?
Note: Time Gentlemen, Please! is an adventure game for adults. This game contains foul language, scatological humor, mature humor, and humor about Nazis. If there are five minutes that could possibly be deemed appropriate for humans, I haven't found it yet. You have been warned.
Windows:
Download the demo
Get the full version
Mac OS X:
Not available.
Try Boot Camp or Parallels or CrossOver Games.
Walkthrough Guide
(Please allow page to fully load for spoiler tags to be functional.)
All right, I worked long and hard and made a hint-through (using the "wits" path). Some things are not hints but direct like a walkthrough, to make it easier to read and follow, but hopefully the section titles are clear so you don't spoil too much on accident.
By far the best "5-ish" dollars I ever spent - amazing job, Dan and Ben!
1. Introduction and "Spaceship"
As rulers of the world, our first executive decision turned out to be detrimental to humankind. Dan and I found ourselves in what appeared to be an empty, dreary world, and decided to investigate a warehouse which our evil counterparts had rented out. With Dan's help, we found ourselves in the faux "spaceship" which we explored just a couple weeks ago when all this began.
Other than a nail which was held tight, the only item which seemed to work was the elevator button, which led to a way to get into the "Hidden Room." After I thieved some old school media I found a keypad which revealed the time stick device which got our predecessors in so much trouble in the past. Dan and I decided the best course of action was to travel in time and prevent our first adventure from ever happening.
2. Hitler, the Old Man and the Dungeon
Naturally we buggered up the whole world through time travel. Our arch-nemesis, Hitler, agreed to let us live as long as we were incarcerated, so we found ourselves in a dungeon with an old man named Eckles who was just about to escape but who got executed instead. We didn't want to endure the same fate as Old Man Eckles and so we did the only thing which made sense - escape!
Only we were foiled again by our now-malfunctioning time travel device. To Dan's dismay, I decided on the path of WITS which had done me so well in the past. We spoke to Eckles and, through some ridiculous trivia questions, we convinced him that we were NOT in fact Nazis. Eckles' cake was a bit too rich for me but with Dan's help I got to the rasp inside. Eckles told us of a brilliant professor who could help us and of the secure location where he hid a map to his home. We retrieved the map and made an extra-long rasp to easily escape the dungeon.
3. Clock Puzzle
We arrived at the professor's house to find it abandoned. We'd have to do some exploring. After thieving everything in sight, Dan and I realized the only way to proceed was to solve the puzzle of the grandfather clock. I figured the time on that clock was significant. I found myself changing every clock in the place to that time ... however, two of the clocks needed extra puzzling to proceed. It was easy enough to replace the minute hand on the wall clock, but the sundial would take some real sleuthing as the bite-y mouse had stolen the part that makes a shadow ... plus there would be no shadow if I didn't get some sun in here! The mouse was protective of his hole, but his weakness was that he was looking for an ... intimate companion. We needed to mimic a live, female mouse in order to get the sundial to match the other clocks.
4. The Professor's Basement
Through the secret passage we were able to enter the basement, which we imagined was the Professor's workstation. I went about looking for things to thieve, and Dan absolutely HAD to have that broken skateboard. I found a text adventure game on the computer, but after playing with it I realized it was impossible and gave up. I also found a diary on the shelf (I needed help to reach it) and I read the whole thing -- turns out we had to "revive" that robot sitting uselessly on the floor!
5. Back to the Dungeon
Now that we had new tools, we headed back to the dungeon. We were appalled to find out that not only had our poor friend Eckles been killed (again) but our rip in time was now being subject to Nazi experiments! Thinking fast, I found an excuse for our presence and used our new tools to obtain the items we could not reach before. Also the refrigerator held a couple new items for us to use. Physics wasn't working the exact way I expected it would, but I still managed to use magnetism to my advantage.
6. Robot Repair and Reboot
We returned to the basement and, with the help of the diagram, we were able to repair the power generator. (Also, there was something useful on the diagram for me to nab!) I wasn't about to touch those live wires to get juice to the robot, so I suckered Dan into actually recharging the fella. Unfortunately the robot had a systems malfunction. We used the information from the error report and the journal to create a new "boot diskette" on the computer and when we put the diskette in the robot, it started right up.
7. Interlude: Meet PAL, the Robot
It turns out we were something of an inspiration to this robot, who proceeded to show us what he considered to be his useless time machine. I don't know, the fact that it could age or "de-age" an object seemed pretty darn useful to me, but then I am a resourceful man of WITS! I thought for sure that our time stick would be of use to him, but I wouldn't know because we were interrupted by pillaging bad guys. I don't remember too much of - oof.
8. Meet Dan, Adventurer
OHMYGOD Ben has been knocked out and the robot is dead I mean I guess robots can't really be dead but he was shot and now Hitler has got our only way of getting home and clearing this all up and I can't believe we were had by that little twerp but anyway I've got to save Ben what do I DO?! I'm not smart like him at least when it comes to this puzzling kind of stuff and I don't really have much to work with here but that time rip is at least big enough to look through and wow, it's the "spaceship" where we first used the time stick but no time for being amazed, I've got to save my friend! Well okay that robot foot thingy is new, and I bet I could get the wheels off of it but the only thing I can use is that goofy time machine doodad and it's not going to magically make the wheels pop off or something ... I think I'm on the right track, though, that metal looks like it could rust if it got wet and if I made it rust really fast ... yes! Success! Now to fix that skateboard that Ben SWOOOORE we wouldn't need I can safely revive him oh thank god it's all over I'll never ask to be in charge ever again whewwww.
9. Return to the "Spaceship" and Escaping the Basement
I'm so relieved that Dan saved me ... but I'm not about to tell him that, he'll get overconfident and useless then! I'll just start exploring that newly widened rip and see if we can do anything else in the "spaceship." After conquering that fiendish nail with some dinosaur paraphernalia, it turned out there were some useful items lying about. We returned to the basement and inspected the damage done to PAL. If we could plug up his bullet hole and get some oil into him, he'd be back in business! For the time being we just took that puddle of oil and headed back up to the house to leave. Darn! Dino clone guards! I guess the only way to foil him is by making him slip. Simple enough. Now let's go stop Hitler before he messes up the ... oh crap.
10. The Ruins
We headed to the Ruins and saw the foul mess Hitler made. We talked to the woman standing there, Rose, and discovered she's part of the resistance! Score! She'd love us to join the resistance, but we have to prove ourselves worthy in order to learn the password. She tells us about other rebels, including some chap named Frank and some guy who was in a cage in a dungeon and ... oh dear, he must have been the fellow whose arm we cracked off with the diskette. Rose will not give us the secret password unless we finish that guy's task of opening up the robot. She said he kept the code for the robot "on" him. I tried a hunch with the time pod and hey presto! The code! I could use the code directly with the door to make opening it quite a simple feat. Rose looked pleased and gave us the secret pass phrase for the rebellion. We ventured into the giant robot "mech" for a quick look around and thieved the one item we could before heading back out and approaching the dino guarding the rip in time. A quick convo told us this dino had a little problem we could easily fix with a little gift ... and the next dino was even more easily bribed away from his post.
11. The Past
There was not much to do in the past at the moment, but we got some primo items and discovered the dawn of man is basically a horrible high school dance with wallflower nerds and the jocks getting all the girls. That pig looks enticing but will have to wait until we get a way to light up the roast.
12. The Construction Site and The Future
We headed to the construction site, but we couldn't get that useful-looking saw without talking to that guy who is gnawing away at toffee. We won't have much success in talking to him unless we get him to spit that chewy stuff out ... maybe a good scare will do.
We headed through the time rip and ... it's the future! And boy, is it gawdy. We talked to the clown who apparently is out of sex ed balloons. When we offered him "balloons," he was none the wiser and made any shape for us that we want. (Well, almost any shape.) We ventured on down and, talking to the guard, realized that jocks are the dominant group among humankind and will have nothing to do with nerds. That reminded me of the jocks at that caveman dance getting all the girls.
Heading back to the construction site, we now had the means to startle Frank into getting rid of his toffee (thereby gaining another free item). We talked to Frank and told him the rebel password. He was then keen on letting us have his hardware. However the saw is quite old and decrepit. Welp, that's easy enough to fix!
13. Disco Nerds
I went back to the disco cave and realized in order to get a fire going, I needed an accelerant. I had such a thing in my possession but getting the container open was a different story. Fortunately there was something in the cave which resembled the item I needed so I hacked it off ... of course, it was much too fragile to be used. Another easy fix considering cooked pig parts would become hard, all I had to do was advance the part forward to after it was cooked! (Or perhaps petrified …) We could then get at the accelerant and put it on the coals under the pig. Lastly I needed a spark ... or better yet, a lesson from Lord of the Flies. Fortunately the nerd's glasses were made of metal and so nabbing them and lighting the fire was a cinch.
14. Entering Hitler's Tower
We went back ... to the future (har de har) and talked to the guard who had changed from jock to nerd. We became big ol' bullies and he let us right past. Unfortunately the tower was protected by a passcode, but there was some interesting information on the placard regarding the company that built the security system. We headed back to Eckles to ask him about it but the scientist dino would not let us talk to him. We had to get rid of this dino, who we noticed was disenchanted with all the rock samples he was getting. I figured we had to get him a hardcore, highly evolved sample of biomaterial, and coerce him into opening the fridge (which was not hard). He was rendered useless and we were finally free to talk to Eckles about the tower. He wouldn't help us unless we prevented his death ... fair enough. I found something which would prevent the bullet from piercing him and we were able to secure a "back door" passcode from the now-alive Eckles. We could now defeat Hitler!
16. Hitler's Tower: Levels 1 and 2
We got into the tower using the keypad and were faced with a new puzzle: booby traps. Ugh. Life-threatening stuff is not my favorite kind of puzzle. Regardless, Level 1 was easy enough to pass with the glasses and with Dan's assistance, and I made sure to pick up a piece of dino meat. Level 2 was troublesome. The handprint reader could apparently read DNA, so our dismembered limb was useless ... unless there was no more meat on it. But where to get some of Hitler's DNA? I found some of his blood in a toilet but there were ... OTHER THINGS mixed with the blood that made it quite disgusting. (Shudder.) On the other hand the combo worked like a charm.
17. Hitler's Tower: Level 3
The placard on this level indicated which phrase we needed to say in Hitler's voice, but how to go about it? Perhaps that stupid little parrot could mimic Hitler so we went back to the prehistoric era to try and nab it. I could barely look at it without it getting all excited, but with the two items from the construction site I was easily able to trap and sequester the nuisance and take it to the Hitler-impersonation robot. I needed Dan's help since the Hitler voice was only audible from the outside.
18. Planet Anubis: Part 1
We decided to explore the "diseased" time rip on Level 3 of Hitler's tower. I couldn't help but think we were stepping into some Rube Goldberg contraption, but I was not disappointed when I viewed the breathtaking alien landscape. There was a man trapped in a pod with a tree blocking the door. This looked ... somehow familiar. I went to work freeing the man by hacking down the tree ... which turned out to be quite frightful. But it worked, and I pried open the door to free the man. Pity he's not the talkative type, but I did get some convo out of him. This world ... is the manifestation of that horrible text adventure game! After checking out ALL of the objects in the area I flew down to the basement and played with the game again.
Suddenly I was able to move the man out of the pod within the text game ... there seemed to be a staircase in the game which did not exist in the alien world. Unfortunately upon further inspection I realized it was some sort of error, but Dan the tech whiz offered to help. I spoke to him about it and he went to cracking the game code. I was then able to to get to the plinth and interact with it (within the text game).
19. Planet Anubis: Part 2, and the Chest in the Hallway
Now that there were new developments on Anubis, I headed back and looked at the monolithic structure which had appeared. There was a crack in the ground - leading to the planet's core - and this was getting in the way of my progress. It might be helpful if I could make some earth-moving reactions. But how? There was one place I hadn't yet cracked: the chest in the hallway. Maybe with my TNT I could open it, with the help of some fire I recently created. Sorry to say the contents of the chest were somewhat disappointing but they could prove to be useful back on Anubis.
Chucking explosives at the planet's core was not as detrimental as Dan thought, and the gentle, steady breeze (and my favorite inventory object) helped get the little door open on the monolith. An extra jolt of explosives was all we needed now to get our hands on that crazy awesome telekinetic crystal, which was all we needed to get past the new fissure. Also, when I showed the crystal to Dan he gave me a very interesting idea for computer programming, but I needed a pen and paper. Paper I had, and that feather might serve as a quill, but there must be SOMETHING around here that I could use for ink. Bingo! Dan helped me out and now I had some beautiful ones and zeroes at my disposal. Except Dan and his silly foresight made me leave the awesome crystal behind.
20. Hitler's Tower: Levels 4 and 5
I finally resumed my climb up Hitler's Tower and reached Level 4. Oh boy, a videogame! I played it, but trouble was there's no way to beat it. Fortunately, the super powers of the crystal from Anubis were now transferable to an electronic format. Perhaps Dan could hack the game for me? Success! Beating the game was quite easy and we could move on to Level 5, by far the most ridiculous level in the tower yet.
The device guarding level 5 was far too dangerous to muck with, so all I could do was thieve the blueprint. I thought maybe our robotic buddy could help us out, so I returned to the basement in order to revive him. I had something I could plug up his bullet hole with but not any oil. Then I remembered that oil is actually REALLY old organic material, and I whipped up some oil with the time pod and revived PAL. He helped us make brand new blueprints ... I thought kittens were the safest bet. I dropped off the blueprints where they could be used to change the future and went back to Level 5. Sadly kittens were NOT a safe bet, but I nabbed a kitty cat and had PAL redo the blueprints to include an exhaust which I could use the kitty to block up. (Poor kitty cat.)
21. Boss Battle
Dan and I bared our souls to each other before we ventured up to Hitler's lair. Egads! Hitler is scarier than ever, especially with those laserbeam eyes!!!! Fortunately wits and cooperation made easy prey of the super villain. We distracted him with a gargoyle imposter, which was perched precariously on a precipice and a puny power would plop it over. If only I could make the bell ring ... presto!
Next, that dinosaur's iron jaw looked useful but I couldn't get it ... perhaps I could utilize Hitler's powers much the way I used them on Level 1 of the tower. Eking over into the line of fire, I harnessed the laser beams and was able to get the jaw. I realized that Dan was the only one who can retrieve the gargoyle, so I sent him the skateboard and he sent it back with a gargantuan present for me. The jaw would be perfect to fix up this thing, but it's not sharp enough ... perhaps I can make it sharper? Voila! I sent it back to Dan who started adding a disguise.
Hitler was still not convinced ... maybe we could get it to SOUND like Dan, too? Bingo, Hitler buys the disguise and starts shooting at it. That laser could start a fire ... so I'll make the statue go out with a bang! We did it!
... Didn't we?
"Time, gentlemen, please."
Posted by: ottoman | July 4, 2009 11:31 PM
Time Gentlemen, Please Walkthrough
Opening Scene
Head right to the warehouse and use Dan on one panel and Ben on the other
Use the elevator
Use the arrow from the elevator to pry open the door
Pull off the reel on the machine in the bottom right corner.
Use the keypad
Use the time stick
Prison Scene
Talk to Hitler until you end up in the jail. use the time wand and open the rip in space/time.
You'll be given a choice between WITS, FISTS, and TIPPY-TOES.
With wits you'll need to convince the man chained up that you're not a Nazi. Talk to him until the option "How do we convince you we aren't Nazi's" shows up.
The answers are CHURCHILL, NEVILLE, I DON'T KNOW.
Once you have the rasp and the map, combine the Rasp with the arrow from the elevator using the tape from the reel. Use this new contraption to grate away the bars and escape.
PAL's House
First off start by collecting some items, there are pantyhose in the purse, an umbrella by the table to the right, a flash in the coat to the left, and a mouse in a mousetrap in the closet at the end of the hall.
Put the mouse on the hula girl on the table by the front door.
Use the lift arrow on the clock, and use it until it strikes the hour, and take the dress off of the doll that comes out.
Put the dress on the mouse and use it to get the mouse out of the hole.
Reach in the hole and grab the sundial piece.
Put the sundial piece on the sundial.
Adjust the cuckoo clock to say 10:20.
Wiggle the frame on the right so that it matches the cuckoo clock.
Flip the digital clock so it says 10:20
Now all the clocks should say 10:20 and the grandfather clock should open. Go inside.
Get the broken skateboard, and the wrench from near the computer.
Go to the left and get the book off the bookshelf using the umbrella.
Get the power cord out of the cabinet on the left.
Go back to the prison
Use the wrench on the cog to the left, and use the umbrella on the disk to get it down.
Use the magnetic tape to get the magnet off the fridge.
Open the fridge and take the jar, now go back to the Basement.
Put the Generator together using the paper at the back of it as a guide. instead of a fan belt use the pantyhose. Use the Flask for fuel.
Get the pin from the chart in the back.
Once you run the generator have Dan plug in the robot, and get the error message that prints out.
Put the floppy into the computer, use the computer and select Create Boot Disk.
It will ask you a series of questions. The answers are: v4.2, 24.05.1655, Professor Alan Hartnell, and the error message will be what printed out on the paper from the robot.
Use the time stick
Time rips
Get the robot leg
Stick your head into the time hole on the wall, and use the robot leg on the water.
Put the wet robot leg into the time machine and move it forward in time
Get the wheels, and use them to make a skateboard to push Ben into the timehole.
Use the magnet from the fridge on the nail.
Go get the skateboard and some condoms.
Go back to the basement, and use the hip flask on the oil from the robot.
Pour the oil on the ground in front of the Dino-Nazi when he isn't looking.
Go the ruins, and talk to the Dino-Nazi guarding the time-rip.
Ask him to leave and he will talk to you about a mouse in his house.
Give him the mousetrap.
Give the next Dino-Nazi your spanner (wrench)
Go into the time-rip.
Get the feather/li>
Get a snotty tissue from the pile.
Get the hook from the lower right.
Put the snot in the jar you are carrying.
Put the jar of snot in the time machine and move it forward in time.
Put the jar of snot in the fridge in the Dungeon
Go the construction yard and go in the time rip.
Give a clown a condom so he makes a balloon.
Go back out of the time rip and pop the balloon to scare the worker, and pick up his taffy.
Go back to prehistoric times, and put the taffy on the lowest branch, and then scare the parrot untill he lands on the branch with the taffy.
Go back to the dungeon and talk to the dino-nazi and talk to him for a bit. After you run out of options hell him happy experimenting and he should open the fridge.
Go to the ruins and talk to rose. choose the last option in the second dialog and joint he resistance. You need to get a code for the robot.
Put Charlie's arm in the time machine and de-age it. give the arm to rose.
Now use the arm on the door. Press the buttons in order of the numbers on his arm.
Grab the bottle of alcohol from inside the mech.
Go get the saw from frank in the construction site.
Put the saw in the time machine and send it back in time.
go to the prehistoric era and saw off the branch with the bird on it.
Cut the pigs tail off with the saw.
Go age the pigs tail in the time machine.
Use the aged tail as a corkscrew for the alcohol.
Pour the alcohol on the fire, then light it, using the glasses.
Light the TNT on the fire
use the TNT to blow up the chest in PAL's house. And grab the bigger bundle of TNT.
Go to the future, and threaten the guard to let you pass.
Read the plaque below the keypad. and then go to talk to Eckles about it.
Use the hip flask on Eckles.
Talk to future Eckles.
Go to the future and enter Hitlers Fortress.
Hitlers Fortress
Use the glasses on the laser and then use Dan to turn the lasers off.
Grab a chunk of dinosaur and move on.
go turn Charlie's arm back into a skeleton by aging it in the time machine.
Go to the mech in the ruins, and use Charlie's arm on Hitlers bloody stool.
Use skeleton arm covered in Hitler's blood and stool on the DNA checker on the second floor of Hitlers base, and move on.
Read the plaque so you know the phrase you need to say in the microphone.
Go to the robot mech and have Dan use the microphone in it, and say the phrase from the tower.
go outside and Ben will hold up the Parrot so the Parrot learns the phrase.
Go back to the tower and have the parrot say the phrase into the microphone.
Go into the black hole.
Cut the "tree" down.
Pry open the door with the brolly.
Go to the basement and play the adventure game on the computer.
Look for the stairs. When you get an error close the game and talk to Dan.
Use Dan on the computer to hack some stairs into the game.
Go up the stairs and use the tablet on the pedestal. A new tower will show up.
Go to the tower with Ben and Dan, throw dynamite into the crack.
When the heat is coming up use the brolly on the door on the tower.
throw another stick of dynamite into the hole.
Get the brolly and the crystal
Use the crystal on the door from the ship.
Talk to Dan about the Crystal.
Use the feather on the alien stump thing to get "ink". Give Dan the crystal.
Leave the diseased time hole, and use the teleporter.
Use the code on Dan so he can code the crystal into Hilter's adventure game
Open Hitlers game and use the crystal on the switch.
Use the teleporter, and grab the blueprint off the wall.
Put the blueprint in the time machine and De-Age it.
Have PAL draw new plans so the room is filled with kittens.
Put the plans in the bucket.
Go grab one of the kittens
Grab the plans from the bucket and change them so there is an exhaust port
Put the kitten in the exhaust port.
Hitlers Boss fight
Use the skateboard on Dan so you can pass items between the two.
Use the magnet on the minute hand of the clock.
Put gargoyle Dan on the skateboard.
Push the gargoyle over to Ben.
Step near the edge and Hitler will shoot eye lasers at you. Use the glasses to reflect them into the dinosaurs skeleton to make it explode.
Use the magnet to get the jaw, then sharpen the jaw with the rasp and use the jaw to chop off the wings.
move the gargoyle over to Dan, and give him the coat.
Move the gargoyle back over to Ben, but the bird under the coat.
Push the gargoyle back over to Dan, and have Dan talk to the statue.
Push the gargoyle back over to Ben, and put the TNT in the coat.
THE END!
Posted by: Kero | July 5, 2009 12:32 AM