Odd Puzzle Solotution in The Penal Zone (Spoilers!)
I noticed that at the end of the game when you're in the Moleman shrine setting up the dimensional rift generator, that you can plug a large power cable into the Devil's Toychest and then turn on the boiler to make the molemen sweat, causing a puddle of sweat to form around the presumably electrified chest.
My original thoughts were that I set up this trap and then wait for the rift to close and Skunkape to try and open it, but instead you just need to use the paddle ball to entice the dumb gorilla to let go and get sucked into Sam & Max's Penal Zone (lol, I love that gag).
Is this other "puzzle" misdirection? The rift never closes no matter what you do or how long you wait, so there is nothing the "electrified" chest and puddle of mole juice accomplish.
My original thoughts were that I set up this trap and then wait for the rift to close and Skunkape to try and open it, but instead you just need to use the paddle ball to entice the dumb gorilla to let go and get sucked into Sam & Max's Penal Zone (lol, I love that gag).
Is this other "puzzle" misdirection? The rift never closes no matter what you do or how long you wait, so there is nothing the "electrified" chest and puddle of mole juice accomplish.
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Shenanigans. I set up this trap and even left to go eat dinner and he was still hanging on for dear life.
Besides, the power isn't electricity. It's evil magic.
So perhaps I am not powering the chest, but using the chest to power whatever the heck the other end of the cable is attached to. :O
I am well aware of the "no death" policy most adventure games have. Only one I ever played that you could die was Lighthouse. However, sometimes there's a logical error and you miss something you can't go back for and get stuck with no way to progress forward.
It was a joke. In the old Sierra games, when you made a wrong move you'd die, and you'd get these big squares of text with these kind of messages.
It's kinda sweet that you tried that and went to eat your dinner though.
Actually that is the point entirely.
Damn I so miss the old Sierra games where you could die in all sorts of comical fashions.
Like leisure suit larry 2, where if you didn't pick that thing up at the beginning of the game you would be stuck and unable to complete the game when you reached the end. Bring back those kinds of puzzles!
I kinda like 'm for what they are. But I'm never going in there again without a walkthrough. I would've spend 20 hours on a game when realising I had to pick up a pixel in the beginning!
So... No, we don't need to have these kind of puzzles anymore.
Ah, but those were the truly challenging adventure games.
Truly frustrating too.
Also, there are a few timed puzzles in TTG games (Bomb from ToMI 1 for example or shooting the monster in 205).
No, I never played that. This is probably weird but now I'm actually wanting to play it.
Or, you know, you don't. And you die. That's kind of how Infocom games worked.
Anyway, you travel between sites of nuclear explosions, some fictional, most real, and you have some task to complete before the place goes up. You finally end up at the Trinity test site in New Mexico in the 1940s.
Man, I wish Brian Moriarty would leave the academic world and go back to game design.
Gotta love the Telltale forums. ^^
The thing with the timed puzzles in TTG games is that even if you run out of time the first (second, third,...) times, the situation can be set up again so you can still solve the puzzle.
You can never ever get stuck in a situation where you can't complete the game (unless there's some obscure software bug).
Maybe it's just the Grickle craze right now, but why do I see that entirely in my head in Graham Annable's art style.
It seemed that way to me!
I actually only put it in the chest to get it out of the way, so I could plug the thing in the other half.
I was surprised how it turned out.
Of course, I hadn't even realised it was the same thing that powered the outlet. I was seeing them like two different power outlets.
Yeah. As it was, I solved that puzzle just by doing something random, not something that made sense in the slightest...unless Sam's & Max's office is actually a power plant for the rest of the city???
...but then why would the outlet in their building get it's power from outside the building?
...Where was that power cord GOING, anyway? Did Max sign some literal "Deal with the Devil" and sell his electricity to Satan in Hell?