From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search
(Robotic Rampage)
(Add Exorcism Ritual)
Line 10: Line 10:
-- The name of the robot is likely incorrect, I'm typing this from memory.  However, a misnamed unit is better than nothing.
-- The name of the robot is likely incorrect, I'm typing this from memory.  However, a misnamed unit is better than nothing.
-- Likewise, I might have given the wrong names to some of the horsemen.
-- Likewise, I might have given the wrong names to some of the horsemen.
-- Name of the demon is incorrect.
-->
-->


Line 21: Line 22:


As you return to the robot below, you discover that the robot was a present from Santa.  
As you return to the robot below, you discover that the robot was a present from Santa.  
== North Pole ==
At the north pole, you discover the soda poppers wanting to return their presents to Santa - but they aren't going in because of the gunfire.  For some reason, Santa has become insane and has opened fire within his workshop.
There are two elves taking cover one one side of the workshop, and talking to them indicates that they don't know why Santa turned crazy.  However, the green elf has a minor problem of being unable to cry - that is easily fixed by talking to her and telling her that she doesn't exist.  (Other speech options may work, but are not yet tested.)  Once she cries, you can take the can of elf tears, and water the tiny tree outside.
The giant tree provides access to Santa's chimney.  You can then retrieve the paper for the exorcism ritual and return to the main workshop area to ask if the apocalypse horsemen were in stock.  The manager elf will say that they were all sent out, coincedently all on the same streey where your office is located.
==Retrieving four horseman==
The four horsemen were delivered to each of your neighbours - one to the robot, one to Bosco's, one to Stinky's, and one to the Garage.  After collecting them, return to the north pole to commence the ritual.
=== Horseman of Death ===
The horseman of death is located in the Garage, farthest to the right of your street.  To obtain the horsemen, you must play a driving minigame to take care of the oversaturation of the Torture me Elma dolls littered on the street.  Your quota is to hit 30 dolls within 60 seconds.
You can replay the game again in order to obtain additional decals for your car.
=== Horseman of Pestilence ===
The Horseman of Pestilence is available from Stinky's cafe, and is an award for a trivia contest.
The contest is rather simple — the first person to get the correct answer wins.  However, as you determine from the first round of trivia, you won't get the correct answer and neither does anyone else within that cafe.
You can ask other members of the cafe about the trivia contest.
*Sybil always gives the correct choice.  Some of her responses may indicate whether or not you chose the "correct" answer to the question, but this effect may eventually wear off.
*Abe Lincoln doesn't know what to answer, and is open to suggestion.
*Bug always answers D.  You can confirm his choice by talking to him - he will agree with you on his selected option, and berate you if it differs.
To win the trivia contest, you need to trick the host into crossing out three "incorrect" responses, before choosing the correct one. 
=== Horseman of Famine ===
Bosco received a Christmas present!  However, Bosco is torn with indecision to open the package or to throw it away, since he can't decide whether he should be paranoid to believe it's a bomb meant to kill him, or be megalomaniac to believe it's a trillion dollar plunger.  However, you can tell from the xray posted above the counter that it's one of the horseman.
Return to the north pole, and send Bosco a new present.  Head to the computer for operating the present dispenser, and order an alarm clock.  Pick up the gift tags next to the computer and place one on the package - mailing it to Bosco.
When you return to Bosco, he is scared of his new present, and puts it into the bomb disposal unit.  While he is distracted, you will open the package and retrieve the third horseman. 
=== Horseman of War ===
The Horseman of War is a championship trophy for a boxing match, and it's being stored within the robot.  It's currently in hands of Jimmy Two-Teeth, the boxing champion - and you are too large to enter the boxing arena.
Boxing Betty is located in Santa's Workshop, and can be placed and operated within the arena. 
There are three opponents, each one following patterns similar to each other.  The first opponent is easy to defeat, taking only three hits to go down.  Next, the second opponent has four hits and is slightly better on defence.  The final opponent is Jimmy, who's lucky boxing glove can cause a one-hit knockout.
Defence is simple: if the opponent raises his right hand, dodge left.  Likewise, dodge right if the opponent raises the left hand.  A simple mnemonic is dodging in the direction of the raised glove. 
When the opponent misses, retaliate with a punch of your own.
'''Note''':The first boxing opponent seemed vulnerable to chained attacks, but this is not confirmed.
=== Exorcism ritual ===
After getting all horses, return to the north pole and place the horseman around the magnetic north pole. 
All that's left is to play the music from the record player.  You first need to get the satanic record from Santa's room if you haven't already, but you also need to collect information from the workshop.
As you can tell from the crate, there's a '''gelatinous goo''' oozing from the top .  The origin of the package is from '''Manitoba'''.  You'll notice some goo infront of the computer - that computer is frozen (typical in this climate) on the highscore screen of '''Mimesweeper''', and has the name '''Corporate Malfience''' on it.
When you play the record (filling in the lyrics when the record begins to skip), the exorcism ritual begins - the horseman dolls vanish, and the demon is expelled.  However, it wasn't Santa that the demon was possessing, it was in the managerial elf.  Santa tries to attack the demon, but fails; after telling you to read the back of the ritual, he flees from the workshop with the demon chasing after him.
Enter his room, and open the safe on the ground.  The three spirits of Christmas inform you that you have ruined Christmas in three different points of time, and need to perform penance for the ruined Christmas. 


<noinclude>{{Footer Nav|game=Sam &amp; Max Episode 201: Ice Station Santa|prevpage=|nextpage=}}</noinclude>
<noinclude>{{Footer Nav|game=Sam &amp; Max Episode 201: Ice Station Santa|prevpage=|nextpage=}}</noinclude>

Revision as of 02:38, 13 February 2009

Robotic Rampage

The game starts after a discovery of a potential plot within the office, centering on Mr. Sparkles. However, before he could be dealt with, he was vaporized by a metallic robot intent on destroying Sam & Max. As you quickly discovered, bullets are ineffective against the robot. As such, you need to exit the building to get a better view of the situation and robot.

The giant two-story robot has a wind-up located on the back, which needs to be removed.

As bullets are ineffective against the robot, and there are no items immediatly available for use, your best option is to talk to the robot and figure out why it is attacking. It will state that it's sole purpose is destruction and that it has no free will. While it believes that it can answer any question, it has trouble on "Why do fools make love?", causing it to turn away from the building for a few moments to ponder the question. This allows Sam to reach the wind-up key from the window to disable the robot, causing it to enter an existential crisis before collapsing.

As you return to the robot below, you discover that the robot was a present from Santa.

North Pole

At the north pole, you discover the soda poppers wanting to return their presents to Santa - but they aren't going in because of the gunfire. For some reason, Santa has become insane and has opened fire within his workshop.

There are two elves taking cover one one side of the workshop, and talking to them indicates that they don't know why Santa turned crazy. However, the green elf has a minor problem of being unable to cry - that is easily fixed by talking to her and telling her that she doesn't exist. (Other speech options may work, but are not yet tested.) Once she cries, you can take the can of elf tears, and water the tiny tree outside.

The giant tree provides access to Santa's chimney. You can then retrieve the paper for the exorcism ritual and return to the main workshop area to ask if the apocalypse horsemen were in stock. The manager elf will say that they were all sent out, coincedently all on the same streey where your office is located.

Retrieving four horseman

The four horsemen were delivered to each of your neighbours - one to the robot, one to Bosco's, one to Stinky's, and one to the Garage. After collecting them, return to the north pole to commence the ritual.

Horseman of Death

The horseman of death is located in the Garage, farthest to the right of your street. To obtain the horsemen, you must play a driving minigame to take care of the oversaturation of the Torture me Elma dolls littered on the street. Your quota is to hit 30 dolls within 60 seconds.

You can replay the game again in order to obtain additional decals for your car.

Horseman of Pestilence

The Horseman of Pestilence is available from Stinky's cafe, and is an award for a trivia contest.

The contest is rather simple — the first person to get the correct answer wins. However, as you determine from the first round of trivia, you won't get the correct answer and neither does anyone else within that cafe.

You can ask other members of the cafe about the trivia contest.

  • Sybil always gives the correct choice. Some of her responses may indicate whether or not you chose the "correct" answer to the question, but this effect may eventually wear off.
  • Abe Lincoln doesn't know what to answer, and is open to suggestion.
  • Bug always answers D. You can confirm his choice by talking to him - he will agree with you on his selected option, and berate you if it differs.

To win the trivia contest, you need to trick the host into crossing out three "incorrect" responses, before choosing the correct one.

Horseman of Famine

Bosco received a Christmas present! However, Bosco is torn with indecision to open the package or to throw it away, since he can't decide whether he should be paranoid to believe it's a bomb meant to kill him, or be megalomaniac to believe it's a trillion dollar plunger. However, you can tell from the xray posted above the counter that it's one of the horseman.

Return to the north pole, and send Bosco a new present. Head to the computer for operating the present dispenser, and order an alarm clock. Pick up the gift tags next to the computer and place one on the package - mailing it to Bosco.

When you return to Bosco, he is scared of his new present, and puts it into the bomb disposal unit. While he is distracted, you will open the package and retrieve the third horseman.

Horseman of War

The Horseman of War is a championship trophy for a boxing match, and it's being stored within the robot. It's currently in hands of Jimmy Two-Teeth, the boxing champion - and you are too large to enter the boxing arena.

Boxing Betty is located in Santa's Workshop, and can be placed and operated within the arena.

There are three opponents, each one following patterns similar to each other. The first opponent is easy to defeat, taking only three hits to go down. Next, the second opponent has four hits and is slightly better on defence. The final opponent is Jimmy, who's lucky boxing glove can cause a one-hit knockout.

Defence is simple: if the opponent raises his right hand, dodge left. Likewise, dodge right if the opponent raises the left hand. A simple mnemonic is dodging in the direction of the raised glove.

When the opponent misses, retaliate with a punch of your own.

Note:The first boxing opponent seemed vulnerable to chained attacks, but this is not confirmed.

Exorcism ritual

After getting all horses, return to the north pole and place the horseman around the magnetic north pole.

All that's left is to play the music from the record player. You first need to get the satanic record from Santa's room if you haven't already, but you also need to collect information from the workshop.

As you can tell from the crate, there's a gelatinous goo oozing from the top . The origin of the package is from Manitoba. You'll notice some goo infront of the computer - that computer is frozen (typical in this climate) on the highscore screen of Mimesweeper, and has the name Corporate Malfience on it.

When you play the record (filling in the lyrics when the record begins to skip), the exorcism ritual begins - the horseman dolls vanish, and the demon is expelled. However, it wasn't Santa that the demon was possessing, it was in the managerial elf. Santa tries to attack the demon, but fails; after telling you to read the back of the ritual, he flees from the workshop with the demon chasing after him.

Enter his room, and open the safe on the ground. The three spirits of Christmas inform you that you have ruined Christmas in three different points of time, and need to perform penance for the ruined Christmas.