Time Gentlemen, Please!


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Time Gentlemen Please

GrimmrookZombie 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.

Time Gentlemen PleaseAt 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.

Time Gentlemen PleaseThe 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.

WindowsWindows:
Download the demo
Get the full version

Mac OS XMac 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."

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!

71 Comments

The Big Unknown June 28, 2009 8:40 PM

Was it necessary to spoil the ending of 'Ben there, Dan that'?

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So glad I donated during Ben There Dan That. Donators (Donatees?) got the full version for free. A few weeks ago. Though.. I have yet to play it.

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BlackWolfe Coyoten Author Profile Page June 29, 2009 3:40 PM

The Big Unknown: Considering the intro to "Time Gentlemen, Please!" gives you pretty much the same summary, it's not much of a spoiler.

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The Big Unknown June 29, 2009 5:36 PM

Ah, but for someone who hasn't yet played 'Ben thre, Dan that' and just begun reading this review (it isn't clear until the spoiling line that this is a sequel to that game, sometimes a title is mentioned to remind the readers of unrelated well-known previous titles from a game maker), it does spoil that game. Anyhow - for your consideration. I'm sure there are others who will be similarly disappointed to inadvertently read the spoiler.

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I've added an intro paragraph that explains these two games with respect to their place within the space-time continuum. Hopefully that will help others to follow avoid being potentially disappointed by reading the spoilers that follow, should they care.

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I don't know about the full game, but the demo was AWESOME!

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I can't wait to play this! The first one was really good, I laughed a lot.. which is rare for a game! :)

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ThemePark Author Profile Page June 30, 2009 6:51 AM

I hope there is someone around who is farther into the game than I am, and who can help me. I've looked at the official hints thread, and gotten too much of the game spoiled already, trying to look for an answer to a problem in the beginning.

Basically, I'm stuck between getting the floppy disk from the skeleton cage, getting a spanner for the cog, getting rid of the dinosaur scientist, finding the right bit for the sundial, and opening the chest, possibly also the grandfather clock.

I have the time traveling stick, the map, a mouse trap, a rasp, a bottle of strong booze, an empty jar, magnetic tape pulled out from the wheel, a pair of pantyhose, an umbrella, a fridge magnet and a mouse in a dress.

And I'm completely stuck. I really feel like I've examined and gotten everything from the two locations so far, and I'm still missing bits and pieces, and have tried pretty much anything to solve my problems.

I just would like to know what my very next step should be, for whichever of the mentioned problems that can be solved first. I will figure out the rest of the problems as I go along.

Please help.

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ThemePark:

Hint:

That mouse in a dress ,do you think anyone could be interested in it? Better make it more lifelike first, though, inanimate objects aren't very sexy.

Spoiler:

Combine the drag queen mouse with the hula doll, and make the doll move. Look in the mouse hole.

That's as far as I've gotten, and I'm really stuck as well.

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ThemePark Author Profile Page June 30, 2009 9:48 AM

Thanks, Invi.

I had figured out that I'd need to move the hula doll to produce the squeek necessary to get the mouse out, but I had figured I'd need to make a doll out of the mouse using the film or something as strings.

As for where you're stuck:

Look in the mousehole, and be sure to examine the object, because it is not what you think it is.

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Got the

sundial to work, and I've noticed that everything's at 10:20 (with a helping hand from Dan),

but I can't see how that's helpful.

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OH. I got it. For anyone else who might be stuck:

You need to rotate the picture.

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ThemePark Author Profile Page June 30, 2009 4:11 PM

Too much bad logic :( Once again I am stuck, and need a helping hand.

Inventory:
Map, umbrella, spanner, rasp, error paper, skateboard, empty flask, film tape, mouse trap, pin, condoms, empty jar, sticky toffee, severed arm, alcohol, fridge magnet, new saw.

Unsolved problems:
Stopping the mouse from fornicating, changing oil and patching up PAL, getting the guard on my side (which I only know about because I had to read through 10 pages of spoilers on the official forum, and still be clueless about what to do next), whatever I'm supposed to do with the bomb whether taking it or making it explode, changing the blueprints, dino scientist, collecting a live specimen for my jar, and probably many other things I've forgotten.

I desperately need help. But I only ask for a nudge in the right direction, just the first step so I can continue.

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Here's a handful of hints :)

Dino scientist:

He's quite healthy, isn't he? That can be fixed.

Guard:

What an annoying brat. I bet he'd be easier to deal with if his forefathers weren't jocks.

Stopping the mouse:

Why, why, WHY do you want to take away his fun? ;_;

Fixing PAL:

This follows pretty naturally after fixing the guard, you'll have what you need then.

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ThemePark Author Profile Page June 30, 2009 4:46 PM

Thanks Invi, but none of those hints really help me, I'm afraid. By first step I just mean that there is obviously an order of these sub problems, and I just want the first step of the first problem.

So I need some kind of germs for the dino scientist, but I have no idea where to get that. I don't really see anything in my inventory that will make him sick.

And right now I have no idea how I'd go back in time to change his forefathers. There are a couple of time rips that I do not have access to, for example the one beside the bomb.

And well, I want to disturb the mouse, because the guard at the bomb is afraid of mice, so I figure that's how I must get him away from there and get through that time rip.

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Ah, yes, you won't be able to do anything until you get through that rip. Yes, he's afraid of mice, but...

what about helping him kill them, instead of scaring him with one?

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I'm stuck on the text-adventure game, terrible at it anyway, but I don't seem to get anywhere with this one :(

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Ollie:

Don't focus on the text game, you'll figure it out when you fix other stuff. Before you know it, you'll find yourself in the middle of it...

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ThemePark Author Profile Page June 30, 2009 8:17 PM

Wow, stuck again.

How am I supposed to get the girls to like the nerds? The girls want someone cool, and I figured I'd have to give the girls something cool like a skateboard, but that doesn't seem to be the case. In that case, I have absolutely no idea what to do, nothing logically comes to mind, at least.

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Anyone else have a problem loading the game? It won't open and a window pops up that says something about the graphic configuration not being compatible or something. Help!

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Kyle- Thanks for your reply. I do have directx 9 installed, but not sure how to change to directdraw5. Any helpful hints?

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Horray! Got it. Thank you!

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ThemePark Author Profile Page July 1, 2009 6:21 AM

@Kyle: Yes, I know that.

But when I talk to Dan and ask for suggestions, I'm told to win the cave girls over, so that seems to me like the next thing I HAVE to do in order to progress. That lines up nicely with the fact that I can't see how to solve any of my other problems at the moment.

Basically, I need to win the cavegirls over, so I can get the glasses, so I can light the fire, so I can win the cavegirls over (???) and light the dynamite, so I can blow up the chest.

Besides that, I have to put something in the old man in jail's pants so he doesn't get shot, but I really don't see what would stop a bullet, not of the things I have now anyway. Plus I'm pretty sure I've picked up everything that can be picked up, I just don't see how any of it can be used to solve any of my problems. I just can't think as much out of the box as this game seemingly requires.

Also I need to get the parrot somehow, but I have no clue how to get a parrot that flies as soon as I speak to it and with a net that is so holed that I can't patch it toether with sticky toffee.

Apparently I'm also supposed to hide myself or something in the tree in old London, and make the huge bomb go off, which it won't, nor can I pick it up. And I have to get sme oil for PAL, which I also have no idea where to get.

All in all, I've tried thinking of everything possible with even the slightest hint of logic, and I can't think of any progress at all.

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Thanks Invi!

I moved on and I think I see what you're getting at.

Themepark:

i'm at that point now and fairly sure it has to do with making fire...just don't know how :S

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Theme Park:

You're on the right track. You need to

get the cavegirl to fancy the cavenerd by 1) removing his glasses and 2) starting a fire.

You might have luck with 1) if you bear in mind that his

glasses are made of metal...

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rightttttttt..... I'm so thick

Thanks Kyle! X

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ThemePark Author Profile Page July 1, 2009 9:51 AM

One thing I've been wondering about this game is if choosing Wits, Fists or Team play actually has any say on the game whatsoever? I'm sure I've seen it mentioned in regards to Ben There, Dan That, but I can't seem to find anything about it now. And if it changes the game, are we just talking the ending, or actual gameplay changes?

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I seem to be stuck. I have in my inventory: time stick, map, dead mouse, empty jar, mousetrap, file, elevator arrow, booze, tights, umbrella, and sticky tape. Can anyone help me? I can't see anything else that I can do. Tried combining everything.

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I'm in the professor's house. I can travel back and forth between there and the tower of london.

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Yeah I noticed that they all

should be turned to 10:20

but I can't figure out how to fix the sundial.

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Liz: You need the proper part for the sundial....

hint:

you need to get it from a little hole

spoiler

There's a mousehole right next to the clock...however you will still have to make the dead mouse sexy to lure the other mouse out :P

Meanwhile...

I'm stuck on Hitlers mini-game..sure feels like I tried everything :S I don't see how I can get anywhere with a brick and a slopbucket.

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What do you use to

make the mouse a dress to wear?

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Hmm, I'm stuck.
Current inventory:

Map
Magnetic tape
Umbrella - ok, fine, Brolly
Metal rasp
PAL's old error printout
Empty hipflask
Severed forearm
Pushpin
Stick of dynamite
Prehistoric parrot feather
Corked bottle of flammable and toxic rubbing alcohol

Obvious puzzles:

Find a balloon.
Pry open that board in the "alien" warehouse.
Get the guy chewing toffee to spit or choke. (Pop a balloon?)
Open the corked bottle. (That pig's tail might help, if we could get it. Toffee guy's saw?)
Help the prehistoric nerds. (I think getting the cork off would help here.)
Catch the prehistoric parrot.
Get past the guard in the Future (if we help the Past nerds, maybe the guard would be a nerd instead of a jock?)
Get into the chest in PAL's house. (Need a way of lighting the dynamite.)

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Liz:

There's deffo a little dress in PAL's house....you just can't see it all the time.....like maybe once every hour

Schep:

You can get a balloon in the future...talk to the sex-ed clown

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Also Schep:

You've got all the items you need, it's just that your objectives are in a scramble. Here's what you need to do to help straighten things out:

With the boards in the "Space ship":

If you've tried to use your wrench/spanner on the nail, you'll notice that Ben says the wrench is "too big". What's like a wrench, but smaller?

A bottle opener. But where would you find one of those at this hour? Probably on some weird novelty MAGNET of some kind.

Go to the dungeon. There's a magnet hiiiigh up on the fridge. It's a 2-in-one bottle opener. But how do you get it down?

You need something.. magnetic to get it down. Like a sheet, or a strip of..

magnetic tape. Grab the magnet, head back to the "Spaceship", use the magnet on the nail. PRESTO!

Spooking Frank:

While you're in the spaceship, head to the left. You should see the skateboard sitting on a pile of..

BLECK! Used condoms. Click on the condoms to grab a few.

Head back to the construction yard or just Jump to "The Future" via map.

Use the condoms on the Mr. Blow, the clown. He'll happily put his lips all over a used condom. I chose a "Uterus" shape. Head back to the construction yard.

Now you've got a balloon. But you need something to pop it. Something.. pointy.

Something.. push.. pinny..

After popping the balloon, Frank's toffee will fly out of his mouth. Grab the toffee, talk to Frank.

Assuming that you've already asked Rose for the resistance password, just relay the message to Frank. He'll gladly let you have the saw.

But it's rusty and broken down. You need to make it brand-new again. Send it.. back in time or something..

Once you've revitalized the saw, head on to the Disco cave and lop off that pig tail. It's a bit too squishy to be used as a bottle opener, though.

So you'll need to age it.

Finally, FIRE/Cave babes:

You've uncorked the alcohol bottle.

Hey, isn't Alcohol Flammable?

Splash a bit of Alchie on the fire pit in the disco cave. Be sure to get the hotspot right, you might accidentally click on the pig. Now use the glasses on the beam of light and..

FIRE! GLORIOUS GLORIOUS FIIIIiiIRREE. The Nerds 'll be pimpin' tonight!

Dyno-MITE!:

Don't forget to light your stick of Dynamite before you leave the cave. It's a long fuse, so it won't blow up on the spot.

You'll need it to get something open, that you couldn't before.

The Chest.

Hope this helps anyone who's stuck with any of these dilemmas.

I'm actually still stuck on

Hitler's adventure game, and getting the guy out of the pod (The same guy from the text adventure in PAL's lab.)

Any tips?

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Anonymous July 2, 2009 10:14 PM

Nicol3:

There is a way to get the pod door open from the outside

By using an item that you have used many times before

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Hi guys, I'm a bit stuck, any help would be appreciated...
What I have:

mousetrap
fridge magnet
boot diskette
empty flask
push pin
skeleton hand
empty jar
diary
spanner
magnetic tape
umbrella
rasp
map
timestick

Places I can get to:

dungeon with two Eccles' in, one dead
Professor's house
basement lab

What I *think* I need:

some kind of extention lead for plugging in the robot prof.

I have probably missed something really obvious, feel free to poke fun. Go on, I deserve it.

Thanks, in advance,
Poing

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Itachifaisan Author Profile Page July 3, 2009 8:35 AM

Poing

Try checking the basement some more

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Does anybody know

how to find the error code for entering info onto the diskette? I looked all through the diary and couldn't find anything

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Itachifaisan Author Profile Page July 3, 2009 6:10 PM

A bit stuck:

Where do I find the current personality of PAL for the boot disk? I've been looking for clues in the book, but I don't think it says the answer.

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Itachifaisan Author Profile Page July 3, 2009 9:18 PM

Okay, I got it, but now I'm stuck again.

How do you remove the nail from the plank in the warehouse?

I'm pretty sure I'm missing something obvious, but I can't figure it out.

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Thanks, Itachifaisan.
Have you tried

the fridge magnet?

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Itachifaisan Author Profile Page July 4, 2009 9:36 AM

Actually, I'm just pretty much stuck as to what I should be doing right now.

I don't have the magnet, because I didn't take it before I rebooted PAL. I'm stuck in the basement, and the Dino guard is blocking the way out of the clock. PAL is broken, and I have nothing to plug his hole up with. I also have the time rip which leads to the warehouse.

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Itachifaisan Author Profile Page July 4, 2009 9:46 AM

Dang, I got it right after I posted.

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Itachifaisan Author Profile Page July 4, 2009 2:28 PM

Aagh, stuck again. Does anyone know where to find the

bottle of alcohol?

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Hello, dumb technical question: anyway to toggle full screen? It's bugging the heck out of me.

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ottoman Author Profile Page July 4, 2009 11:31 PM

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."

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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!

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Itachifaisan Author Profile Page July 5, 2009 11:57 AM

Person: Go to Setup in the folder for the game, and there should be a link to Setup. Uncheck "Run in a window instead of full-screen"

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Thank You, just beat it but thank you. Pretty amusing and fun game over all, good ending too.

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greenfourth July 6, 2009 2:21 AM

I seem to be having some difficulty

I was wanting to play this because it looks like a great game however I haven't even played Ben There, Dan That yet. So I decided I'd download and play it first. Everything seemed fine till I started a new game and ALL the text just blinks by like I had the text speed all the way up. I of course went to the options and turned it down (with no effect).

I've already sent word to Dan (via twitter :P ) but was wondering if anyone else has had this problem and already knew how to fix it.

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greenfourth July 6, 2009 11:38 AM

UPDATE!

I opened BTDT this morning and the problem with the text seems to have cleared up on it's own lol

Was pretty weird though...

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Great work on the hint-through and walkthrough, guys!

Ottoman: a couple of things about the hint-through -

the pig tail goes hard from being petrified/getting leathery, not from being cooked (the time-pod ages objects as they would without outside influence)

and

Ben's motives for not letting Dan know how well he did would be more along the lines of "he might get better at adventuring than me and show me up, steal my limelight and decide to go solo and leave me like daddy did!"

Cheers!

Ben Ward

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i am getting an error when trying to start the game
it says failed to create direct3d device 0X8876086C. I dont know whats going on and I really want to play the game

Any help would be greatly appreciated

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Having a hard time getting saw from frank and getting past the guard any hints? Thanks

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I need help. I am stuck.

I am in the ALIEN WORLD. Ben and Don don't want to go up stairs. What can I do? They think the stairs is unstable.

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I can't seem to find any organic matter that Dan wants to make oil out of. Any hints on what exactly I'm meant to use? I suspect it's an item I don't have yet, as I've tried aging everything, to no effect.

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Can anyone help. I have all of the clocks set at 10.20 in Pal's house but the Grandfather Clock still won't open. It's driving me nuts!!
Please help!

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Why can't I

talk to Old Man Eckles about his security system?

It's more than obvious that I have to, even without the big SHOUTY PROMPTS.

The dinosaur has gone thanks to some a purple blob to the face and the hip flask saved the old man's todger.

So.... do I need to reload an old game like when I forgot the

fridge magnet?

Nic

P.S. Thanks Ben and Dan for making my time in the middle of the Barents Sea, enjoyable

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From reading a walkthrough I know that I am towards the end of the game but I cannot use the computer. When I put in option 1 it says that it does not currently understand. I have done everything, I think. How can I use the computer to play the game?

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I am at the anubis level in the walkthrough and it says to LOOK at everything, which I have. When I go back to the basement, I still cannot play the game. It says it doesn't understand or something. What do I need to do to play the first option on the disk?

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Where do i find dinosaur's nose ?!

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I'm stuck...not with a puzzle, but can not move. All of my other interaction icons work just fine, except for the movement foot. Any suggestions?

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how do i pull the nail in the warehouse during the stealthy version?
thx in forward

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There's been a name change, so this game has moved to sizefivegames.com

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