NOTE: This is a full walkthrough for the game. The text and graphics are chock full of puzzle solutions and spoilers. If you haven't played the game yet and don't want stuff to be given away, don't read this! Check out the spoiler-free screenshots and videos instead.
Official Sam & Max: Bright Side of the Moon Walkthrough
Who is Roy G. Biv? Sam seems fixated on this question as the sixth and final episode of the season opens. Whoever this "Roy" is, he seems to be the one behind the hypnotism schemes occurring in the preceding games. With a few slippery slopes of logical jiu-jitsu, Sam deduces that Mr. Biv is none other than Hugh Bliss, the magician-turned-guru-turned-arch-villain! Unfortunately, he's set up shop in his Prismatology retreat, the Blister of Tranquility, on the Moon. The Freelance Police jump in their DeSoto and arrive, somehow, on the Moon.
Let's take a look around; there's a visitor's center and gift shop, a lunar lander, and the entrance to the Blister of Tranquility, guarded by Superball.
Wander over to the gift shop and have a chat with the familiar-looking moleman. It's Harry, the former head of the Toy Mafia, who says he has found a new life through Prismatology and is now content to work in the visitor's center. Examine some of the Prismatology displays in the back of the shop. When you look at the Spoon Bending Talisman, Harry will start describing how it was an early technique developed by Hugh Bliss, and that the spoon is sealed in an indestructible container. After he's done with this speech, Sam will pocket the talisman. However, if you try to leave, Harry will frisk you and discover the item, and you won't be able to take it with you. Let's try this again. Pick up the talisman once it's returned to the shelf, and then toss it over to Max, who will swallow it. Well, that wasn't ideal, but at least we can leave the shop now. We'll have to find some way to extract that later if we want to use it.
Exit the shop and go over to the entrance to the Blister. Superball will deny you entrance, unsurprisingly, and insist that you need to be level "Red" in Prismatology to enter the Blister of Tranquility. If you ask for a spectrum analysis, he'll hand you a unicorn-shaped object that you will then rub. Your level is determined by the color of the unicorn's horn after you're done rubbing it. Unfortunately, you're stuck at the rather pathetic level "Yellow", and Superball will not be convinced. Sam figures this unicorn is just a fancy version of a mood ring, which will react to heat, so perhaps we can follow that logic to turn the unicorn red.
Back on Earth
For now, head back to Earth and revisit some of your friends on Straight Street. Enter Sybil's, and you should notice a few differences. It turns out she's become the Queen of Canada by answering a job posting in the newspaper. She's been tasked to help "spruce up" Canada's image, but she doesn't have any big ideas yet. Perhaps you can help her out a little later.
Go up to your office and have a look around. It looks like your closet has been left open. Leonard is still hanging out in there, and Max will mention that he fed him the Deed to the United States of America. Sounds delicious, but we might need that. Perhaps we can extract that a bit later. For now, pick up the coat hanger connected to the TV.
Pay a visit to Bosco's, and you'll see that he's taken the disguises to a dangerous new extreme: He's his own mother. This month, he's offering an earthquake maker for 100 trillion dollars. Yikes. Well, thankfully use of his microwave seems to be free. Toss Horny the Unicorn in for a few seconds, and his horn will emerge bearing the appropriate shade of red.
The Talisman Trials
Return to the moon and show the unicorn to Superball. You'll be granted access to the Blister of Tranquility, where you meet up with many of the characters from the past few cases, all of whom seem to be devoted Prismatologists.
Chat with the C.O.P.S., and you'll learn that they're in possession of a talisman that could be of some use, but they're using it to help program their undefeatable AI. Give their game (Tic Tac Doom) a try, and you'll find that they are perhaps exaggerating a bit. You will be able to win quite easily. We need to get that talisman, so perhaps we should convince them that they've finished their project. Try to lose the game. This can be quite tricky, as this AI is pretty seriously flawed! You will have to leave the AI an open row to fill, while remembering not to get 3 in a row yourself. When you manage to "lose", you'll be rewarded with their Lead talisman, which allows you to see through lead objects. Maybe some of these other folks in the Blister have special items as well.
Go talk to the chicken, Mr. Feath…sorry…Philo Pennyworth, and he'll reveal that he's trying to break into the world of magic after the cancelation of Midtown Cowboys. He's attempting to bring a rat out of his magic hat, but the rat (Jimmy) is clutched tight to a parking meter and won't come through. The hat appears to be a portal going to wherever the rat is in the world. We'll help Philo out in just a bit. For now, let's head over to talk to Abe Lincoln.
Abe's got a new trick up his…head. He's mastered Gastrokinesis, the ability to make people vomit with his mind. However, he swallowed the talisman and can't make himself throw it back up. He mentions that he hasn't thrown up since he gave the famous Gettysburg Address, when he was very nervous and didn't have anything prepared. Talk to him about why he's feeling down, and he'll explain that he has a crush on Sybil Pandemik. Perhaps we can help Abe win Sybil over; she's still pretty upset about the scandalous incident that occurred a couple of episodes back, during the presidential race. When you offer to help with Sybil, you'll start a phone call with her. Say the following, and she'll change her tune: "Just Relax" (Remember, she has that sign up in her office?), "You're a Stone Cold Fox!" (She loves foxes!), and for the last line, be sure to mention hockey (she is the queen of Canada, after all). You've won Sybil's heart, but now Abe is terribly nervous, and he proceeds to purge the Gastrokinesis talisman. Go ahead and pick that up. Gross.
Let's try out your new tool. Use the Gastrokinesis talisman on Max, and he'll cough up the Spoon-bending Talisman in its display case. We still need to figure out how to open that one up. Exit the Blister and check out the Lunar Lander. There is a powerful rocket that might be potent enough to unseal the display case guarding the Spoon talisman. Place the talisman case under the rocket (do this by "using" the case with the rocket). Unfortunately, the keys appear to be locked inside the lander. The window is rolled down a little bit, so we can use a tool to unlock the door. Try using that coat hanger we picked up for some reason! Once inside, Sam will fire up the thruster and go for a very short trip. Fortunately, the blast was enough to melt the case, and the talisman is all yours now.
Let's head back to Earth for now. There's one other item that needs to be, erm, retrieved using the Gastrokinesis talisman. Head up to your office and use it on Leonard, and he'll vomit up the deed to the United States. What was that Sybil said about "sprucing up" Canada's image? Show her the deed to the US, and she'll offer to buy it for an amount that is slightly under what you'd hoped to get - $300.
Magic Hat Talisman
Walk down the street a ways and you'll see Jimmy Two-Teeth clutching tightly to the bent parking meter. Use the spoon-bending talisman and the meter will straighten up, sending the rat flying.
Return to the Moon to see if Pennyworth's trick has improved. He seems to have it figured out, but is disgusted by Jimmy, and relinquishes the magic hat to you.
Use the rainbow-colored elevator to head up to Bliss's secret lair. It seems to be shielded by a giant metal door. Use the lead vision talisman to see through that door. You can see a bowling ball set up in a sconce above a large red button marked "open". Use the spoon-bending talisman on the sconce, and the ball will drop on the button. You're in!
Once inside, you'll be confronted by Hugh Bliss, who will enter a crystal chamber and start to hypnotize the whole world. He says Max is the only one who can stop him, but he puts a stop to that risk by separating Max's bliss; by that, he means to cut off all the parts of Max he doesn't like. Max's wrathful hand, gluttonous stomach, and slothful tail are removed, and turn into alternate versions of Max which are then scattered around various moon locations. The rest of Max has become a scarily happy freak.
Your job now is to confront each of these alternate Max personalities and defeat them to get the old Max back, part by part. Once you exit the secret chamber and go down the elevator, you'll run into the violent Max, who will shoot at anything that moves. He keeps jumping back and forth around the rainbow rollercoaster. Perhaps you can subdue him using the rollercoaster. You won't be able to get close enough with Violent Max shooting anything that approaches, so fight fire with fire and shoot the rollercoaster button when Max jumps down onto the car. However, this alone won't put a stop to him, as Max seems to be quite adept to vehicle surfing. Near the end of the track, a statue of Hugh Bliss is holding a giant spork. Use the spoon-bending talisman on that, and we should be in better shape. Send Violent Max for a ride by firing on the button when he's in the correct position on the car. The spork will lop off Max's hand, and it will return to the rightful owner. Max is still pretty blissed out, so we'll have to track down the other two doppelgangers.
Outside the blister, you'll run into Slothful Max, who is lying down with no desire to move so you can retrieve his tail. You can't budge him, but perhaps that device Bosco was talking about earlier will be sufficient. Return to Earth, and head over to Sybil's to see if she's in a better mood. Hugh Bliss's bliss rays have already shown their impact here, but fortunately that is to our benefit right now. The Queen of Canada seems to be in a bit more of a generous mood, and she'll happily purchase the US for 100 trillion dollars.
Let's see if Bosco's feeling as cheery. Yikes! It's Gluttonous Max, and he's eating everything in Bosco's store! Strangely enough, Bosco seems fine with this. Bliss must be stopped! The vomit-inducing talisman doesn't seem to have much of a lasting effect on this doppelganger, but perhaps there's another trick we can pull on this guy. Remember that magical hat? Pull Jimmy out, and Gluttonous Max will want to eat him. Go ahead and hand him over, and then use the Magical hat again. Jimmy will emerge holding Max's stomach, and the green guy will disappear: Two down, one to go. Hand Bosco the cash from Sybil's, and you'll get a remote control for the BoscoTech satellite currently in range of the Moon. Return to the lunar surface, and see what that satellite can do by hitting the button. The satellite will steer itself straight into the moon, which causes enough of a shake to flip over Slothful Max. Grab his tail and he'll disappear, and Max will be whole again.
Showdown in Bliss's Inner Sanctum
Time for another stab at Hugh Bliss. This time, Max forces his way into the crystal hypno-chamber…thing…and stops the world wide Blissification. Hugh Bliss is not pleased that Max has been put back together, and sets up an elaborate torture for Sam, after revealing himself to be an organized pile of sentient bacteria feeding on the endorphins of the masses.
First, Sam is placed on the Rainbow Wheel of Death, and helplessly spins around, to the delight of Bliss. Above Sam is a set of sconces that once held the talismans you now possess. Hey, there's still one sitting up there! Use the spoon-bender to get it to drop down, and Sam will grab it. It's Hugh's Magician Talisman, and it allows Sam to trade places with Mr. Bliss. Sam can escape his trap using it, but Hugh will place Sam in a different death trap with each use of the talisman. He has a Sawn-in-half trap, a decked-out lunar lander of doom, and a Cleansing Bath of Annihilation. Switch out of all of those, and he'll start you back at the Wheel of Death and go through the rest in order.
Once you get to the Saw trap, switch places with Hugh, and use the saw on the lander's leg. This will tip the lander over, pointing the rocket toward the position of the Cleansing Bath. Once you get trapped in the bath, use the Magician's talisman again, and then use the lander key on the tipped-over lander. This will ignite the rockets and boil Bliss down to nothing. The only task that remains is to de-hypnotize a world gone Max, but that's a case best handled by the end credits.
Official Sam & Max: Bright Side of the Moon walkthrough © 2008 Telltale Games. Do not repost without permission.
By the time Bright Side of the Moon rolled around, intrepid game designer Brendan Q. Ferguson was too deeply embroiled in Season Two design to muster up a "play it again" list, so a community member named Dangerzone chipped in. Here's everything he thinks you should try the second time around. Thanks, Dangerzone!
Note that there are great big honking spoilers below. This list is really for people who have already completed Bright Side of the Moon. Read them at your own risk.
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