Passage of the game spongebob. SpongeBob SquarePants (Walkthrough)

The game will play for different characters of the well-known cartoon, who need to solve quite a few mysteries of the underwater world.

We play as SpongeBob.

We take an alarm clock on the barrel on the left. We speak with Gary, but we do not learn anything interesting. The chest on the left is locked. We go down. We pass by the main exit and get into the living room. The TV is too loud, and the remote has disappeared somewhere, and for some reason the phone does not want to show signs of life. You have to figure everything out.

We go into the door on the left - this is the bathroom. We click on the bathroom and SpongeBob will take a shower on his own. We approach the sink and take the toothbrush lying on it. There is nothing more to do here.

Now we go to the door on the right - this is the kitchen. We take a spatula on the table, and in the refrigerator we find an ice cube. We return to the bedroom and open the chest with a spatula. We take clothes from it. Now dress up SpongeBob. To do this, simply drag the clothes from the inventory to the main character.

Finally, you can appear on the street. We return to the kitchen and exit the door on the right. We speak with the telephone master, and then we use an alarm clock on him. We click on the remote control and SpongeBob will do everything himself. The phone worked.

Now we go to the main exit from the house. It's time to visit the neighbors! First, let's go to Squidward. We pass to the dining room and look at the board with the neighbor's new number. The sponge will remember it. We go up the stairs and go to the bathroom. We talk with Squidward and beg him to give us toothpaste. When the conversation has exhausted itself, turn off the tape recorder and go outside.

It's time to visit Patrick. In a conversation, we notice that our neighbor has our TV remote control. We agree on a barter exchange: we give Patrick an ice cube, and he gives us a remote control. The cube has been in our pocket for a long time, so we calmly give it back and get the long-awaited remote control.

We return to the main character's house and turn off the TV with the remote control. We click on the phone and Sponge will do everything again without our help. So, Squidward is distracted!

We run to a neighbor in the bathroom, go to the sink and take toothpaste. We combine the brush with the paste, and then click the resulting object on the Sponge's face in the mirror.

We play Plankton.

We go to the door. On the table we take a wrench. We speak with Karen. Let's go right. Here we select the mop on the right and look at the evil plan in the bottom drawer. We now have a target. We throw a wrench at the mechanical SpongeBob and return to the first screen. We change the menu with a mop and quickly run back to the laboratory, where we select a jetpack. Putting on a jetpack, like clothes on SpongeBob, we exit the Garbage Bin.

We go to the left corner of the screen. This is where the mini-game starts: you need to fly to Neptune's castle while avoiding the jellyfish. It's easy and shouldn't be a problem.

Doletev, we go to the gates of the castle. On the way we turn left into the stable. Talk to the seahorse overseer, although you can't call it a conversation. In the corner we take a horseshoe.

We return to the previous screen and enter the castle. We go to the left, that is, to the library. We speak with the clown and take a thread on the carpet. We combine a horseshoe with a thread and we leave. We pass along the corridor to the door with the button on the wall. We hook the horseshoe with a thread to the nail above the button and press the button. Here we are in the throne room! We go a couple of screens to the crown and take it.

We play as SpongeBob.

We speak with Squidward, learn about the pass. We enter the kitchen, and on the right we take tongs. Before leaving, you can talk to the guy at the table, but again, this will not give anything useful.
On the street, you can exchange a word with the telephone master and with Okun Okunovich. But we need to go to the Krusty Krabs 2.

We go and talk to the girl. There is nothing more to do here. We go to the right to Goofy Guber. When you get there, talk to Morty. We need to get fried ice cream. We will talk with Goofy Guber, with a familiar guy and go left to the bar. We get ice cream from the seller and return to the Krusty Krabs 2. We pass into the kitchen. We connect tongs with ice cream and dip it into boiling oil. We return to Morty and give fried ice cream, we get a pass.

We go to the Krusty Krabs and go down the poles in the kitchen. With the help of a pass, we open the door, go down the elevator and get into the hamburger car. At the gas station, we speak with both owners, and then we go inside the room and take the text of Goofy Guber's song in the urn. We go abroad and enter the brothel. We go to the right and talk to the twins. As a result, we give them the notes of Goofy Guber's song. We go into the bathroom and click on the soap dish, it is empty. We return and ask the bartender to fill it. Again we go to the bathroom and click on the soap dish again.

We play as Mindy.

Open the cabinet door and take a dirty mirror. We swim to the door and select a jar of glue on the chest of drawers. We return back. Open the window and smear the window sill with glue. We go to the door. We sail to the library and take a book there. Now back to the hall and up the stairs to the dungeon. We speak with the jailer and give him the book. We give a dirty mirror to the polisher. We go to the throne room. We give the page a clean mirror and go out into the street. We go to the stable and open the gate.

We go to the right to the hotel. Enter the Hotel Abyss. Talk to the manager and go down the corridor. Enter the first room. Talk to the guest and look through the holes in the floor. You can also go to the second room, but there is nothing interesting.

Exit the hotel and go right along the road to the caves. Patrick will stay outside and SpongeBob will enter. After talking with the researcher, do not forget to take a flashlight from him. Return to the hotel. Go to the first room and highlight the holes in the floor with a flashlight. Talk to the manager again. Go outside and enter the room under the hotel. Next to the bed are Mrs. Helen's pearl beads. Return them back and you will receive a Focusing Sphere as a reward. Again go into the caves and go into the corridors of consciousness. Just go through the corridors in the order in which they will be highlighted. The order is different for every game. You have to go through 3 corridors. Talk to the old man and show him the sphere. He will let you into the corridors of consciousness part 2. The same, only 4 corridors. Now enter the pink gate of Fabrication. Finally arrived. Put the sphere on the pedestal. A beam appeared, removing the fog. Go towards the beam across the plains.

We play as SpongeBob.

We go to the right to the hospital. We speak with Jacques and go to the hospital. We speak with the secretary, go out and take the sea urchin bone at the very bottom of the screen, then give it to the secretary. We pass along the hall and go into the observation room. We speak with Dr. Louis about the revolution and get a stethoscope. We leave and we speak with Jacques, and then with Marius. We get a revolutionary large size vest. Let's go right. Here is the top view. You need to get parallel to the bottom of the screen. Arriving, we pass by the store to the hot springs. We dip the vest into the springs and put it on. We return to the store and tell the seller the password and go to Octavio. We give the stethoscope.

Play as Patrick and SpongeBob

Let's start with Patrick. We jump off the table and go to the back of the store. We climb onto the stand and climb the cash register, and from it we jump to the button. We jump down and take the bow. We resort to SpongeBob and use a bow on him. Now we play for Sponge. We jump down and run to the front of the store. We grab the crown and give the tear to the exit. We go to the right and raise the shell. We go down the stairs and dip the shell into the resin. Let's go to the ocean. On the way, talk to the treasure hunter, and take a stick from the shore. We combine the stick with the shell and dig out the chrome whistle with the resulting shovel. We blow into it, thereby calling on Hasselhoff.

We play as SpongeBob.

Let's go to the Krusty Krabs. We speak with Plankton and exit. We talk with the musician and go two screens to the right, that is, into the Trash Can. Screen on top. You need to collect all the Krabby Patties and not get caught by the robot. Then we take a blinking sub-this-frequency emitter from the ceiling and exit.

Repeat the Pacman-style process and exit the Bucket. Back to the Krusty Krabs. The musician was also caught, so we take his guitar, amplifier and enter. We go past Plankton to the warehouse. In the saucer we select the loudspeaker. We combine the amplifier, loudspeaker and sub-this-frequency emitter with each other. We leave the warehouse and stick the resulting mega-amplifier into the socket to the right of the door. We use the guitar on the amplifier. Again a mini-game: each string has its own color and there are notes of different colors. As soon as the note flies past the desired string, it is highlighted. At this time, you need to click on the string.
The notes will go faster and faster and after a certain time everything will end.

Full walkthrough of the game "SpongeBob SquarePants" based on the movie.

Chapter 1: Love thy neighbor.
We play as Spongebob.

Objective: Help SpongeBob prepare for the opening of the Krusty Krabs 2 restaurant.

We take an alarm clock on the barrel on the left. We speak with Gary, but we do not learn anything interesting. The chest on the left is locked. We go down. We pass by the main exit and get into the living room. The TV is too loud, and the remote has disappeared somewhere, and for some reason the phone does not want to show signs of life. You have to figure everything out. We go into the door on the left - this is the bathroom. We click on the bathroom and Spongebob will take a shower on his own. We approach the sink and take the toothbrush lying on it. There is nothing more to do here. Now we go to the door on the right - this is the kitchen. We take a spatula on the table, and in the refrigerator we find an ice cube. We return to the bedroom and open the chest with a spatula. We take clothes from it. Now dress up SpongeBob. To do this, simply drag the clothes from the inventory to the main character. Finally, you can appear on the street. We return to the kitchen and exit the door on the right. We speak with the telephone master, and then we use an alarm clock on him. We click on the remote control and SpongeBob will do everything himself. The phone worked. Now we go to the main exit from the house. It's time to visit the neighbors! First, let's go to Squidward. We pass to the dining room and look at the board with the neighbor's new number. The sponge will remember it. We go up the stairs and go to the bathroom. We talk with Squidward and beg him to give us toothpaste. When the conversation has exhausted itself, turn off the tape recorder and go outside. It's time to visit Patrick. In a conversation, we notice that our neighbor has our TV remote control. We agree on a barter exchange: we give Patrick an ice cube, and he gives us a remote control. The cube has been in our pocket for a long time, so we calmly give it back and get the long-awaited remote control. We return to the main character's house and turn off the TV with the remote control. We click on the phone and Sponge will do everything again without our help. So, Squidward is distracted, it's time to finish the chapter. We run to a neighbor in the bathroom, go to the sink and take toothpaste. We combine the brush with the paste, and then click the resulting object on the Sponge's face in the mirror. Chapter 1 completed!

Chapter 2: Deep Sea Evil

We play Plankton.

Objective: Help Plankton steal Neptune's crown from his castle.

We go to the door. On the table we take a wrench. We speak with Karen. Let's go right. Here we select a mop on the right and look at the evil plan I am in the bottom drawer. We now have a target. We throw a wrench at the mechanical Spongebob and return to the first screen. We change the menu with a mop and quickly run back to the laboratory, where we select a jetpack. We “dress” the jetpack like clothes on SpongeBob and exit the Garbage Bin. We go to the left corner of the screen. This is where the mini-game starts: you need to fly to Neptune's castle while avoiding the jellyfish. It's easy and shouldn't be a problem. Doletev, we go to the gates of the castle. On the way we turn left into the stable. Talk to the seahorse overseer, although you can't call it a conversation. In the corner we take a horseshoe. We return to the previous screen and enter the castle. We go to the left, that is, to the library. We speak with the clown and take a thread on the carpet. We combine a horseshoe with a thread and we leave. We pass along the corridor to the door with the button on the wall. We hook the horseshoe with a thread to the nail above the button and press the button. Here we are in the throne room! We go a couple of screens to the crown and take it. Chapter 2 completed!

Chapter 3: On the Road

We play as Spongebob.

Objective: Find Krabs' hamburger car and use it to travel to Shell City.

We speak with Squidward, learn about the pass. We enter the kitchen and take tongs on the right. Before leaving, you can talk to the guy at the table, but again, this will not give anything useful.
On the street, you can exchange a word with the telephone master and with Okun Okunovich. But we need to go to the Krusty Krabs 2. We go in and talk to the girl. There is nothing more to do here. We go to the right to Goofy Guber. When you get there, talk to Morty. We need to get fried ice cream. We will talk with Goofy Guber, with a familiar guy and go left to the bar. We get ice cream from the seller and return to the Krusty Krabs 2. We pass into the kitchen. We connect tongs with ice cream and dip it into boiling oil. We return to Morty and give fried ice cream. We get a pass. We go to the Krusty Krabs and go down the poles in the kitchen. With the help of a pass, we open the door, go down the elevator and get into the hamburger car. At the gas station, we speak with both owners, and then we go inside the room and take the text of Goofy Guber's song in the urn. We go abroad and enter the brothel. We go to the right and talk to the twins. As a result, we give them the notes of Goofy Guber's song. We go into the bathroom and click on the soap dish, it is empty. We return and ask the bartender to fill it. Again we go to the bathroom and click on the soap dish again. Chapter 3 Completed!

Chapter 4: Free Mindy!

We play as Mindy.

Objective: Escape from Neptune's castle to help SpongeBob and Patrick.

Open the cabinet door and take a dirty mirror. We swim to the door and select a jar of glue on the chest of drawers. We return back. Open the window and smear the window sill with glue. We go to the door. We sail to the library and take a book there. Now back to the hall and up the stairs to the dungeon. We speak with the jailer and give him the book. We give a dirty mirror to the polisher. We go to the throne room. We give the page a clean mirror and go out into the street. We go to the stable and open the gate. Chapter 4 Completed!

Chapter 5: A trap in the hollow.

We go to the right to the hotel. Enter the Hotel Abyss. Talk to the manager and go down the corridor. Enter the first room. Talk to the guest and look through the holes in the floor. You can also go to the second room, but there is nothing interesting. Exit the hotel and go right along the road to the caves. Patrick will stay outside and SpongeBob will come in. After talking with the researcher, do not forget to take a flashlight from him. Return to the hotel. Go to the first room and highlight the holes in the floor with a flashlight. Talk to the manager again. Go outside and enter the room under the hotel. Next to the bed are Mrs. Helen's pearl beads. Return them back and you will receive a Focusing Sphere as a reward. Again go into the caves and go into the corridors of consciousness. Just go through the corridors in the order in which they will be highlighted. The order is different for every game. You have to go through 3 corridors. Talk to the old man and show him the sphere. He will let you into the corridors of consciousness part 2. The same, only 4 corridors. Now enter the pink gate of Fabrication. Finally arrived. Put the sphere on the pedestal. A beam appeared, removing the fog. Go towards the beam through the plains and you will come to the end of the chapter. Chapter 5 Completed!

Chapter 6: Washing the Bones

We play as Spongebob.

Objective: Become a member of the invertebrate resistance and get to the Shell City.

We go to the right to the hospital. We speak with Jacques and go to the hospital. We speak with the secretary, go out and take the sea urchin bone at the very bottom of the screen, then give it to the secretary. We pass along the hall and go into the observation room. We speak with Dr. Louis about the revolution and get a stethoscope. We leave and we speak with Jacques, and then with Marius. We get a revolutionary large size vest. Let's go right. Here is the top view. You need to get parallel to the bottom of the screen. Arriving, we pass by the store to the hot springs. We dip the vest into the springs and put it on. We return to the store and tell the seller the password and go to Octavio. We return the stethoscope and finish the chapter. Chapter 6 Completed!

Chapter 7: Shell City

Playing as Patrick Spongebob

Objective: Return the crown to Bikini Bottom

Let's start with Patrick. We jump off the table and go to the back of the store. We climb onto the stand and climb the cash register, and from it we jump to the button. We jump down and take the bow. We resort to SpongeBob and use a bow on him. Now we play for Sponge. We jump down and run to the front of the store. We grab the crown and give the tear to the exit. We go to the right and raise the shell. We go down the stairs and dip the shell into the resin. Let's go to the ocean. On the way, talk to the treasure hunter, and take a stick from the shore. We combine the stick with the shell and dig out the chrome whistle with the resulting shovel. We blow into it, thereby calling on Hasselhoff and go straight to the last chapter. Chapter 7 Completed!

Chapter 8: Planktopolis

We play as Spongebob.

Objective: Free Bikini Bottom from Plankton's control.

Let's go to the Krusty Krabs. We speak with Plankton and exit. We talk with the musician and go two screens to the right, that is, into the Trash Can. Screen on top. You need to collect all the Krabby Patties and not get caught by the robot. Then we take a blinking sub-this-frequency emitter from the ceiling and exit. We repeat the Pacman-style process and exit the Bucket. Back to the Krusty Krabs. The musician was also caught, so we take his guitar, amplifier and enter. We go past Plankton to the warehouse. In the saucer we select the loudspeaker. We combine the amplifier, loudspeaker and sub-this-frequency emitter with each other. We leave the warehouse and stick the resulting mega-amplifier into the socket to the right of the door. We use the guitar on the amplifier. Again a mini-game: each string has its own color and there are notes of different colors. As soon as the note flies past the desired string, it is highlighted. At this time, you need to click on the string.
The notes will go faster and faster and after a certain time everything will end. Let's see the end. Chapter 8 Completed!

Chapter 1: Love thy neighbor.
We play as Spongebob.
Objective: Help SpongeBob prepare for the opening of the Krusty Krabs 2 restaurant.

We take an alarm clock on the barrel on the left. We speak with Gary, but we do not learn anything interesting. The chest on the left is locked. We go down. We pass by the main exit and get into the living room. The TV is too loud, and the remote has disappeared somewhere, and for some reason the phone does not want to show signs of life. You have to figure everything out. We go into the door on the left - this is the bathroom. We click on the bathroom and Spongebob will take a shower on his own. We approach the sink and take the toothbrush lying on it. There is nothing more to do here. Now we go to the door on the right - this is the kitchen. We take a spatula on the table, and in the refrigerator we find an ice cube. We return to the bedroom and open the chest with a spatula. We take clothes from it. Now dress up SpongeBob. To do this, simply drag the clothes from the inventory to the main character. Finally, you can appear on the street. We return to the kitchen and exit the door on the right. We speak with the telephone master, and then we use an alarm clock on him. We click on the remote control and SpongeBob will do everything himself. The phone worked. Now we go to the main exit from the house. It's time to visit the neighbors! First, let's go to Squidward. We pass to the dining room and look at the board with the neighbor's new number. The sponge will remember it. We go up the stairs and go to the bathroom. We talk with Squidward and beg him to give us toothpaste. When the conversation has exhausted itself, turn off the tape recorder and go outside. It's time to visit Patrick. In a conversation, we notice that our neighbor has our TV remote control. We agree on a barter exchange: we give Patrick an ice cube, and he gives us a remote control. The cube has been in our pocket for a long time, so we calmly give it back and get the long-awaited remote control. We return to the main character's house and turn off the TV with the remote control. We click on the phone and Sponge will do everything again without our help. So, Squidward is distracted, it's time to finish the chapter. We run to a neighbor in the bathroom, go to the sink and take toothpaste. We combine the brush with the paste, and then click the resulting object on the Sponge's face in the mirror. Chapter 1 completed!

Chapter 2: Deep Sea Evil
We play Plankton.
Objective: Help Plankton steal Neptune's crown from his castle.

We go to the door. On the table we take a wrench. We speak with Karen. Let's go right. Here we select a mop on the right and look at the evil plan I am in the bottom drawer. We now have a target. We throw a wrench at the mechanical Spongebob and return to the first screen. We change the menu with a mop and quickly run back to the laboratory, where we select a jetpack. We “dress” the jetpack like clothes on SpongeBob and exit the Garbage Bin. We go to the left corner of the screen. This is where the mini-game starts: you need to fly to Neptune's castle while avoiding the jellyfish. It's easy and shouldn't be a problem. Doletev, we go to the gates of the castle. On the way we turn left into the stable. Talk to the seahorse overseer, although you can't call it a conversation. In the corner we take a horseshoe. We return to the previous screen and enter the castle. We go to the left, that is, to the library. We speak with the clown and take a thread on the carpet. We combine a horseshoe with a thread and we leave. We pass along the corridor to the door with the button on the wall. We hook the horseshoe with a thread to the nail above the button and press the button. Here we are in the throne room! We go a couple of screens to the crown and take it. Chapter 2 completed!

Chapter 3: On the Road
We play as Spongebob.
Objective: Find Krabs' hamburger car and use it to travel to Shell City.

We speak with Squidward, learn about the pass. We enter the kitchen and take tongs on the right. Before leaving, you can talk to the guy at the table, but again, this will not give anything useful.
On the street, you can exchange a word with the telephone master and with Okun Okunovich. But we need to go to the Krusty Krabs 2. We go in and talk to the girl. There is nothing more to do here. We go to the right to Goofy Guber. When you get there, talk to Morty. We need to get fried ice cream. We will talk with Goofy Guber, with a familiar guy and go left to the bar. We get ice cream from the seller and return to the Krusty Krabs 2. We pass into the kitchen. We connect tongs with ice cream and dip it into boiling oil. We return to Morty and give fried ice cream. We get a pass. We go to the Krusty Krabs and go down the poles in the kitchen. With the help of a pass, we open the door, go down the elevator and get into the hamburger car. At the gas station, we speak with both owners, and then we go inside the room and take the text of Goofy Guber's song in the urn. We go abroad and enter the brothel. We go to the right and talk to the twins. As a result, we give them the notes of Goofy Guber's song. We go into the bathroom and click on the soap dish, it is empty. We return and ask the bartender to fill it. Again we go to the bathroom and click on the soap dish again. Chapter 3 Completed!

Chapter 4: Free Mindy!
We play as Mindy.
Objective: Escape from Neptune's castle to help SpongeBob and Patrick.

Open the cabinet door and take a dirty mirror. We swim to the door and select a jar of glue on the chest of drawers. We return back. Open the window and smear the window sill with glue. We go to the door. We sail to the library and take a book there. Now back to the hall and up the stairs to the dungeon. We speak with the jailer and give him the book. We give a dirty mirror to the polisher. We go to the throne room. We give the page a clean mirror and go out into the street. We go to the stable and open the gate. Chapter 4 Completed!

Chapter 5: A trap in the hollow.

We go to the right to the hotel. Enter the Hotel Abyss. Talk to the manager and go down the corridor. Enter the first room. Talk to the guest and look through the holes in the floor. You can also go to the second room, but there is nothing interesting. Exit the hotel and go right along the road to the caves. Patrick will stay outside and SpongeBob will come in. After talking with the researcher, do not forget to take a flashlight from him. Return to the hotel. Go to the first room and highlight the holes in the floor with a flashlight. Talk to the manager again. Go outside and enter the room under the hotel. Next to the bed are Mrs. Helen's pearl beads. Return them back and you will receive a Focusing Sphere as a reward. Again go into the caves and go into the corridors of consciousness. Just go through the corridors in the order in which they will be highlighted. The order is different for every game. You have to go through 3 corridors. Talk to the old man and show him the sphere. He will let you into the corridors of consciousness part 2. The same, only 4 corridors. Now enter the pink gate of Fabrication. Finally arrived. Put the sphere on the pedestal. A beam appeared, removing the fog. Go towards the beam through the plains and you will come to the end of the chapter. Chapter 5 Completed!

Chapter 6: Washing the Bones
We play as Spongebob.
Objective: Become a member of the invertebrate resistance and get to the Shell City.

We go to the right to the hospital. We speak with Jacques and go to the hospital. We speak with the secretary, go out and take the sea urchin bone at the very bottom of the screen, then give it to the secretary. We pass along the hall and go into the observation room. We speak with Dr. Louis about the revolution and get a stethoscope. We leave and we speak with Jacques, and then with Marius. We get a revolutionary large size vest. Let's go right. Here is the top view. You need to get parallel to the bottom of the screen. Arriving, we pass by the store to the hot springs. We dip the vest into the springs and put it on. We return to the store and tell the seller the password and go to Octavio. We return the stethoscope and finish the chapter. Chapter 6 Completed!

Chapter 7: Shell City
Playing as Patrick/SpongeBob
Objective: Return the crown to Bikini Bottom

Let's start with Patrick. We jump off the table and go to the back of the store. We climb onto the stand and climb the cash register, and from it we jump to the button. We jump down and take the bow. We resort to SpongeBob and use a bow on him. Now we play for Sponge. We jump down and run to the front of the store. We grab the crown and give the tear to the exit. We go to the right and raise the shell. We go down the stairs and dip the shell into the resin. Let's go to the ocean. On the way, talk to the treasure hunter, and take a stick from the shore. We combine the stick with the shell and dig out the chrome whistle with the resulting shovel. We blow into it, thereby calling on Hasselhoff and go straight to the last chapter. Chapter 7 Completed!

Chapter 8: Planktopolis
We play as Spongebob.
Objective: Free Bikini Bottom from Plankton's control.

Let's go to the Krusty Krabs. We speak with Plankton and exit. We talk with the musician and go two screens to the right, that is, into the Trash Can. Screen on top. You need to collect all the Krabby Patties and not get caught by the robot. Then we take a blinking sub-this-frequency emitter from the ceiling and exit. We repeat the Pacman-style process and exit the Bucket. Back to the Krusty Krabs. The musician was also caught, so we take his guitar, amplifier and enter. We go past Plankton to the warehouse. In the saucer we select the loudspeaker. We combine the amplifier, loudspeaker and sub-this-frequency emitter with each other. We leave the warehouse and stick the resulting mega-amplifier into the socket to the right of the door. We use the guitar on the amplifier. Again a mini-game: each string has its own color and there are notes of different colors. As soon as the note flies past the desired string, it is highlighted. At this time, you need to click on the string.
The notes will go faster and faster and after a certain time everything will end. Let's see the end. Chapter 8 Completed!

Chapter 1: Love thy neighbor.
We play as Spongebob.
Objective: Help SpongeBob prepare for the opening of the Krusty Krabs 2 restaurant.

We take an alarm clock on the barrel on the left. We speak with Gary, but we do not learn anything interesting. The chest on the left is locked. We go down. We pass by the main exit and get into the living room. The TV is too loud, and the remote has disappeared somewhere, and for some reason the phone does not want to show signs of life. You have to figure everything out. We go into the door on the left - this is the bathroom. We click on the bathroom and Spongebob will take a shower on his own. We approach the sink and take the toothbrush lying on it. There is nothing more to do here. Now we go to the door on the right - this is the kitchen. We take a spatula on the table, and in the refrigerator we find an ice cube. We return to the bedroom and open the chest with a spatula. We take clothes from it. Now dress up SpongeBob. To do this, simply drag the clothes from the inventory to the main character. Finally, you can appear on the street. We return to the kitchen and exit the door on the right. We speak with the telephone master, and then we use an alarm clock on him. We click on the remote control and SpongeBob will do everything himself. The phone worked. Now we go to the main exit from the house. It's time to visit the neighbors! First, let's go to Squidward. We pass to the dining room and look at the board with the neighbor's new number. The sponge will remember it. We go up the stairs and go to the bathroom. We talk with Squidward and beg him to give us toothpaste. When the conversation has exhausted itself, turn off the tape recorder and go outside. It's time to visit Patrick. In a conversation, we notice that our neighbor has our TV remote control. We agree on a barter exchange: we give Patrick an ice cube, and he gives us a remote control. The cube has been in our pocket for a long time, so we calmly give it back and get the long-awaited remote control. We return to the main character's house and turn off the TV with the remote control. We click on the phone and Sponge will do everything again without our help. So, Squidward is distracted, it's time to finish the chapter. We run to a neighbor in the bathroom, go to the sink and take toothpaste. We combine the brush with the paste, and then click the resulting object on the Sponge's face in the mirror. Chapter 1 completed!

Chapter 2: Deep Sea Evil
We play Plankton.
Objective: Help Plankton steal Neptune's crown from his castle.

We go to the door. On the table we take a wrench. We speak with Karen. Let's go right. Here we select a mop on the right and look at the evil plan I am in the bottom drawer. We now have a target. We throw a wrench at the mechanical Spongebob and return to the first screen. We change the menu with a mop and quickly run back to the laboratory, where we select a jetpack. We “dress” the jetpack like clothes on SpongeBob and exit the Garbage Bin. We go to the left corner of the screen. This is where the mini-game starts: you need to fly to Neptune's castle while avoiding the jellyfish. It's easy and shouldn't be a problem. Doletev, we go to the gates of the castle. On the way we turn left into the stable. Talk to the seahorse overseer, although you can't call it a conversation. In the corner we take a horseshoe. We return to the previous screen and enter the castle. We go to the left, that is, to the library. We speak with the clown and take a thread on the carpet. We combine a horseshoe with a thread and we leave. We pass along the corridor to the door with the button on the wall. We hook the horseshoe with a thread to the nail above the button and press the button. Here we are in the throne room! We go a couple of screens to the crown and take it. Chapter 2 completed!

Chapter 3: On the Road
We play as Spongebob.
Objective: Find Krabs' hamburger car and use it to travel to Shell City.

We speak with Squidward, learn about the pass. We enter the kitchen and take tongs on the right. Before leaving, you can talk to the guy at the table, but again, this will not give anything useful.
On the street, you can exchange a word with the telephone master and with Okun Okunovich. But we need to go to the Krusty Krabs 2. We go in and talk to the girl. There is nothing more to do here. We go to the right to Goofy Guber. When you get there, talk to Morty. We need to get fried ice cream. We will talk with Goofy Guber, with a familiar guy and go left to the bar. We get ice cream from the seller and return to the Krusty Krabs 2. We pass into the kitchen. We connect tongs with ice cream and dip it into boiling oil. We return to Morty and give fried ice cream. We get a pass. We go to the Krusty Krabs and go down the poles in the kitchen. With the help of a pass, we open the door, go down the elevator and get into the hamburger car. At the gas station, we speak with both owners, and then we go inside the room and take the text of Goofy Guber's song in the urn. We go abroad and enter the brothel. We go to the right and talk to the twins. As a result, we give them the notes of Goofy Guber's song. We go into the bathroom and click on the soap dish, it is empty. We return and ask the bartender to fill it. Again we go to the bathroom and click on the soap dish again. Chapter 3 Completed!

Chapter 4: Free Mindy!
We play as Mindy.
Objective: Escape from Neptune's castle to help SpongeBob and Patrick.

Open the cabinet door and take a dirty mirror. We swim to the door and select a jar of glue on the chest of drawers. We return back. Open the window and smear the window sill with glue. We go to the door. We sail to the library and take a book there. Now back to the hall and up the stairs to the dungeon. We speak with the jailer and give him the book. We give a dirty mirror to the polisher. We go to the throne room. We give the page a clean mirror and go out into the street. We go to the stable and open the gate. Chapter 4 Completed!

Chapter 5: A trap in the hollow.

We go to the right to the hotel. Enter the Hotel Abyss. Talk to the manager and go down the corridor. Enter the first room. Talk to the guest and look through the holes in the floor. You can also go to the second room, but there is nothing interesting. Exit the hotel and go right along the road to the caves. Patrick will stay outside and SpongeBob will come in. After talking with the researcher, do not forget to take a flashlight from him. Return to the hotel. Go to the first room and highlight the holes in the floor with a flashlight. Talk to the manager again. Go outside and enter the room under the hotel. Next to the bed are Mrs. Helen's pearl beads. Return them back and you will receive a Focusing Sphere as a reward. Again go into the caves and go into the corridors of consciousness. Just go through the corridors in the order in which they will be highlighted. The order is different for every game. You have to go through 3 corridors. Talk to the old man and show him the sphere. He will let you into the corridors of consciousness part 2. The same, only 4 corridors. Now enter the pink gate of Fabrication. Finally arrived. Put the sphere on the pedestal. A beam appeared, removing the fog. Go towards the beam through the plains and you will come to the end of the chapter. Chapter 5 Completed!

Chapter 6: Washing the Bones
We play as Spongebob.
Objective: Become a member of the invertebrate resistance and get to the Shell City.

We go to the right to the hospital. We speak with Jacques and go to the hospital. We speak with the secretary, go out and take the sea urchin bone at the very bottom of the screen, then give it to the secretary. We pass along the hall and go into the observation room. We speak with Dr. Louis about the revolution and get a stethoscope. We leave and we speak with Jacques, and then with Marius. We get a revolutionary large size vest. Let's go right. Here is the top view. You need to get parallel to the bottom of the screen. Arriving, we pass by the store to the hot springs. We dip the vest into the springs and put it on. We return to the store and tell the seller the password and go to Octavio. We return the stethoscope and finish the chapter. Chapter 6 Completed!

Chapter 7: Shell City
Playing as Patrick/SpongeBob
Objective: Return the crown to Bikini Bottom

Let's start with Patrick. We jump off the table and go to the back of the store. We climb onto the stand and climb the cash register, and from it we jump to the button. We jump down and take the bow. We resort to SpongeBob and use a bow on him. Now we play for Sponge. We jump down and run to the front of the store. We grab the crown and give the tear to the exit. We go to the right and raise the shell. We go down the stairs and dip the shell into the resin. Let's go to the ocean. On the way, talk to the treasure hunter, and take a stick from the shore. We combine the stick with the shell and dig out the chrome whistle with the resulting shovel. We blow into it, thereby calling on Hasselhoff and go straight to the last chapter. Chapter 7 Completed!

Chapter 8: Planktopolis
We play as Spongebob.
Objective: Free Bikini Bottom from Plankton's control.

Let's go to the Krusty Krabs. We speak with Plankton and exit. We talk with the musician and go two screens to the right, that is, into the Trash Can. Screen on top. You need to collect all the Krabby Patties and not get caught by the robot. Then we take a blinking sub-this-frequency emitter from the ceiling and exit. We repeat the Pacman-style process and exit the Bucket. Back to the Krusty Krabs. The musician was also caught, so we take his guitar, amplifier and enter. We go past Plankton to the warehouse. In the saucer we select the loudspeaker. We combine the amplifier, loudspeaker and sub-this-frequency emitter with each other. We leave the warehouse and stick the resulting mega-amplifier into the socket to the right of the door. We use the guitar on the amplifier. Again a mini-game: each string has its own color and there are notes of different colors. As soon as the note flies past the desired string, it is highlighted. At this time, you need to click on the string.
The notes will go faster and faster and after a certain time everything will end. Let's see the end. Chapter 8 Completed!

Publisher in Russia: "Russobit-M"

Minimum system requirements


Operating System: Win98/ME/2000/XP
Processor 500MHz (733MHz or more recommended)
RAM: 128MB RAM (256MB or more recommended)
Video Card: 16MB (32MB or more recommended)
CD-ROM: 8X
Sound Card: Sound Blaster compatible 16-bit sound card
Free hard disk space: 700MB
Mouse

Description

"This is the taste of freedom. Yes, but I thought it was a midge in my mouth."


You may have watched the full-length cartoon based on which this game was created - "SpongeBob SquarePants".


The heroes of this cartoon previously appeared in the series, which was even shown on some channel on our TV. Not the best American cartoon, in comparison with it, the same "The Simpsons" is an ideological highly artistic work. One can argue about the artistic value of the plot of The Simpsons, some like it, some don't, but it's hard to blame the creators of The Simpsons for the lack of common sense in each episode. However, I can assume that someone may like dialogues that consist entirely of ambiguities, devoid of any meaning. If you ask me what "SpongeBob" is about, then I will immediately find it difficult to answer. Yes, about nothing in particular, and at the same time - about everything. But, if you do not think about it, and consider the game only as a children's quest, then you can play: what's the difference, where and for whom to play. You really have to be afraid that, after playing this toy, the child will pick up certain and not always positive clichés that the game abounds in, and children's susceptibility is such that you can’t get away from it. However, life is like this now - you take risks every minute, even sitting at home on the couch.

The game is controlled with the mouse. The left button is responsible for moving the character (single click - walking, double - running), the appearance of a dialogue (single click on the character you want to chat with), collecting items in the game and using them. The right mouse button displays the game inventory.


It appears at the top of the screen and is a series of air bubbles containing the items you need. The used item is not returned to the inventory. But you don’t have to worry that you are using something for other purposes - the game program will not allow this. From the main menu of the game, you can start a new game, save and load the game, change settings (adjust the volume of music and dialogues, turn subtitles on and off). The save screen is quite capacious, the main thing is to assign your own number to the memorable episode, by which you will later load the game.


The "Esc" key displays an auxiliary menu.


From it you can change settings, save or load any episode of the game, continue the game or exit to the Main Menu. Well, perhaps, all the wisdom of management, although something can be gleaned from the readme.txt file located on the disk. Now go ahead, to the aid of Sponge Bob, aka Sponge Bob, and he will need it very soon...

This morning for the manager of the Krusty Krabs diner - Sponge Bob - should have marked the beginning of a wonderful new life. Because who, if not him, given the opening of the new Krusty Krabs-2 enterprise, today Mr. Krabs, the owner of the establishment, was supposed to announce the manager. SpongeBob himself had no doubts on this issue. Awakening did not portend any extraordinary events. As usual, SpongeBob woke up in his neat bed, shared his plans for the day with his pet snail Larry, and began to get ready for work.


Take the alarm clock on the nightstand with you so you don't dream about the promotion and don't be late by the time the promotion is announced. The first thing after waking up is water procedures. Go to the bathroom, bypassing the hall and living room. The left door from the living room is what you need. There were no difficulties with taking a shower, but with brushing my teeth, albeit a small amount, there was a misfire, because the toothpaste had run out. Tragedy, because coming to work on a day like this with bad breath is unthinkable. But the problem is solvable. You need to go to the kind, understanding neighbors and ask for toothpaste. Gotta get dressed. This is where the second problem arose. The chest of clothes in the bedroom is jammed, and no future manager can afford to go out or come to work in underwear. Not solid. To open the chest, you need to pick up its lid with something. Since there is nothing suitable around, you need to look for this "something" outside SpongeBob's bedroom. In the living room, too, nothing suitable is visible, besides, the TV is yelling there so much that it’s even hard to think, and the TV remote has disappeared in an unknown direction. Try looking in the kitchen. Her door is adjacent to the door to the bathroom. The remote was not there, but there was a shovel, it can be adapted to open the chest. Apparently, I will have to do without breakfast, because nothing was found in the refrigerator to chew, except for a piece of ice. You can take it with you - suddenly you want to drink. Look out into the back yard, there is a telephone master tinkering with a payphone. You don’t have time to talk (if you haven’t forgotten, you are going to work). And now immediately engage in "procuring" clothes. The chest was opened, and there are clothes. Now you can safely go to the neighbors.

Bob's closest neighbor is his colleague Svidborg, whose house is first on the left along the road, behind him, further down the street, in the house under the "stone" lives SpongeBob's friend - the starfish Patrick. Go to the nearest neighbor - Svidborg.


In the living room there is a note on the blackboard about changing the phone, and although no one asked you to write down Svidborg's new home phone number, still write it down (apparently, this is the number of the automatic telephone exchange of the Yasenevo district). You go to the second floor (to the left, past the closet with a faulty tape recorder), in the bedroom - there is no neighbor, go to the bathroom, where Svidborg takes a shower.


Talking to him is not easy, as the radio is loud. He does not give toothpaste - he is stingy or mischievous - decide for yourself. SpongeBob himself does not allow conscience to take a tube of paste, or rather, the presence of the owner of the paste behind his back, if only to be absolutely sure that Svidborg would not see ... Despite Svidborg's greed, Bob wants to please him, from the point of view of Bob himself , and turns off the radio. True, this noble act did not bring the tube of toothpaste closer to SpongeBob an inch. Go to Patrick, maybe he has pasta, or maybe he will advise something worthwhile.


Patrick is at home, sitting, resting culturally: without a glass (yet), but already in an armchair in front of the TV. And in his hand he has a remote control from your TV. But this does not bother Patrick at all, and he tries to control your remote control as if it were his own. After a long squabble and bargaining, they agreed that you give him an ice cube for a cocktail (you see, ice unexpectedly came in handy), and Patrick gives you your remote control. You could be congratulated on your lucky find, but the more pressing problem of toothpaste has not been solved. If it were possible to take a tube so that the neighbor does not see it ... After all, if you are not caught, you are not a thief, but Bob desperately needs pasta. He can't walk on a day like this with bad breath. We must somehow distract Svidborg, go to the bathroom and take the pasta. Gotta call him! In the meantime, this pedant will find out who is calling, you can quickly go and take the pasta. You have to go and call, especially since you have Svidborg's new phone number written down.

This idea may work, but for now, a telephone repairman who is still fixing a payphone stands in the way of its implementation. You can talk to him "for life", explain the situation, but this will not help much - he is going to mess around here for a long time. Of course, it is not good to use the weaknesses of others for your own purposes, but if you really need to ... SpongeBob has no other way to remove the telephone master - only to scare him.


You take out an alarm clock and... The master runs much faster than repairs phones. SpongeBob is much better at fixing the phone: one, two - and the phone works. And then everything goes according to the previously planned plan. While Svidborg asks the silent handset who is calling, SpongeBob sneaks into the bathroom and brushes his teeth. The main thing is fresh breath, and no remorse. You can go to work, just check if you turned off the TV, or if it continues to shake the air in your living room.
And a crowd of people gathered near the Krusty Krabs 2 diner, ready for opening. Mr. Krabs announced his decision, and the expected position went to Svidborg. Well, isn't it a beast? And happiness was so close, so possible. Everyone experiences failure differently. Some pretend that nothing terrible happened - they didn’t really want to, others “fill in” grief to such an extent that it choked, drowned and no longer bothered the owner. SpongeBob belonged to the second category of losers, deprived of fate and ignored by luck. Therefore, he drowned his grief not alone, but in the company of Patrick and other visitors to the Goofy Huber establishment.

And while SpongeBob was struggling with sadness, Svidborg was celebrating his luck, and Mr. Krabs was trying to open a new institution, the owner of a competing company had already matured and was ready to execute a villainous plan. Plankton owns the Slop Bucket Cafe, and although this establishment has everything, like other similar places, and even more, given the mechanical manager, who does his job perfectly, but there are no visitors to the cafe, perhaps the establishment is not enough "woman's hand"


But it simply cannot be, since Mr. Plankton is married to a computer, what kind of hands are there - only brains. And since "husband and wife are one Satan", then all the mighty intellect of the iron lady - the wife, was directed to the implementation of Plankton's plans to conquer the world. But you could start with something smaller. First, you need to lure visitors to the Crabsty Krabs cafe by offering their signature crab burger in the "Bait Bucket". Not a single chef will voluntarily part with his signature dish, which is the face of the institution, and Mr. Krabs was no exception. "Our everything" stated in the fairy tale "About the priest and his worker Balda": "The woman's mind is quick-witted, accommodating for all sorts of things." He probably knows better. So, "dear" Karen suggested where to find a safe way to frame Mr. Krabs - in the file of evil deeds. To do this, Plankton needs to get to the Palace of the Sea King Neptune and steal his crown, and all the evidence left must convince Neptune that Krabs is to blame for everything. The plan is good, it remains to be implemented.

Plankton has a jetpack for flying, but an over-executive manager unexpectedly gets in his way. How to make him move, it is useless to throw a wrench at him or hit him with a mop. It is better to take advantage of the desire of the robot to strictly fulfill its duties. Changing the menu on the board in the hall is the responsibility of the manager. Apply the mop to the board so that the robot has something to fix. And Plankton must put on a satchel and fly to Neptune. During the journey, try not to run into jellyfish if you want to avoid accidents. You can control the duration of your journey by the bar at the bottom of the screen.

So you have reached the Palace.


First, go to the royal stable, here you will not be able to find out anything, but you will find a horseshoe, an object obviously foreign to this room. Now go to the Palace. To the left is the door to the library.


The royal jester turned out to be much more talkative, and even spoke about the electric button that opens the door to the throne room. You pick up a thread from the carpet, and for someone - a rope, and go to look for the throne room. There is a double-leaf door, located right along the corridor.


The button that opens the door is located quite high for such a small creature as Plankton, but you really want to enter. There is a hammered nail near the button, this makes things easier. Tie a thread to the horseshoe and throw it on the nail. On a hanging carpet thread, as if on a rope, you reach the button that opens the door. Here you are in the heart of the Palace. The crown lies on a stand near the throne, behind a drawn curtain. Take it and wash off. According to the plan, it remains to bring some information to the attention of Neptune so that the villainous plan is completely successful.

Woe Sponge Bob drowned for a long time. A great grief is poured not alone, but in a company. Moreover, the larger the company, the less grief remains in terms of one walker. Therefore, the spree of almost the entire city was fully justified. Considering SpongeBob's condition the next morning, it looks like the grief was pretty well drowned out.


When he got to work the next morning, SpongeBob found an angry Neptune, a grinning Plankton, and a piece of ice that looked a lot like Mr. Krabs in shape. Plankton's plan succeeded. What Plankton did not take into account was that SpongeBob decided to repay Mr. Krabs with kindness, get to the city of Shells, find the crown there and deliver it to Neptune. Enraged Neptune gave him only five days for all this.

The Shell City is located very far from Bikini Bottom, not walking distance. We need to take care of the vehicle. The first thing that comes to mind is to use Mr. Krabs' hamburger car. Perhaps this is the first really sensible thought that visited SpongeBob. You find out that Mr. Krabs' hamburger mobile is in the basement of the Krusty Krabs diner. Go through the kitchen, here on the stove in a saucepan boiling oil, and there are tongs nearby - take them. You go down the pole down to the basement. Near the elevator you will find a small nuisance. To enter the cabin you need a pass, you do not have one. Go upstairs to the new manager Svidborg and ask him for a pass. He admits that his pass "dried out". You find out that some children picked him up - a boy and a girl. We must look for the children. Go to the Krusty Krabs 2 and talk to the girl. You will find out that Morty has the pass, and he went to Goofy Goober. Nothing to do, go to Goofy Guber. Find Morty.


The pass is with him, but he is not going to give it away. He agreed to exchange for an exotic delicacy - fried ice cream. You will search. In my opinion, it should taste close to lard in chocolate. Chat with Goofy Guber and go to the bar. Here you find out a lot of interesting things about yourself, but, most importantly, you will find out what ice cream is not made here. And if necessary? We'll have to do it ourselves. Take an ice cream from the machine and go with it to the kitchen at the Krusty Krabs 2. Take the ice cream with tongs and lower it into a pot of boiling oil. You get fried ice cream - what Morty ordered. Bring this exotic to him. You receive a pass. Return to the Krusty Krabs again and go to the elevator. You go down to the garage. There, near the hamburger mobile, your friend Patrick is already waiting for you.


On the border of the city and unexplored foreign lands, from where no one has ever returned, after meeting with a criminal element, you will say goodbye to a hamburger car, chat with two slobs working at a gas station. Communication itself should not arouse your interest in interlocutors. But inside their "office" in the bin, grab the sheet music of Goofy Goober's new song. And now - forward, abroad, after the stolen hamburger-mobile.

The cell phone was found. It's parked near a disgusting place - a den of all sorts of rabble.


We have to enter into communication, give the notes of Goofy Huber's song. Near the billiard table on the bedside table are the keys to Mr. Krabs' typewriter. Gotta get it, but how? Carry out reconnaissance of the "locality". You go to the restroom and find that there is no soap. Actually, I'd be surprised if it was. You return to the hall and pester the owner, you want soap, and that's it. He personally goes to the toilet room and pours liquid soap. After his return, go there and blow out as many soap bubbles as possible, which fly out of the toilet room into the hall and bring chaos and confusion in the ranks of those present. And you take advantage of their confusion and in the confusion take away the keys to the hamburger-mobile.

Meanwhile, in the Palace... Neptune's anger was terrible and not always directed at the guilty. That is, the guilty got the full program, but the innocent were also hooked. The costs of standing close to the reigning elements. Princess Mindy was locked in her room, with no way out. And she had to catch up with the brave rescuers. So, we need to find a way to get out of the Palace. You won’t be able to go out the window, there is no secret door in the closet (but there is a dirty hand mirror - take it). Begging the guards to let them out of the room is not even worth dreaming of, everyone is afraid of Neptune's wrath, especially after what Neptune did in anger to the court polisher of the crown.


You have to trick the guard. To do this, you will need glue, which you, without stint, smear the window in the princess's bedroom. And then by cunning you make sure that the guard sticks to this window. The path is clear. We need to find out what happened in the Palace during the forced absence. You go to the throne room. Talk to the squire - he is always in the know. We have received all the information you need, now we urgently need to get rid of its source, and for our own benefit - this is called diplomacy. The first approach ended in failure. We must clear the mirror before attempting to rendezvous with the squire. You go down to the prison (the door opposite the princess's room), talk to the kind man - the manager of the prison. In order for you to be allowed to visit the crown polisher, imprisoned in the worst cell, you need to bring the jailer a book about the management of prisons and dungeons. Books are in the library. Follow her there and go. The book you need is on the table, you carry it to the prison, and you get a date with the polisher. Spend it with benefit - it cleans your mirror. You carry the mirror to the squire with assurances of its irresistibility (that's who doesn't need it at all). Such a "gift" for the head groom. But that's her problem. She's a big girl - she'll figure it out. The path to the stable has been cleared. Take your dad's exit and go ahead. I had to cheer up the "falling" heroes by giving them a mustache made of algae. Along the way, we came to the Abyssal Plain. There is fog all around, we got lost, we can’t get through without a lighthouse. Go back along the road to the Abyss Hotel.


Talk to the owner who recently bought this hotel from an oyster. The conversation does not work: politely rude to each other. Go to the first room to chat with the guest. What brought them there - I can not understand. Talk to the elderly lady living in the room. Her pearl beads were stolen from her locked room, but some kind of sphere was left behind. We decided to take up the investigation on a voluntary basis and return the beads. We proceeded to interview the rest of the residents. Go to number two. A guest living there heard a sound from the underground at night. There are holes in the floor, but it's dark below, and you can't see anything without a flashlight. Need a flashlight. You will search. You go to the owner of the hotel, let him know that a thief has got into his hotel. Exit the hotel and go right into the cave. A researcher works there, who knows all the legends about the Abyssal Plain, and that it can only be overcome with the Sphere. Ask the researcher for a flashlight, he gives it (rare goodwill for these places). You go to explore the basement of the hotel. But you won't get there right away. You go back to the hotel and look through the hole in the floor in the first room. There is another room there. How to get into it - the owner of the hotel should know. Got approval to inspect the basement.


In the basement they found a bandit oyster. Take the beads and take them to the lady in the first room. As a token of gratitude, she gives you an area that she absolutely does not need. Again go to the explorer, try him how to cross the Abyssal Plain.


You will need to pass through the Corridors of Confusion, the Pool of Awareness, and the Gate of Fabrication. The corridors of Confusion can only be passed if you follow those corridors where the light flashes in turn. Only without violating the sequence of passage of the corridors, you will get to the heart of the cave - the Pool of Awareness, the predictor of the future. And the Gate of Invention is very dangerous. Heard from the researcher does not inspire optimism, but we must go - there is no other way out. Go deep into the cave and approach the Corridors of Confusion.


Pay close attention to the sequence of flashing lights in the tunnels (color does not matter, only the order matters). If you mix up the corridors, then again you will come to the cave to the explorer, you will have to start over. The corridors lead you to the Crustacean Cave, in the middle of which is the Pool of Awareness.


Talk to the old man, the keeper of the pool. The more often you look into the pool, the further into the future you can look. The elder tells you that there is a device behind the Gate, if you put a sphere in it, it will focus a powerful light beam that cuts a path through the Abyssal Plains. But without the sphere, nothing will work, you will not be allowed to go there. Show the sphere received from the old lady. She is the Magic Sphere. Open the door to another room. Before leaving, inquire about what awaits you in the future. Remember everything that you saw while looking into the Pool, it will come in handy. You go to the open door. Again Corridors, do not confuse the sequence of passage. They lead you to three Gates in the form of green, red and pink idols.


You have to choose which gate to enter. Remember what you saw in the future and go boldly forward. If you make a mistake with the choice of the gate, you will again start the hike from the cave with the explorer. Put the Sphere in the place allotted for it and follow the beam that indicates the path through the fog that creeps over the plain, go ahead.


Meanwhile, Plankton, who, just in case, wants to protect himself, sent a professional killer after you. After passing the plain, you get to the hospital of the doctor of chiropractic. In front of the hospital - a picket of demonstrators, consisting entirely of invertebrates.


They defend their rights: to treat what they do not have - bones. Right here they stand and defend. A conflict is brewing between the invertebrate leader Octavio and the doctor. SpongeBob volunteered to speak to the international organization of invertebrates (the main thing is to join somewhere!) and offered his services as a truce to try on the warring parties. To confirm the seriousness of his intentions to the strikers, SpongeBob must bring something from the doctor confirming that the chiropractor is ready to start negotiations. For starters, it would be nice to get to the doctor for an appointment. But the sister won't let SpongeBob in because sponges don't have bones. Now, if there were ... Leave the hospital and take a thorn from the hedgehog lying next to the path - that's the bone. You go back to the reception and present the bone. Having finally "powdered" the nurse's brains, you break through to the doctor and take from him a sign of goodwill - a stethoscope. It would be better if he gave Esmarch's mug (enema). You return with a stethoscope to the demonstrators. Well, now, yes, if you have a stethoscope, you, of course, are immediately your own person. And if you dress up, as it should be among the revolutionaries - a black top, a bare bottom, then you may well show yourself in the eyes of Octavio. You are given a password and given a black turtleneck - the hallmark of a revolutionary dedicated to a common cause. Without a black revolutionary turtleneck, you will not pass through the dark alleys where Octavio lives. One thing confuses SpongeBob: the granted turtleneck is from the shoulder of Morius, and people like SpongeBob fit four in it, so the little thing is very large and strives to get lost. Go into the dark nooks and crannies through the maze and exit to the special forces store or hot spring. They are located nearby. But further than the front without an appropriate appearance will not be allowed. Approach the hot spring, in which some citizen in a top hat is looking for sunken socks. Naturally, in boiling water, the socks shrunk, apparently, decently, if they can’t be found in any way. By the way, this is an idea! Take a turtleneck and purposefully drown it in a hot spring. She "sits down" on the figure of SpongeBob. In this form, you should be admitted to the leader of the invertebrates. Say the password and find yourself one on one with the leader of the strikers.


In general, everyone was reconciled, you can go, do the business for which you came here. It is not known where SpongeBob and Patrick would have come if the killer sent by Plankton had not caught up with them. How this meeting ended - one can only guess, fate intervened in the face of the diver's boots. The killer became more harmless than sand, but SpongeBob and Patrick had a not very pleasant end. Having avoided one trouble, they plunged into another.


They wanted to make a "herbarium" of them - dry them and sell them in a souvenir shop. And no Shell City, no crown, no promotion. Sadly. Still, literacy is a great power. Perhaps this is the sad end of the story of SpongeBob and ended, if Patrick was an absolute ignoramus, he could read what is written on the tablet hanging on the wall of the room. That means you can't lose hope. The adventure continues.

We urgently need to find some liquid to bring SpongeBob back to life. Patrick jumps off the table and goes looking in the back of the store. You climb onto the counter, from there to the cash register and jump down to the red button with the inscription "Sell", located on the cash register. A cash box rolls out of the cash register and pushes a lunch basket on it off the counter. The basket falls to the floor, spilling its contents. On the floor, among other things, was an onion. She is known to make her eyes water. You can’t squeeze a lot of fluid out of Patrick, but at least there will be some use. You climb back onto the table, where Sponge Bob is roasting under a powerful lamp, sniffing the onion and crying, no, crying over Sponge Bob, saving him. Patrick so entered the role of a mourner that tears were enough to arrange a small short circuit in the electrical wiring. And this inevitably led to the automatic activation of the fire extinguishing system - here comes the rain. Sponge Bob, he went only to benefit. A miracle happened, a friend saved a friend's life! Again, everyone is cheerful, cheerful. And you don’t have to go far for the crown - here it is, beloved. Take it and get out quickly. Now we need to somehow get into Bikini Bottom. It is necessary to call a mythical creature - the lord of the waters, "the main lifeguard of Malibu" - David Hasselhoff. He can do everything. It is urgent to find the whistle, on the whistle of which this "deity" sails. You go down to the beach, and along the way you grab a half of the shell in the shape of a scoop. On the beach you meet a treasure hunter, talk to him and find out that his metal detector found something chrome in the sand on the beach, and he marked this place with a cross. Go to the ocean and pick up a wand near the cross. From it and shells you can make an impromptu digger. We need to figure out how to fix the shell. Go to the gift shop.


There is a small puddle of resin near the support post. Then it's simple: a stick - in resin, a shell - on a stick. Got a shovel, go dig the sand under the cross. Dug up the whistle. Whistle to summon the mythical creature Hasselhoff.

Upon arrival at Bikini Bottom, the friends headed to the Krusty Krabs. They discovered that Plankton had turned the entire population of the city, including Neptune himself, into a zombified mob of his own admirers, forming "Plankton's bucket-headed army". Buckets put on the heads of the townspeople emit certain waves, on which the brainwashing of the inhabitants is carried out. We need to interrupt this brain attack with something else in order to get the inhabitants out of Plankton's submission. At the entrance to the cafe, talk to the musician (well, who can know so much about music and all sorts of amplifiers?). You've been told everything. You need a super powerful amplifier, but this will not be a problem, since Mr. Krabs has it in stock. You also need to find an emitter, a device that looks like a light bulb - most likely it is installed in Plankton's workshop. You go to the warehouse and take a loudspeaker there - this is a super powerful sound amplifier. Now go to the "Bait Bucket". Remember the mechanical manager? If you forgot, then remember. You have to get to the door, running away from it and collecting hamburgers along the way. Don't miss the hamburger in the bottom right corner of the screen, covered with balloons. You find yourself in Plankton's workshop, a red light is on above the door - this is an emitter. Gotta get it out. To get out of the "Bait Bucket" again play catch-up with the robot. You go to the Krusty Krabs to the musician, an assistant will not come out of him - he has already been "covered" with a bucket.


All hope is now only on Sponge Bob. You take his guitar and amplifier from the guitarist (he no longer needs them) and go inside the cafe. Connect the emitter and loudspeaker to the amplifier, pick up the guitar and go to Plankton. You connect the made mega amplifier to the socket located to the right of the door to the warehouse, and connect the guitar to the amplifier and perform a concert - Sponge Bob's solo.


You have to play the music correctly by hitting the strings of the color corresponding to the falling notes. The speed of the fall increases, and you get a rock. Everything worked out. Neptune regained his crown (instead of a bucket), Plankton - went "in circulation", and Sponge Bob - got a coveted place on the career ladder - became a manager.


General happiness!

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