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    Sam & Max: The Devil's Playhouse

    by telltale games

    Gameplay: The main menu has Continue, Load Game, New Game, Help & Settings

    and Quit.The Help and Settings option has selections for:

    Subtitles and help: Hint level, subtitles and pop up text can be selected.

    Graphics: Screen resolution, full screen and graphics quality choices areseen.

    Sound volume levels: The music, voice and effects volume can be changed.

    Controls: The max mode Y axis, X axis and mouse control can be changed.

    Keyboard, mouse and controller map: Various keys can be reprogrammed.

    Left and right clicks skip dialogue and double click on a destination makes Sam run.

    ESC if possible accesses the game menu. The space bar pauses the gameplay.

    Saved game can be overwritten. There is an automatic saved game done in the A in theload-saved game option.

    Episode 1: The Penal Zone

    April 2010

    Walkthrough by MaGtRo

    A strange spaceship approaches the blue planet.

    See General Skun-ka'pe at the helm of his strange spaceship. Sam and Max are in acage. The general - Skunkape to our heroes attacks earth and the jets sent to intercept it.The general points to his shaven queen, Stinky of the diner.

    Meet the familiar looking narrator. Learn about the general and our hero. Max haspsychic powers now.

    ACT 1

    Find the proper tool (training session):

    Sam wants to get his trusty gun.

    Use Max' psychic powers: Change to Max by clicking on his icon at topright of screen.

    See the wheel of Max' brain. Select a power-toy to use it.

    Teleportation: This is the toy telephone icon. Select the icon to activate the

    power.

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    See buttons of phone numbers that Max has memorized. Click on one andSam and Max will get teleported close to that telephone.

    Select Stinky's picture. Sam and Max appear beside Stinky.

    Sam's takes his gun and shoots at skunkape with no result. Listen to the alien brain. The

    brain telepathically explains about a new power.

    Notebook: Open the notebook at top right of screen. The informationabout the case, suspects and Max' powers will aid in understanding andprogressing in the game.

    Inventory: The inventory is the carton box at top right.

    Click to check what is inside: gun, homing beacon and remote control.

    The actions that can be done with the items are seen at bottom right. Or leftclick to take and then use-click it on the person or other items needed.

    Take the homing beacon. The alien brain wants Sam to place it on thegeneral's back to trap him in the Penal Zone.

    Try placing it on the general's back. Hmm...

    Rhinoplasty: The alien brain explains another psychic power. It's a noseputty.

    Click on the nose on the left wall display. Sam picks up Max to access thenew power. It's shapeshifter ability.

    Click to activate the power and then click the nose putty on any inanimate

    object that you want to change into.Use the nose putty on the potted plant picture on the wall. Max makes acopy on the nose putty.

    Click the picture copy on the putty and Max changes to the potted plant.

    Place the homing beacon on Skun-ka'pe's back:

    Walk towards the General hidden by Max plant. Then use the homingbeacon on Skun-ka'pe's back.

    Take the remote control from inventory and activate it by clicking it on thegeneral. The gateway to the Penal Zone opens.

    Skun-ka'pe holds on the wheel to stop from being sucked into the PenalZone. He will hold on until the gateway closes.

    Find a way to get to the upper level:

    The brain reminds them of Harry Moleman. Go to the glass case at the backcenter of the main floor.

    Try to talk to Harry. See that the sunlamp is on the moleman. That is torturefor him.

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    Mind Reading: The brain says to use another of the toys of power. Go upthe ramp and then right to the displays on the right wall.

    Select the deck of cards. This gives Max the power to read the minds ofother characters - telepathy.

    Harry: Change to Max. Activate-select the cards.

    Use the power of mind reading on Harry. Get Harry's phone number fromhis memory. Harry's cell phone is kept at top level.

    Teleport to upper level: Activate the toy phone ability and select Harry'snumber. This enables the heroes to teleport to upper level where the brainand other items are kept.

    Look for a tool:

    Look around this level. See the right door to lower level and ominous door

    at left. The sign beside it states: world vacation departure center. The door islocked.

    Check the bazooka on the weapons display.

    Change to Max. Use Max' rhinoplasty power on weapons display-bazooka.Click on bazooka copy on the putty.

    Max is a bazooka! Take Bazooka Max! Skun-ka'pe is shot backwards to thegateway.

    The narrator states that this is the future. The opening credits is seen: The Devil's

    Playhouse.

    Present time:

    Max saw the violent future with his new found toy.

    Skun-ka'pe's ship arrives. It lands on top of and crushes Sybil's office at thecorner of Straight and Narrow.

    Meet General Skun-ka'pe. He states that he is here in peace. The FreelancePolice know better.

    Sam says that they need to get inside that spaceship.

    Past (25 minutes ago):

    Sam and Max are locked out of their building.

    Sam answers the call from the commissioner. A rush of lawfulness hasspread throughout the city.

    Max picks up a toy from the alley. It gave him psychic power of prediction.

    ACT 2

    Get on board Skun-ka'pe's spaceship:

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    See that Agent Superball is talking to General Skun-ka'pe. Max is still aPresident of the United States and is being watched by the Secret Service.

    Talk to Superball. Learn that Skun-ka'pe is here for a peaceful exchange oftechnology. In return, he wants an artifact.

    Use all the dialogue completely until they disappear or grayed out.

    Learn that the artifact he wants is the Eye of the Yog Soggoth, one of theitems spread by the Great Comet. It gives the power to see the future. Learnwhat the artifact can do from Skun-ka'pe.

    Skun-ka'pe allows anyone to enter his spaceship. Skun-ka'pe has preferencefor mole people. The mole men are given an off world vacation.

    Skun-ka'pe came from a swampy world with mosquitoes, mewling infantsand secessionists. The world is named Pensacola. Skun-ka'pe will 'share' hisartifact with earth people.

    Superball is the Secretary of Posterior and thus became the head ofHomeworld Security.

    Spaceship: Climb inside the spaceship.

    The Freelance Police goes to the upper level and find that the alien brain isdried up.

    Brain dead? Find a way to revive the brain:

    Change to Max. See the Future Vision toy in the wheel of Max' brain.

    Activate Future Vision and use it on Sam. See a scene of the revived brainand Sam explaining the use of Stinky's Demon Broth and Momma Bosco'sfuturistic power core.

    Change back to Sam by clicking on his shield at top right.

    Mole man and off world vacation: Go to the left side of the room.

    Check the sign right of the ominous door. See that it is really a mole manprocessing room.

    Try to enter the ominous door and a worker mole man arrives. He has an offworld vacation ticket.

    He enters through the door and ominous squeaks can be heard.

    Open-press the button on the personal effects compartment below the sign.Take the items taken from the fuel resources-processed mole man: mininghelmet and off world vacation ticket.

    Go to lower deck. Exit the spaceship through the stairs at bottom right of thelevel.

    Look for Stinky's Demon Broth and Momma Bosco's futuristic power core:

    COPS: Go left and check Sam & Max' office.

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    Check the Freelance Police's car. The COPS (Computer ObsolescencePrevention Society) is made up of Bob the telephone, Curt the old computerand Chippy the old console.

    Talk to the COPS completely and find out about the Crime-tron. Crime-tronwill analyze the clues submitted to them. They are still recruiting members

    for the Crime-tron before the service can open.

    Subway: Go right and enter the manhole in front of Stinky's Diner.

    Look around and see that the there is a tunnel at other side of the subway.

    Go to the far end at left. See the head of Lincoln. Across the way, see amysterious tunnel. A mole goes in the tunnel.

    Sam refuses to cross the sewage floating at the center to get to the otherside..

    Go back up the ladder.

    Stinky's Diner: Enter the diner. Look around.Talk to Flint Paper who was just given spaghetti and meatballs. He won'ttalk until he's eaten.

    Go to Grandpa Stinky. Try to take the Demon Broth that is on the counter.Stinky says it will take his winning the lottery for them to get the DemonBroth. Hmmm...

    Talk to Grandpa Stinky completely. Talk to Girl Stinky completely.

    Find out how to get the Demon Broth:

    Flint Paper:

    Change to Max. Use Max' new powers of foretelling. Activate-click onFuture Vision.

    Use Future Vision on Flint Paper. See that his face falls on the spaghetti andthere is an axe on his head.

    Prevent this event! Change to Sam.

    Talk to Flint and again he won't talk to the Freelance Police.

    Give him the mole's miner's hat. Flint wears the hat. In doing so, the hat'slight highlighted the peanuts on the spaghetti. Flint is allergic to peanuts.

    Standing up to talk to Stinky, the axe missed Flint and hits the seat.

    Talk to Flint completely. Learn about his big case. He gives a letter sent toStinky that is signed 'S'. 'S' has a meeting with Stinky. Stinky's cell phonenumber is mentioned. Ah, that's how they got it for the future teleportationusage.

    Learn that Mama Bosco lost the power core.

    Girl Stinky:

    Change to Max. Use Max' new powers of foretelling. Activate-click on

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    Future Vision.

    Use Future Vision on Stinky. Stinky talks to 'S' and they will meet. Sheleaves the diner.

    Grandpa Stinky: Use Future Vision on Grandpa Stinky.

    See that he will never worry about money again and gives the Demon Brothto Sam.

    Radio: Use Future Vision on the radio. Learn that the winning lotteryticket was sold to Harry Moleman.

    Get the lottery ticket:

    Change to Sam. Exit the diner and go left to the DeSoto.

    Click on the steering wheel to get the map to show up. Select-click on MamaBosco's Tech Labs.

    Mama Bosco's Tech Labs: Check the banner hanging on the roof.

    Go left and see a fire escape ladder to the roof. We will deal with that later.

    Enter the blue glowing door. Meet Harry and Momma Bosco.

    Use the elevator to go down. Look around and check the different machines.

    Talk to Harry Moleman completely. He missed getting a free off worldvacation ticket from Skunkape.

    He has one lottery ticket. Give him the off world vacation ticket frominventory. The lottery ticket went to inventory.

    Talk to Momma Bosco completely. Learn about the dimensional destabilizershe is trying to make. The power core for it was stolen.

    Get the Demon Broth:

    Use the elevator to go up and then exit the building.

    Ride the De Soto by clicking on the steering wheel and select the Straight &Narrow.

    Enter Stinky's Diner and give Grandpa Stinky the lottery ticket.

    The radio announces that the winning ticket was transferred to GrandpaStinky.

    Take the Demon Broth.

    Find and get Momma Bosco's power core: Thanks, Chris.

    Go back to the DeSoto. Check the DeSoto. Take the jumper cables from theback seat.

    Talk to Bob the telephone to make a telephone call.

    Select all choices to hear what are said. Sybil's phone rings in one of the

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    stacked boxes in the street close to Sam and Max' office.

    Call Stinky's cell phone to get her out of the Diner. Select - 'Let's Meet'response. See that she leaves for her appointment.

    Enter the Diner. Go behind the counter; entering on the left side of thecounter. Thanks, Chris.

    See a green secret button under the cash register. Press the button and asecret passage is seen when the booth table lowers.

    Enter the secret passage and be at the other side of the subway.

    Check the pile o'junk right of the tunnel. Sam takes an old all-in-one scannernamed Carol. Underneath that is Momma Bosco's Power Core.

    Enter the secret passage and exit the diner.

    Revive the friendly alien brain:

    Enter Skun-ka'pe's flagship. Go to upper deck through the door at right.

    Use the Demon Broth with alien brain; then the power core and lastly usethe jumper cables with alien brain.

    You did it, Sam & Max!

    Gordon, the brain detects the toys. When Skun-ka'pe is called by the ship,Gordon fakes being weak.

    The ominous door turns green. It is now unlocked. Gordon takes control ofthe ship and shows the teleportation toy.

    Try to enter the ominous door. Gordon stops them from entering theominous door.

    Talk to Gordon completely. Learn about Skunkape's plans and his usage ofthe brain to find the toys. Learn that only those with gifts can use the toys.Learn Skunkape's weakness: he can't use the toys himself.

    ACT 3

    Take the teleportation toy:

    Go down to lower level.Agent Superball debriefs about Skun-ka'pe. Learn that the gorilla is acriminal warlord escaped from the Penal Zone. He can be brought back bymeans of a trans-dimensional gateway and his prisoner's badge will takehim back to the Penal Zone. Skunkape discarded his prisoner's badge, ahoming beacon that is used to track him. He must have given it to someoneelse. Momma Bosco's dimensional destabilizer can open a trans-dimensionalgateway.

    Learn about Superball. (Strange - He knows a lot about aliens and how they

    work.)Take the teleportation toy from the display wall.

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    Test the teleportation toy for Max:

    Change to Max. Activate the toy telephone. Select Stinky's cell.

    Sam experiences the hazard of watching what happens in Max' brain.

    They arrive at a street corner. Click-see Stinky's cell phone on the ground.

    Sam takes Stinky's cell phone.

    Teleport back to Straight & Narrow by selecting Sybil's phone, the COPSphone or Stinky's Diner.

    Check the Mole Processing room:

    Go to the ship and then upper deck. Enter the ominous door-MoleProcessing room on the left. Alien brain opens the door for the fighting duo.

    See what happens inside the processing room. Any items in inventory are

    taken by the computer. Sam's gun, Stinky's cell and other inventory areplaced in the box outside the room. The room becomes slippery and veryhot.

    Teleport to any place outside by using any number but preferably selectStinky's Diner.

    Homing beacon-prisoner badge:

    Look for the homing beacon: Talk to Grandpa Stinky completely. See that

    he is wearing the homing beacon. Learn that he is second in command toSkun-ka'pe. Grandpa Stinky was also told to be 50 feet away from Skun-ka'pe. He donated his whole lottery winnings to Skun-ka'pe.

    Take the homing beacon: After learning some info, talk about 'We loveSkun-ka'pe'.

    When Grandpa Stinky pushes off Max' attack on him (holding Max' head);select Max and activate the toy telephone. Select Stinky's cell which is in thecompartment by the Mole Processing room.

    Grandpa Stinky, Sam and Max are now in the Mole Processing room. The

    computer takes Grandpa's inventory and places it in the compartment withSam's items.

    The room becomes hot. Grandpa Stinky orders the computer to abort theprocessing. Grandpa Stinky finds out that he is Sous Chef 8th class and notsecond in command. He becomes irate and leaves.

    Open the Personal Effects compartment right of the ominous door and takeall the items in there: gun, Stinky's cell phone, scanner, mysterious note -including the homing beacon and a collectible shot glass from Meesta Pizza.

    Momma Bosco's dimensional destabilizer:

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    Teleport to Momma Bosco's Tech Lab.

    One of Skun-ka'pe's research assistant throws Sam out and Max is beaten upinside the building.

    Sam lands on bird droppings. He is stopped from going back inside byanother research assistant.

    Get Max back and take care of the goons:

    Go left of the building and climb the fire escape. Go to the flagpole holdingthe Tech lab banner at foreground.

    See a gleaming pigeon at end of flagpole holding a shiny object on his beak.

    Walk the flagpole to the bird. Try to take the bird. The bird drops the shinyobject to the ground and flies away.

    Change to Max. Use teleportation toy phone and select Stinky's cell that is inSam's inventory.

    Both Max and Jerome the research assistant teleport in air in front of Sam.Sam catches Max and Jerome falls to the ground on top of the other researchassistant.

    Go down or teleport inside the Tech lab.

    Get a portable dimensional destabilizer:

    Sam picks up another clue - a torn receipt from a toy store.

    Use the elevator to go down to the lower level.

    Talk to Momma Bosco completely. Learn about the dimensional destabilizer

    and info about Skun-ka'pe.Take the destabilizer remote control from the shelf left of the seismic wavegenerator and right of the bank of screens.

    Track Skun-ka'pe:

    Skun-ka'pe is looking for the other toys. We have to find him.

    Exit the building and pick up the shiny thing - engagement ring with HardLuck engraved in it from the pavement.

    Crime-tron: Remember that the COPS says they have a service calledCrime-tron that analyzes clues. But they need another member to get thatservice to work.

    Teleport to COPS. Use the scanner on the DeSoto. The COPS heartily acceptsCarol the scanner as new member.

    Click on the scanner. The Crime-tron needs 2 evidence in order to startanalyzing.

    Use the shot glass from Meesta Pizza and Stinky's cell phone with the recordof a meet with 'S' on scanner.

    A new place in the map is seen.

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    Meesta Pizza: Click on Meesta Pizza on the map. The guys drives to pizzaplace.

    Skun-ka'pe was here earlier. Enter the pizza store. Yum!

    Go to the alley right of the store. Check the pigeons and pizza boxes. Clickat pizza boxes and Max will say that the pizza boxes are eaten and takenaway.

    Change to Max and activate Future Vision. Use Future Vision on Sam. SeeSam and Max on the roof of the building and getting a clue from a nest.Change to Sam.

    Use Stinky's cell phone on the pizza box. The pigeon swallows the cellphone.

    Teleport to the roof by using Stinky's cell.

    Sam takes the clue - a Vintage postcard from someone that collects rare toys.

    Crime-tron:Click on DeSoto. Click on the scanner. Use the engagement ring and vintagepostcard on scanner.

    A new place in the map is seen.

    Pawn Shop: Click on Pawn Shop on the map. They drive to the pawnshop.

    See and talk to one of Skun-ka'pe's minions.

    Check the trash cans on the right. Sam says that he wants to know what he's

    looking for.Activate Max' Future Vision and use it on the trash cans. See the future.

    Change to Sam and look at the trash cans again. He gets a banana peel.

    Activate Max' Future Vision and use it on Sam. See the future.

    Open the manhole at the middle of the street. Use the banana peel on themanhole cover.

    See what happens - Sam lays the banana peel on manhole cover and callsover the gorilla. Max does his thing.

    Enter pawn shop. Sam comes out with a paddle ball toy. Skun-ka'pe musthave discarded it after finding out it is not one of the psychic toys.

    Crime-tron:

    Click on DeSoto. Click on the scanner. Use the paddle ball toy and torn toystore receipt on scanner.

    A new place in the map is seen.

    Toy Store: Click on Toy Store on the map. They drive to the toy store.

    Harry Moleman passes by saying that Skun-ka'pe is collecting the sweat ofmoles and Skun-ka'pe tracks them by use of cell phones.

    Check the clock on the toy store. They are out to lunch.

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    Sam thinks that Skun-ka'pe will arrive soon.

    Use Future Vision on Sam. Immediately, the future arrives. Skun-ka'pe ishere. He takes Max' Future Vision toy.

    Sam and Max are hit unconscious.

    ACT 4

    Sam and Max are in a cell inside Skun-ka'pe's flagship. Skun-ka'pe iscommencing his attack on earth.

    The narrator returns.

    See that Stinky is also in a cell and Harry is in the sunlamped glassenclosure.

    Get Stinky out of her cell and be at the throne:

    Talk to Stinky completely. Select 'Skun-ka'pe's not so bad' dialogue. Thenconvince her by selecting 'spaceship'.

    Wanting to get out of the cell, Stinky calls Skun-ka'pe.

    Now that she's on her throne, activate the teleport telephone toy and selectStinky's cell.

    Get out of Penal Zone:

    Uh oh! The scene does not follow the previous events. Skun-ka'pe took allthe toys and has learned the future using the Future Vision. He is ready forwhat Sam and Max will do.

    To taunt, Skun-ka'pe gives the Future Vision back to Max. Skun-ka'pe sendsthe Freelance Police to Penal Zone instead since Sam has the homingbeacon.

    Sam and Max are in the Penal Zone, a place between reality and unreality.Max hears a ticking sound. Skun-ka'pe has attached an anti-matter bomb onthe back of Max. Max shakes the bomb off.

    Change to Max and teleport back to anyplace away from here.

    Rift Generator:

    On the way to anywhere you selected, Momma Bosco picks Sam & Max upand teleports them to her lab.

    Superball is here and has cleared Momma Bosco for security matters.

    Talk completely to Momma Bosco and Superball to find out how to defeatSkun-ka'pe using the rift generator.

    The rift generator can make a new penal zone-dimension that can imprisonSkun-ka'pe now that the Penal Zone is destroyed by the bomb.

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    The new dimension can be made in a nexus where the ley lines meet - wherereality and nonsense exist, like Sam and Max' old building. The riftgenerator needs a lot of power.

    Pick up the rift generator from the table.

    Attach the homing beacon on Skun-ka'pe:

    Teleport to Stinky's cell. While Skun-ka'pe is glorying on his taking care ofSam and Max, the duo sneaks to the upper level.

    Talk to alien brain. He is degenerating.

    Go back down to lower level and use the homing beacon on Skun-ka'pe.With the help of a distraction caused by the alien brain which eventuallycaused his demise, the homing beacon is placed on Skun-ka'pe's back.

    Get under Sam and Max' building:

    Teleport to Sybil's phone that is in the carton boxes besides the officebuilding. Look at gaping hole - crack on the ground beside the boxes.

    Move to the street a bit and Skun-ka'pe fires at Sam using his disintegratoreyes. Stand by the crack or carton boxes and the beam will make a hole onthe ground that eventually drops the carton boxes to the subway.

    Teleport again to Sybil's phone and they will be in the subway just in frontof the mysterious tunnel.

    The Boxist:

    Enter the mysterious tunnel and meet the remaining members of theBoxists. It seems that the arrival of Sam and Max are in their prophecywritten in tablets.

    Talk to the Boxists, Guardians of the Box completely. Learn about themysterious box - power incarnate, prophecy, apocalypse and devil bunny.

    Check the mysterious box and see the face of Max on the side. Max has anaffinity for the mysterious box.

    Check the boiler at right. Automatically, Sam raises the heat to cause themole Boxists to sweat and makes the floor slippery.

    Power up the rift generator:

    Go to the left of the mysterious box and take the cable. Plug the cable on tothe side of the toy box-mysterious box.

    Go to the left side of the boiler and plug the rift generator on the outlet.Turn on the rift generator.

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    Skun-ka'pe:

    Skun-ka'pe is sucked down here by the homing beacon. And again he holdson to a metal to stop from going to the new rift-dimension. On the otherhand, he's holding the cards of foretelling and the rhinoplasty of

    shapeshifting.He recognizes the Devil's Toy box, the most powerful of the toys. He wantsit as well as the only creature that can control the box - Max.

    Use the boiler control again to make the mole men sweat.

    Then use the paddle ball toy on Skun-ka'pe. Believing Sam that it is apowerful toy, Skun-ka'pe tries to take the paddle ball from Sam. He slips onthe mole men's sweat and get sucked into the newly formed rift.

    The narrator takes over.

    The devil bunny and his chubby sidekick broke down the wall and slew the Betrayer of Molemen.

    Episode 2: The Tomb of Sammun-Mak

    May 2010

    Walkthrough by MaGtRo

    The narrator describes what happened in previous episode: the meeting of Sam and

    Max with the space ape and the subsequent finding of skeletons resembling Sam andMax. Sam is poised choking Max.

    A note is attached to the skeletons. They discover a movie reel. The movie is placed inthe projector.

    The movie shows the inside of an Egyptian pyramid and the devil's toy box. Sam'sgreat grandpa handle bar mustachioed Sameth and Max' great grandpa Maximus areseen carrying the Devil's toy box.

    Max' aura is being pulled in the frame of the movie.

    See Kringle (Episode 201: Ice Station Santa)demand the Devil's toy box. Heshoots at the duo shouting 'where are you'?

    Click on Max' psychic icon at top right and see that he has the power ofastral projection, can o'nuts and ventriloquism.

    Select the ventriloquist dummy-Charlie Ho-tep to activate psychicventriloquism. Pan right to use ventriloquism with the weird squid statueleft of the stairs. Max throws his voice to the squid causing Kringle to shootat the squid.

    The duo runs to escape to the exit. They need to read the hieroglyphics on

    the archway to exit. Er... we don't know how to read it yet. Kringle comes

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    back and shoots at the heroes.

    Back to present day Sam and Max; Sam finds 3 more movie reels to watch.

    Select Reel 1 The Sphunx Challenge. Press the red button to start the movie. The gameintro is seen.

    Reel 1: The Sphunx Challenge

    New York City 1901

    Challenge:

    Sameth and Maximus sneak in the theatre.

    Impresario Papierwaite presents the Sphunx. He issues a challenge to breakthrough and enter the Sphunx. The prize is an all expenses paid trip toEgypt and the adventure of a lifetime.

    Nicholas St. Kringle is seen in the audience; as well as 2 of his elves and amole woman.

    The only psychic power that Max has on this first reel is the astral projector.It allows Max to jump forward and backward in the movie using the 4 reels.

    Talk completely to Papierwaite. Only the one with the gift can pass through.

    Learn that the can o'nuts is one of the toys that came from the Devil's toybox.

    Check the pit of flesh eating ants behind Papierwaite.

    Can o'nuts:

    Go to the left and check the can o'nuts. Snowcone, one of the elves is alsointerested in the can.

    Try to pick up the can. Max touches it and triggers the power. See Samethand Maximus enter the can and later pops out.

    The elf signals Kringle and gets the nod. One of the elves takes the can and

    the other replaces a fake can while Kringle diverts Papierwaite. The molewoman saw what happened and leaves the theatre after dropping anewspaper.

    Tell Papierwaite about the fake can.

    Get an offering for the Sphunx:

    Stand on the tongue-welcoming mat of the Sphunx. See the hieroglyphs litup and the nostrils open. Learn that you need to give a gift to the Sphunx.

    Go down the steps by Papierwaite. Talk to Kringle completely. Max daresKringle to try the Sphunx. Kringle goes up the stage; places cookies on the

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    nostrils and gets thrown down.

    Meanwhile, cookies are placed in inventory.

    Open the bag-suitcase on the floor and learn that his elves leave in the elfghetto called Little Arctic Circle.

    Check the milk carton and see a missing baby printed on the side.

    Learn about the hieroglyphs on the Sphunx:

    Use-check the hieroglyphs on the forehead of the Sphunx: foot, snake, 2squiggles and a bird.

    Go down the middle aisle and pick up the newspaper on the floor left by themole woman.

    Check the 2 posters on the wall. Then exit through the door and be at LittleArtic Circle.

    Mole woman: Upon arriving at Little Artic Circle, see the mole womanreprimand and curse the elves.

    Note that this is the corner of Straight and Narrow.

    Follow the mole woman. See that the building on the left has a 'for rent'sign. It is the destroyed office of the present day Sam and Max.

    Use the building's entrance and be in the mole woman's room.

    Talk to the mole woman completely. She recognizes Nut Boy. The can wasstolen from the Tomb of Sammun-Mak. She wants the duo to take the can

    away from the elves.The funnies' punch line is 'cut the cucumber lengthwise'. Learn that she andher family are the guardians of the Tomb of Sammun-Mak.

    Ask about the Sphunk's inscription and the mole woman reads it as: futsnek sqweegl sqweegl burd.

    Check the curse-bat drawing above stove. Learn that it is a curse to changesomeone to a wumpire. She is cursing the elf that made fun of her.

    Check the window, the handpump by sink, pictures on wall above bed andthe books. Exit the room.

    Can o'nuts part 2:

    Talk to the elves completely. Slushie the vampire looking elf is the spoke-elf.Icebox has his head stuck in the can.

    Learn about the curse of the mole woman and that they are trying to reverseengineer- break the code of the can.

    They will give the can o'nuts for a new toy idea.

    Talk to the newspaper - elf newsie at right.

    Check the flyer-poster on the wall behind the newspaper elf. It is the

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    missing baby.

    Open the mouth of the Sphunx:

    Go back to the theatre by going to the left end of the Narrow St.

    Go to the stage and step on the tongue of the Sphunx.Use cookies on the nostril of the Sphunx.

    See the lit hieroglyphs on the forehead of the Sphunx. Select the dialogue:fut snek sqweegl sqweegl burd.

    The mouth opens. See a gate that bars them from going through. The duogets thrown off the mat.

    Reel 3: The Standoff

    Click on Max' icon at top right and click on the projector (power of astralprojection).

    Select reel 3 - The Standoff, press the red button and watch.

    Continuing the introduction scene and puzzle; select the fut snek sqweeglsqweegl burd dialogue to read the hieroglyphs above the archway. The gateopens. Sameth and Maximus escape from Kringle with the Devil's toy box.

    Check the passengers and look for the toy box.

    Blue car:

    Sameth and Maximus' cabin: At the Disorient Express bound for home,they realize that the toy box is stolen.

    Exit the cabin. See a man exit to the left car.

    Kringle: Go left and check Kringle's cabin.

    Take the empty drinking glass from the room service tray in front of the

    door.

    Green car:

    Go through door and be at the Green car.

    Jurgen: See Jurgen, the Stuttgarter. Sam recognizes the man (Episode 203:Night of Raving Dead). He enters the cabin next door.

    Enter Jurgen's cabin and see that it is full of anti-vampire items.

    Open the closet door at right and see an idol.

    Try to open the steamer trunk and Jurgen comes back in time to throw theduo out of the cabin.

    We leave reel 1 to find a solution for the toy puzzle andsome reel 2 puzzles.

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    Jurgen goes next door again.

    Moles: Click on the moles' door. See Jurgen talk to mole man aboutsomething he wants.

    Talk to the mole man. Learn about Jurgen and that their destination isAmerica.

    Talk to Nefertiti, the mole girl and learn about her crush on Jurgen.

    Jurgen: Knock on Jurgen's door again. Talk to Jurgen again. Learn that heis under a curse and fears being a vampire.

    Luggage: Go to the right end of the car. See a stack of luggage. Click on itto see if the toy box is here.

    See and click on Spot, the snake.

    Blue car:

    Luggage: Go to blue car at right. See elves walk to the other car.

    Go to the right end of car and check the luggage.

    See and open a sarcophagus.

    Yellow car:

    Go and enter the yellow car on the right.

    Elves: Knock on the door of the elves' cabin.

    Talk to the elf and learn about the Secret Project.Talk to Slushie about the Secret Project. Slushie changed and is very pale.He's a vampire.

    The secret project is a new toy that needs to be kid tested first before he talksabout it.

    Baby Amelia: Continue to the right and knock on Baby Amelia's cabin.

    Sameth enters the cabin and sees Baby Amelia napping.

    The music box is playing. Use the music box to close the lid. Learn that Baby

    Amelia falls asleep with the music of the Ride of the Valkyries. Talk to Baby Amelia completely. She does not want to test the toy of theelves.

    Check the closet and check the music box again. Exit the cabin.

    Curses abound:

    Go left 2 cars down to green car. See Nefertiti give a letter to Jurgen.Nefertiti goes back to her cabin.

    Talk to Jurgen again. Go to next car (anywhere away from Jurgen's cabin)and then go back to Jurgen's cabin again.

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    See him leave and go to the moles' cabin.

    Enter Jurgen's cabin and take/read the letter on the dresser. It is a love letterfrom Nefertiti.

    Exit the cabin.

    Holstein hex:

    Knock and enter the moles' cabin. Jurgen leaves.

    Give Nefertiti's love letter to mole man. Jurgen comes in and the mole mancurses Jurgen with the Sexo Rejexo Hex.

    An angry Nefertiti throws the Holstein Hex on Sameth and Maximus.Maximus changes to a cow.

    Use the drinking glass on Maximus to get a glass filled with milk.

    Sexo Rejexo Hex: Talk to the mole man and find out the curse he threw onJurgen. It is the Sexo Rejexo Hex.

    Mole man throws the curse on all men that Nefertiti has a crush on.

    Talk to the mole man about daughter. This time report that Nefertiti has acrush on 'us'. He curses Sameth and Maximus with the Sexo Rejexo Hex. Seebroken hearts and female signs on the cursed ones' aura. The Sexo RejexoHex will repel any woman the cursed ones talk to.

    Enter Kringle's cabin and check the steamer trunk:

    Go to Kringle's cabin at blue car.

    Place the cookie jar and the glass of milk on the room service tray.

    Knock on door and say 'room service'.

    Immediately, click on Max' icon at top right of screen and use the can o'nuts.

    See the duo enter the can that is placed on the tray. Kringle takes the trayinside.

    Kringle is knocked out after being surprised by the two heroes that cameout of the can.

    Check the steamer trunk and see that it is empty. An awakened Kringle is

    also surprised to note the empty trunk.Inside is a note from the Brotherhood of Yog Soggoth.

    The 2 get thrown out of the cabin. The jar of cookies is also placed outside.

    Get a child toy tester for the elves:

    Go to the elves' cabin at the yellow car.

    Talk to the elf and ask for Slushie. Tell Slushie that they can get a kid tester.Slushie waits outside the door.

    Now that Sameth and Maximus are cursed with the Sexo Rejexo Hex, knock

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    on Baby Amelia's door.

    Sameth talks to Baby Amelia and she gets repelled by the curse. She landson Slushie's arm and they enter the elves' cabin.

    Later she comes out approving the toy and goes back to her cabin. She tellsSameth that it is a model biplane.

    Go back to Reel 3: The Journey Home.

    Check the elves' steamer trunks:

    You can go back to reel 1 to finish that reel now or solve it anytime you want to afterthis point in the game or continue with reel 3.

    Go back to Reel 1 The Sphunx Challenge:

    Click on Max' icon at top right and click on the projector (power of astralprojection).

    Select reel 1 - The Sphunx Challenge, press the red button and continue the

    game.

    Get the can o'nuts back:

    Exit the theatre and be at Little Arctic Circle.

    Talk to the elves about toy concept. Tell them about toy biplane.

    Sameth and Maximus took the can o'nuts from Snowcone. It is now one ofMaximus' powers.

    Beat the Sphunx challenge:

    Go back to the theatre. Climb the stage.

    Step on the tongue of the Sphunx.

    Click on Max' icon at top right of the screen. Select-activate the can o'nuts.

    Sameth and Maximus are pulled in the can. The can on the tongue is pulledthrough the bars.

    The duo pops out of the can on the other side of the bars.

    Papierwaite gives the ticket to Egypt aboard the Disorient Express.

    Papierwaite also charge them to enter the Tomb of Sammun-Mak and takethe Devil's toy box.

    Reel 1 is finished.

    You can go back to reel 3 to finish that reel now or solve it anytime you want to afterthis point in the game or continue on to play reel 2 until the end.

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    Now that the project is done, knock on the elves' door and check the trunks.No toy box.

    Check Mole's steamer trunk:

    Go to green car and enter the moles' cabin.Use Max' ventriloquist powers on the steamer trunk.

    The mole man gives his permission to open the trunk.

    Check the parchment on the open lid of the trunk. The parchment has a batand 3 hands. The mole man explains that it is of use only to those under thedread vampire curse. Aha! That is what Jurgen wants.

    Get Jurgen out of his cabin:

    Exit the mole's cabin. Overhear that Nefertiti is leaving the cabin also. Immediately, activate the can o'nuts to hide the duo.

    Nefertiti checks the hallway and sees no one. She knocks on Jurgen's doorand talks to him.

    When she gets tongue-tied; activate the ventriloquist powers and use it onNefertiti.

    Select the vampire reverse curse dialogue and then select 'sarcophagus'.

    Jurgen leaves to go to the next car to check the sarcophagus.

    Check Jurgen's steamer trunk:

    Go to the elves' cabin at yellow car. On the way, see Jurgen by thesarcophagus.

    Knock on elves' door and ask for Slushie the elf vampire.

    Tell Slushie that Kringle wants him.

    Hear Jurgen. After a while, see Slushie come back without seeing Kringle.

    Go to next car and talk to Jurgen. He's now a vampire.

    Go to Jurgen's cabin at green car. Check the steamer trunk.Jurgen comes back to the cabin but now that he is a vampire cannot enter.

    The steamer trunk is empty. I have failed you, Yog Soggoth but you will beavenged.

    The toy box:

    Guess who is standing on the toy box. She insists that she is now a woman.

    Sameth and Maximus are still under the Sexo Rejexo Hex.

    Answer the question and see the repelling of the 'woman'. Sameth takes the

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    Devil's toy box.

    Reel 2: The Train to Egypt.

    Sameth and Max' cabin:

    Click on Max' icon at top right and click on the projector (power of astralprojection).

    Select reel 2 - The Train to Egypt, press the red button and watch.

    The duo is on the Disorient Express bound for Egypt after winning theSphunx challenge.

    Meet Baby Amelia Earhart the famous missing baby. The train attendant isoutside checking tickets.

    In the scuffle, the tickets fly out of the train. Baby Amelia is stuffed in thesteamer trunk and is very mad.

    Maximus' powers here is power of astral projection and can o'nuts.

    Silence Baby Amelia:

    After learning what music can put Baby Amelia to sleep in reel 3, click onsteamer trunk and select the Ride of the Valkyries.

    Sameth and Maximus sing the music and cause Baby Amelia to nap.

    Hide:

    Immediately, click on Max' icon and select the can o'nuts.

    The duo is sucked inside the can. The train conductor checks the room anddid not find anyone.

    Inside Tomb of Sammun-Mak:

    Sameth and Maximus enter the tomb using the can o'nuts

    Go to the Devil's toy box on top of the central pyramid.Something in the toy box is pulling Maximus. A ventriloquist dummy popsout the box.

    Grandpa mole, the guardian of the tomb catches the would be tomb robbers.He sets the protection spell of the toy box.

    The protection spell is a set of blocks with hieroglyphs on a marquee at topwall.

    Go down and try to pick up the ventriloquist dummy. A big asp swallowsthe dummy and slinks out.

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    Jurgen, the student of antiquities:

    Walk to the right side and up the stairs.

    Examine and talk to the bas-relief on top of the stairs. He wants to bereleased by tripping the clasp under the bust of Sammun-Mak.

    Free Jurgen:

    Raise the stairs to the top platform:

    Pull the sconce-cobra head on the pillar right of Jurgen.

    Climb the stairs to the bust of Sammun-Mak.

    Trapped:

    Use the bust. Sameth picks it up and releases the trip plate underneath.Jurgen is freed.

    The 2 large guardians on the wall moved. Sameth and Maximus aretransformed to bas-relief themselves on a short ledge above the guardians.

    Jurgen did not help them and leaves.

    Free Sameth and Maximus:

    Talk to the guardians. They can be released if they can answer the Riddle ofthe Sphunx.

    Ask to hear the riddle.

    What the gods deride: select cucumber cut lengthwise.

    The duo is freed. They still have the bust of Sammun-Mak.

    Go to chamber of delight:

    Go and enter the door at left end of the platform.

    See 2 entryways. Use one of the entryway. Hear and meet the mole man.

    One of the entryways is a trap (door of life and death). Choose anyentryway and go through safely.

    Read the panels on the wall and learn about Sammun-Mak.

    Find the ventriloquist dummy:

    Go to the room left of the panels.

    Meet the mole girl - Nefertiti. The hieroglyphs tern-leaf mean turn andleave.

    See Charlie Ho-Tep and Spot the asp. Talk to Nefertiti. Her curse is the

    Holstein Hex.

    Talk to Bennie, the mole man standing by the entryways. Learn about the

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    Sexo Rejexo Hex, Holstein Hex and Bad luck Whammy. Natasha in LittleArctic Circle is his wife.

    Get the ventriloquist dummy:

    Go down to Nefertiti' chamber. She gets upset and sic Spot on the duo.

    Immediately, activate the can o'nuts. The duo enters the can and getsswallowed by Spot.

    Spot places the can on the table. Maximus takes Charlie and both guts runupstairs.

    See the Holstein Hex in action. After a while the hex fades and Maximus isback to normal.

    Maximus now has the power of ventriloquism.

    Go through either one of the entryway and out the door on the left. (There is

    another exit at other end of the hallway.)

    Burial chamber of Sammun-Mak:

    Exit to the platform and enter the doorway at right end.

    Go to the burial chamber at end of hallway and meet Grandpa mole.

    Baby Amelia Earhart is here also.

    Do not go down to the chamber or Grandpa will release the spikes from theceiling.

    Check the sarcophagus and the 3 blocks with hieroglyphs.

    Talk to dirty ole grandpa mole who keeps calling Baby Amelia to come tohim.

    Learn what the 3 hexes are. He only curses the people he hates.

    The blocks look like the blocks on the protection spell above the guardiansoutside. Remember that there are 3 empty block slots at the end of the spell.

    Exit through the side door. (There is another exit at other end of the hallwayonce the sconce on the other side is pulled.)

    Get the blocks with hieroglyphs:

    Get hexed with Sexo Rejexo Hex:

    Go back to the Nefertiti and Bennie, the mole man at left side of theplatform.

    Talk to mole man about your daughter. Nefertiti denies having a liking forthe 2 guys. Exit discussion with Bennie.

    Use the ventriloquist power on Nefertiti. Select I love Sameth and Maximus

    dialogue.

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    Mole man blasts the guys with the Sexo Rejexo Hex that repels the womanafter hearing your voice.

    Distract Grandpa Mole:

    Go to the other side of the platform to the burial chamber.

    Remember that grandpa is a dirty ole man and keeps calling for BabyAmelia.

    Talk to Baby Amelia and see that she gets thrown to the sarcophagus.

    While she is standing by the sarcophagus, use the ventriloquist power withthe sarcophagus. Baby Amelia gets thrown to Grandpa Mole.

    Go down and take the 3 hieroglyphic blocks.

    Get close to the protection spell:

    Get hit by bad luck whammy:Baby Amelia gets away.

    Check the vacation brochures on the table. Select response: Stuttgart forwhere the boys are from. Grandpa hates people from Stuttgart. Grandpahits them with the Bad Luck Hex.

    Sameth and Maximus now have red skulls floating around their aura.(Later, you can change the luck by telling Grandpa that you are from anyplace but Stuttgart).

    Cut the bust:

    Go to the Mole man at other side of platform.

    Since both guys have the bad luck curse - do not go through either entrywayor you will be sliced.

    Throw the bust of Sammun-Mak on either entryway. Bennie the mole manbrings the 2 halves of the bust and gives it to Sameth.

    Lower the guardian to make a ledge on top part of wall:

    Go back to the platform with the guardians.

    Place the 2 halves of the busts on the niches on either side of the guardians.

    See that they bend and lower their wings to form a ledge.

    Get to top part of wall:

    Press the trip plate of the stand where the bust of Sammun-Mak wasoriginally placed.

    Sameth and Maximus are made into bas-relief.

    Sabotage the protection spell:

    Use the marquee to get the duo's bas-relief closer to the protection spell.

    Now that they are back to normal, place the 3 hieroglyphic blocks on the 3

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    empty slots of the marquee.

    Sameth nearly fell off the ledge. That cause Grandpa mole to come out.

    Grandpa reactivates the protection spell (which is now erroneous). Thisremoves the protection spell from the Devil's toy box.

    The guys are ready to take the Devil's toy box.

    Reel 4: The Big Reward

    Sam places the last reel on the projector. He warns Maximus to not watchthe last reel without him while he goes out.

    Max listened to the order in his way and watches the last reel.

    Questions and answers:

    Sameth and Maximus with the Devil's toy box come out of the mouth of theSphunx in the theatre.

    Papierwaite wants to know the gory details.

    How was it that you were able to pass through the mouth of theSphunx? Magical can o'nuts.

    How did you manage to beat the odds and secure the Devil's toybox? Undid the protection spell.

    Tell the audience how you manage to thwart the thief and

    recover the treasure? Beat a baby.

    Get the reward:

    Sameth disappears and Maximus is told to be the star in The Summoning ofYog Soggoth.

    Maximus is to intone the words that call Yog Soggoth who was banished for6 millennia back to this realm.

    Papierwaite releases the toys from the Devil's toy box. He threatens to lower

    Sameth hanging on a rope down to the vat of flesh eating ants if Maximusdoes not obey him.

    Papierwaite summons Yog Soggoth. He wants Maximus to intone: UmkayOnninnay, the Otterway's Inefay! (Come on in, the water's fine!).

    The chant:

    Stall for time. (Check other choices to see what happen. Second chance isgiven if wrong).

    Sameth can throw cookies to Papierwaite with no result.

    Take the newspaper from inventory and use it on the torch beside vat of

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    ants. (Thanks, Joel!)

    Use the flaming newspaper with counterweight for the moon at right side ofSameth.

    The moon lowers and hits the ventriloquist dummy. It falls on the tongue ofthe Sphunx. That opens the nostrils of the Sphunx and activates it.

    Throw cookies in the nostrils of the Sphunx. This lights up the hieroglyphson the top of the Sphunx and the mouth opens.

    Charlie the dummy is thrown to Maximus. Maximus now has the power ofventriloquism back.

    Click on Maximus himself (not the icon). Papierwaite prompts Maximus onthe chant.

    Select 'trick Papierwaite'. Papierwaite moves in front of the toy box.

    Use the ventriloquist power on Papierwaite and he intones the chant.

    The Devil's toy box blasts Papierwaite.

    Stash the Devil's toy box:

    Bennie the mole man is at Little Arctic Circle with Natasha and Bubbles.

    With the idea that Sameth and Maximus' kids will be in this building to helpkeep the toy box safe, the family agrees.

    Bubbles casts the Spell of Protection on the toy box.

    Watch what happens to produce the skeleton seen at present day boiler

    room and when Sam comes back.

    Little buddy?

    Episode 3: They Stole Max' Brain

    June 2010

    Walkthrough by MaGtRo

    big thank you to Emily!Act 1

    No save is possible in this Act.

    Find out who stole Max' brain.

    Sam discovers that someone has sawed off Max' head and took his brain. Sam is mad,really mad.

    Interrogate the Boxist, the Guardians of the Box:

    The 2 Guardians of the Box wake up and hear Sam's cry.

    An angry Sam interrogates the moles after recalling Flint Paper's Rules in

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    Interrogation.

    Rule #1: Don't let the suspect control the conversation.

    First questioning: Select any dialogue. Interrupt with aquestion or threat.

    Rule #2: Timing is everything.After noticing the hesitation of the mole at right, question usingrule #2.

    Second questioning: Use the 'you're lying' dialogue when themole at right says that he's unconscious the whole time.

    Listen to his confession. Obediah came to before Jebediah andheard Max' brain being stolen by the space gorilla - Skunkape.

    Rule #3: To crack the tough nuts, get information to proveyour case. Info from one suspect will help break another.

    Interrogate the sign spinner, an ex-minion of Skunkape:

    While driving around in the DeSoto with Max' body, Sam sees a formerminion of Skunkape holding a Dog Pet Store sign.

    Question Skunkape's goon.

    First questioning: The guard says he hasn't seen Skunkapesince the heroes imprisoned him in the Penal Zone.

    Select 'hurry up'. Learn about his reevaluating life's choices.

    Second questioning: Select 'hurry up or tell me more'. Learnabout a rat.

    Third questioning: Select 'What rat? or 'tell me more'.

    Learn about Frankie the Rat, who traffics in stolen merchandiseand gambling rings.

    He hangs out at the corner of Veni and Vidi in the Latin Quarter.

    Interrogate Frankie the Rat:

    Sam chases Frankie the Rat into an alley.

    Learn about Frankie giving a tourist directions to a museum.

    First questioning: Select 'hurry up'.

    Frankie saw Skunkape carrying a brain while fighting with someother mook.

    Second questioning: Select 'tell me more'.

    Learn that he and the tourist hid with the other gorilla.

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    Third questioning: Ask 'tell me more'.

    Learn that the other gorilla has a Pet Store sign.

    Fourth questioning: After again (repeat questioning) select'where he sent' about the tourist.

    Learn the location of where he sent the tourist. Sam leaves to go'2 miles' away.

    Interrogate Hubert Q. Tourist:

    Sam tracks the tourist in a dark alley at bad side of town.

    Interrogate the tourist and learn about Frankie's directions to themuseum.

    Learn that someone picked his pocket 'leaving him empty

    handed after' and 'carrying nothing but the clothes on his back'. You found out Frankie the Rat lied about sending the tourist to amuseum. Leave.

    Interrogate sign spinner #2:

    Sam decides to find the truth by questioning the 3 characters again.

    Frankie's questioning revealed that Skunkape's former minion lied. SelectSign Spinner on the map.

    The former minion insists that he hasn't seen the general.

    First questioning: Select 'you're lying'.

    Learn that Skunkape was chasing a strangely garbed man.

    Second questioning: Select 'hurry up or tell me more'.

    Learn that Skunkape dropped one of the psychic powers - theRhinoplasty, the power that gives shape shifter ability. Theminion does not want to give the Rhinoplasty to Sam.

    Third questioning: Select 'noir'.

    Sam tells the minion that he can't go back to being one ofSkunkape's trusted minions.

    Sam takes the Rhinoplasty.

    Find where the villains are located.

    COPS - Crimetron:

    Sam asks the crimetron to find Skunkape by showing Carol the Rhinoplasty.

    They say to get more clues.

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    Interrogate Frankie the Rat #2:

    Select Frankie the Rat on the map. He lied about sending the tourist to amuseum.

    Frankie starts with his story about sending the tourist to themuseum.

    First questioning: Select 'you're lying'.

    Frankie clams up and would not talk anymore and wants legalrepresentation.

    Second questioning: Select 'threaten'.

    Meet the lawyer from Smith and Wesson.

    Third questioning: Select 'tell me more'.

    Learn that the tourist has a nice souvenir when the confrontationfinished.

    Fourth questioning: Select 'tell me more'.

    Learn that something fell out of the funny hat guy's pocket andthe tourist took it.

    Now that you know the tourist did not leave empty handed;leave.

    Interrogate Hubert Q. Tourist #2:

    Select Dark Alley on the map. The tourist lied about having nothing leftafter someone picked his pocket.

    Learn again about the fight.

    First questioning: Select 'hurry up'.

    Second questioning: Select 'hurry up'.

    Learn that he was 'empty handed after someone picked hispocket' and 'carrying nothing but the clothes on his back'.

    Third questioning: Select 'you're lying'.The tourist gives a calling card - Doctor Norrington.

    COPS - Crimetron:

    Sam brings the second clue to the COPS-Crimetron.

    Carol shows a location - Museum of Mostly Natural History.

    What have you become?

    Act 2

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    The Villains.

    Museum of Mostly Natural History:

    The Museum is exhibiting Treasures of the Forgotten Pharaoh.

    Sam leaves Max' body on the floor of the museum. There is light coming out

    of a room upstairs.

    Planetarium:

    Go upstairs to the lit room - the planetarium.

    Sam peeks through the door and see General Skun-ka'pe and his 2 gorillaminions shooting at Papierwaite.

    The Devil's Toy Box is at center of room attached to pipes.

    Max' brain preserved in a jar is on a chair. Max talks to Sam; thus alertingthe 2 supervillains.

    Skun-ka'pe proposed an alliance against Sam - the common enemy.Skunkape gets the galaxy and Papierwaite gets earth.

    Sam is chased by the 2 gorilla minions.

    As Max: Talk to Skunkape completely. Learn that he doesn't wantPapierwaite's filthy security guard with pestilent thorax close to hisminions. Learn also about Papierwaite's tapestry of Yog Soggoth.

    Talk to Papierwaite completely. Learn that they are using Max to get the

    Toy Box to hold the toys of power. Max gives an idea of shredding Yog-Soggoth's tapestry.

    Select change to Sam or click on his icon at top right of the screen.

    Find a brain for Max' body.

    Museum:

    As Sam: See Sam chased by the 2 gorillas. A gorilla guards the door to themuseum.

    Papierwaite's office: Go close to the laser light banner on the wall. Goright and see the office left of the right stairs. Try to enter and see that thedoor is protected by tentacles from the Dark Dimension.

    Sal the cockroach: Go to left area of the main floor. Talk to the cockroachmuseum security guard, Papierwaite's employee. He will incinerate Max'body if it is not removed soon.

    Talk to Sal completely. Learn that he was the former fry cook at Stinky's.Learn that his headset is for getting orders from Papierwaite.

    Skull and tooth display: Check the picture of a skull and the dog-man

    tooth.

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    Apocalypse display: Go left and check the Apocalypse display. Turn thehourglass and see the many eyed, many horned monster eat a building. Thedisplay turns to show the other side and hides the monster.

    Max' body: See Max' body where Sam left it.

    Dinosaur skeleton display: Check the dinosaur skeleton display at centerof room. Pull the bone lever and the dinosaur moves.

    Gorilla guard: Talk to minion. He is on the lookout for Sam. As Tyronedeclares it, Hubert Q. Tourist is Sam.

    Poison Ivy: Check the sign of the prehistoric poison ivy at the back part ofthe dinosaur display.

    Mysterious display: Check the pliers on display on the wall under theright stairs.

    Moai head display: Check the Moai head.

    Knight shields' and Yog-Soggoth tapestry display: Pull the sword infront of the shield display. See the Yog Soggoth tapestry light up.

    Headset and tour controller: Go right and pick up a headset from thestand.

    White courtesy phone: Check the white courtesy phone by the exit-door.There are all sorts of phone numbers on the courtesy phone.

    Transportation display: Climb the right stairs and see the coming soon'Bad Ideas in Transportation' door.

    There's a Hindenburg picture leaning on the crates at right.

    Treasure of the Forgotten Pharaoh: Go to the other side and enter theForgotten Pharaoh's room.

    This Forgotten Pharaoh is Sammun-Mak.

    There's a white courtesy phone by the exit.

    Pharaoh's brain: Read the warning sign on the stand holdingthe urn with the brain.

    Reach inside the brain urn to get (Sammun-Mak) Pharaoh's

    brain.Check the Sphunx model at center of room.

    Use Pharaoh's head (poke eyes) to animate the Egypt display.

    Check the sarcophagus.

    Look at statue of Anubis.

    Check the brain screw sign.

    Animate Max' body:

    Go down to Max' body. Use the Pharaoh's brain on Max' head.

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    Meet Sammun-Mak. Sam asks for a boon. The Pharaoh will help get Max'brain and take care of the villains.

    Cause a rift between the villains.

    Destroy the tapestry:

    Remember from Max' talk with Papierwaite that Papierwaite is very carefulabout the tapestry of Yog-Soggoth.

    Hindenburg picture: Go to the Transportation display at top of the rightstairs.

    Look at the Hindenburg picture and the Pharaoh makes a comment.

    Change to Max-Pharaoh by clicking his icon at top right. See the toys ofpower.

    Sam gives the Rhinoplasty - Essence Thief.

    Activate the Rhinoplasty and use it on the Hindenburg picture.

    Then click transform into zeppelin. The Pharaoh becomes a zeppelin.

    As Sam, go down and stand in front of the Knights of Yog-Soggoth display.

    See the zeppelin fly around close to the tapestry.

    Take the gun from inventory and when the zeppelin is just in front of thetapestry, fire at it. This burns the tapestry.

    Papierwaite comes out and sees the destroyed tapestry. He blames theguard, M'gila. He goes back and gets angry with Skun-ka'pe.

    As Max, talk to Skun-ka'pe about Papierwaite. Talk to Papierwaite about thesecurity guard, museum and Skunkape.

    Change to Sam.

    Papierwaite's security guard and Skun-ka'pe's minion:

    Remember that Max's brain learned that Skun-ka'pe doesn'twant Papierwaite's filthy security guard with pestilent thorax close to hisminions and Papierwaite is also sensitive about his security guard.

    Papierwaite's office: Go to and look at any of the 3 courtesy phones in themuseum: by the info desk, Egypt-Forgotten Pharaoh display and by theplanetarium door.

    The Pharaoh sees all the numbers and remembers it.

    Change to Max-Pharaoh and use the teleporter-toy phone. Select the door toPapierwaite's office.

    Sam holds on to Pharaoh and both get transported inside the office.

    See Papierwaite talk to unseen Doctor Norrington. He is subservient to

    Norrington.

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    Look around the office.

    City map: Look at the city map on the desk.

    As Max, use Rhinoplasty on the map. Click on 'back'. Then teleport out ofthe office by selecting the info desk.

    Tour controller:

    Activate the tour controller and press the different numbers.Learn the different dialogues of the tour.

    1. Melozoic display

    2. Lasted only 7 weeks of evolutionary diversity.

    3. Yank the bone to hear the roar of the dinosaur.

    4. Terrible beast assaulting the city.

    5. End of the world will end in 2015.

    6. Turn the hourglass.

    7. Treasures of Forgotten Pharaoh.

    8. Remains of the Forgotten Pharaoh.

    9. Poke the eyes.

    10. Knights of Yog-Soggoth.

    11. Order of Yog-Soggoth tapestry made from the back hairs ofthe Knights.

    12. Pull the sword.

    Sal's headset: Go to Sal and click the headset on him. Sam distracts Saland exchanges the headset.

    Apocalypse display: Turn the hourglass in front of the display to showthe burning of the city side of the display and not the monster side.

    Minion by exit: Go close to the minion by the exit.

    As Max-Pharaoh, use the Rhinoplasty that has the picture of the city.

    Talk to the minion and the Pharaoh taunts the minion. The minion gets

    upset and shoots at the city-Pharaoh.Fight of the guards:

    Use the tour controller. Select #4 button - Go to terrible beastassaulting the city.

    Now that the Apocalypse display is turned - the only beast andthe only city around is the minion that is shooting at the city-Pharaoh. Sal goes to the minion.

    Use the tour controller again. Select #9 button - Poke the eyes.

    Sal pokes the eyes of the minion. A brawl starts and Sal gets beat

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    up.

    Papierwaite is very angry.

    Papierwaite and Skun-ka'pe throw insults to each other. This alliance is over.

    Sam takes Max' brain in the jar. The Pharaoh sees the toy box and takes-

    controls the toy box.The Pharaoh has everyone kneeling before him and under his control.

    Act 3

    Find the Rebels

    Sammun-Mak is mighty:

    Straight & Narrow: Sam carries Max' brain in a jar on his back. Sam, Flint,Grandpa Stinky and Girl Stinky are all besotted by Sammun-Mak. They

    kneel and salute him after doing a chant.

    Kneel chant: Sammun-Mak is mighty. Sammun-Mak is grand.

    The brilliance of Lord Sammun-Mak is more than we can stand.

    Salute chant: Sammun-Mak is handsome. Sammun-Mak iscute.

    When we think of Sammun-Mak, we give him a salute.

    Look at Sammun-Mak's auto-idol on top of the grandstand. Read theplaque. Look at the ginormous statue. You can only see the legs.

    The Rebels:

    Go towards the DeSoto at left screen.

    Beware! A voice from above talks to Max. It warns that this twisted realitydone by Sammun-Mak must end. Max must contact the rebels. He willknow them by their backhanded salute. The voice is Doctor Norrington's.

    Go back to right screen and enter the manhole by Grandpa Stinky's truck.

    Look at the sacred mosaic on the top of the right wall.

    Talk to the cultists completely. When the salute chant is given; one of thecultist gives a backhanded salute.

    Max automatically recite the kneel chant and Sam kneels.

    Max talks to the rebels. Meet the leader of the rebels, an aged Nefertiti.

    They tell Max that to defeat Sammun-Mak, he needs the tool that separatedhis tyrannical brain from his spoiled body back in ancient Egypt - the brain

    screw.

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    They also give Max 3 psychic toys to use: the teleporter, Rhinoplasty andfuture vision.

    He needs to get close to Sammun-Mak with the brain screw.

    Talk to the mole people again and learn what they know of Norrington.

    Sam believes that their new case is to give back the brain screw to Sammun-Mak.

    How to get near Sammun-Mak:

    Exit the mole place by going to the left. Go left to the DeSoto.

    Use the DeSoto and go to the museum.

    Museum: See Skun-ka'pe unfairly fight a mole prisoner.

    Go right and circle towards Sammun-Mak. By the sign, Sammun-Mak's

    vizier, Papierwaite stops them from getting closer.Only the members of Sammun-Mak's inner circle can get close to Sammun-Mak.

    To be a member of the inner circle, earn 3 Accessories of Privilege. See themedals with etched Max' face, a worshiper and a gift pinned onPapierwaite.

    Obtain 3 Accessories of Privilege.

    Medallion of Superlative Tithing:

    Frankie the Rat: Select Frankie the Rat in the map.

    Go right to Nicky T's Radio Yurt. Talk to the rats.

    Learn that Frankie has an Accessory of Privilege. It is the Pendant ofInquisition that he got checking the 160000 er...; checking 20000 guests at thecheckpoint of the Summer soiree. No rat did the backhanded salute.

    They are gambling on the finishing move General Skun-ka'pe will use toend the bout against his opponent. Frankie would not gamble the pendant.

    Enter the store and see what happens.

    Check out the toaster ad on the window of the shop. Change to Max and usethe Rhinoplasty on the poster. Change to Sam.

    Museum:

    Corn Dog pyramid: Use the DeSoto and then select themuseum.

    Change to Max. Use the Rhinoplasty and change to a toaster.

    Max walks around as a toaster and sees the Corn Dog pyramid

    made by Grandpa Stinky at left side of the arena. Max-toasterdestroys the pyramid.

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    Sammun-Mak orders that all toasters be destroyed. That meansthere are no more toasters in the world.

    Light show: Go to the console at right side of the arena andclose to Inner Circle sign.

    Press the buttons and see different constellations pass throughthe heavens. Press the pram, the electric fan, fudgie stick andlastly press the toaster button. Each one becomes Sammun-Mak'sfavorite at the moment. Having the toaster as last makes it hiscurrent favorite.

    Go back to the left and exit the museum.

    Gift Vault: Go to DeSoto and go to the Gift Vault.

    Sal: Talk to Sal completely. The cockroach is guarding the

    entrance to the vault .He got the Ornament of Fealty after exposing a heretic. Theheretic didn't salute fast enough. He is the Chief Collector here.Sal saluted correctly and knelt fast enough.

    Sign Spinner: Talk to the Sign Spinner. He finally found hisplace in Sammun-Mak's blessed world.

    Max: Change to Max. Use the Rhinoplasty and change to atoaster.

    Sal: Talk to Sal again and give the gift of toaster (Max). Nowthat all other toasters have been destroyed and toasters arepresently the favorite of Sammun-Mak; toaster-Max is a greatgift.

    The Vizier Papierwaite talks through the auto-idol and presents Sam withthe Medallion of Superlative Tithing. The present-gift medallion is attachedon Sam's hat.

    Ornament of Fealty:

    Gift Vault: Remember how Sal got his medal. He exposed a heretic whowas slow in giving homage to Sammun-Mak.

    While here, look at the newspaper box at left. Read the newspaper.

    Change to Max and use Rhinoplasty on the picture of the storm cloud on thenewspaper.

    Change to Sam.

    Straight & Narrow: Drive back to Straight & Narrow. Go to right side ofscreen.

    Talk to Grandpa Stinky completely. Grandpa and Girl Stinky responded

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    correctly to the salute and kneel chant. See that Grandpa has the Medallionof Superlative Tithing on his hat. Sammun-Mak changed the weather forGrandpa Stinky. When the low pressure systems roll in, Grandpa Stinky'sknees seize up like burnt tapioca.

    Talk to Girl Stinky.

    Change to Max. Use the Rhinoplasty and become a thundercloud-lowpressure system.

    Talk to Grandpa Stinky again. Select 'kneel' and Grandpa Stinky's kneeseizes up. It caused him to hesitate in kneeling. Blasphemer! Flint Paperarrests Grandpa Stinky for being a heretic.

    The Vizier Papierwaite talks through the auto-idol and presents Sam withthe Ornament of Fealty. The worshiper medallion is attached on Sam's coat.

    The mysterious voice of Doctor Norrington says that the rebels are in place.Max needs just one more Accessories of Privilege.

    Pendant of Inquisition:

    Remember that Frankie the Rat has a Pendant of Inquisition afterperforming a service that even Max won't do. Frankie would not bet thependant.

    Straight & Narrow: Look at the credit card sign left of the door to Stinky's- Meesta credit card.

    Change to Max. Deactivate low pressure Rhinoplasty. Change to Max again.

    Use Rhinoplasty on the credit card sign. Change to Sam.

    Museum: Go to museum.

    Change to Max. Activate the Rhinoplasty and Max changes to a Meestacredit card.

    Go to the corn dog pyramid again. Max-Meesta credit card gets going anddestroys the corn dog pyramid again.

    Sammun-Mak decrees that all credit cards are to be ripped to shred.

    Frankie the Rat: Go to Frankie.

    Change to Max. Use the future vision on the rats.There is variation in the dialogue seen in the vision. Deduce what move GeneralSkun-ka'pe will use based on the dialogue.

    In my game: The rats say: That the general used his hands. He did not useany of the Simian moves. He also did not use the Girly Slap.

    Change back to Sam. Talk to the rat and place a bet on the game.

    Since no Simian moves were used - that remove Simian ScissorKick and Simian Sucker Punch.

    Since hands were used - that remove the Gorilla Thigh Squeeze

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    and Great Ape Leg Sweep.

    Gorilla Girly Slap was not used.

    That left Space Age Kidney Punch as the finishing move GeneralSkun-ka'pe used in the fight.

    Bet on Space Age Kidney Punch.

    Frankie needs to get cash and takes his credit card out. The other 2 rats cutthe credit card to pieces. Frankie was forced to bet his Pendant ofInquisition.

    Listen to the radio announcer. Skun-ka'pe used the Space Age KidneyPunch. Sam wins the Pendant of Inquisition. The medal with the etchedMax/Sammun-Mak is now on Sam's tie.

    Inner Circle of Sammun-Mak:

    Museum: Go to the museum.

    See that Mole Grandma is in the arena with Skun-ka'pe. She is holding herown.

    Go right and enter the inner circle area. Papierwaite is disgusted.

    Give the brain screw to Sammun-Mak. Grandma Mole flips and takes thebrain screw to use it on Sammun-Mak. Sam stops the brain surgery.

    Sammun-Mak orders Sam to kill Grandma Mole. Sam can not do it. Sam issent to the Pit of Contrition to face Skun-ka'pe and Grandma Mole escapes.

    Act 4

    No saving is possible in this Act.

    Fight Skun-ka'pe:

    Max: Select Max to ask for help.

    As Max, use future viewer on Skun-ka'pe. See Sam win and says: Who knewthat Skunkape was so sensitive about getting dumped by Papierwaite?

    Age taunt: Select taunt and then age taunt.This angers Skunkape that he hits the projector and the constellation lightsup overhead. Sammun-Mak is distracted.

    Mole taunt: Immediately taunt and use the mole taunt.

    Skunkape insults the moles. The mole prisoners raise their hands throughthe grate. If Sammun-Mak is not distracted, he will zap the moles.

    Dumped taunt: Select taunt and then getting dumped taunt.

    Skunkape insults Papierwaite. Papierwaite throws a fireball that blinds him.

    Attack: While Skunkape is blinded; attack.Skunkape moves back and steps on the grate with the mole hands still

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    through the grate. (If not, start over with the age taunt to distract Sammun-Mak.)

    If the mole hands are up they hold on Skunkape and he falls down.

    Finish him: Sam beats Skunkape.

    Fight Sammun-Mak:

    Sammun-Mak takes over and goes down the pit. He takes away the psychictoys from Max.

    Select Max.

    Tell Sam to kneel. Max recites the kneel chant.

    While Sam is kneeling, tell Sam to salute. Max recites the salute chant.

    If the timing is right, Sam salutes Sammun-Mak with the brain screw inhand.

    Ancient Egyptian surgery is done. The world shakes. This reality goes backinside the Toy Box.

    Sam returns Max to his body and set him on top of the Toy Box.

    Sam is coming!

    Sam is coming!

    Sam is coming!

    Episode 4: Beyond the Alley of the Dolls

    July 2010

    Walkthrough by MaGtRo

    Grandpa Stinky is thrown out of the Diner. He is followed by Girl Stinkywho is upset because Grandpa fired Sal the cockroach (former chef atStinky's and now guard at the Museum). Here comes Sam and Max chasedby a horde of half-naked Sam clones. General Skun-ka'pe follows behind the

    duo. They take refuge at the diner.Inside the diner, the clones are breaking through the boarded windows.

    Reason for the clone attack:

    Talk to Girl Stinky. She is close mouthed about why 'my Sal' was fired bygrandpa.

    Talk to General Skun-ka'pe. Take peanut butter ball from the diner counter.

    Talk to Grandpa Stinky.

    Turn on the radio on the diner counter. Hear about the horde taking toys

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    from houses.

    General Skun-ka'pe goes on a tirade and shows that he has the mind-reading cards. Skunkape is taken by the Sam clones and drops the cards.Max takes the mind reading cards as one of his powers.

    Find a way to escape from Stinky's Diner:

    Freezer: Go behind the end of the diner counter and check the freezer.Take a treat from the freezer. Sam could not resist a fudge treat and eatsone.

    Secret tunnel: Click on Max icon at top right. As Max, use the mindreading cards. Read Stinky's mind and learn that she will escape throughher secret tunnel.

    Max is standing on the entrance to the tunnel. See the green button behind

    the diner counter.Change to Sam. Go behind the counter and press the green button. It doesn'twork.

    Talk to Girl Stinky about the secret tunnel. She denies knowing about thetunnel.

    As Max, use the mind reading cards on Girl Stinky. Learn about the backuptunnel.

    As Sam, ask Girl Stinky about the backup tunnel. She denies knowing aboutthe tunnel. Her eyes move to the left though.

    As Max, use the mind reading cards on Girl Stinky. Learn how to open thebackup tunnel - turn the toaster to incinerate opens the tunnel.

    Get to secret tunnel:

    Take care of Samulacrum arm: As Sam, go to the white toaster behind thecounter. Try to use the toaster but a Sam arm comes through the window.

    Try to use a peanut butter ball on the Sam arm.

    Take a treat-fudgecicle from the freezer but Sam eats it.

    Eat the peanut butter ball and then take a fudgecicle from the freezer. Sam'smouth is gooey preventing him from eating the fudgecicle.

    Use the fudgecicle on the Samulacrum arm.

    Activate the toaster. See the backup tunnel under the jukebox.

    The Cloning Facility

    At the end of the backup tunnel is the cloning facility. This area is formerlythe mole hideout. A clone comes out of the cloning pod and takes Sam's hat.

    Control platform:

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    Check the control platform ahead. See the herbal tea mug and microphoneon the desk. See a hand scanner control panel and the picture of MommaBosco on the monitor.

    Check the cloning pods on the wall.

    Cloning cabinet:

    Check the cloning pod-cabinet at right and see that it was made by BoscoTech.

    Check the status display on the monitors at right. Check the kitchenette atforeground.

    Go left and check the clone cooking controls machine. Magic tentacles stopsa close look at the machine.

    Tunnels:

    See that there are 3 tunnels by the machines: a patchouli smelling tunnel at

    right, back at Stinky's and a well constructed tunnel at left.

    Papierwaite's office:

    Explore the patchouli smelling tunnel at right. The duo comes out to theMuseum.

    Look around outside Papierwaite's office. Knock on door and Papierwaitesays he and Dr. Norrington are busy.

    Check the security panel and see that the code buttons are in hieroglyphs.

    See that Papierwaite is standing by the door.As Max, use the cards of mind reading on Papierwaite. Learn that the codefor the security panel is foot, snake, squiggle, squiggle, bird. Click on thesecurity panel. Automatically, Sam gets Max to enter the code.

    Enter and see Papierwaite hide. Meet Yog Soggoth aka Dr. Norrington.

    The cilia of torment (tentacles) must have been summoned by the clonemaster. Learn about the Cthonic Destroyer, the ultimate toy. They gave amanuscript page of the Cthonic destroyer. The destroyer must be found.

    Learn about how the toy box came about. Learn about Junior and themolemen that are impervious to the elder god's powers. Papierwaite andYog Soggoth really do want to go back to his own dimension.

    Check the papyrus on the wall, journal on top of the box and the map on thedesk.

    Sal's new job:

    Exit the office. Check the rubbish bin. Max finds a resignation letter. Read-examine Sal's resignation letter in inventory. The letter has a forwarding

    number.

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    As Max, activate teleportation (phone toy) and select Sal's new job icon.

    See some of Sam's clone. The Sam clone with the hat drives the DeSoto andcrashes.

    The DeSoto has toys in the seat. The Charlie-Ho-Tep ventriloquist dummyflies off and drops in front of the duo.

    Pick up the Charlie-Ho-Tep dummy. Max hesitantly takes the Psychicventriloquism power.

    Talk to Sal:

    As Max, distract the clones by using the Charlie-Ho-Tep ventriloquismpower behind the warehouse door. This causes the clones to go to the door.

    As Sam, chat with Sal. Learn that his new job is stacking crates. Check thetrash on the floor.

    Bluster Blaster: Go to the arcade machine at left. Talk to Bluster Blaster.

    Learn that he left Bosco in Vegas. He gives Bosco's letter to Momma Bosco.It seems that Bosco met a girl in Vegas.

    Read the letter in inventory and Max says it has slobber.

    Free Stinky:

    As Max, activate the telephone to teleport to Stinky's.

    Flint Paper: See Flint interrogate Girl Stinky. Talk to Flint.

    Flint asks about the mysterious Mr. S.

    Select 'Explain' twice. Girl Stinky says it's Sam. They are planning Grandpa'sbirthday party.

    Now, Grandpa wants his birthday cake so that he can let go of Flint.

    Sam wants Flint to release Girl Stinky so he backed up Girl Stinky's lies.

    Birthday cake: Grandpa wants his favorite cake.

    As Max, activate the mind reading on Grandpa. Learn that Upside DownUzbekian Blood Cake Surprise is his favorite cake.

    Read Flint and Stinky's mind also.

    As Max, teleport (phone power) to Sal's job. Distract the clone by using theventriloquist powers on the warehouse door again.

    As Sam, chat with Sal about the cake and he states that the cake takes a fullmonth to make. He drew the cake on the floor. Check the cake drawing onthe floor.

    As Max, activate rhinoplasty and click on the delicious cake drawing.

    As Max, teleport (phone power) to Stinky's cell.

    As Max, use the rhinoplasty and click the drawing to transform into Scary

    Uzbekian cake.

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