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Sam & Max: The Devil's Playhouse - Episode 1 ~ Road Map, Trophy Guide, and Walkthrough


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This guide is intended for use on PS3Trophies.org only. You may not copy this guide and post it elsewhere, regardless of if you try to pass it off as your own work or give me credit. Changing the wording slightly to try to pass it off as your own work is also forbidden.

 

If you still have any questions to ask about this game and its trophies, or just want to say thanks, feel free to create an account and say hi. I'd be happy to answer any questions you have, and there are plenty of other great guides for other games written by others who will be happy to help you get your trophies.

 

Overview:

- Estimated trophy difficulty: 2/10 - Difficulty rating has been decided by the forum members in the Difficulty Rating Thread.

- Offline: 13 (9 (B), 3 (S), 1 (G))

- Online: 0

- Approximate amount of time to 100%: 1-10 hours

- Minimum number of playthroughs needed: 1+

- Number of missable trophies: 6

- Glitched trophies: 1

- Do cheat codes disable trophies?: No cheats

 

Introduction: The Penal Zone marks the first of five episodes in The Devil's Playhouse, and is a fairly normal point and click adventure game. It progresses through four acts, the end of each act being marked by receiving one of the four story related trophies. You should easily be able to pick them all up, along with most of the non-story related trophies, on one playthrough, even without the guide, just by checking over the trophy titles and descriptions before starting and keeping them in mind as you play. However there is one trophy you cannot get until you complete the game once and start a new game. Furthermore, the episode itself is short, so continuing the second playthrough to mop up if necessary will not take that long. Due to this, I would recommend not using any guides on your first run, as figuring out all the puzzles on your own has always been the spirit of these kind of adventure games. This is especially true for the walkthrough I have written here, as I wrote it to get you from the start to the end with all 13 of the trophies under your belt, but you will miss a lot of funny gags and dialogs if you use it.

 

The first thing to watch out for are the missable trophies. Aside from the six that are tied to story events, and one unique trophy that requires you to finish the game before you can acquire it, all of them can be missed. They are as follows:

 

  • Is This Your Card?
  • Soothsayer
  • Pret-a-teleporter
  • Ask Your Parents
  • Don't Ask Your Parents
  • Frequent Flier

This is because as you complete the story, you will lose and/or use required items, characters will become unavailable, or the plot moves you along to a new location while leaving old locations inaccessible. But again, just looking at their descriptions alone and keeping them in mind should make them all quite easy to pick up, and if not, you can go after them again when starting your second playthrough for the last trophy.

 

There is also the "Part of a Nutritious Breakfast" trophy, which requires you to find the Nutrition Specs to find a secret object. However, you will not be able to access the location of the Nutrition Specs until you complete the game once. Once you do that, you will have to start a new game (or load an Act 2 save from your first playthrough) and play until you can use the DeSoto. From there you will find that you can access a new area on your city map, where you will find the Nutrition Specs, and from there you can get this last trophy.

 

For a small number of players, the "Soothsayer" trophy has glitched and not unlocked when it should. For the majority of players, it does unlock without any issues, but if it does not unlock for you when the guide says it should, delete both the game and your save data for the game. Then redownload the game from PSN (remember that episode 1 requires two downloads if you go to your download list instead of the game's store page: the demo and the unlock key) and play the episode again. The trophy should now unlock when it's supposed to.

 

Step 1: Play the story. You will pick up the six plot related trophies, and will probably have little trouble getting most of the rest. Again, I would recommend not using a guide for this playthrough, but if all you're looking for is a set of quick trophies, go ahead and use the guide to most of them all out in one go.

 

Step 2: Start a new game so that you can access the unlocked area and get the "Part of a Nutritious Breakfast" trophy. If you happened to miss any of the other seven missable trophies in your first playthrough, you can also use this playthrough to mop up. If you need to get any other trophies, it will not take long seeing as how you already know how to advance the plot this time. However, if you want to get through as fast as possible while picking up any trophies you missed, this is a good time to check out the walkthrough. Also, you may use :circle: to skip any dialog you don't want to hear again.

 

 

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01.jpg We're on the Case! (S)

Sent General Skun-ka'pe to the Penal Zone in Max's future vision.

 

This trophy is awarded for completing Act 1. It is story related and cannot be missed. If you get stuck, see "The Penal Zone". The trophy will unlock after the opening credits.

 

02.jpg The Brain Awakens (S)

Brought the Alien Brain back to life.

 

This trophy is awarded for completing Act 2. It is story related and cannot be missed. If you get stuck, see "The Penal Zone".

 

03.jpg Ape Escape (S)

Tracked down General Skun-ka'pe.

 

This trophy is awarded for completing Act 3. It is story related and cannot be missed. If you get stuck, see "The Penal Zone".

 

04.jpg The Penal Zone (G)

Sent General Skun-ka'pe to the Penal Zone once and for all.

 

This trophy is awarded for completing Act 4. It is story related and cannot be missed. If you get stuck, see my walkthrough which can be found here.

 

05.jpg Is This Your Card? (B)

Read the mind of everyone aboard General Skun-ka'pe's flagship.

 

Unlocked in Act 1. After progressing far enough, the alien brain will give Sam and Max a deck of cards that will allow Max to read minds. Once you have that, read the minds of the following people:

Lower deck

  • Sam
  • Stinky
  • General Skun-ka'pe
  • Harry Moleman

Upper deck

  • alien brain

Note that while all trophies in any game take a short period of time to unlock after you fulfill their requirements, this particular trophy seems to take an unusually long time to unlock. Simply be patient after reading the brain's mind and the trophy will come.

 

You will lose your chance for this trophy once you proceed to Act 2.

 

06.jpg Soothsayer (B)

Saw a future vision for Sam in every possible environment.

 

You will have access to the Future Vision power in Acts 2, 3, and 4. To use it, press :triangle: to bring up Max's powers, and then select the Future Vision. Then you can use either the :ls: or :rs: to move the camera, and press :cross: on any object that has blue sparkles on it to see its Future Vision. Do this with Sam in every possible environment. However, Sam doesn't have a Future Vision for all of them, so here's a list of the ones where he does:

  • Skun-ka'pe's flagship
  • Straight & Narrow
  • Subway
  • Bosco-Tech labs - street
  • Bosco-Tech labs - interior
  • Stinky's Diner
  • Meesta Pizza*
  • Pawn shop*
  • Toy store*
  • Mysterious tunnel, where the two Mole Men with the toybox are

* denotes a location that can be missed, and if you don't see the Future Vision in that location before you proceed to Act 4, you will lose your chance for this trophy.

 

NOTE: For a small number of players, the "Soothsayer" trophy has glitched and not unlocked when it should. For the majority of players, it does unlock without any issues, but if it does not unlock for you when the guide says it should, delete both the game and your save data for the game. Then redownload the game from PSN (remember that episode 1 requires two downloads if you go to your download list instead of the game's store page: the demo and the unlock key) and play the episode again. The trophy should now unlock when it's supposed to.

 

07.jpg To the Five Boroughs (B)

Visited every location available in this case.

 

This trophy is story related and cannot be missed. You will have no choice but to travel to all of the locations to complete the story. You will find your last location, and unlock the trophy, in Act 4.

 

08.jpg Crime-Tron (B)

Used all of the correct combinations of clues in the Crime-Tron.

 

This trophy is story related and cannot be missed. You will need to use the Crime-Tron during Act 3 to help track down Skun-ka'pe's whereabouts. To use the Crime-Tron, you must first give the scanner you found in the subway during Act 2 to the C.O.P.S. in the DeSoto. There are three correct combinations you will need to use in order to unlock this trophy.

Stinky's cell phone + shot glass = Meesta Pizza

Old postcard + engagement ring = Pawn Shop

Paddle ball toy + receipt = Toy Store

 

These items can be found in the following places:

  • Stinky's cell phone: Use Max's teleportation power to teleport to it, and then pick it up off the ground.
  • Shot glass: Left by Grandpa Stinky in the personal effects drawer of Skun-ka'pe's flagship after you bring him to the mole man processing room.
  • Old postcard: On the roof of Meesta's Pizza. Place Stinky's cell phone in the pizza boxes and a pigeon will carry the phone to the roof.
  • Engagement ring: A pigeon on the roof of Bosco-Tech has it. Go up the fire escape, then walk out onto the flagpole that's sticking out from the front of the building. From there you can examine the pigeon to make him drop the ring, and you will be able to pick it up on the street.
  • Paddle ball toy: In the pawn shop. You will have to dispose of Skun-ka'pe's goon before you can enter. Use Future Vision on the trash cans, then search them to get a banana peel. Then move the manhole cover and place the banana peel on the manhole cover.
  • Receipt: Found inside of Bosco-Tech after you get rid of Skun-ka'pe's goons. Make sure Sam is carrying Stinky's cell phone first, then teleport to Bosco-Tech and Max will be taken hostage by one of the goons. As Sam, go up the fire escape to the roof of Bosco-Tech, and walk out onto the flagpole. Then switch to Max and teleport to Stinky's cell.

 

 

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09.jpg Pret-a-teleporter (B)

Teleported to every available phone in the case.

 

You will only be able to teleport to phones when Max has the Teleportation power, which he will have during all acts except for act 2. The list of phones is as follows:

Act 1

  • Stinky's Cell. Cannot be missed.
  • Harry's Cell. Cannot be missed.

Acts 3 & 4

  • Sybil's
  • Stinky's Diner
  • Bosco Tech
  • C.O.P.S.

In Act 3, you will have to teleport to at least one of those locations to solve a puzzle, but the rest can all be missed.

 

10.jpg Ask Your Parents (B)

Heard 7 references no one under the age of 30 will understand.

 

The seven references you need to hear can be found in the following acts and locations:

Act 1

  • In the opening cutscene. Max comments that he can't wait to get his stinking paws on that damn dirty ape. Cannot miss.
  • At the end of the act, after picking up Bazooka Max. Sam will say "Say hello to my little buddy!" Cannot miss.

Act 2

  • Use the manhole next to Stinky's Diner to go down into the sewer. Once there, examine the baby carriage. Sam will comment that Rosemary keeps leaving it behind. Can be missed, but is always available starting from Act 2, meaning you can go back and get it at any time.
  • In the upper level of Bosco-Tech Labs, examine the wardrobe. Sam and Max make comments about magical worlds and religious allegory. Can be missed, but is always available starting from Act 2, meaning you can go back and get it at any time.
  • In the lower level of Bosco-Tech Labs, examine the ectoplasm on the orange table. Max comments that it must be ectoplasmic jam. Can be missed, but is always available starting from Act 2, meaning you can go back and get it at any time.
  • In the area of the subway accessed by the secret passage in Stinky's Diner, examine the pile of junk in the corner. Sam will find a scanner and Max will ask who's head they should blow up first. Cannot be missed.
  • In Skun-ka'pe's flagship. After reviving the alien brain, Skun-ka'pe will walk in and say "Gordon's ALIVE?" Cannot be missed.

If you have heard all of these references, the trophy will unlock once the cutscene containing the last reference ends.

Note that while you can finish the game and not hear the 3 missable references, they will always be open to you from Act 2 until the end, so as long as you have a save present, you will be able to go back, hear the three missable references (along with any of the unmissable ones you might not have heard on that save yet depending on when you made it), and get the trophy. Therefore, starting a new game for this if you miss it should not be required.

 

Special Thanks

To the following PS3T members for their assistance with this trophy: milhouse46, Vorum, Corporal Carl, Ryno, Daredevil96, coleguilla

To Chuck of the Telltale Games forums for confirming the references, and to dark52 of GameFAQs for showing me that list.

 

11.jpg Don't Ask Your Parents (B)

Heard 10 double entendres.

 

The ten entendres you need to hear can be found in the following acts and locations:

Act 1

  • Select Max's teleportation power. The narrator comments that Max can teleport himself and his longtime companion, and also Sam. Cannot be missed.
  • Place the homing beacon on Skun-ka'pe. Sam will comment that they need to use the trigger Momma Bosco gave them and Skun-ka'pe will get sucked right in the Penal Zone, so to speak. Cannot be missed.

Act 2

  • Talk to Max, and keep selecting the bottom option on the dialog wheel. Eventually you will have the option to talk about Other Planets, and Sam will comment that he doesn't need to go to a methane rich environment as long as he has Max. Can be missed, but you have all of Act 2 to talk to Max and hear this one.
  • Pick up the jumper cables in the back seat of the DeSoto. Max makes a bizarre comment on how to use them. Cannot be missed.

Act 3

  • Upon leaving the conversation with Superball, Sam and Max make comments about hitting Skun-ka'pe right in the Penal Zone. Cannot be missed.
  • Place Stinky's cell phone on the pizza boxes in the dumpster by Meesta Pizza. Cannot be missed.

Act 4

  • During the opening cutscene for this act, Sam says "Tee-hee!" to the brain mentioning the Penal Zone. Cannot be missed.
  • After teleporting out of your cell for the second time, near the end of a lengthy cutscene Sam will say that Skun-ka'pe wanted to rub their noses in the Penal Zone, so to speak. Cannot be missed.
  • Teleport back to Skun-ka'pe's ship to overhear Skun-ka'pe telling Stinky that he took care of the Penal Zone in one stroke. Cannot be missed.
  • Ask the Mole Men about the rift generator. Sam will say that he needs to turn on a machine to stop a gorilla, and the mole men will direct him to the bathroom. Can be missed, be sure to ask them about the rift generator before plugging it in. Once you plug in the generator, the dialog choice disappears.

Note that while there are two entendres you can miss, unlike "Ask Your Parents" if you miss them, they are gone for good. This means you will have to start a new game (or load a save created before you missed the entredes) to get this trophy if you missed it.

 

Special Thanks

To Chuck of the Telltale Games forums for confirming the entendres, and to dark52 of GameFAQs for showing me that list.

 

12.jpg Frequent Flier (B)

Smacked Max out of the way in every environment.

 

To smack Max, simply walk over to him with the :ls:. When you get close, Sam should slap him up into the sky and Max will shout "wheeee!". You can also hold :circle: while using :ls: to run, which will make catching Max faster. If Max positions himself in a place where you can't reach him, just stand as close as you can to him and wait. Eventually Max will move to wander around, but with you standing right there, he will get smacked.

 

Here is a list of the environments you will need to smack Max in:

  • Straight & Narrow
  • Subway
  • Bosco-Tech labs - street
  • Bosco-Tech labs - roof
  • Bosco-Tech labs - interior
  • Stinky's Diner
  • The street corner you teleport to when you first teleport to Stinky's Cell in Act 3
  • Mole Man processing room
  • Meesta Pizza*
  • Pawn shop*
  • Toy store*
  • Penal Zone
  • Mysterious tunnel, where the two Mole Men with the toybox are

* denotes a location that can be missed, and if you don't smack Max in that location before you proceed to Act 4, you will lose your chance for this trophy.

denotes a location that can only be visited under very specific conditions. The Penal Zone can only be visited once, and once you first go to the street corner and the Mole Man processing room, you cannot revisit that location unless you left Stinky's cell phone there. Once you remove her phone from either location, you cannot return. If you don't smack Max in any of these locations before leaving and/or taking Stinky's cell phone from it, you will lose your chance for this trophy.

 

13.jpg Part of a Nutritious Breakfast (B)

Used the Nutrition Specs to reveal a secret object.

 

After you first complete the game, you will be shown a notice on screen telling you that you've unlocked a new area on your city map and that you can find it by starting a new game. Do so and play until you reach act 2 again, then go to the DeSoto and use the city map. Travel to the new location, called "Mysterious Alley", and check the dumpster to get the Nutrition Specs, which is another psychic toy for Max.

Once you have those, use the city map in the DeSoto to return to Straight & Narrow, then go down to the subway. Use the Nutrition Specs on the giant Lincoln sculpture as Max, and then check the sculpture as Sam to retrieve the secret object.

 

Note that like "Is This Your Card?", this trophy takes an unusually long time to unlock. Simply be patient after getting the secret object and the trophy will unlock.

 

Alternatively, you can save a bit of time by creating a manual save point at the start of Act 2 during your first playthrough, and load that save again from the title screen after the credits. You can go straight to the DeSoto and travel to the Mysterious Alley from the city map without replaying Act 1 again this way. Thanks to SirkSirk and pot for this time saving tip.

 

 

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WALKTHROUGH

 

Some quick notes on terminology I have used and what I mean:

  • Walk: Move Sam directly using the :ls:. If you hold :circle: while using :ls:, Sam will run.
  • ____ Dialog - ____: This means you will have a dialog wheel on the screen, and should chose the option after the hyphen to proceed.
  • Highlight ____: If you are Sam, cycle through available options on screen with either :l1: and :r1:, or the :rs: so that the blue highlight cursor is over the item in question. If you have brought up the psychic power wheel to use a toy of power with :triangle:, use either :ls: or :rs: to move the camera until the circle is over one of the sparkling objects. The :cross: button icon in the bottom left corner of the screen will match the text I wrote after "highlight."
  • :cross: ____: This will mean you need to highlight the item in question so the :cross: icon in the bottom left corner of the screen matches what I have written. Then press :cross: to interact with it. As Sam, you can double-tap :cross: to make him run over instead of walk over.
  • :square: Use items with ____ -> ____: Highlight the item in question so that the :square: icon in the top right corner of the screen matches the text before the arrow, then press :square: to bring up your inventory. After that, follow the instructions after the arrow to proceed.
  • :square: Use items with anything -> ____: In this case, it does not matter what you have highlighted. Just use :square: to bring up your inventory and then follow the instructions after the arrow.
  • :triangle:, use ____: Press the :triangle: button to bring up the psychic power wheel, then use the toy of power in question.
  • Travel to ____: Travel to the location named. You will either be selecting off the city map in the DeSoto, or from the stored numbers on the teleportation toy of power.
  • Finally, a space in between sets of instructions indicate that you should have changed locations, either by the game doing it for you or by following an instruction to travel.

 

PLAYTHROUGH 1

Act 1

NOTE: Part of Act 1 is also a tutorial on how to play the game, so look for the text blurbs in the corner next to a picture of the Narrator's face for instructions as well.

Watch the opening cutscenes. {"Ask Your Parents" 1/7}

:triangle:, use Teleportation to travel to Stinky's Cell {"Don't Ask Your Parents" 1/10; "Pret-a-teleporter" 1/6}

:square:

:circle: Back

:square: Use items with General Skun-ka'pe -> :cross: Put homing beacon on General Skun-ka'pe

:cross: Steal from display case

:cross: Activate Rhinoplasty

:cross: Use Rhinoplasty with fine art

:square: Transform into potted plant

:square: Use items with General Skun-ka'pe -> :cross: Put homing beacon on General Skun-ka'pe {"Don't Ask Your Parents" 2/10}

:square: Use items with anything -> :triangle: Activate remote control

 

:cross: Talk to Harry Moleman

:cross: Ransack display case

:triangle:, use Mind Reading

:cross: use Mind Reading with Sam {"Is This Your Card?" 1/5}

:cross: use Mind Reading with Stinky {"Is This Your Card?" 2/5}

:cross: use Mind Reading with General Skun-ka'pe {"Is This Your Card?" 3/5}

:cross: use Mind Reading with Harry Moleman {"Is This Your Card?" 4/5}

:circle: Back, then use Teleportation to travel to Harry's Cell {"Pret-a-teleporter" 2/6}

 

:triangle:, use Mind Reading

:cross: use Mind Reading with alien brain {"Is This Your Card?" 5/5 Trophy Unlocked}

:circle: Back, then use Rhinoplasty

:cross: Use Rhinoplasty with weapons display

:square: Transform into space bazooka

:cross: pick up Bazooka Max {"Ask Your Parents" 2/7; "We're on the Case!" Trophy Unlocked}

 

Act 2

:start: Save your game in an empty slot here!

:ls: Walk into Max (You will know when you have done this correctly as Sam will smack Max, sending Max flying into the sky. Max will also shout some variant of "Whee!") {"Frequent Flier" 1/14}

:triangle:, use Future Vision

:cross: Use Future Vision with Sam {"Soothsayer" 1/10} NOTE: Occasionally, Sam might be placed someplace where you can't select him. If that happens, just switch back to Sam, walk to another location (standing in front of the boarded up door to Sam & Max's building works well), and go back to Max to try again.

:triangle: return to Sam

:cross: Talk to Max

Max Dialog - Choose the bottom option. The order of what choice comes up here seems to be randomly generated, but keep choosing the bottom option until "Other Planets" comes up.

Max Dialog - Other Planets {"Don't Ask Your Parents" 3/10}

:circle: Back

:cross: Enter Skun-ka'pe's flagship

 

:ls: Walk into Max {"Frequent Flier" 2/14}

:triangle:, use Future Vision

:cross: Use Future Vision with Sam {"Soothsayer" 2/10}

:triangle: return to Sam

:cross: Go to lower deck

:cross: Press personal effects button

:cross: Dig through personal effects drawer

:cross: Go to lower deck

 

:cross: Exit the spaceship

 

:cross: Enter Stinky's Diner

 

:ls: Walk into Max {"Frequent Flier" 3/14}

:triangle:, use Future Vision

:cross: Use Future Vision with Sam {"Soothsayer" 3/10}

:cross: Use Future Vision with Flint Paper

:cross: Use Future Vision with radio

:triangle: return to Sam

:square: Use items with Flint Paper -> :cross: Use hard hat with Flint Paper

Flint Paper Dialog - Power Core

Flint Paper Dialog - Big Case

:circle: Back

:cross: Exit to the street

 

:cross: Enter the subway

 

:ls: Walk into Max {"Frequent Flier" 4/14}

:triangle:, use Future Vision

:cross: Use Future Vision with Sam {"Soothsayer" 4/10}

:triangle: return to Sam

:cross: Inspect baby carriage {"Ask Your Parents" 3/7}

:cross: Use ladder to street

 

:cross: Check out DeSoto (Keep walking left until you find it)

:circle: Back

:cross: Pick up jumper cables {"Don't Ask Your Parents" 4/10}

:cross: Make a phone call

Bob Bell Dialog - Stinky's Cell Phone

Stinky Dialog - Let's Meet

:cross: Consult the city map

Travel to Bosco-Tech Labs

 

:ls: Walk into Max {"Frequent Flier" 5/14}

:triangle:, use Future Vision

:cross: Use Future Vision with Sam {"Soothsayer" 5/10}

:triangle: return to Sam

:cross: Enter Bosco-Tech Labs

 

:ls: Walk into Max {"Frequent Flier" 6/14}

:triangle:, use Future Vision

:cross: Use Future Vision with Sam {"Soothsayer" 6/10}

:triangle: return to Sam

:cross: Open wardrobe {"Ask Your Parents" 4/7}

:cross: Use elevator

:cross: Look at ectoplasm {"Ask Your Parents" 5/7}

:square: Use items with Harry Moleman -> :cross: Use off-world vacation ticket with Harry Moleman

:cross: Use elevator

:ls: Keep walking towards the screen until you exit to the street

 

:cross: Check out DeSoto

:cross: Consult the City Map

Travel to Straight & Narrow

 

:cross: Enter Stinky's Diner

 

:square: Use items with Grandpa Stinky -> :cross: Use lottery ticket with Grandpa Stinky

:cross: Pick up demon broth

:ls: Walk behind counter (The entrance is to the left of the pie on the far end of the counter)

:cross: Push secret button

:cross: Enter secret passage

 

:cross: Investigate intriguing pile o' junk {"Ask Your Parents" 6/7}

:cross: Enter secret passage

 

:cross: Exit to the street

 

:cross: Enter Skun-ka'pe's flagship

 

:cross: Go to upper deck

 

:square: Use items with alien brain -> :cross: Use demon broth with alien brain

:square: Use items with alien brain -> :cross: Use power core with alien brain

:square: Use items with alien brain -> :cross: Use jumper cables with alien brain {"The Brain Awakens" Trophy Unlocked; "Ask Your Parents" 7/7 Trophy Unlocked}

 

 

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Act 3

:cross: Go to lower deck

 

:circle: Back {"Don't Ask Your Parents" 5/10}

:cross: Steal from display case

:triangle:, use Teleportation to travel to Stinky's Cell

 

:ls: Walk into Max {"Frequent Flier" 7/14}

:cross: Use Stinky's cell phone

:triangle:, use Teleportation to travel to Sybil's {"Pret-a-teleporter" 3/6}

 

:cross: Enter Skun-ka'pe's flagship

 

:cross: Go to upper deck

 

:cross: Open mole processing chamber

 

:ls: Walk into Max {"Frequent Flier" 8/14}

:triangle:, use Teleportation to travel to Stinky's Diner {"Pret-a-teleporter" 4/6}

 

:cross: Talk to Grandpa Stinky

Grandpa Stinky Dialog - We Love Skunkape

:circle: Back

:triangle:, use Teleportation to travel to Stinky's Cell

 

:cross: Press personal effects button

:cross: Dig through personal effects drawer

:triangle:, use Teleportation to travel to Bosco-Tech {"Pret-a-teleporter" 5/6}

 

:cross: Use fire escape

 

:ls: Walk onto the pole sticking out from the bottom of the building at the bottom of the screen

:cross: Harass gleaming pigeon

:triangle:, use Teleportation to travel to Stinky's Cell

:ls: Walk into Max {"Frequent Flier" 9/14}

:cross: Use fire escape

 

:cross: Shiny thing

:cross: Enter Bosco-Tech Labs

 

:cross: Use elevator

:cross: Talk to Momma Bosco

Momma Bosco Dialog - Destabilizer

:circle: Back

:cross: Pick up remote control

:triangle:, use Teleportation to travel to C.O.P.S. {"Pret-a-teleporter" 6/6 Trophy Unlocked}

 

:square: Use items with DeSoto -> :cross: Use scanner with DeSoto

:cross: Use Crime-Tron

Bob Bell Dialog - Nope

:cross: Add item

:cross: Put Stinky's cell phone in scanner

:cross: Add item

:cross: Put shot glass in scanner

:cross: Scan {"Crime-Tron" 1/3}

Travel to Meesta Pizza

 

:ls: Walk into Max {"Frequent Flier" 10/14}

:triangle:, use Future Vision

:cross: Use Future Vision with Sam {"Soothsayer" 7/10}

:triangle: return to Sam

:ls: Walk towards the right until you can see the dumpster with pizza boxes

:square: Use items with pizza boxes -> :cross: Place Stinky's cell phone on pizza boxes {"Don't Ask Your Parents" 6/10}

:triangle:, use Teleportation to travel to Stinky's Cell

:cross: Check out DeSoto

:cross: Use Crime-Tron

:cross: Add item

:cross: Put old postcard in scanner

:cross: Add item

:cross: Put engagement ring in scanner

:cross: Scan {"Crime-Tron" 2/3}

Travel to Pawn Shop

 

:ls: Walk into Max {"Frequent Flier" 11/14}

:triangle:, use Future Vision

:cross: Use Future Vision with Sam {"Soothsayer" 8/10}

:cross: Use Future Vision with trash cans

:triangle: return to Sam

:cross: Vandalize manhole

:cross: Investigate trash cans

:square: Use items with manhole cover -> :cross: Use banana peel with manhole cover

:cross: Enter pawn shop

:cross: Check out DeSoto

:cross: Use Crime-Tron

:cross: Add item

:cross: Put paddle ball toy in scanner

:cross: Add item

:cross: Put receipt in scanner

:cross: Scan {"Crime-Tron" 3/3 Trophy Unlocked}

Travel to Toy Store

 

:ls: Walk into Max {"Frequent Flier" 12/14} IMPORTANT! Be absolutely sure to do this first. Once you use Future Vision on Sam, your chance is lost to smack Max in this location.

:triangle:, use Future Vision

:cross: Use Future Vision with Sam {"Soothsayer" 9/10; "Ape Escape" Trophy Unlocked}

 

Act 4

Watch cutscene with the Narrator {"Don't Ask Your Parents" 7/10}

:cross: Talk to Stinky

Stinky Dialog - Stinky

Stinky Dialog - Skunkape's not so bad.

Stinky Dialog - Spaceship

:triangle:, use Teleportation to travel to Stinky's Cell {"Don't Ask Your Parents" 8/10}

 

:ls: Walk into Max {"Frequent Flier" 13/14}

:triangle:, use Teleportation to any destination

 

Momma Bosco Dialog - Skunkape

:circle: Back

:cross: Use rift generator

:triangle:, use Teleportation to travel to Stinky's Cell {"Don't Ask Your Parents" 9/10}

 

:circle: Back

:square: Use items with General Skun-ka'pe -> :cross: Put homing beacon on General Skun-ka'pe

:triangle:, use Teleportation to travel to Sybil's

 

:ls: Walk right until you trigger a cutscene

:ls: Run back to the left, and stand on the giant crack in the street in between Bosco's Inconvenience and Sam & Max's building. If done correctly, Skun-ka'pe will blast the crack and it will become a gaping hole.

:triangle:, use Teleportation to travel to Sybil's

 

:cross: Enter mysterious tunnel {"To the Five Boroughs" Trophy Unlocked}

 

:ls: Walk into Max {"Frequent Flier" 14/14 Trophy Unlocked}

:triangle:, use Future Vision

:cross: Use Future Vision with Sam {"Soothsayer" 10/10 Trophy Unlocked}

:triangle: Return to Sam

:cross: Talk to Strange Mole Man

Strange Mole Man Dialog - Rift Generator {"Don't Ask Your Parents" 10/10 Trophy Unlocked}

:circle: Back

:cross: Pick up cable

:cross: Plug power cable into toybox

:square: Use items with outlet -> :cross: Plug in rift generator

:cross: Turn on rift generator

:cross: Use boiler controls

:square: Use items with General Skun-ka'pe -> :cross: Offer paddle ball toy to Skun-ka'pe {"The Penal Zone" Trophy Unlocked}

 

Watch the end cutscene, and you should be given a prompt telling you that you've unlocked a new location on the city map. Press :cross: to continue, then watch the end credits. When you are returned to the title screen, reload the save I instructed you to make earlier.

 

PLAYTHROUGH 2

Act 2

:cross: Check out DeSoto

:circle: Back

:cross: Consult the city map

Travel to Mysterious Alley

 

:cross: Dive into dumpster

:cross: Check out DeSoto

:cross: Consult the city map

Travel to Straight & Narrow

 

:cross: Enter the subway

 

:triangle:, use Nutrition Specs

:cross: Use Nutrition Specs with Lincoln sculpture

:triangle: Return to Sam

:cross: manhandle Lincoln sculpture {"Part of a Nutritious Breakfast" Trophy Unlocked}

 

 

Edited by mjc0961
new forum cleanup
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  • 3 weeks later...

okey I somehow screwed up with frequent flier...

so since I needed to start a 2nd playtrough anyway, I just continued folowing the guide for playtrough 1. I skip every thing related to trophies accept walking into max. but now I'm stuck... flint never apeared at stinky's and at first I din't think it would be a problem, but now I need to use the secret button, but I can't reach it coz stinky is in the way... I tryed talking to her, but that did nothing, I tryed exiting and re=entering, but no... but now I entered and suddently "hey there sam and max" was spoken from an empty bench! hehe, it's the place where flint was suposed to sit... so does that mean it's glitched and I need to start over again? or is there a fix? there are quite some things I can't do on my second playtrough, so I dunno if I can on a 3rd...

thanks in advance;)

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Flint is invisible?! :shock:

 

Okay, you might be able to work around that, key word being might. Try doing these things for me:

  1. Press :triangle: to go to Max's powers and pick Future Vision. Look at the booth where Flint should be sitting and see if you have the sparkes in his place AND/OR if you still get the prompt in the corner of the screen that should say something like ":cross: use Future Vision on Flint".
  2. Stand near the booth where Flint should be as Sam and just use :r1: and :l1: to cycle through selectable object. Look and see if you ever ":cross: talk to Flint" in the corner of the screen.

If these two things work even though he's invisible, you should still be able to complete the game and it'll just be a funny glitch.

 

If not though, it's a game-breaking one and I don't really have a solid solution. I can't guarantee that this will help, but you might try deleting both the actual game and the game save for it. Then go back to the Playstation Store and redownload the Episode 1 demo and unlock key from your purchase history. Once that's done, you can start the game again and hopefully have no glitches. Again, I make no promise that it will help though. It's just an idea.

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Excellent guide! I used the trophy guide for the trophies, but great to have a walkthrough as safety in case you mess up ;) I used the walkthrough for my second playthrough as I wanted that as short as possible.

 

Just something that might be worth mentioning in your guide.

 

(B) Soothsayer - Can not be gotten over several playhroughs. I missed it on my first playthrough, but was 100% sure I had gotten the 'last' 4 places. In my second playthrough it didn't unlock until I used future vision down underground with the two moles.

 

This might go for more of the trophies as well, so all 'collectible' trophies might have to be gotten in a single playthrough. At least Soothsayer had to.

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Excellent guide! I used the trophy guide for the trophies, but great to have a walkthrough as safety in case you mess up ;) I used the walkthrough for my second playthrough as I wanted that as short as possible.

 

Just something that might be worth mentioning in your guide.

 

(B) Soothsayer - Can not be gotten over several playhroughs. I missed it on my first playthrough, but was 100% sure I had gotten the 'last' 4 places. In my second playthrough it didn't unlock until I used future vision down underground with the two moles.

 

This might go for more of the trophies as well, so all 'collectible' trophies might have to be gotten in a single playthrough. At least Soothsayer had to.

I guess I had just figured that listing them all as missable in the road map covered that, but now that you've made me sit here and really think about it for it a bit, I suppose that if it would still be missable if you missed it the first time but could just get the rest on a new game, because you'd still be playing at least part of the game again. I'll make a note for myself to come back later and update this.
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  • mjc0961 changed the title to Sam & Max: The Devil's Playhouse - Episode 1 ~ Road Map, Trophy Guide, and Walkthrough

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