Overview:
- Estimated trophy difficulty: 2.5/10 Difficulty rating has been decided by the forum members in the Difficulty Rating Thread.
- Offline: 12 (7 , 4 , 1 )
- Online: 0
- Approximate amount of time to 100%: 1-10 hours
- Minimum number of playthroughs needed: 1
- Number of missable trophies: 7
- Glitched trophies: 0, although "The Unabridged Version" is quite picky
- Do cheat codes disable trophies?: No cheats

Introduction: The City That Dares Not Sleep is the final episode 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 five story related trophies, with the extra story related trophy unlocking in Act 4 for a total of two in that act. You should easily be able to pick them all up, along with 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. Furthermore, the episode itself is short, so going back for a 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 12 of the trophies under your belt, but you will miss a lot of funny references and dialogs if you use it.

One of the things you should be aware of are the missable trophies. Aside from the five that are tied to story events, all of them can be missed. They are as follows:

  • The Unabridged Version
  • For Insurance Purposes
  • Genius in its Simplicity
  • All the Old Familiar Places
  • Like Battery Acid and Pickle Juice
  • Fire Retardant
  • Quiet on the Set

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, a second playthrough can be easily done to mop up.

The other thing you will need to be aware of is the "The Unabridged Version" trophy. As stated in the overview, it's not glitched, but it is rather picky. You will need to wait quite a while longer after each portion of the required audiobooks are finished playing for them to count towards the trophy. Check the guide for more details.

Step 1: Play the story. You will pick up the four 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 knock them all out in one go.

Step 2: If you happened to miss any of the seven missable trophies in your first playthrough, play the game again to mop up. If you need this step, 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 to skip any dialog you don't want to hear again.

[PS3T Would Like to Thank mjc0961 for this Road Map]

Sam & Max: The Devil's Playhouse - Episode 5: The City That Dares Not Sleep Trophy Guide

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12 trophies ( 7  )

  • Sent a rescue team into the body of Giant Max

    This trophy is awarded for completing Act 1. It is story related and cannot be missed. If you get stuck, see "The Happy Ending".

  • Overcame the psychic powers to enter Max's brain

    This trophy is awarded near the end of Act 2. It is story related and cannot be missed. If you get stuck, see "The Happy Ending".

  • Found the location of the only thing that will save Max

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

  • Delivered the tool necessary to complete Max's brain surgery

    This trophy is awarded near the end of Act 4. It is story related and cannot be missed. If you get stuck, see "The Happy Ending".

  • Discovered a last-minute way to save Max

    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.

  • Listened to all of Max's audiobooks on vinyl in their entirety

    You will need to gain access to Max's brain in order to unlock this trophy, which you will do in Act 2. From there, although this trophy is missable, you will be able to unlock this trophy at any time you are inside Max's brain right up you are very close to the end of Act 4. So you can miss this, but you have plenty of time to unlock it.

    Once in Max's brain, walk around until you find the record player and the shelf of records right next to it. First you will have to examine the shelf and take the four records that are sticking out. From there, you will have to place each record on the record player, and listen to each track on the records. The name of the records and the number of tracks on each is as follows:

    The Eli Whitney Dilemma - 2 tracks
    Are you There, Great Bear Spirit? - 3 tracks
    The Happenstance at Ghastly Manor - 2 tracks
    A Killing Comes to Murdersburgh - 2 tracks

    However, this trophy is a bit picky. Rather than just listen until Max stops talking and then starting the next track, you will have to wait a bit before starting the next track. Some have said that they can see the record spinning if they look closely at the screen, and you have to wait until you see it stop spinning before playing the next track. Some have said that they heard the sounds of the record scratching when the track ends. If you are having trouble observing either of those cues, though, you can time out about 15 seconds using a watch or clock to make sure it's safe to proceed. And if you don't have a clock handy nearby either, I have found that you can watch your PS3's orange HDD access light. Once it stops blinking, you are safe to proceed. Also, for the "Are you There, Great Bear Spirit?" record, you will also have to wait for Max to stop crying (the screen will shake and you can hear crying noises while he is crying) before proceeding as well.

    Many thanks to inuyasha_523, Gogmagog, and TheGrimReefer for sharing tips about unlocking this trophy.

  • Checked out every object in Max's inventory

    You will need to gain access to Max's inventory in order to unlock this trophy, which you will do in Act 2. From there, you can get the trophy in either Act 2 or Act 3, but once you start Act 4 your chance to get this trophy is lost.

    To reach the inventory, go to Max's brain. Then use the tube that takes you to Max's legs, and from there you will find another tube which will take you to the inventory (a sign on this last tube will have a picture of an open box). From there, just examine all 16 items in the room. They are as follows:

    1. file cabinet
    2. employee handbook
    3. sock
    4. ink ribbon
    5. mariachi frogs
    6. meatball sandwich
    7. Ted E. Bear
    8. season one stuff
    9. Max's Luger
    10. roach farm
    11. car bomb game
    12. bucket of fish
    13. Maximus shrine
    14. balloons
    15. chocolate bar
    16. spare cables
  • Heard all the details of Stinky's origin

    This trophy can only be unlocked at the start of Act 4 when you find yourself in the cloning chamber. Also, your chance at this trophy will be lost once you place the photo of the Devil's Toybox in front of the camera. To unlock this trophy, you must examine the following items in the cloning chamber:

    box of stuff
    fog machine - This must be used before you can reach the following items.
    granite slab
    projector
    camera
    photo - Picture of a cake, sitting on the floor in front of the camera. Sam will pick it up and place it in his inventory.

    After you have examined all of these items, take the photo of the cake that Sam picked up from the floor and use it with the camera. Sam will place it back where it was for a moment, and then the trophy will unlock.

  • Collected all of Max's precious memory slides

    This trophy can only be unlocked in Act 3. Once you progress to Act 4, your chances at this trophy are lost. Thankfully, this trophy is quite easy. You will need to take control of Max and examine certain buildings and objects in the city. They are as follows:

    Battery Park
    Federated Consolidated Building
    Bosco-Tech Labs
    Skun-ka'pe's Flagship
    - This slide must be collected to progress through the story.
    Cloning Chamber - This slide must be collected to progress through the story. However, you cannot find this building until later in the act. See the walkthrough for more information. Projecting yourself to this slide will end Act 3, so be sure you have the other four slides before doing so.

  • Heard at least five accounts of what nightmares taste like

    You will need to gain access to Max's brain in order to unlock this trophy, which you will do in Act 2. From there, although this trophy is missable, you will be able to unlock this trophy at any time you are inside Max's brain right up until the point in Act 4 where you unlock the "Prepare for Surgery" trophy. So you can miss this, but you have plenty of time to unlock it.

    To unlock this trophy, simply find the Flaming Max that is floating around the middle of the room in Max's brain, and "use" it seven times. The first two times it will say random things, and the next 5 times it will give you a different description of what nightmares taste like.

  • Shot all of the Flaming Max spores

    Despite the description, not all the spores must be shot. Sam will not shoot some of them if you try, so the only ones you need to worry about are the ones he does shoot. This trophy is missable, however, so take note of all the spore locations and which during which acts they can be found.

    1. Two spores are floating around Grandpa Stinky while he is standing next to his corn dog truck. If you talk to Grandpa Stinky before shooting them, he will leave and the spores will move to new locations. Found only in Act 1.
    _1a. Found floating next to Grandpa Stinky's corn dog truck. Shoot it here if you didn't shoot it while it was bothering Grandpa Stinky. Found only in Act 1, and disappears after you finish making the giant corn dog.
    _1b. Found floating next to the DeSoto. Shoot it here if you didn't shoot it while it was bothering Grandpa Stinky. Found only in Act 1, and disappears after you finish making the giant corn dog.
    2. Found floating in the middle of the roam in Max's brain. This is the same spore you must talk to for the "Like Battery Acid and Pickle Juice" trophy. Found in Acts 2, 3, and 4.
    3. Found in Max's legs. Found in Acts 2 and 3.
    4. Found in Max's arms. Found only in Act 2, and becomes inaccessible once you successfully attempt the manual override of the arms.

  • Snuck into the frame of Satan's documentary at least twice

    This can only be unlocked in Act 1, and must be done before you swap Satan's microphone for another object. Simply go to the roof of Bosco-Tech Labs via the fire escape, talk to Satan, and select the "Go Mets!" and "Freelance Police!" dialog options.

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