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Retro Game Walkthroughs For
"Sam and Max"
(PC Games)

Retro Game Walkthroughs for Sam and Max (PC Games)
Submitted By: herod
Episode 1: Culture Shock

Mission for the Freelance Police

Office: Jimmy, the rat is holding the telephone hostage. Check out all of the active items in the office. It will help later.

Pick up boxing glove from window sill and bowling ball by file cabinet.

Where's the cheese: Find the place you store things.

Open the closet.

How to get Swiss cheese: Remember what a Swiss cheese looks like. Sam can help you.

Get Sam to shoot at the pile of cheese.

How to get the phone: Interrogate the rat and find his weakness.

Get Max to threaten the rat and he will complain of headache. Then get Sam to ask about his headache. Click on Max to do his thing.

After the phone call, click on door.



Meet the Soda Poppers

Outside: Go right and talk to Specs doing graffiti. Learn about the Soda Poppers, Brady Culture and Eye-Bo.

Bosco's Inconvenience: Go right of the block to the corner store. Note the van parked around the corner.

Enter and talk to Bosco completely. Learn what he has to sell.

Check out all of the active items in the store. Look around and see all the funny signs and items in the store.

Pick up Brady Culture's Eye-Bo videotape from stand left of counter and cheese from table by door.

Talk to the second Soda Popper, Whizzer completely. Go to the bathroom.

How to disable the munchkin terrorist: Remember what Bosco said about his security system and what happened when Max went to the bathroom.

Click on bathroom door and Max will go to the bathroom. This will get Whizzer to go also. He leaves his basket free. Immediately place the cheese in the basket. Watch what happens.

Office: Exit the store and go back to the office. Use the videotape on the VCR. Save by the popcorn urge. Watch Jimmy Two Teeth.

Take the videotape out of the VCR and watch TV. Click on TV after each segment of the show to learn about the Soda Poppers: Specs, Whizzer and Peepers and the Child Star Who Never Was, Brady Culture. This qualifies as a baffling mystery.



Desoto: Exit the store and go to left side of block. See the Desoto police car. Pick up the spray paint atop the back of the car behind the De Soto.

Ride the Desoto. During the driving sequence, see gun, megaphone and horn at the side. See what happens when you use all those 3 items.

What to do during the driving sequence: Remember what Sam said on a way to pay for Bosco's tear gas grenade launcher and where they were going to go - 'arrest lawbreakers'.

Use the gun and Sam will target cars. Place the cross hair of the target on the taillights of the car in front of you. Fire the gun to break a taillight.

Then use the megaphone to arrest the driver. Watch and get 10 thousand in a bag.

Go back to the office by clicking on the building at lower right of screen.

Sybil's Psychotherapy: Go across the street from the Desoto and enter Sybil's.

The closet door rattles. Meet the third Soda Popper, Peepers. Talk to Peepers completely.

Open the closet door and meet the real Sybil. Talk to Sybil completely and learn how to cure hypnosis.

How to remove Peepers' hypnosis: Prevent Peepers from running and render him unconscious.

Go to Bosco's Inconvenience and give Bosco the money to get tear gas grenade launcher.

Use the grenade launcher on Peepers. Then use the boxing glove on him.

Specs: It's time to cure Specs.

How to cure Specs: Remember that Specs doesn't like his work of art messed up. Find a spot where he can be properly 'cured'.

Use the spray paint on the graffiti left of the stairs leading up to the office. Enter the building and drop the bowling ball from the window.

Whizzer: It's Whizzer's turn to be cured. Also find out where Brady Culture's Home for Former Child Stars is located. Go to Bosco's Inconvenience and click on Whizzer.



Find the location of the Home for Former Stars

Note: The character for this part depends on which one of the last 2 Soda Popper gets cured.

Chase the Van: Ride the Desoto and chase the van.

Disable the van: Drive the car as close as you can to the van by swerving away from the boxes. When close enough use the gun and aim for the tires.

Brady Culture's Home for Former Child Stars: Look around and check everything.

Take an admission form for patients with artificial personality disorder. Learn and take note what are the symptoms of the disorder. The symptoms differ in each game.

Try to insert the form in the form reader under the monkey at the ticket booth.



Get the admission form signed by a licensed psychiatric professional

Sybil: Go back to Sybil and give her the symptom form. Talk to Sybil completely and then take the test.

Pass the 3 tests for Artificial Personality Disorder given by Sybil: Remember that the symptoms differ in a new game.

During the ink blot test, select the answers that correspond to the first symptom - an obsession.

During the free association, be violent on words that match the second symptom.

During the dream analysis, select the matching multiple choice with the third symptom.

Inkblot: First symptom could be about money or fame.

For money - select answers that have pennies, opulent mansion, wallet, stock exchange and debit card.

For fame - select answers that have Emmy, marquee, autograph, cheering crowd and flashbulb.

Free Association: The second symptom could be violent reaction to hair styling or dentistry. Click on Sybil for a selection of answers.

About dentistry - When the words like: drill, crown, fluoride, polish, filling or any dentistry connected words are mentioned; use the gun or boxing glove on Sybil.

About hair styling - When the words like: comb, dryer, teasing, shampoo, tint or any hair styling connected words are mentioned; use the gun or boxing glove on Sybil.

Dream analysis: In the dream office, check all the active items. The third symptom could be subconscious desire to marry your mother or to see one's peers age.

If subconscious desire to marry your mother - Click on the ?black silhouette and select Sybil. Click on the donut box and select wedding cake.

If subconscious desire to see one's peers age - Click on the ?black silhouette and select Max. Click on the donut box and select birthday cake.

Click on door to exit the dream analysis.

After passing the tests, Sybil signs the symptoms form.



Meet Brady Culture

Home for Former Stars: Use the DeSoto to go to the Home. Insert the signed symptoms form on the form reader and the gate to the right opens.

Enter and meet Brady Culture. Oh No! Sam becomes video deliveryman.

Cure Sam part 1: Sam delivers videotapes to Bosco's Inconvenience store.

On the way out after dumping the videotapes, take the cheese from the table.

Boing! Sam goes into a dream sequence.

Cure Sam part 2: Look around and see that there are 4 Brady Cultures. Max' head is floating up in the ceiling.

Remember Sybil's next step in the cure - destroy the intruder in your dream.

Brady in the closet - Open the closet and see the rat look at Brady cheese. Immediately and while Brady is talking - use the bicycle pump to inflate rat. Watch.

Brady as a light bulb - Use the light switch right of door.

Brady on TV - Take the coat hanger used as antenna.

Brady as Max - Check the loose one way sign right of door and see that the room turns upside down dropping Max' head on the floor. The one way sign flips back reverting to the original room state.

Use the gun on the nail of the one way sign. Sam catches Max' head.

Place Max' head on Brady's head. Oh My!

Sam's cured but Max is in trouble. Talk to Bosco and learn that he tried to make a hypnosis blocker.

Get a hypnosis blocker - Go talk to Sybil in her office. She will give you a helmet diagram.

Go to your office and take the coat hanger.

Go back to Bosco and give him the helmet diagram. Later, give him the coat hanger and get anti hypnosis helmet.

Final meeting with Brady Culture

Home for Former Stars: Use the Desoto to go to the Home. I'm coming Max!

Enter the right gate and Sam automatically wears the helmet.

Talk to Brady and then the Soda Poppers arrive.

Stop Brady Culture: The Soda Poppers are controlled again and they attack Sam.

Click on the Soda Poppers and get a dialogue selection.

Select: become - Brady Culture. Click on the Soda Poppers and get a dialogue selection.

Select: worship - me. Click on the Soda Poppers and get a dialogue selection.

Select: attack - me. Hah! Tricked him!

Watch what happens.

Submitted By: Silent Assassin
Sam & Max Hit The Road - Complete Solution

The Office
The game starts in the office. The first step is to LOOK at the
rat hole at the back of the room. This is where Sam and Max hide
their cash. PICK UP the rat hole to get your loot. Next, walk to
the right and LOOK at the closet. PICK UP the black light bulb.
Feel free to pick up and/or use the implements in the dartboard
for a quick laff. They serve no useful purpose though. When
you�ve finished playing about, go outside.

Outside The Office
USE Max on the bloke hanging from the stairs if you want a
throwaway giggle. Now go down the stairs to the street. You may
remember from the intro sequence that you are supposed to meet a
bonded courier here. TALK TO the cat - he is the courier in
disguise - and then USE MAX on him. This reveals a letter, which
shows you the location of the Carnival, as well as your mission
briefing. USE CAR to go to the carnival.

The Carnival
USE the letter (outlining your mission) on the fire-eater to get
past him. You can now enter the Hall Of Oddities and TALK TO the
Kushmann brothers, who tell you of Bigfoot�s escape and the
Trixies� involvement. The brothers then give you a free pass for
the rides. By the melted ice-stand you should see something on
the floor. PICK IT UP - it�s a piece of Bruno�s fur. Go back
toward the entrance and you�ll see a jar with a hand in it. PICK
THIS UP too. Now exit the tent past the Kushmann brothers and
walk to the left. You arrive at the Cone Of Tragedy.
TALK TO the operator about Bruno, and then ask to have a go on
the ride.
Once the ride has stopped, LOOK at your inventory. You should�ve
lost
everything. TALK TO the operator again and he will give you a
claim ticket. Go back to the right and past the caravan round
the back. This brings you out at the side of the Hall Of
Oddities. Go into the Lost And Found tent on the right, and you
can get your gear back. LOOK at it and you will have gained an
extra piece of equipment - a fish magnet. LOOK at this and it
reveals a new location - The World of Fish. Go back past the
Hall Of Oddities and locate the Wak-A-Rat game in the booth by
the caravan. USE the game and score 20 or more to get a torch
with no light bulb. USE the black light bulb with the torch to
make a black torch.
PICK UP the lens from the machine behind you. Now walk to the
left, past the Cone Of Tragedy, and you will arrive at the
Tunnel Of Love. USE the Tunnel and, once inside, USE the black
torch on the walls. Now look at everything with the torch as you
go past. About halfway through you should see a fusebox. USE MAX
on it to stop the ride. Get off the swan and walk to the
beheading scene. PULL the beard off the Henry VIII figure and
the door at the back will open up. Go through the door to meet
Bruno�s friend, the mole man. TALK to him and he�ll say that he
will swap the key to the Trixies� trailer for some pecan
chocolates. He also tells you of his Uncle, Shuv-Oohl, and
reveals the location of
the Ball Of Twine Restaurant to you. USE the switch by the door
and leave. Once you�ve left the ride, walk left, down past the
side of the Hall Of Oddities, and you�ll end up on the map
screen. Drive to any of the burgers (these represent Snuckey�s
bars).

Snuckey�s
PICK UP the cup outside, and then enter. PICK UP the box on the
shelf nearest the counter (the required pecan chocolates) and
the hidden game from the rotary rack near the back of the store
(repeat this at all three Snuckey�s to get all three games). Go
to the counter and PAY for the items. Now TALK to the bloke at
the counter until he mentions he can open any jar. Get him to
open the jar with the hand in it. Now ask him if Max can use the
bathroom. Max takes the key. Now make your excuses to the
counter man, and follow Max as quickly as possible. Once
outside, you will hear the toilet flush and see Max coming back.
Stop him by TALKing to him, and then get him to keep the key
with the rasp file.
Afterwards, return to the carnival.

The Carnival (again)
Go back to the Tunnel Of Love and USE it to revisit to the mole
man. GIVE him the chocolates and he�ll give you a crowbar (the
key to the caravan). A cut scene follows. Leave and go to the
caravan. USE the crowbar on the door and enter. USE the chest in
the foreground to get a stiltwalker suit, and then the wardrobe
to obtain a Gator Golf card. This reveals a new location, the
Gator Golf Centre. Now go back to the map and head for...

The World Of Fish
PICK UP the bucket of fish near the bait store. Go and TALK to
the man about the helicopter you saw when you first arrived, and
he�ll tell you about the Ball Of Twine Restaurant stealing his
fish. Now go back to the car and head for...

The Gator Golf Centre
Go up to the counter and TALK to the man about the characters.
PICK UP the broken golf ball retriever from the bin on the
right. Walk down to the golf range. You will meet Conroy Bumpus
again. In the cut scene that follows, a fight occurs and Max
ends up in the Dunk The Beast tank at the back of the screen.
Once you wake up, it�s time to play Gator Golf so you can rescue
Max. USE the bucket of fish with the golf balls, and then USE
the golf club. To liberate Max you must line up the gators down
the approximate centre of the screen, which Sam can then use as
stepping stones. To do this you must aim a shot slightly behind
or ahead of
each alligator, and then shoot - with the fish - until they are
all lined up. Max will know when you�ve done it right. Walk to
the island and USE the door in the tank to get Max out. This
also reveals a cupboard-type area in the base. USE this and you
will find a snow globe inside, which reveals the Mystery Vortex
location. Max will also give you a piece of fur he�s found. Now
return to the car and go to...

The Mystery Vortex
Enter the cave. Everything is a little weird in here. Go into
the back room first and TALK to the woman. You�ll find another
piece of fur near the block of ice. PICK IT UP. Now go back to
the main room and USE the mirror. This takes you to a secret
room with three magnets - each corresponding to a primary
colour. You can switch the magnets on or off individually by
USE-ing them. Changing the room�s colour scheme by activating
and deactivating said magnets enables you to enter the doors.
Turn all three magnets on and you�ll be able to go through the
white door. Through here you will find the mole man�s uncle,
Shuv-Oohl. He�ll give you some advice and then complain about
his mood ring being
lost when he helped make the ball of twine. He also tells you of
Frog Rock between two landmarks (it�s random), where strange
things happen. Leave the Vortex and go to...

The Ball Of Twine Restaurant
Go to the cable car and USE it to reach the top. Once there,
walk left to enter the spinning restaurant. TALK to the
shaman-type character and he will give you a bent spanner. Now
go to the left of the elevator and you will see two power lines
on the floor. PICK THEM UP and USE them on the telescope behind
you. Also USE the lens from the carnival on the telescope. Now
USE the telescope itself. Locate the two landmarks, controlling
the telescope as directed in the manual. You must stop the
telescope to identify them. Locate the grey rock between - and
then stop the telescope on this. Frog Rock will appear on the
map. Leave the
telescope and USE the elevator. Go back to the ground and head
to the museum near the ball. Once inside the museum, USE the
ball-grabber with the hand - and then USE that with the fish
magnet. USE the whole contraption with the ball of twine to
acquire the mood ring.

The Mystery Vortex
Go back and see Shuv-Oohl. Give him his mood ring, and he�ll
give you some of his mystic powder. Take it and go to...

Frog Rock
At Frog Rock, use the three samples of fur on the rock as
instructed by Shuv-Oohl, and then use the powder. Watch the
following set scene carefully for a less than subtle clue. A new
location on the map - Bumpusville - will also be revealed. Head
back to the car and drive there.

Bumpusville
Go into Bumpus� room (on the far right), and use the bed. Pick
up the pillow, and then use the golf ball retriever to get the
book above the door. Don�t attempt to grab the wig yet. Leave
the bedroom and go down the hall. Enter the music room on the
far left, and watch the band. When they�ve finished, do not
attempt to approach them because the alarm is on. Now exit the
music room and, when you see the robot, use the book with it.
Connect all the wires, and the robot will re-enter the music
room and trip the alarm. Now go to the alarm room, which is next
to Bumpus� room. Use the virtuality alarm equipment. In the VR
section, pick up the sword and go to the cave. Use the sword
against the dragon. After you�ve killed it, pick up its heart to
get the key. Leave and go back to the music room. Use the key on
the keyhole by the door to disable the alarm. In the following
cut scene, Trixie and Bruno escape, but find time (fortunately)
to reveal to you where they�re heading - the Savage Jungle Inn.
Go back to the trophy room, and pick up the photo of the
naturalist, John Muir, at the back of the room. Now leave the
house and go to the...

Savage Jungle Inn
Once inside, engage the receptionist in conversation. When you
finish she gives you some brochures. Look at these to get the
final locations - Mount Rushmore and the Celebrity Vegetable
Museum. Try to enter and the yeti reminds you that only
sasquatches and their dates are allowed in. Obviously, you need
a disguise. Leave and go to the...

Celebrity Vegetable Museum
Go to the lady and talk about Bumpus. She tells you she has got
a lot of egg plants that look like him. Take one (they�re on the
right). Now go back to...

Bumpusville
Go to Bumpus� room, and use the egg plant with the wig. You trip
the alarm, but at least you get the wig. You�ll then get thrown
out. Use the wig with the stilt walker suit to make the
beginnings of your costume. Now go to...

Mt Rushmore
First, go to the dinosaur. Look at the mammoth. Bruno will
remark on the likeness between its fur and sasquatch fur. Use
Max on the mammoth to get the fur. You now need some way of
attaching it to the suit. To do this, walk to the bungee part of
the park and go up the lift. Note the tar near the lift base,
and how close it is to the bungee jumpers... Use the Snuckey�s
cup with your golf ball retriever when at the top, and then use
the screens to get changed into one of the harnesses. Now
use the bungee rope. When at the bottom of the jump, use the
golf ball
retriever/cup with the tar. When you get off, use the screen
again and then use the lift. Now go back to the...

Savage Jungle Inn
Use the tar with the stiltwalker suit. Afterwards, use the
mammoth fur with the tarred suit. Voila! One sasquatch costume.
Give the rasp file to the yeti who looks in pain, and he becomes
indebted to you. Now use the costume. He is impressed, and lets
you into the ball. Talk to the yetis once you�re inside, but
remember that you can�t go backstage. Instead, go to the right
of the stage and enter the kitchen. Open the back door and
Bumpus will come in. When he attempts to net you, use
the costume to reveal who you are. He�ll now take the costume
from you for his own use. When the chance arises, use Max on the
freezer, and he�ll get trapped inside. The chief enters, having
seen what you did, and makes you honorary chief in his
gratitude. Another cut scene follows. Make note of the pictures
on the poles, and what they remind you of. Now go back to the
kitchen and get the ice pick from near the freezer. Use the
freezer, and it will be revealed that Bumpus and his sidekick
have been frozen in ice, dressed as a yeti. Go back into the
main room and pick up the bottle of wine from the table. Now
leave the conference and go to...

The Ball Of Twine Restaurant
Go up to the restaurant bit and give the ice pick to the shaman
character. He then bends it into a corkscrew. Use this with the
bottle to get the cork. Take the cork and use it with the snow
globe. Go back to the...

Mystery Vortex
Go into the back room and use the mini vortex. Once inside, use
the snow globe. You�ll now catch it and get a handheld vortex.
This is the first totem pole completed. Head to the...

World Of Fish
Go to the river-mounted fish and use the bent spanner on it. Now
use the fish. Finally, use the fish with Max. Once you are both
inside, a scuffle will knock it off its podium and the fisherman
will catch you. After this scene you will be above the Ball Of
Twine on the other side. Look at the loose end of rope, and then
use Max on it. A chef will come out with a cleaver. You jump
over the side to escape, but 91 yards of twine better off. You
may be worried about your car being at the World Of Fish, but
don�t be. Head to...

Mt Rushmore
Go to the dinosaurs and make the T Rex talk. When its mouth is
open, use the rope to lasso a tooth, then use Max on the rope.
This will extract the tooth, completing the second of the totem
poles. Next go to the...

Celebrity Vegetable Museum
Give the photo of the naturalist to the woman behind the
counter. She will tell you to come back later. Leave and go
anywhere. Now return to the museum to collect your Zucchini
squash of John Muir (the third totem). Afterwards, go back to
the...

Savage Jungle Inn
Go around to the totem poles. Walk to the right, past Bruno, by
clicking on the bottom-right of the screen, then click about
two-thirds up on the right and you will walk to the hot tub. Use
the snow globe, dinosaur tooth, naturalist Zucchini and the
pillow case (the fourth totem) with the hot tub. The totems will
all disappear. The chief will now tell you that the last part of
the ceremony requires a yeti sacrifice. After hearing this, Max
should go and get the Bumpus imitation yeti
from the freezer automatically. Now sit back and watch the endin

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