The second episode of Sam and Max: The Devil’s Playhouse is something of a misnomer – you actually don’t get to play as the titular characters much at all! Instead, you’re reliving the events that their great-grandfathers, Sameth and Maximus, went through, via Max’s odd new psychic powers.
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As you’d expect, however, this requires the same zany adventuring brain that Sam and Max’s other adventures will have conditioned you to have. This episode has you flipping between mysterious film reels and solving a mystery in a non-chronological order. While it’s a difficult task, we have all of the solutions here.
How To Deal With Kringle
The beginning of this episode will see you transported into the film reel seen in the introduction, with you in control of Sameth and Maximus. Naturally, they play identically to Sam and Max, with Maximus having his own psychic powers.
To solve this first puzzle, you’ll need to use Maximus’s Psychic Ventriloquism power with the squid statue in the distance.
This will lead us to the gimmick of this episode: you’ll need to flip between four different film reels to piece together the story of Sameth and Maximus. Start the episode by heading into Reel 1: The Sphunx Challenge. Use the start button to enter the reel once it’s in place.
To learn what you must do in this reel, step onto the Sphunx’s tongue (as instructed by Papierwaite, if you speak to him).
How To Give An Offering To The Sphunx
The offering you need for the Sphunx can be found close at hand. Speak to Kringle in the seat in the front row of the theatre and get him to give you some cookies.
When on the Sphunx’s tongue, place the Cookies in its nostrils. This will teach you what the second challenge is: to read the hieroglyphics. This is also what you need to do to progress in Reel 3!
How To Read The Hieroglyphics
This puzzle has quite a few steps to contend with:
- Speak with the Mole Woman at the back of the theatre – she’s reading a hieroglyphic newspaper.
- Attempt to use the Can o’ Nuts on the stage.
- Attempt to get Kringle to tell you where the elves went with the Can o’ Nuts.
- Talk to Kringle about the Sphunx to get him to try the challenge himself. While he’s distracted onstage, search through his bag to learn where the elves went.
- Pick up the discarded hieroglyphic newspaper at the back of the theatre and then exit through the back door.
- Walk down the street to the left and enter the building there. Talk to the Mole Woman in the cellar apartment. Make sure you ask her about the Sphunx hieroglyphics, and you’ll learn how to say them.
- Make sure you also ask the Mole Woman to read to you from the hieroglyphic comic. You need to hear a punchline about cucumbers cut lengthwise.
After learning how to say the hieroglyphics, head back to the theatre and attempt the challenge of the Sphunx again, beginning with a cookie offering. You won’t be able to tackle the third part yet, but failing at it is vital to progression.
Once you fail the third challenge and get spat out from the Sphunx’s mouth, open up Maximus’s psychic power menu and choose Astral Projection to get back to the present. Now, you can head to other reels.
Let’s check out Reel 2: The Train to Egypt first.
How To Make Baby Amelia Earhart Be Quiet
No matter what happens when you start Reel 2, you’ll quickly find out that you cannot make Amelia quiet, and you’ll all get thrown off the train.
To find out how to make her quiet, head into Reel 3: The Standoff after you’re thrown back to the present. Once you have control, leave the room, head to the right of the train car, and enter the Yellow Car.
The second door in this car belongs to Baby Amelia. Use the Music Box in her room to learn what sends her to sleep. With this knowledge, return to Reel 2 and you can use the Ride of the Valkyries to shush her.
After sending Baby Amelia to sleep, use the Can o’ Nuts power that Maximus has to hide from the ticket inspector. This will also teach you how to overcome the Sphunx’s third challenge via a cutscene, but more on that later.
Explore this large room until you witness two things:
- The Mole Man casting a protection spell on the Devil’s Toybox.
- The asp stealing the ventriloquist dummy and leaving.
How To Get The Ventriloquist Dummy
Begin by heading to the right of the staircase in the middle of the room and head up the right-hand staircase. You’ll meet a talking bas-relief – chat to him if you want, but we’ll deal with him later. Interact with the sconce at the top of the stairs to open up two new pathways.
Take the path to the left of the central staircase to reach a corridor with two doorways. There’s supposedly a trap, but you canalways choose either doorway; you’ll always pick the right one.
Enter the room at the end of the hallway, and you’ll meet the Mole Man’s daughter – talk to her about everything, especially curses (you need to learn about her father’s Sexo Rejexo curse).
Try entering the centre of the room, and you’ll be attacked by the snake. As soon as you have control with the snake leering at you, activate Maximus’s Can o’ Nuts power and you’ll end up grabbing the ventriloquist dummy in the following scene.
Don’t worry about Maximus being turned into a cow, just talk to him and he’ll change back to normal after a while.
While you’re here, use Maximus’s new Ventriloquist Dummy psychic power on the Mole Girl with her father present. This will teach you about the Sexo Rejexo curse in more detail. Specifically, make it sound like she says, “I love Sameth and Maximus!”
With this knowledge, you can complete some other puzzles.
How To Complete The Sphunx’s Final Challenge
This is a convoluted puzzle that requires some flip-flopping.
- In Reel 3, speak to the Elves in the Yellow Car until you learn that they need a test subject for their new toy.
- Head to the Green Car, which is at the front of the train, and enter the Moles’ room.
- Talk to the Mole Man and tell him that his daughter has a crush on you. This will get the Sexo Rejexo curse placed on you.
- Head back to the Yellow Car and speak to the elves. Make Slushie wait for you in the hallway by telling him you can get him a kid.
- With the curse still active, go speak to Baby Amelia Earhart. The following scene will teach you what the toy they’re working on is.
- Head back to Reel 1 and head to the elves who have the genuine Can o’ Nuts.
- Talk to the elves about the Can o’ Nuts and trade them for the concept of a toy biplane.
- Head back to the theatre and complete the Sphunx’s challenge:
- Use cookies as an offering.
- Read the hieroglyphics correctly.
- Use the Can o’ Nuts power to roll through the gate.
This completes Reel 1.
How To Find The Stolen Devil’s Toybox
It is now possible to complete Reel 3 and find out what happened to the Devil’s Toybox.
- In Reel 3, head to the Mole Man’s cabin and talk to him about his steamer trunk. Use the Ventriloquist psychic power on the trunk to convince him to let you look inside, and then examine the parchment more closely.
- Exit and enter the train car that has Jurgen and the Mole Man’s cabins until you see both the Mole Girl handing Jurgen a love letter and Jurgen entering the Mole Man’s cabin. Your goal here is to quickly get into Jurgen’s cabin and nab that love letter.
- Head to the central train car and pick up the Drinking Glass from the tray outside Kringle’s room. While you’re here, put some Cookies on the tray.
- Show the love letter to the Mole Man. This will cause the Mole Girl to turn Maximus into a cow again. Use the Empty Glass with the cow.
- Put the Glass of Milk on Kringle’s room service tray and then knock the door. Say that you’re room service, and then quickly use the Can o’ Nuts power to get inside Kringle’s room.
- Examine Kringle’s steamer trunk. The Devil’s Toybox isn’t there. There’s only one place left to examine; Jurgen’s trunk.
- Head back to the Mole cabin and then leave – the Mole Girl will announce that she’s leaving the cabin – use the Can o’ Nuts to avoid her seeing you.
- Use the Ventriloquist Doll on the Mole Girl as she struggles to speak and make her say “Vampire Reverse Curse” and then say that it’s in the “Sarcophagus.” You must know of the existence of the Vampire Reverse Curse and the Sarcophagus in the central train car.
- Don’t go into Jurgen’s room – head to the Elves’ cabin instead, past Jurgen, and tell Slushie that Kringle wants to speak to him. This will turn Jurgen into a vampire.
- Now that Jurgen’s a vampire, you can safely enter his cabin and investigate his steamer trunk.
This completes Reel 3.
How To Break The Protection Spell
In Reel 2, head up the other set of stairs that opened up when you interacted with the wall sconce earlier. At the top of the room, you’ll find a door, which will lead to the Elderly Mole Man, who used the Protection Spell earlier.
The first step to breaking the Protection Spell will be to acquire the three magical blocks on the ground near the Elderly Mole Man, but you can’t approach him. Get near enough that Baby Amelia Earhart turns up, and you can solve this puzzle:
- If you don’t have it active right now, go and get the other Mole Man to cast the Sexo Rejexo hex on you by using the Ventroliquist Doll power on his daughter and making her say she loves Sameth and Maximus.
- With the Sexo Rejexo hex active, speak to Baby Amelia Earhart.
- Immediately follow this up with the Ventriloquist Dummy power used on the sarcophagus she’s near.
- With the Elderly Mole Man distracted, pick up the Hieroglyphic Blocks.
- Head back to the central room and pick up the bust from the middle of the large niche in the back of the wall.
- Speak to the guardians until you can answer their riddle – the answer is ‘Cucumber cut lengthways‘.
- Head back to the Elderly Mole Man and talk to him about Mole Curses. Examine the vacation brochures next to him and then talk to him about Stuttgart. This will get a bad luck hex placed on you.
- With the bad luck curse, head back to the hallway with two doorways and place the Sammun-mak Bust in either of the doorways. This will earn you two halves of a bust.
- Place each half in the niches in the central room on the back wall.
- Press the trip plate again, and you’ll be transformed into bas-reliefs again. Use the wings to walk over to the Protection Spell.
- Use the Hieroglyphic Blocks on the Protection Spell.
With this done, you’ve completed Reel 2.
How To Complete Reel 4
This reel will begin with a short quiz, with answers you should know from completing the other reels:
- Magical can ‘o nuts.
- Undid protection spell.
- Beat a baby.
This will lead into the final confrontation and puzzle of the episode. There are a few simple steps to take here:
- As Maximus, stall for time.
- As Sameth, use the Newspaper on the nearby torch.
- Use the Flaming Newspaper on the nearby counterweight.
- Use the Cookies on the Sphunx’s nostrils.
- Switch back to Maximus and use the dialogue option to trick Papierwaite.
- Use the Ventriloquist power on Papierwaite.
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