Sam & Max Complete Solution


THE OFFICE

Watch the introduction and, once in the office, have a look around for fun - but what you need is the money in the mouse hole at the top (use the "hand" icon) and a bulb in a room to the bottom right hand corner of the screen. Use the answering machine next to the phone to get a message.

Go outside and use Max on the cat to get your orders. Again, you can look around for fun, but there is nothing else to do here save use the car. This puts you on the map screen.

SNUCKEY'S

Go to the nearest Snuckey's. Get a papercup laying around outside, go in, buy the box of candies (i.e., hand it to the assistant). Max will want to go to the bathroom, so talk to the assistant about that. As soon as Max leaves and you stop talking, go outside - when Max returns talk to him and suggest you retain the file which is attached to the key.

THE CARNIVAL

You can now use the car to get to the Kushman Brother's Carnival. Watch what happens when you arrive; then, attempt to enter the main tent. Hand your orders from the Chief to the fire-breather and he'll let you in. Here, talk to the Kushman Brothers to find out what gives. They will give you a day pass to go on all the rides. Before you leave this tent, pick up the Bigfoot hairs near the melting ice block and then the jar with the hand. Exit up.

Walk into the small tent and have a look around. Take the magnifying lens and play Wak-A-Rat (now, THAT was fun!); you should have no to trouble winning a price. Use this with the bulb to get a flashlight. Go to the left of this tent and talk to the guy in charge of the Cone of Tragedy. Have a ride in that and you will lose all your belongings - talk to the guy again and he will give you a Lost Property ticket. Go to the right of the Wak-a-Rat tent and you will find the Lost & Found, which is to the right of the main tent. Here you will get all your stuff plus a magnet - look into your inventory box.

Now you have to go to the Tunnel of Love, which is on the other side of the main tent and which you can reach by walking left from the Cone of Tragedy. Use the swan to travel inside and use the flashlight immediately, on the spaces between the tableaux, until you spot a fusebox. Use Max on it and you will alight on a "Henry VIII" tableau. Pull the king's beard to get the door open.

Go inside and talk to the Mole man to get a lot of information and also the key (?!) to Trixie's caravan... if you hand him the candy. When you've finished with him, flip the switch on your way out so that you can ride the swan back to the entrance.

Go to the caravan and get it open; look around and you will find a scorecard from Gator Golf inside the wardrobe and a suit inside a box. Get them both, go out and leave the Carnival by using the car.

First go to the World of Fish, which should have appeared on the map. Just grab a bucket full of fish near the stand. Use the car go get at the map and this time travel to...

GATOR GOLF

Walk to the left and get a broken ball retriever from the rubbish bin. Talk to the guy behind the counter. Now head for the golf area. Watch what happens here. When you are left to your own devices, you have to rescue Max.

Use the fish instead of the golf balls to play the game. It starts when you pick up a club. You could instead have a bit of fun dunking Max (you aim a ball at the target on his cage), but what you are aiming to do is to group the alligators in a straight line between you and Max. You do this by getting them to swim to the fish you are going to hit to them - so place the flag where you wish each alligator's head to be and swing. One by one you should get them into position - it can be a little annoying but persevere. Once they are all aligned, Sam will automatically run across to Max.

Here, open the cage to let Max out, who should have collected some hair. Open the door at the base of the cage to get a Sno Globe from the Mystery Vortex. Now you can leave and go to the nearest Snuckey's. Ask the assistant to open the jar with the hand inside - he will do so and then you can make your way to...

THE WORLD'S LARGEST BALL OF TWINE

Go straight to the Museum and do a spot of investigating and talking (note the fish/fishbones raining outside the window). Use the hand from the jar on the broken ball retriever and the magnet on that combination. Now use the whole thing on the base of the ball which you will see inside the Museum. Plunging this instrument in, you will retrieve a Mood ring.

Now you can leave the Museum and go to the cable car - use it to get up to the Restaurant. Note the loose bit of string and the fact that you can't get at it. Enter the Restaurant and chat to the mechanic. You should get a bent spanner. Have a look around and leave. Go to...

THE WORLD OF FISH

Walk to the left of the fisherman and use the spanner on the tube below the large fish standing in the water. Take Max and just watch what happens. At the end of the sequence you'll be up at the right side of the restaurant - use Max on the ball to get a length of twine. Now you can leave and go to...

THE MYSTERY VORTEX

Have a good look around and enter the cave. Inside, make for the steps and use the mirror to enter it. You will see two enormous magnets and, if you walk right, another one. What happens is that, by throwing the switches of the different magnets in divers combinations, the characters change colour. This enables them to enter different sized doors - in this case, I needed them red to get them through the red door, so I kept trying all the switches till they changed to that colour.

Through this you will find Shuv-Oohl. Talk to him and give him the Mood ring. He will give you some information and also some magic powder. You can leave and go to the right of the mirror and exit top. You will enter an upside-down room. Right now, all you need to do here is to talk to the lady and grab the hair by the molten ice. You can leave and return to the Restaurant.

Here, grab the two cables near the lift and use them on the binoculars to the right. Use the magnifying glass on the binoculars. Now use them and look until you see a rock. At this point, stop the binoculars (the indicator under the glasses should be upright - use either of the mouse buttons to get it to that position). Again, a bit tricky but it can be done. Leave and make directly for...

FROG ROCK

As per instructions, place the three bunches of hair you've collected on the rock and then the magic powder on them. Watch what happens. Go now to...

BUMPUSVILLE

Enter the building and head to the right. Following this direction, enter the room up to see what it contains, then go out and into the room to the right, note the wig, climb up the car stairs and get a pillow. Use the ball retriever to get a book from the shelves over the door. This book enables you to fix a cleaning robot you will have spotted around. Find the robot by the entrance of the house and use it. You will see a diagram of wires and rooms. Basically, you want to get the guy guarding the virtual machine out of there. So, pull all the wires out then plug in the wire for the room to the left of the diagram.

Once you have done, the robot buzzes off there and triggers an alarm - you should see Lee Harvey running left, so you can now safely enter the room with the virtual machine and use it. Pull the sword out of the stone and use it on the dragon when it appears. You should get a key.

The Virtual dream over, go to the room to the left of the entrance - watch and listen and, at the end, use the key on the contraption to the right of the door. This will free Bruno and Trixie. Watch some more. Now leave through the door and be sure to pick up the John Muir portrait outside this room. Make for the car and, on the map, choose...

THE JUNGLE INN

Go inside and talk to Evelyn Morrison at the counter. At the end, she will give you a heap of leaflets. Look at them and new locations will appear on the map. Leave for now and go to...

THE VEGETABLE WORLD

Advance to the right, talk to the lady, give her the John Muir picture. Pick up a gourd from the box to the right. Go back to Bumpusville.

Here, go to the room with the wig and use the gourd with it, so that you can take the wig. Now we can go to...

DINO BUNGEE

Have a look around and go to the place where you can do some bungee jumping. After talking to the girl in charge, you'll change behind the screens and you can then use the elastic to the right to jump. Use the ball retriever with the papercup to collect some tar. Now go to the animals.

Use Max on the hairy mammoth and he will get some hair. Turn to the mechanical T-Rex and press the button on the speaker to get him to talk. Do so several times till his mouth is briefly stuck open - use the length of twine on it and then Max on the twine. This will cause you to obtain a tooth. Back at the...

JUNGLE INN

Give the file to the Bigfoot standing by the door. Use the suit, hair, tar and wig to get a Bigfoot costume. Use it to get to the party (actually, Sam and Max enter the phone box to change and emerge dressed as a Bigfoot. Just go through the door).

Here, the main thing is to get the wine bottle; but you can talk, listen and watch as much as you like. When you've done, exit top left, i.e., the other side of the stage. It is extremely difficult to get the two characters through this door, but you must do it.

Once through, get the icepick to the left of the freezer. Watch what happens - the disguise comes off revealing your identity. When the two guys are in the freezer, talk to Max, who will lock them in.

THE FINAL PREPARATIONS

Leave and go to the Vegetable World to collect the John Muir-shaped gourd. Go to the Restaurant and give the icepick to the mechanic, who will turn it into a corkscrew. Use this on the bottle of wine to retrieve the cork. You can now go to the upside-down room in the Mystery Vortex and use the Mini Vortex machine. Once inside, use the Sno Globe on the machine and it will suck up the vortex. Outside the machine, use the cork on the Sno Globe to trap the vortex in it.

FINALE

Once more, back to the Jungle Inn. Go into the party, up left and up. You should see four totem poles. Talk to the Bigfoot. Go up and meet the chief. Talk to him and give him the Sno Globe, the tooth, the John Muir gourd and the pillow. This will cause the totem poles to disappear one by one and make all matters right. The End. Honestly.

Watch the credits and play the final minigame.


Solution compiled by Lu Richardson


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