Sam & Max 305: The City That Dares Not Sleep Guide

Sam & Max The Devil's Playhouse EP5: The City that Dares not Sleep - Walkthrough (On-Going) for Sam & Max 305: The City that Dares not Sleep

Sam & Max The Devil’s Playhouse EP5: The City that Dares not Sleep – Walkthrough (On-Going)

Overview

In this Guide, I will walk you through on the Season Finale of Sam & Max The Devil’s Playhouse Episode (Season 3) 5-5: The City that Dares not Sleep (PC, Xbox 360, PS3 & iOS Versions).NOTE: This is also the Series Finale of all 3 Seasons of Sam & Max.

1. Season 3, Episode 5 Story


Max is transformed into a giant demonic beast and begins terrorizing New York. It’s up to Sam and a small team of adventurers to journey inside Max and return him to normal before he and the city are destroyed.

2. Toys of Power

The Toys of Power are a set of toy-shaped artifacts that form an essential part of the plot and gameplay of The Devil’s Playhouse. A Total of 9 Toys of Power can be found along with the Devil’s Toybox through the course of Season 3. Each one contains different Psychic Powers.

The known toys and accompanying abilities are as follows:

Toy of Power:

1. View-Master


2. Telephone


3. Rhinoplasty/Silly Putty


4. Playing Cards


5. Charlie Ho-Tep


6. Nutrition Specs (PS3 Version Only)


7. Projector & Film Reels


8. Can o’ Nuts


9. Cthonic Destroyer

Psychic Power:
1. Precognition
2. Teleportation
3. Shapeshifting
4. Mind Reading
5. Ventriloquism
6. Nutrition Vision
7. Astral Projection
8. Compression
9. Destruction

Effect:
1. Sam can somehow also see the visions. Also referred to as the Eyes of Yog-Soggoth.
2. Must know a phone number to teleport near that phone.

3. Use the putty in the nose to copy a picture and take that form.
Sammun-Mak names it “The Essence Thief.”

4. Can be used multiple times on the same person after new information is acquired.
5. Referred to as “Psychic Ventriloquism,” which Sammeth rebukes.

6. Shows you the Nutrition Facts of any food item. Also works on people (Currently only available on PS3, after you beat The Penal Zone once).

7. Can view (and possibly manipulate) select parts of the past. In The City That Dares Not Sleep, this toy’s usage is further explained by The Narrator, as the toy makes the user able to take over any suitable body of himself/herself (for example, Sam uses this power to take over his clones to complete tasks).

8. Maximus can hide himself and Sameth inside the can.
9. Can destroy/banish things from the Dark Dimension.

3. PS3 Controls

Here are the PlayStation 3 controls. They’re listed in the Help & Settings menu under Controller Map, but just in case:

BUTTON = Action
X = Use, Talk To, Select
() = Back, Cancel, Run
[] = Use Inventory Item
/ = Enter Max Mode
R1 = Cycle Selected Object
R2 = Show Selectable Objects
R3 = Not Used
L1 = Cycle Selected Object
L2 = Not Used
L3 = Not Used
Select = Not Book
Start = Menu, Pause
Right Analog = Select Max Power
Left Analog = Move, Menu Navigation
D-Pad = Menu Navigation

4. PC Controls

And the PC controls. Again they’re listed in the Help & Settings menu under Keyboard Map and Mouse Map (and also Controller Map if you want to use a controller):

KEY = ACTION
WASD, Arrow Keys, 8, 4, 6, 2 = Movement, Menu navigation
Left Mouse Button (hold & drag) = Move
Q, M, End, 7 = Max Mode
N, C, 3, Page Down = Notebook
Shift, Right Mouse Button (hold while moving) = Run
Enter, 5, Left Mouse Button = Select, Use
Ctrl, Right Mouse Button = Cancel, Close
I, E, Del, Ins, 0, 9, Middle Mouse Button/Mouse Wheel = Open Inventory
Space = Pause

5. Alternate Ending

After switching off the Circuit Breaker in Max’s brain you can go out and remind the tumour of your adventuring or crimefighting, the one you choose will determine the final scene after the credits. If you completely skip this conversation you’ll get the adventuring ending.

6. Act 1

To get under way with the episode you’re going to first need to talk to Momma Bosco, this will enlist the help of Paiperwaite and Dr. Norrington as well as trigger the arrival of Sybil, a character you might remember from the previous two seasons. Once she’s left you should follow her outside as the lift is now available.

Go to the left towards Flint Paper and Grandpa Stinky to watch a cutscene and then have a chat with old Grandpa Stinky himself. Ask him about Corn Dogs and he’ll hand over a recipe which includes a list of ingredients you’re going to need to find. One thing is already ticked off, the water. That would be the large hole full of water to the right, the one next to the lab. Pick up the box of corndogs next to Grandpa Stinky and then “activate” them from inside your Inventory.

This will lure the monster Max towards you, when you’re standing next to the truck of Corn Meal wave the corndog in the air to get Max to swing his hand towards you. This will pick up the truck, to get him to drop the contents into the water you need to move to that water and then eat the corndog.

Climb the fire escape to the roof and interrupt Satan’s recording. Put him off by commenting about some “behind the scenes” issues and then use the box of corndogs with the microphone that he has placed on the ground. That’s the oil done. Go stand by the DeSoto and wave another corndog in the air, then get him to drop it in the mixture by eating the corndog when you’re next to the hole
again.

Go inside and talk to Mr. Featherly about an egg, he won’t lay one until you’ve distracted all of the other occupants of the room however. First talk to the C.O.P.S. behind Featherly and chat about viruses, this will scare them into rebooting for a period of time. Then talk to Momma Bosco and ask about the Dimensional Destabiliser, this will get rid of Paiperwaite for 15 seconds and distract Momma Bosco. Finally talk to Superball and tell him to turn around.

Go outside and throw the egg into the mixture to finish it off. Then, once the corndog has been created, climb into the DeSoto to reach the opening credits.

7. Act 2

To get out of the stomach and reach a more productive area of Max you will need to use your Espresso Beans on the Food Processor in the middle of the room. This will start up the tube to the left allowing you to reach the brain. Do as Sybil says and take a closer look at the tumour, then attempt to go through the large white door to the left.

Go back up the tube to the brain area and then use the tube labelled with a picture of Max’s legs. Ignore Sybil for the moment and instead go into the tube with a picture of a box; Max’s Inventory. Look at the Roach Farm high up on the shelf to the left and watch as the egg hatches. Once it has done that you will need to reach it somehow, use Max’s powers against him by getting him to turn you into one of those robot vacuum cleaners by looking at the pile of cables on the floor. Ram into the bottom of the shelf a few times to get it to fall over.

Go back to the legs and show the baby cockroach to Sybil. This will convince her to start running. Return to the brain and then return to the stomach again. Replace the corndog on the Craving plate with the cockroach, then switch to Max Mode and walk him to the Lab by following the road headed north-west. This should convince Max to eat Sal who’s been skulking around since the beginning of the episode. Go to the brain again and then into the tube to the arms, here you’ll find Paiperwaite waiting for you to help.

Use the arcade machine to start the process of unlocking Max’s arms. To do this simply tell Paiperwaite what the computer is telling him to do, unfortunately your voice will be altered into the inverse so you’ll need to invert it yourself first in order to get the correct thing said. So if it’s a picture of a foot say that it’s a hand, and if it’s left say right. After congratulating them you’ll wake up in the brain again. Go down to the stomach and ask Sal to take care of the problem. You will now have full control over Max.

Switch to Max mode and walk to the south-east where you’ll find Battery Park. Explore it and once he’s been shocked you just need to go through the door in Max’s brain.

8. Act 3

Leave the conversation and walk over to a circuit breaker to the left. If you walk over to the Astral Projector and look in the memory book you’ll find it has only one slide of Max’s memories, attempts to Astral Project will fail as there’s no clone there. To gather more memories you’re going to need to switch to Max again, walk him back to the north-west until you spot Skun-ka’pe’s Flagship flying about, click on it to have Max remember about it. Return to Sam and use that new slide to enter a Doppelganger on Skun-ka’pe’s ship.

Straightway use the astral projection power again and instead of returning to the brain switch to the clone in the cage where you were held in the first episode (the one with the water bottle (SP-42-X). Open up the Fuse Box on the wall and then take a drink, spit it out onto the wires to cause a problem with the ship. Transfer into the opposite clone, HW-021-S and run on the hamster wheel. You’ll then be transferred back to the first clone who can now scratch at the backdrop and then pull at the wires in the wall and escape his confines.

Go up to the upper deck through the door on the right and talk to the brain in the jar. Talk about Mole Men several times until Grandpa Stinky walks out of the Mole Processing Chamber. Ask about the Mole Processing and then about himself. Then ask about Skun-ka’pe. Once you have the address leave the clone and return to Max’s brain. Switch to Max again and walk him to the north-east
where you’ll find the Cloning Facility.

This will add one more memory to the album, one that will allow you to project into a clone there.

9. Act 4

Use the fog machine to reveal some lasers blocking your path, this will allow you to safely avoid them when you walk through them. Use a photo of the Devil’s Toybox (that this clone has in his inventory for some reason) on the camera lying on the ground. This will trick Skun-ka’pe and entice him into leaving the central platform. Talk to him about the Toy Robot and then tell him that you’ll give him the bomb if he hands it over, during the confusion simply go through the tunnel on the right back to Momma Bosco’s.

Use the Cthonic Destroyer on the Tentacles and then take a glance at Max’s record collection. Take the one to do with Inuits and play it on the record player. This will cause Max to cry and allow you to use the Tear Ducts that were behind the tentacles previously.

Use the snot on Momma Bosco to finish the season.

And that’s the end of all 3 Seasons of Sam & Max Freelance Police!

10. Playstation 3 Trophies

Maxtastic Voyage
Sent a rescue team into the body of Giant Max
You’ll get this as you progress the story, as soon as you get inside Max.

Battery Park
Overcame the psychic powers to enter Max’s brain
You’ll get this as you progress the story, at the point where you shock Max.

Just Ask For Directions Already
Found the location of the only thing that will save Max
You’ll get this as you progress the story, when you project into a clone in the Cloning Chamber.

Prepare for Surgery
Delivered the tool necessary to complete Max’s brain surgery
You’ll get this as you progress the story, when you give the Cthonic Destroyer to Sybil.

The Happy Ending
Discovered a last-minute way to save Max
Finish the episode.

The Unabridged Version
Listened to all of Max’s audiobooks on vinyl in their entirety
This one may cause trouble but is straightforward once you know what the problem is. Obviously you need to listen to all four of the records in Max’s Brain on the record player. On each record you’ll find 2 tracks except for the “Are You There, Great Bear Spirit? It’s Me, Kinutchluk” one which has three. To get the trophy you need to listen to each track until the very end, that means
waiting for the barely audible crackling to finish which occurs about ten seconds after the dialog ends. For the Inuit record the crackling will last until just after the screen stops shaking and Max stops crying.

To listen to the extra parts you just need to use the record player when it already has a record in it.

You can do this trophy at any point from the start of Act 2 all the way to the end of Act 4 before you leave.

For Insurance Purposes
Checkedout every object in Max’s inventory
Max’s Inventory is the place where you find the baby cockroach,
it’s accessed through a tube in the legs.
1. Maximus Shrine = far left.
2. Chocolate Bar = far left.
3. Bucket of Fish = left shelf.
4. Car-Bomb Game = left shelf.
5. Roach Farm = top of left shelf.
6. Ted E. Bear head = middle of room.
7. Balloons = behind Ted E. Bear head.
8. Meatball Sandwich = shelf behind Ted E. Bear head.
9. Season One Stuff = top of shelf behind Ted E. Bear head.
10. Max’s Luger = back of room.
11. Mariachi Frogs = shelf second from right.
12. Ink Ribbon = top of shelf second from right.
13. Spare Cables = floor next to right shelf.
14. Employee Handbook = right shelf.
15. Sock = top of right shelf.
16. File Cabinet = next to tube.

Genius in its Simplicity
Heard all the details of Stinky’s origin
Interact with all of the various objects scattered around in the cloning facility. Make sure to use the photo with the projector.
1. Box of Stuff = underneath Fog Machine.
2. Fog Machine = on top of Box of Stuff.
3. Granite Slab = behind desk.
4. Projector = on wooden crate.
5. Cake Photo = on floor next to wooden crate.
6. Camera = on floor next to wooden crate.
7. Use Cake Photo with Camera.

All the Old Familiar Places
Collected all of Max’s precious memory slides
There are six of these, just wander around town as Max remembering all of the different locations. The last one will be available to find after successfully interrogating Grandpa Stinky on Skun-ka’pe’s Flagship.
1. Already in memory book.
2. Battery Park = southeast.
3. Bosco-Tech Labs = northwest, you can see the lights from a distance.
4. Skun-ka’pe’s Flagship = flying around.
5. Cloning Chamber = middle of the city: interrogate Grandpa Stinky to get it to appear.
6. Federated Consolidated Building = northwest corner.

Like Battery Acid and Pickle Juice
Heard at least five accounts of what nightmares taste like
Talk to the Flaming Max spore inside the brain a few times. It will start talking about the taste of nightmares, just keep talking to it until you’ve heard five descriptions. It starts repeating a few after.

Fire Retardant
Shot all of the Flaming Max spores
Or rather most of them. Every time you see a spore use Sam’s gun on it.
Some of them you won’t be able to shoot, it doesn’t count them.
1. Outside Bosco Tech Labs = circling Grandpa Stinky “Give in to your rage!”
2. Outside Bosco Tech Labs = circling Grandpa Stinky then harasses Sybil. “Invincible”
3. Inside Max’s Brain = “It didn’t.”
4. Inside Max’s Legs = “Shake it off!”
5. Inside Max’s Arms = before using the arcade machine. “Saving throw against projectiles!”

Quiet on the Set
Snuck into the frame of Satan’s documentary at least twice
By at least twice it means that although you can sneak into frame more than that only a certain way counts. And that way is to select the Go Mets! dialog option, then the Freelance Police! option when talking to him on Bosco Lab’s roof. Do this before switching the microphone with a corndog.

11. Just the Clicks

Plan
1. Talk to Momma Bosco.
2. Use lift.
3. Go outside.
4. Talk to Grandpa Stinky.
5. Ask about Corn Dogs.

Corn Meal
1. Pick up box of corndogs.
2. Activate corndogs.
3. Walk next to truck.
4. Wave corndog.
5. Walk next to hole.
6. Eat corndog.

Vegetable Oil
1. Climb fire escape.
2. Talk to Satan about behind the scenes.
3. Use corndogs with microphone.

Pork Substitute
1. Activate corndogs.
2. Walk next to DeSoto.
3. Wave corndog.
4. Walk next to hole.
5. Eat corndog.

Egg
1. Go inside Momma Bosco’s.
2. Talk to Featherly about Egg.
3. Talk to C.O.P.S. about viruses.
4. Talk to Momma Bosco about Dimensional Destabiliser.
5. Talk to Superball about turning around.
6. Go outside.
7. Use Egg with hole.

Away
1. Enter DeSoto.

Tubular
1. Use Espresso Beans with Food Processor.
2. Use tube.
3. Look at tumour.
4. Use door to brain.

Legs
1. Go to brain.
2. Go to legs.
3. Go to inventory.
4. Look at Roach Farm.
5. Look at Spare Cables.
6. Ram into shelf with farm three times as vacuum.
7. Go to legs.
8. Show Cockroach to Sybil.

Arms
1. Go to brain.
2. Go to arms.
3. Use arcade machine.
4. Say opposite of picture three times.
5. Congratulate them.
6. Go to stomach.
7. Use Cockroach with Craving Platter.
8. Switch to Max.
9. Walk north-west to Momma Bosco’s.
10. Switch to Sam.
11. Talk to Sal.

Battery
1. Switch to Max.
2. Walk south-east to Battery Park.
3. Explore Battery Park.
4. Go through door in brain.

Boarding
1. Exit conversation.
2. Use circuit breaker.
2-1. Select Crimefighting for Good Ending or Adventuring for Try Again Ending
3. Switch to Max.
4. Walk to Skun-ka’pe’s ship.
5. Remember Skun-ka’pe’s ship.
6. Switch to Sam.
7. Use Astral Projector.
8. Use Skun-ka’pe slide.

Clones
1. Astral project into clone SP-42-X.
2. Open Fuse Box.
3. Drink.
4. Spit into open Fuse Box.
5. Astral project into clone HW-021-S.
6. Use hamster wheel.
7. Click on backdrop.
8. Pull at wires.

Interrogate
1. Go to upper area.
2. Talk to brain.
3. Talk about Mole Men four times.
4. Talk to Grandpa Stinky about two things.
5. Ask Grandpa Stinky about Grandpa Stinky.
6. Ask where Skun-ka’pe is.
7. Leave clone.

Location
1. Switch to Max mode.
2. Walk to Cloning Chamber.
3. Remember Cloning Chamber.
4. Switch to Sam.
5. Use Memory Book.
6. Use Cloning Chamber slide.

Skunk
1. Use Fog Machine.
2. Walk through laser beams.
3. Use Devil’s Toybox photo with Camera.
4. Talk about Toy Robot.
5. Negotiate with bomb.
6. Go through tunnel to Momma Bosco’s.

Escape
1. Use Cthonic Destroyer with tentacles.
2. Look at record shelf.
3. Take “Are You There, Great Bear Spirit?” record.
4. Use “Are You There, Great Bear Spirit?” record with record player.
5. Use Tear Ducts.

End of Series Finale
1. Use snot with Momma Bosco.

12. Game Items

Big Gun: Once again, used to shoot Objects.

Coffee beans: Used on the Food Processor in Max’s Stomach.

Corndogs: Used to Lure Maxzilla around. Also used on Satan’s Microphone.

Recipe: Used to Review on what you need to make the DeSoto Corndog.

Egg: Used on the Watermain Pothole to make the DeSoto Corndog.

Inner Monologue 1: Used on the Record Player in Max’s Brain.
Contains: “Are you there Great Bear Spirit: It’s me, Kinutchluk”

Inner Monologue 2: Used on the Record Player in Max’s Brain.
Contains: “The Happenstance at Gastly Manor”

Inner Monologue 3:
Used on the Record Player in Max’s Brain.
Contains: “A Killing Comes to Murdersburg: A Flint Paper Mystery”

Inner Monologue 4: Used on the Record Player in Max’s Brain.
Contains: “Eli Witney Dilemma”

Sam Jr.: Used on Sybil in Max’s Legs. Also used on the Craving Platter in Max’s Arms.

Name tag: NA

Toothbrush: NA

Keyring: NA

Devil’s Toybox photo: Used on the Video Projector in Cloning Lab Slide.

Cake of the Damned photo: Used on the Video Projector in Cloning Lab Slide.

Cthonic Destroyer: Used on Sybil in Max’s Brain.

Max’s snot: Used on Momma Bosco in a Lost Ditch Attempt to save max

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