o=========================================o
                  |SAM & MAX SEASON 3: THE DEVIL'S PLAYHOUSE|
                  o-----------------------------------------o
                  |   Episode Two: The Tomb of Sammun-Mak   |
                  o=========================================o

o----------------------------FAQ/Walkthrough v1.01----------------------------o
o-------------------------------Made By Jeppo99-------------------------------o
o--------------------------Last updated: 03/06/2010---------------------------o

->CONTENTS

Press Ctrl-F and type the following codes to zoom straight to the section you
want!

LEGAL.....................[CPYRGT]
About This Guide..........[INTROD]
Hints & Tips..............[HINTIP] (Spoiler level: None)
The Hard Bits.............[ARDBIT] (Spoiler level: Low)
Full Walkthrough..........[WKTHRU] (Spoiler level: Low-Medium)
List of Trophies..........[PS3TPY] (Spoiler level: High)
Version History...........[TVHOTG]
Acknowledgements..........[TNXFYH]
Contact Me................[IVAOYF]

===============================================================================

->LEGAL [CPYRGT]

READ THIS SECTION BEFORE GOING ANY FURTHER!

This FAQ is written by Jeppo99 and is intended to be used for PRIVATE USE ONLY.
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 Plagiarism!
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 without my (Jeppo99) permission. The only website allowed to host this faq is
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 Plagiarism.
-If you are reading this FAQ from a website but not GameFAQs then please
 contact me using the following webpage:
 http://ff-1.co.uk/sandm/feedback.htm

===============================================================================

->ABOUT THIS GUIDE [INTROD]

'Ello! Thank you for reading this guide! The first thing that should be
mentioned is that this guide is geared towards the PlayStation 3 version of the
game. The PC version is probably the same as the PS3 version but without the
trophies. Hopefully everyone playing the game on your PC should still be able
to use this guide, but just ignore the trophy bits.

If you are reading this, you are probably either stuck and want help on a
particular area, just bought the game for the laughs and want to complete it
without actually thinking about it, or you have completed the game but still
have trophies remaining to do.

For the first group, I suggest you look at the Hints & Tips section which
should give you ideas without spoiling the story, or if you are still stuck,
you are most likely on what I have labelled as a "hard bit". Go to The Hard
Bits and I (almost) guarantee you will find it there.

If you are part of the second group, then you are in luck! My Full Walkthrough
will tell you how to complete the game with no detail left out. But, come on
you guys. Are you getting your money's worth without actually attempting the
game on your own?

Finally, if you are just here for the trophies, I have added a trophies section
detailing how to get every single trophy. Because I am nice. You may also want
to check the Full Walkthrough as if you follow it closely you should end up
with all the trophies in a single playthrough when you get to the end.

Note that in all the walkthroughs I write, I try to keep spoilers to an
absolute minimum. However as I want to make my guide as detailed as possible
to prevent anyone getting lost or confused some spoilers are inevitable, so I
apologise in advance. Therefore what I suggest you do is only read as much of
this guide as you need to avoid disappointment.

===============================================================================

->HINTS & TIPS [HINTIP]

This section details hints and tips that you might find useful. Some tips are
exclusive to this particular episode, but many of them are tips that you can
use for all "point 'n' click" adventure games in general. I recommend that
newcomers to the genre should read this section first, as it may give you some
help on how to get past the bit you're stuck on without having to delve into
my full walkthrough.

01: Inspect everything. There are lots and lots of objects and things to look
    at in the game. A lot of them don't help you at all and are for decoration,
    but some are useful and help you out of some puzzles. Also inspect
    everything at least once. For example if you inspect something and nothing
    happens, then you go and do something else, go back and inspect it again.
    That "something else" may trigger something in that object.

02: Talk to everyone about everything. When talking to somebody, choose all
    options available to you. At worst, you will at least find some tips on how
    to solve the puzzle you are currently on, and at best, you'll actually
    complete the puzzle. In this game, talking options that you have
    previously chosen become greyed out. This tells you that choosing it again
    will repeat the conversation you've heard. If the option stays white even
    after previously choosing it, that means they will have something new to
    say. In some cases options never grey out, even though the conversation is
    repeated every time you use it. This means that something usually triggers
    whenever you choose it.

03: Think outside the box. All the puzzles in this game are logical, but
    sometimes you have to think outside the box. Always say to yourself "what
    if I do this...". You never know, that may be what you need to do to
    complete the puzzle.

04: Know when to use Maximus's powers. Whenever you need to avoid being seen,
    use the can o' nuts ability. When you want somebody or something to say
    something, use the Psychic Ventriloquism ability. Hilarity is often
    guaranteed, especially with the ventriloquist dummy.

05: When you are stuck, try a different reel. You are not going to finish reel
    1 on the first go. Try a different reel and complete some puzzles and then
    go back. You never know, this might trigger something else to happen (see
    tips 01 and 02). 

06: Conversations between non-player characters and distractions. This game is
    full of these. If you find a way to distract somebody, this presents you
    with an opportunity to sneak past them or have a look through their
    belongings. Also if you hear two people having conversations with each
    other and you still have control of your character, this is another dead
    giveaway that you need to do something before said conversation ends. If
    the distraction or conversation does end, the game always gives you another
    chance to distract them again or get them into another conversation.

07: Experiment. If you have tried everything viable, you could always try to
    combine objects in the area with items in your inventory. You never know.
    You might get lucky. It rarely works though, so I suggest you only try this
    as a last resort.

08: Increase the Hints meter in the options menu. Personally, I prefer to turn
    the hints off, and I suggest you do too. But if you are really stuck and
    you don't know what to do, increase the hints meter a bit. Then every so
    often, Sameth or Maximus will give a subtle hint on how to beat the puzzle
    you are stuck on. After the puzzle, turn the hints off again. You get more
    gameplay value if you keep them turned off, and the accomplishment feeling
    at the end is better if you haven't received any help.

===============================================================================

-> THE HARD BITS [ARDBIT]

In this section I list the ten hardest puzzles in the game and also how to beat
them. If you are stuck on something in particular, chances are it is one of
these nasties. All questions are answered with minimal spoilers.

For help on trophies, refer to the "List of Trophies" section.

Reel 1
======

Q: How do I find out where the elves got to with the can o' nuts?
A: The elves work under Kringle, so chances are he would know. Talk to Kringle
   and choose "Sphunx Challenge", followed by "Stumped, eh?". While Kringle is
   distracted, look in his bag.

Q: What is the toy idea that I can tell the elves in exchange for the can o'
   nuts?
A: Remember what I've written in tip 5 in the hints and tips section? This is
   one of those situations where you have to go to a later reel and find out
   what toy idea this is. The reel in question is Reel 3. If you are still
   stuck, go to the question "How do I find out what the elves' secret project
   is?".

Reel 2
======

Q: How do I shut up Baby Amelia Earhart on the train? I've tried everything!
A: Go to Reel 3 and enter Baby Amelia Earhart's compartment. Turn off her
   music box. Now go back to Reel 2 and choose the "Ride of the Valkyries"
   option.

Q: How do I get the ventriloquist dummy from the Mole Girl?
A: First walk into the mole girl's room, then use the can o' nuts when Spot
   appears.

Q: How do I get into the burial chamber? Grandpa Mole won't let me in!
A: You must first find a way to distract Grandpa Mole so that you can sneak in.
   First, make sure you have the ventriloquist dummy. Use the Psychic
   Ventriloquism power on the mole girl and choose the "I love Sameth and
   Maximus!" option. You'll be cursed with the Sexo Rejexo Hex. Go to the edge
   of the burial chamber and blast Baby Amelia Earhart into the sarcophagus by
   talking to her. Finally use the Psychic Ventriloquism power on the
   sarcophagus.

Q: How do I get to the marquee where the protection spell is located?
A: You must first have the bust of Sammun-Mak in your inventory. You must also
   have obtained and read the love letter in Reel 3 (See "How do I get into
   Kringle's compartment?" if you haven't). Go to the burial chamber and
   examine the vacation brochures on the table. Tell Grandpa Mole that you are
   from Stuttgart and he'll curse you with the Bad Luck Whammy. Go to the
   doorways of life and death and throw the bust of Sammun-Mak through one of
   the doorways. The bust will be sliced in half. Now go to the central area
   and place the bust halves into the two niches to move the guardians.
   Activate the trip plate where the bust initially was and then shimmy
   yourself to the marquee.

Reel 3
======

Q: How do I find out what the elves' secret project is?
A: You must first have been previously cursed with the Sexo Rejexo Hex back in
   Reel 2 (see "How do I get into the burial chamber? Grandpa Mole won't let me
   in!" if you haven't). Back on Reel 3, enter the moles' compartment and talk
   to the mole man. Choose "Your daughter" and then "On us". You'll be cursed
   with the Sexo Rejexo Hex again. Knock on the elves' compartment and ask for
   "Slushie". Choose "We can get you a kid" when he appears. Now knock on Baby
   Amelia Earhart's door.

Q: How do I open Jergen's steamer trunk without him stopping me?
A: First uncover the elves' secret project and also reveal the sarcophagus on
   the blue car (throw the baggage out of the train). You must also have seen
   the mole girl give Jergen her love letter. Now go to the moles' compartment
   and use the Psychic Ventriloquism power on the steamer trunk. Open the trunk
   and inspect its contents twice. Leave the compartment and you'll overhear a
   conversation between the two moles. Use the can o' nuts power during this
   conversation. When the mole girl is with Jergen, use the Psychic
   Ventriloquism on the mole girl. Choose "The Vampire reverse-curse" and then
   "It's in the sarcophagus!". Now walk up to the elves and knock on their
   door, asking for "Slushie". Tell Slushie that "Kringle wants you.". Finally
   go into Jergen's compartment and open his steamer trunk.

Q: How do I get into Kringle's compartment?
A: Firstly pick up the drinking glass from outside Kringle's door. Next go into
   the green car. You'll see Jergen enter the moles' compartment. Enter the
   moles' compartment and interrupt them. Leave and re-enter the green car and
   you'll witness the mole girl giving Jergen a letter. Leave and re-enter the
   green car again and you'll see Jergen walk into the moles' compartment
   again. Enter Jergen's compartment and pick up the letter. Enter the moles'
   compartment and show the letter to the mole man. Use the drinking glass on
   Maximus to get some milk. Go to Kringle's door and place the milk and
   cookies on the tray. Knock on Kringle's door and say "Room Service". Finally
   use the can o' nuts power.

Reel 4
======

Q: How do I save Sameth and Maximus in the final confrontation?
A: Choose the "Stall for time" talking option. Controlling Sameth, use the
   newspaper on the torch and then use the flaming newspaper on the
   counterweight on the moon. Now throw cookies into the Sphunx's nostrils.
   Change back to Maximus and choose the "Trick Papierwaite" talking option.
   Finally use the Psychic Ventriloquism power on Papierwaite.

===============================================================================

->FULL WALKTHROUGH [WKTHRU]

Okey-dokey! Here it is! The full walkthrough of Sam & Max Season 3 Episode 2.

If you follow this guide word-by-word you should finish the game with all the
trophies. Due to the nature of the game, creating a contents section is a
little difficult as you are time-hopping many times. But I'll try. Below is the
reels and places you will visit. Use your find feature on your web browser
(Ctrl-F usually) and type the numbers, including the square brackets.

Reel 3....[#01] (Prologue)
Reel 1....[#02] (Starting)
Reel 2....[#03] (Starting)
Reel 3....[#04] (Continuing)
Reel 2....[#05] (Continuing)
Reel 3....[#06] (Continuing)
Reel 1....[#07] (Finishing)
Reel 2....[#08] (Finishing)
Reel 3....[#09] (Finishing)
Reel 4....[#10]

o-----------------------------------Prologue----------------------------[#01]-o
|Objective(s)                 | Right. First part. Once you get control of
|_ Escape from Kringle        | Sameth take a look at your surroundings. You
|-----------------------------| have to get rid of an old guy with a gun. Talk
|Psychic Ventriloquism targets| to him for a giggle, then inspect the weird
|_ Sameth                     | squid statue to the left of the screen. To get
|_ Tomb idol                  | away from this scenario, you need to activate
|_ Kringle                    | Maximus's physic powers, so now is a good time
|_ Weird squid statue (*)     | to delve into Maximus's brain.
|-----------------------------|
|Death Scene(s)               | You get to play with new toys in this episode.
|_ Get shot by Kringle        | Astral Projection takes you back to Sam & Max
o-----------------------------o in the basement of present day. This won't
serve any purpose until after the prologue. The next power-up is the Can o'
Nuts, which allows Sameth and Maximus to hide in a small can o' nuts. Give it a
try if you don't believe me, but it won't help you out of this situation.
Maximus's third and final power is Psychic Ventriloquism, which allows you to
throw your voice on an all manner of people and objects. It almost guarantees
hilarity, and is the key to getting out of this predicament. So choose the
Psychic Ventriloquism power.

Before I continue, let me point you in the direction of the "Say Hi to the Nice
People, Charlie" trophy. To get this trophy you have to use the Psychic
Ventriloquism power on all targets in the game. Miss even one and you won't get
it in this playthrough. Already this early in the game there are three missable
targets. Kringle, the tomb idol and Sameth. The Psychic Ventriloquism controls
work in the same way as Mind Reading ability in the previous playthrough.
Choose Sameth, then the tomb idol, then Kringle. Once you've done that, choose
the weird squid statue to complete the puzzle.

Next you have to read the hieroglyphic inscription on the wall, however you
don't know how to read hieroglyphics. No matter what you choose from the
options given, the result will be the same.

Once the reel has "ended", choose a reel from the four available. Let's choose
the first one, "The Sphunx Challenge". Highlight the reel and select it. Then
press the button on the projector.

o------------------------The Sphunx Challenge - Reel 1------------------[#02]-o
|Objective(s)                 | In this first reel you find yourself in a
|_ Obtain some cookies        | theatre. Your mission is to pass through the
|_ Attempt to obtain the Can  | gate of the Sphunx, which is that big
|  o' Nuts                    | mechanical thing on the stage. Whenever I start
|_ Examine the hieroglyphics  | a chapter (or in this case, a reel), I will
|  on top of the Sphunx       | list some of the objectives you have to do in
|_ Obtain the Egyptian        | that reel. The nature of the game requires you
|  Newspaper                  | to jump ahead to later reels in order to solve
|_ Ascertain the location of  | the earlier reels, and this reel is no
|  the Elves' home address    | exception, meaning the objectives listed to the
|_ Find out about a witty     | left are the ones that you can only do at the
|  Egyptian punch line        | moment.
|_ Understand the             |
|  hieroglyphics on top of the| Okay. The first objective is to obtain some
|  Sphunx                     | cookies. You see the old man sitting down
o-----------------------------o drinking milk and eating cookies? That is
Nicholas St. Kringle. You may recognise him from the prologue. Talk to him and
choose "Cookies" from the list. You can explore the other options a little
later.

Make your way onto the stage. Leave the Sphunx alone for the time being. You
won't be able to solve it yet, and fluffing it now will prevent you from
obtaining the "Open Wide" trophy. Instead walk right past it and examine the
Can o' Nuts on the other side of the stage. I bet you didn't expect that, did
you? Oh, you did? Oh, well. Make sure you examine the hieroglyphics on the top
of the Sphunx and then get off the stage. Also pick up the newspaper dropped by
the Mole Woman at the back of the theatre.

You'd better find out where that elf ran off to with the can o' nuts. The elf
left in the theatre won't tell you. Kringle won't tell you either, but talk to
him anyway. Explore all the talking options available to you (I like talking to
people) but especially use the "Sphunx Challenge" talking option, followed by
"Stumped, eh?". While the amusing piece of dialogue between Kringle and
Frostie is happening, take a peek through Kringle's bag. Now you know where the
elves live. Leave the theatre.

It's the Straight & Narrow! There is an elf selling newspapers that is of no
relevance, and three other cheeky elves in the middle, one of which has their
head stuck in a can o' nuts. Unfortunately, they won't just give up the can o'
nuts to you, but after talking to them they will give it to you if you can
think of a good toy idea. They aren't interested in the ideas you give them,
though so you have to give it a miss for now. Instead make your way into the
building on the left.

You will find a Mole Woman here alongside many other objects of interest. Talk
to the Mole Woman and choose either answer for the starting talking option.
Next explore all talking options, particularly "hieroglyphic funnies" and
"Sphunx Inscription". The first will get you to find out about a witty Egyptian
punch line and the second will help you decipher the hieroglyphics on the top
of the Sphunx, which are two of the objectives.

And that's really all you can do for now on this reel. As I mentioned before,
until you think of a good toy idea for the elves, you won't get the can o' nuts
back. So you need to go to a later reel and hopefully get more information.
Active Maximus's mind and select the Astral Projection. Choose the second reel,
"The Train to Egypt".

o-------------------------The Train to Egypt - Reel 2-------------------[#03]-o
|Death Scene(s)               | In this reel you are on the train to Egypt and
|_ Get thrown off the train   | you've lost the tickets. You have to find a way
o-----------------------------o to shut Baby Amelia Earhart up. But
unfortunately you don't know how to right now, no matter how hard you try.
You'll work out a way later on, but for now, you'll be thrown off the train
along with your loudmouthed stowaway. You can get thrown off the train by
either trying (and failing) to shut the baby up, using Maximus's Can o' Nuts
psychic power, or by simply waiting for the conductor to open the door.

So what was the point of that, you ask? Well one of the trophies is called
"Nine Lives of Sameth & Maximus" and to get this trophy you have to die in nine
different ways. You've already been killed once, when Kringle shot you in the
prologue. Getting thrown out of the train is the second death sequence, so
there are just seven more ways to die left in the game.

After dying you end up back at the projector. Choose The Standoff, which is
the third reel in the story.

o--------------------The Standoff/The Journey Home - Reel 3-------------[#04]-o
|Objective(s)                 | This place should look familiar. You are back
|_ Read the inscription on the| in Egypt trying to read the inscription on the
|  top of the archway         | archway. You couldn't read it beforehand, but
|_ Remove the baggage from the| you can now after asking the Mole Woman what it
|  blue car                   | reads back in Reel 1. Choose the "Fut Snek
|_ Pick up the drinking glass | Sqwigl..." talking option. If this option
|  behind Kringle's door      | doesn't appear, then you should go back to Reel
|_ Remove the baggage from the| 1 and ask the Mole Woman about it.
|  green car                  |
|_ Inspect Jergen's closet    | Now you are on the train back to America, but
|_ Inspect the moles' steamer | you have been robbed! You need to find out who
|  trunk and query its        | took the devil's toybox!
|  contents                   | 
|_ Talk to the elves          | First things first. To the left I have prepared
|_ Find out how to shut up    | a checklist of the targets you need to use the
|  Baby Amelia Earhart        | Psychic Ventriloquism power on in order for you
|_ Inspect Baby Amelia        | to be on your way to getting the "Say Hi to the
|  Earhart's possessions      | Nice People, Charlie" trophy. Start by throwing
|_ Remove the baggage from the| your voice on Sameth. Targets marked with an
|  yellow car                 | asterisk (*) are targets you have to throw your
|_ Pick up and read the Mole  | voice on in order to progress the story. Don't
|  Girl's love letter         | worry, as I'll give you friendly reminders on
|-----------------------------| all the targets when you get to them in this
|Psychic Ventriloquism Targets| text.
|_ Sameth (in the blue car)   |
|_ Sameth (in the green car)  | Have a look around the room for the Devil's
|_ Sameth (in the yellow car) | Toybox and leave the room once you are happy
|_ Sarcophagus                | that it isn't there. You'll notice somebody
|_ Mole girl (in her          | exiting the car from your left, but before you
|  compartment)               | follow him, walk to the right of the car and
|_ Moles' steamer trunk (*)   | you will see a pile of baggage. Throw the
|_ Mole man                   | baggage out of the train to reveal a
|_ Vampire Slushie            | sarcophagus. Use the Psychic Ventriloquism
|_ Baby Amelia Earhart (while | power on it. Now make your way to the left of
|  she is asleep)             | the car and pick up the drinking glass behind
|_ Baby Amelia Earhart (while | Kringle's door. Now exit to the green car.
|  she is awake)              |
o-----------------------------o After the short conversation with Kringle, use
the Psychic Ventriloquism power on Sameth again, then throw out the baggage
near the exit to the blue car. Say hello to Spot the snake and then move down
the car. Open the first door you come to. This is Jergen's compartment. Open
the closet door and look at the weird idol inside. Now try to look inside the
steamer trunk and then Jergen will appear and stop you. Well, you can add
Jergen to the list of suspects.

Carry on down the car and open the next door you arrive at. This is the moles'
compartment. You haven't met these moles yet. Well actually you have, er... you
will understand what I mean later. Talk to both moles and try to open their
steamer trunk. As expected the mole man won't let you. Boo! So use your Psychic
Ventriloquist dummy on it. Now that you are allowed to open it, well open it!
Look at the parchment inside the trunk two times. Don't forget to use the
ventriloquist dummy on both the mole man and the mole girl before you leave.

Ignore the moles' conversation for now and have a chat with Jergen if you wish.
Make your way back to the blue car. You'll see some elves walking to the yellow
car so follow them.

Knock on the elves' door and choose all available talking options, especially
the "SECRET PROJECT" option when it becomes available. When Slushie arrives,
again choose all available commands, particularly "Secret project.", then 
"we can get you a kid". We can't get them a kid now, though, but this gets
Slushie waiting outside so that you can use the ventriloquist dummy on him.
Also use it on Sameth while you are at it.

Make your way to the next door along and open it. Before you do anything else,
get the ventriloquist dummy out and use it on Baby Amelia Earhart while she is
sleeping. Examine the music box to turn it off. So "Ride of the Valkyries"
sends her to sleep. Better remember that for later. Have a chat with Amelia and
use the ventriloquist dummy on her again while she is awake.

Now make your way to the green car again and witness a scene between Jergen and
the mole girl. Exit and re-enter the car and watch Jergen leaving his
compartment. Go into his compartment and pick up the love letter from the mole
girl. Sameth will then read it.

Right, we're finished here for the time being. Activate the Astral Projection
from Maximus's mind. Choose the "The Train to Egypt" reel.

o-------------------The Train to Egypt/In the Tomb - Reel 2-------------[#05]-o
|Objective(s)                 | Now that we know how to shut the baby up from
|_ Successfully hide from the | Reel 3, choose the "Ride of the Valkyries"
|  train conductor            | talking option. It works a treat. Now all you
|_ Walk up to the Devil's     | have to do is use Maximus's Can o' Nuts power
|  Toybox                     | and you've successfully hidden from the train
|_ Attempt to pick up the     | conductor!
|  ventriloquist dummy        |
|_ Use both sconces           | Now you have arrived into the Tomb of Sammun-
|_ Pick up the bust of Sammun-| Mak. Maximus should spot the Devil's Toybox
|  Mak                        | straight away, so walk up to it. Oh dear,
|_ Free yourself from the wall| there's a protection spell on it. Touching it
|_ Chop the bust of Sammun-Mak| now will kill you, so touch it. It all adds to
|  in half                    | the "Nine Lives of Sameth & Maximus" trophy so
|_ Acquire the ventriloquist  | it is all worth it in the end. Sam and Max will
|  dummy from the mole girl   | rewind the tape whenever Sameth and/or Maximus
|_ Steal the hieroglyphic     | dies. That will be death number three. Now turn
|  blocks from the burial     | back and approach the Ventriloquist Dummy.
|  chamber                    | Today is not your lucky day, is it?
|_ Acquire the Double-Crossed |
|  trophy                     | Okay, so your tomb-robbing trek hasn't gone
|-----------------------------| to plan just yet. Just to the right of the
|Psychic Ventriloquism Targets| stairs leading to the toybox is a narrow
|_ Sameth                     | passageway. As you walk down it you will
|_ Squid statue               | encounter a sconce in the shape of a snake on
|_ Guardian (Left)            | the wall. Use the sconce and it is actually a
|_ Guardian (Right)           | lever that opens a new passageway. Don't go
|_ Mole man (all three        | down that new passageway just yet. Instead
|  options)                   | continue down the pathway and examine the bas-
|_ Mole girl (all four        | relief on the wall. Yes it talks. Actually you
|  options) (*)               | may even recognise it. Choose all the talking
|_ Grandpa Mole               | options then activate the nearby scone to raise
|_ Baby Amelia Earhart        | a staircase. Walk up the staircase and take the
|_ Sarcophagus (Before        | bust of Sammun-Mak on the pedestal. Looks like
|  knocking Baby Amelia       | your trek has gone from bad to worse.
|  Earhart into it)           |
|_ Sarcophagus (After knocking| You have not much choice but to talk to one of
|  Baby Amelia Earhart into   | the guardians on the wall. Again, choose all
|  it) (*)                    | the talking options available to you, but the
|-----------------------------| one you need is "Straight talk", and then
|Death Scene(s)               | "Riddle". You'll get many possible answers, but
|_ Touch the protected toybox | the right one will only appear if you have
|_ Get killed by the deathtrap| heard it in an earlier or later reel. In this
|  in the burial chamber      | case, you actually have heard this one. Way
|_ Get sliced in half by a    | back in Reel 1, you asked the Mole Woman to
|  scimitar                   | read some hieroglyphic funnies and she kept
|_ Get swallowed by Spot      | repeating the same punch line in every comic
o-----------------------------o strip. The answer you want is "Cucumber cut
lengthwise". If this doesn't appear, go back to Reel 1 and give the newspaper
to the Mole Woman.

So now you are free from the wall, and still have the bust of Sammun-Mak, but
are still no closer from undoing the protection spell. If only you could get to
those glowing green carvings. Either side of you are niches, and each take the
shape of the bust you just got, but there are two niches and only one bust.

so what you need to do now is to go to the right of the area and enter the door
you see there. Now go forward to the burial chamber of Sammun-Mak. Grandpa Mole
won't let you in here, and will kill you with a deathtrap if he does. Ignore
his warning and saunter in. Splorch! Death number four.

Talk to both Grandpa Mole and Baby Amelia Earhart if you wish, then examine the
vacation brochures on the table. When asked where your protagonist dog and
rabbit are from, choose "Stuttgart". If this option isn't there, choose
something else and then go to Reel 3 and read the love letter. Scroll up for
details.

After choosing Stuttgart, you'll be cursed with the mole man's Bad Luck Whammy,
which is actually what you want. Oh, I'd better tell you about curses, or more
specifically, what effect they have on trophies. There are three trophies on
curses.

"Curse the Luck" asks you to complete the game by getting cursed fewer
than six times. You will have to be cursed a minimum of five times in order to
complete the game, and they all wear off as time passes, so be quick in their
application. "Double-Crossed" asks you to be cursed with both the Bad Luck
Whammy and the Holstein Hex at the same time. You don't have to worry about the
third trophy, "Doppel Fluch" just yet, as that is obtained in Reel 3.

I suggest you save your game at this point, just in case the bad luck whammy
wears off. Make your way back to the area with the two guardians where you got
the bust and make your way through the door to the left side of the area.

You are greeted with two doorways: The doorway of life and the doorway of
death. Normally you would always choose the doorway of life, but you are under
the bad luck whammy curse, so you will always end up choosing the doorway of
death. Oh goodie! Choose to go through either doorway. Death number five.

OK, seriously. How do you get through the doorways in one piece? Well you could
go back to Grandpa Mole and ask him to undo the curse, but then you'll never
get "Double-Crossed" trophy. Instead we will have to break the mechanism of the
doorways. Throw the bust of Sammun-Mak through one of the doorways. This
actually kills two birds with one stone, as not only you will be able to pass
through the doorways, but now you have two busts, which can fit into those
niches I was talking about earlier. So go through the doorway of death again.

While that bad-luck whammy is still active, go straight past the mole man and
head into the room at the end where you will meet the mole girl. She has the
Ventriloquist Dummy. Walk straight into the room and the mole girl will sik
Spot the snake on you. Don't do anything and it's Death number six. Just three
more different deaths to go!

Walk right in again and the mole girl will release Spot again. This time delve
into Maximus's brain and activate the Can o' Nuts power. You'll get the Dummy
but you'll also get cursed. That's the Holstein Hex! Examine Maximus for
hilarity and then wait for the curse to lift. Now bask in glory as you view 
your first trophy of the game.

                  o-----------------------------------------o
                  |T   R   O   P   H   Y       G   E   T   !|
                  o------o----------------------------------o
                  |Bronze|          Double-Crossed          |
                  o------o----------------------------------o
                  |Cause your little buddy to lose both his |
                  |luck and his rabbithood at the same time.|
                  o-----------------------------------------o

Now that you have the ventriloquist dummy, you can use it on all the targets
described in the list at the start of this chapter. Start with Sameth first,
then use it on the mole man. Choose all three options. Don't do it on the mole
girl just yet. Leave her until later. Now go to the central area and use it on
the squid statue and both guardians on the wall. Those guardians are two
separate targets, so remember to use the dummy on both. Finally go to the
burial chamber and use the ventriloquism power on Grandpa Mole, Baby Amelia
Earhart and the sarcophagus. Now go back to the mole man and his charming
daughter.

Use the ventriloquist dummy on the mole girl. Choose all four options, but
leave "I love Sameth and Maximus!" until last. You now have the dreaded Sexo
Rejexo Hex. To see what it does, try talking to the mole girl. By the way, this
should be the third curse inflicted on you, the other two being Grandpa Mole's
Bad Luck Whammy and the mole girl's Holstein Hex. Now whatever you do, don't
get any more curses on this reel or you won't get the "Curse the Luck" trophy.

Get back to the Burial chamber. You need to distract Grandpa Mole so that you
can enter the chamber safely. Talk to Baby Amelia Earhart, which will knock her
into the sarcophagus. Next use Maximus's ventriloquism power on the sarcophagus
to knock Baby Amelia Earhart into the direction of Grandpa Mole. With the mole
distracted, enter the chamber and grab the hieroglyphic blocks. You'll need
these things to mess with the protection spell guarding the toybox.

Now you could continue and complete this reel now, but the trophy entitled
"Chrono Logic" requires you to complete the reels in order. You still can't
complete Reel 1 yet as you don't have a good toy idea for the elves. So use
Maximus's Astral Projection and place Reel 3, "The Journey Home" into the
conveniently-placed projector.

o--------------------------The Journey Home - Reel 3--------------------[#06]-o
|Objective(s)                 | We will only be here for a short time, but now
|_ Discover the toy behind the| you are finally able to discover the toy behind
|  elves' secret project.     | the elves' secret project.
o-----------------------------o
Go to the moles' compartment, which is in the green car. Talk to the mole man
and choose the "Your Daughter" talking option, and then "On us". If this option
isn't available, it means you haven't been cursed with the Sexo Rejexo Hex yet.
So rewind to reel two if you haven't. If you have, you'll get the Sexo Rejexo
Hex curse again, your fourth curse of the game. Talk to the mole girl for
hilarity, then make your way to the yellow car on the other side of the train.

Knock on the elves' door and ask for "Slushie". Choose "We can get you a kid".
Now knock on Baby Amelia Earhart's door and bingo. You've got your toy idea.
Activate Maximus's Astral Projection power and choose the "The Sphunx
Challenge" reel.

o------------------------The Sphunx Challenge - Reel 1------------------[#07]-o
|Objective(s)                 | Make you way back to Little Arctic Circle and
|_ Obtain the can o' nuts from| talk to the elves there. If you haven't talked
|  the elves                  | to them in this reel before, explore all
|_ Beat the Challenge of the  | options, leaving "That can o nuts" until last. 
|  Sphunx and acquire the     | If you have talked to them before, choose "Toy
|  trophy of the same name    | concept". You'll get a lot of options here,
|_ Acquire the "Open Wide"    | sparking humorous replies, with "Adventure
|  trophy                     | game" the best of the lot. After you've had
o-----------------------------o 'lol' moments with the other options, choose
"Toy Biplane". You'll get the can o' nuts in return.

Return to the theatre and walk back onto the stage. Step onto the beseeching
mat (the Sphunx's tongue) to begin. Start by placing cookies into the Sphunx's
nostrils. Next, choose the option "Fut Snek Squigl..." Finally activate
Maximus's can o' nuts power.

Congratulations! You've completed the first reel with my help! You may want to
phone your mother up and tell her the good news. You should also get two
trophies: one for getting through the gate of the Sphunx, and another for doing
it in the first try.

                  o-----------------------------------------o
                  |T   R   O   P   H   Y       G   E   T   !|
                  o------o----------------------------------o
                  |Silver|     Challenge of the Sphunx      |
                  o------o----------------------------------o
                  |           Completed Monsieur            |
                  |         Papierwaite's challenge         |
                  o-----------------------------------------o

                  o-----------------------------------------o
                  |T   R   O   P   H   Y       G   E   T   !|
                  o------o----------------------------------o
                  |Silver|            Open Wide             |
                  o------o----------------------------------o
                  |    Make it through the Mouth of the     |
                  |     Sphunx the first time it opens.     |
                  o-----------------------------------------o

Right. Now pop "In the Tomb" into the projector.

o----------------------------In the Tomb - Reel 2-----------------------[#08]-o
|Objective(s)                 | Make your way to the central area where you got
|_ Reach the marquee          | the bust of Sammun-Mak. Previously you had
|_ Undo the protection spell  | managed to slice the bust in half. You see two
|  and acquire the "Looters of| niches here. Place the two half busts into the
|  the Lost Toybox" trophy    | two niches. Once you have done this the
o-----------------------------o guardians make a little walkway that you can
walk over to get to the marquee. Thing is, how do you get there? Go to the trip
plate where the bust initially was and press down on it. You'll get stuck in
the wall again, but you will be able to shimmy your way over the guardians and
reach the marquee. Now all you need to do to finish the reel is to place the
hieroglyphic blocks you got from the burial chamber into the marquee.

That's another reel done, and you get another trophy for your collection.

                  o-----------------------------------------o
                  |T   R   O   P   H   Y       G   E   T   !|
                  o------o----------------------------------o
                  |Silver|    Looters of the Lost Toybox    |
                  o------o----------------------------------o
                  |         Successfully raided the         |
                  |           Tomb of Sammun-Mak.           |
                  o-----------------------------------------o

You're on a roll! Insert the "The Journey Home" reel and make it three out of
four!

o--------------------------The Journey Home - Reel 3--------------------[#09]-o
|Objective(s)                 | There's a whole heap of trophies to obtain in
|_ Inspect the elves' steamer | this chapter. Start by knocking on the elves'
|  trunks                     | door. Choose the "Inspect compartment" talking
|_ Acquire the "Secret        | option to eliminate them from your enquiries.
|  Handshake" trophy          |
|_ Inspect Jergen's steamer   | Next you should pause the game and choose "Save
|  trunk                      | & Load". Choose a free slot and save your game.
|_ Acquire the "Doppel Fluch" | Why, you ask? There are two trophies, one is
|  trophy                     | "Secret Handshake" and the other is "Doppel
|_ Inspect Kringle's steamer  | Fluch". Unfortunately you can't get both of
|  trunk                      | these in a single playthrough. Instead what you
|_ Defeat the end-of-reel-boss| can do is save your game now and get one of
|  and acquire the "Mystery on| these trophies, then reload your last saved
|  the Disorient Express"     | game and get the other. Let's start by getting
|  trophy                     | the "Secret Handshake" trophy. So Save your
|_ Acquire the "Curse the     | game now to avoid disappointment later.
|  Luck" trophy               |
|-----------------------------| Make sure you have the drinking glass in your
|Psychic Ventriloquism targets| inventory. If you haven't, pick it up from
|_ Jergen (beside his         | outside Kringle's door in the blue car. Make
|  compartment door, all three| your way to the other side of the train and
|  options)                   | enter the moles' compartment. Remember the love
|_ Mole girl (outside Jergen's| letter you picked up from Jergen's compartment
|  compartment, all eight     | in what felt like ages ago? Show the letter to
|  options) (*)               | the mole man. For being a snitch you will once
|_ Jergen (beside the         | again be the victim of the mole girl's Holstein
|  sarcophagus)               | Hex. Examine Maximus for more hilarity, then
|_ Jergen (after his          | use the drinking glass on Maximus and you get
|  transformation)            | yourself a glass of milk.
|_ Sarcophagus (while Jergen  | 
|  standing near it)          | Make your way to Kringle's door in the blue
|_ Kringle                    | car. Place the glass of milk and the cookies on
o-----------------------------o the room service tray outside Kringle's door.
Now knock on Kringle's door. Choose all options if you want, then choose "Room
Service". While Kringle is readying himself to open the door, use the can o'
nuts power. While Kringle is out cold, examine his steamer trunk.

Exit to the green car and watch Jergen go into the moles' compartment. enter
the compartment to get rid of him, then knock on Jergen's door. Choose the "Yog
Soggoth" talking option and finally get the trophy you want.

                  o-----------------------------------------o
                  |T   R   O   P   H   Y       G   E   T   !|
                  o------o----------------------------------o
                  |Bronze|         Secret Handshake         |
                  o------o----------------------------------o
                  |Fool a Yog Soggoth devotee into thinking |
                  |   you're a member of the Brotherhood.   |
                  o-----------------------------------------o

Now reload your last saved game so that you are outside the elves' door in the
yellow car. Now to get the other trophy. Make your way to the green car. Enter
the moles' compartment and then exit it again. This will trigger a conversation
between the two moles. Activate the can o' nuts power.

While Jergen and the mole girl are stalling in their conversation, use
Maximus's ventriloquist dummy. First use it on Jergen, and choose all three
options available to you. Now choose the mole girl. Again use all four options,
but leave "The Vampire reverse-curse" until last. After choosing one of the
next four options, Jergen will stop the conversation immediately. You will
still have to choose all four options, but you have to go through the rigmarole
of getting to this position again, so it does get slightly repetitive. Leave
"It's in the sarcophagus!" until last, as that is the right answer.

Make your way to the blue car and give Jergen a scare if you wish. Also use the
Ventriloquism power on him. Carry on into the yellow car and knock on the
elves' door. Ask for Slushie and then choose "Kringle wants you.".

Walk back to the blue car and talk to Jergen again if you wish. Yes, he looks a
little different from before. Use the ventriloquism power on both Jergen
(again) and the sarcophagus (again). Walk to the green car and enter Jergen's
compartment. You can finally look through Jergen's steamer trunk!

Now all you have to do is to inspect Kringle's steamer trunk again. I know you
did it before, but remember you previously reloaded the previous saved game, so
you have to do it again. Don't worry, as this is preferable to starting a brand
new game to get the remaining trophy, isn't it?

Go to the moles' compartment and show the mole man the love letter. Doing this
will give Jergen two curses at the same time (Vampire + Sexo Rejexo Hex) and
that you net you another trophy.

                  o-----------------------------------------o
                  |T   R   O   P   H   Y       G   E   T   !|
                  o------o----------------------------------o
                  |Bronze|           Doppel Fluch           |
                  o------o----------------------------------o
                  |   Cause German train passenger to be    |
                  |saddled with two curses at the same time.|
                  o-----------------------------------------o

Use the drinking glass on Cow Maximus and then make your way to Kringle. Put
the milk and cookies on his tray outside. Knock on his door and say "Room
Service" then use the can o' nuts power. Don't forget to use the ventriloquist
dummy on Kringle before you open the steamer trunk, as this is the only time
in the reel that you are able to do so. Open the steamer trunk.

When you face the big bad boss at the end, just choose any of the talking
options. That's another reel completed and you've got two trophies! The
"Mystery on the Disorient Express" trophy is won for completing the reel, and
"Curse the Luck" is won after completing Reels 2 and 3 with just five curses
inflicted onto you.

                  o-----------------------------------------o
                  |T   R   O   P   H   Y       G   E   T   !|
                  o------o----------------------------------o
                  |Silver| Mystery on the Disorient Express |
                  o------o----------------------------------o
                  |            Foiled an onboard            |
                  |              sneak-thief.               |
                  o-----------------------------------------o

                  o-----------------------------------------o
                  |T   R   O   P   H   Y       G   E   T   !|
                  o------o----------------------------------o
                  |Bronze|          Curse the Luck          |
                  o------o----------------------------------o
                  |          Get zapped with fewer          |
                  |          than six Mole curses.          |
                  o-----------------------------------------o

Time for the last reel!
o---------------------------The Big Reward - Reel 4---------------------[#10]-o
|Objective(s)                 | Final reel. First you have to recite your
|_ Acquire the "Say Hi to the | adventures to Papierwaite and the crowd that's
|  Nice People, Charlie"      | apparently there. Choose the wrong ones here
|  trophy                     | and you'll get booed. The correct answers are
|_ Acquire the "Horror Show"  | "Magical can o' nuts", "Undid protection spell"
|  trophy                     | and "Beat a Baby".
|_ Acquire the "Chrono Logic" |
|  trophy                     | Bet you didn't expect that would happen, did
|_ Acquire the "Nine Lives of | you? Oh, you did? Oh, well...
|  Sameth & Maximus" trophy   |
|-----------------------------| First things first. Trophies. Once you have
|Psychic Ventriloquism targets| control of Maximus, say "Umkay Onninay...".
|_ Sameth                     | Death number seven. Next choose "Stall for
|_ Papierwaite (standing away | time" in order to gain control of Sameth. Now
|  from the toybox)           | wait, and wait, and wait. And wait. Then wait
|_ Papierwaite (standing near | some more. Eventually Sameth will fall into the
|  the toybox) (*)            | pit of flesh-eating ants. Death number eight.
|-----------------------------|
|Death Scene(s)               | Now let's actually solve this predicament.
|_ Say "Umkay Onninay..."     | While controlling Sameth, use the Newspaper in
|_ Fall into the flesh-eating | your inventory in the torch to set it alight.
|  ants                       | Now use the flaming newspaper to cut the rope
|_ The real ending            | holding a counterweight for the moon. This will
o-----------------------------o knock the ventriloquist dummy onto the Sphunx's
tongue. Next throw some cookies in your inventory into the nostrils of the
Sphunx. This will blow the dummy into the hands of Maximus.

Now we need to choose some ventriloquism targets. Activate the Psychic
Ventriloquism power and use it on Sameth and then on Papierwaite. Trophy time!

                  o-----------------------------------------o
                  |T   R   O   P   H   Y       G   E   T   !|
                  o------o----------------------------------o
                  |Bronze|Say Hi to the Nice People, Charlie|
                  o------o----------------------------------o
                  |           Throw your voice to           |
                  |         every available target.         |
                  o-----------------------------------------o

Just three trophies to go and it's a sprint to the finish. Exit Maximus's
psychic mind and then select either Maximus or the toybox. Choose the "Trick
Papierwaite" option. Finally activate the Psychic Ventriloquism power and use
it on Papierwaite one final time.

Congratulations! You've completed the game! Now let's all wait for the third
episode of the series, "They Stole Max's Brain"!

Oh, and now you should get the final three trophies: for completing the game,
for completing the reels in sequential order and for seeing nine different
deaths.

                  o-----------------------------------------o
                  |T   R   O   P   H   Y       G   E   T   !|
                  o------o----------------------------------o
                  | Gold |           Horror Show            |
                  o------o----------------------------------o
                  |            Stop a seriously             |
                  |           sinister ceremony.            |
                  o-----------------------------------------o

                  o-----------------------------------------o
                  |T   R   O   P   H   Y       G   E   T   !|
                  o------o----------------------------------o
                  |Bronze|  Nine Lives of Sameth & Maximus  |
                  o------o----------------------------------o
                  |    See Sameth and/or Maximus die at     |
                  |    nine distinct points in the game.    |
                  o-----------------------------------------o

                  o-----------------------------------------o
                  |T   R   O   P   H   Y       G   E   T   !|
                  o------o----------------------------------o
                  |Bronze|           Chrono Logic           |
                  o------o----------------------------------o
                  |         Complete the four reels         |
                  |          in sequential order.           |
                  o-----------------------------------------o

And that's the end of the walkthrough! I hope you enjoyed reading it as much as
I enjoyed making it!

===============================================================================

-> LIST OF TROPHIES [PS3TPY]

In this section I will list all the trophies obtainable in this episode, and a
description on how to get each and every one of them. Note that this section
will contain spoilers, so I strongly suggest that you beat the game before
peeking in this section. You have been warned! Also, this section may or may
not interest the guys playing the PC version of the game, since you don't have
trophies.

o---------------------------Challenge of the Sphunx---------------------------o
Colour: Silver
Reel(s): 1
Description: Completed Monsieur Papierwaite's challenge
How to get: To get this trophy, complete the first reel.

o-------------------------Looters of the Lost Toybox--------------------------o
Colour: Silver
Reel(s): 2
Description: Successfully raided the Tomb of Sammun-Mak.
How to get: To get this trophy, complete the second reel.

o----------------------Mystery on the Disorient Express-----------------------o
Colour: Silver
Reel(s): 3
Description: Foiled an onboard sneak-thief.
How to get: To get this trophy, complete the third reel.

o---------------------------------Horror Show---------------------------------o
Colour: Gold
Reel(s): 4
Description: Stop a seriously sinister ceremony.
How to get: To get this trophy, complete the fourth reel.

o---------------------Say Hi to the Nice People, Charlie----------------------o
Colour: Bronze
Reel(s): All
Description: Throw your voice to every available target.
How to get: This is probably the most difficult trophy to get, despite the
 bronze colour. Just to clarify, you have to use Maximus's Psychic
 Ventriloquism power on all possible targets in a single playthrough. So if you
 miss just one target, you can't just start a new game and get that missed
 target for the trophy. You have to get all of them all over again.

 Below is an checklist of targets, written in reel order. You probably don't
 have to target the same target more than once, but it is better to be safe
 than sorry. Targets marked with an asterisk are targets you have to target to
 progress the story.

 Prologue
 ========
  _
 |_|Sameth
 |_|Tomb idol
 |_|Kringle
 |_|Weird squid statue (*)

 Reel 2
 ======
  _
 |_|Sameth
 |_|Squid statue
 |_|Guardian (Left)
 |_|Guardian (Right)
 |_|Mole man
 |_|Mole girl (*)
 |_|Grandpa Mole
 |_|Baby Amelia Earhart
 |_|Sarcophagus (Before knocking Baby Amelia Earhart into it)
 |_|Sarcophagus (After knocking Baby Amelia Earhart into it) (*)

 Reel 3
 ======
  _
 |_|Sameth (in the blue car)
 |_|Sameth (in the green car)
 |_|Sameth (in the yellow car)
 |_|Sarcophagus
 |_|Mole girl (in her compartment)
 |_|Moles' steamer trunk (*)
 |_|Mole man
 |_|Vampire Slushie
 |_|Baby Amelia Earhart (while she is asleep)
 |_|Baby Amelia Earhart (while she is awake)
 |_|Jergen (beside his compartment door)
 |_|Mole girl (outside Jergen's compartment) (*)
 |_|Jergen (beside the sarcophagus)
 |_|Sarcophagus (while Jergen standing near it)
 |_|Kringle

 Reel 4
 ======
  _
 |_|Sameth
 |_|Papierwaite (standing away from the toybox)
 |_|Papierwaite (standing near the toybox) (*)

o-------------------------------Curse the Luck--------------------------------o
Colour: Bronze
Reel(s): 2 & 3
Description: Get zapped with fewer than six Mole curses.
How to get: To complete the game, you will be zapped by at least five curses.
 To get this trophy, you have to keep to this minimum. If you get hit by a
 sixth curse, say goodbye to this trophy for this playthrough at least. If you
 do keep to the five curse minimum, you'll receive this trophy upon completion
 of both reel 2 and reel 3. The curses are Bad Luck, Sexo Rejexo and Holstein
 from reel 2, and Sexo Rejexo and Holstein from reel 3. These curses,
 particularly Holstein, only last for a short time, so you have to be quick in
 their application.

o-----------------------Nine Lives of Sameth & Maximus------------------------o
Colour: Bronze
Reel(s): 2, 3 & 4
Description: See Sameth and/or Maximus die at nine distinct points in the game.
How to get: Yep. You have to see your protagonist dog and rabbit die in nine
 different ways. Again, all nine must be viewed in the same playthrough.

 Below is a checklist of these events.
  _
 |_|Get shot by Kringle in reel 3 (Prologue)
 |_|Get thrown off the train in reel 2
 |_|Touch the toybox while still under the protection spell in reel 2
 |_|Get swallowed by the mole girl's pet asp in reel 2
 |_|Get killed by Grandpa Mole's Deathtrap by entering the burial chamber in
  _ reel 2
 |_|Pass through the doorway of death under the Bad Luck Whammy curse in reel 2
 |_|Have Maximus say ""Umkay Onninay..." in reel 4
 |_|Have Sameth fall into the pit of flesh-eating ants for taking too long in
  _ reel 4
 |_|See Sameth and Maximus die in the ending of reel 4

o--------------------------------Chrono Logic---------------------------------o
Colour: Bronze
Reel(s): All
Description: Complete the four reels in sequential order.
How to get: This is a simple trophy to get. Finish reel 1 first, then reel 2,
 then reel 3, then finally reel 4.

o--------------------------------Doppel Fluch---------------------------------o
Colour: Bronze
Reel(s): 3
Description: Cause German train passenger to be saddled with two curses at the
 same time.
How to get: The German train passenger is, of course, Jergen. To get this
 trophy, you must first get him to turn him into a vampire, then have him
 cursed with the Sexo Rejexo Hex, in that order. You can't do it the other way
 round, as the Sexo Rejexo Hex curse will wear off before he gets turned into a
 vampire.

o-------------------------------Double-Crossed--------------------------------o
Colour: Bronze
Reel(s): 2
Description: Cause your little buddy to lose both his luck and his rabbithood
 at the same time.
How to get: To get this trophy, you must be cursed with the Bad Luck Whammy and
 then the Holstein Hex. The obvious obstacle here is that the doorway of death
 will kill you when under the influence of the Bad Luck Whammy. However
 throwing the bust of Sammun-Mak through the doorway will break the door's
 mechanism, allowing you safe passage to the mole girl so that she can turn
 Maximus into a cow.

o------------------------------Secret Handshake-------------------------------o
Colour: Bronze
Reel(s): 3
Description: Fool a Yog Soggoth devotee into thinking you're a member of the
 Brotherhood.
How to get: The Yog Soggoth devotee is, once again, Jergen. To get this trophy,
 you must first inspect the squid statue inside Jergen's closet. Next you need
 to inspect Kringle's steamer trunk. Also Jergen must not become a vampire.
 Talk to Jergen and choose the "Yog Soggoth" option and you obtain this trophy.

 This poses a problem, because if you remember, the Doppel Fluch trophy
 requires you to turn Jergen into a vampire before he gets cursed with the Sexo
 Rejexo Hex. But you need him to be cursed with the Sexo Rejexo Hex in order to
 be able to inspect Kringle's steamer trunk. Therefore it is impossible to
 obtain both this trophy and the Doppel Fluch trophy in the same playthrough.
 So what I recommend you do is, rather than starting the game all over again,
 save the game to a new file before attempting one of the trophies. Then, once
 you got that trophy, reload that file and attempt the other one.

o----------------------------------Open Wide----------------------------------o
Colour: Silver
Reel(s): 1
Description: Make it through the Mouth of the Sphunx the first time it opens.
How to get: Self-explanatory, really. The only advice I can give you is to only
 attempt the Mouth of the Sphunx once you have the can o' nuts and can
 understand the hieroglyphic inscription. If you attempt it without either of
 these things, say goodbye to this trophy on this playthrough.

===============================================================================

-> VERSION HISTORY [TVHOTG]

Version 1.01 (03/06/2010)
- Fixed release date (originally said 01/05/2010 instead of 01/06/2010)
- Fixed several typographic errors
- Added Contact Me (as I've realised that not everybody has a twitter account)

Version 1.0 (01/06/2010)
- Full walkthrough: completion
- Hints & Tips: completion
- The Hard Bits: completion
- List of Trophies: completion

===============================================================================

->ACKNOWLEDGEMENTS [THXFYH]

Firstly, I would like to thank Telltale Games for creating the Sam & Max Season
3 games. Without it, this guide could not be created. Obviously.

I would like to thank GameFAQs for hosting this walkthrough. Cheers!

I would also like to thank you guys for reading this guide. At least all this
hard work wasn't in vain.

I would also thank myself, but only weirdoes do that.

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->CONTACT ME [IVAOYF]

I value all of your feedback. If you wish to contact me over anything in
particular, whether I haven't been clear on beating a puzzle, or you want to
give me ideas on how to improve this walkthtough, then please contact me by 
following the web address below:-

http://ff-1.co.uk/sandm/feedback.htm

You can provide feedback anonymously if you wish and you don't even have to
provide an email address (though I won't be able to contact you if you asked
a question if you don't provide one). All I ask of you is to keep any
criticisms constructive. Also I will ignore requests to add this guide to your
or another person's website, as it is hard for me to keep an eye on them.
Everyone who provides constructive feedback will be listed on the
Acknowledgements section in future versions, unless of course you ask me not
to.

And...that's the end of this guide!

Copyright 2010 Christopher Jepson.