Sam & Max Hit the Road - Complete Walkthrough: Sam & Max hit the road

    Sam & Max Hit the Road - Complete Walkthrough: Sam & Max hit the road



    Premise: This game is all about craziness, so using solutions may prevent you from trying outrageous combinations of objects that will give you a smile. Consult this guide only if you don't know which location to go to and what to do.

    General advice: Scroll the mouse pointer to any corner of the screen to avoid not noticing and interacting with a key object. Always remember to talk to all the characters (even with Max) and to exhaust all the topics of conversation. With the right mouse button you can select the different actions: go, see, take, speak and use. Through "." on your keyboard you will speed up the dialogues. In these solutions we will only describe the essential actions to proceed in the game, but our advice is to analyze all the key points for a 100% fun. Now mouse in hand! We are ready to travel to the most surreal America you could ever see. 



    Duty calls

    After watching the intro you will surely have realized what kind of characters you will be dealing with, and we are sure that you will love them from the first moment. After the phone call from your boss, go to the right side of the screen and collect the light bulb from the closet, then interact with the rat's den to dispose of all your savings. Exit the building and use Max on the cute kitten to receive your boss's instructions, then get in the car and leave. You can choose between various locations: the 3 fast food Snuckey's, the funfair or a very nice minigame by clicking on the street at the bottom left. Our advice is to start with Snuckey's near the funfair. Pick up the glass from the floor and enter. Here you get the pecan candy and the "car bomb" game, talk to the clerk and pay for your purchases. At some point Max will have to go to the bathroom, talk to the clerk again to get the key to the toilet. Max will come out of the shop, you have to follow him (be quick). Intercept Max before he goes back into the shop, talk to him, by doing so you will steal the rasp. Go back to the map and go to the other two Snuckey's to buy two more minigames (a coloring book and one where you can dress Sam & Max with the most varied accessories). We are sure that you will spend endless moments with "car bomb", but for the moment let's focus on our duties. Go back to the map and select the amusement park.



    The funfair

    Talk to the fire-breathing fat man and give him the orders (I'm still thinking about the kitten, what a pity), you will have access to the tent. Talk to the bizarre Siamese twins to learn the story of Bruno and Trixie and to receive a pass. Collect the brown hairs and the jar containing Jesse James' hand (near the freak show). Exit on the opposite side, pass the caravan and play "wak a rat"; if you hit at least 20 mice you will receive a torch that you have to combine with the light bulb in your inventory. Grab the magnifying glass right next to it and chat with the guy at the head of the "cone of tragedy" for a spin. You will find yourself without objects, but don't worry, talk to the big boy again who will give you a ticket to show at the lost property office (the curtain to the right of the fire-breathing). You will then recover your items and get a calamity that will unlock a new location once examined. Are you ready for a romantic trip? Invite Max into the tunnel of love. Use the flashlight on all the dark spots, until you find an electrical panel on which you will have to use Max (be quick). Once this is done, interact with the figure to the right of the executioner to open the door on the left. Enter and talk to the mole man (you will unlock another location). Give him the pecan candy for a crowbar that you will use to break into Trixie's trailer (but first flip the switch next to Doug). Inside the caravan open the closet and collect the mini golf points card (to access it later), then open the blue box to get a costume. Exit the amusement park and go to any of the fast food restaurants to have the clerk open the jar containing the hand. Go back to the map and select the fish icon as your next destination.



    From golf balls to twine balls

    Pick up the bucket with the fish and have a chat with Woody Allen's impersonator fisherman, then go back to the map and go to the golf course (crocodile). Here, pick up the ball boy from the waste bin and talk to the camp manager. Cross the bridge and you will meet Bumpus with his gorilla. A hilarious fight will ensue, at the end of which you will have to recover your trusty Max who has ended up in a trap. To do this, replace the bucket of golf balls with that of fish, use the golf club and place the flag for the shot in the tails of the alligators that will move towards the center creating a kind of bridge that will lead you to your dear colleague. Free him by interacting with the door above and Max will give you another sample of Bruno's hair. Lastly, open the lower door to find a mysterious vortex that will end up in your inventory and suggest another possible location. Go back to the map and go to the biggest twine ball in the world. Enter the cabin under the big ball, talk to the owner of the museum and observe the situation around you. In your inventory, combine the hand with the ball boy and then with the magnet. Use this amazing homemade item on the ball of twine to make a ring. Exit, use the cable car and enter the restaurant. Use the cables near the elevator on the telescope, once this is done combine the magnifying glass with the telescope (you will need it later). Talk to the caster to get a bent wrench from his powers. Use the car and go back to the place where you got the bucket with the fish heads. Here use the wrench on the big fish, interact with it to get inside and involve Max. In no time at all you will find yourself in the back of the restaurant that was previously inaccessible to you. Use Max on the ball of twine and after the sequence you will be in possession of a considerable amount of twine. Now you are ready to face the wonders of the mystery vortex.



    In defiance of the laws of physics

    Enter the cave and you will find yourself in a scenario that is nothing short of surreal. Proceed past the curtain to the right of the screen, collect the third hair sample and talk to the lady from the souvenir shop. Use the mirror to access a large room containing magnets. The magnets activate doors, but the door you have to open will change from game to game, so if you have to access the red door, just activate the first magnet, for the blue door the second, for the yellow one the second and third, for that orange the first and third. Behind the right door, Doug's uncle is waiting for you. Talk to him and give him his ring for valuable information and a pinch of magical dust. Go back to the restaurant near the ball of twine and use the telescope. Scroll with the mouse buttons through the various locations until you come across rock frog. Go back to the map and go there. Here you deposit the three hair samples on the rock and sprinkle them with magical dust to receive illumination; you'll have to go to Bumpusville.

    In Conroy's lair 

    Enter the villa, proceed to the right and go through the door under the big horns. Use the ball boy on the bookcase to get a manual and take the pillow. Do not interact with the toupee or you will be thrown out of the villa. Go back in the corridor and proceed to the left, here observe and collect the painting of John Muir. Enter the next door and you will see Conroy perform with Bruno and Trixie. You will have to free them! Use the manual on the handyman robot and disarm all connections except the one that will lead him to cross the room with the alarm (leave only the green light on the left on). Doing so will create a diversion for the henchman who will leave his room. Enter the room now unattended and interact with virtual reality. Pick up the sword and use it to kill the dragon. Take the heart which is nothing more than the key to defusing the alarm in the room where Bruno and Trixie are prisoners (the lock is next to the colored strip that triggers the alarm). Once your pets are released, follow them to the Savage jungle inn.

    Becoming big feet

    Enter the hall and talk to the woman who smokes (the very famous Evelyn Morrison, but who is she?), At the end of the chat you will receive two brochures, which once examined, will give you access to two new locations. Go out and go to the "Dino bungee". Observe the tyrannosaurus and the mammoth, and on the latter use Max to get a thick layer of fur. Interact with the T-rex intercom and use the string on your mouth. Use Max again, and with the help of your vehicle you will get a tooth. Proceed past the tar pit and use the elevator. In your inventory, combine the ball boy with the glass, then talk to the woman and you are ready for the adrenaline-pumping experience of bungee jumping. While practicing this splendid extreme sport, use the glass on the pool to get some tar. Here you are done, head to the "vegetable museum of celebrities". Collect the eggplant in the shape of Conroy, then talk to the woman, give her the painting of John Muir and you will receive in exchange another eggplant modeled on the famous naturalist (to get it in and out of the location). Go back to Bumpusville and use the "Conroy" eggplant with the toupee to get it. Go to the Savage jungle inn, deliver the rasp to the big foot bouncer. In your inventory, combine mammoth fur with tar, combine it with the dress from Trixie's trailer and finally with Conroy's toupee. Use this dress to change behind the screen and you will enter the meeting of the big feet. 

    Save the whole species

    After watching the tribal chief's speech, take the bottle of wine from the table, then go to the kitchen, pick up the screwdriver and open the door. After the sequence, use the big foot costume in the inventory to take it off. Conroy will change into the icebox, but you will use Max to lock him inside. You will be the hero of the big feet, but they will inform you about their problem: you will have to save their environment. Talk to everyone to get information on the 4 totems, then go back to the enchanter sitting in the restaurant and give him the screwdriver, he will turn it into a corkscrew that you will use to open the bottle of wine and get a cork. Use the cap on the glass ball and go to the vortex. Talk to the clerk and use it. Once inside, use the glass ball to enclose the energy of the vortex. Go back to the Savage jungle inn in the totem garden, skirt the pool and you will find yourself again in the presence of the chieftain. Give him these items: John Muir's Tooth, Vortex, Pillow and Eggplant. Now everything is done and you can watch the final sequence! Congratulations, you have saved the entire pedigree race by destroying the symbols of Western civilization and our own race. No, really, congratulations!

     

     

     

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