Sam & Max: The Devil's Playhouse - Episode 2: The Tomb of Sammun-Mak

Sam & Max: The Devil's Playhouse - Episode 2: The Tomb of Sammun-Mak

Released2010
Episode 2 of an epic 5 game saga. After facing a pillaging primate from outer space in the series premiere, Sam & Max cross paths with even stranger characters in this episode -- their own great-grandparents! In Episode 2 of the series, our heroes cross paths with an even more bizarre and dangerous pair of characters—their own great-grandparents! Join these characters as they embark on their trippiest trip yet, leapfrogging across ten decades and possibly as many continents (we haven’t counted) in search of the mysterious force that’s causing all the trouble. Where did it come from? Why is it triggering Max's latent psychic powers? Why is it desired by everyone aboard the Disorient Express? And what, exactly, is the Secret of the Sphunx? * Episode 1: The Penal Zone * Episode 2: The Tomb of Sammun-Mak * Episode 3: They Stole Max's Brain! * Episode 4: Beyond the Alley of the Dolls * Episode 5: The City That Dares Not Sleep - Finale
80Wit Score
N/APlaying Now

Details

DeveloperTelltale Games
ReleasedMay 18, 2010
StatusReleased
GenresPoint-and-clickAdventure
ThemesActionComedyScience fictionMystery
PlatformsPC (Microsoft Windows) PC (Microsoft Windows)PlayStation 3 PlayStation 3MAC MaciOS iOS
ModesSingle player

Wit-Index Intelligence

Community Score
Highly Recommended80/100

About This Game

Sam & Max: The Devil's Playhouse — Episode 2: The Tomb of Sammun-Mak picks up immediately after The Penal Zone. Sam and Max discover two skeletons resembling themselves along with a reel of film from 1901 and an antique projector. The film shows Sameth and Maximus — their great-grandparents — on an expedition into an ancient tomb, where they manage to steal a powerful artifact called The Devil's Toybox. When Max touches the projector, both Sam and Max are pulled psychically into the film, arriving mid-adventure. In the scene they land in, Sameth and Maximus are held at gunpoint by a figure named Kringle near the tomb's entrance, which is sealed behind unreadable hieroglyphics. They outwit Kringle using Maximus's psychic powers and send him off — but before they can decipher the door, the scene cuts off. Realizing they arrived in the middle of the story, Sam and Max move to an earlier reel and begin living the full adventure from the beginning, unraveling the true sequence of events surrounding The Devil's Toybox and the ancient tomb.

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