NOTE: This is a full walkthrough for the game. The text and graphics are chock full of puzzle solutions and spoilers. If you haven't played the game yet and don't want stuff to be given away, don't read this! Check out the spoiler-free screenshots and videos instead.
Ice Station Santa
Sam & Max arrive back at the office after a successful peace summit to find Mr. Spatula staging a coup. Apparently his lust for power has twisted him into a mockery of the goldfish they once kind of loved. Just look at that malevolent stare. Mr. Spatula has become…. pure evil.
Max orders Sam to eliminate the fish. But before Sam has a chance to carry out the order, a huge laser beam comes through the open window, decimating Mr. Spatula's water cooler and blasting a hole in the wall to reveal Flint Paper. There's no time for a reunion with the crusty private eye, as the Maimtron is intent on tearing down the building. It looks like the Maimtron has his orders, too-to destroy Sam & Max!
Exit to the street. It's time to administer a good old-fashioned beat-down.
The Maimtron is determined to tear up Sam & Max's street, all the while singing lyrics to old pop songs you wish you'd forgotten. The robot has a wind-up key in his back. If you can figure out how to remove it, that would stop him.
Click on the wind-up key. It can't be reached from down here. Now, click on the Maimtron. Sam asks him politely to stop. The Maimtron turns to listen, his back facing the office window. Tell him you have a question and ask, "Why do fools fall in love?" This causes him to start pondering and turn his back to the open office window. Now's your chance. Get back upstairs.
In the office, go to the open window and click on the key to remove it. Another one bites the dust. Hurry back downstairs.
Look at the Maimtron. Hey, he wasn't sent by Mr. Spatula after all. This mechanized engine of destruction was sent by a hairy, bloated, pagan god… Santa Claus!
Santa's Workshop: The Second Happiest Place on Earth
The opening credits dump Sam & Max off at the North Pole. Upon arrival, they find the Soda Poppers waiting outside Santa's workshop. Speak with them. It seems they got terrible presents from Santa too and they are personally returning them.
Before entering Santa's workshop, have a look around outside. To the left of the Soda Poppers is an area designated Yellow Snow Reclamation. Here, yellow snow is bleached into fresh, sanitary snow. Sam pockets a snowball, but it will melt and disappear from his inventory in a few minutes.
Cross in front of the workshop, to the left of the screen. Here you'll find a tiny topiary and Santa's sleigh. Click on the boiler on the front of the sleigh. Sam will comment that it's running low on coal.
Okay, it's getting cold out here. It's time to go inside.
As soon as Sam & Max enter the workshop, two of Santa's elves start begging for help. It seems Santa has been forcing them to make hurtful toys. Right on cue, jolly old Saint Nick thrusts a gun through the doorway leading to his private room and fires off a round. Wow, Santa does seem a bit cranky!
Speak with the elf in green. Ask what he's doing, and he'll tell you he is supposed to make the Christmas tree grow by watering it with elf tears. Problem is, he's just too happy to cry. Sounds like a job for the Freelance Police!
Offer to help make the elf cry. Max insists on going first. You can go through all of the options but there doesn't seem to be anything that Max can say that will make this elf start crying. Sam's turn. Telling him that Santa isn't real does the trick. The elf cries into a watering can and then pours the tears on the tree. Wow, it really works!
Take the watering can, Boxing Betty, and the World's Simplest Maze from under the tree. Have a look at the toy bomber flying over head. The switch to the right of the Christmas tree controls it. This will probably come in handy later. Next, look at the slimy crate. It's overflowing with gelatinous goo. According to the label, this was sent to Santa by Lower Manitoba.
Try out the flounder pounder behind the crate. That was fun. Also make sure to try out the trampoline. Next, look at the computer to the left of the red elf. It displays a Mimesweeper high score list, and someone named Shambling Corporate Presence is ranked third.
Talk to the elf in red. He'll tell you Santa is the one who put him charge of the workshop. Question the elf about what is going on. Ask to speak to Santa. The elf doesn't think he's in a talking mood. (A shooting mood is more like it.) Sam & Max need to calm Santa down before he does bad things.
Ask the red elf where everyone is. He'll say that Santa fired them, and in order to stay competitive, the gift making has been outsourced to baby penguins, which gives the gifts a mildly fishy smell. Ask about the penguins, and the elf will suggest trying out the gift dispenser so you can see for yourself.
End the conversation and click on the gift dispenser (the big caterpillar head). This spits out the presents. You can select a present using the computer on the left of the dispenser. You don't have anyone to send a gift to at the moment. Maybe later. For now, take the gift tags next to the computer.
Move to the left side of the workshop and take a look at the North Pole and the record player. Now try entering Santa's room. The gun pointed at your face says you aren't getting in this way. You'll need to find another way in.
Check out the Torture Me Elmer doll. Good times.
Go back outside and look at the chimney. It must lead into Santa's room. Too bad you can't reach it. A big tree would really come in handy right now. Maybe you could make one grow quickly. Do you remember how trees react to elf tears? Use the watering can on the topiary and watch it grow. The topiary now reaches the roof and the chimney. Click on the giant topiary.
Santa, surprised by Sam & Max's visit, lets the bullets fly. Sam & Max scurry quickly back up the chimney and then sneak back down again, a little more quietly this time. Have a look around but don't get too close to Santa. There is a parchment just to the right of the fireplace. Click on it to take a closer look. The parchment turns out to be exorcism instructions. Sam & Max don't know anyone who's possessed… or do they?
According to the instructions, there are three steps to performing an exorcism:
Sam will pocket the instructions. Before leaving, notice that there is a record out of place to the left of the fireplace. Take the Christmas record. It's an album of satanic Christmas songs and includes the Friendly Demon song.
Let's start looking for those horsemen. Climb the chimney to exit Santa's room, then click on the DeSoto to return to Sam & Max's office.
The Horseman of Pestilence
Enter Stinky's Diner, which is to the right of the DeSoto's parking spot. Sam & Max are greeted by the "new" Stinky, who's much younger than the Stinky they remember, not to mention a woman. She claims to be his granddaughter. Okay…
The patrons are playing a rousing game of trivia. Hey, what's that behind the counter? It's one of the action figures Sam & Max are looking for!
Ask Stinky why all the people are here. She tells you that it is because there is a trivia contest going on. People get to show off how little they know and she gets to show off how much she knows. There's a big prize too: the winner gets Stinky's ancient heirloom, Sickly Man on a Horse, a.k.a. the Horseman of Pestilence. Ask if you can play. Stinky gives instructions. Also ask Stinky how business is. She'll tell you that her feet hurt. Good to know.
Before playing the trivia game, talk to the other contestants, starting with the recording bug in the middle booth. He doesn't seem pleased to see Sam and Max. He just managed to get away from his family. Can't a bug just eat a brimstone sandwich in peace? The bug starts channeling someone. What. The hell. That was scary. Ask the bug why he played the demon voice. He'll tell you he has PISD-Post Insecticide Stress Disorder. Certain strong smells cause him to have flashbacks.
Ask the bug why he doesn't like his family. Except for his dad, they're all a bunch of spineless ladybugs. Ask what happened to his dad and you'll learn that a cleaning crew got him. (Cleaning crew!) Now let's talk trivia. Bug wants to know what Sam and Max think. You can go through all the options. No matter what the question is, the bug always agrees with D. (After exiting the conversation with the bug, talk to him again to see a surprise visitor!)
Next, approach Sybil. Ask about her date. It looks like Abe and Sybil are an item! Ask her what brought her to Stinky's. She says she thought it would be fun to play the trivia quiz, but instead they're stuck watching Stinky make a mockery of the word "knowledge." Sybil is sure she has the right answers, but Stinky keeps saying otherwise. Sybil is convinced she's cheating. Time to talk trivia. Sybil is convinced she knows the answer, but she won't tell you what it is. Fine, be that way.
Finally, speak with Abe. Ask him how things are with Sybil. (A gentleman never kisses and tells.) Talk trivia with Abe. Since he is on a team with Sybil he is going to go with her answer, however, Abe's a fickle guy. You can probably convince him to choose another answer. But go ahead and give him the correct answer the first time through.
Click on the trivia pad in the first booth to start the game. The first question is, "When did the War of 1812 begin?"
Sybil chooses the correct answer. Unless you told him to do otherwise, Abe selects the same answer as Sybil. The bug answers 'D' every time. Choose whatever you feel like. It doesn't matter this time around; whatever you choose, you will be wrong.
The next question is, "What day of the week comes between Tuesday and Thursday?"
Don't be so quick to respond this time. Stinky's got the game rigged. We need to find a way to outsmart her. We know Sybil is going to choose the correct answer and we know the bug is going to select D. Therefore, we need to convince Abe to choose something different. Click on him to compare notes. Tell him to select A.
Click on the trivia pad. Choose C, the remaining answer. Ha! You can't all be wrong, so you tricked Stinky into giving you the prize. Sam takes the Horseman of Pestilence.
The Horseman of Death
Walk to the right of Stinky's and click on the garage door. Your old friends the COPS are here, celebrating the grand opening of the Pimp Le Car body shop. Speak with the COPS. They offer you the chance to win a horseman hood ornament for your car. Tell the COPS you want the hood ornament. To win it, you must play their augmented reality driving challenge.
A shipping mishap from the North Pole has resulted in a glut of unwanted Torture Me Elmer dolls. You have 60 seconds to hit 30 Torture Me Elmer dolls. Use you're the cursor or the arrow keys on your keyboard to steer down the street and hit as many Torture Me Elmer dolls as possible. After you've won, you will be returned to Sam & Max's street. Take the Horseman of Death from the hood of the DeSoto. (You can play the driving challenge again to win decals, but you don't have to. To play again, talk to the COPS or click on the DeSoto and select "Let's run over some more toys.")
The Horseman of Famine
Next, pay a visit to Bosco. From the looks of Bosco's store, it appears he has stepped up the paranoia level. Ask Bosco about the package on the counter. Bosco thinks that his Christmas gift is ticking, but he doesn't want to use his Bomb-Be-Gone machine to destroy it just in case the package contains the plunger he just ordered. Look at the x-ray viewer above the counter. It shows the contents of the package, which look suspiciously like a horseman. Sam & Max have to get that package!
Click on the package to offer to take it. Bosco's not giving it up that easily. Maybe you could replace it with another package? Return to the North Pole and enter Santa's workshop.
Click on the gift dispenser computer. That Obsess-O-Matic Stopwatch looks like the perfect gift for Bosco. Select it. Use a gift tag from your inventory on the package and address it to Bosco. Off it goes.
Back at the store, it looks like Bosco got his present and it's ticking pretty loudly. While he's busy blowing it up, Max grabs the package with the Horseman of Famine in it. Three down, one to go.
Horseman of War
Go down the street and check out the remains of the Maimtron. Jimmy is here with the last horseman. He claims it's his trophy and he's not giving it up. He hides inside the robot. Click on the robot innards. Jimmy says Sam & Max have to fight him for the trophy. They aren't going to fit inside, but you have something else in inventory that will. Click Boxing Betty on the robots innards.
Let's get ready to rumble! To get the trophy, you must win three boxing matches.
This game doesn't really require quick reflexes. Just pay attention to the rat as he gets ready to punch. He lifts his arm just before punching. Dodge in the opposite direction (so if he lifts his right arm, dodge to the left). Then punch him quickly, before he puts his arm back down. It doesn't matter which hand you use to punch.
The last match is against Jimmy, who has a special glove that can knock you out with one blow. But you can start again if you get KO'd.
Once you win against all three rats, you get your trophy, the Horseman of War. After the humiliating loss, Jimmy decides that life is no longer worth living. He climbs to the ledge of the office building and threatens to jump. You can try to talk him down, but he won't listen right now. Just leave him alone and come back later after you've found a way to cheer him up.
Performing the Exorcism
Return to the North Pole and enter Santa's Workshop. Now that you have the four horsemen, it's time to perform the exorcism. Start by placing each horseman around the North Pole. Next, place the satanic record on the record machine and play the friendly demon song.
The record skips and you have to fill in the blanks. (If you haven't looked at the Mimesweeper high score list and the crate of gelatinous goo, the correct options won't appear.)
There was a fearsome demon who had a very scary form like gelatinous goo!
He was the most unholy creature that was ever born in lower Manitoba.
Even the other demons were scared to let him join their games like Mimesweeper,
And if you want to meet him you just have to shout his name, hey Shambling Corporate Presence.
It worked…or did it? The supervisor elf expels the demon from his mouth. Santa appears with his gun and tries to take him out but it doesn't work. Didn't you read the back of the instructions? It reads, "Very important: make sure you have the spirits of Christmas to contain the beast, or you're screwed." Oops. While Sam & Max chases Santa outside.
The Christmas Spirits
Go outside to find Santa in the watchtower, barely keeping the demon at bay. Talk to Santa, and he'll tell you to get the Christmas Spirits out of his safe. Return to Santa's room, either via the topiary or through the door in the workshop.
Take a look at the little stove to the right of the safe. This is Santa's stocking stuffer. It fills a sock with the gift the sock's owner deserves. Good kids get toys and candy. Liars get coal. Sam & Max don't have any socks on hand, so they can't use the stocking stuffer right now.
Open Santa's safe to release the Spirits of Christmas. The spirits explain that Sam & Max will have to fix three Christmases that they ruined before the spirits will help with the demon. Follow the spirits outside.
Speak with the Spirit of Christmas Past, then click on the portal beside him. Sam & Max are returned to the office where they have just tied Leonard up. (If you played Episode 103, this scene should be familiar!) Jimmy is being nagged by his wife, Mary. His son Timmy is suffering from terminal Tourettes, and Mary wants Jimmy to do something about it. Jimmy wonders what would have happened if he had stayed in boxing. Mary encourages him to get his lucky boxing glove and go fight. Unfortunately, be doesn't have the glove anymore-Sam & Max took it.
Remember, Jimmy's got the glove in the present. Turn on the TV and watch how it draws Mary from the rat hole. Put the World's Simplest Maze in front of the rat hole, then turn on the TV again. Mary walks into the maze and gets stuck. Take Mary and return to the present. When you're back at the North Pole, take the DeSoto back to Sam & Max's street.
Jimmy's still up on the ledge. He's despondent because his wife left him. Use Mary on Jimmy. Jimmy is so excited to see her, he comes down from the ledge. Max takes the boxing glove and the reunited rats run off into the sunset. Return to the North Pole, and enter the portal to Christmas Past.
In the past, return Jimmy's boxing glove to him, to make amends and give Jimmy a second chance. Yes, Christmas Past is saved! The Spirit of Christmas Past gets inside the bottle, ready to help vanquish the demon whenever you're ready.
Speak with the Spirit of Christmas Present. Click on the portal when you are ready.
You land in Stinky's, just after winning the trivia contest. Watch as the bug's family shows up at the restaurant. He's shocked that they found him. If they stick around, they're going to ruin his Christmas! You need to find a way to get rid of them. Jump through the portal to return to the North Pole.
Take a reclaimed snowball (if you don't have one already). These things smell strongly of bleach-just the ticket for triggering the bug's PISD. Return to Stinky's via the portal and use the snowball on the bug. The smell of bleach reminds him of his dear departed Dad, and he has a flashback. As "Dad," the bug orders his family to move out, and they obey!
The Spirit of Christmas Present squeezes into the bottle to await further instructions.
Back at the North Pole, try talking to the Spirit of Christmas Future. He's over by the sleigh. He seems a little shy. Click on the portal to enter the future.
Future versions of Sam & Max are trapped on some strange island surrounded by lava, with no means of escape. You need to save them from this fate. Return to the present.
Hey, look. Santa's sleigh is pointing right at the portal. If you could get that into the future, Sam & Max could use it to escape. Click on the sleigh. There is a boiler in the back of it. Open the boiler door. It's running low on coal. Remember Santa's stocking stuffer: it fills the socks of naughty people with coal. Stinky sure seems like a liar. Now you just need to get one of her socks!
Go into the workshop and check out the gift dispenser computer. One of the gifts is a Footbath and Piranha Aquarium. Let's send it to Stinky. Select the gift and attach a gift tag to it. Send it to Stinky. Use the DeSoto to Sam & Max's street and enter Stinky's diner.
Sam & Max are welcomed by a grateful Stinky. She loved the gift. She's left her sock on the counter. Take it. Return with the sock to Santa's room.
Insert Stinky's sock in the stocking stuffer to see what she is getting for Christmas. When Sam removes it, it is full of coal. Perfect. Let's take it back to the sleigh and fuel it up.
Use the sock full of coal on the boiler. It's ready to go. Sam & Max get in and head off to the future.
The future Sam & Max are surprised by the appearance of the sleigh. They get in and take off. Another Christmas saved!
Get Rid of the Demon
Back at the North Pole, the Spirit of Christmas Future agrees to help and enters the bottle. Now it's time to take care of that pesky demon.
Use the spirit bottle on the Shambling Corporate Presence. The spirits try to encourage the demon to repent but he isn't in the mood so the Spirits of Christmas turn him into a plate full of jell-o. And all is well, except…
Noooo Santa. Don't eat the jell-o.
Get Rid of the Demon (Again)
This time, Santa really is possessed! Sam & Max are in the workshop trying to avoid his gunfire. Remember how the switch on the other side of the room controls the bomber above? Shoot the switch so that the bomber stops just above the trampoline. Now order a gift from the gift dispenser by clicking on the computer.
Did you notice that there is a new gift under the tree? It's a toy cannon. Shoot the cannon with the gun. It fires. The cannonball bounces off the gift, lands on the trampoline and bounces into the bomber.
Shoot the switch again to get the bomber moving. As it approaches Santa, stop it. The cannonball falls into the Flounder Pounder and shoots Santa in the back of the head, causing him to fly into the crate full of goo. Sam quickly throws a lid on it. Time to send the demon back where he belongs. According to the Soda Poppers (hey, where did they come from?!), the gift was supposed to go to Satan, not Santa. Ahhhh, that makes sense. Sort of. Once the gift has been sent down below, everyone pulls together to ensure the world's children receive their well deserved gifts.
Congratulations! You finally managed to save Christmas!
Official Sam & Max: Ice Station Santa walkthrough © 2008 Telltale Games. Do not repost without permission. For more great walkthroughs, visit SpyGlass Guides.
It's the gift that keeps on giving. Sam & Max designer extraordinaire Brendan Q. Ferguson has come up with a great list of things to try on your second time through Ice Station Santa. So grab some egg-nog, put on your warm, fuzzy slippers, and curl up in front of your PC for another few hours of holiday cheer.
Note that there are great big honking spoilers below. This list is really for people who have already completed Ice Station Santa. Read them at your own risk.
In Sam & Max: Ice Station Santa, did you...
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