YEAR: 1993 (Original) & 2016 (Remastered)
GENRE: Point & Click Adventure
WHERE TO GET IT: GOG
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PART 1
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
BERNARD - PRESENT DAY
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
INTRO
Watch the intro to
see Bernard and his friends, as they are lured back to the Edison’s mansion in
order to prevent Purple Tentacle from taking over the world.
ENTRANCE HALL
This is where the game starts properly. Explore the area.
Notice the FAKE BARF that’s stuck to the ceiling. Pick
up the FLYER from the rack at the bottom left, and look
at FLYER in your Inventory. Pick up the HELP
WANTED SIGN from the window next to the front door. Pick
up DIME from the pay phone. Open the office door, and
enter Dr Fred’s office.
DR FRED’S OFFICE
Pick up SWISS BANKBOOK from the desk, and look at it in
your Inventory to learn that Dr Fred is broke! Open the desk drawer, and
pick up BOOBOO-B-GONE. Look at the portrait on the wall, and
open the portrait to find a hidden wall safe. Pity you don’t know the
combination. When you’re ready, leave the office.
ENTRANCE HALL
Look at the
Grandfather Clock, and open the Grandfather Clock. You’ve found the
Secret Lab. Watch the cut scene as you set the Tentacles free, Hoagie
gets sent into the past, and Laverne gets sent into the future.
DR FRED’S SECRET LAB
Dr Fred asks you to find his PATENTED SUPER BATTERY PLANS.
Let’s get started then. Explore the lab. Look at the bulletin board
on the right, and pick up PAPER from the bulletin board.
That’s the PATENTED SUPER BATTER PLANS that Dr Fred was
looking for. Watch the cut scene as you see both Hoagie and Laverne in
their respected time-periods. Dr Fred automatically sends the PATENTED
SUPER BATTERY PLANS to Hoagie in the past.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
HOAGIE - 200 YEARS IN THE PAST
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
OUTHOUSES
You’re playing as
Hoagie for the moment. You’re able to send small items through the
Chron-O-John to your friends, but you need to find a power source for the
Chron-O-John, so it has power. Walk left, to the field.
FIELD
Walk right a few
steps, talk to Ben Franklin, and work through all the dialogue with him.
When conversation is over, walk left to the Front Yard.
FRONT YARD
Look at the carriage - it’s rather dirty. Walk left a few steps,
open the mailbox, and pick up LETTER from the mailbox.
Look at LETTER in your Inventory, so you can read it.
Now open the front door of the inn, and enter the inn.
ENTRANCE HALL
Talk to the Mummy,
and work through all the dialogue. When you’ve finished talking to the
Mummy, open the double doors in the back wall, and head into the Main
Hall.
MAIN HALL
Explore the Main
Hall. Talk to John Hancock and work through all the dialogue. Poor
John is freezing cold, but Thomas Jefferson won’t let him build a fire.
Talk to Thomas Jefferson and work through all the dialogue. Thomas needs
help with his Time Capsule. Talk to George Washington and work through
all the dialogue. Make sure you discuss cherry trees and wooden teeth
with him. When conversation is over, go through the swinging door next to
the fireplace, into the Pantry.
PANTRY
Pick up bottle of OIL and the SPAGHETTI from
the shelves. Open door on the right, and enter the Store Room.
STORE ROOM
Pick up BUCKET from the floor. Open cabinet, and
pick up the BRUSH. Walk left, back to the Pantry.
PANTRY
Use BUCKET with the water pump to get BUCKET
FULL OF WATER. Now go up through the swinging door, back to the Main
Hall.
MAIN HALL
Climb up through
the fireplace, up to the Roof.
ROOF
Climb through the
left window, into the Attic.
ATTIC
Pick up the can of RED PAINT. Look at the cat playing
with the SQUEAKY MOUSE TOY. Try to pick up the SQUEAKY
MOUSE TOY, but the cat won’t let you. Use Ned’s Bed (near the front)
to sit down on it - it has a SQUEAKY MATTRESS. Notice how the
cat was interested in the squeaks. Use Jed’s Bed (near the back) - that
doesn’t have a squeaky mattress. Okay, use SQUEAKY MATTRESS from
Ned’s Bed, with Jed’s Bed to switch the mattresses. The SQUEAKY
MATTRESS is now on Jed’s Bed at the back. Use the SQUEAKY
MATTRESS, and while the cat is investigating the squeak, quickly pick
up SQUEAKY MOUSE TOY. Now open the trapdoor in the
floor, and climb down to the 2nd Floor
Hallway.
2ND FLOOR HALLWAY
Talk to the horse and work through all the dialogue. Make sure you
discuss the horse’s TEETH. Now open the door on the left, and
enter the Sculpture Room.
SCULPTURE ROOM
Identical twins Ned
& Jed Edison are hard at work in here. One of them is sculpting,
while the other is posing for the sculpture. Work through all the
dialogue. There’s nothing you can do here at the moment, so when you’re
ready, leave the room.
2ND FLOOR HALLWAY
Climb down the stairs to the 1st Floor
Hallway.
1ST FLOOR HALLWAY
There are 3 doors
in this Hallway. Open Door 3, and enter Ben Franklin’s Bedroom.
BEN FRANKLIN’S BEDROOM
Explore the room. Look at kite plans on the wall. Pick
up WINE BOTTLE. Now leave the room.
1ST FLOOR HALLWAY
Open Door 2, and
enter the Sewing Room.
SEWING ROOM
Work through all
the dialogue with the Seamstress. She’s busy working on the American
flag, and she tells you to leave the latest design on the table. You
can’t do that yet, but remember this for later. Leave the room.
1ST FLOOR HALLWAY
Walk left a few
steps, open Door 1, and enter George Washington’s Bedroom.
GEORGE WASHINGTON’S BEDROOM
Use George’s bed to
make it messy. Now you need to call the maid to tidy it up again, so pull
the cord hanging from the wall on the left. Leave the room.
1ST FLOOR HALLWAY
The maid’s cart is outside the room. Pick up SOAP from
the maid’s care (you’ll have to move out of the way, so you can see it).
Use SOAP in BUCKET FULL OF WATER to get BUCKET
FULL OF SOAPY WATER. Climb down stairs on the left, down to the
Ground Floor.
ENTRANCE HALL
Open the
Grandfather Clock, and climb down into the Secret Lab.
RED EDISON’S SECRET LAB
Explore the lab. Talk to Red Edison and work through all the
dialogue. When conversation is over, give PATENT APPLICATON for
the SUPER BATTERY to Red Edison. He needs OIL, VINEGAR,
and GOLD to create his SUPER BATTERY. Give
him the bottle of OIL you found earlier. You don’t have
the other ingredients yet, so climb up the stairs and leave the lab.
ENTRANCE HALL
Walk left through
the front door, so you’re in the Front Yard.
FRONT YARD
Look at the dirty carriage. Use BUCKET FULL OF SOAPY
WATER with the carriage to wash it. Typically, as soon as you
start to wash it, a storm draws in. Ben Franklin abandons his experiments
with electricity, and heads inside. Walk up to the field.
FIELD
Walk up to the
Outhouses.
OUTHOUSES
Look at the kumquat tree next to the window. George Washington
commented earlier, that he would love to shoot a cherry tree, but there are no
cherry trees in sight. Well, maybe you could fool him. Use RED
PAINT with the kumquat tree, so it looks red… like cherries. Now
make your way back to the Entrance Hall in the mansion.
ENTRANCE HALL
Head through the
double doors in the back wall, into the Main Hall.
MAIN HALL
Use WINE BOTTLE with the Time Capsule on Thomas
Jefferson’s table. Thomas puts it in his Time Capsule, and it won’t be
seen for hundreds of years. Talk to George Washington, and discuss cherry
trees, then say that you think he‘s lost it. He immediately wants to
prove himself, so he goes outside to cut down the cherry\kumquat tree.
OUTHOUSES
Watch the cut
scene, as George Washington cuts down the cherry\kumquat tree. Cutting
down the tree in this time period, means that it is no longer growing in the
future. Thus, Laverne won’t be stuck in the tree in the future
anymore. Make your way back to the Entrance Hall in the Inn.
ENTRANCE HALL
You can’t do any more as Hoagie at the moment. Send all your
Inventory Items to Bernard by clicking on each item in turn, and then clicking
on Bernard’s icon. You won’t be able to send your BUCKET FULL OF
SOAPY WATER, so keep that. Now switch to Bernard.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
BERNARD - PRESENT DAY
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
DR FRED’S SECRET LAB
Notice that the SPAGHETTI you got from Hoagie has
turned into WET SOGGY NOODLES. Talk to Dr Fred and work
through all the dialogue. Apparently, the Time Machine needs a new
diamond. Unfortunately, Dr Fred can’t afford to buy a diamond, because he
didn’t sign the royalty contract guaranteeing royalties from a TV Show in
time. If only you could go back in time, and give him the contract in the
past! When conversation is over, climb up the stairs to leave the Lab.
ENTRANCE HALL
Walk left a few
steps, open the double doors in the back wall, and enter the Main Hall.
MAIN HALL
Push Bozo The Clown - he knocks you over. Open the grating in the
floor, next to the fireplace. Talk to the Cigar Salesman and work through
all the dialogue. Accept his offer of a CIGAR - he
tricks you with his EXPLODING CIGAR. Look at the CHATTERING
TEETH on the Vat O Teeth, and chase the CHATTERING TEETH into
the grating in the floor. The teeth are trapped, so simply pick up
the CHATTERING TEETH. Now go through the swinging door, into
the Dining Area.
DINING AREA
Pick up COFFEE and pick up DECAF COFFEE from
the coffee maker on the left. Pick up FORK from the
table. Open door on the right, and enter the Laundry Room.
LAUNDRY ROOM
Open the pink cabinet, and pick up FUNNEL from the
cabinet. Make your way back to the Main Hall.
MAIN HALL
Climb up through
the fireplace, up to the Roof.
ROOF
Pick up the CRANK from the flagpole. Climb
through window on the right, into the Attic.
BACK ATTIC
There’s nothing you
can do in this small room. Open the door, and walk through to the Front
Attic.
FRONT ATTIC
You can’t do anything in this room at the moment. Open the
trapdoor in the floor, and climb down to the 2nd Floor
Hallway.
2ND FLOOR HALLWAY
Open door on the
left, and enter the Surveillance Room.
SURVEILLANCE ROOM
Nurse Edna is
here. Talk to her and work through all the dialogue. When
conversation is over, try to push Nurse Edna out of the room.
Frustratingly, she grabs hold of the statue by the door, and pulls herself back
in. When you’re ready, leave the room.
2ND FLOOR HALLWAY
Open door on the
right, and enter Weird Ed’s Room.
WEIRD ED’S ROOM
Work through all the dialogue with Weird Ed. He seems rather
obsessed with his stamp collection, doesn‘t he? When conversation is
over, pick up the HAMSTER in the cage. Now leave the
room.
2ND FLOOR HALLWAY
Climb down the stairs, to the 1st Floor
Hallway.
1ST FLOOR HALLWAY
There are 3 doors
in this Hallway. Open Door 3, and enter Green Tentacle’s Bedroom.
GREEN TENTACLE’S BEDROOM
Green Tentacle is pleased to see you again. Work through all the
dialogue. When conversation is over, push the speaker, so it’s lying down
on the floor. Now use the stereo next to the door to turn it on.
That music is LOUD! The vibrations from the speaker cause the FAKE
BARF on the floor below to fall from the ceiling. Use the stereo
again to turn it off. Pick up VIDEO TAPE that’s on top
of the stereo. Now leave the room.
1ST FLOOR HALLWAY
Open Door 2, and
enter the Guest Suite.
GUEST SUITE
Well, you can TRY and enter the Guest Suite, but Dwayne, who’s a guest
in this room, has got the chain on the door, so you can‘t get in. He’s a
Novelty Goods Designer, but the poor man is depressed, because nobody likes his
designs. If only you could cheer him up. Talk to Dwayne and work
through all the dialogue. When conversation is over, give the LETTER to
Dwayne. You got this LETTER from Hoagie, through the
Chron-O-John, but Dwayne believes it is meant for him. His mood
completely changes, and he’s beyond thrilled to think that somebody actually
likes his designs. He runs out of the room, feeling over-the-moon!
Now pick up FLAG GUN from the floor, and pick up DISAPPEARING
INK from the cabinet next to the door. When you’re ready, leave
the room.
1ST FLOOR HALLWAY
Climb up stairs on the right, back up to the 2nd Floor
Hallway.
2ND FLOOR HALLWAY
Enter door on the
right, into Weird Ed’s Room.
WEIRD ED’S ROOM
Remember how obsessed Weird Ed is about his stamp collection.
Use DISAPPEARING INK with his stamp album. Weird Ed
thinks you’ve ruined his stamp collection, and loses his temper with you.
You quickly exit his room!
2ND FLOOR HALLWAY
Weird Ed throws his STAMP ALBUM at you, from his
room. Notice that a STAMP falls loose from the STAMP
ALBUM. Pick up STAMP ALBUM and pick up STAMP.
Now enter Weird Ed’s room on the right again.
WEIRD ED’S ROOM
Give STAMP ALBUM back to Weird Ed. All the ink
has disappeared, so Weird Ed calms down and forgives you. Leave his
room.
2ND FLOOR HALLWAY
Climb down the stairs, down to the 1st Floor
Hallway.
1ST FLOOR HALLWAY
Walk left a few steps, and look at the ice machine. Open the ice
machine, and place HAMSTER in the ice machine. Poor
little hamster! His sacrifice will help to save the whole planet.
Now open Door 1, and enter the Honeymoon Suite.
HONEYMOON SUITE
Look at all the hearts in the room - isn’t it romantic! Close the
door, and pick up KEYS from behind the door. Use the TV
to see the advert about the DIAMOND. When you’re ready, leave
the room.
1ST FLOOR HALLWAY
Climb down stairs
on the left, down to the Entrance Hall.
ENTRANCE HALL
Pick up FAKE BARF from the floor. Walk up through
the double doors in the back wall, into the Main Hall.
MAIN HALL
Remember the CIGAR LIGHTER on the table next to the
Cigar Salesman. Try to pick up the CIGAR LIGHTER - you
won’t be allowed to. Use FLAG GUN with the CIGAR
LIGHTER to switch them. Now talk to the Cigar Salesman again,
and discuss cigars. Accept his offer of another cigar. This time,
the CIGAR won’t explode in your face, and you get to keep
the CIGAR. Now walk left, back to the Entrance Hall.
ENTRANCE HALL
Open the front
door, and go outside.
FRONT YARD
Talk to Dead Cousin
Ted if you like. Walk right to the Parking Lot.
PARKING LOT
There’s a thief trying to break into the car. Talk to the thief
and work through all the dialogue. Give him the KEYS you
found earlier. He gives you his CROWBAR in return.
Now walk back up to the Front Yard.
FRONT YARD
Enter the mansion
again.
ENTRANCE HALL
Look at GUM WITH A DIME STUCK IN IT, that’s on the
floor. Use CROWBAR with GUM WITH A DIME STUCK IN
IT, and you automatically pick it up. Now use GUM WITH A DIME
STUCK IN IT, so you chew the gum (yuck!), and end up with a DIME,
and a WAD OF GUM.
Climb up stairs on the right, up to the 1st Floor
Hallway.
1ST FLOOR HALLWAY
Enter Door 1, into
the Honeymoon Suite.
HONEYMOON SUITE
Look at the sleeping conventioneer, and look at the SWEATER that
he’s lying on. You need to get that SWEATER. But how
are you going to make the sleeping conventioneer move? Easy! Look
at the FickleFingers Coin Slot that’s next to the bed. Use both DIMES in
the FickleFingers Coin Slot - the bed will vibrate, shifting the sleeping
conventioneer onto the floor. Now, simply pick up the SWEATER.
However, the SWEATER is soaking wet, and needs to be
dried! When you’re ready, leave the room.
1ST FLOOR HALLWAY
Look at candy machine in the Hallway. Try to use your DIME in
the candy machine, but it doesn’t work. Use CROWBAR with
the candy machine, then pick up the huge pile of QUARTERS that
spills from the candy machine. Walk left, and head back down to the
Entrance Hall.
ENTRANCE HALL
Walk through double
doors in the back wall, into the Main Hall.
MAIN HALL
Go through the
swinging door on the right, into the Dining Area.
DINING AREA
Go through door on
the right, into the Laundry Room.
LAUNDRY ROOM
Use SWEATER with the dryer, and use your huge pile
of QUARTERS with the dryer. The dryer will be running
for quite some time, since you put so many QUARTERS into
it. Head left, and make your way back to the Entrance Hall.
ENTRANCE HALL
Climb through the
Grandfather Clock, and down to Dr Fred’s Secret Lab.
DR FRED’S SECRET LAB
Give DECAF COFFEE to Dr Fred. It immediately
sends him into a deep sleep, causing him to sleepwalk. Leave the Secret
Lab.
ENTRANCE HALL
Enter Dr Fred’s
Office behind the counter.
DR FRED’S OFFICE
Dr Fred is here,
but he’s still sleepwalking. Watch as he opens the wall safe, then slams
it shut again. You can see something in the wall safe, but no matter how
many times you try, you just can’t pick it up before Dr Fred slams the wall
safe closed again. Leave the Office.
ENTRANCE HALL
You can’t do
anything else as Bernard at the moment. Send all your Inventory Items to
Hoagie. There are a few things that won’t go through the Chron-O-John,
but don’t worry about it. Now switch to Hoagie.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
HOAGIE - 200 YEARS IN THE PAST
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ENTRANCE HALL
Walk through the
double doors in the back wall, into the Main Hall.
MAIN HALL
Look at the Suggestion Box, and use FLYER with the
Suggestion Box. George Washington opens the Suggestion Box, sees
the FLYER, and declares it law that every basement must have a
vacuum cleaner. Notice the vacuum cleaner appearing in someone’s
basement.
Walk over to George Washington, who’s standing next to the window on the
right. Give EXPLODING CIGAR to George Washington.
He accepts the EXPLODING CIGAR, and predictably, it explodes in his
face. Give him CHATTERING TEETH to replace his false
wooden teeth that fell out when the cigar exploded. John Hancock, who’s
been shivering with the cold, notices George’s chattering teeth, and convinces
Thomas Jefferson to build a fire, so they can all be warm. After the cut
scene, pick up BLANKET from the floor. Now walk left,
back to the ENTRANCE HALL.
ENTRANCE HALL
Climb through the
Grandfather Clock, and down into the Secret Lab.
RED EDISON’S SECRET LAB
Give the HELP WANTED sign to Red Edison. This
convinces him to hire you as his assistant. Pick up LAB
COAT from the wall on the right, and look at it in your Inventory -
it‘s more like a raincoat that a lab coat. Pick up LEFT HANDED
HAMMER from Red Edison’s workbench. When you’re ready, leave the
Secret Lab.
ENTRANCE HALL
Climb up stairs on the right, up to the 1st Floor
Hallway.
1ST FLOOR HALLWAY
Walk right a few steps, and climb stairs up to the 2nd Floor
Hallway.
2ND FLOOR HALLWAY
Give TEXTBOOK to the horse. You start reading to
the horse. The TEXTBOOK is very boring, and soon sends
the horse to sleep. He leaves his dentures soaking in the glass of water
next to him. Pick up the DENTURES. Now enter through
door on the left, into the Sculpture Room.
SCULPTURE ROOM
Give LEFT HANDED HAMMER to Ned on the left, and notice
the effect it has on his sculpting. Jed, who’s left-handed, takes over
the sculpting, while Ned becomes the model. Notice how it affects the
Surveillance Room in the future. Now leave the room.
2ND FLOOR HALLWAY
Climb stairs on the
left, up to the Attic.
ATTIC
Climb out the
window, so you’re on the Roof.
ROOF
Notice the smoke coming from the chimney. Use BLANKET on
the chimney, to block the smoke, causing it to build up in the Main Hall
downstairs. Watch the cut scene with John Hancock, George Washington, and
Thomas Jefferson. Now climb back through the window, into the
Attic.
ATTIC
Leave the Attic, and
make your way all the way down to the Entrance Hall on the Ground Floor.
ENTRANCE HALL
Go through double
doors in the back wall, into the Main Hall.
MAIN HALL
While John, George, and Thomas are outside, quickly pick up the GOLD
PLATED QUILL PEN from the table. Walk left, back to the Entrance
Hall. Watch the cut scene, on your way to the Entrance Hall.
ENTRANCE HALL
That’s all you can
do as Hoagie for the moment. Switch to Laverne.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
LAVERNE - 200 YEARS IN THE FUTURE
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
KENNEL
Poor Laverne is
locked up in the Kennel, along with the Edisons. You need to
escape. Talk to the Tentacle Guard, and tell him you don’t feel so
good. He’ll take you to the Doctor’s Office.
DOCTOR TENTACLE’S OFFICE
Watch the cut scene with Dr Tentacle. After he’s left, explore the
room. Pick up the TENTACLE CHART from the wall.
When you’re ready, leave the room.
ENTRANCE HALL
You find yourself
in the Entrance Hall. There are 3 humans here, along with a Tentacle
Guard with a net. Talk to Harold (one of the humans) in the tutu and work
through all the dialogue. He tells you about the Human Show - a show for
the best groomed human. When you’re ready, walk up through the sliding
door in the back wall, into the Registration Area.
REGISTRATION AREA
Walk up through the
door in the back wall, so you’re back at the Kennel.
KENNEL
The Tentacle Guard
locks you behind the force field again. Talk to Tentacle Guard, and this
time, tell him you have to go to the bathroom. Since it’s forbidden for
humans to go anywhere on their own, the Tentacle Guard takes you outside.
FRONT YARD
Walk right along
the path, to the Back Yard.
BACK YARD
The Chron-O-John is here. Send TENTACLE CHART to
Hoagie. Now switch to Hoagie.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
HOAGIE - 200 YEARS IN THE PAST
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ENTRANCE HALL
Climb up stairs on the right, up to the 1st Floor
Hallway.
1ST FLOOR HALLWAY
Look at the 3
doors, and enter Door 2, into the Sewing Room.
SEWING ROOM
The Seamstress is still busy sewing away. Use TENTACLE
CHART with the pile of patterns on the table. These patterns are
prototypes for the American flag. Notice how the flag in the future is
changed. Leave the room.
1ST FLOOR HALLWAY
Climb down stairs
on the left, back to the Entrance Hall.
ENTRANCE HALL
Send all your
Inventory Items to Laverne. Switch back to Laverne.
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