13 October 2021

Day Of The Tentacle

 


YEAR:  1993 (Original) & 2016 (Remastered)


GENRE:  Point & Click Adventure


WHERE TO GET IT:   GOG


Part 1


Part 2




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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 OILVINEGAR, 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. 

 

 

 

 

Continued In Part 2...

 

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