Day of the Tentacle Walkthrough. A.J.Sithers 1993 0. About this walkthrough This is the long-awaited walkthrough for LucasArts' Day of The Tentacle. IMHO I don't think that this game is as long or as difficult as Indy Jones or Monkey Island 2, but it does contain some beautifuly crafted puzzles. Since the puzzles are all inter-linked, I've tried to split the walkthrough into discrete sections. If you only want a small hint, then take a look at the section sub-headings and this should give you some idea of what to do for each main task. Caveat: This is a complete and utter spoiler and it might wreck your enjoyment of the game. Use this ONLY as a last resort since ALL the puzzles are logical (to a degree), and if a complete doofus like me can solve it, then so can you. 1. Intro 1.1 Secret Lab Is found by getting bernard to open the clock 1.2 Battery Plans Are found on the notice board in Dr Fred's lab 2. Getting Laverne down from the tree.Get the can of red paint from the attic bedroom in the house. Use the paint on the kunquat tree beside the outhouses. Talk to George Washington and goad him into cutting down a cherry tree, which he does, freeing Laverne in the future. 3. Getting a disguise for Laverne. Tell the guard you don't feel well and he'll take you to the medical room. Take the tentacle chart from the wall and return to the kennel. Now tell the guard that you need to use the bathroom. Outside the Cron-o-John, give the tentacle chart to hoagie. Take the chart to Betsy Ross' room and put it on top of the prototype flag plans. This will cause a tentacle flag to appear in the future. Go to the roof and take the crank from the flag pole. Give it to Laverne. Return to the kennel. Tell the guard you don't feel well again. Climb up the chimney to the roof. Use the crank handle in the crank box and get the flag. Use the flag to disguise yourself as a rather fetching tentacle. 4. Getting the battery for hoagie. First of all, give the plans to Red Edison in the basement laboratory. 4.1. Oil Is found hidden in the kitchen pantry. 4.2. Vinegar Take the bottle of wine from Ben Franklins room. Talk to Jefferson and suggest that he uses the wine in his time-capsule. Now give the can opener to Laverne. Go to the old museum room on the second floor and use the can opener on the time capsule. Pick up the stale wine (vinegar) and give it to Hoagie. 4.3. Gold Take the letter from the mailbox outside the front of the house and give it to Bernard. Give the letter to Dwayne, the depressed novelty goods designer. Take the flag gun from his room. Go to the main hall and use the flag gun with the lighter gun on the table. Talk to the salesman about his cigars and take one when offered. Give the cigar and the lighter gun to Hoagie. Open the grating in the floor. Try to take the chattering teeth, which will jump away from you. Keep trying to pick up the teeth and eventualy they will get trapped in the open grating. You can now take them. Give them to Hoagie. Give the cigar to Washington. When it has exploded, give him the chattering teeth. Jefferson will light a fire. Pick up the blanket from the floor. Go up to the roof, and put the blanket over the chimney. This will set off the smoke alarm, clearing the main hall and leaving Hoagie free to take the gold quill. Take it, the oil and the vinegar to Red in the basement and he'll knock up a battery for you. Take it from the bench once it is finished. 4.4. Charging the battery Take the help wanted sign from the window in the entrance hall and give it to Hoagie. Take the bucket from the wash room. Open the cupboard and take the brush as well. In the kitchen use the pump on the bucket to fill it with water. Go up to Washingtons bedroom. Push his bed to mess it up and then call the maid by pulling on the cord. Once she is distracted by the messy room you can take the soap from her cart just outside the doorway. Now use the soap on the bucket of water and go outside to the dirty carrage. Wash the carrage with the brush and it starts to rain (the clue for this is found when Bernard looks at the windscreen of the car outside the motel). Ben Franklin comes in from the rain and takes his kite to his room. Take the help wanted sign to Red Edison, who gives you a job. Now you can take the lab coat. Give the coat to Franklin, who will make a kite from it. When you are ready to launch the kite, use the battery on it, and then push the kite when told. Watch the animation as you charge the battery. 5. Getting the diamond for the time machine. For this, you need to get Dr Fred some money. Talk to him and you'll find out about his recurring nightmare and why he is so broke. 5.1. Getting the contract. Take the video tape from Green Tentacle's room, and get both jugs of coffee from the kitchen. Take the swiss bank account book from the desk in the office. Go the Dr. Fred in the lab and give him some decaffinated coffee. 5.1.1 Getting rid of Nurse Edna Normaly, when you push Edna out of the room, she grabs hold of the statue and springs back in, so... Take the left-handed mallet from the bench in the labatory. Go to Ned and Jed's studio and use the left- handed mallet on the right-handed mallet to swap them over. Watch the future repercussions. Now you are free to push Nurse Edna out of the room. (back to the main plot) Use the videotape on the VCR and then look at the monitor with Dr Fred on it. Press the REC button to record Fred opening the safe. Switch the video to EP, rewind the tape, and watch it again. Bernard memorises the safe combination, so go to the safe (behind the picture in the office) and open it. Take the contract. 5.2. Getting the contract signed. Go up the the attic bedroom (via the chimney to avoid the IRS guys) and free Dr Fred by taking the rope. Go out of the window and use the rope on the pully. Go to outside the front door of the motel, and use the dangling ropeon Dead Cousin Ted, the birdbath. Return to the roof, and pull on the rope. Give the red paint to Bernard. Use the red paint on Dead Cousin Ted, and then use Ted with Dr Fred. When the coast is clear, use the rope on Dr Fred, go to the roof and pull on the end of the rope (Bernard will take Fred to the lab). Go to the washroom and take the funnel from the cupboard. Return to the lab, use the funnel on Dr Fred and then use the regular coffee on the funnel. Once Fred is awake, get him to sign the contract by telling him that you'll sort out Purple tentacle yourself and that you offered him a bribe. 5.3. Getting a stamp. Take the ink from Dwaynes room. Go to Weird Ed Edision and use the ink on his stamp book. When you get kicked out of his room pick up the stamp, and return the book to him. 5.4. Getting the cash Put the stamp on the envelope and give it to Hoagie. Put the envelope in the mail box. It will be collected by the pony express. 5.5. Getting the diamond itself. Use a T.V. in one of the guests rooms to watch the advert, then use a phone to order a diamond. When it arrives, give it to Dr Fred. 6. Winning the human contest. 6.1. Getting a contestant. Go to the tasteless room and use the roller skates on the mummy. Push the mummy out of the door. Talk to the blue tentacle in the main hall to get a name tag for your human. Go and put it on the mummy. 6.2. Nobble the competition. Go to Green Tentacle's room, and turn on the hi-fi. This will loosen the fake barf. To free it completly, push the speaker over onto the floor. Turn off the hi- fi before you go. Pick up the fake barf from the entrance hall and give it to Laverne. Use the fake barf with Harold. 6.3. Winning the best laugh. Give the scalple to Bernard. Use the scalpel on Oozo the Clown. Pick up the Box o' Laughs, and give it to Laverne. Use the Box o' Laughs with the mummy. Tell the tentacles to come and judge the best laugh. 6.4. Winning the best smile. Give the textbook to Hoagie. Use the textbook on the horse (on the 2nd floor), who will fall asleep. Take the dentures and give them to Laverne. Use the dentures with the mummy. Tell the tentacles to come and judge the best smile. 6.5. Winning the best hair. Get the spaghetti from the kitchen and give it to Laverne. Get the fork from the kitchen and give it to Laverne. Use the (now) soggy noodles on the mummy, and then tidy the 'hair' by using the fork on the mummy's head. Tell the tentacles to come and judge the best hair. 7. Freeing the Edisons (and getting Laverne into the lab). 7.1. To get rid of the kennel guard. Give him the dinner certificate. 7.2.To shift the Edisons from jail. Take the BooBoo-B-Gone from the desk drawer in the office and give it to Laverne. Use the BooBoo-B-Gone with the fence to get a stripey cat. 7.2.1 Getting the stripey cat Go to the attic room and use Ned's bed. Use the squeaky matress with Jed's bed. Use the mattress again to distract the cat and allow you to take the mouse. Give the mouse to Laverne. Use the toy mouse on the stripey cat. Go to the kennel and use the cat. Off go the Edisons and the so does the guard at the foot of the stairs. 8. Getting Power for Laverne's capsule. Get the extention lead from the tasteless room and use it with the cron-o-john plug. Use the other end of it with the lab window. Go to the lab and use the extention lead on the generator outlet. 8.1 Getting a hamster. (You have to have upset Weird Ed to do this - if you haven't done this then look at section 2.3). Go to Ed's room and take the hamster. You can't put the beastie in the cron-o-john, so you need to preserve it in ice. Put the hamster in the ice machine. Go to the ice machine and retrieve the hamster. Use the microwave oven to thaw him out. 8.2 Drying the hamster. 8.2.1. Getting the sweater from under the sleeping man. You'll need two dimes for this. The first is found in the coin return tray of the out of order phone in the entrance hall. To get the other dime, first go to the room with the sleeping man in it. Close the door and take the keys from it. Go out to the parking lot and give the keys to the man in the ski mask who'll give you his crowbar in return. Use the crow bar on the gum stuck to the floor in the entrance hall. Chew the gum to get the dime from it. Use both dimes in the Ficklefingers coin slot (in the room with the sleeping man) to reveal the sweater. 8.2.2 Drying the sweater You'll need more dimes for this. Use the crowbar on the candy machine to get the odd one or two. Put the sweater in the tumble dryer (in the washroom) and use the coins on the coin slot. Go to the wash room and take the sweater from the dryer. Use it on the hamster to warm it up. Go to the lab and use the hamster on the generator. 8.3 Getting the hamster back. Take the flyer from the rack in the entrance hall and give it to Hoagie. Put the flyer into the constitution suggestion box. Use the new vaccum cleaner on the mouse hole in the lab. Open the cleaner and take out the dustball. 9. That's It !! It just remains for Hoagie to use the battery lead from his cron-o-john. 10. End Game For most of this, you can watch the animation. When you regain control, go to Dwayne's room. On the way Purple Tentacle will shoot you and shrink you. Go through the mouse hole in Dwayne's room. When you regain full size, take the bowling ball from Green Tentacle's room and go to the labatory. Use the bowling ball on the Purple Tentacles and watch some more animation. To finish the game suggest to Purple Tentacle that he shoot Dr Fred for a change. That's It! Day of The Tentacle and Maniac Mansion are copyrights and trademarks of the LucasArts Entertainments Company. This walkthrough is not. It is copyright © A.J.Sithers 1993. Contact : email : wphajs@cardiff.ac.uk sem1ajs@thor.cf.ac.uk