Overview: Wendy is a journalist and an accomplished writer. Find the meteor's poorly written manuscript, and have Wendy edit it on the typewriter. She will create an amazing memoir. Mail the memoirs to the publishing company, they will send back a publishing contract. Give that contract to the Purple Tentacle, and he'll let you pass. Show the contract to the meteor for a different ending than any other character.
Note: The screenshots below are used to show location, and not characters. So the walkthrough may refer to one character, but show another in the screenshot. In addition, the game can be completed using only two characters, but to speed up gameplay, we use the third character to do certain tasks. For example, we could have Dave come all the way back down to the front of the mansion to empty the pool, but use the third character instead.
Walk to the front door, pick up the doormat and the key underneath. Unlock the front door with the key and go inside. Move to the right gargoyle, on the stair's banister, and push it. You will see the door to the right open. Now switch to Dave.
Have Dave enter the mansion, and go into the door that was just opened (to the right of the stairs). Proceed down to the basement, and turn on the light switch (optional). Now, walk left past the reactor and pickup the silver key that is hanging next to the circuit box. Go back upstairs and quickly switch to Wendy.
Leave the mansion and go left, and position wendy by the mailbox. Later in the game, you will hear the doorbell and you see a cutscene of Weird Ed leaving his room. At that time, switch to Wendy and pick up the package before Ed gets to the door. (You don't have to wait for the cutscene, just keep on playing but soon as you hear the doorbell, switch and pick up the package)
Now, SAVE, as you risk getting caught. Enter the door to the kitchen (the door next to the front door, to the left of the stairs). In the kitchen, keep moving right until Nurse Edna starts to chase you - immediately turn around and move left out of the kitchen. Don't get caught! If successful, you should appear near the front door, and Edna will be gone (if you fail, you will end up in the dungeon). Now, go back into the kitchen (Edna will be gone) and pick up the flashlight. Open the refrigerator and pick up the can of Pepsi. Now go into the room to your right. Go through the dining room and enter the next room (Pantry). Pick up the fruit drinks and the glass jar. Now, go back through the dining room, past the kitchen and into the main hall (the large room with the stairs).
Now, move all the way right, and open the farthest door (to the living room). Move right through the room (past the radio and chandelier), and go into the next room (the library). Find the lamp and turn it on. Go to the far right of the bookcase and open the loose panel. Pick up the cassette tape. Go back to the main hall and climb the stairs. Go into the room to your left (art room). Pick up the paint remover and the bowl of wax fruit (If you are playing the deluxe version, pickup the paint brush). Exit. Go through the steel security door.
Go all the way to the right and up the stairs. Here you'll encounter the Green Tentacle. Give him the bowl of wax fruit and then the fruit drinks. Go up the stairs and enter the first door. Pick up the dime and climb the ladder to the left (up to Green Tentacle's room). Pick up the record and the yellow key. Go back into the hall, skip the next two doors and enter the forth. Use the Hunk-O-Matic Machine (in earlier versions of the game, you have to use the machine 3 times).
Go back downstairs to the 2nd floor of the main hall (the level where the art room is, and the security door). Enter the room to the far right (the music room). Use the cassette tape in the tape recorder and use the record on the victrola (the record from Green Tentacle's room, not the recond that is found in this room). Turn on the cassette recorder (starts recording), and then turn on the victrola. Wait for the vase on the piano to shatter. Then turn off the victrola and recorder, and pick up the cassette tape. Turn on the TV and watch the commercial. Exit the room.
Go down the stairs and into the room to the right. Open the cabinet door, use the cassette tape in the cassette player and turn it on. Wait for the glass chandelier to fall, then turn the cassette player off and pick up the cassette tape. Pick up the old rusty key. This key is your way out of the dungeon, so if you get caught use this key to get free. Go outside. Give the key (the one you found under the doormat) and the old rusty key to Wendy. By now the package should have arrived and Wendy should be the one to have it (if you picked it up). If the package hasn't arrived yet then wait, it can't take be much longer. Or you can go ahead and position the 3rd person at the mailbox to pick up the package when it arrives. Meanwhile you can continue with Dave and Wendy.
Give the package to Dave.
Open the package, some uncanceled stamps should fall off. Go to the left bush next to the front door steps. Pull the bush and then pull the grate (the grate will only open if you used the hunk-o-matic machine, and are strong enough). Go back inside and go through the kitchen, past the dining room, and into the pantry. Unlock the door with the silver key and go through. Use the glass jar with the swimming pool.
Go through the grating (that was opened by strong Dave). Walk to the right, under the house. SAVE, because the game can end quicky here - turn on the water valve, emptying the pool and shutting down the cooling system for the reactor. Switch to Dave fast.
Quickly, go down the ladder, pick up the radio and the glowing key. Whatever you do, DO NOT PUSH THE RED BUTTON! Go back up the ladder.
Turn the water valve back off (otherwise there's a meltdown, and your game is over.)
Open the gate, walk through it and open the garage door (only someone who used the hunk-o-matic can open the garage). Open the trunk with the yellow key and pick up the tools. Do not use the yellow key in the Edsel, only use it on the trunk (this is important - you need the tools to complete the game, and starting the car will ruin that chance). Go back upstairs to the room where you pumped up your muscles with the Hunk-O-Matic Machine and wait by the door that leads to the hall.
You may want to SAVE here. Go back through the grate, to the front of the mansion, and push the doorbell. Hurry and get inside and go into the kitchen.
You will see a cutscene of Weird Ed saying that someone is at the door. Wait a second for him to leave his room, then go into the hall. Open the first door to your immediate left and enter. Pick up the hamster, then the card key. Open the piggy bank and pick up a dime (only two dimes are required to complete the game). Exit the room and go right, through the last door.
Go into the main hall, and up the stairs. Go through the security doors. Enter the first door on your right. In the exam room, find the lamp and turn it on (far left). Open the desk, and pickup the manuscript inside. leave the room and go upstairs, past the dark room and up the next set of stairs. Now go all the way right, and enter the far right door. Use the manuscript in the typewriter. Give the edited manuscript to Dave.
Use the paint remover on the paint blotch (in the deluxe version, you have to open the paint remover, and then use the paint brush on the paint remover, and then use the paint brush on the paint splotch). Enter the door. Find the light and turn it on. Open the radio. Use the batteries in the flashlight (not the old batteries from the fridge, they don't last long enough).
Just check and be sure that Dave gave Wendy the old rusty key. If so, walk into Edna or Ed's room, and get thrown into the dungeon. Use the old rusty key to unlock the dungeon door, and enter the basement. You may want to SAVE here, as a possible meltdown could occur. Open the curcuit box, and turn off the power. Quickly switch to Dave.
Turn on the flashlight and use the tools on the wires. Then quickly Switch to Wendy.
Turn on the circuit breakers and go upstairs. If you do this quick enough, you will avoid running into the purple tentacle and getting captured (alternatively, you can go back into the dungeon and wait for his basement cutscene, then leave again). Go upstairs into the room with the man-eating plant.
Go down, into the room with the man-eating plant. Use the jar with water on the plant (it will grow). Use the can of Pepsi on the plant (it will burp). Climb the plant, and you will be in a room with a really powerful telescope. Use a dime in the slot, then push the right button (it will rotate). Use another dime in the slot, and push the right button again (it will rotate again).
Bring the third person up to the floor where Dave and Wendy are. You may want to SAVE. Have him/her enter Edna's room (to the left of Weird Ed's Room, and to the right of the room with the radio). She will capture him and take him to the dungeon.
Exit and enter Edna's room. Quickly grab the small key (optional) and then go up the ladder (far right). Find and turn on the light, then open the painting - there is a safe behind it.
Use the telescope to read the combination code. Write this down.
Open the safe with the combination code, pick up the sealed envelope and exit. DO NOT OPEN IT! Go down the ladder and get caught by Edna (she will take you to the dungeon).
Go into Weird Ed's room. He will capture you, and throw you in the dungeon (this is a quick way downstairs).
Everyone should be in the dungeon. Give the sealed envelope to Dave. Unlock the right door with old rusty key (if it is not unlocked already).
Go to the kitchen. Turn on the faucet, use the glass jar on the faucet. Turn off the faucet. Now open the microwave oven and put both the jar of water and the sealed envelope in it. Close the microwave oven and turn it on. Note: Do not use a jar of water from the pool ... the radiated water will kill your character. Open the microwave again and pick up the envelope. Open the envelope and you get a quarter (in the deluxe version, when you pickup the envelope, both the quarter and the envelope appear in your inventory). Now go up to the room with the man-eating plant and use the envelope in the typewriter (if you watched the publisher's commercial on the tv in the music room, you will type his address on the envelope). Now put the demo tape in the envelope and use the stamps on it. Go to the front of the mansion (either get thrown in the dungeon and escape again, or walk all the way down). Put the envelope in the mailbox and close it again. Don't forget to pull the flag up. Now it's time to wait...
It's best to have another character (Wendy) wait by the mailbox and continue playing with Dave. As soon as you hear the doorbell, switch to Wendy and get her to open the mailbox and pick up the contract.
Continuing with Dave ... At this point, you should have seen a cutscene of Dr. Fred playing the Meteor Mess arcade game - if you have not seen this cutscene yet, then you need to wait for it before going to the game room. Once the cutscene occurs, go to the game room (top of the main hall stairs, through the security door, past the exam room and into the door before the stairs). Use the quarter in the Meteor Mess game. Write down the top high score, this is the code to open the door to Dr. Ed's lab. You can't continue until you've got the contract, so if you don't have it already get downstairs and wait for it with the other character.
Give the contract to Dave. Give the old rusty key to Dave.Go into the main hall and push the right gargoyle (opening the basement door).
Go into the main hall, down to the basement, and into the dungeon (if the door is shut, use the old rusty key to unlock it). In the dungeon, open the upper and lower padlock with the Glowing Key. Next use the code to open the second door. SAVE - you are near the end, but you can still lose if you take too long to complete your tasks.
At this point, there are two endings to the game. You can continue using Dave. Or you can see an alternative ending if you kill Dave and use another character to finish the game (just make sure that Dave gives the other character the card key, yellow key and the publishing contract before he dies.
Once inside the lab, the Purple Tentacle will approach you. Give him the publishing contract, and he will let you pass. Enter the lab. Watch the brief cutscene of Dr. Fred initiating the self-destruct code. Go to the right of the lab, quickly, and open the locker. Pickup the Radiation Suit. Use the card key in the slot next to the door to open it. Pull the switch once inside the Meteor's room (and watch another Dr. Fred cutscene). Give the meteor the contract and watch the ending.