Overview: Bernard specializes in fixing electronics, but is known to be rather cowardly. Find a radio tube in the living (the other characters wont touch it because it's too technical), and use it in the high-tech radio upstairs. The meteor police's phone number is on the wanted poster, and can be called to help against the meteor!
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 Bernard.
Leave the mansion and go left, and position Bernard 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 Bernard 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)
Edna is in the kitchen at the start of the game. You can either wait for her to leave, or have her chase you (she only chases you out of the room). It is quicker to have her chase you, since she goes away immediately after that. SAVE your game before attempting this. 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. 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 Bernard. By now the package should have arrived and Bernard 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 Bernard.
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 move into the living room (with the chandelier).
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.
Open the radio. Pickup the radio tube (note: only Bernard can do this). Go all the way upstairs, and enter the room with the high-tech radio (just below Green Tentacle's room). Use the radio tube in the tube socket.
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 Bernard 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 Bernard.
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). Give the dime Bernard. Give a second dime to Bernard.
Give the old rusty key back to Dave. 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 Bernard 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. Climb down into the man-eating plant room, and exit left. Go to the far left door, into the room with the high-tech radio.
Open the safe with the combination code, pick up the sealed envelope. Unsealing the envelope is a key to winning the game with other characters, but the envelope is unnecessary for Bernard - So just rip open the envelope and get the quarter. Go down the ladder and get caught by Edna (she will take you to the dungeon). In the dungeon, use the old rusty key to unlock the basement door (to the right) and exit. If you do not have the old rusty key, you can have the third person (who is also in the dungeon), push the loose brick and temporarily open the door.
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. Go up to Edna's room and get tossed into the dungeon again. In the dungeon, unlock the top and bottom padlock with the glowing key. Then open the door. Enter the security code, and the next door will open.
Use the radio to call the meteor police.
Wait for the cutscene with the meteor police. As long as the secret lab's door is open, the police will enter the lab. Look on the ground, and you will see a badge that the officer dropped. Pick up the badge. 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 badge before he dies.
Once inside the lab, the Purple Tentacle will approach you. Show him the badge, and he will assume you are with the meteor police. 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 and watch the ending.