This walkthrough will tell you how to win the game if Michael is in your party. There may be other ways to win depending on which other kids are in your party, but this page will focus on winning using Michael's special abilities.
There are several ways to win the game. Each method depends on a particular kid who has a special ability. The kids with special abilities are Bernard, Syd, Razor, Wendy, and Michael. Since this is the Michael walkthrough, it will use Michael's special ability to win the game. But if you also have Bernard, Wendy, or Syd/Razor in your party, you can win the game with one of their methods instead. Just go to Bernard's Walkthrough, Wendy's Walkthrough, or Syd/Razor's Walkthrough.
IMPORTANT! Get the Package!!!
At some point during the game, someone (not you) will ring the doorbell, and a cut scene will occur that starts with Weird Ed saying "Oh! The doorbell!" This means that a package has been delivered next to the mailbox in front of the mansion.
If you want to win with Michael's special ability, you HAVE to get the PACKAGE! If you want to make sure that you can still win the game in case something goes wrong, then you HAVE to get the STAMPS from the package, too!!
The easiest way to ensure that you get the package is to make sure that someone is in the first room of the mansion, or somewhere else in Weird Ed's path (i.e. the path between his room and the front door) after the cut scene where he says "Oh! The doorbell!" This is because if Weird Ed catches a kid on the way to answer the door, he will forget about the package, so you can get the stamps from it whenever you feel like it. But if you ring the doorbell, Ed will come get the package (although you can still prevent him from getting it by letting him catch somebody), so keep that in mind.
Alternatively, just leave a kid outside near the mailbox, and when the cut scene occurs, switch to that kid, then GET the STAMPS from the PACKAGE, then GET the PACKAGE.
Open the Mansion
When the game begins, have a kid GO TO the left of the screen in order to reach the front of the mansion. Then have that kid PULL the door mat. You find a KEY. GET the KEY, then USE the KEY in the FRONT DOOR, which is the door on the right.
Remember, you might want to leave a kid outside in order to get the package when it arrives. Having a kid outside has the additional benefit of protecting that kid from being thrown into the dungeon, which you'll find is important later.
Get the Silver Key
Use the NEW KID command to switch to the other kid you brought with you (not Dave or Michael). Go into the mansion, then walk to the right, where there is a GARGOYLE on the right side of the stairs. PULL the GARGOYLE. The door to the right will open. Now use the NEW KID command to switch to Michael.
With Michael, go inside the mansion and go through the door that opened when the other kid pulled the gargoyle.
Beware! If you take too long, there will be a cut scene where Weird Ed will say that he is hungry, and he will leave his room. If the Weird Ed cut scene happens while you are still in the first room of the mansion (the room with the gargoyle), have your kids go all the way to the right side of this room and go through the door on the right. This way, when Weird Ed comes down the stairs in the first room of the mansion, he won't find any of the kids there. If he DOES find you, he will throw a kid into the dungeon. This will make things more difficult later, but there are ways to deal with this that I will discuss later.
Anyway, assuming that none of the kids has been thrown into the dungeon, one kid will still be standing in front of the gargoyle, and Michael is in a dark room. Have the gargoyle kid go to the right of this room and open the door there, then go through (this is just to prevent that kid from being thrown in the dungeon as described in the previous paragraph). Then switch back to Michael. Have him TURN ON the LIGHT SWITCH, which is to the left of his/her head somewhere (just move the cursor around until you find it).
Now that the lights are on, go to the left side of this room and you will see a SILVER KEY to the right of the FUSE BOX. GET the SILVER KEY.
Get rid of the Green Tentacle
Now, if someone went into the kitchen and got caught by Nurse Edna or Weird Ed, and if the Weird Ed cut scene has already happened, the coast should be clear for Michael to go into the kitchen. If not, send one of the other kids first so that if Edna or Ed are in the kitchen, someone other than Michael will get thrown into the dungeon.
Have Michael go to the kitchen, go to the right side of the room, and go through the door there. Michael is now in the dining room. Go to the right side of this room and go through the door there. Michael is now in the pantry.
Get the BOTTLE OF DEVELOPER from the top of the shelf. It will fall and break, but that's okay. It's supposed to break. Then use the SILVER KEY in the door in the middle of the room, and go through. Michael is now standing beside a swimming pool. Then have Michael stand in front of the ladder that goes down into the swimming pool.
Next, you need a kid who is not Michael or Bernard to go to the kitchen. If two kids are in the dungeon, have one of them (not Bernard) stand in front of the door, then have the other one PUSH the LOOSE BRICK under one of the windows, then quickly switch back to the other kid and go through the door. Then that kid should go to the kitchen.
If one kid is in the dungeon and Michael is at the swimming pool, then send the third kid to the kitchen, but be prepared to rush to the first room of the mansion if the doorbell rings. You need to either let Ed capture you on his way to answer the doorbell, or you need to go outside and GET the STAMPS from the PACKAGE, then GET the PACKAGE.
Either way, send a kid to the kitchen. From the kitchen, go through the door on the right to reach the dining room, then go through the door on the right to reach the pantry. GET the FRUIT DRINKS from the shelf.
Go back to the first room of the mansion and go up the stairs. You'll be standing in front of a STEEL SECURITY DOOR. Go through the door on the left and GET the BOWL OF WAX FRUIT. Go back to the steel security door and OPEN it, then go through.
You will be in a hallway. Go to the far right and go up the stairs. You will find a Green Tentacle. Try to go up the stairs on the left side of the room. The Tentacle will block you. Now GIVE it the WAX FRUIT, then GIVE it the FRUIT DRINKS. The tentacle will let you pass.
Optional: Get the Old Rusty Key
If you would like an easier way to get out of the dungeon, you can do so after you have gotten the Green Tentacle out of the way. First, you need to get the CASSETTE TAPE. To get it, go to the first room of the mansion, then go through the door on the far right side of the room. Go to the right and go through the door on the right, then turn on the lamp (it's to your right) and go all the way to the right side of the room. OPEN the LOOSE PANEL that is next to the phone. GET the CASSETTE TAPE.
Go to the upstairs hallway and go into the first door (not the stairs, but the one to the right of the stairs). Go up the ladder and GET the RECORD from the shelf. Then go downstairs until you are in the room that has the steel security door, and a door to the left of that, and a door to the right of that. Go into the door on the right, USE the RECORD on the VICTROLA, then USE the CASSETTE TAPE on the CASSETTE RECORDER. TURN ON the CASSETTE RECORDER, then TURN ON the VICTROLA. After the glass shatters, TURN OFF the VICTROLA, then TURN OFF the CASSETTE RECORDER and GET the CASSETTE TAPE. Then go down to the first room of the mansion, then go through the far right door. OPEN the CABINET DOOR, then USE the CASSETTE TAPE in the CASSETTE PLAYER. TURN ON the CASSETTE PLAYER and wait for the chandelier to break. Then GET the OLD RUSTY KEY. This opens the dungeon door (the one on the right). If a kid in the dungeon has the OLD RUSTY KEY, he/she can open the dungeon door and let everyone out one at a time, then he/she can leave after everyone else is out.
Drain the Pool
Now go up the stairs from the room where the Tentacle blocked you. In this hallway, go into the first door and go up the ladder, then GET the YELLOW KEY from the wall. Then go back to the hallway, and go to the right side of the hallway and go through the door between the two plants. USE the HUNK-O-MATIC MACHINE TM to become stronger. Before you go, you should go through the door on the right and GET the SPONGE.
Now go out to the swimming pool and open the gate if you haven't already, then go through. OPEN the GARAGE DOOR.
Now go all the way back to the outside of the mansion. PULL the bushes that are to the left of the stairs. Then OPEN the GRATING. Make sure that Michael is standing above the ladder of the swimming pool! Then go into the grating. USE the SPONGE on the PUDDLE OF DEVELOPER. Then go to the right side of the room. TURN ON the WATER VALVE. An alarm will start. Wait for the cut scene where Dr. Fred will panic, saying that there will be a nuclear meltdown. He will make the Purple Tentacle check on the reactor.
Get the Glowing Key
If you aren't quick enough with this next part, the house will explode. After the cut scene, quickly switch to Michael and go down the ladder into the swimming pool. When you're at the bottom of the swimming pool, GET the GLOWING KEY which is below the number 20 on the left side of the pool. Then go back up the ladder to get out of the swimming pool. Then switch back to the kid who opened the water valve, and now TURN OFF the WATER VALVE. Don't do this while Michael is still in the pool or he will die!
Get the Card Key and the Yellow Key
Michael should now go to the hallway upstairs and go into the fourth door, which is the Sarcophagus room where one of the kids used the Hunk-o-matic.
Next, if Ed has not gotten his package yet, have a kid ring the doorbell to make Weird Ed leave his room. Wait for Ed to close the front door of the mansion. Otherwise, send a kid into Ed's room and wait for him to put the kid into the dungeon.
When you are sure that Ed is not in his room, have Michael go into Ed's room, GET the HAMSTER, GET the CARD KEY that was behind the hamster. If Ed comes back while you are in the room, just GIVE him the HAMSTER and he will leave you alone.
Now if you haven't gotten the YELLOW KEY, go into the first room in the upstairs hallway (not the stairs, but the door to the right of the stairs) and go up the ladder. GET the YELLOW KEY from the wall.
Develop the Film
As mentioned earlier in this page, at some point the mailman will ring the doorbell, and Weird Ed will say "Oh! The doorbell!" then will go out and get the package. (If this has not happened yet, go up and read "IMPORTANT! Get the Package!!!")
If the package has been delivered, hopefully you read the warning at the top of the page and prevented Weird Ed from getting the package. If so, you should now have the PACKAGE. If not, read the next paragraph to find out if you can still win the game.
If Bernard is in your party, you don't need the stamps or the package. Read Bernard's walkthrough for more details. If you do at least have the stamps, but not Bernard or the package, you can still win with Syd/Razor or Wendy. Otherwise, you will not be able to complete the game and you will have to start over.
Anyway, if you do have the stamps and the package, the next step is to go to Weird Ed's room and GIVE him the PACKAGE before he throws you into the dungeon. After you give it to him, he will ask you to find his plans.
Switch to Michael. Go outside and GET the ROLL OF FILM that is next to the bushes.
If you don't have the SPONGE, go to the upstairs hallway and go into the fourth door to reach the Sarcophagus room. Go through the door on the right and GET the SPONGE. Then go outside again and go into the grating that you opened earlier. Go to the right side and USE the SPONGE on the PUDDLE OF DEVELOPER. If the puddle isn't there, go to the pantry (the room just before the swimming pool) and GET the BOTTLE OF DEVELOPER from the shelf. Then go back through the grating and USE the SPONGE on the PUDDLE OF DEVELOPER.
With the SPONGE and ROLL OF FILM, have Michael go to the room where you first met the Green Tentacle. Go through the door in this room. TURN ON the RED LIGHT (it's somewhere in the left side of the room). Then USE the SPONGE on the DEVELOPER TRAY, and then USE the ROLL OF FILM on the DEVELOPER TRAY. Michael will automatically develop the film.
Did you get the YELLOW KEY from the Green Tentacle's room? If not, be sure to get it now! Go to the upstairs hallway and go into the first door, then go up the ladder and GET the YELLOW KEY from the wall.
Did you use the Hunk-o-matic in the Sarcophagus room, then go through the swimming pool gate and open the garage door? If not, do it now!
Next, take the ROLL OF FILM and go to Weird Ed's room, and GIVE him the ROLL OF FILM.
Get into the Secret Lab
Now give one kid the GLOWING KEY, the CARD KEY, and the YELLOW KEY. Have that kid get sent to the dungeon by going into Edna's room.
In the dungeon, USE the GLOWING KEY on both of the padlocks. Then OPEN the INNER DOOR and enter the number 0000. The door will open.
Go through the door to the "Seckrit Lab". Try to go through the door on the right and the Purple Tentacle will stop you. But then Weird Ed will show up. After the tentacle is gone, go through the door on the right.
You will find Dr. Fred and Sandy. You can ignore Fred. Go to the right side of the room, then OPEN the LOCKER and GET the RADIATION SUIT. You will automatically put it on. Then go to the right and USE the CARD KEY in the CARD SLOT. Go through the door. The meteor will shoot beams at you, but the radiation suit will protect you.
There is a switch on the red machine on the left side of the room. TURN OFF the SWITCH.
Then, GET the METEOR and OPEN the DOOR on the right. Go through. If the garage door is closed, you can't beat the game!
But if the garage door is open, then USE the YELLOW KEY on the TRUNK (don't use it on the Weird Edsel!!!!!), then USE the METEOR in the TRUNK. Then CLOSE the TRUNK. Finally, USE the YELLOW KEY on the WEIRD EDSEL.
If you accidentally used the yellow key on the Edsel instead of opening the trunk with it, then go through the gate, then go to the first room of the mansion, then go to the upstairs hallway, then go into the door on the far right. GIVE the METEOR to the PLANT. (Don't give it to the POT FOR PLANT.)
Congratulations! You won the game!