Wendy's Walkthrough

This walkthrough will tell you how to win the game if Wendy 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 Wendy's special abilities.

Introduction

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 Wendy walkthrough, it will use Wendy's special ability to win the game. But if you also have Bernard, Syd, Razor, or Michael in your party, you can win the game with one of their methods instead. Just go to Bernard's Walkthrough, Syd/Razor's Walkthrough, or Michael's Walkthrough.

IMPORTANT! Get the Package!!!

At some point during the game, someone (not you) will ring the doorbell, and a cutscene 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 don't have Bernard in your party, then you HAVE to get the STAMPS from the package that is delivered to the house! Otherwise, you won't be able to win the game!

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 cutscene 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 cutscene 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 Wendy). 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 Wendy.

With Wendy, 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 cutscene where Weird Ed will say that he is hungry, and he will leave his room. If the Weird Ed cutscene 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 will be discussed 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 Wendy 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 Wendy. Have her 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 cutscene has already happened, the coast should be clear for Wendy 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 Wendy will get thrown into the dungeon.

Wendy should go to the kitchen, go to the right side of the kitchen, OPEN the REFRIGERATOR and get the CAN OF PEPSI.

Go to the right side of the room and go through the door there. Wendy is now in the dining room. Go to the right side of this room and go through the door there. Wendy is now in the pantry.

GET the GLASS JAR from the shelf. Then use the SILVER KEY in the door in the middle of the room, and go through. Wendy is now standing beside a swimming pool. USE the GLASS JAR on the SWIMMING POOL to get some radioactive water.

Then have Wendy stand in front of the ladder that goes down into the swimming pool.

Next, you need a kid who is not Wendy 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 Wendy 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.

Drain the Pool

Now go up the stairs from the room where the Tentacle blocked you. This hallway is where Weird Ed's room is, so if the "Gee, I'm hungry!" cutscene happens while you're here, you will need to hide very quickly. If that happens, it's probably best if you just go back down the stairs and go through the door in the room where the Tentacle blocked you.

Anyway, in the hallway above the room where the Tentacle blocked you, 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. 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. Go into the grating, then go to the right side of the room. TURN ON the WATER VALVE. An alarm will start. Wait for the cutscene 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 cutscene, quickly switch to Wendy 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 Wendy is still in the pool or she will die!

Get the Envelope

Wendy should now have a GLASS JAR full of radioactive water from the swimming pool, and she should have gotten the CAN OF PEPSI from the refrigerator earlier. Wendy should now go to the hallway upstairs. The doors in this hallway are as follows:

stairs---Dr. Fred's room---Nurse Edna's room---Weird Ed's room---Sarcophagus Room---Fireplace Room

Have Wendy go into the Sarcophagus room.

Next, if the package has not arrived yet, you should have a kid ring the doorbell to make Weird Ed leave his room. If the package HAS arrived, then ringing the doorbell won't work. Instead, you have to send a kid into Weird Ed's room and let him/her get caught.

Either way, make Weird Ed leave his room, then switch back to Wendy and wait for a moment to let Weird Ed leave his room. Wendy should go into Ed's room, GET the HAMSTER, GET the CARD KEY that was behind the hamster, OPEN the PIGGY BANK and GET the three DIMEs that were inside. If Ed comes back before you are done, just GIVE him the HAMSTER and he will leave you alone. But don't try to open the piggy bank or take the dimes while Ed is there.

When you're done, have Wendy leave Weird Ed's room and go back into the Sarcophagus room. Make sure that Wendy has the CAN OF PEPSI (from the refrigerator) and the GLASS JAR full of radioactive water from the swimming pool, as well as at least two DIMEs.

Optional: Call Edna

Now you need to get into Nurse Edna's room (the second door in the upstairs hallway). One way to do this is to send one kid (preferably Wendy) into Edna's room, then have another kid go into her room while she is taking the other kid to the dungeon. But if you have Bernard or Jeff in your party, there is another way, although it is more time-consuming. You can have Bernard/Jeff go into the door on the left side of the upstairs hallway (not the stairs, but the door next to that) and go up the ladder and GET the YELLOW KEY from the wall. Then have him go to the Sarcophagus room, USE the HUNK-O-MATIC, then go to the swimming pool, OPEN the GATE, and OPEN the GARAGE DOOR. (Alternatively, you can send whichever kid used the Hunk-o-Matic earlier.) Then USE the YELLOW KEY on the TRUNK (do NOT use it on the WEIRD EDSEL), then GET the TOOLS from the trunk. Also get the WATER FAUCET from the shelf. Then go to the Sarcophagus room and go through the door on the right. OPEN the SHOWER CURTAIN and USE the WATER FAUCET HANDLE on the WATER FAUCET. TURN ON the WATER FAUCET, then TURN OFF the WATER FAUCET. Make a note of the number that is on the wall. Then go into the room where you got the CASSETTE TAPE (from the first room of the mansion, go through the rooms to the right) then TURN ON the LAMP if it's not on, then go to the right side of the room and USE the TOOLS on the PHONE (only Bernard/Jeff can do this). Then after you dial Edna's number, a kid can go into Edna's room without getting caught.

Either way, have a kid (but not Wendy) get into Nurse Edna's room without getting caught, then go up the ladder and TURN ON the light (near the middle of the room). PULL the PAINTING to reveal the safe.

Now if Wendy is in the dungeon and nobody else is in the dungeon, have the other kid (not the one in the room with the safe) get caught by going into Nurse Edna's room.

In the dungeon, have Wendy stand in front of the golden door (the one on the right), then have the other kid PUSH the LOOSE BRICK that is under one of the windows, then quickly switch to Wendy and have her go out the door.

Now Wendy should go to the upstairs hallway, go to the far right side, and go through the far right door. Have Wendy USE the GLASS JAR on the POT FOR PLANT to make it grow, then USE the CAN OF PEPSI on the PLANT. Then GO TO the HATCH in the ceiling above the plant.

USE a DIME on the COIN SLOT (on the left side of the room) and then USE another DIME on the COIN SLOT. Then PUSH the RIGHT BUTTON, and then PUSH the RIGHT BUTTON again. Then USE the REALLY POWERFUL TELESCOPE. Make a note of the number that you see.

Now switch to the kid who is in the room with the safe. OPEN the SAFE and enter the number that you just saw. GET the ENVELOPE from inside. DON'T OPEN THE ENVELOPE!!! If you do, you won't be able to win the game!!!!

Then the kid who got the envelope needs to go back into Nurse Edna's room. If you have Bernard/Jeff, you can call Edna on the phone as described earlier on this page so the kid can go through Edna's room without getting caught. Otherwise, someone will have to get caught by Edna (either the kid in the room with the safe, or some other kid that you send in so that the kid can leave the safe room without getting caught).

Either way, you need to give Wendy the envelope that you got from the safe. If two kids are in the dungeon, one of them can PUSH the LOOSE BRICK under one of the windows to make the door open so that the other kid can get out. Or if you get the old rusty key as described earlier, you can use the key to let everyone out of the dungeon.

Improve and Mail the Manuscript

Have Wendy go to the hallway that is between the Steel Security Door and the room where you first encountered the Green Tentacle. Go into the door that is to the right of the steel security door and TURN ON the DESK LAMP (it's in the left side of the area), then OPEN the DESK and GET the MANUSCRIPT from the drawer. You can READ it if you wish.

Now go to the upstairs hallway and go through the door all the way on the right. USE the MANUSCRIPT on the TYPEWRITER. Afterward, you can READ it if you wish.

Now go down through the house until you have gone through the steel security door again. Then go into the door on the right. In this room, TURN ON the TV. You need to watch the commercial.

Now that you have improved the manuscript, take the GLASS JAR to the kitchen. TURN ON the FAUCET, then USE the GLASS JAR on the FAUCET, then TURN OFF the FAUCET. Now OPEN the MICROWAVE OVEN, USE the GLASS JAR on the MICROWAVE (but make sure you put normal water into the glass jar, because microwaving the radioactive water will kill you!), and USE the ENVELOPE in the MICROWAVE OVEN. Then CLOSE the MICROWAVE OVEN and TURN ON the MICROWAVE OVEN. After it's done, OPEN the MICROWAVE OVEN and get the ENVELOPE. Now you can safely OPEN the ENVELOPE. You will find a QUARTER inside, although you don't really need it.

Now go to the upstairs hallway and go through the door all the way to the right. USE the ENVELOPE in the TYPEWRITER to address it to Mark Eteer (you have to watch the TV in the piano room first, so do that if you haven't already). Then USE the MANUSCRIPT in the ENVELOPE, then USE the STAMPS on the ENVELOPE. If you don't have the stamps, then you need to wait for the mailman to ring the doorbell, then you need to go outside and PULL the STAMPS off of the PACKAGE. If the mailman already rang the doorbell and there's no package outside, then hopefully Bernard is in your party, because otherwise there is no way to get the stamps, so there is no way to win the game! If this happens, but you do have Bernard in your party, switch to Bernard's Walkthrough to complete the game.

So now, with the improved manuscript in the stamped envelope, addressed to Mark Eteer, go outside and OPEN the MAILBOX, USE the ENVELOPE on the MAILBOX, CLOSE the MAILBOX, and PULL the FLAG on the mailbox. Now go inside and make sure that nobody is outside, because the mailman won't show up if anybody is outside.

Eventually you will see a cutscene where Mark Eteer reads the manuscript and decides to send a publishing contract. After that cutscene, wait a little while and then check the mailbox to GET the CONTRACT.

Get into the Secret Lab

Now give one kid the GLOWING KEY, the CARD KEY, and the CONTRACT. 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.

Rescue Sandy

Go through the door to the "Seckrit Lab". Try to go through the door on the right and the Purple Tentacle will stop you. GIVE it the CONTRACT. After the tentacle allows you to go, 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. There will be a cutscene where Fred comes back to his senses.

Then, GIVE the CONTRACT to the METEOR.

Congratulations! You won the game!