Day of the Tentacle Walkthrough
By Daniel D'Agostino, 2023-06-25
- The Secret Lab
- The Founding Fathers
- Laverne's Disguise
- Three Ingredients
- Flash of Lightning
- The Contract
- Diamonds Are Forever
- The Human Show
- Freeing the Prisoners
- Hamster Power
- Three-Headed Monkey
About Day of the Tentacle
Day of the Tentacle (1993) is a point-and-click adventure game by LucasArts, the video game arm of Lucasfilm. It is a sequel to their 1987 game Maniac Mansion. A remastered version of Day of the Tentacle was also released in 2016 by Double Fine Productions.
The story revolves around three goofy characters accidentally ending up in three different time periods while attempting to stop a tentacle from taking over the world. On top of typical point-and-click adventure game mechanics of the time, the characters also need to pass objects to each other through time to alter the course of history.
The game sports a cartoonish art style and is packed with humour, mischief, as well as references to popular culture, American history, and other LucasArts games.
About This Walkthrough
I probably first played Day of the Tentacle in the late 90s. With no access to internet at the time, I took detailed notes of my progress in a small notebook. It was probably one of my earliest walkthroughs. I didn't finish the game at the time, but I only realised how close I was when I replayed and finally finished it in 2006.
This walkthrough was written to celebrate the 30th anniversary of Day of the Tentacle. It is based on the original game (not the 2016 remaster) and designed to share the best of its story, art, humour and Easter eggs with new and old players alike.
The game provides a high level of freedom, and many puzzles may be completed in any order. For this reason, existing walkthroughs often optimise for speed and ask the player to do things without there being a clear reason behind them. By contrast, this walkthrough attempts to follow the story and act on hints obtained throughout the game as much as possible. There might be a few extra roundtrips, but they're both painless and worth it.
As you read through this walkthrough, you will be accompanied by almost 500 screenshots, selected from almost 2,000 taken during gameplay, to help you appreciate the beautiful art and key moments of the game, even if you don't have time to play the game or to watch it being played.
Due to the size of this project, the walkthrough was written using a custom text format similar to Markdown, and then processed by purpose-built software to generate the web-friendly document and images.
Day of the Tentacle is a point-and-click adventure game, and it is easy to interact with the environment with the mouse. Typically, left-clicking will walk to or near the cursor, whereas right-clicking will perform a default action (e.g. talk to a person, or look at an object) or do the same as left-clicking if there's nothing interesting under the cursor.
However, there are also lots of keyboard shortcuts allowing quicker access to verbs as well as game settings.
The following keyboard shortcuts map to the verbs in the lower-left part of the screen:
- G - Give
- P - Pick up
- U - Use
- O - Open
- L - Look at
- S - Push (shove)
- C - Close
- T - Talk to
- Y - Pull (yank)
The following keys let you switch between characters when they are available:
- 1 - Hoagie
- 2 - Bernard
- 3 - Laverne
You can use the following controls to manage the game itself:
- F1 / F5 - main menu (save, load, quit)
- Space - pause game
- ESC - skip cutscene
- . - skip dialogue line
- Ctrl+T - dialogue: Voice Only, Text Display and Voice, or Text Display Only
- Ctrl+K - show memory
- Ctrl+V - show game version
- F8 - restart game
- Ctrl+C / Alt+Q / Alt+X: quit game
There are also a few other controls you can find in the game's reference card.
Day of the Tentacle opens with a lovely scene involving a river, grass, and trees. A fish happily jumps around the river, and goofy birds fly in the sky. As one particular bird flies to the right, the river is shown to pass underneath a large mansion that is spewing filth from two drainage pipes on the other side. In the midst of this pollution, the bird chokes and falls from the sky.
Two tentacles, one purple and one green, approach the sewage. While the green tentacle tries to dissuade him, the purple tentacle drinks some of it. He grows arms and decides to take over the world.
Meanwhile, a doorbell rings at another house. A young lady (Laverne) opens the door and considers using the hamster for dissection lab, while her friend (Hoagie) has even more macabre intentions.
A third person, Bernard, tells them to leave the hamster alone because it belongs to Weird Ed Edison, and reads the note that the hamster brought. The note is from his friend Green Tentacle, and it speaks of Purple Tentacle's mutation and how Dr. Fred is going to kill them both. Bernard says he must "go back to the mansion" (a reference to Maniac Mansion).
The three get into a car and race away as the credits roll in each scene. The car goes through winding roads, mountain passes, a chicken barn and a fence along the way, picking up a cow and eventually crashing into a tree.
Once at the mansion, Bernard, Hoagie and Laverne spread out to search for Dr. Fred's secret lab, where Bernard thinks the tentacles are being held.
The Secret Lab
You start off controlling Bernard, who won't leave the lobby (via the main entrance, double-doors at the back, or stairs on the right) until the secret lab is found. With only the lobby and the nearby office available to explore initially, the lab has got to be somewhere nearby.
Pick up the flier in the foreground on the left, and also the dime in the pay phone. You'll also notice the fake barf on the ceiling and the gum with a dime stuck in it on the floor, but you can't get these yet.
Open the door to the office and go inside. Pick up the Swiss bankbook from the desk, then open the desk drawer and take the Booboo-B-Gone™ inside it. You'll also notice a phone on the desk, a camera in the corner on the right, and a portrait, but you have no immediate use for these at the moment.
There isn't much else you can interact with except for the grandfather clock, about which Bernard remarks suspiciously if you look at it. Open the grandfather clock to find the secret lab.
Secret Lab Cutscene
Bernard opens the grandfather clock, finding a secret passage. However, as he climbs in, he hits his head and slides down.
Meanwhile, upstairs, Hoagie runs into Laverne and wonders how she ended up there. She doesn't know either. Dr. Fred meets the two and says he tied the tentacles up in the basement because one of them wanted to take over the world. Hoagie tells Dr. Fred that Bernard wanted to set them free.
Bernard, now in the basement, sets the two tentacles free. Purple Tentacle hops off to take over the world, while Green Tentacle follows, hoping to talk him out of it. Dr. Fred turns on the light, explaining that Purple Tentacle is up to no good.
Dr. Fred hopes to turn off the sludge machine and prevent the toxic waste from entering the river... yesterday.
Hoagie, Bernard and Laverne find themelves in portable toilets refitted as time machines, which Dr. Fred calls "Chron-O-Johns". These are connected to what seems to be a car with a diamond in it and a lever to the side. Dr. Fred pulls the lever, and the Chron-O-Johns fold and disappear.
As they travel through time, the three see a lot of strange stuff. While Dr. Fred celebrates his use of "imitation diamond", the diamond itself shatters. Bernard and Laverne find themselves catapulted, while Hoagie seems to be time-surfing.
Hoagie lands near some outhouses, and falls flat on the ground when the door of his Chron-O-John opens. Laverne lands on a tree near what seems to be a metallic building, and as she walks out of her Chron-O-John, she falls and hangs from a tree branch as her underwear gets caught in it. Bernard lands back in the lab with Dr. Fred, and climbs out of the toilet.
Dr. Fred explains that Hoagie ended up two hundred years in the past, whereas Laverne is two hundred years in the future. To bring them back, Dr. Fred requires a new diamond, and also that Hoagie's and Laverne's Chron-O-Johns are plugged in. He also explains that his "patented super-battery" is needed for Hoagie to work around the absence of electrical outlets two hundred years in the past. The plans for the super-battery are somewhere in the house, and you need to find them.
Finding the Plans
Just walk over to the right. There's a hamster generator at the back, the the Sludge-O-Matic™ machine with its lever on the right, and a "To do" bulletin board between them. The paper on the bulletin board is the patent application you're looking for, so take it.
When Bernard takes the battery plans (patent application) from the whiteboard, Dr. Fred appears out of nowhere and asks for them. If you have the floppy disk version of Day of the Tentacle, this will lead to a copy protection.
Dr. Fred then proceeds to flush the battery plans down the toilet (Chron-O-John). He explains that this is the way to transfer objects between characters in different time periods.
Laverne hears the conversation, while Hoagie notices something happening in his Chron-O-John and thinks the toilet is blocked.
Hoagie hears the voice of Dr. Fred through the Chron-O-John, and wonders how he ended up inside the toilet. Dr. Fred tells Hoagie to pick up the plans and take them to Red Edison, a distant ancestor of his.
The Founding Fathers
Visiting Red Edison
You are now controlling Hoagie, who is standing in front of his Chron-O-John near two outhouses and a kumquat tree. He's got a can-opener for some reason, as well as the patent application that was just flushed to him. Walk to the path to the left, and you'll get randomly get one out of four cutscenes involving either Laverne, Ben Franklin, Betsy Ross, or Thomas Jefferson and John Hancock.
Keep walking to the left until you get to the inn. Open the mailbox outside and take the letter, showering the intended recipient with praise and inviting them to Baltimore.
Open the inn door and go inside. The setting is familiar, so open the grandfather clock to the right and go inside.
Give the patent application to Red Edison, who asks you to bring him oil, vinegar and gold for the super-battery. While you're there, pick up the left-handed hammer.
Go back to the lobby and into the main hall via the doors at the back. To the right, you'll meet John Hancock, Thomas Jefferson and George Washington, who are trying to draft the Constitution of the United States and have stumbled into a sort of writer's block. Talking to them, you'll learn a few things, including:
- John Hancock is freezing and has a nice blanket. He thinks the others would build a fire for George Washington if he were cold.
- Thomas Jefferson has a log that he wants to bury in a time capsule to be unearthed in four hundred years' time.
- George Washington likes to chop cherry trees.
There are also a few other things in the main hall including a fireplace, smoke detector, suggestion box, gold-plated quill pen, a constitution in progress, and a window out of which George Washington is looking.
Now is a good time to switch to Bernard. When you do this, you'll get a brief cutscene in which Dr. Fred reminds Bernard that the time machine needs a new diamond, and that Laverne as well as Hoagie both need power for their respective Chron-O-Johns. Laverne then appears and complains that the tree she's hanging from "has got to go".
Switch back to Hoagie and go up the fireplace. There's a seagull on top of the chimney which, according to the endgame credits, is from LucasArts game LOOM. Once Hoagie emerges from the chimney, go inside the window on the left.
Inside the attic, there are two beds, a bucket of red paint, a cat playing with a squeaky mouse toy, and a trapdoor. Pick up the red paint and go back down to the main hall the same way you came, i.e. via the chimney.
Walk back to the outhouses and use the red paint with the kumquat tree, then walk back to the main hall and convince George Washington to cut down what now seems to be a "cherry tree".
In the ensuing cutscene, George Washington cuts down the tree. Four hundred years in the future, the tree that Laverne is hanging from disappears. She and her Chron-O-John fall to the ground. Having freed Laverne, you can now switch to controlling her anytime.
Upstairs in Colonial Times
As Hoagie, go back to the inn. Once at the lobby inside, go to the right and head up the stairs. There are three doors along the corridor, so let's start by exploring the first one from the left. This is George Washington's room.
If you pull the cord, a maid appears to clean the room, leaving a cart outside with some soap in it. She always seems to finish quickly enough to catch you trying to take the soap. What you need to do is mess up George's bed (use it), then you can head out of the room and steal the soap undisturbed. While in the hallway, don't miss the portrait of Max from Sam & Max.
In the middle room next door you'll meat Betsy Ross, who is stressed out trying to sew up the American flag. She suggests putting any new designs on the table.
The last room on the right belongs to Ben Franklin. Take the wine bottle from there.
Laverne Slips Out
Switch to Laverne, who is currently imprisoned in a "kennel" with some new-generation Edisons. Talking to the guard tentacle, you can go either to the bathroom (i.e. the Chron-O-John) or the doctor. Go for the latter.
The doctor examines Laverne and finds nothing wrong, then runs off. Pick up the tentacle chart on the wall to the right, then head out of the door. Go to the back room under the "Register" sign. In the hall to the right, there's a blue tentacle, but talking to it will only get you insulted. If you go up the chimney, you'll see a flag, but you can't lower it because there's no crank.
Go back down the chimney. About this time, you'll see a little cutscene involving the Purple and Green tentacles.
Try to leave the mansion via the main entrance. You'll be caught and taken back to the kennel, while Laverne wishes she had "some sort of tentacle disguise".
Back in the kennel, ask to go to the bathroom, and once you're outside, give the tentacle chart to Hoagie. Switch to Hoagie, pop into Betsy Ross' room (the middle one upstairs), and use the tentacle chart with the patterns on the table. This has the effect of changing the flag in Laverne's time period to something more shaped like a tentacle.
Switch to Bernard, who is currently at the lab. Speak to Dr. Fred on the right to learn that he can't afford a new diamond because he's broke. Apparently he had a contract for a TV show worth millions, but he forgot to sign it. It's in his safe upstairs but he forgot the combination. He also says he hasn't slept in two years, continuously drinking coffee to avoid nightmares in which he'd open his safe. He'd rather avoid decaf.
Go upstairs to the lobby, then through the doors at the back to the hall, and up the fireplace. Pick up the crank and give it to Laverne.
Switch back to Laverne and:
- Ask the guard tentacle to take you back to the kennel.
- Once there, ask him to take you to the doctor again.
- Go to the hall and up the fireplace again.
- Use the crank with the crank box.
- Use the crank to lower the flag.
- Take the flag, and use it to wear it.
- Take the crank back if you want. There's no further use for it.
- Head back down the chimney.
Now that Laverne is dressed like a tentacle, she may roam freely around the mansion in the future.
Talk to the blue tentacle in charge of registrations to learn about the human show. The registration process involves sitting the human on the bench in the lobby with a name tag that he just gave you. Contestants are judged based on "Best smile, best hair, and best laugh." Not only has the blue tentacle changed his tune, but he also seems to have a crush on Laverne.
Back in the lobby, you can talk to Harold, the "person in tutu", who is convinced he is going to win the human show. The guard tentacle tells you that "the grand prize is a dinner for two at Club Tentacle", that he's guarding the grandfather clock, and that he's very good at recapturing escaped humans.
Head uptairs to the right. Once again, there are three doors. Inside the door in the left, you'll find a time capsule, which Laverne remarks is "a dented old can". Get the can-opener from Hoagie, and use it on the time capsule. You'll see that it's currently empty.
Switch to Hoagie, go downstairs to the main hall, and give Thomas Jefferson the wine bottle you got earlier from Ben Franklin's room. Thomas Jefferson agrees to bury it in the time capsule.
Switch to Laverne, and observe that the previously empty time capsule now contains a bottle of vinegar, the remnants of a 400-year-old bottle of wine. Pass it back to Hoagie, as it's one of the three ingredients he needs for the super-battery.
Switching back to Hoagie, head through the swinging door on the left side of the main hall. Take the oil (the second ingredient for the super-battery) and spaghetti from the pantry.
Go through the door to the right, and pick up the bucket at the back as well as the brush inside the cabinet on the left. In the previous room, use the bucket with the water pump to fill it up.
Switch to Bernard. Back down the chimney and in the hall, you'll meet a cigar salesman. Accept a cigar and watch how it explodes in your face. You'll also see some chattering teeth which you can chase around. Open the grating and chase them into it to trap them so that you can pick them up.
Head upstairs via the lobby, and you'll come to the usual corridor with three rooms. In the middle one, you'll find Dwayne, a depressed novelty inventor who just wants someone to appreciate his designs.
Get the letter from Hoagie and give it to Dwayne, who gets excited and leaves the room. Pick up the disappearing ink on the table by the door, and the flag gun that Dwayne left on the floor.
While you're here, turn on the TV to watch an advert about a diamond costing 2 million dollars (which includes a Star Wars reference). Now that you know the store's number, you can use the phone in the back, but you'll find that Dr. Fred's Swiss bank account is empty.
Go back to the hall and swap the flag gun with the cigar lighter near the cigar salesman. Ask the salesman for another cigar, at which point he fails to light the exploding cigar and you get to keep it. Give Hoagie the exploding cigar, cigar lighter, and chattering teeth.
Switch to Hoagie and give George Washington the exploding cigar. After a few puffs, the cigar explodes in his face and his dentures pop out. Next, give him the chattering teeth. John Hancock takes the opportunity to ask for a fire, and Thomas Jefferson sacrifices his log. The two spend a couple of hours arguing who should build the fire, but eventually it gets set up in the fireplace.
Pick up the blanket which John Hancock has now left on the floor. Go up the stairs all the way up to the attic and then out of the window on the roof. Lay the blanket over the chimney to set off the smoke detector in the main hall and cause the founding fathers to leap out of the window.
Go all the way down the stairs and back to the main hall, and nick the gold-plated quill pen from the table. This was the third and last ingredient you needed for the super-battery, so head down to the basement lab and give the oil, vinegar and gold-plated quill pen to Red Edison one by one.
Making the Battery
Red Edison uses the three ingredients to create the super-battery, which he places on the shelf. Take it from there, but note that it's at zero power. You'll need to find a way to charge it before plugging the Chron-O-John into it.
Flash of Lightning
How do you charge a battery in a time when electricity was not yet widely available? If you head out of the inn and go to the field to the right, you will find Ben Franklin, who is trying to use a kite to capture electricity from lightning.
Unfortunately, he's trying to do this in clear weather. You know how it always seems to rain right after you wash your car? Head to the carriage outside the inn. Use the soap with the bucket full of water to make a bucket full of soapy water, then use either it or the brush on the carriage to wash it. This causes a storm to gather, and Ben Franklin runs inside as he doesn't want to get wet.
As it turns out, the lab coat in Red Edison's basement lab "looks more like a raincoat than a lab coat", but he won't let you take it since it's reserved for employees.
Switch to Bernard and go back to the lobby. Take the help-wanted sign in the window and pass it to Hoagie.
Switch to Hoagie and give the help-wanted sign to Red Edison. You're hired, so you can now pick up the lab coat. Go to Ben Franklin's room (the door on the right upstairs, where you got the wine bottle earlier) and give him the lab coat.
Next thing you know, you're back in the field helping Ben Frankin with his kite. While it's in your possession, use the battery with the kite. Then, when Ben Franklin shouts "NOW!", push the kite to make it fly. It gets struck by lightning and falls to the ground. When Ben Franklin walks off, he drops the fully-charged battery and you can pick it up.
Go back to the outhouses and use the battery with the plug of the Chron-O-John. This powers it up, and Hoagie's work is done for the time being.
Hoagie is now sorted, but Laverne still needs to power her own Chron-O-John, and Bernard needs a diamond for the time machine. We've already seen a few hints earlier leading to the diamond, so let's do that next.
Drugging Dr. Fred
After switching to Bernard, go to the main hall and through the swinging door. Take the coffee and decaf coffee from the coffee maker on the left, and the fork on the table. Through the door on the right, take also the funnel from inside the cabinet.
Go down to the lab and give Dr. Fred the decaf coffee. Dr. Fred drops the mug and starts sleepwalking, murmuring about opening the safe and signing the contract. You can find him in the office next to the lobby, where he is rapidly opening and closing the safe, too quickly for you to take the contract inside it.
The Surveillance System
Go upstairs and through the door on the right, where you'll meet Green Tentacle. Talking to him, you'll learn about his band which is enthusiastic about being "the loudest new band". Taking his hint, turn on the stereo by the door. This causes the room to shake and the fake barf in the lobby's ceiling starts coming off. Push the speaker to knock it over, and now the fake barf comes off completely. Turn off the stereo before it drives you nuts, and pick up the videotape on your way out.
Go up the stairs to the right, to a hallway with a door on either side, and take the left one. Here, you'll find Nurse Edna operating a surveillance system, but she won't let you get near it. You'll need to get rid of her to find out the combination of the safe through the cameras.
When you try to push Nurse Edna out of the room, she uses the statue to swing back at you. To resolve this, switch to Hoagie and go to the same room in his time (inside the mansion, upstairs twice, door in front of the horse). There, you'll find the sculptor twin brothers Ned and Jed Edison. Swap the left-handed hammer you got earlier from Red Edison's lab with the right-handed hammer that Ned Edison places on the barrel from time to time. This causes the differently-handed twins to switch places, changing the present-day statue in Nurse Edna's office. Switching back to Bernard, you can now push Nurse Edna out of the way.
You can watch Dr. Fred open and close the safe in the lower-left monitor, but he does it too quickly for you to spot the combination. Use the videotape with the VCR and then look at the lower-left monitor. Press the record button, and watch how, after Dr. Fred opens the safe a couple of times, he is taken for questioning by a couple of IRS agents.
Click the switch in the bottom-right ("sp" to "ep") for slow motion, then press the Rewind and Play buttons to learn the combination of the safe (101, 999, 57).
You can now go down to the office by the lobby (picking up the fake barf from the lobby on the way), open the safe, and take the contract.
Diamonds Are Forever
The contract, unfortunately, is not signed, and Dr. Fred can't sign it while he's being held by IRS agents. We're going to have to break him out.
Go to the main hall and up the chimney. Once on the roof, enter the window to the right, where Dr. Fred is "wrapped in red tape" and tied to the bed. Pick up the rope, then go back outside the window. Use the rope on the pulley above Bernard's head.
Go back down the chimney and leave the motel via the front door in the lobby. Use the dangling rope on Dead Cousin Ted, who ends up with a noose around his neck. Go back on the roof and pull the rope. Dead Cousin Ted drops the bird bath he was carrying and ends up in the attic with Dr. Fred, while Bernard finds himself back outside the entrance.
Go back to the room where Dr. Fred is being held, via the chimney and window on the roof. You'll notice Ted and Dr. Fred are similarly wrapped, but Dr. Fred is red. Get the red paint from Hoagie and use it on Ted. Then, use Ted on Dr. Fred to swap them.
Finally, use the rope with Dr. Fred. Go outside the window, and pull the rope once again. Bernard and Dr. Fred end up outside the motel in a Bernard-shaped hole. Dr. Fred is still asleep, so Bernard takes him to the lab.
Use the funnel with Dr. Fred, and pour coffee into it, waking him up. Convince him to sign the contract by talking to him and picking the last dialogue option. You now have a signed contract.
Go upstairs three times until you're in the hallway with a door on either side, where Nurse Edna's office was through the door on the left. This time, take the door on the right and meet Weird Ed Edison.
Weird Ed Edison is a traumatised soul who is very fond of his stamp album and has a lazy hamster in the corner. Take his hamster and pour disappearing ink all over his stamp album. Ed makes Bernard leave the room, and throws his stamp album at him. Take the stamp album and the loose stamp that fell out of it. You can optionally return the stamp album to Weird Ed Edison and he will calm down.
Use the stamp with the signed contract, and give the latter to Hoagie. Switch to Hoagie and go outside the inn to the mailbox. Put the signed contract in the mailbox and watch as Pony Express picks it up right away.
Meanwhile, in the present day, Dr. Fred gets a call from LucasArts telling him he's just been paid two million dollars in his Swiss bank account for having had his family feature in Maniac Mansion.
You can now switch back to Bernard and use a phone (either in the office or in Dwayne's room) to acquire the diamond.
The Human Show
Now that Hoagie and Bernard have done their bits, they are waiting for Laverne to restore power to her Chron-O-John.
Switch to Laverne, whom we left in the first room upstairs with the time capsule. There are two other rooms here; go inside the middle one. Take the extension cord and the roller skates, and use the latter with the mummy. Push the mummy to send it rolling down the stairs and onto the bench with the other humans.
The room on the right is the office of Purple Tentacle, who now sports a long white beard. There isn't much to do here, but you can talk to him to learn about his "Diminuator" shrinking ray gun.
Go back downstairs and use the name tag on the mummy to enter it in the human show. The contestants are transferred to the contest area upstairs. To their right are the judges, as well as Doctor Tentacle, who insists that sick humans aren't allowed in the human show.
Give the scalpel, which Laverne has been carrying all along, to Bernard, and switch to him. In the main hall, you'll find Oozo the Clown, who knocks Bernard back and laughs every time he tries to interact with it. Use the scalpel to deflate Oozo, and pick up the box o' laughs. Pass it to Laverne along with the fake barf and fork.
Give the textbook, which Bernard has been carrying from the beginning, to Hoagie and switch to him. Outside the room with the sculptor twins on the third level, there's a horse with great teeth. Read the textbook to the horse to put it to sleep, at which point you can pick up the dentures from the glass. Give the dentures and the spaghetti (which become wet soggy noodles when flushed) to Laverne.
Use the dentures, box o' laughs and wet soggy noodles on the mummy. Use the fork on the mummy's head to style its noodly hair (Laverne eats a meatball from it). Use the fake barf on Harold to disqualify him.
You can now ask the judges to judge each category, after which the mummy wins the show and you get a dinner certificate and a trophy.
Freeing the Prisoners
Go to the kennel and give the dinner certificate to the guard tentacle, who originally wanted to go to dinner with Laverne, and now runs off to use it with his wife. Use the switch to power off the electric fence. The Edisons don't want to leave because they're afraid of wild animals like skunks. They need some motivation.
Outside the mansion, there's a cat scratching its back on the fence. Get the Booboo-B-Gone™ from Bernard and use it on the fence. The cat ends up with a white stripe on its back and leaps on the roof of the mansion entrance. How to get it down?
Switch to Hoagie and go upstairs to the attic where there's that other cat playing with the squeaky mouse toy. You'll notice that the mattress on Ned's bed is squeaky, but it's too close to the cat to distract it.
Use the squeaky mattress on Ned's bed with Jed's bed to swap them. Use the squeaky mattress to lure the cat away. While it's distracted, pick up the squeaky mouse toy and give it to Laverne.
Switch back to Laverne and use the squeaky mouse toy on the cat to capture it. While you're in the area, head to the Chron-O-John to the right. Use the extension cord on the plug, and then pass it through the window.
Go back to the kennel and use the cat - which looks like a skunk - to cause the Edisons to flee in terror. The guard tentacle outside the grandfather clock goes after them, so you're now free to access the lab.
Open the grandfather clock and go downstairs. Plug the extension cord into the outlet below the generator. Laverne now needs a way to power the generator to supply the Chron-O-John with electricity.
Switch to Bernard. Remember the hamster you stole from Weird Ed Edison? Go upstairs and stuff it in the ice machine. You can now switch back to Laverne, look at the same ice machine in the future, and then pick up the frozen hamster.
Go to the kitchen (door on the right in the hall) and put the hamster in the microwave to thaw it, getting back a cold wet hamster. As you might remember from Weird Ed Edison earlier, the hamster doesn't like to run when it's cold and wet, so it's no use putting it in the generator in the lab just yet.
Switch to Bernard and go inside the first door on the left near the ice machine, where a sleeping conventioneer is happily snoring away on top of a sweater. Close the door and take the keys from it.
Leave the motel and walk to the right where a man in a ski mask is trying to break into a car, pretending he locked his keys in it. Give him the keys to get the crowbar.
Go back to the lobby and use the crowbar on the gum with a dime stuck in it to pick it up. Use the latter: Bernard chews the gum he just picked up from the floor to separate the dime from the wad of gum.
Now that you have a second dime, go back to the sleeping conventioneer's room upstairs and put both dimes in the FickleFingers coin slot. You can now take the sweater, which is "soaking wet".
Go outside the room and use the crowbar to bust the candy machine. Pick up the pile of quarters that fall out of it.
Next, go down to the laundry room next to the kitchen. Put the sweater in the dryer and toss all the quarters into the coin slot.
Switch to Laverne and go into the laundry room in the future (door on the right from the kitchen). You'll find that the dryer cycle just finished after 200 years. Open the dryer and take the shrunken sweater. Use it on the cold wet hamster to make him a toasty warm hamster.
Powering the Generator
Go down to the lab and put the toasty warm hamster in the generator. Laverne gets hit by a boxing glove and the hamster escapes into a mouse hole. You can pick up the hubcap if you want, but there's no use for it.
Laverne remarks that she needs a vacuum cleaner to retrieve the hamster. Pass the flier from Bernard to Hoagie, and have the latter put it in the suggestion box in the main hall. Having a vacuum cleaner becomes a constitutional obligation, and one branded "U-Suck" appears in the lab in Laverne's time.
Switch back to Laverne and use the built-in shop vac on the mouse hole to extract the hamster. Open the hatch and pick up the dust ball to retrieve the dusty warm hamster. Put the hamster in the generator to power up Laverne's Chron-O-John.
Cutscene: Tentacles Travel Through Time
Now that Hoagie's and Laverne's Chron-O-Johns both have power, Dr. Fred flips the switch on the time machine and brings them back.
While Dr. Fred tries to convince Bernard, Hoagie and Laverne to go back in time again to stop Purple Tentacle, the latter sneaks into a Chron-O-John to precede them. Green Tentacle takes a second Chron-O-John to pursue him. The trio squeeze together into the third Chron-O-John and also beam back in time.
They land outside the motel yesterday, having merged into a sort of three-headed monster. They find Green Tentacle tied up and Purple Tentacle backed by an army. The old Purple Tentacle from the future shrinks the Laverne-Bernard-Hoagie hybrid with his ray gun and pursues them into the motel, whereas the present Purple Tentacle directs ten purple tentacles to guard the sludge machine and uses the rest to conquer the world.
Laverne-Bernard-Hoagie returns to normal size inside the motel, realising that the shrink ray wears off with time. The old Purple Tentacle tries to shoot them again, but the ray gun runs out of battery so they run upstairs and hide in the first room on the left.
At this point, you take control of the Laverne-Bernard-Hoagie hybrid, hiding from the old Purple Tentacle in the sleeping conventioneer's room. You don't really have any options, so go outside the room.
Head to the right, where the old Purple Tentacle is waiting for you with his shrinking ray gun. Open the door of the middle room, and just as you do, he see and shrinks you. As his ray gun jams, take the opportunity to sneak into the middle room, then go through the mouse hole to get to the room on the right.
When you resume normal size, pick up the bowling ball next to the globe and head to the basement lab, where ten Purple Tentacles are guarding the Sludge-O-Matic™ machine which also has Dr. Fred tied to it. Use the bowling ball on the Purple Tentacles to knock them out of the way.
Defeating Old Purple Tentacle
Although the path to the sludge machine is clear, the old Purple Tentacle appears behind you. Each time you push the lever to turn off the sludge machine, he shrinks you and turns it back on.
As you talk to the old Purple Tentacle, he boasts that he can hit "center of the forehead, every time" with his ray gun. Convince him to shrink Dr. Fred by:
- Asking him what he has against humans
- Pointing out that it's Dr. Fred's fault
- Asking him to zap Fred
The old Purple Tentacle fires his ray gun at Dr. Fred, but it bounces off the thing strapped to his forehead and reflects back onto the old Purple Tentacle, shrinking him. Laverne-Bernard-Hoagie steps on him, puts him in an envelope, and asks the hamster to mail him to Siberia. The purple tentacles lying around disappear, and the drains beneath the mansion spew clear water into the river instead of filth.
Laverne-Bernard-Hoagie pleads to Dr. Fred, in another Star Wars reference, to untangle them before they leave his mansion. After subjecting them to an X-ray, he explains that they aren't actually a monster and are just stuck together in one set of clothes. After turning red with embarrassment, the three manage to work their way out of the mess.
As the sun sets in the background, a tentacle-shaped American flag is hoisted on a flag pole, due to the trio's tampering with historical events.
Congratulations on finishing Day of the Tentacle! Enjoy the endgame credits. At the end, two Easter eggs from LOOM and Sam & Max are also mentioned. The scene fades, and a tentacle intrudes into LucasArts' logo.