So after leaving the dungeon again, we are back in the circuit breaker or partial basement of the house. First thing we need to do is find some lights.
Just a typical American home with a Furnace and a... Nuclear Reactor? Whelp.
Hey, look, the power grid for the whole house! Why don't I just turn all these bad boys to the left...
Oh, and snag that key right there as well.
Because the twelve year old demographic playing this understands "budgets", "nuclear meltdown", and "cheap equipment made in China".
But on the up side, as adults come back to play this game... It is fairly entertaining.
[Editor's note: I should point out that I actually do really love this game, I'm just poking fun at it. Ron Gilbert is the master of all things Adventure, and this is my favorite game of his to date. Just want to throw that out there.]
Yeah, I'd be pissed too if some punk kids broke into my house and flipped all the electrical breakers!
Well I don't know what he's paying you for, since you caught me and dropped me in the dungeon... And you proceeded to forget to flip the breakers back on.
When you escape from the dungeon, and leave the circuit breaker room (yes, I just turned the power back on), you wind up in the entrance to the house by the grand staircase.
If you really wanted to go back in there, you can have a kid push on this gargoyle statue head, and the door with no handles will open up. But it is a trick I find myself rarely using.
Good thing we did all that working out on the hunk-o-matic, as we are now able to open this rusty grating.
And with our Silver Key (picked up from the circuit breaker room), we can open the back door to the pool.
And around back of the pool is the garage. Good thing we worked out so we can open this door.
Take the Yellow Key we got from Green Tentacle's room and use it to open the trunk of the car (but be very careful to not use it on the car itself, otherwise it will start and takeoff on you) and take the Tools -- as Bernard is going to need them.
And swipe the faucet handle from the shelf so we can fix the shower with the dead guy in it. Strange place to keep this particular item, but hey, I can't judge. Maybe the last one broke?
So that's where the developer went after we shattered that bottle... Interesting.
At any rate, since Razor is already over by the pool, let's open up this here water valve.
I love the idea of "another meltdown"... I guess I missed the part where this mansion was built near either Chernobyl or Three Mile Island. Though I suppose nothing is stopping this game from being set in Pennsylvania.
A glowing key, a radio, and... Oooh, some radioactive cooling rods! An interesting way to keep your pool water warm and tingly all year round.
Okay, so swipe the radio (and open it up to get a fresh pair of batteries for the flashlight from the kitchen if you so desire, since the old batteries from the fridge will crap out fairly quickly) and the glowing key. And whatever you do, do NOT press this red button -- if you do, the house will instantly explode.
Alright, now we have a jar full of radioactive water. I wonder what we can do with it?
Pro-Tip: Do not use this in the microwave. If you do, whichever kid opens the microwave first will die.
Okay, so if we feed the radioactive water to Mr. Plant here in the corner...
Holy crap. Giant killer plant!
Give him your Can of Pepsi. I know you don't want to, but otherwise he'll bite you when you try to climb him.
Getting a Jack and the Beanstalk vibe. Or rather, a radioactive Chernobyl-like beanstalk.
This is quite possibly the last room I ever discovered in this game, several years after I played it for the first time. We need all of those dimes we picked up so that we can turn the telescope.
However, I cannot utilize the telescope to its full potential right now, so we will return here in a bit.
After Razor distributes the Tools, Flashlight, and Batteries to Bernard, he can go to the attic room with the broken wires. By shutting off the circuit breakers to the house, he can use the flashlight and tools to fix the broken wires, and then we can turn the circuit breakers back on. This will allow power to the arcade machines in the game room.
With our handy shower handle, we can get the number to call Nurse Edna with. Because the water stream pushes Cousin Ted's corpse out of the way.
Now that Doctor Fred is playing the Meteor Mess game in the game room, his high score will be the code to the door to his lab. If you never fix the wires, however, the door code is always '0000'.
I'm not quite sure how I figured out 0000 as a kid, other than I probably tried all sorts of combinations on the phone and inner lab door just to see if I would get lucky. Nor am I sure how you are supposed to figure out the code to the door if you don't fix the arcade machine.
Make sure to snag this radio tube if you want to fix the radio upstairs to call the Meteor Police.
Play the record from Green Tentacle's room and record it to the cassette tape so you can break things elsewhere (notice the vase on the piano has shattered).
With our newly minted cassette tape, break the chandelier downstairs to get the old rusty key.
For extra fun, if you don't need to win the game by mailing anything in (ie. you are using Bernard or Michael to win), feel free to send this window and glass shattering tape in to Three Guys Who Publish Anything and wait for the hilarious cutscene to occur.
To play these games, you need a quarter... Hmmm...