YEAR: 1987
GENRE: Point & Click Adventure
WHERE TO GET IT: GOG
============================================================
DAVE, SYD, & MICHAEL
============================================================
INTRO
Watch the intro to
see the meteor crash into the ground in front of the Edison’s mansion.
The meteor is controlling Dr Fred Edison, and made him kidnap Sandy. Now,
Sandy’s boyfriend Dave has brought 2 of his friends along, to try and rescue her.
Will they succeed? Only time will tell.
NOTE: If any of the kids are thrown in the dungeon, don’t worry, it’s
possible to escape. Have another kid get caught and thrown in the dungeon
as well. Now give all Inventory items to one of the kids. The kid
with no Inventory items should use the ‘What Is’ command to find a
loose brick under the window on the left. Now push that loose
brick. The other kid should stand in front of the door on the
right. As soon as the loose brick is pushed, simply walk out the door.
NOTE: Most tasks can be done by any kid, but I recommend
you choose one kid to be the ‘Main Kid‘ that performs most of the
tasks. However, a few tasks can only be done by one particular kid, which
will become apparent as you play the game.
OUTSIDE - DAVE
The game starts with you controlling Dave. Read the ‘Warning’ sign
on the fence. Now head left, and continue left, until you see the front
doors to the mansion. Try to open the front door - it’s locked.
Pick up the door mat, then pick up the KEY that’s hidden
underneath the door mat (good place to hide a door key!). Use the KEY in
the front door to unlock it. Now enter the mansion.
GROUND FLOOR - ENTRANCE HALL - DAVE
SAVE YOUR GAME HERE. Open the door next to the Grandfather
Clock, and enter through the door, into the Kitchen.
GROUND FLOOR - KITCHEN - DAVE
You have to be
careful here. Slowly walk forward towards the sink. Now creep
forward, one step at a time. As soon as you see Nurse Edna at the fridge,
make sure she sees you, then RUN! Run out the kitchen, and run left out
the front door, so you are back outside the mansion.
OUTSIDE - DAVE
Dave can stay here for a while. He has the KEY to
the front door, so he won’t be locked out. Use the ’New
Kid’ command, and select Michael.
OUTSIDE - MICHAEL
Michael is a
photographer, and will use his skills to help rescue Sandy. Head left,
and continue left, until you see the front doors to the mansion. Enter
the mansion.
GROUND FLOOR - ENTRANCE HALL - MICHAEL
Go through the door
next to the Grandfather Clock, into the Kitchen.
GROUND FLOOR - KITCHEN - MICHAEL
Don’t worry, Nurse Edna is gone now. Pick up TORCH from
the counter. Pick up CHAINSAW from the rack on the back
wall. Be on your guard - as soon as you see that Weird Ed is hungry and
wants a snack, open door on the right, and enter the dining room. After
he’s gone, you can return to the kitchen and continue. Open the fridge,
and pick up BROKEN BOTTLES OF KETCHUP, LETTUCE, OLD
BATTERIES, CHEESE, and CAN OF PEPSI from the
fridge. Use OLD BATTERIES in the TORCH.
Now open door on the right, and enter the Dining Room.
GROUND FLOOR - DINING ROOM - MICHAEL
Head right, and pick up OLD ROTTING TURKEY, and WEEK
OLD ROAST from the table. Open door on the right, and enter the
Pantry.
GROUND FLOOR - PANTRY - MICHAEL
Pick up BOTTLE OF DEVELOPER from the top shelf.
Oops, you dropped it. Clumsy! Pick up TENTACLE CHOW, CANNED
GOODS, FRUIT DRINKS, and GLASS JAR from the
shelf. You can’t open the back door yet, because it’s locked, and you
don’t have the correct key. Head left, and continue left, until you reach
the Ground Floor Entrance Hall.
GROUND FLOOR - ENTRANCE HALL - MICHAEL
Walk right a few
steps. Open door on the right, and enter the Living Room.
GROUND FLOOR - LIVING ROOM - MICHAEL
Open the cabinet door, and open the old fashioned radio. You can’t
do anything with them, so just ignore them. Walk right a few steps, and
notice the KEY in the chandelier - pity you can’t reach
it. Walk right, open door on the right, and enter the Library.
GROUND FLOOR - LIBRARY - MICHAEL
It’s pitch black in here! Use the ‘What Is’ command to
find the lamp, then turn on the lamp. Ahh, that’s better! You’re in
the Library. Read sign on the spiral staircase. Now, there is a
loose panel at base of the bookshelf - it’s the last panel on the right.
Open the loose panel, and pick up the CASSETTE TAPE that was
hiding behind the loose panel. Head left, and continue left, until you
reach the Ground Floor Entrance Hall.
GROUND FLOOR - ENTRANCE HALL - MICHAEL
Climb up the stairs to the 1st Floor
Landing.
1ST FLOOR - LANDING
- MICHAEL
Notice the
paintings of Dr Fred and Nurse Edna. Open door on the left, and enter the
Art Room.
1ST FLOOR - ART
ROOM - MICHAEL
Pick up BOWL OF WAX FRUIT, PAINT BRUSH,
and PAINT REMOVER. DON’T use the PAINT REMOVER in
here, because you will need it later. Leave the room.
1ST FLOOR -
LANDING - MICHAEL
Open door on the
right, and enter the Music & TV Room.
1ST FLOOR - MUSIC
& TV ROOM - MICHAEL
Walk right a few steps. Pick up OLD RECORD from
on top of the speaker. Turn on the TV and watch the advert with Mark
Eteer, the publisher - he’ll publish anything! Remember that! When
the advert has finished, walk left and leave the room.
1ST FLOOR -
LANDING - MICHAEL
Walk up through the security door, into the 1st Floor
Hallway.
1ST FLOOR -
HALLWAY - MICHAEL
Look at the statue if you like. There’s nothing much you can do in
the Hallway. Open the 1st door you see,
and enter the Medical Room.
1ST FLOOR -
MEDICAL ROOM - MICHAEL
This is another dark room. Use the ‘What Is’ command
to find the desk lamp on the left. Turn on the desk lamp, so you can
see. Open the desk, and pick up the MANUSCRIPT from the
desk drawer. Read the MANUSCRIPT to learn that it’s the
Meteor’s memoirs. How strange! The writing is terrible, but there’s
nothing you can do about it. There’s nothing else you can do here, so
just leave the room.
1ST FLOOR -
HALLWAY - MICHAEL
Walk right a few
steps, open the next door, and enter the Arcade.
1ST FLOOR -
ARCADE - MICHAEL
This looks like a
fun room. However, there’s nothing you can do here at the moment.
Have a look around, and then when you’re ready, leave the room.
1ST FLOOR HALLWAY
- MICHAEL
Climb up the stairs to the 2nd Floor.
2ND FLOOR -
HALLWAY - MICHAEL
Walk left a few steps. You’re blocked by Green Tentacle, who won’t
let you pass until you feed him. Okay then, give him BOWL OF WAX
FRUIT. Now he’s thirsty, so give him FRUIT DRINKS.
He’s happy now, so he gets out of your way. You see another door
here. Open the door, and enter the Photography Room.
2ND FLOOR -
PHOTOGRAPHY ROOM - MICHAEL
This room is dark, so you can’t see anything. Use the ‘What
Is’ command to find the red light - it’s hanging from the ceiling,
over on the left. Turn on the red light. There’s nothing you can do
here at the moment, but this room will prove very useful later on. For
now, just leave the room.
2ND FLOOR HALLWAY
- MICHAEL
Climb up the stairs to the 3rd Floor
Hallway.
***ALERT***
At some point, you’ll hear the doorbell ring, and Weird Ed will comment
how his package must have arrived. SAVE YOUR GAME HERE.
Quickly use the ‘New Kid’ command, switch to Dave. As Dave,
you should still be outside the Mansion, or near the entrance to the
Mansion. Go outside and walk left to the mailbox. Weird Ed’s
package is here. Pick up PACKAGE, then quickly enter the
Mansion. Make sure Weird Ed doesn’t catch you. Walk right, and
enter the safety of the Living Room. Now read the PACKAGE to
confirm it’s for Weird Ed. Open the PACKAGE, and some STAMPS will
fall off. Use the ‘New Kid’ command, and switch back to
Michael.
3RD FLOOR -
HALLWAY - MICHAEL
SAVE YOUR GAME HERE. There are 4 doors in the back wall, plus a
door on the left and a door on the right. Open Door 1 in the back wall,
and enter Dr Fred’s Bedroom.
3RD FLOOR - DR
FRED’S BEDROOM - MICHAEL
The radio is broken, so just ignore it. Read the Wanted Poster on
the wall to learn that the evil Meteor that is controlling Dr Fred, is wanted
by the Meteor Police. Take a note of the number on the poster. This
number changes for every game. Pick up DIME from the
floor next to the bed (if you don‘t see it, move a little to the left or
right). Now walk left a few steps, and climb up the ladder into Green
Tentacle‘s Bedroom.
3RD FLOOR - GREEN
TENTACLE’S BEDROOM - MICHAEL
Read the rock poster on the back wall. Green Tentacle is here, and
he tells you how depressed he is that his rock band isn’t getting the fame
& attention they deserve. Sadly, there’s nothing you can do to help
him. Walk right a few steps, and pick up RECORD from the
shelf on the back wall. Read the record to learn that it’s Tentacle
Mating Calls. Walk right again, and pick up YELLOW KEY from
the right wall. Now walk left, and climb down the ladder.
3RD FLOOR - DR
FRED’S BEDROOM - MICHAEL
Walk right to the
Hallway.
3RD FLOOR -
HALLWAY - MICHAEL
SAVE YOUR GAME HERE. Ignore Door 2 and Door 3 for the
moment. Enter Door 4 in the back wall.
3RD FLOOR - DEAD
COUSIN TED’S ROOM - MICHAEL
Explore the
room. Use the Hunk-O-Matic machine to become stronger, which will prove
useful later on. Open door on the right, and enter the Bathroom.
3RD FLOOR -
BATHROOM - MICHAEL
Pick up SPONGE from the sink. Open the shower
curtain, and see Dead Cousin Ted. Notice the message on the wall behind
Ted, which is partially blocked. There’s nothing else you can do here at
the moment, so leave the room.
3RD FLOOR - DEAD
COUSIN TED’S ROOM - MICHAEL
Walk left to the
Hallway.
3RD FLOOR -
HALLWAY - MICHAEL
Open door on the
right, and enter the Study.
3RD FLOOR - STUDY
- MICHAEL
What a lovely family portrait on the wall! Look at wall on the
right, and notice the paint blotch. Use PAINT REMOVER on
the paint blotch to reveal a door. Open the door, and go up into the
Attic.
3RD FLOOR - ATTIC
- MICHAEL
It’s pitch black in here. Turn on your TORCH to
look around. Damn, the batteries died! You’ll need to find new
batteries. For now, climb back down the stairs, to the Study.
3RD FLOOR - STUDY
- MICHAEL
Michael can stay here for a while. Use the ‘New Kid’ command,
and switch to Dave.
GROUND FLOOR - LIVING ROOM - DAVE
Wait until you have Weird Ed’s PACKAGE, then open the PACKAGE to
get some STAMPS. Now make your way up to the 3rd Floor
Hallway.
3RD FLOOR -
HALLWAY - DAVE
Look at the 4 doors
in the back wall, and enter through Door 4.
3RD FLOOR - DEAD
COUSIN TED’S ROOM - DAVE
Use the Hunk-O-Matic machine to get stronger. Now use the ‘New
Kid’ command, and switch to Syd.
OUTSIDE - SYD
Poor Syd has been
left outside since the beginning of the game. Head left, and continue
left, until you see the front doors to the mansion. Enter the
mansion.
GROUND FLOOR - ENTRANCE HALL - SYD
Make your way up to the 3rd Floor
Hallway.
3RD FLOOR -
HALLWAY - SYD
Look at the 4 doors
in the back wall, and enter through Door 4, into Dead Cousin Ted’s room.
3RD FLOOR - DEAD
COUSIN TED’S ROOM - SYD
Use the
Hunk-O-Matic Machine to get stronger. Now leave the room, and make your
way back down to the Ground Floor.
GROUND FLOOR - ENTRANCE HALL - SYD
Walk left, and
leave the mansion.
OUTSIDE - SYD
Now if you remember, Weird Ed is waiting for a PACKAGE.
Ring the front doorbell, to make Ed think his PACKAGE has
arrived. Now quickly enter the mansion, and walk right into the Living
Room.
GROUND FLOOR - LIVING ROOM - SYD
Syd is safe here for now. Use the ‘New Kid’ command,
and switch back to Dave.
3RD FLOOR - STUDY
- DAVE
SAVE YOUR GAME HERE. This part requires quick timing.
While Weird Ed has left his room to go and see the postman (who he thinks has
his PACKAGE), you should walk left, out into the Hallway.
3RD FLOOR -
HALLWAY - DAVE
Open Door 3, and
enter Weird Ed’s Room.
3RD FLOOR - WEIRD
ED’S ROOM - DAVE
SAVE YOUR GAME HERE. You need to be quick here, since Weird Ed
won’t be gone for long. Pick up the HAMSTER from the
cage. Pick up CARD KEY from the hamster’s cage.
Open the piggy bank in the foreground, and take all 3 DIMES.
If necessary, use the doorbell trick again. Now wait for Weird Ed to
return. He won’t appreciate having you, an intruder, in his room.
Quickly give him the PACKAGE (make sure you removed the STAMPS first)
to calm him down. He’s glad to finally have his PACKAGE, and
considers you a friend now. He tells you about the problems with his dad,
Dr Fred, and the evil Meteor, and asks you to find his Commando plans, which
will help him rescue his dad. When you’re ready, leave the room.
3RD FLOOR -
HALLWAY - DAVE
SAVE YOUR GAME HERE. This is another part that requires quick
timing. Open Door 2, and enter Nurse Edna’s room.
3RD FLOOR - NURSE
EDNA’S ROOM - DAVE
As soon as you enter Nurse Edna’s room, use the ‘New Kid’ command,
and switch to Michael. Nurse Edna will capture you, and take you to the
Dungeon.
3RD FLOOR - STUDY
- MICHAEL
While Nurse Edna is
taking Dave to the Dungeon, you should leave the Study.
3RD FLOOR -
HALLWAY - MICHAEL
Open Door 2, and
enter Nurse Edna’s Room.
3RD FLOOR - NURSE
EDNA’S ROOM - MICHAEL
You have to be quick here, because Nurse Edna won’t be gone for
long. Walk right a few steps, and take SMALL KEY from
the bedside cabinet. Now climb up the ladder on the right, up to the
Attic.
3RD FLOOR - ATTIC
- MICHAEL
It’s dark in the attic, and you can’t see anything. Use the ‘What
Is’ command to find the light above your head. Turn on the
light. You’re in a strange attic. What an odd place to keep a
painting! Maybe it’s hiding something. Open the painting to reveal
a hidden wall safe. There’s a scrawled number written below the wall safe
- try to read the scrawled number, but it’s too tiny. Pity. Make
sure the painting is left open, then climb back down the ladder.
3RD FLOOR - NURSE
EDNA’S ROOM - MICHAEL
Nurse Edna will
catch you and take you to the Dungeon, but that’s unavoidable.
BASEMENT - DUNGEON - DAVE
There’s now 2 of you in the Dungeon. Use the ‘New Kid’ command,
and switch to Dave. Give all your Inventory Items to Michael. Walk
left a few steps, and use the ‘What Is’ command to find the loose
brick below the left window. Push the brick - a door will open on the
right. It‘s impossible for you to get to the door in time, so don‘t even
try. Use the ‘New Kid’ command, and switch back to
Michael.
BASEMENT - DUNGEON - MICHAEL
The Dungeon door on
the right should still be open. Walk up through that door.
BASEMENT - NUCLEAR REACTOR ROOM - MICHAEL
Another dark room. Walk right to the end of the room. Use
the ‘What Is’ command to find the light switch, which is next to
the stairs. Turn on the light switch. Now that you can see what
you’re doing, walk left to the other end of the room again. Pick up SILVER
KEY from the back wall. Now walk right, and climb up the stairs
on the right.
GROUND FLOOR - ENTRANCE HALL - MICHAEL
Walk left a few
steps, and enter the Kitchen.
GROUND FLOOR - KITCHEN - MICHAEL
Head right, and
continue right, until you reach the Pantry.
GROUND FLOOR- PANTRY - MICHAEL
Use SILVER KEY in the back door to unlock it.
Walk up through the back door, into the Swimming Pool Area.
GROUND FLOOR - SWIMMING POOL AREA - MICHAEL
You can’t tell just by looking at it, but the swimming pool is
radioactive. Use your GLASS JAR with the swimming pool
to get a JAR OF WATER that is radioactive. Open the
gate, and head out to the Garage.
GROUND FLOOR - GARAGE - MICHAEL
SAVE YOUR GAME HERE. Open the garage door. NOTE: You
won’t be strong enough to open the door, unless you used the Hunk-O-Matic
machine. There’s a nice red sports car in here. Use the YELLOW
KEY in the boot of the car (not the car itself) to unlock it.
Now pick up TOOLS from the car boot. Pick up WATER
TAP HANDLE from the shelves next to the car. Head through the
gate, back up to the Swimming Pool Area.
GROUND FLOOR - SWIMMING POOL AREA - MICHAEL
Stay at the swimming pool for now. Use the ‘New Kid’ command,
and switch to Syd.
GROUND FLOOR - LIVING ROOM - SYD
Head left, and
continue left, until you are outside the mansion.
OUTSIDE - SYD
Something has appeared next to the stairs. Pick it up - it’s a
roll of UNDEVELOPED FILM. NOTE: This won‘t appear
until Weird Ed has his PACKAGE. Now on the left of the
stairs, pick up the bushes to reveal some grating. Open the
grating. NOTE: If you haven’t used the
Hunk-O-Matic Machine, you won’t be strong enough to open the grating.
Climb through the grating, so you are under the mansion.
UNDER THE MANSION - SYD
Head right, and continue right, until you reach the water
valve. SAVE YOUR GAME HERE. Turn on the water valve -
this drains the swimming pool. But you have to be quick, because if the
swimming pool is drained for too long, that causes a catastrophic reactor
explosion. Use the ‘New Kid’ command, and switch to
Michael.
GROUND FLOOR - SWIMMING POOL AREA - MICHAEL
The swimming pool
is empty now, since Syd drained it. Climb down the ladder into the
swimming pool.
Pick up GLOWING KEY from the ground. Pick up
the RADIO. Climb up the ladder, so you are out of the
swimming pool. Once you are away from the swimming pool, use the ‘New
Kid’ command, and switch back to Syd.
UNDER THE MANSION - SYD
Turn off the water valve, so the swimming pool fills up with water
again. Phew! Crises averted! Use the ‘New Kid’ command,
and switch to Michael.
GROUND FLOOR - SWIMMING POOL AREA - MICHAEL
Open the RADIO to find some more BATTERIES.
Use BATTERIES in your TORCH. These BATTERIES will
last for ages. Head left, and make your way to outside the front of the
mansion.
OUTSIDE - MICHAEL
Climb through the
grating, so you are under the mansion.
UNDER THE MANSION - MICHAEL
Head right, until you see Syd. Use the ‘New Kid’ command,
and switch to Syd.
UNDER THE MANSION - SYD
Give UNDEVELOPED FILM to Michael. Make your way
up to the Living Room on the Ground Floor in the Mansion.
GROUND FLOOR - LIVING ROOM - SYD
Use the ‘New Kid’ command, and switch back to
Michael.
UNDER THE MANSION - MICHAEL
Walk left a few steps, so you can see the puddle of developer.
This is what you knocked down from the shelf in the Store Room earlier
on. Use SPONGE with puddle of developer, and you
get SPONGE WITH DEVELOPER. Now make your way up to the
Landing on the 1st Floor.
1ST FLOOR -
LANDING - MICHAEL
Walk right, into
the Music & TV Room.
1ST FLOOR -
MUSIC & TV ROOM - MICHAEL
Remember you picked up the RECORD earlier on, which
features Tentacle Mating Calls? Wouldn’t you like a recording of
it? Use your CASSETTE TAPE in the cassette recorder,
then turn on the cassette recorder. You can tell it’s recording, because
the cassette recorder has little power lights to show when it’s in use.
Use RECORD (not the OLD RECORD) with the
Victrola, and turn on the Victrola. The mating calls are copied onto
your CASSETTE TAPE. Notice that the high pitched whine
of the mating calls, causes the vase on top of the piano to smash. After
a few seconds, turn off the Victrola and turn off the cassette recorder.
Pick up CASSETTE TAPE from the cassette recorder. Now
leave the room.
1ST FLOOR -
LANDING - MICHAEL
Climb down the
stairs to the Ground Floor.
GROUND FLOOR - ENTRANCE HALL - MICHAEL
Walk right, into
the Living Room.
GROUND FLOOR - LIVING ROOM - MICHAEL
Notice the glass chandelier hanging from the ceiling, and notice
the KEY in it. It’s much too high for you to
reach. Use CASSETTE TAPE with the Tentacle Mating Calls
in the cassette player, then turn on the cassette player. You can tell
it’s on when you can see the power lights on it. The high pitched whine
cracks the window, and also the chandelier. Pick up OLD RUSTY
KEY from the remains of the broken chandelier. Turn off the
cassette player. Walk left to leave the room.
GROUND FLOOR - ENTRANCE HALL - MICHAEL
Use the ‘New Kid’ command, and switch to Syd.
GROUND FLOOR - LIVING ROOM - SYD
Walk left, into the
Hallway.
GROUND FLOOR - ENTRANCE HALL - SYD
Position yourself in front of the door in the back wall, to the right of
the stairs. Use the ‘New Kid’ command, and switch back to
Michael.
GROUND FLOOR - ENTRANCE HALL - MICHAEL
Notice the gargoyles on either side of the stairs. Push the
gargoyle on the right. The door in the back wall opens. Use the ‘New
Kid’ command, and switch to Syd.
GROUND FLOOR - ENTRANCE HALL - SYD
Walk up through the
door, into the Nuclear Reactor room.
BASEMENT - NUCLEAR REACTOR ROOM - SYD
Use the ‘What Is’ command to find the light switch at the
bottom of the stairs. Turn on the light switch. You can see where
you’re going now. Walk left towards the door to the Dungeon. You
can’t enter the Dungeon from this side, but coming down here will save you some
time later on. Syd can stay here for a while. Use the ‘New
Kid’ command, and switch back to Michael.
GROUND FLOOR - ENTRANCE HALL - MICHAEL
Climb up the stairs to the 1st Floor
Landing. As soon as you step away from the gargoyle, the door in the back
wall will close again, but don’t worry about that.
1ST FLOOR -
LANDING - MICHAEL
Head up through the
security door, into the Hallway.
1ST FLOOR -
HALLWAY - MICHAEL
Walk right a few steps, and climb up the stairs to the 2nd Floor.
2ND FLOOR -
HALLWAY - MICHAEL
Walk left a few
steps, and enter the Photography Room.
2ND FLOOR -
PHOTOGRAPHY ROOM - MICHAEL
Since Michael is a photographer, this is where he shines.
Use SPONGE WITH DEVELOPER in the developer tray on the
left. Use UNDEVELOPED FILM in the tray of
developer. You happily get to work, and you soon end up with some
developed PRINTS. Read the PRINTS to learn
that they contain Weird Ed’s plans. Now leave the room.
2ND FLOOR -
HALLWAY - MICHAEL
Climb up the stairs to the 3rd Floor.
3RD FLOOR -
HALLWAY - MICHAEL
SAVE YOUR GAME HERE. Enter Door 3 in the back wall.
3RD FLOOR - WEIRD
ED’S ROOM - MICHAEL
Give PRINTS you developed to Weird Ed. This is
just the evidence he needs to overthrow the evil Meteor and rescue Dr
Fred. He tells you to meet him outside the Lab in 10 minutes. Don’t
worry though, you can take as long as you like, and Weird Ed will show up when
you need him. Now leave the room.
3RD FLOOR -
HALLWAY - MICHAEL
Walk right a few
steps, and enter the Study on the right.
3RD FLOOR STUDY -
MICHAEL
That man-eating plant looks hungry. Notice the hatch above the
man-eating plant - if only you could reach it. If you filled your EMPTY
JAR with water from the swimming pool, you will have radioactive water
in your JAR OF WATER. Use JAR OF WATER in
the pot for plant, and the plant will suddenly grow tall. In fact, it’s
tall enough to reach the hatch now. However, the plant is still
hungry. Use CAN OF PEPSI in the pot for plant.
That satisfied it! Now climb up the plant, and go through the hatch in the
ceiling.
3RD FLOOR -
TELESCOPE ROOM - MICHAEL
SAVE YOUR GAME HERE. That’s a big telescope! You could see
for miles, using this thing! Use the really powerful telescope, and you
see a tree in the garden. But there must be something more worthwhile to
look at. Notice the coin slot and the Control Panel on the left. Use
3 DIMES in the coin slot, then push the Right Button in the
Control Panel 3 times to rotate the telescope. Now use the really
powerful telescope again You should see a number - this is the
number that opens the wall safe. Take a note of the number - it changes
for every game. When you’re ready, climb down the hatch again.
3RD FLOOR - STUDY
- MICHAEL
Walk right through
the door, and into the dark attic.
3RD FLOOR - ATTIC
- MICHAEL
It’s too dark to see anything. Use the ‘What Is’ command
to find the light. It’s slightly above you and slightly to the
left. Turn on the light. Once you have light, notice the broken
wires in the back wall. You need to repair those wires. But you
can’t do it while the electricity is turned on - you need to turn the power
off. And to do that, you need to get into the Nuclear Reactor Room in the
Basement. Use the ‘New Kid’ command, and switch to Syd.
BASEMENT - NUCLEAR REACTOR ROOM - SYD
You should hopefully be down in the Nuclear Reactor room. SAVE
YOUR GAME HERE. Open the fuse box in the back wall. Turn off
the circuit breakers in the fuse box to turn the power off. An alarm goes
off. Use the ‘New Kid’ command, and switch to Michael.
3RD FLOOR - ATTIC
- MICHAEL
Turn on your TORCH, then use TOOLS to fix
the broken wires in the back wall. Syd may get caught by Purple Tentacle
and thrown into the Dungeon, but don’t worry about it. After your fix the
wires, use the ‘New Kid’ command, and switch to Syd.
***ALERT***
Some time after the
wires are fixed, you will see Dr Fred playing Meteor Mess in the Arcade.
***ALERT***
At some point, Dr
Fred will inform Nurse Edna that he has to turn off the power for a few
minutes. This may disrupt whatever you are currently doing, but just wait
until Dr Fred turns the power back on, and then continue.
BASEMENT - NUCLEAR REACTOR ROOM OR DUNGEON - SYD
You’ll either still be in the Nuclear Reactor room, or Purple Tentacle
will have thrown you in the dungeon. If you’re in the Dungeon, use the ‘What
Is’ command to find the Dungeon door on the right, and stand in front
of the door. Use the ‘New Kid’ command, and switch to
Dave.
BASEMENT - DUNGEON - DAVE
Use the ‘What Is’ command to find a loose brick under the
window on the left. Push the loose brick to open the Dungeon door.
Now use the ‘New Kid’ command, and switch back to Syd.
BASEMENT - DUNGEON - SYD
Walk up through the
door, into the Nuclear Reactor room.
BASEMENT - NUCLEAR REACTOR ROOM - SYD
Use the ‘What Is’ command to find the circuit breakers, and
turn on the circuit breakers to restore light. Walk right, and climb up
the stairs.
GROUND FLOOR - HALLWAY - SYD
Make your way up to the 3rd Floor
Hallway.
3RD FLOOR -
HALLWAY - SYD
Use the ‘New Kid’ command, and switch to Michael.
3RD FLOOR ATTIC -
MICHAEL
Climb down through
the hatch, so you’re back in the Study.
3RD FLOOR - STUDY
- MICHAEL
Use the ‘New Kid’ command, and switch to Syd.
3RD FLOOR -
HALLWAY - SYD
SAVE YOUR GAME HERE. You’re going to have to distract Nurse Edna
again. Open Door 2 in the back wall, and enter Nurse Edna’s room.
3RD FLOOR - NURSE
EDNA’S ROOM - SYD
Nurse Edna will capture you, and take you down to the Dungeon.
Quickly use the ‘New Kid’ command, and switch to Michael.
3RD FLOOR - STUDY
- MICHAEL
Walk left to leave
the Study.
3RD FLOOR -
HALLWAY - MICHAEL
Open Door 2 in the
back wall, and enter Nurse Edna’s room.
3RD FLOOR - NURSE
EDNA’S ROOM - MICHAEL
You have to be
quick here, since Nurse Edna won’t be gone for long. Walk right a few
steps, and climb up the ladder to the Attic.
3RD FLOOR - ATTIC
- MICHAEL
The wall safe that was hidden behind the painting is here. Open
the safe, and use the code you saw through the very powerful telescope.
The wall safe will open. Pick up the SEALED ENVELOPE from
the wall safe, but DON’T open it, since you‘ll just rip it. Climb down
the ladder, back into Nurse Edna’s room.
3RD FLOOR - NURSE
EDNA’S ROOM - MICHAEL
Nurse Edna has
probably returned. You know the drill now - she’ll capture you and take
you down to the Dungeon.
BASEMENT - DUNGEON - MICHAEL
Stand in front of
the Dungeon door. Use the trick with Dave and the loose brick to get out
of the Dungeon, then make your way up to the Ground Floor.
GROUND FLOOR - ENTRANCE HALL - MICHAEL
Walk left a few
steps, and enter the Kitchen.
GROUND FLOOR - KITCHEN - MICHAEL
Walk right a few steps, and turn on the tap at the sink. Use
your GLASS JAR with the tap to get a JAR OF WATER.
It’s important to use water from the tap this time, because radioactive water
from the swimming pool will kill you. Turn off the tap at the
sink. SAVE YOUR GAME HERE. Now open the microwave and
use JAR OF WATER in the microwave. Also use SEALED
ENVELOPE in the microwave. Close the microwave, then turn on the
microwave. This essentially steams the ENVELOPE. When
you hear the microwave ding, open it, and pick up the ENVELOPE.
Now open the ENVELOPE (it will be undamaged), and you find
a QUARTER. Walk left to leave the Kitchen.
GROUND FLOOR - ENTRANCE HALL - MICHAEL
Climb up the stairs to the 1st Floor
Landing.
1ST FLOOR -
LANDING - MICHAEL
Head up through the
security door, into the Hallway.
1ST FLOOR -
HALLWAY - MICHAEL
Walk right a few
steps, and enter through the door next to the stairs, into the Arcade.
1ST FLOOR -
ARCADE - MICHAEL
Use your QUARTER in the Meteor Mess game. You
play the game, then you get to see the High Scores. Dr Fred (DFE) is top
of the High Scores list. Take a note of his High Score - it changes for
every game. Now leave the Arcade.
1ST FLOOR -
HALLWAY - MICHAEL
Make your way up to the 3rd Floor
Hallway.
3RD FLOOR -
HALLWAY - MICHAEL
Open Door 2 in the
back wall, and enter Nurse Edna‘s room.
3RD FLOOR - NURSE
EDNA’S BEDROOM - MICHAEL
Let Nurse Edna
capture you, and take you down to the Dungeon.
BASEMENT - DUNGEON - MICHAEL
All 3 of you are in the Dungeon now. Walk left a few steps, to the
Sekrit Lab. There’s a huge door, with 2 padlocks, preventing you from
getting into the lab. Use GLOWING KEY to unlock both
padlocks in the door. Open the outer door. There is another door
behind the first one, and this one needs a code to open it. Open the
inner door, and enter Dr Fred’s high score from Meteor Mess arcade game.
The door to the Sekrit Lab opens. SAVE YOUR GAME HERE, then
enter the Secret Lab.
BASEMENT - SECRET LAB - MICHAEL
Purple Tentacle is
here, and he will threaten you. But Weird Ed shows up, and chases him
away. Open door in the right wall, and walk through to the next
room.
Dr Fred and Sandy are here. Dr Fred is not happy to see you, and
activates the Self-Destruct Sequence. You only have 2 minutes, before the
whole mansion blows up! Walk right a few steps, open the locker, and pick
up the RADIATION SUIT. You automatically wear the RADIATION
SUIT. Use CARD KEY in the Card Slot next to door on
the right. Walk right into the next room.
Pull the switch in the back wall - this breaks evil Meteor’s mind
control over Dr Fred. Dr Fred, free of Meteor’s influence, tries to stop
the Self-Destruct, but he can’t deactivate it. It’s up to you to stop the
evil Meteor once and for all! Pick METEOR, open door on the
right, and walk right into the next room.
GROUND FLOOR GARAGE - MICHAEL
You find yourself back at the Garage. Use METEOR in
the car boot, then close the car boot. Use YELLOW KEY with
the car. Watch, as the car acts like a rocket, and blasts off into
space.
Now sit back, and
enjoy the final cut scene. Congratulations, you have rescued Sandy,
completed Maniac Mansion.
The End.
No comments:
Post a Comment