YEAR: 1987
GENRE: Point & Click Adventure
WHERE TO GET IT: GOG
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DAVE, SYD, & BERNARD
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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 Syd.
OUTSIDE - SYD
Syd is an aspiring
musician. Head left, and continue left, until you see the front doors to
the mansion. Enter the mansion.
GROUND FLOOR - ENTRANCE HALL - SYD
Go through the door
next to the Grandfather Clock, into the Kitchen.
GROUND FLOOR - KITCHEN - SYD
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 - SYD
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 - SYD
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 - SYD
Walk right a few
steps. Open door on the right, and enter the Living Room.
GROUND FLOOR - LIVING ROOM - SYD
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 - SYD
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 - SYD
Climb up the stairs to the 1st Floor
Landing.
1ST FLOOR -
LANDING - SYD
Notice the
paintings of Dr Fred and Nurse Edna. Open door on the left, and enter the
Art Room.
1ST FLOOR - ART
ROOM - SYD
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 - SYD
Open door on the
right, and enter the Music & TV Room.
1ST FLOOR - MUSIC
& TV ROOM - SYD
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 - SYD
Walk up through the security door, into the 1st Floor
Hallway.
1ST FLOOR -
HALLWAY - SYD
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 - SYD
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 - SYD
Walk right a few
steps, open the next door, and enter the Arcade.
1ST FLOOR -
ARCADE - SYD
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
- SYD
Climb up the stairs to the 2nd Floor.
2ND FLOOR -
HALLWAY - SYD
Walk left a few steps. You’re blocked by Green Tentacle, who won’t
let you pass until you feed him (if Bernard sees Green Tentacle, he‘ll run away
screaming in fright). 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 - SYD
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. Since you‘re not a
photographer, this room doesn‘t interest you, so just leave the room.
2ND FLOOR HALLWAY
- SYD
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
Syd.
3RD FLOOR -
HALLWAY - SYD
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 - SYD
The radio is broken, and you don‘t know how to fix 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 - SYD
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 - SYD
Walk right to the
Hallway.
3RD FLOOR -
HALLWAY - SYD
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 - SYD
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 - SYD
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 - SYD
Walk left to the
Hallway.
3RD FLOOR -
HALLWAY - SYD
Open door on the
right, and enter the Study.
3RD FLOOR - STUDY
- SYD
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
- SYD
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
- SYD
Syd 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 Bernard.
OUTSIDE - BERNARD
Bernard is a
technical whiz-kid. He can fix any electrical equipment. Head left,
and continue left, until you see the front doors to the mansion. Enter
the mansion.
GROUND FLOOR - ENTRANCE HALL - BERNARD
Walk right, into
the Living Room.
GROUND FLOOR - LIVING ROOM - BERNARD
Remember the old fashioned radio, next to the door? Bernard is the
only kid who knows how to deal with electrical equipment, so pick up RADIO
TUBE from the old fashioned radio. Now walk left, back to the
Entrance Hall.
GROUND FLOOR - ENTRANCE HALL - BERNARD
Make your way up to the 3rd Floor
Hallway.
3RD FLOOR -
HALLWAY - BERNARD
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 - BERNARD
Use the
Hunk-O-Matic Machine to get stronger. Now leave the room.
3RD FLOOR -
HALLWAY - BERNARD
Walk right, into
the Study.
3RD FLOOR - STUDY
- BERNARD
Use the ‘New Kid’ command, and switch to Syd.
3RD FLOOR - STUDY
- SYD
Give all your Inventory Items to Bernard. Now use the ‘New
Kid’ command, and switch back to Bernard.
3RD FLOOR - STUDY
- BERNARD
Leave the room, and
make your way back down to the Ground Floor.
GROUND FLOOR - ENTRANCE HALL - BERNARD
Walk left, to go
outside the mansion.
OUTSIDE - BERNARD
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 - BERNARD
Bernard can stay here for now. Use the ‘New Kid’ command,
and switch to Dave.
3RD FLOOR - DEAD
COUSIN TED’S ROOM - 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
Make your way down
to the Ground Floor.
GROUND FLOOR - ENTRANCE HALL - DAVE
Notice the door in the back wall, to the right of the stairs. Position
yourself in front of that door. Use the ‘New Kid’ command,
and switch back to Bernard.
GROUND FLOOR - LIVING ROOM - BERNARD
Walk left to leave
the room, and return to the Entrance Hall.
GROUND FLOOR - ENTRANCE HALL - BERNARD
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 Dave.
GROUND FLOOR - ENTRANCE HALL - DAVE
Walk up through the
door, into the Nuclear Reactor room.
BASEMENT - NUCLEAR REACTOR ROOM - DAVE
This room is dark, and you can‘t see anything. Use the ‘What
Is’ command to find the light switch, which is next to the stairs at
the bottom. Turn on the light switch. Now that you can see what
you’re doing, walk left to the other end of the room. Pick up SILVER
KEY from the back wall. Now walk right, and climb back up the
stairs on the right.
GROUND FLOOR - ENTRANCE HALL - DAVE
Give all your
Inventory Items to Bernard. Now walk left to leave the mansion, and go
outside.
OUTSIDE - DAVE
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 - DAVE
Head right, and continue right, until you reach the water valve.
Use the ‘New Kid’ command, and switch to Bernard.
GROUND FLOOR - ENTRANCE HALL - BERNARD
Walk up through the
door next to the Grandfather Clock, into the Kitchen.
GROUND FLOOR - KITCHEN - BERNARD
Head right, and
continue right, until you reach the Pantry.
GROUND FLOOR- PANTRY - BERNARD
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 - BERNARD
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. Now use the ‘New
Kid’ command, and switch to Dave.
UNDER THE MANSION - DAVE
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 Bernard.
GROUND FLOOR - SWIMMING POOL AREA - BERNARD
The swimming pool
is empty now, since Dave 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 Dave.
UNDER THE MANSION - DAVE
Turn off the water
valve, so the swimming pool fills up with water again. Phew! Crises
averted! Head left, and continue left, until you are outside the
mansion.
OUTSIDE - DAVE
Enter the
mansion.
GROUND FLOOR - ENTRANCE HALL - DAVE
Head right, and
continue right, until you reach the Library.
GROUND FLOOR - LIBRARY - DAVE
Dave can stay here for now. Use the ‘New Kid’ command,
and switch to Bernard.
GROUND FLOOR - SWIMMING POOL AREA - BERNARD
The pool is filled with water again. Open the RADIO to
find some more BATTERIES. Use BATTERIES in
your TORCH. These BATTERIES will last for
ages. Now open the gate, and head up to the Garage.
GROUND FLOOR - GARAGE - BERNARD
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 - BERNARD
Make your way back
to the Ground Floor Entrance Hall.
GROUND FLOOR - ENTRANCE HALL - BERNARD
Head right, and
continue right, until you reach the Library.
GROUND FLOOR - LIBRARY - BERNARD
Walk right a few steps, so you can see the phone next to the
armchair. Use TOOLS to fix the phone. Now make your
way back to the Entrance Hall.
GROUND FLOOR - ENTRANCE HALL - BERNARD
Climb up the stairs, to the 1st Floor.
1ST FLOOR -
LANDING - BERNARD
Walk right, into
the Music & TV Room.
1ST FLOOR -
MUSIC & TV ROOM - BERNARD
Remember the RECORD that 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 - BERNARD
Climb down the
stairs, to the Ground Floor.
GROUND FLOOR - ENTRANCE HALL - BERNARD
Walk right, into
the Living Room.
GROUND FLOOR - LIVING ROOM - BERNARD
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 - BERNARD
Make your way up to the 3rd Floor.
3RD FLOOR -
HALLWAY - BERNARD
Look at the 4 doors
in the back wall. Enter Door 4, into Dead Cousin Ted’s room.
3RD FLOOR - DEAD
COUSIN TED’S ROOM - BERNARD
Walk right, into
the Bathroom.
3RD FLOOR -
BATHROOM - BERNARD
Open the shower curtain to see Dead Cousin Ted. Notice the message
about Edna, on the back wall. But Dead Cousin Ted is blocking some of the
message. Use WATER TAP HANDLE with the water tap to the
right of the bath, next to the window. Turn on the water tap - Dead
Cousin Ted moves out of the way. Turn off the water tap again. Now
you can read the whole message. Take a note of Edna’s number - it changes
with every game. Now leave the bathroom.
3RD FLOOR - DEAD
COUSIN TED’S ROOM - BERNARD
Walk left, back to
the hallway.
3RD FLOOR -
HALLWAY - BERNARD
Look at the 4 doors in the back wall, and stand outside Door 2, but
don’t enter yet. Use the ‘New Kid’ command, and switch to
Dave.
GROUND FLOOR - LIBRARY - DAVE
Dave should still be in the Library. SAVE YOUR GAME HERE.
Use the phone, and dial the number you saw in Dead Cousin Ted’s bathroom to
call Nurse Edna. Now use the ‘New Kid’ command, and quickly
switch to Bernard.
3RD FLOOR -
HALLWAY - BERNARD
Wait until you see
Nurse Edna answer the phone. Now open Door 2, and enter Nurse Edna’s
room.
3RD FLOOR - NURSE
EDNA’S ROOM - BERNARD
Nurse Edna is getting excited about her phone call. You have to be
quick here, because she won’t be distracted 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
- BERNARD
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. Now you
have to get out of here, without being caught. Use the ‘New Kid’ command,
and switch to Dave.
GROUND FLOOR - LIBRARY - DAVE
As before, use the phone, and dial the number you saw in Dead Cousin
Ted’s bathroom to call Nurse Edna. Now use the ‘New Kid’ command,
and quickly switch to Bernard.
3RD FLOOR - ATTIC
- BERNARD
Wait until you see
Nurse Edna answer the phone. Now make sure the painting is left open,
then climb back down the ladder, into her room.
3RD FLOOR - NURSE
EDNA’S ROOM - BERNARD
Quickly walk left,
and leave her room.
3RD FLOOR -
HALLWAY - BERNARD
You’re not safe
yet, so don’t hang around. Walk right, into the Study.
3RD FLOOR - STUDY
- BERNARD
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 - BERNARD
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
- BERNARD
Walk right through
the door, and into the dark attic.
3RD FLOOR - ATTIC
- BERNARD
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.
3RD FLOOR - STUDY
- SYD
Make your way down
to the Ground Floor Entrance Hall.
GROUND FLOOR - ENTRANCE HALL - SYD
You did this trick before, but you need to do it again. Position
yourself in front of the door in the back wall, to the right of the
stairs. Use the ‘New Kid’ command, and switch to Dave.
GROUND FLOOR - LIBRARY - DAVE
Make your way to
the Entrance Hall.
GROUND FLOOR - ENTRANCE HALL - DAVE
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 in the back wall, into the Nuclear Reactor Room.
BASEMENT - NUCLEAR REACTOR ROOM - SYD
It’s probability dark in here again. Use the ‘What
Is’ command to find the light switch at the bottom of the
stairs. Turn on the light switch. Walk left to the end of the
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 Bernard.
3RD FLOOR - ATTIC
- BERNARD
Turn on your TORCH, then use TOOLS to fix
the broken wires in the back wall. After your fix the wires, use the ‘New
Kid’ command, and switch to Syd.
BASEMENT - NUCLEAR REACTOR ROOM - SYD
You may get caught by Purple Tentacle and thrown into the Dungeon, but
don’t worry about it. But if you’re quick enough, you won’t get
caught. Either way, use the ‘New Kid’ command, and switch
back to Bernard.
3RD FLOOR - ATTIC
- BERNARD
Climb down the
hatch, into the Study.
***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.
3RD FLOOR - STUDY
- BERNARD
It’s time to open
that wall safe in Nurse Edna’s room. Walk left, into the Hall.
3RD FLOOR -
HALLWAY - BERNARD
Stand outside Door 2, but DON’T enter yet. Use the ‘New
Kid’ command, and switch to Dave.
GROUND FLOOR - ENTRANCE HALL - DAVE
Head right, and
continue right, until you reach the Library.
GROUND FLOOR - LIBRARY - DAVE
Use the phone, and dial the number you saw in Dead Cousin Ted’s room, to
call Nurse Edna. Now use the ‘New Kid’ command, and
switch to Bernard.
3RD FLOOR -
HALLWAY - BERNARD
Wait until you see
Nurse Edna answer the phone, then enter her room.
3RD FLOOR - NURSE
EDNA’S BEDROOM - BERNARD
Nurse Edna is
distracted by the phone, so she won’t bother you. Walk right, and climb
up the ladder, into the Attic.
3RD FLOOR - ATTIC
- BERNARD
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. Use the ‘New
Kid’ command, and switch to Dave.
GROUND FLOOR - LIBRARY - DAVE
Use the phone to call Nurse Edna again, using the number you saw in Dead
Cousin Ted’s room. Use the ‘New Kid’ command, and switch to
Bernard.
3RD FLOOR - ATTIC
- BERNARD
Wait until you see
Nurse Edna answer the phone, then climb down the ladder, into her room.
3RD FLOOR - NURSE
EDNA’S BEDROOM - BERNARD
Walk left to leave
her room.
3RD FLOOR -
HALLWAY - BERNARD
You’re not safe
yet, so don’t hang around here. Head left, and make your way down to the
Ground Floor.
GROUND FLOOR - ENTRANCE HALL - BERNARD
Walk left a few
steps, and head up through the door, into the Kitchen.
GROUND FLOOR - KITCHEN - BERNARD
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 - BERNARD
Climb up the stairs to the 1st Floor
Landing.
1ST FLOOR -
LANDING - BERNARD
Head up through the
security door, into the Hallway.
1ST FLOOR -
HALLWAY - BERNARD
Walk right a few
steps, and enter up through the door next to the stairs, into the Arcade.
1ST FLOOR -
ARCADE - BERNARD
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 - BERNARD
Make your way up to the 3rd Floor.
3RD FLOOR -
HALLWAY - BERNARD
Enter through Door
1, into Dr Fred’s room.
3RD FLOOR - DR
FRED’S ROOM - BERNARD
SAVE YOUR GAME HERE. Read the Wanted Poster on the back wall to
learn about the evil Meteor. So the Meteor is wanted by the Meteor
Police? Hmm, maybe you should call them. Turn on the radio in this
room, only to discover that it’s missing a part. Maybe you could fix it,
using your technical knowledge. Use RADIO TUBE in the
tube socket, then turn on the radio. Use the radio, and enter the phone
number you saw on the Wanted Poster. The Meteor Police answers your call,
and tells you that he’ll be there in 5 minutes. So you have 5 minutes to
get everything ready for the Meteor Police. Walk right to leave the
room.
3RD FLOOR -
HALLWAY - BERNARD
Open Door 2, and
enter Nurse Edna’s room. Don’t bother about distracting her this
time.
3RD FLOOR - NURSE
EDNA’S ROOM - BERNARD
Let Nurse Edna
capture you. She’ll take you down to the Dungeon.
BASEMENT - DUNGEON - BERNARD
SAVE YOUR GAME HERE. 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. The door to the Sekrit Lab
opens, but DON‘T enter. Wait for the Meteor Police to arrive. It
may take a few minutes, so be patient.
When the Meteor Police teleports in, he accidentally drops his
police BADGE, before barging straight into the Secret Lab, and
arresting the evil Meteor. Pick up the police BADGE from
the floor, then enter the Secret Lab.
BASEMENT - SECRET LAB - BERNARD
Purple Tentacle is here, and he will threaten you. Give him the
police BADGE. He’ll panic, thinking you’re with the police,
and run away. Walk right, 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, and 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, deactivates the Self-Destruct Sequence.
Now sit back, and
enjoy the final cut scene. Congratulations, you have rescued Sandy,
completed Maniac Mansion.
The End.
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