16 October 2021

Maniac Mansion

 

YEAR:  1987


GENRE:  Point & Click Adventure


WHERE TO GET IT:   GOG








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DAVE, SYD, & JEFF

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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 a talented 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 KETCHUPLETTUCEOLD BATTERIESCHEESE, 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 CHOWCANNED GOODSFRUIT 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 FRUITPAINT 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.  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, 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 - 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.  Being a fellow-musician, you can sympathise with him.  There must be a way 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 Jeff. 

 

 

 

 

OUTSIDE - JEFF

 

Poor Jeff 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 - JEFF

 

Make your way up to the 3rd Floor Hallway. 

 

 

 

 

3RD FLOOR - HALLWAY - JEFF

 

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 - JEFF

 

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 - JEFF

 

Walk left, and leave the mansion. 

 

 

 

 

OUTSIDE - JEFF

 

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 - JEFF

 

Jeff 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 Syd.  Nurse Edna will capture you, and take you to the Dungeon. 

 

 

 

 

3RD FLOOR - STUDY - SYD

 

While Nurse Edna is taking Dave to the Dungeon, you should leave the Study. 

 

 

 

 

3RD FLOOR - HALLWAY - SYD

 

Open Door 2, and enter Nurse Edna’s Room. 

 

 

 

 

3RD FLOOR - NURSE EDNA’S ROOM - SYD

 

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 - SYD

 

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 - SYD

 

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 Syd.  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 Syd. 

 

 

 

 

BASEMENT - DUNGEON - SYD

 

The Dungeon door on the right should still be open.  Walk up through that door. 

 

 

 

 

BASEMENT - NUCLEAR REACTOR ROOM - SYD

 

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 - SYD

 

Walk left a few steps, and enter the Kitchen. 

 

 

 

 

GROUND FLOOR - KITCHEN - SYD

 

Head right, and continue right, until you reach the Pantry. 

 

 

 

 

GROUND FLOOR-  PANTRY - SYD

 

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 - SYD

 

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 - SYD

 

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 - SYD

 

Stay at the swimming pool for now.  Use the ‘New Kid’ command, and switch to Jeff. 

 

 

 

 

GROUND FLOOR - LIVING ROOM - JEFF

 

Head left, and continue left, until you are outside the mansion. 

 

 

 

 

OUTSIDE - JEFF

 

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 - JEFF

 

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 Syd. 

 

 

 

 

GROUND FLOOR - SWIMMING POOL AREA - SYD

 

The swimming pool is empty now, since Jeff 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 Jeff. 

 

 

 

 

UNDER THE MANSION - JEFF

 

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 Syd. 

 

 

 

 

GROUND FLOOR - SWIMMING POOL AREA - SYD

 

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 the Entrance Hall. 

 

 

 

 

GROUND FLOOR - ENTRANCE HALL - SYD

 

Climb the stairs, up to the Landing on the 1st Floor. 

 

 

 

 

1ST FLOOR - LANDING - SYD

 

Walk right, into the Music & TV Room. 

 

 

 

 

1ST FLOOR - MUSIC  & TV ROOM - SYD

 

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 - SYD

 

Climb down the stairs to the Ground Floor. 

 

 

 

 

GROUND FLOOR - ENTRANCE HALL - SYD

 

Walk right, into the Living Room. 

 

 

 

 

GROUND FLOOR - LIVING ROOM - SYD

 

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, and pick up the CASSETTE TAPE from the cassette player again.  Walk left to leave the room. 

 

 

 

 

GROUND FLOOR - ENTRANCE HALL - SYD

 

Use the ‘New Kid’ command, and switch to Jeff. 

 

 

 

 

UNDER THE MANSION - JEFF

 

Walk left, until you are outside again. 

 

 

 

 

OUTSIDE - JEFF

 

Enter the mansion. 

 

 

 

 

GROUND FLOOR - ENTRANCE HALL - JEFF

 

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 Syd. 

 

 

 

 

GROUND FLOOR - ENTRANCE HALL - SYD

 

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 Jeff. 

 

 

 

 

GROUND FLOOR - ENTRANCE HALL - JEFF

 

Walk up through the door, into the Nuclear Reactor room. 

 

 

 

 

BASEMENT - NUCLEAR REACTOR ROOM - JEFF

 

If necessary, 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.  Jeff can stay here for a while.  Use the ‘New Kid’ command, and switch back to Syd. 

 

 

 

 

GROUND FLOOR - ENTRANCE HALL - SYD

 

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 - SYD

 

Walk right, into the Music & TV Room. 

 

 

 

 

1ST FLOOR - MUSIC  & TV ROOM - SYD

 

Your recording of the Tentacle Mating Calls has done it’s job, but now you need a new recording.  Use CASSETTE TAPE in the cassette recorder, and turn on the cassette recorder, so it‘s recording.  Use the piano to play a song.  Playing the piano is second nature to you, since you’re a talented musician.  When you’ve finished playing, turn off the cassette recorder, and pick up CASSETTE TAPE from the cassette recorder.  Now leave the room. 

 

 

 

 

1ST FLOOR - LANDING - SYD

 

Head up through the security door, into the Hallway. 

 

 

 

 

1ST FLOOR - HALLWAY - SYD

 

Make your way up to the 3rd Floor. 

 

 

 

 

3RD FLOOR - HALLWAY - SYD

 

SAVE YOUR GAME HERE.  Enter Door 1 in the back wall, so you’re in Dr Fred’s bedroom. 

 

 

 

 

3RD FLOOR - DR FRED’S BEDROOM - SYD

 

Walk left a few steps, and climb up the ladder into Green Tentacle‘s Bedroom. 

 

 

 

 

3RD FLOOR - GREEN TENTACLE’S BEDROOM - SYD

 

Make sure you have the OLD RUSTY KEY at this point, since you won’t be able to get it later.  Green Tentacle is still depressed about not being able to get a recording contract.  Maybe you could cheer him up.  Give him CASSETTE TAPE with your demo song.  Green Tentacle is very impressed, and he tells you about his own DEMO TAPE.  Pick up his DEMO TAPE from the bed.  Now climb down the ladder on the left. 

 

 

 

 

3RD FLOOR - DR FRED’S BEDROOM - SYD

 

Walk right to leave the room. 

 

 

 

 

3RD FLOOR - HALLWAY - SYD

 

Walk right a few steps, and enter the Study on the right. 

 

 

 

 

3RD FLOOR STUDY - SYD

 

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 - SYD

 

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 - SYD

 

Walk right through the door, and into the dark attic. 

 

 

 

 

3RD FLOOR - ATTIC - SYD

 

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 Jeff. 

 

 

 

 

BASEMENT - NUCLEAR REACTOR ROOM - JEFF

 

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 Syd. 

 

 

 

 

3RD FLOOR - ATTIC - SYD

 

Turn on your TORCH, then use TOOLS to fix the broken wires in the back wall.  Jeff 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 Jeff. 

 

 

 

 

***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 - JEFF

 

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 Jeff. 

 

 

 

 

BASEMENT - DUNGEON - JEFF

 

Walk up through the door, into the Nuclear Reactor room. 

 

 

 

 

BASEMENT - NUCLEAR REACTOR ROOM - JEFF

 

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 - JEFF

 

Make your way up to the 3rd Floor Hallway. 

 

 

 

 

3RD FLOOR - HALLWAY - JEFF

 

Use the ‘New Kid’ command, and switch to Syd. 

 

 

 

 

3RD FLOOR ATTIC - SYD

 

Climb down through the hatch, so you’re back in the Study. 

 

 

 

 

3RD FLOOR - STUDY - SYD

 

Use the ‘New Kid’ command, and switch to Jeff. 

 

 

 

 

3RD FLOOR - HALLWAY - JEFF

 

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 - JEFF

 

Nurse Edna will capture you, and take you down to the Dungeon.  Quickly use the ‘New Kid’ command, and switch to Syd. 

 

 

 

 

3RD FLOOR - STUDY - SYD

 

Walk left to leave the Study. 

 

 

 

 

3RD FLOOR - HALLWAY - SYD

 

Open Door 2 in the back wall, and enter Nurse Edna’s room. 

 

 

 

 

3RD FLOOR - NURSE EDNA’S ROOM - SYD

 

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 - SYD

 

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 - SYD

 

Nurse Edna has probably returned.  You know the drill now - she’ll capture you and take you down to the Dungeon. 

 

 

 

 

BASEMENT - DUNGEON - SYD

 

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 - SYD

 

Walk left a few steps, and enter the Kitchen. 

 

 

 

 

GROUND FLOOR - KITCHEN - SYD

 

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 - SYD

 

Climb up the stairs to the 1st Floor Landing. 

 

 

 

 

1ST FLOOR - LANDING - SYD

 

Head up through the security door, into the Hallway. 

 

 

 

 

1ST FLOOR - HALLWAY - SYD

 

Walk right a few steps, and enter through the door next to the stairs, into the Arcade. 

 

 

 

 

1ST FLOOR - ARCADE - SYD

 

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 - SYD

 

Make your way up to the 3rd Floor Hallway. 

 

 

 

 

3RD FLOOR - HALLWAY - SYD

 

Walk right, into the Study. 

 

 

 

 

3RD FLOOR - STUDY - SYD

 

Use ENVELOPE with the typewriter, to type out an address.  You add the Publisher’s address.  NOTE:  This won’t work, unless you saw the advert with Publicist Mark Eteer on TV.  Use DEMO TAPE with the ENVELOPE, then use STAMPS with the TAPE IN ENVELOPE.  Now read TAPE IN STAMPED ENVELOPE to check that the address is correct.  Leave the room, and make your way down to the Ground Floor. 

 

 

 

 

GROUND FLOOR - ENTRANCE HALL - SYD

 

 Walk left to leave the mansion. 

 

 

 

 

OUTSIDE - SYD

 

Walk left to the mailbox.  Open the mailbox, and use TAPE IN STAMPED ENVELOPE in the mailbox.  Close the mailbox, and pull the flag up on the mailbox, so that the Postman knows to come and collect the mail.  Enter the mansion again. 

 

 

 

 

GROUND FLOOR - ENTRANCE HALL - SYD

 

It will take a few minutes, until you see the clip with Mark Eteer receiving the Demo Tape in his office.  It will take another few minutes for Mark Eteer to respond.  So be patient.  Keep waiting here until you hear the doorbell ring (it won’t ring if you wait outside).  Now leave the mansion and go outside. 

 

 

 

 

OUTSIDE - SYD

 

Walk left to the mailbox.  Open the mailbox and take the CONTRACT.  Read the CONTRACT - it’s a recording CONTRACT for Green Tentacle.  Let‘s go and give it to him.  Enter the mansion again. 

 

 

 

 

GROUND FLOOR - ENTRANCE HALL - SYD

 

Make your way up to the 3rd Floor Hallway. 

 

 

 

 

3RD FLOOR - HALLWAY - SYD

 

Enter Door 1 in the back wall. 

 

 

 

 

3RD FLOOR - DR FRED’S BEDROOM - SYD

 

Walk left a few steps, and climb up ladder on the left, up to Green Tentacle’s Room. 

 

 

 

 

3RD FLOOR - GREEN TENTACLE’S ROOM - SYD

 

Give the recording CONTRACT to Green Tentacle.  He’s absolutely thrilled, and vows to protect you from now on.  Walk left a few steps and climb back down the hatch. 

 

 

 

 

3RD FLOOR - DR FRED’S BEDROOM - SYD

 

Walk right to leave the room. 

 

 

 

 

3RD FLOOR - HALLWAY - SYD

 

Open Door 2 in the back wall, and enter Nurse Edna‘s room. 

 

 

 

 

3RD FLOOR - NURSE EDNA’S BEDROOM - SYD

 

Let Nurse Edna capture you, and take you down to the Dungeon. 

 

 

 

 

BASEMENT - DUNGEON - SYD

 

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 - SYD

 

Purple Tentacle is here, and he will threaten you.  But Green Tentacle comes to your rescue, and chases Purple Tentacle 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 - SYD

 

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.


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