This walkthrough is intended for private and personal use ONLY. This
walkthrough, in whole or in part, can only be reproduced or distributed
with the permission of the author (TSC). This walkthrough has
been designed to aid you in the game [Maniac Mansion] and not to be
used for profitable purposes. Anyone who wants my walkthrough on
his/her website will have to write and ask me unless I offer to let
them use it. Violation of this agreement is prohibited and punishable
by law.
*****************
Table of Contents
*****************
+ Introduction
+ The Story
+ Controls
+ Characters
+ Hazards in the Mansion
+ A Guide to the Mansion
+ FAQ
+ Walkthrough
+ Bernard
+ Wendy
+ Syd (also works for Razor)
+ Michael
+ Items List
+ Version History
+ Credits
************
Introduction
************
Hello again, TSC here with his ninth FAQ. I decided to write this guide
just after playing the game through for the first time, partially
because it's a fun and challenging game, and partially because I didn't
have anything else to write about. Hopefully, some of you have read my
previous guides, all of which can be found on GameFAQs.com, and all of
which are shamefully advertised here:
+ CTR: Crash Team Racing (PSX)
+ Dr. Brain: IQ Adventure (PC)
+ Wario Land II (Game Boy Color)
+ Wario Land 4 (Game Boy Advance)
+ Monkey Island 2: LeChuck's Revenge (PC)
+ The Curse of Monkey Island (PC)
+ Rayman 3: HoodLum Havoc (PS2)
+ Rayman 2: Revolution (PS2)
Feel free to send me e-mail if you find any errors or if you notice any
secrets. Just label it clearly so I don't mistake it for spam, and
check the ENTIRE walkthrough, AND the FAQ section, before sending me a
question. If you send me threats, spam, insults, spam, insincere
messages, spam, incomprehensible gibberish (i.e. "yo man yur gid is
kewl but yu missd something) spam, spam, or spam, I will block you. But
other than that, feel free to write! You can reach me at
ts_chapman@yahoo.com (I am not responsible for long reply delays).
Also, if you need help in the game, but don't want to be just given the
answers by a full walkthrough, you might want to check out the Items
section after the main guide, or (for even less revealing hints) the
Guide to he Mansion before the main guide.
*********
The Story
*********
It has been twenty years since a mysterious purple meteor came hurtling
out of the sky and made a large crater in the front lawn of a large
Victorian mansion belonging to the Edison family. Dr. Fred, his wife
Nurse Edna, and their son Weird Ed were reclusive people who left the
house very rarely, but the meteor's arrival brought about a strange
change in Dr. Fred. Now, a local cheerleader has vanished without a
trace. Dave, her boyfriend, has gathered a few of his close comrades on
a mission to invade the mansion and save Sandy.
********
Controls
********
At the bottom of the screen at all times during the game, except
cutscenes, there are twelve "verbs" – Push, Pull, Give, Open, Close, Go
To, Get, Use, Read, New Kid, Turn On, and Turn Off. Click on one of
these verbs to start a sentence, and then click an object on screen or
in the inventory to finish it. For example, if you clicked "Get" then
clicked on a key, the sentence would read, "Get key" and your character
would then pick it up if possible. Sentences with the verbs "Use" and
"Give" will have more than two parts. For example if you clicked "Use",
then the same key in your inventory, then a door, the sentence would
read "Use key in door" and your character would unlock the door. "Use"
is for combining two items, while "Give" enables you to switch items
between the inventories of your characters. "New kid" also requires
some explanation. If you choose "New Kid" a list of your three party
members appears. Choose the one you are currently playing as to exit
the menu, or choose another name to switch to that character with their
separate position, abilities, and inventory. If the kid you choose is
dead (see "Hazards in the Mansion" below) you will see only their
gravestone.
**********
Characters
**********
-------------------------------
The Teenagers and their Skills
-------------------------------
---Dave---
Background: Sandy's boyfriend, who is very sure he saw Dr. Fred bring
Sandy to the old mansion. Dave has red hair and is willing to do
whatever possible to save Sandy.
Skills: None.
Weaknesses: See above.
For: Dave is a mandatory character and is automatically selected. Good
thing too, or nobody would choose him.
---Bernard---
Background: Physics champion and all-around nerd, Bernard nonetheless
is a valuable character. His technical skills are highly sought after
as he can repair radios and telephones.
Skills: Can fix the telephone; can fix the radio in Dr. Fred's room.
Weaknesses: Afraid of the Green Tentacle, and refuses to even be in the
same room with him. For some reason, not afraid of the Purple Tentacle.
For: Beginners or players who don't really want a challenge.
---Syd and Razor---
Background: Syd and Razor are both musicians who can use the piano.
They are listed as one character because they have the exact same
skills. Syd is the boy, Razor is the girl.
Skills: Can play the piano well.
Weaknesses: If you forget to pull the stamps off the package before
giving it to Weird Ed, they're useless.
For: Slightly more advanced players.
---Wendy---
Background: Wendy wants to be a novelist. It's surprising that she
isn't one yet because she has great writing skills, even to the point
where she can rewrite a manuscript in a matter of minutes.
Skills: Can rewrite the meteor's manuscript.
Weaknesses: If you forget to pull the stamps off the package before
giving it to Weird Ed, she's useless.
For: Players who have played through once or twice.
---Michael---
Background: Ace photographer for the college newspaper, Michael is the
only one of Dave's friends who knows how to use a darkroom. He can
befriend Weird Ed as well.
Skills: Can develop Weird Ed's plans to defeat the Meteor.
Weaknesses: None to speak of.
For: Players who have played through once or twice.
---Jeff---
Background: Known as "surfer dude," Jeff is somewhat ungifted in the
area of rescue-related talent, to put it lightly.
Skills: Can fix the telephone.
Weaknesses: Redundant; Bernard also has his only skill. Also, has no
way of getting past Purple Tentacle.
For: Advanced players.
-------------------------
Residents of the Mansion
-------------------------
---Dr. Fred---
Apparent villain of the game, Dr. Fred is actually slave to the mind
powers of the evil meteor. Formerly a quack with medical degrees from
correspondence courses, Fred has raised a family in his giant mansion.
Some of his greatest creations are the Zom-B-Matic machine, which the
meteor uses to control him, and living, disembodied tentacles.
---Nurse Edna---
The strange and obscene blue-skinned (maybe that nuclear reactor isn't
so safe after all) wife of the equally blue-skinned Dr. Fred. Edna is
schooled in heavy breathing, hates intruders, and has a phone extension
in her room. Use these things to your advantage.
---Weird Ed---
Ed, the son of Dr. Fred, has been trying for some time to save his
father from the meteor, but his plans to do so were stolen. Since then
he has remained mostly in his room, finding solace in his hamster. Ed
loves that hamster, so don't come between them.
---Dead Cousin Ted---
A mummy who lives in a comfortable sarcophagus equipped with a pillow
and a TV. Ted died some time ago, but Edna is still expecting a call
from him because she's too lazy to walk the twenty feet to his room.
---Green Tentacle---
One of the results of Dr. Fred's odd genetic breeding experiments,
Green Tentacle lives in a musically furnished room above the good
doctor's. He wants to get a band started but he can't. He has some
psychological problems and can slip very easily into jealous rage.
---Purple Tentacle---
Dr. Fred's loyal servant, Purple Tentacle is less independent than
Green Tentacle and guards the door to his lab. He is steadfast but will
quail before a member of the Meteor Police.
---The Murderous Purple Slimy Meteor---
Purple Meteor's origins are lost in the mists of time and space, but he
is a wanted criminal throughout the galaxy who twenty years ago crash-
landed in Dr. Fred's front yard. He somehow found his way into the
mind-control seat of power in Dr. Fred's Zom-B-Matic, and has been
manipulating Fred ever since. He orchestrated the plot to kidnap Sandy
and suck her pretty brains out.
***********************
Hazards in the Mansion
***********************
-----------
The Dungeon
-----------
The Dungeon is a large and empty room accessed through the far left
door in the basement. If one of your characters runs into one of the
following three mansion residents, they will be taken to the dungeon.
NURSE EDNA – In the first few minutes after entering the house, Nurse
Edna is located in the kitchen next to the refrigerator, but for the
rest of the game, she is in her room (unless she is taking someone to
the dungeon).
WEIRD ED – Weird Ed spends all his time in his room, unless the
doorbell sounds. There is one cutscene in the game where Ed decides to
get something to eat, so when you see this, if you are between Ed's
room and the kitchen, get into an adjoining room QUICKLY to avoid him
and stay there for ten seconds to a minute (depending on where you are
with respect to his room). Do the same when you see the scene
indicating he has left the kitchen or if the doorbell rings. If you
have Ed's hamster, and he finds you, give it to him to score a one-time
free pass out of the dungeon. Give him his package, though, and from
then on he will never take either of the supporting characters to the
dungeon. He will still take whichever kid took his hamster or broke his
piggy bank, though, but only if that kid DIDN'T give him the package.
PURPLE TENTACLE – Located beyond the inner lab door. Purple Tentacle
won't actually see you unless you get pretty close, but when he does,
he will take you to the dungeon. Purple Tentacle leaves the lab only at
the command of Dr. Fred, and Dr. Fred only commands him to if the power
goes off or if the pool is drained. He will not take any of your
characters to the dungeon once you show him the Meteor Police badge,
the contract from Mark Eteer, or after Weird Ed or Green Tentacle takes
care of him.
The way to escape the dungeon is to use the Old Rusty Key, found in the
living room, on the door. The key can be used on either side of the
door. There is also a loose brick under the fourth window from the
right. If you have two kids in the dungeon, position one by the door
and one by the loose brick. Push the brick, then switch to the kid next
to the door and leave. Only one of two trapped kids can escape this
way, so choose the one with the larger and/or more useful
inventory/skills. The other will have to wait for the Old Rusty Key or
for another kid.
Getting into the dungeon is vital because the doors to the lab are also
located there.
-----------------
Individual Death
-----------------
Numerous things in the game can kill your kids. If a kid dies, they
will become a tombstone in the front yard, which you will see every
time you switch to that kid. A dead kid's inventory is lost forever, so
if that kid has any vital items, you'll probably want to reload the
game from before they died.
THE HAMSTER – Weird Ed loves his hamster very much. If you take it from
his room, Syd or Razor (none of the others are willing to) can put it
in the microwave and turn it on. If you give the hamster's remains back
to Ed, he will kill whichever character gave them to him.
THE RADIOACTIVE POOL – To get into the outer lab, you need the glowing
key from the bottom of the pool. To get it you must drain the pool. If
you drain the pool, send a kid down into the pool, then refill it, the
kid down there will die.
RADIOACTIVE STEAM – If you fill the glass jar with pool water, then
microwave the jar and open the microwave, the radioactive steam will
kill the kid that opened the microwave.
GREEN TENTACLE – As mentioned before, Green Tentacle can very easily go
into a jealous rage. If you show him any contract not intended for him
(i.e. one obtained by mailing Syd's tape, Razor's tape, or Wendy's
rewritten manuscript to Mark Eteer) he will murder the kid that showed
him the contract.
PURPLE METEOR – Like the pool, the Meteor is highly radioactive. If you
enter the same room as the Meteor without wearing a radiation suit, the
radioactivity will kill you.
---------
Game Over
---------
In addition to killing one kid, there are ways to destroy the entire
house that involve the nuclear reactor core in the basement. This will
cause the death of all three kids (not to mention Dr. Fred, Sandy,
Nurse Edna, Weird Ed, the Meteor, the Tentacles, and the hamster) and
end the game. If this happens your only option is to reload the game.
THE CIRCUIT BREAKERS – Turn off the circuit breakers and leave them off
for too long, and a meltdown will occur, destroying the house.
THE RED BUTTON OF DOOM – At the bottom of the nuclear pool is a giant
red button. Pushing this button will inexplicably destroy the house.
THE POOL – If you drain the pool and leave it drained for too long, the
buildup of nuclear water will blow up the house.
THE SELF-DESTRUCT SYSTEM – At the end of the game, Dr. Fred activates
the mansion's self-destruct system to stop you from rescuing Sandy. To
stop it, you need to free him from the Meteor's mind control by turning
off the Zom-B-Matic. If you wait too long, and the timer runs out, the
house blows up.
***********************
A Guide to the Mansion
***********************
Although this is not a full walkthrough, it provides necessary info on
all the rooms of the mansion, what can be found there (although not how
to get it) what to do there (although not how to do it) and the rooms
accessed from it (and the keys needed to unlock them). It can be used
as an alternative to the main guide for those who don't want to be told
outright how to do things.
---Sample Entry---
Description: What the room is like.
Items: Necessary items located in the room.
To Do: Tasks to be performed in the room that aren't self-evident (I
don't include things like "go up the stairs").
Leads To: The other rooms accessed from the room, the doors leading to
them, and the keys needed to unlock those doors.
Description: The lawn at the front of the house.
Items: Roll of Film, Key, Package, Stamps.
To Do: Unlock the mansion; pull open the grating; find out the
mansion's address; get the package.
Leads To: Front Hall (through Front Door; requires Key) Valve Room
(through grating; requires increased strength).
---Front Hall---
Description: The small and bare front hall of the mansion contains a
grandfather clock, a long flight of stairs, and some decorative
gargoyles.
Items: None.
To Do: Get into the basement.
Leads To: Front Yard (through Front Door; requires Key) Kitchen
(through door next to clock) Second Floor Landing (up staircase)
Basement (through handleless door) Living Room (through far right
door).
---Valve Room---
Description: A dank cellar under the floorboards, containing only the
valve to drain and refill the pool.
Items: Puddle of developer.
To Do: Get the developer; drain the pool.
Leads To: Front Yard (through grating).
---Kitchen---
Description: A large room containing cooking implements like a
microwave, a sink, a refrigerator, and a chainsaw.
Items: Flashlight, Can of Pepsi.
To Do: Open the envelope without tearing it; fill the glass jar with
water; get Green Tentacle something to drink.
Leads To: Front Hall (through far left door) Dining Room (through far
right door).
---Basement---
Description: The gloomy basement which contains the nuclear reactor
responsible for powering the Mansion. Also home to a fuse box which, if
used incorrectly, is very dangerous.
Items: Silver Key
To Do: Unlock the dungeon; turn off the power.
Leads To: Front Hall (through far right door) Dungeon (through far left
door; requires Old Rusty Key).
---Living Room---
Description: A sparse living room containing stereophonic equipment and
a rather fragile chandelier.
Items: Old Rusty Key, Radio Tube
To Do: Smash the chandelier.
Leads to: Front Hall (through far right door) Library (through far left
door).
---Second Floor Landing---
Description: This small landing boasts a useless security door.
Items: None.
To Do: None.
Leads To: Front Hall (down staircase) Art Room (through left-hand door)
Music Room (through right-hand door) Second Floor Hallway (through
steel security door).
---Dining Room---
Description: A room with a long and totally unused table.
Items: None.
To Do: None.
Leads To: Kitchen (through far left door) Pantry (through far right
door).
---Pantry---
Description: The small, cramped pantry which holds shelves of inedible
items.
Items: Glass Jar, Bottle of Developer.
To Do: Obtain (and break) the developer.
Leads To: Dining Room (through far left door) Pool (through central
door; requires Silver Key).
---Pool---
Description: The site of a deadly pool filled with radioactive waste
and other debris.
Items: None.
To Do: Climb down into the pool; get some radioactive water.
Leads To: Pantry (through left-hand door) Pool Bottom (down ladder;
requires water to be drained) Back Yard (through gate).
---Pool Bottom---
Description: The bottom of the aforementioned pool.
Items: Glowing Key, Radio
To Do: Grab various helpful items; avoid pushing the red button of
doom.
Leads To: Pool (up ladder).
---Garage---
Description: Home to Edsel, the Edison family car.
Items: Tools, Faucet Handle.
To Do: Open the garage; send the Meteor off into space (requires Yellow
Key); open the trunk to get the tools (requires Yellow Key).
Leads To: Pool (through gate).
---Dungeon---
Description: Prison where the kids are thrown if caught.
Items: None.
To Do: Escape from the dungeon; unlock the lab doors.
Leads To: Outer Lab (through Outer and Inner Lab Doors; requires
Glowing Key and lab pass code) Basement (through far right door;
requires Old Rusty Key or pushing the loose brick).
---Library---
Description: Book-filled room with a broken stairway and a telephone.
Items: Cassette Tape.
To Do: Call Nurse Edna to distract her.
Leads To: Living Room (through far left door).
---Art Room---
Description: Filled with painting supplies, this room is probably the
source of the portraits of Fred and Edna throughout the house.
Items: Bowl of Wax Fruit, Paint Remover
To Do: None.
Leads To: Second Floor Landing (through door).
---Music Room---
Description: Location of a piano, recording paraphernalia, and a TV
that perpetually plays the same ad.
Items: None.
To Do: Record a tape for shattering glass; record Syd or Razor's piano
playing; learn Mark Eteer's address.
Leads To: Second Floor Landing (through door).
---Second Floor Hallway---
Description: A blue hallway with various doors.
Items: None.
To Do: None.
Leads To: Second Floor Landing (through steel security door) Dr. Fred's
Office (through left-hand door) Arcade (through right-hand door) Third
Floor (up stairs).
---Dr. Fred's Office---
Description: Fred's office holds medical charts, a real skeleton, and a
desk.
Items: Manuscript.
To Do: None.
Leads To: Second Floor Hallway (through door).
---Arcade---
Description: Full of electronic games, this room is Dr. Fred's place of
recreation.
Items: None.
To Do: Learn the pass code to the inner lab door.
Leads To: Second Floor Hallway (through door).
---Third Floor---
Description: This small hallway is where Green Tentacle accosts you
early on in the game.
Items: None.
To Do: Quench Green Tentacle's hunger and thirst.
Leads To: Second Floor Hallway (down stairs) Darkroom (through door)
Fourth Floor (up stairs).
---Darkroom---
Description: A place to develop photographs? This mansion's got
everything!
Items: None.
To Do: Develop Weird Ed's plans.
Leads To: Third Floor (through door).
---Fourth Floor Hallway---
Description: The hallway with doors to all of the Edisons' rooms. Most
dangerous place to be if you want to avoid the dungeon.
Items: None.
To Do: None.
Leads To: Third Floor (through first door on left) Dr. Fred's Room
(through second door on left) Nurse Edna's Room (through third door)
Weird Ed's Room (through fourth door) Dead Cousin Ted's Room (through
fifth door) Portrait Room (through sixth door).
---Dr. Fred's Room---
Description: Dr. Fred's bed is here, even though he never sleeps
anymore.
Items: Dime.
To Do: Call the Meteor Police.
Leads To: Fourth Floor Hallway (through door) Green Tentacle's Room (up
ladder).
---Green Tentacle's Room---
Description: Giant speakers and posters dominate Green Tentacle's
bedroom at the top of the house.
Items: Yellow Key, Record, Demo Tape.
To Do: Get Green Tentacle's demo tape.
Leads To: Dr. Fred's Room (down ladder).
---Nurse Edna's Room---
Description: A room with a feminine bed and wallpaper, where Nurse Edna
spends her time waiting for a phone call.
Items: Small Key.
To Do: Get to the Storage Room.
Leads To: Fourth Floor Hallway (through door) Storage Room (up ladder).
---Storage Room---
Description: In the storage room is a safe, where Nurse Edna keeps her
most treasured possession…
Items: Envelope, Quarter.
To Do: Open the safe.
Leads To: Nurse Edna's Room (down ladder).
---Weird Ed's Room---
Description: Weird Ed lives in here with his hamster and military
models.
Items: Hamster, Purple Card Key, Dime.
To Do: Befriend Weird Ed.
Leads To: Fourth Floor Hallway (through door)
---Dead Cousin Ted's Room---
Description: Here Ted dwells in his comfortable coffin.
Items: None.
To Do: Bulk yourself up.
Leads To: Fourth Floor Hallway (through left-hand door) Bathroom
(through right-hand door).
---Bathroom---
Description: Strangely, this is the only bathroom in the house. Dead
Cousin Ted's corpse is found here.
Items: Sponge.
To Do: Learn Nurse Edna's number.
Leads To: Dead Cousin Ted's Room (through door).
---Portrait Room---
Description: A small room overshadowed by a large painting of the
Edison family. A very thirsty plant lives here.
Items: None.
To Do: Access the Observatory; access the Attic; rewrite the
manuscript.
Leads To: Fourth Floor Hallway (through left-hand door) Observatory
(through hatch) Attic (through right-hand door)
---Observatory---
Description: The room where Dr. Fred watches the stars with his Very
Powerful Telescope.
Items: None.
To Do: Find out Nurse Edna's safe combination.
Leads To: Portrait Room (through hatch).
---Attic---
Description: Here, the wiring in the walls is exposed and broken.
Items: None.
To Do: Fix the wires to restore power to the Arcade games.
Leads To: Portrait Room (down ladder).
---Outer Lab---
Description: Here Dr. Fred spends most of his time. In the room are a
control panel which controls the nuclear reactor, a map of the house,
and Purple Tentacle, who guards the Inner Lab.
Items: None.
To Do: Get past Purple Tentacle.
Leads To: Dungeon (through left-hand door) Inner Lab (through right-
hand door).
---Inner Lab---
Description: The Zom-B-Matic's machinery is housed here, with Sandy
strapped into one of the brain suckers. There is also a Pepsi machine
for when Dr. Fred gets thirsty.
Items: None.
To Do: None.
Leads To: Outer Lab (through left-hand door) Meteor Room (through
right-hand door; requires Purple Card Key.)
---Meteor Room---
Description: The seat of power for the Zom-B-Matic is here, which the
Purple Meteor uses to control Dr. Fred. Also, the central core module
of the Zom-B-Matic, along with its master power switch, is here.
Items: Meteor.
To Do: Turn off the Zom-B-Matic; get rid of the Meteor.
Leads To: Inner Lab (through left-hand door) Garage (through right-hand
door).
Q: Can I put your guide on my website?
A: YES, already. But you HAVE to write and ask first or it's copyright
infringement.
Q: One of my kids is dead, and they had the [insert item]! What should
I do?
A: You've got to reload the game to get your items back.
Q: I gave Weird Ed his package, but I didn't pull the stamps off yet.
Am I in trouble?
A: Yes, if your team is Dave/Wendy/Syd, Dave/Wendy/Razor, or
Dave/Syd/Razor. In these teams, both supporting characters need the
stamps. Otherwise, you can get by just fine.
Q: I gave Weird Ed his package, but I still need something in his room
and he won't answer the doorbell. Help!
A: If you don't have Michael, don't give Ed the package at all. It
makes things much harder. If you must give him the package, though,
here's how to get into his room afterwards. If the hamster is already
gone, the kid that took the package can take the card key and he won't
care. To get the stuff in the piggy bank, though, you'll need to take a
kid he doesn't like (i.e. one who took his hamster) and send him into
Ed's room. Have the kid who gave Ed the package wait outside the door,
then send him or her in when Ed is off taking the other kid to the
dungeon.
Q: I don't have Bernard or Jeff. How am I supposed to get by Nurse
Edna?
A: Put one kid in Dr. Fred's room and leave the door open. Then send
another kid into Nurse Edna's room. When she is occupied taking the
offending kid to the dungeon, switch to the kid in Dr. Fred's room,
send him or her into Nurse Edna's room, grab whatever you can, and GET
OUT FAST!
Q: I can't find [item]!
A: Check the walkthrough. All items are in ALL CAPS.
Q: I can't find [room]!
A: Check the Guide to the Mansion. All the room names are the same as
the ones I use in the guide, so use the Leads To information to find
your way from a location you know to that room.
Q: Why aren't there guides for Jeff or Razor?
A: Jeff doesn't have the skills needed to even get past Purple
Tentacle, so with him you need all three party members, and these
guides are for two characters only. Razor is not included because her
walkthrough is EXACTLY the same as Syd's, to the letter.
-----------------------------------------------------------------------
It's time for the guide!
$$$$$$$$$$$
WALKTHROUGH
$$$$$$$$$$$
Each walkthrough is written entirely for the ONE character it deals
with. In situations where two characters are needed (diverting Nurse
Edna or opening the basement, for example) I will use Dave for that
second character.
There is no walkthrough for Jeff, nor is there one for Razor. Jeff
doesn't have the skills needed to even get past Purple Tentacle, so
with him you need all three party members, and these guides are for two
characters only. Razor is not included because her walkthrough is
EXACTLY the same as Syd's, to the letter.
************
Character 1
Bernard
************
------------------------
Objective 1
Get Past Green Tentacle
------------------------
Since Bernard can't be in the same room with Green Tentacle, this
objective will be completed by Dave. As Dave, walk left past the fence
and climb the steps to the front porch. Pull the doormat and get the
KEY. Use the KEY in the front door and go inside. Switch to your third
character (this is the only time you'll need him or her) and post him
or her next to the mailbox next to the front porch.
Switch back to Dave in the front hall. Be sure to NOT enter the kitchen
for a little while, since Nurse Edna is in there. You don't need to
yet, anyway. Instead, climb the stairs and enter the painting room
through the left-hand door. Pick up the BOWL OF WAX FRUIT, then return
to the second floor landing and open the steel security door. In the
second floor hallway, go to the end and climb the stairs. Try to go
past Green Tentacle, and he demands to be fed. Give him the BOWL OF WAX
FRUIT, and he announces that now he's thirsty. Go back down to the
front hall and wait outside the kitchen door for a couple of minutes.
Then go in and cross to the fridge. Open it and pick up the CAN OF
PEPSI. Alternately, you can go through the right-hand door to the
dining room and continue through to the pantry, where you'll find the
FRUIT DRINKS. Return to the third floor and give Green Tentacle the CAN
OF PEPSI or the FRUIT DRINKS, and he will let you through. Go up the
stairs behind him to the fourth floor, and enter Dr. Fred's room, the
first door on the long wall. Climb the ladder to Green Tentacle's
bedroom, and pick up the RECORD near the mondo stereo and the YELLOW
KEY hanging on the wall. Go all the way back down to the front hall.
-------------------
Objective 2
Unlock the Dungeon
-------------------
Switch to Bernard and enter the mansion. At some time during this
objective, the doorbell will ring. When it does, immediately switch to
your third character and get the PACKAGE. As the third character, go
back to the starting point of the game. You won't need the PACKAGE as
Bernard, nor will you need the third character anymore.
Switch to Dave and give Bernard the KEY, RECORD, YELLOW KEY, and CAN OF
PEPSI. Now switch to Bernard. Go through the door at the far right end
of the hallway, through the living room, and into the library. Turn on
the lamp and go all the way to the end of the library. Pull the loose
panel next to the telephone and get the CASSETTE TAPE. Return to the
front hall and go up to the second floor landing. Enter the music room
through the door on the right. Use the CASSETTE TAPE in the tape
recorder, then use the RECORD with the Victrola. Turn on the tape
recorder and the Victrola IN THAT ORDER. Wait for the vase on the piano
to shatter, then turn off the Victrola and the tape recorder. Get the
CASSETTE TAPE and go down to the living room. Open the cabinet under
the old-fashioned radio and use the CASSETTE TAPE with the tape player.
Turn the tape player on and soon the chandelier will smash. Turn off
the tape player and get the OLD RUSTY KEY. Now, if any kid gets locked
in the dungeon, Bernard can simply go down to the basement and unlock
the door. He can also unlock the door from the inside if he is
imprisoned.
--------------------------
Objective 3
Unlock the Outer Lab Door
--------------------------
If it hasn't already happened, the doorbell will ring at some point
during this objective. When it does, immediately switch to your third
character and get the PACKAGE. As the third character, go back to the
starting point of the game. You won't need the PACKAGE as Bernard, nor
will you need the third character anymore.
As Bernard, go to the front hall and stand in front of the handleless
door that leads to the basement. Switch to Dave and pull the right-hand
staircase gargoyle, then switch back to Bernard and enter the basement.
Turn on the light switch and go all the way to the left. Get the SILVER
KEY next to the fusebox.
Leave the basement and go all the way up to the fourth floor. Enter
Dead Cousin Ted's room and use the Hunk-O-Matic, then return to the
front hall and give the SILVER KEY to Dave. Go out into the front yard
(if Ed has already been there and the door is closed, use the KEY with
it) and pull the bushes. Pull the grating and climb into the Valve
Room. Go right and wait by the valve.
Switch to Dave and go through the kitchen and dining room to the
pantry. Unlock the door with the SILVER KEY and go out to the pool.
Stand next to the ladder.
Switch to Bernard and turn on the valve, then, once the cutscene is
over, switch to Dave and climb down the ladder. Get the GLOWING KEY and
the RADIO, then climb out of the pool again. Switch to Bernard and turn
off the valve.
Have both Bernard and Dave go to the front hall. As Dave, give Bernard
the GLOWING KEY and RADIO. You now have the necessary key to unlock the
outer lab door!
--------------------------
Objective 4
Unlock the Inner Lab Door
--------------------------
Open the RADIO to get the BATTERIES, then enter the kitchen and get the
FLASHLIGHT. Use the BATTERIES with the FLASHLIGHT, but don't turn it on
yet. Instead, go out to the pool through the pantry. Open the gate and
go through it, then open the garage with your increased strength. Use
the YELLOW KEY with the trunk and get the TOOLS. Also, get the FAUCET
HANDLE from the shelf.
Go back to the front hall and give Dave the OLD RUSTY KEY. Have Dave
wait by the basement door, then switch to Bernard and pull the correct
gargoyle. Switch to Dave and enter the basement. Go left and open the
fusebox, but don't do anything else yet.
Switch to Bernard and climb the stairs. Enter the painting room and get
the PAINT REMOVER. Ascend to the fourth floor and enter the door at the
very end of the hallway. Use the PAINT REMOVER on the orange paint to
reveal a door. Open it and go through.
Turn on the attic light and go over to the exposed wires. Switch to
Dave and turn off the circuit breakers, then switch to Bernard once the
cutscene ends and turn on the FLASHLIGHT. Use the TOOLS with the wires
and switch back to Dave, who has probably been accosted by Purple
Tentacle at this point. Unlock the dungeon door with the OLD RUSTY KEY,
go through, and turn on the circuit breakers. Have Dave and Bernard
meet in the front hall, and have Dave give Bernard back the OLD RUSTY
KEY. Now send Bernard upstairs to the fourth floor hallway, and put
Dave outside by the doorbell.
Have Bernard wait just inside the door of Dead Cousin Ted's room, then
have Dave ring the doorbell. Switch to Bernard, wait about ten seconds,
then go out into the hallway. Enter Weird Ed's room and get the HAMSTER
and the PURPLE CARD KEY. Then leave and go hide in Dead Cousin Ted's
room. Switch to Dave and ring the bell again, then switch to Bernard,
wait ten seconds, and return to Ed's room. "Get" the piggy bank to
break it, then get a DIME and return to Ted's room. Wait a little
while, then bring Dave up to the fourth floor hallway and have him wait
outside Nurse Edna's door. Switch to Bernard and enter Dead Cousin
Ted's bathroom. Use the FAUCET HANDLE with the faucet, then turn on the
faucet to move Ted's body and reveal Nurse Edna's number. Go all the
way down to the library and use the TOOLS with the phone. Use the phone
and dial Nurse Edna's number.
Switch to Dave when the cutscene ends and enter Edna's room. Get the
SMALL KEY and climb the ladder into the storage room. Turn on the
light, pull the painting, and switch to Bernard.
Go through the kitchen to the pantry and get the GLASS JAR. Go out to
the pool and use the GLASS JAR with the pool to get a jar of
radioactive water. Go all the way up to the fourth floor hallway and
enter Dr. Fred's room. Get the DIME and return to the hallway. Enter
the portrait room and use the CAN OF PEPSI, then the GLASS JAR with the
plant. Climb up to the hatch.
Use both DIMES with the coin slot in the control panel, then push the
right button twice. Use the really powerful telescope to look into the
storage room and find out the combination to Edna's safe. Switch to
Dave and open the safe. Get the ENVELOPE inside. Since to win with
Bernard you don't need the ENVELOPE, only its contents, you can just
open it to get the QUARTER. Switch to Bernard and go down to the
library. Call Edna again and, while she is occupied, switch to Dave,
descend the ladder, pass Edna, and go out into the hallway and down to
the front hall. Switch to Bernard and go to the front hall. Switch back
to Dave and give Bernard the SMALL KEY and the QUARTER.
If by this point you haven't seen a cutscene with Dr. Fred playing the
Meteor Mess game in the arcade, enter and exit a room a few times until
it rolls. Then, switch to Bernard and go up to the arcade off the
second floor hallway. Use the QUARTER with the coin box. When the high
scores list is displayed at the end of the arcade game, remember the
score that goes with whichever initials start with "DF" because this is
Dr. Fred's high score. (If you need to see it again, use the SMALL KEY
with the coin box, get the QUARTER, close the coin box, and put the
QUARTER back in). This high score also happens to be the pass code to
the inner lab door.
-------------------------
Objective 5
Get Past Purple Tentacle
-------------------------
Go down to the front hall again. Dave should still be there. Wait in
front of the basement door, then switch to Dave and pull the gargoyle.
Switch back to Bernard and re-enter the basement. Go all the way left
and use the OLD RUSTY KEY in the dungeon door. Cross the dungeon and
use the GLOWING KEY with both padlocks on the outer lab door. Next, try
to open the inner lab door. When the keypad appears, enter Dr. Fred's
high score and the door opens. (IMPORTANT NOTE: If you do anything
after this point to make Dr. Fred send out Purple Tentacle – like
turning off the circuit breakers or turning on the water valve – the
doors will close again after Purple Tentacle returns).
Return to the front hall, leaving ALL the doors open (that includes the
dungeon door) and enter the den. Open the old-fashioned radio and get
the RADIO TUBE. Go all the way up to Dr. Fred's room and use the RADIO
TUBE with the tube socket. Read the poster to learn the number for the
meteor police, then use the radio and call them. Watch the cutscene,
then stay where you are. Eventually, a police siren heralds the cops'
arrival. After another scene, return to the dungeon and get the POLICE
BADGE. Go into the lab and give the POLICE BADGE to Purple Tentacle.
If for some reason you don't have the PURPLE CARD KEY yet, GET IT
BEFORE DOING ANYTHING ELSE. If Dr. Fred turns on the self-destruct and
you don't have it, you're as good as dead. Go through the door and
enter the Inner Lab. Ignore Dr. Fred's attempts to stop you, and
eventually he will run over and initiate the self-destruct sequence.
Open the locker and get the RADIATION SUIT on, then use the PURPLE CARD
KEY in the card slot. Open the door and turn off the lever to finish
the game.
************
Character 2
Wendy
************
------------------------
Objective 1
Get Past Green Tentacle
------------------------
Walk left past the fence and climb the steps to the front porch. Pull
the doormat and get the KEY. Use the KEY in the front door and go
inside. Switch to your third character (this is the only time you'll
need him or her) and post him or her next to the mailbox next to the
front porch.
Switch back to Wendy in the front hall. Be sure to NOT enter the
kitchen for a little while, since Nurse Edna is in there. You don't
need to yet, anyway. Instead, climb the stairs and enter the painting
room through the left-hand door. Pick up the BOWL OF WAX FRUIT, then
return to the second floor landing and open the steel security door. In
the second floor hallway, go to the end and climb the stairs. Try to go
past Green Tentacle, and he demands to be fed. Give him the BOWL OF WAX
FRUIT, and he announces that now he's thirsty. Go back down to the
front hall and wait outside the kitchen door for a couple of minutes.
Then go in and cross to the fridge. Open it and pick up the CAN OF
PEPSI. Alternately, you can go through the right-hand door to the
dining room and continue through to the pantry, where you'll find the
FRUIT DRINKS. Return to the third floor and give Green Tentacle the CAN
OF PEPSI or the FRUIT DRINKS, and he will let you through. Go up the
stairs behind him to the fourth floor, and enter Dr. Fred's room, the
first door on the long wall. Climb the ladder to Green Tentacle's
bedroom, and pick up the RECORD near the mondo stereo and the YELLOW
KEY hanging on the wall.
-------------------
Objective 2
Unlock the Dungeon
-------------------
At some time during this objective, the doorbell will ring. When it
does, immediately switch to your third character and get the PACKAGE
and STAMPS. As the third character, wait until Weird Ed has returned to
his room, then enter the front hall. Switch to Wendy and bring her to
the front hall as well. Switch to the third character and give Wendy
the PACKAGE and STAMPS, then return to the starting point of the game.
You won't need your third character anymore. Switch back to Wendy and
return to whatever she was doing.
Go through the door at the far right end of the front hallway, through
the living room, and into the library. Turn on the lamp and go all the
way to the end of the library. Pull the loose panel next to the
telephone and get the CASSETTE TAPE. Return to the front hall and go up
to the second floor landing. Enter the music room through the door on
the right. Use the CASSETTE TAPE in the tape recorder, then use the
RECORD with the Victrola. Turn on the tape recorder and the Victrola IN
THAT ORDER. Wait for the vase on the piano to shatter, then turn off
the Victrola and the tape recorder. Get the CASSETTE TAPE and go down
to the living room. Open the cabinet under the old-fashioned radio and
use the CASSETTE TAPE with the tape player. Turn the tape player on and
soon the chandelier will smash. Turn off the tape player and get the
OLD RUSTY KEY. Now, if any kid gets locked in the dungeon, Wendy can
simply go down to the basement and unlock the door. She can also unlock
the door from the inside if she is imprisoned.
--------------------------
Objective 3
Unlock the Outer Lab Door
--------------------------
If it hasn't already happened, the doorbell will ring at some point
during this objective. When it does, immediately switch to your third
character and get the PACKAGE and STAMPS. As the third character, wait
until Weird Ed has returned to his room, then enter the front hall.
Switch to Wendy and bring her to the front hall as well. Switch to the
third character and give Wendy the PACKAGE and STAMPS, then return to
the starting point of the game. You won't need your third character
anymore. Switch back to Wendy and return to whatever she was doing.
As Wendy, go to the front hall and stand in front of the handleless
door that leads to the basement. Switch to Dave and pull the right-hand
staircase gargoyle, then switch back to Wendy and enter the basement.
Turn on the light switch and go all the way to the left. Get the SILVER
KEY next to the fusebox.
Leave the basement and go all the way up to the fourth floor. Enter
Dead Cousin Ted's room and use the Hunk-O-Matic, then return to the
front hall and give the SILVER KEY to Dave. Go out into the front yard
(if Ed has already been there and the door is closed, use the KEY with
it) and pull the bushes. Pull the grating and climb into the Valve
Room. Go right and wait by the valve.
Switch to Dave and go through the kitchen and dining room to the
pantry. Unlock the door with the SILVER KEY and go out to the pool.
Stand next to the ladder.
Switch to Wendy and turn on the valve, then, once the cutscene is over,
switch to Dave and climb down the ladder. Get the GLOWING KEY and the
RADIO, then climb out of the pool again. Switch to Wendy and turn off
the valve.
Have both Wendy and Dave go to the front hall. As Dave, give Wendy the
GLOWING KEY and RADIO. You now have the necessary key to unlock the
outer lab door!
--------------------------
Objective 4
Unlock the Inner Lab Door
--------------------------
Open the RADIO to get the BATTERIES, then enter the kitchen and get the
FLASHLIGHT. Use the BATTERIES with the FLASHLIGHT, but don't turn it on
yet. Instead, go out to the pool through the pantry. Open the gate and
go through it, then open the garage with your increased strength. Use
the YELLOW KEY with the trunk and get the TOOLS.
Go back to the front hall and give Dave the OLD RUSTY KEY. Have Dave
wait by the basement door, then switch to Wendy and pull the correct
gargoyle. Switch to Dave and enter the basement. Go left and open the
fusebox, but don't do anything else yet.
Switch to Wendy and climb the stairs. Enter the painting room and get
the PAINT REMOVER. Ascend to the fourth floor and enter the door at the
very end of the hallway. Use the PAINT REMOVER on the orange paint to
reveal a door. Open it and go through.
Turn on the attic light and go over to the exposed wires. Switch to
Dave and turn off the circuit breakers, then switch to Wendy once the
cutscene ends and turn on the FLASHLIGHT. Use the TOOLS with the wires
and switch back to Dave, who has probably been accosted by Purple
Tentacle at this point. Unlock the dungeon door with the OLD RUSTY KEY,
go through, and turn on the circuit breakers. Have Dave and Wendy meet
in the front hall, and have Dave give Wendy back the OLD RUSTY KEY.Now
send Wendy upstairs to the fourth floor hallway, and put Dave outside
by the doorbell.
Have Wendy wait just inside the door of Dead Cousin Ted's room, then
have Dave ring the doorbell. Switch to Wendy, wait about ten seconds,
then go out into the hallway. Enter Weird Ed's room and get the HAMSTER
and the PURPLE CARD KEY. Then leave and go hide in Dead Cousin Ted's
room. Switch to Dave and ring the bell again, then switch to Wendy,
wait ten seconds, and return to Ed's room. "Get" the piggy bank to
break it, then get a DIME and return to Ted's room. Wait a little
while, then bring Dave up to the fourth floor hallway and put him in
Dead Cousin Ted's room. Switch to Wendy, go back out to the hallway and
enter Nurse Edna's room. When Edna is off taking Wendy to the dungeon,
quickly switch to Dave and enter Edna's room. Get the SMALL KEY and
climb the ladder into the storage room. Turn on the light, pull the
painting, and switch to Wendy.
Let yourself out of the dungeon with the OLD RUSTY KEY and return to
the front hall again. Go through the kitchen to the pantry and get the
GLASS JAR. Go out to the pool and use the GLASS JAR with the pool to
get a jar of radioactive water. Go all the way up to the fourth floor
hallway and enter Dr. Fred's room. Get the DIME and return to the
hallway. Enter the portrait room and use the CAN OF PEPSI, then the
GLASS JAR with the plant. Climb up to the hatch.
Use both DIMES with the coin slot in the control panel, then push the
right button twice. Use the really powerful telescope to look into the
storage room and find out the combination to Edna's safe. Switch to
Dave and open the safe. Get the ENVELOPE inside but DON'T OPEN IT.
Switch to Wendy and enter Edna's room. While Edna is gone, switch to
Dave, descend the ladder, go out into the hallway, and hide in Ted's
room. After a little while, go down to the front hall. Switch to Wendy,
let yourself out of the dungeon, and go to the front hall. Switch back
to Dave and give Wendy the SMALL KEY and the ENVELOPE.
If by this point you haven't seen a cutscene with Dr. Fred playing the
Meteor Mess game in the arcade, enter and exit a room a few times until
it rolls. Then, switch to Wendy and enter the kitchen. Turn on the
faucet and use the GLASS JAR with it. Turn off the faucet and open the
microwave. Use the GLASS JAR and the ENVELOPE with the microwave, then
close the microwave and turn it on. Wait for a brief period, then turn
it off and open it. Get the ENVELOPE and open that for the QUARTER.
Go up to the arcade off the second floor hallway. Use the QUARTER with
the coin box. When the high scores list is displayed at the end of the
arcade game, remember the score that goes with whichever initials start
with "DF" because this is Dr. Fred's high score. (If you need to see it
again, use the SMALL KEY with the coin box, get the QUARTER, close the
coin box, and put the QUARTER back in). This high score also happens to
be the pass code to the inner lab door.
-------------------------
Objective 5
Get Past Purple Tentacle
-------------------------
Go to the second floor hallway and enter Dr. Fred's office. Turn on the
light and open the desk drawer. Get the MANUSCRIPT, then go upstairs to
the fourth floor hallway. Enter the portrait room and use the
MANUSCRIPT with the typewriter. Wendy rewrites it to make it much
better. Then go to the music room with the piano and Victrola. Turn on
the TV and watch the ad for Three Guys Who'll Publish Anything. Go back
up to the portrait room and use the ENVELOPE with the typewriter to
print Mark Eteer's address on it. Use the MANUSCRIPT and then the
STAMPS with the envelope. Go down to the front yard, put the ENVELOPE
in the mailbox, close the mailbox, and use the flag.
Go back inside the house and wait. Eventually, the doorbell will ring.
Go outside and get the CONTRACT from the mailbox. Go inside and switch
to Dave. Have him pull the gargoyle, then switch to Wendy and enter the
basement. Go all the way left and use the OLD RUSTY KEY in the dungeon
door. Cross the dungeon and use the GLOWING KEY with both padlocks on
the outer lab door. Next, try to open the inner lab door. When the
keypad appears, enter Dr. Fred's high score and the door opens. Go
through and show the CONTRACT to Purple Tentacle.
If for some reason you don't have the PURPLE CARD KEY yet, GET IT
BEFORE DOING ANYTHING ELSE. If Dr. Fred turns on the self-destruct and
you don't have it, you're as good as dead. Go through the door and
enter the Inner Lab. Ignore Dr. Fred's attempts to stop you, and
eventually he will run over and initiate the self-destruct sequence.
Open the locker and get the RADIATION SUIT on, then use the PURPLE CARD
KEY in the card slot. Open the door and turn off the lever, then give
the CONTRACT to the meteor to finish the game.
*********************************************
Character 3
Syd (this walkthrough also works for Razor)
*********************************************
------------------------
Objective 1
Get Past Green Tentacle
------------------------
Walk left past the fence and climb the steps to the front porch. Pull
the doormat and get the KEY. Use the KEY in the front door and go
inside. Switch to your third character (this is the only time you'll
need him or her) and post him or her next to the mailbox next to the
front porch.
Switch back to Syd in the front hall. Be sure to NOT enter the kitchen
for a little while, since Nurse Edna is in there. You don't need to
yet, anyway. Instead, climb the stairs and enter the painting room
through the left-hand door. Pick up the BOWL OF WAX FRUIT, then return
to the second floor landing and open the steel security door. In the
second floor hallway, go to the end and climb the stairs. Try to go
past Green Tentacle, and he demands to be fed. Give him the BOWL OF WAX
FRUIT, and he announces that now he's thirsty. Go back down to the
front hall and wait outside the kitchen door for a couple of minutes.
Then go in and cross to the fridge. Open it and pick up the CAN OF
PEPSI. Alternately, you can go through the right-hand door to the
dining room and continue through to the pantry, where you'll find the
FRUIT DRINKS. Return to the third floor and give Green Tentacle the CAN
OF PEPSI or the FRUIT DRINKS, and he will let you through. Go up the
stairs behind him to the fourth floor, and enter Dr. Fred's room, the
first door on the long wall. Climb the ladder to Green Tentacle's
bedroom, and pick up the RECORD near the mondo stereo and the YELLOW
KEY hanging on the wall.
-------------------
Objective 2
Unlock the Dungeon
-------------------
At some time during this objective, the doorbell will ring. When it
does, immediately switch to your third character and get the PACKAGE
and STAMPS. As the third character, wait until Weird Ed has returned to
his room, then enter the front hall. Switch to Syd and bring him to the
front hall as well. Switch to the third character and give Syd the
PACKAGE and STAMPS, then return to the starting point of the game. You
won't need your third character anymore. Switch back to Syd and return
to whatever he was doing.
Go through the door at the far right end of the front hallway, through
the living room, and into the library. Turn on the lamp and go all the
way to the end of the library. Pull the loose panel next to the
telephone and get the CASSETTE TAPE. Return to the front hall and go up
to the second floor landing. Enter the music room through the door on
the right. Use the CASSETTE TAPE in the tape recorder, then use the
RECORD with the Victrola. Turn on the tape recorder and the Victrola IN
THAT ORDER. Wait for the vase on the piano to shatter, then turn off
the Victrola and the tape recorder. Get the CASSETTE TAPE and go down
to the living room. Open the cabinet under the old-fashioned radio and
use the CASSETTE TAPE with the tape player. Turn the tape player on and
soon the chandelier will smash. Turn off the tape player, get the
CASSETTE TAPE back out, and get the OLD RUSTY KEY. Now, if any kid gets
locked in the dungeon, Syd can simply go down to the basement and
unlock the door. He can also unlock the door from the inside if he is
imprisoned.
--------------------------
Objective 3
Unlock the Outer Lab Door
--------------------------
If it hasn't already happened, the doorbell will ring at some point
during this objective. When it does, immediately switch to your third
character and get the PACKAGE and STAMPS. As the third character, wait
until Weird Ed has returned to his room, then enter the front hall.
Switch to Syd and bring him to the front hall as well. Switch to the
third character and give Syd the PACKAGE and STAMPS, then return to the
starting point of the game. You won't need your third character
anymore. Switch back to Syd and return to whatever he was doing.
As Syd, go to the front hall and stand in front of the handleless door
that leads to the basement. Switch to Dave and pull the right-hand
staircase gargoyle, then switch back to Syd and enter the basement.
Turn on the light switch and go all the way to the left. Get the SILVER
KEY next to the fusebox.
Leave the basement and go all the way up to the fourth floor. Enter
Dead Cousin Ted's room and use the Hunk-O-Matic, then return to the
front hall and give the SILVER KEY to Dave. Go out into the front yard
(if Ed has already been there and the door is closed, use the KEY with
it) and pull the bushes. Pull the grating and climb into the Valve
Room. Go right and wait by the valve.
Switch to Dave and go through the kitchen and dining room to the
pantry. Unlock the door with the SILVER KEY and go out to the pool.
Stand next to the ladder.
Switch to Syd and turn on the valve, then, once the cutscene is over,
switch to Dave and climb down the ladder. Get the GLOWING KEY and the
RADIO, then climb out of the pool again. Switch to Syd and turn off the
valve.
Have both Syd and Dave go to the front hall. As Dave, give Syd the
GLOWING KEY and RADIO. You now have the necessary key to unlock the
outer lab door!
--------------------------
Objective 4
Unlock the Inner Lab Door
--------------------------
Open the RADIO to get the BATTERIES, then enter the kitchen and get the
FLASHLIGHT. Use the BATTERIES with the FLASHLIGHT, but don't turn it on
yet. Instead, go out to the pool through the pantry. Open the gate and
go through it, then open the garage with your increased strength. Use
the YELLOW KEY with the trunk and get the TOOLS.
Go back to the front hall and give Dave the OLD RUSTY KEY. Have Dave
wait by the basement door, then switch to Syd and pull the correct
gargoyle. Switch to Dave and enter the basement. Go left and open the
fusebox, but don't do anything else yet.
Switch to Syd and climb the stairs. Enter the painting room and get the
PAINT REMOVER. Ascend to the fourth floor and enter the door at the
very end of the hallway. Use the PAINT REMOVER on the orange paint to
reveal a door. Open it and go through.
Turn on the attic light and go over to the exposed wires. Switch to
Dave and turn off the circuit breakers, then switch to Syd once the
cutscene ends and turn on the FLASHLIGHT. Use the TOOLS with the wires
and switch back to Dave, who has probably been accosted by Purple
Tentacle at this point. Unlock the dungeon door with the OLD RUSTY KEY,
go through, and turn on the circuit breakers. Have Dave and Syd meet in
the front hall, and have Dave give Syd back the OLD RUSTY KEY. Now send
Syd upstairs to the fourth floor hallway, and put Dave outside by the
doorbell.
Have Syd wait just inside the door of Dead Cousin Ted's room, then have
Dave ring the doorbell. Switch to Syd, wait about ten seconds, then go
out into the hallway. Enter Weird Ed's room and get the HAMSTER and the
PURPLE CARD KEY. Then leave and go hide in Dead Cousin Ted's room.
Switch to Dave and ring the bell again, then switch to Syd, wait ten
seconds, and return to Ed's room. "Get" the piggy bank to break it,
then get a DIME and return to Ted's room. Wait a little while, then
bring Dave up to the fourth floor hallway and put him in Dead Cousin
Ted's room. Switch to Syd, go back out to the hallway and enter Nurse
Edna's room. When Edna is off taking Syd to the dungeon, quickly switch
to Dave and enter Edna's room. Get the SMALL KEY and climb the ladder
into the storage room. Turn on the light, pull the painting, and switch
to Syd.
Let yourself out of the dungeon with the OLD RUSTY KEY and return to
the front hall again. Go through the kitchen to the pantry and get the
GLASS JAR. Go out to the pool and use the GLASS JAR with the pool to
get a jar of radioactive water. Go all the way up to the fourth floor
hallway and enter Dr. Fred's room. Get the DIME and return to the
hallway. Enter the portrait room and use the CAN OF PEPSI, then the
GLASS JAR with the plant. Climb up to the hatch.
Use both DIMES with the coin slot in the control panel, then push the
right button twice. Use the really powerful telescope to look into the
storage room and find out the combination to Edna's safe. Switch to
Dave and open the safe. Get the ENVELOPE inside but DON'T OPEN IT.
Switch to Syd and enter Edna's room. While Edna is gone, switch to
Dave, descend the ladder, go out into the hallway, and hide in Ted's
room. After a little while, go down to the front hall. Switch to Syd,
let yourself out of the dungeon, and go to the front hall. Switch back
to Dave and give Syd the SMALL KEY and the ENVELOPE.
If by this point you haven't seen a cutscene with Dr. Fred playing the
Meteor Mess game in the arcade, enter and exit a room a few times until
it rolls. Then, switch to Syd and enter the kitchen. Turn on the faucet
and use the GLASS JAR with it. Turn off the faucet and open the
microwave. Use the GLASS JAR and the ENVELOPE with the microwave, then
close the microwave and turn it on. Wait for a brief period, then turn
it off and open it. Get the ENVELOPE and open that for the QUARTER.
Go up to the arcade off the second floor hallway. Use the QUARTER with
the coin box. When the high scores list is displayed at the end of the
arcade game, remember the score that goes with whichever initials start
with "DF" because this is Dr. Fred's high score. (If you need to see it
again, use the SMALL KEY with the coin box, get the QUARTER, close the
coin box, and put the QUARTER back in). This high score also happens to
be the pass code to the inner lab door.
-------------------------
Objective 5
Get Past Purple Tentacle
-------------------------
Go to the music room with the piano and Victrola. Turn on the TV and
watch the ad for Three Guys Who'll Publish Anything. Use the CASSETTE
TAPE with the tape recorder and turn it on, then use the piano. Turn
off the tape recorder and get the CASSETTE TAPE. Go back up to the
portrait room and use the ENVELOPE with the typewriter to print Mark
Eteer's address on it. Then, go to Green Tentacle's room above Dr.
Fred's. Use the CASSETTE TAPE with the mondo stereo and turn it on.
Green Tentacle will drop a DEMO TAPE, so get it. Use the DEMO TAPE,
then the STAMPS, with the envelope. Go down to the front yard, put the
ENVELOPE in the mailbox, close the mailbox, and use the flag.
Go back inside the house and wait. Eventually, the doorbell will ring.
Go outside and get the CONTRACT from the mailbox. Return to Green
Tentacle's room and show him the CONTRACT. Then go to the front hall
and switch to Dave. Have him pull the gargoyle, then switch to Syd and
enter the basement. Go all the way left and use the OLD RUSTY KEY in
the dungeon door. Cross the dungeon and use the GLOWING KEY with both
padlocks on the outer lab door. Next, try to open the inner lab door.
When the keypad appears, enter Dr. Fred's high score and the door
opens. Go through and Green Tentacle will arrive to dispatch Purple
Tentacle.
If for some reason you don't have the PURPLE CARD KEY yet, GET IT
BEFORE DOING ANYTHING ELSE. If Dr. Fred turns on the self-destruct and
you don't have it, you're as good as dead. Go through the door and
enter the Inner Lab. Ignore Dr. Fred's attempts to stop you, and
eventually he will run over and initiate the self-destruct sequence.
Open the locker and get the RADIATION SUIT on, then use the PURPLE CARD
KEY in the card slot. Open the door and turn off the lever, then get
the METEOR and go through the right-hand door. Open the trunk, put the
METEOR in, close the trunk, and use the YELLOW KEY with Weird Edsel to
finish the game.
************
Character 4
Michael
************
------------------------
Objective 1
Get Past Green Tentacle
------------------------
Walk left past the fence and climb the steps to the front porch. Pull
the doormat and get the KEY. Use the KEY in the front door and go
inside. Switch to your third character (this is the only time you'll
need him or her) and post him or her next to the mailbox next to the
front porch.
Switch back to Michael in the front hall. Be sure to NOT enter the
kitchen for a little while, since Nurse Edna is in there. You don't
need to yet, anyway. Instead, climb the stairs and enter the painting
room through the left-hand door. Pick up the BOWL OF WAX FRUIT, then
return to the second floor landing and open the steel security door. In
the second floor hallway, go to the end and climb the stairs. Try to go
past Green Tentacle, and he demands to be fed. Give him the BOWL OF WAX
FRUIT, and he announces that now he's thirsty. Go back down to the
front hall and wait outside the kitchen door for a couple of minutes.
Then go in and cross to the fridge. Open it and pick up the CAN OF
PEPSI. Alternately, you can go through the right-hand door to the
dining room and continue through to the pantry, where you'll find the
FRUIT DRINKS. Return to the third floor and give Green Tentacle the CAN
OF PEPSI or the FRUIT DRINKS, and he will let you through. Go up the
stairs behind him to the fourth floor, and enter Dr. Fred's room, the
first door on the long wall. Climb the ladder to Green Tentacle's
bedroom, and pick up the RECORD near the mondo stereo and the YELLOW
KEY hanging on the wall.
-------------------
Objective 2
Unlock the Dungeon
-------------------
At some time during this objective, the doorbell will ring. When it
does, immediately switch to your third character and get the PACKAGE
and STAMPS. As the third character, wait until Weird Ed has returned to
his room, then enter the front hall. Switch to Michael and bring him to
the front hall as well. Switch to the third character and give Michael
the PACKAGE and STAMPS, then return to the starting point of the game.
You won't need your third character anymore. Switch back to Michael and
return to whatever he was doing.
Go through the door at the far right end of the front hallway, through
the living room, and into the library. Turn on the lamp and go all the
way to the end of the library. Pull the loose panel next to the
telephone and get the CASSETTE TAPE. Return to the front hall and go up
to the second floor landing. Enter the music room through the door on
the right. Use the CASSETTE TAPE in the tape recorder, then use the
RECORD with the Victrola. Turn on the tape recorder and the Victrola IN
THAT ORDER. Wait for the vase on the piano to shatter, then turn off
the Victrola and the tape recorder. Get the CASSETTE TAPE and go down
to the living room. Open the cabinet under the old-fashioned radio and
use the CASSETTE TAPE with the tape player. Turn the tape player on and
soon the chandelier will smash. Turn off the tape player, get the
CASSETTE TAPE back out, and get the OLD RUSTY KEY. Now, if any kid gets
locked in the dungeon, Michael can simply go down to the basement and
unlock the door. He can also unlock the door from the inside if he is
imprisoned.
--------------------------
Objective 3
Unlock the Outer Lab Door
--------------------------
If it hasn't already happened, the doorbell will ring at some point
during this objective. When it does, immediately switch to your third
character and get the PACKAGE and STAMPS. As the third character, wait
until Weird Ed has returned to his room, then enter the front hall.
Switch to Michael and bring him to the front hall as well. Switch to
the third character and give Michael the PACKAGE and STAMPS, then
return to the starting point of the game. You won't need your third
character anymore. Switch back to Michael and return to whatever he was
doing.
As Michael, go to the front hall and stand in front of the handleless
door that leads to the basement. Switch to Dave and pull the right-hand
staircase gargoyle, then switch back to Michael and enter the basement.
Turn on the light switch and go all the way to the left. Get the SILVER
KEY next to the fusebox.
Leave the basement and go all the way up to the fourth floor. Enter
Dead Cousin Ted's room and use the Hunk-O-Matic, then return to the
front hall and give the SILVER KEY to Dave. Go out into the front yard
(if Ed has already been there and the door is closed, use the KEY with
it) and pull the bushes. Pull the grating and climb into the Valve
Room. Go right and wait by the valve.
Switch to Dave and go through the kitchen and dining room to the
pantry. Unlock the door with the SILVER KEY and go out to the pool.
Stand next to the ladder.
Switch to Michael and turn on the valve, then, once the cutscene is
over, switch to Dave and climb down the ladder. Get the GLOWING KEY and
the RADIO, then climb out of the pool again. Switch to Michael and turn
off the valve.
Have both Michael and Dave go to the front hall. As Dave, give Michael
the GLOWING KEY and RADIO. You now have the necessary key to unlock the
outer lab door!
--------------------------
Objective 4
Unlock the Inner Lab Door
--------------------------
Open the RADIO to get the BATTERIES, then enter the kitchen and get the
FLASHLIGHT. Use the BATTERIES with the FLASHLIGHT, but don't turn it on
yet. Instead, go out to the pool through the pantry. Open the gate and
go through it, then open the garage with your increased strength. Use
the YELLOW KEY with the trunk and get the TOOLS.
Go back to the front hall and give Dave the OLD RUSTY KEY. Have Dave
wait by the basement door, then switch to Michael and pull the correct
gargoyle. Switch to Dave and enter the basement. Go left and open the
fusebox, but don't do anything else yet.
Switch to Michael and climb the stairs. Enter the painting room and get
the PAINT REMOVER. Ascend to the fourth floor and enter the door at the
very end of the hallway. Use the PAINT REMOVER on the orange paint to
reveal a door. Open it and go through.
Turn on the attic light and go over to the exposed wires. Switch to
Dave and turn off the circuit breakers, then switch to Michael once the
cutscene ends and turn on the FLASHLIGHT. Use the TOOLS with the wires
and switch back to Dave, who has probably been accosted by Purple
Tentacle at this point. Unlock the dungeon door with the OLD RUSTY KEY,
go through, and turn on the circuit breakers. Have Dave and Michael
meet in the front hall, and have Dave give Michael back the OLD RUSTY
KEY.Now send Michael upstairs to the fourth floor hallway, and put Dave
outside by the doorbell.
Have Michael wait just inside the door of Dead Cousin Ted's room, then
have Dave ring the doorbell. Switch to Michael, wait about ten seconds,
then go out into the hallway. Enter Weird Ed's room and get the HAMSTER
and the PURPLE CARD KEY. Then leave and go hide in Dead Cousin Ted's
room. Switch to Dave and ring the bell again, then switch to Michael,
wait ten seconds, and return to Ed's room. "Get" the piggy bank to
break it, then get a DIME and return to Ted's room. Wait a little
while, then bring Dave up to the fourth floor hallway and put him in
Dead Cousin Ted's room. Switch to Michael, go back out to the hallway
and enter Nurse Edna's room. When Edna is off taking Michael to the
dungeon, quickly switch to Dave and enter Edna's room. Get the SMALL
KEY and climb the ladder into the storage room. Turn on the light, pull
the painting, and switch to Michael.
Let yourself out of the dungeon with the OLD RUSTY KEY and return to
the front hall again. Go through the kitchen to the pantry and get the
GLASS JAR. Go out to the pool and use the GLASS JAR with the pool to
get a jar of radioactive water. Go all the way up to the fourth floor
hallway and enter Dr. Fred's room. Get the DIME and return to the
hallway. Enter the portrait room and use the CAN OF PEPSI, then the
GLASS JAR with the plant. Climb up to the hatch.
Use both DIMES with the coin slot in the control panel, then push the
right button twice. Use the really powerful telescope to look into the
storage room and find out the combination to Edna's safe. Switch to
Dave and open the safe. Get the ENVELOPE inside. Since to win with
Michael you don't need the ENVELOPE, only its contents, you can just
open it to get the QUARTER. Switch to Michael and enter Edna's room.
While Edna is gone, switch to Dave, descend the ladder, go out into the
hallway, and hide in Ted's room. After a little while, go down to the
front hall. Switch to Michael, let yourself out of the dungeon, and go
to the front hall. Switch back to Dave and give Michael the SMALL KEY
and the ENVELOPE.
If by this point you haven't seen a cutscene with Dr. Fred playing the
Meteor Mess game in the arcade, enter and exit a room a few times until
it rolls. Then, switch to Michael and go up to the arcade off the
second floor hallway. Use the QUARTER with the coin box. When the high
scores list is displayed at the end of the arcade game, remember the
score that goes with whichever initials start with "DF" because this is
Dr. Fred's high score. (If you need to see it again, use the SMALL KEY
with the coin box, get the QUARTER, close the coin box, and put the
QUARTER back in). This high score also happens to be the pass code to
the inner lab door.
-------------------------
Objective 5
Get Past Purple Tentacle
-------------------------
Go up to Weird Ed's room and give Ed the PACKAGE. Out of gratitude, he
won't take you to the dungeon anymore. He will also tell you that he
had plans to defeat the Meteor, but he lost them. He says to come see
him when you have the plans. Go out to the front yard and get the ROLL
OF FILM next to the bushes that are to the right of the front steps.
Re-enter the mansion and go through the kitchen and dining room. In the
pantry, get the BOTTLE OF DEVELOPER. Michael will automatically break
the bottle, though, and the developer will flow through a grating in
the floor. Go up to Dead Cousin Ted's room and enter his bathroom. Get
the SPONGE from the sink then go out to the front yard. Go through the
grating and use the SPONGE in the puddle of developer. Go back to the
house and climb to the third floor, where Green Tentacle was at the
very beginning of the game. Enter the darkroom and turn on the red
light. Use the SPONGE with the developer tray, then use the ROLL OF
FILM with the developer tray. Once the plans are developed, take them
to Weird Ed.
Go to the front hall and switch to Dave. Have him pull the gargoyle,
then switch to Michael and enter the basement. Go all the way left and
use the OLD RUSTY KEY in the dungeon door. Cross the dungeon and use
the GLOWING KEY with both padlocks on the outer lab door. Next, try to
open the inner lab door. When the keypad appears, enter Dr. Fred's high
score and the door opens. Go through and Weird Ed will arrive to
dispatch Purple Tentacle.
If for some reason you don't have the PURPLE CARD KEY yet, GET IT
BEFORE DOING ANYTHING ELSE. If Dr. Fred turns on the self-destruct and
you don't have it, you're as good as dead. Go through the door and
enter the Inner Lab. Ignore Dr. Fred's attempts to stop you, and
eventually he will run over and initiate the self-destruct sequence.
Open the locker and get the RADIATION SUIT on, then use the PURPLE CARD
KEY in the card slot. Open the door and turn off the lever, then get
the METEOR and go through the right-hand door. Open the trunk, put the
METEOR in, close the trunk, and use the YELLOW KEY with Weird Edsel to
finish the game.
This is a list of all the items from Maniac Mansion. If you don't want
to spoil the game by using the full walkthrough, you might want to use
this as an alternative. The items are listed in the order you get them
in the game, with items that all characters use coming first and
character-specific items after them.
--------------
All Characters
--------------
KEY – Found under the doormat on the front porch. Used to unlock the
front door.
BOWL OF WAX FRUIT – Found in the painting room. Used to take the edge
off of Green Tentacle's hunger.
CAN OF PEPSI – Found in the refrigerator in the kitchen. Used to quench
Green Tentacle's thirst.
FRUIT DRINKS – Found in the pantry. Used to quench Green Tentacle's
thirst.
RECORD – Found in Green Tentacle's room near the mondo stereo. Used to
shatter the chandelier and get the old rusty key.
YELLOW KEY – Found hanging on the wall in Green Tentacle's room. Used
to unlock and start Weird Edsel.
CASSETTE TAPE – Found behind a loose panel in the library. Used to
record the record of tentacle mating calls.
OLD RUSTY KEY – Found on the chandelier in the living room. Used to
unlock the dungeon.
SILVER KEY – Found hanging next to the fuse box in the basement. Used
to unlock the back door.
GLOWING KEY – Found at the bottom of the radioactive pool. Used to
unlock the outer lab door.
RADIO – Found at the bottom of the radioactive pool. A useless item,
but it contains necessary batteries.
BATTERIES – Found inside the radio at the bottom of the radioactive
pool. Used to power the flashlight.
FLASHLIGHT – Found in the kitchen under the microwave. Used to light up
the attic in order to successfully fix the wires.
TOOLS – Found in Weird Edsel's trunk in the garage. Used to fix the
wires in the attic.
PAINT REMOVER – Found in the painting room. Used to reveal a door in
the portrait room.
HAMSTER – Found in Weird Ed's room. A useless item, but the purple card
key is behind it.
PURPLE CARD KEY – Found behind the hamster in Weird Ed's room. Used to
unlock the meteor's room.
DIMES – One is found in Dr. Fred's room, the other in Weird Ed's piggy
bank. Used to activate the really powerful telescope in the
observatory.
SMALL KEY – Found on the nightstand in Nurse Edna's room. Used to
unlock the arcade games' coin boxes.
GLASS JAR – Found in the pantry. Used to hold radioactive water.
ENVELOPE – Found in the safe in the storage room. Contains the quarter.
QUARTER – Found in the envelope in the safe in the storage room. Used
to play the arcade games.
RADIATION SUIT – Found in a locker in the inner lab. Used to survive
the Purple Meteor's deadly radiation.
-------
Bernard
-------
RADIO TUBE – Found in the old-fashioned radio in the living room. Used
to activate the radio in Dr. Fred's room and call the Meteor Police.
POLICE BADGE – Found in the dungeon after being dropped by the Meteor
Police. Used to get past Purple Tentacle.
-----
Wendy
-----
GLASS JAR - Found in the pantry. Besides the above use, used to hold
regular water for steaming open the envelope.
ENVELOPE – Found in the safe in the storage room. Besides the above
use, also used to mail the manuscript to Mark Eteer.
STAMPS – Found on the package delivered to the front yard. Used to mail
the manuscript to Mark Eteer.
MANUSCRIPT – Found in the desk drawer in Dr. Fred's office. Used to
obtain a contract from Mark Eteer.
CONTRACT – Found in the mailbox in the front yard after being
delivered. Used to get past Purple Tentacle and to convince the Meteor
to end his evil spree and become a writer.
--------------
Syd and Razor
--------------
GLASS JAR - Found in the pantry. Besides the above use, used to hold
regular water for steaming open the envelope.
ENVELOPE – Found in the safe in the storage room. Besides the above
uses, also used to mail the demo tape to Mark Eteer.
STAMPS – Found on the package delivered to the front yard. Besides the
above use, used to mail the demo tape to Mark Eteer.
CASSETTE TAPE - Found behind a loose panel in the library. Besides the
above use, used to record Syd or Razor's piano playing.
DEMO TAPE – Found in Green Tentacle's room after being dropped by Green
Tentacle. Used to obtain a contract from Mark Eteer.
CONTRACT – Found in the mailbox in the front yard after being
delivered. Used to get Green Tentacle to help you get past Purple
Tentacle.
-------
Michael
-------
PACKAGE – Found in the front yard after being delivered. Used to
befriend Weird Ed.
ROLL OF FILM – Found in the front yard next to a bush. Used to get
Weird Ed to help you get past Purple Tentacle.
BOTTLE OF DEVELOPER – Found in the pantry. Used to develop the roll of
film.
SPONGE – Found on the sink in Dead Cousin Ted's bathroom. Used to soak
up the puddle of developer.
****************
Version History
****************
Version 1.15 – Completed February 1st, 2005.
Thanks to Sara Powell for bringing to light another Can of Pepsi
mistake. The Can of Pepsi needs to be given to the plant in the
portrait room before the Radioactive Water.
Version 1.1 – Completed January 12th, 2005.
I had forgotten that the Fruit Drinks can be given to Green Tentacle as
an alternative to the Pepsi. Corrected this error throughout the guide.
Thanks to Rodrigo Argenta for pointing out my mistake.
Version 1.01 – Completed January 4th, 2005.
Corrected a very minor mistake in the Items List section.
Version 1.0 – Completed December 20th, 2004.
The first version, and ALMOST certainly the final one. I've included
everything I could think of to include, and unless I've missed some way
to die or accidentally left out some item in the items list there won't
be any more updates.
*******
Credits
*******
You – If this guide helped you, I didn't waste my time. Thank you.
CJayC – For GameFAQs. 'Nuff said.
LucasArts – For making this game and, by making it, pioneering a genre
that would go on to include such fabulous games as the Monkey Island
series and Grim Fandango (both of which I highly recommend).
Rodrigo Argenta & Sara Powell – Both pointed out a different mistake.
See Versions 1.1 and 1.15 above.