From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search

This is a "locations walkthrough" which describes what must be done in each room, not reflecting the order of actions.

Outside

Items: package (stamps), door key, film

Watch the brief introduction and walk to the left. Feel free to READ the warning sign. You arrive at the front of the Mansion with the mailbox.

Feel free to PUSH the door-bell, however this will make Ed come to answer it.

PICK UP door-mat and the key. UNLOCK the door with the key and you can enter the Mansion at the #Ground floor hall.

At some random point the doorbell will ring; the postman delivers Ed's package under the mailbox. You will see a sequence with Ed leaving his room. You must hurry a kid outside and PICK UP the package. Either have a kid waiting outside to gain some time, or have a kid intercept Ed, who will run after him/her. That way Ed will forget about the package and you will have plenty of time to go and get it.

Under house

Items: developer fluid

Notice the bushes to the left of the stairs. PICK UP the bushes and you will reveal a grating. If you have a kid worked out at #Ted's Room, you can get him/her to PULL it and enter the Underhouse. Walk to the right and you will find a water valve which you can OPEN to drain the #Pool.

Notice that as soon as you drain the pool, you have a limited time before the Mansion explodes (the pool serves as a cooler for the nuclear reactor), so it is adviseable to have already a kid waiting at the pool. Also the Purple Tentacle moves out to check the #Basement to prevent the meltdown so it's adviseable to remove any kids from there.

Once you have the other kid do the job at the pool, switch back to the kid at the Underhouse and restore the valve to refill the pool and cancel the alarm.

If you want to win the Michael scenario, have the sponge from Ted's Room, and USE it to collect the developer fluid puddle.

Ground floor

When you enter the Mansion you see a large hall with the grandfather clock and a staircase. It is adviseable to not have any kids waiting there as the Edisons might encounter them.

A point of interest is the door on the right which does not open as it has no knob. It leads to the #Cellar. You need to bring two kids there. Have one to PUSH the right gargoyle at the stairs to see the door open, then switch to the other one and enter the door to the cellar. Notice that the kid in the cellar can return even if the other kid leaves and the cellar door closes.

Library

Sitting Room

Kitchen

Dining Room

Storage

Pool

Garage

First floor

Piano

Painting

Blue Hallway

Medical Room

Arcade

Second floor

Hallway

Darkroom

Third Floor

Fred's Room

Green Tentacle

Edna's Room

Safe Room

Weird Ed's Room

Ted's Room

Plant Room

Basement

Cellar

Items: silver key

When you first enter the cellar it is dark so use the WHAT IS command to locate the switch and TURN ON. There is Fred's nuclear reactor here. Whenever you drain the #Pool or turn off the power, the Purple Tentacle will come here to check.

To the left there is a silver key which you must PICK UP as it opens the way to the backyard with the Pool and the #Garage.

There is also a fuse box which you can TURN OFF with a kid, and have another repair the broken wires at the #Wire room.

Dungeon

Control Room

Zom-B-Matic

Meteor