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PICK UP door-mat and the key. UNLOCK the door with the key and you can enter the Mansion at the [[#Ground floor]] hall. | 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 | 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. | |||
Once you have the other kid do the job at the pool, switch back to the kid at the | |||
:If you want to win the Michael scenario, have the sponge from Ted's Room, and USE it to collect the developer fluid puddle. | :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== | ==Ground floor== | ||
When you enter the Mansion you see a large hall with the grandfather clock and a staircase. It is | 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. | 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. | ||
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===Kitchen=== | ===Kitchen=== | ||
:'''Items''': cheese, can of Pepsi, lettuce, cheese, broken bottles of ketchup, flashlight | :'''Items''': cheese, can of Pepsi, lettuce, cheese, broken bottles of ketchup, flashlight | ||
The Kitchen is the leftmost door of the main hall. If you enter it at the very beginning of the game, Edna will be there looking in the fridge | The Kitchen is the leftmost door of the main hall. If you enter it at the very beginning of the game, Edna will be there looking in the fridge. So make sure you walk slowly to the right, and as soon as you see her, go ASAP to the left and exit the kitchen. She will disappear (!). If she catches the kid, she will send him/her to the [[#Dungeon]]. | ||
The chainshaw is a red herring, like the blood stains which turn out to be ketchup. | The chainshaw is a red herring, like the blood stains which turn out to be ketchup. | ||
PICK UP the flashlight. OPEN the fridge and PICK UP the can of Pepsi. You can also take the cheese, | PICK UP the flashlight. OPEN the fridge and PICK UP the can of Pepsi. You can also take the cheese, lettice and ketchup if you want to feed Green later at the [[#Second Floor]] although it's not important. You can also take the old batteries to USE in the flashlight, although they soon deplete and you can find fresh ones later. | ||
At a later point, if you have Edna's envelope and the jar, TURN ON the sink, USE jar on water and OPEN the microwave oven. USE the envelope and the jar in the microwave oven and TURN ON. You can then | At a later point, if you have Edna's envelope and the jar, TURN ON the sink, USE jar on water and OPEN the microwave oven. USE the envelope and the jar in the microwave oven, CLOSE it and TURN ON. You can then PICK UP the envelope and OPEN it without damaging it (or else the game will be winnable only with Bernard and Michael). The envelope contains a single quarter which you can use in the [[#Arcade]]s. Notice that if you use radiated water from the pool instead of sink water, the kid who opens the oven will die. | ||
:Syd/Razor can kill Ed's hamster in the oven. | :Syd/Razor can kill Ed's hamster in the oven. | ||
Have in mind that at some point in the game you | Have in mind that at some point in the game you will see a cutscene with Ed going to the kitchen to fetch cheese. As mentioned, the cheese is used to feed Green, so if you miss it, you can substitute it with something else. | ||
===Dining Room=== | ===Dining Room=== | ||
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===Pool=== | ===Pool=== | ||
:'''Items''': radio (batteries), glowing key, radioactive water | :'''Items''': radio (batteries), glowing key, radioactive water | ||
The pool is found at the backyard. You reach it from the [[#Storage]] | The pool is found at the backyard. You reach it from the [[#Storage Room]]. | ||
It is actually the Dr's nuclear reactor cooler. USE the glass jar on the pool to collect some radioactive water. | It is actually the Dr's nuclear reactor cooler. USE the glass jar on the pool to collect some radioactive water. | ||
In order to access the bottom of the pool, have a kid waiting there, and another enter the [[#Under house]]. Having opened the valve, you have some time to SWITCH back to the | In order to access the bottom of the pool, have a kid waiting there, and another enter the [[#Under house]]. Having opened the valve, you have some time to SWITCH back to the kid, descend the ladder and PICK UP the glowing key and the radio. ASAP climb up, SWITCH to the other kid and CLOSE the valve. | ||
Notice that if you close the valve while the kid is not safely to the ground, s/he will drown. | |||
The radio has working batteries so OPEN it and USE them in the flashlight. The glowing key opens the door to the Dr's [[#Control Room]]. | The radio has working batteries so OPEN it and USE them in the flashlight. The glowing key opens the door to the Dr's [[#Control Room]]. | ||
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==First floor== | ==First floor== | ||
Climbing the main staircase brings you to a closed door flanked by the portraits of the Edison couple. The other two doors lead to the [[#Music room]] and [[#Painting | Climbing the main staircase brings you to a closed door flanked by the portraits of the Edison couple. The other two doors lead to the [[#Music room]] and [[#Painting room]]. | ||
The door is usually the copy-protection for the game, but in some versions you can open it freely. | The door is usually the copy-protection for the game, but in some versions you can open it freely. | ||
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At first there is nothing to do at the Arcade room, since there is no power and you have no quarters. | At first there is nothing to do at the Arcade room, since there is no power and you have no quarters. | ||
When you have a kid fix the power at the [[#Wire room]] and have the quarter from Edna's [[#Safe Room]], the games are | When you have a kid fix the power at the [[#Wire room]] and have the quarter from Edna's [[#Safe Room]], the games are useable but you don't have to do anything. | ||
Wait for a cutscene at some random point where Dr. Fred is seen playing the "Meteor Mess" game. This scene will be seen only after you have fixed the wires and there is no kid in the arcade room. After this, you can go to the room and USE quarter in the coin box of the "Meteor Mess" game. The game is of course not playable but after the kid finishes playing you will see a high score screen. Notice the high-score achieved by Dr. Fred (randomly varies among 3301, 5858, 7572, 8640). The number is the combination to his [[#Control Room]]. | Wait for a cutscene at some random point where Dr. Fred is seen playing the "Meteor Mess" game. This scene will be seen only after you have fixed the wires and there is no kid in the arcade room. After this, you can go to the room and USE quarter in the coin box of the "Meteor Mess" game. The game is of course not playable but after the kid finishes playing you will see a high score screen. Notice the high-score achieved by Dr. Fred (randomly varies among 3301, 5858, 7572, 8640). The number is the combination to his [[#Control Room]]. | ||
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===Dark Room=== | ===Dark Room=== | ||
The developing lab is useful only if you want to win Michael's scenario. Make sure you already have the undeveloped film from [[#Outside]] (after you return Ed's package to him) and the sponge (from [[#Ted's Room]]) with developer fluid (from [[#Under | The developing lab is useful only if you want to win Michael's scenario. Make sure you already have the undeveloped film from [[#Outside]] (after you return Ed's package to him) and the sponge (from [[#Ted's Room]]) with developer fluid (from [[#Under house]]). | ||
Use WHAT IS to locate the red light. Ignore the drawers that are locked. USE the sponge in the developer tray and then USE the undeveloped film. Watch Michael as he develops the photographs of Ed's plans. Now you can go back to [[#Ed's Room|his room]] and he will help you get rid of Purple. | Use WHAT IS to locate the red light. Ignore the drawers that are locked. USE the sponge in the developer tray and then USE the undeveloped film. Watch Michael as he develops the photographs of Ed's plans. Now you can go back to [[#Ed's Room|his room]] and he will help you get rid of Purple. | ||
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===Fred's Room=== | ===Fred's Room=== | ||
:'''Items''': dime | :'''Items''': dime | ||
The Doctor's room is always empty. There is a | The Doctor's room is always empty. There is a ladde which leads to Green's room. | ||
Make sure you PICK UP the dime on the floor. | Make sure you PICK UP the dime on the floor. | ||
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Green coes to you and tell how depressed he is for not getting his band started. | Green coes to you and tell how depressed he is for not getting his band started. | ||
For now PICK UP the record labelled "tentacle mating calls", and also PICK UP the yellow key to the far right, which opens the car in the [[#Garage]]. You can listen to the record in the [[#Music | For now PICK UP the record labelled "tentacle mating calls", and also PICK UP the yellow key to the far right, which opens the car in the [[#Garage]]. You can listen to the record in the [[#Music | ||
:If you want to win as Syd/Razor, record your tape in the [[#Music Room]] and now GIVE it to Green. He will be impressed and will show you his demo tape which you must PICK UP. Go [[#Outside]] and post it to Mark Eteer. When the contract arrives, get back here and GIVE it to Green. Now he will consider his friend the kid who showed the contract, and will protect him/her from Purple. | :If you want to win as Syd/Razor, record your tape in the [[#Music Room]] and now GIVE it to Green. He will be impressed and will show you his demo tape which you must PICK UP. Go [[#Outside]] and post it to Mark Eteer. When the contract arrives, get back here and GIVE it to Green. Now he will consider his friend the kid who showed the contract, and will protect him/her from Purple. | ||
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===Edna's Room=== | ===Edna's Room=== | ||
:'''Items''': small key | :'''Items''': small key | ||
Edna is always guarding her room and will run after any kid who approaches and take him/her to the [[#Dungeon]]. On her night stand there is a small key which may be needed in the [[#Arcade Room]] if you used up your single quarter. Further to the right there is a ladder leading to her | Edna is always guarding her room and will run after any kid who approaches and take him/her to the [[#Dungeon]]. On her night stand there is a small key which may be needed in the [[#Arcade Room]] if you used up your single quarter. Further to the right there is a ladder leading to her | ||
Note that if you enter her room, she sees you and you exit immediately, she still might be able to follow you outside and catch you; quite unlike the [[#Kitchen]] where she disappears once you change room. | Note that if you enter her room, she sees you and you exit immediately, she still might be able to follow you outside and catch you; quite unlike the [[#Kitchen]] where she disappears once you change room. | ||
It is therefore imperative to distract her. Prepare 2 kids to be standing by her room. Have one kid ( | It is therefore imperative to distract her. Prepare 2 kids to be standing by her room. Have one kid (preferrably the one owning the rusty key from the [[#Living Room]]) be caught by her, and while she takes him/her to the Dungeon, SWITCH to the other kid and enter her room. You will have some time to PICK UP the small key and climb to the safe room. The other kid then will have to escape. | ||
:If you have Bernard or Jeff, you can distract her by | :If you have Bernard or Jeff, you can distract her by USEing the phone at the [[#Library]], and dialing the number seen in the [[#Bathroom]]. | ||
====Safe Room==== | ====Safe Room==== | ||
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You have to both light up the room and open the painting in order for the number to be visible from the Observatory. You can send the kid to the Observatory, figure out the number, and then return here avoiding Edna in the process; so things will be simpler if you already have another kid waiting in the Observatory. | You have to both light up the room and open the painting in order for the number to be visible from the Observatory. You can send the kid to the Observatory, figure out the number, and then return here avoiding Edna in the process; so things will be simpler if you already have another kid waiting in the Observatory. | ||
Once you figure out the number, OPEN the safe and type the combination ( | Once you figure out the number, OPEN the safe and type the combination (randmly varies among 0120, 1029, 1230, 3621, 4186). '''Do not''' OPEN the envelope inside or it will be ripped and become useless, and you can't win the Wendy/Syd/Razor scenario. You must follow the correct process and open it in the [[#Kitchen]]. | ||
If you finish your job quickly enough, Edna will still be occupied. Or else, you might have to repeat the distraction process, or have the kid returning from the attic be caught and escape later. | If you finish your job quickly enough, Edna will still be occupied. Or else, you might have to repeat the distraction process, or have the kid returning from the attic be caught and escape later. | ||
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===Ed's Room=== | ===Ed's Room=== | ||
:'''Items''': hamster, green card, dimes (3) | :'''Items''': hamster, green card, dimes (3) | ||
Ed is initially hostile, so if he meets you he will take you to the [[#Dungeon]]. | Ed is initially hostile, so if he meets you he will take you to the [[#Dungeon]]. You can befriend him if you GIVE him his package or the developed plans. Also, you can avoid your capture if you GIVE him his hamster (if you have taken it earlier). | ||
In any case, you have to distract him in order to enter alone the room and PICK UP some things. | |||
Now, you need to explore Ed's room (the third door in the hallway), so you must make him go away a bit. Have a kid [[#Outside]] PUSH the doorbell, and Ed will go down to answer it, and have another kid prepared to enter his room. However if you already have given him the package he will ignore the ring, so you have to distract him by entering in his room, taken to the Dungeon and SWITCH to the other kid nearby to enter his room. | |||
As always, make sure you don't have any kids waiting in the hallways while Ed is going down to answer the door. | |||
Assuming that Ed has left his room, quickly OPEN the piggy bank and PICK UP the 3 dimes (although you might need only one if you follow correct actions). Also PICK UP the hamster and PICK UP the key card behind it. Leave the room and enter another one before Ed returns. | |||
Note that Ed won't allow you steal these things from him even if you have befriended him, that's why you had to distract him. | |||
===Ted's Room=== | ===Ted's Room=== | ||
Besides some humor, the only useful thing in this room is the Hunk-O-Matic machine. If you have a kid USE it a couple of time s/he | Besides some humor, the only useful thing in this room is the Hunk-O-Matic machine. If you have a kid USE it a couple of time s/he wil become stronger and will be able to OPEN the grate [[#Outside]] and lift the [[#Garage]] door. If you have brought more than one kids here, have them use the machine to make gameplay easier. | ||
====Bathroom==== | ====Bathroom==== | ||
:'''Items''': sponge | :'''Items''': sponge | ||
To the right is the bathroom. OPEN curtain to see cousin Ted inside, hiding something on the wall. | To the right is the bathroom. OPEN curtain to see cousin Ted inside, hiding something on the wall. | ||
:To win as Michael PICK UP the sponge to use it [[# | :To win as Michael PICK UP the sponge to use it [[#Under house]]. | ||
:If you want to distract Edna in the way of Bernard or Jeff, USE the faucet handle from the [[#Garage]] and USE it on the faucet and TURN ON. Ted will move (?) and if you TURN OFF the faucet you will see Edna's phone number. Note that since only Bernard and Jeff can fix the telephone in the [[#Library]] to use it, the above makes sense only if you can use them, and of course is optional. | :If you want to distract Edna in the way of Bernard or Jeff, USE the faucet handle from the [[#Garage]] and USE it on the faucet and TURN ON. Ted will move (?) and if you TURN OFF the faucet you will see Edna's phone number. Note that since only Bernard and Jeff can fix the telephone in the [[#Library]] to use it, the above makes sense only if you can use them, and of course is optional. | ||
===Plant Room=== | ===Plant Room=== | ||
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====Wire Room==== | ====Wire Room==== | ||
This room is also dark so use WHAT IS to find the light and TURN ON. This room has some exposed wires which are broken and don't give power to the [[#Arcade | This room is also dark so use WHAT IS to find the light and TURN ON. This room has some exposed wires which are broken and don't give power to the [[#Arcade Room]]. | ||
In order to fix them you need the tools from the [[#Garage]], the flashlight from the [[#Kitchen]], with the fresh batteries from the radio in the [[#Pool]]. | In order to fix them you need the tools from the [[#Garage]], the flashlight from the [[#Kitchen]], with the fresh batteries from the radio in the [[#Pool]]. | ||
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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]]. | 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=== | ===Dungeon=== | ||
===Control Room=== | ===Control Room=== | ||
===Zom-B-Matic=== | ===Zom-B-Matic=== | ||
===Meteor=== | ===Meteor=== | ||
{{Footer Nav|game=Maniac Mansion}} | {{Footer Nav|game=Maniac Mansion}} |