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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 (although you might have to rescue that kid later) and you will have plenty of time to go and get it. Once you have it, OPEN it and get the stamps. You are supposed to GIVE the package to Ed at some later point. He will mention you a film. Now if you come back outside, you will notice an undeveloped film near the bushes which you must PICK UP.
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]].


At a later point, having the stamps, Edna's envelope from the [[#Safe Room]] (not ripped) and Mark Eteer's address typed on it in the [[#Plant Room|typewriter room]], you can send him something.
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.  
:In the Syd/Razor scenario you must send Green's demo tape.
:In the Wendy scenario you must send the corrected manuscript.
If you don't care following the above scenarios you can "waste" the envelope by sending Mark Eteer other stuff such as:
*Syd/Razor's tape
*Tentacle Mating Calls tape
*A blank tape
*The Meteor's original manuscript
*The broken record
Just USE this object in the envelope and USE the stamps on the envelope. OPEN the mailbox, USE the envelope in the mailbox and CLOSE it. Of course USE the flag to raise it for the postman to take.  


Notice that the above won't be triggered if you have a kid staying there (there is no cutscene which shows the postman) so just continue your playthrough until this happens instead of waiting.
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.
 
After some time Mark Eteer will receive the envelope and you will see a cutscene of him and his reaction. If you have sent him an other, trivial object, you might see a funny reaction or comment by him; for example if you sent him the "tentacle mating calls", his window will crack when he plays the tape.
 
Following this, and after some more time, you will hear the doorbell, which means that the postman brought new mail. OPEN the mailbox and PICK UP the contract which has arrived. The Green's musical contract must be given to Green; the publishing contract will be used later to the Meteor to beat the game. The Syd/Razor's contract is useless for the game, and if it is given to Green, it will kill the player.
 
 
===Underground House===
:'''Items''': developer fluid (if you have visited the [[#Storage]] earlier)
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 underground house. 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 advisable 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 advisable 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 underground house 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.
: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 advisable to not have any kids waiting there as the Edisons might encounter them.
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 (Edna leaves the kitchen anyway a few minutes after you enter the house). So make sure you walk slowly to the right, and as soon as she talks to you, 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 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, lettuce 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.
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 OPEN the envelope 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.
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 may see a cutscene with Ed going to the kitchen to fetch cheese (this only occurs after you open the fridge, but before you feed the green tentacle, so it is easy to avoid). As mentioned, the cheese is used to feed Green, so if you miss it, you can substitute it with something else.
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]] Room.  
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 Pool kid, descend the ladder and PICK UP the glowing key and the radio. ASAP climb up, SWITCH to the Under house kid and CLOSE the valve.
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.


Note that if the valve is closed while the kid is not safely on the ground, s/he will drown.
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 Room]].  
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 usable but you don't have to do anything.
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 House]]).
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 ladder which leads to Green's room.
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 Room]]
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 [[#Safe Room]].
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 (preferably 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.
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 FIXing and USEing the phone at the [[#Library]], and dialing the number seen in the [[#Bathroom]].
: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 (randomly 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]].
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]]. When he approaches you, he gives you some time to explain, so if you've got his package, you can GIVE it to him and he will befriend you. Also, you can avoid your capture if you GIVE him his hamster (if you have taken it earlier).
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).


:To win with Michael, you also must GIVE him the plans you developed in the [[#Dark Room]].  
In any case, you have to distract him in order to enter alone the room and PICK UP some things.


In any case, you have to distract him in order to enter alone the room and PICK UP some things. Even if you have befriended him, he won't allow you to take things from his room, so you have to create a diversion:
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.


*Have a kid in [[#Ted's Room]] waiting there. Have another kid [[#Outside]] PUSH the doorbell, and Ed will go down to answer it; have the other kid then 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.
*However if you already have given him the package he will ignore the ring, so you have to distract him in another way: have a kid enter his room, and as he takes him to the Dungeon, SWITCH to the other kid in Ted's Room and enter his room.


As always, make sure you don't have any kids waiting in the hallways while Ed is going down.
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.


When 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 Ted's 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 will 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.
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 [[#Underground House]].
: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.
:The sink is a source of tap water, although this is of limited use as there is water in the [[#Kitchen]] and you can't use this sort of water anywhere else once you get here.


===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|arcade 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 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===
The Dungeon is where a kid goes whenever a Mansion resident (Ed, Edna or Purple) catch him. It is also the entrance to Dr. Fred's lab. You can avoid it if you are careful enough, and even if you don't, you can escape. Still you need to visit the Dungeon in order to access the lab at the end.
The Dungeon is also accessible through the left door in the [[#Cellar]], unlocked with the old rusty key.
To escape from it, two prisoners are needed. Locate and PUSH the loose brick under the left window and the exit will automatically open for a few seconds. SWITCH quickly to the other kid and exit. Obviously, the other kid has to remain inside. The only way to freely access and escape the Dungeon is by getting the rusty key from the [[#Living Room]].
To enter the Dr's lab you need the glowing key from the [[#Pool]] to UNLOCK the two padlocks, and then to OPEN it by typing the combination from the [[#Arcade Room]].
:The door must to be open if Bernard is to call the Meteor Police from [[#Dr. Fred's Room]]. In this case the alien policeman also drops his badge which you must PICK UP.
Once you enter the lab you won't be able to SWITCH to a new kid or save so make sure the kid who will enter has the following:
*The key card from [[#Ed's Room]].
*The yellow key (optional in some scenarios)
:*You have given Ed the developed plans (Michael's scenario).
:*You are the kid whom Green accepted in his band; it won't help any other kid (Syd/Razor's scenario).
:*The publication contract from Mark Eteer (Wendy's scenario).
:*The badge dropped by the alien policeman (Bernard's scenario)
===Control Room===
===Control Room===
This control room is the first room of the Dr's lab. It is guarded by the Purple Tentacle and there are several ways to go past it.
:If you are the kid whom Green accepted in its band, it will come and chase Purple away.
:If you have given Ed the developed plans, he will come and chase Purple away
:If you have the publishing contract, GIVE it to Purple
:If the Meteor Police has arrested the Meteor, GIVE the badge dropped by the alien policeman to Purple and it will let you in
Walk then to the door to the right and meet Dr. Fred.
===Zom-B-Matic===
===Zom-B-Matic===
In this room you find Dr. Fred and Sandy. Dr. Fred calls Purple but you got already rid of it. He then starts the Mansion's self-destruct mechanism and you have 2 minutes to do the rest of the job before Game Over.
Ignore the Pepsi machine and the buttons on the console. There is a red herring and you can buy a Pepsi using the quarter in the machine but there is nothing more.
Walk to the right and OPEN the locker and PICK UP the radiation suit which will protect you from the Meteor's rays. USE the key card in the card slot to enter the Meteor room.
===Meteor===
===Meteor===
This room is where you find the Meteor, the final boss; and there is also a switch through which the Meteor controls Dr. Fred.
Once inside approach the switch and TURN OFF. Dr. Fred will come back to his senses and will try to avert the self-destruct mechanism.
:In Bernard's scenario, if the Meteor Police came and arrested the Meteor, the game ends here.
Having the radiation suit, proceed to the right through the Meteor's radiation rays.
:In Wendy's scenario, GIVE Meteor the publishing contract. He will decide to give up his evil plans and become an author. Watch the funny epilogue.
::If you have also called the Meteor Police earlier, you will see a funny alternative to the above epilogue.
If you have nothing of the above, make sure your kid has the yellow key. PICK UP the Meteor and walk to the right. USE the yellow key to open the car's trunk, USE Meteor in the trunk and then USE yellow key to turn on the car.
In the NES version you can instead walk your way to the man-eating plant and GIVE the Meteor to it.
{{Footer Nav|game=Maniac Mansion}}
{{Footer Nav|game=Maniac Mansion}}
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{{}}   {{{}}}   |   []   [[]]   [[Category:]]   #REDIRECT [[]]   &nbsp;   <s></s>   <sup></sup>   <sub></sub>   <code></code>   <pre></pre>   <blockquote></blockquote>   <ref></ref> <ref name="" />   {{Reflist}}   <references />   <includeonly></includeonly>   <noinclude></noinclude>   {{DEFAULTSORT:}}   <nowiki></nowiki>   <!-- -->   <span class="plainlinks"></span>


{{Header Nav|game={{subst:BASEPAGENAME}}}}   {{Footer Nav|game={{subst:BASEPAGENAME}}|prevpage=|nextpage=}}   {{spoilers}}   {{spoiler|}}   {{delete|Unused}}   {{rename|MS Monster .png}}   {{floatingtoc}}   {{stub}}


Symbols: ~ | ¡ ¿ † ‡ ↔ ↑ ↓ • ¶   # ∞   ‘ ’ “ ” ‹› «»   ¤ ₳ ฿ ₵ ¢ ₡ ₢ $ ₫ ₯ € ₠ ₣ ƒ ₴ ₭ ₤ ℳ ₥ ₦ № ₧ ₰ £ ៛ ₨ ₪ ৳ ₮ ₩ ¥   ♠ ♣ ♥ ♦   ♭ ♯ ♮   © ® ™
Latin: A a Á á À à  â Ä ä Ǎ ǎ Ă ă Ā ā à ã Å å Ą ą Æ æ Ǣ ǣ   B b   C c Ć ć Ċ ċ Ĉ ĉ Č č Ç ç   D d Ď ď Đ đ Ḍ ḍ Ð ð   E e É é È è Ė ė Ê ê Ë ë Ě ě Ĕ ĕ Ē ē Ẽ ẽ Ę ę Ẹ ẹ Ɛ ɛ Ǝ ǝ Ə ə   F f   G g Ġ ġ Ĝ ĝ Ğ ğ Ģ ģ   H h Ĥ ĥ Ħ ħ Ḥ ḥ   I i İ ı Í í Ì ì Î î Ï ï Ǐ ǐ Ĭ ĭ Ī ī Ĩ ĩ Į į Ị ị   J j Ĵ ĵ   K k Ķ ķ   L l Ĺ ĺ Ŀ ŀ Ľ ľ Ļ ļ Ł ł Ḷ ḷ Ḹ ḹ   M m Ṃ ṃ   N n Ń ń Ň ň Ñ ñ Ņ ņ Ṇ ṇ Ŋ ŋ   O o Ó ó Ò ò Ô ô Ö ö Ǒ ǒ Ŏ ŏ Ō ō Õ õ Ǫ ǫ Ọ ọ Ő ő Ø ø Œ œ   Ɔ ɔ   P p   Q q   R r Ŕ ŕ Ř ř Ŗ ŗ Ṛ ṛ Ṝ ṝ   S s Ś ś Ŝ ŝ Š š Ş ş Ș ș Ṣ ṣ ß   T t Ť ť Ţ ţ Ț ț Ṭ ṭ Þ þ   U u Ú ú Ù ù Û û Ü ü Ǔ ǔ Ŭ ŭ Ū ū Ũ ũ Ů ů Ų ų Ụ ụ Ű ű Ǘ ǘ Ǜ ǜ Ǚ ǚ Ǖ ǖ   V v   W w Ŵ ŵ   X x   Y y Ý ý Ŷ ŷ Ÿ ÿ Ỹ ỹ Ȳ ȳ   Z z Ź ź Ż ż Ž ž   ß Ð ð Þ þ Ŋ ŋ Ə ə   {{Unicode|}}
Greek: Ά ά Έ έ Ή ή Ί ί Ό ό Ύ ύ Ώ ώ   Α α Β β Γ γ Δ δ   Ε ε Ζ ζ Η η Θ θ   Ι ι Κ κ Λ λ Μ μ   Ν ν Ξ ξ Ο ο Π π   Ρ ρ Σ σ ς Τ τ Υ υ   Φ φ Χ χ Ψ ψ Ω ω   {{Polytonic|}}
Cyrillic: А а Б б В в Г г   Ґ ґ Ѓ ѓ Д д Ђ ђ   Е е Ё ё Є є Ж ж   З з Ѕ ѕ И и І і   Ї ї Й й Ј ј К к   Ќ ќ Л л Љ љ М м   Н н Њ њ О о П п   Р р С с Т т Ћ ћ   У у Ў ў Ф ф Х х   Ц ц Ч ч Џ џ Ш ш   Щ щ Ъ ъ Ы ы Ь ь   Э э Ю ю Я я   ́
IPA: t̪ d̪ ʈ ɖ ɟ ɡ ɢ ʡ ʔ   ɸ β θ ð ʃ ʒ ɕ ʑ ʂ ʐ ç ʝ ɣ χ ʁ ħ ʕ ʜ ʢ ɦ   ɱ ɳ ɲ ŋ ɴ   ʋ ɹ ɻ ɰ   ʙ ⱱ ʀ ɾ ɽ   ɫ ɬ ɮ ɺ ɭ ʎ ʟ   ɥ ʍ ɧ   ʼ   ɓ ɗ ʄ ɠ ʛ   ʘ ǀ ǃ ǂ ǁ   ɨ ʉ ɯ   ɪ ʏ ʊ   ø ɘ ɵ ɤ   ə ɚ   ɛ œ ɜ ɝ ɞ ʌ ɔ   æ   ɐ ɶ ɑ ɒ   ʰ ʱ ʷ ʲ ˠ ˤ ⁿ ˡ   ˈ ˌ ː ˑ ̪   {{IPA|}}

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