Maniac Manion - Lucasfilm/US Gold Solved by Dave Barker STORYLINE. You play the part of Dave, a student at State University. You have just heard that your girlfriend, Sandy, has been kidnapped by Dr. Fred and is being held in his home, the affectionately named "MANIAC MANSION". After placing a message on the school noticeboard appealing for help in the rescue of Sandy you set off for the meeting place, the driveway to "MANIAC MANSION". In the game you control three characters, one of which is Dave by default. You therefore need to pick two more characters from the other six shown on the menu screen. This walkthrough uses Syd and Michael as the other members of the party. NOTE:- at certain preset times events will occur inside "MANIAC MANSION" which are beyond your control. In particular the occupants will wander about so don't wait around in open areas. See game notes listed at end of walkthrough. WALKTHROUGH. DAVE:- move to front door, pick up mat, pick up key, unlock front door with key, enter, walk to the far right of entrance hall, open door, enter sitting room, walk to far right, open door, enter library, dark!, use the "what is " command to find the light and turn it on, walk to far right, open last panel on bookcase, get cassette, return to main hall, go to right side of staircase, push gargoyle - door to basement opens. MICHAEL:- walk to far right of outside of house, wait by mailbox. SYD:- enter front door, go down into basement, dark! use "what is" command to find light switch, turn on light, go to far left, get silver key, open fuse box, return to main hall, go to kitchen door. DAVE:- ascend stairs, open door to left, enter art room, get bowl of wax fruit and paint remover. SYD:- SEE NOTE 1, open kitchen door, enter door, get flashlight, open fridge, get can of pepsi, open door on right, enter into dining room, walk to far right, open door, enter store room, get fruit drinks, return to main hall, ascend stairs, join Dave in art room, give Dave fruit drinks. DAVE:- go to security door, open door, SEE NOTE 2, enter door, walk to far right, go up stairs, walk left until confronted by hungry green tentacle, give bowl of fruit to tentacle, give fruit drinks to tentacle - you can now pass, walk left and ascend stairs, open first door and enter, walk to left and ascend ladder, get record from back shelf, walk to far right, get yellow key, return to top floor landing, open fourth door and enter, use the hunk-O-matic machine - twice, walk to right, open bathroom door and enter, get sponge, now return to first floor landing outside security door, go right, open and enter door to music room, go to the music-centre, use record player on record, use cassette player on cassette, turn on cassette player, turn on record player, wait until noise stops, turn off cassette player, turn off record player, get cassette, now go to sitting room on ground floor, open cabinet that has the radio on it, use cassette player on cassette, turn on cassette player, wait until chandelier shatters, turn off machine, get old rusty key. Wait, SEE NOTE 3 MICHAEL:- pick up package as per NOTE 3, go to front door. DAVE:- go to front door, open front door, go upstairs to art room. MICHAEL:- enter front door, go upstairs to security door and open it, go to top landing, open third door, enter Weird ED's room, give package to Weird ED - he then asks you to find his plans, return to the art room. DAVE:- give yellow key to SYD, go downstairs and out of front door, examine bush on right side of steps, get undeveloped film, examine bush on left side of steps, using your improved strength open the grating, enter grating, walk to right until you are under the grating. SYD:- go downstairs and go to the store room beyond the kitchen and dining room, get glass jar, get bottle of developer from top of shelves - as you do so it slips from your grasp and smashes onto the grating. DAVE:- use sponge to soak up developer, walk right until you come to the water valve. SYD:- unlock outer door with silver key, enter door, fill jar with pool water, go to side of pool by ladder. DAVE:- turn on water valve, SEE NOTE 4. SYD:- down into empty pool, get radio, get glowing key, up out of pool. DAVE:- turn off water valve. go to pool and meet SYD, open gate, enter gate, open garage, go to art room, give undeveloped film to MICHAEL, give sponge of developer to MICHAEL. SYD:- enter gate, open car boot with yellow key, get tool box, go to art room. MICHAEL:- go to second floor landing, open door, enter door - dark!, close door, use the "what is" command to find the red light, turn on red light, use sponge of developer on tray, use undeveloped film on tray, take prints to Weird ED's room, give prints to Weird ED - he says "great, you have developed the prints, now we can overthrow the meteor. Meet me in the lab in 10 minutes", wait here. SYD:- give DAVE the following, can of pepsi, flashlight, radio, jar of water, and the tools. DAVE:- give SYD the rusty key, go to top landing, head to far right, open and enter door, go to far right wall, use paint remover on paint blotch, you find a secret door, open door. SYD:- join MICHAEL in Weird ED's room, open piggy bank - it breaks revealing 3 dimes, get hamster - Weird ED won't let you do this and you are taken down to the dungeon. MICHAEL:- get the 3 dimes, get hamster, get purple keycard, wait until Weird ED returns, give hamster to Weird ED, now exit room go to far right and meet up with DAVE, give the 3 dimes to DAVE, exit room and wait outside closed second door. SYD:- unlock door with old rusty key, meet MICHAEL outside second door on top landing, open and enter Nurse EDNA's room, she is none too happy with your intrusion and you are taken down to the dungeon again! MICHAEL:- enter EDNA's room, climb up ladder - dark!, use the "what is" command to find light switch, turn on light switch, walk to painting, open painting to find wallsafe. DAVE:- enter and you'll ascend the ladder, open radio to reveal batteries, use batteries in flashlight. SYD:- unlock door with rusty key, enter door - dark!, find and walk to open fuse box, turn off circuit breakers - whole house plunged in darkness, SEE NOTE 5. DAVE:- turn on flashlight, use tools to fix broken wires, turn off flashlight. SYD:- turn on circuit breakers, the chances are that the purple tentacle will throw you into the dungeon. DAVE:- descend ladder, go to hungry plant, use jar of water on plant - it grows and reaches the hole in the ceiling, give can of pepsi to plant, go up plant into the observatory, go to controls on the left, use dime on slot, push right hand button, use dime on slot, push right hand button - the telescope is now in the correct position, use telescope - you see into Nurse EDNA's bedroom - and the combination to the safe. MICHAEL:- open safe, get sealed envelope, open envelope - find quarter, down ladder - Nurse EDNA throws you into the dungeon. SYD:- open door with rusty key. MICHAEL:- enter door, go through basement, go upstairs into main hall, go upstairs to first floor landing, enter security door, open first door to right, enter medical room. DAVE:- go downstairs to medical room. MICHAEL:- give quarter to DAVE, give purple keycard to DAVE. DAVE:- wait until you have seen Dr. FRED play an arcade game, leave room, open door to right, enter games room, walk to machine entitled "Meteor Mess", use quarter on coin slot - make note of highest score number, now go upstairs to Nurse EDNA's room - get captured and thrown into dungeon. SYD:- give glowing key to DAVE, give yellow key to DAVE. DAVE:- walk to far left to padlocked door, use glowing key on top padlock, use glowing key on bottom padlock, open outer door - now see inner door, open door, enter number from arcade game high score, enter door into secret laboratory, walk to right - confronted by purple tentacle, Weird ED arrives and takes care of the purple tentacle, walk to door on left, open and enter door, walk left - Dr. FRED activates the self-destruct - you have 2 minutes to complete the game, walk left to locker, open locker, use radiation suit, walk right to door, use purple keycard in slot, enter door, walk to power lever, turn off power lever - releases Dr. FRED from the control of the meteor - but the self-destruct cannot be aborted, get the meteor, walk right to door, open door, enter door into garage, use meteor in boot of car, close car boot, use yellow key on left hand rocket engine.....................THE END. NOTE 1:- at the start of the game Nurse EDNA is in the kitchen raiding the fridge. Save the game before SYD enters the kitchen. If EDNA is still there reset the machine, load up your save position, and put a blank disk in the drive you are using. When the program is ready to remove EDNA from the kitchen it tries to access disc two, can't find it and asks you to insert it. You now know EDNA has gone back to her room. SYD can now enter the kitchen safely, but beware Weird ED will soon get hungry and embark on a trip down from his room to the fridge. NOTE 2:- save the game each time you wish to open the security door. Unfortunately because of the way in which the printing of the security booklet has been carried out it is possible to mismatch the required symbols. NOTE 3:- at a preset time during the game the doorbell will ring, Weird ED is expecting a package. Switch to MICHAEL who is waiting by the mailbox, pick up the package and walk as far left as possible. Weird ED will come to the front door, he will assume someone rang the bell in order to play a trick and will go back inside shutting the door behind him. NOTE 4:- there is an atomic reactor at the bottom of the swimming pool, the water keeps it from over heating and exploding. To get the radio and the glowing key you must first empty the pool, and then afterwards refill it. A single character can not complete the task alone in the time before the reactor overheats. One character must go under the house to the water valve and another to the pool side. NOTE 5:- a particular arcade game in the games room will give you vital information, but unfortunately the power line has broken in the attic. This is another two character job, one must stand by the circuit breakers in the basement whilst the other must take the tools to the attic. Only when the electric power to the whole house has been turned off can the broken wires be repaired.