maniac mansion walkthrough
The full solution
When you choose your party, choose Bernard, and Razor.
At the start of the game, move Dave west to the front
door. Pick up the mat,
then pick up the key. Switch to Bernard and move him to
the front door. Do
the same for Razor. Switch back to Dave, unlock the front
door with the key
and give the key to Razor. Enter house, and head Dave
and Bernard into the
foyer. Note that there is no handle on one of the doors.
To open it, go over
to the gargoyle on the right, and push it. Then switch
to Bernard and have
him enter the now open door. Use 'what is' to find the
light switch, and turn
it on. Go west, avoiding the radioactive slime to the
fuse box. Pick up the
key, and remember where the fuse box is, and the door
on the left. Go back to
the foyer. Switch to Dave and head out the front door.
Once he is outside
switch to Bernard and go east and open the door. Walk
to door to the living
room, here, open old fashioned radio and pick up the radio
tube, open cabinet
doors and note the contents. Continune east through the
twin doors, and turn
the lights on in the library, go over to the phone, and
open the loose panel
just above it. Pick up the blank cassette tape. Save the
game and head back
to the foyer. Get Bernard to open the door next to the
Grandfather clock.
You are now in the kitchen. Should you come across Edna
here, you will end up
in the dungeon. If this happens, get another person like
Dave caught, and Dave
can the push the loose brick under the barred window while
Bernard escapes.
Assuming all is well, have Bernard get the flashlight
on the counter, then go
east, open refriderator, pick up Pepsi, then east twice,
into the pantry.
Pick up bottle of devoloper fluid, and get the fruit drinks,
plus glass jar.
Unlock door with silver key, then head east to the pool,
use glass jar with
swimming pool, open gate, and go east to the garage. Then
go to the foyer,
and go up the stairs. Then go west to the studio and get
the paint remover,
paint brush and bowl of wax fruit. Now go east to the
music room, note the
cassette recorder and Victrola. Now go back out, and go
in the central door.
(Some versions may need a code entered). Once through,
open the first door
to the east. Use 'what is' to find the light switch ands
turn it on. Open
the desk and get the manuscript. Leave here and go to
the next door to the
east. Switch to Razor and go to the music room. Now watch
the TV. Write
down the adress from the ad. Play piano, then go to Bernard.
Switch to
Bernard and give Razor the following things : Cassette
tape, fruit drinks
and wax fruit. Switch to Razor and go up the stairs to
the east. Give the
Green Tentacle the wax fruit, the the fruit drink. Go
past the next door up
onto the next floor. Open the first door, this is the
radio room. Look on
the floor and pick up the dime. Go up the ladder to Green's
room. Listen to
his tale. Pick up record, look in corner for key hanging
on wall, take it.
Exit to the radio room and examine the wanted poster.
Save game.
Shortly the bell will ring, Ed will go to down to get
his mail. Make sure
that there is no one in the corridor, or else it's a trip
to the dungeon.
However, you will have to beat Ed to the mail, so switch
to Dave, and have
him go and get the package from the mailbox. When Ed comes
out, he will
ignore you. Now open package and switch to Razor. Go to
Bernard. Give
Bernard the following things : yellow key. Now go to the
music room. Use
record with Victrola. Turn it on, then off. Next use cassette
in recorder.
Turn it on, turn on Victrola, turn it off (after a few
seconds). Turn off
cassette player. Now get the tape and go down to the living
room. Use tape
in player. Play tape, and when the chalinder shatters,
get the rusty key
(opens dungeon door). Turn off player, pick up cassette
tape, then go back
to the music room. Use cassette tape in recorder, turn
it on, play piano,
turn it off, pick up cassette tape. Now go to Green's
room and use tape in
player. Get demo tape from him and leave. Switch to Bernard
and move him to
the radio room. Switch to Razor and give Bernard the dime
and key. Now
leave the radio room and go to the third door on the right
(first radio room.
second next, then third). Use the Hunk-O-Matic machine
twice. Then go to
the bathroom. Get the sponge and exit bathroom. Back in
the hallway, at the
far end, you will see a paint splotch. Use the paint remover
on this, then
open the newly discovered door, but don't go in. Now go
all the way to
outside the front door. Open the bushes, then open the
grate and go in.
Follow the pipes east until you come to what is lrft of
the spilt devoloper
fluid. Use the sponge on it. Keep going east until you
come across the
water valve. Switch to Dave and go to the pool. Stand
by the ladder going
into the pool.
Save game.
Switch to Bernard and turn on the valve, the switch to
Dave. When the pool
is empty go down the ladder and get the glowing key and
radio. Then get out,
switch to Bernard and turn off valve, then go to the pool.
Switch to Dave and
give Bernard : the stamps, the yellow key and the radio.
Switch to Bernard
and open the raidio. Take the batteries and use them in
the flashlight. Go
over to garage doors and open them. Examine Ed's car,
especially the left
fin. Go over to the shelf and pick up the water faucet
handle, open trunk (of
car), with the yellow key. Get the tools and go back to
the library and fix
the phone with the tools. Switch to Dave and send him
to the library as well.
Save game.
Switch to Bernard and send him up to the radio room. Then
switch to Dave and
have him ring the front doorbell. This will distract Ed,
thus allowing you to
send Bernard up to Ed's bedroom. When in there, pick up
the hamster, then the
card key underneath, then open the piggy bank and get
the dime. Now leave
quickly and enter the weight room before Ed catches you.
Now get Dave or
Razor to open the fusebox (in basement, through door with
no handle from main
hallway. Remember the Gargoyle!). Save game. Switch to
Bernard, turn on the
flashlight and enter the room through the door in the
paint blotch on the
wall. Examine the left hand side of the wall at the back
to find some broken
wires. Switch to whoever you left at the fuse box and
have them throw the
curcuit breaker. Quickly switch back to Bernard, and fix
the wires with the
tools. Leave the room, then switch to the person at the
fuse box, have them
switch the curcuit breaker back on and leave the room.
Next, switch back to
Bernard and enter the bathroom (via weight-room), and
fix the water faucet
with handle. Turn the shower on, and read the message.
Note the phone number
5235. Save game.
To get Edna out of her room, wait outside her room (Bernard),
and switch to
Dave. Use the newly repaired phone in the library and
dial the above number.
As soon as it rings, switch to Bernard and enter the room.
Head over to the
nightstand and get the small key, then go up the ladder.
Turn on the light
and and examine room, open the painting and you will discover
the safe.
Switch to Dave and phone Edna again, quickly get Bernard
out of the room.
Close Edna's door on the way out, go into the Radio room
and wait. Then go
to the plant room and use jar of water with maneating
plant, then use can of
Pepsi with plant. As it is full, it is now safe, go over
and climb through
the hatch which leads to the telescope. Save game. Use
dime in coin slot,
push right button (twice), you can now see Edna's safe
combinationof 1230.
Leave here, and position Bernard just outside Edna's room
as before. Have
Dave phone Edna, then sneak Bernard into her room and
go up the ladder. Use
the wall safe and pick up the sealed envelope. Switch
to Dave and phone Edna
again, then sneak Bernard out, shut the door and wait
in the radio room. Then
go downstairs to the pool and refill your jar. Shortly
Dr Fred will indicate
that the power will be shut off for five minutes, this
is just another chance
to repair the broken wires if you failed to do so earlier.
Get all your
charactures in the foyer and switch to Bernard. Give the
stamps to Razor,
and the small key and key card to Dave, save game and
then head Bernard to
the kitchen. Save game if Edna does not catch you. Open
the microwave oven,
and put the envelope and jar of water in it. Close the
oven and turn it on.
Wait. Turn it off. Now go to the radio room, enter and
read wanted poster,
note the phone number. Next use the radio tube in the
radio socket and switch
to Razor. Save game. Enter kitchen, open microwave oven,
get envelope, use
stamps on envelope. Give quarter to Dave. Now (still as
Razor), head
upstairs and use envelope with typewriter (in the family
room). You must
enter the adress of the three dudes who publish anything
(from the ad on TV).
Now use demo tape with envelope. Once done, go back downstairs
and outside.
Use envelope in mailbox, pull flag. Leave Razor by the
front steps for later.
Switch to Dave, and go to the arcade room. Go to 'Meteors
Mess' and use
quarter in slot. Note Dr Freds high score of 5858 which
is also the combinat-
ion to the secret lab. However, if he has not played the
machine yet, you
will have to wait and watch. Also, to get your quarter
back, you must use the
small key with coin box.
The doorbell should ring shortly as this is a conmtract
for Green tentacle
from the three dudes. Get Razor to pick it up. If the
doorbell hasn't rung
yet, switch to Bernard, who should still be in the radio
room, and get him to
turn on the radio. Use the radio and call the police on
3412. Switch to
Razor and go into the front room and give the rusty key
to Dave. Now get
Razor to push the gargoyle, switch to Dave and send him
down to the basement.
Next unlock the door with the rusty key and enter the
dungeon. Unlock the
upper padlock with the glowing key, then unlock the lower
padlock with the
glowing key. Dave will take care of the Meteor. Use the
combination from the
arcade machine to open the inner door. If the meteor police
have been,
examine dungeon floor and you should find some ID. Once
you have the ID,
enter the Zombiematic room and give the badge to Purple
Tentacle. If you
don't have the ID, then have Razor give the contract to
Dave, then as Dave,
give it to the Green Tentacle. Green would then guard
Dave under any
circumstances and thus he would had been able to enter
safely. From here you
can now enter to where Sandy is. Move Dave past here over
to the locker,
open it, use radiation suit, use card key in slot of automatic
door, enter in
to meteor room, then pull switch to save Sandy, Dr Fred,
and finsh the game,
of course.