440 lines
28 KiB
Plaintext
440 lines
28 KiB
Plaintext
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1 Basement, Ground Floor
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2 First Floor, Green Tentacle
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3 GT's Story, Package,
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Chandelier, Demo
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4 Remover, Weight Training
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5 Keycard, Wires, Plant,
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Observatory, Safe
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6 Microwave, Contract, Radio,
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Plans, Door, Tentacle,
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Destruct Sequence, Meteor
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MANIAC MANSION
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Part 1
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Okay, you guys, like, it's time to rescue Dave's adorable cheerleader
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girlfriend, Sandy, from the clutches of Dr. Fred! Sandy has been kidnapped by
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Dr. Fred for her brain -- not her beauty! Dave needs an adventure party of two,
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each with their own weaknesses and strengths. For this outing, we'll use Razor
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and Bernard; however, the walkthru will cover solutions involving other
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characters. Now, get going to MANIAC MANSION, you tuna heads!
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Dave leads the way. Move him west until he comes to the front door of the
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mansion. Lousy architecture, isn't it? Tasteless, but sinister. He goes up the
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front steps, where he can PICK UP MAT, then PICK UP KEY. Now switch to Razor and
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Bernard and let them join Dave. Have Dave UNLOCK FRONT DOOR WITH KEY, GIVE KEY
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TO RAZOR, and enter the Mansion. Take Bernard and Dave into the foyer. Note that
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each room has about three views or angles; you may have to scroll in order to
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see everything. You initiate scrolling by clicking the cursor on the bottom
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corners of the screen.
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Hm, the door to the right of the center stairs has no knob! Dave has seen a lot
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of "B" movies, so he goes to the gargoyle on the right and tries to PUSH
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GARGOYLE. Creak! The door opens! Golly, gee, this ain't your average split
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level. Switch to Bernard, and dare him to go first. Bernard bravely inches
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through the door into the darkness beyond. Gee whillikers, this is the first of
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many dark rooms. A light can be found in all but one. In order to turn it on,
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click WHAT IS then move the cursor around the screen. Once you find the light,
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enter the keyboard command TURN ON and press <Return>. The light goes on, and
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Bernard finds himself in a basement with a furnace and nuclear reactor --
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standard equipment for maniacs. He walks west to the fuse box, skirting the
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puddle of radioactive slime (it's a red herring, anyway), in order to PICK UP
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SMALL, SILVER KEY. Note the door to his left because it leads to a very
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important region. Go back to Dave, who says, "That's nice, Bernard, I think I'll
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go join Razor outside." Switch to Dave in order to get him outside the front
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door.
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NOTE: You have to move the characters out of the halls at certain points
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because Dr. Fred's toothsome wife, Nurse Edna, and their repulsive son, Weird
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Ed, have a habit of roaming around in real time. Anyone they find, they throw in
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the dungeon. Should this happen to one of your characters, two ways out are
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available, one of which will be revealed shortly.
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Well, switch back to Bernard, who is on his own now, so OPEN DOOR to the east
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and WALK TO DOOR to a living room with a large, crystal chandelier. OPEN OLD
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FASHIONED RADIO, as Bernard is really into stuff like that. PICK UP RADIO TUBE;
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spare parts might come in handy. OPEN CABINET DOOR and note the cassette player.
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If you examine the chandelier carefully, you'll see a white key on the right
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side. None of the characters will climb the couch; you'll have to get it down
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some other way. Patience! Bernard continues east through the double doors, then
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lights the Library. The circular staircase is interesting but a red herring, as
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is Chuck the Plant. The phone is broken, and perhaps Bernard will find tools
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later. He notices a loose panel just above the phone and can OPEN LOOSE PANEL
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then PICK UP a blank CASSETTE TAPE. He returns to the foyer.
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Now is a good time to save your game. Depending on your timing, Edna might be
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found snacking in the kitchen. If so, she'll throw Bernard in the dungeon.
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Should that happen, he can get out by using the key from the chandelier;
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however, he hasn't got it yet. The other solution requires that two characters
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work together, so someone else will have to get caught at the first opportunity.
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Under the left barred window in the dungeon is a loose brick. If one character
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PUSHes LOOSE BRICK, the other can escape out the door to the east. It's not so
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terrible getting caught, because you get some important information: 1) The
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dungeon door is the same one by the fuse box, and 2) the outer door to the
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"Sekrit" lab, where Sandy is being held, is in the dungeon, even though it's
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heavily padlocked and secured with an electronic keypad. Do not leave anyone in
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the dungeon with key objects. (I once left Dave there for the entire game, only
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to let the others out. So much for his heroism!)
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Bernard opens the door next to the grandfather clock. He finds himself in a
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modernized kitchen. PICK UP flashlight from the counter. What's that on the
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wall? Ick! Dull knives and a chainsaw. The knives are stuck to the wall with a
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suspicious, gummy substance. The chainsaw has no fuel -- at least not in this
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game -- so forget it. Continue to walk Bernard east and hope that Edna is not
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grazing. She's not there? Good! He can OPEN REFRIGERATOR and PICK UP CAN OF
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PEPSI. There's a lot of other dubious stuff in here, which Bernard leaves
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strictly alone. Moving east again, he enters yet another room and not a moment
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too soon as, about now, Ed will come down to pick up the cheese for his hamster.
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If Bernard is in the kitchen, it's the slammer again for him. Ed has no humor
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about cheese.
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The banquet hall looks fit for Banquo's ghost, so he walks east again. Bernard
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enters the pantry in order to PICK UP BOTTLE OF DEVELOPER. Oops, what a klutz!
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The bottle topples, smashes on the floor, and the developer seeps through a
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grate. Hm, wonder where it went? Oh, well, Bernard can PICK UP FRUIT DRINKS and
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GLASS JAR. Then, he should UNLOCK DOOR WITH SILVER KEY and go out to the pool.
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It, at least, looks well-maintained, though the water has a strange glow. USE
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GLASS JAR WITH SWIMMING POOL. Never know when Bernard might need some water. A
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nice radio floats in the pool, but he doesn't like the water -- none of the
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characters do, including the surfer dude. Time for Bernard to OPEN GATE and go
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east to the garage. The doors are firmly shut and very heavy. Wow, what a wimp!
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He can't even budge them!
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MANIAC MANSION
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Part 2
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Fingering the little knobs Bernard laughingly calls his biceps, Bernard returns
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to the foyer and heads up the center stairs. His footsteps sound unnaturally
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loud, but no one stops him. At the head of the stairs is a door, which, in the
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IBM version, is a steel security door with keypad. In other versions, where the
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diskettes themselves are copy protected, he can go straight through. In any
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case, he shouldn't go through now as he has stuff to do. Walk him west into the
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artist's studio in order to PICK UP BOWL OF WAX FRUIT, PAINTBRUSH, and PAINT
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REMOVER. Then, he goes east to the music room. That's a nice TV and even nicer
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cassette recorder! The Victrola looks old, but serviceable.
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Now, he may return to the hallway and go through the center door either by
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walking straight through or by using the sheet in the docs to USE KEYPAD. The
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coded numbers can be located in those columns of the red and gray sheet. Once
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through the door, Bernard finds himself in a blue hallway surrounded by tasteful
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art. He opens the first door to the east, and turns on the light: It's a medical
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examining room. Feeling nervous, Bernard OPENs DESK, and PICKs UP MANUSCRIPT,
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which is the memoir of a meteor, ill-written though and not his sort of thing at
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all. If Jill picks it up, she must deal with its ungrammatical structure; it is
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her puzzle and vital to winning the game. Exactly how she deals with it will be
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revealed later. For now, Bernard exits this room and enters the next door to the
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east, where he finds a great game room with standalone video games. Too bad
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there isn't any power, and, anyway, he has no change in his pocket. He spent all
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his money on more memory for his computer last week. Sighing over what might
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have been, he exits and goes up the stairs to the east.
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On the next floor, he walks west, and a Green Tentacle hops toward him. Bernard
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screams hysterically and runs away! You see, Bernard has one little weakness:
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He's terrified of giant, hopping tentacles. Fortunately, it doesn't come up very
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often. So temporarily retire Bernard, preferably inside another room and switch
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to Razor, who should stop off in the music room to watch TV. Great, an ad from
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Three Guys Who Publish Anything. Maybe they'd accept a demo if she had one! If
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she feels the urge, she can also play the baby grand. Razor is interchangeable
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with Syd, who is also musically talented. Once she arrives at Bernard's
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location, switch to him, and GIVE FRUIT DRINKS, WAX FRUIT, and CASSETTE TAPE TO
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RAZOR.
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Razor continues up the stairs. That cute Tentacle is just hungry for its
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favorite munchies. No, silly, not people, just GIVE WAX FRUIT TO TENTACLE. Then,
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GIVE FRUIT DRINKS TO GREEN TENTACLE. He lets her past, where she continues up
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the stairs. She passes a door that is the photo lab, only important to Michael.
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What horrors await on the next floor?
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MANIAC MANSION
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Part 3
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Walk softly on the third floor because the family's bedrooms are here. If Razor
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enters Edna's or Ed's, you know where they'll put her! However, she can OPEN the
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very first DOOR, since it's just the radio room. Hm, looks more like Bernard's
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kind of place. Rock stars are always hungry, so PICK UP DIME -- it's that little
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speck on the floor -- then scroll the room, and go up the ladder. Razor is blown
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away by the Green Tentacle's bedroom, where he'll tell you his secret sorrow:
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He, too, is an aspiring rock star who can't get his band to gel. It seems they
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keep disappearing into the basement, so GT is in a major depression. Razor
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admires his mondo stereo, humongous speakers, and PICKs UP RECORD. Then, scroll
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the room and she can PICK UP YELLOW KEY hanging on the wall near GT's corner of
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gloom. Go back through the radio room, where she learns from the wanted poster
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that a murderous purple meteor is on the loose. She puts two and two together,
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and they add up to radioactive slime!
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About now the doorbell will ring. If you have any characters in the halls,
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better get them out because Ed will go downstairs to pick up a package. He deals
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with some strange mail order houses. Switch to Dave quickly and beat Ed to it;
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go west to the mailbox, and PICK UP PACKAGE. Ed comes outside but doesn't bother
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Dave. This is the last time one of the family goes roving. From now on, you can
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solve the game without that kind of interference.
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Dave cannot help but OPEN PACKAGE. Some stamps fall off, though the package
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doesn't yield. If you're playing with Michael, you will probably need to deliver
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the package to Ed. In order to do so, a character can take it to his room or
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ring the doorbell. At this point in the game, undeveloped film has appeared in
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the bushes to the right of the front steps. Michael can develop it into commando
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plans, which Ed will use to rescue the kids from the Meteor at the end of the
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game. The package has another use: Until it is delivered, Ed can be extracted
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from his room by ringing the doorbell. This allows another character to get in
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there and search!
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Switch back to Razor and find Bernard, then GIVE YELLOW KEY TO BERNARD. A cut
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scene pours on the pressure, as you see that Dr. Fred is about to connect Sandy
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to the brain sucking machine -- if the Purple Tentacle (another one!) doesn't
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mess with her first. Must be her fetching little halter top. Razor goes to the
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music room. Have her USE RECORD WITH VICTROLA, then TURN ON VICTROLA. Some
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high-pitched tentacle cries rend the air and shatter Nurse Edna's favorite
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antique vase. That gives Razor an idea: TURN OFF VICTROLA, then USE CASSETTE
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TAPE IN CASSETTE RECORDER. TURN ON RECORDER, then TURN ON VICTROLA. Now, she
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should turn everything off and PICK UP CASSETTE TAPE.
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Razor must go downstairs to the living room and USE CASSETTE TAPE IN CASSETTE
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PLAYER. When she TURNs ON CASSETTE PLAYER, the din shatters the windows, and,
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just as she hoped, the chandelier as well! Now Razor can PICK UP OLD RUSTY KEY
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from the broken glass. Now she has a key to the door between the dungeon and the
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basement. If anyone gets caught, just send Razor down with the key! Razor must
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now TURN OFF PLAYER and PICK UP TAPE. Then walk her back to the music room, and,
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this time, Razor makes a recording of her tune on the piano. She collects the
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tape and goes to the Green Tentacle's bedroom. When she USEs THE CASSETTE TAPE
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IN the PLAYER, GT is so impressed that he recruits her for his band. The new
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possibilities snap GT out of his depression. He gives her his treasured DEMO
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TAPE. Too bad she doesn't have stamps and an envelope -- she could do GT a real
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favor by sending the demo to the Three Guys. She goes to the hall and thinks it
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over.
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MANIAC MANSION
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Part 4
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Switch to Bernard, who should go to the third floor. Then he can enter the
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fourth door to the east, which has some very strange gimmicks in it. Don't miss
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any of them! Bernard sees the answer to a prayer when he has the chance to USE
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HUNK-O-MATIC (tm) twice!! That puny body just ripples with newfound strength.
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Any of the characters can use it and perform the two tasks it makes possible.
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Now scroll the room and walk Bernard through the door to the east. He finds
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himself in a bathroom that shows what a lousy housekeeper Edna is: For one
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thing, she left Dead Cousin Ted in the shower. Something is written behind him,
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but the dummy, er, mummy won't move over. Make sure to have your character PICK
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UP SPONGE to the left of the sink, especially if playing with Michael.
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Bernard goes back to the hallway and through the door at the east end of the
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hall. It's a family room with portrait, typewriter, and Man-eating Plant, just
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what every family has! An unsightly paint blotch is on the wall. Have Bernard
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USE PAINT REMOVER WITH PAINT BLOTCH and a door appears. He OPENs it. Since it
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looks dark and there's NO light, he decides to let it wait until later. Now send
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Bernard outside the house (trudge, trudge, trudge), and on the way, switch to
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Razor so that Bernard can get the YELLOW KEY and DIME.
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Outside Bernard should go to the left of the front steps, and OPEN BUSHES.
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Inside he finds a grate, which, with his new muscles, he easily opens. He climbs
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through the grate and follows the pipes to the east. Along the way, he sees the
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puddle of developer. USE SPONGE WITH DEVELOPER, and, presto, he's got it! Only
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Michael can use it, along with water from the pool, to develop the film in the
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photo lab. If Michael then gives those to Ed, Ed will charge in to remove the
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Meteor at the end of the game.
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Bernard comes to a water valve. "Hey, Dave," Bernard shouts, "I've found a way
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to empty the pool. Get over there!" Guys with muscles give orders, so switch to
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Dave and walk him to the pool ladder. Then, switch to Bernard and TURN ON VALVE.
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Bernard now hears a terrible whooshing sound, so switch to Dave and move him
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down the ladder into the empty pool. At this point, a cut scene will inform you
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that Dr. Fred has been using the pool to chill out his nuclear reactor and now
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fears a meltdown. He sends Purple Tentacle to check; if anyone is in the
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basement, they will get thrown in the cell. Ignore this, and quickly have Dave
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PICK UP RADIO and GLOWING KEY. If Dave pushes the tempting red button, he will
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start a meltdown, so just move Dave back up the ladder. If he is still in the
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pool when you switch to Bernard and TURN OFF VALVE, then Dave will drown. Sandy
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would be most unhappy, so do all that and the water refills the pool instantly.
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Bernard can now join Dave by the pool, where Dave gives him the YELLOW KEY, the
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STAMPS, and the RADIO. Bernard has the know-how necessary to OPEN RADIO. Hurrah,
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batteries for the flashlight. Right away, Bernard should take this opportunity
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to USE BATTERIES WITH FLASHLIGHT. I'll bet Bernard can explore that dark room
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now!
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Before he does, however, he walks over to the garage and easily opens the
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garage door. Lo! and behold: It's Weird Ed's Edsel! What vintage wheels! What
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fins! A little exploration reveals that Ed has been modifying it with a rocket
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engine (left fin). Store away that little tidbit of information. The shelf on
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the left contains a WATER FAUCET HANDLE which Bernard should PICK UP. The cement
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slab is a red herring and useless. Now let Bernard OPEN TRUNK WITH YELLOW KEY,
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and, finally, Bernard has TOOLS to PICK UP. With that in mind, he goes back to
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the library to FIX PHONE WITH TOOLS. Switch to Dave and leave him in the library
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contemplating calling a chat line. Now save your game again.
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MANIAC MANSION
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Part 5
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The next bit of timing can be tricky, as someone needs to search Weird Ed's
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bedroom (the third door to the right on the upper floor). Take Bernard right up
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to the door. Now you have a choice. Assuming you have NOT delivered the package,
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you can have Dave ring the doorbell while Bernard nips in the room. Or, if you
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prefer, Razor (remember her?) can go in the room, and, while Ed is throwing her
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in the clink, Bernard can search. In any case, before this sequence, Razor must
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GIVE DIME TO BERNARD. Once in the room, he should move quickly to PICK UP
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HAMSTER, and PICK UP CARD KEY that is under it. Move briskly to the piggy bank,
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then OPEN PIGGY BANK. As it cracks open, Bernard realizes he's applied too much
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pressure. PICK UP DIME and get him out of there fast! He should enter the weight
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room again or Ed might get him! Whew, hacking was never such sweaty work!
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Save your game at this point, because Bernard is about to enter the room to the
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east of the family room. Before Bernard does this, position Razor (if she's down
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there) or Dave at the fuse box and OPEN FUSE BOX. Now, Bernard should TURN ON
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FLASHLIGHT, and go through the hatch door in the paint blotch. As he plays the
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flashlight around the room, he sees broken wires on the back wall to the left.
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No wonder the arcade games won't play. Switch to the character by the fuse box
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and TURN OFF CIRCUIT BREAKER. This is tricky again, because Bernard must FIX
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WIRES WITH TOOLS before Dr. Fred sends the Purple Tentacle to turn on the power
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again. And, of course, the character who is in the basement may wind up in the
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dungeon. If you have time, TURN ON CIRCUIT BREAKER, and get Razor or whoever out
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of there!
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At some point after this, Dr. Fred will play the arcade games. Note that he is
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playing Meteor Mess. Maybe one of your characters would like to play, too? Too
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bad no one has a quarter; the games won't accept the dimes. Switch back to
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Bernard, since he's so handy, and send him into the bathroom to FIX WATER FAUCET
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WITH HANDLE. Turn the shower on and off. Eek! Dead Cousin Ted moves over to
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reveal the following message: "For a good time, call Edna ____." The phone
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number varies according to the combination of characters. For Razor and Bernard,
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it is 5235. Let's play a trick on Edna, who has appeared most unsympathetic in
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several cut scenes.
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Save your game because she may get Bernard -- she's skinny but fast! Position
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Bernard just outside her door (the second door to the east or right on the upper
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floor). Dave must USE PHONE, and click in the number Bernard saw in the
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bathroom. Get Bernard into her door right after the phone rings. Seems Edna has
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a little phone habit; so as she demonstrates how to make an obscene phone call,
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Bernard can PICK UP SMALL KEY from Edna's nightstand, and go up the ladder in
|
||
|
the eastern corner of the room. If he has time (or doesn't mind getting caught),
|
||
|
he can check out what's over her bed!
|
||
|
|
||
|
Once more Bernard is in the dark, so TURN ON LIGHT to look around Edna's attic.
|
||
|
OPEN PAINTING and note the wall safe. Underneath is scrawled a number too tiny
|
||
|
to read. Have Dave call Edna again, walk Bernard to the hall, and into the radio
|
||
|
room for a minute. Be sure to shut Edna's door, or she may nab him.
|
||
|
|
||
|
The coast is clear, so send Bernard back to the family room and save your game.
|
||
|
Have Bernard USE JAR OF WATER WITH MANEATING PLANT and watch it grow. Then he
|
||
|
can USE CAN OF PEPSI WITH MANEATING PLANT and watch it burp. Disgusting. (NOTE:
|
||
|
In some versions, it appears to grow twice. Early Apple versions contained a bug
|
||
|
that sometimes required reverse syntax, i.e., USE MANEATING PLANT WITH JAR OF
|
||
|
WATER. Your saved game will allow you to experiment.) Walk Bernard straight
|
||
|
toward the plant. It's satisfied, so it won't bite him and he climbs up to the
|
||
|
hatch above its head, and winds up in the observatory with an immense telescope.
|
||
|
Save your game here, too.
|
||
|
|
||
|
Bernard is curious about the equipment, so he decides to USE DIME IN COIN SLOT,
|
||
|
then PUSH RIGHT BUTTON. He should repeat this with the second dime. Then he can
|
||
|
USE TELESCOPE and see the combination to Edna's safe, which, again is variable
|
||
|
according to which characters are being used. For Bernard and Razor, it is 1230.
|
||
|
|
||
|
Save your game again, or you could be sorry! Bernard sneaks back to Edna's
|
||
|
door. Dave calls her on the phone, while Bernard whips up to the attic. He
|
||
|
should USE WALL SAFE and PICK UP SEALED ENVELOPE. Do NOT open it, because it'll
|
||
|
tear and cannot be repaired. Repeat the process you used before to get back to
|
||
|
the hall, saving your game beforehand. Bernard is doing well; so send him out to
|
||
|
the pool to fill up that jar again. Also, get the other two characters back to
|
||
|
the foyer for convenience's sake. Around this time, Dr. Fred says he is going to
|
||
|
shut off the power for five minutes. If you haven't repaired the arcade wires,
|
||
|
or you found it too troublesome, Bernard can easily make the repairs by himself
|
||
|
once the power is off. Wait for the rooms to go dark.
|
||
|
|
||
|
MANIAC MANSION
|
||
|
Part 6
|
||
|
|
||
|
If you have time, move Bernard to the kitchen. OPEN MICROWAVE OVEN. USE
|
||
|
ENVELOPE WITH MICROWAVE OVEN. USE JAR OF WATER WITH MICROWAVE OVEN. CLOSE
|
||
|
MICROWAVE OVEN and TURN ON MICROWAVE OVEN. After a suitable interlude, TURN OFF
|
||
|
MICROWAVE OVEN. Now be patient, for if he opens it too soon, a cloud of
|
||
|
microwave steam will envelop him and his tombstone will be a small, tasteful one
|
||
|
out on the front lawn. Bernard's part is almost done, so he can GIVE CARD KEY
|
||
|
and SMALL KEY TO DAVE and GIVE STAMPS TO RAZOR. Then, send him up to the radio
|
||
|
room, where he can READ WANTED POSTER. It includes a number for the Meteor
|
||
|
Police (in this game, 3412). First Bernard must fix the radio, so USE RADIO TUBE
|
||
|
IN TUBE SOCKET. (Aren't you glad he carried it around for practically the whole
|
||
|
game?)
|
||
|
|
||
|
Switch to Razor and OPEN MICROWAVE OVEN. Now she can PICK UP ENVELOPE and USE
|
||
|
STAMPS ON ENVELOPE. The envelope now opens without tearing and a quarter falls
|
||
|
out. She has other things on her mind than video games, so she can GIVE QUARTER
|
||
|
TO DAVE. Now, she goes up to the family room and USEs ENVELOPE WITH TYPEWRITER.
|
||
|
If the character has seen TV, she/he types the address of Three Guys Who Publish
|
||
|
Anything. Will she promote herself? She will NOT! She must be magnanimous and
|
||
|
USE DEMO TAPE WITH ENVELOPE, go outside to the mailbox west of the house, and
|
||
|
OPEN MAILBOX. Then she can USE TAPE IN MAILBOX and PULL FLAG. Now she can go
|
||
|
back to the front door and wait.
|
||
|
|
||
|
It's now Dave's turn, and is he ever burning for action! Does he go get Sandy?
|
||
|
No way! He heads straight to the arcade room and stands in front of Meteor Mess.
|
||
|
USE QUARTER IN SLOT. If Dr. Fred has played, it is important to record his high
|
||
|
score: At long last he has the combination to the inner door of the Sekrit Lab,
|
||
|
which, in this game, is 5858. If Dr. Fred has not played, Dave must wait until
|
||
|
he sees him do so. No problem, though; he can USE SMALL KEY WITH COIN BOX and
|
||
|
PICK UP QUARTER. Play as many times as he wants or needs to!
|
||
|
|
||
|
At some point, you will see the Three Guys discover the Green Tentacle's genius
|
||
|
and send him a recording contract. When the doorbell rings, Razor can PICK UP
|
||
|
CONTRACT, and either give it to Dave or deliver it herself. Whichever character
|
||
|
delivers it, the Green Tentacle vows to always protect that person later on.
|
||
|
This promise will not hold for the other characters. This contract is a major
|
||
|
point of variation among scenarios tied to the character combinations. Syd can
|
||
|
follow the same route as Razor. Jill must USE MANUSCRIPT IN TYPEWRITER. However,
|
||
|
this scenario has a different outcome. The contract is prepared for the Meteor.
|
||
|
If it is delivered to the Green Tentacle, he kills her for being on the Meteor's
|
||
|
side. However, the contract can be used in just a minute! So be patient, you're
|
||
|
almost done!
|
||
|
|
||
|
While Razor is waiting for the postman, it is a good idea for Bernard to TURN
|
||
|
ON RADIO, and USE RADIO to call the Meteor Police. They declare they will arrive
|
||
|
in five minutes and that the inner lab door must be unlocked. It is also useful
|
||
|
for Razor to GIVE RUSTY KEY TO DAVE. Have Razor PUSH GARGOYLE so that Dave can
|
||
|
go down to the basement and UNLOCK DUNGEON DOOR WITH RUSTY KEY. Once inside the
|
||
|
dungeon, he can UNLOCK UPPER PADLOCK WITH GLOWING KEY, and repeat that process
|
||
|
with the LOWER one. If playing with Michael, the film should be developed and
|
||
|
delivered to Weird Ed. If you have Bernard in the party, the police -- and they
|
||
|
are a strange bunch -- arrive and bear off the nefarious Meteor. If you have
|
||
|
Michael, Ed goes and gets him. However, if you have neither character, Dave can
|
||
|
take care of the Meteor, provided he has the YELLOW KEY before going into the
|
||
|
Sekrit lab.
|
||
|
|
||
|
So, gather your courage for the closing scenario and let one character open the
|
||
|
inner door with the combination Dave got from Meteor Mess. If the police have
|
||
|
been there, check out the dungeon floor carefully, and let Dave PICK UP BADGE.
|
||
|
It's a bona fide piece of ID for the Meteor Police. Now he can go through that
|
||
|
door and meet his fate...and the sinister Dr. Fred! First, however, he must get
|
||
|
past the Purple Tentacle. If Dave is the character who helped GT, then he will
|
||
|
appear and tell PT to bug off. If Dave has the badge, then merely GIVE it to PT
|
||
|
and watch him turn into a quivering mass of tentacle flesh. If you are using
|
||
|
Jill, she can show him the contract for the Meteor, and PT will let her through
|
||
|
to talk to the big guy himself.
|
||
|
|
||
|
This taken care of, go through the door to the east, where Dave sees the
|
||
|
nefarious Brain Sucking Machine, complete with Sandy in chains. Dr. Fred, who is
|
||
|
nearby, goes berserk and starts a countdown to nuclear destruction. Ignore
|
||
|
Sandy, go right to the locker, OPEN it, and USE RADIATION SUIT. USE CARD KEY in
|
||
|
the slot of the automatic door to the east. Once in the Meteor room, Dave must
|
||
|
PULL SWITCH, which detaches Dr. Fred from the evil influence. He halts the
|
||
|
countdown, and you win the game and Sandy, provided the Meteor is gone.
|
||
|
Otherwise, Dr. Fred appeals to Dave for help. Stifling his revulsion, Dave must
|
||
|
PICK UP PURPLE METEOR and open the door to the east of the Meteor Room.
|
||
|
|
||
|
Dave's back in the garage, where he stuffs the Meteor in the trunk of the
|
||
|
Edsel, and can CLOSE TRUNK, then USE YELLOW KEY IN ROCKET ENGINE. This blasts
|
||
|
the Meteor into outer space and, maybe, a sequel. You've saved our brain trust,
|
||
|
until the aliens get their hands on the phone company in ZAK MCKRACKEN AND THE
|
||
|
ALIEN MINDBENDERS, anyway!
|
||
|
|
||
|
|
||
|
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
|
||
|
Another file downloaded from: The NIRVANAnet(tm) Seven
|
||
|
|
||
|
& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
|
||
|
Burn This Flag Zardoz 408/363-9766
|
||
|
realitycheck Poindexter Fortran 510/527-1662
|
||
|
Lies Unlimited Mick Freen 801/278-2699
|
||
|
The New Dork Sublime Biffnix 415/864-DORK
|
||
|
The Shrine Rif Raf 206/794-6674
|
||
|
Planet Mirth Simon Jester 510/786-6560
|
||
|
|
||
|
"Raw Data for Raw Nerves"
|
||
|
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
|