179 lines
7.8 KiB
Plaintext
179 lines
7.8 KiB
Plaintext
M A N I A C M A N S I O N
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(Lucasfilm Games)
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NOTES
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(1) There are FIVE possible ways to complete this adventure; this solution
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works with Dave, Syd and Bernard, and should provide insights into solving
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the other variations.
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(2) In all rooms you must open the door and in many you must also turn on
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the light, neither of which is pointed out in this solution.
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(3) Don't use the flashlight or the batteries will run out (though you can
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find more!). To find a light switch in the dark, select "WHAT IS" and scan
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the room by moving the cursor around.
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(4) There are TWO ways to escape the dungeon. If two kids are trapped
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there, place one in front of the door and have the other push the loose
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brick just below the LEFT window to momentarily open the dungeon door.
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Quickly switch to the other kid, who will have just enough time to run out.
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The other way is to use the rusty key.
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THE SOLUTION
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FRONT OF THE HOUSE
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All three kids should be here. Pick up the door mat and get the key. Unlock
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the front door and send all three inside. Send Bernard to the Library.
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LIBRARY
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Open the loose panel directly below Chuck the Plant and get the cassette
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tape. Switch to Dave and send him to the Kitchen.
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KITCHEN
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Edna catches Dave, which clears this route for the others. Dave can stay in
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the Dungeon for now and should use the trick described in Note (4) to let
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the others out when caught. Switch and send Syd into the Storage Room.
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STORAGE ROOM
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Have Syd pick up the fruit drink and glass jar. Switch to Bernard and send
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him to the Kitchen.
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KITCHEN
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Get Bernard to get the flashlight, then open the refrigerator and get the
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Pepsi can. Switch to Syd and send him to the Kitchen to give the glass jar
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to Bernard. Sent them both to the Painting Room.
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PAINTING ROOM
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Syd should pick up the wax fruit and Bernard should get the paint remover.
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THE TENTACLE IN THE ATTIC
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Send Syd up the next set of stairs to the Top of the Stairs, just outside
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the Darkroom, where he meets the Green Tentacle. Give the wax fruit, then
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the fruit drink to the Tentacle and he'll let you pass.
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THE RADIO ROOM
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Switch to Bernard and send him here to get the dime. Then go left and climb
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the ladder to the Green Tentacle. Get the record on the shelf and find the
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yellow key behind the Tentacle and get it. Then send Bernard to the Piano
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Room.
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WAS IT THE PIANO ROOM OR WAS IT MEMOREX?
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Put the cassette tape in the cassette recorder. Put the record on the
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victrola. Turn on the cassette recorder and the victrola. Wait until the
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glass breaks, then turn them both off. Have Bernard get the tape and go
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into the Sitting Room.
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THE SITTING ROOM
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Bernard should open the cabinet and put the tape in the cassette player.
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Turn on the player and the chandelier will shatter. Turn off the player and
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get the rusty key that fell from the chandelier. (This unlocks the right
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door in the Dungeon). Open the old radio on top of the cassette player and
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get the radio tube.
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WEIGHTLIFTING AND THE HIDDEN GRATE
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Send Syd, who may be in the Dungeon by now, to the Weightlifting Room and
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have him use the Hunk-O-Matic Machine. Then send him outside the front door
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and to the left of the stairs. Pick up the bushes to reveal the grate. Open
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the grate, enter it and walk right to the water valve.
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OFF TO THE POOL
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Send Bernard to Edna's Room and she'll put him in the Dungeon. Unlock the
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door with the rusty key. Have him get the silver key next to the fuse box
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in the basement, then send him to the Storage Room. Get him to unlock the
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Storage Room with the silver key and go to the pool ladder. Fill the glass
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jar with water from the pool.
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UNDER THE HOUSE
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Switch to Syd and have him turn on the water valve. This drains the pool
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and exposes the nuclear reactor's cooling rods, so you have to move fast (a
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good place to SAVE your game!!).
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IN THE POOL
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When the "cut scene" is over, send Bernard down the ladder to get the
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glowing key and the radio. As soon as he's safely back on the cement, have
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Syd turn off the water valve to refill the pool.
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THE GARAGE
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Send Syd and Bernard here and have Syd open the garage door. Bernard should
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use the yellow key to open the trunk, then get the tools.
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THE PLANT ROOM AND THE BROKEN WIRES
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Send Bernard here to use the paint remover on paint blotch to reveal a
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door. Open the door and enter the Broken Wires Room. Turn on the light,
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open the radio, use batteries in flashlight, turn on flashlight, walk to
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wires.
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THE FUSE BOX
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Send Syd in Edna's Room and she'll put him in the Dungeon. Have Dave push
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the loose brick to free Syd, then position Syd in front of the fuse box.
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Open fuse box and turn off the circuit breakers.
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BROKEN WIRES ROOM
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When the "cut scene" ends, Bernard should fix the wires with the tools. Now
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switch to Syd and turn on the circuit breakers. (The video machines are now
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powered on).
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EDNA AND THE WALL SAFE ROOM
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Send Syd and Bernard to the hall outside Edna's Room and have Bernard open
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the door and enter. While Edna takes him to the Dungeon, send Syd into her
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room and go right to the ladder. Climb the ladder to the Safe Room. Turn on
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light and open painting to reveal a wall safe.
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THE MAN-EATING PLANT
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Have Bernard use the rusty key so he and Dave can escape the Dungeon. Send
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Bernard to the Plant Room and use jar of water on the Man-eating Plant.
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Give pepsi to Man-eating Plant. Climb up the plant to the Telescope Room.
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TELESCOPE ROOM
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Bernard should use the dime in the slot, then press the right button to
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turn the telescope to the right.
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WEIRD ED'S ROOM
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Send Dave and Bernard to the doorway outside Ed's Room and have Bernard
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give the rusty key and glowing key to Dave. Dave should open the door and
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enter Ed's. When Ed takes Dave to the Dungeon, send Bernie into Ed's Room
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where he must walk to the piggy bank, open the piggy bank, take another
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dime, then go to the Telescope Room.
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TELESCOPE ROOM
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Bernard should use the dime in the slot, press the right button to turn the
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telescope to the right, then use the telescope to read the combination of
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the wall safe.
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THE SAFE ROOM AND THE SECRET LAB
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Switch to Syd and open the wall safe with the combination that you now
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know! Get the envelope, open it and get the quarter. Now send Syd back down
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the ladder, where Edna will catch him and lock him in the Dungeon with
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Dave. Switch to Dave, who should walk to the outer door and unlock the top
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and bottom padlocks with the glowing key. Open the outer door to the Secret
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Lab. Have Dave unlock the right Dungeon door with the rusty key.
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ARCADE ROOM
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Send Syd here and play the Meteor Mess game with the quarter. Write down
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the high score.
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WEIRD ED'S ROOM & THE HAMSTER
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Send Syd and Bernard to the doorway outside Ed's Room. Have Syd open the
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door and enter. When Ed takes him to the Dungeon, send in Bernard to get
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the hamster and reveal the purple card key. Get this and send Bernard to
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the Radio Room. (He may get locked in the Dungeon first, however).
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INTO THE SECRET LAB
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Switch to Dave, who is here, and have him open the inner door to the Secret
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Lab with the high score from the Meteor Mess game for the combination.
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CALLING THE METEOR POLICE
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Switch to Bernard in the Radio Room and have him use the radio tube in the
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tube radio. Read the poster, turn on radio, use radio to call Meteor Police
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with the number from the poster. Now send Bernard to Edna's Room so he'll
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get put in the Dungeon. Then wait for the Meteor Police to arrive and take
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out the Purple Meteor.
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THE ZOM-B-MATIC ROOM AND THE METEOR ROOM
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Switch to Bernard in the Dungeon, who should get the badge on the floor and
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go to the Secret Lab. Give the badge to the Purple Tentacle. After it runs
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away, enter the Zom-B-Matic Room. Walk right and use the purple card key in
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the key slot to enter the Meteor Room. Turn off switch!!
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* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
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