MANIAC MANSION FULL WALKTHROUGH BY GELUF This FAQ is copywrited by Geluf and approved for use on only GameFaqs.com. No part of this file may be reproduced other than for personal use for the game it describes. CONTENTS: 1. Introduction 2. What this FAQ will do 3. The Characters 4. Walkthrough: Bernard 5. Walkthrough: Syd/Razor 6. Walkthrough: Wendy 7. Walkthrough: Jeff 8. Walkthrough: Michael 9. Interesting Things 10. Ways to Die 11. Tips and Tricks 12. Contact Info 1. INTRODUCTION Welcome to the mansion of the Edison’s. Dr. Fred Edison, Nurse Edna Edison, Weird Ed Edison and the Tentacles. It seems that, 20 years ago a large meteor crash-landed in the Edison’s front yard and after that, nothing was ever the same again. The meteor was in fact the infamous Murderous Purple Slimy Meteor, the terror of the galaxy! Using Dr. Fred as its tool, the meteor has begun swiping teenagers to suck their brains out. Why? Hey, its an evil meteor, it doesn’t NEED a reason, it just DOES it. The newest kidnap involves Dave’s girlfriend Sandy the cheerleader. Not one to take things lightly, Dave enlists the help of a couple of friends and goes into the mansion to find Sandy, hurling himself into almost certain hilarity as they find out that the Edison’s have a few screws loose… 2. WHAT THIS FAQ WILL DO: This FAQ was designed to take you through the game with EVERY possible character. This is designed to help players who maybe are using a party that is a little unorthodox, while at the same time help players who are new to the game and want some info. I have broken up the walkthroughs to reflect the different characters (Dave is not in any of the titles because you have to have him). Some walkthroughs will be very similar, if not the same for certain characters (to help with this, I have lumped Syd and Razor into the same group, since their abilities are the same). Each walkthrough will also have a list of items necessary to win the game with that character. 3. THE CHARACTERS: DAVE – The hero, you have to use this guy and it’s a shame too, cause he has no special skills. I use him as a decoy all the time. His soundtrack is great though. BERNARD – The resident geek. If you’re new to the game or want to finish without much of a hassle, choose Bernard. His skills can win the game by themselves; you won’t even need a third party member. As such, it’s very easy to win with him in the group. Bernard is the only one who can fix the radio to call the meteor police. He can also fix the telephone. SYD – The cool musician with awesome shades. Syd is a master of the piano, which helps him out in the game. Syd is interchangeable with Razor (they have the same skill) but given the choice, I always pick Syd (he just looks so cool, and his soundtrack is great). RAZOR – The punk rocker. Great piano player. Razor is the same as Syd in every respect but gender. WENDY – The writer. She wants to be a famous novelist. She can also edit bad manuscripts with typewriters. JEFF – Almost as useless as Dave. Jeff is a beach bum whose only ambition is to live in a van by the sea and score with numerous women. His ONLY skill is that he can fix the phone, and if you have Bernard that is a moot point, since he can too. Not to mention that fixing the phone is not vital to win in ANY scenario. So unless you just kinda like the guy and his music, then I wouldn’t bother. MICHAEL – This guy is great. His soundtrack is my favorite. He’s the photographer, and can develop film in the game. I usually have this guy in my party because he is the ONLY one who can get Weird Ed to help you out. THE EDISONS: DR. FRED EDISON – Resident mad scientist who wasn’t such a bad guy before the meteor took over. He’s a wimp though. He’s one of the 2 Edison’s that won’t throw you in the dungeon at any point in the game. Your task is to make him snap out of his mind control. NURSE EDNA EDISON – This is one demented lady. She is the only Edison who will NEVER join your side throughout the whole game no matter who you have with you. Avoid her. Unlike Ed who will only chase you on the current screen, Edna will follow you 2 and sometimes 3 screens, so if she sees you, haul butt. WEIRD ED EDISON – The military guru. Ed is (in my opinion) the only sane person in the mansion (aside from the hero’s of course). He just wants to get rid of the meteor and save his father. Of course, until you show him proof that YOU want that too, you’re just another intruder to him. Ed is fun to mess with, ring the doorbell and run away, steal his hamster! All SORTS of nifty things! DEAD COUSIN TED EDISON – OK, so technically you never interact with this guy, since he’s dead, but he gets mentioned a lot so I put him here. GREEN TENTICLE – The only other member of the house who will never put you in the dungeon. He is too depressed to care that 3 strangers have entered the mansion. He can be a useful ally, but don’t do the wrong thing around him, as he is manic-depressive and could turn violent very quickly… PURPLE TENTICLE – This guy is a pansy, a HUGE pansy. He guards the door to Dr. Fred’s inner lab. He is important because almost all of the kid’s special skills are geared toward getting past this guy. Quick note: These walkthroughs will tell you how to beat the game with the character mentioned. The party references will be Dave, (whichever kid I’m doing the walkthrough for), and whomever you choose as your third kid (in most cases, it won’t matter, though try not to be redundant, like if you have Syd, don’t have Razor also). 4. WALKTHROUGH: BERNARD Start by having Dave walk to the front of the mansion. PULL on the doormat and GET the key that appears. Then USE the key in the front door, but don’t go in. Switch to Bernard and have him go in the house. Walk to the far right and open the far right door. This is the living room. OPEN the radio on the cabinet and GET the radio tube. Walk all the way to the right and go into the next room. It’s dark in here so you need to find a lamp, choose TURN ON and run the cursor around till you find it (it should be on the left side of the room). Walk to the far right of the room and OPEN the loose panel (that’s the last panel on the wall) and GET the cassette tape. Leave this room and go back past the living room to the main hall again. Around this time a cut-scene will occur in which Weird Ed is in his room and says, “Gee, I’m hungry”. When this happens, make sure you get out of the hallways and duck into a room (but NOT the kitchen). Wait a few minutes and another cut scene will show Ed getting some cheese from the refrigerator. Wait 60 more seconds, and then you can move freely again. Switch to your third kid (not Dave, whoever else you chose) and have them go in the house. Enter the first door and you’ll be in the kitchen. GET the flashlight on the stove and walk further into the room until you come to the refrigerator. OPEN the refrigerator and GET the old batteries and the can of Pepsi. Go to the right into the dinning room. Keep going right and into the next room, the poolroom. GET the glass jar and the fruit drinks. Now go back to the main hallway and up the stairs. Go find Bernard and have him GIVE your third kid everything but the Radio Tube. Now switch to your third kid and go to the upstairs hall where the Security Door is. Go into the left door and you will be in the drawing room. GET the bowl of wax fruit and the paint remover. Now go out and open the Steel Security Door (pretty pathetic for a security door eh?) You will be in a long hallway. Go all the way right and up the stairs. Here, you will meet the Green Tentacle. GIVE him the bowl of wax fruit and then the fruit drinks (in THAT order) and he will let you pass. Go up the stairs and on this floor go into the first door, Dr. Fred’s room. READ the poster and remember the number it gives you. Go up the ladder and you will be in Green Tentacle’s room. Boy is he pathetic. GET the record and go to the right wall and GET the Yellow Key. Leave the room and go back out to the hall. Around now the doorbell will ring, get your kid out of any halls and switch to Bernard and DILIBERATELY place him in a hallway so that Weird Ed will find him. He’ll get put in the dungeon but that will buy you time. Now switch to Dave. You will see a package outside; take it (though you don’t need it to win with Bernard, it comes in handy). Now have Dave run all the way to the right onto the next screen. Weird Ed will show up at the door, he’ll think someone is playing a prank and he’ll leave. Have Dave USE the key on the door and go in the house. Switch to your third kid (the one that was just in Green Tentacle’s room) and have them go into the hall, walk to the far right and enter the 2nd to last door. USE the Hunk-O-Matic Machine. Switch to Dave and have him go all the way to where your third kid is and have him USE the Hunk-O-Matic as well. GIVE the package and the key to your third kid and have your third kid GIVE the yellow key to Dave. Have Dave leave the room and stand right next to the door to the right of Dr. Fred’s room (2nd door from the right not counting the stairs). Switch to your third kid and do the same. Have Dave walk in the door and get caught, then quickly switch to your third kid and go in. GET the small key from the dresser and get out and hide in Dr. Fred’s room. After about a minute leave and go all the way down to the music room on the second floor. USE the record on the record player; USE the cassette tape in the cassette recorder. TURN ON the Record Player and the recorder, and then TURN them OFF. GET the cassette tape and go downstairs and to the far right room (the living room) OPEN the cabinet door and USE the cassette tape in the cassette player. TURN ON the cassette player and wait for the chandelier to break. TURN OFF the player and GET the old rusty key from the chandelier wreckage. Switch to Dave (he should be in the dungeon, if not, skip this next part) and have him stand by the doorway out. Now switch to Bernard. Run the cursor over the wall until you find the loose brick. PUSH the loose brick and QUICKLY change to Dave and go through the door. It’s dark in here so walk all the way to the right and find the switch. TURN ON the switch, then walk back to the left and GET the key you find by the circuit breaker box. Now go back to the right and out the door, you’re back in the main hallway. Go through the kitchen, past the dinning room and into the poolroom. USE the key you got from the breaker box and go through the door to the pool. OPEN the gate at the back and go through. OPEN the garage door (only works if you used the Hunk-O-Matic) and USE the yellow key on the car trunk. GET the tools walk back to the pool. Switch to your third kid and have him go out the front door. Go to the left and PULL the bushes (this only works if you used the Hunk-O-Matic) now OPEN the grate and go in it. Go all the way to the right and TURN ON the water valve. Now AS FAST AS YOU CAN switch to Dave and go into the pool. GET the glowing key and leave the pool. Hurry and switch back to your third kid and TURN OFF the water valve (if you take longer than 60 seconds to do this, the house explodes, also make SURE Dave is out of the pool before you turn the valve back, or he’ll drown and all his items will be gone). Now go back out and go in the front door. Switch to Dave and have him meet your third kid in the main hall and GIVE all of his stuff to the third kid. Around this time, if it hasn’t happened already, Dr. Fred will tell Edna that he needs to turn off the power for about 5 minutes. When he does it’s a little annoying, as you can see anything but USE the old batteries in the flashlight and TURN ON the flashlight and you’ll be able to see around your cursor. The batteries last about 4 or 5 minutes. Now most FAQs will tell you that you should have Bernard go and fix the Arcade Machines now but don’t, trust me there is an easier way. Now bring Dave and your third kid all the way to Weird Ed’s room (it’s right next to Nurse Edna’s room). Have Dave go in Ed’s room and get caught. Then quickly switch to your third kid and go in Ed’s room. GET the hamster and GET the keycard behind it. Now wait and get caught by Ed when he comes back. You should now all be in the dungeon. Now USE the old rusty key to let Bernard out but keep your other kids in there. Have Bernard go all the way up to Dr. Fred’s room and USE the radio tube in the radio there. Now, remember that number from the poster? TURN ON the radio and USE it and enter the 4-digit number from the poster. You end up calling the meteor police who say they will be there in 5 minutes. Switch back to your third kid and have him walk to the door that has a message by it saying “Seekrit Lab” (what wonderful spelling! And wow! Who would guess there is a lab behind the door?). USE the Glowing key on the top and bottom padlocks and OPEN the outer door. Now, the inner door works via a combination. Normally to open it you have to fix the arcades and wait for Dr. Fred to play the game and then you have to play it and read the scores to get the combo. Well, you don’t have to. Just enter “0000” and the door will open, every time. Why? Because if the game isn’t played, the score is “0”. See the logic? Now DON’T go in the lab, instead wait outside till the meteor police show up (a siren will sound). They will go in and take the meteor. Now with your third kid GET the badge the policeman left on the floor and go in the door. GIVE the badge to the Purple Tentacle and he will run away. Open the far right door and enter. This is the big secrete lab, you will see Sandy in the machine and Dr. Fred will yell for Purple Tentacle, but to no avail. Ignore him, that pansy, and go all the way to the right. USE the keycard in the slot and go in the door. Then TURN OFF the switch on the machine. Viola! You’ve won with Bernard! 5. WALKTHROUGH: SYD/RAZOR Note: For the sake of keeping the name short, I will just refer to Syd, but it also means Razor. Start by having Dave walk to the front of the mansion. PULL on the doormat and GET the key that appears. Then USE the key in the front door, but don’t go in. Switch to Syd and have him go in the house. Walk to the far right and open the far right door. This is the living room. Walk all the way to the right and go into the next room. It’s dark in here to you need to find a lamp choose TURN ON and run the cursor around till you find it (it should be on the left side of the room). Walk to the far right of the room and OPEN the loose panel (that’s the last panel on the wall) and GET the cassette tape. Leave this room and go back past the living room to the main hall again. Go up the stairs and into the room on the right. This is the music room. TURN ON the TV and watch the commercial. Around this time a cut-scene will occur in which Weird Ed is in his room and says, “Gee, I’m hungry”. When this happens, make sure you get out of the hallways and duck into a room (but NOT the kitchen). Wait a few minutes and another cut scene will show Ed getting some cheese from the refrigerator. Wait 60 more seconds, and then you can move freely again. Enter the first door in the downstairs hall and you’ll be in the kitchen. GET the flashlight on the stove and walk further into the room until you come to the refrigerator. OPEN the refrigerator and GET the old batteries and the can of Pepsi. Go to the right into the dinning room. Keep going right and into the next room, the poolroom. GET the glass jar and the fruit drinks. Now go back to the main hallway and up the stairs. Go into the left door and you will be in the drawing room. GET the bowl of wax fruit and the paint remover. Now go out and open the Steel Security Door (pretty pathetic for a security door eh?) You will be in a long hallway. Go all the way right and up the stairs. Here, you will meet the Green Tentacle. GIVE him the bowl of wax fruit and then the fruit drinks (in THAT order) and he will let you pass. Go up the stairs and on this floor go into the first door, Dr. Fred’s room. Go up the ladder and you will be in Green Tentacle’s room. Boy is he pathetic. GET the record and go to the right wall and GET the Yellow Key. Leave the room and go back out to the hall. Around now the doorbell will ring, get your kid out of any halls. Now switch to Dave. You will see a package outside; GET it. Now have Dave run all the way to the right onto the next screen. Weird Ed will show up at the door, he’ll think someone is playing a prank and he’ll leave. Have Dave USE the key on the door and go in the house, then OPEN the package to get the stamps. Switch to Syd and have him go into the 4th floor hall, walk to the far right and enter the 2nd to last door. USE the Hunk-O-Matic Machine. Switch to Dave and have him go all the way to where Syd is and have him USE the Hunk-O-Matic as well. GIVE the package, stamps and the key to Syd and have Syd GIVE the yellow key to Dave. Have Dave leave the room and stand right next to the door two to the right of Dr. Fred’s room (3rd door from the right not counting the stairs). Switch to Syd and do the same. Have Dave walk in the door and get caught by Weird Ed, then quickly switch to Syd and go in. GET the hamster and the keycard, then OPEN the piggy bank and GET the 3 dimes. Be quick. When Ed comes back in, GIVE him the package; he will now be your friend. Go ahead and give him his hamster too, you don’t need it (unless you want to blow it up in the microwave). Leave and go all the way down to the music room on the second floor. USE the record on the record player; USE the cassette tape in the cassette recorder. TURN ON the Record Player and the recorder, and then TURN them OFF. GET the cassette tape and go downstairs and to the far right room (the living room) OPEN the cabinet door and USE the cassette tape in the cassette player. TURN ON the cassette player and wait for the chandelier to break. TURN OFF the player and GET the old rusty key from the chandelier wreckage. GET the cassette as well. Switch to your third kid (remember them?) and go into the house and go next to the stairs. Switch to Syd and go to the downstairs hallway as well. Have your third kid PUSH the gargoyle head on the right side of the stairs. Then have Syd go in the door that just opened. It’s dark in here so find the switch a little to your left. TURN ON the switch, then walk the left and GET the key you find by the circuit breaker box. USE the old rusty key in the door on the left. Switch to Dave and have him walk out the door that Syd opened, and have Syd GIVE the key from the breaker box to Dave. Now go to the right and out the door with Dave, you’re back in the main hallway. Go through the kitchen, past the dinning room and into the poolroom. USE the key you got from the breaker box and go through the door to the pool. OPEN the gate at the back and go through. OPEN the garage door (only works if you used the Hunk-O-Matic) and USE the yellow key on the car trunk. GET the tools and walk back to the pool. Switch to Syd and have him go out the front door. Go to the left and PULL the bushes (this only works if you used the Hunk-O-Matic) now OPEN the grate and go in it. Go all the way to the right and TURN ON the water valve. Now AS FAST AS YOU CAN switch to Dave and go into the pool. GET the glowing key and leave the pool. Hurry and switch back to Syd and TURN OFF the water valve (if you take longer than 60 seconds to do this, the house explodes, also make SURE Dave is out of the pool before you turn the valve back, or he’ll drown and all his items will be gone). Now go back out and go in the front door. Switch to Dave and have him meet Syd in the main hall and GIVE all of his stuff to Syd. Around this time, if it hasn’t happened already, Dr. Fred will tell Edna that he needs to turn off the power for about 5 minutes. When he does it’s a little annoying, as you can’t see anything but USE the old batteries in the flashlight and TURN ON the flashlight and you’ll be able to see around your cursor. The batteries last about 4 or 5 minutes. Now most FAQs will tell you that you should have someone go and fix the Arcade Machines now but don’t, trust me there is an easier way. Now bring Dave and Syd all the way to Nurse Edna’s room (it’s right next to Dr. Fred’s room). Have Syd go in Edna’s room and get caught. Then quickly switch to Dave and go in Edna’s room. Go up the ladder on the right side of the room and TURN ON the lamp in the dark room that follows. PULL the picture on the wall. Now switch to Syd, USE the old rusty key to get out of the dungeon and go to the pool. USE the glass jar in the pool and go up to the fourth floor. Go to the far right door and go in. GIVE the Pepsi to the plant, and then GIVE the glass jar to the plant. Now you can reach the hatch above it. USE a dime in the telescope slot and PUSH the right button, now USE another dime and PUSH the right button again. Now USE the telescope and remember the number you see. Switch to Dave and OPEN the safe. Punch in the number you just got to open it. GET the envelope, DO NOT OPEN IT. Switch to Syd and have him go into Edna’s room and get caught. Now get Dave out of the attic and downstairs to the kitchen. Once again get Syd out of the dungeon with the old rusty key and go into the kitchen with Dave. Bring to the faucet and TURN ON the faucet. Now USE the glass jar in the faucet and TURN OFF the faucet. Now go to the microwave. OPEN the microwave and USE the glass jar in the microwave. Now have Dave USE the envelope in the microwave. CLOSE the microwave and TURN ON the microwave. When it’s done, have Syd OPEN it and take the envelope (no need for the jar now, its too hot to take right now anyway) now you can OPEN the envelope and a quarter will come out. USE the stamps on the envelope. Now go up to the music room and if you haven’t already, watch the TV commercial by TURNING ON the TV. Now USE the cassette tape in the recorder. TURN ON the recorder and have Syd USE the piano. After that cool riff TURN OFF the recorder and GET the cassette tape. Now head up to Green Tentacle’s room and USE the cassette tape in the mondo stereo. TURN ON the stereo and Green Tentacle will be impressed and drop a demo tape. GET the demo tape. Go to the room with the mutant plant (far right on the fourth floor) and USE the envelope in the typewriter. Now USE the demo tape in the envelope. Now go all the way out the front door of the mansion and USE the envelope in the mailbox and PULL the flag. Now go inside and kill some time. After awhile a cut scene will occur where they will publish the demo tape. A little while latter the doorbell will ring. Go outside with Syd and GET the contract in the mailbox. Go up to Green Tentacle’s room and GIVE the contract to him. He will become your friend. Now, somehow get everybody in the dungeon, I don’t car how you do it (except don’t make Green Tentacle mad). Have Syd walk to the door that has a message by it saying “Seekrit Lab” (what wonderful spelling! And wow! Who would guess there is a lab behind the door?). USE the Glowing key on the top and bottom padlocks and OPEN the outer door. Now, the inner door works via a combination. Normally to open it you have to fix the arcades and wait for Dr. Fred to play the game and then you have to play it and read the scores to get the combo. Well, you don’t have to. Just enter “0000” and the door will open, every time. Why? Because if the game isn’t played, the score is “0”. See the logic? Go in the lab and walk up to Purple Tentacle, he will catch you but Green Tentacle will come in and save you. Open the far right door and enter. This is the big secrete lab, you will see Sandy in the machine and Dr. Fred will yell for Purple Tentacle, but to no avail. Ignore him, that pansy, and go all the way to the right. OPEN the locker and GET the radiation suit (USE it if it doesn’t automatically put it on you). USE the keycard in the slot and go in the door. Then TURN OFF the switch on the machine. GET the meteor and run to the right and go through to the garage. USE the meteor in the trunk off the car and CLOSE the trunk. USE the yellow key in the car and watch it take off. Congrats! You’ve won with Syd/Razor! 6. WALKTHROUGH: WENDY Start by having Dave walk to the front of the mansion. PULL on the doormat and GET the key that appears. Then USE the key in the front door, but don’t go in. Switch to Wendy and have her go in the house. Walk to the far right and open the far right door. This is the living room. Walk all the way to the right and go into the next room. It’s dark in here so you need to find a lamp, choose TURN ON and run the cursor around till you find it (it should be on the left side of the room). Walk to the far right of the room and OPEN the loose panel (that’s the last panel on the wall) and GET the cassette tape. Leave this room and go back past the living room to the main hall again. Go up the stairs and into the room on the right. This is the music room. TURN ON the TV and watch the commercial. Around this time a cut-scene will occur in which Weird Ed is in his room and says, “Gee, I’m hungry”. When this happens, make sure you get out of the hallways and duck into a room (but NOT the kitchen). Wait a few minutes and another cut scene will show Ed getting some cheese from the refrigerator. Wait 60 more seconds, and then you can move freely again. Enter the first door in the downstairs hall and you’ll be in the kitchen. GET the flashlight on the stove and walk further into the room until you come to the refrigerator. OPEN the refrigerator and GET the old batteries and the can of Pepsi. Go to the right into the dinning room. Keep going right and into the next room, the poolroom. GET the glass jar and the fruit drinks. Now go back to the main hallway and up the stairs. Go into the left door and you will be in the drawing room. GET the bowl of wax fruit and the paint remover. Now go out and open the Steel Security Door (pretty pathetic for a security door eh?) You will be in a long hallway. Go in the first door. It’s dark here too so find the lamp on TURN ON the lamp. OPEN the desk drawer and GET the manuscript. Now exit the room. Go all the way right and up the stairs. Here, you will meet the Green Tentacle. GIVE him the bowl of wax fruit and then the fruit drinks (in THAT order) and he will let you pass. Go up the stairs and on this floor go into the first door, Dr. Fred’s room. Go up the ladder and you will be in Green Tentacle’s room. Boy is he pathetic. GET the record and go to the right wall and GET the Yellow Key. Leave the room and go back out to the hall. Around now the doorbell will ring, get your kid out of any halls. Now switch to Dave. You will see a package outside; GET it. Now have Dave run all the way to the right onto the next screen. Weird Ed will show up at the door, he’ll think someone is playing a prank and he’ll leave. Have Dave USE the key on the door and go in the house, then OPEN the package to get the stamps. Switch to Wendy and have her go into the 4th floor hall, walk to the far right and enter the 2nd to last door. USE the Hunk-O-Matic Machine. Switch to Dave and have him go all the way to where Wendy is and have him USE the Hunk-O-Matic as well. GIVE the package, stamps and the key to Wendy and have Wendy GIVE the yellow key to Dave. Have Dave leave the room and stand right next to the door two to the right of Dr. Fred’s room (3rd door from the right not counting the stairs). Switch to Wendy and do the same. Have Dave walk in the door and get caught by Weird Ed, then quickly switch to Wendy and go in. GET the hamster and the keycard, then OPEN the piggy bank and GET the 3 dimes. Be quick. When Ed comes back in, GIVE him the package; he will now be your friend. Go ahead and give him his hamster too, you don’t need it (unless you want to blow it up in the microwave). Leave and go all the way down to the music room on the second floor. USE the record on the record player; USE the cassette tape in the cassette recorder. TURN ON the Record Player and the recorder, and then TURN them OFF. GET the cassette tape and go downstairs and to the far right room (the living room) OPEN the cabinet door and USE the cassette tape in the cassette player. TURN ON the cassette player and wait for the chandelier to break. TURN OFF the player and GET the old rusty key from the chandelier wreckage. GET the cassette as well. Switch to your third kid (remember them?) and go into the house and go next to the stairs. Switch to Wendy and go to the downstairs hallway as well. Have your third kid PUSH the gargoyle head on the right side of the stairs. Then have Wendy go in the door that just opened. It’s dark in here so find the switch a little to your left. TURN ON the switch, then walk the left and GET the key you find by the circuit breaker box. USE the old rusty key in the door on the left. Switch to Dave and have him walk out the door that Wendy opened, and have Wendy GIVE the key from the breaker box to Dave. Now go to the right and out the door with Dave, you’re back in the main hallway. Go through the kitchen, past the dinning room and into the poolroom. USE the key you got from the breaker box and go through the door to the pool. OPEN the gate at the back and go through. OPEN the garage door (only works if you used the Hunk-O-Matic) and USE the yellow key on the car trunk. GET the tools and walk back to the pool. Switch to Wendy and have him go out the front door. Go to the left and PULL the bushes (this only works if you used the Hunk-O-Matic) now OPEN the grate and go in it. Go all the way to the right and TURN ON the water valve. Now AS FAST AS YOU CAN switch to Dave and go into the pool. GET the glowing key and leave the pool. Hurry and switch back to Wendy and TURN OFF the water valve (if you take longer than 60 seconds to do this, the house explodes, also make SURE Dave is out of the pool before you turn the valve back, or he’ll drown and all his items will be gone). Now go back out and go in the front door. Switch to Dave and have him meet Wendy in the main hall and GIVE all of his stuff to Wendy. Around this time, if it hasn’t happened already, Dr. Fred will tell Edna that he needs to turn off the power for about 5 minutes. When he does it’s a little annoying, as you can’t see anything but USE the old batteries in the flashlight and TURN ON the flashlight and you’ll be able to see around your cursor. The batteries last about 4 or 5 minutes. Now most FAQs will tell you that you should have someone go and fix the Arcade Machines now but don’t, trust me there is an easier way. Now bring Dave and Wendy all the way to Nurse Edna’s room (it’s right next to Dr. Fred’s room). Have Wendy go in Edna’s room and get caught. Then quickly switch to Dave and go in Edna’s room. Go up the ladder on the right side of the room and TURN ON the lamp in the dark room that follows. PULL the picture on the wall. Now switch to Wendy, USE the old rusty key to get out of the dungeon and go to the pool. USE the glass jar in the pool and go up to the fourth floor. Go to the far right door and go in. GIVE the Pepsi to the plant, and then GIVE the glass jar to the plant. Now you can reach the hatch above it. USE a dime in the telescope slot and PUSH the right button, now USE another dime and PUSH the right button again. Now USE the telescope and remember the number you see. Switch to Dave and OPEN the safe. Punch in the number you just got to open it. GET the envelope, DO NOT OPEN IT. Switch to Wendy and have her go into Edna’s room and get caught. Now get Dave out of the attic and downstairs to the kitchen. Once again get Wendy out of the dungeon with the old rusty key and go into the kitchen with Dave. Bring her to the faucet and TURN ON the faucet. Now USE the glass jar in the faucet and TURN OFF the faucet. Now go to the microwave. OPEN the microwave and USE the glass jar in the microwave. Now have Dave USE the envelope in the microwave. CLOSE the microwave and TURN ON the microwave. When it’s done, have Wendy OPEN it and take the envelope (no need for the jar now, its too hot to take right now anyway) now you can OPEN the envelope and a quarter will come out. USE the stamps on the envelope. Now go up to the music room and if you haven’t already, watch the TV commercial by TURNING ON the TV. Now go to the room with the mutant plant (far right on the fourth floor) and USE the envelope in the typewriter. Now USE the manuscript in the typewriter. Finally, USE the manuscript in the envelope. Now go all the way out the front door of the mansion and USE the envelope in the mailbox and PULL the flag. Now go inside and kill some time. After awhile a cut scene will occur where they will publish the manuscript. A little while latter the doorbell will ring. Go outside with Wendy and GET the contract in the mailbox. (Make SURE you don’t show the contract to just anybody, some of them will kill you for it) Now, somehow get everybody in the dungeon, I don’t care how you do it. Have Wendy walk to the door that has a message by it saying “Seekrit Lab” (what wonderful spelling! And wow! Who would guess there is a lab behind the door?). USE the Glowing key on the top and bottom padlocks and OPEN the outer door. Now, the inner door works via a combination. Normally to open it you have to fix the arcades and wait for Dr. Fred to play the game and then you have to play it and read the scores to get the combo. Well, you don’t have to. Just enter “0000” and the door will open, every time. Why? Because if the game isn’t played, the score is “0”. See the logic? Go in the lab and GIVE the contract to Purple Tentacle, he will let you pass. Open the far right door and enter. This is the big secrete lab, you will see Sandy in the machine and Dr. Fred will yell for Purple Tentacle, but to no avail. Ignore him, that pansy, and go all the way to the right. OPEN the locker and GET the radiation suit (USE it if it doesn’t automatically put it on you). USE the keycard in the slot and go in the door. Then TURN OFF the switch on the machine. GIVE the contract to the meteor. Nice job! You’ve won with Wendy! 7. WALKTHROUGH: JEFF Pay close attention here: you CANNOT win the game with Jeff’s skill. You HAVE to have someone else also. This is because Jeff is the only kid (besides Dave) that has no way of getting past the Purple Tentacle. Therefore, a walkthrough with Jeff is pointless. If you REALLY like Jeff and want to use him, just pick him as your third kid in all those walkthroughs where I mention them. 9. WALKTHROUGH: MICHAEL Start by having Dave walk to the front of the mansion. PULL on the doormat and GET the key that appears. Then USE the key in the front door, but don’t go in. Switch to Michael and have him go in the house. Walk to the far right and open the far right door. This is the living room. Walk all the way to the right and go into the next room. It’s dark in here to you need to find a lamp choose TURN ON and run the cursor around till you find it (it should be on the left side of the room). Walk to the far right of the room and OPEN the loose panel (that’s the last panel on the wall) and GET the cassette tape. Leave this room and go back past the living room to the main hall again. Around this time a cut-scene will occur in which Weird Ed is in his room and says, “Gee, I’m hungry”. When this happens, make sure you get out of the hallways and duck into a room (but NOT the kitchen). Wait a few minutes and another cut scene will show Ed getting some cheese from the refrigerator. Wait 60 more seconds, and then you can move freely again. Enter the first door in the downstairs hall and you’ll be in the kitchen. GET the flashlight on the stove and walk further into the room until you come to the refrigerator. OPEN the refrigerator and GET the old batteries and the can of Pepsi. Go to the right into the dinning room. Keep going right and into the next room, the poolroom. GET the glass jar and the fruit drinks. Now GET the bottle of developer. It will fall down and break, don’t worry, that’s supposed to happen. Now go back to the main hallway and up the stairs. Go into the left door and you will be in the drawing room. GET the bowl of wax fruit and the paint remover. Now go out and open the Steel Security Door (pretty pathetic for a security door eh?) You will be in a long hallway. Go all the way right and up the stairs. Here, you will meet the Green Tentacle. GIVE him the bowl of wax fruit and then the fruit drinks (in THAT order) and he will let you pass. Go up the stairs and on this floor go into the first door, Dr. Fred’s room. Go up the ladder and you will be in Green Tentacle’s room. Boy is he pathetic. GET the record and go to the right wall and GET the Yellow Key. Leave the room and go back out to the hall. Around now the doorbell will ring, get your kid out of any halls. Now switch to Dave. You will see a package outside; GET it. DO NOT LET WEIRD ED GET THAT PACKAGE!! Michael’s scenario is the only one the REQUIRES the use of the package to win (although in a few others you need the stamps off it). Now have Dave run all the way to the right onto the next screen. Weird Ed will show up at the door, he’ll think someone is playing a prank and he’ll leave. Have Dave USE the key on the door and go in the house, then OPEN the package to get the stamps. Switch to Michael and have him go into the 4th floor hall, walk to the far right and enter the 2nd to last door. USE the Hunk-O-Matic Machine. Then go into the next room and GET the sponge. Switch to Dave and have him go all the way to where Michael is and have him USE the Hunk-O-Matic as well. GIVE the package, stamps and the key to Michael and have Michael GIVE the yellow key to Dave. Have Dave leave the room and stand right next to the door two to the right of Dr. Fred’s room (3rd door from the right not counting the stairs). Switch to Michael and do the same. Have Dave walk in the door and get caught by Weird Ed, then quickly switch to Michael and go in. GET the hamster and the keycard. Be quick. When Ed comes back in, GIVE him the package; he will now be your friend. Go ahead and give him his hamster too, you don’t need it (unless you want to blow it up in the microwave). Leave and go all the way down to the music room on the second floor. USE the record on the record player; USE the cassette tape in the cassette recorder. TURN ON the Record Player and the recorder, and then TURN them OFF. GET the cassette tape and go downstairs and to the far right room (the living room) OPEN the cabinet door and USE the cassette tape in the cassette player. TURN ON the cassette player and wait for the chandelier to break. TURN OFF the player and GET the old rusty key from the chandelier wreckage. Switch to your third kid (remember them?) and go into the house and go next to the stairs. Switch to Michael and go to the downstairs hallway as well. Have your third kid PUSH the gargoyle head on the right side of the stairs. Then have Michael go in the door that just opened. It’s dark in here so find the switch a little to your left. TURN ON the switch, then walk the left and GET the key you find by the circuit breaker box. USE the old rusty key in the door on the left. Switch to Dave and have him walk out the door that Michael opened, and have Michael GIVE the key from the breaker box to Dave. Now go to the right and out the door with Dave, you’re back in the main hallway. Go through the kitchen, past the dinning room and into the poolroom. USE the key you got from the breaker box and go through the door to the pool. OPEN the gate at the back and go through. OPEN the garage door (only works if you used the Hunk-O-Matic) and USE the yellow key on the car trunk. GET the tools and walk back to the pool. Switch to Michael and have him go out the front door. GET the undeveloped film by the bushes. Go to the left and PULL the bushes (this only works if you used the Hunk-O-Matic) now OPEN the grate and go in it. Go all the way to the right and TURN ON the water valve. Now AS FAST AS YOU CAN switch to Dave and go into the pool. GET the glowing key and leave the pool. Hurry and switch back to MICHAEL and TURN OFF the water valve (if you take longer than 60 seconds to do this, the house explodes, also make SURE Dave is out of the pool before you turn the valve back, or he’ll drown and all his items will be gone). Now USE the sponge on the puddle of developer. Now go back out and go in the front door. Switch to Dave and have him meet Michael in the main hall and GIVE all of his stuff to Michael. Around this time, if it hasn’t happened already, Dr. Fred will tell Edna that he needs to turn off the power for about 5 minutes. When he does it’s a little annoying, as you can’t see anything but USE the old batteries in the flashlight and TURN ON the flashlight and you’ll be able to see around your cursor. The batteries last about 4 or 5 minutes. Now most FAQs will tell you that you should have someone go and fix the Arcade Machines now but don’t, trust me there is an easier way. Bring Michael up to the third floor (it’s the smallest floor, it only has on room) and go in the only door on the floor (this is the place you had to feed Green Tentacle) now close the door once in the room. Find the light and turn it on. Now USE the sponge in the tray. TURN ON the red light and Michael will develop the film. Now take the film to Weird Ed and he will say to meet him in the lab in 5 minutes. Now, somehow get everybody in the dungeon, I don’t care how you do it (except don’t make Weird Ed mad). Have Michael walk to the door that has a message by it saying “Seekrit Lab” (what wonderful spelling! And wow! Who would guess there is a lab behind the door?). USE the Glowing key on the top and bottom padlocks and OPEN the outer door. Now, the inner door works via a combination. Normally to open it you have to fix the arcades and wait for Dr. Fred to play the game and then you have to play it and read the scores to get the combo. Well, you don’t have to. Just enter “0000” and the door will open, every time. Why? Because if the game isn’t played, the score is “0”. See the logic? Go in the lab and walk up to Purple Tentacle, he will catch you but Weird Ed will come in and save you. Open the far right door and enter. This is the big secrete lab, you will see Sandy in the machine and Dr. Fred will yell for Purple Tentacle, but to no avail. Ignore him, that pansy, and go all the way to the right. OPEN the locker and GET the radiation suit (USE it if it doesn’t automatically put it on you). USE the keycard in the slot and go in the door. Then TURN OFF the switch on the machine. GET the meteor and run to the right and go through to the garage. USE the meteor in the trunk off the car and CLOSE the trunk. USE the yellow key in the car and watch it take off. Way to go! You’ve won with Michael! 9. INTERESTING THINGS Kid that requires you to enter the least amount of rooms: BERNARD Kid that requires you to enter the most rooms: SYD/RAZOR Most useful kid: BERNARD Most useless kid (not counting Dave): JEFF Only Edison who will NEVER harm you or put you in the dungeon: DR. FRED Only Edison who will NEVER join your side: NURSE EDNA The fastest I have beaten the game in is 15 minutes with Bernard in the group. It’s not easy to do, but it CAN be done. Here are the endings possible: 1. Meteor gets sent to outer space. CONDITION: Put the meteor in the trunk and turn on the car. 2. The meteor is taken by the police. CONDITION: Bernard must call the police and the door must be open. 3. Meteor becomes a writer. CONDITION: Wendy must get the manuscript published and show it to the meteor. 4. Meteor gets eaten. CONDITION: Bring the meteor all the way to the mutant plant and GIVE the meteor to the plant. For some alternative endings, try killing off one or two kids before you beat the game. 10. WAYS TO DIE Have one kid turn off the pool valve and another one go in the pool, and then turn the water back on. Have Syd or Razor put the hamster in the microwave and turn it on, then give the hamster back to Weird Ed. Put some water from the pool in the glass jar. Put the jar in the microwave and turn it on. Then open the microwave. Show Green Tentacle the meteor’s contract. Show Green Tentacle Syd or Razors contract. Turn off the circuit breakers and leave them off. Turn off the pool valve and leave it off. Press the red button at the bottom of the pool. Let the timer run out when Dr. Fred starts the countdown. Go upstairs and through the Steel Security Door. Move your cursor along the left side of the door until you find the Keypad. USE the keypad 4 times. Go into the meteor’s room without the radiation suit. 11. TIPS AND TRICKS The code for the inner door to the lab will always be 0000 unless you fix the Arcades, so don’t fix them. Put one kid outside Ed’s room and another outside Edna’s. Have the 2nd kid go in Edna’s room and then immediately switch kids and have the other go in the Ed’s room. Then quickly switch back to the one in Edna’s room. Edna will be frozen still and unable to move and you can take you sweet time doing whatever you need to do in there (NOTE: she becomes unstuck when you leave the screen). Bring two kids to Edna’s room and have them both go in (takes some quick switching). Edna will be confused and will just stand there, until one of your kids moves that is, then she’ll go for that one. You CAN get past Green Tentacle by feeding him all the food from the kitchen and the poolroom, instead of the wax fruit. But this takes longer and there’s no point. Use the quarter from the envelope to buy a Pepsi from the machine in the lab! The chainsaw is useless. The gas for the chainsaw is found in another Lucas Arts game called “Zac McCracken” (in fact, when you find the gas can in Zac McCracken, it tells you it’s for another game). And so, you CANNOT use the chainsaw. Pick up all items you can, you may need them, or not, but it never hurts to have them. Items that, using my FAQ, are not needed for ANY character to win are: Chainsaw Flashlight (but it helps) Old Batteries (but they help) Broken Bottles of Ketchup Lettuce Cheese Week Old Roast Old Rotting Turkey Tentacle Chow Paintbrush Paint Remover Broken Record 2 dimes (there are four, the most you will need is two) Small Key (the one in Edna’s room) Quarter Hamster (but you need to pick it up to get the key card) Faucet Handle Tools (but you should get them to have space in the trunk) Radio Canned Goods 12. CONTACT If you see something I left out (VERY possible since this is a long FAQ) or have something to add, email me at Tanner_br@hotmail.com All of the info on this FAQ I found out myself from playing the game. No one else’s work was used.