Maniac Mansion
PC
Warning: The following contains information that will help you solve Maniac Mansion. Please, DO NOT READ FROM START TO FINISH. You've got to be a maniac to do that! Haha! That's a good one, eh? Ugh. . .
MANIAC MANSION WALKTHROUGH v1.2 ==1. About this FAQ======================================================== Game: Maniac Mansion Developer: LucasArts Platform: PC FAQ Type: Walkthrough Version: 1.2 (Final) Author: Christophe Desmecht (aka Capricorn, aka Cappy, aka Cappinator) =========================================================================== ==2. Contents============================================================== 1. About this FAQ 2. Contents 3. Copyright notice 4. Contact info 5. A few comments 6. Game Solution: Dave and Syd 7. Game Solution: Dave and Michael 8. Game Solution: Dave and Wendy 9. Game Solution: Dave and Bernard 10.Game Solution: Dave and Razor 11.Final word =========================================================================== ==3. Copyright notice====================================================== This FAQ is ©2003 Christophe Desmecht. It may not be used or distributed for commercial use. You may post this FAQ on your website freely provided you keep it with full FAQ info and Copyright notice intact. I would also appreciate being notified of any such posting, to do so send me an email at cd@narf.be and mention the URL of your site. No part of this FAQ may be partially copied or deleted without my (Christophe Desmecht) permission. =========================================================================== ==4. Contact info========================================================== If you have any questions, comments or suggestions about this FAQ you can email me at cd@narf.be. =========================================================================== ==5. A few comments======================================================== - To solve this game you actually only need 2 people, so in the following solutions I'll only use Dave and that second person. If I feel that a third person is needed to make playing the game easier, I'll show this one as '3rd'. (eg: in the solution with Dave and Michael, I could have had Dave come all the way downstairs to push the Gargoyle and then go back all the way upstairs. Instead I chose to bring in the third person to make things go faster.) - I've written every game solution as a seperate entity, this means that every solution can be read seperatly. This avoids the need to scroll up and down all the time if I mention something that was already described in another solution. (eg: every solutions starts the same way, with Dave opening the front door.) - These solutions are by no means carved in stone. As you will see there are several solutions to the game depending on which characters you play with and in some cases several solutions for the same character. It is possible that there are some things in the game that I haven't discovered and variations on the plot that I chose not to mention, simply because they are variations on the same theme. Mentioning every little detail that could be done differently is something I chose not to mention, in order to maintain a certain degree of logic in my writing. Mostly though these are things you can find on your own and don't affect the plot too much. - These solutions are written as step by step solutions. You won't find elaborate descriptions of rooms or events in this FAQ. - I haven't figured out what Jeff can do, my guess is he's just a surfer dude who's good at partying and that's all... (no offense to all you surfers out there). =========================================================================== ==6. Game Solution: Dave and Syd=========================================== Dave: Walk to the front door, pick up the doormat and the Key underneath. Unlock the front door with the Key and go inside. Open the first door you come across and enter, this is the kitchen. What you have to do now is a bit tricky. You have to keep moving towards the other end of the kitchen until you see Mrs. Edna, then you immediately turn around and walk out the kitchen otherwise she catches you and you're locked up in the cellar. Go back into the kitchen and pick up the Flashlight. Open the refrigerator and pick up the Can of Pepsi. Now go into the room to your right. Go right again and pick up the Fruit Drinks and the Glass Jar. Syd: Position him by the mailbox. As soon as you hear the doorbell and you see Weird Ed leaving his room to open the front door switch to Syd and pick up the Package. (You don't have to wait for the doorbell, just keep on playing. But as soon as you hear the doorbell, switch and pick up the Package.) Dave: Go back through the dining room and the kitchen to the main hall. Now go towards the most right door and enter that room. Enter the room to the right. You find yourself in a dark room, so find the lamp and turn it on. Go to the far right of the bookcase and open the loose panel. Pick up the Cassette Tape. Go back to the main hall and climb the stairs. Go into the room to your left. Pick up the Paint Remover and the Bowl of Wax Fruit. Exit. Go through the steel security door. Go all the way to the right and up the stairs. Here you'll encounter the Green Tentacle. Give him the Bowl of Wax Fruit and then the Fruit Drinks. Go up the stairs and enter the first door. Pick up the Dime and climb the ladder to the left. Pick up the Record and the Yellow Key. Go back into the hall, skip two doors and enter the fourth. Use the Hunk-O-Matic Machine. Go back downstairs to the hall where the paint room is.(top of the main stairs and in front of the security door) Enter the room to the right. Use the Cassette Tape in the tape recorder and use the Record on the victrola. Turn on the cassette recorder and the victrola and wait for the vase on the piano to shatter. Then turn the victrola and the recorder off and pick up the Cassette Tape. Turn on the TV. Exit. Go down the stairs and into the room to the right. Open the cabinet door, use the Cassette Tape in the cassette player and turn it on. Wait for the glass chandelier to fall, then turn the cassette player off and pick up the Cassette Tape. Pick up the Old Rusty Key. (This key is your way out of the dungeon, so if you get caught use this key to get free.) Go outside. Give the Cassette Tape, the Key (the one you found under the doormat) and the Old Rusty Key to Syd. By now the Package should have arrived and Syd's the one who's got it. (If the Package hasn't arrived yet then wait a while, it can't take be much longer. Or you can go ahead and position the 3rd person at the mailbox to pick up the Package when it arrives. Meanwhile you can continue with Dave and Syd.) Syd: Give the Package to Dave. Dave: Open the Package, some uncanceled Stamps should fall off. Pick them up. Go to the left bush next to the front door steps. Pull the bush and then pull the grate (if you hadn't used the Hunk-O-Matic machine, you wouldn't have been strong enough to do this). Go back inside and position Dave in front of the door to the right of the main stairs, the door without handle that you can't open. Syd: Go inside and push the right gargoyle at the bottom of the main stairs. Dave: Enter the room. Find the light switch and turn it on. Go all the way to the left and pick up the Silver Key. The door you see there is the way into the dungeon, so if another character other than Syd (or the one who's carrying the Old Rusty Key) is thrown in the dungeon, this is where you bust them out. (Or another way is to make the guy who's carrying the Old Rusty Key get caught on purpose and then bust out. Yet another way to escape is to get one person to push the loose stone below the left window so that any other person can escape) Exit the way you came in and go through the kitchen to the room where you picked up the Fruit Drinks. Unlock the door with the Silver Key and exit. Use the Glass Jar with the swimming pool. Syd: Go outside and through the grating. Walk to the right and turn on the water valve. Dave: Go down the ladder, pick up the Radio and the Glowing Key. Whatever you do, DO NOT PUSH THE RED BUTTON! (or at least save before you do so you can reload afterwards) Go back up the ladder. Syd: Turn the water valve back off. (Important otherwise there's a meltdown and ... well, kaboom, I guess...) Dave: Open the gate, walk through it and open the garage door. Open the trunk with the Yellow Key and pick up the Tools. Go back upstairs to the room where you pumped up your muscles with the Hunk-O-Matic Machine and wait by the door that leads to the hall. Syd: Go back through the grate and push the doorbell. Hurry to get inside and go into the kitchen. Dave: Wait a few seconds for Ed to pass by the door, then go into the hall. Open the first door to your left and enter. Pick up the Hamster, then the Card Key. Open the Piggy Bank and pick up a Dime. Exit and enter the door on the far right. Syd: Go to the music room with the piano. Use the Cassette Tape in the tape recorder and turn it on. Now use the piano to play a cool tune. Turn off the tape recorder and pick up the Cassette Tape. Go to the Green Tentacle's room and give him the Cassette Tape, he'll listen to it and then leave his own Demo Tape on the bed. Pick it up. Dave: Use the Paint Remover on the paint blotch. Enter the door. Find the light and turn it on. Open the Radio. Use the Batteries in the Flashlight (not the Old Batteries, they don't last long enough). Syd: Go downstairs to the main hall and position yourself in front of the secret door. 3rd: Go to the main hall and push the right Gargoyle. (You can make him go into a room or back outside or whatever after Syd has gone inside so he won't get caught just standing there in the hall) Syd: Enter the room. Find the light switch and turn it on. Open the fuse box and turn off the circuit breakers. Dave: Turn on the Flashlight and use the Tools on the wires. Wait for Syd to get caught or if you're fast enough and get Syd to turn the circuit breakers back on before the Purple tentacle checks on him, he can avoid getting captured. Don't forget to turn your flashlight off. Exit to the hallway and enter the room that leads to the Green Tentacle's room. Syd: Go upstairs and join Dave. Give him the Demo Tape. Exit and open the door directly to your right, this is Edna's room. Syd will get caught again but this doesn't matter. As soon as you're able, switch to Dave. Dave: Exit and enter Edna's room. Go up the ladder. Find and turn on the light, then open the painting. Go back through the hatch. Now you're both trapped in the dungeon. This is where that Old Rusty Key comes in handy... Use it to unlock the door on the right. Go back upstairs to the floor where Weird Ed and Edna's rooms are, enter the door on the far right. Use the Can of Pepsi on the Man-eating-Plant. Then use the Jar of Water with it. Climb up the plant (walk to hatch). Use two Dimes in the Coin Slot, then push the Right button twice. Now use the Telescope to read the combination code. Write this down. Go back downstairs and use the same method as before to get Dave through Edna's room up the attic. Open the safe with the combination code, pick up the Sealed Envelope and exit. Syd: Unlock right door with Old Rusty Key. Dave: Go to the kitchen. Turn on the faucet, use the Glass Jar with it and turn the faucet back off. Now open the microwave oven and put both the Jar of Water and the Sealed Envelope in it. Close the microwave oven and turn it on. Open it again and pick up the Envelope. Open the Envelope and you get a Quarter. Now go to the room with the Man-Eating-Plant and use the Envelope in the typewriter. Now put the Demo Tape in the Envelope and stick some Stamps on it. Go outside, put the Envelope in the mailbox and close it again. Don't forget to pull the flag up. Now it's time to wait... The best way is to get Syd to wait by the mailbox and continue with Dave. As soon as you hear the doorbell, switch to Syd and get him to open the mailbox and pick up the Contract. Meanwhile Dave continues... Go to the Arcade room. Use the Quarter in the Meteor Mess game (for this to work you should have seen an animation of Dr. Fred playing this game. If you haven't, wait with this bit until you have). Write down Dr. Ed's high score, this is the code to open the door to Dr. Ed's lab. You can't continue until you've got the Contract, so if you don't have it already get downstairs and wait for it with Syd. Syd: Give Contract to Dave. Dave: Go to the Green Tentacle's room and give him the Contract. Now we've got a protector and he's a lean mean green killing machine. Head downstairs to the dungeon. Open the upper and lower padlock with the Glowing Key. Next use the code to open the second door. After your bold protector got rid of that purple nuisance go through the door on the right. Open the locker and use the Radiation Suit. Use the Card Key in the slot next to the door to open it. Pull the switch once inside the Meteor's room. Pick up the Meteor and open the door to the right. Put the Meteor in the trunk of the Edsel and close the trunk. Use the Yellow Key to get the Edsel started and you're finished! Note: If you want a different ending, resume play from before Syd gave the Contract to Dave. Have Dave give Syd the Glowing Key, the Card Key and the Yellow Key. Now finish Dave off (kill him). To do this you can send him down the swimming pool and let another kid turn the water valve back on while Dave's still at the bottom of the pool. Or you can have another kid than Dave (he's too smart to do it himself) fill the Glass Jar with water from the swimming pool and put the Jar of Water in the microwave oven. Get Dave to turn the oven on and then open it. Another way to get him killed is to get Razor or Syd to put the Hamster in the microwave oven and turn it on. Get Dave to give the poor thing back to Ed. Anyway, after you killed Dave, have Syd give the Contract to Green Tentacle and then finish up as Dave would have done. =========================================================================== ==7. Game Solution: Dave and Michael======================================= Dave: Walk to the front door, pick up the doormat and the Key underneath. Unlock the front door with the Key and go inside. Open the first door you come across and enter, this is the kitchen. What you have to do now is a bit tricky. You have to keep moving towards the other end of the kitchen until you see Mrs. Edna, then you immediately turn around and walk out the kitchen otherwise she catches you and you're locked up in the cellar. Go back into the kitchen and pick up the Flashlight. Open the refrigerator and pick up the Can of Pepsi. Now go into the room to your right. Go right again and pick up the Fruit Drinks, the Glass Jar and the Bottle of Developer. Michael: Position him by the mailbox. As soon as you hear the doorbell and you see Weird Ed leaving his room to open the front door, switch to Michael and pick up the Package. (You don't have to wait for the doorbell, just keep on playing but soon as you hear the doorbell, switch and pick up the Package) Dave: Go back through the dining room and the kitchen to the main hall. Now go towards the most right door and enter that room. Enter the room to the right. Find the lamp and turn it on. Go to the far right of the bookcase and open the loose panel. Pick up the Cassette Tape. Go back to the main hall and climb the stairs. Go into the room to your left. Pick up the Paint Remover and the Bowl of Wax Fruit. Exit. Go through the steel security door. Go all the way to the right and up the stairs. Here you'll encounter the Green Tentacle. Give him the Bowl of Wax Fruit and then the Fruit Drinks. Go up the stairs and enter the first door. Pick up the Dime and climb the ladder to the left. Pick up the Record and the Yellow Key. Go back into the hall, skip two doors and enter the fourth. Use the Hunk-O-Matic Machine and enter the door to the right. Pick up the Sponge. Go back downstairs to the hall where the paint room is.(top of the main stairs and in front of the security door) Enter the room to the right. Use the Cassette Tape in the tape recorder and use the Record on the victrola. Turn on the cassette recorder and the victrola and wait for the vase on the piano to shatter. Then turn victrola and recorder off and pick up the Cassette Tape. Exit. Go down the stairs and into the room to the right. Open the cabinet door, use the Cassette Tape in the cassette player and turn it on. Wait for the glass chandelier to fall, then turn the cassette player off. Pick up the Old Rusty Key. This key is your way out of the dungeon, so if you get caught use this key to get free. Go outside. Give the Sponge, the Key (the one you found under the doormat) and the Old Rusty Key to Michael. By now the Package should have arrived and Michael's the one who's got it. (If the Package hasn't arrived yet then wait a while, it can't take be much longer. Or you can go ahead and position the 3rd person at the mailbox to pick up the Package when it arrives. Meanwhile you can continue with Dave and Michael.) Michael: Give the Package to Dave. Dave: Go to the left bush next to the front door steps. Pull the bush and then pull the grate. Go back inside and position Dave in front of the door to the right of the main stairs, the door without handle that you can't open. Michael: Go inside and push the right gargoyle at the bottom of the main stairs. Dave: Enter the room. Find the light switch and turn it on. Go all the way to the left and pick up the Silver Key. The door you see there is the way into the dungeon, so if another character other than Michael (or the one who's carrying the Old Rusty Key) is thrown in the dungeon, this is where you bust them out. (Or another way is to make the guy who's carrying the Old Rusty Key get caught on purpose and then bust out. Yet another way to escape is to get one person to push the loose stone below the left window so that any other person can escape) Exit the way you came in and go through the kitchen to the room where you dropped the bottle of developer. Unlock the door with the Silver Key and exit. Use the Glass Jar with the swimming pool. Michael: Go outside and through the grating. Walk to the right and use the Sponge with the puddle of developer. Walk right and turn on the water valve. Dave: Go down the ladder, pick up the Radio and the Glowing Key. Whatever you do, DO NOT PUSH THE RED BUTTON! (or at least save before you do so you can reload afterwards) Go back up the ladder. Michael: Turn the water valve back off. (Important otherwise there's a meltdown and ... well, kaboom, I guess...) Dave: Open the gate, walk through it and open the garage door. Open the trunk with the Yellow Key and pick up the Tools. Go back upstairs to the room where you built your muscles. Wait by the door that leads to the hall. Michael: Go back through the grate and push the doorbell. Hurry to get inside and go into the kitchen. Dave: Wait a few seconds, then go into the hall. Open the first door to your left and enter. Pick up the Hamster, then the Card Key. Open the Piggy Bank and pick up a Dime. Exit and enter the room to the right. Wait for Weird Ed to go back to his room, then enter it and give the Package to Weird Ed. He'll tell you that he still needs his Secret Plans. If you want you can also give him back his hamster. Now you've got a friend for life. Michael: Go outside and pick up the Undeveloped Film next to the bushes on the right. Go to the hallway where Dave first met the Green Tentacle. Enter the door, find the red lamp and turn it on. Close the door. Use the Sponge with Developer in the tray, then use the Undeveloped Film in the tray of developer. Exit and go upstairs. Join Dave through the fourth door and give him the Prints. Dave: Go to Weird Ed's room and give him the Prints. Exit and enter the room to the far right. Use the Paint Remover on the paint blotch. Enter the door. Find the light and turn it on. Open the Radio. Use the Batteries in the Flashlight (You can't use the Old Batteries from the refrigerator, they don't last long enough). Michael: Go downstairs to the main hall and position yourself in front of the secret door. 3rd: Go to the main hall and push the right Gargoyle. (You can make him go into a room or back outside or whatever after Michael has gone inside so he won't get caught just standing there in the hall) Michael: Enter the room. Find the light switch and turn it on. Open the fuse box and turn off the circuit breakers. Dave: Turn on the Flashlight and use the Tools on the Wires. Wait for Michael to get caught or if you're fast enough and get Michael to turn the circuit breakers back on before the Purple tentacle checks on him, he can avoid getting captured. Don't forget to turn your flashlight off. Exit to the hallway and enter the room that leads to the Green Tentacle's room. Michael: Go upstairs and open the door right next to the room where Dave's in, this is Edna's room. Michael will get caught but this doesn't matter. As soon as you're able, switch to Dave. Dave: Exit and enter Edna's room. Go up the ladder. Find and turn on the light, then open the painting. Go back through the hatch. Now you're both trapped in the dungeon. This is where that Old Rusty Key comes in handy... Use it to unlock the door on the right. Go back upstairs to the floor where Weird Ed and Edna's rooms are, enter the door on the far right. Use the Can of Pepsi on the Man-eating-Plant. Then use the Jar of Water with it. Climb up the plant (walk to hatch). Use two Dimes in the Coin Slot, then push the Right button twice. Now use the Telescope to read the combination code. Write this down. Go back downstairs and use the same method as before to get Dave through Edna's room up the attic. Open the safe with the combination code, pick up the Sealed Envelope and exit. Captured again. Go upstairs to the arcade room. Open the Sealed Envelope and use the Quarter in the Meteor Mess game (for this to work you should have seen an animation of Dr. Fred playing this game). Write down Dr. Ed's high score, this is the code to open the door to Dr. Ed's lab. Go down into the dungeon and use the Glowing Key to open the top and bottom padlock. Use the code to open the second door. After Weird Ed has gotten rid of Purple Tentacle, enter the door on the right. Open the locker and use the Radiation Suit. Use the Card Key in the slot next to the door to open it. Pull the switch once inside the Meteor's room. Pick up the Meteor and open the door to the right. Put the Meteor in the trunk of the Edsel and close the trunk. Use the Yellow Key to get the Edsel started and you're done! Note: If you want to see another ending to this game, get Michael to deliver the Prints to Weird Ed. Have Dave give Michael the Glowing Key, Key Card and Yellow Key. Kill Dave. To do this you can send him down the swimming pool and let another kid turn the water valve back on while Dave's still at the bottom of the pool. Or you can have another kid than Dave (he's too smart to do it himself) fill the Glass Jar with water from the swimming pool and put the Jar of Water in the microwave oven. Get Dave to turn the oven on and then open it. Another way to get him killed is to get Razor or Syd put the Hamster in the microwave oven and turn it on. Get Dave to give the poor thing back to Ed. Anyway, after you killed Dave, have Michael finish up as Dave would have done. =========================================================================== ==8. Game Solution: Dave and Wendy========================================= Dave: Walk to the front door, pick up the doormat and the Key underneath. Unlock the front door with the Key and go inside. Open the first door you come across and enter, this is the kitchen. What you have to do now is a bit tricky. You have to keep moving towards the other end of the kitchen until you see Mrs. Edna, then you immediately turn around and walk out the kitchen otherwise she catches you and you're locked up in the cellar. Go back into the kitchen and pick up the Flashlight. Open the refrigerator and pick up the Can of Pepsi. Now go into the room to your right. Go right again and pick up the Fruit Drinks and the Glass Jar. Wendy: Position her by the mailbox. As soon as you hear the doorbell and you see Weird Ed leaving his room to open the front door switch to Wendy and pick up the Package. (You don't have to wait for the doorbell, just keep on playing but soon as you hear the doorbell, switch and pick up the Package) Dave: Go back through the dining room and the kitchen to the main hall. Now go towards the most right door and enter that room. Enter the room to the right. Find the lamp and turn it on. Go to the far right of the bookcase and open the loose panel. Pick up the Cassette Tape. Go back to the main hall and climb the stairs. Go into the room to your left. Pick up the Paint Remover and the Bowl of Wax Fruit. Exit. Go through the steel security door. Enter the first door. Find the desk lamp and turn it on. Open the desk and pick up the Manuscript. Go all the way to the right and up the stairs. Here you'll encounter the Green Tentacle. Give him the Bowl of Wax Fruit and then the Fruit Drinks. Go up the stairs and enter the first door. Pick up the Dime and climb the ladder to the left. Pick up the Record and the Yellow Key. Go back into the hall, skip two doors and enter the fourth. Use the Hunk-O-Matic Machine. Go back downstairs to the hall where the paint room is. (top of the main stairs and in front of the security door) Enter the room to the right. Use the Cassette Tape in the tape recorder and use the Record on the victrola. Turn on the cassette recorder and the victrola and wait for the vase on the piano to shatter. Then turn victrola and recorder off and pick up the Cassette Tape. Turn on the TV. Exit. Go down the stairs and into the room to the right. Open the cabinet door, use the Cassette Tape in the cassette player and turn it on. Wait for the glass chandelier to fall, then turn the cassette player off. Pick up the Old Rusty Key. This key is your way out of the dungeon, so if you get caught use this key to get free. Go outside. Give the Manuscript, the Key (the one you found under the doormat) and the Old Rusty Key to Wendy. By now the Package should have arrived and Wendy's the one who's got it. (If the Package hasn't arrived yet then wait a while, it can't take be much longer. Or you can go ahead and position the 3rd person at the mailbox to pick up the Package when it arrives. Meanwhile you can continue with Dave and Wendy.) Wendy: Give the Package to Dave. Dave: Open the Package, some uncanceled Stamps should fall off. Pick them up. Go to the left bush next to the front door steps. Pull the bush and then pull the grate. Go back inside and position Dave in front of the door to the right of the main stairs, the door without handle that you can't open. Wendy: Go inside and push the right gargoyle at the bottom of the main stairs. Dave: Enter the room. Find the light switch and turn it on. Go all the way to the left and pick up the Silver Key. The door you see there is the way into the dungeon, so if another character other than Wendy (or the one who's carrying the Old Rusty Key) is thrown in the dungeon, this is where you bust them out. (Or another way is to make the guy or gall who's carrying the Old Rusty Key get caught on purpose and then bust out. Yet another way to escape is to get one person to push the loose stone below the left window so that any other person can escape) Exit the way you came in and go through the kitchen to the room where you picked up the Fruit Drinks. Unlock the door with the Silver Key and exit. Use the Glass Jar with the swimming pool. Wendy: Go outside and through the grating. Walk to the right and turn on the water valve. Dave: Go down the ladder, pick up the Radio and the Glowing Key. Whatever you do, DO NOT PUSH THE RED BUTTON! (or at least save before you do so you can reload afterwards) Go back up the ladder. Wendy: Turn the water valve back off. (Important otherwise there's a meltdown and ... well, kaboom, I guess...) Dave: Open the gate, walk through it and open the garage door. Open the trunk with the Yellow Key and pick up the Tools. Go back upstairs to the room where you pumped up your muscles with the Hunk-O-Matic Machine and wait by the door that leads to the hall. Wendy: Go back through the grate and push the doorbell. Hurry to get inside and go into the kitchen. Dave: Wait a few seconds, then go into the hall. Open the first door to your left and enter. Pick up the Hamster, then the Card Key. Open the Piggy Bank and pick up a Dime. Exit and enter the door on the far right. Wendy: Go to the top floor and enter the door to the far right. Use the Manuscript in the typewriter, then give the finished work to Dave. Dave: Use the Paint Remover on the paint blotch. Enter the door. Find the light and turn it on. Open the Radio. Use the Batteries in the Flashlight (not the Old Batteries, they don't last long enough). Wendy: Go downstairs to the main hall and position yourself in front of the secret door. 3rd: Go to the main hall and push the right Gargoyle. (You can make him go into a room or back outside or whatever after Wendy has gone inside so he won't get caught just standing there in the hall) Wendy: Enter the room. Find the light switch and turn it on. Open the fuse box and turn off the circuit breakers. Dave: Turn on the Flashlight and use the Tools on the Wires. Wait for Wendy to get caught or if you're fast enough and get Wendy to turn the circuit breakers back on before the Purple tentacle checks on her, she can avoid getting captured. Don't forget to turn your flashlight off. Exit to the hallway and enter the room that leads to the Green Tentacle's room. Wendy: Go upstairs and enter the room right next to the one Dave's in, this is Edna's room. Wendy will get caught again but this doesn't matter. As soon as you're able, switch to Dave. Dave: Exit and enter Edna's room. Go up the ladder. Find and turn on the light, then open the painting. Go back through the hatch. Now you're both trapped in the dungeon. This is where that Old Rusty Key comes in handy... Use it to unlock the door on the right. Go back upstairs to the floor where Weird Ed and Edna's rooms are, enter the door on the far right. Use the Can of Pepsi on the Man-eating-Plant. Then use the Jar of Water with it. Climb up the plant (walk to hatch). Use two Dimes in the Coin Slot, then push the Right button twice. Now use the Telescope to read the combination code. Write this down. Go back downstairs and use the same method as before to get Dave through Edna's room up the attic. Open the safe with the combination code, pick up the Sealed Envelope and exit. Wendy: Unlock right door with Old Rusty Key. Dave: Go to the kitchen. Turn on the faucet, use the Glass Jar with it and turn the faucet back off. Now open the microwave oven and put both the Jar of Water and the Sealed Envelope in it. Close the microwave oven and turn it on. Open it again and pick up the Envelope. Open the Envelope and you get a Quarter. Now go to the room with the Man-Eating-Plant and use the Envelope in the typewriter. Now put the Manuscript in the Envelope and stick some Stamps on it. Go outside, put the Envelope in the mailbox and close it again. Don't forget to pull the flag up. Now it's time to wait... The best way is to get Wendy to wait by the mailbox and continue with Dave. As soon as you hear the doorbell, switch to Wendy and get her to open the mailbox and pick up the Contract. Meanwhile Dave continues... Go to the Arcade room. Use the Quarter in the Meteor Mess game (for this to work you should have seen an animation of Dr. Fred playing this game). Write down Dr. Ed's high score, this is the code to open the door to Dr. Ed's lab. You can't continue until you've got the Contract, so if you don't have it already get downstairs and wait for it with Wendy. Wendy: Give Contract to Dave. Dave: Head downstairs to the dungeon. Open the upper and lower padlock with the Glowing Key. Next use the code to open the second door. Show the Purple Tentacle the Contract when he bugs you. Now go through the door on the right. Open the locker and use the Radiation Suit. Use the Card Key in the slot next to the door to open it. Pull the switch once inside the Meteor's room. Show the Meteor the Contract. Note: If you want a different ending, resume play from before Wendy gave the Contract to Dave. Have Dave give Wendy the Glowing Key, the Card Key and the Yellow Key. Now finish Dave off (kill him). To do this you can send him down the swimming pool and let another kid turn the water valve back on while Dave's still at the bottom of the pool. Or you can have another kid than Dave (he's too smart to do it himself) fill the Glass Jar with water from the swimming pool and put the Jar of Water in the microwave oven. Get Dave to turn the oven on and then open it. Another way to get him killed is to get Razor or Syd put the Hamster in the microwave oven and turn it on. Get Dave to give the poor thing back to Ed. Anyway, after you killed Dave, have Wendy do what Dave would have done. Another way to end the game is to make Dave pick up the Meteor instead of giving it the Contract, leave through the door on the right, put the Meteor in the trunk, close the trunk and fire up the Edsel with the Yellow Key. Another way is by killing Dave first and making Wendy do all this in his place. Yet another way is if you're playing with Bernard as well as Wendy. Use Bernard to call the meteor police right before you go into the lab as described in the solution with Bernard. Now finish the game with Wendy by giving the meteor the contract. =========================================================================== ==9. Game Solution: Dave and Bernard======================================= Dave: Walk to the front door, pick up the doormat and the Key underneath. Unlock the front door with the Key and go inside. Open the first door you come across and enter, this is the kitchen. What you have to do now is a bit tricky. You have to keep moving towards the other end of the kitchen until you see Mrs. Edna, then you immediately turn around and walk out the kitchen otherwise she catches you and you're locked up in the cellar. Go back into the kitchen and pick up the Flashlight. Open the refrigerator and pick up the Can of Pepsi. Now go into the room to your right. Go right again and pick up the Fruit Drinks and the Glass Jar. Go back through the dining room and the kitchen to the main hall. Now go towards the most right door and enter that room. Enter the room to the right. Find the lamp and turn it on. Go to the far right of the bookcase and open the loose panel. Pick up the Cassette Tape. Go back to the main hall and climb the stairs. Go into the room to your left. Pick up the Paint Remover and the Bowl of Wax Fruit. Exit. Go through the steel security door. Go all the way to the right and up the stairs. Here you'll encounter the Green Tentacle. Give him the Bowl of Wax Fruit and then the Fruit Drinks. Go up the stairs and enter the first door. Pick up the Dime and climb the ladder to the left. Pick up the Record and the Yellow Key. Go back into the hall, skip two doors and enter the fourth. Use the Hunk-O-Matic Machine. Go back downstairs to the hall where the paint room is. (top of the main stairs and in front of the security door) Enter the room to the right. Use the Cassette Tape in the tape recorder and use the Record on the victrola. Turn on the cassette recorder and the victrola and wait for the vase on the piano to shatter. Then turn victrola and recorder off and pick up the Cassette Tape. Exit. Go down the stairs and into the room to the right. Open the cabinet door, use the Cassette Tape in the cassette player and turn it on. Wait for the glass chandelier to fall, then turn the cassette player off. Pick up the Old Rusty Key. This key is your way out of the dungeon, so if you get caught use this key to get free. Go outside. Bernard: Meet Dave in front of the house. Dave: Give the Key (the one you found under the doormat) and the Old Rusty Key to Bernard. Go to the left bush next to the front door steps. Pull the bush and then pull the grate. Go back inside and position Dave in front of the door to the right of the main stairs, the door without handle that you can't open. Bernard: Go inside the house and push the right gargoyle at the bottom of the main stairs. Dave: Enter the room. Find the light switch and turn it on. Go all the way to the left and pick up the Silver Key. The door you see there is the way into the dungeon, so if another character other than Bernard (or the one who's carrying the Old Rusty Key) is thrown in the dungeon, this is where you bust them out. (Or another way is to make the guy who's carrying the Old Rusty Key get caught on purpose and then bust out. Yet another way to escape is to get one person to push the loose stone below the left window so that any other person can escape) Exit the way you came in and go through the kitchen to the room where you picked up the Fruit Drinks. Unlock the door with the Silver Key and exit. Use the Glass Jar with the swimming pool. Bernard: Go outside and through the grating. Walk to the right and turn on the water valve. Dave: Go down the ladder, pick up the Radio and the Glowing Key. Whatever you do, DO NOT PUSH THE RED BUTTON! (or at least save before you do so you can reload afterwards) Go back up the ladder. Bernard: Turn the water valve back off. (Important otherwise there's a meltdown and ... well, kaboom, I guess...) Dave: Open the gate, walk through it and open the garage door. Pick up the Water Faucet Handle. Open the trunk with the Yellow Key and pick up the Tools. Go back upstairs to the room where you pumped up your muscles with the Hunk-O- Matic Machine and enter the room to the right. Pull the curtain, use the Water Faucet Handle on the water faucet and turn it on. Turn it back off and write the phone number down. Exit and wait by the door that leads to the hall. Bernard: Go back through the grate and push the doorbell. Hurry to get inside and go into the kitchen. Dave: Wait a few seconds, then go into the hall. Open the first door to your left and enter. Pick up the Hamster, then the Card Key. Open the Piggy Bank and pick up a Dime. Exit and enter the door on the far right. Use the Paint Remover on the paint blotch. Enter the door. Find the light and turn it on. Open the Radio. Use the Batteries in the Flashlight (not the Old Batteries, they don't last long enough). Bernard: Go downstairs to the main hall and position yourself in front of the secret door. 3rd: Go to the main hall and push the right Gargoyle. (You can make him go into a room or back outside or whatever after Bernard has gone inside so he won't get caught just standing there in the hall) Bernard: Enter the room. Find the light switch and turn it on. Open the fuse box and turn off the circuit breakers. Dave: Turn on the Flashlight and use the Tools on the Wires. Wait for Bernard to get caught or if you're fast enough and get Bernard to turn the circuit breakers back on before the Purple tentacle checks on him, he can avoid getting captured. Don't forget to turn your flashlight off. Exit to the hallway and enter the room that leads to the Green Tentacle's room. Bernard: Go into the room where you smashed the chandelier. Open the old fashion radio and pick up the Radio Tube. Now join Dave upstairs. Dave: Give the tools to Bernard. Bernard: Go downstairs to where you found the Cassette Tape and use the tools to fix the phone. Now call Mrs. Edna. As soon as he's on the phone with her, don't move him or he'll put the phone down. Dave: Enter Edna's room and go up the ladder. Find the light and turn it on. Open the painting. Bernard: Call Edna again. Dave: Go back through the hatch and out to the hallway. Enter the door on the far right. Use the Can of Pepsi on the Man-eating-Plant. Then use the Jar of Water with it. Climb up the plant (walk to hatch). Use two Dimes in the Coin Slot, then push the Right button twice. Now use the Telescope to read the combination code. Write this down. Go back downstairs and use the same method as before to get Dave through Edna's room up the attic. Open the safe with the combination code, pick up the Sealed Envelope and exit. Go to the Arcade room. Open the envelope, you get a Quarter. Use the Quarter in the Meteor Mess game (for this to work you should have seen an animation of Dr. Fred playing this game). Write down Dr. Ed's high score, this is the code to open the door to Dr. Ed's lab. Now go downstairs to the secret door. Bernard: Exit to the main hallway, give Dave the Old Rusty Key and push the right gargoyle. Dave: Go down to the dungeon. Open bottom and top padlock with the Glowing Key. Now open the second door using the code you found in the Meteor Mess game. Bernard: Go upstairs to the room where you found the Dime. Use the Radio Tube in the tube socket. Read the wanted poster. Turn on the radio and use it. Turn it back off again afterwards. Dave: Now it's time to wait until the Meteor Police comes and arrests the meteor. Pick up the Badge and go into the lab. When the Purple Tentacle bugs you, show him the Badge. Now go through the door on the right. Open the locker and use the radiation suit. Use the Card Key in the slot and enter the next room. Pull the switch. That's it! Note: If you want a different ending. Kill Dave before you go into the lab and make Bernard finish the game instead. Another way is if you're playing with Wendy as well as Bernard. Use Wendy to rewrite the Manuscript and get the Contract as described in the solution with Wendy. Now make Bernard call the meteor police right before you go into the lab and give the Contract to the meteor. =========================================================================== ==10.Game Solution: Dave and Razor========================================= Dave: Walk to the front door, pick up the doormat and the Key underneath. Unlock the front door with the Key and go inside. Open the first door you come across and enter, this is the kitchen. What you have to do now is a bit tricky. You have to keep moving towards the other end of the kitchen until you see Mrs. Edna, then you immediately turn around and walk out the kitchen otherwise she catches you and you're locked up in the cellar. Go back into the kitchen and pick up the Flashlight. Open the refrigerator and pick up the Can of Pepsi. Now go into the room to your right. Go right again and pick up the Fruit Drinks and the Glass Jar. Razor: Position her by the mailbox. As soon as you hear the doorbell and you see Weird Ed leaving his room to open the front door switch to Razor and pick up the Package. (You don't have to wait for the doorbell, just keep on playing but soon as you hear the doorbell, switch and pick up the Package) Dave: Go back through the dining room and the kitchen to the main hall. Now go towards the most right door and enter that room. Enter the room to the right. Find the lamp and turn it on. Go to the far right of the bookcase and open the loose panel. Pick up the Cassette Tape. Go back to the main hall and climb the stairs. Go into the room to your left. Pick up the Paint Remover and the Bowl of Wax Fruit. Exit. Go through the steel security door. Go all the way to the right and up the stairs. Here you'll encounter the Green Tentacle. Give him the Bowl of Wax Fruit and then the Fruit Drinks. Go up the stairs and enter the first door. Pick up the Dime and climb the ladder to the left. Pick up the Record and the Yellow Key. Go back into the hall, skip two doors and enter the fourth. Use the Hunk-O-Matic Machine. Go back downstairs to the hall where the paint room is.(top of the main stairs and in front of the security door) Enter the room to the right. Use the Cassette Tape in the tape recorder and use the Record on the victrola. Turn on the cassette recorder and the victrola and wait for the vase on the piano to shatter. Then turn victrola and recorder off and pick up the Cassette Tape. Turn on the TV. Exit. Go down the stairs and into the room to the right. Open the cabinet door, use the Cassette Tape in the cassette player and turn it on. Wait for the glass chandelier to fall, then turn the cassette player off and pick up the Cassette Tape. Pick up the Old Rusty Key. This key is your way out of the dungeon, so if you get caught use this key to get free. Go outside. Give the Cassette Tape, the Key (the one you found under the doormat) and the Old Rusty Key to Razor. By now the Package should have arrived and Razor's the one who's got it. (If the Package hasn't arrived yet then wait a while, it can't take be much longer. Or you can go ahead and position the 3rd person at the mailbox to pick up the Package when it arrives. Meanwhile you can continue with Dave and Razor.) Razor: Give the Package to Dave. Dave: Open the Package, some uncanceled Stamps should fall off. Go to the left bush next to the front door steps. Pull the bush and then pull the grate. Go back inside and position Dave in front of the door to the right of the main stairs, the door without handle that you can't open. Razor: Go inside and push the right gargoyle at the bottom of the main stairs. Dave: Enter the room. Find the light switch and turn it on. Go all the way to the left and pick up the Silver Key. The door you see there is the way into the dungeon, so if another character other than Razor (or the one who's carrying the Old Rusty Key) is thrown in the dungeon, this is where you bust them out. (Or another way is to make the guy who's carrying the Old Rusty Key get caught on purpose and then bust out. Yet another way to escape is to get one person to push the loose stone below the left window so that any other person can escape) Exit the way you came in and go through the kitchen to the room where you picked up the Fruit Drinks. Unlock the door with the Silver Key and exit. Use the Glass Jar with the swimming pool. Razor: Go outside and through the grating. Walk to the right and turn on the water valve. Dave: Go down the ladder, pick up the Radio and the Glowing Key. Whatever you do, DO NOT PUSH THE RED BUTTON! (or at least save before you do so you can reload afterwards) Go back up the ladder. Razor: Turn the water valve back off. (Important otherwise there's a meltdown and ... well, kaboom, I guess...) Dave: Open the gate, walk through it and open the garage door. Open the trunk with the Yellow Key and pick up the Tools. Go back upstairs to the room where you pumped up your muscles with the Hunk-O-Matic Machine and wait by the door that leads to the hall. Razor: Go back through the grate and push the doorbell. Hurry to get inside and go into the kitchen. Dave: Wait a few seconds, then go into the hall. Open the first door to your left and enter. Pick up the Hamster, then the Card Key. Open the Piggy Bank and pick up a Dime. Exit and enter the door on the far right. Razor: Go to the music room with the piano. Use the Cassette Tape in the tape recorder and turn it on. Now use the piano to play a cool tune. Turn off the tape recorder and pick up the Cassette Tape. Go to the Green Tentacle's room and give him the Cassette Tape, he'll listen to it and then leave his own Demo Tape on the bed. Pick it up. Dave: Use the Paint Remover on the paint blotch. Enter the door. Find the light and turn it on. Open the Radio. Use the Batteries in the Flashlight (not the Old Batteries, they don't last long enough). Razor: Go downstairs to the main hall and position yourself in front of the secret door. 3rd: Go to the main hall and push the right Gargoyle. (You can make him go into a room or back outside or whatever after Razor has gone inside so he won't get caught just standing there in the hall) Razor: Enter the room. Find the light switch and turn it on. Open the fuse box and turn off the circuit breakers. Dave: Turn on the Flashlight and use the Tools on the wires. Wait for Razor to get caught or if you're fast enough and get Razor to turn the circuit breakers back on before the Purple tentacle checks on her, she can avoid getting captured. Don't forget to turn your flashlight off. Exit to the hallway and enter the room that leads to the Green Tentacle's room. Razor: Go upstairs and join Dave. Give him the Demo Tape. Exit and open the door directly to your right, this is Edna's room. Razor will get caught again but this doesn't matter. As soon as you're able, switch to Dave. Dave: Exit and enter Edna's room. Go up the ladder. Find and turn on the light, then open the painting. Go back through the hatch. Now you're both trapped in the dungeon. This is where that Old Rusty Key comes in handy... Use it to unlock the door on the right. Go back upstairs to the floor where Weird Ed and Edna's rooms are, enter the door on the far right. Use the Can of Pepsi on the Man-eating-Plant. Then use the Jar of Water with it. Climb up the plant (walk to hatch). Use two Dimes in the Coin Slot, then push the Right button twice. Now use the Telescope to read the combination code. Write this down. Go back downstairs and use the same method as before to get Dave through Edna's room up the attic. Open the safe with the combination code, pick up the Sealed Envelope and exit. Razor: Unlock right door with Old Rusty Key. Dave: Go to the kitchen. Turn on the faucet, use the Glass Jar with it and turn the faucet back off. Now open the microwave oven and put both the Jar of Water and the Sealed Envelope in it. Close the microwave oven and turn it on. Open it again and pick up the Envelope. Open the Envelope and you get a Quarter. Now go to the room with the Man-Eating-Plant and use the Envelope in the typewriter. Now put the Demo Tape in the Envelope and stick some Stamps on it. Go outside, put the Envelope in the mailbox and close it again. Don't forget to pull the flag up. Now it's time to wait... The best way is to get Razor to wait by the mailbox and continue with Dave. As soon as you hear the doorbell, switch to Razor and get her to open the mailbox and pick up the Contract. Meanwhile Dave continues... Go to the Arcade room. Use the Quarter in the Meteor Mess game (for this to work you should have seen an animation of Dr. Fred playing this game). Write down Dr. Ed's high score, this is the code to open the door to Dr. Ed's lab. You can't continue until you've got the Contract, so if you don't have it already get downstairs and wait for it with Razor. Razor: Give Contract to Dave. Dave: Go to the Green Tentacle's room and give him the Contract. Now we've got a protector and he's a lean mean green killing machine. Head downstairs to the dungeon. Open the upper and lower padlock with the Glowing Key. Next use the code to open the second door. After your bold protector got rid of that purple nuisance go through the door on the right. Open the locker and use the Radiation Suit. Use the Card Key in the slot next to the door to open it. Pull the switch once inside the Meteor's room. Pick up the Meteor and open the door to the right. Put the Meteor in the trunk of the Edsel and close the trunk. Use the Yellow Key to get the Edsel started and you're finished! Note: If you want a different ending, resume play from before Razor gave the Contract to Dave. Have Dave give Razor the Glowing Key, the Card Key and the Yellow Key. Now finish Dave off (kill him). To do this you can send him down the swimming pool and let another kid turn the water valve back on while Dave's still at the bottom of the pool. Or you can have another kid than Dave (he's too smart to do it himself) fill the Glass Jar with water from the swimming pool and put the Jar of Water in the microwave oven. Get Dave to turn the oven on and then open it. Another way to get him killed is to get Razor or Syd to put the Hamster in the microwave oven and turn it on. Get Dave to give the poor thing back to Ed. Anyway, after you killed Dave, have Razor give the Contract to Green Tentacle and then finish up as Dave would have done. =========================================================================== ==11. Final word=========================================================== I played this game on the Atari ST the first time around when I wrote this FAQ. Then when Day of the Tentacle came out and I discovered you could play Maniac Mansion all over again as a neat little easter egg. Needless to say I played it again and enjoyed every second of it. While the graphics are outdated I haven't found an adventure game quite as exciting and entertaining as Maniac mansion. So if anyone out there is still playing this wonderful game, enjoy it and I hope my FAQ helps. ===========================================================================
Many thanks to Revolution reader Christophe Desmecht!
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Kindred Fates is an open world monster battling RPG, and a love letter to the monster battle genre. Our goal is to evolve the genre, and finally bring fans what they've been asking for.