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