Maniac Mansion
Books: Nintendo Games Secrets - The Best of How to Win at Nintendo Games
Never get caught
Get to the room above the typewriter
Weird Ed helps you
Get Edna out of the kitchen
Green Tentacle tip
Hamster trick
Feed the meteor to the plant
How do you get in Ednas room?
Get into Edna's room without losing a character
How do you get out of the Dungeon?
Play Syds invisible ghost
Hidden doorway
Open the inner door to Dr. Fred's secret lab
Get rare items
Getting the stamps to stick to the envelope
Open the dungeon
Explosion
Enter Weird Ed's room
Walkthrough
Items you can pick up
Never get caught
Sent in by Barry
Using this tip, you will never be caught and thrown into the dungeon!!
Whenever you go into a room with someone in it, QUICKLY select "New Kid"
and change your character. Have this other person mess around a bit, or get
some important item. After a while, switch back to the first person. The
bad guy will be paralyzed! He/She won't move.
Get to the room above the typewriter
Sent in by Barry
To get to the room above the typewriter, fill up the glass jar with pool
water, which is radioactive. Feed this and a can of Pepsi to the plant in
the same room and he will grow. You can now climb up him.
Weird Ed helps you
Sent in by Tyler Story
Get weird Eds package and take the stamps of it then the person
with the package has to enter weird Ed's room and quickly give the
package to him then he will help you but you need to have to have
Michael on your team and now you need to develop Ed's plans you
find the film around the drive way and front porch now in the kitchen
(if you haven't done this yet) take the sponge and developer (of
course the developer breaks and goes to the under the house witch
you get there by pulling the bushes to the left of the house but first
you need to go to Teds room and use the hulk o' matic twice the you
can pull the grating off and then use the sponge to soke up the
developer and now go to the dark room and turn off the light and
turn on the red light and put the developer in the tray then use the
film on the tray after it is done take them to Ed and he will help you
by scaring the purple tentacle away!
Get Edna out of the kitchen
Sent in by Jason Harang
It is possible to get Edna out of the kitchen (besides waiting), just
run away! Once you escape and go back in she will be gone!
Green Tentacle tip
Sent in by Jason Harang
The Bowl of Wax fruit and fruit drinks isn't the only way to get Green
Tentacle out of the way. Just give him the Pepsi (you won't lose it) then
leave the room and go back in. He will be gone.
Hamster trick
Sent in by Jason Harang
Get Syd or Razor to put Weird Ed's hamster in the microwave.
Feed the meteor to the plant
Sent in by Jason Harang
At the end of the game pull the switch and grab the meteor. Get the car
off without the meteor in it and go into the room with the plant. You can
feed the meteor to the plant!
How do you get in Ednas room?
Sent in by Lonica McClure
Hide one of your people (the one with the key to the dungeon) in Weird
Ed's room, and send someone else into Edna's room. She'll take them down
to the dungeon. Now right after she does this, take your other person in
there and get what you need. Then head up the ladder. But hurry, she'll be
back real soon. After she gets back, send your 3rd character into her room,
so that she can take your person down the dungeon. While she's gone, get
out of there as fast as you can, and hide in Weird Ed's room. If you
haven't made friends with Ed yet, hide in the room on the other side of Edna's.
Get into Edna's room without losing a character
Sent in by Justin
To get into Edna's room without losing a character put Jeff on your team
and have him fix the phone in the library with the tools from the Edsel.
Call the number that you get when you use the faucet in the garage on the
tub upstairs and turn it on. Call it and Edna will answer giving you lpenty
of time to snoop around. Watch out, Sometimes she hears prowlers and
hangs up to come get you!
How do you get out of the Dungeon?
Sent in by David Lydon
There are two ways to escape from the dungeon. If two members of your
team have been captured, you can escape by using the loose brick.
Roughly midway between the two sides of the dungeon is a "LOOSE
BRICK" (move your pointer around until you find it.) If you push it, it
will open the door to the basement for a few seconds- long enough for
you to switch to your other kid (who you had standing in front of the
door), and have him walk out.
If this seems all too complex for you, you can get the "Old Rusty Key"
from the living room (to the right of the main entrance.) Open the
cabinet, and turn on the tape player. The ensuing racket will cause all
the windows to shatter, and the chandallier will come crashing down.
The "Old Rusty Key" will be in the wreckage.
Play Syds invisible ghost
Sent in by Cody Lee Sargent
At the beginning of the game, pick Razor and Syd. Either of them can nuke
the hamster, but get Syd to nuke the hamster then give it to Ed. He will
kill Syd. Then make Razor go to his grave and give every thing to him.
Then pick Syd and then you can play his invisible ghost!!
Hidden doorway
Sent in by MrPhat
After you get in the house, go upstairs and to the left. Get the paint
remover from this room. Play through the game until you get upstairs
with the bedrooms. Go to the room all the way at the end of the hallway.
Use the paint remover on the painted wall to reveal a hidden staircase.
Open the inner door to Dr. Fred's secret lab
Sent in by Dave Allen
There are actually two ways to open the inner door to Dr. Fred's secret
lab. The first way is to have the character Bernard fix the wires in the
attic with the tools from the car in the garage. This is supply power
to the games in the game room. Wait around for the cut-scene when
Dr. Fred plays one of the games, after that use any of your characters
to play that same game, and look at Dr. Freds 4 digit score, that is the
pass key to open the inner door. To open the inner door with out
Bernard simply enter the code 0000 for the inner door key code and
the door will open!
Get rare items
Sent in by Adam L.
Weird Ed's help, hamster, dime, Card Key. First give the package to Weird Ed.
Once your character is in his room, get the other two up there. Try to steal
his hamster and he'll throw the thief in the dungeon. Switch to a member
in his room and take the dimes, Card Key, and Hamster. Give Ed back his
hamster if you want to.
Getting the stamps to stick to the envelope
Sent in by Jason Andrest
Having trouble getting the stamps to stick to the envelope? Fill the glass
jar with water, NOT radioactive water, and put it in the microwave-oven.
Then put the envelope in the microwave, ant turn it on. after it's done get
the envelope, use the stamps on it and Wala, there you have it a envelope
ready to mail.
Open the dungeon
Sent in by Jason Andrest
Get the record from the Green tentacle's room, then go to the music room
and put the record on the victoria (record player). Then put the cassette
tape in the tape recorder and turn it on. Then turn on the record player.
Let the tape record for a few seconds, and then turn the recorder and the
record player off. Take the tape to the tape player on the first floor. Insert
the tape in the player and turn it on. Wait until all of the glass breaks in
the room, then turn the tape player off. Walk to where the chandelier used
to be and there will be a key. Use that old rusty key to open the dungeon.
You will no longer have to mess with that brick to get out again.
Explosion
Go through the steel security door at the top of the steps to enter
the hallway. Investigate the wall just to the left of the security
door to find the Keypad. "Use" the Keypad four times to trigger an
explosion that will make the mansion go up in flames. This is not a
way to win the game, but it is a quick way to end it.
Enter Weird Ed's room
Have one kid enter Edna's room, and before he gets captured, have
another kid enter Weird Ed's room. Since Ed moves much faster than
Edna, the second kid will be taken to the dungeon while Edna is
paralyzed in front of the door. Now you have all the time needed to
explore with the first kid.
Walkthrough
Sent in by Wafn
When you choose your party, choose Bernard, Razor and of course Dave.
At the start of the game, move Dave west to the front door. Pick up the
mat, then pick up the key. Switch to Bernard and move him to the front
door. Switch back to Dave, unlock the front door with the key and give
the key to Razor. Enter the house, and head Dave and Bernard into the
foyer. Note that there is no handle on one of the doors. To open it, go
over to the gargoyle on the right, and push it. Then switch to Bernard
and have him enter the now open door. Use 'what is' to find the light
switch, and turn it on. Go west, avoiding the radioactive slime to the
fuse box. Pick up the key (remember where the fuse box is). The door
on the left is the dungeon (it's locked for now). Go back to the foyer.
Go east and open the door. Walk to door to the living room. Once your
here, open the old fashioned radio and pick up the radio tube. Open
the cabinet doors and note the contents.
Continue east through the twin doors. Use the "What Is" command and
feel around for the lights right beside the door. Turn on the lights. Go
over to the phone, and open the loose panel just above it (if you can't
find it, it's the second one from the right). Pick up the blank cassette
tape. Save your game and head back to the foyer.
Get Bernard to open the door next to the Grandfather clock. You are now
in the kitchen. Grab the flashlight. You might come across Edna snooping
for a snack. If you do, you will end up in the dungeon. If this happens,
get Dave caught, and Dave can the push the loose brick under the left
barred window while Bernard escapes. Assuming all is well, go right,
open the refrigerator, pick up the Pepsi and anything else that looks
interesting. Then go to the right and into the Dining Room. If you feel
like it you can grab that gross food, then head right, to the pantry. Pick
up bottle of developer fluid (don't worry if it breaks, there's nothing
you can do about it!), and get the fruit drinks, plus the glass jar.
Unlock the door there with the silver key you got from the basement,
then head towards the pool. Use the glass jar with the swimming pool.
Open the gate, and go into the garage You can't open it yet, because all
the kids are wimpy until they work out a bit! Then go to the foyer, and
go up the stairs. Then go left into the Painting Room and get the paint
remover, paint brush and the bowl of wax fruit. Now go right to get to
the music room. Note the cassette recorder and Victrola.
Now go back out, and go in the central door. (Some PC versions need a
security code entered, but the NES version doesn't). Once through, open
the first door to the right. Use 'what is' to find the light switch ands
turn it on. Open the desk and get the manuscript. Leave here and go to
the next door to the east. Switch to Dave and get him up there. If he is
in jail, use Razor. Give them the following things : Cassette tape, fruit
drinks and wax fruit, and any other foes you might have taken. Switch
to Dave\Razor and go up the stairs to the right. Give the Green Tentacle
the wax fruit (and any other food you have, if any), then let him wash
it down with the fruit drinks.
Go past the next door (it's a film developing room, you won't be using
it with these kids) up onto the next floor. Open the first door. This is
Dr. Fred's Room, a.k.a. The Radio Room. Look on the floor and pick up
the dime. Go up the ladder to Green Tentacle's room. Listen to his sad
tale. Pick up the record, and look in the right corner for the key hanging
on wall. Take it, it's the key to the car in the garage.
Exit back to The Radio Room and examine the wanted poster. Write down
that number! Save the game.
Shortly the bell will ring. If you can get someone outside right away,
go to the left and get that package.... quick!! Ed will go to down to get
his mail. Make sure that there is no one in any of the corridors, or else
it's a trip to the dungeon. If you do get the package, Ed will come out,
and yell at you. Then he'll lock the door and go inside.
Now open package to get the stamps, and switch to whoever you went
into Green Tentacle's room with. Go find Bernard. Give him the following
things: yellow key. Now go to the music room. Use record with Victrola.
Next use the cassette tape in the recorder. Turn it on, turn on the Victrola,
then turn it off when you see the vase on the piano break. Turn off the
cassette player.
Now get the tape and go down to the living room. Use the tape in the
player inside the cupboard. Play the tape, and when the chandelier
shatters, get the old rusty key (it opens the dungeon door). Turn off
the cassette player, pick up the cassette tape, then go back to the
music room. Use the cassette tape in recorder. Switch to Razor, turn
on the cassette recorder, play the piano, turn off the recorder, then
pick up the cassette tape. Now go to Green's room and use the tape in
his player. Get the demo tape that he drop's on his bed, and leave. Switch
to Bernard and move him to the radio room. Switch to Dave/Razor and
give Bernard the dime and key. Now leave the radio room and go to Dead
Cousin Ted's room (second door on the right of the corridor). Use the
Hunk-O-Matic machine twice. Then go to the bathroom. Get the sponge
and exit bathroom. Back in the hallway, go into the room at the far
right end. You will see a paint splotch. Use the paint remover on this,
then open the newly discovered door, but don't go in. Now go all the
way to outside the front door. Open the bushes, then open the grate
and go in. Follow the pipes east until you come to what is left of the
spilt developer fluid. Use the sponge on it. Keep going east until you
come across the water valve. Switch to Dave and go to the pool. Stand
by the ladder going into the pool.
Save the game.
Switch to Bernard and turn on the valve, the switch to Dave. When
the pool is empty go down the ladder and get the glowing key and
radio (don't press that button!!). Then get out quickly (or else the
house will explode and kill you), switch to Bernard and turn off
valve, then go to the pool. Switch to Dave and give Bernard: the stamps,
the yellow key and the radio. Switch to Bernard and open the radio. Take
the batteries and use them in the flashlight. Go over to garage doors
and open them. Examine Ed's car, especially the left fin. Go over to the
shelf and pick up the water faucet handle, open trunk (of car), with the
yellow key. Get the tools and go back to the library and fix the phone
with the tools. Switch to Dave and send him to the library as well.
Save game.
Switch to Bernard and send him up to the radio room. Then switch
to Dave and have him ring the front doorbell. This will distract Ed,
thus allowing you to send Bernard up to Ed's bedroom. When in there,
pick up the hamster, then the card key underneath, then open the piggy
bank and get the dime. Now leave quickly and enter the weight room
before Ed catches you. Now get Dave or Razor to open the fusebox (in
basement, through door with no handle from main hallway. Remember
the Gargoyle!).
Save game. Switch to Bernard, turn on the flashlight and enter the
room through the door in the paint blotch on the wall. Examine the
left hand side of the wall at the back to find some broken wires. Switch
to whoever you left at the fuse box and have them throw the circuit breaker.
Quickly switch back to Bernard, and fix the wires with the tools.
Leave the room, then switch to the person at the fuse box, have them
switch the circuit breaker back on and leave the room. Next, switch
back to Bernard and enter the bathroom (via weight-room), and fix
the water faucet with handle. Turn the shower on, and read the message.
Note the phone number!!. Save the game.
To get Edna out of her room (second door on the left), wait outside
her room (Bernard), and switch to Dave. Use the newly repaired phone
in the library and dial the number you saw in the bathroom. As soon as
it rings and you see her pick it up, switch to Bernard and enter the room.
Head over to the nightstand and get the small key, then go up the ladder.
Turn on the light and examine room, open the painting and you will
discover the safe. Switch to Dave and phone Edna again, quickly get
Bernard out of the room. Close Edna's door on the way out, go into the
Radio room and wait. Then go to the plant room and use jar of water
with man-eating plant, then use can of Pepsi with plant. As it is full,
it is now safe, go over and climb through the hatch which leads to the
telescope. Save game. Use dime in coin slot, push right button (twice),
you can now see Edna's safe combination. Write it down! Leave here,
and position Bernard just outside Edna's room as before. Have Dave
phone Edna, then sneak Bernard into her room and go up the ladder.
Use the wall safe and pick up the sealed envelope. Switch to Dave and
phone Edna again, then sneak Bernard out, shut the door and wait in
the radio room.
Go to the sink in the bathroom or the kitchen and refill your jar.
Shortly Dr. Fred will indicate that the power will be shut off for
five minutes. This is just another chance to repair the broken wires
if you failed to do so earlier. Get all your characters in the foyer
and switch to Bernard. Give the stamps to Razor, and the small key
and key card to Dave, save game and then head Bernard to the kitchen.
Save game if Edna does not catch you. Open the microwave oven, and
put the envelope and jar of water in it. Close the oven and turn it on.
Wait. Turn it off. Now go to the radio room, enter and read wanted
poster, note the phone number. Next use the radio tube in the radio
socket and switch to Razor. Save game. Enter kitchen, open microwave
oven, get envelope, use stamps on envelope. Give quarter to Dave. Now
(still as Razor), head upstairs and watch the TV in the music room.
Go upstairs to where the man-eating plant is, and use envelope with
typewriter. You must enter the address of the three dudes who publish
anything (from the ad on TV). Don't worry, it will do that itself. Now
use demo tape with envelope. Once done, go back downstairs and outside.
Use envelope in mailbox, pull flag. Leave Razor by the front steps for later.
Switch to Dave, and go to the arcade room. Go to 'Meteors Mess' and use
quarter in slot. Note Dr Freds high score, which is also the combination
to the secret lab. However, if he has not played the machine yet, you will
have to wait and watch. Also, to get your quarter back, you must use
the small key with coin box.
The doorbell should ring shortly as this is a contract for Green Tentacle
from the three dudes. Get Razor to pick it up. If the doorbell hasn't rung
yet, switch to Bernard, who should still be in the radio room, and get
him to turn on the radio. Use the radio and call the police using the
number on the poster. Switch to Razor and go into the front room and
give the rusty key to Dave. Now get Razor to push the gargoyle, switch
to Dave and send him down to the basement.
Next unlock the door with the rusty key and enter the dungeon. Unlock
the upper padlock with the glowing key, then unlock the lower padlock
with the glowing key. Use the combination from the arcade machine to
open the inner door. Wait for the meteor police to come. They will go in
and get the Meteor out of there for you. Examine the dungeon floor
and you should find some ID. Once you have the ID, enter the door and
give the badge to Purple Tentacle. If you don't have the ID, then have
Razor give the contract to Dave, then as Dave, give it to the Green
Tentacle. Green would then guard Dave under any circumstances and
thus he would had been able to enter safely. From here you can now
enter to where Sandy is. Move Dave past here over to the locker, open
it, use radiation suit, use card key in slot of automatic door, enter into
meteor room, then pull switch to save Sandy, Dr Fred, and finish the game.
--------
Here's a map!
--------
A = Driveway
B = Front Porch
C = Under House
D = Front Hall
E = Living Room
F = Library
G = Kitchen
H = Dining Room
@ = Pantry
J = Swimming Pool
K = In Swimming Pool
L = Garage
M = Second Floor Landing
N = Painting Room
O = Music\T.V. Room
P = Second Floor Hallway
Q = Fred's Office
R = Arcade Room
S = Third Floor Landing
T = Darkroom
U = Third Floor Hallway
V = Dr. Fred's Room
W = Green Tentacle's Room
X = Nurse Edna's Room
Y = Attic 1
Z = Weird Ed's Room
AA = Dead Cousin Ted's Room
BB = Bathroom
CC = Den
DD = Observatory
EE = Attic 2
FF = Basement
GG = Dungeon
HH = Outer Lab
@@ = Inner Lab
JJ = Meteor's Room
WYBB
VXZAADD
U-------U-------U-------U-------CC-----EE
QRS-----T
P-------P-------P
@-------H-------GN-------M-----O
JD-------D-------D-------E-------F
K-------JC-------B-------AFF
L-------JJ------@@------HH------GG
Here's a list of the codes.
SafeLab DoorPolicePhone #
1029757291115235
123086401138????
Items you can pick up
Sent in by Jason
Flashlight: used to see in the dark.
Old batteries: they won't last long.
Batteries: new batteries.
Cheese: for Ed and his hamster.
Lettuce: same as cheese.
Glass jar: you put water in it.
Tentacle chow: tentacle food (for the tentacle).
Fruit drinks: what you give the tentacle after you feed him.
Wax fruit: give this to the tentacle to fill him up fast.
Paint brush: used brush paint remover.
Film: important pictures. Use Mike to develop them.
Paint remover: used to remove paint.
Cassette tape: many uses for this.
Silver key: use this to open the door in the pantry.
Yellow key: Key to the Edsel :-)
Rusty key: key to get out of the dungeon.
Small key: key to the arcade games.
Glowing key: key to open the first lab door.
Tools: they allow you to fix things.
Record: used to break glass.
Broken record: a broken record with no use.
Envelop: contains a quarter, also used to mail something.
Package: give this to Ed to get his friendship.
Stamps: put these on the envelope.
Quarter: used to play games.
Dime: used to rotate telescope.
Radioactive water: give this to the man-eating plant, DO NOT MICROWAVE!
Water: used to dry the envelope, safe to microwave.
Canned goods: something else to feed to the tentacle.
Developing fluid: used to develop film.
Demo tape: send this to the publisher, or just keep it.
Manuscript: have Wendy re-type this in the typewriter, send it to the publisher,
stop the Countdown, and give the meteor the publishing contract for the best
ending of the game.
Hamster: don't mess with this while Ed is in his room.
Card key: used to open the door to the meteor's room.
Badge: a clumsy policeman leaves this behind.
Radio tube: use this in the short-wave radio.
Sponge: use this to soak up the film developer.
Record contact: what green tentacle's been dreaming of.
Water faucet handle: use to turn on the water.
Things either too big to carry or nailed down.
Old radio: some parts may be useful.
Microwave: used to microwave water.
Typewriter: used to type.
Refrigerator: keeps food cold.
Tape recorder: used to record tapes.
Tape player: plays tapes.
Piano: musically inclined only.
Pool: don't swim in it!
Victorolla: play records.
Video games: play meteor mess and the top score will be the password to the
second door.
Circuit breakers: turn on and off power.
Phone: use to call Edna.
Wires: fix to play games.
Mailbox: put something you want to mail in here.
Garage: Edsel inside
Water valve: controls water flow to the pool.
Telescope: view far away places.
Hunk-o-matic: makes you strong.