MANIAC MANSION (LUCASFILM) This is the complete solution!!! Before you read this, check out the great maps and always make sure to save your game as much as possible for playing without any risk. Here we go: First select Dave, Michael and Bernard. Select Dave and go to the doormat at the front door. Pick up the doormat and take the key. Unlock the front door with the key. Now send Dave to the mailbox and open it. Now leave Dave and use Bernard. Now go through the door into the hall to the right door and open it. Now open the old fashioned radio and pick up the radio tube. Go tothe right again, switch on the light, and walk to the telephone.There's a loose panel behind the telephone. Open the panel and take the (blank) cassette tape. Now go back to the hall and pull the right gargoyle (to open the secret door). Now select Michael.Walk to the hall and through the door without the handle. You're now in the cellar. Select Bernard again and go upstairs to the left room. Pick up the wax fruit and all the rest lying around there. Now select Michael again. Switch on the light and walk to the left and pick up the silver key next to the fuse box. Go back to the hall and go upstairs to the right room. Pick up the old record and turn on the TV. Leave the room and go to Bernard (to the left). Give everything you got except the silver key to Bernard, let Bernard give the wax fruit and the paint remover to Michael and let Michael go back downstairs to the kitchen (on the left next to Grandfather's clock). Make sure that Nurse Edna isn't hanging around there. (Otherwise try to get the hell out there as quickly as possible!). Pick up the flashlight, and open the refrigerator. Take everything what's in there. Go right, pick up all the (rotten) food and go to the right again. Take everything that's on the shelves. Don't worry that the developer falls on the ground, b'coz it isn't lost! Unlock the door with the silver key, and go to the swimming pool. Use the (empty) glass jar on the swimming pool water (the jar must be filled withthat radioactive contaminated water only!). Go back to the hall and go upstairs. Meanwhile make sure that you don't meet Weird Edwho's hungry for cheese. Open the security door (always use your manual, except when you're using a cracked version ;-), go through it, and now go to the right again upstairs. Go to the left and you'll meet a very hungry Green Tentacle. Give him the wax fruit and also some fruit drinks. Now you can pass. Now go to the left and upstairs. Now open the first door on the left. Pick up the dime on the floor and go upstairs using the ladder on the left. Now you'll meet the Green Tentacle again. Pick up the record next to his Mondo stereo and go to the right behind his MegaSoundbox. Pick up the yellow key. Leave the room (go down), go right and now you're back in the hall with the plants and 4 doors. Go to the right front (!) door (the last one) and use the HunkOMatic twice (for strength). Select Michael again (at the HunkOMatic machine) and go to the bathroom and pick up the sponge on the sink. Go back to the hall. Go right where the man-eating plant is located. Use the jar with the swimming pool water on the plant and it will grow real quick! Now use the paintremover on the right wall with the paintblotch. Now a door will appear, but don't use it now. Select Bernard and go to the Green Tentacle's room (but don't climb the ladder). Around this time the doorbell will ring. The postman has brought a package for Weird Ed. Select Dave and pick up the package. Pick up the uncanceled stamps and go inside the mansion. You'll meet Weird Ed who won't throw you in the dungeon b'coz you have the package. Now you won't be bothered by Weird Ed during the rest of the game. But make sure everyone is in a room when Weird Ed, Dr. Fred or Edna walk in the house (from the dungeon, to the front door, to the refrigerator, ...). Select Bernard. Fix the radio with the radio tube on the tube socket and read the wanted poster. Note the number of the space police for later use! Go to the HunkOMatic machine and use it twice too. Give all you've got to Michael and select Michael. Give the yellow key and the can of Pepsi to Bernard and go back to the room with the piano and TV. Use the Green Tentacle's record on the old Victrola. Put the blank cassette tape in the cassettetape recorder and turn first the cassette taperecorder on and then the Victrola. Record the 'Tentacle making calls' record (note that the vase on the piano will break). Turn both devices off and take the cassette tape. Go downstairs to the room with the oldfashioned radio and the glass chandelier. Open the cabinet under the radio and put the cassette tape in the cassette taperecorder and turn it on. Bang, bang, ... All the windows are broken and the chandelier too. Turn off the recorder. Now you can pick up the old rusty key between the pieces of the chandelier on the floor. Select Bernard. Now go to the swimmingpool. Go up to the garage and open the garagedoor. Pick up the faucet handle and unlock the trunk with the yellow key. Pick up the tools. If you wanna see some fun ignite the rockets! (but save your game first). Go back to the swimming pool. Select Michael. Go outside the Mansion. Pick up the undeveloped film(Kodak!) at the right of the front door in the bushes (if it isn't there continue play and pick it up later in the game). Pickup the bushes at the left of the front door. Pull the grating and go under the mansion (through the grating). Go right. Pick up the puddle of developer on the ground with the sponge. Go right and turn on the water valve from the swimming pool. Now quickly select Bernard again and go down the swimming pool. Pick up the radio and the glowing key, but DON'T touch anything else. Leave the swimming pool as quickly as possible. (Don't mention the panic of Dr. Fred, he cannot harm you.) Select Michael again and turn off the water valve again (the swimming pool must be filledagain!). Go out back to the hall inside the mansion. Select Bernard. Go to Michael, give him the glowing key and pull the gargoyle so that Michael can enter the cellar. Michael must give the flashlight to Bernard. Send Michael to the circuit breaker and send Bernard to the telephone. Fix the telephone with the tools. Return to the room with the man-eating plant and use the can of Pepsi to the man-eating plant (Burp!) Open the radio (from the swimmingpool) and use the batteries for the flashlight (not the old batteries from the refrigerator!). Now open the secret door which was obtained with the paint remover. Go upstairs and switch the light on. You'll see that the electric wires are broken. Turn on flashlight. Quickly select Michael and turn off the circuit breakers. There will be no longer power in the house. Now select Bernard again and fix the broken wires with your tools. Now select Michael again and turn on the circuit breakers. Again don't mention Dr. Fred's panic. Now the arcade machines will work properly. Now Dr. Fred will play the game 'MeteorMess'. Select Michael and unlock the left door to the dungeon with the old rusty key. In the dungeon there is the supersecurity door to the lab. You can unlock both padlocks with the glowing key. Open the first steel security door. Select Bernard. Go to the bathroom and pull the curtain. You'll see Dead cousin Ted who's mummified. Fix the faucet with the faucet handle and turn the water on. The mummy will move to the left. Now turn off the water. Note the telephone number for Edna's room. Go to the door of Edna's room but do NOT open it. Select Michael. Now leave the dungeon and go to the place where the Green Tentacle was hungry. (remember!) Enter that door to the dark developing room. Turn on the red light. Use the sponge with developer on the developer tray. Now use the undeveloped film on the developer tray. Now you have the plans for Weird Ed. Go to Ed (the second door from the right) and give them to him. Let Michael quickly give the old rusty key to Dave. Dave will be put in the dungeon by the nervous Ed. Meanwhile Michael must pick up Ed's piggy bank (with 3 dimes) but it will break. He must pick up the 3 dimes and then pick up the hamster of Ed plus the cardkey under the hamster. There's enough time to do all this before Weird Ed reenters his room. Select Dave, unlock the dungeon door and walk to the telephone who was fixed by Bernard. Reselect Michael. Leave Ed's room and go to the man-eating plant and climb up the plant to the supertelescope. Insert a dime in the telescope controller and rotate the telescope to the right. Insert again a dime and rotate the telescope again to the right. Select Dave and dial the number of Edna. Edna will pick up the phone and will wait for a reaction. Be quick now. Select Bernard and open the door. Walk through Edna's room to the right to the nightstand. Pick up the little key (to open the coin slots of the arcades). Edna won't see you, but she will hang up after a while. Climb up the ladder. So Bernard is now above Edna's room. Turn on the light. Open the painting. Stand aside the safe. Select Michael. Now look through the telescope. You now can read the scrawled number. Note it down. Go to the door of the developer room and wait there. Select Bernard. To open the safe enter the number seen with the telescope. Pick up the sealed envelope. Select Dave again and dial Edna's number again. Edna will pick up the phone again and will listen for a while. Now quickly select Bernard again and go down and get the hell out of Edna's room and close her door and run away downstairs to the door of the developer room. Give the sealed envelope to Michael. Select Michael and enter the door next to the steel security door. Go left to the desk and open it. Pick up the manuscript. Go to the hall downstairs (with the gargoyles). Select Dave and go to Michael. Give the stamps to Michael. Select Michael, give the cardkey (from the hamster!) and go to the kitchen. Open the microwaveoven. Use the sealed envelope in the microwave oven. Turn on the faucet also located in the kitchen. Use the (empty) glass jar with the faucet. Now use the glass jar (of water!) with the (open) microwave oven and close the oven. Turn it on and wait for the ovenbell (=ready). Open the oven and open the envelope (to obtain a quarter inside of it). Use the manuscript in the envelope. Use the stamps on the envelope (they will stick). Now go to the room with the man-eating plant. Use the envelope with the typewriter (the address was on TV) and go to the arcade machines. But only go to it when Dr. Fred has played 'MeteorMess' and that he has not cut the power for 5 minutes to repair his machine! Otherwise wait till Dr. Fred has played another game. Use the quarter with the coin box of the MeteorMess machine and pause the game when the highscores pop up. Notedown the highscore of DFE (the laboratory code!). Now go back outside the mansion (through the front door). Use the envelope in the (open) mailbox. Close the mailbox (make sure the flag is up) and go back inside the mansion. Select Bernard. Return to the bigradio in the Green Tentacle's room (the one with the radio tube).Turn on and use the radio. Dial the number of the Space Police. After the call dial again to make sure that the Space Police ison it's way. Go to Dave in the hall. Pull the gargoyle and let Dave enter the cellar and make sure Dave has the cardkey (from the hamster) from Michael. Now select Dave (in the cellar) and unlock the door to the left for the dungeon. In the dungeon go back to the left and unlock the second security door using the code from the arcade machine. Wait for the Space Police who'll catch the Meteor. Note that the policeagent loses his badge. Now Dave has to pick up that badge. Dave now has to enter the security lab. When the Purple Tentacle wants to throw you in the dungeon give him the policebadge. The Purple Tentacle will behave himself as a coward and he will escape. Don't mention him. Now open the security door and walk to the right (neglect Dr.Fred who's calling for the Purple Tentacle (who's gone)). Open the locker with the radiation sign and pick up the radiation suit. Dr. Fred will install a selfdestruct device but you have enough time to succeed in the rescue mission (2 minutes). Now use the cardkey to open the door on the right and enter the door. Pull the lever in the next room (on the left). And then............. THE END (and enjoy the ending sequence!!!)