Classic Solution Getting Started Go to the front of the mansion and pick up the bushes on the left, the door mat and the key. Unlock the front door and go in. Go through the door on the far right, then the next door on the far right (notice the key in the chandelier). Turn on the lamp and go to the loose panel on the far right. Pull the panel, pick up the cassette tape and go back to the entrance hall. Push the gargoyle on the right while another character goes to the basement. Turn on the light, pick up the silver key and leave the basement. Next, go through the door by the grandfather clock and get the flashlight. Open the refrigerator and get the can of Pepsi and the old batteries. Go through the dining room to the storage room and get the jar and the fruit drink, then unlock the door with the silver key and enter the swimming pool area. Fill the jar in the pool and then return to the entrance area. Upstairs, Downstairs Put someone by the mailbox to wait for the package, then go upstairs and enter the room on the left. Pick up the wax fruit and paint remover and leave the room. Use the keypad, enter the correct codes and go through the security door. Go up the stairs on the right and give the wax fruit then the fruit drink to the green tentacle. Next, go up the stairs on the left and enter the first door on the left. Get the dime and walk to the ladder by the bed. Climb up the ladder, get the record and the key from the right wall of the room, then go back down to the hallway. Enter the fourth room on the right, use the hunk-a-matic machine and leave. When the doorbell rings, switch to the mailbox and get the stamps from the package (don't pick up the package itself). Switch back to the top floor, and while Ed is out of his room, go in. Get the hamster and the card key, then open the bank and get at least three dimes - be sure to leave quickly or he will catch you. Next, enter the right-hand door and use the jar on the man-eating plant. Use the paint remover on the blotch on the wall then return to the second floor. Enter the codes for the security door and go through. Go to the door on the right and enter the room where the piano is, use the cassette on the player and the record on the Victrola. Turn on the cassette and the Victrola, then turn off the cassette player and pick up the tape. Leave the room and go downstairs to the room on the right. Open the cabinet door and use the cassette on the player, then turn on the player and get the rusty key (this will get you out of the dungeon). Grab the tape and leave the room. Go back upstairs to the piano room with someone who can play it, use the cassette in the recorder, turn on the recorder and play the piano. Then turn on the TV and watch it. Get the cassette and leave the room, letting Dave watch the TV for the address. Go to the room where the green tentacle is and give it the tape, then pick up the demo tape and leave. Combination Moves Bring another person to the top floor and then give dimes to both of the characters. Have them enter the room with the man-eater and then switch to Dave. Position Dave by the door to the right of the radio room on the top floor. Go into the old lady's room and quickly go up the ladder to the right. Turn on the light and pull the picture in front of the safe. Switch to the man-eater room. Use the can of Pepsi on the man-eating plant, walk to the hatch and use a dime in the coin slot. Push the right-hand button. Use the second dime in the coin slot and push the right button again, then use the telescope and read the safe combination (1029, normally). Switch to the safe room and open the safe. Get the envelope but don't open it yet. You'll be caught when you leave the room, but don't worry - just use the rusty key to get out of the dungeon. Leave the telescope room and the man-eater room. Be sure to use the hunk-o-matic, if you have not done so yet, before leaving the floor. The Garage And The Pool Return to the main room to meet Dave, then send one strong person with the yellow key to the garage door behind the pool area. Open the door, open the trunk and get the toolbox, then go to the pool. If the power goes out, wait about five minutes for it to come back on. Switch to another strong person and go to the grating, by the porch. Open the grating and enter, then go to the water valve on the right and turn on the water. Switch to the guy at the pool and enter it. Get the glowing key and the radio, then leave. Switch to the valve and turn off the water, then exit to the kitchen. Switch to the pool and go to the kitchen. Give all the items to Dave, then fill the jar with water from the tap. Use the envelope and the jar in the microwave, turn on the microwave, then wait for the items to cool before removing them. Open the envelope, take the envelope to the man-eater room and use it with the typewriter. Amateur Electricians At this point you will need the tools, flashlight and good batteries with you. Open the room to the right and enter the room above, turn on the light and walk to the open wires on the left. Put the good batteries from the radio in the flashlight and wait. Switch to another person and send them to the circuit breakers in the basement. Open the fuse box, turn off the circuit breakers and then switch back to the person in the wire room. Turn on the flashlight and fix the wires with the tools. Turn off the flashlight and switch back to the basement. Turn on the circuit breakers and return both characters to the main lobby. The Final Stages Use the stamps on the envelope and put the demo tape into it. Put the envelope into the mailbox, pull the flag and leave someone there with it. After Dr. Fred plays a video game, go to the room in which the games are (the far right door on the second floor). Enter the room and go to the Meteor Mess machine. Use a quarter in the coin slot and write down the high scores (8640, normally). Return to the front door and wait for the doorbell to ring. Go to the mailbox, open it, get the contract and return to the house. Give the contract to the green tentacle in the large speaker room. Then go to the basement, open the door with the rusty key and the padlocks with the glowing key. Finally, open the inner door with the numbers from the video games machine. Enter the lab and walk to the right, open the door and enter. Walk to the cabinet on the right, open it and get the suit. Use the card key on the door and enter. Turn off the switch, pick up the meteor on the right, open the door and enter the garage. Use the meteor in the trunk and the yellow key in the weird Edsel... That's it - you've finished the game!