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!
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