Analyze Maniac Mansion: Added Multi-Character Coordination puzzle type; documented pool reactor meltdown (Timed Consequence), arcade code observation (Observation Replay), music room demo chain & envelope steam puzzle (Meta-Puzzle Construction)
Puzzles documented: - Pool Reactor Meltdown: Two-character timed sequence with narrative urgency - Meteor Mess Arcade: Observation replay of cutscene high score - Music Room Demo Tape → Contract: Sequential meta-construction chain for Syd/Razor ending - Envelope Steam Extraction: Resource transformation puzzle with temporal separation New puzzle type created: Multi-Character Coordination (exploits party system for actions spanning separated locations) Files updated: timed-consequence.md, observation-replay.md, meta-puzzle-construction.md, README.md Walkthroughs collected: syntax2000 walkthrough + wikipedia game overview
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walkthroughs/maniac-mansion/syntax2000_walkthrough.txt
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Maniac Manion - Lucasfilm/US Gold
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Solved by Dave Barker
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STORYLINE.
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You play the part of Dave, a student at State University. You
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have just heard that your girlfriend, Sandy, has been kidnapped
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by Dr. Fred and is being held in his home, the affectionately
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named "MANIAC MANSION". After placing a message on the school
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noticeboard appealing for help in the rescue of Sandy you set
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off for the meeting place, the driveway to "MANIAC MANSION".
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In the game you control three characters, one of which is Dave
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by default. You therefore need to pick two more characters from
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the other six shown on the menu screen. This walkthrough uses
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Syd and Michael as the other members of the party.
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NOTE:- at certain preset times events will occur inside "MANIAC
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MANSION" which are beyond your control. In particular the
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occupants will wander about so don't wait around in open areas.
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See game notes listed at end of walkthrough.
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WALKTHROUGH.
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DAVE:- move to front door, pick up mat, pick up key, unlock
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front door with key, enter, walk to the far right of entrance
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hall, open door, enter sitting room, walk to the far right, open
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door, enter library, dark!, use the "what is " command to find
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the light and turn it on, walk to the far right, open last panel
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on bookcase, get cassette, return to main hall, go to right side
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of staircase, push gargoyle - door to basement opens.
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MICHAEL:- walk to far right of outside of house, wait by
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mailbox.
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SYD:- enter front door, go down into basement, dark! use "what
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is" command to find light switch, turn on light, go to far left,
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get silver key, open fuse box, return to main hall, go to
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kitchen door.
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DAVE:- ascend stairs, open door to left, enter art room, get
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bowl of wax fruit and paint remover.
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SYD:- SEE NOTE 1, open kitchen door, enter door, get flashlight,
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open fridge, get can of pepsi, open door on right, enter into
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dining room, walk to the far right, open door, enter store room,
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get fruit drinks, return to main hall, ascend stairs, join Dave
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in art room, give Dave fruit drinks.
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DAVE:- go to security door, open door, SEE NOTE 2, enter door,
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walk to the far right, go up stairs, walk left until confronted
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by hungry green tentacle, give bowl of fruit to tentacle, give
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fruit drinks to tentacle - you can now pass, walk left and
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ascend stairs, open first door and enter, walk to the left and
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ascend ladder, get record from back shelf, walk to the far right,
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get yellow key, return to the top floor landing, open fourth door
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and enter, use the hunk-O-matic machine - twice, walk to right,
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open bathroom door and enter, get sponge, now return to first
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floor landing outside security door, go right, open and enter
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door to music room, go to the music-centre, use record player on
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record, use cassette player on cassette, turn on cassette
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player, turn on record player, wait until noise stops, turn off
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cassette player, turn off record player, get cassette, now go to
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the sitting room on ground floor, open cabinet that has the radio
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on it, use cassette player on cassette, turn on cassette player,
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wait until chandelier shatters, turn off machine, get old rusty
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key.
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Wait, SEE NOTE 3
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MICHAEL:- pick up package as per NOTE 3, go to front door.
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DAVE:- go to front door, open front door, go upstairs to art
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room.
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MICHAEL:- enter front door, go upstairs to security door and
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open it, go to the top landing, open third door, enter Weird ED's
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room, give package to Weird ED - he then asks you to find his
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plans, return to the art room.
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DAVE:- give yellow key to SYD, go downstairs and out of front
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door, examine bush on right side of steps, get undeveloped film,
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examine bush on left side of steps, using your improved strength
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open the grating, enter grating, walk to the right until you are
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under the grating.
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SYD:- go downstairs and go to the store room beyond the kitchen
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and dining room, get glass jar, get bottle of developer from
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top of shelves - as you do so it slips from your grasp and
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smashes onto the grating.
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DAVE:- use sponge to soak up developer, walk right until you
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come to the water valve.
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SYD:- unlock outer door with silver key, enter door, fill jar
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with pool water, go to side of pool by ladder.
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DAVE:- turn on water valve, SEE NOTE 4.
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SYD:- down into empty pool, get radio, get glowing key, up out
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of pool.
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DAVE:- turn off water valve. go to pool and meet SYD, open gate,
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enter gate, open garage, go to art room, give undeveloped film
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to MICHAEL, give sponge of developer to MICHAEL.
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SYD:- enter gate, open car boot with yellow key, get tool box,
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go to art room.
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MICHAEL:- go to second floor landing, open door, enter door -
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dark!, close door, use the "what is" command to find the red
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light, turn on red light, use sponge of developer on tray, use
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undeveloped film on tray, take prints to Weird ED's room, give
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prints to Weird ED - he says "great, you have developed the
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prints, now we can overthrow the meteor. Meet me in the lab in
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10 minutes", wait here.
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SYD:- give DAVE the following, can of pepsi, flashlight, radio,
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jar of water, and the tools.
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DAVE:- give SYD the rusty key, go to top landing, head to
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far right, open and enter door, go to far right wall, use
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paint remover on paint blotch, you find a secret door, open
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door.
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SYD:- join MICHAEL in Weird ED's room, open piggy bank - it
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breaks revealing 3 dimes, get hamster - Weird ED won't let you
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do this and you are taken down to the dungeon.
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MICHAEL:- get the 3 dimes, get hamster, get purple keycard, wait
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until Weird ED returns, give hamster to Weird ED, now exit room
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go to far right and meet up with DAVE, give the 3 dimes to DAVE,
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exit room and wait outside closed second door.
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SYD:- unlock door with old rusty key, meet MICHAEL outside
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second door on top landing, open and enter Nurse EDNA's room,
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she is none too happy with your intrusion and you are taken
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down to the dungeon again!
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MICHAEL:- enter EDNA's room, climb up ladder - dark!, use the
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"what is" command to find light switch, turn on light switch,
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walk to painting, open painting to find wallsafe.
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DAVE:- enter and you'll ascend the ladder, open radio to reveal
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batteries, use batteries in flashlight.
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SYD:- unlock door with rusty key, enter door - dark!, find and
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walk to open fuse box, turn off circuit breakers - whole house
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plunged in darkness, SEE NOTE 5.
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DAVE:- turn on flashlight, use tools to fix broken wires, turn
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off flashlight.
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SYD:- turn on circuit breakers, the chances are that the purple
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tentacle will throw you into the dungeon.
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DAVE:- descend ladder, go to hungry plant, use jar of water on
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plant - it grows and reaches the hole in the ceiling, give can
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of pepsi to plant, go up plant into the observatory, go to the
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controls on the left, use dime on slot, push right hand button,
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use dime on slot, push right hand button - the telescope is now
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in the correct position, use telescope - you see into Nurse
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EDNA's bedroom - and the combination to the safe.
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MICHAEL:- open safe, get sealed envelope, open envelope - find
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quarter, down ladder - Nurse EDNA throws you into the dungeon.
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SYD:- open door with rusty key.
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MICHAEL:- enter door, go through basement, go upstairs into main
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hall, go upstairs to first floor landing, enter security door,
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open first door to right, enter medical room.
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DAVE:- go downstairs to medical room.
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MICHAEL:- give quarter to DAVE, give purple keycard to DAVE.
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DAVE:- wait until you have seen Dr. FRED play an arcade game,
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leave room, open door to right, enter games room, walk to
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machine entitled "Meteor Mess", use quarter on coin slot - make
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note of highest score number, now go upstairs to Nurse EDNA's
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room - get captured and thrown into the dungeon.
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SYD:- give glowing key to DAVE, give yellow key to DAVE.
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DAVE:- walk to far left to padlocked door, use glowing key on
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top padlock, use glowing key on bottom padlock, open outer door
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- now see inner door, open door, enter number from arcade game
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high score, enter door into secret laboratory, walk to the right
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confronted by purple tentacle, Weird ED arrives and takes care
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of the purple tentacle, walk to the door on left, open and enter
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door, walk left - Dr. FRED activates the self-destruct - you
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have 2 minutes to complete the game, walk left to locker, open
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locker, use radiation suit, walk right to the door, use purple
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keycard in slot, enter door, walk to the power lever, turn off
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power lever - releases Dr. FRED from the control of the meteor
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but the self-destruct cannot be aborted, get the meteor, walk
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right to door, open door, enter door into garage, use meteor in
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boot of car, close car boot, use yellow key on left hand rocket
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engine.....................THE END.
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NOTE 1:- at the start of the game Nurse EDNA is in the kitchen
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raiding the fridge. Save the game before SYD enters the kitchen.
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If EDNA is still there reset the machine, load up your save
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position, and put a blank disk in the drive you are using. When
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the program is ready to remove EDNA from the kitchen it tries to
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access disc two, can't find it and asks you to insert it. You
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now know EDNA has gone back to her room. SYD can now enter the
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kitchen safely, but beware Weird ED will soon get hungry and
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embark on a trip down from his room to the fridge.
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NOTE 2:- save the game each time you wish to open the security
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door. Unfortunately because of the way in which the printing of
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the security booklet has been carried out it is possible to
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mismatch the required symbols.
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NOTE 3:- at a preset time during the game the doorbell will
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ring, Weird ED is expecting a package. Switch to MICHAEL who is
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waiting by the mailbox, pick up the package and walk as far left
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as possible. Weird ED will come to the front door, he will
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assume someone rang the bell in order to play a trick and will
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go back inside shutting the door behind him.
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NOTE 4:- there is an atomic reactor at the bottom of the
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swimming pool, the water keeps it from over heating and
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exploding. To get the radio and the glowing key you must first
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empty the pool, and then afterwards refill it. A single
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character can not complete the task alone in the time before the
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reactor overheats. One character must go under the house to the
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water valve and another to the pool side.
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NOTE 5:- a particular arcade game in the games room will give
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you vital information, but unfortunately the power line has
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broken in the attic. This is another two character job, one must
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stand by the circuit breakers in the basement whilst the other
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must take the tools to the attic. Only when the electric power
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to the whole house has been turned off can the broken wires be
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repaired.
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