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