Maniac Mansion Walkthrough Nes
The Maniac Mansion walkthrough - solution - by Anonymous from The Spoiler Centre collection of faqs for games. Maniac Mansion: The full solution When you choose your party, choose Bernard, and Razor. At the start of the game, move Dave west to the front door. Pick up the mat, then pick up the key. This page contains Cheats for Maniac Mansion organized by sections for NES. This game has 'Adventure' as genre, made by Lucasfilm Games. If you can't find a hint or secret in our list, then please check this page periodically for the latest updates.
This walkthrough will tell you how to win the game if Michael is in yourparty. There may be other ways to win depending on which other kids are inyour party, but this page will focus on winning using Michael's special abilities.
Introduction
There are several ways to win the game. Each method depends on a particularkid who has a special ability. The kids with special abilities are Bernard,Syd, Razor, Wendy, and Michael. Since this is the Michael walkthrough,it will use Michael's special ability to win the game. But if you also haveBernard, Wendy, or Syd/Razor in your party, you can win the game with one oftheir methods instead. Just go to Bernard'sWalkthrough, Wendy's Walkthrough, or Syd/Razor's Walkthrough.
IMPORTANT! Get the Package!!!
At some point during the game, someone (not you) will ring the doorbell,and a cut scene will occur that starts with Weird Ed saying 'Oh! The doorbell!'This means that a package has been delivered next to the mailbox in front of themansion.
If you want to win with Michael'sspecial ability, you HAVE to get the PACKAGE!If you want to make sure that you can still win the game in case somethinggoes wrong, then you HAVEto get the STAMPS from the package, too!!
The easiest way to ensure that you get the package is to make sure that someoneis in the first room of the mansion, or somewhere else in Weird Ed's path(i.e. the path between his room and the front door)after the cut scene where he says 'Oh! The doorbell!' This is because if WeirdEd catches a kid on the way to answer the door, he will forget about the package,so you can get the stamps from it whenever you feel like it. But if you ringthe doorbell, Ed will come get the package (although you can still prevent him from getting it by letting him catch somebody), so keep that in mind.
Alternatively, just leave a kid outside near the mailbox, and when the cut sceneoccurs, switch to that kid, then GET the STAMPS from the PACKAGE, then GET the PACKAGE.
Open the Mansion
When the game begins,have a kid GO TO the left of the screen in order to reach the front of themansion. Then have that kid PULL the door mat. You find a KEY. GET theKEY, then USE the KEY in the FRONT DOOR, which is the door on the right.
Remember, you might want to leave a kid outsidein order to get the package whenit arrives.Having a kid outside has the additional benefit of protecting that kidfrom being thrown into the dungeon, which you'll find is important later.
Get the Silver Key
Use the NEW KID command to switch to the other kid you broughtwith you (not Dave or Michael).Go into the mansion, thenwalk to the right, where there is a GARGOYLE on the right sideof the stairs. PULL the GARGOYLE. The door to the right will open.Now use the NEW KID command to switch to Michael.
With Michael, go inside the mansion and go through the door that opened whenthe other kid pulled the gargoyle.
Beware! If you take too long, there will be a cut scene where Weird Ed willsay that he is hungry, and he will leave his room. If the Weird Ed cut scene happens while youare still in the first room of the mansion (the room with the gargoyle), have your kidsgo all the way to the right side of this room and go through the door on theright. This way, when Weird Ed comes down the stairs in the first room of themansion, he won't find any of thekids there. If he DOES find you, he will throwa kid into the dungeon. This will make things more difficult later, but there are ways to deal with this that I will discuss later.
Anyway, assuming that none of the kids has been thrown into the dungeon, one kid willstill be standing in front of the gargoyle, and Michael is in a dark room.Have the gargoyle kid go to the right of this room and open the door there,then go through (this is just to prevent that kid from being thrown in thedungeon as described in the previous paragraph). Then switch back to Michael. Have himTURN ON the LIGHT SWITCH, which is to the left of his/her head somewhere(just move the cursor around until you find it).
Now that the lights are on, go to the left side of this room and you will seea SILVER KEY to the right of the FUSE BOX. GET the SILVER KEY.
Get rid of the Green Tentacle
Now, if someone went into the kitchen and got caught by Nurse Ednaor Weird Ed, and if the Weird Ed cut scene has already happened,the coast should be clear for Michael to go into the kitchen. If not, sendone of the other kids first so that if Edna or Ed are in the kitchen,someone other than Michael will get thrown into the dungeon.
Have Michael go to the kitchen, go to the right side of the room,and go through the doorthere. Michael is now in the dining room. Go to the right side of this room andgo through the door there. Michael is now in the pantry.
Get the BOTTLE OF DEVELOPER from thetop of the shelf. It will fall and break, but that's okay. It's supposed to break.Then use the SILVER KEYin the door in the middle of the room, and go through. Michael is now standingbeside a swimming pool. Thenhave Michael stand in front of the ladder that goesdown into the swimming pool.
Next, you need a kid who is not Michael or Bernard to go to the kitchen.If two kids are in the dungeon,have one of them (not Bernard) stand in front of the door, then have the other one PUSH the LOOSE BRICK under one of the windows, then quickly switch back to the other kid and go through the door. Then that kid should go to the kitchen.
If one kid is in the dungeon and Michael is at the swimming pool, then sendthe third kid to the kitchen, but be prepared to rush to the first room of themansion if the doorbell rings. You need to either let Ed capture you on his wayto answer the doorbell, or you need to go outside and GET the STAMPS from thePACKAGE, then GET the PACKAGE.
Either way, send a kid to the kitchen.From the kitchen, go through the door on theright to reach the dining room, then go through the door on the right toreach the pantry. GET the FRUIT DRINKS from the shelf.
Go back to the first room of the mansion and go up the stairs.You'll be standing in front of a STEEL SECURITY DOOR. Go through the door on the left and GET the BOWL OF WAX FRUIT. Go back to the steel security door and OPEN it, then go through.
You will be in a hallway. Go to the far right and go up the stairs. You willfind a Green Tentacle. Try to go up the stairs on the left side of the room.The Tentacle will block you. Now GIVE it the WAX FRUIT, then GIVE it the FRUIT DRINKS. The tentacle will let you pass.
Optional: Get the Old Rusty Key
If you would like an easier way to get out of the dungeon, you can do so afteryou have gotten the Green Tentacle out of the way. First, you need to getthe CASSETTE TAPE. To get it, go to the first room of the mansion, thengo through the door on the far right side of the room. Go to the right andgo through the door on the right, then turn on the lamp (it's to your right)and go all the way to the right side of the room. OPEN the LOOSE PANELthat is next to the phone. GET the CASSETTE TAPE.
Go to the upstairs hallway and go into the first door (not the stairs, butthe one to the right of the stairs). Go up the ladder and GET the RECORD fromthe shelf. Then go downstairs until you are in the room that has the steelsecurity door, and a door to the left of that, and a door to the right of that.Go into the door on the right, USE the RECORD on the VICTROLA, then USEthe CASSETTE TAPE on the CASSETTE RECORDER. TURN ON the CASSETTE RECORDER,then TURN ON the VICTROLA. After the glass shatters, TURN OFF theVICTROLA, then TURN OFF the CASSETTE RECORDER and GET the CASSETTE TAPE.Then go down to the first room of the mansion, then go through the far rightdoor. OPEN the CABINET DOOR, then USE the CASSETTE TAPE in the CASSETTE PLAYER.TURN ON the CASSETTE PLAYER and wait for the chandelier to break. Then GETthe OLD RUSTY KEY. This opens the dungeon door (the one on the right). If akid in the dungeon has the OLD RUSTY KEY, he/she can open the dungeondoor and let everyone out one at a time, then he/she can leave after everyone else is out.
Drain the Pool
Now go up the stairs from the room where the Tentacle blocked you.In this hallway, go into the first door and go up the ladder, thenGET the YELLOW KEY from the wall. Then go back to the hallway, and go to the right side of the hallway and go through the door between the two plants.USE the HUNK-O-MATIC MACHINE TM to become stronger. Before you go, you should go through the door on the right and GET the SPONGE.
Now go out to the swimming pool and open the gate if you haven'talready, then gothrough. OPENthe GARAGE DOOR.
Now go all the way back tothe outside of the mansion. PULL the bushes that are to the left of the stairs.Then OPEN the GRATING. Make sure that Michael is standing above theladder of the swimming pool!Then go into the grating. USE the SPONGE on the PUDDLE OF DEVELOPER.Then go to the right side of theroom. TURN ON the WATER VALVE. An alarm will start. Wait for the cut scenewhere Dr. Fred will panic, saying that there will be a nuclear meltdown. Hewill make the Purple Tentacle check on the reactor.
Get the Glowing Key
If you aren't quick enough with this next part, the house will explode.After the cut scene,quickly switch to Michael and go down the ladder into the swimming pool.When you're at the bottom of the swimming pool, GET the GLOWING KEY which isbelow the number 20 on the left side of the pool. Then go back up the ladderto get out of the swimming pool. Then switch back to the kid who opened thewater valve, and now TURN OFF the WATER VALVE. Don't do this while Michael isstill in the pool or he will die!
Get the Card Key and the Yellow Key
Michael should now go to the hallway upstairs and go into the fourth door,which is the Sarcophagus room where one of the kids used the Hunk-o-matic.
Next, if Ed has not gotten his package yet, have a kid ring the doorbellto make Weird Ed leave his room. Wait for Ed to close the front door of themansion.Otherwise, send a kid into Ed's room and waitfor him to put the kid into the dungeon.
When you are sure that Ed is not in his room, have Michaelgo into Ed's room, GET the HAMSTER, GET the CARD KEY that was behind the hamster. If Ed comes back while you are in the room,just GIVE him the HAMSTER and he willleave you alone.
Now if you haven't gotten the YELLOW KEY, go into the first room in the upstairs hallway (not the stairs, but thedoor to the right of the stairs) and go up the ladder. GET the YELLOW KEYfrom the wall.
Develop the Film
As mentioned earlier in this page, at some point the mailman will ring thedoorbell, and Weird Ed will say 'Oh! The doorbell!' then will go out andget the package. (If this has not happened yet, go up and read 'IMPORTANT! Get the Package!!!')
If the package has been delivered, hopefully you read the warning at the top ofthe page and prevented WeirdEd from getting the package. If so, you should now have the PACKAGE.If not, read the next paragraph to find out if you can stillwin the game.
If Bernard is in your party,you don't need the stamps or the package. Read Bernard'swalkthrough for more details. If you do at least have the stamps, but notBernard or the package,you can still win with Syd/Razoror Wendy. Otherwise, you will not be able to complete the game and you will have to start over.
Anyway, if you do have the stamps and the package, the next step is to go to Weird Ed's room and GIVE him the PACKAGE before he throws you intothe dungeon. After you give it to him, he will ask you to find his plans.
Switch to Michael. Go outside and GET the ROLL OF FILM that is next to the bushes.
If you don't have the SPONGE, go to the upstairs hallway and go into thefourth door to reach the Sarcophagus room. Go through the door on the rightand GET the SPONGE.Then go outside again and go into the grating that you opened earlier. Go to theright side and USE the SPONGE on the PUDDLE OF DEVELOPER.If the puddle isn't there, goto the pantry (the room just before the swimming pool) and GET the BOTTLE OFDEVELOPER from the shelf. Then go back through the grating and USE the SPONGEon the PUDDLE OF DEVELOPER.
With the SPONGE and ROLL OF FILM, have Michael go to the room where you firstmet the Green Tentacle. Go through the door in this room. Syndicate original address. TURN ON the REDLIGHT (it's somewhere in the left side of the room). Then USE the SPONGEon the DEVELOPER TRAY, and then USE the ROLL OF FILM on the DEVELOPER TRAY.Michael will automatically develop the film.
Did you get the YELLOW KEY from the Green Tentacle's room? If not, be sureto get it now! Go to the upstairs hallway and go into the firstdoor, then go up the ladder and GET the YELLOW KEY from the wall.
Did you use the Hunk-o-matic in the Sarcophagus room,then go through the swimming pool gateand open the garage door? If not, do it now!
Next, take the ROLL OF FILM and go to Weird Ed's room, and GIVE him the ROLL OF FILM.
Get into the Secret Lab
Now give one kid the GLOWING KEY, the CARD KEY, and the YELLOW KEY.Have that kid get sent to the dungeon by going into Edna's room.
In the dungeon, USE the GLOWING KEY on both of the padlocks. Then OPEN the INNER DOOR andenter the number 0000. The door will open.
Rescue Sandy
Go through the door to the 'Seckrit Lab'. Try to go through the door on theright and the Purple Tentacle will stop you. But then Weird Ed will show up.After the tentacle is gone, go through the door on the right.
You will find Dr. Fred and Sandy. You can ignore Fred. Go to the right side of the room, thenOPEN the LOCKER and GET the RADIATION SUIT. You will automatically put it on.Then go to the right and USE the CARD KEY in the CARD SLOT.Go through the door. The meteor will shoot beams at you, but the radiation suitwill protect you.
There is a switch on the red machine on the leftside of the room. TURN OFF the SWITCH.
Then, GET the METEOR and OPEN the DOOR on the right. Go through.If the garage door is closed, you can't beat the game!
But if the garage door is open, thenUSE theYELLOW KEY on the TRUNK (don't use it on the Weird Edsel!!!!!), then USEthe METEOR in the TRUNK. Then CLOSE the TRUNK. Finally, USE the YELLOW KEYon the WEIRD EDSEL.
If you accidentally used the yellowkey on the Edsel instead of opening the trunk with it, then go through the gate,then goto the first room of the mansion, then go to the upstairs hallway, then go intothe door on the far right. GIVE the METEOR to the PLANT. (Don't give it to thePOT FOR PLANT.)
Congratulations! You won the game!