MANIAC MANSION FULL WALKTHROUGH BY GELUF

This FAQ is copywrited by Geluf and approved for use on only GameFaqs.com.   
No part of this file may be reproduced other than for personal use for the 
game it describes.


CONTENTS:
1.	Introduction
2.	What this FAQ will do
3.	The Characters
4.	Walkthrough: Bernard
5.	Walkthrough: Syd/Razor
6.	Walkthrough: Wendy
7.	Walkthrough:  Jeff
8.	Walkthrough: Michael
9.	Interesting Things
10.	Ways to Die
11.	Tips and Tricks
12.	Contact Info

1. INTRODUCTION

	Welcome to the mansion of the Edison’s.  Dr. Fred Edison, Nurse Edna 
Edison, Weird Ed Edison and the Tentacles.  It seems that, 20 years ago a 
large meteor crash-landed in the Edison’s front yard and after that, nothing 
was ever the same again.  The meteor was in fact the infamous Murderous 
Purple Slimy Meteor, the terror of the galaxy!  Using Dr. Fred as its tool, 
the meteor has begun swiping teenagers to suck their brains out.  Why?  Hey, 
its an evil meteor, it doesn’t NEED a reason, it just DOES it.  The newest 
kidnap involves Dave’s girlfriend Sandy the cheerleader.  Not one to take 
things lightly, Dave enlists the help of a couple of friends and goes into 
the mansion to find Sandy, hurling himself into almost certain hilarity as 
they find out that the Edison’s have a few screws loose…


2. WHAT THIS FAQ WILL DO:

	This FAQ was designed to take you through the game with EVERY possible 
character.  This is designed to help players who maybe are using a party 
that is a little unorthodox, while at the same time help players who are new 
to the game and want some info.  I have broken up the walkthroughs to 
reflect the different characters (Dave is not in any of the titles because 
you have to have him).  Some walkthroughs will be very similar, if not the 
same for certain characters (to help with this, I have lumped Syd and Razor 
into the same group, since their abilities are the same).  Each walkthrough 
will also have a list of items necessary to win the game with that 
character.

3. THE CHARACTERS:

DAVE – The hero, you have to use this guy and it’s a shame too, cause he has 
no special skills.  I use him as a decoy all the time.  His soundtrack is 
great though.

BERNARD – The resident geek.  If you’re new to the game or want to finish 
without much of a hassle, choose Bernard.  His skills can win the game by 
themselves; you won’t even need a third party member.  As such, it’s very 
easy to win with him in the group.  Bernard is the only one who can fix the 
radio to call the meteor police.  He can also fix the telephone.

SYD – The cool musician with awesome shades.  Syd is a master of the piano, 
which helps him out in the game.  Syd is interchangeable with Razor (they 
have the same skill) but given the choice, I always pick Syd (he just looks 
so cool, and his soundtrack is great).

RAZOR – The punk rocker.  Great piano player.  Razor is the same as Syd in 
every respect but gender.

WENDY – The writer.  She wants to be a famous novelist.  She can also edit 
bad manuscripts with typewriters.

JEFF – Almost as useless as Dave.  Jeff is a beach bum whose only ambition 
is to live in a van by the sea and score with numerous women.  His ONLY 
skill is that he can fix the phone, and if you have Bernard that is a moot 
point, since he can too.  Not to mention that fixing the phone is not vital 
to win in ANY scenario.  So unless you just kinda like the guy and his 
music, then I wouldn’t bother.

MICHAEL – This guy is great.  His soundtrack is my favorite.  He’s the 
photographer, and can develop film in the game.  I usually have this guy in 
my party because he is the ONLY one who can get Weird Ed to help you out.

THE EDISONS:

DR. FRED EDISON – Resident mad scientist who wasn’t such a bad guy before 
the meteor took over.  He’s a wimp though.  He’s one of the 2 Edison’s that 
won’t throw you in the dungeon at any point in the game.  Your task is to 
make him snap out of his mind control.

NURSE EDNA EDISON – This is one demented lady.  She is the only Edison who 
will NEVER join your side throughout the whole game no matter who you have 
with you.  Avoid her.  Unlike Ed who will only chase you on the current 
screen, Edna will follow you 2 and sometimes 3 screens, so if she sees you, 
haul butt.

WEIRD ED EDISON – The military guru.  Ed is (in my opinion) the only sane 
person in the mansion (aside from the hero’s of course).  He just wants to 
get rid of the meteor and save his father.  Of course, until you show him 
proof that YOU want that too, you’re just another intruder to him.  Ed is 
fun to mess with, ring the doorbell and run away, steal his hamster!  All 
SORTS of nifty things!

DEAD COUSIN TED EDISON – OK, so technically you never interact with this 
guy, since he’s dead, but he gets mentioned a lot so I put him here.

GREEN TENTICLE – The only other member of the house who will never put you 
in the dungeon.  He is too depressed to care that 3 strangers have entered 
the mansion.  He can be a useful ally, but don’t do the wrong thing around 
him, as he is manic-depressive and could turn violent very quickly…

PURPLE TENTICLE – This guy is a pansy, a HUGE pansy.  He guards the door to 
Dr. Fred’s inner lab.  He is important because almost all of the kid’s 
special skills are geared toward getting past this guy.


Quick note: These walkthroughs will tell you how to beat the game with the 
character mentioned.  The party references will be Dave, (whichever kid I’m 
doing the walkthrough for), and whomever you choose as your third kid (in 
most cases, it won’t matter, though try not to be redundant, like if you 
have Syd, don’t have Razor also).

4. WALKTHROUGH: BERNARD

Start by having Dave walk to the front of the mansion.  PULL on the doormat 
and GET the key that appears.  Then USE the key in the front door, but don’t 
go in.  Switch to Bernard and have him go in the house.  Walk to the far 
right and open the far right door.  This is the living room.  OPEN the radio 
on the cabinet and GET the radio tube.  Walk all the way to the right and go 
into the next room.  It’s dark in here so you need to find a lamp, choose 
TURN ON and run the cursor around till you find it (it should be on the left 
side of the room).  Walk to the far right of the room and OPEN the loose 
panel (that’s the last panel on the wall) and GET the cassette tape.  Leave 
this room and go back past the living room to the main hall again.  Around 
this time a cut-scene will occur in which Weird Ed is in his room and says, 
“Gee, I’m hungry”.  When this happens, make sure you get out of the hallways 
and duck into a room (but NOT the kitchen).  Wait a few minutes and another 
cut scene will show Ed getting some cheese from the refrigerator.  Wait 60 
more seconds, and then you can move freely again.  Switch to your third kid 
(not Dave, whoever else you chose) and have them go in the house.  Enter the 
first door and you’ll be in the kitchen.  GET the flashlight on the stove 
and walk further into the room until you come to the refrigerator.  OPEN the 
refrigerator and GET the old batteries and the can of Pepsi.  Go to the 
right into the dinning room.  Keep going right and into the next room, the 
poolroom.  GET the glass jar and the fruit drinks.  Now go back to the main 
hallway and up the stairs.  Go find Bernard and have him GIVE your third kid 
everything but the Radio Tube.  Now switch to your third kid and go to the 
upstairs hall where the Security Door is. Go into the left door and you will 
be in the drawing room.  GET the bowl of wax fruit and the paint remover.  
Now go out and open the Steel Security Door (pretty pathetic for a security 
door eh?)  You will be in a long hallway.  Go all the way right and up the 
stairs.  Here, you will meet the Green Tentacle.  GIVE him the bowl of wax 
fruit and then the fruit drinks (in THAT order) and he will let you pass.  
Go up the stairs and on this floor go into the first door, Dr. Fred’s room.  
READ the poster and remember the number it gives you.  Go up the ladder and 
you will be in Green Tentacle’s room.  Boy is he pathetic.  GET the record 
and go to the right wall and GET the Yellow Key.  Leave the room and go back 
out to the hall.  Around now the doorbell will ring, get your kid out of any 
halls and switch to Bernard and DILIBERATELY place him in a hallway so that 
Weird Ed will find him.  He’ll get put in the dungeon but that will buy you 
time.  Now switch to Dave.  You will see a package outside; take it (though 
you don’t need it to win with Bernard, it comes in handy).  Now have Dave 
run all the way to the right onto the next screen.  Weird Ed will show up at 
the door, he’ll think someone is playing a prank and he’ll leave.  Have Dave 
USE the key on the door and go in the house.  Switch to your third kid (the 
one that was just in Green Tentacle’s room) and have them go into the hall, 
walk to the far right and enter the 2nd to last door.  USE the Hunk-O-Matic 
Machine.  Switch to Dave and have him go all the way to where your third kid 
is and have him USE the Hunk-O-Matic as well.  GIVE the package and the key 
to your third kid and have your third kid GIVE the yellow key to Dave.  Have 
Dave leave the room and stand right next to the door to the right of Dr. 
Fred’s room (2nd door from the right not counting the stairs).  Switch to 
your third kid and do the same.  Have Dave walk in the door and get caught, 
then quickly switch to your third kid and go in.  GET the small key from the 
dresser and get out and hide in Dr. Fred’s room.  After about a minute leave 
and go all the way down to the music room on the second floor.  USE the 
record on the record player; USE the cassette tape in the cassette recorder. 
  TURN ON the Record Player and the recorder, and then TURN them OFF.  GET 
the cassette tape and go downstairs and to the far right room (the living 
room) OPEN the cabinet door and USE the cassette tape in the cassette 
player.  TURN ON the cassette player and wait for the chandelier to break.  
TURN OFF the player and GET the old rusty key from the chandelier wreckage.  
Switch to Dave (he should be in the dungeon, if not, skip this next part) 
and have him stand by the doorway out.  Now switch to Bernard.  Run the 
cursor over the wall until you find the loose brick.  PUSH the loose brick 
and QUICKLY change to Dave and go through the door.  It’s dark in here so 
walk all the way to the right and find the switch.  TURN ON the switch, then 
walk back to the left and GET the key you find by the circuit breaker box.  
Now go back to the right and out the door, you’re back in the main hallway.  
Go through the kitchen, past the dinning room and into the poolroom.  USE 
the key you got from the breaker box and go through the door to the pool.  
OPEN the gate at the back and go through.  OPEN the garage door (only works 
if you used the Hunk-O-Matic) and USE the yellow key on the car trunk.  GET 
the tools walk back to the pool.  Switch to your third kid and have him go 
out the front door.  Go to the left and PULL the bushes (this only works if 
you used the Hunk-O-Matic) now OPEN the grate and go in it.  Go all the way 
to the right and TURN ON the water valve.  Now AS FAST AS YOU CAN switch to 
Dave and go into the pool.  GET the glowing key and leave the pool.  Hurry 
and switch back to your third kid and TURN OFF the water valve (if you take 
longer than 60 seconds to do this, the house explodes, also make SURE Dave 
is out of the pool before you turn the valve back, or he’ll drown and all 
his items will be gone).  Now go back out and go in the front door.  Switch 
to Dave and have him meet your third kid in the main hall and GIVE all of 
his stuff to the third kid.  Around this time, if it hasn’t happened 
already, Dr. Fred will tell Edna that he needs to turn off the power for 
about 5 minutes.  When he does it’s a little annoying, as you can see 
anything but USE the old batteries in the flashlight and TURN ON the 
flashlight and you’ll be able to see around your cursor.  The batteries last 
about 4 or 5 minutes.  Now most FAQs will tell you that you should have 
Bernard go and fix the Arcade Machines now but don’t, trust me there is an 
easier way.  Now bring Dave and your third kid all the way to Weird Ed’s 
room (it’s right next to Nurse Edna’s room).  Have Dave go in Ed’s room and 
get caught.  Then quickly switch to your third kid and go in Ed’s room.  GET 
the hamster and GET the keycard behind it.  Now wait and get caught by Ed 
when he comes back.  You should now all be in the dungeon.  Now USE the old 
rusty key to let Bernard out but keep your other kids in there.  Have 
Bernard go all the way up to Dr. Fred’s room and USE the radio tube in the 
radio there.  Now, remember that number from the poster?  TURN ON the radio 
and USE it and enter the 4-digit number from the poster.  You end up calling 
the meteor police who say they will be there in 5 minutes.  Switch back to 
your third kid and have him walk to the door that has a message by it saying 
“Seekrit Lab” (what wonderful spelling!  And wow!  Who would guess there is 
a lab behind the door?).  USE the Glowing key on the top and bottom padlocks 
and OPEN the outer door.  Now, the inner door works via a combination.  
Normally to open it you have to fix the arcades and wait for Dr. Fred to 
play the game and then you have to play it and read the scores to get the 
combo.  Well, you don’t have to.  Just enter “0000” and the door will open, 
every time.  Why?  Because if the game isn’t played, the score is “0”.  See 
the logic?  Now DON’T go in the lab, instead wait outside till the meteor 
police show up (a siren will sound).  They will go in and take the meteor.  
Now with your third kid GET the badge the policeman left on the floor and go 
in the door.  GIVE the badge to the Purple Tentacle and he will run away.  
Open the far right door and enter.  This is the big secrete lab, you will 
see Sandy in the machine and Dr. Fred will yell for Purple Tentacle, but to 
no avail.  Ignore him, that pansy, and go all the way to the right.  USE the 
keycard in the slot and go in the door.  Then TURN OFF the switch on the 
machine.  Viola!  You’ve won with Bernard!


5.  WALKTHROUGH:  SYD/RAZOR
Note:  For the sake of keeping the name short, I will just refer to Syd, but 
it also means Razor.


Start by having Dave walk to the front of the mansion.  PULL on the doormat 
and GET the key that appears.  Then USE the key in the front door, but don’t 
go in.  Switch to Syd and have him go in the house.  Walk to the far right 
and open the far right door.  This is the living room.  Walk all the way to 
the right and go into the next room.  It’s dark in here to you need to find 
a lamp choose TURN ON and run the cursor around till you find it (it should 
be on the left side of the room).  Walk to the far right of the room and 
OPEN the loose panel (that’s the last panel on the wall) and GET the 
cassette tape.  Leave this room and go back past the living room to the main 
hall again.  Go up the stairs and into the room on the right.  This is the 
music room.  TURN ON the TV and watch the commercial.  Around this time a 
cut-scene will occur in which Weird Ed is in his room and says, “Gee, I’m 
hungry”.  When this happens, make sure you get out of the hallways and duck 
into a room (but NOT the kitchen).  Wait a few minutes and another cut scene 
will show Ed getting some cheese from the refrigerator.  Wait 60 more 
seconds, and then you can move freely again.  Enter the first door in the 
downstairs hall and you’ll be in the kitchen.  GET the flashlight on the 
stove and walk further into the room until you come to the refrigerator.  
OPEN the refrigerator and GET the old batteries and the can of Pepsi.  Go to 
the right into the dinning room.  Keep going right and into the next room, 
the poolroom.  GET the glass jar and the fruit drinks.  Now go back to the 
main hallway and up the stairs. Go into the left door and you will be in the 
drawing room.  GET the bowl of wax fruit and the paint remover.  Now go out 
and open the Steel Security Door (pretty pathetic for a security door eh?)  
You will be in a long hallway.  Go all the way right and up the stairs.  
Here, you will meet the Green Tentacle.  GIVE him the bowl of wax fruit and 
then the fruit drinks (in THAT order) and he will let you pass.  Go up the 
stairs and on this floor go into the first door, Dr. Fred’s room. Go up the 
ladder and you will be in Green Tentacle’s room.  Boy is he pathetic.  GET 
the record and go to the right wall and GET the Yellow Key.  Leave the room 
and go back out to the hall.  Around now the doorbell will ring, get your 
kid out of any halls.  Now switch to Dave.  You will see a package outside; 
GET it.  Now have Dave run all the way to the right onto the next screen.  
Weird Ed will show up at the door, he’ll think someone is playing a prank 
and he’ll leave.  Have Dave USE the key on the door and go in the house, 
then OPEN the package to get the stamps.  Switch to Syd and have him go into 
the 4th floor hall, walk to the far right and enter the 2nd to last door.  
USE the Hunk-O-Matic Machine.  Switch to Dave and have him go all the way to 
where Syd is and have him USE the Hunk-O-Matic as well.  GIVE the package, 
stamps and the key to Syd and have Syd GIVE the yellow key to Dave.  Have 
Dave leave the room and stand right next to the door two to the right of Dr. 
Fred’s room (3rd door from the right not counting the stairs).  Switch to 
Syd and do the same.  Have Dave walk in the door and get caught by Weird Ed, 
then quickly switch to Syd and go in.  GET the hamster and the keycard, then 
OPEN the piggy bank and GET the 3 dimes.  Be quick.  When Ed comes back in, 
GIVE him the package; he will now be your friend.  Go ahead and give him his 
hamster too, you don’t need it (unless you want to blow it up in the 
microwave).  Leave and go all the way down to the music room on the second 
floor.  USE the record on the record player; USE the cassette tape in the 
cassette recorder.  TURN ON the Record Player and the recorder, and then 
TURN them OFF.  GET the cassette tape and go downstairs and to the far right 
room (the living room) OPEN the cabinet door and USE the cassette tape in 
the cassette player.  TURN ON the cassette player and wait for the 
chandelier to break.  TURN OFF the player and GET the old rusty key from the 
chandelier wreckage.  GET the cassette as well.  Switch to your third kid 
(remember them?) and go into the house and go next to the stairs.  Switch to 
Syd and go to the downstairs hallway as well.  Have your third kid PUSH the 
gargoyle head on the right side of the stairs.  Then have Syd go in the door 
that just opened.  It’s dark in here so find the switch a little to your 
left.  TURN ON the switch, then walk the left and GET the key you find by 
the circuit breaker box.  USE the old rusty key in the door on the left.  
Switch to Dave and have him walk out the door that Syd opened, and have Syd 
GIVE the key from the breaker box to Dave.  Now go to the right and out the 
door with Dave, you’re back in the main hallway.  Go through the kitchen, 
past the dinning room and into the poolroom.  USE the key you got from the 
breaker box and go through the door to the pool.  OPEN the gate at the back 
and go through.  OPEN the garage door (only works if you used the 
Hunk-O-Matic) and USE the yellow key on the car trunk.  GET the tools and 
walk back to the pool.  Switch to Syd and have him go out the front door.  
Go to the left and PULL the bushes (this only works if you used the 
Hunk-O-Matic) now OPEN the grate and go in it.  Go all the way to the right 
and TURN ON the water valve.  Now AS FAST AS YOU CAN switch to Dave and go 
into the pool.  GET the glowing key and leave the pool.  Hurry and switch 
back to Syd and TURN OFF the water valve (if you take longer than 60 seconds 
to do this, the house explodes, also make SURE Dave is out of the pool 
before you turn the valve back, or he’ll drown and all his items will be 
gone).  Now go back out and go in the front door.  Switch to Dave and have 
him meet Syd in the main hall and GIVE all of his stuff to Syd.  Around this 
time, if it hasn’t happened already, Dr. Fred will tell Edna that he needs 
to turn off the power for about 5 minutes.  When he does it’s a little 
annoying, as you can’t see anything but USE the old batteries in the 
flashlight and TURN ON the flashlight and you’ll be able to see around your 
cursor.  The batteries last about 4 or 5 minutes.  Now most FAQs will tell 
you that you should have someone go and fix the Arcade Machines now but 
don’t, trust me there is an easier way.  Now bring Dave and Syd all the way 
to Nurse Edna’s room (it’s right next to Dr. Fred’s room).  Have Syd go in 
Edna’s room and get caught.  Then quickly switch to Dave and go in Edna’s 
room.  Go up the ladder on the right side of the room and TURN ON the lamp 
in the dark room that follows.  PULL the picture on the wall.  Now switch to 
Syd, USE the old rusty key to get out of the dungeon and go to the pool.  
USE the glass jar in the pool and go up to the fourth floor.  Go to the far 
right door and go in.  GIVE the Pepsi to the plant, and then GIVE the glass 
jar to the plant.  Now you can reach the hatch above it.  USE a dime in the 
telescope slot and PUSH the right button, now USE another dime and PUSH the 
right button again.  Now USE the telescope and remember the number you see.  
Switch to Dave and OPEN the safe.  Punch in the number you just got to open 
it.  GET the envelope, DO NOT OPEN IT.  Switch to Syd and have him go into 
Edna’s room and get caught.  Now get Dave out of the attic and downstairs to 
the kitchen.  Once again get Syd out of the dungeon with the old rusty key 
and go into the kitchen with Dave.  Bring to the faucet and TURN ON the 
faucet.  Now USE the glass jar in the faucet and TURN OFF the faucet.  Now 
go to the microwave.  OPEN the microwave and USE the glass jar in the 
microwave.  Now have Dave USE the envelope in the microwave.  CLOSE the 
microwave and TURN ON the microwave.  When it’s done, have Syd OPEN it and 
take the envelope (no need for the jar now, its too hot to take right now 
anyway) now you can OPEN the envelope and a quarter will come out.  USE the 
stamps on the envelope.  Now go up to the music room and if you haven’t 
already, watch the TV commercial by TURNING ON the TV.  Now USE the cassette 
tape in the recorder.  TURN ON the recorder and have Syd USE the piano.  
After that cool riff TURN OFF the recorder and GET the cassette tape.  Now 
head up to Green Tentacle’s room and USE the cassette tape in the mondo 
stereo.  TURN ON the stereo and Green Tentacle will be impressed and drop a 
demo tape.  GET the demo tape.  Go to the room with the mutant plant (far 
right on the fourth floor) and USE the envelope in the typewriter.  Now USE 
the demo tape in the envelope.  Now go all the way out the front door of the 
mansion and USE the envelope in the mailbox and PULL the flag.  Now go 
inside and kill some time.  After awhile a cut scene will occur where they 
will publish the demo tape.  A little while latter the doorbell will ring.  
Go outside with Syd and GET the contract in the mailbox.  Go up to Green 
Tentacle’s room and GIVE the contract to him.  He will become your friend.  
Now, somehow get everybody in the dungeon, I don’t car how you do it (except 
don’t make Green Tentacle mad). Have Syd walk to the door that has a message 
by it saying “Seekrit Lab” (what wonderful spelling!  And wow!  Who would 
guess there is a lab behind the door?).  USE the Glowing key on the top and 
bottom padlocks and OPEN the outer door.  Now, the inner door works via a 
combination.  Normally to open it you have to fix the arcades and wait for 
Dr. Fred to play the game and then you have to play it and read the scores 
to get the combo.  Well, you don’t have to.  Just enter “0000” and the door 
will open, every time.  Why?  Because if the game isn’t played, the score is 
“0”.  See the logic?  Go in the lab and walk up to Purple Tentacle, he will 
catch you but Green Tentacle will come in and save you.  Open the far right 
door and enter.  This is the big secrete lab, you will see Sandy in the 
machine and Dr. Fred will yell for Purple Tentacle, but to no avail.  Ignore 
him, that pansy, and go all the way to the right.  OPEN the locker and GET 
the radiation suit (USE it if it doesn’t automatically put it on you). USE 
the keycard in the slot and go in the door.  Then TURN OFF the switch on the 
machine.  GET the meteor and run to the right and go through to the garage.  
USE the meteor in the trunk off the car and CLOSE the trunk.  USE the yellow 
key in the car and watch it take off.  Congrats!  You’ve won with Syd/Razor!


6. WALKTHROUGH: WENDY

Start by having Dave walk to the front of the mansion.  PULL on the doormat 
and GET the key that appears.  Then USE the key in the front door, but don’t 
go in.  Switch to Wendy and have her go in the house.  Walk to the far right 
and open the far right door.  This is the living room.  Walk all the way to 
the right and go into the next room.  It’s dark in here so you need to find 
a lamp, choose TURN ON and run the cursor around till you find it (it should 
be on the left side of the room).  Walk to the far right of the room and 
OPEN the loose panel (that’s the last panel on the wall) and GET the 
cassette tape.  Leave this room and go back past the living room to the main 
hall again.  Go up the stairs and into the room on the right.  This is the 
music room.  TURN ON the TV and watch the commercial.  Around this time a 
cut-scene will occur in which Weird Ed is in his room and says, “Gee, I’m 
hungry”.  When this happens, make sure you get out of the hallways and duck 
into a room (but NOT the kitchen).  Wait a few minutes and another cut scene 
will show Ed getting some cheese from the refrigerator.  Wait 60 more 
seconds, and then you can move freely again.  Enter the first door in the 
downstairs hall and you’ll be in the kitchen.  GET the flashlight on the 
stove and walk further into the room until you come to the refrigerator.  
OPEN the refrigerator and GET the old batteries and the can of Pepsi.  Go to 
the right into the dinning room.  Keep going right and into the next room, 
the poolroom.  GET the glass jar and the fruit drinks.  Now go back to the 
main hallway and up the stairs. Go into the left door and you will be in the 
drawing room.  GET the bowl of wax fruit and the paint remover.  Now go out 
and open the Steel Security Door (pretty pathetic for a security door eh?)  
You will be in a long hallway.  Go in the first door.  It’s dark here too so 
find the lamp on TURN ON the lamp.  OPEN the desk drawer and GET the 
manuscript.  Now exit the room.  Go all the way right and up the stairs.  
Here, you will meet the Green Tentacle.  GIVE him the bowl of wax fruit and 
then the fruit drinks (in THAT order) and he will let you pass.  Go up the 
stairs and on this floor go into the first door, Dr. Fred’s room. Go up the 
ladder and you will be in Green Tentacle’s room.  Boy is he pathetic.  GET 
the record and go to the right wall and GET the Yellow Key.  Leave the room 
and go back out to the hall.  Around now the doorbell will ring, get your 
kid out of any halls.  Now switch to Dave.  You will see a package outside; 
GET it.  Now have Dave run all the way to the right onto the next screen.  
Weird Ed will show up at the door, he’ll think someone is playing a prank 
and he’ll leave.  Have Dave USE the key on the door and go in the house, 
then OPEN the package to get the stamps.  Switch to Wendy and have her go 
into the 4th floor hall, walk to the far right and enter the 2nd to last 
door.  USE the Hunk-O-Matic Machine.  Switch to Dave and have him go all the 
way to where Wendy is and have him USE the Hunk-O-Matic as well.  GIVE the 
package, stamps and the key to Wendy and have Wendy GIVE the yellow key to 
Dave.  Have Dave leave the room and stand right next to the door two to the 
right of Dr. Fred’s room (3rd door from the right not counting the stairs).  
Switch to Wendy and do the same.  Have Dave walk in the door and get caught 
by Weird Ed, then quickly switch to Wendy and go in.  GET the hamster and 
the keycard, then OPEN the piggy bank and GET the 3 dimes.  Be quick.  When 
Ed comes back in, GIVE him the package; he will now be your friend.  Go 
ahead and give him his hamster too, you don’t need it (unless you want to 
blow it up in the microwave).  Leave and go all the way down to the music 
room on the second floor.  USE the record on the record player; USE the 
cassette tape in the cassette recorder.  TURN ON the Record Player and the 
recorder, and then TURN them OFF.  GET the cassette tape and go downstairs 
and to the far right room (the living room) OPEN the cabinet door and USE 
the cassette tape in the cassette player.  TURN ON the cassette player and 
wait for the chandelier to break.  TURN OFF the player and GET the old rusty 
key from the chandelier wreckage.  GET the cassette as well.  Switch to your 
third kid (remember them?) and go into the house and go next to the stairs.  
Switch to Wendy and go to the downstairs hallway as well.  Have your third 
kid PUSH the gargoyle head on the right side of the stairs.  Then have Wendy 
go in the door that just opened.  It’s dark in here so find the switch a 
little to your left.  TURN ON the switch, then walk the left and GET the key 
you find by the circuit breaker box.  USE the old rusty key in the door on 
the left.  Switch to Dave and have him walk out the door that Wendy opened, 
and have Wendy GIVE the key from the breaker box to Dave.  Now go to the 
right and out the door with Dave, you’re back in the main hallway.  Go 
through the kitchen, past the dinning room and into the poolroom.  USE the 
key you got from the breaker box and go through the door to the pool.  OPEN 
the gate at the back and go through.  OPEN the garage door (only works if 
you used the Hunk-O-Matic) and USE the yellow key on the car trunk.  GET the 
tools and walk back to the pool.  Switch to Wendy and have him go out the 
front door.  Go to the left and PULL the bushes (this only works if you used 
the Hunk-O-Matic) now OPEN the grate and go in it.  Go all the way to the 
right and TURN ON the water valve.  Now AS FAST AS YOU CAN switch to Dave 
and go into the pool.  GET the glowing key and leave the pool.  Hurry and 
switch back to Wendy and TURN OFF the water valve (if you take longer than 
60 seconds to do this, the house explodes, also make SURE Dave is out of the 
pool before you turn the valve back, or he’ll drown and all his items will 
be gone).  Now go back out and go in the front door.  Switch to Dave and 
have him meet Wendy in the main hall and GIVE all of his stuff to Wendy.  
Around this time, if it hasn’t happened already, Dr. Fred will tell Edna 
that he needs to turn off the power for about 5 minutes.  When he does it’s 
a little annoying, as you can’t see anything but USE the old batteries in 
the flashlight and TURN ON the flashlight and you’ll be able to see around 
your cursor.  The batteries last about 4 or 5 minutes.  Now most FAQs will 
tell you that you should have someone go and fix the Arcade Machines now but 
don’t, trust me there is an easier way.  Now bring Dave and Wendy all the 
way to Nurse Edna’s room (it’s right next to Dr. Fred’s room).  Have Wendy 
go in Edna’s room and get caught.  Then quickly switch to Dave and go in 
Edna’s room.  Go up the ladder on the right side of the room and TURN ON the 
lamp in the dark room that follows.  PULL the picture on the wall.  Now 
switch to Wendy, USE the old rusty key to get out of the dungeon and go to 
the pool.  USE the glass jar in the pool and go up to the fourth floor.  Go 
to the far right door and go in.  GIVE the Pepsi to the plant, and then GIVE 
the glass jar to the plant.  Now you can reach the hatch above it.  USE a 
dime in the telescope slot and PUSH the right button, now USE another dime 
and PUSH the right button again.  Now USE the telescope and remember the 
number you see.  Switch to Dave and OPEN the safe.  Punch in the number you 
just got to open it.  GET the envelope, DO NOT OPEN IT.  Switch to Wendy and 
have her go into Edna’s room and get caught.  Now get Dave out of the attic 
and downstairs to the kitchen.  Once again get Wendy out of the dungeon with 
the old rusty key and go into the kitchen with Dave.  Bring her to the 
faucet and TURN ON the faucet.  Now USE the glass jar in the faucet and TURN 
OFF the faucet.  Now go to the microwave.  OPEN the microwave and USE the 
glass jar in the microwave.  Now have Dave USE the envelope in the 
microwave.  CLOSE the microwave and TURN ON the microwave.  When it’s done, 
have Wendy OPEN it and take the envelope (no need for the jar now, its too 
hot to take right now anyway) now you can OPEN the envelope and a quarter 
will come out.  USE the stamps on the envelope.  Now go up to the music room 
and if you haven’t already, watch the TV commercial by TURNING ON the TV.  
Now go to the room with the mutant plant (far right on the fourth floor) and 
USE the envelope in the typewriter.  Now USE the manuscript in the 
typewriter.  Finally, USE the manuscript in the envelope.  Now go all the 
way out the front door of the mansion and USE the envelope in the mailbox 
and PULL the flag.  Now go inside and kill some time.  After awhile a cut 
scene will occur where they will publish the manuscript.  A little while 
latter the doorbell will ring.  Go outside with Wendy and GET the contract 
in the mailbox.  (Make SURE you don’t show the contract to just anybody, 
some of them will kill you for it) Now, somehow get everybody in the 
dungeon, I don’t care how you do it. Have Wendy walk to the door that has a 
message by it saying “Seekrit Lab” (what wonderful spelling!  And wow!  Who 
would guess there is a lab behind the door?).  USE the Glowing key on the 
top and bottom padlocks and OPEN the outer door.  Now, the inner door works 
via a combination.  Normally to open it you have to fix the arcades and wait 
for Dr. Fred to play the game and then you have to play it and read the 
scores to get the combo.  Well, you don’t have to.  Just enter “0000” and 
the door will open, every time.  Why?  Because if the game isn’t played, the 
score is “0”.  See the logic?  Go in the lab and GIVE the contract to Purple 
Tentacle, he will let you pass.  Open the far right door and enter.  This is 
the big secrete lab, you will see Sandy in the machine and Dr. Fred will 
yell for Purple Tentacle, but to no avail.  Ignore him, that pansy, and go 
all the way to the right.  OPEN the locker and GET the radiation suit (USE 
it if it doesn’t automatically put it on you). USE the keycard in the slot 
and go in the door.  Then TURN OFF the switch on the machine.  GIVE the 
contract to the meteor.  Nice job!  You’ve won with Wendy!




7.  WALKTHROUGH: JEFF

Pay close attention here:  you CANNOT win the game with Jeff’s skill.  You 
HAVE to have someone else also.  This is because Jeff is the only kid 
(besides Dave) that has no way of getting past the Purple Tentacle.  
Therefore, a walkthrough with Jeff is pointless.  If you REALLY like Jeff 
and want to use him, just pick him as your third kid in all those 
walkthroughs where I mention them.


9. WALKTHROUGH:  MICHAEL

Start by having Dave walk to the front of the mansion.  PULL on the doormat 
and GET the key that appears.  Then USE the key in the front door, but don’t 
go in.  Switch to Michael and have him go in the house.  Walk to the far 
right and open the far right door.  This is the living room.  Walk all the 
way to the right and go into the next room.  It’s dark in here to you need 
to find a lamp choose TURN ON and run the cursor around till you find it (it 
should be on the left side of the room).  Walk to the far right of the room 
and OPEN the loose panel (that’s the last panel on the wall) and GET the 
cassette tape.  Leave this room and go back past the living room to the main 
hall again.  Around this time a cut-scene will occur in which Weird Ed is in 
his room and says, “Gee, I’m hungry”.  When this happens, make sure you get 
out of the hallways and duck into a room (but NOT the kitchen).  Wait a few 
minutes and another cut scene will show Ed getting some cheese from the 
refrigerator.  Wait 60 more seconds, and then you can move freely again.  
Enter the first door in the downstairs hall and you’ll be in the kitchen.  
GET the flashlight on the stove and walk further into the room until you 
come to the refrigerator.  OPEN the refrigerator and GET the old batteries 
and the can of Pepsi.  Go to the right into the dinning room.  Keep going 
right and into the next room, the poolroom.  GET the glass jar and the fruit 
drinks.  Now GET the bottle of developer.  It will fall down and break, 
don’t worry, that’s supposed to happen.  Now go back to the main hallway and 
up the stairs. Go into the left door and you will be in the drawing room.  
GET the bowl of wax fruit and the paint remover.  Now go out and open the 
Steel Security Door (pretty pathetic for a security door eh?)  You will be 
in a long hallway.  Go all the way right and up the stairs.  Here, you will 
meet the Green Tentacle.  GIVE him the bowl of wax fruit and then the fruit 
drinks (in THAT order) and he will let you pass.  Go up the stairs and on 
this floor go into the first door, Dr. Fred’s room. Go up the ladder and you 
will be in Green Tentacle’s room.  Boy is he pathetic.  GET the record and 
go to the right wall and GET the Yellow Key.  Leave the room and go back out 
to the hall.  Around now the doorbell will ring, get your kid out of any 
halls.  Now switch to Dave.  You will see a package outside; GET it.  DO NOT 
LET WEIRD ED GET THAT PACKAGE!!  Michael’s scenario is the only one the 
REQUIRES the use of the package to win (although in a few others you need 
the stamps off it).  Now have Dave run all the way to the right onto the 
next screen.  Weird Ed will show up at the door, he’ll think someone is 
playing a prank and he’ll leave.  Have Dave USE the key on the door and go 
in the house, then OPEN the package to get the stamps.  Switch to Michael 
and have him go into the 4th floor hall, walk to the far right and enter the 
2nd to last door.  USE the Hunk-O-Matic Machine.  Then go into the next room 
and GET the sponge.  Switch to Dave and have him go all the way to where 
Michael is and have him USE the Hunk-O-Matic as well.  GIVE the package, 
stamps and the key to Michael and have Michael GIVE the yellow key to Dave.  
Have Dave leave the room and stand right next to the door two to the right 
of Dr. Fred’s room (3rd door from the right not counting the stairs).  
Switch to Michael and do the same.  Have Dave walk in the door and get 
caught by Weird Ed, then quickly switch to Michael and go in.  GET the 
hamster and the keycard.  Be quick.  When Ed comes back in, GIVE him the 
package; he will now be your friend.  Go ahead and give him his hamster too, 
you don’t need it (unless you want to blow it up in the microwave).  Leave 
and go all the way down to the music room on the second floor.  USE the 
record on the record player; USE the cassette tape in the cassette recorder. 
  TURN ON the Record Player and the recorder, and then TURN them OFF.  GET 
the cassette tape and go downstairs and to the far right room (the living 
room) OPEN the cabinet door and USE the cassette tape in the cassette 
player.  TURN ON the cassette player and wait for the chandelier to break.  
TURN OFF the player and GET the old rusty key from the chandelier wreckage.  
Switch to your third kid (remember them?) and go into the house and go next 
to the stairs.  Switch to Michael and go to the downstairs hallway as well.  
Have your third kid PUSH the gargoyle head on the right side of the stairs.  
Then have Michael go in the door that just opened.  It’s dark in here so 
find the switch a little to your left.  TURN ON the switch, then walk the 
left and GET the key you find by the circuit breaker box.  USE the old rusty 
key in the door on the left.  Switch to Dave and have him walk out the door 
that Michael opened, and have Michael GIVE the key from the breaker box to 
Dave.  Now go to the right and out the door with Dave, you’re back in the 
main hallway.  Go through the kitchen, past the dinning room and into the 
poolroom.  USE the key you got from the breaker box and go through the door 
to the pool.  OPEN the gate at the back and go through.  OPEN the garage 
door (only works if you used the Hunk-O-Matic) and USE the yellow key on the 
car trunk.  GET the tools and walk back to the pool.  Switch to Michael and 
have him go out the front door.  GET the undeveloped film by the bushes.  Go 
to the left and PULL the bushes (this only works if you used the 
Hunk-O-Matic) now OPEN the grate and go in it.  Go all the way to the right 
and TURN ON the water valve.  Now AS FAST AS YOU CAN switch to Dave and go 
into the pool.  GET the glowing key and leave the pool.  Hurry and switch 
back to MICHAEL and TURN OFF the water valve (if you take longer than 60 
seconds to do this, the house explodes, also make SURE Dave is out of the 
pool before you turn the valve back, or he’ll drown and all his items will 
be gone).  Now USE the sponge on the puddle of developer.  Now go back out 
and go in the front door.  Switch to Dave and have him meet Michael in the 
main hall and GIVE all of his stuff to Michael.  Around this time, if it 
hasn’t happened already, Dr. Fred will tell Edna that he needs to turn off 
the power for about 5 minutes.  When he does it’s a little annoying, as you 
can’t see anything but USE the old batteries in the flashlight and TURN ON 
the flashlight and you’ll be able to see around your cursor.  The batteries 
last about 4 or 5 minutes.  Now most FAQs will tell you that you should have 
someone go and fix the Arcade Machines now but don’t, trust me there is an 
easier way.  Bring Michael up to the third floor (it’s the smallest floor, 
it only has on room) and go in the only door on the floor (this is the place 
you had to feed Green Tentacle) now close the door once in the room.  Find 
the light and turn it on.  Now USE the sponge in the tray.  TURN ON the red 
light and Michael will develop the film.  Now take the film to Weird Ed and 
he will say to meet him in the lab in 5 minutes.  Now, somehow get everybody 
in the dungeon, I don’t care how you do it (except don’t make Weird Ed mad). 
Have Michael walk to the door that has a message by it saying “Seekrit Lab” 
(what wonderful spelling!  And wow!  Who would guess there is a lab behind 
the door?).  USE the Glowing key on the top and bottom padlocks and OPEN the 
outer door.  Now, the inner door works via a combination.  Normally to open 
it you have to fix the arcades and wait for Dr. Fred to play the game and 
then you have to play it and read the scores to get the combo.  Well, you 
don’t have to.  Just enter “0000” and the door will open, every time.  Why?  
Because if the game isn’t played, the score is “0”.  See the logic?  Go in 
the lab and walk up to Purple Tentacle, he will catch you but Weird Ed will 
come in and save you.  Open the far right door and enter.  This is the big 
secrete lab, you will see Sandy in the machine and Dr. Fred will yell for 
Purple Tentacle, but to no avail.  Ignore him, that pansy, and go all the 
way to the right.  OPEN the locker and GET the radiation suit (USE it if it 
doesn’t automatically put it on you). USE the keycard in the slot and go in 
the door.  Then TURN OFF the switch on the machine.  GET the meteor and run 
to the right and go through to the garage.  USE the meteor in the trunk off 
the car and CLOSE the trunk.  USE the yellow key in the car and watch it 
take off.  Way to go!  You’ve won with Michael!


9. INTERESTING THINGS

Kid that requires you to enter the least amount of rooms: BERNARD
Kid that requires you to enter the most rooms: SYD/RAZOR
Most useful kid: BERNARD
Most useless kid (not counting Dave):  JEFF
Only Edison who will NEVER harm you or put you in the dungeon: DR. FRED
Only Edison who will NEVER join your side: NURSE EDNA

The fastest I have beaten the game in is 15 minutes with Bernard in the 
group.  It’s not easy to do, but it CAN be done.

Here are the endings possible:

1. Meteor gets sent to outer space.  CONDITION:  Put the meteor in the trunk 
and turn on the car.
2.	The meteor is taken by the police.  CONDITION:  Bernard must call the 
police and the door must be open.
3.	Meteor becomes a writer.  CONDITION:  Wendy must get the manuscript 
published and show it to the meteor.
4.	Meteor gets eaten.  CONDITION:  Bring the meteor all the way to the 
mutant plant and GIVE the meteor to the plant.
For some alternative endings, try killing off one or two kids before you 
beat the game.

10. WAYS TO DIE

Have one kid turn off the pool valve and another one go in the pool, and 
then turn the water back on.

Have Syd or Razor put the hamster in the microwave and turn it on, then give 
the hamster back to Weird Ed.

Put some water from the pool in the glass jar.  Put the jar in the microwave 
and turn it on.  Then open the microwave.

Show Green Tentacle the meteor’s contract.

Show Green Tentacle Syd or Razors contract.

Turn off the circuit breakers and leave them off.

Turn off the pool valve and leave it off.

Press the red button at the bottom of the pool.

Let the timer run out when Dr. Fred starts the countdown.

Go upstairs and through the Steel Security Door.  Move your cursor along the 
left side of the door until you find the Keypad.  USE the keypad 4 times.

Go into the meteor’s room without the radiation suit.


11. TIPS AND TRICKS

The code for the inner door to the lab will always be 0000 unless you fix 
the Arcades, so don’t fix them.

Put one kid outside Ed’s room and another outside Edna’s.  Have the 2nd kid 
go in Edna’s room and then immediately switch kids and have the other go in 
the Ed’s room.  Then quickly switch back to the one in Edna’s room.  Edna 
will be frozen still and unable to move and you can take you sweet time 
doing whatever you need to do in there (NOTE: she becomes unstuck when you 
leave the screen).

Bring two kids to Edna’s room and have them both go in (takes some quick 
switching).  Edna will be confused and will just stand there, until one of 
your kids moves that is, then she’ll go for that one.

You CAN get past Green Tentacle by feeding him all the food from the kitchen 
and the poolroom, instead of the wax fruit.  But this takes longer and 
there’s no point.

Use the quarter from the envelope to buy a Pepsi from the machine in the 
lab!

The chainsaw is useless.  The gas for the chainsaw is found in another Lucas 
Arts game called “Zac McCracken” (in fact, when you find the gas can in Zac 
McCracken, it tells you it’s for another game).  And so, you CANNOT use the 
chainsaw.

Pick up all items you can, you may need them, or not, but it never hurts to 
have them.

Items that, using my FAQ, are not needed for ANY character to win are:
Chainsaw
Flashlight (but it helps)
Old Batteries (but they help)
Broken Bottles of Ketchup
Lettuce
Cheese
Week Old Roast
Old Rotting Turkey
Tentacle Chow
Paintbrush
Paint Remover
Broken Record
2 dimes (there are four, the most you will need is two)
Small Key (the one in Edna’s room)
Quarter
Hamster (but you need to pick it up to get the key card)
Faucet Handle
Tools (but you should get them to have space in the trunk)
Radio
Canned Goods


12. CONTACT

If you see something I left out (VERY possible since this is a long FAQ) or 
have something to add, email me at Tanner_br@hotmail.com

All of the info on this FAQ I found out myself from playing the game.  No 
one else’s work was used.