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- 1 Basement, Ground Floor
- 2 First Floor, Green Tentacle
- 3 GT's Story, Package,
- Chandelier, Demo
- 4 Remover, Weight Training
- 5 Keycard, Wires, Plant,
- Observatory, Safe
- 6 Microwave, Contract, Radio,
- Plans, Door, Tentacle,
- Destruct Sequence, Meteor
-
- MANIAC MANSION
- Part 1
-
- Okay, you guys, like, it's time to rescue Dave's adorable cheerleader
- girlfriend, Sandy, from the clutches of Dr. Fred! Sandy has been kidnapped by
- Dr. Fred for her brain -- not her beauty! Dave needs an adventure party of two,
- each with their own weaknesses and strengths. For this outing, we'll use Razor
- and Bernard; however, the walkthru will cover solutions involving other
- characters. Now, get going to MANIAC MANSION, you tuna heads!
-
- Dave leads the way. Move him west until he comes to the front door of the
- mansion. Lousy architecture, isn't it? Tasteless, but sinister. He goes up the
- front steps, where he can PICK UP MAT, then PICK UP KEY. Now switch to Razor and
- Bernard and let them join Dave. Have Dave UNLOCK FRONT DOOR WITH KEY, GIVE KEY
- TO RAZOR, and enter the Mansion. Take Bernard and Dave into the foyer. Note that
- each room has about three views or angles; you may have to scroll in order to
- see everything. You initiate scrolling by clicking the cursor on the bottom
- corners of the screen.
-
- Hm, the door to the right of the center stairs has no knob! Dave has seen a lot
- of "B" movies, so he goes to the gargoyle on the right and tries to PUSH
- GARGOYLE. Creak! The door opens! Golly, gee, this ain't your average split
- level. Switch to Bernard, and dare him to go first. Bernard bravely inches
- through the door into the darkness beyond. Gee whillikers, this is the first of
- many dark rooms. A light can be found in all but one. In order to turn it on,
- click WHAT IS then move the cursor around the screen. Once you find the light,
- enter the keyboard command TURN ON and press <Return>. The light goes on, and
- Bernard finds himself in a basement with a furnace and nuclear reactor --
- standard equipment for maniacs. He walks west to the fuse box, skirting the
- puddle of radioactive slime (it's a red herring, anyway), in order to PICK UP
- SMALL, SILVER KEY. Note the door to his left because it leads to a very
- important region. Go back to Dave, who says, "That's nice, Bernard, I think I'll
- go join Razor outside." Switch to Dave in order to get him outside the front
- door.
-
- NOTE: You have to move the characters out of the halls at certain points
- because Dr. Fred's toothsome wife, Nurse Edna, and their repulsive son, Weird
- Ed, have a habit of roaming around in real time. Anyone they find, they throw in
- the dungeon. Should this happen to one of your characters, two ways out are
- available, one of which will be revealed shortly.
-
- Well, switch back to Bernard, who is on his own now, so OPEN DOOR to the east
- and WALK TO DOOR to a living room with a large, crystal chandelier. OPEN OLD
- FASHIONED RADIO, as Bernard is really into stuff like that. PICK UP RADIO TUBE;
- spare parts might come in handy. OPEN CABINET DOOR and note the cassette player.
- If you examine the chandelier carefully, you'll see a white key on the right
- side. None of the characters will climb the couch; you'll have to get it down
- some other way. Patience! Bernard continues east through the double doors, then
- lights the Library. The circular staircase is interesting but a red herring, as
- is Chuck the Plant. The phone is broken, and perhaps Bernard will find tools
- later. He notices a loose panel just above the phone and can OPEN LOOSE PANEL
- then PICK UP a blank CASSETTE TAPE. He returns to the foyer.
-
- Now is a good time to save your game. Depending on your timing, Edna might be
- found snacking in the kitchen. If so, she'll throw Bernard in the dungeon.
- Should that happen, he can get out by using the key from the chandelier;
- however, he hasn't got it yet. The other solution requires that two characters
- work together, so someone else will have to get caught at the first opportunity.
- Under the left barred window in the dungeon is a loose brick. If one character
- PUSHes LOOSE BRICK, the other can escape out the door to the east. It's not so
- terrible getting caught, because you get some important information: 1) The
- dungeon door is the same one by the fuse box, and 2) the outer door to the
- "Sekrit" lab, where Sandy is being held, is in the dungeon, even though it's
- heavily padlocked and secured with an electronic keypad. Do not leave anyone in
- the dungeon with key objects. (I once left Dave there for the entire game, only
- to let the others out. So much for his heroism!)
-
- Bernard opens the door next to the grandfather clock. He finds himself in a
- modernized kitchen. PICK UP flashlight from the counter. What's that on the
- wall? Ick! Dull knives and a chainsaw. The knives are stuck to the wall with a
- suspicious, gummy substance. The chainsaw has no fuel -- at least not in this
- game -- so forget it. Continue to walk Bernard east and hope that Edna is not
- grazing. She's not there? Good! He can OPEN REFRIGERATOR and PICK UP CAN OF
- PEPSI. There's a lot of other dubious stuff in here, which Bernard leaves
- strictly alone. Moving east again, he enters yet another room and not a moment
- too soon as, about now, Ed will come down to pick up the cheese for his hamster.
- If Bernard is in the kitchen, it's the slammer again for him. Ed has no humor
- about cheese.
-
- The banquet hall looks fit for Banquo's ghost, so he walks east again. Bernard
- enters the pantry in order to PICK UP BOTTLE OF DEVELOPER. Oops, what a klutz!
- The bottle topples, smashes on the floor, and the developer seeps through a
- grate. Hm, wonder where it went? Oh, well, Bernard can PICK UP FRUIT DRINKS and
- GLASS JAR. Then, he should UNLOCK DOOR WITH SILVER KEY and go out to the pool.
- It, at least, looks well-maintained, though the water has a strange glow. USE
- GLASS JAR WITH SWIMMING POOL. Never know when Bernard might need some water. A
- nice radio floats in the pool, but he doesn't like the water -- none of the
- characters do, including the surfer dude. Time for Bernard to OPEN GATE and go
- east to the garage. The doors are firmly shut and very heavy. Wow, what a wimp!
- He can't even budge them!
-
- MANIAC MANSION
- Part 2
-
- Fingering the little knobs Bernard laughingly calls his biceps, Bernard returns
- to the foyer and heads up the center stairs. His footsteps sound unnaturally
- loud, but no one stops him. At the head of the stairs is a door, which, in the
- IBM version, is a steel security door with keypad. In other versions, where the
- diskettes themselves are copy protected, he can go straight through. In any
- case, he shouldn't go through now as he has stuff to do. Walk him west into the
- artist's studio in order to PICK UP BOWL OF WAX FRUIT, PAINTBRUSH, and PAINT
- REMOVER. Then, he goes east to the music room. That's a nice TV and even nicer
- cassette recorder! The Victrola looks old, but serviceable.
-
- Now, he may return to the hallway and go through the center door either by
- walking straight through or by using the sheet in the docs to USE KEYPAD. The
- coded numbers can be located in those columns of the red and gray sheet. Once
- through the door, Bernard finds himself in a blue hallway surrounded by tasteful
- art. He opens the first door to the east, and turns on the light: It's a medical
- examining room. Feeling nervous, Bernard OPENs DESK, and PICKs UP MANUSCRIPT,
- which is the memoir of a meteor, ill-written though and not his sort of thing at
- all. If Jill picks it up, she must deal with its ungrammatical structure; it is
- her puzzle and vital to winning the game. Exactly how she deals with it will be
- revealed later. For now, Bernard exits this room and enters the next door to the
- east, where he finds a great game room with standalone video games. Too bad
- there isn't any power, and, anyway, he has no change in his pocket. He spent all
- his money on more memory for his computer last week. Sighing over what might
- have been, he exits and goes up the stairs to the east.
-
- On the next floor, he walks west, and a Green Tentacle hops toward him. Bernard
- screams hysterically and runs away! You see, Bernard has one little weakness:
- He's terrified of giant, hopping tentacles. Fortunately, it doesn't come up very
- often. So temporarily retire Bernard, preferably inside another room and switch
- to Razor, who should stop off in the music room to watch TV. Great, an ad from
- Three Guys Who Publish Anything. Maybe they'd accept a demo if she had one! If
- she feels the urge, she can also play the baby grand. Razor is interchangeable
- with Syd, who is also musically talented. Once she arrives at Bernard's
- location, switch to him, and GIVE FRUIT DRINKS, WAX FRUIT, and CASSETTE TAPE TO
- RAZOR.
-
- Razor continues up the stairs. That cute Tentacle is just hungry for its
- favorite munchies. No, silly, not people, just GIVE WAX FRUIT TO TENTACLE. Then,
- GIVE FRUIT DRINKS TO GREEN TENTACLE. He lets her past, where she continues up
- the stairs. She passes a door that is the photo lab, only important to Michael.
- What horrors await on the next floor?
-
- MANIAC MANSION
- Part 3
-
- Walk softly on the third floor because the family's bedrooms are here. If Razor
- enters Edna's or Ed's, you know where they'll put her! However, she can OPEN the
- very first DOOR, since it's just the radio room. Hm, looks more like Bernard's
- kind of place. Rock stars are always hungry, so PICK UP DIME -- it's that little
- speck on the floor -- then scroll the room, and go up the ladder. Razor is blown
- away by the Green Tentacle's bedroom, where he'll tell you his secret sorrow:
- He, too, is an aspiring rock star who can't get his band to gel. It seems they
- keep disappearing into the basement, so GT is in a major depression. Razor
- admires his mondo stereo, humongous speakers, and PICKs UP RECORD. Then, scroll
- the room and she can PICK UP YELLOW KEY hanging on the wall near GT's corner of
- gloom. Go back through the radio room, where she learns from the wanted poster
- that a murderous purple meteor is on the loose. She puts two and two together,
- and they add up to radioactive slime!
-
- About now the doorbell will ring. If you have any characters in the halls,
- better get them out because Ed will go downstairs to pick up a package. He deals
- with some strange mail order houses. Switch to Dave quickly and beat Ed to it;
- go west to the mailbox, and PICK UP PACKAGE. Ed comes outside but doesn't bother
- Dave. This is the last time one of the family goes roving. From now on, you can
- solve the game without that kind of interference.
-
- Dave cannot help but OPEN PACKAGE. Some stamps fall off, though the package
- doesn't yield. If you're playing with Michael, you will probably need to deliver
- the package to Ed. In order to do so, a character can take it to his room or
- ring the doorbell. At this point in the game, undeveloped film has appeared in
- the bushes to the right of the front steps. Michael can develop it into commando
- plans, which Ed will use to rescue the kids from the Meteor at the end of the
- game. The package has another use: Until it is delivered, Ed can be extracted
- from his room by ringing the doorbell. This allows another character to get in
- there and search!
-
- Switch back to Razor and find Bernard, then GIVE YELLOW KEY TO BERNARD. A cut
- scene pours on the pressure, as you see that Dr. Fred is about to connect Sandy
- to the brain sucking machine -- if the Purple Tentacle (another one!) doesn't
- mess with her first. Must be her fetching little halter top. Razor goes to the
- music room. Have her USE RECORD WITH VICTROLA, then TURN ON VICTROLA. Some
- high-pitched tentacle cries rend the air and shatter Nurse Edna's favorite
- antique vase. That gives Razor an idea: TURN OFF VICTROLA, then USE CASSETTE
- TAPE IN CASSETTE RECORDER. TURN ON RECORDER, then TURN ON VICTROLA. Now, she
- should turn everything off and PICK UP CASSETTE TAPE.
-
- Razor must go downstairs to the living room and USE CASSETTE TAPE IN CASSETTE
- PLAYER. When she TURNs ON CASSETTE PLAYER, the din shatters the windows, and,
- just as she hoped, the chandelier as well! Now Razor can PICK UP OLD RUSTY KEY
- from the broken glass. Now she has a key to the door between the dungeon and the
- basement. If anyone gets caught, just send Razor down with the key! Razor must
- now TURN OFF PLAYER and PICK UP TAPE. Then walk her back to the music room, and,
- this time, Razor makes a recording of her tune on the piano. She collects the
- tape and goes to the Green Tentacle's bedroom. When she USEs THE CASSETTE TAPE
- IN the PLAYER, GT is so impressed that he recruits her for his band. The new
- possibilities snap GT out of his depression. He gives her his treasured DEMO
- TAPE. Too bad she doesn't have stamps and an envelope -- she could do GT a real
- favor by sending the demo to the Three Guys. She goes to the hall and thinks it
- over.
-
- MANIAC MANSION
- Part 4
-
- Switch to Bernard, who should go to the third floor. Then he can enter the
- fourth door to the east, which has some very strange gimmicks in it. Don't miss
- any of them! Bernard sees the answer to a prayer when he has the chance to USE
- HUNK-O-MATIC (tm) twice!! That puny body just ripples with newfound strength.
- Any of the characters can use it and perform the two tasks it makes possible.
- Now scroll the room and walk Bernard through the door to the east. He finds
- himself in a bathroom that shows what a lousy housekeeper Edna is: For one
- thing, she left Dead Cousin Ted in the shower. Something is written behind him,
- but the dummy, er, mummy won't move over. Make sure to have your character PICK
- UP SPONGE to the left of the sink, especially if playing with Michael.
-
- Bernard goes back to the hallway and through the door at the east end of the
- hall. It's a family room with portrait, typewriter, and Man-eating Plant, just
- what every family has! An unsightly paint blotch is on the wall. Have Bernard
- USE PAINT REMOVER WITH PAINT BLOTCH and a door appears. He OPENs it. Since it
- looks dark and there's NO light, he decides to let it wait until later. Now send
- Bernard outside the house (trudge, trudge, trudge), and on the way, switch to
- Razor so that Bernard can get the YELLOW KEY and DIME.
-
- Outside Bernard should go to the left of the front steps, and OPEN BUSHES.
- Inside he finds a grate, which, with his new muscles, he easily opens. He climbs
- through the grate and follows the pipes to the east. Along the way, he sees the
- puddle of developer. USE SPONGE WITH DEVELOPER, and, presto, he's got it! Only
- Michael can use it, along with water from the pool, to develop the film in the
- photo lab. If Michael then gives those to Ed, Ed will charge in to remove the
- Meteor at the end of the game.
-
- Bernard comes to a water valve. "Hey, Dave," Bernard shouts, "I've found a way
- to empty the pool. Get over there!" Guys with muscles give orders, so switch to
- Dave and walk him to the pool ladder. Then, switch to Bernard and TURN ON VALVE.
- Bernard now hears a terrible whooshing sound, so switch to Dave and move him
- down the ladder into the empty pool. At this point, a cut scene will inform you
- that Dr. Fred has been using the pool to chill out his nuclear reactor and now
- fears a meltdown. He sends Purple Tentacle to check; if anyone is in the
- basement, they will get thrown in the cell. Ignore this, and quickly have Dave
- PICK UP RADIO and GLOWING KEY. If Dave pushes the tempting red button, he will
- start a meltdown, so just move Dave back up the ladder. If he is still in the
- pool when you switch to Bernard and TURN OFF VALVE, then Dave will drown. Sandy
- would be most unhappy, so do all that and the water refills the pool instantly.
- Bernard can now join Dave by the pool, where Dave gives him the YELLOW KEY, the
- STAMPS, and the RADIO. Bernard has the know-how necessary to OPEN RADIO. Hurrah,
- batteries for the flashlight. Right away, Bernard should take this opportunity
- to USE BATTERIES WITH FLASHLIGHT. I'll bet Bernard can explore that dark room
- now!
-
- Before he does, however, he walks over to the garage and easily opens the
- garage door. Lo! and behold: It's Weird Ed's Edsel! What vintage wheels! What
- fins! A little exploration reveals that Ed has been modifying it with a rocket
- engine (left fin). Store away that little tidbit of information. The shelf on
- the left contains a WATER FAUCET HANDLE which Bernard should PICK UP. The cement
- slab is a red herring and useless. Now let Bernard OPEN TRUNK WITH YELLOW KEY,
- and, finally, Bernard has TOOLS to PICK UP. With that in mind, he goes back to
- the library to FIX PHONE WITH TOOLS. Switch to Dave and leave him in the library
- contemplating calling a chat line. Now save your game again.
-
- MANIAC MANSION
- Part 5
-
- The next bit of timing can be tricky, as someone needs to search Weird Ed's
- bedroom (the third door to the right on the upper floor). Take Bernard right up
- to the door. Now you have a choice. Assuming you have NOT delivered the package,
- you can have Dave ring the doorbell while Bernard nips in the room. Or, if you
- prefer, Razor (remember her?) can go in the room, and, while Ed is throwing her
- in the clink, Bernard can search. In any case, before this sequence, Razor must
- GIVE DIME TO BERNARD. Once in the room, he should move quickly to PICK UP
- HAMSTER, and PICK UP CARD KEY that is under it. Move briskly to the piggy bank,
- then OPEN PIGGY BANK. As it cracks open, Bernard realizes he's applied too much
- pressure. PICK UP DIME and get him out of there fast! He should enter the weight
- room again or Ed might get him! Whew, hacking was never such sweaty work!
-
- Save your game at this point, because Bernard is about to enter the room to the
- east of the family room. Before Bernard does this, position Razor (if she's down
- there) or Dave at the fuse box and OPEN FUSE BOX. Now, Bernard should TURN ON
- FLASHLIGHT, and go through the hatch door in the paint blotch. As he plays the
- flashlight around the room, he sees broken wires on the back wall to the left.
- No wonder the arcade games won't play. Switch to the character by the fuse box
- and TURN OFF CIRCUIT BREAKER. This is tricky again, because Bernard must FIX
- WIRES WITH TOOLS before Dr. Fred sends the Purple Tentacle to turn on the power
- again. And, of course, the character who is in the basement may wind up in the
- dungeon. If you have time, TURN ON CIRCUIT BREAKER, and get Razor or whoever out
- of there!
-
- At some point after this, Dr. Fred will play the arcade games. Note that he is
- playing Meteor Mess. Maybe one of your characters would like to play, too? Too
- bad no one has a quarter; the games won't accept the dimes. Switch back to
- Bernard, since he's so handy, and send him into the bathroom to FIX WATER FAUCET
- WITH HANDLE. Turn the shower on and off. Eek! Dead Cousin Ted moves over to
- reveal the following message: "For a good time, call Edna ____." The phone
- number varies according to the combination of characters. For Razor and Bernard,
- it is 5235. Let's play a trick on Edna, who has appeared most unsympathetic in
- several cut scenes.
-
- Save your game because she may get Bernard -- she's skinny but fast! Position
- Bernard just outside her door (the second door to the east or right on the upper
- floor). Dave must USE PHONE, and click in the number Bernard saw in the
- bathroom. Get Bernard into her door right after the phone rings. Seems Edna has
- a little phone habit; so as she demonstrates how to make an obscene phone call,
- Bernard can PICK UP SMALL KEY from Edna's nightstand, and go up the ladder in
- the eastern corner of the room. If he has time (or doesn't mind getting caught),
- he can check out what's over her bed!
-
- Once more Bernard is in the dark, so TURN ON LIGHT to look around Edna's attic.
- OPEN PAINTING and note the wall safe. Underneath is scrawled a number too tiny
- to read. Have Dave call Edna again, walk Bernard to the hall, and into the radio
- room for a minute. Be sure to shut Edna's door, or she may nab him.
-
- The coast is clear, so send Bernard back to the family room and save your game.
- Have Bernard USE JAR OF WATER WITH MANEATING PLANT and watch it grow. Then he
- can USE CAN OF PEPSI WITH MANEATING PLANT and watch it burp. Disgusting. (NOTE:
- In some versions, it appears to grow twice. Early Apple versions contained a bug
- that sometimes required reverse syntax, i.e., USE MANEATING PLANT WITH JAR OF
- WATER. Your saved game will allow you to experiment.) Walk Bernard straight
- toward the plant. It's satisfied, so it won't bite him and he climbs up to the
- hatch above its head, and winds up in the observatory with an immense telescope.
- Save your game here, too.
-
- Bernard is curious about the equipment, so he decides to USE DIME IN COIN SLOT,
- then PUSH RIGHT BUTTON. He should repeat this with the second dime. Then he can
- USE TELESCOPE and see the combination to Edna's safe, which, again is variable
- according to which characters are being used. For Bernard and Razor, it is 1230.
-
- Save your game again, or you could be sorry! Bernard sneaks back to Edna's
- door. Dave calls her on the phone, while Bernard whips up to the attic. He
- should USE WALL SAFE and PICK UP SEALED ENVELOPE. Do NOT open it, because it'll
- tear and cannot be repaired. Repeat the process you used before to get back to
- the hall, saving your game beforehand. Bernard is doing well; so send him out to
- the pool to fill up that jar again. Also, get the other two characters back to
- the foyer for convenience's sake. Around this time, Dr. Fred says he is going to
- shut off the power for five minutes. If you haven't repaired the arcade wires,
- or you found it too troublesome, Bernard can easily make the repairs by himself
- once the power is off. Wait for the rooms to go dark.
-
- MANIAC MANSION
- Part 6
-
- If you have time, move Bernard to the kitchen. OPEN MICROWAVE OVEN. USE
- ENVELOPE WITH MICROWAVE OVEN. USE JAR OF WATER WITH MICROWAVE OVEN. CLOSE
- MICROWAVE OVEN and TURN ON MICROWAVE OVEN. After a suitable interlude, TURN OFF
- MICROWAVE OVEN. Now be patient, for if he opens it too soon, a cloud of
- microwave steam will envelop him and his tombstone will be a small, tasteful one
- out on the front lawn. Bernard's part is almost done, so he can GIVE CARD KEY
- and SMALL KEY TO DAVE and GIVE STAMPS TO RAZOR. Then, send him up to the radio
- room, where he can READ WANTED POSTER. It includes a number for the Meteor
- Police (in this game, 3412). First Bernard must fix the radio, so USE RADIO TUBE
- IN TUBE SOCKET. (Aren't you glad he carried it around for practically the whole
- game?)
-
- Switch to Razor and OPEN MICROWAVE OVEN. Now she can PICK UP ENVELOPE and USE
- STAMPS ON ENVELOPE. The envelope now opens without tearing and a quarter falls
- out. She has other things on her mind than video games, so she can GIVE QUARTER
- TO DAVE. Now, she goes up to the family room and USEs ENVELOPE WITH TYPEWRITER.
- If the character has seen TV, she/he types the address of Three Guys Who Publish
- Anything. Will she promote herself? She will NOT! She must be magnanimous and
- USE DEMO TAPE WITH ENVELOPE, go outside to the mailbox west of the house, and
- OPEN MAILBOX. Then she can USE TAPE IN MAILBOX and PULL FLAG. Now she can go
- back to the front door and wait.
-
- It's now Dave's turn, and is he ever burning for action! Does he go get Sandy?
- No way! He heads straight to the arcade room and stands in front of Meteor Mess.
- USE QUARTER IN SLOT. If Dr. Fred has played, it is important to record his high
- score: At long last he has the combination to the inner door of the Sekrit Lab,
- which, in this game, is 5858. If Dr. Fred has not played, Dave must wait until
- he sees him do so. No problem, though; he can USE SMALL KEY WITH COIN BOX and
- PICK UP QUARTER. Play as many times as he wants or needs to!
-
- At some point, you will see the Three Guys discover the Green Tentacle's genius
- and send him a recording contract. When the doorbell rings, Razor can PICK UP
- CONTRACT, and either give it to Dave or deliver it herself. Whichever character
- delivers it, the Green Tentacle vows to always protect that person later on.
- This promise will not hold for the other characters. This contract is a major
- point of variation among scenarios tied to the character combinations. Syd can
- follow the same route as Razor. Jill must USE MANUSCRIPT IN TYPEWRITER. However,
- this scenario has a different outcome. The contract is prepared for the Meteor.
- If it is delivered to the Green Tentacle, he kills her for being on the Meteor's
- side. However, the contract can be used in just a minute! So be patient, you're
- almost done!
-
- While Razor is waiting for the postman, it is a good idea for Bernard to TURN
- ON RADIO, and USE RADIO to call the Meteor Police. They declare they will arrive
- in five minutes and that the inner lab door must be unlocked. It is also useful
- for Razor to GIVE RUSTY KEY TO DAVE. Have Razor PUSH GARGOYLE so that Dave can
- go down to the basement and UNLOCK DUNGEON DOOR WITH RUSTY KEY. Once inside the
- dungeon, he can UNLOCK UPPER PADLOCK WITH GLOWING KEY, and repeat that process
- with the LOWER one. If playing with Michael, the film should be developed and
- delivered to Weird Ed. If you have Bernard in the party, the police -- and they
- are a strange bunch -- arrive and bear off the nefarious Meteor. If you have
- Michael, Ed goes and gets him. However, if you have neither character, Dave can
- take care of the Meteor, provided he has the YELLOW KEY before going into the
- Sekrit lab.
-
- So, gather your courage for the closing scenario and let one character open the
- inner door with the combination Dave got from Meteor Mess. If the police have
- been there, check out the dungeon floor carefully, and let Dave PICK UP BADGE.
- It's a bona fide piece of ID for the Meteor Police. Now he can go through that
- door and meet his fate...and the sinister Dr. Fred! First, however, he must get
- past the Purple Tentacle. If Dave is the character who helped GT, then he will
- appear and tell PT to bug off. If Dave has the badge, then merely GIVE it to PT
- and watch him turn into a quivering mass of tentacle flesh. If you are using
- Jill, she can show him the contract for the Meteor, and PT will let her through
- to talk to the big guy himself.
-
- This taken care of, go through the door to the east, where Dave sees the
- nefarious Brain Sucking Machine, complete with Sandy in chains. Dr. Fred, who is
- nearby, goes berserk and starts a countdown to nuclear destruction. Ignore
- Sandy, go right to the locker, OPEN it, and USE RADIATION SUIT. USE CARD KEY in
- the slot of the automatic door to the east. Once in the Meteor room, Dave must
- PULL SWITCH, which detaches Dr. Fred from the evil influence. He halts the
- countdown, and you win the game and Sandy, provided the Meteor is gone.
- Otherwise, Dr. Fred appeals to Dave for help. Stifling his revulsion, Dave must
- PICK UP PURPLE METEOR and open the door to the east of the Meteor Room.
-
- Dave's back in the garage, where he stuffs the Meteor in the trunk of the
- Edsel, and can CLOSE TRUNK, then USE YELLOW KEY IN ROCKET ENGINE. This blasts
- the Meteor into outer space and, maybe, a sequel. You've saved our brain trust,
- until the aliens get their hands on the phone company in ZAK MCKRACKEN AND THE
- ALIEN MINDBENDERS, anyway!
-
-
-