Maniac Mansion FAQ (NES version)
by Ed the Moogle
Version 1.2
Copyright 2000 Ed the Moogle

Not official in any way. Don't copy or alter this FAQ without 
permission. If you wish to copy this FAQ, you may not change it from its 
original TXT format, and it must not appear within a frame or with a 
pop-up window or ad banner of any kind. I am not to be held responsible 
for any damages done with this file or it's contents. Latest version is 
at http://www.gamefaqs.com. Check the latest version before you e-mail 
me with questions or comments, or before telling me I'm an idiot because 
I made a mistake. Failure to do this will result in your e-mail being 
ignored.

Domains that CAN use this FAQ

http://www.gamefaqs.com
(e-mail me at edmoogle@hotmail.com or brunerp@juno.com to be added to 
the list)

Domains that can NEVER use this FAQ (I have had some bad run-ins with 
these domain/domains before. They have either somehow been making money 
off my FAQs by the use of ad banners or otherwise).

http://faqs.simplenet.com
http://www.gamesdomain.com
http://vgstrategies.about.com
http://www.gamewinners.com

If you see this FAQ on any of these sites, or any other site that uses 
my files without complying to the conditions in the disclaimer, report 
it to me immediately and I will put an end to it (edmoogle@hotmail.com 
or brunerp@juno.com)

This game rules! Buy it if you come across a copy! It's definitely one 
of my favorite NES games!
------------------------------------------------------------------------
-----
Versions

1.0 Initial Release
1.1 Added a note about blowing up the hamster in the FAQ's section. Also 
added an Items section.
------------------------------------------------------------------------
-----
NOTE: I am assuming that you know the basic elements of playing the 
game.

Contents

Characters
FAQs
Items
Tricks and Secrets
Endings
------------------------------------------------------------------------
-----
Characters

You start out the game by selecting your three characters. You can take 
Dave and two others.

Dave- He is the main character of the game. You have to take him along 
(there's no way around it). He doesn't have any special abilities like 
the others do, but that doesn't mean you can't make use of him.

Razor - Razor is a very talented musician, and she will help you get 
past the Purple Tentacle toward the end of the game with her ability.

Syd- Syd is also a very good musician, and his abilities are exactly the 
same as Razor's. So you only need to take one or the other.

Bernard- Bernard is a master with electronics. He can fix the broken 
phone in the Library and he can also radio the Meteor Police. But he is 
afraid of the Green Tentacle at first, so you'll have to find someone 
else to give the tentacle what he wants before you can go upstairs.

Jeff- Jeff can fix the phone, but unlike Bernard he cannot fix the 
radio. But on the plus side, he's not afraid of the green tentacle.

Wendy- Wendy is the only character who can re-write the meteor's 
manuscript. 

Michael- Michael is the only one who can develop Wierd Ed's plans. This 
will help you get rid of the Purple Tentacle.
------------------------------------------------------------------------
-----
FAQs

Q: How do I escape from the dungeon?

If you have two or more kids in the dungeon, have one push on the loose 
brick, then switch to the other kid and run through the door before it 
closes. The Rusty Key will also open the door.

Q: How do I remove the grate in the front yard?

You have to go into Ted's room and use the Hunk-O-Matic (TM) machine. 
Then you can open the grate rather easily. If you have the Tools, those 
will work too (but you have to open the garage door to get those).

Q: Okay, how do I open the garage door?

Just use the Hunk-O-Matic (TM) twice and you'll be strong enough to open 
the door.

Q: How do I get past the Green Tentacle?

Feed it the Bowl of Wax fruit (any other food items you feed it won't do 
anything). Then give it anything you can find to drink (wait a few 
minutes before you enter the kitchen at the start of the game, because 
Edna is in the kitchen).

Q: What's the Keypad do in the upstairs hall?

Overloads the nuclear reactor to the house, therefore causing a chain 
reaction that will blow you to Kingdom Come.

Q: Where is the keypad?

I don't remember its exact location, but if you search the wall near the 
security door you should find it.

Q: How do I blow up the Hamster in the Microwave?

This can only be done in certain copies of the game. There is a second 
version of the game that does not allow the Hamster to be blown up in 
the microwave. I myself own the version where it is possible to blow up 
the hamster. Only Syd or Razor can do this, however.

Q: Can I use the "Out of Order" staircase?

No. As the name implies, it can't be used.

Q: How do I get past Nurse Edna without being caught?

There are three ways to do this. One is to have one kid walk into the 
room while another waits in Dr. Fred's room. Edna will haul them off to 
the dungeon. You can then switch back to the kid in Fred's room and 
enter while she's away. 

Another method is to fix the phone in the library and call her number 
(more on that in a moment). She'll be so distracted by the phone call 
that you can sneak past un-noticed. 

The third way is actually somewhat of a glitch. You just go into the 
room and quickly switch to another kid. Wait for 30-40 seconds, then 
switch back. Edna will just stand there and let you pass. This also 
works in Wierd Ed's room, although if you try to touch his piggy bank or 
his hamster he'll still throw you in the dungeon.

Q: How do I fix the phone?

First, get the tools out of the garage and then give them to Jeff or 
Bernard. Then have them use the tools on the phone.

Q: What is Edna's phone number?

The number changes in each new game you play. It's written on the wall 
in Ted's bathroom, but Ted's mummy is in the way. To find out the 
number, pick up the nozzle in the garage, then go upstairs and attach it 
to the shower in Ted's bathroom. Then turn it on and the mummy of Ted 
will move out of the way and let you see the number.

Q: How do I get to the Observatory?

Fill the glass jar from the pantry with pool water, then use it on the 
plant in the Family Room. It should grow very very big. Then use the 
Pepsi on it and you'll be able to climb up.

Q: How do I read the number next to the wall safe?

First you have to get to the Observatory. Then put two dimes in the coin 
slot and rotate it twice to the right. Then look through the telescope 
and you'll see the combination to the safe.

Q: But I can only find one dime!

There are more in Wierd Ed's piggy bank. To get more, wait in Ted's room 
and have a kid ring the doorbell (this won't work if Ed's gotten his 
package already). You can also have one kid walk in and get caught, then 
have another sneak in while Ed drags them down to the dungeon. Wait for 
a few seconds, then go into Ed's room and collect some dimes from the 
piggy bank.

Q: I didn't see the combo!

You have to go in Edna's attic and investigate the "scrawled number" 
before it allows you to see it in the telescope.

Q: How do I get to Ed's package in time?

I like to have one character open the door while the other two enter the 
house. Then I have the kid with the key wait outside so that when the 
doorbell rings, he can run over and pick up the package before Ed gets 
it. You can also grab his Hamster and the Card Key using this method 
(although if you give him his package, he won't leave his room to answer 
the door anymore).

Q: How can I make Ed help me?

There are two ways to do this. One way is to give him his package (be 
sure to get the stamps off first!). Another way is to return his hamster 
to him. But don't try to steal his hamster or money from his piggy bank 
while he's watching or he'll throw you in the dungeon and be your enemy 
again.

Q: How do I develop Ed's plans?

If you have Michael on your team, you can do this. First, give Ed his 
package. He'll tell you to go find his plans. Pick up the sponge from 
Ted's bathroom. Then go downstairs to the pantry and try to grab the 
developer off the shelf. It should fall down and shatter on the grate. 
Now go outside and pick up the roll of film you find. Proceed under the 
house and soak up the developer with the sponge. Now go up to the 
darkroom, use the developer on the tray, then use the film on the tray.

Q: How do I open the door with no doorknob?

Have one kid push on the gargoyle on the right-hand side of the stairs. 
The door should open. Switch to another kid and have them move through. 
This should take you to the basement.

Q: How do I turn off the power?

Flip the circuit breakers in the basement. But don't leave it off for 
too long, as the house will explode from the nuclear reactor 
overloading. The Purple Tentacle will also be by shortly to investigate 
the power outage, so do whatever you need to do quickly.

Q: How do I drain the pool?

Go under the house and open the valve. But a word of warning. Don't 
leave the pool drained too long, as the house will blow up. Also don't 
press the red button at the bottom of the pool, as that will cause the 
nuclear reactor to explode (you'd think Dr. Fred would be a little more 
careful with that reactor...). Just grab what you need and leave.

Q: Where can I get some batteries?

There are some in the fridge, but they die out rather quickly. You can 
get some better ones by opening up the radio from the pool.

Q: How do I get to the attic?

Use the Paint Remover on the blotch of paint in the family room. A door 
will be revealed. Open it to enter the attic.

Q: How do I play the arcade games?

You have to fix the wires in the attic.

Q: How do I fix the wires in the attic?

Give the kid in the attic the flashlight and the good batteries, then 
turn off the power. Turn on the flashlight and use the tools on the 
frayed wires (any kid can do this) then turn the power back on. Be sure 
to turn off the flashlight when you're done.

Q: How do I get the key down from the chandelier in the living room?

Take the record from the Green Tentacle's room and then go to the TV 
room. Use the cassette tape to make a recording of the high-pitched 
noise. Now take the tape downstairs and put it in the tape player. The 
noise should shatter the chandelier and the key will fall down.

Q: What can I do with the envelope I found in the safe?

There is a quarter in the envelope, but you have to steam it open if you 
want to use the envelope. Fill up the glass jar with water from the tap 
in the kitchen (DO NOT USE POOL WATER!!!). Then put it in the microwave 
with the envelope. Take it back out and open it up to get the quarter. 
You can also send things through the mail with the envelope (more on 
that in a moment).

Q: How do I send stuff in the mail?

If you've steamed open the envelope properly, you can do so. Take the 
stamps from the package (try to Open Ed's package and you'll get them), 
and use them on the envelope. Then watch the TV in the TV room. Go 
upstairs to the family room and use the envelope on the typewriter to 
address it to the publishing company. Now put what you want to send in 
the envelope, go outside, put it in the mailbox, and put the flag up. 
Don't wait by the mailbox or else the mailman won't show up. The 
doorbell will ring if you get something back.

Q: How do I fix the Radio in Fred's room?

If you have Bernard, have him go downstars to the radio in the living 
room. Take the radio tube out of the Old Fashion Radio (open it up 
first), and use it on the radio tube in Fred's room. Now you can call 
the Meteor Police, but don't do so until you open up all the needed 
doors first.

Q: How can I make the Green Tentacle help me?

Have Syd or Razor make a demo tape, then show it to the Green Tentacle. 
He'll tell you about his dream of starting a band. Then send the tape to 
Mark Eteer (the publishing company on the TV). Show him the Contract and 
he'll help you get past the Purple Tentacle.

Q: I found a Meteor Police Badge in the dungeon. What do I do with this?

Flash it at the Purple Tentacle and he'll leave you alone.

Q: What do I do with the Manuscript?

If you have Wendy re-write it and then send it to Mark Eteer, he'll send 
you back a contract. You can use the contract to get past the Purple 
Tentacle.

Q: What's the combination to the Inner Door?

After you open the Outer Door, you'll have to enter a number on the 
Inner Door. You can find out the number by playing the Meteor Mess game 
in the arcade. It will be the #1 score. If you didn't fix the arcade 
games then the combination will always be 0000.

Q: What do all these #$&@! keys do?

Key- Opens the front door.
Rusty Key- Opens the door to the dungeon.
Silver Key- Opens the door in the pantry.
Yellow Key- Starts up the Edsel.
Small Key- Allows you to open the coin boxes in the arcade room and get 
your quarter back.
Glowing Key- Opens up the padlocks on the Outer Door.

Q: How can I get past the Purple Tentacle?

There are several ways to do this.

1) Show him the Meteor Police badge.

2) If you got Ed or the Green Tentacle's help, they'll get rid of him 
for you.

3) Show him the contract for the meteor's Manuscript.

Q: How do I get rid of the Meteor?

For both methods, you must grab the Radiation suit from the locker in 
Fred's lab and put it on. That way the Meteor won't zap you when you try 
and grab him.

There are several ways to do this. You MUST have the yellow key for the 
first method, and the Edsel must still be in the garage. Anyway, turn 
off the machine, grab the Meteor, and go up the pathway to the garage. 
Throw the meteor in the trunk, close the trunk, and start up the car for 
a rather funny ending.

If the garage has been destroyed (IE: the edsel is gone), the other 
method is to grab the meteor, run all the way upstairs to the Family 
Room, and feed it to the super-sized plant. But you have to hurry, 
because the self-destruct mechanism will be going the whole time.

The third way is to open the Inner and Outer doors, and then call the 
Meteor Police. They'll arrive and take the Meteor away. Then all you 
have to do is flip the switch and the madness will be over.

Another way is to give him the contract for the manuscript. Be sure to 
shut off the machine before doing so.
------------------------------------------------------------------------
-----
Tricks and Secrets
------------------------------------------------------------------------
-----
There is an invisible pennant on Ed's wall. It's above his Hamster cage. 
Just move the pointer around and you should see it. It reads "Scumm. U. 
Rah!" Apparently, this is the name of the programming language used by 
Lucas Arts (they were supposed to take it out of the game...hehehe).
------------------------------------------------------------------------
-----
If you have a version of the game that all

------------------------------------------------------------------------
-----
NOTE: I am assuming that you know the basic elements of playing the 
game.

Contents

Characters
FAQs
Tricks and Secrets
Endings
------------------------------------------------------------------------
-----
Characters

You start out the game by selecting your three characters. You can take 
Dave and two others.

Dave- He is the main character of the game. You have to take him along 
(there's no way around it). He doesn't have any special abilities like 
the others do, but that doesn't mean you can't make use of him.

Razor - Razor is a very talented musician, and she will help you get 
past the Purple Tentacle toward the end of the game with her ability.

Syd- Syd is also a very good musician, and his abilities are exactly the 
same as Razor's. So you only need to take one or the other.

Bernard- Bernard is a master with electronics. He can fix the broken 
phone in the Library and he can also radio the Meteor Police. But he is 
afraid of the Green Tentacle at first, so you'll have to find someone 
else to give the tentacle what he wants before you can go upstairs.

Jeff- Jeff can fix the phone, but unlike Bernard he cannot fix the 
radio. But on the plus side, he's not afraid of the green tentacle.

Wendy- Wendy is the only character who can re-write the meteor's 
manuscript. 

Michael- Michael is the only one who can develop Wierd Ed's plans. This 
will help you get rid of the Purple Tentacle.
------------------------------------------------------------------------
-----
FAQs

Q: How do I remove the grate in the front yard?

You have to go into Ted's room and use the Hunk-O-Matic (TM) machine. 
Then you can open the grate rather easily. If you have the Tools, those 
will work too (but you have to open the garage door to get those).

Q: Okay, how do I open the garage door?

Just use the Hunk-O-Matic (TM) twice and you'll be strong enough to open 
the door.

Q: How do I get past the Green Tentacle?

Feed it the Bowl of Wax fruit (any other food items you feed it won't do 
anything). Then give it anything you can find to drink (wait a few 
minutes before you enter the kitchen at the start of the game, because 
Edna is in the kitchen).

Q: What's the Keypad do in the upstairs hall?

Overloads the nuclear reactor to the house, therefore causing a chain 
reaction that will blow you to Kingdom Come.

Q: How do I blow up the Hamster in the Microwave?

This can only be done in certain copies of the game. There is a second 
version of the game that does not allow the Hamster to be blown up in 
the microwave. I myself own the version where it is possible to blow up 
the hamster.

Q: Can I use the "Out of Order" staircase?

No. As the name implies, it can't be used.

Q: How do I get past Nurse Edna without being caught?

There are three ways to do this. One is to have one kid walk into the 
room while another waits in Dr. Fred's room. Edna will haul them off to 
the dungeon. You can then switch back to the kid in Fred's room and 
enter while she's away. 

Another method is to fix the phone in the library and call her number 
(more on that in a moment). She'll be so distracted by the phone call 
that you can sneak past un-noticed. 

The third way is actually somewhat of a glitch. You just go into the 
room and quickly switch to another kid. Wait for 30-40 seconds, then 
switch back. Edna will just stand there and let you pass.

Q: How do I fix the phone?

First, get the tools out of the garage and then give them to Jeff or 
Bernard. Then have them use the tools on the phone.

Q: What is Edna's phone number?

The number changes in each new game you play. It's written on the wall 
in Ted's bathroom, but Ted's mummy is in the way. To find out the 
number, pick up the nozzle in the garage, then go upstairs and attach it 
to the shower in Ted's bathroom. Then turn it on and the mummy of Ted 
will move out of the way and let you see the number.

Q: How do I get to the Observatory?

Fill the glass jar from the pantry with pool water, then use it on the 
plant in the Family Room. It should grow very very big. Then use the 
Pepsi on it and you'll be able to climb up.

Q: How do I read the number next to the wall safe?

First you have to get to the Observatory. Then put two dimes in the coin 
slot and rotate it twice to the right. Then look through the telescope 
and you'll see the combination to the safe.

Q: But I can only find one dime!

There are more in Wierd Ed's piggy bank. To get more, wait in Ted's room 
and have a kid ring the doorbell (this won't work if Ed's gotten his 
package already). You can also have one kid walk in and get caught, then 
have another sneak in while Ed drags them down to the dungeon. Wait for 
a few seconds, then go into Ed's room and collect some dimes from the 
piggy bank.

Q: How do I get to Ed's package in time?

I like to have one character open the door while the other two enter the 
house. Then I have the kid with the key wait outside so that when the 
doorbell rings, he can run over and pick up the package before Ed gets 
it. You can also grab his Hamster and the Card Key in here.

Q: How can I make Ed help me?

There are two ways to do this. One way is to give him his package (be 
sure to get the stamps off first!). Another way is to return his hamster 
to him. But don't try to steal his hamster or money from his piggy bank 
while he's watching or he'll throw you in the dungeon and be your enemy 
again.

Q: How do I develop Ed's plans?

If you have Michael on your team, you can do this. First, give Ed his 
package. He'll tell you to go find his plans. Pick up the sponge from 
Ted's bathroom. Then go downstairs to the pantry and try to grab the 
developer off the shelf. It should fall down and shatter on the grate. 
Now go outside and pick up the roll of film you find. Proceedunder the 
house and soak up the developer with the sponge. Now go up to the 
darkroom, use the developer on the tray, then use the film on the tray.

Q: How do I open the door with no doorknob?

Have one kid push on the gargoyle on the right-hand side of the stairs. 
The door should open. Switch to another kid and have them move through. 
This should take you to the basement.

Q: How do I turn off the power?

Flip the circuit breakers in the basement. But don't leave it off for 
too long, as the house will explode from the nuclear reactor 
overloading. The Purple Tentacle will also be by shortly to investigate, 
so do whatever you need to do quickly.

Q: How do I drain the pool?

Go under the house and open the valve. But a word of warning. Don't 
leave the pool drained too long, as the house will blow up. Also don't 
press the red button at the bottom of the pool. Just grab what you need 
and leave.

Q: Where can I get some batteries?

There are some in the fridge, but they die out rather quickly. You can 
get some better ones by opening up the radio from the pool.

Q: How do I get to the attic?

Use the Paint Remover on the blotch of paint in the family room. A door 
will be revealed. Open it to enter the attic.

Q: How do I play the arcade games?

You have to fix the wires in the attic.

Q: How do I fix the wires in the attic?

Give the kid in the attic the flashlight and the good batteries, then 
turn off the power. Turn on the flashlight and use the tools on the 
frayed wires (any kid can do this) then turn the power back on. Be sure 
to turn off the flashlight.

Q: How do I get the key down from the chandelier in the living room?

Take the record from the Green Tentacle's room and then go to the TV 
room. Use the cassette tape to make a recording of the high-pitched 
noise. Now take the tape downstairs and put it in the tape player. The 
noise should shatter the chandelier and the key will fall down.

Q: What can I do with the envelope I found in the safe?

There is a quarter in the envelope, but you have to steam it open if you 
want to use the envelope. Fill up the glass jar with water from the tap 
in the kitchen (DO NOT USE POOL WATER!!!). Then put it in the microwave 
with the envelope. Take it back out and open it up to get the quarter. 
You can also send things through the mail with the envelope (more on 
that in a moment).

Q: How do I send stuff in the mail?

If you've steamed open the envelope properly, you can do so. Take the 
stamps from the package (try to Open Ed's package and you'll get them), 
and use them on the envelope. Then watch the TV in the TV room. Go 
upstairs to the family room and use the envelope on the typewriter to 
address it to the publishing company. Now put what you want to send in 
the envelope, go outside, put it in the mailbox, and put the flag up. 
Don't wait by the mailbox or else the mailman won't show up. The 
doorbell will ring if you get something back.

Q: How do I fix the Radio in Fred's room?

If you have Bernard, have him go downstars to the radio in the living 
room. Take the radio tube out of the Old Fashion Radio (open it up 
first), and use it on the radio tube in Fred's room. Now you can call 
the Meteor Police, but don't do so until you open up all the needed 
doors first.

Q: How can I make the Green Tentacle help me?

Have Syd or Razor make a demo tape, then show it to the Green Tentacle. 
He'll tell you about his dream of starting a band. Then send the tape to 
Mark Eteer (the publishing company on the TV). Show him the Contract and 
he'll help you get past the Purple Tentacle.

Q: I found a Meteor Police Badge. What do I do with this?

Flash it at the Purple Tentacle and he'll leave you alone.

Q: What do I do with the Manuscript?

If you have Wendy re-write it and then send it to Mark Eteer, he'll send 
you back a contract. You can use the contract to get past the Purple 
Tentacle.

Q: What's the combination to the Inner Door?

After you open the Outer Door, you'll have to enter a number on the 
Inner Door. You can find out the number by playing the Meteor Mess game 
in the arcade. It will be the #1 score. If you didn't fix the arcade 
games then the combination will always be 0000.

Q: What do all these #$&@! keys do?

Key- Opens the front door.
Rusty Key- Opens the door to the dungeon.
Silver Key- Opens the door in the pantry.
Yellow Key- Starts up the Edsel.
Small Key- Allows you to open the coin boxes in the arcade room and get 
your quarter back.
Glowing Key- Opens up the padlocks on the Outer Door.

Q: How can I get past the Purple Tentacle?

There are several ways to do this.

1) Show him the Meteor Police badge.

2) If you got Ed or the Green Tentacle's help, they'll get rid of him 
for you.

3) Show him the contract for the meteor's Manuscript.

Q: How do I get rid of the Meteor?

For two methods, you must grab the Radiation suit from the locker in 
Fred's lab and put it on. That way the Meteor won't zap you when you try 
and grab him.

There are three ways to do this. You MUST have the yellow key for the 
first method, and the Edsel must still be in the garage. Anyway, turn 
off the machine, grab the Meteor, and go up the pathway to the garage. 
Throw the meteor in the trunk, close the trunk, and start up the car for 
a rather funny ending.

If the garage has been destroyed (IE: the edsel is gone), the other 
method is to grab the meteor, run all the way upstairs to the Family 
Room, and feed it to the super-sized plant. But you have to hurry, 
because the self-destruct mechanism will be going the whole time.

The third way is to open the Inner and Outer doors, and then call the 
Meteor Police. They'll arrive and take the Meteor away. Then all you 
have to do is flip the switch and the madness will be over.

Another way is to give him the contract for the Manuscript. Be sure to 
shut off the machine before doing so.

Q: Where's the Meteor Police badge?

Once you call the Meteor Police and both the doors to the lab are open, 
they'll come and take the Meteor away. In their haste to haul him away 
they'll drop a badge in the Dungeon.

Q: I called the Meteor Police and they refuse to help me!

If you call them too many times, they'll get mad and refuse to help you 
anymore. Make sure both the lab doors are open before you call them.
------------------------------------------------------------------------
-----
Items

Start With

CD Player- Gotta have tunes, right?

Starting Area

Warning Sign- Don't say we didn't warn you...

Front Door

Door Mat- There might be something under it...
Key- Opens the front door.
Left Bushes- They conceal the grate.
Doorbell- Useful for getting attention.

Front Hall

Right Gargoyle head- Give it a push.

Living Room

Old Fashion Radio- Has a radio tube in it.
Radio tube- You can use it to fix something.
Old Rusty Key- Gets your friends out of the dungeon.

Library

Loose Panel- It's hiding something...
Cassette Tape- Useful for recording stuff.
Phone- Who ya gonna call?!
Chuck the Plant- A plant named Chuck? (note: Chuck doesn't actually do 
anything useful)

Kitchen

Microwave- Useful for steaming open envelopes and such...
Faucet- A good water source.
Can of Pepsi- "12 fluid ounces? That's a lot!" -Green Tentacle
Flashlight- Useful in the case of power failures and such.

Dining Room

Nothing worthwhile

Pantry

Bottle of Developer- Ed's plans can't be developed without this.
Glass Jar- Fill it with water.
Fruit Drinks- The Green Tentacle likes them.

Pool

Water- It's radioactive! Be careful with it!
Pool Chair- The Radio's on it.
Radio- It needs batteries to run...
Batteries- They fit in the flashlight...
Glowing Key- This might get you somewhere important...

Garage

Cement Slab- Something dangerous lurks below...
Faucet Handle- You might be able to fix something upstairs.
Wierd Edsel- There's some tools in the trunk.
Rocket Engine- It looks pretty powerful...
Tools- Used to fix various things.

2f Landing

Steel Security Door- Usually they're locked, but not this time.

Painting Room

Wax Fruit- The Green Tentacle's favorite.
Paint Remover- Removes paint from various objects.

TV Room

Piano- Musicians will like it.
TV- Sit back and watch some TV.
Victrola- Plays records.
Cassette Recorder- Lets you record stuff.

Hallway

Keypad- Umm...it's broken. Don't use it. No! Stop! AAAHHHH! Run for your 
life!

Fred's office

Manuscript- The writing is awful!

Arcade

Meteor Mess game- The high score isn't what it seems.
Coin Box- You can get your money back when you unlock the coin box.

3F landing

Nothing useful.

Darkroom

Developer Tray- This is where the developer fluid goes.
Enlarger- Used to enlarge pictures.

4f hall

Nothing useful.

Fred's room

Dime- You use it to pay for things.
Radio- You could call someone, but it's broken.
Wanted Poster- Has the Meteor Police's number.

Green Tentacle's room

Mondo Stereo- You can play cassettes on it.
Record- The Tentacle Mating Call!
Yellow Key- Starts up the Wierd Edsel. Why Green Tentacle has it, I'll 
never know.

Edna's Room

Small Key- Opens the coin boxes in the arcade.
Perfume- Oddly enough, the bottle is immovable (not actually a useful 
item, I just had to bring this up).

Edna's attic

Painting- The safe is hidden behind it.
Scrawled Number- It's too small to read by normal means.
Envelope- It has a quarter in it. You can also send stuff with it.
Quarter- Arcade games are only a quarter, right?

Ed's Room

Hamster- Ed's best friend.
Card Key- Behind the hamster. It's needed to reach the Meteor.
Piggy Bank- Has a lot of dimes in it.

Ted's Room

Hunk-O-Matic Machine (TM)- Makes you stronger.

Ted's Bathroom

Sponge- Soaks up liquid substances.
Water Faucet- It's broken.

Family Room

Typewriter- You can write stuff.
Paint Blotch- Something is hidden behind it.
Plant- It can be mutated.
Hatch- It seems to be out of reach.

Attic

Wires- They're in need of a repairman.

Observatory

Telescope- Reads the scrawled number.

Basement

Fuse Box- All the house's power is controlled here.
Circuit Breakers- Cuts the power.
Silver Key- Unlocks the door in the pantry.

Dungeon

Loose Brick- It holds the secret to escaping the dungeon.
Bottom Padlock- It takes a glowing key to unlock it.
Top Padlock- Glowing key works on this one, too.
Inner Door- Input pass code, please.
Badge- A Meteor Police badge. Hmm...

Outer Lab

Nothing useful here.

Inner Lab

Vending Machine- Anyone for a Pepsi?
Radiation Suit- Put it on if you're confronting the Meteor.
Card Slot- Card Key goes here.

Meteor's room

Switch- turns off the evil ZOM-B-MATIC.
Meteor- Get rid of him while he's defenseless!
------------------------------------------------------------------------
-----
If you have a version of the game that allows you to blow up the hamster 
in the microwave, you can nuke the hamster and then give the nuked 
hamster to Ed. This will turn you invisible. Be warned, however, you 
will lose all your items when you do this, so give them to the other two 
characters before you try this. Being invisible doesn't mean Edna, Ed, 
and the others can't see you, but it's just kind of fun to do.
------------------------------------------------------------------------
-----
If you look around in Ed's room, you can see a model of an X wing from 
Star Wars. Apparently Lucas Arts did some free advertising in this game.
------------------------------------------------------------------------
-----
There are several ways to kill off your team members in this game. It's 
kind of evil, but it can make the game's endings more interesting (try 
killing off Wendy, then giving the manuscript to the meteor, etc.).

1) Drain the pool, then refill it while there is a kid still down in the 
pool.

2) Nuke Ed's hamster in the microwave and then give it back to him 
(oddly enough, you can still move your character around after doing 
this, as if they never died at all).

3) Don't put on the radiation suit and try to grab the meteor.

4) Fill the glass jar with pool water and put it in the microwave. The 
radioactive steam will fry them (apparently the pool water is 
radioactive).

5) Blow up the house by draining the pool for too long, shutting off the 
power for too long, or using the keypad in the upstairs hall. The red 
button in the pool will also do this.  Let this be a lesson in home 
nuclear safety.

6) Let the self-destruct timer run out when you reach Fred's lab. 
KABOOOOOOM! The house explodes!

7) Send Mark Eteer a demo tape without showing it to the Green Tentacle 
first. Then show it to the Green Tentacle. He'll kill you off out of 
jealousy.

8) Show the Green Tentacle the contract for the Meteor's manuscript. 
He'll think that you're on their side and kill you.
------------------------------------------------------------------------
-----
You can send Mark Eteer some unusual things for some rather funny 
results. Try sending him

1) A tape with nothing recorded.

2) A tape with the Broken Record recorded.

3) A tape with the record in the Green Tentacle's room recorded on it 
(this one is VERY funny).

4) The meteor's manuscript before Wendy edits it.

5) A tape of the Green Tentacle playing.
------------------------------------------------------------------------
-----
Endings

This game has great replay value because of its multiple endings. Some 
are rather funny.

1) Get rid of the Meteor via the Edsel.

2) Get rid of the Meteor via the giant plant.

3) Kill off Dave, then get rid of the Meteor via the Edsel.

4) Kill off Dave, then get rid of the Meteor via the giant plant.

5) Give the Manuscript Contract to the Meteor.

6) Kill off Wendy, then give the Manuscript Contract to the Meteor.

7) Call in the Meteor Police. Once they take the Meteor away, turn off 
the machine.

8) Kill off Dave, then do the same as the above.

9) Kill off all three kids without blowing up the house.

10) Blow up the house.
------------------------------------------------------------------------
-----
Other stuff.

MANY thanks to Christopher James Pepin and his great Maniac Mansion FAQ, 
which was a lot of help in writing this.

If you have any questions, comments or corrections, e-mail me at 
edmoogle@hotmail.com or brunerp@juno.com

NOTE: If you want to e-mail me at my Hotmail account, be sure to put the 
word "Chocobo" somewhere in the subject line so that I get it (I had to 
put a filter on my e-mail, cuz the spammers lately are out of control).
