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 
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If you see this FAQ on any of these sites, or any other site that uses 
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(subject: chocobo) or brunerp@juno.com)

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

Also check out the sequel, Day of the Tentacle. It's available for a 
mere $20 at www.lucasarts.com .
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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.
1.2 Various additions and corrections.
1.21 A few changes here and there.
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NOTE: I am assuming that you know the basic elements of playing the 
game.

Contents

Characters
FAQs
Items
Tricks and Secrets
Endings
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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 unless you hack a ROM or something). He 
doesn't have any special abilities like the others do, but that doesn't 
mean you can't make use of him. He can hold an infinite number of items 
like any character, and the theme song on his CD player is pretty 
catchy.

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. 
Cool CD Player music.

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, but if you 
want to take both, feel free to.

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. On 
the other hand, he's the only character besides Dave that doesn't have 
their own way to get past the Purple 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. His CD Player theme sounds 
like a theme off a spy film or something...
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-

FAQs

Q: How do I escape the dungeon?

The Rusty Key will unlock the right-hand door and allow you to escape. 
If you don't have it, though, there is another way, but you must have 
two kids in the dungeon to do it. Have one kid stand by the "Loose 
Brick" and another kid stand by the right-hand door. Have the first kid 
push on the Loose Brick. The door will open. Now quickly switch to the 
other kid and run through before it slams shut. This is useful for 
getting a character with an important item out of the dungeon.

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 solid steel, super-heavy garage 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). You can give him the glass jar full of water, 
the fruit drinks, or the 12-ounce pepsi (he'll have some Pepsi left over 
so you can use it again later).

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

Regardless of the numbers input on the Keypad, it will overload the 
nuclear reactor to the house, therefore causing a chain reaction that 
will blow you to Kingdom Come. In other words, you probably shouldn't 
mess with it.

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

First, you must acquire the hamster from Ed's room. Ed can be lured out 
by either leading a kid in there and then having another kid go in while 
he hauls them to the dungeon, or you can use the doorbell (before he 
gets his package, anyway). From there, just give the Hamster to Syd or 
Razor, pop it in the microwave, and turn it on.

Note: All other kids will refuse to use the hamster in the microwave. 
Also note that there is a second version of the game that does not allow 
the Hamster to be blown up in the microwave at all.

Q: What can I do with the blown-up hamster?

You can return it to Wierd Ed to meet a rather nasty demise (See the 
Tricks and Secrets section below).

Q: What can I do with the intact hamster?

Return it to Ed and he'll be your friend. If he was mad at a character 
for trying to steal from his piggy bank or trying to steal his hamster, 
he'll become friends with that character again.

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 will also 
allow you to snoop around Ed's room, but don't mess with his hamster or 
his piggy bank or he'll spring to life and haul you to 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 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 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. Note that you must look 
through the telescope at least once before you put the dimes in, 
otherwise it will not rotate. Also note that you must go up to the attic 
and attempt to look at the numbers at least once before you can view 
them.

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) or lead a kid in so that Ed hauls them off to the 
dungeon, then sneak into Ed's room while he's away and loot his Piggy 
Bank.

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

I like to have one character open the door with the Key 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.

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 if you're using Syd, Razor, or Wendy!), 
and he'll be friends with all three of your characters. 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 that character's enemy again, unless they make it up to 
him somehow (give him back his hamster, give him his developed plans, 
etc.).

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. 
Note the cool sound effects as the developing process takes place.

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. Note that Ed won't notice a kid 
pushing on the gargoyle if he's currently hauling another kid to the 
dungeon for some strange reason.

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 before he throws your kid in the 
dungeon.

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. Pressing the 
button at the bottom of the pool will have a similar effect. Just grab 
what you need and leave. Don't leave anyone in the basement either, as 
Purple Tentacle will investigate the circuit breakers while the alarm is 
going off.

Q: Where can I get some batteries?

There are some in the fridge, but they die out rather quickly (lousy 
Duracell's...). 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: Okay, 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, because you may need it 
again later if Dr. Fred turns off the power (he may or may not do it, I 
think it's random). Note that the wires will still be live if Fred turns 
off the power, thus you won't be able to fix them unless you turn the 
power off yourself.

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 (the Tentacle Mating Call!!!). 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 properly. Fill up the glass jar with water from 
the tap in the kitchen (DON'T use pool water unless you like to watch 
your character choke on radioactive steam). 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 or Pull 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. Go back in 
the house, or wait in the driveway or something. The doorbell will ring 
if you get something back (watch out for Ed if he doesn't have his 
package).

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 (more on this in a bit).

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

Have Syd or Razor make a demo tape. To do this, get the Casette Tape 
from the Loose Panel in the Library, go to the TV Room, put it in the 
player, set it to record, and then jam on the piano. Now take the tape 
and 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 guy on the TV), and you should get a recording contract in the 
mail after a short while. Show the Green Tentacle the Contract and he'll 
help you get past the Purple Tentacle.

Q: I found a Meteor Police Badge in the dungeon after they hauled off 
the Meteor. What can 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, you can re-write it using the Typewriter in the 
family room and then send it to Mark Eteer. He'll send you back a 
publishing contract for the Purple Tentacle. You can use the contract to 
get past the Purple Tentacle. Just don't show it to the Green Tentacle.

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

After you open the Outer Door locks, 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 after Dr. Fred plays a few rounds. It will be the #1 
score (note the Mario Brothers jingle that plays after you beat the 
game). If you didn't fix the arcade games then the combination will 
always be 0000. Note that Fred may come back to play the game every now 
and then, in which case the combination will change again.

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

Key- Opens the front door.
Rusty Key- Opens the door to the dungeon.
Silver Key- Opens the locked door in the pantry that leads to the pool.
Yellow Key- Starts up the Edsel and opens the trunk of the Edsel.
Small Key- Allows you to open the coin boxes in the arcade 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. He'll think that you're with the 
Meteor Police and leave you alone.

2) If you gave Wierd Ed his plans or the Green Tentacle the recording 
contract after showing him your tape, they'll get rid of him for you and 
say some pretty entertaining quotes. 

Ed: Leave him alone, Sucker Face!
Green Tentacle: I thought I told you to leave my band members alone!

3) Show him the contract for the meteor's Manuscript. He'll assume that 
it's important and let you through.

Q: What's the Pepsi machine for in Fred's lab?

Just what it sounds like. Put a quarter in, get a can of Pepsi. The 
Pepsi won't do you much good, though, as the house is about to blow sky-
high.

Q: What's the code to shut down the machine?

No amount of punching the buttons will help, because only Dr. Fred knows 
the codes to disable the self-destruct, and the Meteor has control of 
the system, preventing him from aborting it!

Q: How do I get rid of the Meteor?

For these methods, you must grab the Radiation suit from the locker in 
Fred's lab and put it on. That way the Meteor won't be able to zap you 
with his intergalactic ray of death 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. Turn off the 
machine (throw the switch in the Meteor's room), 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 has blasted off), 
another method is to grab the meteor, run all the way upstairs to the 
Family Room, and feed it to the plant. You'll have to hurry, because the 
self-destruct mechanism will be going the whole time. I think you need 
to have mutated the plant with irradiated water to make this one work.

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. You don't 
even need the Radiation Suit for this one.

Finally, you can give the Meteor the publishing contract for the 
Manuscript. Be sure to equip yourself with the Radiation Suit and shut 
off the Zom-B-Matic 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 and they're unable to get through to the 
Meteor, they'll get mad and refuse to help you anymore. Make sure both 
the lab doors are unlocked and open before you call them.

Q: What are the only requirements to beat the game?

The only things that are absolutely required to beat the game are:

-You get into the house.
-You get past the Green Tentacle to go upstairs.
-You find a way to get past the Purple Tentacle.
-You dispose of the Meteor.

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Items

Start With

CD Player- Gotta have tunes, right?

Starting Area

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

Front Door

Address Sign- The number keeps changing. Makes you wonder how the 
mailman finds it every time.
Door Mat- There might be something under it...
Key- Opens the front door.
Left Bushes- They conceal the grate.
Doorbell- Useful for getting attention, especially in a house this big.

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 upstairs.
Old Rusty Key- Gets your friends out of the dungeon. Too bad it's out of 
reach.

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? An inside joke, perhaps? (note: 
Chuck doesn't actually do anything useful).

Kitchen

Microwave- Useful for steaming open envelopes and such...
Faucet- A good bet if you need a 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. Can be used many times.
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, doesn't it?
Batteries- Energizer. They keep going, and going...
Glowing Key- This might get you somewhere important. Then again, maybe 
it's just glowing because it's been sitting next to those cooling rods 
for several years...

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 doors like this are 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.
Broken Record- Send Mark Eteer a recording for a funny result. (Not 
actually a useful item, but good for a laugh).
Cassette Recorder- Lets you record stuff. Piano sounds, broken records, 
high-pitched noises that crack glass, whatever you want.

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 here.

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- Ed's secret hoard. Has a lot of dimes in it.

Ted's Room

Hunk-O-Matic Machine (TM)- Makes you strong enough to pry open rusted 
grates and insanely heavy garage doors.

Ted's Bathroom

Sponge- Soaks up liquid substances.
Sink- The handle's missing.

Family Room

Typewriter- You can write stuff with it.
Paint Blotch- Something is hidden behind it.
Plant- It's susceptible to radiation. It also likes carbonated soft 
drinks.
Hatch- It seems to be out of reach.

Attic

Wires- A little electric tape will fix 'em right up.

Observatory

Telescope- Can see stuff that is very, very small to the naked eye.

Basement

Fuse Box- All the house's power is controlled here.
Circuit Breakers- Cuts the power or turns it back on.
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- The glowing key works on this one, too.
Inner Door- Input pass code, please.
Badge- The Meteor Police drop this in their haste to haul off the 
Meteor.

Outer Lab

Nothing useful here.

Inner Lab

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

Meteor's room

Switch- turns off the evil ZOM-B-MATIC.
Meteor- Get rid of him while he's defenseless!
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Tricks and Secrets

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 'kill' your character, but oddly enough, they 
will still be able to play as if they never died at all. They will 
simply be invisible. Be warned, however, you will lose all your items 
when you do this, so give your important stuff to the other two 
characters before you try this (if you lost the Card Key or something, 
you won't be able to complete the game). Being invisible doesn't mean 
Edna, Ed, and the others can't detect your presence, but it's just kind 
of fun to do.

Since the 'invisible' character is still considered killed in action, if 
the other two characters die, it's game over for you.
------------------------------------------------------------------------
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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.
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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 (or two kids, for 
the truly evil) still down in the pool.

2) Nuke Ed's hamster in the microwave and then give it back to him (see 
above glitch).

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. That's what they get for putting cooling rods in the pool).

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 into a gigantic fireball!

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. The 
Green Tentacle hates the Meteor, so he'll kill you.
------------------------------------------------------------------------
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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.

Just remember to save the game first!
------------------------------------------------------------------------
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If you go into the kitchen in the first 10 or so minutes of the game, 
you'll find Edna, who will chase you and try to catch you and haul you 
away to the dungeon. If you manage to escape the kitchen before she 
catches you, she won't follow you out to the front hall. She moves 
pretty quick, though, so it won't be easy.
------------------------------------------------------------------------
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If you enter Edna's room and she sees you, Don't be fooled into thinking 
you've gotten away if you run into the hall. She'll follow you out into 
the hallway! She won't follow you if you enter another room, though, so 
make a break for Fred or Ted's room.
------------------------------------------------------------------------
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You can freeze Ed or Edna by entering their room, then immediately 
switching to another kid before they grab you. Wait 30-40 seconds, then 
switch back, and they should just stand there. This is useful if you 
need to sneak into Edna's vault or grab the Card Key from Ed's room. 
Don't mess with Ed's hamster or his piggy bank, or he'll spring to life 
and throw you in the dungeon.
------------------------------------------------------------------------
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Maniac Mansion was originally a TV series on the Family Channel 
according to the instruction booklet and the game's sticker. I never saw 
it, but I felt it was worth mentioning, so...
------------------------------------------------------------------------
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One of the possible radio numbers for the Meteor Police is 1138. In the 
movie Star Wars: A New Hope, this is also the cell number that a 
disguised Luke Skywalker is performing a "prisoner transfer" from. Is 
this number some kind of inside joke, or am I just a nerd for noticing 
this?

Michael Lindseth (michael_lindseth@hotmail.com) writes:

Hey, I was just reading your Maniac Mansion FAQ and saw your comment 
about 
the Meteor Police number 1138 being in Star Wars.  Well, I'm not sure if 
anyone has told you this, but before Star Wars, George Lucas made a 
movie 
called THX-1138.  The number 1138 is a Lucasarts running gag.
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I've heard that it's possible for a kid to be killed by looking through 
the telescope and seeing a monster. However, I haven't verified this 
myself. Would anyone care to send me the procedure?

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Endings

This game has great replay value because of its multiple endings. Many 
of them are rather funny ("Everyone within five miles is dead. Play 
again!").

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 call in the Meteor Police. Once they haul off the 
Meteor, turn off the machine.

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

10) Blow up the house.
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Other stuff.

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

Many thanks to Lucasarts, for making one of the greatest adventure games 
ever!

Thanks to everyone on the Maniac Mansion game board at www.gamefaqs.com.

Thanks to anyone else who contributed to this FAQ's completion.

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. My e-mail 
is filtered to prevent would-be spammers.
