                                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!

     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?

     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.

     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.

     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.

     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!

                                ---- END ----