Maniac Mansion Deluxe: Game Walkthrough and Guide

This Salt Is Designed for Version 1.3 with Chosen Russian Language.
This option is described Only When Playing Dave, Bernard and Side (The Start Menu). There Are Still Options (Both WHEN CHOOSING OTHER CHARACTSERS AND WHEN PLAYING FOR THE SECCIFIED). These Ways in Passing Try Yourself.
Just in Case, The Estate Map:
Choose Dave. Come to the HOUSE AND PUSH (USE) Door Rug to Get to the Key. Opening The Door With IT, Cross The Estate Threshold and Go to the Kitchen. Entering It From This Side for the First Time, Stumble Upon Edna. IF She Is Able to Catch Dave, He Will Go to Jail. To Avoid This Danger, You Need to Run To the Left Before Leaving the location. ENTER THE KITCHEN AGAIN – EDNA IS NO LONGER. NOW YOU CAN TAKE A FLASHLIGHTROTOR TO TABLE, AND FROM THE REFRIGERATOR TO DRAW Cheese, Pepsi Bank and Old Batteries. In The Storeroom (Passing Through The Dining Room) We Take Fruit Juices and An Empty Glass Jar. Now We Go to the Workshop on the Second Floor and Taking A Plate with Wax Fruit, Paint Removal Fluid and Brush. THEN GO DOWN TO THE FIRST FLOOR AND STOP BEFORE THE DOOR WITHOUT A HANDLE.
NOW TURN BERNARDA. HE GOES TO THE LOBBY AND CLICKS ON THE RIGHT RIDGE (Ending Railing). This Leads To The Opening Of The Door, Before Dave. Quickly Come! And You Need to Approach The Mailbox. Dave Is In The Dark. This Is A Room WITH A REACTOR.
Need to Insert Old Batteries in a Flashlight and Turn It ON. USING THE BEAM OF LIGHT, LOCATE THE SWITCH. Turning On The Light, Extinguish The Flashlight. HERE YOU NEED TO TAKE A SILVER KEY THAT COMES TO CLOSED DOOR IN THE STOREROOM. From Now On, There May Be a Call. In This Case, Sid Must Pick Up The Parcel That Stands Next To The Mailbox, and Quickly Move Away From the Mansion.
Now Dave Is Heading To the Library (First Floor, Right). Use the Lamp to Turn on the Light. AT THE RIGHT END OF THE STARING PANEL OF THE BOOKCASE (EXTREME). A Cache Opens in Which The Cassette Lies (You Need to Pick Up). Further Go to the Tentacles Room (4th Floor, Door Left). To Do This, IT IS Necessary to Get Around The Green Tentacle on the 3rd Floor. IT Will Be Removed WHEN IT GETS A Plate With Wax Fruit and Fruit Juices. In The Tentacle Room Take a Yellow Key and A Record Lane (On the Shelf Above the Bed). The Recorder On The Audio Cassette (2nd Floor, On the Right) Rewrite in The Tape Recorder Insert, Start Recording and Start The Gramophone, After A While Finish The Entry).
Whether Go to the Living Room, Where It Woven in A Audio Player in A Wardrobe. From the Chandelier Fallen from the Ceiling, Pick Up a Rusty Key From Prison. NOW IT IS EFESARY TO OPEN OF THE GRID TO THE LEFT OF THE PORCH OF THE HOUSE, AS WELL AS THE GARAGE. To Implement This, IT IS NECESSARY TO PRE-TRAIN IN THE GYM (4th Floor, 4th Door). SO, Dave and Bernard Must Use the Simulator (To Gain Strength). Dave Open With A Silver Key Door in Storereom and Go to the Pool. THERE FILL THE GLASS WITH WATER. Switch to Bernard. Open The Grid To The Left of the Entrance Door (Before This Push the Bushes). INSIDE OPEN THE WATER VALVE. Switch to Dave. THE FOLLOWING ACTIONS NEED TO PERFORM QUICKLY! AT The Bottom of the Empty Pool Out from the Radio and Pull Out from There New Lantern Batteries (Old Ends Very Quickly). You also Need to Choose A Glowing Key and Get Out Of The Pool. Switch to Bernard and Close The Water Valve, OtherWise The Reactor Melts. We Go to the Bedroom and Unscrew The Radiolmp from the Radio (After Opening). IT MUST BE SCREWED INTO THE RADIO TRANSMITTER CARTRIDGE (4th Floor, 1st Door On The Left). A Poster Hangs “Their Wanted by The Police”. The Number Of Space Police Was Written There. Use the Radio and Enter This Number (Varies from the Game to the Game). IT IS ALSO NECESSARY TO RAISE A COIN (A DOZEN).
Switch to Dave. We Go to the Garage and Open It. From the trunk, Which Opens a Yellow Key, Take the Box with Tools, and from the shelves – The Valve. Now We Send A Room With A Fireplace (4th Floor, Last Right). Open The Can With Paint Fluid and Use On The Pink Spot on the Wall on the Right. The Door Appears. Opening It and Climb The Panel Staircase and Turn On The Flashlight (You Can A Little Later, Will Manage Dave Again). Switch to Bernard. We Go to the Cellar WITH REACTOR. Open The Box WITH FUSES. NOW EVERYTHING MAKES IT QUICKLY. Turn Off The Electric Current (Use Fuses), Switch to Dave, Use a Box with Tools for Wires. Bernard Turn On The Current. As A Result, The Room with Slot Machines Is Connected to Electricity.
Dave Go to the Curtain to the Side. Use the Valve to the Crane, Let Iter, and then Stop Water. Thus, The Telephone Number of Edna Becomes Known (Remember!). Next Dave Transmits Bernard Flashlight and Tools and Gets a Coin.
Bernard Go to the Library, Please (with the tools) Phone and Call Edne. During The Conversation On The Phone, Dave Need to Go to the Edna Room and Take a Small Key. Then We Climb The Stairs and Open The Picture (IT Is Possible and Wort Inclusion of the Flashlight). We See A Safe, Inspecting It. Next Quickly Leave The Room (and It is Advisable to Go to Another Floor or Another Room). IF EDNA IS NOT TALKING ON THE PHONE, BERNARD CALL AGAIN.
WE GO TO THE THE THE THE THE THE THE THE PREDATORY PLANT WATH WATER (for neutralization). Dave Still Remains in the Fireplace Room, and Someone Else from the Guys Shold Call The Door. AS Soon AS ED Leaves Her Room, Quickly Switch to Dave, We Go to the Room of Ed, Take a Hamster, A Card, A Piggy Bank Coins!). We Go out and Go to the Telescope (We Climb Into The Hatch Over The Predatory Plant). Throw Two Coins In The Hole. After Each Throw, Click On The Button On The Right. One View In The Pickling Tube Will Reveal The Code to the Safe (Write Down!). Bernard Again Call Edne, and Dave Is Jumping To the Safe and Open It. Take The Sealed Envelope and Go to the Room with Slot Machines (2nd Floor). Open The Envelope and Get 25 Cents From There. Little Key Discover The Slot for Coins At The Meteor Mess Machine and Throw 25 Cents There. After The Lost Game, We Will Show A List of Winners. One of the Records IS A Digital Combination of A Secret Door in the Laboratory. Necessary: Show Just for a Second. ONE OF THE OPTIONS OF RECOGNITION OF COMBINATIONS – PRINTSCREEN OR MULTIPLE SAVE / LOAD. Possible Options for Combinations – 3301, 1594, 0032. NOW IT IS NECESSARY THAT DAVE CAUGHT (You Can, for Example, Go To the Room to EDA). In Prison With A Luminous Key to Open Both Locks on The Door. The Inner Door Needs To Try Digital Combinations from “METEOR MESS”. Switched on Bernard and Call The Space Police from the Radio Transmitter, Which Arrests The Meteor and Takes It Wick IT. Dave Is SELECTING THE REMAINING AND SHOW THE MAGENTA TENTACLE JUST TAKEN ICON.
IT IS RECOMMEDED TO KEEP THE GAME HERE. In The Main Laboratory There IS A Wardrobe, Opening Which, Dave Puts On a Radiant Suit. Open The Lever In The Room WHERE THERE WAS A METEORITE. Everything! This Is The Final Game!