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Mystery Mania Walkthrough
Welcome to the Mystery Mania walkthrough on Gamezebo. Mystery Mania is a puzzle/adventure game created by Electronic Arts for iPhone. This walkthrough includes tips and tricks, helpful hints, and a strategy guide to how to complete Mystery Mania.
General Game Information
Welcome to the Mystery Mania walkthrough on Gamezebo. Mystery Mania is a puzzle/adventure game created by Electronic Arts for iPhone. This walkthrough includes tips and tricks, helpful hints, and a strategy guide to how to complete Mystery Mania.
- You are F8, a robot who has just woken up in a mysterious mansion.
- Your objective is to find the way out of each room and collect 5 circuits for the mainframe computer.
- Each circuit activates a memory bank that unravels the story behind the mansion and its robots.
Instructions
- Tap on any object in the room.
- Objects with green circles may be interacted with.
- Tapping on objects with red circles will have no effect.
- The Pause icon opens up the map, options and extras.
- The Gears icon means that an action is ongoing.
- If you tap on a lever or remote control, a red handle will pop up.
- When done using the handle, tap the green X on the bottom left to return to the scene.
- After the first chapter, you will be given access to the mansion map.
- Use the map to jump to any room you wish to replay, or to reset a room.
- Accessing the map will reset your progress in the current room.
Walkthrough
- Two types of solutions are given – Objective and Directions.
- Objective is a general hint or clue about what to do in a room, allowing you to figure out the steps yourself.
- Directions is a specific step-by-step guide though an entire room, showing you exactly what to do in case you get stuck.
- Directions are italicized for the benefit of those who want to avoid spoilers.
- Objects needed to solve the puzzle are encircled in yellow.
- The chapters are interchangeable, depending on which exit you choose first.
Waking up
Model F8
Objective: Exit the room.
Directions: Pull the switch on the machine.
Hall of Reflection
Objective: Disable the laser beam.
Directions: Pick up the pipe. Hit the mirror with it. Pick up the broken mirror shard and place it in the path of the laser beam.
Training Room
Objective: Get rid of the mines and disable the laser beam.
Directions: Open the electrical panel. Slide the tiles downward to break the electrical current.
Now that the laser beam is turned off, pick up a cannonball and roll it at the mines.
Model F1
Objective: Activate the mainframe computer.
Directions: Plug in the socket. Pick up the reel from the floor and place it on the computer. Press the green button to reset F1. Climb up the rope to enter the ceiling hatch.
First Circuit
Laboratory
Objective: Heat and prepare the right mixture to exit the ceiling hatch.
Directions: Take the long cane and use it to pull down the wall chart. Take the candle, turn on the gas tank valve, and place the candle under the burner. Following the chart directions for the arrow pointing upwards, use the flasks in this order: Blue, Green, Yellow.
Black and White Room
Objective: Follow the pattern of the black and white squares on the wall.
Directions: Pull the lever on the wall. It will briefly display a pattern on the squares. Watch carefully, then repeat the sequence by stepping on the black and white floor pads. Pull the lever again to see the next pattern. Complete 3 patterns to turn all the lights green.
Storage Room
Objective: Use the magnet to maneuver around the room.
Directions: Pick up the remote control. Position the magnet above the boxes, then shift the joystick forward to lift the box. Move the box to your side of the room and shift the joystick forward to drop it. Transport the other 2 boxes, arranging them horizontally. Lastly, lift yourself with the magnet and deposit yourself near the door.
Attic
Objective: Evaporate the water puddle to exit the hatch below it.
Directions: Tap the red valve to turn off the water. Place the logs in the fireplace, and light it with the candle. Enter the fireplace to heat yourself up. Step on the water puddle to make the water evaporate.
Doghouse
Objective: Make the dog fall through the hatch so you can get the circuit part.
Directions: Use the long cane to pull the bowl away from the dog. Open the control panel on the wall. Move the shift stick to the center position to open the refrigerator. Place the steak in the bowl and use the cane to give it to the dog. With the control panel, open the hatch on the floor to let the dog fall in. Then close the hatch and take the circuit part.
Second Circuit
Laboratory
Objective: Prepare the right mixture and find the second exit.
Directions: Follow the wall chart for the arrow pointing downwards. Use the flasks in this order: Green, Yellow, Blue.
The Wall
Objective: Give the cheese to the mouse so you can exit the room.
Directions: Tap the red valve to turn off the water blast. Pick up the cheese and place it on the cork. Turn the yellow spigot to flood the bottom area. While the mouse eats the cheese, walk past him and climb up to the exit.
Toy Room
Objective: Exit without getting wet by dripping water.
Directions: Pick up the car. Get the battery and place it in the remote. Take the remote. Move the car to the right to get the umbrella, then left to drag the umbrella out of the puddle. Pick up the umbrella.
Workout Room
Objective: Enlarge the crack in the wall and jump through it.
Directions: Pick up the barbell to make yourself bigger. Hit the punching bag to break the wall. Go to a control lever for a trampoline and move it to the middle setting (tap the green X when you’re done). Do the same for the other trampoline. Then, jump on the left trampoline.
Robert’s Room
Objective: Give the boy his teddy bear.
Directions: Take note of the pattern on the abacus. Open the electrical panel and enter the same pattern.
Use the long cane to get the teddy bear. Pick up the bear and hand it to the boy. You’ll automatically be given the circuit part.
Third Circuit
The Den
Objective: Enter the correct pattern on the wall circles.
Directions: Pick up the 2 antenna pieces and place them on top of the TV. Plug in the socket. Take note of the pattern on the TV screen.
Tap the circles on the wall and duplicate the pattern on it.
Garbage Room
Objective: Catapult yourself to the exit.
Directions: Pick up the plank and place it on the log. Take the remote control and use the magnet to pick up the metal box on the far right. Transport the box and drop it on the other end of the plank.
TV Room
Objective: Turn on the TV and water the plant.
Directions: Plug in the TV. Pick up the battery and place it in the car. Pull the switch on the wall. Tap on the TV to turn it on. Take the long cane and pick up the rag. Put the rag into the fire then raise it up to the smoke alarm. Pick up the plant and place it under the dripping water. Turn on the TV again.
Pendulum Room
Objective: Create a pendulum to break down the door.
Directions: Pick up the hook and rope. Attach it to the hook in the ceiling. Pick up the magnet and place it on the end of the rope. Take a cannonball and put it on the magnet. Now tap on your pendulum to swing it. Move the joystick to the left 3 times and then once to the right to release it. Do this two more times.
Greenhouse
Objective: Move the dog so you can take the circuit part.
Directions: Take a piece of steak and throw it on the hook above the carnivorous plant. Pick up the metal nut and combine it with another piece of steak. Throw the steak to the dog. Pick up the remote and use the magnet to lift the dog. You can now take the circuit part.
Fourth Circuit
The Den
Objective: Use the books in the correct order.
Directions: Go to the right side of the room. Pick up the metal box and move it to the bookshelf. Pull the lever on the wall. It will briefly highlight 3 books. Observe the markings on their spines (1, 2, and 3 lines). Tap the books in that order (yellow, blue, red). Climb on the metal box to reach the top book. Take the key that appears and use it on the red lock beside the door.
Bunker
Objective: Match the circles on the floor with the pattern on the wall.
Directions: Place objects on the circles to turn them white or black. Pick up the cannonball and place it on the first circle on the left. Pick up the red robot torso and place it on the 4th circle from the left.
Garage
Objective: Bulk up to reach the correct weight.
Directions: Pull the wall switch to magnetize yourself. Pick up the cannonball and the screwdriver. Stand on the weighing scale. The needle will point to the green key, which activates the hatch.
Hobby Room
Objective: Use the laser beam to blow up the door.
Directions: Pick up the dynamite and place it on the boarded-up door. Move the tower of 3 blocks to the black circular pad, using the middle plate as temporary parking space. This is a Hanoi tower puzzle (a larger block may not be placed on top of a smaller block). Once all the three green lights are lit up, pull the gold lever.
Model F3
Objective: Activate the red robot.
Directions: Pick up the 3 parts of the robot (red torso, red helmet, black wheel) and place them on the assembly platform. Take the pipe piece and connect it to the pipes on the wall. Open the electrical panel.
Swap the tiles to form a blue U-shaped link between the + and – cells. Tap the red robot. It will pull the gold lever so you can take the circuit part.
Fifth Circuit
Prison
Objective: Figure out the missing pattern on the blackboard and arrange the mirrors so that the laser beam hits the buttons in that order.
Directions: The correct order is C, B, A. For the C button, arrange the mirrors as shown below, using the extra mirrors from the purple pillows. Pull the wall switch to fire the laser – once to hit the chandelier, and again to hit the C button.
For the B button, remove the mirror 3rd from left, and replace it with the 4th mirror. Place the unused mirror on a pillow. Pull the wall switch once to hit the plant, and again to hit the B button.
For the A button, remove the leftmost mirror, and replace it with the one next to it. Pull the wall switch to turn the last button green.
The Bakery
Objective: Smoke the red robot away from the exit.
Directions: Tap the oven to open it. Put the logs inside it and light them with the candle. Close the oven door. Pick up the pipe piece and connect it to the stove pipes. Take the cork from the bottle and plug it into the middle pipe hole. To redirect the smoke away from the exit, open the oven door.
The Lift
Objective: Fly up to enter the ceiling hatch.
Directions: Pull down the wall switch to open the ceiling hatch. Pick up the dynamite, light it, and toss it at the carnivorous plant. Pick up the hook and attach it to the rope. Throw the rope up towards the hook on the ceiling, then tap the rope to swing across the gap. Push the gold lever, pick up the umbrella and stand on the vent.
Freezer
Objective: Use both heat and ice to unlock the last circuit part.
Directions: Pick up the metal nut and drag it into the sink. Change the room temperature from hot (red) to cold (blue). Pick up the red balloon and fill it with helium from the He tank. Pull down the 2nd wall switch to turn on the fan. Change the temperature back to hot to melt the ice. Pick up the key and use it on the red lock on the wall. Take the last circuit part.
Secret Room
The Inventor
Objective: Use the matter transporters to disable Robert’s machine.
Directions: Go to the control panel on the wall. Move the shift stick to the red spiral. Pick up the long stick with the rag and set it on fire. Poke the flaming stick into the red portal. Use the control panel again and move the shift stick to the blue spiral. Pick up a cannonball and send it through the blue portal 3 times. Shift back to the red spiral and try to get the teddy bear.
CONGRATULATIONS!
You have completed Mystery Mania.
Achievements
Music Buff
Room: Model F8
Turned the radio on and off again
Punch-drunk
Room: Model F8
Hit the radio antenna three times
Fried Robot
Room: Training Room
Got fried by the laser
Failed Defusal Attempt
Room: Training Room
Got blown up by the mines
Skullcrusher
Room: Training Room
Crushed both skulls (using cannonballs)
Kick-A-Mouse
Room: Laboratory
Kicked the Mouse (in the cage)
Three-pipe Problem
Room: Black and White Room
Pulled the handles on all three pipes
Timely Exit
Room: Storage Room
Dropped F8 in the chasm
Fixing the floor
Room: Attic
Closed the gap in the floor
Keeping Your Cool
Room: Attic
Got Frozen
Hot Dog
Room: Doghouse
Poked the Dog (with the long cane)
Just Chillin’
Room: The Wall
Got Frozen
Pro Pitcher
Room: Toy Room
Threw the ball
Metalhead
Room: Toy Room
Dropped the anvil on F8’s head
Buffing Up
Room: Workout Room
Used the weight beam twice in a row
Technical Knockout
Room: Workout Room
Got knocked down three times
Electric Boogie
Room: Robert’s Room
Got electrified three times
Turning up the Heat
Room: Den
Walked into the fireplace
Bookworm
Room: Den
Read three books
Baby, I’m on Fire!
Room: TV Room
Walked into the fireplace
Ptzzz!
Room: TV Room
Got electrified by the socket outlet
Boom! Boom! Boom!
Room: Pendulum Room
Got blown up three times
Fly Dog, Fly!
Room: Greenhouse
Lifted the dog using the magnet
Spit It Out
Room: Greenhouse
Fed the plant with the nut
Whiteout
Room: Bunker
Got all buttons white at the same time
Heavyweight Champion
Room: Garage
Reached maximum weight
Magnetic Personality
Room: Garage
Got magnetically overloaded (while still magnetized, use the magnet again)
The Golden Middle Way
Room: Hobby Room
Got all three boxes to stand on the middle plate
Living Lightning Conductor
Room: Model F3
Got electrified
Laser Sight
Room: Prison
Hit F8 with laser
Plant Boy
Room: Prison
Hit plant with laser
The Umbrella Accident
Room: The Lift
Made failed flying attempt (fly without opening the ceiling hatch)
Power to the Humanoids
Room: Freezer
Pulled the left switch
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