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The player starts in the Main Hall, with a voiceline immediately playing. Johnson welcomes you to his mansion, and explains you have to complete his challenges before you can escape. He then directs you to enter the first chamber. To do so, the player has to collect the walking stick leaning on the half-wall to their left, and bring it to the statue in the center of the hall. Interacting with the statue gives it the stick and causes it to rotate to face the living room door, which is now open. 

(There are two notes in the main hall, both on the second floor. The one on the left (from the entrance) can easily be seen once you have come up the stairs, placed on a low table by two chairs. The one on the right is by the blocked staircase, tucked into a walled corner on the floor.) 

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When the player enters the living room the door closes behind them. At the other end of the room is a door that enters the fuse room. Inside are three panels that the player needs to find three dials for. The first dial is found in the table with the open safe. The player has to open the left drawer and take out the dial. The second dial is behind a short chess game. The player interacts with the chessboard, which switches their camera to a closer view. They just have to press the interact button for a piece to move, followed by an opposing piece moving. After a short while the dial is revealed, and the player can collect it and the leave the puzzle. 

Collecting the third dial is more complicated. The player first has to retrieve a key from the grandfather clock, and use it to unlock the piano. A note on the wall beside the piano shows a code (80461) that has to be played on the piano, which is played with the keyboard numbers. This makes the bookshelf to the right of the piano to move, revealing a hidden door. When the player enters the room the door closes behind them and the ceiling starts to move downwards. The player has to search the drawers and cabinets in the room for the final dial (it’s location is randomized). When they find the dial the ceiling returns to it’s position and the door can be opened. 

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In the fuse room the player has to place each dial onto the panels, and then use the arrow keys to set them to the correct position, with a green light showing when the position is right. When all three dials are placed and correctly positioned, the generator begins working and the door to the main hall opens. The safe under the desk in the fuse room opens, revealing a hand from the statue, which when returned opens up the library. 

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There are three notes in the living room. One is on desk to the right of the door. One is a small table in the carpeted area. Another is on the fireplace. There is also one in the fuse room, under one of the metal benches. There is also two small easter eggs; a globe in the carpeted area that can be spun when interacted with, and a crooked painting on the wall that can be straightened)

 

When the player enters the library the monocle they need to collect is right in front of them, but inside a glass case they can’t open. On the floor there are also two books; the player needs to pick them up and place them on shelves with open gaps. Doing so spawns in a series of platforms that allows the player to ascend to the next level. The rest of the level is mainly jumping puzzles, climbing to higher levels. On the second floor moving platforms are introduced, including ones that move in and out of the bookshelves. On the third level, halfway through the jumping puzzle there is a checkpoint. Ladders spawn in to allow the player to avoid having to repeat the previous area.  The fourth level is the final level. The player has to go to the winch and cut the rope, allowing the chandelier to fall. It breaks into pieces, also breaking the glass case, allowing the player to pick up the monocle from where it lands in the hallway. Returning it to the statue opens up the maze room. 

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(The notes in the library are scattered through the levels. The one on the ground floor is to the left of the entrance, on the wall. The first floor has on in the side room, on a table next to a chess set. The second floor has a note in another side room, the one closest to the platforms up, this time on a desk. The third floor has a note in the side room at the check point area, on the floor.) 

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The maze room starts the player in front a stand with a gun. The player needs to pick it up and progress forwards, also picking up the green ammo from the floor. A zombie enemy will attack the player from the left and need to be killed. Instead of going to the left or right the player should continue forward. The player comes to a room with four totems in the corner and a level in the center. Each totem has four faces on the upper half, and a numeral on the lower half. They have to interact with the totems until the face above the numeral matches their environment. Totem one has a spider by it. Totem two has wine glasses. Totem three has skulls. And totem four has bottles. Once all four totems are set, pulling the lever opens the gates. The gate on the left (from where the player first entered the room) leads to a corridor, with a quick right branch. This is the way to go. The tunnel going the opposite way curls into itself and has a zombie, as well as a health pack. The tunnel straight ahead gets you past one gate blocking your path, but not the other. 

Beyond the gate is a crate that has to be pushed by the player onto a pressure plate, which opens another gate. On the other side are three zombies, and the statue’s hat, which when the player picks up ends the level and puts them into the main hall area. 

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(There are three notes in this area. After you have killed the first zombie, go down the left or right path; it doesn't matter which, they lead into each other. The note is on the floor. The second note is behind the gate on the right in the puzzle room, next to the second zombie. The third is in the corner of the final room, on the floor) 

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In the main hall, after the player puts the hat on the statue, the doors to the theater room opens. On the stage are three portals that each lead to a puzzle room. All three have to be completed, but they can be done in any order. Also on the stage is a jar with three chains connected to it. 

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The left portal leads to a room with three objects. The player must traverse a short maze to learn what order the objects should be, then return and interact with them in that order. 

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The middle room reverses the player’s controls when they enter; left becomes right, forwards becomes back, etc. They have to search a short maze for the entrance. When find it, they are teleported out of the room and their controls return to normal. 

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The right portal leads to a room where there is a book directly in front of the player, and three on the far wall. After a few seconds the player’s view turns to black and white, and the books on the wall shuffle. The player must choose the book that matches the one in the center of the room. Doing so teleports them out of the room. 

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Every time a room is completed on of the chains on the jar is removed. After the third time, the jar disappears, and the game is over. 

(Two of the rooms have notes; the objects-order room, and the colorblind room. Both are on the floor) 

MAD MANSION WALKTHROUGH GUIDE

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Written By James Croften - TeamTopHat Member - 12th May, 2022

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