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Machintosh Braindead 13 Cheats, Codes, Hints, Tips and Walkthroughs
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Apple Macintosh Strategy Guides Canada:  Machintosh Braindead 13 Official Games Strategy Guides Books
UK:           Machintosh Braindead 13 Official Games Strategy Guides Books
USA:         Machintosh Braindead 13 Official Games Strategy Guides Books
Note: Unlike other Readysoft games, there is no pre-set path that must be followed to complete the game. Although the solutions for all rooms are provided, you may follow the moves marked with an asterisk (*) and the headings that contain the text (Step X) to complete the game with a linear solution. Finally, the following locations do not have to be completed in order to finish the game: 
Staircase 2, Main Gate, Cocoon Chamber, Basement, Kitchen, and Trophy Room. 

Entry Room and Intersection 1 (Step 1)  -  Lance falls down the chimney into the fireplace followed by Fritz. Lance pulls a vase off Fritz's head, and pokes him in the eyes. Lance runs to the left into Intersection 1. Press Left* to go to Staircase 1, Right to go to 
Staircase 2, Up to go to the Main Gate or Down to return to the Entry Room. 

Staircase 1 (Step 2)  -  Lance walks on the brown stairs and pauses at a landing. Press Up* to go to the Intersection 2, or Down to go to Intersection 1. 

Staircase 2  -  Lance walks on the green stairs and pauses at a landing. Press Up to go to Intersection 1, or Down to go to 
Intersection 9. 

Main Gate  -  Lance runs up to the closed gate. Press Down to run back to Intersection 1 before Fritz jumps on top of him. 

Entry Room - From Intersection 1  -  Lance enters the room with the fireplace again. Quickly press Left to return to Intersection 1. 

Intersection 2 (Step 3)  -  Lance enters a hallway with paintings hanging on green and purple walls. Press Left* to go to the Music Room, Right to go to the Bedroom, or Down to go to Staircase 1. 

Music Room - From Intersection 2 (Step 4)  -  A crazed marionette bounces around the room. Press Left* as Lance enters the room to sidestep the marionette. Press Right* to sidestep the marionette again. Press Fire* to jump back. Press Up* to use one of the marionette's strings to reach the balcony. Press Left* to run out of the room before Fritz arrives and go to Intersection 3. 

Intersection 3 (Step 5)  -  Lance enters a hallway with a statue of a man holding a giant baseball on the left, an archway to the right, and a staircase to the rear. Press Left* to cross a bridge to Intersection 4, Up to go to Moose's Tower, or Right to go to the Music Room. 

Intersection 4 (Step 6)  -  Lance enters a hallway with a ladder on the left wall, an elevator winch to the rear, and a skull to the right. Press Left* to go to the Blue Witch, or Right to go to Intersection 3. If Vivi, Moose, both Witches, and the Maze have been completed, an elevator will appear in the rear of this room. 

Blue Witch (Step 7)  -  Lance climbs up the ladder and comes face to face with a black cat. Press Up* to avoid the cat's claws. The cat scrambles away, as the blue witch turns away from her cookbook at the Lance's interruption. The witch grabs her broomstick and flies towards Lance. Press Right* to run into the next room. 

Lance runs toward a shelf of skulls. Press Fire* to duck underneath the shelf. Press Right* to avoid the blue witch and run into the next room. Press Right* to run into a room with the blue witch's cat and a cauldron. Press Right* to avoid the cat's claws and run out into an intersection. 

Ending 1 -  Press Down* to run into the blue witch's kitchen. Lance will take an eyeball that is hanging over the cauldron. Press Right* to run back into the intersection. Press Up* to run to the castle wall. Press Fire* to duck underneath the blue witch as she  flies by. Press Up* to duck underneath the blue witch again and run down the stairs to the edge of the wall. Press Right* to jump on the gargoyle. Press Right* to jump on the broomstick as the blue witch passes by. Press Fire* to jump off the broomstick as it approaches the castle. The blue witch will crash into the castle wall, and Lance will be thrown into Intersection 5. 

Ending 2  -  Press Up to run to the castle wall. Press Fire to duck underneath the blue witch as she flies by. Press Up to duck underneath the blue witch again and run down the stairs to the edge of the wall. Press Right to jump on the gargoyle. Press Right to jump on the broomstick as the blue witch passes by. Press Fire to jump off the broomstick as it approaches the castle. The blue witch will crash into the castle wall, and Lance will be thrown into Intersection 5. 

Intersection 5 (Step 8)  -  Lance enters an area with curved walls with a long zigzag path to the rear and a light to the right. Press Left to enter the Cocoon Chamber, Right* to go to Intersection 6, Up to go to Intersection 4, or Down to enter the Cocoon Chamber. 

Cocoon Chamber - From Moving Left At Intersection 5  -  Lance will enter the room from the opening on the left side and pick up a fallen cocoon. Press Left, Right, Left to swing the cocoon at the liquid that drips down at Lance. Lance will leave the room through the opening on the right side and return to Intersection 5. 

Cocoon Chamber - From Moving Down At Intersection 5  -  Lance will enter the room from the opening on the right side. Press Left, Right, Left, Left to avoid the liquid that drips down from the ceiling. Press Up to leave the room through the opening on the left side and return to Intersection 5. 

Intersection 6 (Step 9)  -  Lance stops in front of a door marked "Vivi's". Press Left to enter the Basement, Right to go to Intersection 5, or Up* to enter Vivi's Salon. 

Basement - From Intersection 6  -  Lance enters the room from the door at the top of the stairs. Press Left to run on top of the barrel. Press B to jump on the spider. Press B to duck under the spider's web. Press Up to leave the room through the door on the  left and enter Intersection 9. 

Vivi's Salon (Step 10)  -  Lance trips into the salon and is greeted by Vivi. Vivi throws Lance into a chair as Fritz enters the salon. Vivi throws Fritz into a coffin. A spider drops down next to Lance. Press Fire* to blow it away. Vivi pushes Lance in front of a mirror and offers Lance a shave or a manicure. Press Left* to select the shave. 

Press Fire* when Vivi pulls out her sickle to duck underneath. Vivi steps away as one of the arms next to the mirror pulls out a knife. Press Right*, Right* to avoid the blade. Vivi returns and offers Lance a facial or a manicure. Press Right* to select the manicure. 

Vivi pushes Lance in front of another mirror and pulls out a cleaver. She holds Lance's arm over a stump. Press the following moves in succession when Vivi's fingers move: Up*, Left*, Up*, Right*, Left*, Up*, Left* to stop her from chopping Lance's hand off. Vivi will offer Lance a shave or a facial. Press Right* to select the facial. Vivi throws Lance into her beautifier as Fritz breaks out of the coffin. 

Ending 1  -  Press Fire* after Vivi presses her remote control to avoid the spinning brushes. Fritz runs toward Lance, trips on a skull, and bounces Vivi into the beautifier. Press Fire* to jump on the remote control that is sitting on top of Fritz. The beautifier will catch Vivi and overload. Press Left* when Fritz jumps to his feet to escape up the stairs and return to Intersection 5. (For the linear solution, at Intersection 5, pressing Up* will now take Lance to Intersection 7). 

Ending 2  -  Press Left after Vivi presses her remote control to jump out of the chair and run up the stairs to Intersection 1. 

Intersection 7 (Step 11)  -  Lance enters a hallway with a skull on the left, an elevator winch to the rear, and a ladder on the left 
wall. Press Left to go to Intersection 5, or Right* to go to the Red Witch. If Vivi, Moose, both Witches, and the Maze have been completed, an elevator will appear in the rear of this room. 

Red Witch (Step 12)  -  Lance climbs up the ladder and comes face to face with a black cat. Press Up* to avoid the cat's claws. The cat scrambles away, as the blue witch turns away from her cookbook at the Lance's interruption. The witch grabs her broomstick and flies towards Lance. Press Left* to run into the next room. 

Lance runs toward a shelf of skulls. Press Fire* to duck underneath the shelf. Press Left* to avoid the blue witch and run into the next room. Press Left* to run into a room with the blue witch's cat and a cauldron. Press Left* to avoid the cat's claws and run out into an intersection. 

Ending 1  -  Press Down* to run into the blue witch's kitchen. Lance will take an eyeball that is hanging over the cauldron. Press Left* to run back into the intersection. Press Up* to run to the castle wall. Press Fire* to duck underneath the blue witch as she  flies by. Press Up* to duck underneath the blue witch again and run down the stairs to the edge of the wall. Press Left* to jump on the gargoyle. Press Left* to jump on the broomstick as the blue witch passes by. Press Fire* to jump off the broomstick as it approaches the castle. The blue witch will crash into the castle wall, and Lance will be thrown into Intersection 3. 

Ending 2  -  Press Up to run to the castle wall. Press Fire to duck underneath the blue witch as she flies by. Press Up to duck underneath the blue witch again and run down the stairs to the edge of the wall. Press Left to jump on the gargoyle. Press Left to jump on the broomstick as the blue witch passes by. Press Fire to jump off the broomstick as it approaches the castle. The blue witch will crash into the castle wall, and Lance will be thrown into Intersection 3. 

Music Room - From Intersection 3 (Step 13)  -  Fritz chases Lance on the balcony above the room. Press Right* to jump on the organ. Press Left* to jump down to the floor as Fritz leaps at Lance. Lance will run out into Intersection 2. (For the linear solution, at Intersection 2, press Right* to enter the Bedroom). 

Bedroom - From Intersection 2 (Step 14)  -  Lance enters the room from the door on the left side. Press Down* to avoid the ghost that comes out of the broken mirror. Lance will take a pillow off the floor. Press Fire* to swat a ghost with the pillow. Press Fire*  to hit another ghost. Press Fire* to throw the pillow at the last ghost. Press Right* to leave the room and enter the Library. 

Library - From Bedroom (Step 15)  -  Lance enters the room and climbs down the ladder. Press Down* to duck below the book that the librarian throws at Lance. Press Up* to avoid another book and approach the door. Press Right* to leave the room and go to Intersection 8 

Intersection 8 (Step 16)  -  Lance enters a hallway with a statue holding a trident on the left and an open set of doors in the rear. Press Left to enter the Library, Right to enter the Trophy Room, or Up* to enter the Maze. 

Maze (Step 17)  -  Lance steps out on a balcony and looks at a maze of hedges with a large statue in the center. Press Right to  jump off the balcony before Fritz arrives. To get through the maze and reach the Statue, press Right*, Up*, Left*, Left*, Left*, Left*, Down*, Down*, Right*, Up*, Up*. 

Statue (Step 18)  -  Lance enters a gate in the center of the maze and looks at a large statue. The tiles beneath Lance's feet begin  to tip. Press Left*, Left*, Left* to avoid falling underneath the tiles. 

Lance jumps on the fountain surrounding the statue. Press Fire* to keep from falling into the fountain. Lance grabs one of the decorations surrounding the fountain. Press Right* to avoid the toxic liquid that shoots out of the decoration. Press Fire* to avoid another batch of liquid. 

Lance runs to the other side of the decoration. Press Fire* to jump on and swing around the post. Lance will knock the decoration off its base. Press Fire* to grab the ledge around the base of the statue. Press Right* to avoid the liquid that the statue spits at Lance. 

Ending 1  -  Press Right* to climb up the base of the statue. Press Right* to avoid the trident. Press Left* to avoid the trident again. Press Right* to avoid the trident one final time. Press Fire* to jump on the trident. The statue will lift Lance up into the air with its  trident. Press Fire* to drop onto the statue's head. Press Fire* to pull the wire from the statue's forehead. Press Right* to jump back on the trident. Press Fire*, Fire* and Lance will be thrown from the trident and land back on the balcony at Intersection 8. (For the linear solution, press Left* at Intersection 8 to enter the Library.) 

Ending 2  -  Press Up to jump in the hole at the base of the statue. Lance will emerge from the fountain at Intersection 1. 

Library - From Intersection 8 (Step 19)  -  Lance enters the room from the door to the right. Press Down* to run down the stairs and avoid the bookworm. Press Left* to run to the center of the room. Press Fire* to duck underneath the bookworm. Press Fire* to avoid another bookworm. Press Up* to climb up the ladder. Press Up* to leave the Library and enter the Bedroom. 

Bedroom - From Library (Step 20)  -  Lance enters the bedroom from the door to the right. Press Down* to avoid the ghost that is hiding in the bed. Press Left* to avoid it again. Press Up* to run out the door on the left and enter Intersection 2. (For the linear solution, press Left* at Intersection 2 to enter the Music Room. Press Left*, Right*, Fire*, Up*, Left* from the Music Room to enter Intersection 3. Press Up* to go to Moose's Tower.) 

Moose's Tower (Step 21)  -  Lance is chased up the tower steps by Fritz. Press Right* at the end of the stairs to swing around to the doorway. 

Press Fire* when Lance shuts the door to avoid Moose's football. Press Up* to avoid another pass. Press Right* to avoid Moose's tackle. Press Right* to run to the next part of the room. 

Lance will run towards a basketball hoop. Press Left* to keep from being crushed when Moose swings his bat. Press Right* to avoid another swing. Press Up* to climb up the pole. Press Fire* when Moose pulls the hoop towards the floor to jump on his back. Press Right* to ride on top of Moose to the next part of the room. (Note: in some games, the remainder of the scene may be flipped, with Left and Right moves switched.) 

Lance covers Moose's eyes as he wanders down a hallway filled with electrically charged poles as Fritz enters the room. To avoid being electrocuted, press Down*, Up*, Up*, Down*, Down*, Left*, Right*, Up*. Lance will grab an overhead bar as Moose knocks himself out. Fritz pulls a rope, raising Lance and Moose on an elevated platform to the highest part of the tower. Lightning strikes the top of the tower as Lance and Moose reach the top. Press Left* to jump off the platform as Moose sits up. 

Ending 1  -  Press Right* to run to the other side of the tower. Press Up* to climb the ladder. Lance looks at the controls of the tower's lightning rod. He pushes the lever all the way to the right, breaking it off. Moose climbs up the ladder and reaches the lightning rod. Press Left* to throw the control lever and jump to the edge of the tower's roof. Two bolts of lightning will strike Moose and send the pieces falling below, onto Fritz. Lance slides onto a gargoyle from the tower roof. Fritz appears at a window above Lance. Press Right* to jump directly below Fritz. Press Right* before Fritz can swing off the window. Lance will run back into Intersection 3. (For the linear solution, press Left* at Intersection 3 to cross the bridge to Intersection 4. At Intersection 4,  press Up* to enter the elevator to go to Fritz's Stairway.) 

Ending 2  -  Press Left to jump off the top of the tower Lance will slide onto a gargoyle before dropping down into Intersection 1. 

Intersection 9  -  Lance enters a hallway with jars on a shelf to the left and sacks and barrels to the right. Press Left to enter the Kitchen, Right to enter the Basement, or Down to go to Staircase 2. 

Kitchen - From Intersection 9  -  Lance enters and interrupts the alligator that is cooking. Press Left when the cook pulls out the butcher knife to jump over the table. Press Fire when Lance reaches the floor to duck under the knife. Press Right after the cook swings the knife again to run next to the stove. Press Fire, Up to jump over the knife and run out of the kitchen and into the Trophy Room. 

Basement - From Intersection 9  -  Lance enters the room from the door on the left. A giant centipede appears from the drain. Press Fire to jump over the centipede and run up the stairs. Press Fire to open the door and enter Intersection 6. 

Trophy Room - From Kitchen  -  Lance runs down a short hall and enters the room. Press Fire to avoid the killer rug. Lance will enter Intersection 8 

Trophy Room - From Intersection 8  -  Lance enters the room from the door on the left side. Press Down to avoid the bat. Press Left to avoid the serpent, then press Right to slip away from the ape. Lance will exit through the door on the right and enter the Kitchen. 

Kitchen - From Trophy Room  -  Lance runs down a short hall and climbs back into the kitchen. Press Right to avoid the flame from the stove. Lance exits the room and goes to Intersection 9. 

Fritz's Stairway (Step 22)  -  Lance walks up to a long series of stairways, with Fritz at the top. Lance flips up the carpet, sending it up to knock Fritz down the stairs. As Fritz rolls by Lance, a sword falls at his feet. 

Ending 1  -  Press Fire* to take the sword. Press Left to run away before Fritz arrives. Fritz switches on a chain saw and follows Lance. Press Fire* to jump over Fritz, Fire* to swing at Fritz, Fire* to jump over Fritz again, and Left* to run up the stairs. Lance stops at a landing and picks up a club before continuing up the next staircase. Fritz pulls out a pickaxe and follows Lance. Press Fire* to swing at Fritz, Right* to avoid his counter-attack, Left* to jump on Fritz, and Right* to continue running up the stairs.  Lance stops at a landing and picks up a mallet before continuing up the next staircase. Fritz pulls out a machete and follows Lance. Press Left* to avoid Fritz's swing and Fire* to break the mallet over his head. Lance runs up to the next landing and picks up a hockey stick before continuing up the next staircase. Fritz pulls out an axe and follows Lance. Press Right* to avoid Fritz's attack, Fire* to swing at Fritz, Left* to jump over Fritz, Fire* to club him over the head, and Right* to continue running up the stairs.  Lance runs up to the next landing and picks up an axe before continue up the next staircase. Fritz pulls out a hammer and follows Lance. Press Fire* to take a swing at Fritz, Left* to avoid his counter-attack, Right* to jump on top of Fritz, and Left* to continue running up the stairs. Lance runs up to the next landing and picks up a hammer before continuing up the next staircase. Fritz pulls out a razor and follows Lance. Press Right* to avoid Fritz's attack and Fire* to break the hammer over his head. Lance will run up the last section of stairs and enter the door to Dr. Neurosis. 

Ending 2  -  Press Left to run up the stairs before Fritz arrives. Lance stops at a landing and picks up a club before continuing up the next staircase. Fritz pulls out a pickaxe and follows Lance. Press Fire to swing at Fritz, Right to avoid his counter-attack, Left to jump on Fritz, and Right to continue running up the stairs. Lance stops at a landing and picks up a mallet before continuing up the next staircase. Fritz pulls out a machete and follows Lance. Press Left to avoid Fritz's swing and Fire to break the mallet over his head. Lance runs up to the next landing and picks up a hockey stick before continuing up the next staircase. Fritz pulls out an axe and follows Lance. Press Right to avoid Fritz's attack, Fire to swing at Fritz, Left to jump over Fritz, Fire to club him over the head, and Right to continue running up the stairs. Lance runs up to the next landing and picks up an axe before continue up the next staircase. Fritz pulls out a hammer and follows Lance. Press Fire to take a swing at Fritz, Left to avoid his counter-attack, Right to jump on top of Fritz, and Left to continue running up the stairs. Lance runs up to the next landing and picks up a hammer before continuing up the next staircase. Fritz pulls out a razor and follows Lance. Press Right to avoid Fritz's attack and Fire to break the hammer over his head. Lance will run up the last section of stairs and enter the door to Dr. Neurosis. 

Dr. Neurosis (Step 23)  -  Lance enters a long hallway and walks towards Dr. Neurosis. Suddenly, Fritz appears behind Lance and pulls out all of his remaining weapons. Press Left* to step to the other side of the hallway. 

Ending 1  -  Press Left*, Left*, Left*, Down*, Up*, Left* to stay in front of Fritz's bullets. Lance will end up back where he began running. Press Left* to step to the other side of the hallway. Press Right* to jump in front of Dr. Neurosis and taunt Fritz. Press Right*, Down*, Left* to avoid Fritz's bullets. Dr. Neurosis will yell at Fritz. Press Right*, Down*, Fire*, Right*, Up* to avoid Fritz's bullets. Dr. Neurosis will yell at Fritz again. Press Down*, Fire*, Down*. Dr. Neurosis will yell at Fritz again. Press Fire* to avoid Fritz's bullets. The eyeballs from the witches will fall to the floor. Press Fire* to pick them up and Fire* to throw them at Fritz. Fritz will fly into Dr. Neurosis' chamber. Lance will flush Fritz and Dr. Neurosis away and start a chain reaction that will destroy the castle. Press Up* to escape and complete the game. 

Ending 2  -  Press Right to jump in front of Dr. Neurosis and taunt Fritz. Press Right, Down, Left to avoid Fritz's bullets. Dr. Neurosis will yell at Fritz. Press Right, Down, Fire, Right, Up to avoid Fritz's bullets. Dr. Neurosis will yell at Fritz again. Press Down, Fire, Down. Dr. Neurosis will yell at Fritz again. Press Fire to avoid Fritz's bullets. The eyeballs from the witches will fall to the floor. Press Fire to pick them up and Fire to throw them at Fritz. Fritz will fly into Dr. Neurosis' chamber. Lance will flush Fritz and Dr. Neurosis away and start a chain reaction that will destroy the castle. Press Up to escape and complete the game. 
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