Museum Madness Walkthrough
by The Lost Gamer (ilovecartoonssomuch@yahoo.com)
Copyright 2002
Table of Contents:
001. General information
002. Story
003. Equipment
004. Walkthrough
004a. Knights, Heraldry, and Jousting
004b. Salem Witch Trials
004c. Wright Brothers
004d. Revolutionary War
004e. Ellis Island
004f. Transcontinental Railroad
004g. Louisianna Purchase
004h. Hall of Dinosaurs
004i. Ocean Life
004j. Industrial Revolution
004k. Simple Machines
004l. Galileo's Telescope
004m. Development of Writing
004n. Prehistoric People
004o. How Big is the Universe?
004p. Robots
004q. Computer Technology
004r. Discovery of Radio
004s. Energy Technology
004t. Animal Habitats
004u. The Earth's Geology
004v. Air Powered Flight
004w. Hall of Ecology
004x. Solar System
004y. Rockets and Computers
004z. Beat the Virus
005. Credits
001-General Information
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This is a walkthrough for the Windows/Macintosh game called
Museum Madness. Museum Madness is definitely a cool game,
and I recommend playing it. You will enjoy playing this game,
but if you are more "adult" orientated, then you should
try out Chaos, another game I have a guide for. I'm the
lost gamer. Contact me at ilovecartoonssomuch@yahoo.com
if you have anything important to tell me, but make the
subject Museum Madness or n at all (I won't answer unless
you follow this format; I receive a lot of spam). If you
want to use part of this guide for somwthing, e-mail me
first because if you don't, I can sue your pants off. And
since I really like this game, I'll probably do it. Just
ask nicely, and I'll let you. Have fun playing this game!
Please note that this is the final version of my guide,
and so it will not be updated unless someone informs me of
something relevant.
You're a dude. You live in a highly populated city that has
a famous museum (cough...cough...New York...cough). Anyway
this museum is undergoing repairs right now, and is setting
up it's new supercool system. You see, the museum has extremely
life-like androids in the exhibits, and they're going through
the process of programming the androids so they can do...uh...
something.
You also have a friend at the museum. His name is MICK.
He's a robot, and lets you do cool stuff, but since the
museum is down, you haven't seen him for awhile.
You're surfing the net, when your computer is interrupted.
MICK appears onscreen. He tells you something about a virus,
the museum shutting down, and you need to get there quickly.
He transfers some information to your floppy disk. The next
day, you arrive at the museum to see what's up.
You arrive at the museum, but since it's closed for repairs
the door is shut. You can use your great powers of logic to
enter the side door, go through a maze, and enter the museum.
Or, just press the Escape button. You automatically enter
the museum when that happens.
In the main room of the museum, there are several things.
is a map of the museum, another is a picture of George
Washington, antoher is some stairs, another is the audio-
recorded tour tapes (now with batteries!), and the last
is your buddy MICK.
Talk to MICK. The virus got him, and all he can say is
I/O error. That can't be right. Insert the floppy disk and
he regains the lost memory. But wait! He doesn't have
enough energy. He says he needs new bat...
What does he mean, new bat? You don't have any bats. What
you should do is take out your pocketknife, and cut open
of the recorded tour tapes. Grab the batteries and insert
them into MICK. He comes back to life and asks you to re-
insert the floppy disk last time.
After you insert the floppy, MICK explains. A virus has
attacked the museum. The androids in the exhibits have g
all out of whack, and as you saw, MICK lost his power. You
need to fix all of the museum exhibits. To go to an exhibit,
you should first check out the map, and choose an exhibit
from there.
But wait! The map is scrambled also. Click on a square,
and then another square to switch the two. Do this again and
again until the map is back to normal.
Now it's time to check out an exhibit. You can choose them
in any order you want, but I suggest the following order.
004a-Knights, Heraldry, and Jousting
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Hey, you're in the middle ages! In the middle ages, people
called knights dressed in armor and had jousting compeitions.
The android representing the king has declared a tournament
and will have his knight take on any other challengers.
The main point of this room is to win the joust.
Go right. Since the two knights are equal in speed, strength,
agility and all that stuff, there is only one way your knight
can be superior. Click on the board. Now pick and choose
parts of the shield, which are the left side, right side,
animal on the shield, and animal position.
When you find a shield you think is cool, click on the
trumpeter. He blows his trumpet. Your knight comes in, grabs
the shield and says he is ready to defeat the king's
champion.
Go left. Click on the guy with the flag. When you do, he
lowers the flag and the joust begins. If you're lucky, your
guy wins.
If your guy loses, the king is happy and keeps the challenge
open. Go right then, and talk to the wizard. The wizard
comments on your shield. By left field hue he means the left
hand side of the shield, the right field hue is the right
side, charge type is the animal, and charge position is which
position he is in (of three). Use the magician's information
to change your shield and make it better.
When you like the new shield, start another joust. If your
knight loses again, go back to the wizard and use his info.
to make another shield. Do this again and again until you
beat the king's champion.
250 years ago in Salem, many women were burned for being
witches. You run into a trial.
A girl named Sarah is accused of being a witch. The three
girls who incriminated her say she made three specters
appear. Talk to everyone there to get the whole story, and
then they decide to examine the places where the three
specters appeared. Go right.
You are on a haunted hill top. The girls say Sarah made
three dangerous animals appear here. Look at the scenery,
and notice that there are shapes in the background that look
like dangerous animals. It was all a mistake, and they just
saw the shadows. But how do you prove it?
Grab your flashlight (the villagers wonder what it is), and
shine light on each of the three animals. The girls scream,
but the chief elders are convinced Sarah is not responsible
for the first specter.
Go right for the second specter. You are in Sarah's house.
She was talking about colors when a rainbow appeared. That's
strange. Take out your pocketknife and attack the boarded
window. A small board comes out, and a sliver of light
enters. It bounces off a window and onto the ceiling.
Take the vase on the table. Place it on the dresser. The
light goes through the crystal vase, and makes a rainbow
on the ceiling. The elders are convinced that Sarah is not
responsible for this specter.
Go right for the third and final specter. A witch appeared
here, while Sarah adjusted the lamp. Click on the lamp to
adjust it, and notice the shadows on the wall change a bit.
Keep on adjusting it, and the shadows form the shape of a
witch. Everyone screams, but you explain the witch is just
made of the shadows, and it is like the one your sister
wears on Halloween.
The elders are convinced, and say Sarah is innocent. But
what is this Halloween of which you speak? You hastily
change the subject and go back the musuem main hall.
The Wright Brothers invented the airplane. That's swell and
good, but due to the virus, the androids that are the Wright
Brothers have decided to go back to selling bikes because
they have some problems.
To finish this room, solve their problems.
You start in a room. Wilbur and Orville are packing their
stuff to leave. Talk to both of them. Grab the tool chest
one of them leaves. This means you now get a crank, pliers
and a wrench.
The other Wright brother leaves a map of their plans. Grab
the map. It's in pieces! Put all the pieces together correctly
and they decide that you could help them with their three
problems. Go right.
The problem is with the wing. It just can't go above the
red line. Use your wrench to open the windows. Now fiddle
around with the arrows, and the wing starts flying in no
time. The Wright brothers are happy. You say they're on
the right track to start their airplane. One of the brothers
says airplane is a good name, but the other prefers Motorkite.
In the room to the right, there is enginge trouble. First,
grab the gas. Now examine the enging parts. Piece them
together to form an engine. Now examine the propeller. Use
the middle blades, and put them on the propeller. Now place
the propeller on the engine.
Put some gas in the engine. Use your crank to get the engine
going. The propeller works now! Only one more problem
to solve.
Go right for the last problem. This one is easy. They simply
need the rope (wire) to be put on the wing. Use your pliers
to cut the rope into four pieces. Now place the four pieces
on the wing in two big X's. You fixed the wing, and solved
all the puzzles. The Wrights thank you and start working on
the airplane. That means you solved this room.
004d-Revolutionary War
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In the late 1700's, the British colonies in the New World
rebelled against the crown. George Washington was the leader
of one of these armies.
However, due to the virus George lost his memory. He is now
supporting the British. We can't have that now, can we?
You have to change George's mind!
You start in front of a fort. Brits guard the entrance.
They refuse to let you inside. Not much to do but go right.
Here are some workers. One is a former locksmith, and he is
forced to make swords, but he makes them weak. The other
is a gun dealing with guns. He challenges you to a test of
skill. Accept it.
To win the test, fire your gun before the redcoat does. This
means you have to load it in the right order. Fill in the
powder, the paper, the bullet and the long pole in that order
to fire first. You win a jar of gunpowder.
Talk to the guy on the horse. He says George is held captive
in Fort Ticonderoga, the fort you saw before. He's been down
the rouad hundreds of times, but hasn't seen anyone who
dresses like you. You quickly explain that you're from France.
The messenger leaves, but accidentally drops his letter.
Pick it up and go right.
You're in a hotel entrance. Three patriots are to the left
and three Brits are to the right. All of them discuss the
Boston Massacre, and none trusts you. Give the letter to
the hotel owner (the man wearing neither red nor blue), and
he thanks you. For a reward, you can take some food, a
water jug and a sandwich. The sandwich is wrapped in a
newspaper, which has an article about the stamp act. Grab
the water and go right.
You're in a classroom. A young scholar is busy writing sutff
with his quill and ink. Talk to him, and he is so startled
by the interruption that he drop the ink bottle and smashes
it. Loan him your pen, and as thanks he gives you an article
on the food taxes, mostly about the Sugar Tax. Grab the candle
in the corner, and stick it in the lock of the chest. Go
left back to the two guys who are making weapons.
The man by the fire is thirsty. Give him your water jug.
He wishes he could repay you. He can because he was a lock-
smith, remember? Hand him you candle (shaped like the lock
on the box). He says he'll have to make the key in secret,
but will have it down. Go left to the fort.
Drop off your gunpowder on the ground. It goes off with a
boom. The British guards, hearing the boom, run away like
a pair of sissies. Grab the key one dropped, and enter the
fort.
Inside is George Washington. You try to tell him to right for
the rebels, but he refuses to trust you. Show him your
dollar bill. He is impressed that you have a picture of him
and decides that he can trust you. To show his trust, you
can have one of his buttons. Take your packetknife and cut
a button off his uniform. Leave the fort and go right.
Grab the key from the worker at the weapons site. At the
room right of that, give George's button to the patriots.
They give you a newspaper article about opression. Grab it
and go right.
Using your key, open the chest. Grab the copy of "Common
Sense", another thing about why the rebels are cool. Go back
to George and give him all four of the papers you have on the
war.
George now believes there definitely is opression, but still
won't fight. He want the Declaration of Independence. Where
can you get that?
Go back to the hotel entrance. The Brits crumple up a paper,
saying, "Take that, stupid rebel declaration!", tear it into
pieces, stomp it in the ground, and run off. Grab the pieces
of the declaration and put them back together (notice that
the pieces are shaped exactly like the pieces of the Wrights
blueprints). You now have the Declaration of Independence.
Go back to George and give him the Declaration of Independence.
He decides to go back and fight for the rebel cause. You
just beat the room!
004e-Ellis Island
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In case you don't know, Ellis Island is an island. It is the
island where immigrants were forced to go onto when they were
trying to get into America. On Ellis island, you had to pass
some tests to get into America.
The main point of this room is for you to get to America.
You start off in some country. Talk to the rich man on the
left. He has the glass eye. He has one spare ticket to
America if you're interested, but you need to barter first.
Give the man your dollar bill, then your pen, your pocket-
kinfe...give him everything you have except the floppy disk.
He gives you a ticket after that.
Well, now you have a ticket, but which boat do you board?
Give the ticket to the man guarding the boat on the right.
Say that you want on, and he'll let you go.
On the ship, the captain says you have to be in the third
class storage room before the eighth bell rings, or else.
Go into the ship, and you run into a maze. Navigate your
way through to find the third class room (it's downstairs,
by the way).
Once you enter the storage room, you can exit right onto
Ellis Island. There's a big line of immigrants here. Go
right to take the first test, an eye test.
To pass the eye test, you must answer two out of three questions
correctly. Pick the picture that is different from the
others (C first and then B) to go to the next test.
Go right once you pass the eye test. The man says, "I see
you passed the eye test. That's a little joke!". You wittily
retort that you hope he isn't a comedian. He gets serious and
starts the test on US history. Get two of three right to pass.
The questions are: When was the Declaration of Independence
signed (July 4th, 1776), and which of these men was not a
president (Benjamin Franklin).
Go right for the test on the Statue of Liberty. Once again,
get two out of three right. The questions are: What date is
on the plaque the statue of liberty holds (July 4, 1776) and
which hand holds the torch (right hand). Get these answers
right and go right for the final test.
The final test is on the English language. Answer the questions
correctly. One answer is immigrants. The other asks for
what persecution means, which is suffering for your beliefs.
Answer them right to get into America. Oh, and the guy who
sold you the ticket was convicted of ripping off immigrants,
so you get all your stuff back.
Yay, you got into America! Gag on the corny moral the guy
says, and then get ready for the next exhibit.
Well, this one sure is simple. The Transcontinental
Railroad was made when trains were the fastest thing around.
There was a railroad track running from California to the
East Coast. Two companies made the trains tracks; one went
from California east and the other went from the east coast
west. The two tracks met at Utah, and to signify the spot
a golden spike was placed there.
You start in a room with Leland Stanford, a dude who was the
head of one of the coal companies. He is made because his
head engineer quit. Accept his job offer. Now click on the
map on the wall.
This map is just like the museum map; click on a square, then
another one to make the two switch places. Fix the map of the
US back together to beat the room. I told you it was simple.
President Jefferson bought the Louisianna Purchase, a huge
chunk of land, from France's emperor Napoleon for 15 million
dollars.
You start in the oval office. Talk to Mr. Jefferson, and
he asks you to check out Louisianna so he can get more info.
on the Spain-controlled area. Also, he wants you to fix up
his map. Put the pieces together, and he gives you a note
saying that you have a lot of authority.
Grab the note and go right into Louisianna. There are two
wealthy men and a sailor here. Talk to all of them. Give
the wealthy men your official note, and they hand you a
paper dealing with Louisianna. Give the sailor your pocket-
knife for a page from the captain's log.
Go left back to the President. Give Jefferson the captain's
log and the note. He now realizes that Spain made a secret
deal with France and gave France all the land. He asks you
to go to France and check out the treaty.
Go teo screens right to end up in France. Napolean is there,
and mistakes you for Robert Livingston, the man who made the
official deal to buy the Louisianna Purchase. Napolean runs
off. Look at Napolean's map and put it back together to
get proof of Napolean's secret deals with Spain.
Go back to Jefferson and give him the treaty. He gives you
a note to give to Livingston. Go back to France, and give
Livingston the note. Livingston has not been in the US for
a while, and asks you to decide on the deal for him.
Napolean offers to sell the land for $ 22,500,000. Deny this
offer; it is too high. Accept his second offer of $ 15,000,000.
He gladly gives you land, hoping you can make something out
of all that forest. Perhaps 15 states. Who knows.
Anyway, you just bought the Louisianna Purchase. Good job!
004h-Hall of Dinosaurs
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Ha, ha, ha! This room is so easy! You see, a computer
program has several dinosaurs in its database, but all the
pieces are mixed up and you must sort and figure out all of
the dinosaurs.
Examine the computer, and press the Help button repeatedly.
It will solve the problem for you, but will stop after a
little bit. When this happens, exit the computer, go back
in, and start pressing help again. Eventually, the computer
will solve all the problems.
Go right and look at all the dinosaurs. That's it!
004i-Ocean Life
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You start out on the beach of an ocean. For some reason,
the ocean is becoming polluted, and you must save the fishies!
Notice a sea star is on the sand. Pick it up and put it in
the tide pool. It goes to a clam, and the clam opens. Inside
is...a key? Use the key to open the chest on the beach.
Grab the net and the diving suit. Put the suit on, and you
go down to the next level of the ocean.
Nothing's here except the pistol shrimp, which emits a loud
bang when stuff happens. Use the next to capture it and
go right down to the next part of the ocean.
A shark swims here. Release the pistol shrimp to scare it
away. Pick up the wrench on the floor and go right down
to the ocean floor.
You can't see much, just a fish that emits light. Capture
it with the net, and place it over the leaking pipe to your
right. Then, use the wrench to fix the pipe. Go left all
the way to the beach shore, and you beat the level!
In case you don't know, the Industrial Revolution is the
official name for the time when people started using machines.
This is a simple room if you are good at the putting blue-
prints together thing.
In the first room, put the pieces of the blueprints together.
Go right and put the pieces of those blueprints together.
Get the two spare parts. Go right and fix the blueprints
there. Get the spare part. Go right and fix the blueprints
there. Get the spare part.
Go left back to the first room. Use your spare parts and put
them together in the blue print to beat this level.
Hey, this room is rather easy. The room is made up of simple
machines. You have nothing to do, but a kangaroo hops
through, destroys all the machines, and gets trapped on a
shelf. You'll have to rebuild the machines to save the
kangaroo.
In case you have trouble telling what that is, it is a ball
connected to a pole. Next to it is another ball on a board
ramp, which is held up by the car jack.
The next room has two boards. The board on the left is held
up by the pyramid. On the right-most edge of the other board
is the weird block, with the ball on top.
The next room is different. There is a candy cane shaped thing,
which is really a water spout. Next to it is an upside-down
screw. On the top of the screw is the long pole that goes
left and right. Under the long pole go the gears (press help
to solve where they go).
The I's are the can, and the hexagons are wheels. The box
is the box.
Go back to room #1. Press the car jack once to lift if up.
Now click on the pole to start it swinging. Watch how the
machines work, and you beat the level.
Oh man, here's another room where you have to do stuff. Lame.
Well, Galileo made a telescope and discovered that the sun,
not the earth is the center of the universe. Due to the
computer error, he is now doing gravity experiments.
Talk to Galileo and you ask him to research astronomy. He
asks for Coprenicus' book on the subject. He lets you take
his thermescope and the orange. Go right and talk to the
librarian. He says the book is under the picture of
the globe. Enter the library, go through the maze-like
shelves until you find the globe. Grab the book and then
exit the library.
Go back to Galileo. Give him the book and swing the pendelum.
He is interested, and says he'll make a telescope if he gets
the right materials. Go right twice.
You run into a man in Texas-getup. He's working on plans for
a telescope, but needs help. Choose option number one, and
he thanks you by giving you his plans for the telescope.
Go right here into a marketplace. Four dudes are here. One
is a man with glasses who needs help seeing in his dark
corner. Another is a bald man who has friends in a university.
Another is a high-class lady. The last is a hungry handkerchief
maker.
Give the hungry man the orange. He gives you a fine silk
handkerchief. Give that to the lady, and she gives you a
candle. Give the candle to the man with glasses, and he
gives you his glasses. Finally, give the thermoscope to the
bald man, and grab the tubing he gives you. Go back left
to Galileo.
Give Galileo all the stuff you got (the plans, tubing and
glasses). Use the pendelum again, and he builds the telescope.
Excited, Galileo runs out to use it. He discovers the earth
isn't the center of the universe. You just hope your sister
will find out that she isn't the center of the universe
either. In any case, you beat this level.
004m-Development of Writing
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You're in ancient Egypt. The scribe here went to a concert
instead of studying, and cannot translate the heiroglyphics.
You must help him!
Talk to the scribe to find out what's going on. Then look
at the stone, and talk to the scribe again. It's the
Rossetta Stone (I think that's what it's called). Egyptian
is on the top, Greek in the middle, and latin on the bottom.
Look at the paper on the tree. It tells you how to make
papyrus. Click on the guy below the tree. Grab his hammer
and stone. Knife the small thing left on the table. Cover
it with your handkerchief, and hit it with the hammer. Stone
it, remove the handkerchief to get papyrus! Yay!
Go right. There are two Greek vases here. Unfortunately,
they are smashed, so piece them together. One depicts a
chariot race, and the other shows a guy writing stuff down.
Go right twice. You're in ancient China. Talk to the Chinese
man. Accept his offer. Now examine the chart on the wall.
Match up the new and old way of drawing things. They look
mostly the same, so it's easy. Once you do that, the Chinese
man gives you a pen and an ink bottle.
Go left twice. Dip your pen into the ink to put ink on the
pen. Now click on the papyrus, and you automatically copy
down the Greek. Go right.
A man leaves the room. It is a Roman school, where they are
learning to write. Talk to the dudes here, and the teacher
returns. He recruits you to be his new student, and asks
one of his current students to show you his tablet with Latin
on it. Looks like today's alphabet.
Take your pen with ink on it and click on the tablet the man
holds up. Copy down the Latin, and now you've got the
Greek and Latin alphabets. They should help with the
Rossetta stone.
Go left to the room with the stone. Examine the Rossetta
stone. You see the three alphabets, and which letters
correspond to which. Insert the Greek and Latin parts of
the alphabet to spell out the message. It says, "Scribe
do not be idle". Looks like the scribe is busted. But at
least you beat this room.
004n-Prehistoric People
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The wolly mammoth in the exhibit has escaped! You must put
him back in his cage.
Throughout the exhibit, the mammoth will run by randomly.
Go right and see three cave men. Talk to the one who is on
a deer skin. Give him you pocketknife, and he gives you the
deerskin. Put it on. Boy, you look silly.
Talk to the man near the fire. Give him your flashlight, and
then enter the cave he mentions. He says the mammoth fears
flame. Go back to the three guys.
Talk to the one guy you haven't talked to yet. He gives you
a stone. Go right to see another tribe.
A woman here has a child. The child has a cold. Give her
the handkerchief, and she lets the child use it. She gives
you a basket of fruit in return.
Talk to the man who is drawing something. Give him your
pen. He'll tell you about the cave his tribe has. Enter
that cave to learn that the mammoth loves fruit. Go back.
Talk to the man with a spear. He gives you some flint.
Now talk to the only guys you haven't yet, the guys with
the machetes. Give them your comb. In return, they let
you have the straw.
The wolly mammoth comes and stands right in this room,
refusing to leave. Since you have the deer skin, you can
walk by him without being killed. Put the straw on the
floor to the right of him. Drop the flint next to it.
Finally, drop the stone. A fire starts, and the mammoth
runs away.
The mammoth winds up running back to his pen, but isn't
inside; he's eating the bushes outside. Put the fruit in
his pen. He goes in after it, and the cavemen push a rock
to trap it inside. You just beat the level!
004o-How Big is the Universe?
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This exhibit is rather simple, yet hard.
You start in the only room of the exhibit. It has a big
computer monitor. Look at it, and see picture of the earth
and its moon. Get a good look at it. Click activate, and
it gets scrambled. Put it together like the museum map (the
edges of the picture are on the pieces, which helps). When
you finish that, the same thing happens, but this time you
get the solar system mixed up.
After the solar system, you get a picture of the milky way.
Same thing; it gets mixed up and you have to fix it. After
that is a fourth picture of galaxies beyond. It gets mixed
up and you have to fix it. Once you do that, you're done.
This exhibit simply has four different robots; one in each
room. The first is a moon walker, the second is a car
making part, the third is a laser cutter, and the fourth
is a submarine.
Unfortunately, a rogue robot has been created. Made up of
parts from these four machines, it destroyed the machines
and has taken control of the exhibit. You have to stop it!
In the first room, examine the moon walker. Piece the
ruined parts back together. The moon walker is restored
as good as new, but the sole of one of the legs is missing.
Go right. Put the pieces of the car making parts together.
It also ends up as new, but an arm is missing.
Go right. Put all the pieces of the laser cutter together.
It ends up as good as new, but with a piece missing.
Go right. Put the pieces of the submarine together. It
ends up as good as new, but a piece is missing. Who could
have guessed it?
You've now cornered the rogue robot in this room. However,
you can't get close because he's using the laser cutter
parts to fire at you. Grab the fire extinguisher in this
room, and set it off on him. Smoke appears and the rogue
robot is temporarily stunned. Grab his head and put it
on the submarine.
Viola! The submarine is now fixed, and the rogue robot is
under your control. Go left and the rogue robot follows you.
Grab the on/off part of the robot and put it on the laser
cutter (on the top/left part of what you have now).
Go left, and the robot follows you. Grab his leg and put
it on the car machine. Now the robot is just a foot and
some arms. Grab the foot and put it in your backpack.
Go left and put the robot foot on the leg of the moon
walker (the one with a sphere at the end). You now fixed
all the machines!
The computer in this room has shut down! It has three
different situations for you to program. Fix the three
situations to beat the room.
In the first situation, press the blue button. You have
three one digit numbers you want to get, and five spaces
for either a one or a zero. Check the number connected to
the not. If the number below it is one, make the number
above it zero. If the number below it is zero, make the
number above it one. Check out the number below the or.
If the number below it is one, make the two numbers above
it one. If the number below it is zero, make the two
numbers above it zero. Check out the number below the
and. If it is zero, make the two numbers above it zero.
If the number below the and is one, make the two numbers
above it one. Press the blue button.
If you did everything right, you solved this part of this
puzzle. You get a new one. Follow the above instructions
to solve it. Then, you get a third puzzle. Follow the
above instructions to solve it. Close the computer and
open it again.
You get another puzzle. This one you need a two digit
number. You have two places, and you can enter a one or
a zero. Try 00, 01, 10, and 11 (the only possibilities).
One of them solves the puzzle. You get another one. Try
00, 01, 10 and 11 again to solve it. You get a third
puzzle; try 00, 01, 10 and 11 to solve it. Close the
computer and open it again.
This is the last on you have to do. Look at the picture
and get a good idea of what it looks like. Press the blue
button, and the picture becomes mixed up. Solve it like
the museum map, and then you beat this level.
004r-Discovery of Radio
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Before you start this level, you get a radio and batteries
from MICK. There are four rooms in this exhibit, and you
need to help all four inventors.
The first room has Hertz, who invented radio waves. He
wants Maxwell's book. You can't do anything for him now
but look at the thing on the table and put it together.
When you do that, go right.
You're in Marconi's room. Marconi was the man who invented
a way to transmit Morse code through wires. Right now, the
virus knocked out his cyborg. Using your flashlight, click
his head constantly until he awakens. He tells you that he
needs a transmitter.
Go right, and you'll be in Alexander Graham Bell's room.
Bell invented the telephone. He needs a magnet. Fix his
thing, which is a microphone connected to a box. Go right.
You're in the last room, which is Fessenden's room.
Fessenden invented the radio. You see, Hertz invented
the waves, but Fessenden figured out how to transmit
voices and music, not just clicks. Give Fessenden your
radio, and grab the book by Maxwell. Go back to Hertz.
Give Hertz Maxwell's book. Hertz reads it and starts
messing around with his thing. Put your batteries in it,
and he ends up with a transmitter. Grab it and go to
Marconi. Give Marconi the transmitter. Fix the thing on
the right side of this room, and Marconi manages to receive
a Morse code message. Click on the board behind Marconi,
which has a Morse code translation. Marconi uses it to
read the message, which says "there is a magnet in the
drawer of the workbench". Get the magnet and the
transmitter.
Go to Bell. Give Bell the magnet, and he fixes his
telephone. Grab the receiver he leaves and go to Fessenden.
Give him the transmitter and the receiver. Fessenden then
transforms your small radio into a small radio. Woohoo!
Despite the fact that it doesn't seem that anything
happened, the radio was invented. Good job, dude!
The world uses energy, but sadly there is a lot of
pollution. You can't have that, can you? You must save
the world!
Go right twice. You're in a nuclear power plant. You must
figure out how to stop the radiation and get the plant
working again. You see, the plant doesn't work since a
turbine has fallen out.
See the four yellow things that are connected to sticks?
Push each of them up as high as they can go (four times
going up). Now put in the turbine. Push the four yellow
things down, and the plant is now functioning perfectly.
But what about the nuclear waste? Grab the radiation suit,
and you enter the radiation room. Go forward. Click on
the lid of the barrel. Click on the waste twice. Put the
lid back on the barrel and go backwards twice. You now
fixed the nuclear power plant.
Go right, and you see a big screen. Go to it, and fix the
machine. Put the pictures together to get four different
pictures, of geothermic, wind, solar, and wave and tidal
power. Look at the geothermic picture. There are three
brown packages. Look at each one, and take the stuff out
of each one.
Go left twice. The cars are polluting, as is the factory.
Use the catylic converter from the geothermic power thing
to fix the cars. Use the stack scrubber and the filter on
the factory pipes to clean them. You now fixed this room.
Go left. This is the environment. Click on the small thing
at the bottom right. Now set the first three meters on the
left to full. Set the meters on the right to empty. You
saved the environment!
Okay, in this exhibit there are four exhibits. One is the
desert, the second is the grasslands, the third is the
woodlands, and the fourth is the rainforest. Each one has
four animals that go in the exhibit. Go down.
You can carry four animals on the cart. You can't carr
two animals from the same habitat together on the cart.
Load up as many animals as you can and go up.
Using the list below, put the four animals you got into
their respective habitats.
Desert: Mouse, cobra, owl, and spider.
Grassland: Ant, lizard, ostrich, and leopard
Woodland: Woodpecker, bee, deer and toad
Rainforest: Toucan, snake, monkey and butterfly.
Put the four animals in their proper habitats. Go down,
load up the cart, and put these four animals in their
habitats. Go down, load up the cart, and put those
animals in the right habitats.
Go down again, and put as many animals as you can on the
cart. Put them in their habitats. If there are any
animals left, go down and put them in their habitats.
Once every animal is in its habitat, you fixed this exhibit.
This room has four exhibits. The first is a kite, the
second is a hot air balloon, the third is a glider and the
last is a blimp.
Unfortunately, the fan in the first room blew everything
away into the last room. Turn off the fan and go right.
Grab the matches and go right. Grab the newspapers and
turn the vents on. Go right.
Ah, here's where all your things are. Turn the fan off,
and then use your pocketknife to cut the ropes (if the fan
wasn't off, you die!). Grab the kite and put it in your
backpack.
Turn the vent in this room on. Grab the glider and put it
over the vent. It flies up and into the room to the left.
If not, put the glider over the vent at a different level.
Once you fixed the glider, light a match with the box of
matches. Use it to set the hot air balloon flying. Turn
on the fan. Go left twice.
You're in the balloon room. The balloon, powered by the
fan you turned on, will come floating in soon. Grab the
rope from the balloon and tie it to the sandbags to stop
the balloon from floating away.
Go left. Drop the kite on the floor. Now tie it to the
post with the wire. Turn the fan in this room on. Go
right to the last room.
Turn the fan and the vent in this room off. Press the 180
button above the fan, and the three button. The blimp
flies in and hits the wall. Turn the fan back on. Now
the fan is pushing the blimp left at a wind speed of three,
and the blimp is moving right at the wind speed of three.
Naturally, it doesn't move.
Click on the two button and the three one again. See how
the blimp moved left, but stopped when you pressed three?
Use this technique to stop the blimp at the thing hanging
down from the ceiling. The blimp's nose should touch the
thing here, and it becomes secured. You fixed the room!
004w-Hall of Ecology
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This room is rather hard. The first part is easy though,
as is the third. Just the second part is complicated.
In the first part, a matching game comes up. Click on a
card to flip it over. Click on another card to flip it
over. If the cards match, they both stay up. If not,
they both flip over again. Match up all the cards.
Each card had a picture of an animal. Go right. Look at
the photo on the board next to the computer (is that the
same computer from the computer technology room?). Get a
good look. Now look at the computer.
It's the same picture, but it is messed up. It is one of
those sliding puzzles. It is really hard to do because
sliding puzzles are naturally hard. The empty spot in
this puzzle is in the bottom right corner. Eventually,
you'll get the puzzle. You can shut it and look at the
picture again to see how the puzzle is supposed to look
like.
Once you get the ****ing puzzle right, another screen pops
up. You need to figure our which animal preys on which.
Use the picture to solve this one easily.
The last part of this level will pop up here. It needs you
to figure out how many of each animal should exist so each
animal species will live after four years. From left to
right, put the levers at the following levels (1 is lowest
(not empty), and 5 is highest (five is full)): 1, 2, 3, 3,
3, 3, 4, 4, 3, 4, 4, 5, 4, and 4. Do this to beat the
level.
004x-Solar System
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Five stars in the solar system have become mixed up. You
need to put them at their proper placing.
Check out the star atlas. It has five bright stars you
can examine. Each stars has an H, V and date. Write down
the five H, V and dates. Now, on the projection device,
insert a H, V and date. Once it's correct, press the
project button. Do the same for another H, V and date,
and the same for another H, V and date. Do the same for
the last two groupings of H, V and date to beat the room.
Easy.
004y-Rockets and Computers
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Woo hoo! The last room! This room is actually hard, but
thanks to me you won't have much trouble, if any.
Examine the big screen in this room. Just like the screen
in Energy Technology, the four pictures are messed up.
Put them together to get the four pictures (Chinese rockets,
liquid fuel rocket, von Braun's V-2 rocket, and multi-stage
rockets). That was easy.
The next room has a projection. A satellite is orbiting
the earth. You need to shoot it down in less than an hour.
You can fire a rocket at it from a certain degree of the
earth (0, 45, 90, 135. 180, 225, 270, 315). There are
eight degrees in total. Set a rocket to zero and fire it.
If the satellite still orbits, set it to the degree that is
45 higher than the one you just tried. Fire the rocket.
Repeat the last two sentences of the paragraph until the
satellite is down. Since you have an hour, you can do it
in time.
The last room is really hard. You must move a rocket
through an asteroid field and get it to a target. This is
difficult to program, but you don't need to. Just follow
the directions. Put the rockets to fire in the following
order: left, left, right, right, down, left, left, right,
right, right, up, left, left, and down. Go away from the
screen to beat the room.
004z-Beat the Virus
-----------------------------------------------------------
You beat all the rooms! But all is not well...
MICK is missing. Oh no! He left an audio tape for you. Pick
it up. Look at the audio tape players. Nos play the tape.
MICK says he made the tape before you beat the last room.
He went alone to the basement. Don't worry, and don't go
there; he'll take care of the virus.
That sounds weird. Why wouldn't he even thank you? You
go to the basement. On the floor is a card. It's the card
for the workshop. Pick it up.
Go forward and left. Once you find the workshop, insert the
card and enter.
MICK is in the room. But not all in one piece. The virus
chopped MICK into pieces. Put him back together. He has an
I/O error again. Insert the disk. He says the virus corrupted
his system, and he made the tape so you would come help him.
The virus is on the main computer's data. You must stop it!
Look at the computer. The virus is walking around. You
must surround it. Click on the thing below the virus. MICK
asks you a question dealing with an exhibit you went to.
Answer correctly, and the thing turns red. The virus
now cannot move downwards.
If you go it wrong, try again, using the thing below the virus.
You have to get a question right before the virus reaches the
bottom of the screen or else...well...the virus corrupts
the system again, and you have to redo every exhibit.
Once the virus can't move, answer questions on the three
other squares it can move to. Get them right to destroy
the virus. Hope you enjoy the ending! (you probably won't).
Lame ending after all that work.