Final Version 5/7/02 __________ / ______ \ / / \ \ | / \ | | |__________| | | | | _____ | | | | | | | _ | | | |_|_|_| | /\ _____ /\ / \ | | / \ / \ | | / \ /______\|_____|/______\ 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 ----------------------------------------------------------- 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. 002-Story ----------------------------------------------------------- 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. 003-Equipment ----------------------------------------------------------- You take your backpack with you to the museum. In your backpack are the following: A floppy disk A flashlight A comb A handkerchief A pen A pocketknife A dollar bill 004-Walkthrough ----------------------------------------------------------- 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 ----------------------------------------------------------- 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. 004b-Salem Witch Trials ----------------------------------------------------------- 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. 004c-Wright Brothers ----------------------------------------------------------- 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 ----------------------------------------------------------- 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 ----------------------------------------------------------- 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. 004ef-Transcontinental Railroad ----------------------------------------------------------- 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. 004g-Louisianna Purchase ----------------------------------------------------------- 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 ----------------------------------------------------------- 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 ----------------------------------------------------------- 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! 004j-Industrial Revolution ----------------------------------------------------------- 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. 004k-Simple Machines ----------------------------------------------------------- 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. The first machine goes like this: | | | | | | _____ | / /| | _ / / | / \ / \ / / | \_/ \_/ /___/ | 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). Okay, last room. Here's a picture: __ __ _II_ / \ / \ | /\__/\ /\__/\ | | | | | | | | | | | | | | | | __ | | __ | __|__ \/ \/ \/ \/ | | \__/ \__/ |____| 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. 004l-Galileo's Telescope ----------------------------------------------------------- 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 ----------------------------------------------------------- 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 ----------------------------------------------------------- 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? ----------------------------------------------------------- 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. 004p-Robots ----------------------------------------------------------- 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! 004q-Computer Technology ----------------------------------------------------------- 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 ----------------------------------------------------------- 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! 004s-Energy Technology ----------------------------------------------------------- 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! 004t-Animal Habitats ----------------------------------------------------------- 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. 004u-The Earth's Geology ----------------------------------------------------------- The earth has a few problems that it needs you to solve. Actually, there are three problems. In the first one, put the continents together to from Pangaea. Then move to 10 MYA (million years ago). Mountains pop up. Examine them, and move each part of the landscape as high as it can go to solve this part. Volcanoes pop up. Examine them, and move the ground pieces left/right until the volcano erupts. You just saved the earth (again)! 004v-Air Powered Flight ----------------------------------------------------------- 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 ----------------------------------------------------------- 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 ----------------------------------------------------------- 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 ----------------------------------------------------------- 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. 005-Credits ----------------------------------------------------------- This FAQ is copyright of The Lost Gamer, 2002. If you want to use any part of this FAQ, ask me first (instructions under general information)